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Mongoose
January 30th, 2007, 11:36 PM
The new Offical home of this HOWTO:
http://www.uesp.net/wiki/Oblivion:Linux
The most up-to-date version will be there. If you have a problem check the wiki before posting an issue in the fourms here.

Oblivion under Ubuntu with Wine.

Here's my first HOWTO on the Ubuntu Forums. If I **** something up post a fix or comment, since I'm mostly going by memory here. I saw some requests for this, and I thought this would be a great way to support Ubuntu. =)

As of this writing WINE 0.9.29 provides the best play experience. The GIT and 0.9.30 release now have improved D3D caps support, however this causes rendering errors for skinned meshes. Mostly in the form of bad shadow maps and improper skinning. This isn't a guide about developing wined3d, so let's get the last working version.

1. Where do you get Wine?
Normally you could use the winehq.org site's guide to setup for Ubuntu, however 0.9.29 is now in the archives at wine.budgetdedicated.com.



http://www.winehq.org/site/download-deb

http://wine.budgetdedicated.com/archive/index.html


2. Pick the package for the version of Ubuntu
You just need to download and install the package you need based on your distro, which will be either Edgy or Dapper. If you're on x86_64 you can just use the same i386 package by using the --force-architecture flag. You'll need to install lib32 support of course if you're on x86_64, and don't forget asound32 for your ALSA sound!


# x86_64 users should install the needed ia32-libs and force
apt-get install -u ia32-libs lib32asound2 lib32z1 lib32stdc++6 linux32
dpkg -iE --force-architecture wine_0.9.29~winehq0~ubuntu~6.10-1_i386.deb

# i386 users just install as normal
dpkg -iE wine_0.9.29~winehq0~ubuntu~6.10-1_i386.deb



3. Wine setup is critical to getting this off the ground. First make sure your .wine is 'modern and complete'. This won't hose your old settings, but it will fix problems if you have setup from an older version of wine.


wineprefixcreate


4. Setup Wine for running Oblivion.
You may also need to copy d3dx9_27.dll to your ~/.wine/c_drive/Windows/System32 if needed. This dll is mainly for some symbol resolution issues. You can copy it from a Windows install or use cabextract and get it from the Oblivion DVD's DirectX.


# This could be /media/cdrom or whatever your DVD mount point is called.
apt-get install cabextract
cabextract /media/cdrom/DXREDIST/Aug2005_d3dx9_27_x86.cab


Now on to the main event WINE configuration.


winecfg

Once you load up winecfg you can do most of your tweaking in this nice GUI.

Graphics tab.


[x] Emulate a virtual desktop
Desktop size: [1024] x [768]

Vertex Shader Support [Hardware]
[x] Allow Pixel Shader

You can disable the virtual desktop, however if you have a misbehaving game it'll screw up your display resolution just like in Windows when it falls back. How's that for compatibility? =)


Audio tab.


[x] ALSA Driver

Hardware Acceleration [Emulation]
Default Sample Rate [44100] Default Bits Per Sample [16]
[x] Driver Emulation


Desktop Integration tab.

Here you should make a folder as your 'Windows folder base' and populate it. I use ~/Documents/Windows/. After you make these folders match them up in this interface, since Oblivion follows the logo requirements and uses a 'My Games' folder.


mkdir -p ~/Documents/Windows/{Desktop,Documents,Pictures,Music,Video}

Your ini and saved games will be under:


~/Documents/Windows/Documents/My Games/Oblivion/

I copied my old save games and such to the 'Saves' folder under Oblivion, and they all worked fine.


Drives tab.

Add a new drive for example 'D:' and click Show Advanced to set it as a CDROM drive. Browse to the mount point for your Oblivion DVD or loopback image. In my example it's '/opt/games/Windows/CDROM/'.


If you have the space I'd suggest copying your Oblivion DVD to a disk image, so you can keep it in your Collector's box. You all bought the Collector's Edition didn't you? Well you should it has some cool stuff. Here's a handy, dandy bash script to mount your Oblivion.iso.


#!/bin/sh
ISO=/opt/iso/Oblivion.iso
sudo mount -o loop -t iso9660 $ISO /opt/games/Windows/CDROM/



5. Registry editing in Wine. Run the command below and it'll pop-up a Wine version of regedit.


wine regedit.exe


Now browse HKEY_CURRENT_USER / Software / Wine / Direct3D. Right click in the pane to make New > String Value for each of the following key pairs:


OffscreenRenderingMode fbo
UseGLSL enabled
VideoMemorySize 256


Make sure you have 256MB of video memory and GLSL support before enabling. Set whatever is needed for your card, but note w/o GLSL Oblivion won't run. I use a Nvidia 6800 GS with 256MB of RAM, and it gets it done.


6. Installing in Wine. There is nothing to this one, you just click and go. The only thing that might bite you is if you see the error 'out of disk space', and you know you have enough space. If you see this you might want to map another drive in Wine to the partition you're installing on. For example I use G: for my /opt partition. After this Wine will see the correct disk space for /opt on the G: drive.



# Use /media/cdrom or whatever your mount point is here.
cd /media/cdrom
wine setup.exe


7. Install the patch. Go grab the 1.1.5xx patch for Oblivion, and install it under Wine. If you installed Oblivion under Wine then this is just watching the bar scroll to complete.



# Check for your version's latest patch. I use 'English'.
http://www.elderscrolls.com/
wine Oblivion_v1.1FinalEnglish.exe


8. First run. I suggest copying the Oblivion icon on your desktop to your Windows/Desktop. Go ahead and run the icon or OblivionLaucher.exe directly once. Set the general options you want, and exit. You'll want to reduce your game resolution and lower defaults as needed. In general I find the types of shaders are the real slow down more than the draw distance, etc. Turn off HDR/Bloom or you won't see anything. =)


9. Tweaking Oblivion.ini. There are a lot of sites that do an entire article on just this, however I'd suggest at least these two changes:



bForce1XShaders=0
bSaveOnInteriorExteriorSwitch=0
SIntroSequence=
bUseWaterShader=0


The 1X shaders cause crashes for menus and outdoors, so you don't want them. The other option avoids saving everytime you open a door, and that means less file I/O. Hell, you shouldn't be using these in Windows either. If you don't care about looks so much you can enable gobal light model, which is much faster and looks much worst as well. Clearing out the intro sequence resolves a crash for some. Disabling the water shader means no pretty water, but it can be worth up to 50fps or more. If you get 2fps anywhere in the game try disabling this shader, and you'll likely get a huge speed boost. You can remove the purple color from the water by replacing its DDS texture. I'd suggest editing the texture below to be a highly transparent light grey, or whatever you perfer.

If you get 'purple water' once you turn off the water shader you can fix that by using Excors' replacement DDS texture:


# Just extract the contents ( 'Data\Textures\water\water00.dds' ) into your Oblivion/Data directory.
http://games.build-a.com/oblivion/watertexture.zip


10. Playing! Now you can finally play the game. I suggest disabling all the debug spew to get more performance. Also here is the shell script I use.



#!/bin/sh
# This script disables all the text output for Wine
# debugging for improved performace.
export WINEDEBUG=fixme-all,err-all,warn-all,trace-all
OBLIVION_DIR=/opt/games/Windows/Oblivion
cd ${OBLIVION_DIR}
wine OblivionLauncher.exe


The new Offical home of this HOWTO:
http://www.uesp.net/wiki/Oblivion:Linux

You should also visit the Wine AppDB page:
http://appdb.winehq.org/appview.php?iVersionId=5777

Here's a screenshot of Oblivion in Wine at my blog for the old version of this HOWTO:
http://mongooseichiban.blogspot.com/2007/01/oblivion-under-wine.html

Here's a screenshot of Oblivion in Wine for the current version of this HOWTO:
http://www.flickr.com/photos/terryhendrix/377865984/

glabouni
January 30th, 2007, 11:43 PM
wine has now been upgraded to wine-0.9.30

anyways thanks for this howto, I'm gonna try it when I feel like finishing my oblivion game.

Mongoose
January 30th, 2007, 11:47 PM
Don't use 0.9.30 -- I just said it won't work very well. Please read more carefully. =)

hikaricore
January 30th, 2007, 11:50 PM
Beautiful howto, i'll be trying this out later. ^_^

bastiegast
February 1st, 2007, 09:38 PM
Beautiful howto, i'll be trying this out later. ^_^

Sweet! Last Time I checked oblivion was nearly unplayable. Those guys from wine make great progress. Can't wait for 0.9.31:guitar:

bastiegast
February 1st, 2007, 10:29 PM
Ok tried it myself, but ran into an crash upon launching the game. I googled it up and it seemed I had to remove *.bik from Data/Video then it worked.

Mongoose
February 1st, 2007, 11:28 PM
In Oblivion.ini you can clear out this entry instead of moving files around, which is hacky:

SIntroSequence=

This way you can see the logo and map on the main game menu, and skip the company and production movies which likely cause your crash.

Xenophoribic
February 1st, 2007, 11:45 PM
Curious what kind of settings you get, how it all looks in general, how the audio is, etc. I've just rebuilt and I'm packing a 7950GT. I want to know that I'll get good performance along with a gratifying visual and audio experience.

Mongoose
February 2nd, 2007, 01:24 AM
First, a warning about my current config. I have about everything that works in Wine 'maxed out' when I play. I have a large shadowmap memory setting, large textures, and I even enabled more options than the default. I leave shadows and all that jazz enabled as well. I like how the refraction shader looks, so I leave that on as well. That's including turning on all the SM2.0 options including the SM2.0 lighting path. I use a 6800 GS btw, and I turn on a few extra threads for various options since I have an AMD64x2.

I get 30-60fps 'indoors' and anywhere from 2-70fps 'outside' with the same 'maxed out config'. I can run around in caves with a torch throwing fireballs and fighting 2-3 people at once with 30-60fps, and that's typical usage for my gameplay. It's really uneven 'outside' due to the fact that at night you can get 70fps in the same area that gets 2fps in the sunlight. The way to get around this issue and not disable any shaders in the ini is to use 'Oblivion batch files' to toggle them on and off as needed. I can't remember, but I think 0.9.30 doesn't have this huge slowdown problem. Given 0.9.30 breaks mesh skinning you don't want to bother with it, since broken mesh animation/rendering ruins the game more than a slow down you can avoid.

I think the slow down might be caused by only 1 or 2 shaders using a slow code path in Wine. The worst I've seen is where you have an ungodly amount dynamic lights across a rampart, but that's always going to be slow even if you were in Windows. I would try toggling the various shaders on and off to see what works best for your card.

You can also use Ultra Ugly gobal lighting path, which seems to enable a vertex color light model. If you really wanted to max out performance you could find the trouble shaders and rewrite them. I think you can get over 200fps pretty easy then, but why would you want to at that point? =)

I'm revising this HOWTO at my site, and plan to roll the 'fixes' back into this fourm post once I have time to take some screenshots.

http://www.icculus.org/~mongoose/OblivionHOWTO.html

Here's a link to an article on using batch files and console commands:
http://www.tweakguides.com/Oblivion_11.html

Xenophoribic
February 2nd, 2007, 01:29 AM
Thanks a lot, Mongoose. I was going to install a Windows partition just so I could play Oblivion trouble free, but your guide looks solid, and your explanation on your performance only solidifies my complete abstinence from Windows :)

nalmeth
February 2nd, 2007, 01:36 AM
This is crazy!

I had completely written off Oblivion without Cedega.

Thanks so much dude, can you write me a guide for getting a capable video card for dirt cheap? I'd buy you a six-pack :)

Mongoose
February 2nd, 2007, 03:12 PM
I've gone back and tested for the slow down briefly, and it appears you can crank down everything you can think of graphically and still be hit by it at times. I also tried turning off AI and a few minor tests like that. I hope it's not some stupid error condition slowing everything down, but it could be. I got it to happen at night for the first time even with grass off too. This doesn't explain the reason for the huge range in the same area from day to night or sunny to rainy. I guess this means if you get 2fps use the console to make it rain, and you should be good to go. The place I got 2fps at night I had it rain and I got 30+fps. I hope it's not something stupid like the skydome -- since I didn't test turning that off and started playing for a bit. =)

If you figure it out before I have time to play/test again post here.

UPDATE:

It was the water! I couldn't even see water anywhere, but wireframe showed it was rendering. I disabled the 'water system' in the console and jumped to 50fps. If you find any more 2fps slow downs this doesn't fix post, so we can figure them together. ;)

In the console type: tws

UPDATE 2:

I dropped this HOWTO on the UESP wiki with details on how to fix 'purple water' and disable the water shader completely, so you don't have to toggle it off everytime you switch areas.

http://www.uesp.net/wiki/Oblivion:Linux

Xenophoribic
February 2nd, 2007, 07:14 PM
One last question, hoping it's a no. Are you using Oldblivion and assuming we would be and left it out for that reason, or are you using default Oblivion?

Mongoose
February 3rd, 2007, 12:37 AM
If you read the HOWTO it has no steps for Oldblivion at all. You just need to turn off the shaders I've mentioned to get good performance. I was turning off projected shadows for speedtree, but after disabling the water shader I found I can enable that and double my draw distance and still have a nice 25-70fps in combat outdoors with the particle systems on. The 6800 GS isn't a monster card, but you really need to have that or above imho to play smooth even with the setup I've tried to peice together.

My goal with this is to make it possible to follow a guide and run Oblivion. There is no guess work, and I'm giving you all the steps I use myself. I may provide an ini at some point for people using the same hardware I have. The only thing remotely special I do is enable more threads for the game, and frankly that doesn't help FPS very much. I do crank my gamma up via the ini a little too, but that's just b/c Oblivion is so dark with HDR off. I assume you know to turn off HDR, since Wine can't support it correctly right now. =)

I thought I'd also mention since disabling the watershader I play with Beryl on AIGLX and run in 800x600. The main thing bothering me is sometimes I get static sound fx hissing in the background, but I've been told that doesn't happen for most people. If you run into an issue or a fix post here, so we can figure out workarounds. I will warn you on Beryl + Oblivion in that it makes my GPU run hotter than if I disable Beryl.

Xenophoribic
February 4th, 2007, 11:36 PM
I've followed your guide to the T, and I feel I'm having problems, as well as a friend of mine. He has a 7900GS, I have a 7950GT, and yet we're getting low FPS (20 on average). Along with that, there's static throughout the audio, except when talking directly to an NPC. I edited my Oblivion.ini and managed to raise my FPS slightly, but I think I'm missing something.

Mongoose
February 5th, 2007, 06:52 AM
Did you turn off the water shader? That was the biggest bang for the buck I found. Also I've been tinkering with the GIT (0.9.30+) builds lately, and it's only a few shader fixes away from being able to play with all light passes now. The only time I get down to 20FPS is when I have everything turned on except for water shader, which is brokem. You might want to turn off grass / refraction shader / shadows / music / window envmaps as well. I also play with full draw distance personally. I always turn off music, since I assume directshow is broken. I've had others tell me there audio is fine, so I didn't mention that in the HOWTO.

If you're using 0.9.29 and have edited your ini you should be doing fine. Did you use a more recent version I updated here or at the wiki? Also use tdt and make sure it's really low fps and not just audio sample loading or AI slowing you down. You'd be surprised. Also make sure you have the environment variable set every time you play, or you'll be wasting a lot of cycles just printing trace/fixme/warnings. If you're still having problems load up 0.9.30 and in the console use 'slp 1010'. That command basically turns off diffuse and specular lighting, so the meshes won't be jacked up, but it turns off a majority of lighting as well. You can toggle it back on and off as needed while you play with 'slp 1111'. That won't look very nice, but it'll run very fast and fixes most of the audio mixing issues for sound effects. This is the reason I suggested using 0.9.29. Tell me if this helps any. I only have one set of hardware to test my ini settings on here. If all this fails disable SM30 in your ini, since your card may provide more EXT than mine causing issues on a codepath I never hit. =)

Edit:
I updated the shell script in this forum to disable all debug spew -- just like the HOWTO on the wiki. Also you can turn down you sound effects slider to 25%. You'll still hear combat and ambient effects fine, but the 'snow' will be low enough you can ignore it. It might help to play with sample rate as well, but I still assume it's mostly the software mixing to blame.

bastiegast
February 5th, 2007, 11:43 AM
I've followed your guide to the T, and I feel I'm having problems, as well as a friend of mine. He has a 7900GS, I have a 7950GT, and yet we're getting low FPS (20 on average). Along with that, there's static throughout the audio, except when talking directly to an NPC. I edited my Oblivion.ini and managed to raise my FPS slightly, but I think I'm missing something.

Almost exactly my problems, inside I do get reasonable fps, but outside it dropped to 2 or something, well this is mainly fixed by turning of the water shader as you said. But still the audio is only good when directly talking to somebody. Lately I figured out that the noise/static whatever it is called can be shut off by turning the effects volume down, however this makes the game less fun. I have yet to try your suggestions about th slp command.
I noticed in your screenshot you've hit tab (inventory screen) and you can still see the background around your character. If I hit either tab or esc I can see the menu or inventory screen but the background is gray/green, any idea what is causing this?
By the way, how can you check your fps? Is there a command to turn some display on?

If I not already said so, I love you howto, I might be starting to play oblivion in Linux because of this.

Mongoose
February 5th, 2007, 05:43 PM
You're using a bad ini then, or you copied the old ini off the wine application db. The background in the menu is on by default. The old ini on wine appdb was made before the forced SM1.0 option was widely reported to be the cause of the menu crashing. The reason I post all this info is because I had to figure it out myself mostly, and I don't think most people have the time or patience to do the same.

If your card has less memory or some other handicap you should start disabling features. Also you might want to run in 1024x768 or 800x600 resolutions. I would suggest starting with a default ini the game makes, which is what I presented in the HOWTO.

<pre>
; Default menu background
bStaticMenuBackground=0

; Some basic threading options for dual core users, search for all options like:
;bUseThreaded*
;eg
bUseThreadedBlood=1

; You can also wnable/increase havoc, speedtree, and openmp threads
iNumHavokThreads=2

bUseMultiThreadedFaceGen=1

bUseMultiThreadedTrees=1


; Try these for performance
bEquippedTorchesCastShadows=0

bReportBadTangentSpace=0
iMultiSample=0

bDoTallGrassEffect=0

bForceMultiPass=0

bDrawShadows=0
bUseRefractionShader=0
iShadowFilter=0
bShadowsOnGrass=0

bDoStaticAndArchShadows=0

bDoActorShadows=0

; If you have a SM3.0 supported card use it
bAllow30Shaders=1


; Bump up brightness, lower brighter
fGamma=0.8900
</pre>

Xenophoribic
February 6th, 2007, 03:05 AM
I've gotten my FPS fairly consistent, 30-50 in general, occasional dip into 20's. The audio problem is still there, and for some reason, NPC's are black. Details are just barely recognizable, it's as if a heavy shadow is over the textures.

Mongoose
February 6th, 2007, 03:57 AM
Black? Either you have HDR on or you're turning off light passes. I suggest 0.9.29, but if you must play in 0.9.30 you'll either have to give up diffuse lighting ( ouch ) or look at improperly animated meshes.

You can turn HDR off in the game UI.

You can test if it's just shadows by using this ini setting:

bDrawShadows=0

To test light passes type this command in the console:

slp 1111

Megatog615
February 7th, 2007, 07:22 PM
I followed all the steps exactly, and the game screen is blank(like a darkish blue), but I can see the GUI.

wine --version

wine-0.9.29

Also, the sound is just static when I play the game. The menus are also very messed up.

Mongoose
February 7th, 2007, 09:14 PM
Turn off HDR. 99% of the time people say this they have HDR on. You can turn it off from the Launcher.

Megatog615
February 10th, 2007, 09:09 AM
Most of the sound is static, still.

Mongoose
February 10th, 2007, 07:18 PM
That's caused by ambient sounds and sometimes music. I turn sound effects down to 25% and turn everything else up to 100%. I can hear sound effects fine, but the static is unnoticable -- however I think it has as much to do with your soundcard and speakers as to how much static you hear. Also newer Wine builds the sound mixing appears to produce less static for Oblivion. I assume it's caused by not clearing the extra space in the buffers, since they don't align by assumed block size. I can hear hit/spell/etc sounds fine this way but not the static. Sorry, it's the only work around besides patching Wine.

bastiegast
February 12th, 2007, 04:04 PM
I tried playing it with wine 0.9.30. WOW! all shaders work, even bloom works too bad about the messed up models, will this be fixed in wine 0.9.31? It would be great :popcorn: can't wait!

kroenecker
February 13th, 2007, 01:21 AM
I've read over the thread and don't see any advice for the following:

When I run Oblivion it works, but the screen freezes just before the King is attacked for the first time. That is, going down the stairs and through the first door.

Does anyone else have this experience? I installed v29 but that doesn't seem to help. Maybe my video card is problematic: 6600 with 128 memory.

Ah well, it does run in windows and I do still have windows installed :P

Mongoose
February 13th, 2007, 03:35 AM
Actually, Oblivion has a min requirement of 256MB iirc. You should set your wine settings to 128MB instead of 256MB if you haven't already. You'll be getting a lot of texture thrashing I'd imagine however... but that's better than crashing. You also need to dail down all your settings to smallest texture size.

Edit: I forgot to mention -- you should half your shadow map and related settings as well. I don't think they're affected by the quality sliders.

Mblackwell
February 13th, 2007, 04:07 AM
I tried playing it with wine 0.9.30. WOW! all shaders work, even bloom works too bad about the messed up models, will this be fixed in wine 0.9.31? It would be great :popcorn: can't wait!

Yeah I had the same thing. I hadn't had GLSL on because it doesn't work with Guild Wars (is slow and causes draw errors), but turning it on made everything in Oblivion work except the meshes were screwed up (as someone said before they would be). And it even ran smoothly. Awesome! Here's hoping. Just fix that and the sound and it's good to go!

Mongoose
February 13th, 2007, 07:13 PM
I just updated the Oblivion:Linux wiki -- GIT wine fixes the mesh issue in 0.9.30! Thanks to the guys at WineHQ for keeping me in the loop. =)

zgerrz
February 16th, 2007, 09:26 PM
At this point I have a problem since I do not see a folder called Direct3D. It just isn't there for me. I'm running the 0.9.30 version of wine.


Now browse HKEY_CURRENT_USER / Software / Wine / Direct3D. Right click in the pane to make New > String Value for each of the following key pairs:

Any suggestions?

EDIT: I made the keys, but the parent folder which should be called "Direct3D" is currently called "New Key #1", and whenever I click on rename to change it, nothing happens.

EDIT: Apparently there is a bug in the 0.9.30 version of wine in renaming keys. It is fixed in 0.9.31 though. Just thought I would let people know about this.

zgerrz
February 17th, 2007, 06:35 PM
Does anyone know why my game is very stuttery? NPCs will speak to me, but if I move around at the same time the audio will stutter and they will often have to repeat the same words again.

I also have some texture issues. During the main screen the options like "new" and "load" all have white spaces around them, and activating menu options does not happen "smoothly." Meaning I often have to click hard and be very precise to activate menu buttons.

Also, I get an incredible amount of static audio, but I hear that this problem doesn't really have a fix yet. I have to turn down the effects sounds to 0 to keep my sanity.

Sorry for some of the vague descriptions; it's just hard to explain some of these issues. The game just feels very "clunky."

By the way, thanks for the guide. I didn't even think it was possible to get this game running at all under wine. You have done a great service for the Oblivion community.

P.S. I'm running wine 0.9.31

Mongoose
February 17th, 2007, 07:15 PM
If you're getting audio stutter it means your taxing your machine mostly. You might want to adjust your threading or something. On a related note you can get way over 30fps and still have bad play if you machine hits a heavy load. =)

The problem with pixel shaders right now is if you enable the pbuffer option for offscreen targets it runs faster and fixes some graphical errors -- but causes a crash when you save due to how the screen is captured. That's a real bitch for an RPG, but it does save a valid file before the crash at least. =)

Try out my slider adjustment tip for the static in effects mixing. I don't hear any static with my current build of Wine and my workaround, but there is still a bug in directsound mixing. Also read the wiki page for the most up to date issues.

Mblackwell
February 17th, 2007, 07:48 PM
Oi vey, I discovered that no matter what I did the character models were rendered wrong. My then thought was "well maybe it's my ini" (which is imported from when I used Windows), and so I renamed it. The default ini crashed before it even got to the "loading" screen. I remembered that disabling the intro movies solved a crash for some people, so I got rid of them. At that point I can at least get to "loading" but it crashes with a page fault before I can get to the menu.

I've checked everything and I have no idea why one ini crashes and the other doesn't. Either way I can't really play the game.

Mongoose
February 17th, 2007, 10:04 PM
You should just follow the guide... it handles the intro issue and more -- also it provides work arounds. This is a reason it was written -- also if you read you'd know 0.9.30 is broken. Read the wiki page linked from the #1 section of this thread. =)

Mblackwell
February 17th, 2007, 10:09 PM
I'm using 0.9.31. I followed the guide. I DO update my packages. :p

Edit: Here's something useful, here's each INI.

