WineHQ
Call of Duty 4: Modern Warfare 1.6



Category: Main > Games > 1st Person Shooter > Call of Duty 4: Modern Warfare > 1.6


NameCall of Duty 4: Modern Warfare
Version1.6
License Retail
URLhttp://charlieoscardelta.com/
Votes Marked as obsolete
RatingSilver
Wine Version1.1.3
Maintainers of this version:
Description
Update to the 1.0 version
Old test results
The test results for this version are very old, and as such they may not represent the current state of Wine. Please consider submitting a new test report.
Selected Test Results (selected in 'Test Results' table below)

What works
Everything



What does not
Some gfx effects (eg shadows)


What was not tested
Punk Buster, Multiplayer


Additional Comments

Installer crashes at 100% but everything works fine.
I used clean wine without any pathes, native dlls, DirectX etc.
My hardware: PC2D X2 (2.5Ghz), 4Gb RAM, Nvidia 8600GT 256Mb
Test Results
DistributionTest dateWine versionInstalls?Runs?RatingSubmitter
CurrentopenSUSE 11.0Aug 26 20081.1.3 Yes Yes Gold Michał Środek 
ShowDebian GNU/Linux 5.0 "Lenny" x86_64Aug 25 20081.1.3 Yes No Garbage gwydion.dot 
ShowFedora 8 x86_64Aug 20 20081.1.2 Yes Yes Gold cruiseoveride 
ShowUbuntu 8.04 "Hardy" (+ variants like Kubuntu)Aug 12 20081.1.2 Yes Yes Garbage Gabriel 
ShowLinux Mint 5 "Elyssa"Apr 21 20081.1.0 Yes Yes Silver steve 


Known bugs
Bug # Description Status Resolution Other apps affected
219 Programs refuse to run because of safedisc copy-protection NEW View
9210 3DMark06: do not recognize shaders and crashes NEW View
12929 Games crash/wined3d doesn't work with ATI's fglrx driver NEW View

 
Informations
The notes about COD4 and wine are moved to 1.7, please check it out there.

 

The following comments are owned by whoever posted them. WineHQ is not responsible for what they say.

No Networking
by Sniper0269 on Friday August 29th 2008, 14:55
I have compiled wine (1.1.3). I have a Nvidia 9700 GTS video card. I have follow all of the above advice and gotten it to run however I have two problems. I can't seem to get networking to work. I can't see servers running online nor on my LAN. I know that the COD versions are the same. I can't connect directly to the server either. I don't know what is going on put advice would be great.

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No patch needed
by cruiseoveride on Wednesday August 20th 2008, 21:49
Using wine-1.1.2-551-g34aa6b7 no wine patch was needed. Nice Clean install. No DirectX needed either. Games runs very nice. Thank you wine.

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How to have more screen resolution options?
by herbster on Thursday August 14th 2008, 19:22
In-game I am only able to go from r_mode 0 or 1, which are 1920x1200 or 3520x1200. Anyone determined how to get more options, if possible? I didn't install DirectX as stated above below the guide link, as not needed anymore.

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Cannot start game, error code:
by herbster on Thursday August 14th 2008, 17:56
I just installed, am using wine 1.2.2, used the patch from Greg's post just a few below, and am getting this error on startup:


"~/.wine/drive_c/Program Files/Activision/Call of Duty 4 - Modern Warfare # wine iw3sp.exe
process tid prio (all id:s are in hex)
0000000c
0000001a 0
00000018 0
00000013 0
00000012 0
0000000e 0
0000000d 0
0000000f
00000015 0
00000014 0
00000011 0
00000010 0
00000016
0000001b 0
00000019 0
00000017 0
0000001c
0000001d 0
You must be attached to a process to run this command.
No process loaded, cannot execute 'detach'

~/.wine/drive_c/Program Files/Activision/Call of Duty 4 - Modern Warfare #"

And here is the actual dialog box error upon starting up: www.bobgill.net/coderror.png

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Error on COD4
by Viciad0 on Wednesday August 13th 2008, 14:18
I have patched my wine with the patch that is under my post (thanks). But i still get a error:

----- Initializing Renderer ----
----- Client Initialization Complete -----
Attempting 44 kHz 16 bit [Windows default] sound
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 1.4
Vertex shader version is 1.1
Video card or driver doesn't accelerate dynamic textures.
Video card or driver doesn't support UBYTE4N vertex data.


