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[TOOL] Cope's DoW2 Toolbox - V1.991h released! [09/01/2012]

  1. #501
    Member Z405's Avatar
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    Hey Cope, i`m not sure your last quick patch edit was directed at this possible "PGM_reloadgroup is not a valid command!" i received, but it's still there after copy pasting the new files in the 1.83 folder. Can't recall if what i did with your tool than any other times; i simply downloaded; placed the zip folder in the dow2 tool folder; extracted it into a toolbox 1.83 folder etc; just like i did with all the other patches.
    Dawn of War 2: Warhammer 40.000 MOD

    *your commander requires aids*

  2. Modding Senior Member  #502
    Read the ReadMe.
    "When life gives you lemons, make lemonade. Then use the profits to buy an assault rifle. See if life makes the same mistake twice."
    When to report?

  3. #503
    Member Z405's Avatar
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    There was a Chaos Lord in my house that caused me to suffer from temporary blindness... plausible yes?

    Anyway, apart from the bullshit, yes that made it work again; thanks
    Last edited by Z405; 22nd Jun 10 at 5:22 PM.

  4. #504
    Member Z405's Avatar
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    I've got another impossible request for you, if you're willing to give it birth, just as you surprisingly did for the last request i made, editting your units and directly seeing the change in game. I`m not sure if you can do the following request, but i came up with this thought and perhaps you like the idea so here goes:

    Code:
    wargear_ext: {
    | $REF: "entity_extensions\wargear_ext";
    | default_wargear: {
    | | wargear: "wargear\wargear\pvp\race_chaos\csm_wp1_plasma_pistol_csm";
    | | wargear: "wargear\wargear\pvp\race_chaos\csm_wp2_sword_champion";
    | };
    | default_wargear_levels: {
    | };
    };
    Double clicking on wargear_ext expands this node, than double clicking on default_wargear expands yet another node; what i am wondering about is if you could pull it off to enable double clicking on wargear (which currently does nothing) to open the wargear file itself:

    Double clicking on

    Code:
    | | wargear: "wargear\wargear\pvp\race_chaos\csm_wp1_plasma_pistol_csm";
    would open the wargear.rbf file:

