similar to: Re: I'd like to voice my concerns about The Sims 2

Displaying 20 results from an estimated 10000 matches similar to: "Re: I'd like to voice my concerns about The Sims 2"

2011 May 23
2
I'd like to voice my concerns about The Sims 2
Hi all, I just thought I'd stop in and voice a few thoughts concerns. I really enjoyed playing The Sims 2 and some of its expansion packs in Windows; it was one of my favorite games. I would truly love to see it working playably in WINE (there was a patch/mod that allowed it to start up, as I'm aware, but it wasn't very playable). I understand that it would be a large amount of
2011 Sep 06
1
Re: I'd like to voice my concerns about The Sims 2
Forgive me if I am "necroing" this thread (it didn't seem TOO old). Does anyone have any news on this game? As I said before, for any devs who may read this, I would really love to see this game work in Linux; anything you can do that would make this game more compatible with WINE would be appreciated. Thank you all for your time and consideration. Hibba
2011 Dec 17
2
Thoughts on a possible solution to get the Sims 2 running.
I am trying as hard as I can to find a solution to get the Sims 2 to work. I have a new copy on the way and everything I hear says the game wont play in wine. Now I had an idea, the last time I ran the Sims 2 was on a Mac. I know for a fact the the Mac version is just in a Cider wrapper, I know because I've opened it before. Now I'm sure EA didn't dump thousands of dollars to rebuild
2009 Jun 23
2
Shader error with GMA 950 in The Sims 3
I have an Intel GMA 950 and I installed Sims 3 on vista. It works but crash after 10 min. I reinstalled Sims 3 on Ubuntu 9.04 with playonlinux script. Install works fine but when I start the game, I have this error : " impossible de d?marrer le jeu. L'appareil 0 ne peut pas ex?cuter ce titre. Votre carte vid?o ne semble pas prendre en charge Shader Model version 2 ou ult?rieure.
2009 Jun 04
1
Sims 3 issue
I got Sims 3 to install using the retail DVD (using the no-cd patch) and everything works great UNTIL I quit the game or it crashes. When I try to restart the game I just get : fixme:d3d:IWineD3DImpl_FillGLCaps OpenGL implementation supports 32 vertex samplers and 32 total samplers fixme:d3d:IWineD3DImpl_FillGLCaps Expected vertex
2010 Apr 12
16
[Bug 27603] New: Celestia 1.6.0 crashes with nv04_surface_copy_swizzle assertion
https://bugs.freedesktop.org/show_bug.cgi?id=27603 Summary: [nouveau] Celestia 1.6.0 crashes with nv04_surface_copy_swizzle assertion Product: Mesa Version: unspecified Platform: x86 (IA32) OS/Version: Linux (All) Status: NEW Severity: normal Priority: medium Component:
2016 Jul 24
1
[Bug 97067] New: WebGL: conformance/glsl/misc/shaders-with-invariance.html Fail
https://bugs.freedesktop.org/show_bug.cgi?id=97067 Bug ID: 97067 Summary: WebGL: conformance/glsl/misc/shaders-with-invariance.html Fail Product: Mesa Version: 11.2 Hardware: Other OS: All Status: NEW Severity: normal Priority: medium Component:
2009 May 19
4
Has anyone had any luck with the sims 3?
For those that have the sims 3 have you had any luck with the game at all? I looked at the sims 2 page and going off of that it does not look too promising :(
2007 Oct 05
2
World of Warcraft - ATi 8.41.7
Hi, I was playing around on my laptop last night and installed the 8.41.7drivers from ATi, my laptop has an X1400 in it, not the HD2400 that the drivers were designed for so I understand some things may not function correctly and will cover the observations: 1. Pixels shaders+Vertex shaders - I have to disable these or I get missing elements from the screen, once tunred off it all renders ok 2.
