Project Dollhouse (TSO) in WINE

xezno

Member
I'm almost there.
WINE is currently being weird and, well, it OPENS at least (it used to just crash) then it crashes.
I am probably missing a package, I installed the d3d9compiler and d3d9_45 ones (I think) along with other game stuffs that aren't technically needed, but I used them anyway.
So, what does Project Dollhouse need aside from DirectX and Direct3D?
 
I have those (Installer did most of it)
I get an error about DEVICE FORMAT (yes caps were necessary) and I might have to compile it myself, but then theres the case of VS2008 not working on Linux, and then I cant compile it. Actually, MonoDevelop might work...

But yeah. It should all work, and I'll sign up, make a sim and... er... hmm...
I might download the one with lots in. Does that have logging in or is there a way to skip the login?

Also, the DEVICE error shows up on everything XNA-Based that I run. The Sims Online doesnt work anyway (crashes with no error) but other Windows-Only games work fine :S
 
[ERROR] FATAL UNHANDLED EXCEPTION: System.ArgumentException: The device name is not valid. Device names are in the form \\.\\DEVICE1
Parameter name: screenDeviceName
at Microsoft.Xna.Framework.WindowsGameWindow.ScreenFromDeviceName (System.String screenDeviceName) [0x00000] in <filename unknown>:0
at Microsoft.Xna.Framework.WindowsGameForm.ResizeWindow (System.String screenDeviceName, Int32 clientWidth, Int32 clientHeight, Boolean center) [0x00000] in <filename unknown>:0
at Microsoft.Xna.Framework.WindowsGameForm.EndScreenDeviceChange (System.String screenDeviceName, Int32 clientWidth, Int32 clientHeight) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) Microsoft.Xna.Framework.WindowsGameForm:EndScreenDeviceChange (string,int,int)
at Microsoft.Xna.Framework.WindowsGameWindow.EndScreenDeviceChange (System.String screenDeviceName, Int32 clientWidth, Int32 clientHeight) [0x00000] in <filename unknown>:0
at Microsoft.Xna.Framework.GraphicsDeviceManager.ChangeDevice (Boolean forceCreate) [0x00000] in <filename unknown>:0
at Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice () [0x00000] in <filename unknown>:0
at Microsoft.Xna.Framework.Game.Run () [0x00000] in <filename unknown>:0
at TSOClient.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0

is the error.
 
Fail. It won't install any of the components, after downloading.
Well, I guess it's classic C# / C++ time if possible.
E-Macs, Code::Blocks, Geany and MonoDevelop I have all so, there is a small possibility that I could change the line that's getting everything wrong in MonoDevelop then compile it, but as Afr0 said there are graphical glitches with the MonoGame port...
 
Hmm. Everything else that isn't in XNA works in WINE. Just needs fonts installing :S lol.
 

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Quite frankly, that depends on how long it takes to get out the next milestone (Ra II), and how far Darren is with SimAntics at that point.
If he's not very far when the milestone is done, that means there's a gap where there won't be much to do, so I'll spend time porting the source.
 
Afr0 said:
Quite frankly, that depends on how long it takes to get out the next milestone (Ra II), and how far Darren is with SimAntics at that point.
If he's not very far when the milestone is done, that means there's a gap where there won't be much to do, so I'll spend time porting the source.
Well, we could always help! Those primitives won't figure out themselves ;)
 
Afr0 said:
Quite frankly, that depends on how long it takes to get out the next milestone (Ra II), and how far Darren is with SimAntics at that point.
If he's not very far when the milestone is done, that means there's a gap where there won't be much to do, so I'll spend time porting the source.
Cool - I'm trying to port it, but of course I need the TargaReader etc. for the MonoGame port :D
Still - I'm going to load up Windows XP in VirtualBox and see what happens. (Yes, I've had VirtualBox for a while. Maybe an update is in order, no?)
 
For edith you need a copy of the final version of EA Land (not the one on their servers) and even then it's crazy limited. If you want to edit the sims 1 objects for use in your online roleplay game, you should look up Codex.
 
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