dkluin Posted September 18, 2015 Share Posted September 18, 2015 (edited) Neat, i've got the same issue with creating a script to do the helicopter path for VC however I think I got a good solution for paths easy. Make the landing/take-off paths and set the plane to fly to the location and assign it to the landing path. That could work too. Edited September 18, 2015 by dkluin NothingSpecial and Sweet Bellic 2 Link to comment Share on other sites More sharing options...
goodidea82 Posted September 18, 2015 Share Posted September 18, 2015 (edited) It would be great if you don't modify main.scm but use cleo instead. Modifying main.scm bears the risk that something may go wrong and the original game breaks somewhere (e.g. getting stuck in a mission). Minimal modifications like for the airport are ok perhaps. Btw, the bar in VC is awesome, can't wait to play pool there. Edited September 18, 2015 by goodidea82 artginPL and PlatinumSerb 2 Link to comment Share on other sites More sharing options...
PlatinumSerb Posted September 18, 2015 Author Share Posted September 18, 2015 It would be great if you don't modify main.scm but use cleo instead. Modifying main.scm bears the risk that something may go wrong and the original game breaks somewhere (e.g. getting stuck in a mission). Minimal modifications like for the airport are ok perhaps. Btw, the bar in VC is awesome, can't wait to play pool there. I haven't modified the main.scm and I dont plan on modifying it. All the new scripts are through cleo Reyks, Jago, goodidea82 and 1 other 4 Link to comment Share on other sites More sharing options...
dkluin Posted September 18, 2015 Share Posted September 18, 2015 It would be great if you don't modify main.scm but use cleo instead. Modifying main.scm bears the risk that something may go wrong and the original game breaks somewhere (e.g. getting stuck in a mission). Minimal modifications like for the airport are ok perhaps. Btw, the bar in VC is awesome, can't wait to play pool there. I haven't modified the main.scm and I dont plan on modifying it. All the new scripts are through cleo So basicly, how did you do the planes script? If you haven't modified SCM.... Uzzi47 1 Link to comment Share on other sites More sharing options...
PlatinumSerb Posted September 18, 2015 Author Share Posted September 18, 2015 (edited) It would be great if you don't modify main.scm but use cleo instead. Modifying main.scm bears the risk that something may go wrong and the original game breaks somewhere (e.g. getting stuck in a mission). Minimal modifications like for the airport are ok perhaps. Btw, the bar in VC is awesome, can't wait to play pool there. I haven't modified the main.scm and I dont plan on modifying it. All the new scripts are through cleo So basicly, how did you do the planes script? If you haven't modified SCM.... ...through CLEO edit: the original plane flight script by R* remains unchanged in the main.scm. The CLEO script handles the flights to VC and LC. Edited September 18, 2015 by PlatinumSerb NothingSpecial, artginPL, Uzzi47 and 1 other 4 Link to comment Share on other sites More sharing options...
Beckerbrasil Posted September 18, 2015 Share Posted September 18, 2015 you intend to lay the radios of lc and Vice City for this version too? artginPL and Ivan1997GTA 2 Link to comment Share on other sites More sharing options...
artginPL Posted September 20, 2015 Share Posted September 20, 2015 (edited) Next bug in LC - textures of containers. Edited September 20, 2015 by artginPL Sweet Bellic, Beckerbrasil and PlatinumSerb 3 Link to comment Share on other sites More sharing options...
buttprime Posted September 21, 2015 Share Posted September 21, 2015 so 2dfx doesn't seem to work with this mod for me, contrary to the posts on the first page. I'd just like someone to confirm Link to comment Share on other sites More sharing options...
dkluin Posted September 21, 2015 Share Posted September 21, 2015 so 2dfx doesn't seem to work with this mod for me, contrary to the posts on the first page. I'd just like someone to confirmI can confirm that, I think the issue lies in limit adjuster since I made my mod compatible with it before. Link to comment Share on other sites More sharing options...
