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ThirteenAG
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#421

Posted 04 July 2014 - 09:55 PM Edited by ThirteenAG, 04 July 2014 - 10:05 PM.

GTA SA only accepts SFX files in mono PCM-16 format.
If you're creating it, export it as that, but if you downloaded it from somewhere, weird, you could also convert :p

Nice log parsing skills  :^:

This. Is. Amazing. Damn, if it worked with Steam version of the game...would be perfect. Thanks for this mod, man. Finally I don't have to screw around with IMG Tool.

Only ~1% of the mods supports steam SA exe, i don't see a point.

franklingalaxy
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#422

Posted 04 July 2014 - 10:14 PM

Hey Link,

 

can i create a txt line file for carcols.dat ?

 

Because you have said carcols.dat isnt supported!

 

And when you will release a new Version of this mod ?

 

I use Version 0.1.15 and now its a bit old ! Can you release an new Version soon ?

 

PS: Sorry for my english :blink:


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#423

Posted 04 July 2014 - 10:25 PM

can i create a txt line file for carcols.dat ?

Nope, neither the data file itself nor reading from the readme is supported for this file yet.

And when you will release a new Version of this mod ?

Ha, I said I'd release it last month (June), but it didn't came, so I really dunno, Let's see next week.

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#424

Posted 06 July 2014 - 08:59 PM Edited by LINK/2012, 07 July 2014 - 12:34 AM.

So I guess this part is finished!



(because 1 minute is too long)

 

EDIT: Fixed the freezing :)

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MrMateczko
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#425

Posted 06 July 2014 - 09:46 PM

As I wanted to know earlier, will this work with skins (more specifically dff new models)?
So as when I make a change in modeling program, I can see the result in game right away?

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#426

Posted 06 July 2014 - 10:09 PM Edited by LINK/2012, 06 July 2014 - 10:09 PM.

As I wanted to know earlier, will this work with skins (more specifically dff new models)?
So as when I make a change in modeling program, I can see the result in game right away?

Yeah it will, but sometimes it crashes when I do this kind of refreshing on peds, I'm not exactly sure on the reason yet :/


Fantomax
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#427

Posted 07 July 2014 - 03:01 AM

umm... when i use timecyc editor 1.8 ( i place it in cleo 4.3) with timecyc.dat that were placed in modloader bounds, the changes is not saved?


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#428

Posted 07 July 2014 - 03:13 AM Edited by LINK/2012, 07 July 2014 - 03:14 AM.

Timecyc editor 1.8 might have saved the changes to the timecyc.dat in the main directory.


fastman92
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#429

Posted 07 July 2014 - 11:50 AM Edited by fastman92, 07 July 2014 - 11:53 AM.

Timecyc editor 1.8 might have saved the changes to the timecyc.dat in the main directory.


:WriteNewTimecycDat
// Example: 0AB1: call_scm_func @WriteNewTimecycDat 4 CTimecycArrayIndex 4@ script_pointer 3@ number_of_weathers 23 write_illumination? true
0A99: chdir 0
if
0A9A: 4@ = openfile "data\timecyc.dat" mode 0x6277  // IF and SET;  'wb'
No, he should tell a message he got when saving a timecyc.dat

There should be a success or error message.

davis60
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#430

Posted 10 July 2014 - 05:42 AM

Bug:

Modloader seems to hang the missions. The missions starts after some minutes(freezes in the black screen) or it don't even work and freezes.

 

Please fix this


Fantomax
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#431

Posted 10 July 2014 - 07:49 AM

there's text which said ' new timecyc dat has been saved'


TJGM
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#432

Posted 10 July 2014 - 11:08 AM

Bug:
Modloader seems to hang the missions. The missions starts after some minutes(freezes in the black screen) or it don't even work and freezes.
 
Please fix this


Or its just a mod that you installed that causes the issue, missions work fine for me.
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Reyks
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#433

Posted 12 July 2014 - 09:23 PM

So...what's left to do before the next release?


Fantomax
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#434

Posted 12 July 2014 - 10:21 PM

um.. my SA instantly closed when tried to open it after installing some mods... I run it on Win7 

 

The Log have these

 

Warning: std-asi failed to CaptureStackBackTrace for kernel32.dll:CreateFileA! Trying singleton!
Warning: std-asi failed to CaptureStackBackTrace for kernel32.dll:LoadLibraryA! Trying singleton!

