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Popular Content
Showing most liked content on 07/13/2026 in all areas
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12 points
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9 points
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9 points
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8 pointsROME AD ! Started recreate Rome historicly over time in the ANNO concept ! Pantheon and Greek Theatre haven<t found the roman one ! Rome forum gather the different temple´s, the Curia, Balsilica and a palazzo to put on top of the mountain still ! Front th arc of Tiverius and the rostra, at the back the arc of Augustus ! In between side the basilica`s amd temples of Saturns, Polux Castor, Venus, Curia, Concorkdia, Vespanus.. ! Enjoy !
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7 points
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6 points
Version 1.0.0
151 Downloads
Based on the Harold Washington Library in Chicago, USA. While it looks historic, the real building was built in 1991. Information: There is one lot included in this upload, a ploppable 4x7 library. This is a large library best suited for large urban areas. It costs $7,050 to plop. It holds up to 1.32 million books, and cost up to $3,450/month to maintain. Installation: Copy/extract the content of this folder into your Plugins. Dependencies: You will need to download AGC Buildings RWS DLC for the Model file: The 4x4 growable requires three (3) AGC Prop packs, for Street Props, Flora and Automobiles: Credits: I only did the lotting, modding and testing. The refined modeling, texturing and lighting are by AGC / Barroco Hispano. If you appreciate his work, consider donating to his PayPal here: https://www.paypal.com/donate/?hosted_button_id=WF9FDNHXCHDVU -
4 points@Kel9509: For #1 and #2: Both the submenu list and the style/tileset lists come from new_properties.xml. You don't need to edit the one inside the program, SC4PIMX looks for a personal copy first and falls back to the built-in one, so you can just drop your own version in the user data folder (%APPDATA%\sc4pimx\new_properties.xml on Windows) Submenus: For a one-off, you don't even need the file: open the Building Submenus editor and paste the submenu's Button ID into the "manual hex" field. If you want a submenu to show up named in the list for every building, add an entry under the "Building Submenus" property. The <HELP>SubMenuROOT…</HELP> line just above it decides which category it's grouped under: <HELP>SubMenuROOTLandmarks</HELP> <OPTION Value="0xDEADBEEF" Name="My Custom Submenu"></OPTION> Building styles: The tileset selector is intentionally fixed to the four Maxis tilesets (Chicago/NY/Houston/Euro). Custom community styles are OccupantGroups I think? You can add them as <OPTION> entries under the OccupantGroups property (0xAA1DD396) and they'll appear in the Occupant Groups editor. Styles for the More Building Styles DLL (0xAA1DD400) don't have a dedicated picker yet. Need to check with @Null 45 how this should work Your personal new_properties.xml takes priority over the bundled one and survives updates, so it's the safe place to keep additions. For #3 no, you'll need to reload the application if you wish to enable/disable more folders unfortunately. For #4 that's a remainder from old PIM-X's LE, just very seldomly used. You can disable the background images via Layers -> 3D -> Background. If you want to use them and modify where your lot sits, go to Pan mode and then press shift while panning in the 3D mode to move the lot independently from the background to position it nicely. For #5 you might like this wizard (that is not available yet):
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4 points
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3 pointsYou can think of them just like folders. There's a basic but fairly comprehensive set that comes with the DLL, but you can either add your items to these pre-defined subnemus, add items into your own submenu inside that you put inside a predefined submenu, put your items in a new top level submenu outside of any other, etc etc. Other than setting it up in reader, the SC4 CLI tool is the best thing I know for creating submenus:
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3 pointsThis one is close. Small detail work from here on out, which is mostly doing all the entrance ways, and changing out repetition from roof textures. Also going to make a 2010s and a 2000s version. Also planning my next big project in the endless list of projects by building over this model.
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3 pointsThat Greek theater of Taormina In between replaced by the Roman theater!reward menu lot ! Paeng historic castle wall Panttinaicos Olympic stadium ! Sincerely yours, Kschmidt
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3 pointsTurn off the background terrain layer from the top toolbar. There’s a Layers menu button there. Click it, go to 3D and turn off Background picture in that submenu
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3 pointsThank you, @Handyman. I have added your post as source for the Historic Commercial Project. For BSC Props Jeronij Vol 02 Trees I used the BSC Common Dependencies Pack as this one will be kept up-to-date. EDIT: I used your post for BSC Props Jeronij Vol 02 Trees as well. Thanks @Tyberius06, for the quick restoration. I removed the note.
