- Uzii - - Uzii -

[MOD] Sins Plus (by Uzii) v1.3a Final

[MOD] Sins Plus (by Uzii) v1.3a Final

A mod that adds, not alters.

Some of you may have noticed I haven't been around as much as usual, and it is with some regret that I won't be continuing this mod as a stand alone any more. I have many reasons, but it is mainly my short attention span which has brought this on. I have done my best to produce a top quality mod, and to help out as many people as humanly possible. I was here at the very dawn of modding this game, and I would like to think my input has helped progress slightly. I will check the forums occasionally and offer my help where I can. If you have a specific modding problem, give me a PM and I'll try and help you the best I can.

I will be working with DANMAN, who is producing a 'Super Mod' which includes Sins Plus, Bailknights Graphics, Sins Enhanced, and his own team's work. I will continue to give support for Sins Plus, and I will help out others where I can, but no further work will be done on this mod. Please check DANMAN's mod:

7 Deadly Sins
NO SCREENSHOT/LOG = NO RESPONSE
You can find how to get the Log at the bottom of this First Post. To upload a Screenshot, use Imageshack and copy the 'Direct Link To Image' address your are given, and paste it here. Take as many screenshots as you think is necessary, or of any little thing you might think will help. For those of you without common sense, this means if you aren't sure you put it in the right place, take screenshots of where you put it, with the address bar visible. If its a problem in-game, take the screenshot in-game, showing the problem.

For a Multiplayer version of Sins Plus merged with a BailKnights Graphical Mod, see Adama Repack

Description
This mod is adds 11 new Planets and 66 new Planetary Bonuses, as well as Ship Graveyards. Custom research is also included for some of the new planets, and there is the option to colonise Gas Giants, once you have acquired the technology.

README for installation and information is included. As is a document of all the files that have beeen modified (not new files).

If you would like to use the Galaxy Forge with my Planets, check out THIS Link. Big thanks to Animage64 for this.

If you wish to use a German translation of this mod, chec out
THIS link. Big thanks to Cybdevil for this.




Download Links
Version 1.3a - Current
Rapidshare.com
FileFront.com

Version 1.3a Sins 1.04 Patch - Thanks to Uranium - 235
FileFront.com

Custom loading screens for those of you with problems, or those of you who want different loading screens.
Rapidshare.com
Filefront.com

Version 1.2b - Old
Rapidshare.com
Rapidshare.de
Filefront.com

These files are in 7zip format. Basically, this can compress it even more than putting it in a .zip file. You may need this to unzip the .7z file.

The replacement GSD file for those who don't want the Ship Graveyard in 1.03a
Rapidshare.com
Filefront.com

Additional Information
As always I am open to suggestions, constructive criticism, and any new planets, bonuses, or little extras you'd like to see in the game.

Any major or simple modders out there that would like to incorporate my work into their own mod, please, go right ahead. Just send me a PM and give me a mention in the Credits.

Any problems or comments, feel free to post, I will try to get back to you as soon as humanly possible.

11 New Planets / Gas Giants Colonisable / Ship Graveyards

Oceanic
Asteroids: 4 - 6 Crystal
Max Pop:
70
Max Health:
4,500
Max Civilian Slots:
32
Max Tactical Slots:
35
Explorable:
Yes

Barren

Asteroids: 4 - 6 Metal
Max Pop:
40
Max Health:
9,000
Max Civilian Slots:
36
Max Tactical Slots:
35
Explorable:
Yes

Forest

Asteroids: 1 - 2 Crystal | 1 - 2 Metal
Max Pop: 220
Max Health: 7,000
Max Civilian Slots: 32
Max Tactical Slots: 35
Explorable: Yes


Urban

Asteroids: 1 Crystal | 1 Metal
Max Pop: 1,000
Max Health: 10,000
Max Civilian Slots: 48
Max Tactical Slots: 40
Explorable: No


Gas Giant

Asteroids: 2 - 4 Crystal | 2 - 4 Metal
Max Pop: 60
Max Health: 1,500
Max Civilian Slots: 48
Max Tactical Slots: 40
Explorable: No


