Guest Posted April 26, 2022 Share Posted April 26, 2022 New showcase video: Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted April 26, 2022 Share Posted April 26, 2022 (edited) @Halter I have found a way to load assets such as Ped, Vehicle, Object and Cloth Models (DFF files). Ped, Vehicle, Object, Cloth and Radar Textures (TXD files). Vehicle Handling Lines (handling.cfg and TXT files). Weapon Data (weapon.dat and TXT files). CLEO scripts (CS files). And all the other files that Mod Loader can reload at runtime. from missions' directory. I will write an ASI plugin, and you will have to: Load it (about 4 lines). Before a mission starts, call one of its functions and then call WAIT for a certain amount of milliseconds (about 5 lines). After the mission ends, call another one of its functions (about 2 lines). I will write all the code; you will only need to paste it wherever I tell you. All will be formatted as SCM functions so that no new variables are used. from the multifile script (scr.scm). Quote this post if you are interested. @Toriality Good news! Edited April 26, 2022 by HzanRsxa2959 Toriality and Halter 1 1 Link to comment Share on other sites More sharing options...
Toriality Posted April 26, 2022 Share Posted April 26, 2022 (edited) 49 minutes ago, HzanRsxa2959 said: @Halter I have found a way to load assets such as Ped, Vehicle, Object and Cloth Models (DFF files). Ped, Vehicle, Object, Cloth and Radar Textures (TXD files). Vehicle Handling Lines (handling.cfg and TXT files). Weapon Data (weapon.dat and TXT files). CLEO scripts (CS files). And all the other files that Mod Loader can reload at runtime. from missions' directory. I will write an ASI plugin, and you will have to: Load it (about 4 lines). Before a mission starts, call one of its functions and then call WAIT for a certain amount of milliseconds (about 5 lines). After the mission ends, call another one of its functions (about 2 lines). I will write all the code; you will only need to paste it wherever I tell you. All will be formatted as SCM functions so that no new variables are used. from the multifile script (scr.scm). Quote this post if you are interested. @Toriality Good news! :vvvvvvv awesome! i hope it works it's impressive how many extradordinary modders we have in this community. EDIT: those features will, theorically, make it possible to add new cars/ped/weapons IDs to the mission without replacing original ones? if not, that's fine, the loading feature itself is already a awesome and super useful thing, but if it DOES adds new assets... that's incredible Edited April 26, 2022 by Toriality Link to comment Share on other sites More sharing options...
Halter Posted April 26, 2022 Author Share Posted April 26, 2022 1 hour ago, HzanRsxa2959 said: @Halter I have found a way to load assets such as Ped, Vehicle, Object and Cloth Models (DFF files). Ped, Vehicle, Object, Cloth and Radar Textures (TXD files). Vehicle Handling Lines (handling.cfg and TXT files). Weapon Data (weapon.dat and TXT files). CLEO scripts (CS files). And all the other files that Mod Loader can reload at runtime. from missions' directory. I will write an ASI plugin, and you will have to: Load it (about 4 lines). Before a mission starts, call one of its functions and then call WAIT for a certain amount of milliseconds (about 5 lines). After the mission ends, call another one of its functions (about 2 lines). I will write all the code; you will only need to paste it wherever I tell you. All will be formatted as SCM functions so that no new variables are used. from the multifile script (scr.scm). Quote this post if you are interested. @Toriality Good news! Sure, if it will work, of course Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted April 26, 2022 Share Posted April 26, 2022 9 hours ago, Toriality said: it's impressive how many extradordinary modders we have in this community. Thanks! 9 hours ago, Toriality said: EDIT: those features will, theorically, make it possible to add new cars/ped/weapons IDs to the mission without replacing original ones? if not, that's fine, the loading feature itself is already a awesome and super useful thing, but if it DOES adds new assets... that's incredible To put it bluntly, anything that Mod Loader can (re)load during runtime (while the game is running) will be supported. 