PlatinumSerb Posted September 21, 2015 Author Share Posted September 21, 2015 (edited) so 2dfx doesn't seem to work with this mod for me, contrary to the posts on the first page. I'd just like someone to confirm I can confirm that, I think the issue lies in limit adjuster since I made my mod compatible with it before. Confirm what? could I use gtasa 2dfx when I used this mod? If you are talking about this mod: https://github.com/ThirteenAG/Project_2dfx_sa-archived-/releases Then yes it will work, I just tested it. could I use gtasa 2dfx when I used this mod? It should be fine. so 2dfx doesn't seem to work with this mod for me, contrary to the posts on the first page. I'd just like someone to confirm As I mentioned in the previous post it worked for me. I'll double check with the new version tomorrow. Do you get some sort of error when trying it? Edited September 21, 2015 by PlatinumSerb Link to comment Share on other sites More sharing options...
dkluin Posted September 21, 2015 Share Posted September 21, 2015 @PlatinumSerb I meant that project 2dfx might not be compatible with limit adjuster. I dont know for sure, since I cant get it working neither. Link to comment Share on other sites More sharing options...
Beckerbrasil Posted September 21, 2015 Share Posted September 21, 2015 PlatinumSb answer my question please I Showed the bug always appears one plane in particular street lc I sent the screen you intend to lay the radios of lc and Vice City for this version too? Link to comment Share on other sites More sharing options...
PlatinumSerb Posted September 21, 2015 Author Share Posted September 21, 2015 PlatinumSb answer my question please I Showed the bug always appears one plane in particular street lc I sent the screen you intend to lay the radios of lc and Vice City for this version too? Sorry I missed it man. Yeah no plans for radios in LC and VC in this version. Its mainly performance/bug fixes plus other script features. Beckerbrasil 1 Link to comment Share on other sites More sharing options...
dkluin Posted September 21, 2015 Share Posted September 21, 2015 (edited) PlatinumSb answer my question please I Showed the bug always appears one plane in particular street lc I sent the screen you intend to lay the radios of lc and Vice City for this version too? Sorry I missed it man. Yeah no plans for radios in LC and VC in this version. Its mainly performance/bug fixes plus other script features. 2bad Edited September 21, 2015 by dkluin Link to comment Share on other sites More sharing options...
Beckerbrasil Posted September 21, 2015 Share Posted September 21, 2015 (edited) bug., always in this particular zona appears this aircraft Edited September 21, 2015 by Beckerbrasil PlatinumSerb 1 Link to comment Share on other sites More sharing options...
PlatinumSerb Posted September 21, 2015 Author Share Posted September 21, 2015 PlatinumSb answer my question please I Showed the bug always appears one plane in particular street lc I sent the screen you intend to lay the radios of lc and Vice City for this version too? Sorry I missed it man. Yeah no plans for radios in LC and VC in this version. Its mainly performance/bug fixes plus other script features. 2bad Please refrain from one word responses that do not contribute anything to the topic. I stated from the start that my intent is to get a stable map base down first before any other features are created. Minor features such as including radio stations might come later depending on what time I have available. Jinx. and Beckerbrasil 2 Link to comment Share on other sites More sharing options...
dkluin Posted September 21, 2015 Share Posted September 21, 2015 PlatinumSb answer my question please I Showed the bug always appears one plane in particular street lc I sent the screen you intend to lay the radios of lc and Vice City for this version too? Sorry I missed it man. Yeah no plans for radios in LC and VC in this version. Its mainly performance/bug fixes plus other script features. 2bad Please refrain from one word responses that do not contribute anything to the topic. I stated from the start that my intent is to get a stable map base down first before any other features are created. Minor features such as including radio stations might come later depending on what time I have available. I know, I just don't really see the problem. Link to comment Share on other sites More sharing options...
buttprime Posted September 22, 2015 Share Posted September 22, 2015 (edited) so 2dfx doesn't seem to work with this mod for me, contrary to the posts on the first page. I'd just like someone to confirm As I mentioned in the previous post it worked for me. I'll double check with the new version tomorrow. Do you get some sort of error when trying it? Game crashed unfortunately, here's a crash log: Current process ID: 7564 Last file to be loaded: DATA\ANIMGRP.DAT Last library loaded: NOT SET Exception address: 0x004C686D ("what.exe"(hoodlum 1.0 us)+0xC686D) Exception code: 0xC0000005 Exception name: EXCEPTION_ACCESS_VIOLATION Inaccessible memory address: 0x18 General registers: EAX: 0x00000000 (0) EBX: 0x00000000 (0) ECX: 0x00AAE954 (11200852) EDX: 0x00000000 (0) ESI: 0x00863B10 (8796944) EDI: 0x00000000 (0) EBP: 0x76336C30 (1983081520) ESP: 0x0028FDA8 (2686376) EIP: 0x004C686D (5007469) EFL: 0x00010246 (66118) from fastman92limitAdjuster.log I installed the mod onto a clean version of GTASA from a retail dvd and then added 2dfx version 3.2 Edited September 22, 2015 by buttprime Link to comment Share on other sites More sharing options...
