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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Thu Oct 11, 2007 1:08 pm    Post subject:  Help!!
Subject description: buildmod.bat
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Build Mod.bat doesn't sem to be working right
It only creates a shader file(and it can't find the _L files)
I'm using v2 of the SDK
does anyone know how to fix this?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Thu Oct 11, 2007 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you read the documentation on how to work the buildmod.bat?

I'm not sure, but it sounds like there is an issue with some of your xml files.

I'd suggest getting CodeCat's buildmod.bat, as its very useful for finding errors.
Find it here.

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Last edited by Muldrake on Fri Oct 12, 2007 6:29 pm; edited 1 time in total

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Fri Oct 12, 2007 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

doesn't work
I'll upload the xmls so you can find the solution
can't upload because file is "empty"

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Mon Oct 15, 2007 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

got screen of BuildMod
Uploading... ... ... ...
File Uploaded and ready for DL

Uploading XMLs... ... ...
XMLs uploaded and ready for DL



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BuildMod Problem.JPG



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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Oct 15, 2007 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

mod.xml is not found, because its looking in a directory which doesn't exist.

Have you included your mod name in the running of the buildmod.bat?

as in run -> "C:/blah/buildmod.bat yourmodname"

Or better yet, use the extra script included on the link I gave, just fill out the details (mod name, version, game version, etc) and place it in the your mod folder (but not the data folder).

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Mon Oct 15, 2007 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, i copied the necessary text and will try it later today.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Oct 15, 2007 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

why cant people just read the doku and use the sample mod as a base?... Confused


1. You dont need to include global.xml and static.xml in your mod.
They have to be included in mod.xml, everything else relating them is done by the compiler.... so remove these 2 files from your mod .

2. You dont need a mod_l.xml.
Everything relating *_l files is handled by the SDK2 compiler,so delete this useless file.

3.Compare this:

your mod:
source="DATA:Alien/Units/AlienBuzzers.xml

SampleMod:
source="DATA:SampleMod/Data/SoundMod.xml

Xou need to include the correct path, so if your mod.xml is in

MOD SDK/Mods/ExampleMod/data/mod.xml,
your files should be in
MOD SDK/Mods/ExampleMod/data/Alien/Units/AlienBuzzers.xml

Which means that you include should look like this:

source="DATA:ExampleMod/data/Alien/Units/AlienBuzzers.xml


And why the hell are you including nearly every unit in the game?? Thats the best way to make sure that you get errors....
And believe me, there are tons of it in your mod :/

You only include files you edited, so only change something small (like a weapon or a low tech unit) and see if this works before you add more.
Adding tons of files just leads to "dummy" error massages and compiling takes way more time.

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Mon Oct 15, 2007 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Edit units one or 2 at a time when you compile, then test it, then you can add another unit or 2. Because as Chriz said, if you try to do all of them at once you probably will have a whole bunch of errors and won't know where to start with fixing them.

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Tue Oct 16, 2007 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, thanks Chriz
I'll try the suggestions MB

Nothing worked... I don't know what to do now

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Fri Oct 19, 2007 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok i'm having the same problem, i'm only editing the commando unit to test but when i make the .big file it only copys the shaders. The same happens with the sample mod, not all files are copyed.

My mod.xml looks like this

source="DATA:TerroR/Data/GDICommando.xml"/>

I also tried what Chriz suggested.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Fri Oct 19, 2007 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

So far I have the buildmod.bat copying the files now. I noticed it reads from the incorrect path. It should read the files from Mod SDK/Mods/ModName but it reads from Mod SDK/BuiltMods/Mods/ModName

Anyway now I got that sorted the simple changes I make to the gdi power plant and rifle soldier don't work, is there somthing wrong with my data paths?



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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Oct 20, 2007 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

uhm, SDK/BuiltMods/Mods/ModName is the RIGHT path.

The compiler should read your files from Mod SDK/Mods/ModName , then compile those and put them into SDK/BuiltMods/Mods/ModName.
Then, the BIGmaker will put all files from SDK/BuiltMods/Mods/ModName into a new BIG file.

And thats why your changed didnt work: your files are not compiled, they are just inside a BIG. :/

Could you post your mod.xml?

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sat Oct 20, 2007 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I guess it doesn't compile the files correctly if I have to manually move them to builtmods folder for them to be added to the big file. uhh I don't know.



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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Oct 20, 2007 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

it does compile correct, but it encounters an error in your files (something in GDIRifleSoldierSquad.xml) und stops compiling the xml files and only compiles the shader.

best thing would attaching your GDIRifleSoldierSquad.xml here.


btw, "adding to the BIG" is not the same as compiling Wink

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sat Oct 20, 2007 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

All I changed is the cost and build time of the power plant and gdi rifle squad. Don't forget it does the same with the sample mod, so I don't think theres anything wrong with my mod files. When I launch the sample mod I see the new menus but the elfwarrior doesn't show in the gdi barracks.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Oct 20, 2007 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you compile the sample mod with your modified buildmod.bat, then your right, there should be no elf warrior.
But with the default buildmod the samplemod should compile perfectly, I have no idea whts wrong with it :/

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Sun Oct 21, 2007 2:04 am    Post subject: Reply with quote  Mark this post and the followings unread

yay...