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#435

Posted 12 July 2014 - 10:29 PM

Those warnings are totally ignorable and for sure happens to everyone around here :p

Post the entire log (upload somewhere?)... Also, are you sure it's Mod Loader fault but not the mods you installed?


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#436

Posted 13 July 2014 - 12:15 AM Edited by alayanrole, 13 July 2014 - 12:16 AM.

well, i have an 100% restore point that works but it still doesn't wanna work... it's quitted 2 seconds after i start SA

========================== modloader 0.1.14 ==========================

Loading basic config file modloader/modloader.ini
Making sure directory "modloader/.data" exists...
Making sure directory "modloader/.data/plugins" exists...
Making sure directory "modloader/.data/cache" exists...

Reading command line
Done reading command line

Looking for plugins...
Reading plugins.ini
Loading plugin module 'std-asi.dll'
Plugin module 'std-asi.dll' loaded as std-asi 0.11 by LINK/2012
Loading plugin module 'std-bank.dll'
Plugin module 'std-bank.dll' loaded as std-bank 0.2 by LINK/2012
Loading plugin module 'std-cleo.dll'
Plugin module 'std-cleo.dll' loaded as std-cleo DC1 by LINK/2012
Loading plugin module 'std-data.dll'
Plugin module 'std-data.dll' loaded as std-data 0.3 by LINK/2012
Loading plugin module 'std-fx.dll'
Plugin module 'std-fx.dll' loaded as std-fx RC1 by LINK/2012
Loading plugin module 'std-img.dll'
Plugin module 'std-img.dll' loaded as std-img RC3 by LINK/2012
Loading plugin module 'std-movies.dll'
Plugin module 'std-movies.dll' loaded as std-movies RC1 by LINK/2012
Loading plugin module 'std-scm.dll'
Plugin module 'std-scm.dll' loaded as std-scm RC1 by LINK/2012
Loading plugin module 'std-sprites.dll'
Plugin module 'std-sprites.dll' loaded as std-sprites RC1 by LINK/2012
Loading plugin module 'std-text.dll'
Plugin module 'std-text.dll' loaded as std-text RC2 by LINK/2012

Starting up plugins...
Starting up plugin "std-bank"
Starting up plugin "std-asi"
Starting up plugin "std-cleo"
Finishing cache file
Nothing to finish
Starting up plugin "std-fx"
Starting up plugin "std-movies"
Starting up plugin "std-scm"
Starting up plugin "std-sprites"
Starting up plugin "std-text"
Starting up plugin "std-img"
Starting up plugin "std-data"
Creating data cache folder...