Error during initialization:
Video card or driver doesn't support UBYTE4N vertex data.

My computer specs:
Intel centrino 2x1.73ghz
ati Mobility Radeon X1600
1gb ram ddr2.

Any way to fix this? Thanks in advance.

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WineHQ Patch 1.1.2
by Georg Grabler on Tuesday August 12th 2008, 15:15
For version 1.1.2 you'll need the following patch.

www.grabler.net/wine-1.1.2-3dmark.patch

Reason for the crashes: hunk4 of the 1.1 patch fails, therefore the DevCaps2 settings are not applied.

Kind regards & Enjoy,
Georg

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Error!!!
by Gabriel on Tuesday August 12th 2008, 5:04
Hi Guys,

I have the following problem in wine 0.9.55 and wine 1.1.2 (patched) i get this error:

"err:ntdll:RtlpWaitForCriticalSection section 0x110048 "heap.c: main process heap section" wait timed out in thread 0019, blocked by 0009, retrying (60 sec)"

I see the splash and wine gives the output above - some idea?!
Sometimes CoD gives an error message: "...fastzone_post_gfx is corrupt or unreadable" or something like this.

Maybe my ATi Card?!

My System:
Q6600
X1950 Pro - 256 MB
1024 MB Ram

[post new] [reply to this]

patch failure
by Thomas reinink on Sunday August 3rd 2008, 15:21
Hey,

when i tryed using the patch above i got this error:

Could not upload the temporary file to the destination location . The temporary file is still available under: /tmp/kde-root/kompareV32760.tmp. You can manually copy it to the right place.

- I use Suse 11.0 with wine 1.1.2
- For patching i used the program: kompare
- and i used the 1.1.0 and higher patch

I'm still a neewbie so please, don't make your solution too dificault.

[post new] [reply to this]

Problems with Nvidia 9600GT
by Dane Mutters on Saturday August 2nd 2008, 15:29
Hello.
I've been trying to get COD4 working using the method described. I have tried downloading from git, downloading the source from Ubuntu (hardy) repositories, downloading tarballs from winehq, and downloading source from winehq ubuntu (hardy) repositories. Each time, I've followed the directions exactly, applying the appropriate patches (3DMark and Nvidia), and compiling. I have tried the make install, and the ubuntu packaging method for installation. I have also tried it without the Nvidia patch, and using the oldest drivers that support my card. All I've gotten for my efforts (best results coming from applying both patches, and using the sources from winehq ubuntu hardy repositories, with the ubuntu packaging installation method) is the following: I get a black screen, with sound, but no video. I have also tried running versions 1.4, 1.6, and 1.7 of the program (each requiring a no-dvd crack). In the terminal, I get an endless supply of this:

[code]
dane@Orchestrator:~/.wine/drive_c/Program Files/Activision/Call of Duty 4 - Modern Warfare$ wine iw3sp.exe
fixme:d3d:IWineD3DImpl_FillGLCaps OpenGL implementation supports 32 vertex samplers and 32 total samplers
fixme:d3d:IWineD3DImpl_FillGLCaps Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers
fixme:win:EnumDisplayDevicesW ((null),0,0x32f8e4,0x00000000), stub!
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:IWineD3DVolumeImpl_LockBox (0xd5b0c20) : pBox=(nil) stub
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #3: "Vertex info\n-----------\n(3) : error C1013: function \"order_ps_input\" is already defined at (3)\n"
fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 3312
fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 3324
fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants
@ glsl_shader.c / 3169
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 550
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d:nvts_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat) @ nvidia_texture_shader.c / 590
fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #8: "Vertex info\n-----------\n(3) : error C1013: function \"order_ps_input\" is already defined at (3)\n"
fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 3312
fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 3324
fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants
@ glsl_shader.c / 3169
fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants
@ glsl_shader.c / 3169
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:print_glsl_info_log Error received from GLSL shader #13: "Vertex info\n-----------\n(3) : error C1013: function \"order_ps_input\" is already defined at (3)\n"
fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 3312
fixme:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 3324
fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants
@ glsl_shader.c / 3169
fixme:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants
@ glsl_shader.c / 3169
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
fixme:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 3427
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 411
[/code]

I've tried following the directions of numerous postings on the web, including those on WineHQ. I'm really not sure what I'm doing wrong, or whether it's a problem with my hardware. Here's my setup:

Core 2 Duo E6550
2GB DDR2/800MHz RAM
Nvidia GeForce 9600GT video card
64-bit Ubuntu Hardy (8.04.1) with all updates from the main, restricted, universe, and multiverse repositories, as well as the following:

# Medibuntu (for codecs and such)
deb packages.medibuntu.org/ hardy free non-free

# WineHQ
deb wine.budgetdedicated.com/apt hardy main #WineHQ - Ubuntu 8.04 "Hardy Heron"
deb-src wine.budgetdedicated.com/apt hardy main #WineHQ - Ubuntu 8.04 "Hardy Heron"

# UFO: Alien Invasion (a game I like)
deb trylegaldownloads.de/ubuntu hardy nightly-builds

I've really been itching to play COD4, and really don't want to reboot into WinXP in order to do so (not to mention the lack of hard drive space on that partition).

If this is a bug in the Nvidia drivers, I'd like to gather as much information to support that fact as possible, before I submit the bug to Nvidia.

Thanks for reading my gigantic post!

--Dane

[post new] [reply to this]

wine 1.1.2 & 3dmark patch
by Richie on Wednesday July 30th 2008, 15:11
This guys seems to be offering prepatched deb's consistently: oliverdeisenroth.de/index.php?option=com_remository&Itemid=85&func=startdown&id=44

I would have emailed him about getting the modified 3dmark patch code that he used on the 1.1.2 branch but all I see is options to communicate skype and ICQ

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no fbo && a little bit slower than under windows...
by Steffen on Friday July 25th 2008, 15:33
hi,

I'm using a Nvidia Geforce 7800GTX and when I set the registry key to "fbo" the game is unplayable because I've only a black screen ;)

And I've a slow down in performance...under Windows the game runs ca. 40% faster...

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by steve on Saturday June 28th 2008, 5:16
ok I'm not sure if this was a good idea or not, but I got the patch to apply correctly by copying and replacing Wine 1.0's directx.c (located in /wine-1.0/dlls/wined3d/directx.c) over Wine 1.10's directx.c

compiling now and will tell you if the game works

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  • RE: by steve on Saturday June 28th 2008, 6:53
    • RE: by steve on Sunday June 29th 2008, 3:27
Wine 1.1.0 problems.....
by superppl on Saturday June 28th 2008, 1:31
img410.imageshack.us/img410/2065/failed1zm8.jpg

Hunk #2 FAILED at 2810.
Looks like the guy who wrote it is going to have to fix it again...

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information update request to maintainer(s)
by Richie on Thursday June 26th 2008, 8:09
Can we add onto the main information screen that using the following settings are recommended for increasing performance:
1) ALSA sound
2) regedit: HKEY_CURRENT_USER > Software > Wine > Direct3D > OffscreenRenderingMode = fbo
3) Shadows OFF
5) Depth of Field OFF (graphical glitch)
6) sprinkle in any of the Glow OFF, Dynamic Lights OFF, etc as needed

And also regarding the referenced User guide ( www.perceptualmotion.co.uk/linux.html ~ thanks to Rob Whalley) a note should be added to indicate that it isn't (no longer) necessary to do the DirectX 9 install. This could make things easier for new users.

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Low performance
by Wouter ibens on Thursday June 19th 2008, 7:02
Hi all,

I get about 7-19 fps in single player, and about 11 fps in multiplayer. All settings are turned to the lowest and playing at 800*600.

Running Ubuntu 32 bit hardy, wine 1.0 (patched), NVIDIA driver 173.14.09, GeForce Go 7600 256MB.
Turning compiz off doesn't give extra performance.

Any suggestions?

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Mistake in test result
by DL on Sunday June 1st 2008, 23:05
"Glow" works fine, I meant to write "Depth of field".

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by Blake Rateliff on Saturday May 31st 2008, 14:38
It's understandable that the focus would be on compaitibility right now as it nears 1.0 (its finally getting there!!!!) I do hope that they will continue to improve the direct x performance after the 1.0 release is done.

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  • RE: by Blake Rateliff on Saturday May 31st 2008, 14:39
    • RE: by steve on Saturday May 31st 2008, 14:54
Poor FPS on 8800gt 512MB
by Blake Rateliff on Thursday May 29th 2008, 15:42
Graphics seem to be working properly for me except for the depth of field option ( not really a big deal ), but my FPS are pretty low compared to what I get in Windows XP.
Getting about 10-20FPS in latest Git version with the patch applied.
I usually get 40-60 FPS in windows.
Machine Specs
Opteron 165 Dual Core @ 2.6ghz
1GB ddr 400
Nvidia 8800gt 512MB using 169.12 Nvida Forceware Driver
OS: Ubuntu 8.04

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by steve on Wednesday May 28th 2008, 22:35
Edit:
glow should be turned off, too

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Multiplayer
by steve on Tuesday May 27th 2008, 11:39
Anyone else having trouble getting Multiplayer working in 1.0 RC2?