9 hours ago, Halter said: Sure, if it will work, of course OK, let's try this: Note(s): Mod Loader is required. If the user doesn't have Mod Loader installed, then a pop-up will notify them. The game will pause for 5 seconds both when loading and unloading missions (only if said mission has any assets). Download the ASI plugin from here (here is the source code). Put it in the GTA SA User Files folder. Open the DYOM IX multifile script (scr.scm). Paste this somewhere at the top where DYOM IX initializes: 0000: NOP while true break :library 0AC8: 10@ = allocate_memory_size 256 0AD3: 10@ = string_format "%s/DYOMAssetLoader.asi" 0xC92368 0AA7: call_function_return 0x81E412 num_params 1 pop 0 10@ 11@ 0AC9: free_allocated_memory 10@ 0AB2: cleo_return 0 :load 0AA2: 10@ = load_dynamic_library "DYOMAssetLoader.asi" 0AA4: 11@ = get_dynamic_library_procedure "load" library 10@ 0AA7: call_function_return 11@ num_params 1 pop 1 0@ 12@ if 12@ == 1 then wait 1000 0AA4: 13@ = get_dynamic_library_procedure "flag" library 10@ 0AA5: call_function 13@ num_params 0 pop 0 end 0AA3: free_dynamic_library 10@ 0AB2: cleo_return 0 :clear 0AA2: 10@ = load_dynamic_library "DYOMAssetLoader.asi" 0AA4: 11@ = get_dynamic_library_procedure "clear" library 10@ 0AA5: call_function 11@ num_params 0 pop 0 0AA3: free_dynamic_library 10@ 0AB2: cleo_return 0 end //0AB1: cleo_call @library 0 //0AB1: cleo_call @load 1 _id 0@ //0AB1: cleo_call @clear 0 Paste this somewhere at the top where DYOM IX initializes but below the code above: 0AB1: cleo_call @library 0 Paste this somewhere after the fade-out when DYOM IX launches the selected mission: 0AB1: cleo_call @load 1 _id 0@ But replace the "0@" with the variable that holds the current mission's file's number, for example, if the mission was loaded using 0AD3: 3@ = string_format "DYOM%d.dat" 5@ then replace the "0@" with the "5@". Paste this somewhere after DYOM IX cleans up the launched mission: 0AB1: cleo_call @clear 0 Get a DYOM mission to test. Create a mission folder in the GTA SA User Files folder with the name "DYOM" and then the mission's file's number, for example, if you are launching a mission with its file named "DYOM1.dat", then create a folder named "DYOM1". Inside the mission folder, create an assets folder named "assets". Put any assets (e.g. models, textures, data files, etc.) inside the assets folder. Play the mission. Test it and tell me how it goes! I am open to any suggestions and bug fixes. Toriality 1 Link to comment Share on other sites More sharing options...
Halter Posted April 27, 2022 Author Share Posted April 27, 2022 3 hours ago, HzanRsxa2959 said: Thanks! To put it bluntly, anything that Mod Loader can (re)load during runtime (while the game is running) will be supported. OK, let's try this: Note(s): Mod Loader is required. If the user doesn't have Mod Loader installed, then a pop-up will notify them. The game will pause for 5 seconds both when loading and unloading missions (only if said mission has any assets). Download the ASI plugin from here (here is the source code). Put it in the GTA SA User Files folder. Open the DYOM IX multifile script (scr.scm). Paste this somewhere at the top where DYOM IX initializes: 0000: NOP while true break :library 0AC8: 10@ = allocate_memory_size 256 0AD3: 10@ = string_format "%s/DYOMAssetLoader.asi" 0xC92368 0AA7: call_function_return 0x81E412 num_params 1 pop 0 10@ 11@ 0AC9: free_allocated_memory 10@ 0AB2: cleo_return 0 :load 0AA2: 10@ = load_dynamic_library "DYOMAssetLoader.asi" 0AA4: 11@ = get_dynamic_library_procedure "load" library 10@ 0AA7: call_function_return 11@ num_params 1 pop 1 0@ 12@ if 12@ == 1 then wait 1000 0AA4: 13@ = get_dynamic_library_procedure "flag" library 10@ 0AA5: call_function 13@ num_params 0 pop 0 end 0AA3: free_dynamic_library 10@ 0AB2: cleo_return 0 :clear 0AA2: 10@ = load_dynamic_library "DYOMAssetLoader.asi" 0AA4: 11@ = get_dynamic_library_procedure "clear" library 10@ 0AA5: call_function 11@ num_params 0 pop 0 0AA3: free_dynamic_library 10@ 0AB2: cleo_return 0 end //0AB1: cleo_call @library 0 //0AB1: cleo_call @load 1 _id 0@ //0AB1: cleo_call @clear 0 Paste this somewhere at the top where DYOM IX initializes but below the code above: 0AB1: cleo_call @library 0 Paste this somewhere after the fade-out when DYOM IX launches the selected mission: 0AB1: cleo_call @load 