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Won't run on Crossover Games 10

I've installed the GoG version of this game, which installs fine. But on running it it crashes at start-up.

It just says "Psychonauts has encountered an error - Crash: 0x0000005"

Then I can't run any wine program until I use the 'terminate' crossover menu option.

I have the same error with 9.2 but I can play for 10 minutes before it crashes.

I'd think this is a dependency problem, because the Steam version ran okay in 9.2.

Can you run it in debug mode? http://www.codeweavers.com/support/wiki/submittechsupportlog

Here is the start of the log file, most of the rest is all the same, and there is plenty more of it.


** Sat Feb 26 08:33:13 2011
Starting '/opt/cxgames/bin/wineloader' 'winewrapper.exe' '--workdir' '/home/everard/.cxgames/Psychonauts/dosdevices/c:/Program Files/GOG.com/Psychonauts' '--start' '--'
'/home/everard/.cxgames/Psychonauts/dosdevices/../drive_c/Program Files/GOG.com/Psychonauts/Psychonauts.exe'

000b:trace:seh:raise_exception code=c0000005 flags=0 addr=0x7e9ff79b ip=7e9ff79b tid=000b
000b:trace:seh:raise_exception  info[0]=00000001
000b:trace:seh:raise_exception  info[1]=00360000
000b:trace:seh:raise_exception  eax=80808081 ebx=7eaa0700 ecx=00000000 edx=00000067 esi=000000ac edi=00360000
000b:trace:seh:raise_exception  ebp=0033e7b8 esp=0033e740 cs=0073 ds=007b es=007b fs=0033 gs=003b flags=00010212
000b:trace:seh:call_vectored_handlers calling handler at 0x7e42b630 code=c0000005 flags=0
000b:trace:seh:call_vectored_handlers handler at 0x7e42b630 returned ffffffff
000b:trace:seh:raise_exception code=c0000005 flags=0 addr=0x7e9ff79b ip=7e9ff79b tid=000b
000b:trace:seh:raise_exception  info[0]=00000001
000b:trace:seh:raise_exception  info[1]=00370000
000b:trace:seh:raise_exception  eax=80808081 ebx=7eaa0700 ecx=00000000 edx=00000000 esi=00000000 edi=00370000
000b:trace:seh:raise_exception  ebp=0033e7b8 esp=0033e740 cs=0073 ds=007b es=007b fs=0033 gs=003b flags=00010256
000b:trace:seh:call_vectored_handlers calling handler at 0x7e42b630 code=c0000005 flags=0
000b:trace:seh:call_vectored_handlers handler at 0x7e42b630 returned ffffffff

Here is the tail:

0018:trace:seh:call_vectored_handlers calling handler at 0x7e48c630 code=c0000005 flags=0
0018:trace:seh:call_vectored_handlers handler at 0x7e48c630 returned 0
0018:trace:seh:call_stack_handlers calling handler at 0x10029400 code=c0000005 flags=0
0018:trace:seh:call_stack_handlers handler at 0x10029400 returned 1
0018:trace:seh:call_stack_handlers calling handler at 0x7bc89310 code=c0000005 flags=0
0018:trace:seh:__regs_RtlUnwind code=c0000005 flags=2
0018:trace:seh:__regs_RtlUnwind calling handler at 0x7bc725e0 code=c0000005 flags=2
0018:trace:seh:__regs_RtlUnwind handler at 0x7bc725e0 returned 1
0018:trace:seh:__regs_RtlUnwind calling handler at 0x10029400 code=c0000005 flags=2
0018:trace:seh:__regs_RtlUnwind handler at 0x10029400 returned 1

Well, there's nothing in those fragments. Could you compress the whole thing and upload it somewhere?

It's nearly all exactly the same, groups of 5 raise exception followed by 2 call vectored handlers.

However, I noticed one different bit in the middle I missed before:

0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13ce390,0x00000000), stub!
0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13cd974,0x00000000), stub!
0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13cda64,0x00000000), stub!
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {33d9a760-90c8-11d0-bd43-00a0c911ce86} not found
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {33d9a761-90c8-11d0-bd43-00a0c911ce86} not found
0018:fixme:mixer:ALSA_MixerInit No master control found on HDA NVidia, disabling mixer
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb41-f175-11d1-a392-00e0291f3959} not found
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb46-f175-11d1-a392-00e0291f3959} not found
0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13ce67c,0x00000000), stub!
0018:fixme:d3d9:Direct3DShaderValidatorCreate9 stub
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started

Jack isn't installed on my machine (surely it doesn't need to be?) and it isn't selected in the wine config stuff. I wouldn't have thought sound problems would have caused the whole thing to fail anyway...? Incidentally this was installed using the default Codeweavers 'crosstie'.

