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#1041 | |
Bannato
Iscritto dal: Aug 2001
Città: Berghem Haven
Messaggi: 13513
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Quote:
![]() ****************************************************************************** The Zone Reclamation Project An Unofficial Patch 1.0005 for S.T.A.L.K.E.R. - Shadow of Chernobyl An extension of bardak's Patch 1.0004 bug fix attempt (English version) ****************************************************************************** Primary ZRP "enhancements and additional fixes" author: NatVac Included mods or mod parts/contributing authors: bardak's excellent "Patch 1.0004 bug fix attempt" (of course) GP37 (G36) with grenade and silencer support by SiriusStarr Show Reward Mini Mod v1.02 by onionradish (optional, default on) No Head-Bobbing by PiIsARational (optional, requires file rename to use) The guys and ladies of the GSC STALKER forum. Change history: 1.03 - more tweaks, diff file info for modders 1.02 - some tweaks and all.spawn fixes 1.01 - added option to temporarily bypass a quest choice 1.0 - first look, initial release 2007-10-03 (for feedback and tweaking) ****************************************************************************** Purposes of this modification: To minimize the micromanagement and mouse movement in the game. To fix the script engine and configuration bugs, where possible. To address known limitations of the game as much as possible. To correct English language errors and sense. To increase useability and add functionality. To provide a basis for other mods. ** This is a work in progress! ** Report all bugs and make suggestions in the Mod Discussion section at the GSC forum: http://www.gsc-game.com/index.php?t=...ype=xr&lang=en ****************************************************************************** Requirements: STALKER installed and patched to version 1.0004 This mod is based on bardak's patch 1.0004 bug fix attempt, and can be considered a simple extension of that mod. ****************************************************************************** Installation: If you are running only bardak's bug fix attempt, you can copy the gamedata directory from this mod into your STALKER installation directory, after backing up the existing gamedata subdirectory. You might need admin rights to do this. When prompted that the directory exists, tell Windows to overwrite the existing files. This mod already incorporates bardak's 1.0004 bfa in its entirety. It is safe to copy this version over previous versions of the Zone Reclamation Project. The best benefit will occur when you start a new game, but this is not required. You do not need to start a new game if you are upgrading from 1.02 to 1.03. If you are using other mods, you will need to merge the mods with this one. Don Reba's Mod Manager might be very useful here. Of course, if you have not installed any mod: Change any "false" to "true" on the second line of fsgame.ltx in your STALKER installation directory. It should look like this: $game_data$ = true| true| $fs_root$| gamedata\ ****************************************************************************** Playing the game: If you only have used bardak's bug fix attempt, you do not need to start a new game, although some fixes and features will not be available. If you have been running other mods, you will need to merge them with this mod. If you do this correctly, you will not need to start a new game, although some fixes and features will not be available. ****************************************************************************** Please note that if you don't like a feature, you can change it or remove it easily in most cases. To configure this mod, please see the ZRP_ModdingNotes.txt file. What's different about this patch mod? ****************************************************************************** ******* Changes in the 1.03 ZRP update: ******* ****************************************************************************** Tuskanos are now considered enemies by human NPCs. A missing comma was added to game_relations.ltx based on info found by Fatrap on the Russian forum. The right-hand grid on searches now has more squares. The hint on the Red Forest antennae location marker has been corrected. Reduced the alertness range of most of the Cordon factory bandits to stop them from being more interested in the bridge soldiers than the attackers amongst them. This may need tweaking, and other situations will likely arise needing similar attention. More info in a smaller, cleaner format on the optional debug display. Special thanks to Fatrap, Decane and silverpower for input to this update. ****************************************************************************** ******* Changes in the 1.02 ZRP release: ******* ****************************************************************************** Fixed an occasional crash when taking the