1 _id 0@ But replace the "0@" with the variable that holds the current mission's file's number, for example, if the mission was loaded using 0AD3: 3@ = string_format "DYOM%d.dat" 5@ then replace the "0@" with the "5@". Paste this somewhere after DYOM IX cleans up the launched mission: 0AB1: cleo_call @clear 0 Get a DYOM mission to test. Create a mission folder in the GTA SA User Files folder with the name "DYOM" and then the mission's file's number, for example, if you are launching a mission with its file named "DYOM1.dat", then create a folder named "DYOM1". Inside the mission folder, create an assets folder named "assets". Put any assets (e.g. models, textures, data files, etc.) inside the assets folder. Play the mission. Test it and tell me how it goes! I am open to any suggestions and bug fixes. For some reason game crashes right after calling @library, so can you check out properly if everything is right Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted April 27, 2022 Share Posted April 27, 2022 7 hours ago, Halter said: For some reason game crashes right after calling @library, so can you check out properly if everything is right Oh no, that's very unfortunate! I'll debug this on my end. In the meantime, could you provide the following information: Did you use the 1.0 US EXE? If so, HOODLUM or Compact? Has you GTA SA User Files folder's location been modified? If so, where to? SCRLog and Mod Loader's log files would be very helpful. Link to comment Share on other sites More sharing options...
The John David Posted April 27, 2022 Share Posted April 27, 2022 (edited) I literally forgot to mention this: Make the DYOM objective text "reviewable" in the Brief tab on the Pause menu, so people can review the objectives text again there to avoid confusion. If I remember correctly, this is what most people wants to feature on DYOM since objective text only appears for (4) seconds then *poof* it's gone. So yeah, making them reviewable in Brief tab on the Pause is more convenient. Edited April 27, 2022 by The John David Toriality and Halter 2 Link to comment Share on other sites More sharing options...
Super Shizuku Posted April 27, 2022 Share Posted April 27, 2022 (edited) 10 hours ago, The John David said: I literally forgot to mention this: Make the DYOM objective text "reviewable" in the Brief tab on the Pause menu, so people can review the objectives text again there to avoid confusion. If I remember correctly, this is what most people wants to feature on DYOM since objective text only appears for (4) seconds then *poof* it's gone. So yeah, making them reviewable in Brief tab on the Pause is more convenient. That used to be in v7. I don't know why Dutch and Pat have removed this in v8 just like how timed checkpoint has been removed since v6. Edited April 27, 2022 by Super Shizuku Toriality and Halter 2 Link to comment Share on other sites More sharing options...
The John David Posted April 27, 2022 Share Posted April 27, 2022 14 minutes ago, Super Shizuku said: That used to be in v7. I don't know why Dutch and Pat removed this in v8 just like how timed checkpoint was removed since v6. Oh I had no idea such feature like that already existed on v7. But hopefully in this DYOM IX would bring it back. Toriality 1 Link to comment Share on other sites More sharing options...
Halter Posted April 27, 2022 Author Share Posted April 27, 2022 3 hours ago, HzanRsxa2959 said: Oh no, that's very unfortunate! I'll debug this on my end. In the meantime, could you provide the following information: Did you use the 1.0 US EXE? If so, HOODLUM or Compact? Has you GTA SA User Files folder's location been modified? If so, where to? SCRLog and Mod Loader's log files would be very helpful. 1.0 US EXE, No folder wasn't modified or something. So by the way can we do this in discord? Because doing this kind of stuff here uncomfortable Link to comment Share on other sites More sharing options...
BobTheBot Posted April 27, 2022 Share Posted April 27, 2022 (edited) 2 hours ago, Halter said: 1.0 US EXE, No folder wasn't modified or something. So by the way can we do this in discord? Because doing this kind of stuff here uncomfortable Is there a discord server for DYOM IX? If so, where's the link plz? Edited April 27, 2022 by BobAyman Link to comment Share on other sites More sharing options...
