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Space Engineers

Compatibility branch for DirectX 9 and 32-bit systems. Does not receive any updates.

The only screenshot posted for this version is from WINDOWS to show that the DX9 renderer is somewhat broken even on Windows!

Application Details:

Version: dx9-32bit
License: Retail
URL: http://www.spaceengineersgame....
Votes: 0
Latest Rating: Garbage
Latest Wine Version Tested: 2.20

Maintainers: About Maintainership

Link Space Engineers on Steam

Test Results

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

What works

The splash screen appears "Space Engineers, now with planets!", however it will either become a zombie process or report that your graphics card is not supported. More detail below:


I looked at the most recent test data for the Early Access release(2015) and replicated it's steps in PoL (however other tests in naked wine produced the same result). If dotnet40 is installed and mscoree.dll set to "native" the program will create a splash screen but become a zombie (PoL Wine 2.20 32-bit), if dotnet40 is installed and mscoree.dll set to "native" & oleaut32.dll is also set to "native" the program will not become a zombie but instead exit naturally, claiming that "your graphics card is unsupported" (PoL Wine 2.20 32-bit).

In the latter event, the following is found in "Users\\Application Data\ Space Engineers\ SpaceEngineers.log":

2017-11-03 22:16:42.335 - Thread:  10 ->  Exception occured: VRageRender.MyRenderException: No supported device detected!
   at VRageRender.MyRender11.CreateDevice(IntPtr windowHandle, Nullable`1 settingsToTry)
   at VRageRender.MyDX11Render.CreateDevice(IntPtr windowHandle, Nullable`1 settings)
   at VRage.MyRenderThread.RenderThreadStart(Object param)
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart(Object obj)
2017-11-03 22:16:42.336 - Thread:  10 ->  Hiding window
2017-11-03 22:16:42.339 - Thread:  10 ->  Hiding window done
2017-11-03 22:16:42.339 - Thread:  10 ->  Showing message

In the same path, but "VRageRender-DirectX11.log":