This one crashes:



[General]

SStartingCell=



SStartingCellY=

SStartingCellX=

SStartingWorld=



STestFile10=

STestFile9=

STestFile8=

bSTestFile7=

STestFile6=

STestFile5=

STestFile4=

STestFile3=

STestFile2=

STestFile1=



bEnableProfile=0

bDrawSpellContact=0

bRunMiddleLowLevelProcess=1

iHoursToSleep=3

bActorLookWithHavok=0

SMainMenuMusicTrack=special\tes4title.mp3

bUseEyeEnvMapping=1

bFixFaceNormals=0

bUseFaceGenHeads=1

bFaceMipMaps=1

bFaceGenTexturing=1

bDefaultCOCPlacement=0

uGridDistantTreeRange=15

uGridDistantCount=25

uGridsToLoad=5

fGlobalTimeMultiplier=1.0000

bNewAnimation=1

fAnimationDefaultBlend=0.1000

fAnimationMult=1.0000

bFixAIPackagesOnLoad=0

bForceReloadOnEssentialCharacterDeath=1

bKeepPluginWhenMerging=0

bCreate Maps Enable=0

SLocalSavePath=Saves\

SLocalMasterPath=Data\

bDisableDuplicateReferenceCheck=1

bTintMipMaps=0

uInterior Cell Buffer=3

uExterior Cell Buffer=36

iIntroSequencePriority=3

bPreloadIntroSequence=1

fStaticScreenWaitTime=3.0000

SCreditsMenuMovie=CreditsMenu.bik

SMainMenuMovie=Map loop.bik

SMainMenuMovieIntro=

SIntroSequence=

iFPSClamp=0

bRunVTuneTest=0

STestFile1=

bActivateAllQuestScripts=0

fQuestScriptDelayTime=5.0000

SMainMenuMusic=Special\TES4Title.mp3

bUseThreadedBlood=0

bUseThreadedMorpher=0

bExternalLODDataFiles=1






[Display]

uVideoDeviceIdentifierPart1=0

uVideoDeviceIdentifierPart2=0

uVideoDeviceIdentifierPart3=0

uVideoDeviceIdentifierPart4=0

fDecalLifetime=10.0000

bEquippedTorchesCastShadows=0

bReportBadTangentSpace=0

bStaticMenuBackground=1

bForcePow2Textures=0

bForce1XShaders=0

bHighQuality20Lighting=0

bAllow20HairShader=1

bAllowScreenShot=0

iMultiSample=0

bDoTallGrassEffect=1

bForceMultiPass=1

bDoTexturePass=1

bDoSpecularPass=1

bDoDiffusePass=1

bDoAmbientPass=1

bDoCanopyShadowPass=1

bDrawShadows=0

bUseRefractionShader=1

bUse Shaders=1

iNPatchNOrder=0

iNPatchPOrder=0

iNPatches=0

iLocation Y=0

iLocation X=0

bFull Screen=0

iSize W=800

iSize H=600

iAdapter=0

iScreenShotIndex=0

SScreenShotBaseName=ScreenShot

iAutoViewMinDistance=2000

iAutoViewHiFrameRate=40

iAutoViewLowFrameRate=20

bAutoViewDistance=0

fDefaultFOV=75.0000

fNearDistance=10.0000

fFarDistance=10000.0000

iDebugTextLeftRightOffset=10

iDebugTextTopBottomOffset=10

bShowMenuTextureUse=1

iDebugText=2

bLocalMapShader=1

bDoImageSpaceEffects=1

fShadowLOD2=400.0000

fShadowLOD1=200.0000

fLightLOD2=1500.0000

fLightLOD1=1000.0000

fSpecularLOD2=800.0000

fSpecularLOD1=500.0000

fEnvMapLOD2=800.0000

fEnvMapLOD1=500.0000

fEyeEnvMapLOD2=190.0000

fEyeEnvMapLOD1=130.0000

iPresentInterval=1







[Controls]

fVersion=1.7000

Forward=0011FFFF

Back=001FFFFF

Slide Left=001EFFFF

Slide Right=0020FFFF

Use=00FF00FF

Activate=0039FFFF

Block=003801FF

Cast=002EFFFF

Ready Item=0021FFFF

Crouch/Sneak=001DFFFF

Run=002AFFFF

Always Run=003AFFFF

Auto Move=0010FFFF

Jump=0012FFFF

Toggle POV=001302FF

Menu Mode=000FFFFF

Rest=0014FFFF

Quick Menu=003BFFFF

Quick1=0002FFFF

Quick2=0003FFFF

Quick3=0004FFFF

Quick4=0005FFFF

Quick5=0006FFFF

Quick6=0007FFFF

Quick7=0008FFFF

Quick8=0009FFFF

QuickSave=003FFFFF

QuickLoad=0043FFFF

Grab=002CFFFF

bInvertYValues=0

fXenonLookXYMult=0.0005

fMouseSensitivity=0.0020

;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6

iJoystickMoveFrontBack=2

iJoystickMoveLeftRight=1

fJoystickMoveFBMult=1.0000

fJoystickMoveLRMult=1.0000

iJoystickLookUpDown=6

iJoystickLookLeftRight=3

fJoystickLookUDMult=0.0020

fJoystickLookLRMult=0.0020

fXenonMenuMouseXYMult=0.0003

bBackground Mouse=0

bBackground Keyboard=0

bUse Joystick=1

fXenonLookMult=0.0030

fXenonMenuStickSpeedMaxMod=5.0000

iXenonMenuStickSpeedThreshold=20000

iXenonMenuStickThreshold=1000

;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian

iLanguage=0





[Water]

fAlpha=0.5000

uSurfaceTextureSize=128

SSurfaceTexture=water

SNearWaterOutdoorID=NearWaterOutdoorLoop

SNearWaterIndoorID=NearWaterIndoorLoop

fNearWaterOutdoorTolerance=1024.0000

fNearWaterIndoorTolerance=512.0000

fNearWaterUnderwaterVolume=0.9000

fNearWaterUnderwaterFreq=0.3000

uNearWaterPoints=8

uNearWaterRadius=1000

uSurfaceFrameCount=32

uSurfaceFPS=12

bUseWaterReflectionsMisc=0

bUseWaterReflectionsStatics=0

bUseWaterReflectionsTrees=0

bUseWaterReflectionsActors=0

bUseWaterReflections=1

bUseWaterHiRes=0

bUseWaterDisplacements=1

bUseWaterShader=1

uDepthRange=125

bUseWaterDepth=1

bUseWaterLOD=1

fTileTextureDivisor=4.7500

fSurfaceTileSize=2048.0000



[Audio]

bDSoundHWAcceleration=1

fMinSoundVel=10.0000

fMetalLargeMassMin=25.0000

fMetalMediumMassMin=8.0000

fStoneLargeMassMin=30.0000

fStoneMediumMassMin=5.0000

fWoodLargeMassMin=15.0000

fWoodMediumMassMin=7.0000

fDialogAttenuationMax=35.0000

fDialogAttenuationMin=7.7500

bUseSoundDebugInfo=1

fUnderwaterFrequencyDelta=0.0000

bUseSoftwareAudio3D=0

fDefaultEffectsVolume=0.8000

fDefaultMusicVolume=0.3000

fDefaultFootVolume=0.8000

fDefaultVoiceVolume=0.8000

fDefaultMasterVolume=1.0000

bMusicEnabled=1

bSoundEnabled=1

fLargeWeaponWeightMin=25.0000

fMediumWeaponWeightMin=8.0000

fSkinLargeMassMin=30.0000

fSkinMediumMassMin=5.0000

fChainLargeMassMin=30.0000

fChainMediumMassMin=5.0000

fDBVoiceAttenuationIn2D=0.0000

iCollisionSoundTimeDelta=50

fGlassLargeMassMin=25.0000

fGlassMediumMassMin=8.0000

fClothLargeMassMin=25.0000

fClothMediumMassMin=8.0000

fEarthLargeMassMin=30.0000

fEarthMediumMassMin=5.0000

bUseSpeedForWeaponSwish=1

fLargeWeaponSpeedMax=0.9500

fMediumWeaponSpeedMax=1.1000

fPlayerFootVolume=0.9000

fDSoundRolloffFactor=4.0000

fMaxFootstepDistance=1100.0000

fHeadroomdB=2.0000

iMaxImpactSoundCount=32

fMainMenuMusicVolume=0.6





[ShockBolt]

bDebug=0

fGlowColorB=1.0000

fGlowColorG=0.6000

fGlowColorR=0.0000

fCoreColorB=1.0000

fCoreColorG=1.0000

fCoreColorR=1.0000

fCastVOffset=-10.0000

iNumBolts=7

fBoltGrowWidth=1.0000

fBoltSmallWidth=3.0000

fTortuosityVariance=8.0000

fSegmentVariance=35.0000

fBoltsRadius=24.0000



[Pathfinding]

bDrawPathsDefault=0

bPathMovementOnly=0

bDrawSmoothFailures=0

bDebugSmoothing=0

bSmoothPaths=1

bSnapToAngle=0

bDebugAvoidance=0

bDisableAvoidance=0

bBackgroundPathing=0



[MAIN]

bEnableBorderRegion=1





[Combat]

bEnableBowZoom=1

bDebugCombatAvoidance=0

fMinBloodDamage=1.0000

fHitVectorDelay=0.4000

iShowHitVector=0





[HAVOK]

bDisablePlayerCollision=0

fJumpAnimDelay=0.75

bTreeTops=0

iSimType=1

bPreventHavokAddAll=0

bPreventHavokAddClutter=0

fMaxTime=0.0167

bHavokDebug=0

fRF=1000.0000

fOD=0.9000

fSE=0.3000

fSD=0.9800

iResetCounter=5

fMoveLimitMass=95.0000

iUpdateType=0

bHavokPick=0





[Interface]

fDlgLookMult=0.3000

fDlgLookAdj=0.0000

fDlgLookDegStop=0.2000

fDlgLookDegStart=2.0000

fDlgFocus=2.1000

fKeyRepeatInterval=50.0000

fKeyRepeatTime=500.0000

fActivatePickSphereRadius=16.0000

fMenuModeAnimBlend=0.0000

iSafeZoneX=20

iSafeZoneY=20

iSafeZoneXWide=20

iSafeZoneYWide=20



[LoadingBar]



[Menu]

fCreditsScrollSpeed=40.0000

iConsoleTextYPos=890

iConsoleTextXPos=30

iConsoleVisibleLines=15

iConsoleHistorySize=50

rDebugTextColor=255,251,233

iConsoleFont=3

iDebugTextFont=3







[GamePlay]

bDisableDynamicCrosshair=0

bSaveOnTravel=1

bSaveOnWait=1

bSaveOnRest=1

bCrossHair=1

iDifficultyLevel=50

bGeneralSubtitles=0

bDialogueSubtitles=1

bInstantLevelUp=0

bHealthBarShowing=0

fHealthBarFadeOutSpeed=1.0000

fHealthBarSpeed=80.0000

fHealthBarHeight=4.0000

fHealthBarWidth=40.0000

fHealthBarEmittanceFadeTime=0.5000

fHealthBarEmittanceTime=1.5000





[Fonts]

SFontFile_1=Data\Fonts\Kingthings_Regular.fnt

SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt

SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt

SFontFile_4=Data\Fonts\Daedric_Font.fnt

SFontFile_5=Data\Fonts\Handwritten.fnt





[SpeedTree]

iTreeClonesAllowed=1

fCanopyShadowGrassMult=1.0000

iCanopyShadowScale=512

fTreeForceMaxBudAngle=-1.0000

fTreeForceMinBudAngle=-1.0000

fTreeForceLeafDimming=-1.0000

fTreeForceBranchDimming=-1.0000

fTreeForceCS=-1.0000

fTreeForceLLA=-1.0000

fTreeLODExponent=1.0000

bEnableTrees=1

bForceFullLOD=0





[Debug]

bDebugFaceGenCriticalSection=0

bDebugFaceGenMultithreading=0

bDebugSaveBuffer=0





[BackgroundLoad]





[LOD]

fLodDistance=500.0000

bUseFaceGenLOD=0

iLODTextureTiling=2

iLODTextureSizePow2=8

fLODNormalTextureBlend=0.5000

bDisplayLODLand=1

bDisplayLODBuildings=1

bDisplayLODTrees=0

bLODPopTrees=0

bLODPopActors=0

bLODPopItems=0

bLODPopObjects=0

fLODFadeOutMultActors=5.0000

fLODFadeOutMultItems=2.0000

fLODFadeOutMultObjects=5.0000

fLODMultLandscape=1.0000

fLODMultTrees=1.2000

fLODMultActors=1.0000

fLODMultItems=1.0000

fLODMultObjects=1.0000

iFadeNodeMinNearDistance=400

fLODFadeOutPercent=0.9000

fLODBoundRadiusMult=3.0000

fTalkingDistance=2000.0000



fTreeLODMax=2.0000

fTreeLODMin=0.0200

fTreeLODDefault=1.2000



[Weather]

fSunGlareSize=350.0000

fSunBaseSize=250.0000

bPrecipitation=1

fAlphaReduce=1.0000

SBumpFadeColor=255,255,255,255

SLerpCloseColor=255,255,255,255

SEnvReduceColor=255,255,255,255



[Voice]

SFileTypeLTF=ltf

SFileTypeLip=lip

SFileTypeSource=wav

SFileTypeGame=mp3





[Grass]

iMinGrassSize=80

fGrassEndDistance=3000.0000

fGrassStartFadeDistance=2000.0000

bGrassPointLighting=0

bDrawShaderGrass=1

iGrassDensityEvalSize=2

iMaxGrassTypesPerTexure=2

fWaveOffsetRange=1.7500



[Landscape]

bCurrentCellOnly=0

bPreventSafetyCheck=0

fLandTextureTilingMult=2.0000





[bLightAttenuation]

fQuadraticRadiusMult=1.0000

fLinearRadiusMult=1.0000

bOutQuadInLin=0

fConstantValue=0.0000

fQuadraticValue=16.0000

fLinearValue=3.0000

uQuadraticMethod=2

uLinearMethod=1

fFlickerMovement=8.0000

bUseQuadratic=1

bUseLinear=0

bUseConstant=0





[BlurShaderHDRInterior]

fTargetLUM=1.0000

fUpperLUMClamp=1.0000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.5000

fBrightScale=2.2500

fBrightClamp=0.2250

fBlurRadius=7.0000

iNumBlurpasses=1





[BlurShaderHDR]

fTargetLUM=1.2000

fUpperLUMClamp=1.0000

fGrassDimmer=1.3000

fTreeDimmer=1.2000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.7000

fSunlightDimmer=1.3000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fBrightScale=1.5000

fBrightClamp=0.350

fBlurRadius=4.0000

iNumBlurpasses=2

iBlendType=2

bDoHighDynamicRange=0





[BlurShader]

fSunlightDimmer=1.0000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fAlphaAddExterior=0.2000

fAlphaAddInterior=0.5000

iBlurTexSize=256

fBlurRadius=0.0300

iNumBlurpasses=1

iBlendType=2





[GethitShader]

fBlurAmmount=0.5000

fBlockedTexOffset=0.0010

fHitTexOffset=0.0050

[MESSAGES]

bBlockMessageBoxes=0

bSkipProgramFlows=1

bAllowYesToAll=1

bDisableWarning=1

iFileLogging=0

[DistantLOD]

bUseLODLandData=0

fFadeDistance=12288.0000

[GeneralWarnings]

SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.



SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.

This may result in errors. Saving again will clear this message

but not necessarily fix any errors.



[Archive]

SMasterMiscArchiveFileName=Oblivion - Misc.bsa

SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa

SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa

SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa

SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa

SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa

SInvalidationFile=ArchiveInvalidation.txt

iRetainFilenameOffsetTable=1

iRetainFilenameStringTable=1

iRetainDirectoryStringTable=1

bCheckRuntimeCollisions=0

bInvalidateOlderFiles=1

bUseArchives=1

[CameraPath]

iTake=0

SDirectoryName=TestCameraPath

iFPS=60

SNif=Test\CameraPath.nif

[Absorb]

fAbsorbGlowColorB=1.0000

fAbsorbGlowColorG=0.6000

fAbsorbGlowColorR=0.0000

fAbsorbCoreColorB=1.0000

fAbsorbCoreColorG=1.0000

fAbsorbCoreColorR=1.0000

iAbsorbNumBolts=1

fAbsorbBoltGrowWidth=0.0000

fAbsorbBoltSmallWidth=7.0000

fAbsorbTortuosityVariance=2.0000

fAbsorbSegmentVariance=7.0000

fAbsorbBoltsRadius=5.0000

[OPENMP]

iThreads=3

iOpenMPLevel=10

[TestAllCells]

bFileShowTextures=1

bFileShowIcons=1

bFileSkipIconChecks=0

bFileTestLoad=0

bFileNeededMessage=1

bFileGoneMessage=1

bFileSkipModelChecks=0

[CopyProtectionStrings]

SCopyProtectionMessage2=Insert the Oblivion Disc.

SCopyProtectionTitle2=Oblivion Disc Not Found

SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.

SCopyProtectionTitle=CD-ROM Drive Not Found



And here's the one that doesn't:





[General]

SStartingCell=

SStartingCellY=

SStartingCellX=

SStartingWorld=

STestFile10=

STestFile9=

STestFile8=

STestFile7=

STestFile6=

STestFile5=

STestFile4=

STestFile3=

STestFile2=

STestFile1=

bEnableProfile=0

bDrawSpellContact=0

bRunMiddleLowLevelProcess=1

iHoursToSleep=3

bActorLookWithHavok=0

SMainMenuMusicTrack=special\tes4title.mp3

bUseEyeEnvMapping=1

bFixFaceNormals=0

bUseFaceGenHeads=1

bFaceMipMaps=1

bFaceGenTexturing=1

bDefaultCOCPlacement=0

uGridDistantTreeRange=15

uGridDistantCount=25

uGridsToLoad=5

fGlobalTimeMultiplier=1.0000

bNewAnimation=1

fAnimationDefaultBlend=0.1000

fAnimationMult=1.0000

bFixAIPackagesOnLoad=0

bForceReloadOnEssentialCharacterDeath=1

bKeepPluginWhenMerging=0

bCreate Maps Enable=0

SLocalSavePath=Saves\

SLocalMasterPath=Data\

bDisableDuplicateReferenceCheck=1

bTintMipMaps=0

uInterior Cell Buffer=6

uExterior Cell Buffer=72

iIntroSequencePriority=3

bPreloadIntroSequence=1

fStaticScreenWaitTime=3.0000

SCreditsMenuMovie=CreditsMenu.bik

SMainMenuMovie=Map loop.bik

SMainMenuMovieIntro=

SIntroSequence=

iFPSClamp=0

bRunVTuneTest=0

STestFile1=

bActivateAllQuestScripts=0

fQuestScriptDelayTime=5.0000

SMainMenuMusic=Special\TES4Title.mp3

bUseThreadedBlood=0

bUseThreadedMorpher=0

bExternalLODDataFiles=1

bBorderRegionsEnabled=1

bDisableHeadTracking=0

bTrackAllDeaths=0

SCharGenQuest=0002466E

uiFaceGenMaxEGTDataSize=67108864

uiFaceGenMaxEGMDataSize=67108864

SBetaCommentFileName=

bCheckCellOffsetsOnInit=0

bCreateShaderPackage=0

uGridDistantTreeRangeCity=4

uGridDistantCountCity=4

bWarnOnMissingFileEntry=0

iSaveGameBackupCount=1

bDisplayMissingContentDialogue=1

SSaveGameSafeCellID=2AEEA

bAllowScriptedAutosave=1

bPreemptivelyUnloadCells=0

iNumBitsForFullySeen=248

iPreloadSizeLimit=52428800

SOblivionIntro=OblivionIntro.bik

bUseHardDriveCache=1

bEnableBoundingVolumeOcclusion=0

bDisplayBoundingVolumes=0

bUseThreadedTempEffects=1

bUseThreadedParticleSystem=1

bUseMyGamesDirectory=1



[Display]

uVideoDeviceIdentifierPart1=0

uVideoDeviceIdentifierPart2=0

uVideoDeviceIdentifierPart3=0

uVideoDeviceIdentifierPart4=0

fDecalLifetime=10.0000

bEquippedTorchesCastShadows=0

bReportBadTangentSpace=0

bStaticMenuBackground=1

bForcePow2Textures=0

bForce1XShaders=0

bHighQuality20Lighting=1

bAllow20HairShader=1

bAllowScreenShot=1

iMultiSample=0

bDoTallGrassEffect=0

bForceMultiPass=1

bDoTexturePass=1

bDoSpecularPass=1

bDoDiffusePass=1

bDoAmbientPass=1

bDoCanopyShadowPass=0

bDrawShadows=0

bUseRefractionShader=1

bUse Shaders=1

iNPatchNOrder=0

iNPatchPOrder=0

iNPatches=0

iLocation Y=220

iLocation X=360

bFull Screen=0

iSize W=1024

iSize H=768

iAdapter=0

iScreenShotIndex=69

SScreenShotBaseName=ScreenShot

iAutoViewMinDistance=2000

iAutoViewHiFrameRate=40

iAutoViewLowFrameRate=20

bAutoViewDistance=0

fDefaultFOV=75.0000

fNearDistance=10.0000

fFarDistance=10000.0000

iDebugTextLeftRightOffset=10

iDebugTextTopBottomOffset=10

bShowMenuTextureUse=1

iDebugText=2

bLocalMapShader=1

bDoImageSpaceEffects=1

fShadowLOD2=300.0000

fShadowLOD1=150.0000

fLightLOD2=1000.0000

fLightLOD1=500.0000

fSpecularLOD2=800.0000

fSpecularLOD1=500.0000

fEnvMapLOD2=500.0000

fEnvMapLOD1=300.0000

fEyeEnvMapLOD2=150.0000

fEyeEnvMapLOD1=100.0000

iPresentInterval=0

fSpecualrStartMax=750.0000

fSpecularStartMin=0.0000

iActorShadowIntMax=10

iActorShadowIntMin=0

iActorShadowExtMax=10

iActorShadowExtMin=0

fGammaMax=0.6000

fGammaMin=1.4000

iMaxDecalsPerFrame=5

bDynamicWindowReflections=0

fShadowFadeTime=1.0000

fGamma=0.7280

bDecalsOnSkinnedGeometry=0

iShadowFilter=0

bAllowPartialPrecision=1

iShadowMapResolution=512

bShadowsOnGrass=0

bActorSelfShadowing=0

iActorShadowCountInt=2

iActorShadowCountExt=1

bAllow30Shaders=1

iTexMipMapMinimum=0

iTexMipMapSkip=1

bDoStaticAndArchShadows=0

bDoActorShadows=0

bIgnoreResolutionCheck=0

fNoLODFarDistancePct=1.0000

fNoLODFarDistanceMax=10000.0000

fNoLODFarDistanceMin=1500.0000

bFullBrightLighting=0

iMaxLandscapeTextures=0



[Controls]

fVersion=1.8000

Forward=0048FFFF

Back=004CFFFF

Slide Left=004BFFFF

Slide Right=004DFFFF

Use=00FF00FF

Activate=0051FFFF

Block=002C01FF

Cast=0049FFFF

Ready Item=0047FFFF

Crouch/Sneak=0053FFFF

Run=002A02FF

Always Run=0028FFFF

Auto Move=0010FFFF

Jump=0052FFFF

Toggle POV=0013FFFF

Menu Mode=000FFFFF

Rest=0014FFFF

Quick Menu=003BFFFF

Quick1=0002FFFF

Quick2=0003FFFF

Quick3=0004FFFF

Quick4=0005FFFF

Quick5=0006FFFF

Quick6=0007FFFF

Quick7=0008FFFF

Quick8=0009FFFF

QuickSave=003FFFFF

QuickLoad=0043FFFF

Grab=00B5FFFF

bInvertYValues=1

fXenonLookXYMult=0.0005

fMouseSensitivity=0.0020

;X=1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6

iJoystickMoveFrontBack=2

iJoystickMoveLeftRight=1

fJoystickMoveFBMult=1.0000

fJoystickMoveLRMult=1.0000

iJoystickLookUpDown=6

iJoystickLookLeftRight=3

fJoystickLookUDMult=0.0020

fJoystickLookLRMult=0.0020

fXenonMenuMouseXYMult=0.0003

bBackground Mouse=0

bBackground Keyboard=0

bUse Joystick=0

fXenonLookMult=0.0030

fXenonMenuStickSpeedMaxMod=5.0000

iXenonMenuStickSpeedThreshold=20000

iXenonMenuStickThreshold=1000

;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian

iLanguage=0

Attack=00FF0009

Ready Weapon=0047FF02

Sneak=004EFF00

Change View=0013FF05

Journal=000FFF04

Wait=0014FF0A

fXenonMenuStickMapCursorMinSpeed=1.0000

fXenonMenuStickMapCursorMaxSpeed=15.0000

fXenonMenuStickMapCursorGamma=0.1700

fXenonMenuStickSpeedPlayerRotMod=3000.0000

fXenonMenuDpadRepeatSpeed=300.0000

fXenonMenuStickSpeed=300.0000

iXenonMenuStickDeadZone=15000

SlideLeft=004BFFFF

SlideRight=004DFFFF



[Water]

fAlpha=0.5000

uSurfaceTextureSize=128

SSurfaceTexture=water

SNearWaterOutdoorID=NearWaterOutdoorLoop

SNearWaterIndoorID=NearWaterIndoorLoop

fNearWaterOutdoorTolerance=1024.0000

fNearWaterIndoorTolerance=512.0000

fNearWaterUnderwaterVolume=0.9000

fNearWaterUnderwaterFreq=0.3000

uNearWaterPoints=8

uNearWaterRadius=1000

uSurfaceFrameCount=1

uSurfaceFPS=12

bUseWaterReflectionsMisc=0

bUseWaterReflectionsStatics=0

bUseWaterReflectionsTrees=0

bUseWaterReflectionsActors=0

bUseWaterReflections=0

bUseWaterHiRes=0

bUseWaterDisplacements=0

bUseWaterShader=1

uDepthRange=125

bUseWaterDepth=1

bUseWaterLOD=1

fTileTextureDivisor=4.7500

fSurfaceTileSize=2048.0000

uNumDepthGrids=3

bUseObliqueFrustumCulling=1



[Audio]

bDSoundHWAcceleration=1

fMinSoundVel=10.0000

fMetalLargeMassMin=25.0000

fMetalMediumMassMin=8.0000

fStoneLargeMassMin=30.0000

fStoneMediumMassMin=5.0000

fWoodLargeMassMin=15.0000

fWoodMediumMassMin=7.0000

fDialogAttenuationMax=35.0000

fDialogAttenuationMin=7.7500

bUseSoundDebugInfo=1

fUnderwaterFrequencyDelta=0.0000

bUseSoftwareAudio3D=0

fDefaultEffectsVolume=0.0100

fDefaultMusicVolume=0.3800

fDefaultFootVolume=0.7500

fDefaultVoiceVolume=1.0000

fDefaultMasterVolume=1.0000

bMusicEnabled=0

bSoundEnabled=1

fLargeWeaponWeightMin=25.0000

fMediumWeaponWeightMin=8.0000

fSkinLargeMassMin=30.0000

fSkinMediumMassMin=5.0000

fChainLargeMassMin=30.0000

fChainMediumMassMin=5.0000

fDBVoiceAttenuationIn2D=0.0000

iCollisionSoundTimeDelta=50

fGlassLargeMassMin=25.0000

fGlassMediumMassMin=8.0000

fClothLargeMassMin=25.0000

fClothMediumMassMin=8.0000

fEarthLargeMassMin=30.0000

fEarthMediumMassMin=5.0000

bUseSpeedForWeaponSwish=1

fLargeWeaponSpeedMax=0.9500

fMediumWeaponSpeedMax=1.1000

fPlayerFootVolume=0.9000

fDSoundRolloffFactor=4.0000

fMaxFootstepDistance=1100.0000

fHeadroomdB=2.0000

iMaxImpactSoundCount=32

fMainMenuMusicVolume=0.6000



[ShockBolt]

bDebug=0

fGlowColorB=1.0000

fGlowColorG=0.6000

fGlowColorR=0.0000

fCoreColorB=1.0000

fCoreColorG=1.0000

fCoreColorR=1.0000

fCastVOffset=-10.0000

iNumBolts=7

fBoltGrowWidth=1.0000

fBoltSmallWidth=3.0000

fTortuosityVariance=8.0000

fSegmentVariance=35.0000

fBoltsRadius=24.0000



[Pathfinding]

bDrawPathsDefault=0

bPathMovementOnly=0

bDrawSmoothFailures=0

bDebugSmoothing=0

bSmoothPaths=1

bSnapToAngle=0

bDebugAvoidance=0

bDisableAvoidance=0

bBackgroundPathing=1

bUseBackgroundPathing=1



[MAIN]

bEnableBorderRegion=1

fLowPerfCombatantVoiceDistance=1000.0000

iDetectionHighNumPicks=40

fQuestScriptDelayTime=5.0000

iLastHDRSetting=-1



[Combat]

bEnableBowZoom=1

bDebugCombatAvoidance=0

fMinBloodDamage=1.0000

fHitVectorDelay=0.4000

iShowHitVector=0

fLowPerfNPCTargetLOSTimer=1.0000

fHiPerfNPCTargetLOSTimer=0.5000

iMaxHiPerfNPCTargetCount=4

fLowPerfPCTargetLOSTimer=0.5000

fHiPerfPCTargetLOSTimer=0.2500

iMaxHiPerfPCTargetCount=4

iMaxHiPerfCombatCount=4



[HAVOK]

bDisablePlayerCollision=0

fJumpAnimDelay=0.7500

bTreeTops=0

iSimType=1

bPreventHavokAddAll=0

bPreventHavokAddClutter=0

fMaxTime=0.0167

bHavokDebug=0

fRF=1000.0000

fOD=0.9000

fSE=0.3000

fSD=0.9800

iResetCounter=5

fMoveLimitMass=95.0000

iUpdateType=0

bHavokPick=0

fCameraCasterSize=1.0000

iHavokSkipFrameCountTEST=0

fHorseRunGravity=3.0000

fQuadrupedPitchMult=1.0000

iNumHavokThreads=1

fChaseDeltaMult=0.0500

iEntityBatchRemoveRate=100

iMaxPicks=40

bAddBipedWhenKeyframed=0



[Interface]

fDlgLookMult=0.3000

fDlgLookAdj=0.0000

fDlgLookDegStop=0.2000

fDlgLookDegStart=2.0000

fDlgFocus=2.1000

fKeyRepeatInterval=50.0000

fKeyRepeatTime=500.0000

fActivatePickSphereRadius=16.0000

fMenuModeAnimBlend=0.0000

iSafeZoneX=20

iSafeZoneY=20

iSafeZoneXWide=20

iSafeZoneYWide=20

fMenuPlayerLightDiffuseBlue=0.8000

fMenuPlayerLightDiffuseGreen=0.8000

fMenuPlayerLightDiffuseRed=0.8000

fMenuPlayerLightAmbientBlue=0.2500

fMenuPlayerLightAmbientGreen=0.2500

fMenuPlayerLightAmbientRed=0.2500

bAllowConsole=1

bActivatePickUseGamebryoPick=0

iMaxViewCasterPicksGamebryo=10

iMaxViewCasterPicksHavok=10

iMaxViewCasterPicksFuzzy=5

bUseFuzzyPicking=1

fMenuBGBlurRadius=2.0000



[LoadingBar]

iMoveBarWaitingMilliseconds=10

iMoveBarChaseMilliseconds=100

iMoveBarMaxMilliseconds=2500

fLoadingSlideDelay=15.0000

fPercentageOfBar3=0.1500

fPercentageOfBar2=0.4400

fPercentageOfBar1=0.3500

fPercentageOfBar0=0.0600

bShowSectionTimes=0



[Menu]

fCreditsScrollSpeed=40.0000

iConsoleTextYPos=890

iConsoleTextXPos=30

iConsoleVisibleLines=15

iConsoleHistorySize=50

rDebugTextColor=255,251,233

iConsoleFont=3

iDebugTextFont=3



[GamePlay]

bDisableDynamicCrosshair=0

bSaveOnTravel=1

bSaveOnWait=1

bSaveOnRest=1

bCrossHair=1

iDifficultyLevel=50

bGeneralSubtitles=1

bDialogueSubtitles=1

bInstantLevelUp=0

bHealthBarShowing=0

fHealthBarFadeOutSpeed=1.0000

fHealthBarSpeed=80.0000

fHealthBarHeight=4.0000

fHealthBarWidth=40.0000

fHealthBarEmittanceFadeTime=0.5000

fHealthBarEmittanceTime=1.5000

STrackLevelUpPath=

fDifficulty=-0.4400

bTrackLevelUps=1

bAllowHavokGrabTheLiving=0

bEssentialTakeNoDamage=1

iDetectionPicks=21

bSaveOnInteriorExteriorSwitch=1



[Fonts]

