mrdeathjrNext wine staging maybe can be interesting if is approved (possible fix ground still dark)
scixQuotewine 2.16 staging
ground still dark
Are you forcing MaxVersionGL in regedit? Because with nvidia cards the bug will persist unless you use a compatibility context (the default). You can remove all OGL registry entries in staging in any case, since core/compat will be set automatically.
Quotewine 2.16 staging
ground still dark
I got the problem, that some enemies are invisible; f.e. the sirens in Skellige. I can only see their name and statusbar. Can someone confirm this?
De1m0sI got the problem, that some enemies are invisible; f.e. the sirens in Skellige. I can only see their name and statusbar. Can someone confirm this?
PatolaHow do you do that? There`s only one OpenGL setting listed here: https://wiki.winehq.org/Useful_Registry_Keys
tuubiPatolaHow do you do that? There`s only one OpenGL setting listed here: https://wiki.winehq.org/Useful_Registry_KeysMaxVersionGL is under Direct3D on that wiki page. Try the browser search function.
need add this patch to source(wine+staging): https://dev.wine-staging.com/patches/186/
or wait to next relese wine staging.
csmt 1 no need to wine-staging, use winecfg
Anyone managed to get those Sirens / Rotfiends de-invisible'd?
And is there a bug report somewhere yet?
I also found an earth elemental that is invisible. And the "ear guy" has an invisible head with floating eyes during a cut scene (pun intended ), during which his model changes.
Maybe someone who's played the windows version can think of something those mobs have in common... are those all mobs that have some sort of transformation effect / changing model?
Installed the game using Wine-staging 2.16, played without a problem all the first part, then moved to Velen and this bug happened.
Now I want to cry because I can't play anymore.
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