goodidea82 Posted September 22, 2015 Share Posted September 22, 2015 Which CLEO version are you using? I have just tested it with 4.1 (installing cleo after your installation instructions) and it worked. Link to comment Share on other sites More sharing options...
buttprime Posted September 23, 2015 Share Posted September 23, 2015 I didn't even bother installing cleo first as it was included in the mod, I just checked it using 4.1 and no change Beckerbrasil 1 Link to comment Share on other sites More sharing options...
goodidea82 Posted September 23, 2015 Share Posted September 23, 2015 I didn't even bother installing cleo first as it was included in the mod, I just checked it using 4.1 and no change Strange, before installing cleo myself, the cleo scripts in the cleo folder were not executed, and the cleo version was not displayed in the game menu. Hence it was not active. Also the readme of SAxVCxLC says "You will need CELO installed to use the cleo scripts that I have included." so I'm suprised that you didn't have to install it. Nevertheless, I would like to know from PlatinumSerb which version he uses in order to simplify debugging. Link to comment Share on other sites More sharing options...
goodidea82 Posted September 23, 2015 Share Posted September 23, 2015 (edited) Here is a report of some tests I have done: Setup: - Win 7 64bit (with several VisualC++ runtime environments installed); GTA SA 1.0 US (Hoodlum); - Installed SAxVCxLC v0.4 as instructed in the readme, then installed CLEO 4.1 (this means that some files from SAxVCxLC were overwritten by files from CLEO 4.1); In the following tests an existing savegame hast been used (not starting a new game); First observation: - It works ! - However, during loading of the savegame the loading pauses when the loading bar is at ~80%. I have to press a button (enter) to continue loading. Can this issue be solved? - I have observed that there are little gaps between polygons in VC and LC. When flying from SA to VC I also saw a very visible gap in the ocean. Mods that seem to work properly: - Added modloader 0.2.5. Observed that loading bar pauses at~50%, a key has to be pressed to continue loading. The following mods have been added via modloader: - Improved Fastloader by LINK - Silentpatch 1.1 (20.09.2015) - Beyond Space of Realities (BSOR) 2013 Classic. It's texture mod. Modifies in data/maps/generic procobj.ide and vegepart.ide; in gta3img it modifies several .dff and txd files. - TheBirdsUpdate by LINK - GTA_SA_Golf, (my mod), it modifies multiobj.col, adds an .ifp file, and modifies object.dat (adds cleo files of course) - GTA_SA_Volleyball, (my mod), modifies multiobj.col and od_vbnet.dff, and object.dat - Real Traffic Fix, by Junior_Djjr, - a custom timecyc - FLA 2.1 also works. Hence, some non-trivial mods can still be used. Mods with solvable problems: - Camping Mobile Save House 2 and Trailer Attach. The file that causes an immediate crash is data/vehicles.ide. No vehicle is added but only some parameters are modified in vehicles.ide. The file data/handling.cfg causes a crash occasionally during game play (noticed in VC when going from Starfish island to the west main island and turing left after the bridge). - GTA Soccer TeamPlay. It does not crash, but there seems to be an overlap with object IDs because the baseball field is messed up. The mod allow to configure different IDs, but nevertheless, the IDs should be free for legacy mods and not be used by SAxVCxLC. Some Mods that do not work: - Project2DFx 3.2. (either modlloader or traditional) Immediate crash. When removing limit_adjuster_gta3vcsa.asi (I thought maybe fastmanLA does the job), then the crash happens at the end of loading. (update 27.9.2015) It is possible when enabling only the OpenLA settings (Buildings, Dummys, StaticShadows, Coronas, ScriptSearchLights) and in SALodLights (LodLights, StaticShadows, DrawDistance). Searchlights cause a crash. - enb 0.076. It does not crash and the effects like water and reflections are visible, but buildings and the ground in VC are partly black. This happens under any enbseries.ini configuration. - Enterable hidden interiors (EHI) 2.5, by ArtginPL, crash during loading. - GTA SA CJ HD REMAKE BETA 2.0, crash during loading. The mod modifies gta.dat and player.img Why do these mods not work? What should be done to make them work under this setting? To increase compatibility with existing mods (which I find very important), one thing that should be done in this project is to not use IDs in the range 0-19999, because many mods use the free IDs of the original game within this range. Furthermore, fastmanLA offers enough IDs outside of this range (or do I misunderstand something?). Edited September 27, 2015 by goodidea82 PlatinumSerb 1 Link to comment Share on other sites More sharing options...
