Midtown Madness 2 issues

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Technical details: Nvidia GeForce 9400GT with 190.42 driver
wine version 1.1.34; OS Open Suse 11.0 , 32 bits. 

Sincer wine version 1.1.27 the game does not run well. It moves in slow motion.

Here is a wine output of the game running version 1.1.34


Code:
creatura@creation:~/.wine/drive_c/Program Files/Microsoft Games/Midtown Madness 2> wine Midtown2.exe
Avail Phys: 1409M  Avail Page: 3394M  Avail addr: 2047M
Midtown Madness 2 - Angel: 3393 / Nov  3 2000 14:34:22
fixme:ddraw:DirectDrawEnumerateExA flags 0x00000007 not handled
Detect: GUID=0 Desc=DirectDraw HAL Name=display
fixme:win:EnumDisplayDevicesW ((null),0,0x32eea0,0x00000000), stub!
fixme:x11drv:X11DRV_desktop_SetCurrentMode Cannot change screen BPP from 32 to 16
Frame buffer video memory: 268435456 total, 268435456 free.
Total video memory: 268435456 total, 268435456 free.
Max display resolution restricted to 1600 x 1200
fixme:ddraw:DirectDrawEnumerateExA flags 0x00000007 not handled
fixme:win:EnumDisplayDevicesW ((null),0,0x32f2e4,0x00000000), stub!
fixme:x11drv:X11DRV_desktop_SetCurrentMode Cannot change screen BPP from 32 to 16
Playing movie now...
Done playing movie.
'.\MM2TEX.AR' is optimized archive.
Checksum file '.\MM2TEX.CHKMý2' NOT loaded.
0.000568 seconds to read directory
'.\MM2CORE.AR' is optimized archive.
Checksum file '.\MM2CORE.CHKý2' NOT loaded.
0.000660 seconds to read directory
'.\MM2AUDEX.AR' is optimized archive.
Checksum file '.\MM2AUDEX.CHK2' NOT loaded.
0.000406 seconds to read directory
'.\MM2AUD.AR' is optimized archive.
Checksum file '.\MM2AUD.CHKHK2' NOT loaded.
0.000432 seconds to read directory
Heap MemUsed (Start of BeginPhase): 0.0M
Heap MemUsed (Just before CreateBankManager): 0.0M
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 58
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 64
Heap MemUsed (Just before loading screen): 0.0M
Heap MemUsed (Just after loading screen): 0.0M
Heap MemUsed (Just before InitAudioManager): 0.0M
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1461c50,0x1461bd8): stub
DirSnd::SetDeviceRating device Primary Sound Driver Flags 3935
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1461c50,0x1461bd8): stub
DirSnd::SetDeviceRating device dmix:0 Flags 3935
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x1461c50,0x1461bd8): stub
fixme:mci:MCI_SendCommand unhandled MCI_ALL_DEVICE_ID
Heap MemUsed (Just after InitAudioManager): 1.9M
Heap MemUsed (Just before GameInput): 1.9M
CreateDevice() failed - 80040154h  no JOYSTICK device found.
Heap MemUsed (At end of BeginPhase): 2.0M
Warning: Could not create aud\aud22\UIreplay.22k for agesound
Error: nodeGetBitmap() - 'ulock_amvpcab' not found
Error: nodeGetBitmap() - 'vpcab_desc' not found
City = San Francisco
SetupResChoices - interfaceChoice = 0, gfxInterfaceChoice = 0
City = San Francisco
Error: nodeGetBitmap() - 'ama_rank_desc' not found
Warning: Creatura profile loaded...
Lobby interface created or already created.
asNetwork::JoinLobbySession()
Heap MemUsed (Just before GameLoop): 3.2M
fixme:d3d_surface:surface_load_ds_location No up to date depth stencil location
fixme:mci:MCI_SendCommand unhandled MCI_ALL_DEVICE_ID
gfxPacket::FreeAllVertexBuffers: Freeing 4 vertex buffers.
