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Sort of works.

I got it to install fine (using 6.0.0 rc1 for the mac), but when I try to run it the screen turns white, there's a black and white hourglass cursor, and I can hear music playing. If I click once the music changes, but I can't get anything to happen after that unless I kill it.

Yeah, same here. It seems that the D3D error has vanished with beta 3a ... however, the screen is still not visible. SO close and yet.... It seems that the "only" thing that is not working, is the video... everything else seems to work (interface responds, audio works... just the video )

I still get the D3DERR_INVALIDCALL. The game shows the splash screen, changes video mode, and then gives the error. Here's the last output of cxoffice, using verbose mode:
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_PATCHEDGESTYLE,0) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_POSITIONDEGREE,3) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_NORMALDEGREE,1) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_MINTESSELLATIONLEVEL,1065353216) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_MAXTESSELLATIONLEVEL,1065353216) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_ENABLEADAPTIVETESSELLATION,0) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_ADAPTIVETESS_X,0) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_ADAPTIVETESS_Y,0) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_ADAPTIVETESS_Z,1065353216) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetRenderState (0x1dda378)->(WINED3DRS_ADAPTIVETESS_W,0) not handled yet
fixme:d3d:IWineD3DDeviceImpl_SetSamplerState sampler 9 type WINED3DSAMP_ADDRESSU(1) is out of range [max_samplers=8, highest_state=13]

Did you update to beta3a? If so, then please make sure codeweavers get your bug report. File a beta report stating the above errors because I did not get them. It might be a driver issue though since I am not getting these errors at the moment and I was running the open source driver for ATI cards when testing. I will give it another try with the closed source drivers today.

That was with the RC2. Thanks for the reminder, I had forgotten to file that.

RC3 now also gives me this D3D error again. So close, yet so far....

I have a nice logfile with this error. I should be contacted by one of the people of codeweavers again (just like it happened when I entered a bug report for b3a) and then I will be able to pass this info to them.

Did you report it with the regression field filled in? Regressions tend to get higher priority, and I would think it would count as one if it worked better in a previous beta/RC.

Yep, I did.. Hopefully this will get picked up. Here is the link to my report:
http://www.codeweavers.com/beta/cxlinux/report/my_reports/?cmd=rpt_edit;report_id=461

I have been testing this on another Windows compatibility layer (Cedega) and it worked there, well, it displayed a blue screen with a pointer and audio... nothing else, so still unplayable.. :( So basically it did NOT work there :)

FYI, On wine db some gentoo user reported it worked for him
--
http://rzr.online.fr/q/wine

This game may work on a geforce 8 or radeon hd 2x00 card. The problem with the D3D error is that the game tries to use 2048 vertex shader constants. GF7 / Radeon X1x000 support only 256. Windows has vertex shader emulation which has 8192 constants, so SW VP is used by Windows. However, Wine doesn't have software vertex processing emulation yet, so we're out of luck. A DirectX 10 class card supports 4096 constants in hardware, which might make the game happy.

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