fastman92 Posted September 23, 2015 Share Posted September 23, 2015 (edited) Here is a report of some tests I have done: Setup: - Win 7 64bit (with several VisualC++ runtime environments installed); GTA SA 1.0 US (Hoodlum); - Installed SAxVCxLC v0.4 as instructed in the readme, then installed CLEO 4.1 (this means that some files from SAxVCxLC were overwritten by files from CLEO 4.1); In the following tests an existing savegame hast been used (not starting a new game); First observation: - It works ! - However, during loading of the savegame the loading pauses when the loading bar is at ~80%. I have to press a button (enter) to continue loading. Can this issue be solved? - I have observed that there are little gaps between polygons in VC and LC. When flying from SA to VC I also saw a very visible gap in the ocean. Mods that seem to work properly: - Added modloader 0.2.5. Observed that loading bar pauses at~50%, a key has to be pressed to continue loading. The following mods have been added via modloader: - Improved Fastloader by LINK - Silentpatch 1.1 (20.09.2015) - Beyond Space of Realities (BSOR) 2013 Classic. It's texture mod. Modifies in data/maps/generic procobj.ide and vegepart.ide; in gta3img it modifies several .dff and txd files. - TheBirdsUpdate by LINK - GTA_SA_Golf, (my mod), it modifies multiobj.col, adds an .ifp file, and modifies object.dat (adds cleo files of course) - GTA_SA_Volleyball, (my mod), modifies multiobj.col and od_vbnet.dff, and object.dat - Real Traffic Fix, by Junior_Djjr, - enb 0.076 - a custom timecyc Hence, some non-trivial mods can still be used. Mods that do not work: - In game TimeCyc Editor by fastman92 (installed not via modloader but in traditional way (it does work on standard SA)) - Project2DFx 3.2. (either modlloader or traditional) Immediate crash. When removing limit_adjuster_gta3vcsa.asi (I thought maybe fastmanLA does the job), then the crash happens at the end of loading. - Enterable hidden interiors (EHI) 2.5, by ArtginPL, crash during loading. - GTA SA CJ HD REMAKE BETA 2.0, crash during loading. The mod modifies gta.dat and player.img - Camping Mobile Save House 2 and Trailer Attach. The file that causes the crash is data/vehicles.ide. No vehicle is added but only some parameters are modified in vehicles.ide. When removing data/vehicles.ide from the mod, then it works. - GTA Soccer TeamPlay. It does not crash, but there seems to be an overlap with object IDs because the baseball field is messed up. Hence, some very good mods do not work. These are only some examples I hope that solutions will be found To increase compatibility with existing mods (which I find very important), one thing that should be done in this project is to not use IDs in the range 0-19999, because many mods use the free IDs of the original game within this range. Furthermore, fastmanLA offers enough IDs outside of this range (or do I misunderstand something?). My sample ID limits: IPL ID limit > 256 check disabled. Game may have some bugs if ID IPL limit is increased.At least one ID limit is changed. ModelIDlimit::PatchModelPtrsLimit will do a job.Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches.Count of file IDs is over 65535 and base ID of CStreamingInfo requires __int32. Applying __int32 base ID patches.COL ID limit is over 256 and requires something more than unsigned __int8. Applying unsigned __int16 patches.New ID limits:0 - 65529 (65530) - DFF models defined within IDE files65530 - 131059 (65530) - TXD archives.131060 - 131559 (500) - COL collision archives.131560 - 131815 (256) - IPL Binary IPL files.131816 - 132071 (256) - DAT files limited to nodes*.dat132072 - 197606 (65535) - IFP animation archives.197607 - 263141 (65535) - RRR car recordings, carrec*.rrr files263142 - 263241 (100) - SCM scripts263242 - 263243 (2) - Loaded list263244 - 263245 (2) - Requested list263246 - count of all file IDs" In game TimeCyc Editor by fastman92 (installed not via modloader but in traditional way (it does work on standard SA))"It must work. You have installed it incorrectly. Check the readme.txt of In-game Timecyc Editor again. Remove GXThook.cleo if you have CLEO4. Edited September 23, 2015 by fastman92 Link to comment Share on other sites More sharing options...