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3 pointsFrom what someone pointed out to me, it looks like whoever wrote that code made a typo in the longitude by failing to make the number negative. Latitude 37.91 Longitude -122.06 is Walnut Creek, California. Maxis had offices there at the time of SC4's development.
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3 pointsThat or no one bothered to register it in a way that would make it available to DLLs, that would be far from the first case where Maxis made APIs without considering how it would work for DLL plugins. I expect that wasn't helped by the fact SC4 was built as a single executable, wheres they would have had to be more careful with the API design in SC3K and other earlier games that were split across multiple DLLs. WinGen (or cGZWinGen) appears to be the core class for most/all of the game's UI, WinGenDlg is a subclass that only appears to be used for the cheat code dialog.
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3 points
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3 pointsI compared a list of my old files and compared it to the list on page one of this topic. I got a match for 2 files, Historic Commercial Project.zip Install BSC Props Jeronij Vol 02 Trees.exe Find attached. Historic Commercial Project.zip Install BSC Props Jeronij Vol 02 Trees.exe
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3 points
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3 pointsI'm not dead! Just busy with work. (And an ongoing series of medical snafus...) Continuing to jump from project to project as I try to get better at modeling things. I really like how this water tower turned out, especially the painted metal texture: Made some tweaks to how I handle the ground plane. It should give correct bounce lighting now even at night. (Not particularly visible here, alas.)
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3 pointsHello, I'm.. back...? I have to suddenly start job hunting, so I don't think I will be able to be active often for a while. However, I am still continuing to make the BAT I was working on. I will try to make it little by little while taking breaks when I get tired of job hunting. I have already drawn the design sketches, but the modeling process is taking quite a long time as I am modifying them to give it a more classic feel. I also need to add Beaux-Arts style roofs and dormers later.
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2 points
Version 1.0.0
145 Downloads
Offering top of the line solutions when it comes to commercial grade 3D Prints, CF Solutions is here to make sure your sims 3D Printing needs are taken care of! From poly to carbon fiber, they can do it all! 2x2 Growable CO$$$ Lot Comes with a Ploppable Landmark with Jobs version as well! No Dependencies! Choose your Version: Both Dark Nite and Maxis Nite are included, if you so choose the Dark Nite version, be sure to download the Dark Nite Mod to ensure the best gameplay! Thank You! Special thanks to @Urban Vibravant for assisting me in this process of this model! -
2 pointsSorry for it taking me a while to reply but between the British Grand Prix, the World Cup, and my sister visiting, I've barely been online long enough to write a well thought out post. I'm glad to hear that you and CB are in favour of it, assuming it is implemented correctly. I asked myself the same question when I first started mulling over the idea of uploading modified maps. The conclusion I came to is that I don't think it's possible to come up with an all encompassing set of criteria that will solely include good faith efforts, whilst excluding the kind of low effort or abusive uploads that shouldn't be on the STEX. I think that moderation will be required. I also think that the amount of alteration isn't necessarily a fundamental criteria. There are alterations that take a minimal amount of effort, expertise, time, software tools, and perhaps most importantly, artistic creativity. For example, simply rotating a map by a multiple of 90° takes a bare minimum of effort, time, just two pieces of software, and zero creativity. So by that metric, I'd argue that such uploads probably shouldn't be allowed. If another user wants to rotate a region, it's a simple job that can easily be described in a tutorial. This might also be a pretty good yardstick by which to judge the justification for and value of an upload.If another user can create an exact replica of a modified work, simply by starting with the same original work then following a set of instructions, without needing to make artistic decisions or to use skill with a brush tool, then I think such works probably shouldn't be allowed. There is a counter argument to that though. There are instances were lower effort uploads perhaps should still be allowed. What if the simple alteration is widely desirable? For example, what if a map has been uploaded to the STEX years ago, the original creator is no longer active, and for what ever reason, it's upside down or mirrored when compared to the real world, or perhaps it has some other mistake that is easy to correct? If it means saving a large number of users the time to perform the same minor alterations, or if it means objectively fixing or improving the original mappers work, perhaps cases such as these should be the exception that proves the rule? It is somewhat of an edge case though. As to the question of more "significant alterations". In order to answer that question, I think the most simple solution would be to let the creator of the modified work argue their case. Then the decision of whether it should be uploaded would be at the moderator's discretion. I envision either a single thread for modified maps, where a user submits their work