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[RELEASE] IV Needle

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CoMPMStR
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#1

Posted 04 January 2009 - 09:33 PM

user posted image

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IV Needle is a tool designed to help modify text-based data files in GTAIV. It's a compilation of all my individual editors. Each of the editors in IV Needle will retain all functions in their individual counterparts, but the individual editors will no longer be updated. It will be much easier for me to update one large program rather than updating multiple smaller programs.

The tools contained herein are as follows:
CODE
- Mod Assistant {v1.7}
Mod Assistant is designed to allow modification of your PC installation of GTAIV. It handles all the dirty work like patching filelist.pak, modifying files.txt, backing up files, and even properly setting the files' ReadOnly status to allow for quick and easy modding. It will also detect any invalid files using the same method as the game itself and supports all game versions to date.

- Handling Editor {v1.8}
Handling Editor is designed to allow full control of all the vehicles' handling data. It allows you to set individual attributes to each vehicle one by one, or set an attribute to all vehicles at once. You can also choose to import or export your vehicle's handling data to share with others or backup for personal use later.

- Weapon Editor {v1.5}
Weapon Editor is designed to allow easy modification of all the weapons available in the game. It gives you a wide array of options to edit, which can lead to adding more fun to the game. No need to worry about changing something incorrectly, the game simply doesn't allow you to use the bad weapon indicating an error that needs fixing.

- iDE Editor {v0.4 BETA}
iDE Editor is designed to allow you to edit some of the various game's item definition files. It allows you to change values that determine how certain peds and vehicles behave. You're also given the ability to edit various objects and other data defined for the different areas.

- Vehicle Group Editor {v1.2}
Vehicle Group Editor is designed to allow some modification of the vehicle groups specified for each area. You can add individual vehicles to any specific area or add multiple vehicles to all areas, the choice is yours.

- Vehicle Colors Editor {v1.3}
Vehicle Colors Editor is designed to give you access to all of the vehicle colors and vehicle color schemes defined in the file. You can add new colors and color schemes, or even edit and remove existing colors and color schemes. You can even view the color index table to allow for even easier color scheme decisions.

- Ped Personality Editor {v1.1}
Ped Personality Editor is designed to allow editing of all pedestrian personality data. It seems that the game doesn't rely much on this data so many changes you make may not affect the game the way you envision.

- Ped Group Editor {v1.2}
Ped Group Editor is designed to allow modifications to the pedestrian groups specified for each area. You can add individual peds to any specific area or add multiple peds to all areas.

- Popcycle Editor {v1.1}
Popcycle Editor is designed to allow modifying all of the popcycle data. Popcycle data defines how many peds, cars, cops, gang members, etc. are in each area during a certain time.

- Explosion FX Editor {v1.1}
Explosion FX Editor is designed to allow you to modify all of the explosion effects data. This data defines the damage, light color, force, and other properties of the different explosion types.

- Relationship Editor {v1.0}
Relationship Editor is designed to allow changes in the relationships between the different ped types. You can set whether a certain ped type respects, likes, dislikes, or hates another ped type.

- Timecyc Editor {v0.1 BETA}
Timecyc Editor is designed to give you control over the way the game looks at different times of the day in different weather conditions. This data defines the way the sky, clouds, sun, and water appear visually, plus more.

- Scenarios Editor {v1.0}
Scenarios Editor is designed to allow editing of the different ped scenarios that take place. You can edit the time they're available, how many peds that are used, and other properties. You're also able to edit which models to exclude from the scenario, if any.



NOTE: If you believe an editor should support a specific feature, or if you would like to see a certain editor available, let me know. I try to add as much as I can think of, but I can only think of so much.



.F.A.Q.
Q.) Why do I get an "Access to the path <filename> is denied." error message when I try to save a file?
A.) This is because the file is still set as Read-only.

Q.) Why doesn't my game launch after I save the file I'm editing?
A.) This is because you haven't used my Mod Assistant, or similar, to allow modifications.



History
Version 1.0 (1/4/2009)
- First Public Release.
- Removed the 'Backup' and 'Restore' buttons in the Mod Assistant. Now you right click on the lists to show the respective menus.
- Removed the 'Open in Notepad' button in the Mod Assistant. Simply double click the item to open the file in notepad.
- Fixed a bug in the Mod Assistant that may cause some people to get an IndexOutOfRange exception after loading files.txt.
- Added a new function to the Handling Editor. Now you can add or remove extended data for any vehicle.
- Changed loading and saving functions for the Weapon Editor. Now it automatically loads and saves the additional files, ThrownWeaponInfo.xml and MeleeAnims.dat.
- Added a new function to the Weapon Editor. Now you can add new weapons or remove existing weapons.
- Added a new option to the iDE Editor. Now you can choose whether to load the various map *.ide files or not.