Thanks for your input.

...I see references about that this title needs a native d3d9x_36.dll
in it's installdir ; anyone like to confirm or not this notion?...(just
install directx9modern and copy said dll out of %winsysdir% into the
same directory the game exe is in)...

That is probably the important part that you found, Everard. It does mention ALSA and JACK, but I think the main problem is fixme:d3d9:Direct3DShaderValidatorCreate9.

Try what Don said, and if it works, then you've helped us improve the crosstie 😊

Hmmm.... well the Psychonaughts install directory already had a copy of d3dx9_25.dll in it. I installed the directxmodern runtime from the CXGames bottle management. Copied over d3dx9_36.dll as suggested, exactly the same result as before. So I copied over all the d3d9 and d3dx9 dlls into the install directory to the same result.

The log has the same info in it:

0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13ce390,0x00000000), stub!
0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13cd974,0x00000000), stub!
0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13cda64,0x00000000), stub!
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {33d9a760-90c8-11d0-bd43-00a0c911ce86} not found
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {33d9a761-90c8-11d0-bd43-00a0c911ce86} not found
0018:fixme:mixer:ALSA_MixerInit No master control found on HDA NVidia, disabling mixer
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb41-f175-11d1-a392-00e0291f3959} not found
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb46-f175-11d1-a392-00e0291f3959} not found
0018:fixme:win:EnumDisplayDevicesW ((null),0,0x13ce67c,0x00000000), stub!
0018:fixme:d3d9:Direct3DShaderValidatorCreate9 stub
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started

Hmmm.... ok, thanks for trying that - obviously something has changed
somewhere between winecore releases -- I'll download the Steam demo
and see what happens...

Artist Formally Known as Dot wrote:

Hmmm.... ok, thanks for trying that - obviously something has
changed
somewhere between winecore releases -- I'll download the Steam demo

and see what happens...

And thanks for your help!

Update: m'kay -- the Steam release installed and ran straight up in CXG-10 linux, no issues .... that said...

*the Steam demo version started at a resolution of 800x600@68Hz or such. I have an abridged Xorg.conf that
will be happy to provide that -- last time I looked, this wouldn't be the case for a mainstream linux distro....

*these lines of output ... ;

0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {33d9a760-90c8-11d0-bd43-00a0c911ce86} not found
0018:fixme:devenum:DEVENUM_ICreateDevEnum_CreateClassEnumerator Category {cc7bfb46-f175-11d1-a392-00e0291f3959} not found

... is actually the video replay stuff (dmodshow/active movie or such) -- I don't really have anything exotic
in my Steam bottle to cover these ; I didn't run with debug so I'm not sure if I'm encountering same...

*you might try enabling emulate a virtual desktop, however, that will report a refresh rate to the win32 exe
of 60Hz, and I am unsure how the exe will deal with that...

*game did immediately see my xbox360 xpad and worked well with it ...

*personal note is, I do not buy gog games anymore due to strange disparities I've come across ...ie; gog version
doesn't work -- Steam version does -- GamersGate does ... others do, just not the gog release ; I no longer spend
my money at gog.com due to this : that's not deriding gog, it's just what I've discovered after more than 2 years
of testing things with CXG....

One supposes the logical test case, would be for you to install Steam and try the demo version of Psychonauts if
at all an option to you ; this would tell us much, seeing as I'd consider the Steam release to be looking like a
gold medal app after my brief foray with it...

Importantly, I could not fault CXG 10 here at all - it just worked, not a problem ... so if there is any regression
here, one must surmise it to be specific to the gog release ...

Hope this helps some, let us know how the steam demo of Psychonauts goes if you try it...

Cheers!

It might be the GOG version even though I didn't considered it. I have the GOG version on my Mac with CXG 10 and I had to add an openal32 thingy which was suggested here to fix the sound. The game plays for 10 to 15 minutes max and then it crashes. I have tried multiple times (5 times) and is always the same thing but not in the same spot of the game, meaning I can finish the game if I reopen the game every 15 minutes and save before it crashes.

OK, installed steam through CX Games 'install software' menu into a new bottle, installed psychonauts demo through steam. Ran it through steam, got exactly the same error as with the GoG version....

