Open FreeSevenSix opened 6 years ago
https://bugs.winehq.org/show_bug.cgi?id=40898
The game doesn't force anything by default then, I don't know what you are talking about.
I confirm the workaround works for me. Since I also have the same issue on Mass Effect 2, I'll try to find the parameter for this one.
Mouse behaves very strange as if stumbling on the walls.
Can confirm both the issue and the fix. I had to edit the following file :
.steam/steam/steamapps/common/Mass Effect/BioGame/Config/DefaultEngine.ini
And append the two lines provided by OP above under the [ISACTAudio.ISACTAudioDevice]
section (after line 724). Audio now works fine, and I was able to complete Eden Prime with no issues.
The only strange thing is that video resolution was limited to 1366x768. Here is my Steam SysInfo.
Could you try installing libopenal1 ?
The libopenal1
package was already installed in my case. I thought of removing it for testing purposes, but gave up since KDE and a lot of smaller packages seem to depend on it.
The only strange thing is that video resolution was limited to 1366x768
does the game have higher resolution on windows?
Not tested, I do not have a Windows install, but I just searched for the answer and realized I had merely stumbled on this issue, which existed on Windows. Thus the port is seamless AFAICT and could be whitelisted if the fix was included.
Mass Effect crashes with a Pure Virtual Function error.
Issue transferred from https://github.com/ValveSoftware/Proton/issues/472. @nstgc posted on 2018-08-25T01:47:52:
I'm feeling quite silly; I should have spent more time on this, however I didn't think to report it until now. In the 100+ hours I've played Mass Effect in wine/CrossOver (it was the first game I beat in Linux, and I've beat it more times there after) I've never gotten an error related to pure virtual functions. In fact, it has run nearly perfectly, and I can't actually remember if it has ever crashed before in Linux (On Windows it sure did!). Both Mass Effect 1&2 run BETTER in Wine/CrossOver than on Windows 7. So within the first hour seeing a crash is a big deal to me. . .but I just reset whatever changed so I pushed it from my mind and moved on to something else.
I was able to fix this with a git reset --hard
(I have compatdata as a Git repo). Unfortunate, I didn't take note of what it reset, but it wasn't an intentional change, I do know that. I had actually been working on Skyrim SE.
Responding to ME2 comment, in my limited testing ME2 ran perfectly. A surprising number of games in fact are running perfectly without any intervention from me. At least in cursory tests. Initially I thought ME1 ran perfectly too. . .
@DrWindu the dropdown in-game seems to show only up to 1366x768, but if I use the arrow keys and scroll down, I'm able to select higher resolutions, including 1920x1080... Guess the options are just not visible?
ME2 problem might be this, and at worst it will be solved when wine switches to FAudio.
Not sure if discussing ME2 is appropriate in this issue but for me it has no sound when:
If started directly the second time, everything is totally fine.
after playing for about 10 hours , i'm now in the feros system. the game starts crashing about evry 5 - 10 minutes with the Pure Virtual Function error
You can fix that by reverting. . .something. I'm not sure what I reverted. I just did a git reset --hard
and those errors stopped. However, could you capture an error log? I didn't and wish I had.
i switched to the beta build of proton and i just played through the feros mission and some stuff on the citadel, no errors whatsoever. since the switch i played about 3-4 hours.
Yeah. When you change builds it updates the prefix and had a similar effect to when I reset it.
This is pretty weird and I just learned that it's UB to call pure virtual functions from constructor/destructor. I mean, this error must happen in the program itself so how does updating Proton/Wine fix that? Wine is written in C, not C++, it just can't cause this error by itself. Would be great to see the stack trace when it happens.
Set openal32 to builtin and remove
DeviceName=Generic Software
UseEffectsProcessing=False
from BIOEngine.ini This fixed 'Pure Virtual Function' crashes for me.
That already makes more sense. A bug in the wine passthrough would explain both the native-looking error, and the lack of sound for some people.
EDIT: could people getting the pure virtual function crash, attach log/dump to the issue I mentioned in the first comment?
I have same problem. No sound in Steamos or Ubuntu. We should not have to edit the configuration files to get working sound in Steamos or any Linux machine. This game works fine on my windows 10 machine. If this can be fixed in steam launch options that would be acceptable
The game works fine on my rig at home but on my laptop which has an AMD Kabini APU it crashes with the following log error
13251.102:0024:0031:err:d3d:wined3d_debug_callback 0xf3ded50: "GL_INVALID_ENUM in glMatrixMode(mode)".