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Oct 21, 2007 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure what your talking about with the "modified buildmod.bat". Anyway I blame the shitty tools since I have done exactly what the documentation says.

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Sun Oct 21, 2007 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
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Wesforce wrote:
We are living in a post-common sense society.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Oct 21, 2007 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

That doesn't even create a big file for me. Thanks anyway.

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sun Oct 21, 2007 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Anyway I blame the shitty tools since I have done exactly what the documentation says.


Hundreds of people did exactly what the documentation told them and it worked for them. Seriosly, the compiler even TOLD you WHERE you mistake is (gdiriflemansquad.xml).
If you cant get it to work, its defintaly not because of the tools...

"modified buildmod.bat"
I thought you edited it as you said it red from the wrong directory, so I guess I misunderstood it.
Nevertheless, just copying your files to Mod SDK/BuiltMods/Mods/ModName does not work. It will include them, but they need do be compiled before including them.

like I said, the easyiest solution would be to attach all you mod files in a zip here....

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Oct 21, 2007 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well here you go. Also I don't know if this matters but I have to temporarily re-name my Command & conquer 3 folder because dos doesn't allow the '&' symbol and thanks for trying to help.



TerroR.zip
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 Filename:  TerroR.zip
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mastermind2004
Civilian


Joined: 24 Aug 2005

PostPosted: Tue Oct 30, 2007 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
Not sure what your talking about with the "modified buildmod.bat". Anyway I blame the shitty tools since I have done exactly what the documentation says.
I blame the shitty thing between your ears, that is colloquially known as a brain. For your gratification, I will post a shiny screenshot, showing your mod working in the game, and a quote from the SDK documentation which you either misunderstood, or didn't bother to read.
SDK Documentation wrote:
Type in cmd, and hit enter. From there, use the cd
(change directory) tool to get to your mod directory. Once you are there, type in the following command line:</p>
Installation Folder:\> BuildMOD.bat SampleMOD

Which part of the above were you missing when you built your mod? I'll give you a hint, it was the second part, where you give the SDK the mod that you want to build. I guess the documentation could have been a tiny bit more explicit...
SDK Documentation a little later wrote:
The MOD SDK installer creates a .bat file in the root of your install directory. To build your MOD simply run this from a command prompt and pass it one parameter which is the name of your MOD. You can test this on the Sample MOD by running BuildMOD.bat SampleMOD from the command line:

Installation Folder:\> BuildMOD.bat SampleMOD

Or maybe not. Please try to actually understand the tools you're using before slagging them off as shit. Oh, and command prompt is quite fine with & in paths, you just need to wrap it in quotes.



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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Oct 30, 2007 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tone down your attitude.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Oct 30, 2007 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

mastermind2004 I did exactly what the documentation said, great it works for you but it doesn't for me, perhapse my builmod.bat is corrupt or somthing like that, it's not since I have done several reinstalls.
Where are you getting this information that I didn't type in the correct commands because I did. I don't get why you assume I didn't and you get pissy about it.

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mastermind2004
Civilian


Joined: 24 Aug 2005

PostPosted: Tue Oct 30, 2007 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:
Tone down your attitude.
I'll tone down my attitude when people stop blaming tools that do work (as is obvious from the fact that it worked fine for me) for their own failings.

I don't see why it doesn't work for you, considering that all I did was download the zip file of your mod, and build it with buildmod.bat. Did you edit anything else, such as configuration files? I'd recommend completely uninstalling the SDK, then reinstalling it. Then just open up command prompt, navigate to the folder using "" around the path, and run buildmod.bat from the command line. There's obviously something wrong, since it should not be trying to compile BaseSquad.xml, and other files like that. They are referenced in the static or global streams, and don't need to be found.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Tue Oct 30, 2007 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that post wasn't so harsh, and a damn load more productive. Most of the time, you use a harsh tone, people get defensive and aggressive. Rather than towards fixing the damn problem in the first place.

Terror, I could compile the mod too, there doesn't seem to be anything wrong with the files you've uploaded here.
Stupid question, but did you get the required files needed for the SDK before installing the SDK?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Oct 31, 2007 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm thinking i'm having the same error as TerroR... My file also compiles, but doesn't work ingame (with my own mod and SampleMod). I do have all the required files though...

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Oct 31, 2007 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you install the required files before you installed the SDK?

