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Koisuru Diary Japan. Megami no Dress Design Japan. My Special Appeal Japan. I wanted to ask will this replace paintings that are already painted? Sorry to be a bother, but I've been having problems downloading the file. It downloads all the way, but it's as if the zip or compressed file isn't attached.

You're not a bother at all. The file you download should be a. If it still won't work, feel free to ask me for further help. So, I feel like a total n00b. Everything downloaded properly and works in-game, I was just seeing the. Haha, thank you so much for your quick response and help!

My computer can't open the file after downloading; is there a chance that the file is damaged? It may be on my end but This is fantastic, I am busy mentioning you in my Blog, the post should be up by the end of the day.

Thanks so much for this xxx. Hi Plum, Thank you so much for your incredible mod - my friends and I are big fans! I was just wondering if you had tested your mod with the new base game patch 1. I haven't, no. I'm waiting for TSR to come out with that fix before I install Pets, and I'm going to be gone for the next couple of days, so I hope I'll get around to it Based on what I've read about the problems, I don't think it will affect the mod, since it's just a simple texture replacements well 1, simple texture replacements.

I'm pretty confident that the mod will work just fine. Thank you so much for your reply, Plum. We were speculating that your mod wouldn't mess anything up, but like you, a lot of people are holding off on installing any mods back in until we get the TSR patch. If someone gets brave and decides to test it, I will give you a hollar. Thanks again! Hi Plum! Had a few minutes last night, so I tested your paintings mod with 1. Thank you so much for everything - take care! I have tried installing this in the past, but it never actually works.

I put it in the Packages folder, but it never does anything in game. I dunno what to tell you--it seems to work for everyone else, as far as I know. It's a pretty simple mod, so if the other files in your Packages folder are working then I can't see any reason why this texture replacement wouldn't.

Thanks for taking the time to let me know that it works! I didn't even do anything, haha. I haven't tried it yet in game, but wanted to thank you for the amazing work!

The originals are so crappy I tried once to make an artist and gave up As far as I know, yes. It's a simple texture replacement so it really shouldn't have a problem with any patches. I think the painting will stay the same until you clear your games cache. At least, that's how it worked in TS2. Can you please give detailed instructions on how to install?

It I'm only and not the best figure outer thanks ahead of time and sorry to be a bother. I would find a link to instructions for you when I get home I'm responding from my phone but it would be faster if you just Googled it yourself. Search for something like "how to install Sims 3 custom content.

You mean to tell me that over 2, people have managed to download this and get it working, but you have 30 people over there and not one could figure it out? That's cute. I suppose installing custom content can be confusing for people who don't understand computers very well.

Well it didn't work for me either and I'm good with computers it bugged so thanks I think. Worked for me! Really Really impressed with the results! My Illustrious Author and owner of the City Gallery heartily thanks you! Thanks so much for this mod I've been having fun with it since it first came out. I'm now moving onto replacing your images for the paintings is there some way of knowing which skill level they are assigned to?

Plum, Thank you so much for sharing all of your hard work!! You've made my game SO Much better and your sharing nature is appreciated!! Someone please help! There shouldn't be any reason why it would be incompatible.

It's a simple texture replacement, so it's highly unlikely that any updates for the game will ever break the mod. What about if my house is decked with paintings already? Should I get rid of them? Thanks, this sounds awesome and I look forward to using it. Thanks for the hard work putting it together.

I've now patched to 1. I love this mod, but for some reason my game currently won't load with it installed, although it loads with other mods installed. As soon as the green bar starts filling up, the screen turns black and it just shuts down.

Is anyone else having this issue? I'd hate to have to play without the mod, so I'm hoping there's an easy fix. Haha, I'm glad I took the time to translate that. You're welcome!

About patch 1. If anyone else has problems with it or not I hope to hear about it, but if other texture replacement mods are working then there shouldn't be a problem with this one. Your mod works great. Once again, thank you very much :. I have a number of mods, NRaas, awesome, Buzzler's and Anach's, but for some reason when I put the painting replacement in, the game won't even load; the bar never fills.

I have repeatedly tested this But maybe it's a framework issue. I'll try reinstalling the resource. I really can't do without this mod!

Then add in the resource. First off thank you so much for this fantastic mod! I have a question about uploading. Will the modded paintings display in homes I upload on the exchange or will the paintings appear as the EA paintings? If someone uses a house you created but does not have the mod installed, the paintings will appear as EA paintings.

I just stumbled upon this mod because of a legacy I've been reading and just loved the images, but when I installed it, it seems to have turned a number of my sims invisible? I tried to fix it by resetting individuals, the whole town, and I've tried using Twallan's debugging mod for fixing invisible sims, but nothing seems to fix it.

Any suggestions on troubleshooting? I can't imagine a reason why a simple texture replacement would cause that. Note that you will need to use the lib64 directory if you are using a bit machine. You probably want to modify your. To build the simulator, you first need to configure how you want it to be built. Use release if you need faster simulation and debug if you need to run the simulator in gdb.

If nothing is specified, release will be used by default. To run Pytorch applications with the simulator, install the modified Pytorch library as well by following instructions here. Before we run, we need to make sure the application's executable file is dynamically linked to CUDA runtime library. This can be done during compilation of your program by introducing the nvcc flag "--cudart shared" in makefile quotes should be excluded.

You should see that your application is using libcudart. Modify the Makefile or the compilation command of the application to change all the dynamic links to static ones, for example:. Then just launch the executable as you would if it was to run on the hardware. If you are offloading to a remote machine, you might want to setup passwordless ssh login to that machine in order to avoid having too retype your password for every execution of an OpenCL application.

They are meant only as a starting point and only recommended for users comfortable with using source control who have experience modifying and debugging GPGPU-Sim. The following procedure may cause you to lose all your changes. In general, merging code changes can require manual intervention and even in the case where a merge proceeds automatically it may introduce errors. If many edits have been made the merge process can be a painful manual process.

Hence, you will almost certainly want to have a copy of your code as it existed before you followed the procedure below in case you need to start over again. You will need to consult the documentation for git in addition to these instructions in the case of any complications. Since running the above command you have made local changes and we have published changes to GPGPU-Sim on the above git server.

While git is pulling the latest changes, conflicts might arise due to changes that you made that conflict with the latest updates.

In this case, you need to resolved those conflicts manually. You can either edit the conflicting files directly using your favorite text editor, or you can use the following command to open a graphical merge tool to do the merge:. Now you should test that the merged version "works". At UBC we have an extensive set of regression tests we run against our internal development branch when we make changes.

In the future we may make this set of regression tests publically available. For now, you will want to compile the merged code and re-run all of the applications you care about implying these applications worked for you before you did the merge. You want to do this before making further changes to identify any compile time or runtime errors that occur due to the code merging process.

This is because the simulator has to dump the PTX, analyze them and get resource usage statistics. This can be avoided everytime we execute the program in the following way:. This will skip the dumping by cuobjdump and directly goes to executing the program thus saving time.

The instructions below were tested with Docker CE version Install Docker. On Ubuntu This enables you to log into the container to run the same tests inside gdb so you can debug.

The "--privileged" part enables you to use breakpoints inside gdb in a container.



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