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No Textures?
by kakalto on Friday May 23rd 2008, 21:56
I've just installed 1.0-rc2 with the .59 3dmark patch, running CoD4 I see no textures at all, just black.

Did I miss something?

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by Jack Regnart on Monday May 12th 2008, 13:50
How do you edit test data after you've submitted them... ?

Anyway i have a Nvidia 7800GTX if that helps..

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  • RE: by gwydion.dot on Monday May 12th 2008, 17:37
    • RE: by gwydion.dot on Monday May 12th 2008, 17:37
      • RE: by Jack Regnart on Monday May 12th 2008, 18:12
        • RE: by gwydion.dot on Monday May 12th 2008, 18:25
          • RE: by Jack Regnart on Monday May 12th 2008, 18:57
            • RE: by Richie on Monday May 12th 2008, 20:44
I will test today, but...
by André Brait on Wednesday May 7th 2008, 1:06
For a while, i noticed that,. using backbuffer, not only the game crash ion some specific parts, and it doesn't seems to be related to the stack buffer overflow bug reported, but I get a strange effect: the lightning will run away from me. It can be easily noticed in the beginning, when you are seeing trough Al-Fulani's eyes. When the car moves, so do the illumination.
Changing to fbo will fix this problem, but will result in "square-form" light effects.

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Wine 0.9.61
by steve on Saturday May 3rd 2008, 23:28
Is anyone getting graphical glitches in Wine 0.9.61?

Screenshot here:
ubuntuforums.org/attachment.php?attachmentid=68706&d=1209874518

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deb packages for ubuntu Hardy 8.04 32 bit
by skoruppa on Tuesday April 29th 2008, 17:55
If someone want, here are my packages for ubuntu of wine 0.9.60 with 3dmark patch.

www.mediafire.com/?iddzgtzla1t
and dev package (you dont have to install it)
www.mediafire.com/?0mmdcc2cprv

Tested and working.
This is for people that dont want to waste they time on compiling.

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Found some bugs here
by André Brait on Sunday April 27th 2008, 15:55
When I get to the part where you Have to choose the dicficulty or some other situations, if ANY of these effects is enabled, I get this:

err:seh:setup_exception_record stack overflow 816 bytes in thread 001c eip f7ca9be8 esp 7cad5000 stack 0x7cad4000-0x7cad5000-0x7cbd5000

err:ntdll:RtlpWaitForCriticalSection section 0x7eba1e7c "d3d9_main.c: d3d9_cs" wait timed out in thread 0009, blocked by 001c, retrying (60 sec)

Effects:
Shadows
Specular map
Glow

It seems to be related to Vertex shaders. I get many advices about them when these effects are enabled

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Please, change the link to the patch
by André Brait on Sunday April 27th 2008, 3:09
I only got it working with this patch

www.bennyp.org/wine/wine-0.9.59-3dmark.patch

Thanks, Ben P.

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Wine .60
by Ryan Landis on Tuesday April 22nd 2008, 9:35
Hey guys, I am trying to get wine .60 to run. When I makepkg, it gets close but fails here:

../../tools/winegcc/winegcc -B../../tools/winebuild -shared ./wined3d.spec arb_program_shader.o ati_fragment_shader.o baseshader.o basetexture.o clipper.o context.o cubetexture.o device.o directx.o drawprim.o glsl_shader.o indexbuffer.o palette.o pixelshader.o query.o resource.o state.o stateblock.o surface_base.o surface.o surface_gdi.o swapchain.o texture.o utils.o vertexbuffer.o vertexdeclaration.o vertexshader.o volume.o volumetexture.o wined3d_main.o -o wined3d.dll.so -luser32 -lgdi32 -ladvapi32 -lkernel32 -luuid ../../libs/port/libwine_port.a
surface.o: In function `IWineD3DSurfaceImpl_LoadLocation':
surface.c:(.text+0x9664): undefined reference to `read_from_framebuffer_texture'
collect2: ld returned 1 exit status
winegcc: gcc failed
make[2]: *** [wined3d.dll.so] Error 2
make[2]: Leaving directory `/home/puppywhirl/abs/local/wine/src/wine-0.9.60/dlls/wined3d'
make[1]: *** [wined3d] Error 2
make[1]: Leaving directory `/home/puppywhirl/abs/local/wine/src/wine-0.9.60/dlls'
make: *** [dlls] Error 2
==> ERROR: Build Failed.
Aborting...