Looking for mods at "modloader\"...
Loading modloader config file modloader.ini
Reading mod "DATA MOBIL, skin sel juga\" (0) at "DATA MOBIL, skin sel juga\"...
Handler for file "data\" (0) not found
Handler for file "data\gta.dat" (1) is "std-data"
Handler for file "data\maps\" (2) not found
Handler for file "data\maps\veh_mods\" (3) not found
Handler for file "data\maps\veh_mods\veh_mods.ide" (4) is "std-data"
Reading mod "DM\" (1) at "DM\"...
Handler for file "Data\" (5) not found
Handler for file "Data\object.dat" (6) is "std-data"
Handler for file "Data\surfinfo.dat" (7) is "std-data"
Handler for file "gta3.img\" (8) is "std-img"
Handler for file "Models\" (9) not found
Handler for file "Models\effects.fxp" (10) is "std-fx"
Handler for file "Models\effectsPC.txd" (11) is "std-fx"
Handler for file "Models\generic\" (12) not found
Handler for file "Models\generic\vehicle.txd" (13) is "std-fx"
Handler for file "Models\particle.txd" (14) is "std-fx"
Reading mod "PmC\" (2) at "PmC\"...
Handler for file "gta3.img\" (15) is "std-img"
Reading mod "Project_2dfx_sa\" (3) at "Project_2dfx_sa\"...
Handler for file "baybridge1_sfse.dff" (16) is "std-img"
Handler for file "baybridge2_sfse.dff" (17) is "std-img"
Handler for file "baybridge3_sfse.dff" (18) is "std-img"
Handler for file "baybridge4_sfse.dff" (19) is "std-img"
Handler for file "bigwhiete_sfe.dff" (20) is "std-img"
Handler for file "ce_radarmast3.dff" (21) is "std-img"
Handler for file "des_lodtranstwr.dff" (22) is "std-img"
Handler for file "des_transtower.dff" (23) is "std-img"
Handler for file "ggbrig_01_sfw.dff" (24) is "std-img"
Handler for file "ggbrig_06_sfw.dff" (25) is "std-img"
Handler for file "landsh*t_09_sfe.dff" (26) is "std-img"
Handler for file "radarmast1_lawn.dff" (27) is "std-img"
Handler for file "radarmast1_lawn01.dff" (28) is "std-img"
Handler for file "transmitter_sfs.dff" (29) is "std-img"
Handler for file "ws_ref_bollard.dff" (30) is "std-img"
Reading mod "SRT\" (4) at "SRT\"...
Handler for file "data\" (31) not found
Handler for file "data\maps\" (32) not found
Handler for file "data\maps\generic\" (33) not found
Handler for file "data\maps\generic\procobj.ide" (34) is "std-data"
Handler for file "data\maps\generic\vegepart.ide" (35) is "std-data"
Handler for file "data\plants.dat" (36) is "std-data"
Handler for file "gta3.img\" (37) is "std-img"
Handler for file "models\" (38) not found
Handler for file "models\grass\" (39) not found
Handler for file "models\grass\grass0_1.dff" (40) is "std-fx"
Handler for file "models\grass\grass0_2.dff" (41) is "std-fx"
Handler for file "models\grass\grass0_3.dff" (42) is "std-fx"
Handler for file "models\grass\grass0_4.dff" (43) is "std-fx"
Handler for file "models\grass\grass1_1.dff" (44) is "std-fx"
Handler for file "models\grass\grass1_2.dff" (45) is "std-fx"
Handler for file "models\grass\grass1_3.dff" (46) is "std-fx"
Handler for file "models\grass\grass1_4.dff" (47) is "std-fx"
Handler for file "models\grass\grass2_1.dff" (48) is "std-fx"
Handler for file "models\grass\grass2_2.dff" (49) is "std-fx"
Handler for file "models\grass\grass2_3.dff" (50) is "std-fx"
Handler for file "models\grass\grass2_4.dff" (51) is "std-fx"
Handler for file "models\grass\grass3_1.dff" (52) is "std-fx"
Handler for file "models\grass\grass3_2.dff" (53) is "std-fx"
Handler for file "models\grass\grass3_3.dff" (54) is "std-fx"
Handler for file "models\grass\grass3_4.dff" (55) is "std-fx"
Handler for file "models\grass\plant1.dff" (56) is "std-fx"
Handler for file "models\grass\plant1.txd" (57) is "std-fx"
Reading mod "timecyc\" (5) at "timecyc\"...
Handler for file "data\" (58) not found
Handler for file "data\timecyc.dat" (59) is "std-data"
Reading mod "Timecyc editor\" (6) at "Timecyc editor\"...
Handler for file "models\" (60) not found
Handler for file "models\txd\" (61) not found
Handler for file "models\txd\timecyc.txd" (62) is "std-sprites"
Reading mod "Weapon\" (7) at "Weapon\"...
Handler for file "gta3.img\" (63) is "std-img"
Reading mod "WUYC\" (8) at "WUYC\"...
Handler for file "gta3.img\" (64) is "std-img"