2016 May 27
0
Wine release 1.9.11
The Wine development release 1.9.11 is now available. What's new in this release (see below for details): - Better support for long URLs in WinInet. - Various Direct3D 11 improvements. - Down-mixing support in DirectSound. - Some cosmetic improvements in desktop mode. - Various bug fixes. The source is available from the following locations:
2007 Nov 11
1
nv50 microcode/shader format
Hello there, With the use of CUDA and ptx I managed to make a disassembler for at least one of the nv50 microcode/shader formats. This might come in handy for some people, hence I'm posting it here: http://www.cs.rug.nl/~wladimir/decuda/ I'm not yet sure if pixel/vertex shaders use the same instruction format as the compute shaders used by CUDA, but you'd think so, as nv50 is
2019 Jul 15
1
Questions on Maxwell 2nd Gen Compute Kernels/Shaders
So we have been busy implementing the compute engine lately but we have discovered a few issues with Compute Shaders. I hope you guys can answer some questions. 1st How do I determine the size of Compute Shaders/Kernel Local Memory ? In Pipeline shaders the size is included in the header but Compute Kernels don't have a header, so how do I determine how much local memory it uses? In case I
2011 Mar 29
0
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
On Mar 29, 2011, at 9:02 AM, Charles Davis wrote: > On 3/29/11 5:14 AM, Justin Holewinski wrote: >> On Mon, Mar 28, 2011 at 9:22 PM, Charles Davis <cdavis at mymail.mines.edu >> <mailto:cdavis at mymail.mines.edu>> wrote: >> >> Here's the other of my proposals for this year's Google Summer of Code. >> (The first is on cfe-dev.) It was
2011 Mar 29
2
[LLVMdev] [GSoC] "Microsoft Direct3D shader bytecode backend" proposal
On 3/29/11 5:14 AM, Justin Holewinski wrote: > On Mon, Mar 28, 2011 at 9:22 PM, Charles Davis <cdavis at mymail.mines.edu > <mailto:cdavis at mymail.mines.edu>> wrote: > > Here's the other of my proposals for this year's Google Summer of Code. > (The first is on cfe-dev.) It was suggested to me by Dan Kegel (from the > Wine project, they really
2002 Feb 25
2
The Sims
I have a copy of the Sims installed on a Win2k FAT32 partition. I know for a fact that The Sims works under Wine (Mandrake's "Gamer" edition), but I get an error when I try to run it. The error is as follows: "Game cannot be started because: There is not enough memory or hard drive space to run. Exit now." I do have plenty of free space and plenty of memory. Does
2015 Jan 12
0
[RFC] mesa/st: Avoid passing a NULL buffer to the drivers
On Sun, Jan 11, 2015 at 7:43 PM, Tobias Klausmann <tobias.johannes.klausmann at mni.thm.de> wrote: > > > On 11.01.2015 06:05, Ilia Mirkin wrote: >> >> Can you elaborate a bit as to why that's the right thing to do? >> >> On Wed, Jan 7, 2015 at 1:52 PM, Tobias Klausmann >> <tobias.johannes.klausmann at mni.thm.de> wrote: >>>
2018 May 23
0
vkd3d release 1.0
The Wine team is proud to announce that release 1.0 of vkd3d, the Direct3D 12 to Vulkan translation library, is now available. This is the first release of vkd3d. A lot of Direct3D 12 features are still missing and bugs are expected. The current version was tested mainly with demo applications. A number of features that are being worked on have been deferred to the next development cycle. This
2007 Apr 09
1
Modified Sims test
Does anyone know of a package that includes the Modified Sims test [Gewerke, 1983, Sims, 1972]? This test is used in econometrics and is a kind of alternative to the Granger test [Granger, 1969], which is in the package lmtest. Thanks in advance, chris Refernces: Gewerke, J., R. Meese, and W. Dent (1983), "Comparing Alternative Tests of Causality in Temporal Systems: Analytic Results and
2015 Jan 12
2
Re: [RFC] mesa/st: Avoid passing a NULL buffer to the drivers
On 11.01.2015 06:05, Ilia Mirkin wrote: > Can you elaborate a bit as to why that's the right thing to do? > > On Wed, Jan 7, 2015 at 1:52 PM, Tobias Klausmann > <tobias.johannes.klausmann at mni.thm.de> wrote: >> If we capture transform feedback from n stream in (n-1) buffers we face a >> NULL buffer, use the buffer (n-1) to capture the output of stream n.
2010 Jan 18
2
[Mesa3d-dev] [PATCH] glsl: put varyings in texcoord slots
So, basically, you allocate the rasterizer units according to the vertex shader, and when the fragment shader comes up, you say "write rasterizer output 4 to fragment input 1000000"? The current nouveau drivers can't do this. There are "routing" registers in hardware, but I think the nVidia proprietary driver (at least without GLSL) leaves them unaltered after