    Code:
    GameData: {
    | wargear: {
    | | race: "racebps\chaos_marines";
    | | name: 0;
    | | type: "weapon";
    | | animation_template: "range_pistol";
    | | weapons: {
    | | | weapon: "weapons\weapon\pvp\race_chaos\csm_plasma_pistol_csm";
    | | };
    | | slot: 1;
    | | exclusive: false;
    | | owner_modifiers: {
    | | };
    | | on_equip_entity_actions: {
    | | };
    | | on_remove_entity_actions: {
    | | };
    | | speech: {
    | | | $REF: "speech\speech";
    | | | speech_code_3: {
    | | | | $REF: "types\speech\speech_codes";
    | | | | codes: {
    | | | | | code: "ppi";
    | | | | | code: "rng";
    | | | | };
    | | | };
    | | };
    | | quality: "common";
    | | level: 0;
    | | unique: false;
    | | render_models: {
    | | | render_model: "art\race_chaos\troops_wargear\weapons_ranged\plasma_pistol_common\plasma_pistol_common";
    | | };
    | | fx_actions: {
    | | };
    | | dropped_by: {
    | | | dropped_by: "none";
    | | };
    | | basic_statistics_strings: {
    | | };
    | | bonus_statistics_strings: {
    | | };
    | | negative_statistics_strings: {
    | | };
    | | team_colour_override: {
    | | | $REF: "team_colour_override";
    | | | primary: {
    | | | | $REF: "";
    | | | };
    | | | secondary: {
    | | | | $REF: "";
    | | | };
    | | | tint: {
    | | | | $REF: "";
    | | | };
    | | | extra: {
    | | | | $REF: "";
    | | | };
    | | };
    | | on_grant_entity_actions: {
    | | };
    | | apply_grant_action_to_all_squads: true;
    | | ui: {
    | | | icon_name: "";
    | | | decorator_name: "";
    | | | combination_decorator: false;
    | | | replacement_decorator: "";
    | | | traits: {
    | | | };
    | | };
    | | ignore_level_requirement_when_dropping: false;
    | | requirements: {
    | | | required_unary_expr: {
    | | | | $REF: "requirements\required_unary_expr";
    | | | | operation: "not";
    | | | | requirements: {
    | | | | | required_wargear_tag: {
    | | | | | | $REF: "requirements\required_wargear_tag";
    | | | | | | wargear_tag: "terminator_armour";
    | | | | | | reason: "";
    | | | | | };
    | | | | };
    | | | | reason: "usage";
    | | | };
    | | };
    | | on_equip_squad_actions: {
    | | };
    | | on_remove_squad_actions: {
    | | };
    | | override_drop_entity_model: "";
    | | squad_wargear_count: 1;
    | | leader_equip_type: "leader_only";
    | | defence: 0;
    | | type_consumable: "none";
    | | slot_item_on_equip_squad_actions: {
    | | };
    | | slot_item_on_remove_squad_actions: {
    | | };
    | | terminator_armor: false;
    | | on_equip_buffs: {
    | | };
    | | on_take_hit_range: {
    | | };
    | | on_take_hit_melee: {
    | | };
    | | on_take_hit_melee_buffs: {
    | | };
    | | on_take_hit_range_buffs: {
    | | };
    | | online_level_render_models: {
    | | };
    | | description_strings: {
    | | };
    | | force_stance: "dont_care";
    | | on_grant_player_actions: {
    | | };
    | | apply_grant_action_to_all_teammates: false;
    | | wargear_tag: "untagged";
    | | can_destroy: true;
    | | on_take_hit_range_attacker: {
    | | };
    | | on_take_hit_melee_attacker: {
    | | };
    | | corruption_type: "none";
    | | expendable_actions: {
    | | };
    | | valid_campaigns: {
    | | };
    | };
    };
    If you'd be able to pull this off, then the next might be a nice follow up. Double clicking on:

    Code:
    | | | weapon: "weapons\weapon\pvp\race_chaos\csm_plasma_pistol_csm";
    within the wargear file, double clicking on the weapon file, would open the respective weapon.rbf

    ------------------------------------------------------------

    If you could and would do that, then the same might be applied to squad load out, since this has a reference to unit ebps, so double clicking their would cause the ebp itself to be opened from within the loadout sbps etc.


    Well, perhaps i`m asking something which can't be done, though you've seem to suprise me every time with what i thought couldn't be done, so perhaps you`ll feel like endulging my requests once more
    Last edited by Z405; 26th Jun 10 at 1:45 AM.

  5. Modding Senior Member  #505
    Try right-clicking the value in the table and click "Try to open file" (or similar), that should open up the file at the specified path .

  6. #506
    Member Z405's Avatar
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    Unbelievable Cope... this time your update was soo fast, that it already was present in a previous patch... lawl

    If i'd only had tried that sooner

  7. Modding Senior Member  #507
    That feature was introduced in V1.65 but the changelog could probably have been somewhat more explicit so I guess some people overlooked it.

  8. #508
    Member Z405's Avatar
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    Cope, i was wondering if you could add a little something. Though if you don't find it important or worth your time then nvm. Whenever i save an .rbf file, could you make it so that the mod version (displayed in the module file) is increase by 0.1 ?

    Starting with a new mod, v1.0 then after each time i save an .rbf file, even if i save it multiple times, each time, then the version is changed, v1.0 then v1.1 after the first rbf, scar or even lua save, then v1.2, then v1.3 etc etc. and perhaps if you could, whenever i render/release my mod, regardless of what name i use for the mod, the version number will always be displayed behind it.