Heap MemUsed (Start of BeginPhase): 0.0M
Heap MemUsed (Just before CreateBankManager): 0.0M
fixme:x11drv:X11DRV_desktop_SetCurrentMode Cannot change screen BPP from 32 to 16
err:d3d:IWineD3DDeviceImpl_SetupFullscreenWindow (0x15b0e8): Want to change the window parameters of HWND 0x40030, but another style is stored for restoration afterwards
fixme:d3d:WineD3D_ChoosePixelFormat Add OpenGL context recreation support to SetDepthStencilSurface
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 58
err:ddraw:PixelFormat_WineD3DtoDD Can't translate this Pixelformat 64
Heap MemUsed (Just before loading screen): 0.0M
Heap MemUsed (Just after loading screen): 0.0M
Heap MemUsed (Just before InitAudioManager): 0.0M
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x3f61588,0x3f67278): stub
DirSnd::SetDeviceRating device Primary Sound Driver Flags 3935
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x3f61588,0x3f67278): stub
DirSnd::SetDeviceRating device dmix:0 Flags 3935
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x3f61588,0x3f67278): stub
fixme:mci:MCI_SendCommand unhandled MCI_ALL_DEVICE_ID
Heap MemUsed (Just after InitAudioManager): 1.9M
Heap MemUsed (Just before GameInput): 1.9M
CreateDevice() failed - 80040154h  no JOYSTICK device found.
Heap MemUsed (At end of BeginPhase): 2.0M
Heap MemUsed (Before mmReplayManager): 2.0M
Heap MemUsed (Before mmGameManager): 2.0M
DIFFICULTY: Amateur
GAMETYPE: roam
sf maps to sf
Loading level 'sf'...
Loading basic layout...
Heap MemUsed (--- MC: Before SDL Load ---): 5.1M
City extents are (-4469.72,-3336.10) - (2330.64,3263.27)
64x64: 10571 bucket entries (29K), worst is bucket 2850 @(-857,1201) with 22 entries (avg is 3.028072)
Heap MemUsed (--- MC: After SDL Load ---): 6.3M
Heap MemUsed (--- MC: Before SDL Post Load computations ---): 6.5M
Error: sf: room count mismatch, please re-import.
Room 210 has Water of Death(tm) [from SDL]
Room 211 has Water of Death(tm) [from SDL]
Room 214 has Water of Death(tm) [from SDL]
Room 221 has Water of Death(tm) [from SDL]
Room 222 has Water of Death(tm) [from SDL]
Room 226 has Water of Death(tm) [from SDL]
Room 229 has Water of Death(tm) [from SDL]
Room 242 has Water of Death(tm) [from SDL]
Room 243 has Water of Death(tm) [from SDL]
Room 247 has Water of Death(tm) [from SDL]
Room 248 has Water of Death(tm) [from SDL]
Room 251 has Water of Death(tm) [from SDL]
Room 330 has Water of Death(tm) [from SDL]
Room 331 has Water of Death(tm) [from SDL]
Room 336 has Water of Death(tm) [from SDL]
Room 355 has Water of Death(tm) [from SDL]
Room 356 has Water of Death(tm) [from SDL]
Room 369 has Water of Death(tm) [from SDL]
Room 370 has Water of Death(tm) [from SDL]
Room 372 has Water of Death(tm) [from SDL]
Room 377 has Water of Death(tm) [from SDL]
Room 378 has Water of Death(tm) [from SDL]
Room 379 has Water of Death(tm) [from SDL]
Room 380 has Water of Death(tm) [from SDL]
Room 382 has Water of Death(tm) [from SDL]
Room 383 has Water of Death(tm) [from SDL]
Room 384 has Water of Death(tm) [from SDL]
Room 385 has Water of Death(tm) [from SDL]
Room 386 has Water of Death(tm) [from SDL]
Room 387 has Water of Death(tm) [from SDL]
Room 388 has Water of Death(tm) [from SDL]
Room 389 has Water of Death(tm) [from SDL]
Room 390 has Water of Death(tm) [from SDL]
Room 391 has Water of Death(tm) [from SDL]
Room 392 has Water of Death(tm) [from SDL]
Room 393 has Water of Death(tm) [from SDL]
Room 394 has Water of Death(tm) [from SDL]
Room 395 has Water of Death(tm) [from SDL]
Room 396 has Water of Death(tm) [from SDL]
Room 397 has Water of Death(tm) [from SDL]
Room 398 has Water of Death(tm) [from SDL]
Room 400 has Water of Death(tm) [from SDL]
Room 228 has Water of Death(tm) [from .water file]
Room 399 has Water of Death(tm) [from .water file]
Room 401 has Water of Death(tm) [from .water file]
Computing warp overlap cases...