documents from Ghost. The game gives you credit for doing so when you search Ghost, and then again when you actually take the documents, and the news manager would attempt to output a non-existent objective. This was sometimes just garbage, and sometimes even a CTD. Made the gameplay character files optional. The flashlights-in-the-floor fix didn't work; the disconnected lights belong to the flashlights the NPCs have in their inventory but are not currently using. Included debug code for modders as a template for their own changes. The beam of the optional ZRP flashlight has a longer reach. Other fixes and changes for this release are marked with "1.02:" below. ****************************************************************************** ******* Game Bug fixes: ******* ****************************************************************************** 1.03: Tuskanos are now considered enemies of the human NPCs. 1.02: Fox won't immediately go into alert mode after you heal him. 1.02: Skull's quest to kill the sniper will now fail if Skull is killed first. 1.02: Fewer location markers remain after quest completion. This may require loading a game, saving, then loading the saved game. Let me know on others. Helicopter noise ends in Dark Valley level at the end of the scripted fly-over after returning from X18. (Yantar choppers fixed via all.spawn, below.) The conversation with Bes in Garbage does not loop. The +30 burn protection artifact is correctly called "Shell" instead of "Battery". The ecologist's mutant quests are fixed. There are several new quests available, like the "Kill the stalker from the Monolith faction" autoquest (no need for return) in Red Forest. Max really gives you the Desert Eagle (Black Kite) when you complete a certain quest. The "Find X16 documents" marker tip no longer says "no hint". You can exit the Agroprom tunnels either way and still get task completion credit by the time you talk to the barkeep. Many, many, many typos and bad translations (e.g., cellar instead of attic). And of course, all the bug fixes in bardak's bug fix attempt. These include fixed quests, many game crashes, and additional bug fixes. You can complete the "eliminate Skull group" quest even if you save/reload in the middle of the fighting. Stalkers don't die in fires when they spawn. No more NPC barbecues. Reputation won't flip back and forth between excellent and terrible, so you can more easily get a different Wish-Granter ending if desired. Fanatic's rookie group now acts the way it is supposed to. ****************************************************************************** ******* Game Bug fixes in all.spawn (requires new game): ******* ****************************************************************************** 1.02: Removed teleport at end of Pripyat stadium cutscene; you no longer immediately change levels to Chernobyl NPP after the stadium cutscene. 1.02: Fixed ducking-causes-level-change near guard tower in northeast corner of military base in southwest Agroprom. 1.02: Fixed return from Dark Valley to Garbage; no more prompt to return to DV. 1.02: Removed helicopter noise from Yantar level after scripted attack on zombies. ****************************************************************************** ******* Annoyances addressed: ******* ****************************************************************************** Bar guard, bar drunk, Snitch, bar bouncer, and Sakharov no longer repeat those phrases. Others can be added; see ZRP_ModdingNotes.txt. It is easier to select "eat" or "use" on the right-mouse-button popup menu in inventory. Over-the-top background battle sounds in Pripyat silenced or replaced with wind. ****************************************************************************** ******* Interface changes: ******* ****************************************************************************** Quick named save: There is a menu button on the Save screen that permits you to make a quick "levelname_datestamp" save almost as quickly as quicksave. I recommend using this feature at the beginning of a level and just before going to another level. If you find making named saves inconvenient, it also helps to "snapshot" your progress from time to time, like just before and just after a major quest. 