goodidea82 Posted September 23, 2015 Share Posted September 23, 2015 " In game TimeCyc Editor by fastman92 (installed not via modloader but in traditional way (it does work on standard SA))"It must work. You have installed it incorrectly. Check the readme.txt of In-game Timecyc Editor again. Remove GXThook.cleo if you have CLEO4. Indeed it was my fault (forgot to copy the txd). It's working now. I have updated the test results. So now Project2Dfx, EHI, and CJ HD Remake remain (beside other smaller mods that were not mentioned). My sample ID limits: Using these limits (those that can be set in 1.9) I get a crash during loading. SAxVCxLC comes with different limits, some are higher some are lower. I'm suprised that you use 65535 for IFP archives and RRR files. Link to comment Share on other sites More sharing options...
PlatinumSerb Posted September 23, 2015 Author Share Posted September 23, 2015 (edited) Here is a report of some tests I have done: Setup: - Win 7 64bit (with several VisualC++ runtime environments installed); GTA SA 1.0 US (Hoodlum); - Installed SAxVCxLC v0.4 as instructed in the readme, then installed CLEO 4.1 (this means that some files from SAxVCxLC were overwritten by files from CLEO 4.1); In the following tests an existing savegame hast been used (not starting a new game); First observation: - It works ! - However, during loading of the savegame the loading pauses when the loading bar is at ~80%. I have to press a button (enter) to continue loading. Can this issue be solved? - I have observed that there are little gaps between polygons in VC and LC. When flying from SA to VC I also saw a very visible gap in the ocean. Mods that seem to work properly: - Added modloader 0.2.5. Observed that loading bar pauses at~50%, a key has to be pressed to continue loading. The following mods have been added via modloader: - Improved Fastloader by LINK - Silentpatch 1.1 (20.09.2015) - Beyond Space of Realities (BSOR) 2013 Classic. It's texture mod. Modifies in data/maps/generic procobj.ide and vegepart.ide; in gta3img it modifies several .dff and txd files. - TheBirdsUpdate by LINK - GTA_SA_Golf, (my mod), it modifies multiobj.col, adds an .ifp file, and modifies object.dat (adds cleo files of course) - GTA_SA_Volleyball, (my mod), modifies multiobj.col and od_vbnet.dff, and object.dat - Real Traffic Fix, by Junior_Djjr, - enb 0.076 - a custom timecyc Hence, some non-trivial mods can still be used. Mods with solvable problems: - Camping Mobile Save House 2 and Trailer Attach. The file that causes the crash is data/vehicles.ide. No vehicle is added but only some parameters are modified in vehicles.ide. When removing data/vehicles.ide from the mod, then it works. - GTA Soccer TeamPlay. It does not crash, but there seems to be an overlap with object IDs because the baseball field is messed up. The mod allow to configure different IDs, but nevertheless, the IDs should be free for legacy mods and not be used by SAxVCxLC. Some Mods that do not work: - Project2DFx 3.2. (either modlloader or traditional) Immediate crash. When removing limit_adjuster_gta3vcsa.asi (I thought maybe fastmanLA does the job), then the crash happens at the end of loading. - Enterable hidden interiors (EHI) 2.5, by ArtginPL, crash during loading. - GTA SA CJ HD REMAKE BETA 2.0, crash during loading. The mod modifies gta.dat and player.img Why do these mods not work? What should be done to make them work under this setting? To increase compatibility with existing mods (which I find very important), one thing that should be done in this project is to not use IDs in the range 0-19999, because many mods use the free IDs of the original game within this range. Furthermore, fastmanLA offers enough IDs outside of this range (or do I misunderstand something?). Thank you so much for this information! Hopefully other people can use this as a reference as-well! - However, during loading of the savegame the loading pauses when the loading bar is at ~80%. I have to press a button (enter) to continue loading. Can this issue be solved? - I have observed that there are little gaps between polygons in VC and LC. When flying from SA to VC I also saw a very visible gap in the ocean. I don't have this issue during loading, if you alt-tab out do you see any error window that pops up? Im guessing it might be some sort of ID conflict. The water issue has been mentioned already and it is fixed in the new version. To increase compatibility with existing mods (which I find very important), one thing that should be done in this project is to not use IDs in the range 0-19999, because many mods use the free IDs of the original game within this range. Furthermore, fastmanLA offers enough IDs outside of this range (or do I misunderstand something?). Will be done this way in the new version. I hope to make this mod compatible with as many older SA mods as possible, but I cant really spend time ensuring this right now. Edited September 23, 2015 by PlatinumSerb goodidea82 and Beckerbrasil 2 Link to comment Share on other sites More sharing options...