Version 1.1 (1/5/2009)
- Fixed a small bug in the Vehicle Group Editor.
- Added a new editor, Ped Group Editor.
- Added a new editor, Popcycle Editor.

Version 1.2 (1/7/2009)
- Improved all editors a bit.
- Added a new feature to the Mod Assistant. You can now restore files from a *.masp service pack file.
- Fixed a bug in the Handling Editor when launching the flags editor.
- Fixed a bug in the Weapon Editor not saving the files correctly for some people.
- Fixed a small stupid bug in the iDE Editor peds loading function.
- Added a new editor, Explosion FX Editor.

Version 1.3 (1/9/2009)
- Fixed the properties in the Handling Editor. Now all data properties should be displayed correctly.
- Fixed the properties in the Vehicle Colors Editor. Now all Car4 data properties should be displayed correctly.
- Added a new function to the Ped Personality Editor. Now you can apply the current sub flags to all peds.
- Fixed a bug in the Ped Group Editor when adding peds to an empty group.
- Fixed a bug in the Ped Group Editor adding ped models already in the group.
- Added a new editor, Relationship Editor.

Version 1.4 (1/11/2009)
- Fixed a minor bug in the Handling Editor's Set All feature. Now it should work correctly, again.
- Added a new editor, Timecyc Editor.

Version 1.4.1 (1/13/2009)
- Improved the Handling Editor's Set All feature a bit more.
- Added multiply and divide to the Handling Editor's Set All feature.

Version 1.4.2 (1/14/2009)
- Fixed a bug in the Mod Assistant upon loading the files.txt for people who installed to a location other than the default.

Version 1.4.3 (1/21/2009)
- Added a customizable main menu. Right click on the main image to switch to and from list display and icon display.
- Fixed some minor bug in the Mod Assistant not restoring files using a different extension than modbak.
- Fixed a bug in the Handling Editor's Set All feature. It shouldn't change . to , anymore.
- Added a missing property in the Weapon Editor. Now you can modify the rate of fire for the weapons.
- Removed the cutscene models from the ped group editor. They may appear incorrectly if spawned ingame.

Version 1.4.4 (1/30/2009)
- Updated the Mod Assistant to work for game version v1.0.2.0. Even though modifying files.txt is not needed it can still be used to patch filelist.pak, set all files ReadOnly status to false, and you can still use the service pack feature if you completely screw up a file.

Version 1.5 (2/2/2009)
- Now will allow multiple instances of the program to be run.
- Fixed a minor bug in the Mod Assistant.
- Added the Set All feature to the Popcycle Editor. It's available in the edit window.
- Added a new editor, Scenarios Editor.

Version 1.5.1 (2/11/2009)
- Fixed a bug in the Explosion FX editor which caused errors for some people upon loading the file.



Mod Assistant Service Packs - (51.29 MB)
MASP [Game Version 1.0.0.0] - http://www.megaupload.com/?d=I7BWHK9X (Thanks to Costar)
MASP [Game Version 1.0.1.0] - http://www.sendspace.com/file/10axgt
MASP [Game Version 1.0.2.0] - http://www.sendspace.com/file/7rx50g

Touho
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#2

Posted 04 January 2009 - 10:11 PM Edited by Touho, 04 January 2009 - 10:20 PM.

Error when i try save files.

aru
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#3

Posted 05 January 2009 - 01:11 AM

QUOTE (Touho @ Jan 4 2009, 17:11)
Error when i try save files.

You seem to be on Vista.... Try running the program as Administrator. (Right click on exe, run as administrator)

BlazeHoliday
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#4

Posted 05 January 2009 - 02:11 PM

awesome all in one program

can't wait to see what the new extra buttons do in the future!

CoMPMStR
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#5

Posted 05 January 2009 - 09:34 PM

QUOTE (BlazeHoliday @ Jan 5 2009, 08:11)
awesome all in one program

can't wait to see what the new extra buttons do in the future!

You don't have to wait any longer. I updated the program. biggrin.gif

Rich246
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#6

Posted 05 January 2009 - 10:27 PM

Amazing program, but I need to ask a dumb question.... why do I need the readme.txt for it to run?

CoMPMStR
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#7

Posted 05 January 2009 - 10:52 PM

QUOTE (Rich246 @ Jan 5 2009, 16:27)
Amazing program, but I need to ask a dumb question.... why do I need the readme.txt for it to run?