1.02: The keyboard shortcut for this quick named save is Esc, S. The Esc (escape) key brings up the main menu, and S then saves the game and closes the menu. When discussing quests with quest-givers like Sid or the Barkeep, you can now bypass a quest that you do not wish to do. Just select the quest, and its description will appear with the possible rewards. Now there will be three menu choices instead of two. The new third choice is "I do not want that task." Selecting this choice will defer the task until the idle_time has elapsed, at least one day. You can then select the next task in line, if one is available from the same category. Quests and secrets are marked by colored text. Quest updates are now added to the Message History. Inventory, trade, and corpse and stash search screens have more squares on the grids to reduce scrolling. PDA Log and Message History links are lowered to above the main link bar. While this is not currently aesthetic, it is extremely functional. If you don't like it, see ZRP_ModdingNotes.txt. The "Last save" option is moved to the top of the initial menu. Quitting the game from the main menu does not prompt you for confirmation, nor does loading the last save after being killed (duh). Save game name field lowered. For modders: Some added debug support. Press ESC followed by TAB to toggle rs_stats, and press ESC followed by D to toggle the on-screen actor location data in the upper right. Adjust it for your own needs. ****************************************************************************** ******* Gameplay changes: ******* ****************************************************************************** Weapons are much less frequently dropped by NPCs (non-playing characters); instead the weapon is stored in the backpack. Exceptions are unique weapons, quest items, rocket launchers and gauss guns. Regular weapons will be dropped when NPCs die while reloading or "transitioning" the weapon. Note: See the ZRP_ModdingNotes.txt file to change this. There is a simple file rename to revert to the original behavior, and you do not need to start a new game. Corpses disappear after four game hours, after you leave a level. Quests have a five-day default time limit, but changing this is as simple as changing a number in a text file. It can be two days, 10 days, or no time limit (0). Some additional quests have been re-enabled or fixed. Auto-quests also have a separate time limit, defaulting to 0 -- no time limit. Generally, until you claim the reward, the quest will not be re-issued. There are fewer auto-quests; the former "eliminate camp" auto-quests are now available from the quest's source via dialog. You can also disable auto-quests entirely. Sid's auto-quests do not need returns for reward. Many more quests, and more coming with efforts from others. Secrets are generally less boring to read. (Yeah, I know -- that's not saying much.) Secrets show the zone where they can be found with a level abbreviation prefix in your PDA's Message History. The notice will stay on the screen a bit longer when you get the secret, and you can make it longer or shorter. (Stash contents listing is optional.) Stash emptying also shows what secret you are claiming. Zombies run from grenades a lot more slowly. You can complete the Strelok quest. (Requires new game.) Skinflint will offer you the village bloodsucker quest even if you have talked to the cook. Ammo found on bodies in later levels are more likely to be armor-piercing. If you encounter a rocket launcher dude, he is more likely to have rockets in his backpack. (Optional; enabled by default) Conversely, there can be more combatants in later levels who use armor-piercing ammo. (Requires new game and optional gameplay files moved out of the gameplay\optional directory) Wolf starts off with an AK74 and AP ammo. He needs it later in the game. Fox gets a better shotgun, but it doesn't help him much. (Requires new game and optional gameplay files moved out of the gameplay\optional directory) ****************************************************************************** ******* Under the covers: ******* ****************************************************************************** Slightly less memory usage, due to some optimizations. There should be somewhat less lag later in the game, since no-longer-needed resources are removed more often. The check for critical items during inventory changes is much more efficient. You should see a difference in some level transitions; synchronizing should be a bit faster. =============================================================== Special Note: A lot of issues are still not fixed. Quite a few may not ever be fixed without an official game engine update. But a few should be correctable via modifications to scripts, configuration files, and the all.spawn configuration file. ******* Some known but currently unresolved issues: ******* Patch 1.0004 has some instabilities introduced with the relaxed smart_terrains and the deferred object processing in a separate thread. Some results are benign, like late smoke puffs and out-of-sync movies*, while others result in a crash to desktop, like the destruction of an object while an NPC is trying to evaluate it, or an NPC or creature getting "lost" and unable to find a waypoint. Although these are rare, please save often, and use the quick named save feature to permit you to find a game that works if the waypoint problem occurs. When you break a metal box or crate, items will fall from the broken container, and if you are on an upper floor, they will fall to a floor below. Bodies will occasionally