Toriality Posted April 27, 2022 Share Posted April 27, 2022 (edited) Just a addition to this idea, might not be good so I'm open to feedbacks and opinions: My idea is, in addition to the DYOM mission folders (DYOM1 - DYOM8) there could also exist a DYOM_MAIN folder (or something like DYOMCORE, DYOM0, just DYOM, etc) that is loaded in all missions. The reason for this is, imagine the following scenario Let's pretend Breaking Bad is a MP and each epsode is a mission. So, we have a MP with 62 missions. We got the following main characters, and then the number of epsodes they appear WALT - 62 epsodes JESSE - 62 epsodes SAUL - 42 epsodes and the list goes on... but there are epsodes that there are a important characters that only appears in this single epsode, maybe a few more. For example: TUCO - 4 epsodes Tuco is one of the key characters for season 1 but he only appears in 4 epsodes. My point is, we could have a core folder that contains all the assets that will be present in the whole MP (like Walter White's ped model) and ocasionally we will use the other 8 special folders to add epsode-specific assets (like Tuco's ped model, an animation that only happens in one mission, etc). In the final product we would have the following folder schema example: Spoiler GTA San Andreas User Files ┣ DYOMCORE ┃ ┗ walt.txd ┃ ┗ walt.dff ┃ ┗ jesse.txd ┃ ┗ jesse.dff ┣ DYOM1 ┃ ┗ something.txd ┣ DYOM2 ┣ DYOM3 ┣ DYOM4 ┣ DYOM5 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM6 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM7 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM8 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM1.dat ┣ DYOM2.dat ┣ DYOM3.dat ┣ DYOM4.dat ┣ DYOM5.dat ┣ DYOM6.dat ┣ DYOM7.dat ┣ DYOM8.dat - I put fictional dff/txd names for sake of better understanding - DYOM2 to DYOM4 are empty folders I don't know if in pratice this will be overcomplicated for the end user, and I don't know if this level of organization is useful for the designer. What's your opinion on that? Edited April 27, 2022 by Toriality Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted April 27, 2022 Share Posted April 27, 2022 6 hours ago, Halter said: So by the way can we do this in discord? Because doing this kind of stuff here uncomfortable Sure thing! Here is my discord: HzanRsxa2959#2816. 3 hours ago, Toriality said: Just a addition to this idea, might not be good so I'm open to feedbacks and opinions: I mean, I thought that (in your example), the Walt and Jesse peds could just be added to the folder of every mission that they appear in: from DYOM1 to DYOM8. Still, it's a nice alternative that you have presented here which I'm sure many will prefer as well. Just needs a trigger before the storyline starts and after the storyline ends; I'm for it. Link to comment Share on other sites More sharing options...
Guest Posted April 28, 2022 Share Posted April 28, 2022 12 hours ago, BobAyman said: Is there a discord server for DYOM IX? If so, where's the link plz? We think not, but that would be great idea for sure. 10 hours ago, Toriality said: Just a addition to this idea, might not be good so I'm open to feedbacks and opinions: My idea is, in addition to the DYOM mission folders (DYOM1 - DYOM8) there could also exist a DYOM_MAIN folder (or something like DYOMCORE, DYOM0, just DYOM, etc) that is loaded in all missions. The reason for this is, imagine the following scenario Let's pretend Breaking Bad is a MP and each epsode is a mission. So, we have a MP with 62 missions. We got the following main characters, and then the number of epsodes they appear WALT - 62 epsodes JESSE - 62 epsodes SAUL - 42 epsodes and the list goes on... but there are epsodes that there are a important characters that only appears in this single epsode, maybe a few more. For example: TUCO - 4 epsodes Tuco is one of the key characters for season 1 but he only appears in 4 epsodes. My point is, we could have a core folder that contains all the assets that will be present in the whole MP (like Walter White's ped model) and ocasionally we will use the other 8 special folders to add epsode-specific assets (like Tuco's ped model, an animation that only happens in one mission, etc). In the final product we would have the following folder schema example: Reveal hidden contents GTA San Andreas User Files ┣ DYOMCORE ┃ ┗ walt.txd ┃ ┗ walt.dff ┃ ┗ jesse.txd ┃ ┗ jesse.dff ┣ DYOM1 ┃ ┗ something.txd ┣ DYOM2 ┣ DYOM3 ┣ DYOM4 ┣ DYOM5 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM6 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM7 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM8 ┃ ┗ tuco.txd ┃ ┗ tuco.dff ┣ DYOM1.dat ┣ DYOM2.dat ┣ DYOM3.dat ┣ DYOM4.dat ┣ DYOM5.dat ┣ DYOM6.dat ┣ DYOM7.dat ┣ DYOM8.dat - I put fictional dff/txd names for sake of better understanding - DYOM2 to DYOM4 are empty folders I don't know if in pratice this will be overcomplicated for the end user, and I don't know if this level of organization is useful for the designer. What's your opinion on that? This might be a little bit complicated, and alot of scripting > putting things together to work would be required. On 4/27/2022 at 12:58 AM, HzanRsxa2959 said: Put any assets (e.g. models, textures, data files, etc.) inside the assets folder. Hey, if that reduces crashes with skins because it might, loving it already. Link to comment Share on other sites More sharing options...