Toxic
Asteroids: 2 - 4 Crystal (Pure) (more extracted per second)
Max Pop: 40
Max Health: 9,000
Max Civilian Slots: 36
Max Tactical Slots: 35
Explorable: Yes


Paradise
Asteroids: None
Max Pop: 120
Max Health: 3,000
Max Civilian Slots: 24
Max Tactical Slots: 10
Explorable: Yes


Industrial
Asteroids: 2 - 4 Metal (Pure) (more extracted per second)
Max Pop: 500
Max Health: 8,000
Max Civilian Slots: 40
Max Tactical Slots: 25
Explorable: No


Old Naval Base
Asteroids: None
Max Pop: 100
Max Health: 10,000
Max Civilian Slots: 8
Max Tactical Slots: 54
Explorable: Yes


Savannah
Asteroids: 1 - 2 Crystal | 1 - 2 Metal
Max Pop: 500
Max Health: 6,000
Max Civilian Slots: 24
Max Tactical Slots: 35
Explorable: Yes


Swamp
Asteroids: 0 - 2 Crystal | 0 - 2 Metal
Max Pop: 60
Max Health: 7,000
Max Civilian Slots: 32
Max Tactical Slots: 30
Explorable: Yes


Relic
Asteroids: 0 - 3 Crystal | 0 - 3 Metal
Max Pop: 220
Max Health: 6,000
Max Civilian Slots: 32
Max Tactical Slots: 35
Explorable: Yes
<

Ship Graveyard
Random ships will be in these areas, dead in space. They can be captured by the Colony Frigates of all the Races.



4 New Research Subjects

Improved Tunneling (Level 4)
Widespread tunneling with improved equipment increases the population on Barren and Urban planets, as well as Asteroids. (Barren, Urban, and Asteroid population max increase)
Level 1: 10%
Level 2: 20%


Crew Derelict Ship (Level 5)
Allows Colony Frigates to capture derelict vessels found in ship graveyards.


Gas Giant Colonisation (Level 6)
Allows colonisation of Gas Giants.

Improved Anti-Grav (Level 7)
Allows larger colony platforms above Gas Giants due to improved Anti-Grav technology.
(Gas Giant population max increase)
Level 1: 25%
Level 2: 50%


66 New Planetary Bonuses
If you think I am listing them, you are gravely mistaken. ;)

However, in order to enjoy the wider range of Bonuses, I recommend changing the value of the 'planetBonusDensity' on the map you plan to play on. This can be found on the 8th line down of all the .galaxy files by opening them with Notepad, or something similar. These can be found in your main Sins directory at:
C:\Program Files\Stardock\TotalGaming\Sins of a Solar Empire\Galaxy

or to find custom made maps at:
C:\Documents and Settings\**YOUR_USERNAME**\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Galaxy

The default value is 0.400000, this means that 40% of Planets will have a Bonus. By changing this to 70%
(0.700000) or more you should notice Bonuses becoming more frequent. Enjoy!

If anyone wants to design a planet texture for either a new planet, or an existing one, please do, and PM me a preview and a link to the file. You will be given full credit if I use it. I recommend copying one of the existing planet textures in the Textures folder, and editing that. Don't forget, the light(_cl) and dark(_da) side both need altering. Good luck.

How to Enable the Debug Logs
Go to where you Mods folder is, but don't open it. There will be other folders, most for Saves, but one for Screenshots, and another called Setting. Open that, then open the file inside named: user.SETTING (open with Notepad). Now search for the line: LogOutput FALSE, and change it to TRUE. When it crashes next, go back to the folder with Saves, Mods, Screenshots, etc, and there should be a new folder called Debug. The log will be in there.

Progress on v1.4

Discontinued....

3,497,171 views 1,334 replies +1 Loading…
Reply #1076 Top

Difference between Sins plus and solar sins !!!

 

Solar sins is the natural evolution of sins plus...