I know that this might not be enough information for you to figure this out. Just tell me what else I need to show to figure this out. I GREATYLY appreciate it.

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Wine 0.9.60
by steve on Monday April 21st 2008, 2:34
I used the 3dmark patch kindly provided by Ben P. and got the game running in Wine 0.9.60

Single player works fine, but I can't get multiplayer to even launch. It doesn't give me any errors or anything, it just freezes. Multiplayer used to work fine on non-punkbuster servers in Wine 0.9.58 and earlier.

So if you want to play this game in Wine, I recommend you patch Wine 0.9.58, that seems to be the latest Wine that it runs decently in.

I made a patched Wine 0.9.58 deb for anyone who wants it:
files.filefront.com/wine+0958+i386deb/;9864470;/fileinfo.html

When you install the game using my deb above, make sure you choose NOT to install Directx. Doing so seems to crash the installer (At least for me). After you install the game, install the 1.4 patch. You will then need to use a no-dvd crack and manually place d3dx9_34.dll in the system32 folder in the Wine C:\ drive. After that the game will run fine.

What works:
Single player
Multiplayer (on non-punkbuster servers)

What doesn't:
Punkbuster-enabled servers
Some graphic settings either don't work or make the game unplayable


The game runs pretty good, but not as smooth as it does natively in Windows

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lock up after training completion
by Richie on Sunday April 20th 2008, 1:41
I used the Patch for 0.9.59 posted previously on 0.9.60 and it works. I never did do the DX9 install because I wasn't sure it if was needed for anything beyond performance. The game seemed to run fine up to and through the training mission. At the end, the sgt. tells you how you did timewise and text comes up in the top left screen telling you to go debrief. That is where I lock up. Same place 3 times in a row.

Anyone else experienced this?

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Patch for 0.9.59
by Ben P. on Friday April 18th 2008, 13:41
Here's a 3DMark patch I made for Wine v0.9.59 . I don't know if it works on v0.9.60 yet.

www.bennyp.org/wine/wine-0.9.59-3dmark.patch

I just tested it, and it seems to work ok. Let me know how it works.

BenP.

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wine deb with 3dmark patch
by arrakis on Tuesday April 15th 2008, 17:19
Can someone post a deb file of a recent wine version (57-59) with the 3dmark patch apply
Thanks

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Patch failed on 0.9.58?
by nafur on Saturday March 29th 2008, 15:09
I just updated my git-repo to wine-0.9.58-303-g8529a3c
As I had to hard-reset my repo, I tried to apply the patch and it failed...

nafur:~/wine-git # patch -p1 < patch_CoD4.diff
patching file dlls/wined3d/directx.c
Hunk #1 succeeded at 838 (offset 164 lines).
Hunk #2 FAILED at 2036.
Hunk #3 FAILED at 2353.
Hunk #4 FAILED at 2415.
3 out of 4 hunks FAILED -- saving rejects to file dlls/wined3d/directx.c.rej

I think that this directx.c has been changed...
Does anyone know how the patch sould look like for 0.9.58?

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Dod4 bug
by emkay on Saturday March 8th 2008, 13:16
I compiled wine 0.9.57 from source. When i try to run cod4 i get this error message as with x.56 before:
"Error during initialization: Video card or driver doensn't support enough textures for the DirectX 9 code path." But under windows it runs fine (with minimum details)
I got a NVidia 6800GS with the 169.12 drivers.
greets Emkay

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  • RE: Dod4 bug by 1g0R[HUN] on Saturday March 8th 2008, 13:47
    • RE: Dod4 bug by gwydion.dot on Monday March 10th 2008, 17:06
      • RE: Dod4 bug by Thomas reinink on Monday July 21st 2008, 9:29
wine 0.9.57
by 1g0R[HUN] on Saturday March 8th 2008, 6:10
ahoy,

I compiled wine 0.9.57 from source. When i try to run cod4 i get this error message:

Error during initialization:
Video card or driver doesn't support UBYTE4N vertex data.