2017-11-03 22:16:35.736 - Thread:  10 ->  InitCascadeTextures: 0 / False
2017-11-03 22:16:35.836 - Thread:  10 ->  Include not found: C:\Program Files\Steam\steamapps\common\SpaceEngineers\Content\Shaders\float.h
2017-11-03 22:16:35.837 - Thread:  10 ->  Include not found: C:\Program Files\Steam\steamapps\common\SpaceEngineers\Content\Shaders\xnamath.h
2017-11-03 22:16:36.056 - Thread:  10 ->  CreateDevice failed: System.ArgumentNullException: Value cannot be null.
Parameter name: shaderSource
   at SharpDX.D3DCompiler.ShaderBytecode.Compile(String shaderSource, String entryPoint, String profile, ShaderFlags shaderFlags, EffectFlags effectFlags, ShaderMacro[] defines, Include include, String sourceFileName)
   at VRageRender.MyShaders.Compile(String source, ShaderMacro[] macros, Profiles profile, String sourceDescriptor, Boolean optimize, Boolean invalidateCache, Boolean& wasCached, String& compileLog)
   at VRageRender.MyShaders.Compile(String source, ShaderMacro[] macros, Profiles profile, String sourceDescriptor, Boolean invalidateCache)
   at VRageRender.MyShaders.Compile(ShaderBytecodeId bytecode, Boolean invalidateCache)
   at VRageRender.MyShaders.InitVs(VertexShaderId id)
   at VRageRender.MyShaders.CreateVs(String file, ShaderMacro[] macros)
   at VRageRender.MyShadowCascadesPostProcess.InitShaders()
   at VRageRender.MyShadowCascadesPostProcess..ctor(Int32 numberOfCascades)
   at VRageRender.MyShadowCascades.Init(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyShadowCascades..ctor(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyShadows.Init(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyShadows..ctor(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyRender11.ResetShadows(Int32 cascadeCount, Int32 cascadeResolution)
   at VRageRender.MyRender11.Init()
   at VRageRender.MyRender11.InitSubsystems()
   at VRageRender.MyRender11.CreateDeviceInternal(IntPtr windowHandle, Nullable`1 settingsToTry)
   at VRageRender.MyRender11.CreateDeviceInternalSafe(IntPtr windowHandle, Nullable`1 settingsToTry)
2017-11-03 22:16:36.084 - Thread:  10 ->  Primary desktop size fallback.
2017-11-03 22:16:36.084 - Thread:  10 ->  CreateDevice - original settings
2017-11-03 22:16:36.084 - Thread:  10 ->  MyRenderDeviceSettings = {
2017-11-03 22:16:36.107 - Thread:  10 ->     Adapter id = 0
2017-11-03 22:16:36.107 - Thread:  10 ->     DXGIAdapter id = 0
2017-11-03 22:16:36.107 - Thread:  10 ->     DXGIOutput id = 0
2017-11-03 22:16:36.107 - Thread:  10 ->     Resolution = 1920 x 1080
2017-11-03 22:16:36.107 - Thread:  10 ->     Window mode = Fullscreen
2017-11-03 22:16:36.107 - Thread:  10 ->  }
2017-11-03 22:16:36.107 - Thread:  10 ->  CreateDevice settings
2017-11-03 22:16:36.107 - Thread:  10 ->  MyRenderDeviceSettings = {
2017-11-03 22:16:36.129 - Thread:  10 ->     Adapter id = 0
2017-11-03 22:16:36.129 - Thread:  10 ->     DXGIAdapter id = 0
2017-11-03 22:16:36.129 - Thread:  10 ->     DXGIOutput id = 0
2017-11-03 22:16:36.129 - Thread:  10 ->     Resolution = 1920 x 1080
2017-11-03 22:16:36.129 - Thread:  10 ->     Window mode = Fullscreen
2017-11-03 22:16:36.129 - Thread:  10 ->  }
2017-11-03 22:16:36.265 - Thread:  10 ->  CreateDevice failed: System.NullReferenceException: Object reference not set to an instance of an object.
   at VRageRender.MyDepthStencilState.ResizeMarkIfInsideCascade()
   at VRageRender.MyShadowCascades.SetNumberOfCascades(Int32 newCount)
   at VRageRender.MyShadowCascades.Init(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyShadowCascades..ctor(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyShadows.Init(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyShadows..ctor(Int32 numberOfCascades, Int32 cascadeResolution)
   at VRageRender.MyRender11.ResetShadows(Int32 cascadeCount, Int32 cascadeResolution)
   at VRageRender.MyRender11.Init()
   at VRageRender.MyRender11.InitSubsystems()
   at VRageRender.MyRender11.CreateDeviceInternal(IntPtr windowHandle, Nullable`1 settingsToTry)
   at VRageRender.MyRender11.CreateDeviceInternalSafe(IntPtr windowHandle, Nullable`1 settingsToTry)

In a blank (naked) 2.19-staging prefix, the game will launch to a splash screen but while it does not become a zombie process as far as "ps aux" is concerned the loading process does not progress. After forcing the program to quit (sigkill) the output in SpaceEngineers.log is as follows:

2017-11-03 22:42:07.707 - Thread:   1 ->  MyVideoModeManager.LogApplicationInformation - END
2017-11-03 22:42:07.752 - Thread:   1 ->  MyVideoModeManager.LogEnvironmentInformation - START
2017-11-03 22:42:07.754 - Thread:   1 ->     Error occured during enumerating environment information. Application is continuing. Exception: System.NotImplementedException: The method or operation is not implemented.
  at System.Management.ManagementObjectSearcher.Get () [0x00000] in <578005bf0228437f8f9327b428fe8176>:0  
  at (wrapper remoting-invoke-with-check) System.Management.ManagementObjectSearcher:Get ()
  at Sandbox.Engine.Platform.VideoMode.MyVideoSettingsManager.LogEnvironmentInformation () [0x0002a] in :0  
2017-11-03 22:42:07.754 - Thread:   1 ->  MyVideoModeManager.LogEnvironmentInformation - END
2017-11-03 22:42:07.755 - Thread:   1 ->  MySandboxGame.Initialize() - START
2017-11-03 22:42:07.893 - Thread:   1 ->     MyGuiGameControlsHelpers()
2017-11-03 22:42:08.047 - Thread:   1 ->     Physics.Init
2017-11-03 22:42:08.047 - Thread:   1 ->     Version: Release(0), 1800, [S]
2017-11-03 22:42:08.060 - Thread:   1 ->     HkGameName: SpaceEngineers Release
2017-11-03 22:42:08.097 - Thread:   1 ->     MySandboxGame.LoadData() - START
2017-11-03 22:42:08.097 - Thread:   1 ->        MyDefinitionManager.PreloadDefinitions() - START
2017-11-03 22:42:08.240 - Thread:   1 ->           0d7affb9a0507606b12077eb4182d8d363519d3f
2017-11-03 22:42:08.330 - Thread:   1 ->           Loading sound definitions
2017-11-03 22:42:08.333 - Thread:   1 ->        MyDefinitionManager.PreloadDefinitions() - END
2017-11-03 22:42:08.339 - Thread:   1 ->        MyAudio.LoadData - START
2017-11-03 22:42:09.728 - Thread:   1 ->           MyAudio.CreateX3DAudio - Device: Pulseaudio - Channel #: 2
2017-11-03 22:42:20.554 - Thread:   1 ->           Exception occured: SharpDX.SharpDXException: HRESULT: [0x80004002], Module: [General], ApiCode: [E_NOINTERFACE/No such interface supported], Message: Unknown
  at SharpDX.Result.CheckError () [0x00014] in :0  
  at SharpDX.ComObject.QueryInterface (System.Guid guid, System.IntPtr& outPtr) [0x0000a] in :0  
  at SharpDX.XAPO.AudioProcessorParamNative`1[T].NativePointerUpdated (System.IntPtr oldPointer) [0x00029] in <685e3656dff14d45aabaa8f63ee46f49>:0  
  at SharpDX.CppObject.set_NativePointer (System.IntPtr value) [0x0002b] in :0  
  at SharpDX.Utilities.CreateComInstance (System.Guid clsid, SharpDX.Utilities+CLSCTX clsctx, System.Guid riid, SharpDX.ComObject comObject) [0x00017] in :0  
  at SharpDX.XAudio2.Fx.Reverb..ctor (System.Boolean isUsingDebug) [0x0002c] in <685e3656dff14d45aabaa8f63ee46f49>:0  
  at SharpDX.XAudio2.Fx.Reverb..ctor () [0x00000] in <685e3656dff14d45aabaa8f63ee46f49>:0  
  at VRage.Audio.MyCueBank..ctor (SharpDX.XAudio2.XAudio2 audioEngine, VRage.Collections.ListReader`1[T] cues) [0x00054] in <88cb9d6c68da467abf90ee8992f98b30>:0  
  at VRage.Audio.MyXAudio2.LoadData (VRage.Audio.MyAudioInitParams initParams, VRage.Collections.ListReader`1[T] sounds, VRage.Collections.ListReader`1[T] effects) [0x00144] in <88cb9d6c68da467abf90ee8992f98b30>:0  
  at VRage.Audio.MyAudio.LoadData (VRage.Audio.MyAudioInitParams initParams, VRage.Collections.ListReader`1[T] sounds, VRage.Collections.ListReader`1[T] effects) [0x0001d] in :0  
  at Sandbox.MySandboxGame.LoadData () [0x0010c] in :0  
  at Sandbox.MySandboxGame.Initialize () [0x0004a] in :0  
  at Sandbox.MySandboxGame.Run (System.Boolean customRenderLoop, System.Action disposeSplashScreen) [0x0001a] in :0  
  at SpaceEngineers.MyProgram.RunInternal (System.String[] args) [0x00258] in :0  
  at SpaceEngineers.MyProgram.Main (System.String[] args) [0x0024b] in :0  
2017-11-03 22:42:20.554 - Thread:   1 ->           Hiding window

The output in "VRageRender-DirectX11.log" is cut short, probably because the result of SpaceEngineers.log prevented it from moving further.

What does not

Just about everything.

Workarounds

What was not tested

Most things.

Hardware tested

Graphics:

  • GPU: Nvidia
  • Driver: proprietary

Additional Comments

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
Workaround?
RatingSubmitter
CurrentLinux Mint 18.2 "Sonya" x86_64Nov 03 20172.20Yes No NoGarbageJames Edmonds 
ShowUbuntu 16.04 "Xenial" amd64 (+ variants like Kubuntu)Apr 07 20172.5Yes No GarbageAaron Franke 

Known Bugs

Bug # Description Status Resolution Other apps affected

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Comments

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