 

So, it is sins plus with a few more planet, a few more planetory bonus, some new rogue star, some black hole, some new skybox...

 

Added to this, the Weapon Graphics by Bailknight, WLD, and DANMAN...

 

Like sins plus, it don't change the original game play... only allow better graphic effect and add a lot of planetory object/bonus...

Reply #1078 Top

Quoting redrevolution129, reply 2
Thanks a bunch    but can you tellme if its common for these mods to crash the game
End of redrevolution129's quote

 

Don't know for the non official 1.10 version ( have never test it and it was not made by the 7DS team )... but for the 1.05 official, never put the graphic planet setting on very high... in some case, when you zoom a planet, it crash... else, have never know a problem with it ( the 1.05 version )...

Reply #1080 Top

I like the idea of the extra planets but why should the type of planet have any effect on the number of asteroids it may happen to have orbiting it?  I suppose the gas giant could be an exception but why should the fact that a planet is forested, savannah or a paradise have any effect on the number of orbiting bodies? Seems to me this should be a random factor, with equal parameters, for most planet types.

If you install this mod do the extra planet types get included in the random maps created by the game or are they only available in custom maps?

 

Thanks.

 

Reply #1081 Top

Quoting Britoner, reply 5
I like the idea of the extra planets but why should the type of planet have any effect on the number of asteroids it may happen to have orbiting it?  I suppose the gas giant could be an exception but why should the fact that a planet is forested, savannah or a paradise have any effect on the number of orbiting bodies? Seems to me this should be a random factor, with equal parameters, for most planet types.
End of Britoner's quote

 

Real random don't exist with computer !!! But in these case, these parameter are in the planet entity file and accept only a few value...

 

meshInfo
    typeNameStringID "IDS_PLANETTYPE_xxx"
    asteroidTemplate "yyy"
    dustCloudTemplate "zzz"
    meshName "Planet_xxx_0"

 

The asteroid templace can have value like "empty","sparse", "ring", "spacejunk", etc...

The dustcloudtemplate can have value like "empty", "sparse", "IceSafe", etc...

Random is not a option... unless...

 

If you was speaking about ressource asteroid ( crystal, metal )... some "random" is possible... first, you can setup a maximum number of asteroid... and by type of asteroid, you can setup a min and max... number of asteroid will be something between these two limits... a example :

 

planetResourceSetupInfo
    asteroidSpawnAngleVariance 3.141593
    totalMaxResourceAsteroids 5
    metalResourceAsteroidSetup
        minCount 2
        maxCount 4
        extractionRate 0.400000
        refineryRate 0.060000
        maxRefineryCount 3
    crystalResourceAsteroidSetup
        minCount 0
        maxCount 1
        extractionRate 0.000000
        refineryRate 0.000000
        maxRefineryCount 0

 

In these case, the max asteroid is 5 ( 4 metal and 1 crystal )... minimum is 2 ( metal )... any value between the max and min is possible... soft choose in a random way...

In some case, you have a other option... planet with moon or without moon... but for each case, you need a different entity file...

 

If you install this mod do the extra planet types get included in the random maps created by the game or are they only available in custom maps?

 
Because they are in the Galaxyscenariodef file, they appear on random maps.... they will be on custom maps only if the creator of the map choose to include them or add some random selection in his map...

Reply #1082 Top

Thanks for that.  That's what I call a thorough explanation!  :)  My bad for not realising things are not that simple.

Great that the extras are included in random maps. Going to download when 2.0 is available. 

Great work.  I think modding and modders are one of the beat things about PC gaming and a game's ability to be modded is a great draw for me.

Edit: Sorry about the  irrelevant emphasising...my spell checker did that and I can't seem to edit out.

Reply #1083 Top

Quoting Britoner, reply 7
Thanks for that.  That's what I call a thorough explanation!    My bad for not realising things are not that simple.

Great that the extras are included in random maps. Going to download when 2.0 is available. 
End of Britoner's quote

 

These explanation was needed if YOU wish tune the mod itself... with these info, you will be able to modify the .entity file of each planet, make them to have similar resource asteroid... only original vanilla planet can have moon now... but you can add the code needed to some of the sins+ planet and have moon orbiting around the planet...