So presumably there is something with my set-up that Psychonauts on wine does not like. Question is what? I guess. Other games run fine. PC is a quad core AMD CPU, Nvidia GT240 graphic card, running current Nvidia driver, distro is Mandriva 2010.2, KDE 4.3.3. Everything is stock, I don't have any weird stuff going on. Screen is 1920x1080.

Any clues?

Everard Edwards wrote:

OK, installed steam through CX Games 'install software' menu into a
new bottle, installed psychonauts demo through steam. Ran it
through steam, got exactly the same error as with the GoG
version....

So presumably there is something with my set-up that Psychonauts on
wine does not like. Question is what? I guess. Other games run
fine. PC is a quad core AMD CPU, Nvidia GT240 graphic card, running
current Nvidia driver, distro is Mandriva 2010.2, KDE 4.3.3.
Everything is stock, I don't have any weird stuff going on. Screen
is 1920x1080.

Any clues?

....it may not be video ; I just did a cursory run of debug on the steam
version, and it doesn't look like it's doing anything really strange (but
it does carry it's own native msvcr71.dll which has been seen causing some
problems at some time) .. the loadout is nothin' special though, I do see
a lot of this trace when it's running ;

fixme:d3d:IWineD3DSwapChainImpl_Present Render-to-fbo with WINED3DSWAPEFFECT_FLIP

..turns out that's why it's a tiny bit shaky normally (turning on debug made it
more obvious visually) - doesn't stop it however ... the trace forked off (which
I wasn't set up for) so I only looked at loadup -- I'd need poke it harder, and
then perhaps inconclusively as you have the gog release ; I probably need see a
full debuglog of the gog release trying to get somewhere - if you want to grab
same, let me know and give you some details ....

..the rig here is AMD x2 with nvidia 9800GTS (1024mb) running linux-2.6.34 pure
with nvidia 256.53 -- note here, I was running the latest nvidia offering, but,
I stuck problems with it wrt TF2 last week or such and rolled back ; not only
did that fix TF2 but a number of other titles seemed better with the older driver
set, so I've stuck with it for now. Video wise, one supposes you should try disabling
all the likely candidates... ie; desktop effects like compiz etc. ...

...also, I notice it's calling in openal32.dll builtin -- you might try installing
http://www.codeweavers.com/compatibility/browse/name/?app_id=8402 so that it calls
that native version -- such has fixed other apps using openal... it would be a
something to eliminate as a possibility here..

...keep us posted...

Cheers!

Ah ha!!! That's it! Installing OpenAl into the same bottle gets it running (note that I have the Mandriva OpenAl installed on my box). I dunno who edits the CrossTie things, but I think OpenAL should be added as a dependency.

So at the moment, the intro video is still running (bl**dy long!), but looks perfect at the moment.

Thanks!

Groovy -- I'll add that to the tie, but, it should be retested without
the native openal.dll every new CXG release to ascertain if we still need
the native openal version or if the builtin version works subsequent to
new releases/code base. Also note, what version of openal your linux distro
has installed is of no consequence here ;)

Cheers!

OK, more weirdness. After playing once with no problems, it now runs the intro screens and then crashes with the same error as before when it says 'loading' in the game (ie when it brings up the 'brain' to start playing.

However, when I start it in debug mode to get a log, it works fine. No crash! Any explanations?

Everard Edwards wrote:

OK, more weirdness. After playing once with no problems, it now
runs the intro screens and then crashes with the same error as
before when it says 'loading' in the game (ie when it brings up the
'brain' to start playing.

However, when I start it in debug mode to get a log, it works fine.
No crash! Any explanations?

Hey again,

   ...sure... when you run in debug mode, this slows down the cxwine code  

execution, which in turn affects speed/timing of the win32 binary's execution.
When the actual problem could be perceived to be some sort of 'race condition'
in one, other, or all of the host OS, cxwine itself, and the win32 binary, it
is sometimes 'enough' to do this much, and more or less 'luck upon some form
of benevolent timing that coincidentally resolves whatever timing issue is at
hand' -- unfortunately, it makes it hard to properly debug at the same time =)

...that answers your question I hope, but considering your report here - what
sound card/chipset are you using, and, is pulseaudio involved at all, and, have
you tried both with and without the native OpenAl win32 runtime with Hardware
acceleration set to 'Emulated' in the Wine Configuration 'Audio' tab? ? ?

It just strikes me as being 'a bit strange' that some may need native openal32.dll
and others not, if you know what I mean -8)

Cheers!

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