Because someone already posted my handling editor (when I first released it) and changed the readme to say it was created by them. I got it removed from those sites and had it replaced by my actual release. Then I created a sort of protection that checks if the readme has been changed and if it has the program won't run. Not a dumb question, just nobody has asked it until now.

Gforce
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#8

Posted 05 January 2009 - 11:01 PM

this is a very good solution to using all of those tools you made.

well done and thanks for your hard work smile.gif

BlazeHoliday
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#9

Posted 06 January 2009 - 12:10 AM Edited by BlazeHoliday, 06 January 2009 - 09:57 AM.

Hey I evertime I edit with the weapons editor with needle my game crashes. upon further investigations no matter what editing I do with the programs weapon editor it makes the file size 1/3 or it's original size everytime.... so I think it's saving the file wrong or something. not sure. but i back it up and make the same adjustments manuelly and they work..

maybe something to look into... think it when from 18.xxkb to 6.xxkb the weapons file that is.

EDIT: Replied to your pm with code it was saving as. Home it helps work out any possible bugs in the weapons editor! GL CoMP

Krailer
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#10

Posted 06 January 2009 - 03:59 AM

QUOTE (BlazeHoliday @ Jan 6 2009, 00:10)
...the programs weapon editor it makes the file size 1/3 or it's original size everytime...

I only edited carcols.dat so far, but I did notice the lines commented out were removed after saving the file. It didn't seem to cause any adverse effects, though.

ceedj
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#11

Posted 06 January 2009 - 07:12 AM

Can you run this WITHOUT using mod assistant? Suppose I'm using XLiveless. mercie_blink.gif

CoMPMStR
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#12

Posted 06 January 2009 - 07:26 AM

QUOTE (ceedj @ Jan 6 2009, 01:12)
Can you run this WITHOUT using mod assistant? Suppose I'm using XLiveless. mercie_blink.gif

Sure, you can use any of the tools on their own. Mod Assistant is used to enable modding, backup files, etc., but if you already have a method to do that then you don't need to use it.

voidster
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#13

Posted 06 January 2009 - 08:05 AM

i cant seem to look at the peds.ide file using your ide editor. It seems to load everything but when i got to the peds tab, its just blank with no drop down items to select. i could have missed something though..

its all good though, no worries. good work on all the editors.


CoMPMStR
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#14

Posted 06 January 2009 - 05:45 PM

QUOTE (voidster @ Jan 6 2009, 02:05)
i cant seem to look at the peds.ide file using your ide editor. It seems to load everything but when i got to the peds tab, its just blank with no drop down items to select. i could have missed something though..

its all good though, no worries. good work on all the editors.

When you load the files in the iDE Editor, if it doesn't find one of the files (vehicles.ide or peds.ide) it will alert you with a message saying which file it was unable to locate. As long as you have all 3 files in the same folder, it should open all 3 when you choose to load default.ide. Do you receive any errors when loading default.ide?

Rich246
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#15

Posted 07 January 2009 - 01:50 AM

QUOTE (CoMPMStR @ Jan 5 2009, 17:52)
QUOTE (Rich246 @ Jan 5 2009, 16:27)
Amazing program, but I need to ask a dumb question.... why do I need the readme.txt for it to run?

Because someone already posted my handling editor (when I first released it) and changed the readme to say it was created by them. I got it removed from those sites and had it replaced by my actual release. Then I created a sort of protection that checks if the readme has been changed and if it has the program won't run. Not a dumb question, just nobody has asked it until now.

Well maybe in the taskbar you should make it say "IB Needle Created by CoMPMStR"

CoMPMStR
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#16

Posted 07 January 2009 - 10:05 PM Edited by CoMPMStR, 14 January 2009 - 11:55 PM.

I updated the program. Fixed a few bugs and added some new things.

The one new thing I want to address is the Mod Assistant Service Packs. I added a new feature for anyone who ever needed an original file and didn't have a backup at hand. You can download the 51MB service pack file which contains all the original files for the specified game version. You can then choose to restore any of the files from the service pack and have all original files when you need them, without the use of a backup file.

Krailer
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#17

Posted 09 January 2009 - 07:29 PM

It's good to have all your tools in a complete set, it makes editing all those files even easier.

I'm not sure if you had the chance to read what I posted in the Vehicle Colors Editor topic some time ago, but
the fields for the Body 3 and 2nd Specular in the Car4 Data are still swapped. The car4 lines are basically copies of the car3 lines, but with an extra parameter for the 3rd body part, so they are read as "vehicle name, bodypart #1, bodypart #2, specular, bodypart #3".