13251.170:0024:0025:trace:module:GetModuleFileNameW L"C:\\windows\\system32\\dinput.dll"
ssEffect.exe: ../lib/CodeGen/LiveInterval.cpp:1020: void llvm::LiveRange::verify() const: Assertion `I->end <= std::next(I)->start' failed.
Both systems have an AMD GPU, the laptop has an AMD A4-5000 APU with an integrated Radeon HD8330 and the Desktop has an FX6300 with a Radeon HD 7770. The game works fine on the desktop rig but crashes on the APU with the above LLVM error. Both systems are running OpenSUSE Tumbleweed with the 4.18 kernel, the AMDGPU module and Mesa 18.1 I've tried deleting the Prefix and even reinstalling the game but the problem still persists on the APU
LLVM error.. try to update mesa or clang?
@mirh I managed to get a wine debug trace of the pure virtual function error but I don't think its related to what you experienced.
Unhandled exception: page fault on read access to 0x1542f9e0 in 32-bit code (0x1542f9e0).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:1542f9e0 ESP:014ad154 EBP:014ad198 EFLAGS:00010206( R- -- I - -P- )
EAX:00000000 EBX:00000000 ECX:15924020 EDX:1542f9e0
ESI:089d3e80 EDI:00d824b0
Stack dump:
0x014ad154: 007d48e7 15924020 00000000 115f885b
0x014ad164: 00d824b0 00100000 089d3e80 115f88a8
0x014ad174: 10004000 10d8eda9 00a72678 0001b172
0x014ad184: 00000000 014ad17c 014ad1b0 11734790
0x014ad194: 00000000 014ad1bc 10d950c6 00a72678
0x014ad1a4: 11b64530 00000000 014ad1a0 014afde8
Backtrace:
=>0 0x1542f9e0 (0x014ad198)
1 0x10d950c6 in masseffect (+0x4950c5) (0x014ad1bc)
2 0x10db34f0 in masseffect (+0x4b34ef) (0x014afdf4)
3 0x014afe08 (0x11b29cf8)
4 0x00000000 (0x1184b678)
5 0x10908ab7 in masseffect (+0x8ab6) (0x10931ecb)
6 0x75ebe900 _ZN4llvm19X86IntelInstPrinter16printInstructionEPKNS_6MCInstERNS_11raw_ostreamE+0x378f() in libllvm.so.6 (0x11f490e9)
7 0xe90095b5 (0xfee900a6)
0x1542f9e0: addb %al,0x0(%eax)
Modules:
Module Address Debug info Name (173 modules)
PE 540000- 7a7000 Deferred d3dx9_31
PE 7b0000- 7c2000 Deferred physxloader
PE 7d0000- 7ed000 Deferred openal32
PE 1d10000- 1fad000 Deferred physxcore
PE 10000000-10063000 Deferred nxcooking
PE 10900000-11de4000 Export masseffect
PE 18000000-18033000 Deferred binkw32
ELF 73381000-78437000 Dwarf libllvm.so.6
ELF 78437000-7928a000 Deferred radeonsi_dri.so
ELF 7928a000-7a800000 Deferred steamclient.so
ELF 7a800000-7a93d000 Deferred opengl32<elf>
\-PE 7a820000-7a93d000 \ opengl32
ELF 7a941000-7a959000 Deferred hid<elf>
\-PE 7a950000-7a959000 \ hid
ELF 7a959000-7a9e6000 Deferred libvorbisenc.so.2
ELF 7a9e6000-7aac9000 Deferred libgcrypt.so.20
ELF 7aac9000-7abff000 Deferred comctl32<elf>
\-PE 7aad0000-7abff000 \ comctl32
ELF 7b400000-7b7ea000 Deferred kernel32<elf>
\-PE 7b410000-7b7ea000 \ kernel32
ELF 7b7f3000-7b80c000 Deferred msacm32<elf>