fastman92 Posted September 24, 2015 Share Posted September 24, 2015 (edited) " In game TimeCyc Editor by fastman92 (installed not via modloader but in traditional way (it does work on standard SA))" It must work. You have installed it incorrectly. Check the readme.txt of In-game Timecyc Editor again. Remove GXThook.cleo if you have CLEO4. Indeed it was my fault (forgot to copy the txd). It's working now. I have updated the test results. So now Project2Dfx, EHI, and CJ HD Remake remain (beside other smaller mods that were not mentioned). My sample ID limits: Using these limits (those that can be set in 1.9) I get a crash during loading. SAxVCxLC comes with different limits, some are higher some are lower. I'm suprised that you use 65535 for IFP archives and RRR files. Use a newest limit adjuster. Send a full log if something goes wrong. Edited September 24, 2015 by fastman92 Link to comment Share on other sites More sharing options...
goodidea82 Posted September 24, 2015 Share Posted September 24, 2015 To increase compatibility with existing mods (which I find very important), one thing that should be done in this project is to not use IDs in the range 0-19999, because many mods use the free IDs of the original game within this range. Furthermore, fastmanLA offers enough IDs outside of this range (or do I misunderstand something?). Will be done this way in the new version. I hope to make this mod compatible with as many older SA mods as possible, but I cant really spend time ensuring this right now. This is super good! I have great hopes in this project. Fastman wants to update his GTA SA Free ID list generator to support fastman limit adjuster. The list of original free IDs is also known. This will make it easier to find the IDs. I also have little time, but if you want I can work on the IDs. I would have to know what would be the best layout of the IDs. @fastman: thanks Link to comment Share on other sites More sharing options...
fastman92 Posted September 24, 2015 Share Posted September 24, 2015 To increase compatibility with existing mods (which I find very important), one thing that should be done in this project is to not use IDs in the range 0-19999, because many mods use the free IDs of the original game within this range. Furthermore, fastmanLA offers enough IDs outside of this range (or do I misunderstand something?). Will be done this way in the new version. I hope to make this mod compatible with as many older SA mods as possible, but I cant really spend time ensuring this right now. This is super good! I have great hopes in this project. Fastman wants to update his GTA SA Free ID list generator to support fastman limit adjuster. The list of original free IDs is also known. This will make it easier to find the IDs. I also have little time, but if you want I can work on the IDs. I would have to know what would be the best layout of the IDs. @fastman: thanks GTA SA free IDs list generator 4.0 released: http://www.mediafire.com/download/slz3pl7cdggwlfi/GTA_SA_Free_ID_list_generator_4_0.rar Changes: updated to bring compatibility with ID limit adjuster. goodidea82 1 Link to comment Share on other sites More sharing options...
Beckerbrasil Posted September 25, 2015 Share Posted September 25, 2015 (edited) hi I discovered a way to make the mistake of dark trees disappear., I did a video: https://www.youtube.com/watch?v=w_hR9PXuTGA&feature=youtu.be concerted trees mod Link:http://www.4shared.com/rar/8Mu27HXhba/treesprelighted.html? Edited September 25, 2015 by Beckerbrasil Link to comment Share on other sites More sharing options...
goodidea82 Posted September 25, 2015 Share Posted September 25, 2015 @Beckerbrasil That would be a great mod for SAxVCxLC but I count on PlatinuSerbs promis that he will leave SA untouched. Creating mods for SAxVCxLC is also the best way to advertise it and bring it life. I would like to create mods for SAxVCxLC myself once the foundation is done. Beckerbrasil 1 Link to comment Share on other sites More sharing options...
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