Again with these "first day with teh game" threads :)
Anyway, the game appears to work great with 9.1 on Linux....except that I hear nothing. Sound works with TF2 still, so sound does work for something.
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Again with these "first day with teh game" threads :)
Anyway, the game appears to work great with 9.1 on Linux....except that I hear nothing. Sound works with TF2 still, so sound does work for something.
On mac there is sound. But i can't even click to start it :c
What appears to be the relevant debug log file section...
ALSA lib seq_hw.c:457:(snd_seq_hw_open) open /dev/snd/seq failed: No such file or directory
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1456e0,0x1455e0): stub
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x145708,0x145608): stub
err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0xa3692c8,0xa3696e0): stub
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0xa367e80,0xa3696e0): stub
fixme:system:SystemParametersInfoW Unimplemented action: 79 (SPI_GETLOWPOWERTIMEOUT)
fixme:system:SystemParametersInfoW Unimplemented action: 81 (SPI_SETLOWPOWERTIMEOUT)
Tyler, try disabling the Steam in-game community feature via Steam's settings. That has fixed some recent Mac-specific mouse issues with games running under Steam.
Tried but no luck. I can start it, get to the menu where it says "Press any key to continue"
But i cant. Also I notice the tab where i keep apps stays.
Mr Cab wrote:
What appears to be the relevant debug log file section...
ALSA lib seq_hw.c:457:(snd_seq_hw_open) open /dev/snd/seq failed: No such file or directory fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1456e0,0x1455e0): stub fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x145708,0x145608): stub err:ole:CoInitializeEx Attempt to change threading model of this apartment from multi-threaded to apartment threaded fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0xa3692c8,0xa3696e0): stub fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0xa367e80,0xa3696e0): stub fixme:system:SystemParametersInfoW Unimplemented action: 79 (SPI_GETLOWPOWERTIMEOUT) fixme:system:SystemParametersInfoW Unimplemented action: 81 (SPI_SETLOWPOWERTIMEOUT)
Hi there,
I'm not exactly sure those fixmes are critical wrt sound in linux...ie; the first fixme I
see a lot in games I still have sound working in (perhaps this is so called '3d sound' related)
and the second fixme...although I don't recall ever seeing it myself...may not be mission
critical either, just unimplemented. If you want, could you grab a debuglog as is detailed
here and checkbox the +seh +thread channels - also include +dsound in the 'Other' stringbox
area. Once you have the debuglog. gzip it and upload it here - use the password R2JcEinErJ
to login and upload the file. I'll let you know if I see anything that may help.
Cheers!
Hmm...cxrun does bring up that box under Linux....and that file's a LOT bigger than the other debug files I've generated, so I guess it worked :)
It is there for you now good sir.
Hi again,
No bones in that fillet of herring, but that has a lot to do with your's truly
forgetting this was a -Steam- hoisted title, and thus I've forgotten to tell
you to attach the debug process to the actual exe itself...Oops, sorry.. 8)
With a lot of steam games, you have to follow this route...
Start Steam itself like you normally would do and let it get up and running
Using cxsetup (Manage Bottles), highlight the Steam bottle and click Run Command
Navigate to the actual game .exe file itself...this will be in your dir (linux path)
[bottlename]/drive_c/Program Files/Steam/steamapps/[steam_user_name or common]
Do the same as per previously described to obtain the debug log then run the game exe
Upload the resultant logfile - use the same login credentials
Might I ask you to consider gzipping (compressing) the file before uploading please?
It saves time, diskspace...or more importantly in my situation, -bandwidth- ...my ISP
account is subject to download quota ; the file you uploaded for instance was nearly
13mb -- after running the command gzip notepad-Worms.txt this file is compressed
to notepad-Worms.txt.gz which is a tiny 100kb B^]
Cheers!
i have the same keyboard issue and submitted a ticket yesterday
Alex
Also with this sound problem when i was playing in windows i had no sound so it may not be due to wine
Alex
Alex Kornitzer wrote:
Also with this sound problem when i was playing in windows i had no
sound so it may not be due to wineAlex
Hey Alex!
Thanks for this insight -- the only windows I play with are the ones
part of the house I live in, so I never would have encountered this 8)
Bit weird though, huh....you'd think they would have at least got the
sound right for windows...{shrug}..maybe the windows anti virus software
thinks it's a worm?? (joke ;)
@Mr Cab: given Alex's insight here, this might not our problem at all -
that said, still feel free to upload another debuglog as per described
above - typically such data is never entirely 'useless', and may in fact
help if the codeweavers devs need to look at this in more depth.
Cheers!
The sound problems in windows seem to be due to an outdated directx 9 version. I have a somewhat recent bottle (< 1 month) where I installed steam through the supported applications, in the crossover software installer, and the sound works in worms. Can it be that your bottle has an older version of directx 9 that needs updating?
I do have the same issue where the game accepts no input, so the games is unfortunately unplayable.
I'm using crossover games 9.1 for mac os x.
Regarding the lack of input, this might be relevant:
We have confirmed that a number of recent bugs in Steam games are due to changes in the in-game community overlay DLL. For some games, disabling the in-game community feature via Steam's settings is good enough to fix the problem. For other games, that's not enough.
For those, you can go into the Wine Configuration (winecfg) tool via Manage Bottles -> select bottle with Steam -> Control Panel. On winecfg's Applications tab, click Add Application. Select the executable of the Steam game that's having the problem (or just type its filename, like foobar.exe) and click Open. Select the Libraries tab of winecfg. Type GameOverlayRenderer in the "New override for library" edit field, click the Add button, click the Edit button, select Disable, click OK, and click OK. That prevents the in-game community overlay from even being loaded for that game.
If you don't use the in-game community, you might find it simpler to just disable it for the whole bottle. To do that, just skip the above steps involving the Applications tab of winecfg. Just leave it with Default Settings selected, which is how it starts, and go straight to the Libraries tab and proceed from there.
That did the trick.
When the game starts, it has the resolution set to the native screen resolution minus number of pixels for the top bar (in my case, 1440x878, instead of 1440x900), so the game starts below the dock and top bar. if you change the game resolution to the native screen resolution it fixes that.
Other than that, the game seems to work perfectly fine, although I haven't tried all the features (only the tutorial, and some campaign missions).
Thank you for the tips. I'll go back to enjoying the game now :).
I also do not have sound in Worms. I have reinstalled "DirectX - Modern" but that has not solved the problem.
I appologize for not getting back to this thread, it's been a busy weekend. Tomorrow afternoon by 7PM I hope I'll have a log file to post.
Got the log file up. Sorry for the delay. It's gzipped
Hi,
No problem, there's a never a rush...nothing really
apparent there either...but Mac has sound apparently.
That'd make one think it's the wine alsa driver or such,
have you tried changing the settings in the wine configuration
audio tab at all? If you haven't, I would try that area
next just to make sure there's not a simple fix there to
be had. If you're running pulseaudio, I would try disabling
that as well, based on the 'just in case' principle 8)
Keep me posted with any results of what you try...
Cheers!
Someone mentioned hardware acceleeration sound emulation in one of these threads (yay rss). Seems to have done the trick. Thanks all!
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