Also any chance your affected by this problem?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Oct 31, 2007 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, i will try to explain it. When you normally build the SampleMod, you should get a 22 mb file. If the compiler doesn't work, you get a 5 kb file. And guess what i get: a 12 mb file Mad I had installed all the files before installing the sdk, atleast, i thought. Maybe a re-install of the sdk might work Rolling Eyes
[stupid question]how do you uninstall the sdk, i can't see any uninstaller...[/stupid question]

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Oct 31, 2007 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you're running XP, go to control panel -> add/remove programs, and you should see it listed on there, next to Command & Conquer 3.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 01, 2007 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

And for Vista it's the same right. Stupid i didn't think of that #Tongue

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godsun
Vehicle Driver


Joined: 16 Jun 2007

PostPosted: Thu Nov 01, 2007 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 Terror...


Well, it seems you miss the DLL's!

Download the files from
here:
http://cnc3.net/item-143?addview

And Extract it in youre MOD SDK folder!

And it should work!

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Nov 01, 2007 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks godsun that worked. I did read up in the documentation about the 'required files' but I couldn't fine the dll files so I gave up and forgot about them since.

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godsun
Vehicle Driver


Joined: 16 Jun 2007

PostPosted: Thu Nov 01, 2007 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, no problem! i had the same problem #Tongue! So i knew what was wrong... But IDK Why no-one saw the missing .dll stuff... #Tongue!

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Nov 02, 2007 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL this is why I hate C&C3 Tiberium Wars. In almost all C&C Games before this you could just edit the Rules.ini or the other documents with ".ini" extension if you where able to extract it from the ".mix" or ".big" file with 3rd party tools like RAMIXER, XCC Mixer, and the countless BIG file editors/extracters for Generals/BFME but noooo EA had to change this and required the modders to wait untill patch 1.07 or whatever it was. And now you also need to compile the good damn mod in a special way that and not just edit your .ini file like in the older games.

Even in Supreme Commander by GPG/THQ that is just as new as C&C3 you can edit the text files (in this case .lua) just as easily as in the previous C&C games and just put the files loose in a directory or zip them up with a .Zip file utility like WinRAR/WinZip (and rename to .scd)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Nov 02, 2007 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I thank you for the link too godsun Very Happy
Maybe a hint to any mod to add this to a list of usefull Modding Tools (if they are going to make a topic about it)

EDIT: ehhm, i'm having a small problem now: When you install TW, it automaticly creates the folder "Command & Conquer 3" to install the game there. But if you try to use the BuildMod.bat with that folder, it doesn't work.
Now i have changed the "&"-sign to "and", and the BuildMod.bat does work now (creating a 22mb file with the SampleMod). But then the problem is that when you put in the game dvd, it says that c&c 3 isn't installed and asks if you want to install the game.
I can run the game, but i can't get the menu to appear, where i can go to the Game Browser to start the mod...
Does anyone else have this problem, or anyone else have a solution Confused

EDIT 2: now i'm thinking of it, the mod is already compiled, so when i change the "and" back to "&", it should work. But still, it is quite irritating if you are modding and you need to keep switching between "&" and "and" to compile and run your mod #Tongue

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Fri Nov 02, 2007 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

mastermind2004 wrote:

Or maybe not. Please try to actually understand the tools you're using before slagging them off as shit. Oh, and command prompt is quite fine with & in paths, you just need to wrap it in quotes.


Quoted for truth... Wink

godsun wrote:

But IDK Why no-one saw the missing .dll stuff...


When someone claims he has read the documentation, I expect him to install the required files.
You know, theres a reason thes are called "required" and not "useless stuff to fill your HD" files...

Last edited by Stygs on Sat Nov 03, 2007 10:49 am; edited 1 time in total

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Nov 03, 2007 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Mastermind posted up a utility on cnc3.net which installed all of the C&C3 required programs and files in one go. Which I've found very useful, and have linked to in at least one other bug-fix topic in C&C3 editing forums here.

C&C3 Required Programs.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Nov 03, 2007 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for quoting Chrizz/Stygs, i forget to read that part #Tongue
I will try it after i get The Orange Box (HL2) to work (which could take ages because of Steam...).

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godsun
Vehicle Driver


Joined: 16 Jun 2007

PostPosted: Sat Nov 03, 2007 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, i use CodeCats buildmod.bat.. wich really owns.. it creates a folder called : Whereeveryouremydocumentsfolderis ... and the mod is in there!

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Nov 03, 2007 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

you know that your supposed to change the Whereeveryouremydocumentsfolderis in his buildmod.bat to your actual My Documents Folder?

But your right, his .bat file is the best I know, I also use (a slightly edited) version of it. Wink

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Wed Nov 07, 2007 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

got the mod compiled and built, but changes don't show up.
I've uploaded it and no errors occurred in the actual building, Yata!!



SampleModB.zip
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The compiled Mod

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 Filename:  SampleModB.zip
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