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Christopher Gonzalez
Christopher Gonzalez

Download UPDATED File (Fixed) Lua Scripts.rar

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Download File (Fixed) Lua Scripts.rar

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All of the BNE2 folder files (address locations and changes, etc) have been translated now, as well as the files in the For Producers folder (except 2 that will be translated shortly but aren't super important). This means not only can we locate/find everything in the mod easily, but anyone with coding knowledge can as well. The download has been updated and as it stands, just a couple stray files and the History.html are not fully translated, but will be soon.

A new update is up, this one adding an Item Drop/Steal List to the html folder. Refer to the first post here for the download link. This is a custom-made file that is not available in Tsushiy's original download and is English only.

Play a local file, but assume it's being appended to. This is useful for example for files that are currently being downloaded to disk. This will block playback, and stop playback only if no new data was appended after a timeout of about 2 seconds.

Other improvements include lots of fixes for invalid memory accesses,function keys for the Franklin Ace (Apple II clone) computers, properDIP switch labels for Nintendo Vs. Mahjong, and much, much more. Youcan read about all the changes this month in the whatsnew.txtfile, and you can download the source code and 64-bit Windows binarypackages from thedownload page.

Version 1.31 is required for installing the 1.50 patch. Installing the patch on versions 1.1, 1.2 or 1.3 will not work. The French, Spanish and Italian language editions were released at version 1.31, and there were no further official patches for them. The German edition was released at version 1.3, and had one patch to version 1.31. The English edition was released in the US at version 1.1. The version 1.2 patch for the US release was distributed as a patcher program that would patch six version 1.1 files. The 1.2 download below includes that original patcher program as well as the six patched files.

If you are editing user-made content then finding them is pretty simple, just locate the .z2f file you downloaded and ignore this section. However, finding original game files can be more difficult as they are spread between multiple files, and depending on your game version (5 discs, Zookeeper Collection or Ultimate Collection), names will be different.

Sorry Had to get the .rar program to unzip files, didn't have it on the computer. My dumb mistake. Now WOW, how much more realisticly bright the airports are, especiallly in large citys. At first wasn't sure I liked that glow, but that is more like reality. Learned mucho from your download and the lighting.Thanks again.

In many cases it is not required to change the loading order. If you use some mods that override files of others or manipulate them by script, they might be needed to be loaded last. Some other mods might depend on scripts of other mods which have to be loaded before. Make sure that you activated all dependencies if a mod requires some, too. Usually the mod description or the description in the Steam Workshop or download location contain information regarding load order, dependencies and incompatibilities.

36. How can I get rid of EA's Logo clip when I load C&C3 or KW?You need to download a "no logo" mod for both C&C3 and KW in order to take this effect. However, if you want to mod it yourself, try this:(1) Use a BIG editor to open Misc.big from the "Core\1.0" folder from either C&C3 or KW directory.(2) Extract and open video.ini from the "data\ini" directory of the file.(3) Either delete the EA Logo and ESRB lines based from those lines:

38. How can I enable subtitles in movies for C&C3/KW?They are not available in English versions except for foreign versions only. Kodaemon had released subtitles for both C&C3 and KW and they work for the English versions for C&C3/KW. However the subtitles are messed up and some parts of the text(s) cannot be shown in all types of screen monitors unless you edit the font to decrease the size. Once you put the subtitles in the C&C3 or KW core directory (you need to mention the file in the config.txt file), you cannot disable them in the options menu (because it's not available) unless you remove the files. A download link is provided here (on behalf of Kodaemon):

82. How can I edit the mod I downloaded?You cannot edit the mod unless you have the original source code and compile them again with the C&C3 Mod SDK. Only in C&C Generals/Zero Hour you can due to the usage of ini files in BIG files. All C&C3/RA3/C&C4 BIG files uses xml coding only to be compiled as compressed asset files which cannot be edited but can be viewed via WrathEd. The only exception to edit are the INI, script and shader files which can be seen (for example) in a Misc.big file.

Nix tries hard to be reproducible, that is, to ensure that whenever you build a package with the same inputs, it gives you the exact same result. When we're fetching things from the network, we need to be sure that what we've received is the thing we expected. That's why Nix fetchers all require you to supply a hash of the expected file. A hash is a short, distinctive representation of some data. It's like a digital fingerprint. If the hash of the file we downloaded matches the hash we expected, we can be sure we got the exact file we expected. Nix supports md5, sha1, sha256, and sha512 hashes, though the first two are deprecated and should no longer be used.

How do you get the hash of the file? Some projects will list hashes or checksums of their downloads on their website. If they do, use what they give you. If not, you could download it yourself, and then run a program like sha256sum to get the hash. This works well for simple files, but becomes a bit harder when you're using a fetcher like fetchFromGitHub to fetch a specific version of a Git repository. An easy workaround is to fill in a nonsensical value for the hash, and then attempt to build the package. Nix will abort the build after fetching because the hash won't match, but it will print the hash of what it fetched to the console. You can copy this value and use it as the correct hash. Re-running the build should now succeed.

When updating the version of something that's fetched, be sure to change the hash, too. Internally, Nix uses the hashes to identify things, and if it hasn't changed and Nix has already got a copy downloaded from before, Nix may silently use that instead of actually attempting to fetch the file again.

The simplest fetcher is fetchurl. It will fetch a file and put it in the Nix store. The fetchzip fetcher is very similar, but it will unpack the archive before storing it in the Nix store. This is useful if you need to refer to specific files from the archive, rather than the download as a whole. Despite its name, it can handle many different archive formats, not just zip files. In general, unless you need to refer to a specific file in an archive in a Nix expression, use fetchurl, which will not unpack the archive before putting it in the Nix store. This will save space, and, as we will cover in more detail later, archives are automatically unpacked during the build process in any case.

If you have a real hash, not a dummy hash, in your derivation and you still get this error, carefully try to find out what might have happened, as this means that Nix is telling you that the file it actually fetched is not what you expected. It could be that the download was corrupted due to network problems, in which case re-attempting it later might succeed; or that the target file has actually been changed on the server. This might happen if you're trying to download from a URL that does not provide a stable version, or if an attacker has surreptitiously replaced the file. If you're unsure, try to determine with a trusted party, such as the publishers of the code, whether everything is OK.

Before you can start downloading and installing mods, there are a few add-ons that you'll need to set up. These add-ons will take the mod files and properly add them to GTA 5 for you, as well as let you manage the mods more easily.

Most mods come in one of two formats: .ASI or .DLL. Some mods will say which they are in their description, but you'll always be able to tell by opening the file you download and checking what's inside.

Quick tip: If you're downloading a .LUA file, move it into the addins folder that you created inside of the scripts folder. But if your LUA mod comes with its own addins folder, just move everything to the scripts folder. 041b061a72


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