    Such as:

    test_epic_mod_v1.0 ( if you'd release the mod the moment you created it without saves)

    and then the next time you'd save and afterwards release the mod ( or rather, the launch file and module file), it will be named

    test_epic_mod_v1.1.exe or test_epic_mod_v1.1.module

  9. Modding Senior Member  #509
    That way we'd get a bunch of mods with a Version like v3.141e123.

  10. #510
    Member Z405's Avatar
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    v3.141e123
    Why is that?

    Wouldn't it just quit after the 1st decimal?

    v1.1 -> v1.2 -> v1.3 -> v1.9 > v2.0 > v2.1 etc etc

    your launch.exe file even already has some form of version number in it; in grey it sais 0.0.0.0.

  11. Modding Senior Member  #511
    Normally you'll save thousands of RBFs a million times, thus getting large numbers.

    The version of the launcher is not set at all and is thus 0.0.0.0. Modders should decide on their own when they'd like to update their version number.

  12. #512
    Member Z405's Avatar
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    Normally you'll save thousands of RBFs a million times, thus getting large numbers.
    Fair enough, then maybe what about each time i release a mod and the mod version will be changed accordingly ? Sure i can do this myself, like i said, if you don't feel like doing this then nvm, but i`m asking just in case you wouldnt mind doing so

  13. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #513
    Retired Compliance Fairy Gorb's Avatar
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    What you're thinking about is a Build Number, Z405, which increments every time you burn a new set of data.

    It's different from the mod version, which is typically indicated by three numbers and indicates the status of a mod with regards to being fully complete. 1.0.0 is traditionally the first public release (that isn't an alpha or beta), 0.0.1 is the first incarnation of your mod's base code.
    I am an Iron Warrior! Iron Within, Iron Without!

  14. #514
    Member Z405's Avatar
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    Yes, thats indeed what i mean. I still think that it would be handy, but then again, i can also be quite lazy, which is the main reason why i would find it handy

  15. #515
    Member Z405's Avatar
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    I`m going to asume you're not very interested in making this version number edit happen, which is cool, but i was hoping you could explain me how to do the following:

    The launcher file does mention some form of version number, be it 0.0.0.0. and its in grey, so it doesnt mess with the file name itself, which is good, but how would i change this number upon creation or otherwise after it is created?

    Also, when choosing the option to create an entirely new mod, i can select a version number. Perhaps you could make it so, that i can still adjust the version number after it is created? (then again, i could simply create a new mod and load the module file i have been using)
    Last edited by Z405; 30th Jun 10 at 7:49 AM.

  16. Modding Senior Member  #516
    You can use CFF Explorer to change the version number.
    Use Tools->Mod Settings to change the version number displayed in the module file.

    Edit:
    Sorry, CFF Explorer doesn't allow editing the version. Use a Resource editor like ResHack for that job
    Last edited by Copernicus; 30th Jun 10 at 11:14 AM.

  17. #517
    Member Z405's Avatar
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    Btw, lately i`m getting an error regarding the .rbf library:

    Code:
    18:22:57 - ERROR - RBFLib - Could not write RBF-Library!
    18:22:57 - Exception Info
    		Type: NullReferenceException
    		Message: De objectverwijzing is niet op een exemplaar van een object ingesteld.
    		Exception source: RBFEditorPlugin
    		Stack trace:    bij RBFPlugin.RBFLibrary.WriteLibrary(StreamWriter writer)
    De objectverwijzing is niet op een exemplaar van een object ingesteld.

    Roughly translates into:

    The object redirection isn't focussed on an example of an object.

  18. #518
    Member Z405's Avatar
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    nvm, redownloading the library and dictionary did the trick.

  19. Modding Senior Member  #519

    V1.84 Released

    Download

    Changelog:
    V1.84 - 07/01/2010
    General:
    - fixed load-order of archives (files from older archives now won't overwrite files from newer ones)
    - DATA and ATTRIB should no longer get mixed up when loading an archive
    - 'Release' now only adds the created archvies to the module file, thus preventing crashes

  20. #520
    Member Z405's Avatar
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    Hey Cope, when i extracted Shuma's latest Khorne lord .sga some files appeared as if 0kb. Shuma is confident that all files are larger than 0kb, so i extracted them again and this time individually; now some did appear larger than 0kb, while others remained at 0kb; then extracted such a folder as a whole again and then some 0kb files finally showed their "real" value of more than 0kb. There's nothing in the logfiles worth posting i`m affraid.