\-PE 7b800000-7b80c000 \ msacm32
ELF 7b80c000-7b83e000 Deferred winealsa<elf>
\-PE 7b810000-7b83e000 \ winealsa
ELF 7b83e000-7b86c000 Deferred libvorbis.so.0
ELF 7b86c000-7b8b3000 Deferred libflac.so.8
ELF 7b8b3000-7b9cb000 Deferred libasound.so.2
ELF 7b9cb000-7bb00000 Deferred libsdl2-2.0.so.0
ELF 7bb01000-7bb17000 Deferred midimap<elf>
\-PE 7bb10000-7bb17000 \ midimap
ELF 7bb17000-7bb50000 Deferred liblzma.so.5
ELF 7bb50000-7bc00000 Deferred libsystemd.so.0
ELF 7bc00000-7bd0f000 Deferred ntdll<elf>
\-PE 7bc10000-7bd0f000 \ ntdll
ELF 7bd24000-7bdb6000 Deferred libsndfile.so.1
ELF 7bdb6000-7be00000 Deferred libdbus-1.so.3
ELF 7c000000-7c004000 Deferred <wine-loader>
ELF 7c013000-7c0a4000 Deferred libpulsecommon-12.2.so
ELF 7c0a4000-7c100000 Deferred libpulse.so.0
ELF 7c414000-7c430000 Deferred libspeex.so.1
ELF 7c430000-7c459000 Deferred winepulse<elf>
\-PE 7c440000-7c459000 \ winepulse
ELF 7c459000-7c484000 Deferred libudev.so.1
ELF 7c484000-7c4bb000 Deferred uxtheme<elf>
\-PE 7c490000-7c4bb000 \ uxtheme
ELF 7c4bb000-7c500000 Deferred usp10<elf>
\-PE 7c4c0000-7c500000 \ usp10
ELF 7c806000-7c829000 Deferred mmdevapi<elf>
\-PE 7c810000-7c829000 \ mmdevapi
ELF 7c829000-7c87c000 Deferred dinput<elf>
\-PE 7c830000-7c87c000 \ dinput
ELF 7c89d000-7c8bc000 Deferred liblz4.so.1
ELF 7cc0e000-7cc16000 Deferred libogg.so.0
ELF 7cc16000-7cc1c000 Deferred libcap.so.2
ELF 7cf3c000-7cf68000 Deferred libtinfo.so.6
ELF 7cf68000-7cfa2000 Deferred libedit.so.0
ELF 7cfa2000-7cfc0000 Deferred libelf.so.1
ELF 7cfc0000-7cfcd000 Deferred libdrm_amdgpu.so.1
ELF 7cfcd000-7cfdc000 Deferred libdrm_radeon.so.1
ELF 7cfdc000-7cfe7000 Deferred libdrm_nouveau.so.2
ELF 7cfe7000-7cffc000 Deferred libdrm.so.2
ELF 7cffc000-7d003000 Deferred libxcb-dri2.so.0
ELF 7d003000-7d022000 Deferred libxcb-glx.so.0
ELF 7d022000-7d027000 Deferred libx11-xcb.so.1
ELF 7d027000-7d045000 Deferred libglapi.so.0
ELF 7d045000-7d0c0000 Deferred libglx_mesa.so.0
ELF 7d202000-7d20b000 Deferred libxcb-sync.so.1
ELF 7d20b000-7d239000 Deferred libpng12.so.0
ELF 7d239000-7d2a6000 Deferred setupapi<elf>
\-PE 7d240000-7d2a6000 \ setupapi
ELF 7d2a6000-7d2ca000 Deferred gameux<elf>
\-PE 7d2b0000-7d2ca000 \ gameux
ELF 7d310000-7d520000 Deferred lsteamclient<elf>
\-PE 7d3d0000-7d520000 \ lsteamclient
ELF 7d520000-7d525000 Deferred libxdamage.so.1
ELF 7d525000-7d528000 Deferred libxshmfence.so.1
ELF 7d528000-7d52d000 Deferred libxcb-present.so.0
ELF 7d52d000-7d534000 Deferred libxcb-dri3.so.0
ELF 7d534000-7d549000 Deferred gnome-keyring-pkcs11.so
ELF 7d549000-7d55e000 Deferred libtasn1.so.6
ELF 7d55e000-7d597000 Deferred p11-kit-trust.so
ELF 7d597000-7d5a0000 Deferred libffi.so.7
ELF 7d5a0000-7d5c4000 Deferred libgpg-error.so.0
ELF 7d5c4000-7d712000 Deferred libp11-kit.so.0