collide with the floor and disappear. They can still be searched; move over the spot in the HUD radar. You may even be able to pick them up via Shift-Use (default: Shift-F or Shift-Enter). Climbing a ladder will put away rifles. Changing levels when climbing a ladder will put you on the new level with binoculars in this case. Tip: Sometimes jumping up in front of the ladder (e.g., below Mole's Agroprom entrance) will restore the slot-2 weapon in the next level. The blue bar for psy health in inventory is the same color as the armor bar in the main heads-up display (HUD). Items are always dropped from the inventory screen in the player's 0,0,1 direction (usually to the north of the player). Occasionally you might pass through a radiation zone and collide (maybe via jumping) with a radioactive source, so that you become permanently affected by radiation. The only treatment is to load a saved game from prior to the contamination. Dark Valley (and the Cordon) can have broken switches. In the Cordon, the trader Sidorovich has a door that might not work; this is minor and can be worked around by bumping it. But if the Dark Valley switches don't work, this can only be corrected in 1.0004 via a reload of the Garbage level prior to going to Dark Valley; you need the "keys" (info_portion flags) that the doors provide. The disconnected lights are associated with the flashlights of the NPCs. They remove the light during the day, but the lamp is not turned off, so it shines out of the location where the NPC spawned. If you kill the NPC, the light goes away. The scam artists and the initial Skull group still repeat their actions. The loosened "smart terrains" for creatures and NPCs results in extra alertness by NPCs. They won't talk to you until the threat is removed. Some quests will be harder to complete because the associated targets are either temporarily out of the zone or new members of the target group have come onto the level elsewhere. *Deferred object creation in separate threads in 1.0004 results in late smoke puffs from gunfire impacts, or even (in multi-core processor configurations) late spawning of NPCs and creatures, resulting in out-of-sync video or strange gameplay. =============================================================== This is an ongoing work. Constructive feedback, bug reports and suggestions for fixing things should be posted on the GSC forum in the Mod Discussion section. See the link to the forum above. There are many whose inputs have driven this patch and provided input. Most of them are the congenial and helpful folks who post on the GSC STALKER forum. In alpha order, I thank bardak, Ceano, DC-, Decane, DevochkaApokalipsisa, Dezodor, Don Reba, Fatrap, gannebamm, gl25nn, hawk318, Melodic, Niphty, onionradish, PiIsARational, SiriusStarr, silverpower, Siro, Victim, among the many who have helped. =============================================================== ======== License: The major portion of this work is copyrighted by GSC Game World, and is included here by their sufferance with the understanding that it will only be used with a legally-licensed copy of "S.T.A.L.K.E.R.: Shadow of Chernobyl". You are free to use this mod or portions of it for any non-profit use as long as you give credit to the party or parties responsible for the portions you use. |
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#1042 |
Senior Member
Iscritto dal: Oct 2005
Messaggi: 6952
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Scusate sapete se ci sono mod per i veicoli e sono compatibili con il Redux?
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#1043 |
Senior Member
Iscritto dal: Oct 2005
Città: Trento (Shadowglen)
Messaggi: 4945
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Ieri ho installato il dedux... cosa posso fare per vedere se funziona correttamente? Mi potete indicare una caratteristica che mi permetta di verificare che è stato correttamente installato?
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SCHEDA MADRE Asrock 939 Dual-Sata2 CPU Athlon64 X2 4400+ RAM 2x1Gb KingstonSCHEDA VIDEO HD4850 512MB
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#1044 | |
Senior Member
Iscritto dal: Feb 2006
Città: Firenze
Messaggi: 5041
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Quote:
![]() basta guardare se vedi o no le anomalie ![]()
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Nintendo Wii + PC: case: Stacker STC-T01, UPS: APC 1000VA PRO, mobo: Asus P5E (@bios Rampage), Procio: Core 2 Duo E8400@3.79Ghz (420x9) Ali: Corsair 750HX RAM: TeamGroup 2*2GB DDR2 6400 @1120mhz 5-5-5-15 2.1V, VGA: PoV 8800 GTS 512gDDR3 @ 810mhz GPU-2025mhz Shader-2264mhz VRAM, Audio: X-FI Fatal1ty FPS, Casse: Inspire T7900 |
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#1045 |
Senior Member
Iscritto dal: Oct 2005
Città: Trento (Shadowglen)
Messaggi: 4945
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Giusto, grazie...