  21. #521
    Member Quozzo's Avatar
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    iirc this tool doesn't support exacting files from SGAs that wasn't created by this tool (or Relic)
    Your unique, just like everyone else

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    IA: Phoenix Angels

    Chapter Name Creator | Chapter Library

  22. Modding Senior Member  #522
    This tool does not care about how the SGAs were created as long as they've been created properly.

    @Z405:
    I'll look into it.

  23. #523
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    For reference; tested it with SgaReader2 and had no 0kb problems. Might be just badluck on behalf, but thought id mention it anyway.

  24. Modding Senior Member  #524

    V1.85 Released

    Download

    Changelog:
    V1.85 - 07/03/2010
    General:
    - the right-click for the virtual file tree was missing, added it
    - fixed a problem with extracting some files from SGAs
    That fixes the 0kb problem. Thanks for the report!
    Last edited by Copernicus; 4th Jul 10 at 4:02 AM.

  25. #525
    Hmm, for some reason my health change to the Tactical Marine ebps doesn't register. The squad size change (4) and price change works as it should, but the squad starts at 1400 hp, thus using the default health ... Any ideas?

    ver 1.84, though according to 1.85 it shouldn't be any different, i'll try it.

    As an improvement suggestion, a short list of "last opened" would be nice.
    Thanks for a great tool, it really makes things easier. Too bad Relics system in itself isn't easier.
    /Y

    Hmm, i had an old Attib catalog from the textbased tools, assumed it somehow took precedence ... no difference, my Tacs still get 350 hp although the rbf clearly states 200 (currently).

    Slowly getting better.

  26. #526
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    Greetings

    I`m receiving an error report upon testing the mod while Advanced Mode is set to true. The error mentions that i cannot load ModDebug.dll; it apparently cannot find it. Then came another error about a failed initialisation of the DebugManager.

    19:46:53 - DebugManager - Advanced mode started
    19:47:54 - DebugManager - Initializtaion of remote DebugManager failed!
    19:47:54 - Exception Info
    Type: TimeoutException
    Message: Deze aanvraagbewerking die naar net.pipe://localhost/cope.ForwardOperationalBase/ForwardPort werd verzonden heeft geen antwoord ontvangen binnen de geconfigureerde time-out (00:01:00). Mogelijk is de toegewezen tijd voor deze bewerking een deel van een langere time-out. Dit kan worden veroorzaakt doordat de service nog bezig is de bewerking te verwerken, of doordat de service geen antwoordbericht kan versturen. Overweeg de time-out voor de bewerking te verhogen (door het kanaal/de proxy te converteren naar IContextChannel en de OperationTimeout juist in te stellen) en controleer of de service verbinding kan maken met de client.
    Exception source: mscorlib
    Stack trace:
    Server stack trace:
    bij System.ServiceModel.Dispatcher.DuplexChannelBinder.Request(Message message, TimeSpan timeout)
    bij System.ServiceModel.Channels.ServiceChannel.Call(String action, Boolean oneway, ProxyOperationRuntime operation, Object[] ins, Object[] outs, TimeSpan timeout)
    bij System.ServiceModel.Channels.ServiceChannelProxy.InvokeService(IMethodCallMessage methodCall, ProxyOperationRuntime operation)
    bij System.ServiceModel.Channels.ServiceChannelProxy.Invoke(IMessage message)

    Exception rethrown at [0]:
    bij System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg)
    bij System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type)
    bij IForwardPort.LoadAssemblyAndStartMethod(String path, String startClass, String startMethod, Boolean isStatic)
    bij ModTool.Core.DebugManager.Inject(Object o)
    No InnerException
    If the text in Dutch is might be important i`ll translate it. Just ask.