SFontFile_1=Data\Fonts\Kingthings_Regular.fnt

SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt

SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt

SFontFile_4=Data\Fonts\Daedric_Font.fnt

SFontFile_5=Data\Fonts\Handwritten.fnt



[SpeedTree]

iTreeClonesAllowed=16

fCanopyShadowGrassMult=1.0000

iCanopyShadowScale=512

fTreeForceMaxBudAngle=-1.0000

fTreeForceMinBudAngle=-1.0000

fTreeForceLeafDimming=-1.0000

fTreeForceBranchDimming=-1.0000

fTreeForceCS=-1.0000

fTreeForceLLA=-1.0000

fTreeLODExponent=1.0000

bEnableTrees=1

bForceFullLOD=1

fLODTreeMipMapLODBias=-0.2500

fLocalTreeMipMapLODBias=-0.7500



[Debug]

bDebugFaceGenCriticalSection=0

bDebugFaceGenMultithreading=0

bDebugSaveBuffer=0



[BackgroundLoad]

bBackgroundLoadLipFiles=1

bLoadBackgroundFaceGen=1

bUseMultiThreadedFaceGen=1

bBackgroundCellLoads=1

bLoadHelmetsInBackground=1

iAnimationClonePerLoop=5

bSelectivePurgeUnusedOnFastTravel=1

bUseMultiThreadedTrees=1

iExteriorPriority=50

bCloneModelsInBackground=0

iBackgroundLoadFaceMult=200

fBackgroundLoadingPerLoop=20.0000

fBackgroundLoadClonedPerLoop=5.0000

iBackgroundLoadExtraMaxFPS=20

iBackgroundLoadExtraMinFPS=10

iBackgroundLoadExtraMax=3000

iBackgroundLoadExtraMin=5

iBackgroundLoadExtraMilliseconds=2

iBackgroundLoadTreeMilliseconds=7

iBackgroundLoadMilliseconds=1

iBackgroundLoadLoading=1

bUseBackgroundFileLoader=0



[LOD]

fLodDistance=500.0000

bUseFaceGenLOD=0

iLODTextureTiling=2

iLODTextureSizePow2=8

fLODNormalTextureBlend=0.5000

bDisplayLODLand=1

bDisplayLODBuildings=1

bDisplayLODTrees=0

bLODPopTrees=0

bLODPopActors=0

bLODPopItems=0

bLODPopObjects=0

fLODFadeOutMultActors=10.7100

fLODFadeOutMultItems=9.4000

fLODFadeOutMultObjects=9.4000

fLODMultLandscape=1.0000

fLODMultTrees=0.5000

fLODMultActors=5.0000

fLODMultItems=5.0000

fLODMultObjects=5.0000

iFadeNodeMinNearDistance=400

fLODFadeOutPercent=0.9000

fLODBoundRadiusMult=3.0000

fTalkingDistance=2000.0000

fTreeLODMax=2.0000

fTreeLODMin=0.0200

fTreeLODDefault=1.2000

fObjectLODMax=15.0000

fObjectLODMin=1.0000

fObjectLODDefault=5.0000

fItemLODMax=15.0000

fItemLODMin=1.0000

fItemLODDefault=2.0000

fActorLODMax=15.0000

fActorLODMin=2.0000

fActorLODDefault=5.0000

bLODUseCombinedLandNormalMaps=1

bForceHideLODLand=0

fLODQuadMinLoadDistance=65536.0000

fLODFadeOutActorMultInterior=1.0000

fLODFadeOutItemMultInterior=1.0000

fLODFadeOutObjectMultInterior=1.0000

fLODFadeOutActorMultCity=1.0000

fLODFadeOutItemMultCity=1.0000

fLODFadeOutObjectMultCity=1.0000

fLODFadeOutActorMultComplex=1.0000

fLODFadeOutItemMultComplex=1.0000

fLODFadeOutObjectMultComplex=1.0000

fLODLandVerticalBias=-1000.0000



[Weather]

fSunGlareSize=350.0000

fSunBaseSize=250.0000

bPrecipitation=1

fAlphaReduce=1.0000

SBumpFadeColor=255,255,255,255

SLerpCloseColor=255,255,255,255

SEnvReduceColor=255,255,255,255



[Voice]

SFileTypeLTF=ltf

SFileTypeLip=lip

SFileTypeSource=wav

SFileTypeGame=mp3



[Grass]

iMinGrassSize=120

fGrassEndDistance=2848.0000

fGrassStartFadeDistance=1848.0000

bGrassPointLighting=0

bDrawShaderGrass=1

iGrassDensityEvalSize=2

iMaxGrassTypesPerTexure=2

fWaveOffsetRange=1.7500

fGrassWindMagnitudeMax=125.0000

fGrassWindMagnitudeMin=5.0000

fTexturePctThreshold=0.3000



[Landscape]

bCurrentCellOnly=0

bPreventSafetyCheck=0

fLandTextureTilingMult=2.0000

fLandFriction=2.5000

iLandBorder2B=0

iLandBorder2G=0

iLandBorder2R=0

iLandBorder1B=0

iLandBorder1G=255

iLandBorder1R=255



[bLightAttenuation]

fQuadraticRadiusMult=1.0000

fLinearRadiusMult=1.0000

bOutQuadInLin=0

fConstantValue=0.0000

fQuadraticValue=16.0000

fLinearValue=3.0000

uQuadraticMethod=2

uLinearMethod=1

fFlickerMovement=8.0000

bUseQuadratic=1

bUseLinear=0

bUseConstant=0



[BlurShaderHDRInterior]

fTargetLUM=1.0000

fUpperLUMClamp=1.0000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.5000

fBrightScale=2.2500

fBrightClamp=0.2250

fBlurRadius=7.0000

iNumBlurpasses=1



[BlurShaderHDR]

fTargetLUM=1.2000

fUpperLUMClamp=1.0000

fGrassDimmer=1.3000

fTreeDimmer=1.2000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.7000

fSunlightDimmer=1.3000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fBrightScale=1.5000

fBrightClamp=0.3500

fBlurRadius=4.0000

iNumBlurpasses=2

iBlendType=2

bDoHighDynamicRange=0



[BlurShader]

fSunlightDimmer=1.0000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fAlphaAddExterior=0.2000

fAlphaAddInterior=0.5000

iBlurTexSize=256

fBlurRadius=0.0300

iNumBlurpasses=1

iBlendType=2

bUseBlurShader=0



[GethitShader]

fBlurAmmount=0.5000

fBlockedTexOffset=0.0010

fHitTexOffset=0.0050



[MESSAGES]

bBlockMessageBoxes=0

bSkipProgramFlows=1

bAllowYesToAll=1

bDisableWarning=1

iFileLogging=0

bSkipInitializationFlows=1



[DistantLOD]

bUseLODLandData=0

fFadeDistance=12288.0000

iDistantLODGroupWidth=8



[GeneralWarnings]

SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.

This may result in errors. Saving again will clear this message

but not necessarily fix any errors.



[Archive]

SMasterMiscArchiveFileName=Oblivion - Misc.bsa

SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa

SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa

SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa

SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa

SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa

SInvalidationFile=ArchiveInvalidation.txt

iRetainFilenameOffsetTable=1

iRetainFilenameStringTable=1

iRetainDirectoryStringTable=1

bCheckRuntimeCollisions=0

bInvalidateOlderFiles=1

bUseArchives=1

SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa



[CameraPath]

iTake=0

SDirectoryName=TestCameraPath

iFPS=60

SNif=Test\CameraPath.nif



[Absorb]

fAbsorbGlowColorB=1.0000

fAbsorbGlowColorG=0.6000

fAbsorbGlowColorR=0.0000

fAbsorbCoreColorB=1.0000

fAbsorbCoreColorG=1.0000

fAbsorbCoreColorR=1.0000

iAbsorbNumBolts=1

fAbsorbBoltGrowWidth=0.0000

fAbsorbBoltSmallWidth=7.0000

fAbsorbTortuosityVariance=2.0000

fAbsorbSegmentVariance=7.0000

fAbsorbBoltsRadius=5.0000



[OPENMP]

iThreads=10

iOpenMPLevel=10



[TestAllCells]

bFileShowTextures=1

bFileShowIcons=1

bFileSkipIconChecks=0

bFileTestLoad=0

bFileNeededMessage=1

bFileGoneMessage=1

bFileSkipModelChecks=0

bFileCheckModelCollision=0



[CopyProtectionStrings]

SCopyProtectionMessage2=Insert the Oblivion Disc.

SCopyProtectionTitle2=Oblivion Disc Not Found

SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.

SCopyProtectionTitle=CD-ROM Drive Not Found

solitary
February 18th, 2007, 02:50 AM
Hello,
Followed your guide, exept the iso part. Is the game copy protected, (because I don't have Alchohol 120% or CloneCD)?

One problem is that my game won't save. I get the message "Saved succesfully" but no save game is created. An autosave is generated in the Saves directory, but this seem buggy. Becuase if I select save game from menu, this entry disappear from the list, and only "New Savegame" is left, but "New Savegame" dosen't function when you click on it. (I have generated a directory structure according to the guide, and linked the folders in the desktop integration tab in winecfg.)

The other problem is that the game always crash if I enter the doorway blow the stairs behind the "secret" celldoor. So I can't get any further and this. Maybe this is related to that the game cannot save?

Do you have any clue (I have checked file permissions and they look ok)?

Mongoose
February 18th, 2007, 06:23 AM
Ini question:

1. Purge your ini and copy the default in its place.
2. Make the suggested changes to the ini.
3. If it still doesn't work actually read the entire guide and follow directions.

I can tell you didn't read instructions when you post an ini that doesn't have the changes. If it doesn't work once you make the changes it would be the first case I heard that fails to work. Of course, you a certain specification of hardware to run the game.

ISO question:
You must have the disc or ISO mounted to play, which is why the mount script was provided. I updated the wiki as a reminder it has to be mounted to play. Going outside causes a crash if you're using the '1X' PS path, so make sure that's disabled. As for the save games -- they work properly for me and many others with the workaround settings provided in the guide. You should double check your wine setup, and also ensure your permissions on the folders are correct. My guess is you can write to the existing files and perhaps not create. That's the only way I can think of that can happen.

Read the guide at the wiki as it's more up-to-date.

zgerrz
February 18th, 2007, 07:40 AM
Hello,
Followed your guide, exept the iso part. Is the game copy protected, (because I don't have Alchohol 120% or CloneCD)?


You don't actually need the disc or iso mounted to play.. Just get a No CD crack and apply it over your default Oblivion.exe.

Bethesda did not apply a very strict copy protection scheme to this game so the No CD crack works very easily.

bastiegast
February 18th, 2007, 12:10 PM
Hello,
Followed your guide, exept the iso part. Is the game copy protected, (because I don't have Alchohol 120% or CloneCD)?

One problem is that my game won't save. I get the message "Saved succesfully" but no save game is created. An autosave is generated in the Saves directory, but this seem buggy. Becuase if I select save game from menu, this entry disappear from the list, and only "New Savegame" is left, but "New Savegame" dosen't function when you click on it. (I have generated a directory structure according to the guide, and linked the folders in the desktop integration tab in winecfg.)

The other problem is that the game always crash if I enter the doorway blow the stairs behind the "secret" celldoor. So I can't get any further and this. Maybe this is related to that the game cannot save?

Do you have any clue (I have checked file permissions and they look ok)?

I had the same problems and if I remember well it was fixed by upgrading to 0.9.31. Try
wine --version
To see what version of wine you have.

Sastraxi
February 18th, 2007, 01:25 PM
Just to correct a point made earlier, Oblivion doesn't require 256 MB of video memory. I played through the game on Windows with a Radeon 9500 Pro (128 MB) just fine.

solitary
February 18th, 2007, 04:49 PM
Version is wine 0.9.31. Still have problem with save games, dosn't seem to be the filepermission that is the problem. Maybe I should reinstall. The autosave file that is generated when you create a new game is created but the game informs that it is corrupted.

Since bForce1XShaders is set to 0 by default, this is a rare problem? Anyway I have double checked the ini parameters, and they are ok.

Mongoose
February 18th, 2007, 05:51 PM
Yeah, it will run in the sense that you can play with low quality settings or a lot of trashing if you refuse to turn down settings -- at least for the 6600. I said this eariler, which is true.

Also you could try testing that card under Wine, but I doubt it'll work. I looked 9500 up and that card has 128MB, PS2, 4/4 pixel/vertex, and low memory bandwidth on top of that. Also remember you're running this on OpenGL driver, which has a D3D wrapper in Wine. I don't think that card would run the game under Wine, and I guess you'd have to use the PS1 only path in Windows. That path doesn't function under Wine right now. Wine is great, but please don't make assumptions -- just a few buffer implementation changes can cause a difference in video memory usage to be large enough to matter.

If you're curious 'recommended' is 6800 (256MB-512MB, 12-16 pipeline depends on which) and up with 1GB+ of main memory on the box. You can certainly play with 128MB video and 512MB main memory, but under Wine you'd have to do some serious tweaking. =)

solitary
February 18th, 2007, 06:45 PM
Did a reinstall, but still no luck with the save games.

What kind of permission do you guys have on your oblivion files. I have them chmod 755?

Mblackwell
February 18th, 2007, 08:40 PM
Ini question:

1. Purge your ini and copy the default in its place.
2. Make the suggested changes to the ini.
3. If it still doesn't work actually read the entire guide and follow directions.

I can tell you didn't read instructions when you post an ini that doesn't have the changes. If it doesn't work once you make the changes it would be the first case I heard that fails to work. Of course, you a certain specification of hardware to run the game.

What are you talking about? The ini file certainly has the changes so it won't load the start up movies, and also doesn't force 1xshaders (which is the default, to not force them). The changed ini also has the same thing.

The top ini IS the default, except with the start up movies deleted out to get it to bring up the loading screen PERIOD.

As far as my computer specifications, they are certainly enough to run it at 800x600 under Windows with the details cranked up. I'm not some user with a Geforce MX who wonders why no games will run, I have a 6600GT :p.

The reason I posted 2 ini files was that maybe someone other than myself would be able to figure out what the difference between the two is that makes one crash after the loading screen (on INITIAL startup, in other words not even going to the main menu), and the other actually get into the game, just with screwed up character models (runs fairly smoothly too, so it's kind of sad).

Sastraxi
February 18th, 2007, 08:56 PM
I didn't mean for you to take that post the wrong way, Mongoose. Nor am I naive enough to even start a real 3D application under linux with an ATI card :(

Mblackwell
February 18th, 2007, 09:15 PM
I figured out the crash, it's due to the menu music. It was the only thing between the two ini files that was majorly different, and I figured it out on a whim.

Unfortunately, character models still render incorrectly (it's kind of funny to be able to see their eyes and teeth and hair but no skin).

If someone with basically everything working could post their ini file I'd love to pour over it.

solitary
February 18th, 2007, 09:39 PM
Mblackwell: I hade the eye and mouth problem with nvidia drivers 8776, after upgrading to 9631 it renders characters properly.

Mblackwell
February 18th, 2007, 11:43 PM
Mblackwell: I hade the eye and mouth problem with nvidia drivers 8776, after upgrading to 9631 it renders characters properly.

That did it. Ran like crap though until I disabled the water shader. Now it's all happiness and roses except the sound.

solitary
February 18th, 2007, 11:53 PM
Did you have any problems getting save games to work, I am stuck in Jail because of it i think?

Mblackwell
February 19th, 2007, 01:28 AM
Did you have any problems getting save games to work, I am stuck in Jail because of it i think?

If you don't set the OffscreenRenderingMode to fbo in the registry it will crash every time the game saves (it will still save, it just crashes).

kroenecker
February 20th, 2007, 12:58 AM
This is poop. I bought a new card (7800 GT) and I'm still seeing the crashing when I follow the king during the opening sequence.

kroenecker
February 20th, 2007, 02:14 AM
Just to be clear it's just before the King is attacked for the first time.

This is uber frustrating :P

Solitary,

I'm certain that I'm having the exact same problem as you. Did you figure out what is wrong?

bastiegast
February 20th, 2007, 12:44 PM
Movies crash the game, I removed all files from Data/Videos in the oblivion directory. However, I can't even get start oblivion if I have those movies enabled.

EDIT: I'm sorry I thought you meant opening movie, but your talking about the crash in the beginning of the game, never mind my post.

M_the_C
February 20th, 2007, 03:02 PM
This is poop. I bought a new card (7800 GT) and I'm still seeing the crashing when I follow the king during the opening sequence.
I know it's not the best solution but there is a mod that skips the opening sequence.

Link (http://www.tessource.net/files/file.php?id=8353)

Mongoose
February 20th, 2007, 11:39 PM
You set the option in the ini to blank to disable the opening movie. All the other movies play fine w/o crashing for everyone that's done this so far. Please read the guide, since it's very annoying to read about people stumbling over the same issues again and again. It's pretty clearly laid out how to do these things without deleting any files or having to install mods just to workaround a simple ini setting.

I was going to quit posting in this thread, but it's kind of outrageous when the information is already in the same thread more than once. =/

dbd
February 21st, 2007, 12:14 AM
Before I start I'd like to say a big thank you to Mongoose, although it doesn't work for me yet the wiki was very well written and will probably help a lot of people :)

However, I can't get it to work, I've followed the wiki page exactly and tried many things mentioned in the thread, but have had no success :(
I can install it, install the patch and set up the settings. Then when I actually click play I get the loading screen and then it freezes and I get this error message:

wine: Unhandled page fault on read access to 0x00000300 at address 0x7de8c1ec (thread 001c), starting debugger...
Unhandled exception: page fault on read access to 0x00000300 in 32-bit code (0x7de8c1ec).

mezz@paul-ubuntu:/media/e/Oblivion_lin$ Register dump:
CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
EIP:7de8c1ec ESP:0034f320 EBP:0034f358 EFLAGS:00010202( - 00 - -RI1)
EAX:00000001 EBX:7e30d3c0 ECX:7e30d3c0 EDX:00001023
ESI:00000000 EDI:0034f348
Stack dump:
0x0034f320: 00000000 7e30d3c0 7b8ab500 b7ea53f5
0x0034f330: 7e3eeb6c 00000006 0034f358 7e3c1638
0x0034f340: 00000002 018c06f0 0034f648 7e30d3c0
0x0034f350: 00000006 00000001 0034f368 7dcfefe4
0x0034f360: 7e30d3c0 00000c11 0034f438 7de829e2
0x0034f370: 7e30d3c0 00981d68 0057fa2a 0057fa47
Backtrace:
=>1 0x7de8c1ec __glUpdateWinFBOSize+0x1c() in fglrx_dri.so (0x0034f358)
2 0x7dcfefe4 in fglrx_dri.so (+0x2c7fe4) (0x0034f368)
3 0x7de829e2 __glim_Enable+0xbf2() in fglrx_dri.so (0x0034f438)
4 0x7e3b75b8 in libgl.so.1 (+0x685b8) (0x0034f448)
5 0x7ba6292e in wined3d (+0x1292e) (0x0034f4e8)
6 0x7bfc4a45 in d3d9 (+0x4a45) (0x0034f518)
7 0x006c9afd in oblivion (+0x2c9afd) (0x15000564)
8 0x00000001 (0x00a482b0)
9 0x006d1fe0 in oblivion (+0x2d1fe0) (0x006d2930)
0x7de8c1ec __glUpdateWinFBOSize+0x1c in fglrx_dri.so: call *0x300(%esi)
Modules:
Module Address Debug info Name (97 modules)
PE 400000-b73000 Export oblivion
PE b80000-dcf000 Deferred d3dx9_27
PE 18000000-18068000 Deferred binkw32
ELF 7b800000-7b926000 Deferred kernel32<elf>
\-PE 7b820000-7b926000 \ kernel32
ELF 7ba37000-7baef000 Export wined3d<elf>
\-PE 7ba50000-7baef000 \ wined3d
ELF 7bc00000-7bc94000 Deferred ntdll<elf>
\-PE 7bc10000-7bc94000 \ ntdll
ELF 7bf00000-7bf03000 Deferred <wine-loader>
ELF 7bf34000-7bfae000 Deferred libglu.so.1
ELF 7bfae000-7bfd8000 Export d3d9<elf>
\-PE 7bfc0000-7bfd8000 \ d3d9
ELF 7c3b5000-7c3ca000 Deferred midimap<elf>
\-PE 7c3c0000-7c3ca000 \ midimap
ELF 7c3f0000-7c408000 Deferred msacm32<elf>
\-PE 7c400000-7c408000 \ msacm32
ELF 7c408000-7c4c0000 Deferred libasound.so.2
ELF 7c4c0000-7c4eb000 Deferred winealsa<elf>
\-PE 7c4d0000-7c4eb000 \ winealsa
ELF 7c4eb000-7c527000 Deferred wineoss<elf>
\-PE 7c4f0000-7c527000 \ wineoss
ELF 7c527000-7c559000 Deferred uxtheme<elf>
\-PE 7c530000-7c559000 \ uxtheme
ELF 7c559000-7c55e000 Deferred libxfixes.so.3
ELF 7c55e000-7c57a000 Deferred imm32<elf>
\-PE 7c570000-7c57a000 \ imm32
ELF 7c57a000-7c598000 Deferred ximcp.so.2
ELF 7cfc1000-7cfca000 Deferred libxcursor.so.1
ELF 7d0c8000-7d0ca000 Deferred xlcutf8load.so.2
ELF 7d0ca000-7d0cd000 Deferred libxrandr.so.2
ELF 7d95d000-7d966000 Deferred librt.so.1
ELF 7d967000-7d96f000 Deferred libxrender.so.1
ELF 7d96f000-7d972000 Deferred libxinerama.so.1
ELF 7da37000-7e34f000 Export fglrx_dri.so
ELF 7e34f000-7e3ef000 Export libgl.so.1
ELF 7e3ef000-7e3f4000 Deferred libxdmcp.so.6
ELF 7e3f4000-7e4bd000 Deferred libx11.so.6
ELF 7e4bd000-7e4ca000 Deferred libxext.so.6
ELF 7e4ca000-7e4e2000 Deferred libice.so.6
ELF 7e4e2000-7e4eb000 Deferred libsm.so.6
ELF 7e4eb000-7e578000 Deferred winex11<elf>
\-PE 7e500000-7e578000 \ winex11
ELF 7e578000-7e596000 Deferred libexpat.so.1
ELF 7e596000-7e5c5000 Deferred libfontconfig.so.1
ELF 7e5c5000-7e5d9000 Deferred libz.so.1
ELF 7e5d9000-7e643000 Deferred libfreetype.so.6
ELF 7e643000-7e66f000 Deferred ws2_32<elf>
\-PE 7e650000-7e66f000 \ ws2_32
ELF 7e66f000-7e689000 Deferred wsock32<elf>
\-PE 7e680000-7e689000 \ wsock32
ELF 7e689000-7e6ee000 Deferred msvcrt<elf>
\-PE 7e6a0000-7e6ee000 \ msvcrt
ELF 7e6ee000-7e707000 Deferred version<elf>
\-PE 7e6f0000-7e707000 \ version
ELF 7e707000-7e75f000 Deferred shlwapi<elf>
\-PE 7e720000-7e75f000 \ shlwapi
ELF 7e75f000-7e853000 Deferred shell32<elf>
\-PE 7e770000-7e853000 \ shell32
ELF 7e853000-7e89c000 Deferred dsound<elf>
\-PE 7e860000-7e89c000 \ dsound
ELF 7e89c000-7e92a000 Deferred winmm<elf>
\-PE 7e8b0000-7e92a000 \ winmm
ELF 7e92a000-7e93d000 Deferred libresolv.so.2
ELF 7e93d000-7e95b000 Deferred iphlpapi<elf>
\-PE 7e940000-7e95b000 \ iphlpapi
ELF 7e95b000-7e9b0000 Deferred rpcrt4<elf>
\-PE 7e970000-7e9b0000 \ rpcrt4
ELF 7e9b0000-7ea49000 Deferred ole32<elf>
\-PE 7e9c0000-7ea49000 \ ole32
ELF 7ea49000-7ea7f000 Deferred dinput<elf>
\-PE 7ea50000-7ea7f000 \ dinput
ELF 7ea7f000-7ea98000 Deferred dinput8<elf>
\-PE 7ea90000-7ea98000 \ dinput8
ELF 7ea98000-7eade000 Deferred advapi32<elf>
\-PE 7eaa0000-7eade000 \ advapi32
ELF 7eade000-7eae9000 Deferred libgcc_s.so.1
ELF 7ebc8000-7ec7f000 Deferred gdi32<elf>
\-PE 7ebe0000-7ec7f000 \ gdi32
ELF 7ec7f000-7edb9000 Deferred user32<elf>
\-PE 7eca0000-7edb9000 \ user32
ELF 7edb9000-7ee78000 Deferred comctl32<elf>
\-PE 7edc0000-7ee78000 \ comctl32
ELF 7ee78000-7ee83000 Deferred libnss_files.so.2
ELF 7ee83000-7ee99000 Deferred libnsl.so.1
ELF 7ee99000-7eea2000 Deferred libnss_compat.so.2
ELF 7eea2000-7eea5000 Deferred libxau.so.6
ELF 7eea5000-7eeb9000 Deferred lz32<elf>
\-PE 7eeb0000-7eeb9000 \ lz32
ELF 7efc3000-7efe9000 Deferred libm.so.6
ELF 7efe9000-7efee000 Deferred libxxf86vm.so.1
ELF 7efee000-7eff8000 Deferred libnss_nis.so.2
ELF b7d63000-b7d67000 Deferred libdl.so.2
ELF b7d67000-b7e9b000 Deferred libc.so.6
ELF b7e9c000-b7eaf000 Deferred libpthread.so.0
ELF b7ec6000-b7fd7000 Deferred libwine.so.1
ELF b7fd9000-b7ff4000 Deferred ld-linux.so.2
Threads:
process tid prio (all id:s are in hex)
0000001b (D) E:\Oblivion_lin\Oblivion.exe
00000021 -1
00000020 -1
0000001f 15
0000001e 15
0000001d 0
0000001c 0 <==
00000017
0000001a 0
00000018 0


BTW I'm running wine-0.9.31, and have a ATI Radeon 9800Pro graphics card (runs Oblivion OK in windows) with the official ATI proprietary drivers installed. Also I'm using the European version since I live in the UK so ran the Euro patch, but that should not make this kind of difference.

Also I'm excited by that fact that it gave me a Backtrace, I'm tempted to download the wine source and start playing with the code, but then again I have no idea if this is a wine bug (or is everything like this a wine bug? I really don't know much about wine's depths). And learning to find my way around the wine source code is probably a big job.

Any ideas?

kroenecker
February 21st, 2007, 12:52 AM
Mongoose,

Thanks for all of your input. If you read my post, I'm not referring to the movies. The game starts fine. I follow the king down the steps and then it crashes.

solitary
February 21st, 2007, 05:17 PM
kroenecker: The game still crashes if I try to save. But now I can make it a little bit further by setting bAllowScriptedAutosave=0. But I get stuck again a little bit further down.. Think the king is supposed to be attacked, but none is coming :P

Mongoose
February 21st, 2007, 08:44 PM
I was referring to the couple of posts suggesting the deletion of files and installing mods instead of changing a line in the ini. If you change that line you skip the intro crash and still get working movies in game such as the main menu scrolling map.

As for crash on save -- if you have offscreen target set to fbo and it still crashes it's likely a video driver issue. If you have an ATi card that's likely the case. As mentioned in the guide the settings given are known to work on Nvidia 6800 and later. As I talked to people on irc with 78xx, 79xx, and 88xx that got it running.

Looking at the dump it's pretty clear the ATI FBO implementation caused the crash posted above as well. You should report this issue to Wine developers, and see if it is indeed a driver issue or bug. You can do this by clicking on the Wine AppDB link in the first post and file a bug.