Handling files...
Handler "std-data" failed to process file "Data\object.dat"
Handler "std-data" failed to process file "Data\surfinfo.dat"
Found replacement for file effects.fxp which is "modloader\DM\Models\effects.fxp"
Found replacement for file effectsPC.txd which is "modloader\DM\Models\effectsPC.txd"
Found replacement for file vehicle.txd which is "modloader\DM\Models\generic\vehicle.txd"
Found replacement for file particle.txd which is "modloader\DM\Models\particle.txd"
Found replacement for file grass0_1.dff which is "modloader\SRT\models\grass\grass0_1.dff"
Found replacement for file grass0_2.dff which is "modloader\SRT\models\grass\grass0_2.dff"
Found replacement for file grass0_3.dff which is "modloader\SRT\models\grass\grass0_3.dff"
Found replacement for file grass0_4.dff which is "modloader\SRT\models\grass\grass0_4.dff"
Found replacement for file grass1_1.dff which is "modloader\SRT\models\grass\grass1_1.dff"
Found replacement for file grass1_2.dff which is "modloader\SRT\models\grass\grass1_2.dff"
Found replacement for file grass1_3.dff which is "modloader\SRT\models\grass\grass1_3.dff"
Found replacement for file grass1_4.dff which is "modloader\SRT\models\grass\grass1_4.dff"
Found replacement for file grass2_1.dff which is "modloader\SRT\models\grass\grass2_1.dff"
Found replacement for file grass2_2.dff which is "modloader\SRT\models\grass\grass2_2.dff"
Found replacement for file grass2_3.dff which is "modloader\SRT\models\grass\grass2_3.dff"
Found replacement for file grass2_4.dff which is "modloader\SRT\models\grass\grass2_4.dff"
Found replacement for file grass3_1.dff which is "modloader\SRT\models\grass\grass3_1.dff"
Found replacement for file grass3_2.dff which is "modloader\SRT\models\grass\grass3_2.dff"
Found replacement for file grass3_3.dff which is "modloader\SRT\models\grass\grass3_3.dff"
Found replacement for file grass3_4.dff which is "modloader\SRT\models\grass\grass3_4.dff"
Found replacement for file plant1.dff which is "modloader\SRT\models\grass\plant1.dff"
Found replacement for file plant1.txd which is "modloader\SRT\models\grass\plant1.txd"
Info: Overriding replacement for file timecyc.dat, from "data/timecyc.dat" with "modloader\timecyc\data\timecyc.dat"
Found replacement for file timecyc.dat which is "modloader\timecyc\data\timecyc.dat"

Pos processing...
Pos processing plugin "std-bank"
Pos processing plugin "std-asi"
CLEO library version 4030000 found at "CLEO.asi"
[CLEO] Module has been loaded: "CLEO.asi"
[CLEO] Module has been loaded: "cleo\FileSystemOperations.cleo"
[CLEO] Module has been loaded: "cleo\IniFiles.cleo"
[CLEO] Module has been loaded: "cleo\IntOperations.cleo"
[CLEO] Module has been loaded: "cleo\newOpcodes.cleo"
Pos processing plugin "std-cleo"
Pos processing plugin "std-fx"
Pos processing plugin "std-movies"
Pos processing plugin "std-scm"
Pos processing plugin "std-sprites"
Pos processing plugin "std-text"
Pos processing plugin "std-img"
Pos processing plugin "std-data"

Game is ready!

Warning: std-asi failed to CaptureStackBackTrace for kernel32.dll:CreateFileA! Trying singleton!
Warning: std-asi failed to CaptureStackBackTrace for kernel32.dll:LoadLibraryA! Trying singleton!

Shutting down modloader...
Unloading plugin "std-bank"
Unloading plugin "std-asi"
Unloading plugin "std-cleo"
Unloading plugin "std-fx"
Unloading plugin "std-movies"
Unloading plugin "std-scm"
Unloading plugin "std-sprites"
Unloading plugin "std-text"
Unloading plugin "std-img"
Unloading plugin "std-data"
Deleting data cache folder...
modloader has been shutdown.

******************************************************************************
> Logging finished: 07:13:59
  Powered by sa-modloader (https://github.com/thelink2012/sa-modloader)
******************************************************************************

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#437

Posted 13 July 2014 - 12:21 AM Edited by LINK/2012, 13 July 2014 - 12:22 AM.

It's weird, no exception, nothing, it doesn't even open the game window.

Well, I don't know, I'll continue the procedure I'm doing since... months, wait for the next update :p

IT'S COMING GUYS, IT'S COMING, DON'T WORRY! EVERYTHING REWRITTEN!


Fantomax
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#438

Posted 13 July 2014 - 01:05 AM

^ yeah well, i think i will do my fifth reinstall this month... ah drat....


mickekefi
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#439

Posted 20 July 2014 - 04:17 AM

How can i install it??