Heap MemUsed (--- MC: After SDL Post Load computations ---): 6.5M
Heap MemUsed (--- MC: Before propulator ---): 6.5M
Placing props along road segments... (1.33 so far)
Warning: sp_tree1_s_BREAK01: Missing medium and low LOD's
Warning: sp_tree1_s_BREAK02: Missing medium and low LOD's
Warning: sp_tree1_s_BREAK03: Missing medium and low LOD's
Warning: sp_tree1_s_BREAK04: Missing medium and low LOD's
Warning: sp_tree1_s_BREAK05: Missing medium and low LOD's
Heap MemUsed (--- MC: After propulator ---): 6.7M
Heap MemUsed (--- MC: Before landmark/facade loading ---): 6.7M
Loading objects... (2.07 so far)
Multiroom instance 1b08de4 placed in room 944
Multiroom instance 1b08de4 placed in room 666
Multiroom instance 1b08de4 placed in room 982
Multiroom instance 1b08de4 placed in room 663
Multiroom instance 1b08de4 placed in room 662
Multiroom instance 1b08de4 placed in room 1167
Multiroom instance 1b0a6bc placed in room 669
Multiroom instance 1b0a6bc placed in room 983
Multiroom instance 1b0a6bc placed in room 665
Multiroom instance 1b0a6bc placed in room 667
Warning: sp_light_red_f: Missing medium and low LOD's
Warning: sp_light_white_f: Missing medium and low LOD's
Heap MemUsed (--- MC: After landmark/facade loading ---): 9.4M
Heap MemUsed (--- MC: Before custom placed prop loading ---): 9.4M
Warning: sp_tree6_s_BREAK01: Missing medium and low LOD's
Warning: sp_tree6_s_BREAK02: Missing medium and low LOD's
Warning: sp_tree6_s_BREAK03: Missing medium and low LOD's
Warning: sp_tree6_s_BREAK04: Missing medium and low LOD's
Warning: sp_tree6_s_BREAK05: Missing medium and low LOD's
Heap MemUsed (--- MC: After custom placed prop loading ---): 9.6M
Heap MemUsed (--- MC: Before decal loading ---): 9.6M
Heap MemUsed (--- MC: After decal loading ---): 9.6M
Heap MemUsed (--- MC: Before tglSetFormat ---): 9.6M
Heap MemUsed (--- MC: After tglSetFormat ---): 9.6M
sf: 656272 bytes used in internal instance heap.
Heap MemUsed (--- MC: Before weather info ---): 9.6M
Heap MemUsed (--- MC: After weather info ---): 9.6M
City load DONE: 2.49 seconds.
Warning: vpbug_headlight0: Missing medium and low LOD's
Warning: vpbug_headlight1: Missing medium and low LOD's
Error: datParser::Read()- Unrecognized token 'Approach'
Error: datParser::Read()- Unrecognized token 'Ocean'
Warning: Could not create aud\aud22\surfaces\skidflagstone.22k for agesound
Warning: Could not create aud\aud22\impacts\caroncobble.22k for agesound
Error: DMusicObject::ScanDirectory ScanDirectory no files found
Error: DMusicObject::ScanDirectory ScanDirectory failed
Error: DMusicObject::Init() ScanDirectory() error
Warning: giz_pcar01_l_BREAK02: Missing medium and low LOD's
AIMAP.Init: Begin...
AIMAP.Init: Init ambient audio stats.
AIMAP.Init: Read race data file.
AIMAP.Init:  Parse BAI.