I try to reply to all posts I see in one reply, so pick through this and find your reply.

Update:
I updated the wiki in regard to the ATI crashes. If setting the OffscreenRenderingMode to 'pbuffer' in the Oblivion.ini doesn't help then you might be stuck until it's fixed in your driver or Wine developers workaround and/or fix it. Again I urge you as one of the few people using an ATI card to report this to Wine developers if you want to see it fixed.

Update 2:
It might help to start listing the setups that work as well as narrowing down those that don't... I'll start by posting what I use.

"Works for me"
* 6800 GS, 1.0-9746 Nvidia driver
* AMD64x2, Ubuntu Linux x86_64, Wine GIT and Wine 0.9.31 Ubuntu packages
* Oblivion.ini differs from the guide by having all the threading options enabled

Mblackwell
February 22nd, 2007, 12:14 AM
I should point that in general, even in Windows, you shouldn't exactly expect Oblivion to work well unless you have NV40 or higher (or equivalent) hardware.

If you have lower end hardware than that (such as FX cards), the only real option is Oldblivion, which I don't think currently works under Wine, does it?

kroenecker
February 22nd, 2007, 03:28 AM
Solitary: I wonder what similarity we are sharing? I got a bit further by turning off all save options in the ini, but nobody attacked :P

I'm using (without success):
AMD Athlon(tm) 64 Processor 3200+
GeForce 7600 GT/PCI/SSE2/3DNOW!
2.1.0 NVIDIA 97.46
2.6.17-11-generic
Xorg Version 7.1.1
Ubuntu 6.10 (edgy)

Mongoose
February 22nd, 2007, 05:53 AM
Let's try and focus on important information:

* x86_64 or i386 linux?
* Which Wine version?
* What changes besides the ones in the guide did you make to your Oblivion.ini?

Also, if you're crashing with an Nvidia card on save it's likely you didn't read the guide -- set offscreen to FBO and it shouldn't crash. Wine defaults to backbuffer, which is known to cause a crash.

dbd
February 22nd, 2007, 12:47 PM
Ok, I've reported the bug to the wine ppl. It's here if anyone wants to look:
http://bugs.winehq.org/show_bug.cgi?id=7518

solitary
February 22nd, 2007, 03:31 PM
Settings that differ from guide is:
[wine regedit.exe]
VideoMemorySize 384 (GPU: 256 + AGP aperture size: 128 )
[Oblivion.ini]
bAllowScriptedAutosave=0

Software:
Oblivion (DVD English euro version) + patch: Oblivion_v1.1UKEnglish
Wine 0.9.31 (wine.budgetdedicated.com)
Nvidia 9746 (albertmilone bleeding edge ubuntu drivers, repo: latest)
Kernel version: 2.6.17.11 on x86 (generic and 386)

Hardware:
AMD Sempron 3400+, s754 (No Overclock)
nVidia 7600GT 256MB AGP (No Overclock)
Soundblaster Live Value
Kingston RAM 2*512 MB CL2,5
Seagate SATA 320 GB
Seasonic S12 430W

PS.
OffscreenRenderingMode is set to fbo.

Mongoose
February 22nd, 2007, 05:05 PM
Did you try setting OffscreenRenderingMode to pbuffer to see how that runs on ATi? With Nvidia pbuffer runs much better, but crashes on saves due to the way a screen dump is done for the save thumbnails. I thought someone posted a bug on that and audio too. It's in the write up, but I didn't see any bugs filed. I might try to get some dumps posted later for those. Thanks, without an ATi user to post traces and do follow ups that will never get fixed otherwise. =)

Also you might want to include that FBO crash backtrace you posted the other day, since it's more descriptive. Perhaps I was looking at it wrong, but the attachment I saw in the DB didn't have enough info to make a conclusion about it.

solitary: I assume that's a known working config? I wonder if you could get more performance by just removing the aperture memory from your total. I'm unsure how that figure really is used by Wine. It wouldn't hurt to test without it and see if you get a slight performance boost in case readpixels calls or FBO operations are hammering your AGP.

dbd
February 23rd, 2007, 11:17 AM
Yeah, I tried setting OffscreenRenderingMode to pbuffer (I assume you mean in the registry, not in the ini, by the way, the ini is what you suggest in the "Known Issues" section of the wiki).

However, I'm not sure if that is working since the Direct3D folder did not exist in HKEY_CURRENT_USER / Software / Wine / so I had to create it, is that usual? (This may be because I didn't have my graphics card driver installed when installing wine, should I reinstall wine?)

Also graphics settings auto-detect fails in the settings thing in the Launcher, it says "Video Hardware Unrecognised" when I click reset to defaults. Is that usual?

By the way, I've now added the backtrace on the wine bug report.

Mongoose
February 23rd, 2007, 09:34 PM
You should've gone by the guide and ran wineprefixcreate, which would've fixed registry issues like missing default folders/keys. Yeah, I likely typed something else in and removed it or it got edited out later. I'll fix it -- thanks. It was likely a suggestion for setting light passes.

Update:
Wiki was updated about a suggestion for ATi users thanks to Winehackers!

Incάnus
February 24th, 2007, 01:13 AM
Hi there mongoose, thanks for giving your time to help with this - I've spent a while today fighting this problem over cups of coffee, as I haven't had anything else to do, and I just thought I'd venture a post...

I'm getting the same apparently fglrx-related error with a 9800 Pro - that output (dbd) looks just like mine - and I've been able to reproduce it on 0.9.29-0.9.31, with a new wine directory each time and just the Oblivion-related keys and the suggested dx9 dll.

My first thoughts were to change the suggested render mode from fbo, same result with pbuffer and default, then to change UseFastTLS to 2 from 0, and even try 1 - didn't work, same thing.

I've also tried all combinations of the above with fglrx 8.32.5-1 and 8.33.6, then aslight kernel upgrade to a newer 2.6.16 and did it all again. Same thing every time.

I now have a hunch I'm going to try. Will post back later if it works - just thought I'd add my experience of it.

Mongoose
February 24th, 2007, 09:24 PM
It could just be a bug in the ATi FBO implementation as well. I don't have the hardware to confirm that however... it might be helpful to send the crash to ATi drivers developers however they handle their bugs. The crash is certainly in the ATi driver, but I'm unable to step the code to see how reasonable the request was... seeing how it's working for Nvidia users and it's just setup for FBO... I'm certainly leaning toward it being ATi's fault.

solitary
February 25th, 2007, 08:47 PM
I get a few more fps when setting VideoMemorySize 384 rather than 256.

A little progress. Changed vm.swappiness to 0 and now the king gets attacked and I get to play the tutorial :), maybe you can verify this kroenecker? But I still cannot create savegames..

dbd
February 25th, 2007, 10:01 PM
You should've gone by the guide and ran wineprefixcreate, which would've fixed registry issues like missing default folders/keys.
I did :)

Anyway, it seems the wine people agree with you and blame ATI. So I've reported the bug to ATI:
http://ati.cchtml.com/show_bug.cgi?id=581
Although I'm not quite sure what that website is, because the link from the ATI site to there said that it was not official, but if it isn't for the official ATI developers (with the closed source code) then who is it for???

Also the wine people said not to use FBO as it isn't supported yet, but as far as I know I'm using pbuffer, not fbo (not that I really explain what these things are :D).

Mongoose
February 25th, 2007, 10:52 PM
Well, FBO at present is the only way you can run Oblivion w/o crashing everytime you do certain readpixels like operations -- like saving a game. I personally wouldn't worry about it much, since FBO will likely become default in the future and works the best for now. Using pbuffer or backbuffer registry settings will crash you out of Oblivion if you go outside or save the game for example. It may seem random, but it's all due to how bethsoft does certain image space effects and how Wine handles it. Calling one of those functions then causes the crash. The best way to see it is to save a game.

solitary
March 1st, 2007, 06:24 PM
Thank you Mongoose. Thanks to you I got the game running fine :)

Mongoose
March 2nd, 2007, 07:55 AM
bitte sher... I updated the wiki for a rare crash if you have JoyStick enabled in the Oblivion.ini. I'm not sure that's really a direct cause, but I suggested disabling joystick for more fps. He can repeat a crash if it's enabled and avoid crashing goes away if it's disabled. I don't know what to make of that unless he has a joystick driver doing odd things. =)

Also someone posting on the wiki claimed setting in game software sound helps if you're getting static, but last time I tried it did not. Head over to the wiki if you're curious.

Lincolns_back
March 3rd, 2007, 09:54 PM
hey im not sure how to psot inmy own forum or make on so im postign here my wine was fien one day i went into winecfg then clickedadd program and it came up with this

err:shell:SHGetFolderPathW Failed to create directory 'L"z:\\home\\lincoln\\Desktop"'.
err:commdlg:IShellBrowserImpl_BrowseObject could not browse to folder

so i cant add programs with it adn cant install stuff it jsut freezes on stuff plz help i tryed reinstalloing it but didnt work

Mongoose
March 5th, 2007, 07:12 PM
This isn't really related to Oblivion under Wine, and should be a separate thread. If you can't access that directory you have problems beyond Wine. I suggest you start a new thread:

1. Go to the Gaming fourm by clicking the link at the top of this thread.
2. Click the make new post link in the upper left hand side.

You may be able to use this link directly:
http://ubuntuforums.org/newthread.php?do=newthread&f=93

Iarwain ben-adar
March 6th, 2007, 06:55 AM
Hi Mongoose,

nice how-to!

Unfortunately it doesn't completely add up for me..

I ran wineprefixcreate, but i have no Direct3D folder in my Wine registry..

How can i fix this?


Iarwain

bastiegast
March 6th, 2007, 03:17 PM
You can just make the folder and keys in your registry.

Iarwain ben-adar
March 6th, 2007, 04:02 PM
I can't seem to find an option to make a folder in my registry..

Is that possible?

Nvm,
i found it under "Edit, New, Key" :D


Iarwain

Iarwain ben-adar
March 6th, 2007, 04:35 PM
Damn it,

now i get this error..


Iarwain

Pensacola
March 6th, 2007, 07:43 PM
I'm trying to get oblivion to work with Wine, but I don't have a HKEY_CURRENT_USER / Software / Wine / Direct3D folder in my regedit.exe, the Direct3D just isn't there.
How can I fix this?

Iarwain ben-adar
March 6th, 2007, 07:53 PM
See post #79 :wink:


Iarwain

Mongoose
March 6th, 2007, 08:44 PM
That message box could mean you're out of diskspace perhaps. I'd double check. =)

Iarwain ben-adar
March 6th, 2007, 08:47 PM
I have 8,6G free space, so i don't think space would be a problem :D


Iarwain

Mongoose
March 7th, 2007, 02:05 PM
If you read the guide that doesn't mean Wine can see it. That's why I said to double check your game install doesn't cross mounted partitions. Otherwise there is a chance it'll only see root or home as your entire C: or G: drive for example -- even if you're installing to /usr or /opt.

If that's not it you need to get some debug output from a terminal before anything can be well debugged.

Iarwain ben-adar
March 7th, 2007, 09:04 PM
I tried installing from the same partition (not my NFS, like before)

This is what i get from the terminal

iarwain@iarwain-laptop:~$ sudo mount tes4.obliv.mdf -o loop /test
iarwain@iarwain-laptop:~$ wine /test/setup.exe
iarwain@iarwain-laptop:~$ fixme:process:IsWow64Process (0xffffffff 0x34df78) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34da80) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7ac) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d7b0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d8d4) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d8d4) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d8d4) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d8d4) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d8d4) stub!
fixme:process:IsWow64Process (0xffffffff 0x341160) stub!
fixme:process:IsWow64Process (0xffffffff 0x341160) stub!
fixme:process:IsWow64Process (0xffffffff 0x341160) stub!
fixme:process:IsWow64Process (0xffffffff 0x341160) stub!
fixme:process:IsWow64Process (0xffffffff 0x341160) stub!
fixme:process:IsWow64Process (0xffffffff 0x341144) stub!
err:ole:get_unmarshaler_from_stream Failed to read common OBJREF header, 0x00000001
fixme:ole:NdrClearOutParameters (0x7c99eee0,0x864212,0x7c99f014): stub
fixme:process:IsWow64Process (0xffffffff 0x341534) stub!
fixme:reg:GetNativeSystemInfo (0x341510) using GetSystemInfo()
fixme:process:IsWow64Process (0xffffffff 0x341704) stub!
fixme:reg:GetNativeSystemInfo (0x3416e0) using GetSystemInfo()
fixme:x11drv:X11DRV_SetWindowRgn not supported on other thread window 0x2002c
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGING: stub
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGED: stub
err:richedit:ReadStyleSheet ReadStyleSheet: skipping optional destination
err:richedit:ReadStyleSheet ReadStyleSheet: skipping optional destination
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGING: stub
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGED: stub
fixme:shell:IShellLinkA_fnGetPath (0x1a52588): WIN32_FIND_DATA is not yet filled.
err:menubuilder:InvokeShellLinker failed to fork and exec wineshelllink
fixme:shell:IShellLinkA_fnGetPath (0x1a52588): WIN32_FIND_DATA is not yet filled.
fixme:mscoree:GetCORVersion (0x33f734, 600, 0x33f724): semi-stub!
fixme:shell:IShellLinkA_fnGetPath (0x1a51ff0): WIN32_FIND_DATA is not yet filled.
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33f630
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33ef80
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33ef80
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33ef80
fixme:mscoree:LoadLibraryShim (0xa02668 L"fusion.dll", (nil), (nil), 0x33ef64): semi-stub
err:menubuilder:InvokeShellLinker failed to fork and exec wineshelllink
fixme:shell:IShellLinkA_fnGetPath (0x1a51ff0): WIN32_FIND_DATA is not yet filled.
fixme:shell:IShellLinkA_fnGetPath (0x1a58210): WIN32_FIND_DATA is not yet filled.
fixme:shell:IShellLinkA_fnGetPath (0x1a58210): WIN32_FIND_DATA is not yet filled.
fixme:process:IsWow64Process (0xffffffff 0x34d9f0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d9f0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d9f0) stub!
err:ole:dispatch_rpc no apartment found for ipid {ffffffff-ffff-ffff-1000-00000a000000}
err:rpc:I_RpcReceive we got fault packet with status 0x6be
err:ole:dispatch_rpc no apartment found for ipid {ffffffff-ffff-ffff-1000-00000a000000}
err:rpc:I_RpcReceive we got fault packet with status 0x6be
err:ole:dispatch_rpc no apartment found for ipid {ffffffff-ffff-ffff-1000-00000a000000}
err:rpc:I_RpcReceive we got fault packet with status 0x6be

iarwain@iarwain-laptop:~$


Iarwain

Mongoose
March 8th, 2007, 01:58 AM
Hmm... looks like an OLE problem as far as I can tell. You're using the Windows XP profile, correct? Also give me your Wine version. It will likely run correctly if you run setup.exe from the mount point /test if it's just a relocation issue:

cd /test
wine setup.exe

Iarwain ben-adar
March 8th, 2007, 07:16 AM
I don't know whatt profile i'm using ;o


iarwain@iarwain-laptop:~$ wine --version
wine-0.9.32
iarwain@iarwain-laptop:~$


I'll try installing from /test/ later, as i need to go to school :D

EDIT:

using wine from /test/ gives me the same error.. :?
Repeating the first error for about 20 times,

fixme:process:IsWow64Process (0xffffffff 0x341160) stub!
fixme:process:IsWow64Process (0xffffffff 0x341144) stub!
err:ole:get_unmarshaler_from_stream Failed to read common OBJREF header, 0x00000001
fixme:ole:NdrClearOutParameters (0x7c9adee0,0x864212,0x7c9ae014): stub
fixme:process:IsWow64Process (0xffffffff 0x341534) stub!
fixme:reg:GetNativeSystemInfo (0x341510) using GetSystemInfo()
fixme:process:IsWow64Process (0xffffffff 0x341704) stub!
fixme:reg:GetNativeSystemInfo (0x3416e0) using GetSystemInfo()
fixme:x11drv:X11DRV_SetWindowRgn not supported on other thread window 0x2002c
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGING: stub
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGED: stub
err:richedit:ReadStyleSheet ReadStyleSheet: skipping optional destination
err:richedit:ReadStyleSheet ReadStyleSheet: skipping optional destination
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGING: stub
fixme:richedit:RichEditANSIWndProc WM_STYLECHANGED: stub
fixme:mscoree:GetCORVersion (0x33f734, 600, 0x33f724): semi-stub!
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33f630
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33ef80
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33ef80
fixme:wintrust:WinVerifyTrust 0xffffffff {00aac56b-cd44-11d0-8cc2-00c04fc295ee} 0x33ef80
fixme:mscoree:LoadLibraryShim (0xa02668 L"fusion.dll", (nil), (nil), 0x33ef64): semi-stub
fixme:shell:IShellLinkA_fnGetPath (0x1a1ebb0): WIN32_FIND_DATA is not yet filled.
err:menubuilder:InvokeShellLinker failed to fork and exec wineshelllink
fixme:shell:IShellLinkA_fnGetPath (0x1a1ebb0): WIN32_FIND_DATA is not yet filled.
fixme:shell:IShellLinkA_fnGetPath (0x1a24840): WIN32_FIND_DATA is not yet filled.
err:menubuilder:InvokeShellLinker failed to fork and exec wineshelllink
fixme:shell:IShellLinkA_fnGetPath (0x1a24840): WIN32_FIND_DATA is not yet filled.
fixme:shell:IShellLinkA_fnGetPath (0x1a24a80): WIN32_FIND_DATA is not yet filled.
fixme:shell:IShellLinkA_fnGetPath (0x1a24a80): WIN32_FIND_DATA is not yet filled.
fixme:process:IsWow64Process (0xffffffff 0x34d9f0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d9f0) stub!
fixme:process:IsWow64Process (0xffffffff 0x34d9f0) stub!
err:ole:dispatch_rpc no apartment found for ipid {ffffffff-ffff-ffff-1000-00000a000000}
err:rpc:I_RpcReceive we got fault packet with status 0x6be
err:ole:dispatch_rpc no apartment found for ipid {ffffffff-ffff-ffff-1000-00000a000000}
err:rpc:I_RpcReceive we got fault packet with status 0x6be
err:ole:dispatch_rpc no apartment found for ipid {ffffffff-ffff-ffff-1000-00000a000000}
err:rpc:I_RpcReceive we got fault packet with status 0x6be



Iarwain

Jiraiya_sama
March 9th, 2007, 08:43 AM
Mongoose, I'm currently working on an automatic installer for oblivion based off your oblivion guide, and I was gonna post it here, if that's ok with you.

Andrew500
March 9th, 2007, 10:34 PM
I followed the instructions to the T and got it to the loading screen, but it sits at 0% loaded (the little cursor doesn't move). Any ideas? I've done all the .ini tweaks and everything.

Mongoose
March 10th, 2007, 05:42 AM
Jiraiya_sama:
I personally don't see the need for such an installer after seeing all the problems with the Morrowind install till this day. I'm sure someone would like it however. It would make more sense to be in a separate thread however, since this thread is about a different method. It'll make replying to issues easier to handle people doing different install methods in different threads. =)

Andrew500:
ATi?

Mongoose
March 10th, 2007, 06:32 AM
Iarwain ben-adar:

Try downgrading to 0.9.29 and reinstalling Oblivion to rule out a new bug in winetools/wine completely. I can't tell from your output exactly what's wrong, but it can't load several paths for one thing and that could contribute to the OLE errors. I went back in the thread and saw you manually edited your wine registry, which might be related to this problem.

1.) From what I know about msi/like bugs it might help to uninstall your partial Oblivion install manually or using the uninstaller if you have it and dare. You can skip doing this and hope for the best.

2.) Run wineprefix and follow the guide again. This should fix your registry missing important default keys.

3.) You need to run winecfg and double check to ensure your Wine profile is XP, drives match your partitions, and paths are working correctly.

Extra) Are you installing in a desktop of Wine or as a managed Window? I don't think it has anything to do with the lock up, but it's interesting some of the FIXMEs I see in that output.

Iarwain ben-adar
March 10th, 2007, 12:10 PM
I will try that

Problem is that winehq is not reachable.. (is it offline?)


Iarwain

Breepee
March 10th, 2007, 02:55 PM
I will try that

Problem is that winehq is not reachable.. (is it offline?)


I cant reach winehq either for the last 24 hours or so...

Iarwain ben-adar
March 10th, 2007, 03:16 PM
Do you know an alternative link for 0.9.29?

Please note that i'm on Feisty..

Maybe that could be my problem :?


Iarwain

Mongoose
March 10th, 2007, 09:28 PM
Read the guide at the wiki. Click on the budgetdedicated link and download the archived version. The first post of this thread has a link to it.

Iarwain ben-adar
March 11th, 2007, 12:20 AM
With wine .29 i get the same error :?


Iarwain

Mongoose
March 11th, 2007, 09:29 PM
Then it's your wine setup for sure. First try using a native ole32.dll and if that fails... You could take the nuclear option, and move your .wine to dotwine-old and start over. Read the guide carefully, and if the wiki looks incorrect click on the history and read the last commit by 'Mongoose' to be sure it's not misinformation. If it works then you can go back and compare to see what was wrong. Make sure you reinstall the mozilla componets, etc as well.

I can't be sure what you're doing wrong, but it's related to your setup. I still think it's related to your path and drive setup -- it could be you have a componet everyone one else seems to have installed. I find that unlikely however, or someone else would have the issue. It's clearly not a problem related to Oblivion itself. I'd suggest starting a new general 'Wine install issue' thread if you can't get anywhere with a new .wine. If the 'clean' .wine works get meld via synaptic. Use meld to visually diff the *.reg files in dotwine-old and .wine. Good luck.

Iarwain ben-adar
March 11th, 2007, 09:38 PM
Well, i did what you said,

and when i want to edit my registry, i still don't get a Direct3d folder..

Could this be a problem? Or do i make it like i did previously?


Iarwain

ahaslam
March 12th, 2007, 12:14 AM
I turn on a few extra threads for various options since I have an AMD64x2.
What does this do, how is it done & what's the benefit? I'm assuming it makes better use of both cores, so I'm quite interested in this. Can it be done for other games also?

Excuse my n00bness, I'm new to the world of dual core processors & modern games ;)

Thank you ;)

PS. Should 1 gig of RAM be adequate for good performance under WINE?

Iarwain ben-adar
March 12th, 2007, 06:27 AM
The same..

I'm getting quite desperate. The problem is, there is no info on this problem.. :?


Iarwain

Iarwain ben-adar
March 12th, 2007, 05:15 PM
Update:

i tried installing on Windows, and got the same error!

So it has to do something with my dvd of Oblivion..


Iarwain

bastiegast
March 12th, 2007, 05:48 PM
Update:

i tried installing on Windows, and got the same error!

So it has to do something with my dvd of Oblivion..


Iarwain

Very sorry for your DVD but I can't help but to laugh about the situation:oops: , are you going to return it?

Iarwain ben-adar
March 12th, 2007, 05:52 PM
The problem lies in the fact that i can't find my DVD,
(i'm trying to install from iso)

So either way, i'm pretty ******* :D

Btw, i checked the md5sum, and it shows no errors (or whatever k3b does)


Iarwain

Mongoose
March 13th, 2007, 12:13 AM
It let's you divide given tasks across threads, which leads to better parallelism. It leads to performance / feature increases in general. In Oblivion you can use more threads for animation, sound, and physics. Just read the ini it's pretty clear to me, however oblivion ini guides should provide all the details you need.

You having 1GB might mean closing your office suite, etc when you play. =)

Mongoose
March 13th, 2007, 12:17 AM
So it WAS a path/drive error more or less... =p

As a side note, if you check your ~/.wine/dosdevices you might notice your device links are off from time to time -- if you can't print check there. I just fixed a printer issue by fixing the lpr link heh. Well, after the OLE issue it had to be filesystem. Oblivion is pretty cheap now, and you should buy a copy. The expansion Shivering Isles is being released this week. I might pick SI up, but I need to do work. ^_^

Iarwain ben-adar
March 13th, 2007, 05:15 PM
UPDATE:

I tried extracting the files with unshield,
but on "meshes.bsa" it fails..

Still running the program.

Is there any way i could try to extract it forcefully?


extracting: ./Oblivion/Data/Oblivion - Meshes.bsa
[unshield_file_save:658] Decompression failed with code -3. bytes_to_read=12198, volume_bytes_left=470562711, volume=2
Failed to extract file 'Oblivion - Meshes.bsa'.



Iarwain

ahaslam
March 13th, 2007, 06:33 PM
It let's you divide given tasks across threads, which leads to better parallelism. It leads to performance / feature increases in general. In Oblivion you can use more threads for animation, sound, and physics. Just read the ini it's pretty clear to me, however oblivion ini guides should provide all the details you need.

You having 1GB might mean closing your office suite, etc when you play. =)

Thank you I'll look into that. I'm running XFCE, so at least that'll help with memory ;) I'm just reluctant to buy more of the same ram, I'm waiting for ddr2-6400 to become more affordable ;)

Could you elaborate further on your specs? I have an E6300 @ 2562MHz with a 7950GT & 1G of DDR2-5300 @ 732MHz but amazingly I struggle with native games like Nexuiz & Quake 4 :mad:

So if you think my system is up to the task, I'll splash out on a copy of Oblivion after pay day (there may even be a new version of wine by then too) ;)

PS. '800x600' - would 1440x900 (full screen, native res.) be possible at decent frame rates?

Mongoose
March 13th, 2007, 09:41 PM
I run an AMD64x2, 2GB RAM, 6800GS w/ 256MB, and normally the Ubuntu packaged Wine -- currently 0.9.32. I only run GIT for debugging. I get an acceptable frame rate given my GPU 20-50fps in general, but if you play around you can get it steady over 60 if you give up some things like draw distance with this card. I turn off the water shader and grass in the game, but I crank up the draw distance on everything else higher than default. The water shader really stresses my GPU, and the grass is annoying to play in and it's a ton of geometery you can avoid rendering. I find the draw distance setting on grass very lame -- if you crank it down it's visually jarring and you can't see much waist deep in it. Play with the grass slider in a feild to see what I mean. When I played in Windows I turned grass up higher than trees to avoid the jarring visuals of seeing unnatural looking breaks in the grass / trees / terrian. For fun turn grass to notch 1 -- I like to call it The Elder Scrolls: Okami -- only the flower/grass at your feet render. How's that for jarring visuals in a photorealistic game? =)

The Wine desktop is set at 1024x764 with Oblivion fullscreen, which lets me monitor my GPU temp, debug spew, etc when playing if needed. You could run managed and have the game run windowed too I suppose, but using the Wine desktop avoids some issues with other games such as screen resolution resizing on crash. I can't say I suggest playing it fullscreen on your monitor unless you like to only see the game itself. I found when I played resolution didn't have that big an impact -- within reason.

As I posted before your results will vary. I think a 7950GT is more than enough to get good play.

ahaslam
March 13th, 2007, 10:00 PM
Thank you, I suppose it's all about finding the compromise that works well, while still allowing you to enjoy the game. I'll have to purchase the game & start tinkering ;)

BatPenguin
March 13th, 2007, 10:23 PM
Hi there,

Great guide! First of all, a big thank-you to all of you making this possible and writing these instructions. Just read about this today, installed the game and tried it. It's getting pretty close to playable but not quite there yet on my system, hopefully somebody could help me a bit here...I feel like I'm very close to having this working.

I've followed the guide and installed everything. I think I've done everything ok, and basically "it works" (sound problem is there, though, plus I had to make the registry entries myself). Some ALSA error messages, too, but since sound sort of works, I don't think it's causing my bigger problem which is a very bad frame rate. Like not just "the machine is not bought yesterday" laggy but way slower than it should be. And: if I go and change the OffscreenRenderingMode registry entry to "pbuffer" or "backbuffer" the game is suddenly extremly smooth and feels really, really good -- except for one big problem: whenever I look at an Oblivion gate, the whole screen goes totally green except for the gate which looks just weird in the middle of the screen there...and returns to normal when I look away from it. With "fbo" there's no "green screen" problem but the game gets maybe (at most) half of the fps of those buffering modes and is not playable even with everything turned completely down. I got the idea of trying these pbuffer/backbuffer options from this howto: http://www.icculus.org/~mongoose/OblivionHOWTO.html

Now, is it possible to tweak something so that pbuffer or backbuffer would work without these green screen issues (anybody heard of that before?), or is there some other problem at work...should the difference between fbo and these buffer modes be this big? or is the fbo not working OK for me for some reason...

The system isn't exactly new but quite capable of running this game in Windows (and apparently with these pbuffer etc. modes): Athlon XP 2800, Geforce 6800 Ultra 256MB, 2.5 gigs RAM.