Is there a patch, or revert back to 0.9.56 ?

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Problem whit sound
by Yore on Saturday March 1st 2008, 11:17
When I run the game, the sound was repeted a part of the introduction and the game was unplayable, Any idea?

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Edit:
by steve on Thursday February 28th 2008, 4:22
sorry, the download below is for wine 0.9.55, not 0.9.56

[post new] [reply to this]

here ya go
by steve on Thursday February 28th 2008, 4:20
hey guys, I made a .deb package of the latest version of Wine (9.56) with the 3dmark patch applied. All you need is d3dx9_34.dll:
files.filefront.com/wine+0955+1+i386deb/;9615042;/fileinfo.html

Enjoy

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Had the game working but now keep getting error!!
by herbster on Friday February 22nd 2008, 16:39
www.bobgill.net/coderror.png

It keeps saying this when I try it. I have patched Wine with the COD4 patch, built it, installed DX9, changed the dll library entries in user.reg back to builtin from native, but the error persists. This sucks because the game was working on a previous Arch linux install. :(

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Patch required?
by Stefan on Tuesday February 5th 2008, 5:51
Is it actually required to patch WINE to play that Game?
If so, can I compile WINE with the Patch without "make install" at the end?
I have already a clear WINE Version installed and don't want to patch my WINE Version for only 1 Game ...
Thanks a lot

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Call of Duty 4 is misbehaving for me! :-(
by Peter L. Berghold on Saturday January 19th 2008, 21:20
After following the instructions I got here:

wine-review.blogspot.com/2007/11/directx-90c-on-linux-with-wine.html

and installing COD4 it won't start. Here is the spew that comes out when I try to run it:

bash-3.1$ env WINEPREFIX="/home/david/.wine" wine "C:\Program Files
\Activision\Call of Duty 4 - Modern Warfare\iw3mp.exe"
fixme:win:EnumDisplayDevicesW ((null),0,0x32f91c,0x00000000), stub!
fixme:d3d:IWineD3DImpl_CheckDeviceMultiSampleType Quality levels
unsupported at present
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:IWineD3DVolumeImpl_LockBox (0x18960df8) : pBox=(nil) stub
fixme:d3d_surface:flush_to_framebuffer_drawpixels >>>>>>>>>>>>>>>>>
GL_INVALID_VALUE (0x501) from glDrawPixels @ surface.c / 1006
fixme:d3d:state_separateblend (WINED3DRS_SEPARATEALPHABLENDENABLE,1) not
yet implemented
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:tex_bumpenvmat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, mat)
@ state.c / 2531
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d:CreateContext >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502)
from glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
@ context.c / 384
fixme:d3d9:IDirect3DDevice9Impl_CreateSurface (0x1a5fb0) call to
IWineD3DDevice_CreateSurface failed
fixme:d3d9:D3D9CB_CreateSurface (0x1a5fb0)
IDirect3DDevice9_CreateSurface failed
fixme:d3d:IWineD3DDeviceImpl_CreateTexture Failed to create surface
0x1fccbd70
fixme:d3d9:IDirect3DDevice9Impl_CreateTexture (0x1a5fb0) call to
IWineD3DDevice_CreateTexture failed
Segmentation fault



Where do I start to fix this?

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Updating to 1.4
by typooni on Saturday January 19th 2008, 20:00
Updating to 1.4 doesnt seem to work with wine version 0.9.53

Install starts up and then proposes the right directory but when pressed ok says:

A valid Call of Duty 4 installation could not be found at the path specified. Please specify the path where Call of Duty 4 is installed.

Huoh. When browsed for a right path (which is the same) it says the same. So no update possible.

Interesting, it seemingly works with 0.9.52 but not with 0.9.53. Thats bad because I dont want to downgrade my wine...

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MP & ALSA
by Anthony Haslam on Wednesday January 9th 2008, 13:07
Multiplayer works fine with alsa for me using Wine 0.9.50.

[post new] [reply to this]

  • RE: MP & ALSA by gwydion.dot on Wednesday January 9th 2008, 15:37
    • RE: MP & ALSA by Anthony Haslam on Wednesday January 9th 2008, 16:05
      • RE: MP & ALSA by Anthony Haslam on Thursday January 10th 2008, 15:14
Updating to 1.4
by Vyacheslav Goltser on Monday January 7th 2008, 8:15
You need wine 0.9.52 to be able to upgrade from 1.0 to 1.4

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