Other than that, everything is working flawlessly. icon14.gif

CoMPMStR
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#18

Posted 10 January 2009 - 01:39 AM

QUOTE (Krailer @ Jan 9 2009, 13:29)
It's good to have all your tools in a complete set, it makes editing all those files even easier.

I'm not sure if you had the chance to read what I posted in the Vehicle Colors Editor topic some time ago, but
the fields for the Body 3 and 2nd Specular in the Car4 Data are still swapped. The car4 lines are basically copies of the car3 lines, but with an extra parameter for the 3rd body part, so they are read as "vehicle name, bodypart #1, bodypart #2, specular, bodypart #3".

Other than that, everything is working flawlessly.  icon14.gif

Ok the program has been updated again. Now I've fixed the data properties in both handling editor and vehicle colors editor. Anything else just let me know. biggrin.gif happy.gif

rebel_36
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#19

Posted 10 January 2009 - 05:19 PM

you forgot to fix the "set all" values, ie curvemax, curvemin, curvelateral etc is still wrong

glad to see you still updating it though, good work

CoMPMStR
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#20

Posted 10 January 2009 - 06:26 PM

QUOTE (rebel_36 @ Jan 10 2009, 11:19)
you forgot to fix the "set all" values, ie curvemax, curvemin, curvelateral etc is still wrong

glad to see you still updating it though, good work

Dammit! Sorry about that, I forgot all about it. suicidal.gif I will fix it in the next update, but for now the properties are as follows:

Steering Lock is now Hand Brake Force
Curve Max is now Steering Lock
Curve Min is now Curve Max
Curve Lateral is now Curve Min
Curve Longitudinal is now Curve Lateral

In other words, there's no more curve longitudinal. The rest should all be the same.

Rich246
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#21

Posted 10 January 2009 - 09:03 PM

Can you make a way to "import"... let me explain.

Lets say for example my handling.dat file already has mods in it, but I want to use the flying fbi car, and obviously I don't want to replace my entire handling.dat file, so If I was to make a txt or a dat file... or something with just the line of coded needed to make the flying car work, that would make alot more scene.

I hope that was clear biggrin.gif


CoMPMStR
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#22

Posted 10 January 2009 - 11:06 PM

QUOTE (Rich246 @ Jan 10 2009, 15:03)
Can you make a way to "import"... let me explain.

Lets say for example my handling.dat file already has mods in it, but I want to use the flying fbi car, and obviously I don't want to replace my entire handling.dat file, so If I was to make a txt or a dat file... or something with just the line of coded needed to make the flying car work, that would make alot more scene.

I hope that was clear biggrin.gif

Why don't you take a look at the import/export tab in the editor? It supports importing and exporting regular vehicle handling data, and the extended bike/boat/heli handling data. If the vehicle doesn't have any extended handling data, you goto the Misc tab and click the Add Extended Data button. Then, when the new dialog window appears, you select what type of extended data you want to add for that vehicle (bike, boat or heli/plane). After you've added the extended data for the vehicle, you can then goto the import/export tab and import the data to the vehicle. Make sure you replace the vehicle id to whatever vehicle you're importing for because the editor doesn't support importing mismatch vehicle id's.

PS: The import/export feature has ALWAYS been there since the first handling editor release. happy.gif If you have any other "new" suggestions, let me know. biggrin.gif

Rich246
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#23

Posted 11 January 2009 - 08:49 AM

QUOTE (CoMPMStR @ Jan 10 2009, 18:06)
QUOTE (Rich246 @ Jan 10 2009, 15:03)
Can you make a way to "import"... let me explain.

Lets say for example my handling.dat file already has mods in it, but I want to use the flying fbi car, and obviously I don't want to replace my entire handling.dat file, so If I was to make a txt or a dat file... or something with just the line of coded needed to make the flying car work, that would make alot more scene.

I hope that was clear biggrin.gif

Why don't you take a look at the import/export tab in the editor? It supports importing and exporting regular vehicle handling data, and the extended bike/boat/heli handling data. If the vehicle doesn't have any extended handling data, you goto the Misc tab and click the Add Extended Data button. Then, when the new dialog window appears, you select what type of extended data you want to add for that vehicle (bike, boat or heli/plane). After you've added the extended data for the vehicle, you can then goto the import/export tab and import the data to the vehicle. Make sure you replace the vehicle id to whatever vehicle you're importing for because the editor doesn't support importing mismatch vehicle id's.