Proteine Posted April 28, 2022 Share Posted April 28, 2022 Hey there, amazing mod! I installed it right away (I didn't install GTA San Andreas folder though as I already had almost everything that's in there, the only thing I moved is the cleo_sdk folder) But the game crashes when I try to open a new game with DYOM IX. I have a few mods, which include: Tuning Mod. Mixsets. Vehfuncs. Pedfuncs. Ragdoll Physics Some other scripts (minor ones like trucks having trailers and cruise control) I tried to de-activate all my scripts (via modloader) but even without the scripts the game still crashes, removed Open Limit Adjuster too as I saw on the topic that it isn't compatible with DYOM IX but the game still crashes. At this point I don't know what to do. Is it possibe that Tuning Mod's incompatible? Link to comment Share on other sites More sharing options...
Halter Posted April 28, 2022 Author Share Posted April 28, 2022 14 minutes ago, Proteine said: Hey there, amazing mod! I installed it right away (I didn't install GTA San Andreas folder though as I already had almost everything that's in there, the only thing I moved is the cleo_sdk folder) But the game crashes when I try to open a new game with DYOM IX. I have a few mods, which include: Tuning Mod. Mixsets. Vehfuncs. Pedfuncs. Ragdoll Physics Some other scripts (minor ones like trucks having trailers and cruise control) I tried to de-activate all my scripts (via modloader) but even without the scripts the game still crashes, removed Open Limit Adjuster too as I saw on the topic that it isn't compatible with DYOM IX but the game still crashes. At this point I don't know what to do. Is it possibe that Tuning Mod's incompatible? Do you have fastman Limit Adjuster? The problem exactly is that you didn't put fastman .ini file in your GTA San Andreas folder you need to change it because .ini file from the archive has required settings to make DYOM IX work Link to comment Share on other sites More sharing options...
Halter Posted April 28, 2022 Author Share Posted April 28, 2022 22 hours ago, HzanRsxa2959 said: Sure thing! Here is my discord: HzanRsxa2959#2816. I mean, I thought that (in your example), the Walt and Jesse peds could just be added to the folder of every mission that they appear in: from DYOM1 to DYOM8. Still, it's a nice alternative that you have presented here which I'm sure many will prefer as well. Just needs a trigger before the storyline starts and after the storyline ends; I'm for it. Just sent to you friend request in discord Link to comment Share on other sites More sharing options...
RedBaron. Posted April 28, 2022 Share Posted April 28, 2022 2 hours ago, Halter said: Just sent to you friend request in discord Speaking about discord, i have an idea, how about you make a DYOM IX discord, just like how LDYOM has a discord? It could allow for instant messages, on the spot, and i think it would be good place to show updates, progress, etc... I think it could be fun if done right. Link to comment Share on other sites More sharing options...
Proteine Posted April 29, 2022 Share Posted April 29, 2022 21 hours ago, Halter said: Do you have fastman Limit Adjuster? The problem exactly is that you didn't put fastman .ini file in your GTA San Andreas folder you need to change it because .ini file from the archive has required settings to make DYOM IX work I do, I do have fastman's limit adjuster. Link to comment Share on other sites More sharing options...