__________________
SCHEDA MADRE Asrock 939 Dual-Sata2 CPU Athlon64 X2 4400+ RAM 2x1Gb KingstonSCHEDA VIDEO HD4850 512MB
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#1046 |
Senior Member
Iscritto dal: Feb 2006
Città: Firenze
Messaggi: 5041
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__________________
Nintendo Wii + PC: case: Stacker STC-T01, UPS: APC 1000VA PRO, mobo: Asus P5E (@bios Rampage), Procio: Core 2 Duo E8400@3.79Ghz (420x9) Ali: Corsair 750HX RAM: TeamGroup 2*2GB DDR2 6400 @1120mhz 5-5-5-15 2.1V, VGA: PoV 8800 GTS 512gDDR3 @ 810mhz GPU-2025mhz Shader-2264mhz VRAM, Audio: X-FI Fatal1ty FPS, Casse: Inspire T7900 |
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#1047 |
Senior Member
Iscritto dal: Sep 2004
Messaggi: 2971
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ho installato il redux compatibile per la versione 1.004, però è in inglese...
la versione ITA redux 1.2 è quella compatibile con la 1.004?
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CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX |
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#1048 | |
Senior Member
Iscritto dal: Oct 2005
Città: Trento (Shadowglen)
Messaggi: 4945
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Quote:
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__________________
SCHEDA MADRE Asrock 939 Dual-Sata2 CPU Athlon64 X2 4400+ RAM 2x1Gb KingstonSCHEDA VIDEO HD4850 512MB
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#1049 |
Senior Member
Iscritto dal: Sep 2004
Messaggi: 2971
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ok, anche sulla ITA c'è scritto che include l'hotfix per compatibilità alla 1.004
però ho confrontato tutti i files presenti su una e sull'altra... a parte quelli dei dialoghi tradotti in italiano ho trovato anche molte altre differenze: 1 - ci sono parecchi files soprattutto nelle cartelle "Scripts" che nella versione ITA non ci sono. 2 - ho trovato qualche piccola differenza in altri XML di configurazione, due o tre parametri differenti, niente di che, ma ad esempio in uno della versione ITA mi pare fosse indicato che le pallottole della 44 magnum eagle sono le 7.72x39, mentre in quello inglese c'è scritto che sono giustamente le .44 magnum... 3 - in un file di traduzione italiano (string_table_enc_weapons) c'è un errore, una stringa ripetuta due volte, quella della wpn-185 4 - e dulcis in fundo il file: gamedata/spawns/all.spawn è completamente diverso da quello della versione ITA. ora provo ad aggiungere alla versione ITA tutte le differenze che ho riscontrato, poi proverò la versione di redux che viene fuori per controllare se funziona. ![]() ![]() ![]()
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CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX |
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#1050 |
Senior Member
Iscritto dal: Apr 2006
Messaggi: 476
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Ciao ragazzi ho provato ad inserire il mod per portare più peso (quello in pagina 2) ma non funzia,forse ho sbagliato qualcosa...Qualcuno mi sa spiegare come fare? Io quei file db non li vedo,dentro la cartella gamedata contenuta nello zip postato da lowenz c'è una cartella "config" e due file .tlx
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#1051 |
Bannato
Iscritto dal: Jan 2007
Messaggi: 39839
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Ciao a tutti, avrei alcune domande:
Vorrei iniziare il gioco installando Redux Mod e Float32. Siccome è uscita la patch 1.005 mi chiedevo se questi mod sono compatibili oppure se devo utilizzare la patch 1.004. Inoltre Alive 1.6 è compatibile con i suddetti mod? E di preciso cosa fa? Grazie |
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#1052 |
Bannato
Iscritto dal: Aug 2001
Città: Berghem Haven
Messaggi: 13513
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Non ancora, infatti non ho aggiornato la prima pagina.
