Post Mortem 1 huge grafical issues

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buntman
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Posts: 3
Joined: Mon Oct 10, 2011 9:27 pm

Post Mortem 1 huge grafical issues

Post by buntman »

Hi everybody,

The Game Post Mortem 1 is unplayable in my wine.
This is causing by huge grafical issues.
Items are not correct drawn and People "flashes".

Here is waht the Console says:

Code: Select all

pingi@16L:/media/32GB-usb3/Spiel_1/Programme/Microids/Post Mortem$ wine "Post Mortem.exe"
fixme:win:EnumDisplayDevicesW ((null),0,0x32ee4c,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x32ee48,0x00000000), stub!
fixme:ddraw:DirectDrawEnumerateExA flags 0x00000007 not handled
fixme:win:EnumDisplayDevicesW ((null),0,0x32e92c,0x00000000), stub!
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:dsalsa:IDsDriverBufferImpl_SetVolumePan (0x13e920,0x149f6c): stub
fixme:win:EnumDisplayDevicesW ((null),0,0x32edbc,0x00000000), stub!
fixme:d3d_surface:wined3d_surface_flip Ignoring flags 0x28.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:wined3d_buffer_preload Too many full buffer conversions, stopping converting.
please note:
After the game launch i have open wine taskmgr to get Post Morten to the foreground
and
vcrun6 native override of msvcrt.dll

http://appdb.winehq.org/objectManager.p ... ngId=66595


Thanks
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