ELF 7d712000-7d798000 Deferred libgcrypt.so.11
ELF 7d798000-7d7aa000 Deferred libtasn1.so.3
ELF 7d7aa000-7d872000 Deferred libgnutls.so.26
ELF 7d874000-7d87b000 Deferred libxfixes.so.3
ELF 7d87b000-7d887000 Deferred libxcursor.so.1
ELF 7d887000-7d893000 Deferred libxrender.so.1
ELF 7d893000-7d8a7000 Deferred libxi.so.6
ELF 7d8a7000-7d8ab000 Deferred libxcomposite.so.1
ELF 7d8ab000-7d8b2000 Deferred libxxf86vm.so.1
ELF 7d8b2000-7d8b6000 Deferred libxinerama.so.1
ELF 7d8b6000-7d8cc000 Deferred libxext.so.6
ELF 7d8cc000-7d95f000 Deferred winex11<elf>
\-PE 7d8e0000-7d95f000 \ winex11
ELF 7d95f000-7d983000 Deferred imm32<elf>
\-PE 7d970000-7d983000 \ imm32
ELF 7daf6000-7db30000 Deferred libexpat.so.1
ELF 7db30000-7db7d000 Deferred libfontconfig.so.1
ELF 7db7d000-7dbbf000 Deferred libpng16.so.16
ELF 7dbbf000-7dbd8000 Deferred libbz2.so.1
ELF 7dbd8000-7dc89000 Deferred libfreetype.so.6
ELF 7dc89000-7dcd4000 Deferred dsound<elf>
\-PE 7dc90000-7dcd4000 \ dsound
ELF 7dcd4000-7dcf5000 Deferred bcrypt<elf>
\-PE 7dce0000-7dcf5000 \ bcrypt
ELF 7dcf5000-7ddc3000 Deferred crypt32<elf>
\-PE 7dd00000-7ddc3000 \ crypt32
ELF 7ddc3000-7ddf9000 Deferred wintrust<elf>
\-PE 7ddd0000-7ddf9000 \ wintrust
ELF 7ddf9000-7df4c000 Deferred msvcp80<elf>
\-PE 7de30000-7df4c000 \ msvcp80
ELF 7df4c000-7e00f000 Deferred msvcr80<elf>
\-PE 7df60000-7e00f000 \ msvcr80
ELF 7e00f000-7e13f000 Deferred oleaut32<elf>
\-PE 7e030000-7e13f000 \ oleaut32
ELF 7e13f000-7e1b4000 Deferred shlwapi<elf>
\-PE 7e150000-7e1b4000 \ shlwapi
ELF 7e1b4000-7e454000 Deferred shell32<elf>
\-PE 7e1c0000-7e454000 \ shell32
ELF 7e454000-7e47f000 Deferred msacm32<elf>
\-PE 7e460000-7e47f000 \ msacm32
ELF 7e47f000-7e537000 Deferred winmm<elf>
\-PE 7e490000-7e537000 \ winmm
ELF 7e537000-7e54e000 Deferred xinput1_3<elf>
\-PE 7e540000-7e54e000 \ xinput1_3
ELF 7e54e000-7e5ce000 Deferred rpcrt4<elf>
\-PE 7e560000-7e5ce000 \ rpcrt4
ELF 7e5ce000-7e725000 Deferred ole32<elf>
\-PE 7e5f0000-7e725000 \ ole32
ELF 7e725000-7e741000 Deferred dinput8<elf>
\-PE 7e730000-7e741000 \ dinput8
ELF 7e741000-7e7f9000 Deferred msvcrt<elf>
\-PE 7e760000-7e7f9000 \ msvcrt
ELF 7e7f9000-7e813000 Deferred version<elf>
\-PE 7e800000-7e813000 \ version
ELF 7e813000-7ea11000 Deferred user32<elf>
\-PE 7e830000-7ea11000 \ user32
ELF 7ea11000-7eb3e000 Deferred gdi32<elf>
\-PE 7ea20000-7eb3e000 \ gdi32
ELF 7eb3e000-7ec86000 Deferred wined3d<elf>
\-PE 7eb50000-7ec86000 \ wined3d
ELF 7ec86000-7ecc7000 Deferred d3d9<elf>
\-PE 7ec90000-7ecc7000 \ d3d9
ELF 7ecc7000-7ece0000 Deferred libz.so.1
ELF 7ece0000-7ed46000 Deferred dbghelp<elf>
\-PE 7ecf0000-7ed46000 \ dbghelp
ELF 7ed46000-7edbe000 Deferred advapi32<elf>
\-PE 7ed50000-7edbe000 \ advapi32
ELF 7edbe000-7ede8000 Deferred iphlpapi<elf>
\-PE 7edd0000-7ede8000 \ iphlpapi
ELF 7ede8000-7ee21000 Deferred ws2_32<elf>