for approval along with a description of what changes they have made, or perhaps as user such as myself could create their own thread. I was thinking about creating a project thread to document my work. Then when I'm ready to upload a modified work, I could "@" you or CB? I think I could clearly demonstrate that if modified works were to be allowed, my efforts should fall into that category. The list of changes I have made to each map is extensive. They've required a lot of time, not least because of the repeated exporting and in-game testing and checking. But also because I exercised creativity. I've created new terrain in both GIMP and SC4Terraformer, as well as manually correcting and retouching various issues. A process that is all but impossible to replicate simply by following instructions. I think this is a fine line to walk... I don't want to gain unfair credit off another’s work, which is why I do wonder whether even having a link to my work placed in their upload page is the best solution... it all depends on how it's done I guess. There's also the fact that I can't deny that I do want some credit for my portion of the work. Perhaps such uploads should have their own upload page but there should be certain requirements such having their own "modified maps" category, the name making it clear that it's a modified map or at the very least, a disclaimer at the top of the description with the name of the original mapper and a link to the map in question. At the risk of this reply dragging on or me writing myself in circles, I'll leave it there for now.
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2 pointsSuch nice work! I love that high-tide shoreline with the water up into the bushes and trees
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2 pointsThe updated chart is included in the SIM That's SIM (formerly CAM Core)
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2 pointsI just checked, and the property was working for my test file. Could you post a screenshot of the building exemplar? While I think it is unlikely, I am wondering if the property has the wrong type. Currently the DLL would treat that as a silent failure, with the building being considered non-W2W.
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2 pointsINI files define a configuration, or settings, for the DLL file. Want to customize any settings? Then change the values in the file. Otherwise leave it alone. The lines that start with a semicolon are comments that describe what the setting does.
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2 pointsHi @Null 45. I've been doing some testing recently and I believe something might be wrong with the "Building is W2W" property. It doesn't seem to work. When I applied this property through PIM-X and set it to "true" the tested buildings did not show up at all when the W2W box was checked. The instant I deselected it, they grew. These were the only buildings in my test plugin folder. I always want to be absolutely sure nothing gets in the way while I'm checking new BATs. Later, in iLives, I added one of the "old" W2W properties (0xB5C00DDE) for testing and the building grew correctly this time when the W2W was checked. Unless I'm doing something incorrectly, I think that something might be simply wrong with the new W2W property. I was wondering if it is the PIM-X problem, but I really doubt it. I mean, a property should work just the same, regardless of the program used to put it there, right? Do you think you could check it out and make ammendments if necessary?
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2 pointsThis island can only be accessed via a single on/off ramp Would you want to live here?
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2 pointsSo, I am sidelining a few downloads, and aside from them (DgVoodoo2, Transparent Texture Fix and Region Thumbnail Fix), everything else in the "Performance and Graphics List" has been downloaded and installed. One question comes up though - so, with the "sc4cpuoptions" and "sc4GraphicsOptions" links, I am done with the installation but on those two pages, both have a paragraph about editing a file to adjust the settings. I opened the respective files with Notepad, but I am not sure what I am supposed to do there. Can someone fill me in on what I need to do with the text in these two files? Also, once this part has been taken care of, I will move on to Gameplay Enhancement - the second on the list for the Ultimate Guide. If you guys have any advice and/or suggestions, please feel free to post them on this thread. Thanks!!
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2 pointsI just had a first go at new PIMX and I absolutely love it with regards to my needs. The option of automatic value calculation, which I always coveted, is there, and seems to work fine, giving plausible and quick results. No more observing, guessing and figuring out if the building has correct or incorrect number of tenants, power use etc. It always felt as if I had to put on x-ray glasses along with composite eyes to get these variables right. No more! Many thanks to all Contributors as well as the original Author.
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2 pointsAh... The reason is that the DAT that contained the models also contained the building exemplar for the growables too. However I would like to point out that I detailed this on the download page and in the readme under the "special note" section. Is there a reason why you did not manage to read it? I don't think I can explain it more clearly... There is a reason for the description and special notes and notes in red. Maybe @Ulisse Wolfis right, we should just stop wasting our time to provide information if people don't bother to read it...