Could this be related to xorg settings? I'm using 24 bit color, normally run beryl but have it turned off for this. If xorg settings could affect it (triplebuffer etc. whatever those do), I'd be happy to post my xorg.conf.

I'd really appreciate any tips on what could be causing this huge difference in performance between fbo and pbuffer/backbuffer and how I could either get fbo closer to the pbuffer performance or get rid of the green oblivion gates problems.

Mblackwell
March 14th, 2007, 12:45 AM
Yeah I had performance problems too with fbo, which basically had to be on if I didn't want a crash when I saved. I think the crash when save might be fixed though, but apparently there's the problem you just described.

I hope everything gets fixed soon. They seem to be going pretty rapidly on this one.

surdin
March 14th, 2007, 01:45 AM
Do you know an alternative link for 0.9.29?

Please note that i'm on Feisty..

Maybe that could be my problem :?


Iarwain

This 'How To' does work in Feisty... at least it did for me.. works very well.

Mongoose
March 14th, 2007, 01:52 AM
Wow, you use pbuffer without the readpixels aka save game crash? That's very interesting.

Edit: I'll look into this tonight. I haven't been able to do valid testing after my recent kernel upgrade due to my GPU overheating. It wouldn't hurt trying to confirm before I hit 120C hah.

It appears 0.9.23 works with pbuffer setting, but I haven't tested problem areas like the imperial sewers. I'll update the wiki.

Looks like I already had the information in there -- so I just added emphasis. I'm not changing the default setting in the wiki until someone can vouch for it with more play time and all shaders on... ;)

STiYaKuzA
March 14th, 2007, 06:30 AM
hey mongoose thanks for the great howto, but i had the exact same problem as dbd (the ati/wine bug). however, one interesting point i noted was that if i tried running oblivion in cedega, there is no problem at all, even without the oldblivion patch(with the exception of the texture problems due to cedega's lack of shader 2.0 support), so i'm pretty certain its a wine bug...

BatPenguin
March 14th, 2007, 07:26 AM
It appears 0.9.23 works with pbuffer setting, but I haven't tested problem areas like the imperial sewers. I'll update the wiki.


I'm assuming you meant 0.9.32 not 23, right? I was going to give a few earlier wine versions like 31, 30 and 29 a a try tonight (using 0.9.32 now) to see if either my fbo gets more fps or pbuffer stops doing that green screen problem. I'll let you all know how it goes...and please, if anybody has more suggestions on improving fbo performance or fixing my pbuffer problem, let me know. So far I haven't seen anybody else reporting this green screen thing so it'd be interesting to know if it's something specific to my setup or a general wine problem etc.

Mongoose
March 14th, 2007, 05:48 PM
I'm assuming you meant 0.9.32 not 23, right?

Never post with a fever. Yes, 0.9.32 -- I feel a lot better today. You'll find 0.9.23 is the only version that doesn't crash on game save ( which does a funky type of readpixels ) using pbuffer. =)


due to cedega's lack of shader 2.0 support

Yeah, so you likely can't even get any lighting either. "Oldblivion" isn't really much of an option, which I've mentioned before ini tuning will do more for you than it will. Also dissabling the specular pass can be a bad idea in some areas -- it will lead to a crash. The bottome line is cedega isn't working nearly as well hq wine, and ATi need to fix their drivers. HQ Wine has even supported bloom for a while. The only things most people need fixed now are audio mixing and HDR support.

BatPenguin
March 15th, 2007, 08:23 AM
Hi again,

Alright, still trying to get the most performance out of my box for hopefully getting Oblivion playable. Could people who have it running at a decent playable speed please either post their xorg.conf files or let me know if you're using the following options in xorg (I guess this has to do with Nvidia users, I have the GF6800 Ultra):

Option "RenderAccel"
- do you have it as true or false? Any difference to frame rates? Mine's true

Composite extension
- enabled or not? Mine is, not sure if it has to be, using Beryl with the Nvidia GLX extension

Beryl / XGL etc.
- do you have beryl activated while playing?
- do you play in a full-screen or window?

Color Depth
- what do you have set? Any difference between 24 bit and 16 bit modes, recommendations?

Thanks!

Mongoose
March 15th, 2007, 06:13 PM
Switch to metacity using the Beryl settings icon in the notification area aka tray. This will give you much better performance in general. Always switch before starting an OpenGL game for improved performace. Once you switch window manager like that the first two questions no longer apply in a sense. I use AIGLX for my xorg settings, and the new beryl 0.2 release from last night. Not that it matters about the version just FYI there is a new release. ;)

I play fullscreen inside a 1024x748 Wine desktop.

Stay at 24bit, or you'll be dithering a lot.

BatPenguin
March 15th, 2007, 10:22 PM
OK, thanks for the settings help! Still not quite enough to get me running with the fbo setting, I guess I'll wait and hope for a version of wine that'll support the pbuffers setting, that would seem to be fast enough for playing. Anyway, thanks again!

Mongoose
March 16th, 2007, 12:20 AM
I'd urge you like other ATi users on this thread to request that they fix their drivers. You bought the hardware, so you have as much of a right as anyone to demand working drivers.

I don't know how you feel about the whole issue, but it would be best to just get an Nvidia GPU if possible. The 7950GTs are affordable now that the 8XXXs are out. There are also 7600s and 6800s that are relatively cheap as well. If you're on a laptop with integrated video I feel for you.

Jason_25
March 16th, 2007, 01:58 PM
I just had to post a screenshot.
On the system I am testing on right now: Kubuntu Feisty Fawn AMD64 daily build with Wine 0.9.32 on a : 939 3700+@2.75 / 2GB @ 250 / 6800 Ultra. I'm getting from 20-40 fps at 1024x768 high details with bloom. I haven't tried HDR. Maybe 25% less performance than Windows.

I had to tweak these in the ini to keep from crashing:
SMainMenuMovieIntro=
SIntroSequence=
And I had to change the offscreen render from fbo to pbuffer to get the water to show up correctly.

For now, I have visual glitches like the water not looking as good as it's supposed to, and objects popping in and out sometimes. I also get the static near water occasionally.

It's very playable. I would give the game a silver on the Wine AppDB.

BatPenguin
March 16th, 2007, 02:46 PM
I just had to post a screenshot.
On the system I am testing on right now: Kubuntu Feisty Fawn AMD64 daily build with Wine 0.9.32 on a : 939 3700+@2.75 / 2GB @ 250 / 6800 Ultra. I'm getting from 20-40 fps at 1024x768 high details with bloom. I haven't tried HDR. Maybe 25% less performance than Windows.

Hey, this sounds great...my system is similar though slower (Athlon XP 2800 but also 6800 Ultra, AGP version though). I'm getting pretty good performance with pbuffers as well, but as I explained earlier, I'm getting a green screen while looking at Oblivion gates. Since apparently you're not suffering these pbuffer / screen going green things and we're using the same Wine version and graphics card, I'd be VERY interested in seeing what you have in your xorg.conf and Oblivion.ini, just to see what (if anything) is different. So would you mind posting them or e-mailing directly to me: risto.rossi at welho.com . Thanks!

(I'm using Edgy, though, so perhaps the different Xorg version in Fawn might help you as well...I don't think I'll upgrade before the final Feisty release)

BatPenguin
March 16th, 2007, 02:57 PM
For now, I have visual glitches like the water not looking as good as it's supposed to, and objects popping in and out sometimes. I also get the static near water occasionally.

It's very playable. I would give the game a silver on the Wine AppDB.

Oh hey, just noticed in your screenshot: is that the terminal window you use to launch wine that I see underneath your Wine desktop? The one with the messages...if it is, you should turn all those debugging messages off with the export command given in the wiki somewhere. That gave me some extra speed. Anyway, looks great...looking forward to peeking at your xorg.conf and Oblivion.ini if you don't mind.

Mongoose
March 16th, 2007, 04:25 PM
1. I see you didn't read the guide, or it would've answered those questions. ;)
2. Yeah turn off debugging for better gameplay -- see guide at the wiki.
3. ATi users can't play still it seems, still has some issues like audio mixing sfx and no HDR yet -- but I voted for silver a while back too.

Iarwain ben-adar
March 16th, 2007, 11:50 PM
HaHa!

With my new dvd, i'm ready to rock! Or atleast i thought..

Installed by instructions, patched aswell.

1 (or 2) problem(s) remaining:

The most annoying, see screenshots.
The lesser: the static sound. It's driving me nuts :D


Iarwain

Mongoose
March 17th, 2007, 12:00 AM
Upgrade to 0.9.32.

Edit:
Oh yes, today or last night I updated the wiki to recommend setting pbuffer by default as render target. Everyone has reported it working so well that I don't think I need to run an entire game again to test it. Thanks. ;)

Iarwain ben-adar
March 17th, 2007, 12:12 AM
Thanks for stating the obvious :oops:

With all the fiddling with wine, i somethimes forget wich version i have..

On with the gaming!


Iarwain

slugkilla
March 17th, 2007, 04:44 AM
Hey my sister's boy friend gave me this game. The game is very choppy and pretty much unplable once the 3D stuff starts. I've got a semprone 2200 or something like that, 515 MB ram, and a 5200 FX Ultra Nvidia with 128 MB. Should I get more ram or what? Thanks for all the hard work you have put into this.

Mongoose
March 17th, 2007, 04:38 PM
A 5200FX is far below the min requirements. Look for an option in the ini for 'GobalLight' something. Basically, it'll disable all lighting for you. That should help some, but realise that you really won't be 'playing Oblivion' at the point of disabling all the graphical features. You should also turn off nearly all shaders -- look for ini guides for Windows players on 5xxx cards for help.

Oldbivion was canned after editing the ini was found to be more effective after all. If you can spare $50-$90 get a 6800 or a low end to mid range 7xxxx. Just make sure it's "OpenGL 2.0", which will support the features you need for the game in Wine.

slugkilla
March 18th, 2007, 02:26 AM
I can't really afford a new card right now, and it does not really matter to me if the graphics look like crap. I really just want to actually play it for a bit. Do you know of a good web page that talks about the bare minimum for graphic settings? I googled 5200 and oblivion and found a lot of oblivion.ini files, but the game always just starts lagging when that dude with the glowing necklace thing comes up.

Edit: Is it possible to get the game running with ridiculously crapy graphics. Like with blocks shapes and mono tone color and other exaggerated simplistic graphics?

Mongoose
March 18th, 2007, 05:08 AM
You could disable rendering of actors I suppose, but then you'd only see the landscape and buildings. I'm going to be frank with you here -- 5200 was an entry level card in its heyday, which was very short lived since it even had horrible vertex and pixel shader performance at the time of its release. You can disable everything but the texture pass before the game crashes if you want to go that far, however it will crash when certian objects that require specular pass are encountered.

To be honest a 6xxx is the true floor for this game especially in Wine, which uses OpenGL. I'd actually suggest waiting for a card upgrade before playing so you won't be so disappointed with flat textures and removing all water / trees / actors / etc in the game. Save up a little cash and get a 6800 second hand or at a local store clearance. People often sell their old cards when they updgrade and the 8xxxx cards are pushing the 6xxx and 7xxx cards down now. I assume you only have the option of AGP, so it's good to know you can often reenable pipelines on the GS line and get a 'free' GT in a way. I have an 6800 AGP like this on my old box. The only thing better for AGP is an overly expensive 7800GS iirc, which is likely the last AGP that will be made as far as I know. Just remember it's better to have last generations midrange than today's entry level as a good rule.

http://en.wikipedia.org/wiki/Comparison_of_NVIDIA_Graphics_Processing_Units

You'll note the FX series only has limited OpenGL 2.0 support, but it's really just a 1.5 with very few extentions. In this case it's very slow for what it does and it does very little of what you want to begin with... I wouldn't go lower than a 6600, which is the lowest end card to feature HDR support. If you live near a college you might be able to get one for $20 even. You never know.

Edit:
The reason I'm saying you might get it second hand so cheap is due to the fact all new systems are PCI Express. Some people might just be ready to toss out old systems altogether for as low as $50 when they move. Good luck. ;)

Mblackwell
March 18th, 2007, 05:09 AM
Seriously, on Windows back when I had a 5200, Oblivion ran pretty well with Oldblivion. In fact I was able to set the draw distances to basically the max, and except for the fact that sometimes lighting was fubar it was definitely playable and pretty great. Since you're using a 5200 you're basically screwed otherwise because it's no good with DirectX 9 rendering.

UberKnight
March 18th, 2007, 08:39 AM
I followed the latest guide (http://www.uesp.net/wiki/Oblivion:Linux) and seem to have gotten the game working (although the directory suggestions don't work: "My Games" with the .ini file has to reside in my /home/{user} folder).

However, does anyone know how I can get the music to play? I have not disabled it in the .ini. Do I need any other DirectX files?

Thanks chaps, and good luck to those of you still struggling with this!

[Edit] Scratch that--just tried the actual game, lots of static, and character creation faces screwy. Started a game and only have a partial head visible, no body, lol. Will read more of these posts ;)

bastiegast
March 18th, 2007, 12:48 PM
I followed the latest guide (http://www.uesp.net/wiki/Oblivion:Linux) and seem to have gotten the game working (although the directory suggestions don't work: "My Games" with the .ini file has to reside in my /home/{user} folder).

However, does anyone know how I can get the music to play? I have not disabled it in the .ini. Do I need any other DirectX files?

Thanks chaps, and good luck to those of you still struggling with this!

[Edit] Scratch that--just tried the actual game, lots of static, and character creation faces screwy. Started a game and only have a partial head visible, no body, lol. Will read more of these posts ;)

Did you upgrade to the latest wine?

By the way, compiled wine 0.9.33 yesterday, it doesn't fix the disappearing trees and bushes :(

I wish I could help developing wine, but I'm stuck on 1/4th oh "Thinking in C++" :) , and with my Java skills I won't be of much help.

Mblackwell
March 18th, 2007, 03:23 PM
Started a game and only have a partial head visible, no body, lol. Will read more of these posts ;)

Update your video driver to something newer than what's in the repos.

ahaslam
March 18th, 2007, 05:49 PM
I purchased a copy of Oblivion today & thanks to your guide, installation & setup was painless :)

For some reason my experience is not consistent, sometimes it's very jerky & unplayable, while other times it's fairly smooth (I can always tell whether it'll be ok, by how the mouse moves at the first screen). I followed your directions to the letter (only with wine 0.9.33) & followed this guide for optimisations: http://www.atomicmpc.com.au/article.asp?SCID=27&CIID=36546&p=4 which made little/no difference, so I returned the ini back to default, with only your amendments.

A couple of problems that are consistent are the sound (choppy & noisy) and the graphics (which suck). I followed your advice on the sound effects, which reduced the noise but it's still very apparent. I've included a screenshot to show my graphics, I'd appreciate any suggestions that may help improve the aesthetics & performance.

27753

Oldblivion looks better than this: http://www.oldblivion.com/?page=screenshots

ahaslam
March 18th, 2007, 06:18 PM
And a big problem... pressing 'Tab' to open the journal crashes the game. Another annoyance is that the brightness regularly changes suddenly, this happens at least 10 times per minute. Finally, it often hangs when exiting the game, requiring a reboot before you next play & all settings will be lost.

I will try wine 0.9.32 & see if it makes a difference.
_______________________________________

Ok, I've tried wine 0.9.32 & my experience has not changed. Another glitch worth a mention is that when an enemy is killed, they are engulfed by a huge sphere, until they're resting motionless on the floor :neutral:

Some help would be greatly appreciated, this is the first PC game I've bought ;)

Tony.

Mongoose
March 18th, 2007, 07:22 PM
The wiki keeps a list of 'known issues' for the current recommended version, which is 0.9.32 atm. Wine 0.9.33 hasn't been able to be tested as much.

Mp3 decoding in Oblivion doesn't even work for some Windows installs correctly. Just a warning before you start adding native DLL overrides. I'd suggest just disabling for now and getting a free speed boost.

If you enable SM20 lighting it'll look better than no lighting:

http://mongooseichiban.blogspot.com/2007/03/update-oblivion-in-wine.html

( Image was too big for Ubuntu fourms, however this is an undoctored and full resolution image of how it looks when I play. )

HDR isn't working yet, so you may want to enable bloom for now. With HDR this game really shines.

As for the 5200 comments: yeah, last I checked you can't use PS1 in Oblivion with Wine w/o a crash. You're out of luck until that works.

UberKnight
March 18th, 2007, 08:41 PM
Originally Posted by UberKnight View Post
I followed the latest guide and seem to have gotten the game working (although the directory suggestions don't work: "My Games" with the .ini file has to reside in my /home/{user} folder).

However, does anyone know how I can get the music to play? I have not disabled it in the .ini. Do I need any other DirectX files?

Thanks chaps, and good luck to those of you still struggling with this!

[Edit] Scratch that--just tried the actual game, lots of static, and character creation faces screwy. Started a game and only have a partial head visible, no body, lol. Will read more of these posts
Did you upgrade to the latest wine?

By the way, compiled wine 0.9.33 yesterday, it doesn't fix the disappearing trees and bushes

I wish I could help developing wine, but I'm stuck on 1/4th oh "Thinking in C++" , and with my Java skills I won't be of much help.

Strange thing happened. I updated the nvidia drivers to the latest using the Envy script (Automatix had installed on older version).

However, the game is now super slow and won't load a game or start a new one. Any ideas?

ahaslam
March 18th, 2007, 09:02 PM
If you enable SM20 lighting it'll look better than no lighting

How do you do this? I can't find it in the ini or in game :-k

Cheers ;)
____________________________________________

I enabled 'bAllowQuality20Lighting' along with bloom & it doesn't look as good as your example.

I've taken a couple of screens showing the sudden brightness changes & the spheres:

27765 27766

Any advice for the 'Tab - Journal' problem (complete crash every time)? Would you mind sharing your ini?

PS. I've attached my ini, I'd be grateful if someone could have a look at it ;)

Mongoose
March 19th, 2007, 02:09 AM
You have:
bForce1XShaders=1

Should be:
bForce1XShaders=0

You also want to enable SM3:

bAllow30Shaders=1

Also a common setting to disable is refraction shader for the gates, etc.

bUseRefractionShader=0

And finally don't use background loading on everything. It's very unstable in Windows, and I'd suggest skipping it Wine. If you see weird phyiscs bugs you have threads dying that shouldn't be as well and may be better off cutting back your thread settings.

This is directed at people that don't read the guide at the wiki or other posts in this thread in general. ^_^

Read the wiki guide before asking the same questions over and over please. It's fine you have a valid bug or concern, but if you don't try the guide 100% the first time you play then you're missing the point. I see a lot of people assume they can do whatever and eventually have to go back to the guide anyway. If you're not very exp with tweaking the ini or understand the options you should just follow the guide the first time. Then make changes to customize to your machine after you get it working. Several people here have been working on tweaks for the ini for quite a while now. If we tell you to at least do those 5 or 6 settings in the guide there is a reason, and in fact the reason is also written up in the guide itself.

dyous87
March 19th, 2007, 05:56 AM
Does anyone know if there is anyway I can get this game to run with the ATI Mobility Radeon using the fglrx drivers. The install went fine and whenever I try to run Oblivion It get up to a white screen that says "loading" and then crashes and exits. I don't know what else to do.

This is my xorg config file:


# /etc/X11/xorg.conf (xorg X Window System server configuration file)
#
# This file was generated by dexconf, the Debian X Configuration tool, using
# values from the debconf database.
#
# Edit this file with caution, and see the /etc/X11/xorg.conf manual page.
# (Type "man /etc/X11/xorg.conf" at the shell prompt.)
#
# This file is automatically updated on xserver-xorg package upgrades *only*
# if it has not been modified since the last upgrade of the xserver-xorg
# package.
#
# If you have edited this file but would like it to be automatically updated
# again, run the following command:
# sudo dpkg-reconfigure -phigh xserver-xorg

Section "Files"
FontPath "/usr/share/X11/fonts/misc"
FontPath "/usr/share/X11/fonts/cyrillic"
FontPath "/usr/share/X11/fonts/100dpi/:unscaled"
FontPath "/usr/share/X11/fonts/75dpi/:unscaled"
FontPath "/usr/share/X11/fonts/Type1"
FontPath "/usr/share/X11/fonts/100dpi"
FontPath "/usr/share/X11/fonts/75dpi"
FontPath "/usr/share/fonts/X11/misc"
# path to defoma fonts
FontPath "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType"
EndSection

Section "Module"
Load "bitmap"
Load "ddc"
Load "dri"
Load "extmod"
Load "freetype"
Load "glx"
Load "int10"
Load "type1"
Load "vbe"
EndSection

Section "InputDevice"
Identifier "Generic Keyboard"
Driver "kbd"
Option "CoreKeyboard"
Option "XkbRules" "xorg"
Option "XkbModel" "pc105"
Option "XkbLayout" "us"
Option "XkbOptions" "lv3:ralt_switch"
EndSection

Section "InputDevice"
Identifier "Configured Mouse"
Driver "mouse"
Option "CorePointer"
Option "Device" "/dev/input/mice"
Option "Protocol" "ExplorerPS/2"
Option "ZAxisMapping" "4 5"
Option "Emulate3Buttons" "true"
EndSection

Section "InputDevice"
Identifier "Synaptics Touchpad"
Driver "synaptics"
Option "SendCoreEvents" "true"
Option "Device" "/dev/psaux"
Option "Protocol" "auto-dev"
Option "HorizScrollDelta" "0"
EndSection

Section "InputDevice"
Driver "wacom"
Identifier "stylus"
Option "Device" "/dev/wacom" # Change to
# /dev/input/event
# for USB
Option "Type" "stylus"
Option "ForceDevice" "ISDV4" # Tablet PC ONLY
EndSection

Section "InputDevice"
Driver "wacom"
Identifier "eraser"
Option "Device" "/dev/wacom" # Change to
# /dev/input/event
# for USB
Option "Type" "eraser"
Option "ForceDevice" "ISDV4" # Tablet PC ONLY
EndSection

Section "InputDevice"
Driver "wacom"
Identifier "cursor"
Option "Device" "/dev/wacom" # Change to
# /dev/input/event
# for USB
Option "Type" "cursor"
Option "ForceDevice" "ISDV4" # Tablet PC ONLY
EndSection

Section "Device"
Identifier "ATI Mobility Radeon x1400"
Driver "fglrx"
BusID "PCI:1:0:0"
Option "UseFastTls" "2"
EndSection

Section "Monitor"
Identifier "Generic Monitor"
Option "DPMS"
HorizSync 28-64
VertRefresh 43-60
EndSection

Section "Screen"
Identifier "Default Screen"
Device "ATI Mobility Radeon x1400"
Monitor "Generic Monitor"
DefaultDepth 24
SubSection "Display"
Depth 1
Modes "1280x800"
EndSubSection
SubSection "Display"
Depth 4
Modes "1280x800"
EndSubSection
SubSection "Display"
Depth 8
Modes "1280x800"
EndSubSection
SubSection "Display"
Depth 15
Modes "1280x800"
EndSubSection
SubSection "Display"
Depth 16
Modes "1280x800"
EndSubSection
SubSection "Display"
Depth 24
Modes "1280x800"
EndSubSection
EndSection

Section "ServerLayout"
Identifier "Default Layout"
Screen "Default Screen"
InputDevice "Generic Keyboard"
InputDevice "Configured Mouse"
InputDevice "stylus" "SendCoreEvents"
InputDevice "cursor" "SendCoreEvents"
InputDevice "eraser" "SendCoreEvents"
InputDevice "Synaptics Touchpad"
EndSection

Section "DRI"
Mode 0666
EndSection

Section "Extensions"
Option "Composite" "0"
EndSection


And this is my Oblivion.ini:




[General]

SStartingCell=

SStartingCellY=

SStartingCellX=

SStartingWorld=

STestFile10=

STestFile9=

STestFile8=

STestFile7=

STestFile6=

STestFile5=

STestFile4=

STestFile3=

STestFile2=

STestFile1=

bEnableProfile=0

bDrawSpellContact=0

bRunMiddleLowLevelProcess=1

iHoursToSleep=3

bActorLookWithHavok=0

SMainMenuMusicTrack=special\tes4title.mp3

bUseEyeEnvMapping=0

bFixFaceNormals=0

bUseFaceGenHeads=1

bFaceMipMaps=1

bFaceGenTexturing=1

bDefaultCOCPlacement=0

uGridDistantTreeRange=15

uGridDistantCount=25

uGridsToLoad=5

fGlobalTimeMultiplier=1.0000

bNewAnimation=1

fAnimationDefaultBlend=0.1000

fAnimationMult=1.0000

bFixAIPackagesOnLoad=0

bForceReloadOnEssentialCharacterDeath=1

bKeepPluginWhenMerging=0

bCreate Maps Enable=0

SLocalSavePath=Saves\

SLocalMasterPath=Data\

bDisableDuplicateReferenceCheck=1

bTintMipMaps=0

uInterior Cell Buffer=3

uExterior Cell Buffer=36

iIntroSequencePriority=3

bPreloadIntroSequence=1

fStaticScreenWaitTime=3.0000

SCreditsMenuMovie=CreditsMenu.bik

SMainMenuMovie=Map loop.bik

SMainMenuMovieIntro=Oblivion iv logo.bik

SIntroSequence=

iFPSClamp=0

bRunVTuneTest=0

STestFile1=

bActivateAllQuestScripts=0

fQuestScriptDelayTime=5.0000

SMainMenuMusic=Special\TES4Title.mp3

bUseThreadedBlood=0

bUseThreadedMorpher=0

bExternalLODDataFiles=1



[Display]

uVideoDeviceIdentifierPart1=0

uVideoDeviceIdentifierPart2=0

uVideoDeviceIdentifierPart3=0

uVideoDeviceIdentifierPart4=0

fDecalLifetime=0.0

bEquippedTorchesCastShadows=0

bReportBadTangentSpace=0

bStaticMenuBackground=1

bForcePow2Textures=0

bForce1XShaders=0

bHighQuality20Lighting=0

bAllow20HairShader=1

bAllowScreenShot=0

iMultiSample=0

bDoTallGrassEffect=1

bForceMultiPass=1

bDoTexturePass=1

bDoSpecularPass=1

bDoDiffusePass=1

bDoAmbientPass=1

bDoCanopyShadowPass=0

bDrawShadows=0

bUseRefractionShader=0

bUse Shaders=1

iNPatchNOrder=0

iNPatchPOrder=0

iNPatches=0

iLocation Y=0

iLocation X=0

bFull Screen=1

iSize W=640

iSize H=480

iAdapter=0

iScreenShotIndex=0

SScreenShotBaseName=ScreenShot

iAutoViewMinDistance=2000

iAutoViewHiFrameRate=40

iAutoViewLowFrameRate=20

bAutoViewDistance=0

fDefaultFOV=75.0000

fNearDistance=10.0000

fFarDistance=10000.0000

iDebugTextLeftRightOffset=10

iDebugTextTopBottomOffset=10

bShowMenuTextureUse=1

iDebugText=2

bLocalMapShader=1

bDoImageSpaceEffects=1

fShadowLOD2=400.0000

fShadowLOD1=200.0000

fLightLOD2=1500.0000

fLightLOD1=1000.0000

fSpecularLOD2=550.0

fSpecularLOD1=250.0

fEnvMapLOD2=800.0000

fEnvMapLOD1=500.0000

fEyeEnvMapLOD2=190.0000

fEyeEnvMapLOD1=130.0000

iPresentInterval=1

iShadowFilter=0

iActorShadowCountExt=0

iActorShadowCountInt=0

bActorSelfShadowing=0

bShadowsOnGrass=0

bDynamicWindowReflections=0

iTexMipMapSkip=2

fGrassStartFadeDistance=0.0

fGrassEndDistance=0.0

bDecalsOnSkinnedGeometry=0

bFullBrightLighting=1

iMaxLandscapeTextures=1

bLODPopActors=1

bLODPopItems=1

bLODPopObjects=1



[Controls]