Consiglio: NON mettere la 1.0005 ![]() |
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#1053 | |
Senior Member
Iscritto dal: Sep 2006
Città: Bologna
Messaggi: 431
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Quote:
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CPU AMD FX-8370 (4.4 ghz + CM Hyper 212 Evo) - GPU Sapphire R9 280 Dual-X OC - RAM Corsair Vengeance 8 gb CL7 - MOBO Asus Sabertooth 990FX SSD Samsung 850 Evo 250 gb - PSU Thermaltake Paris 650 watt Gold - CASE NZXT S340 Black (2 Noctua NF-A14 Intake + 1 NF-S12A Exhaust) DISPLAY LG 27MU67 IPS 4K |
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#1054 |
Bannato
Iscritto dal: Aug 2001
Città: Berghem Haven
Messaggi: 13513
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#1055 | |
Senior Member
Iscritto dal: Sep 2006
Città: Bologna
Messaggi: 431
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Quote:
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CPU AMD FX-8370 (4.4 ghz + CM Hyper 212 Evo) - GPU Sapphire R9 280 Dual-X OC - RAM Corsair Vengeance 8 gb CL7 - MOBO Asus Sabertooth 990FX SSD Samsung 850 Evo 250 gb - PSU Thermaltake Paris 650 watt Gold - CASE NZXT S340 Black (2 Noctua NF-A14 Intake + 1 NF-S12A Exhaust) DISPLAY LG 27MU67 IPS 4K |
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#1056 | |
Senior Member
Iscritto dal: Sep 2004
Messaggi: 2971
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Quote:
![]() ![]() ![]() comunque, vediamo di dare indicazioni precise su come modificare il peso: i files da cambiare sono due: gamedata\config\system.ltx gamedata\config\creatures\actor.ltx nel primo devi cercare la sezione: [inventory] e sostituire la variabile: max_weight = xxx questa è solo per cambiare la scritta nell'inventario del peso trasportabile, non influisce realmente sulla fisica del personaggio. nel secondo file devi cercare la sezione: [actor_condition] e modificare la variabile: max_walk_weight = xxx questa serve a non bloccare il personaggio impedendogli di camminare se il peso ha raggiunto quello indicato con il valore xxx ci sono anche altre cose da cambiare se vuoi impostare meglio la fisica che controlla il consumo di energia e il resto in base al peso trasportato, quindi potresti provare ad agire sulle altre variabili di quella sezione: jump_power jump_weight_power overweight_jump_k stand_power walk_power walk_weight_power overweight_walk_k accel_k sprint_k cant_walk_power_begin cant_walk_power_end cant_sprint_power_begin cant_sprint_power_end ecc... comunque per aumentare solo il peso trasportabile basta agire su quelle due, io ci ho messo 800 e 790. ![]() ![]() ![]() se non hai i files o la cartella gamedata è perchè non hai installato alcun mod, in quel caso potresti estrarli tu direttamente dai files gamedata del gioco, mi pare siano nel primo, grazie alla utility STALKER Data Unpacker, che sinceramente non ricordo da dove ho preso. ricordati che per far funzionare i mods devi attivare la cartella gamedata nel file fsgame.ltx (nella root di S.T.A.L.K.E.R.) da $game_data$ = false| true| $fs_root$| gamedata a $game_data$ = true| true| $fs_root$| gamedata farsi da soli la mod del peso trasportabile è meglio, così puoi installare tutti i mods che vuoi senza che si verifichino interferenze con i files installati, installi il mod e vai poi a cambiarti i valori del peso trasportabile. ![]() ![]() ![]()
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CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX |
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#1057 |
Senior Member
Iscritto dal: Apr 2006
Messaggi: 476
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Grazie mille!!!!!!!!!!!!
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#1058 |
Bannato
Iscritto dal: Aug 2001
Città: Berghem Haven
Messaggi: 13513
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Aggiornato il primo post, con altri mod (più utili dei vecchi) e soprattutto la versione 1.04 dello ZRP (che è customizzabile!!!!!!!!)
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#1059 |
Senior Member
Iscritto dal: Nov 2007
Città: PIACENZA
Messaggi: 510
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ma quando uscirà l'SDK single player?!?!?
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#1060 |
Bannato
Iscritto dal: Aug 2001
Città: Berghem Haven
Messaggi: 13513
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Tutti gli orari sono GMT +1. Ora sono le: 23:24.