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Call of Duty 5: World at War

Call of Duty: World at War retail version

Application Details:

Version: 1.xx
License: Retail
URL: http://www.callofduty.com
Votes: 5
Latest Rating: Platinum
Latest Wine Version Tested: 2.6

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Test Results

Old test results
The test results you have selected are very old and may not represent the current state of Wine.
Selected Test Results

What works

Install fully working after directx install and libraries configuration.

What does not

Game crash at start up. Both single and multy. This error is well known for win*ows and it's related with audio. h**p://w*w.gamingnewslink.com/2008/11/11/fixing-call-of-duty-5-world-at-war-errors-crashes-freezes-and-intallation-errors/

Workarounds

What was not tested

Everything but install.

Hardware tested

Graphics:

  • GPU:
  • Driver:

Additional Comments

Console error message: ----- Initializing Renderer ---- execing ragdoll.cfg from disk ----- Client Initialization ----- ----- Client Initialization Complete ----- Trying SMP acceleration... ...succeeded. ----- R_Init ----- Getting Direct3D 9 interface... Pixel shader version is 3.0 Vertex shader version is 3.0 Shader model 2.0 code path is available. Shader model 3.0 code path is available. Using Shader model 3.0 code path because it is the best available path on this hardware. Attempting 1024 x 768 fullscreen with 32 bpp at 60 hz Game window successfully created. Creating Direct3D device... Com_TouchMemory: 0 msec. Using sum: 0 Loading fastfile code_post_gfx Loading fastfile ui Loading fastfile common Initializing render targets... Requested frame buffer to be 24-bit color with 8-bit alpha DirectX returned a frame buffer that is 24-bit color with 8-bit alpha Loading fastfile 'code_post_gfx' used 1.14 MB memory in DB alloc Initializing static model cache... Initializing dynamic buffers... Initializing particle cloud buffer... Creating Direct3D queries... Loading fastfile 'ui' used 39.49 MB memory in DB alloc Setting initial state... DirectX reports 128 MB of video memory and 186 MB of available texture memory. Using video memory size to cap used texture memory at 112 MB. Texture detail is set automatically. Using picmip 1 on most textures, 1 on normal maps, and 1 on specular maps Error: Could not load material "water_droplet". Error: Could not load material "water_dynamic_spray". ------- sound system initialization ------- Error during initialization: Unhandled exception caught Com_TouchMemory: 0 msec. Using sum: 0

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
Workaround?
RatingSubmitter
ShowArch Linux x86_64May 01 20172.6N/A Yes PlatinumHoraČ›iu Mlendea 
ShowUbuntu 16.04 "Xenial" amd64 (+ variants like Kubuntu)Dec 26 20162.0-rc2Yes Yes Platinumpotato 
ShowDebian GNU/Linux 9.x "Stretch" x86_64Jul 03 20161.9.13Yes Yes SilverAdam Bolte 
ShowUbuntu 14.04 "Trusty" amd64 (+ variants like Kubuntu)Sep 14 20151.7.50Yes Yes GoldDan Lester 
ShowMac OS X 10.10 "Yosemite"Dec 26 20141.6.2Yes Yes Goldan anonymous user 

Known Bugs

Bug # Description Status Resolution Other apps affected

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HowTo / Notes

HOWTO

2015-10-07 Admin note: the instructions below are extremely old and may not apply to current Wine.


HowTo for Call of Duty 5: WaW - for testers only
(Tested with wine 1.1.13, 1.1.12 and 1.1.11)
1. sh winetricks directx9 (http://wiki.winehq.org/winetricks)
2. regedit sound.reg (sound.reg being this file: http://bugs.winehq.org/attachment.cgi?id=18560)
3. patch your wine sources with this patch and compile: http://bugs.winehq.org/attachment.cgi?id=18559
4. copy the XAudio2_0.dll into the ~/.wine/drive_c/windows/system32 directory.
5. game should work at this moment (it is only workaround - without in-game sounds)

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