fVersion=1.7000

Forward=0011FFFF

Back=001FFFFF

Slide Left=001EFFFF

Slide Right=0020FFFF

Use=00FF00FF

Activate=0039FFFF

Block=003801FF

Cast=002EFFFF

Ready Item=0021FFFF

Crouch/Sneak=001DFFFF

Run=002AFFFF

Always Run=003AFFFF

Auto Move=0010FFFF

Jump=0012FFFF

Toggle POV=001302FF

Menu Mode=000FFFFF

Rest=0014FFFF

Quick Menu=003BFFFF

Quick1=0002FFFF

Quick2=0003FFFF

Quick3=0004FFFF

Quick4=0005FFFF

Quick5=0006FFFF

Quick6=0007FFFF

Quick7=0008FFFF

Quick8=0009FFFF

QuickSave=003FFFFF

QuickLoad=0043FFFF

Grab=002CFFFF

bInvertYValues=0

fXenonLookXYMult=0.0005

fMouseSensitivity=0.0020

;X=1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6

iJoystickMoveFrontBack=2

iJoystickMoveLeftRight=1

fJoystickMoveFBMult=1.0000

fJoystickMoveLRMult=1.0000

iJoystickLookUpDown=6

iJoystickLookLeftRight=3

fJoystickLookUDMult=0.0020

fJoystickLookLRMult=0.0020

fXenonMenuMouseXYMult=0.0003

bBackground Mouse=0

bBackground Keyboard=0

bUse Joystick=0

fXenonLookMult=0.0030

fXenonMenuStickSpeedMaxMod=5.0000

iXenonMenuStickSpeedThreshold=20000

iXenonMenuStickThreshold=1000

;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian

iLanguage=0



[Water]

fAlpha=0.5000

uSurfaceTextureSize=128

SSurfaceTexture=water

SNearWaterOutdoorID=NearWaterOutdoorLoop

SNearWaterIndoorID=NearWaterIndoorLoop

fNearWaterOutdoorTolerance=1024.0000

fNearWaterIndoorTolerance=512.0000

fNearWaterUnderwaterVolume=0.9000

fNearWaterUnderwaterFreq=0.3000

uNearWaterPoints=8

uNearWaterRadius=1000

uSurfaceFrameCount=32

uSurfaceFPS=12

bUseWaterReflectionsMisc=0

bUseWaterReflectionsStatics=0

bUseWaterReflectionsTrees=0

bUseWaterReflectionsActors=0

bUseWaterReflections=0

bUseWaterHiRes=0

bUseWaterDisplacements=0

bUseWaterShader=0

uDepthRange=125

bUseWaterDepth=1

bUseWaterLOD=1

fTileTextureDivisor=4.7500

fSurfaceTileSize=2048.0000



[Audio]

bDSoundHWAcceleration=1

fMinSoundVel=10.0000

fMetalLargeMassMin=25.0000

fMetalMediumMassMin=8.0000

fStoneLargeMassMin=30.0000

fStoneMediumMassMin=5.0000

fWoodLargeMassMin=15.0000

fWoodMediumMassMin=7.0000

fDialogAttenuationMax=35.0000

fDialogAttenuationMin=7.7500

bUseSoundDebugInfo=1

fUnderwaterFrequencyDelta=0.0000

bUseSoftwareAudio3D=0

fDefaultEffectsVolume=0.8000

fDefaultMusicVolume=0.3000

fDefaultFootVolume=0.8000

fDefaultVoiceVolume=0.8000

fDefaultMasterVolume=1.0000

bMusicEnabled=0

bSoundEnabled=0

fLargeWeaponWeightMin=25.0000

fMediumWeaponWeightMin=8.0000

fSkinLargeMassMin=30.0000

fSkinMediumMassMin=5.0000

fChainLargeMassMin=30.0000

fChainMediumMassMin=5.0000

fDBVoiceAttenuationIn2D=0.0000

iCollisionSoundTimeDelta=50

fGlassLargeMassMin=25.0000

fGlassMediumMassMin=8.0000

fClothLargeMassMin=25.0000

fClothMediumMassMin=8.0000

fEarthLargeMassMin=30.0000

fEarthMediumMassMin=5.0000

bUseSpeedForWeaponSwish=1

fLargeWeaponSpeedMax=0.9500

fMediumWeaponSpeedMax=1.1000

fPlayerFootVolume=0.9000

fDSoundRolloffFactor=4.0000

fMaxFootstepDistance=1100.0000

fHeadroomdB=2.0000

iMaxImpactSoundCount=32

fMainMenuMusicVolume=0.6



[ShockBolt]

bDebug=0

fGlowColorB=1.0000

fGlowColorG=0.6000

fGlowColorR=0.0000

fCoreColorB=1.0000

fCoreColorG=1.0000

fCoreColorR=1.0000

fCastVOffset=-10.0000

iNumBolts=7

fBoltGrowWidth=1.0000

fBoltSmallWidth=3.0000

fTortuosityVariance=8.0000

fSegmentVariance=35.0000

fBoltsRadius=24.0000



[Pathfinding]

bDrawPathsDefault=0

bPathMovementOnly=0

bDrawSmoothFailures=0

bDebugSmoothing=0

bSmoothPaths=1

bSnapToAngle=0

bDebugAvoidance=0

bDisableAvoidance=0

bBackgroundPathing=0



[MAIN]

bEnableBorderRegion=1



[Combat]

bEnableBowZoom=1

bDebugCombatAvoidance=0

fMinBloodDamage=1.0000

fHitVectorDelay=0.4000

iShowHitVector=0



[HAVOK]

bDisablePlayerCollision=0

fJumpAnimDelay=0.75

bTreeTops=0

iSimType=1

bPreventHavokAddAll=0

bPreventHavokAddClutter=0

fMaxTime=0.0167

bHavokDebug=0

fRF=1000.0000

fOD=0.9000

fSE=0.3000

fSD=0.9800

iResetCounter=5

fMoveLimitMass=95.0000

iUpdateType=0

bHavokPick=0



[Interface]

fDlgLookMult=0.3000

fDlgLookAdj=0.0000

fDlgLookDegStop=0.2000

fDlgLookDegStart=2.0000

fDlgFocus=2.1000

fKeyRepeatInterval=50.0000

fKeyRepeatTime=500.0000

fActivatePickSphereRadius=16.0000

fMenuModeAnimBlend=0.0000

iSafeZoneX=20

iSafeZoneY=20

iSafeZoneXWide=20

iSafeZoneYWide=20



[LoadingBar]



[Menu]

fCreditsScrollSpeed=40.0000

iConsoleTextYPos=890

iConsoleTextXPos=30

iConsoleVisibleLines=15

iConsoleHistorySize=50

rDebugTextColor=255,251,233

iConsoleFont=3

iDebugTextFont=3



[GamePlay]

bDisableDynamicCrosshair=0

bSaveOnTravel=1

bSaveOnWait=1

bSaveOnRest=1

bCrossHair=1

iDifficultyLevel=50

bGeneralSubtitles=0

bDialogueSubtitles=1

bInstantLevelUp=0

bHealthBarShowing=0

fHealthBarFadeOutSpeed=1.0000

fHealthBarSpeed=80.0000

fHealthBarHeight=4.0000

fHealthBarWidth=40.0000

fHealthBarEmittanceFadeTime=0.5000

fHealthBarEmittanceTime=1.5000



[Fonts]

SFontFile_1=Data\Fonts\Kingthings_Regular.fnt

SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt

SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt

SFontFile_4=Data\Fonts\Daedric_Font.fnt

SFontFile_5=Data\Fonts\Handwritten.fnt



[SpeedTree]

iTreeClonesAllowed=1

fCanopyShadowGrassMult=1.0000

iCanopyShadowScale=512

fTreeForceMaxBudAngle=-1.0000

fTreeForceMinBudAngle=-1.0000

fTreeForceLeafDimming=-1.0000

fTreeForceBranchDimming=-1.0000

fTreeForceCS=-1.0000

fTreeForceLLA=-1.0000

fTreeLODExponent=1.0000

bEnableTrees=1

bForceFullLOD=0



[Debug]

bDebugFaceGenCriticalSection=0

bDebugFaceGenMultithreading=0

bDebugSaveBuffer=0



[BackgroundLoad]



[LOD]

fLodDistance=500.0000

bUseFaceGenLOD=0

iLODTextureTiling=2

iLODTextureSizePow2=8

fLODNormalTextureBlend=0.5000

bDisplayLODLand=0

bDisplayLODBuildings=0

bDisplayLODTrees=0

bLODPopTrees=0

bLODPopActors=0

bLODPopItems=0

bLODPopObjects=0

fLODFadeOutMultActors=5.0000

fLODFadeOutMultItems=2.0000

fLODFadeOutMultObjects=5.0000

fLODMultLandscape=1.0000

fLODMultTrees=0.2

fLODMultActors=2.0

fLODMultItems=2.0

fLODMultObjects=2.0

iFadeNodeMinNearDistance=400

fLODFadeOutPercent=0.9000

fLODBoundRadiusMult=3.0000

fTalkingDistance=2000.0000

fTreeLODMax=2.0000

fTreeLODMin=0.0200

fTreeLODDefault=1.2000



[Weather]

fSunGlareSize=350.0000

fSunBaseSize=250.0000

bPrecipitation=1

fAlphaReduce=1.0000

SBumpFadeColor=255,255,255,255

SLerpCloseColor=255,255,255,255

SEnvReduceColor=255,255,255,255



[Voice]

SFileTypeLTF=ltf

SFileTypeLip=lip

SFileTypeSource=wav

SFileTypeGame=mp3



[Grass]

iMinGrassSize=80

fGrassEndDistance=3000.0000

fGrassStartFadeDistance=2000.0000

bGrassPointLighting=0

bDrawShaderGrass=1

iGrassDensityEvalSize=2

iMaxGrassTypesPerTexure=2

fWaveOffsetRange=1.7500



[Landscape]

bCurrentCellOnly=0

bPreventSafetyCheck=0

fLandTextureTilingMult=2.0000



[bLightAttenuation]

fQuadraticRadiusMult=1.0000

fLinearRadiusMult=1.0000

bOutQuadInLin=0

fConstantValue=0.0000

fQuadraticValue=16.0000

fLinearValue=3.0000

uQuadraticMethod=2

uLinearMethod=1

fFlickerMovement=8.0000

bUseQuadratic=1

bUseLinear=0

bUseConstant=0



[BlurShaderHDRInterior]

fTargetLUM=1.0000

fUpperLUMClamp=1.0000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.5000

fBrightScale=2.2500

fBrightClamp=0.2250

fBlurRadius=7.0000

iNumBlurpasses=1



[BlurShaderHDR]

fTargetLUM=1.2000

fUpperLUMClamp=1.0000

fGrassDimmer=1.3000

fTreeDimmer=1.2000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.7000

fSunlightDimmer=1.3000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fBrightScale=1.5000

fBrightClamp=0.350

fBlurRadius=4.0000

iNumBlurpasses=2

iBlendType=2

bDoHighDynamicRange=0



[BlurShader]

fSunlightDimmer=1.0000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fAlphaAddExterior=0.2000

fAlphaAddInterior=0.5000

iBlurTexSize=256

fBlurRadius=0.0300

iNumBlurpasses=1

iBlendType=2

bUseBlurShader=0



[GethitShader]

fBlurAmmount=0.5000

fBlockedTexOffset=0.0010

fHitTexOffset=0.0050



[MESSAGES]

bBlockMessageBoxes=0

bSkipProgramFlows=1

bAllowYesToAll=1

bDisableWarning=1

iFileLogging=0



[DistantLOD]

bUseLODLandData=0

fFadeDistance=12288.0000



[GeneralWarnings]

SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.

This may result in errors. Saving again will clear this message

but not necessarily fix any errors.



[Archive]

SMasterMiscArchiveFileName=Oblivion - Misc.bsa

SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa

SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa

SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa

SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa

SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa

SInvalidationFile=ArchiveInvalidation.txt

iRetainFilenameOffsetTable=1

iRetainFilenameStringTable=1

iRetainDirectoryStringTable=1

bCheckRuntimeCollisions=0

bInvalidateOlderFiles=1

bUseArchives=1



[CameraPath]

iTake=0

SDirectoryName=TestCameraPath

iFPS=60

SNif=Test\CameraPath.nif



[Absorb]

fAbsorbGlowColorB=1.0000

fAbsorbGlowColorG=0.6000

fAbsorbGlowColorR=0.0000

fAbsorbCoreColorB=1.0000

fAbsorbCoreColorG=1.0000

fAbsorbCoreColorR=1.0000

iAbsorbNumBolts=1

fAbsorbBoltGrowWidth=0.0000

fAbsorbBoltSmallWidth=7.0000

fAbsorbTortuosityVariance=2.0000

fAbsorbSegmentVariance=7.0000

fAbsorbBoltsRadius=5.0000



[OPENMP]

iThreads=3

iOpenMPLevel=10



[TestAllCells]

bFileShowTextures=1

bFileShowIcons=1

bFileSkipIconChecks=0

bFileTestLoad=0

bFileNeededMessage=1

bFileGoneMessage=1

bFileSkipModelChecks=0



[CopyProtectionStrings]

SCopyProtectionMessage2=Insert the Oblivion Disc.

SCopyProtectionTitle2=Oblivion Disc Not Found

SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.

SCopyProtectionTitle=CD-ROM Drive Not Found

bSaveOnInteriorExteriorSwitch=0



I used to get it running under cedega when I was using dapper but I had to use Oldblivion which just looks horrid. I ditched that. If I could get this game running decently with wine I'd be ecstatic :lolflag: lol

ahaslam
March 19th, 2007, 08:18 AM
You have:
bForce1XShaders=1

Should be:
bForce1XShaders=0

You also want to enable SM3:

bAllow30Shaders=0

Also a common setting to disable is refraction shader for the gates, etc.

bUseRefractionShader=0

And finally don't use background loading on everything. It's very unstable in Windows, and I'd suggest skipping it Wine. If you see weird phyiscs bugs you have threads dying that shouldn't be as well and may be better off cutting back your thread settings.

This is directed at people that don't read the guide at the wiki or other posts in this thread in general. ^_^

Read the wiki guide before asking the same questions over and over please. It's fine you have a valid bug or concern, but if you don't try the guide 100% the first time you play then you're missing the point. I see a lot of people assume they can do whatever and eventually have to go back to the guide anyway. If you're not very exp with tweaking the ini or understand the options you should just follow the guide the first time. Then make changes to customize to your machine after you get it working. Several people here have been working on tweaks for the ini for quite a while now. If we tell you to at least do those 5 or 6 settings in the guide there is a reason, and in fact the reason is also written up in the guide itself.

Thank you, greatly appreciated. It now works, no stuttering brightness, no spheres, 'tab' works, it's playable ;)

I'm sorry, I admit that I didn't read all the posts in this thread, but I did read the entire wiki, maybe I missed something.

Thanks again, you're a star :KS

bastiegast
March 19th, 2007, 02:53 PM
The wiki keeps a list of 'known issues' for the current recommended version, which is 0.9.32 atm. Wine 0.9.33 hasn't been able to be tested as much.

Mp3 decoding in Oblivion doesn't even work for some Windows installs correctly. Just a warning before you start adding native DLL overrides. I'd suggest just disabling for now and getting a free speed boost.

If you enable SM20 lighting it'll look better than no lighting:

http://mongooseichiban.blogspot.com/2007/03/update-oblivion-in-wine.html

( Image was too big for Ubuntu fourms, however this is an undoctored and full resolution image of how it looks when I play. )

HDR isn't working yet, so you may want to enable bloom for now. With HDR this game really shines.

As for the 5200 comments: yeah, last I checked you can't use PS1 in Oblivion with Wine w/o a crash. You're out of luck until that works.

In that post you link to, you claim everything works except for music, certain sound effects and HDR. But what about the water shader? I tried enabling it a few times and it doesn't slow me down to 2 fps anymore(but still gives a huge performance hit) but the water renders far from perfectly.
Also I still see no background when I press tab for inventory or escape(minor issue, I know), just a green screen, no sepia as its supposed to be. I understand the disappearing trees glitch will be fixed soon?

ahaslam
March 19th, 2007, 04:42 PM
'bAllow30Shaders=1' does nothing for me - RendererInfo.txt shows; '3.0 Shaders: no' which is weird as I have a 7950gt. I assume this is what's causing my 20fps inside, as memory & processor are not fully utilised :-k

Anyone else have this? Any ideas?

PS. my ini is now using only your recommended alterations ;)

dbd
March 19th, 2007, 09:31 PM
Does anyone know if there is anyway I can get this game to run with the ATI Mobility Radeon using the fglrx drivers.

At the moment it seems that there is a bug in the ATI drivers making it impossible for all of us sufferring the pain of owning ATI cards to play the game I'm afraid. :'(

dyous87
March 20th, 2007, 05:52 AM
At the moment it seems that there is a bug in the ATI drivers making it impossible for all of us sufferring the pain of owning ATI cards to play the game I'm afraid. :'(

Soo there is absolutely no way for me to get this working?? That is horrible. I hate ATI!! :(

strycore
March 20th, 2007, 11:39 AM
ok here's my two cents
The tutorial works pretty well , and I guess the only problem now is a few slowdowns and the static sound.

For the static I strongly suggest that you use a PCI card , at first I tried with the integrated card of my A8N SLI but I had a SB LIVE 5.1 hanging around so i tried it and now it's MUCH better !
Well, I still have static but at least I do have sound , like Mongoose suggests put the effects volume to a low level and it will almost be bearable.

As I might have understood , the static sound is caused by a kinda lag in the sound mixing of wine, so the faster your machine , the less static you should have (that's just a supposition )

Now I wonder if a 'Linux mod' for TES4 could be made, a mod that would remove all the buggy stuff like what generates the static ...

Edit :
I played a bit more , until I closed the first Oblivion Gate , with a correct configuration and Wine 0.9.33 there has been no crash at all . Also , if you have managed to get Oblivion running stable , then don't bother with windowed modes and low resolutions , running the game fullscreen @ 1680x1050 is exactly the same as in windowed mode @ 800x600. I suppose nobody likes to play in a window ;)

I am runnning Oblivion on a pretty standard machine for this game :
Athlon64 3000+ (no fancy dual core)
1Gb Ram
Geforce 6800 Ultra
and on the software side : Ubuntu Edgy with kernel 2.6.19 and nvidia drivers up to date

UberKnight
March 20th, 2007, 11:51 AM
My setup still doesn't work. I've followed the howto to the letter. I can't get past the intro movie when you start a new game (please note, I am not talking about the intro sequence, this has been disabled). This is after I updated the Nvidia drivers to the latest 1.0-9755 (installed with Envy script).

Previously I could get into a game, though I had a character that was only a head without much of a face. This was with the Nvidia driver installed with the Automatix script (an older version of the Nvidia driver). According to the guide, this bug would be resolved when updating to the latest drivers...

Oh, and I won't bother mentioning the static (even with the 25% sound effects volume) or stuttering sound...

If anyone has any suggestions, I'd appreciate it. I can run the game fine on Windows but would prefer to get it working in Ubuntu so that I can move to the OS more permanently.

ahaslam
March 20th, 2007, 10:21 PM
I am also using the new driver, though it works, things get quite unstable at times & rarely exits properly.
In a previous post (I'm learning), Mongoose mentioned that he was using the 1.0-9746 Nvidia driver.
Tomorrow I'll try that version (there was no improvement in benchmarks after upgrading anyway), I suggest you try the same.

UberKnight
March 21st, 2007, 09:39 AM
Thanks, I'll look into this. By the way, Mongoose's post that you are referring to is here (http://www.ubuntuforums.org/showthread.php?p=2190079&highlight=1.0-9746#post2190079). Just thought it might help some other people.

Cheers

dyous87
March 21st, 2007, 05:26 PM
I don't know I keep playing around with the configuration. I've tried different versions of wine and I even tired getting it to run with oldblivion. When ever I launch oblivion i get this output:


david@david-laptop:~$ wine /home/david/.wine/drive_c/Program*Files/Bethesda*Softworks/Oblivion/Oblivion.exe
fixme:win:WIN_CreateWindowEx Parent is HWND_MESSAGE
fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels unsupported at present
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
fixme:d3d:IWineD3DDeviceImpl_GetAvailableTextureMe m (0x11100020) : stub, simulating 128MB for now, returning 128MB left
wine: Unhandled page fault on read access to 0x00000004 at address 0x582454 (thread 0009), starting debugger...
Unhandled exception: page fault on read access to 0x00000004 in 32-bit code (0x00582454).
Register dump:
CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
EIP:00582454 ESP:0033e5d0 EBP:00000000 EFLAGS:00010246( - 00 -RIZP1)
EAX:00000000 EBX:00000000 ECX:04061692 EDX:ffffffff
ESI:00000000 EDI:1f001bf4
Stack dump:
0x0033e5d0: 00000000 00000000 1f001bf4 1b000f48
0x0033e5e0: 00000000 00000000 7bc7a4e8 111cd6e8
0x0033e5f0: 00000158 15000a28 7bc36600 0053004c
0x0033e600: 00000000 00360038 7bc29ba4 0046004e
0x0033e610: 003a005f 00000067 7bc3587e 0033e73e
0x0033e620: 0033e758 11100000 7bc28ba1 b7dfdff4
Backtrace:
=>1 0x00582454 in oblivion (+0x182454) (0x00000000)
0x00582454: movl 0x4(%ebp),%edx
Modules:
Module Address Debug info Name (99 modules)
PE 400000-b73000 Export oblivion
PE b80000-dcf000 Deferred d3dx9_27
PE 18000000-18068000 Deferred binkw32
ELF 7b800000-7b924000 Deferred kernel32<elf>
\-PE 7b820000-7b924000 \ kernel32
ELF 7bc00000-7bc96000 Deferred ntdll<elf>
\-PE 7bc10000-7bc96000 \ ntdll
ELF 7bd75000-7bdef000 Deferred libglu.so.1
ELF 7bf00000-7bf03000 Deferred <wine-loader>
ELF 7bf47000-7c000000 Deferred wined3d<elf>
\-PE 7bf60000-7c000000 \ wined3d
ELF 7c3b6000-7c3e0000 Deferred d3d9<elf>
\-PE 7c3c0000-7c3e0000 \ d3d9
ELF 7c631000-7c646000 Deferred midimap<elf>
\-PE 7c640000-7c646000 \ midimap
ELF 7c646000-7c66c000 Deferred msacm32<elf>
\-PE 7c650000-7c66c000 \ msacm32
ELF 7c66c000-7c684000 Deferred msacm32<elf>
\-PE 7c670000-7c684000 \ msacm32
ELF 7c684000-7c73c000 Deferred libasound.so.2
ELF 7c73c000-7c767000 Deferred winealsa<elf>
\-PE 7c750000-7c767000 \ winealsa
ELF 7c767000-7c7a3000 Deferred wineoss<elf>
\-PE 7c770000-7c7a3000 \ wineoss
ELF 7c7a3000-7c7d5000 Deferred uxtheme<elf>
\-PE 7c7b0000-7c7d5000 \ uxtheme
ELF 7c7d7000-7c7e0000 Deferred libxcursor.so.1
ELF 7c7e0000-7c7fd000 Deferred imm32<elf>
\-PE 7c7f0000-7c7fd000 \ imm32
ELF 7c7fd000-7c81b000 Deferred ximcp.so.2
ELF 7d010000-7d015000 Deferred libxfixes.so.3
ELF 7d015000-7d01d000 Deferred libxrender.so.1
ELF 7d9ab000-7d9b4000 Deferred librt.so.1
ELF 7d9b5000-7d9b7000 Deferred xlcutf8load.so.2
ELF 7d9b7000-7d9ba000 Deferred libxrandr.so.2
ELF 7d9ba000-7d9bd000 Deferred libxinerama.so.1
ELF 7da7e000-7e35d000 Deferred fglrx_dri.so
ELF 7e35d000-7e3fd000 Deferred libgl.so.1
ELF 7e3fd000-7e402000 Deferred libxdmcp.so.6
ELF 7e402000-7e4cb000 Deferred libx11.so.6
ELF 7e4cb000-7e4d8000 Deferred libxext.so.6
ELF 7e4d8000-7e4f0000 Deferred libice.so.6
ELF 7e4f0000-7e57e000 Deferred winex11<elf>
\-PE 7e500000-7e57e000 \ winex11
ELF 7e57e000-7e59c000 Deferred libexpat.so.1
ELF 7e59c000-7e5cb000 Deferred libfontconfig.so.1
ELF 7e5cb000-7e5df000 Deferred libz.so.1
ELF 7e5df000-7e649000 Deferred libfreetype.so.6
ELF 7e649000-7e675000 Deferred ws2_32<elf>
\-PE 7e650000-7e675000 \ ws2_32
ELF 7e675000-7e68f000 Deferred wsock32<elf>
\-PE 7e680000-7e68f000 \ wsock32
ELF 7e68f000-7e6f4000 Deferred msvcrt<elf>
\-PE 7e6a0000-7e6f4000 \ msvcrt
ELF 7e6f4000-7e708000 Deferred lz32<elf>
\-PE 7e700000-7e708000 \ lz32
ELF 7e708000-7e721000 Deferred version<elf>
\-PE 7e710000-7e721000 \ version
ELF 7e721000-7e779000 Deferred shlwapi<elf>
\-PE 7e730000-7e779000 \ shlwapi
ELF 7e779000-7e86d000 Deferred shell32<elf>
\-PE 7e790000-7e86d000 \ shell32
ELF 7e86d000-7e8b6000 Deferred dsound<elf>
\-PE 7e880000-7e8b6000 \ dsound
ELF 7e8b6000-7e944000 Deferred winmm<elf>
\-PE 7e8c0000-7e944000 \ winmm
ELF 7e944000-7e957000 Deferred libresolv.so.2
ELF 7e957000-7e975000 Deferred iphlpapi<elf>
\-PE 7e960000-7e975000 \ iphlpapi
ELF 7e975000-7e9ca000 Deferred rpcrt4<elf>
\-PE 7e980000-7e9ca000 \ rpcrt4
ELF 7e9ca000-7ea63000 Deferred ole32<elf>
\-PE 7e9e0000-7ea63000 \ ole32
ELF 7ea63000-7ea99000 Deferred dinput<elf>
\-PE 7ea70000-7ea99000 \ dinput
ELF 7ea99000-7eab2000 Deferred dinput8<elf>
\-PE 7eaa0000-7eab2000 \ dinput8
ELF 7eab2000-7eaf7000 Deferred advapi32<elf>
\-PE 7eac0000-7eaf7000 \ advapi32
ELF 7eaf7000-7eb02000 Deferred libgcc_s.so.1
ELF 7eb06000-7eb09000 Deferred libxau.so.6
ELF 7eb09000-7eb12000 Deferred libsm.so.6
ELF 7ebf1000-7eca9000 Deferred gdi32<elf>
\-PE 7ec10000-7eca9000 \ gdi32
ELF 7eca9000-7ede3000 Deferred user32<elf>
\-PE 7ecc0000-7ede3000 \ user32
ELF 7ede3000-7ee9f000 Deferred comctl32<elf>
\-PE 7edf0000-7ee9f000 \ comctl32
ELF 7efa9000-7efb4000 Deferred libnss_files.so.2
ELF 7efb4000-7efca000 Deferred libnsl.so.1
ELF 7efca000-7eff0000 Deferred libm.so.6
ELF 7eff0000-7eff5000 Deferred libxxf86vm.so.1
ELF 7eff6000-7f000000 Deferred libnss_nis.so.2
ELF b7cc0000-b7cc9000 Deferred libnss_compat.so.2
ELF b7cca000-b7cce000 Deferred libdl.so.2
ELF b7cce000-b7e02000 Deferred libc.so.6
ELF b7e03000-b7e16000 Deferred libpthread.so.0
ELF b7e26000-b7f37000 Deferred libwine.so.1
ELF b7f39000-b7f54000 Deferred ld-linux.so.2
Threads:
process tid prio (all id:s are in hex)
0000000a
0000000c 0
0000000b 0
00000008 (D) C:\Program Files\Bethesda Softworks\Oblivion\Oblivion.exe
00000011 -1
00000010 -1
0000000f 15
0000000e 15
0000000d 0
00000009 0 <==
david@david-laptop:~$


there has to be a way to get this to work! :confused:

Mongoose
March 21st, 2007, 05:58 PM
Yeah, I don't mention performance issues that don't affect all hardware. For example it's not slow on 8xxx and ATi cards crash even if you force PS1 iirc. There is a minor issue with speedtree sometimes showing enlarged instanced billboards of trees, but I never heard of anyone else seeing it. You say the speedtree bug is different for you it seems. You may have to alter your ini for menu backgrounds in the mean time -- just disable the static backgrounds. You might want to file a bug on that, since it appears I forgot how it's supposed to work. Now that you mention it I vaguely remember the effect on menu backgrounds. Also it seems the fix for sneak cursor broke life detect effect.

Ati users: Try disabling PS2 lighting, set goballightmodel on, and force PS1 option on with pbuffer and if that fails try fbo. I think it would "work", but it would likely crash if you load your menu or go outside. If this is the case you can file a bug on PS1 support in Wine legitamately, however PS2 can't be used until ATi fixes their drivers. The best solution I can offer is to get an Nvidia GPU if possible. It would solve your problems the quickest at the cost of treasure, and getting ATi to fix drivers might cost of blood. ;)

SM30 issue: Likely a Wine level of support issue.