PS: The import/export feature has ALWAYS been there since the first handling editor release. happy.gif If you have any other "new" suggestions, let me know. biggrin.gif

Ok.... Thank you

What about a "Restore to defaults" button for each one.... so I don't have to keep clogging up my folders with backup files... happy.gif

CoMPMStR
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#24

Posted 11 January 2009 - 06:34 PM Edited by CoMPMStR, 12 January 2009 - 01:18 AM.

QUOTE (Rich246 @ Jan 11 2009, 02:49)
QUOTE (CoMPMStR @ Jan 10 2009, 18:06)
QUOTE (Rich246 @ Jan 10 2009, 15:03)
Can you make a way to "import"... let me explain.

Lets say for example my handling.dat file already has mods in it, but I want to use the flying fbi car, and obviously I don't want to replace my entire handling.dat file, so If I was to make a txt or a dat file... or something with just the line of coded needed to make the flying car work, that would make alot more scene.

I hope that was clear biggrin.gif

Why don't you take a look at the import/export tab in the editor? It supports importing and exporting regular vehicle handling data, and the extended bike/boat/heli handling data. If the vehicle doesn't have any extended handling data, you goto the Misc tab and click the Add Extended Data button. Then, when the new dialog window appears, you select what type of extended data you want to add for that vehicle (bike, boat or heli/plane). After you've added the extended data for the vehicle, you can then goto the import/export tab and import the data to the vehicle. Make sure you replace the vehicle id to whatever vehicle you're importing for because the editor doesn't support importing mismatch vehicle id's.

PS: The import/export feature has ALWAYS been there since the first handling editor release. happy.gif If you have any other "new" suggestions, let me know. biggrin.gif

Ok.... Thank you

What about a "Restore to defaults" button for each one.... so I don't have to keep clogging up my folders with backup files... happy.gif

The way I use restore to default is by using the batch export feature. Just create 1 file with all the vehicles handling data and use that to import anytime you feel that you screwed something up. If you don't like that idea, you only need 1 backup of the handling file. You can always use the backup and import/export as needed. It may require a little more work on your part but it can already be done.

As for the rest, I may implement import/export for each later on.


EDIT: Updated the program.

Kitteh
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#25

Posted 13 January 2009 - 06:21 AM

Excellent programs. I don't like the icons though, they're confusing and don't make sense. Is there any way to allow user-made icons? Or can you just change them to simple text buttons or something that says the name of the program so I don't have to mouseover?

CoMPMStR
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#26

Posted 13 January 2009 - 06:28 AM

QUOTE (Kitteh @ Jan 13 2009, 00:21)
Excellent programs. I don't like the icons though, they're confusing and don't make sense. Is there any way to allow user-made icons? Or can you just change them to simple text buttons or something that says the name of the program so I don't have to mouseover?

You can always minimize the main window to the trayicon and right click on it. That's the only other way to see what program to launch without mouseover.

FatAssCartman
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#27

Posted 13 January 2009 - 03:17 PM

nice
but can you add multiply and divide to the set all feature?


im not using Mod Assistant Service Packs or gta iv magic
i have the dvd version with all the handling data in filelist.pak
but with GTA IV ASI Loader and GTA IV File Change Fix http://alexander.sannybuilder.com/ i can use handling.dat
and i dont need to modiy files.txt


sorry for my bad english

Kitteh
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#28

Posted 14 January 2009 - 12:39 AM

QUOTE (FatAssCartman @ Jan 13 2009, 07:17)
nice
but can you add multiply and divide to the set all feature?

agree 1000000%

CoMPMStR
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#29

Posted 14 January 2009 - 03:04 AM Edited by CoMPMStR, 14 January 2009 - 05:14 AM.

QUOTE (FatAssCartman @ Jan 13 2009, 09:17)
nice
but can you add multiply and divide to the set all feature?


im not using Mod Assistant Service Packs or gta iv magic
i have the dvd version with all the handling data in filelist.pak
but with GTA IV ASI Loader and GTA IV File Change Fix http://alexander.sannybuilder.com/ i can use handling.dat
and i dont need to modiy files.txt


sorry for my bad english

You know with Xliveless, you don't need either the ASI loader or the file change fix. Xliveless is already an ASI loader, and it has it's own file change fix. tounge2.gif Plus you don't need to run RGSC to run the game! icon14.gif biggrin.gif happy.gif

Still trying to find another editor to make... I updated the program and added the multiply and divide as you requested. wink.gif

FatAssCartman
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#30

Posted 14 January 2009 - 11:18 AM

i can't use Xliveless. the game starts slowly and when it started up with the first mission it uses max 10% per core.
clean install with 1.0.1.0 patch

edit:
thanks




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