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2 pointsNo worries, and no bother at all... This situation has come up I think three times on the past five years, so it is quite rare. Back when the homepage carousel was first implemented, there was very little chance of this happening for various reasons. One of which was it was a lot busier in those days, and things didn't stay on for very long. It probably didn't occur to the 'rule writers' to address such a case. Different times...
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2 pointsStunning! Have all of these items been released, specifically the three photos below? If so, would someone kindly post the links to where I can find them? Thanks in advance!
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2 pointsI should have guessed that there were some unwritten rules. Sorry to bother you.
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2 points@CasperVg: Wow, that was fast! I've been going through the language file and updated everything that was missing, and also fixed some of the text strings that had typos and such. de.toml_v3.zip
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2 points
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2 points@Dreadnought @hugues aroux @11241036 Thanks for the feedback guys, you're right, the sand looks very reddish and looks more like desert sand than beach sand . I'm going to improve the color ---------------------- I will probably release the buildings I have shown sometime between today and tomorrow.
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1 pointFor my Set anybody is welcome to re lot my set or change the driveway on the door gate of building. Sometime i've some diagonal line on my driveway i don't if is a little problem of my pc card ;(
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1 point
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1 pointYup. It's the first decision made by the people who are interested in submenus, @memo, @Panda, etc. They eventually added predef submenus, but it's not something fixed. You can do whatever you want.
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1 pointNo idea. That would be a question for Ocean Quigley or others who worked at Maxis at the time.
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1 pointThe new 2026 version should be a lot more stable than the 2009 version, especially on larger Plugins folders. Hmm yeah definitely not a setup that I can easily replicate. If I understand correctly this is an Intel Mac? I could try to build a custom binary for that platform via GitHub Actions, see if it helps? I don't intend to support officially any thing other than Win x64 and Mac Arm64 though. Awesome, thanks @Andreas Roth! I've integrated your translation file as well as your ideas for independent zoom (and rotation) for each of the panes (2D and 3D) now in the new version v2026.7.7 that was uploaded to the STEX and is available here on GitHub Release v2026.7.7 · caspervg/SC4PIM-X. Features - Language selection, plus more category translation coverage (Andreas will have to update his German translation file to cover the extra categories that are now supported) - German (Deutsch) language added - Separate 2D and 3D pane controls for zooming and rotation, plus scroll wheel zooming Fixes - More fault-tolerant S3D and XML parsing (see Error reading XML for model · Issue #4 · caspervg/SC4PIM-X, thanks to TiepiNL for the GitHub report)
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1 point
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1 point
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1 point
Version 1.0.0
282 Downloads
13 years ago, I uploaded Generic Office Pack #1, which was initially supposed to contain five buildings. I only wound up including two of them, although @gutterclub did kindly finish off a third recently. I never really expected there to be a part two, but here we are. This pack contains 15 models; an orthogonal, diagonal, and FAR version of 5 different buildings. All versions have different IIDs, so they can be used at the same time. The orthogonal versions are available in both growable and ploppable varieties, all sit on either 5x6 or 6x6 lots, and provide between 174 and 466 CO$$ jobs. The diagonal and FAR versions are available in overhanging ploppable 1x1 lots, which provide the same number of jobs. I have also included prop exemplars for all models for your convenience. Both Darknite and Maxisnite versions are provided for all models. Only one may be used at a time. The Darknite version requires SimFox's Day and Nite Modd. Dependencies (for the orthogonal lots only): SuperSHK MEGA Parking Textures SHK Parking Pack BSC Common Dependencies Pack (specifically CP Vol01 and CP Vol02) The diagonal and FAR versions have no dependencies. I initially learned how to BAT so I could make generic buildings like this. I like this particular group because they all fall just short of being boring. Enjoy! -
1 point
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1 pointFORMOSA FORMOSA is a region in SimCity: Formosa (模擬城市:福爾摩沙), the Taiwan version of SimCity 4. I assume this is the last official content for SimCity 4. FORMOSA.zip I bought it just for this.