Movie issue: You can disable that movie in the ini too, however it works for everyone else just fine. The skinning bug aka 'eyes and mouth' is caused by having older drivers. I don't know about 1.0-9755, but that should be fine. If you're stumped try downgrading to 1.0-9746, but first make sure your OpenGL is functioning properly.

dyous87: Make sure you disable the intro movie as suggested in the guide. That's typically where it 'pops'.

xopher
March 21st, 2007, 06:17 PM
Thank's for the great how to/tutorial :)

Ok, now that that's out of the way, I got Oblivion running, it runs nicely, graphically great. My only problem (as it seems) is the static noise. Haven't read about a fix for it yet? Isn't there one? For me, as Im a headphone user, the static is unbearable..

Im running Feisty, a64 3800+, 2048MB RAM, NVIDIA GF6800 [256MB], and the default drivers (96.31). My soundcard is an oldish Audigy1.

Hope this gets resolved soon, can't wait to play Oblivion for REAL ;) Haven't had windows installed for a long time now, so I almost gave up hope completely at one point.

Oh, and Im running the latest update of Oblivion on wine 0.9.33, with the settings recommended in the tutorial, Ive tried playing around with the sound settings, and the static still persists.

golem3
March 21st, 2007, 06:20 PM
Are you serious? 20-30fps under WINE??? AMazing...I need to try this out!

ahaslam
March 21st, 2007, 09:06 PM
I have noticed something that was mentioned earlier in this thread which was not commented about & I have the same concern.

When initially choosing your video options from the first screen & clicking 'reset to defaults' I get the message: 'video hardware unrecognised' and the medium settings are chosen with a low resolution. This may seem insignificant when you can simply select the desired visual levels, but I'm led to believe that it disables some features (like 3.0 shaders) & causes huge slowdowns.

I have read forum posts from windows users with high end 7 series cards & the new 8 series cards, where they get less performance than what their previous mid range 6 series cards offered. The usual suggestion is to update directx & then nothing further is heard, so whether it works or not, who knows?

This made me think about the d3dx9_27.dll & upgrading it, which I did, to version 33 but I had no luck. I'm assuming it's a wine thing & that it's probably going to be the thing that solves many issues.

So to those of you with speed/stability issues, is your card supported? Of course the same question also goes to those who are experiencing good frame rates & stability.

My system specs:

Intel Core 2 Duo E6300 OC'd to 2800MHz
BFG 7950GT 512MB OC'd to near 7900GTX specs (650/1550)
Corsair 2x512MB (dual channel) DDR2-5400 C4 OC'd to 800MHz

Mongoose
March 22nd, 2007, 02:45 AM
The static is caused by the audio mixing for just one type of sound in game. If you look at audio options you'll see 4 sliders. You can slide the effects down to 0 if static bothers you ( with headphones I can see that being unavoidable without post filtering ). You still hear hit sounds footsteps, speech, etc. The game is very playable like this since it really only disables sounds like spell casting, rocks falling, etc. Ambient life sound seems to mix with voice btw, so it's fine too.

The music is a directshow issue, which is altogether different. There are unoffical patches for directshow already, however merging them may not be so easy or possible due to recent changes in the source tree. If you're interested in helping development visit http://winehq.org and have at it -- even if it's just testing and debugging patches.

dyous87
March 22nd, 2007, 05:47 PM
Ok I've uninstalled everything, my fglrx drivers, wine and Oblivion and then i reinstalled following the directions on the wiki again. This time i get closer. I get to the loading screen which just hangs and crashes. I've tried everything. I tried putting different options in the xorg.config. I even tried loading dx9 and dx3d dll's off windows xp. I've also tried different options in the registry including fbo, pbuffer or backbuffer. None of them give me a different result. I have heard that some people, not on this forum were able to get this to work with the fglrx drivers but so far I have been unsuccessful.
When I try to run Oblivion wine still gives me this output:


david@david-laptop:~$ wine /media/cdrom0/OblivionLauncher.exe
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,0,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,35,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,70,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,105,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,140,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,175,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,210,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,245,2): stub!
fixme:win:SetLayeredWindowAttributes (0x10024,0x00000000,255,2): stub!
david@david-laptop:~$ fixme:win:WIN_CreateWindowEx Parent is HWND_MESSAGE
fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels unsupported at present
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
fixme:d3d:IWineD3DDeviceImpl_GetAvailableTextureMe m (0x110e0020) : stub, simulating 128MB for now, returning 128MB left
wine: Unhandled page fault on read access to 0x00000130 at address 0x7decf848 (thread 0010), starting debugger...
Unhandled exception: page fault on read access to 0x00000130 in 32-bit code (0x7decf848).
Register dump:
CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
EIP:7decf848 ESP:0034f260 EBP:0034f268 EFLAGS:00210206( - 00 - RIP1)
EAX:00000000 EBX:7e322c00 ECX:7e357224 EDX:00000000
ESI:00000010 EDI:7e322c00
Stack dump:
0x0034f260: 0141656c 00000000 0034f298 7de246d5
0x0034f270: 7e322c00 7bd28080 7b8ab8e0 b7de3eb6
0x0034f280: 0034f440 00000013 7e323aa0 00000001
0x0034f290: 7e329204 7e322c00 0034f388 7de2631a
0x0034f2a0: 7e322c00 00000000 00000000 00687365
0x0034f2b0: 7bc7a4e8 0034f3f4 0034f41c 0034f35c
Backtrace:
=>1 0x7decf848 __glBuffersHWRenderable+0x58() in fglrx_dri.so (0x0034f268)
2 0x7de246d5 __R300TCLPunt+0x545() in fglrx_dri.so (0x0034f298)
3 0x7de2631a __R300TCLValidate+0x40a() in fglrx_dri.so (0x0034f388)
4 0x7de183b9 __R300TCLFFXValidate+0x429() in fglrx_dri.so (0x0034f438)
5 0x7deab09e __glim_Clear+0x31e() in fglrx_dri.so (0x0034f458)
6 0x7e3cb718 in libgl.so.1 (+0x67718) (0x0034f468)
7 0x7bf4914e in wined3d (+0x1914e) (0x0034f4e8)
8 0x7bfeca45 in d3d9 (+0xca45) (0x0034f518)
9 0x006c99fd in oblivion (+0x2c99fd) (0x15000564)
10 0x00000001 (0x00a37718)
11 0x006d1fe0 in oblivion (+0x2d1fe0) (0x006d29e0)
0x7decf848 __glBuffersHWRenderable+0x58 in fglrx_dri.so: testb $0x1,0x130(%edx)
Modules:
Module Address Debug info Name (99 modules)
PE 400000-b59000 Export oblivion
PE b60000-daf000 Deferred d3dx9_27
PE 18000000-18068000 Deferred binkw32
ELF 7b800000-7b924000 Deferred kernel32<elf>
\-PE 7b820000-7b924000 \ kernel32
ELF 7bc00000-7bc96000 Deferred ntdll<elf>
\-PE 7bc10000-7bc96000 \ ntdll
ELF 7bd75000-7bdef000 Deferred libglu.so.1
ELF 7bf00000-7bf03000 Deferred <wine-loader>
ELF 7bf1d000-7bfd6000 Export wined3d<elf>
\-PE 7bf30000-7bfd6000 \ wined3d
ELF 7bfd6000-7c000000 Export d3d9<elf>
\-PE 7bfe0000-7c000000 \ d3d9
ELF 7c638000-7c64d000 Deferred midimap<elf>
\-PE 7c640000-7c64d000 \ midimap
ELF 7c64d000-7c673000 Deferred msacm32<elf>
\-PE 7c650000-7c673000 \ msacm32
ELF 7c673000-7c68b000 Deferred msacm32<elf>
\-PE 7c680000-7c68b000 \ msacm32
ELF 7c68b000-7c6c7000 Deferred wineoss<elf>
\-PE 7c690000-7c6c7000 \ wineoss
ELF 7c6c7000-7c77f000 Deferred libasound.so.2
ELF 7c77f000-7c7aa000 Deferred winealsa<elf>
\-PE 7c790000-7c7aa000 \ winealsa
ELF 7c7aa000-7c7dc000 Deferred uxtheme<elf>
\-PE 7c7b0000-7c7dc000 \ uxtheme
ELF 7c7de000-7c7e7000 Deferred libxcursor.so.1
ELF 7c7e7000-7c804000 Deferred imm32<elf>
\-PE 7c7f0000-7c804000 \ imm32
ELF 7c804000-7c822000 Deferred ximcp.so.2
ELF 7d017000-7d01c000 Deferred libxfixes.so.3
ELF 7d01c000-7d024000 Deferred libxrender.so.1
ELF 7d9b2000-7d9bb000 Deferred librt.so.1
ELF 7d9bc000-7d9be000 Deferred xlcutf8load.so.2
ELF 7d9be000-7d9c1000 Deferred libxrandr.so.2
ELF 7d9c1000-7d9c4000 Deferred libxinerama.so.1
ELF 7da85000-7e364000 Export fglrx_dri.so
ELF 7e364000-7e404000 Export libgl.so.1
ELF 7e404000-7e4cd000 Deferred libx11.so.6
ELF 7e4cd000-7e4da000 Deferred libxext.so.6
ELF 7e4da000-7e4f2000 Deferred libice.so.6
ELF 7e4f2000-7e580000 Deferred winex11<elf>
\-PE 7e500000-7e580000 \ winex11
ELF 7e580000-7e59e000 Deferred libexpat.so.1
ELF 7e59e000-7e5cd000 Deferred libfontconfig.so.1
ELF 7e5cd000-7e5e1000 Deferred libz.so.1
ELF 7e5e1000-7e64b000 Deferred libfreetype.so.6
ELF 7e64b000-7e677000 Deferred ws2_32<elf>
\-PE 7e650000-7e677000 \ ws2_32
ELF 7e677000-7e691000 Deferred wsock32<elf>
\-PE 7e680000-7e691000 \ wsock32
ELF 7e691000-7e6f6000 Deferred msvcrt<elf>
\-PE 7e6a0000-7e6f6000 \ msvcrt
ELF 7e6f6000-7e70a000 Deferred lz32<elf>
\-PE 7e700000-7e70a000 \ lz32
ELF 7e70a000-7e723000 Deferred version<elf>
\-PE 7e710000-7e723000 \ version
ELF 7e723000-7e77b000 Deferred shlwapi<elf>
\-PE 7e730000-7e77b000 \ shlwapi
ELF 7e77b000-7e86f000 Deferred shell32<elf>
\-PE 7e790000-7e86f000 \ shell32
ELF 7e86f000-7e8b8000 Deferred dsound<elf>
\-PE 7e880000-7e8b8000 \ dsound
ELF 7e8b8000-7e946000 Deferred winmm<elf>
\-PE 7e8c0000-7e946000 \ winmm
ELF 7e946000-7e959000 Deferred libresolv.so.2
ELF 7e959000-7e977000 Deferred iphlpapi<elf>
\-PE 7e960000-7e977000 \ iphlpapi
ELF 7e977000-7e9cc000 Deferred rpcrt4<elf>
\-PE 7e980000-7e9cc000 \ rpcrt4
ELF 7e9cc000-7ea65000 Deferred ole32<elf>
\-PE 7e9e0000-7ea65000 \ ole32
ELF 7ea65000-7ea9b000 Deferred dinput<elf>
\-PE 7ea70000-7ea9b000 \ dinput
ELF 7ea9b000-7eab4000 Deferred dinput8<elf>
\-PE 7eaa0000-7eab4000 \ dinput8
ELF 7eab4000-7eaf9000 Deferred advapi32<elf>
\-PE 7eac0000-7eaf9000 \ advapi32
ELF 7eaf9000-7eb04000 Deferred libgcc_s.so.1
ELF 7ebe3000-7ec9b000 Deferred gdi32<elf>
\-PE 7ec00000-7ec9b000 \ gdi32
ELF 7ec9b000-7edd5000 Deferred user32<elf>
\-PE 7ecc0000-7edd5000 \ user32
ELF 7edd5000-7ee91000 Deferred comctl32<elf>
\-PE 7ede0000-7ee91000 \ comctl32
ELF 7ee91000-7eea7000 Deferred libnsl.so.1
ELF 7eea7000-7eeb0000 Deferred libnss_compat.so.2
ELF 7eeb2000-7eeb7000 Deferred libxdmcp.so.6
ELF 7eeb7000-7eec0000 Deferred libsm.so.6
ELF 7efca000-7eff0000 Deferred libm.so.6
ELF 7eff0000-7eff5000 Deferred libxxf86vm.so.1
ELF 7eff5000-7f000000 Deferred libnss_files.so.2
ELF b7d51000-b7d54000 Deferred libxau.so.6
ELF b7d54000-b7d5e000 Deferred libnss_nis.so.2
ELF b7d60000-b7d64000 Deferred libdl.so.2
ELF b7d64000-b7e98000 Deferred libc.so.6
ELF b7e99000-b7eac000 Deferred libpthread.so.0
ELF b7ebc000-b7fcd000 Deferred libwine.so.1
ELF b7fcf000-b7fea000 Deferred ld-linux.so.2
Threads:
process tid prio (all id:s are in hex)
0000000f (D) C:\Program Files\Bethesda Softworks\Oblivion\Oblivion.exe
00000015 -1
00000014 -1
00000013 15
00000012 15
00000011 0
00000010 0 <==
0000000b
0000000e 0
0000000c 0


Here (http://storm.cis.fordham.edu/~youssef/oblivion_fail.png) is an image of the only thing I can get to show up without it hanging then crashing.

ahaslam
March 22nd, 2007, 09:06 PM
OK, I've been informed that 'unrecognised' hardware shouldn't cause a problem, it just seems a coincidence.

Regarding the hang upon exiting the game, I get the following in the output:

wine: Unhandled page fault on read access to 0x0000000c at address 0xb7d918d2 (thread 0010), starting debugger...
err:ntdll:RtlpWaitForCriticalSection section 0x7efecfa4 "loader.c: loader_section" wait timed out in thread 0015, blocked by 0010, retrying (60 sec)
... and it never quits, or even re-attempts, it has to be killed.

Back to performance, I tried out 'Oldblivion' & noticed no visual, performance or stability difference (other than water, as it didn't use the custom texture). This makes me wonder whether it's even utilising the 2.0 shaders. Enabling/disabling SM20 lighting also shows no differences.

Any suggestions would be greatly appreciated ;)

dbd
March 22nd, 2007, 11:11 PM
Ok I've uninstalled everything, my fglrx drivers, wine and Oblivion and then i reinstalled following the directions on the wiki again. This time i get closer. I get to the loading screen which just hangs and crashes.

Thats exactly how far I managed to get when I hit the crash that was apparently an ATI driver problem. Where is this forum thread where people have got it to work with ATI?

dyous87
March 23rd, 2007, 04:36 AM
Thats exactly how far I managed to get when I hit the crash that was apparently an ATI driver problem. Where is this forum thread where people have got it to work with ATI?

I don't remember where I got it but I did read somewhere that someone had managed to get further with the fglrx drivers. I don't know. The annoying this is when I was using dapper I used to play fine with oldblivion using cedega. I don't however want to use cedega or oldblivion. There has to be something we could do. Some kind of configuration one of us hasn't tried yet. I've been googling for the answer but no luck.

Of course if I end up getting it working I will post how. Please do the same. We could ge tthis working lol. Don't give up!

[Edit]: I found where I read about someone getting it working. This guy hlord running Suse has appeared to get Oblivion running on wine with the fglrx drivers using version
9.11.
http://appdb.winehq.org/appview.php?iVersionId=4596

He is running it in windows 2000 mode. I have tried running it in windows 2000 mode but have not been able to replicate his results. I am not running wine 9.11 however and I was trying it on the newest release of course with no luck.

dyous87
March 23rd, 2007, 05:45 AM
I just tested it out with wine version.0.9.12 and it loaded up to the main menu
The game was ridiculously slow however and unplayable. I was able to load a new game and it didn't crash. It seems that the new versions of wine ie: 0.9.29-0.9.33 have some kind of confliction with the fglrx drivers which is quite annoying cause only the new versions of wine seem to run oblivion to the point where it is actually playable.

Mongoose
March 23rd, 2007, 06:30 AM
The "problem" is newer versions of Wine support more shaders. As I tried to explain to someone else in this thread earlier the problem lays at the feet of the ATi drivers failure. If you debug the application you'll notice FBO / PS operations 'crashing' inside the ATi driver itself. It's not the Wine developer's fault.

I've already mentioned some possible ways to get around this ( basically disabling combinations of shaders ). It'll likely be a trail and error to find a path that "works". As I mentioned before at some point you're not playing Oblivion anymore when you have to disable almost all graphics.

0.9.33 issues: I haven't had time to look at that build at all. I'm working on a super secret project right now, and I have little time for helping with Wine stuff.

dyous87
March 23rd, 2007, 06:36 AM
Yes I understand that. But anyway I've been playing around with previous versions of wine just to see what happens. I installed .0.9.24 and it seems to get the menu and load to a new game where it just keeps crashing on me. The first time I was able to actually get the the character creation to. Hmm anyway I guess for now us fglrx users are going to have to wait till ATI decides to release proper drivers. I'm going to continue playing around with 0.9.24 just to see what I can do.

[Edit]: I just set vertex shaders in winecfg from hardware to emulated and now it doesn't crash anymore. This is a feature that I noticed is not in the new releases of wine. Is there any reason for that, and if it was included would it perhaps allow us to run it on the new wine releases? I just found ti curious.

ahaslam
March 23rd, 2007, 09:14 AM
Is there anywhere where I can report my exit bug: http://www.ubuntuforums.org/showpost.php?p=2338140&postcount=160 or is it already known?

& is there a way to verify what shaders are in use?

I'm going on holiday tomorrow & I would like to set the ball rolling before I leave.

Tony ;)

ahaslam
March 23rd, 2007, 11:46 AM
HDR works with the current wine release, see my screenshots attached :)
This does have a huge performance hit & it still shows no 3.0 shaders :-k
This also solves the black background when you have the journal open ;)

Here's a how-to: http://www.bethsoft.com/bgsforums/index.php?act=ST&f=23&t=517690&st=0

& here's the screens:

bastiegast
March 23rd, 2007, 02:27 PM
The howto you link to is for windows? Mind giving a little more information? I just wanted to test if HDR works with latest git-wine only to find it was disabled because it's "not supported". Previous wine releases I could just enable HDR(i would still get a black screen but at least the option was enabled.).

ahaslam
March 23rd, 2007, 05:02 PM
Just follow the guide & it should work using Wine 0.9.33.

kroenecker
March 24th, 2007, 05:51 PM
Wow it works but it's incredibly slow.

Mongoose
March 29th, 2007, 05:24 AM
New patch has been released. Several crash fixes, bug fixes, quest fixes, and improvements like LoD terrian update. I haven't had time to test this myself, but it should be fine.

Release notes:
http://www.elderscrolls.com/downloads/updates_patchnotes6.htm

Patch:
http://www.elderscrolls.com/downloads/updates_patches.htm

xopher
March 29th, 2007, 02:48 PM
Thanks for the information :) Going to try it out.

Edit: And it works just fine.

bastiegast
March 30th, 2007, 12:36 PM
Tony,
Yeah it works :) but slows me down to 8 fps so ill play just with bloom for now.
However since I followed that guide I started getting black skies I tried downgrading GIT --> .33 Same, .33 --> .32 again the same, I have but when I turn HDR on the sky renders properly, is there any way to restore the changes I made to make HDR work? Or is this problem related to something else?

Edit: Never mind, of course I created a backup of the changed file, changed it back and the sky was blue again :), still I upgraded to the new patch and now I'm seeing messed up (partly purple) ground textures :S

Mongoose
March 30th, 2007, 10:53 PM
That's likely from the new terrian LoD system. I guess they have 'land shaders' now, which I didn't expect... I would have thought they'd just use detail textures for it. I'll try the patch this weekend and see what else is going on. ^_^

Cappy
March 31st, 2007, 01:23 AM
"Fixed infinite dialogue loop when arrested by guards who have high disposition to you."

Aha .. I got stuck in that .. the guards were telling me "Since it's your first time I'll let you go but don't let me catch you again!" and then they kept saying it over and over T_T

Mongoose
March 31st, 2007, 07:37 PM
The LoD fixes look pretty good compared to the crap they used to be. I do get rare crashes, but it seems to be related to time played and the amount of threads used. The shader paks seem to have been updated too, or the detection routine is working better.

ahaslam
April 3rd, 2007, 08:19 PM
How do you guys put up with the spriting trees & grass?
It drives me crazy :mad:

bastiegast
April 3rd, 2007, 09:40 PM
How do you guys put up with the spriting trees & grass?
It drives me crazy :mad:

Yup, drives me crazy too, especially so because before wine .32 it worked just fine

Mongoose
April 4th, 2007, 01:11 AM
It seems to affect everyone slightly differently. It's clearly speedtree impostors being drawn with incorrect transforms. I put it under known issues on the wiki some time ago... that said for me it 's not that pronounced for some reason. Sometimes I see one billboarded tree scaled very large, but it's often so far off it doesn't bother me. It doesn't always appear either, which is mostly due to time of day and weather effects.

ahaslam
April 4th, 2007, 07:38 AM
Yup, drives me crazy too, especially so because before wine .32 it worked just fine
Are the developers aware (I can't find it on Bugzilla)?

Mongoose
April 4th, 2007, 06:24 PM
I dropped off testing Wine / Oblivion for a bit as I mentioned before. I mentioned it in passing, but never filed a bug myself. I haven't even looked at the wiki since the 1.2 patch update -- it might have bad information on it by now hah.

bastiegast
April 4th, 2007, 07:52 PM
Too bad, your a genius! :guitar: you really had an answer for everything, makes me very curious what kind of "super secret" project your working on :p

Corvias
April 5th, 2007, 02:28 AM
Please Help! I've been trying to get Oblivion to work for a week now and I can't get it going. Here are the facts, and a dump from the terminal

- PC: Athlon64 X2, 2GB ram, Nvidia 7800GT
- Ubuntu Edgy
- Wine .9.34
- Followed the howto on uesp
- Crash occurs right after the initial loading screen
- Yes, I disabled the intro movies, created the Direct3D key, and added the string values.
- Using 1.2 patch and Nights of the Nine
- Beryl is not running
- Below is terminal dump, and my oblivion.ini is attached. (renamed to .txt to allow upload).

Thank You In Advance! If you need more info, just let me know


ALSA lib seq_hw.c:457:(snd_seq_hw_open) open /dev/snd/seq failed: No such file or directory
fixme:win:WIN_CreateWindowEx Parent is HWND_MESSAGE
fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels unsupported at present
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_X4R4G4B4 and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A16B16G16R16F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_R32F and WINED3DFMT_D16
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D15S1
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24S8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24X4S4
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D32F_LOCKABLE
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D24FS8
err:d3d:IWineD3DImpl_CheckDepthStencilMatch unsupported format pair: WINED3DFMT_A32B32G32R32F and WINED3DFMT_D16
fixme:d3d:IWineD3DDeviceImpl_SetMultithreaded No thread safety in wined3d yet
fixme:d3d:IWineD3DDeviceImpl_GetAvailableTextureMe m (0x1d5bb0) : stub, simulating 64MB for now, returning 64MB left
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {71985f4b-1ca1-11d3-9cc8-00c04f7971e0} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {a2e3074f-6c3d-11d3-b653-00c04f79498e} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {cc7bfb41-f175-11d1-a392-00e0291f3959} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {cc7bfb46-f175-11d1-a392-00e0291f3959} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {71985f4b-1ca1-11d3-9cc8-00c04f7971e0} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {a2e3074f-6c3d-11d3-b653-00c04f79498e} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {cc7bfb41-f175-11d1-a392-00e0291f3959} not found
fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEn umerator Category {cc7bfb46-f175-11d1-a392-00e0291f3959} not found
fixme:quartz:AcceptProcAFR (0x11459810, 0x11781058)
wine: Unhandled page fault on read access to 0x00000000 at address 0x144620b5 (thread 0009), starting debugger...
Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0x144620b5).
Register dump:
CS:0073 SS:007b DS:007b ES:007b FS:0033 GS:003b
EIP:144620b5 ESP:0033ea08 EBP:0033ea30 EFLAGS:00010202( - 00 - -RI1)
EAX:00000000 EBX:11671018 ECX:11670db8 EDX:11780eb8
ESI:00000001 EDI:11780fb8
Stack dump:
0x0033ea08: 11780fb8 116710b0 7bc2855f 11780eb4
0x0033ea18: 11780eb4 0033ea5c 14412b0b 11780eb4
0x0033ea28: 116710b0 11671018 0033ea5c 14412904
0x0033ea38: 117810c0 0033ea4c 11780f2c 11671018
0x0033ea48: 00000000 00000000 00000000 00000001
0x0033ea58: 00000000 0033eaac 1441283f 11780fb8
Backtrace:
=>1 0x144620b5 in qedit (+0x620b5) (0x0033ea30)
2 0x14412904 in qedit (+0x12904) (0x0033ea5c)
3 0x1441283f in qedit (+0x1283f) (0x0033eaac)
4 0x14414125 in qedit (+0x14125) (0x0033ead8)
5 0x144145d7 in qedit (+0x145d7) (0x0033eaf0)
6 0x7b9d275e in quartz (+0x2275e) (0x0033ed00)
7 0x7b9d25a4 in quartz (+0x225a4) (0x0033eed0)
8 0x7b9d1272 in quartz (+0x21272) (0x0033f010)
9 0x006aad66 in oblivion (+0x2aad66) (0x00000008)
10 0x00000000 (0x00000000)
0x144620b5: movl 0x0(%eax),%ecx
Modules:
Module Address Debug info Name (118 modules)
PE 400000-baf000 Export oblivion
PE bb0000-dff000 Deferred d3dx9_27
PE 14400000-145b9000 Export qedit
PE 18000000-18068000 Deferred binkw32
ELF 7b512000-7b560000 Deferred libgcrypt.so.11
ELF 7b560000-7b600000 Deferred comdlg32<elf>
\-PE 7b570000-7b600000 \ comdlg32
ELF 7b739000-7b767000 Deferred libcrypt.so.1
ELF 7b767000-7b800000 Deferred oleaut32<elf>
\-PE 7b780000-7b800000 \ oleaut32
ELF 7b800000-7b924000 Deferred kernel32<elf>
\-PE 7b820000-7b924000 \ kernel32
ELF 7b937000-7b9a6000 Deferred libgnutls.so.13
ELF 7b9a6000-7b9ff000 Export quartz<elf>
\-PE 7b9b0000-7b9ff000 \ quartz
ELF 7bc00000-7bc95000 Deferred ntdll<elf>
\-PE 7bc10000-7bc95000 \ ntdll
ELF 7bcaa000-7bcbd000 Deferred libtasn1.so.3
ELF 7bf00000-7bf03000 Deferred <wine-loader>
ELF 7bf27000-7bf56000 Deferred libcups.so.2
ELF 7bf9b000-7bfcd000 Deferred winspool<elf>
\-PE 7bfa0000-7bfcd000 \ winspool
ELF 7bfcd000-7bfe1000 Deferred avicap32<elf>
\-PE 7bfd0000-7bfe1000 \ avicap32
ELF 7bfe1000-7c000000 Deferred devenum<elf>
\-PE 7bff0000-7c000000 \ devenum
ELF 7c272000-7c276000 Deferred libgpg-error.so.0
ELF 7c885000-7c8ff000 Deferred libglu.so.1
ELF 7c8ff000-7c9b9000 Deferred wined3d<elf>
\-PE 7c910000-7c9b9000 \ wined3d
ELF 7caf4000-7cb1b000 Deferred msvfw32<elf>
\-PE 7cb00000-7cb1b000 \ msvfw32
ELF 7cb1f000-7cb49000 Deferred d3d9<elf>
\-PE 7cb30000-7cb49000 \ d3d9
ELF 7cd64000-7cd79000 Deferred midimap<elf>
\-PE 7cd70000-7cd79000 \ midimap
ELF 7cd79000-7cd9f000 Deferred msacm32<elf>
\-PE 7cd80000-7cd9f000 \ msacm32
ELF 7cd9f000-7ce57000 Deferred libasound.so.2
ELF 7ce57000-7ce82000 Deferred winealsa<elf>
\-PE 7ce60000-7ce82000 \ winealsa
ELF 7ce82000-7ceb4000 Deferred uxtheme<elf>
\-PE 7ce90000-7ceb4000 \ uxtheme
ELF 7d14f000-7d167000 Deferred msacm32<elf>
\-PE 7d160000-7d167000 \ msacm32
ELF 7d169000-7d16e000 Deferred libxfixes.so.3
ELF 7d16e000-7d177000 Deferred libxcursor.so.1
ELF 7d177000-7d194000 Deferred imm32<elf>
\-PE 7d180000-7d194000 \ imm32
ELF 7d1bc000-7d1da000 Deferred ximcp.so.2
ELF 7d1da000-7d1dc000 Deferred xlcutf8load.so.2
ELF 7d1dc000-7d1df000 Deferred libxrandr.so.2
ELF 7d1df000-7d1e7000 Deferred libxrender.so.1
ELF 7d1e7000-7d1ea000 Deferred libxinerama.so.1
ELF 7d9ef000-7d9f1000 Deferred libnvidia-tls.so.1
ELF 7d9f1000-7e363000 Deferred libglcore.so.1
ELF 7e363000-7e3f7000 Deferred libgl.so.1
ELF 7e3f7000-7e3fc000 Deferred libxdmcp.so.6
ELF 7e3fc000-7e4c5000 Deferred libx11.so.6
ELF 7e4c5000-7e4d2000 Deferred libxext.so.6
ELF 7e4d2000-7e4d7000 Deferred libxxf86vm.so.1
ELF 7e4d7000-7e4ef000 Deferred libice.so.6
ELF 7e4ef000-7e57e000 Deferred winex11<elf>
\-PE 7e500000-7e57e000 \ winex11
ELF 7e57e000-7e59c000 Deferred libexpat.so.1
ELF 7e59c000-7e5cb000 Deferred libfontconfig.so.1
ELF 7e5cb000-7e5df000 Deferred libz.so.1
ELF 7e5df000-7e64c000 Deferred libfreetype.so.6
ELF 7e64c000-7e6b1000 Deferred msvcrt<elf>
\-PE 7e660000-7e6b1000 \ msvcrt
ELF 7e6b1000-7e6dd000 Deferred ws2_32<elf>
\-PE 7e6c0000-7e6dd000 \ ws2_32
ELF 7e6dd000-7e6f7000 Deferred wsock32<elf>
\-PE 7e6e0000-7e6f7000 \ wsock32
ELF 7e6f7000-7e710000 Deferred version<elf>
\-PE 7e700000-7e710000 \ version
ELF 7e710000-7e768000 Deferred shlwapi<elf>
\-PE 7e720000-7e768000 \ shlwapi
ELF 7e768000-7e862000 Deferred shell32<elf>
\-PE 7e780000-7e862000 \ shell32
ELF 7e862000-7e8ab000 Deferred dsound<elf>
\-PE 7e870000-7e8ab000 \ dsound
ELF 7e8ab000-7e939000 Deferred winmm<elf>
\-PE 7e8c0000-7e939000 \ winmm
ELF 7e939000-7e94c000 Deferred libresolv.so.2
ELF 7e94c000-7e96a000 Deferred iphlpapi<elf>
\-PE 7e950000-7e96a000 \ iphlpapi
ELF 7e96a000-7e9bf000 Deferred rpcrt4<elf>
\-PE 7e980000-7e9bf000 \ rpcrt4
ELF 7e9bf000-7ea5a000 Deferred ole32<elf>
\-PE 7e9d0000-7ea5a000 \ ole32
ELF 7ea5a000-7ea90000 Deferred dinput<elf>
\-PE 7ea60000-7ea90000 \ dinput
ELF 7ea90000-7eaa9000 Deferred dinput8<elf>
\-PE 7eaa0000-7eaa9000 \ dinput8
ELF 7eaa9000-7eaee000 Deferred advapi32<elf>
\-PE 7eab0000-7eaee000 \ advapi32
ELF 7eaee000-7eaf9000 Deferred libgcc_s.so.1
ELF 7eaf9000-7eb0d000 Deferred lz32<elf>
\-PE 7eb00000-7eb0d000 \ lz32
ELF 7ebec000-7eca5000 Deferred gdi32<elf>
\-PE 7ec00000-7eca5000 \ gdi32
ELF 7eca5000-7eddf000 Deferred user32<elf>
\-PE 7ecc0000-7eddf000 \ user32
ELF 7eddf000-7ee9b000 Deferred comctl32<elf>
\-PE 7edf0000-7ee9b000 \ comctl32
ELF 7efa5000-7efb0000 Deferred libnss_files.so.2
ELF 7efb0000-7efc6000 Deferred libnsl.so.1
ELF 7efc6000-7efec000 Deferred libm.so.6
ELF 7efed000-7eff6000 Deferred libsm.so.6
ELF 7eff6000-7f000000 Deferred libnss_nis.so.2
ELF b7d00000-b7d09000 Deferred libnss_compat.so.2
ELF b7d0a000-b7d0e000 Deferred libdl.so.2
ELF b7d0e000-b7e42000 Deferred libc.so.6
ELF b7e43000-b7e56000 Deferred libpthread.so.0
ELF b7e56000-b7e59000 Deferred libxau.so.6
ELF b7e6a000-b7f7b000 Deferred libwine.so.1
ELF b7f7d000-b7f98000 Deferred ld-linux.so.2
Threads:
process tid prio (all id:s are in hex)
0000000a
0000000c 0
0000000b 0
00000008 (D) C:\Program Files\Bethesda Softworks\Oblivion\Oblivion.exe
00000011 0
00000010 0
0000000e 15
0000000d 0
00000009 0 <==

