Closed sfjuocekr closed 3 years ago
Ok, Im trying to port the required changes to 6.x but got stuck on a stack overflow.
From the wine-lol-bug patch this addition is what causes it:
(uint64_t )(tcbhead + 0x60) = (uintptr_t)(tcbhead + 0x68);
But I also assume that this is the fix to get LoL to start, it looks like LoL expects some data on a location further on the stack? Maybe this location changed from 5.x?
Hopefully there is someone with more debugging skills around to take a look at this, I have added the changes as I botched them together for 6.x: wine-lol-bug.txt
GloriousEggroll made a build for LoL https://github.com/GloriousEggroll/wine-ge-custom/releases/tag/6.16-GE-LoL
Made a new build for it, added to runners, and updated the install script to use this build. It's available in the lutris runners list as lutris-ge-6.16-lol if you already have the game installed.
Sweet, I will test this later today!
@GloriousEggroll your builds seem to ignore the "disable desktop effects" (compositing) toggle in Lutris.
If I tell the compositor to just stay enabled or enable it manually, performance is much worse compared to the non-GE build of lutris-wine/lol.
I generally have overlays that use compositing, they sadly render with a black background instead of transparency with compositing disabled.
Could we run a new lutris-lol build?
I can get tools like Blitz to run no problem with the latest lutris and for some reason I had it working with the lutris-lol-5.5 build once but it doesn't work anymore.