 

About a 2.0 and availability... it will never happen... Uzii have discontinued these project... But some fan have adapt it to the several version of sins... several mod use it for base... Uzii wrote in his top post :

 

I will be working with DANMAN, who is producing a 'Super Mod' which includes Sins Plus, Bailknights Graphics, Sins Enhanced, and his own team's work. I will continue to give support for Sins Plus, and I will help out others where I can, but no further work will be done on this mod. Please check DANMAN's mod:
7 Deadly Sins

 

Have edit the link to the 7DS team forum... the 7DS team have two project : Solar Sins 2.0 ( already released ) and 7DS 2.0 ( will be released soon )... Solar Sins 2.0 is the Uzii mod with some other graphical bonus, more planetory bonus, more planet, etc... 7DS 2.0 is based on Solar Sins 2.0 but have a lot of new races... these new races change a lot of the game play... Solar Sins 2.0 have a identical gameplay that the original game...

 

Updated download link can be found there ... solar sins exist for 1.05 ( official version ) but a non official version is compatile with 1.10, 1.11, 1.12, and 1.13...

 

A list ( with detail ) from the now 89 planets bonus can be found there.

 

A list of all planet and celestial corpse can be found there. When i will have time, i will extend the info related to each planet or celestial corpse... a little like i have made for the different type of Sun ...

 

For modders, Solar Sins 2.0 ( who is a natural evolution of sins+ ) can be used like a base for your own mod... it don't change the gameplay, only add more diversity to the galaxy... i am maybe a little wrong... it change the gameplay but not the gameplay related to race... by example, a old naval base will have a lot of tactical slot but almost no civilian slot... a paradise planet will be a hell to protect... Urban planet are good for money... and more...

 

Some people working in the 7DS team think about adding huge space station who will be some type of commercial center... evolution of the mod is not stopped... soon of later, a new version will come with more planet bonus, planet, celestial corpse, or other strange thing who can be found in our real universe... anyone who have some idea is welcome to post it on the 7DS forum in the section related to Solar Sins...

Reply #1084 Top

Does this mod work with V 1.12?

Reply #1085 Top

doberman, read reply 1083

Updated download link can be found there ... solar sins exist for 1.05 ( official version ) but a non official version is compatile with 1.10, 1.11, 1.12, and 1.13...

harpo

Reply #1087 Top

Also one more thing. Is there galaxy forge tools with this mod?

Reply #1088 Top

Quoting doberman211, reply 12
Also one more thing. Is there galaxy forge tools with this mod?
End of doberman211's quote

 

Galaxy forge tools is a Stardock mod tools... Click on the "downloads" at the top of these forum...

 

The mod have his own "GalaxyScenarioDef.galaxyScenarioDef"... so with the Stardock galaxy forge tools, you will be able to create custom map with the new planets...

Reply #1089 Top

No i mean is there going to be like a new download thing soon? I have the forge tools for the first one with 11 planets but not the slave world, black holes, rogue stars or the shattered one. I'm currently making a Star Wars Map and im arround the Mustafar area. Mustafar is a shattered world. So you can see why im asking this.

 

Also, Im not good at modding so I'll just put this out there, Is it possible to make a brown dwarf star? Or red giants because it would help make a difference in making maps. One more thing. Orange stars. I ask this because K class stars are my all time favourite. And when I make maps, I use yellow stars instead and it just makes too mutch yellow. Yes. I'm an astronomy geek...:grin: but im happy with that.

Reply #1090 Top

I copy and pasted the entire download folder into Mod Folder in my App Data folder, but i keep getting an error

Reply #1091 Top

Quoting dchan1936, reply 15
I copy and pasted the entire download folder into Mod Folder in my App Data folder, but i keep getting an error
End of dchan1936's quote

 

Very possible that you have a version conflict... check your sins version and check for what version you have download the mod.