Toriality Posted April 29, 2022 Share Posted April 29, 2022 I believe DYOM IX uses a customized configuration for FLA. Link to comment Share on other sites More sharing options...
Proteine Posted April 30, 2022 Share Posted April 30, 2022 (edited) In that case, let me see. I'll edit if anything happens. Edit: Now it works, it crashes after a long time but I can manage with that! I hadn't added the fastman's .ini that came with the file because i had a custom config of mine heh, thanks for the help! Edited April 30, 2022 by Proteine Halter 1 Link to comment Share on other sites More sharing options...
ValentinoProm1 Posted April 30, 2022 Share Posted April 30, 2022 At first it didn't work correctly it crashed a lot when I chose a character or vehicle, hence I added some anti lag files to the game and it stopped closing, the truth is incredible, especially the turret mode, I love it It would be interesting to add a function for emergency vehicles, so that the AI can activate the siren when driving on a route, I think it can only activate it when attacking or chasing the player Toriality and Halter 2 Link to comment Share on other sites More sharing options...
Guest Posted May 1, 2022 Share Posted May 1, 2022 (edited) 17 hours ago, ValentinoProm1 said: At first it didn't work correctly it crashed a lot when I chose a character or vehicle, hence I added some anti lag files to the game and it stopped closing, the truth is incredible, especially the turret mode, I love it It would be interesting to add a function for emergency vehicles, so that the AI can activate the siren when driving on a route, I think it can only activate it when attacking or chasing the player Can you send us the anti-lag thing that you're talking about? Very interesting. Edited May 1, 2022 by Horus Publishing Link to comment Share on other sites More sharing options...
Halter Posted May 1, 2022 Author Share Posted May 1, 2022 (edited) Greetings to all designers. In this update, two long-awaited fixes are waiting for you at once, which everyone has been waiting for a very long time Now you can change Gravity in Objectives, but interesting things await you ahead... First of all, I would like to talk about the most long-awaited fix. Trains now work as they should, but you can't create separate carriages. Now each carriage or train head creates a separate train with its own number of carriages. You need to create trains only next to the rails! Also, for the comfort of managing trains, two special features were added. The first is the direction in which direction the train will be directed after creation. The second is speed. The train can run without creating an additional Actor with this feature at a certain speed infinitely. ________________________________________________________________________________________________ In Special Objectives for Player, features have been added to enable and disable HUD and player camera shaking. ________________________________________________________________________________________________ The second long-awaited fix is RC-Vehicles. Now the Player will not be visible, and the control is carried out remotely. A feature has been added for the Actor rappelling. You need to create an Actor at a height with "No Animation" and select this feature, and the Actor will go down the rope The feature of "Uninterrupted From Shots" was also added, the same as Big Smoke had in the final mission of GTA San Andreas To update the version, download it from the first page. Thank you all for your support, I am very glad that you are with me Edited May 1, 2022 by Halter The John David, Toriality, Yasir_RFL and 1 other 2 2 Link to comment Share on other sites More sharing options...
zeko Posted May 1, 2022 Share Posted May 1, 2022 Ok the train part convinced me to use this DYOM version Because I'll f*cking need it Link to comment Share on other sites More sharing options...
zeko Posted May 1, 2022 Share Posted May 1, 2022 By the way, do custom railway objects (exp. https://dev.prineside.com/en/gtasa_samp_model_id/model/7499-vegaswrailroad02/), trains work on them too? Link to comment Share on other sites More sharing options...
Toriality Posted May 1, 2022 Share Posted May 1, 2022 OMG these features nice work!!!!! Yasir_RFL and Halter 2 Link to comment Share on other sites More sharing options...
Yasir_RFL Posted May 1, 2022 Share Posted May 1, 2022 Petition to make DYOM IX official! I love it now Toriality and Halter 2 Link to comment Share on other sites More sharing options...
RedBaron. Posted May 1, 2022 Share Posted May 1, 2022 (edited) DYOM IX is starting to be like an actual update to DYOM 8.1! Sooner or later it will need to be made official, once it is properly stable and all. Nice update, it is excellent, good job, Halter! Edited May 1, 2022 by RedBaronFromTheUG Halter, Yasir_RFL and Toriality 3 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now