\-PE 7edf0000-7ee21000 \ ws2_32
ELF 7ee21000-7ee3b000 Deferred wsock32<elf>
\-PE 7ee30000-7ee3b000 \ wsock32
ELF f7631000-f7690000 Deferred libgldispatch.so.0
ELF f7690000-f76b3000 Deferred libglx.so.0
ELF f76b3000-f76bd000 Deferred librt.so.1
ELF f76bd000-f7724000 Deferred libgl.so.1
ELF f7724000-f7742000 Deferred libgcc_s.so.1
ELF f7742000-f7847000 Deferred libm.so.6
ELF f7847000-f784c000 Deferred libdl.so.2
ELF f784c000-f7851000 Deferred libxau.so.6
ELF f7851000-f7a32000 Deferred libc.so.6
ELF f7a32000-f7a51000 Deferred libpthread.so.0
ELF f7a53000-f7c0a000 Dwarf libwine.so.1
ELF f7c0a000-f7c46000 Deferred gameoverlayrenderer.so
ELF f7dd0000-f7f23000 Deferred libx11.so.6
ELF f7f23000-f7f52000 Deferred libxcb.so.1
ELF f7f54000-f7f7d000 Deferred ld-linux.so.2
ELF f7f80000-f7f82000 Deferred [vdso].so
Threads:
process tid prio (all id:s are in hex)
0000000e services.exe
00000021 0
0000001c 0
00000018 0
00000013 0
00000010 0
0000000f 0
00000011 winedevice.exe
00000019 0
00000017 0
00000016 0
00000012 0
0000001a plugplay.exe
0000001e 0
0000001d 0
0000001b 0
0000001f winedevice.exe
00000024 0
00000023 0
00000022 0
00000020 0
00000025 (D) Z:\home\aaron\.local\share\Steam\steamapps\common\Mass Effect\Binaries\MassEffect.exe
00000051 2
00000050 2
0000004f 0
0000004e 2
0000004d 2
0000004c 0
0000004b -1
0000003e 0
0000003c 15
0000003b 0
00000036 15
00000035 0
00000034 0
00000033 0
00000032 0
00000031 0
0000002e -1
0000002d 0
0000002c 0 <==
00000026 0
00000027 explorer.exe
0000002b 0
0000002a 0
00000029 0
00000028 0
System information:
Wine build: wine-3.7
Platform: i386 (WOW64)
Version: Windows 7
Host system: Linux
Host version: 4.20.0-agd5f-1-default+
Game removed: AppID 17460 "", ProcID 22693
No cached sticky mapping in ActivateActionSet.JS method call WebChat.GetOverlayChatBrowserInfo with 1 arguments
pid 22695 != 22694, skipping destruction (fork without exec?)
removing the d3dx9_35 DLL override gives me an LLVM error:
void llvm::LiveRange::verify() const: Assertion `I->end <= std::next(I)->start' failed.
It seems to happen only on my Kabini based laptop with integrated graphics. The game runs perfectly on my home rig that has a HD7770 and the same Mesa and LLVM stack (Mesa 18.1.6, LLVM 6.0.1)
Hello @Zakhrov, if possible, please retest with mesa built against llvm 7+.
@kisak-valve I tried it with Mesa git compiled with LLVM 8.0 and I got the same LLVM error message. It crashes right after you confirm your character choices and difficulty options.
MassEffect.exe: ../lib/CodeGen/LiveInterval.cpp:1022: void llvm::LiveRange::verify() const: Assertion `I->end <= std::next(I)->start' failed.
@kisak-valve I got the same error (don't have logs, sorry) using nVidia's official drivers, version 396.54 (or .51, can't remember).