  27. Modding Senior Member  #527
    I guess I forgot to pack the ModDebug.dll, you can use the one from the last release though.

    Edit: I've replaced the v1.85 download with a new one which has the ModDebug.dll.

    @Yamaeda:
    There are different reasons why the game might not load your changes; you should rather create a new thread about your problem.

  28. #528
    Fair enough, i assumed it could be a bug with rbf priorities.

  29. #529
    Alright, the previous problem solved (needed to change levelling attributes), but in the process i found a bug (i think).

    It seems opening a base rbf overwrites your mod one! I forgot some attributes on a squad, thus i opened the original rbf (virtual tab), and later when i tested my mod i had the old attributes and it had changed in my module.

    Technically i could have changed the value in the virtual and saved that one, but the module showed red and i had no changes to any attribute i could recognize.

    /Y

  30. #530
    Member Quozzo's Avatar
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    i keep getting a crash when i try to open my mod. from the log file it looks like the ucs file (i think) now i use the same string in several rbf that have the same text (obviously) like weapon or armour or something so i think it is the probable cause. Also i haven't opened my mod with your tool since about v1.77 which was before the awesome ucs/string/text thingy-ma-jig

    log


  31. Modding Senior Member  #531
    Seems like your UCS file got multiple strings with the same index.

  32. #532
    Member Quozzo's Avatar
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    wow you were right, never occurred to me to check them. Thanks.

    Ive just noticed a few things with the rbf-library:

    when adding an entry into the library and giving it a tag, pressing enter to add another tag selects 'OK' by default.

    also when viewing the library and selecting an entry with a sub-menu displays it at the bottom, but then selecting an enrty without a sub-menu doesn't refresh it and so the last sub-menu will be displayed, so once an entry with a sub-menu is selected there will always be something displayed in the sub-menu text box.
    Last edited by Quozzo; 5th Jul 10 at 11:46 PM.

  33. Modding Senior Member  #533
    Thanks for the info. Use [SHIFT]+[RETURN] (might also be [CTRL] + [RETURN]) to add a new line.

  34. #534
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    Just wanted to mention that i`m still secretly hoping that you`ll consider to add the option to enable that which has been changed within an .rbf to turn red and stay red even after the file has been closed and then re-opened. I've noticed that the more i`m updating my current mod, the more chaotic it becomes since my memory won't allow me to remember every edit for every .rbf i made, so from this point of view, seeing everything that has been editted within the file to have become red would be invaluable to me and perhaps to other chaos heads as well.

  35. Modding Senior Member  #535
    You can still open the original file and compare yourself, so there really is no reason to be confused .

  36. #536
    Member Z405's Avatar
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    You can still open the original file and compare yourself, so there really is no reason to be confused .
    Ofcourse, but that takes a lot more time than the convenience of seeing which parts of the file itself have already been altered by adding a red color. And reducing modding time to a bare minimum is already one of the major pro's about your tool imho, so this would fit the concept perfectly

  37. #537
    Member Quozzo's Avatar
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    selecting a key in the tree view doesn't show the current UCS unless it has an entry in the table view (like basic_statistic_string has statistic) so selecting 'name' (in a wargear rbf) in the tree view doesn't show the current UCS but the value of the string is being displayed in the text box at the top.

    [EDIT]
    Also its possible to open several of the same tabs by right clicking and selecting 'try to open file by value'

    [another EDIT]
    it would be useful if CTRL (or shift) can be used to select several RBF and then right click to open them all, similar to opening all RBF in a folder but just for the highlighted ones.

    [Yet another EDIT]
    right clicking on an RBF and selecting 'opan as text' doesnt display the rbf in a text format but just displays 'RBF V0.1�9' (without apostrophes) i thought it might have been for txt files but just double clicking them opens them up in a text format by default.
    Last edited by Quozzo; 12th Jul 10 at 11:43 PM.

  38. #538
    Wish: If opening a rbf which is already open it should activate that tab instead of giving an error.