ahaslam
April 5th, 2007, 07:49 AM
I've added the tree spriting to Bugzilla, along with my exiting problem. Someone else has reported the white noise, so let's hope future Wine releases address some issues ;)

Corvias
April 5th, 2007, 01:19 PM
I got it to run! Of course it was the ONLY and LAST thing I tried. It was the music. I set bMusicEnabled to 0 and I got to the main menu, char creation and the game itself. I feel dumb. Sorry if anyone was actually looking into this.

More Details: No tab crash and animation seems great. Only two issues now are no music (obviously) and the sound has a lot of static (sounds like a waterfall).

NullHead
April 5th, 2007, 05:54 PM
Hay need some help hear ... i used the guide at the front of this thread and it got the menu to load but still no go on the actual game playing it just crashes when i load a save

i'm running a
AMD athlon 4000
Nvidia geforce 7600gs with xgl and beryl
realtek ac'97
Ubuntu 6.10 x86 64
wine 0.9.34 ... compiled from source

thx

Corvias
April 6th, 2007, 03:32 PM
NullHead,

First, I'd make sure Beryl is not running when you attempt to start oblivion. On my system at least, Beryl doesn't play nice with other 3D apps. Basically, go to the re gem icon on the panel bar and switch your window manager to Metacity while you're running/trying to run Oblivion.

By looking at you crash dump, (this is just a guess, I'm not a guru by any stretch of the imagination) it looks like you have anti-aliasing turned on and wine doesn't like it. try turning it off. Also, try disabling music in your oblivion.ini (that's what made things work for me).

Kiwi-Hawk
April 10th, 2007, 02:30 AM
Hi
First up I'm here bcause Mepis user's Ubuntu code as a base

Is there away to track whats happening,. I get to start screen and can set screen size
etc; I get a direct HAL video driver ( not sure this is right ) but I press play I get the window close and a new one open and that close's

I have a 3.2gig Intel Aus p5w dh board with 2gig ram and a wee EN7950GT 512 ram nvidia video card.

I run Mepis 6.5 final and wine 0.9.9 OUbuntu2 all update done.

I should mention too the sound work but as set itself on oss sound in wine cfg.
I did not think this would be a problem as it works



cheers
Kiwi-Hawk

Iarwain ben-adar
April 10th, 2007, 11:01 AM
You can try running it via terminal ;)


Iarwain

ahaslam
April 11th, 2007, 05:10 PM
I get to start screen and can set screen size
etc; I get a direct HAL video driver ( not sure this is right ) but I press play I get the window close and a new one open and that close's

So the game doesn't run?


I run Mepis 6.5 final and wine 0.9.9 OUbuntu2 all update done.

I'm assuming that comes with the distro? What version of Wine is that (winecfg > About)?

See here if it's old: http://www.winehq.com/site/download-deb

NullHead
April 11th, 2007, 11:38 PM
it looks like you have anti-aliasing turned on and wine doesn't like it. try turning it off. Also, try disabling music in your oblivion.ini (that's what made things work for
me).

Well I tried turning off the music in the Oblivion.ini but I'm not shure if i got it right.
And for the anti-aliasing ... well I can't tell if it is on or off at this point the Oblivion Launcher>options>Video said that it is off....

hears the next dunp...

Thanks

ahaslam
April 13th, 2007, 10:32 AM
I'm very disappointed in performance, averaging 20 fps is not good.
I have taken overclocking to high levels on the cpu, memory & vga card without making any difference. My cpu does not go over 40% utilisation (average over cores), memory sits at 69% & my gpu stays very cool, so I'm guessing it's not under huge strain. My current spec's are as follows: C2D @ 3.15GHz, 2x512MB DDR2-5400 @ 900MHz 4-4-4-12, 7950GT @ 660,785

And here's some screens showing fps (default graphic levels, no hdr):

cor2y
April 13th, 2007, 02:07 PM
Maybe for now its better to dual boot to XP (I know most people probably loathe this) or perhaps try to run Oldblivion on top of Oblvion after all isn't that what the Cedega people recommend?

bastiegast
April 13th, 2007, 03:00 PM
Man, don't use oldoblivion, you see his screenshots? The graphics are fine and he is getting 20 fps. Graphics in oldoblivion suck. And cedega 6 runs Oblivion pretty well (hate to say but better than wine actually, water shader works to some degree, sound is almost perfect)

ahaslam
April 13th, 2007, 05:15 PM
Maybe for now its better to dual boot to XP (I know most people probably loathe this) or perhaps try to run Oldblivion on top of Oblvion after all isn't that what the Cedega people recommend?

I don't own or desire XP, but I have thought about running 2000 in Qemu :-k


Man, don't use oldoblivion, you see his screenshots? The graphics are fine and he is getting 20 fps. Graphics in oldoblivion suck. And cedega 6 runs Oblivion pretty well (hate to say but better than wine actually, water shader works to some degree, sound is almost perfect)

Yeah, oldblivion really is no good, I tried it & it didn't help with speed, just looked like ****.
I really think that supported/unsupported video cards make all the difference, why else would people with high end 6 series cards be getting better performance than myself?

Regards Cedega, is performance better also?

The big game stoppers for me are: tree spriting, sound & performance. I really don't find it too enjoyable atm.

ahaslam
April 13th, 2007, 07:40 PM
Ok, tried Cedega. Nice to have good sound (I jumped in surprise at one point) & no spriting trees. The performance is also better, by about an average of 10fps. It certainly uses more system resources, but not enough to max out the system, you can still multi-task. The problem is the stability, menus are incredibly glitchy & the game quits randomly & frequently. So with that taken in consideration, Cedega is certainly not worth a subscription.

I only managed to take one screenie for comparison:

rivethead
April 13th, 2007, 08:55 PM
Is there anyway if i already have Oblivion installed on my windows partition that i could play it from that partition? Adding some stuff to wine or what not? im not really sure, but i have to keep my windows partition for audio software and that would be very handy.

xopher
April 13th, 2007, 09:17 PM
Basically yes, if you just get the wine-registry edited correctly..

xopher
April 13th, 2007, 09:19 PM
Ok, tried Cedega. Nice to have good sound (I jumped in surprise at one point) & no spriting trees. The performance is also better, by about an average of 10fps.

Right, the sound is the only thing really annoying me in Wine/Oblivion right now.

Any ideas on getting it fixed? :/ Wouldn't want to switch over to cedega just because of this.

ahaslam
April 13th, 2007, 09:29 PM
Right, the sound is the only thing really annoying me in Wine/Oblivion right now.
Any ideas on getting it fixed? :/ Wouldn't want to switch over to cedega just because of this.
The sound issue has been reported at bugzilla, unfortunatly unless you're a developer your bug reports don't seem to be taken seriously. They need to be told the exact problem & it's unlikely that we're going to know, it just doesn't work properly.

http://bugs.winehq.org/show_bug.cgi?id=7912

xopher
April 13th, 2007, 11:22 PM
Well yeah, it would really ease the progress of tracing the bug if we'd narrow it down from 'it can be anything' to at least a specific area. On to my next question: How do I do this then? :)

Oh goody, a new version of Wine released, again :rolleyes:

Notes:


Wine 0.9.35 was released today, with the following main changes:

* Broken aRts sound driver now removed for good.
* Many fixes to the Quartz DLL sound support.
* File I/O performance improvements.
* The usual assortment of Direct3D fixes.
* Lots of bug fixes.

ahaslam
April 13th, 2007, 11:27 PM
lol :) At least he was honest from the outset ;)

rivethead
April 14th, 2007, 04:23 AM
Ive followed this guide a couple times with no luck, it seems im still getting a d3dx9_27.dll error even though i have copied it to the correct directory.

NullHead
April 14th, 2007, 11:03 PM
Ive followed this guide a couple times with no luck, it seems im still getting a d3dx9_27.dll error even though i have copied it to the correct directory.

Try this from your cdrom and see what it does.



WINEDLLOVERRIDES=mscoree="" wine DXREDIST/DXSETUP.exe

rivethead
April 16th, 2007, 09:10 AM
Try this from your cdrom and see what it does.

code
-----------
WINEDLLOVERRIDES=mscoree="" wine DXREDIST/DXSETUP.exe
-----------

That worked for me thanks alot man, now i just have to get a Config that works worth a crap for it.

NullHead
April 16th, 2007, 05:13 PM
That worked for me thanks alot man, now i just have to get a Config that works worth a crap for it.

No problem, but I can't take all of the credit ... Vit Hrachovy at winehq gave me this help...yet it still doesn't work for me


now I just have to get a Config that works worth a crap for it.

A conig for what??

Death_Sargent
April 16th, 2007, 05:27 PM
ITS CALLED CEDEGA

for 5 bucks it works.

I would respond to any replies to this post but I'm busing playing my windows games under something that works. Snicker

no really its just 5 bucks a month 15 up front and hey it works nice and easy.

not to be a douche but there is really no reason to use wine for gaming unless your skilled in programing and well hate having free time

bastiegast
April 16th, 2007, 05:39 PM
ITS CALLED CEDEGA

for 5 bucks it works.

I would respond to any replies to this post but I'm busing playing my windows games under something that works. Snicker

no really its just 5 bucks a month 15 up front and hey it works nice and easy.

not to be a douche but there is really no reason to use wine for gaming unless your skilled in programing and well hate having free time

Most provoking post i've ever seen, but I will reply..

First: Cedega was crap compared to wine until just a few days ago, due to the lack of Pixel Shader 2.0 support. Second: Oblivion seems to be a pain to play under cedega since its crashy.
Third: Why use wine? Since wine is open source and we all use linux here so I don't have to explain the advantages to you.
Next, if your to lazy/unskilled to edit one or two lines of oblivion.ini and copy a dll then pay your five dollars I rather take five minutes of my valuable free time to do that and play Oblivion in wine.

Anyway, you better put this sort of posts in of the thousands wine vs. cedega threads(I should too, but I couldn't resist).

Cappy
April 16th, 2007, 05:47 PM
Is wine still lacking the Pixel Shader 2.0 support? I always thought Cedega was built on wine with an "easy to use" interface.

NullHead
April 16th, 2007, 05:48 PM
Slap Slap!!

bastiegast
April 16th, 2007, 09:17 PM
Is wine still lacking the Pixel Shader 2.0 support? I always thought Cedega was built on wine with an "easy to use" interface.

Read my post, cedega was lacking PS 2.0 support, wine had it for a while.

rivethead
April 17th, 2007, 01:02 AM
Ive got it up and running really nice acctually and with most sounds even, im pretty happy about that. However ive got this wierd issue happening now lol and i cant figure this one out either.

http://lh3.google.com/image/rivethead/RiQxLnAMtrI/AAAAAAAAACk/iqGIKlO3PGA/s144/obliv.jpg (http://picasaweb.google.com/rivethead/RandomPics/photo#5054218757334677170)

Any idea what would be causing that? Ive checked the config file, texture sizes, and nVidia drivers.

NullHead
April 17th, 2007, 03:37 AM
A bigger picture would be nice ;)

and I added a fixed Oblivion.ini

NullHead
April 17th, 2007, 04:00 AM
Hay I finally got it to work. Bloom and HDR screen effects don't work though. Great How-To Thanks!! :D

rivethead
April 17th, 2007, 04:49 AM
A bigger picture would be nice ;)

and I added a fixed Oblivion.ini

You should be able to click on that pic and have a larger one but if not, it appears as though the skins are not displaying on the models, just hair , eyes and mouth.

Mblackwell
April 17th, 2007, 06:29 AM
Update to a newer version of Nvidia than what's in the repos.

NullHead
April 17th, 2007, 02:57 PM
You should be able to click on that pic and have a larger one but if not, it appears as though the skins are not displaying on the models, just hair , eyes and mouth.

Do you have bloom screen effects turned on? if so turn them off.

Mongoose
April 21st, 2007, 04:16 AM
It helps if you read the wiki, since this is a Known Issue using old Nvidia drivers. Thanks for playing. =)

I see 0.9.35 fixed a lot of the remaining shader issues -- at least after playing for 5mins for the first time in weeks.

ahaslam
April 21st, 2007, 09:40 AM
Is the tree spriting still apparent?

bastiegast
April 22nd, 2007, 01:06 PM
Is the tree spriting still apparent?

It still is. But it seems like the static has reduced.

I'm suffering from a very frustrating problem lately, Oblivion seems to randomly clear out all my save games, when I save again the save just disappears. When I restart Oblvion the saves are back luckily.

Maybe it is because I dragged my savegames around too much between patched and unpatched oblivion installs.

It seems Im not the only one experiencing this problem; someone filed a bug: http://bugs.winehq.org/show_bug.cgi?id=8128

Mongoose
April 22nd, 2007, 05:18 PM
Are you playing Shivering Isles? You should be aware of the uid bug by now and how it corrupts save games. It only affects Oblivion on the PC iirc.

Update:
Oh, rereading your post after reading the linked bug: Yeah, that's a different issue and it has nothing to do with losing savegames or corruption. That's more of a UI issue in the game. Go go threads. ;)

ahaslam
April 22nd, 2007, 06:23 PM
It still is. But it seems like the static has reduced.


Thanks for the reply. Nice to hear the sound's a bit better.
As Oblivion takes time to play, I'm waiting for it to work properly. I want to experience it as intended, without MS.

;)

Jarn
April 25th, 2007, 04:42 AM
Hi, I just attempted to install Oblivion. It is really laggy. The FPS doesn't isn't so bad when I'm standing still, about 20, but as soon as I try to turn or anything it drops down to 1. And my machine, while not uber, is not sub-par.

AMD Athlon 64 3200+
1 gig of ram
nVidia Geforce 6800
Wine 0.9.35
Kubuntu 7.04

EDIT: Also, is there any way to change where Oblivion stores it's files? It picked a location I don't like. It picked ~/My Games/Oblivion/ and I don't approve!

EDIT2: If I use the ugly tlb switch, I get about 30 fps and yet I still lag. Though the fps is fine, I lag. I think I've noticed similar things in other games I play.

NullHead
April 25th, 2007, 05:24 AM
Hi, I just attempted to install Oblivion. It is really laggy. The FPS doesn't isn't so bad when I'm standing still, about 20, but as soon as I try to turn or anything it drops down to 1. And my machine, while not uber, is not sub-par.

AMD Athlon 64 3200+
1 gig of ram
nVidia Geforce 6800
Wine 0.9.35
Kubuntu 7.04

EDIT: Also, is there any way to change where Oblivion stores it's files? It picked a location I don't like. It picked ~/My Games/Oblivion/ and I don't approve!

EDIT2: If I use the ugly tlb switch, I get about 30 fps and yet I still lag. Though the fps is fine, I lag. I think I've noticed similar things in other games I play.

Are you using beryl or compiz? If so they will diminish your preformance a little. Did you follow the HOW-TO at the front of this thread?

Jarn
April 25th, 2007, 12:48 PM
No I'm not using either of those and yes I followed the HOWTO.

bastiegast
April 25th, 2007, 01:32 PM
EDIT: Also, is there any way to change where Oblivion stores it's files? It picked a location I don't like. It picked ~/My Games/Oblivion/ and I don't approve!


Yes there is and it is actually mentioned in the guide. Oblivion stores your savegames in your My Documents fiolder which you can set in winecfg, go to the tab desktop intergration, and set your My Documents folder to any location you want.

About the performance, I have a similair system and am able to play oblivion, di you disable the water shader in ~/My\ Games/Oblivion/Oblivion.ini and are you using the latest nvidia drivers? You might want to disable some shaders and see what happens.

Jarn
April 25th, 2007, 04:04 PM
I did disable the shaders. I don't know if I'm using the latest nVidia drivers, I know there's no newer ones when I apt-get update and then apt-get upgrade... but if I have to download them from somewhere, I may not be.

Mblackwell
April 25th, 2007, 05:31 PM
There's newer beta drivers. Usually the drivers in the repos are slightly (or more than slightly) depreciated.

NullHead
April 25th, 2007, 06:19 PM
I would download the stable ones from Nvidia's website hear (http://www.nvidia.com/page/home.html)

ahaslam
May 2nd, 2007, 08:07 PM
Is it me or is the tree spriting worse in Wine 0.9.36 :-k

The static isn't constant any more, it just comes & goes. The frame rate also seems a little better, but trees appearing & staying in front of you is a real game killer.

Jarn
May 2nd, 2007, 11:39 PM
Lucky for you. My framerates still are barely playable, with newest drivers, newest Wine, and no Beryl or Compiz.

Mongoose
May 3rd, 2007, 12:18 AM
If it's really bad you can set speedtree draw distance closer, and it should 'fix' it as a stop gap. If not file a new bug or report about draw distance not affecting speedtree. ;)

I need to load up Oblivion agian soon, and see how it's going.

Latest Nvidia drivers via the Nvidia install package:
http://www.nvidia.com/object/unix.html

If Oblivion is running slow for you, and you have a OpenGL '2.1' card you're doing something wrong. Some cards claiming OpenGL 2.0 support in drivers are really just OpenGL 1.5 with minor feature improvements, so be warned. That means 6600GT+ should do it, but I've seen some value cards that fail that generalization.

kentpend
May 4th, 2007, 02:31 AM
I followed the guide up to the "first run" part, at which point it crashed. The black program box comes up on the wine desktop, but then then it just quits. I had the same result after trying several versions of wine too.

I am currently running Feisty.

Any tips on how to go about solving this?

NullHead
May 4th, 2007, 03:34 AM
Lucky for you. My framerates still are barely playable, with newest drivers, newest Wine, and no Beryl or Compiz.

What is your video card manufacturer name and model number Nvidia or Ati What?

Jarn
May 4th, 2007, 03:42 AM
EVGA nVidia Geforce 6800

NullHead
May 4th, 2007, 04:44 AM
EVGA nVidia Geforce 6800

Are the settings turned up to high? I might play with those. Check the on-board ram and see if it's 256mb or above. Check your refresh rate on your desktop and turn that down and see what that does. I am really confused as of why this problem is happening ... and if you truly want performance use...dare I say WINDOWS! I'm not proud that I dual boot but I own a Creative X-FI and have to use you know what for my games, but it does do game quite nicely. you might consider this if your too desperate.

Jarn
May 4th, 2007, 04:54 AM
It is 256mb. The settings are very low. I have tried oblivion in both a new X session and in my desktop with similar results. My desktop has a refresh rate of 54Hz and the new X session was 60.

bastiegast
May 4th, 2007, 09:59 AM
I followed the guide up to the "first run" part, at which point it crashed. The black program box comes up on the wine desktop, but then then it just quits. I had the same result after trying several versions of wine too.

I am currently running Feisty.

Any tips on how to go about solving this?

Two possible reasons: No/invalid nvidia drivers or you didn't disable the intro movies. The INI file is located in in My Games/Oblivion/Oblivion.ini

Also what video card are you using and how much Ram does it have?

kentpend
May 6th, 2007, 04:51 AM
The intro sequence turned out to be the problem; apparently it hadn't saved correctly the first time I disabled it.

But I've run into a different problem now: it crashes when it reaches the player creation menu. All other menus in the game seem to be fine when I tested using previous saves, although I haven't tried talking to any NPCs yet.

I am running on a 7900GT, 256Mb

boosted_sled
May 6th, 2007, 05:51 AM
make sure you don't have any wine/Oblivion processes still running. I had this problem once.

boosted_sled
May 6th, 2007, 11:01 PM
I've got Oblivion running fairly well (no music, mixer bug, what looks like some kind of blending bug on certain spell effects?), but I need to run under Oscuro's Oblivion Overhaul 1.31 to use my previous saved games. Unfortunately, Oblivion isn't picking up the mod files and gives me a missing content warning. The game works under the mod but I get the "exclamation point box" mesh for the missing content. Few questions:

(1) Is there a trick to get mods working?
(2) what's the easiest mod manager (wrye bash, etc) to get running. These all have some wine unfriendly dependencies.

Thx.

Jarn
May 7th, 2007, 02:33 AM
OBMM is impossible, afaik. I don't think .NET Framework 2 can be installed under Wine. The only option is Wrye Bash, but I haven't been able to get that installed either.

Mongoose
May 7th, 2007, 09:25 AM
Nah, you can just click to enable them from the laucher, however your mod in question could have other issues. The expansions, etc are basically mods anyway. If I had time to play I'd get the SI even with the new bugs heh.

Jarn
May 7th, 2007, 10:01 PM
Does anyone know how to get Oldblivion running in Wine? I bet if I could use that I would get better framerates.

kentpend
May 7th, 2007, 10:59 PM
make sure you don't have any wine/Oblivion processes still running. I had this problem once.

I don't think that's the issue, as this happened right after I rebooted. How do I check though? Nothing related to wine is listed with the top command.

I ran into another issue. Sometimes when I play, I can't look in certain directions without the entire screen turning green. I think this is associated with looking towards an Oblivion gate, but I don't know for sure because I can't see anything.

Mongoose
May 8th, 2007, 01:08 AM
Jarn: You'd be wrong about that. If you want to 'go fast' just disable all the lighting. iirc even my crappy card gets 300 fps at that point. It's also a good way to cool down your card id you've been playing a while. You can do more with the Oblivion.ini and editing the shader packs than using that horrible hack. That's why it was discontinued amoung other reasons.

kentpend: You sound like you have driver issues, or you didn't follow the guide on the wiki. I suggest disabling refraction shaders to fix gates -- however are you sure it's not a speed tree sprite rendering in the wrong location? I'll go check and make sure some ****** didn't remove information off the wiki again.

Jarn
May 8th, 2007, 11:40 PM
Umm... Oldblivion wasn't discontinued, it's still in development - they're working on a version that works wit Shivering Isles atm. And I already have all the lighting off and I still get low fps.

Mongoose
May 9th, 2007, 02:58 AM
Well, I personally don't think it's worth digging back up. Looking at the website it looks like it's still a back burner project at best. If you have all lighting turned off, and you still can't run the game OldBlivion won't help you at all. I'm talking about disabling everything but the texture pass. You'd have to start changing model geometery to increase framerates at that point. I don't mean to be an ***, but I can't believe you given what I know about the game.

It's better to help with the Wine project than waste time running unstable hacks. The new $50 7300s out now give little excuse if you're using a pre 2.0 OpenGL card still. Those are two good reasons Oldblivion is dead. Not to mention it is even of less value to someone with a Linux desktop.

boosted_sled
May 9th, 2007, 03:17 AM
I've got Oblivion running fairly well (no music, mixer bug, what looks like some kind of blending bug on certain spell effects?), but I need to run under Oscuro's Oblivion Overhaul 1.31 to use my previous saved games. Unfortunately, Oblivion isn't picking up the mod files and gives me a missing content warning. The game works under the mod but I get the "exclamation point box" mesh for the missing content. Few questions:

(1) Is there a trick to get mods working?

I had a patch & mod dependency mess to figure out. With this straighted out my old Windows saves seem to be working.


(2) what's the easiest mod manager (wrye bash, etc) to get running. These all have some wine unfriendly dependencies.

I got wrye bash sorta running with a few source code edits. Unfortunately the right mouse button event or menu display behavior is whacked with wxPython under my wine.

boosted_sled
May 9th, 2007, 03:20 AM
I don't think that's the issue, as this happened right after I rebooted. How do I check though?

I could see these process with ps aux. It only happened to me once.