I got sound working thanks to free sevensix. Changed config files using Steamos. It has to be done by first installing gedit via the terminal in desktop mode "sudo apt-get install gedit" and then opening gedit via terminal "sudo gedit". Added lines directly under iscat audio.
new chrash with message: terraincomponent BIOA_UNC81_00LAY. TheWorldPersistentLevel.Terrain_0. TerrainComponent_514: Serial size mismatch: got 27345, Expected 39749
don't know that this is related to steamplay or just a bug in the game
edit: i reloaded the game and the bug didn't repeat itself
For the pure virtual function error, maybe try with the large address aware patch for ME1.
It shouldn't really matter with an unmodded game with default settings, just to reach menu.
Here i get crashes after some time on normal wine without the large address space patch. And with gallium nine it crahes faster. Investigation found that a lot of the 2gb address space is wasted and in particular 500mb is taken by all the linux libs: pulseaudio, llvm, etc. Large address fixes the issue as wine won't block some of the address space. Probably on windows the space taken by libs is lower and thus it just fits. I though maybe some of the issues in this bug report could be related.
Le ven. 5 oct. 2018 à 13:26, mirh notifications@github.com a écrit :
It shouldn't really matter with an unmodded game with default settings, just to reach menu.
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/ValveSoftware/Proton/issues/177#issuecomment-427333585, or mute the thread https://github.com/notifications/unsubscribe-auth/ACbbsWvPgTREuD7liKvPgvFpqbyOBMFXks5uh0H2gaJpZM4WIgCJ .
Uh That sounds like something that should be very much in need to be reported upstream
I've spent some time these past couple days trying to get Mass Effect to run on my computer, but the game keeps crashing when I'm loading a saved game. Not every time, but more often than not. I might get half a dozen or more fails before a successful load... Sometimes the game exits or freezes with no error message. Sometimes I get the 'Pure virtual function' error. Sometimes I get errors about loading assets with 'Serial size mismatch'. I've seen 'Bad name index', 'Bad export index', or even 'Ran out of virtual memory'... But almost always this has happened on the loading screen. To be fair, I haven't extensively tested actual gameplay (mostly just the bridge on the Normandy, and the beginning of Eden Prime), but so far I've yet to have issues outside of loading screens.
I've tried changing graphics settings. I've tried Proton 3.7-8 and 3.16-4-beta. I've tried wiping the prefix, and reinstalling the entire game. The audio workarounds in this thread make no difference (other than fixing the audio, that is). Based on earlier comments, I tried to set executables to handle more than 2gb ram (tried a tool called CFF Explorer, and the LAA patch), this also changed nothing. (For what it's worth, ME2 seems to run reasonably on this computer, I encountered no crashes in the hour or so I tested it.)
System info: Debian testing, kernel 4.18, i3-6100, integrated Intel HD Graphics 530, 8gb ram
You could try what the wine devs advised on the mailing list to reduce Virtual Mem usage of pulseaudio:
It is annoying that it takes up so much memory by default. Each PA stream that we open reserves 64 MiB of RAM, which can add up quickly depending on how the game does its audio. You can fix that by changing the value of shm-size-bytes in /etc/pulse/daemon.conf to something more reasonable, like 1 MiB:
shm-size-bytes=1048576
You could try what the wine devs advised on the mailing list to reduce Virtual Mem usage of pulseaudio:
I tried this, and just got a pure virtual function crash after a few hours.
I'm experiencing this on both the Origin version, and the Steam version. Most of the time I get the "Pure Virtual Function" crash. But, I've had several other crashes like the "General protection fault" one. Also getting "Ran out of virtual memory".
All of these errors seem to be triggered by cutscenes. I rarely get crashes whilst moving around. The scene where the Normandy first flies to the Citadel almost always crashes my game (large cutscene = lots of memory usage/leakage?).
I tried the fix @soredake suggested. Having openal32 set to native fixed my audio (no sound), but there are several entries for "DeviceName", and "UseEffectsProcessing" so I'm not sure what part they are referring to. My "DeviceName" was already "Generic Software", but I've set all instances of "UseEffectsProcessing" to false. This fix seems to have little effect for me. But the openal32 override was a good pointer.
I tried the fix @axeldavy suggested with Pulseaudio, this does seem to reduce the frequency of crashes. But it still crashes pretty quickly.
I've tried both Proton, and Wine-4.0-rc2-22 (with Gallium Nine). Both are giving me the same trouble. Very odd, I remember this game running fine under Linux. I did have DXVK enabled for Origin, and disabling this seems to make Mass Effect much more stable for me, which I find odd.