Warning: sp_traflitdual_f_REDGLOWDAY: Missing medium and low LOD's
Warning: sp_traflitdual_f_YELLOWGLOWDAY: Missing medium and low LOD's
Warning: sp_traflitdual_f_GREENGLOWDAY: Missing medium and low LOD's
Warning: sp_traflitdual_f_WALK_DAY: Missing medium and low LOD's
Warning: sp_traflitdual_f_NOWALK_DAY: Missing medium and low LOD's
Warning: sp_traflitdual_f_REDGLOWNIGHT: Missing medium and low LOD's
Warning: sp_traflitdual_f_YELLOWGLOWNIGHT: Missing medium and low LOD's
Warning: sp_traflitdual_f_GREENGLOWNIGHT: Missing medium and low LOD's
Warning: sp_traflitdual_f_WALK_NIGHT: Missing medium and low LOD's
Warning: sp_traflitdual_f_NOWALK_NIGHT: Missing medium and low LOD's
Warning: sp_traflitsingle_f_REDGLOWDAY: Missing medium and low LOD's
Warning: sp_traflitsingle_f_YELLOWGLOWDAY: Missing medium and low LOD's
Warning: sp_traflitsingle_f_GREENGLOWDAY: Missing medium and low LOD's
Warning: sp_traflitsingle_f_WALK_DAY: Missing medium and low LOD's
Warning: sp_traflitsingle_f_NOWALK_DAY: Missing medium and low LOD's
Warning: sp_traflitsingle_f_REDGLOWNIGHT: Missing medium and low LOD's
Warning: sp_traflitsingle_f_YELLOWGLOWNIGHT: Missing medium and low LOD's
Warning: sp_traflitsingle_f_GREENGLOWNIGHT: Missing medium and low LOD's
Warning: sp_traflitsingle_f_WALK_NIGHT: Missing medium and low LOD's
Warning: sp_traflitsingle_f_NOWALK_NIGHT: Missing medium and low LOD's
AIMAP.Init:  Initialize Routing.
AIMAP.Init: Reverse the roads if appropriate.
AIMAP.Init: Create the opponents.
AIMAP.Init: Create the ambient traffic.
AIMAP.Init: Read in the ambient vehicle names.
Warning: va_sedans_s_headlight0: Missing medium and low LOD's
Warning: va_sedans_s_headlight1: Missing medium and low LOD's
Warning: va_limo_f_headlight0: Missing medium and low LOD's
Warning: va_limo_f_headlight1: Missing medium and low LOD's
Warning: va_eurovan_f_headlight0: Missing medium and low LOD's
Warning: va_eurovan_f_headlight1: Missing medium and low LOD's
Warning: va_diesels_s_headlight0: Missing medium and low LOD's
Warning: va_diesels_s_headlight1: Missing medium and low LOD's
Warning: va_smallsuv_s_headlight0: Missing medium and low LOD's
Warning: va_smallsuv_s_headlight1: Missing medium and low LOD's
Warning: va_taxi_f_headlight0: Missing medium and low LOD's
Warning: va_taxi_f_headlight1: Missing medium and low LOD's
Warning: va_compact_s_headlight0: Missing medium and low LOD's
Warning: va_compact_s_headlight1: Missing medium and low LOD's
Warning: va_largesuv_s_headlight0: Missing medium and low LOD's
Warning: va_largesuv_s_headlight1: Missing medium and low LOD's
Warning: va_2siter_s_headlight0: Missing medium and low LOD's
Warning: va_2siter_s_headlight1: Missing medium and low LOD's
Warning: va_wedelivertruck_f_headlight0: Missing medium and low LOD's
Warning: va_wedelivertruck_f_headlight1: Missing medium and low LOD's
Warning: va_bus_f_headlight0: Missing medium and low LOD's
Warning: va_bus_f_headlight1: Missing medium and low LOD's
AIMAP.Init: Create the pedestrians.
AIMAP.Init: Create the cable cars.
AIMAP.Init: Create the subways.
AIMAP.Init: Create the police and the police force.
Warning: vpcop_srn0: Missing medium and low LOD's
Warning: vpcop_srn1: Missing medium and low LOD's
Warning: vpcop_srn2: Missing medium and low LOD's
Warning: vpcop_srn3: Missing medium and low LOD's
Warning: vpcop_headlight0: Missing medium and low LOD's
Warning: vpcop_headlight1: Missing medium and low LOD's
AIMAP.Init: Initialize the Physically collidable cars.
AIMAP.Init: Done!
Reset!!!
Reset!!!
Heap MemUsed (Just before GameLoop): 14.4M
fixme:mci:MCI_SendCommand unhandled MCI_ALL_DEVICE_ID
gfxPacket::FreeAllVertexBuffers: Freeing 21 vertex buffers.
Max files open at once: 6








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