    Bug? There seems to be some issues with regional settings. I'm in one of those countries where you use decimal comma. It seems floats are written correctly on my screen (comma, atleast often) but the program assumes decimal points when interpreting the fields. Thus my scout sergant, which is unmodified suddenly got 2k upkeep cost! ^^
    (possibly alot more, but wiping the squad gave me 336 req income from 0).

    /Y

  39. Modding Senior Member  #539

    V1.86 Released

    Download

    Changelog:
    V1.86 - 07/17/2010
    General:
    - added error-message for duplicate UCS-indices

    RBF-Editor:
    - RBF-library will now always show the correct submenu
    - changed the 'Add to library' dialog so [RETURN] doesn't close the dialog but adds another line to the tags
    - selecting a RBF-value in the treeview will now also update the UCS-information
    - 'Try to open file by value' now shows a warning if the file is already opened

    @quozzo:
    'Open as Text' tries to open the file as a text file and does not attempt to convert anything.

    @Yamaeda:
    Strange, I myself come from a country where people still are unable to accept that decimal-points are _way_ better and pretty than commas; I've improved support for decimal commas with this release (although I myself never had any problems with it).

  40. #540
    Heh, i was thinking the other way around, why cant Americans follow standards from the scientific world and use Celcius and decimal commas as should be.
    /Y

  41. #541
    Member Quozzo's Avatar
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    Not sure if its intentional but all the links in 'About' don't work although the cursor changes to the hand and everything.
    Using Win7 64 and Opera as the default browser.

    Also what is 'Open as text' used for then? i feel like I'm missing out

  42. Modding Senior Member  #542
    For opening any file as text. If it's not a text-based file format it will of course not display anything meaningful but a lot of file formats are text-based.

  43. #543
    Member Quozzo's Avatar
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    i tried it with .scar .lua and .txt and they open as a text file anyway without the need to specifically select it.

    it would be useful if you could open .rbf as a text then insert an edit or something that someone recommended and save it as an .rbf again. am I right in assuming you need to convert it into text in the background, for use in your toolbox?

  44. Modding Senior Member  #544
    The tool tries to open any file format as text if there's no plugin for it. There's a feature which allows you to insert any Corsix' style stuff from the forums into any RBF you'd like. I see no need for a text-view and I won't implement it. Feel free to write a plugin for it yourself.

  45. #545
    Member Quozzo's Avatar
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    i didn't realize such a function existed, that would have saved me some time

    i do have another suggestion though. when viewing an entry with a table instead of showing the Key | Value | Type. What about extending the table to the top of the tool, as the Key, Value, Type are rarely used in that instance and if on the blue moon that they are, the user can select the previous value in the tree to change them there. and as a few features like the checkbox true/false and open file by value depend on the tree view, i imagine the majority of people will use it like second nature

    extended table view


  46. #546
    Hey Cope!

    I'm back from the airforce and now im going to RAAAAAPE this tool again
    Testing it by making a.... well a mod... duuh..
    It's getting really nice! i just miss the ability to copy/rename/delete files from inside the program instead of having to go into explorer everytime, when you, like me, are making a mod that needs a lot of new units/squads, it gets tiresome not being able to just copy/create files in the treeview, could you add this? it would be hugely helpfull

    Regards, MartinNJ


    //NOTE: Edit for name xD
    Last edited by MartinNJ; 19th Jul 10 at 4:53 AM.
    Brother Redemptor Jørgensen!
    "It is my sacred duty to save your soul, and I will save it! Even if I kill your body in the process!"
    MartinNJ's DoW II Mod Studio

  47. #547
    >Corsix

    Don't you mean Cope?
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  48. #548
    Shuma: Well that wasn't embarrasing at all... xD

  49. Modding Senior Member  #549
    Note: I've read your proposals and will eventually implement them but I'm currently busy with other things .

    (I think it's only fair to let people know that their proposals aren't getting ignored .)

  50. #550
    Sounds fair, everyone should be entitled to some time away from dow-related stuff... xD

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