I had the same sound issue (no sound) in Mass Effect 1 that was resolved by adding those two lines showed in OP to the ini file as described in the 5th comment. Thank you!
I'm using Proton 3.16-6 beta.
I tried the fix @axeldavy suggested with Pulseaudio, this does seem to reduce the frequency of crashes. But it still crashes pretty quickly.
I've tried both Proton, and Wine-4.0-rc2-22 (with Gallium Nine). Both are giving me the same trouble.
You can try this patch on the ml: https://lists.freedesktop.org/archives/mesa-dev/2018-December/212125.html
This should reduce virtual mem usage of both gallium nine and mesa ogl with radeonsi, assuming that's the driver you use.
Responding to ME2 comment, in my limited testing ME2 ran perfectly. A surprising number of games in fact are running perfectly without any intervention from me. At least in cursory tests. Initially I thought ME1 ran perfectly too. . .
I've tested this as an attempted full playthrough of all three games. Mass Effect 1 has the "Pure Virtual Function Error". Mass Effect 2 also has the "Pure Virtual Function Error", but this sometimes manifests as a Microsoft Visual C++ Error "R6025". "R6025" appears to just mean "Virtual Function Error".
Tried using winetricks to install vcrun2005, vcrun2008, and vcrun2010. No luck with that. The game does work, but after a couple of loading screens it will crash during loading with the "Pure Virtual Function Error".
I tried the fix @axeldavy suggested with Pulseaudio, this does seem to reduce the frequency of crashes. But it still crashes pretty quickly. I've tried both Proton, and Wine-4.0-rc2-22 (with Gallium Nine). Both are giving me the same trouble.
You can try this patch on the ml: https://lists.freedesktop.org/archives/mesa-dev/2018-December/212125.html
This should reduce virtual mem usage of both gallium nine and mesa ogl with radeonsi, assuming that's the driver you use.
I'm using the amdgpu driver, is that supported by this patch? Going to be honest, I've got no idea how to apply that patch to my system. Has it been merged into Mesa?
I also have this virtual function error all the time. Usually, it's one per hour, sometimes more often, sometimes less often but it eventually crashes the game at some point or another. I'm using nvidia non-free drivers 415 line (pn gtx 970M card) and 3.16-6 Proton in Steam.
I've been trying to understand what mesa is but I still don't understand what it is or what it does and I assume I don't use it when being on nvidia proprietary drivers? So this patch wouldn't work for me either and also I would have no idea how to use it anyway.
The game is playable but I have to remember to do often quicksaves to avoid using gameplay because of those crashes.
I tried the fix @axeldavy suggested with Pulseaudio, this does seem to reduce the frequency of crashes. But it still crashes pretty quickly. I've tried both Proton, and Wine-4.0-rc2-22 (with Gallium Nine). Both are giving me the same trouble.
You can try this patch on the ml: https://lists.freedesktop.org/archives/mesa-dev/2018-December/212125.html This should reduce virtual mem usage of both gallium nine and mesa ogl with radeonsi, assuming that's the driver you use.
I'm using the amdgpu driver, is that supported by this patch? Going to be honest, I've got no idea how to apply that patch to my system. Has it been merged into Mesa?
It has been merged to mesa git a few weeks ago.
I tried the fix @axeldavy suggested with Pulseaudio, this does seem to reduce the frequency of crashes. But it still crashes pretty quickly. I've tried both Proton, and Wine-4.0-rc2-22 (with Gallium Nine). Both are giving me the same trouble.
You can try this patch on the ml: https://lists.freedesktop.org/archives/mesa-dev/2018-December/212125.html This should reduce virtual mem usage of both gallium nine and mesa ogl with radeonsi, assuming that's the driver you use.
I'm using the amdgpu driver, is that supported by this patch? Going to be honest, I've got no idea how to apply that patch to my system. Has it been merged into Mesa?
It has been merged to mesa git a few weeks ago.
So I've switched over to mesa-git on the AUR, I assume that means I have mesa with the patch you linked. I'm still getting the issue though seemingly less frequently. Issue is still present in both Mass Effect 1, and Mass Effect 2. Mass Effect 1 gives me the classic "Pure Virtual Function" error. Mass Effect 2 is giving me "Error R6025", which according to Google is shorthand for "Pure Virtual Function Error".