Reply #1092 Top

Quoting doberman211, reply 14
No i mean is there going to be like a new download thing soon? I have the forge tools for the first one with 11 planets but not the slave world, black holes, rogue stars or the shattered one. I'm currently making a Star Wars Map and im arround the Mustafar area. Mustafar is a shattered world. So you can see why im asking this.
End of doberman211's quote



Not really soon... the 7DS team is now busy with the release of 7DS 2.0... after, it is the 7DS 2.5 for the last game upgrade... a lot of project exist for a solar sins 3.0 and a 7DS 3.0 but we have hit the harcoded limit for mesh/texture... so, i am not sure that new version will be coming... unless Stardock rise/remove these hardcoded limit...

Also, Im not good at modding so I'll just put this out there, Is it possible to make a brown dwarf star? Or red giants because it would help make a difference in making maps. One more thing. Orange stars. I ask this because K class stars are my all time favourite. And when I make maps, I use yellow stars instead and it just makes too mutch yellow. Yes. I'm an astronomy geek... but im happy with that.

 

Not really a problem... for size, simply import the model ( in 3d Max by example )... resize it... use XSI... convert to mesh... and it is ready...

 

For color, the more simple is to modify the texture from a star that you don't wish use... else, you can duplicate a already existing star, give it a new name, modify the entity file, the texture... and a difficult work will be to add it in the galaxyscenariodef and english.str for have it in game...

 

I am not really good at modding myself... i am only one of the modeler from the 7DS team... the 7DS team have a starwar section, i think that the guys there will have some interest in your map... why not go there, make a post who explain your project and ask some help... sure that you will have some 3D designer, 2D texturer and codder ready to help you...

Reply #1093 Top

Quoting Thoumsin, reply 16

Quoting dchan1936, reply 15I copy and pasted the entire download folder into Mod Folder in my App Data folder, but i keep getting an error
 

Very possible that you have a version conflict... check your sins version and check for what version you have download the mod.
End of Thoumsin's quote

i have the latest version of both

Reply #1094 Top

I have redownloaded this mod, and reinstalled the game, updated it, verified its installation, run the developer side of the game, and then run the game, and nothing, it still gives me an error, hell it gave me an error even in developer side, what am i doing wrong?! help?!

Reply #1095 Top

Quoting dchan1936, reply 19
I have redownloaded this mod, and reinstalled the game, updated it, verified its installation, run the developer side of the game, and then run the game, and nothing, it still gives me an error, hell it gave me an error even in developer side, what am i doing wrong?! help?!
End of dchan1936's quote

 

If you are using the developer.exe, a log in plain text is generated... can you post the last few line of the log ?

 

When do happen the error ? When you enable the mod or later in game? What error ( mini-dump or something other )? Very difficult to say what is wrong with so little info...

 

So, let begin by the begin... Are you able to enable the mod ?

Reply #1096 Top

It just won't load:

D3D9 - ChangeDevice...
  DeviceType.......... HAL
  AdapterOrdinal.......0
  AdapterFormat....... X8R8G8B8
  BehaviorFlags....... HARDWARE_VERTEXPROCESSING
  BackBufferSize.....  1024 x 768
  BackBufferFormat.... A8R8G8B8
  DepthStencilFormat.. D24X8 (Enabled)
  MultiSampleType..... 2 Samples (Quality=0)
  IsWindowed.......... 1
D3D9 - IsWindowActive : (1)
PrimaryPath set: .\
SecondaryPath set: ..\..\DataSource\
Found 2 Mods in 'C:\Documents and Settings\1user7\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods'
> Sins Plus (by Uzii) v1-3a
> SoA 2 0.03b
No Mod Enabled.
Ignoring old GalaxyScenario File - has old version...
Ignoring old GalaxyScenario File - has old version...
Ignoring old GalaxyScenario File - has old version...
Ignoring old GalaxyScenario File - has old version...
Failed to convert 'OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder' to an enum value.
c:\gs\gamma\09\CodeSource\GS\Entity\Interfaces\IAbility.cpp(235): assert! [m_aiUseTime != AIUseTime::Invalid]
Failed to convert 'OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder' to an enum value.
c:\gs\gamma\09\CodeSource\GS\Entity\Interfaces\IAbility.cpp(235): assert! [m_aiUseTime != AIUseTime::Invalid]
D3D9 - IsWindowActive : (0)
D3D9 - IsWindowActive : (1)
Creating player mappings ... (rand seed:429359180)
Window(optionsButton) Button Press from CURSOR_BUTTON_0.
Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
Window(enableModButton) Button Press from CURSOR_BUTTON_0.
Enabling Mod: Sins Plus (by Uzii) v1-3a
PrimaryPath set: C:\Documents and Settings\1us47\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\
SecondaryPath set:
Resetting Engine...
Settings Saved: C:\Documents and Settings\1uer7\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\user.setting
SetActivePlayerIndex:-1
Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\GameInfo\PostProcessData.postprocessdata
Label: asteroidColorMultiplier
Line Number:6
Line Contents:planetCoronaColorMultiplier 1.000000

Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\Window\colors.color
Label: chatTextContext:IgnoreNameAdded
Line Number:44
Line Contents:minAllianceActivePlayer ff568211

Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\Window\colors.color
Label: chatTextContext:IgnoreNameRemoved
Line Number:45
Line Contents:minAllianceActivePlayer ff568211

Ignoring old GalaxyScenario File - has old version...
Ignoring old GalaxyScenario File - has old version...
Ignoring old GalaxyScenario File - has old version...
Ignoring old GalaxyScenario File - has old version...
Failed to find StringID: 'IDS_CUSTOMGALAXY_NAME_MELTINGPOINT'.  NOTE: Any following StringID failures will be supressed.
Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\Window\UserInterfaceOptionsTabContent.window
Label: showQuickNPCWindowCheckBox
Line Number:89
Line Contents:zoomSensitivityScrollBar

Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\Window\ICOLoginScreen.window
Label: manageAccountButton
Line Number:78
Line Contents:    addPlayerButton

Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\Sins Plus (by Uzii) v1-3a\Window\ICOAddAccountDialog.window
Label: emailTextEntry
Line Number:43
Line Contents:   

Text FileArchive missing Label.

File: C:\Documents and Settings\user\Local S

 

edit: for some reason, now it is working

Reply #1097 Top

Quoting dchan1936, reply 21

Enabling Mod: Sins Plus (by Uzii) v1-3a
...
edit: for some reason, now it is working
End of dchan1936's quote

 

Strange that it work... you are using Sins Plus 1.3a and the last version of sins who is normally 1.13 ... if i good remember, sins plus 1.3a was for 1.05 or older version of sins...

 

Sins+ 1.4 was discontinued and replaced by Solar Sins 2.0... Solar Sins 2.0 exist for sins 1.05 and for the sins 1.1x ... download link for both version at http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/Main_Page#Download ...

 

Since your sins game is updated to the last version ( who is 1.13 ) you need the non official version of solar sins 2.0 ... if you wish sins+ for sins 1.1x, seek on the forum, i think that some fan have convert it...

Reply #1098 Top

Someone put a 1.1 version of this mod up, if its still there a link to it is in one of the earlier pages of this thread (Not to far back though).

Reply #1099 Top

Quoting doberman211, reply 12
Also one more thing. Is there galaxy forge tools with this mod?
End of doberman211's quote

Yes, there is a tool. I created the extra planet icons for galaxy forge a long time ago. You can download it by clicking here: Link

Quoting GoaFan77, reply 23
Someone put a 1.1 version of this mod up, if its still there a link to it is in one of the earlier pages of this thread (Not to far back though).
End of GoaFan77's quote

No problem, here it is: Link

Reply #1100 Top

Quoting Animage64, reply 24

No problem, here it is: Link
End of Animage64's quote

This link is broken?  Post one that works please. :'(

 

Well I guess broken isn't the word, but for me it leads straight to filefront but not to download anything..