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#440

Posted 20 July 2014 - 06:11 AM Edited by LINK/2012, 20 July 2014 - 06:11 AM.

How can i install it??

Detailed instructions are on the readme, have an ASI Loader and then just extract Mod Loader files into your game dir.

It's ready to use.


Furjiply
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#441

Posted 22 July 2014 - 04:23 AM

How would I install a retexture mod that has multiple folders in it?

I've got it like this:

3104917143.png, but nothing happpens ingame.


atheoang3l0
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#442

Posted 22 July 2014 - 09:13 AM Edited by Darchang310, 24 July 2014 - 04:55 AM.

Is the latest version in GTAGarage (0.1.15) compatible with CLEO 4.3.16? The changelog only says "4.3".

I can't wait to test this mod out.


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#443

Posted 23 July 2014 - 12:22 AM Edited by LINK/2012, 23 July 2014 - 12:23 AM.

How would I install a retexture mod that has multiple folders in it?
I've got it like this:

Whatever way you want. I'd suggest creating a folder "GTA V Roads" and placing the three folders there.
 

, but nothing happpens ingame.

modloader.log please.

Is the latest version in GTAGarage (0.1.15) compatible with CLEO 4.3.16? The changelog only says "4.3".

Sure, the page actually says nothing about being compatible with a specific CLEO version, it's just the changelog that contains a bugfix related to it.

atheoang3l0
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#444

Posted 24 July 2014 - 04:54 AM Edited by Darchang310, 24 July 2014 - 04:55 AM.

Sure, the page actually says nothing about being compatible with a specific CLEO version, it's just the changelog that contains a bugfix related to it.

Just being sure, before installing a fresh copy of GTA: SA over my old, heavily modded one.

BTW, thanks. Been waiting for a long time for someone to do this.


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#445

Posted 24 July 2014 - 12:14 PM

GTA_SA crash.. 

 

last line :   Starting injected cleo script search 0eb66468 for version '3'...

Finishing injected cleo script search 0eb66468...
 
fault name : stackhash blablabla

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#446

Posted 25 July 2014 - 04:12 PM

Link/2012, is it supposed to read data lines from cars Readmes? (I know colours.dat isn't supported) Because when i install a car it looks like any data line is being read (handling, vehicles nor carmods), because the wheels go underground or CJ "levitates" and then open the door to enter.

On the other hand, if i install it in the traditional way (modifying all the data files one by one) the car looks good.

Maybe i do something wrong but i put the folder "Car X" and this includes the .dff, .txd and the readme.

Is there any other way?

 

Thank you.


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#447

Posted 25 July 2014 - 06:23 PM

GTASA\modloader\MyCAR\mycar.dff
GTASA\modloader\MyCAR\mycar.txd
GTASA\modloader\MyCAR\data\carcol.txt
GTASA\modloader\MyCAR\data\carmods.txt
GTASA\modloader\MyCAR\data\handling.txt
GTASA\modloader\MyCAR\data\vehicle.txt

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#448

Posted 25 July 2014 - 09:09 PM Edited by juanma_16, 26 July 2014 - 04:59 AM.

GTASA\modloader\MyCAR\mycar.dff
GTASA\modloader\MyCAR\mycar.txd
GTASA\modloader\MyCAR\data\carcol.txt
GTASA\modloader\MyCAR\data\carmods.txt
GTASA\modloader\MyCAR\data\handling.txt
GTASA\modloader\MyCAR\data\vehicle.txt

Wll, a will try that but i think i already tried it and didn't work...Also Link said Modloader reads the data lines from readmes and those txts files are separated. The work would be the same as modifiing the original files...

 

Edit: Tried it and didn't work...


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#449

Posted 25 July 2014 - 09:24 PM

Wll, a will try that but i think i already tried it and didn't work...Also Link said Modloader reads the data lines from readmes and those txts files are separated. The work would be the same as modifiing the original files...

That did sound like a cool feature, but is it really so hard to copy a line into another file, for simplicity more than anything? Plus reading the file would then be a few nanoseconds faster.

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#450

Posted 25 July 2014 - 09:54 PM Edited by juanma_16, 25 July 2014 - 09:57 PM.

 

GWAsjkC.png


 

  • It reads readme files in search for data lines for replacement.

 


 

 

According to Link it does that...





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