[user@hostname ~]$ glxinfo | grep "OpenGL version"
OpenGL version string: 4.5 (Compatibility Profile) Mesa 19.0.0-devel (git-e12b0b5c6d)
[user@hostname ~]$ sudo lshw -c video
*-display
description: VGA compatible controller
product: Ellesmere [Radeon RX 470/480/570/570X/580/580X]
vendor: Advanced Micro Devices, Inc. [AMD/ATI]
physical id: 0
bus info: pci@0000:22:00.0
version: e7
width: 64 bits
clock: 33MHz
capabilities: pm pciexpress msi vga_controller bus_master cap_list rom
configuration: driver=amdgpu latency=0
resources: irq:62 memory:e0000000-efffffff memory:f0000000-f01fffff ioport:e000(size=256) memory:fe800000-fe83ffff memory:c0000-dffff
@axeldavy Derp just re-read your post, I'm guessing that didn't work because I'm not using the radeonsi driver. I'm using amdgpu.
Amdgpu is the kernel driver, radeonsi the mesa opengl component. You might also want to try the shm-size-bytes workaround mentioned above.
Also check if vanilla wine (with and without nine) is performing any differently in crash frequency.
@mirh The shm-size-bytes fix was the first thing I tried, it had a noticeable, but limited effect on the frequency of the crashes.
It crashes less frequently with vanilla wine, but Gallium Nine is pretty essential for the trilogy. I know I'm being captain obvious, but it seems like the more patches you enable, the more crashes you get. Maybe Gallium Nine is chewing up virtual memory somehow? I have noticed quite high virtual memory usage (>3.5GB).
I've been testing it, and being on the mesa-git branch seems to have improved things quite significantly most likely because of the patch @axeldavy mentioned. But, it's still pretty bad at times. Usually when it crashes you'll have to start it again 2-3 times because you'll recieve the virtual function/R6025 error upon starting the game (no hanging processes when this happens). Most of the time I just kill the entire prefix to save time.
Do you compile mesa and wine with debug symbols by any chance ? Check your compile options. The libraries are mapped and take virtual space... so better have compact ones.
Le sam. 12 janv. 2019 à 01:30, CopiousCoffee notifications@github.com a écrit :
@mirh https://github.com/mirh The shm-size-bytes fix was the first thing I tried, it had a noticeable, but limited effect on the frequency of the crashes.
It crashes less frequently with vanilla wine, but Gallium Nine is pretty essential for the trilogy. I know I'm being captain obvious, but it seems like the more patches you enable, the more crashes you get. Maybe Gallium Nine is chewing up virtual memory somehow? I have noticed quite high virtual memory usage (>3.5GB).
I've been testing it, and being on the mesa-git branch seems to have improved things quite significantly most likely because of the patch https://lists.freedesktop.org/archives/mesa-dev/2018-December/212125.html @axeldavy https://github.com/axeldavy mentioned. But, it's still pretty bad at times. Usually when it crashes you'll have to start it again 2-3 times because you'll recieve the virtual function/R6025 error upon starting the game (no hanging processes when this happens). Most of the time I just kill the entire prefix to save time.
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/ValveSoftware/Proton/issues/177#issuecomment-453700764, or mute the thread https://github.com/notifications/unsubscribe-auth/ACbbscPxRmRW9D1_QzJzZt7-p41uSZUXks5vCSy7gaJpZM4WIgCJ .
By the way.. how have you been doing about https://github.com/iXit/Mesa-3D/issues/297?
Also of note, as a super half-assy workaround this patch
Using wine memory allocation function doesn't help with virtual mem usage and has higher overhead(i did try). Thus it isn't on my todo list anymore.
Le sam. 12 janv. 2019 à 02:03, mirh notifications@github.com a écrit :
By the way.. how have you been doing about iXit/Mesa-3D#297 https://github.com/iXit/Mesa-3D/issues/297?
Also of note, as a super half-assy workaround this patch https://github.com/iXit/Mesa-3D/issues/309#issuecomment-368314222
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in mass efect in game there is no sound. there is an option in the sound menu to enable or disable hardware sound. this does not work cuz when you restart the game the game enables hardware sound by default. in order too fix this you need to go to the BIOEngine.ini file, open it with a text editor and look for ISACTAudio.ISACTAudioDevice. add following in that section
DeviceName=Generic Software UseEffectsProcessing=False
save and restart the game