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1 point
Version 1.1
1,491 Downloads
UPDATE v1.1: I revisited the attached Included Dependencies files and merged them into ONE dat file. That won't have any affection on the lots, purelly aesthetical/organizing modification happed to my pleasure. Updated dependency list, since Tariely uploaded her essential files, therefore there is an easier access to the necessary files. Also I attached a cleanitol file to help you remove the unecessary files. Background: During this autum I ran into a little problem in one of my cities. I needed some medium plazas with the dimensions of 2x3/3x2-3x4/4x3 and I couldn't find anything what I already wouldn't use in my cities, so I came up with the idea to making some new lots. The original idea wasn't about a public release, since I don't have too much experience (neither too much motivation) with plazas and I wouldn't have wasted to much time trying to make something which could be satisfying for everyone. But during the working process @tariely came up with some ideas and thoughts about nightlights (which is an other thing I'm not interested in), so she got the files to put her touch on them. Later I combined the two sets, Hers and mine, and here we are with this quite massive plaza set, which contains: 18 medium plazas (5 - 2x3, 5 - 3x2, 2 - 2x4, 4 - 3x4, 2 - 4x3) 3 larger plazas 6x5 I moded the plaza effects such as pollution and things like this totally random, so don't look for any realism, I don't really care the gameplay aspect in that deep, so they can be unballanced, but if you recognize some ballancing gameplay problem, probably will know how to fix it. Hint: LE Prop or Reader tool are your friends. Of course, I'm open any suggestion, and if you have accurate values for me which numbers I should change for what, I can and will do it and can update the upload. The plaza plop costs are variable according to the sets: Heretic (yepp that's me) 2x3/3x2 plazas - 400 Heretic 3x4/4x3 plazas - 405 Tariel 2x3/3x2 plazas - 410 (yepp, they are more expensive, because they are admittedly nicer, less out of the box, than mine) Tariel 3x4/4x3 plazas - 415 Heretic-Tariel 6x5 plazas - 500 Install: Copy the "Heretic Projects" folder from the zip (or unzip it) into your plugin folder. Highly recomended to keep the provided folder structure, because all of my uploads have the same format, and since sometime I'm working with inclouded dependencies (such as textures or descriptor datas) it's better if these "inclouded dependencies" are in the same place. If you unzipped the upload, you may delete or remove the "Documentation" folder from your Plugin Folder. You will find these lots in the Park Menu. Dependencies (it's quite a long list, but it contains pretty common prop packs, specially if you're already using Tariel's one or more parks/plazas from previous uploads): Props: BSCBATPropsMattb325_Vol02 VIP vnaoned monuments pack Was Dutch Prop Pack BSC MEGA Props Misc vol01 BSC MEGA Props Misc Vol02 BSC MEGA Props - swi21 Vol01 BSC Mega Props - CP Vol. 1 BSC Mega Props - CP Vol. 2 BSC Mega Props - MJB vol. 1 BSC MEGA Props - MJB Vol02 BSC Mega Props - SG Vol. 1 BSC - VIP girafe lindens VIP Delecto Ploppable people RDQ HD Prop Pack Darknite Version Murimk Props Vol. 2 Porkie Props vol. 1 NBVC Plazas with fountains Tamorr's Resource 2.05 PEG MTP Super Pack The Reflectoblob BLaM FC Garden and Plaza Props Neko PropSet 1 Neko PropSet 2 NOB Ftexture - updated link, now it can be downloaded from STEX. WMP Power Props Nams Props Pack vol 1 Nams Props Pack vol 2 Tariel-Rivit's Essentials - updated link Textures: NDEX Base Texture set vol. 1 BSC TexturePack - CycleDogg vol. 1 BSC Textures Vol 01 SCILT, Paeng's Sandstone Sidewalks Version (choose your own scilt variation) Huge thanks to Tariel for her help on this project. All the nightlights are her work, so all credits on the night lights is hers! Also I would like to thank to Tariel her ideas and help on the lots, and that she provided her versions for this set. The beautiful Heretic-TL 3x4 Med Virgin Mary Fountain Plaza lot is completely her vision, so all credit is hers! Enjoy! - Tyberius EDIT: I left out one dependency, now the Ftexture.dat is attached to the dependencies here (but the included readme doesn't contian that - sorry for that). Now it's included! (23.07.2018) EDIT 2: fixing broken dependency link (BSC MEGA Props - swi vol. 1) -
1 point
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1 point
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