Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16)
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #239068]
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Mon, 30 November 2009 13:52
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okashii |
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Messages:24
Registered:January 2009 |
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Thanks for the reply guys =] Starwalker is probably right, today I have invaded Drake city and there is another gun merchant there and I had no crashes while browsing his items.
some more feedback:
I rally like how you can get different weapons from them [gun merchants] that Bobby Ray [so far no crashes while browsing his shop selection] doesn't offer [like black market kind of thing]
Folding stocks are a nice addition.
The new Action points system [100] is very good [doesn't feel unbalanced] you just have to re-learn what action costs what number of action points
As for the auto-resolve lockups, alt-tab, end-task, re-load savegame method still works for me [phew] sometimes it will lockup 3 times in a row but work on 4th attempt.
Once you get to know how to deal with all the CTD, lockups, corrupt savegames [so far only 3 times & only on quick save] and get back to the game fast without having to do a hard reset the game doesnt feel so buggy [in an annoying "arg! I can't play this #%*$^" kind of way]
Its so much fun to play and so well made [very nice maps] that it feels like an official expansion.
One more thing - before, I have played JA2 1.13 & JA 1.13 Wildfire as a solo sniper but this hybrid really takes the cake when it comes to the amount of enemies [as far as my bodycount number is concerned] Im half way of capturing Drake city, still have to capture whole Island city (not sure how to get there yet) and Adrian [which I fear is gonna be madness]and my kill-count is above 1608!
Thats already 500 more than I had after finishing JA 1.13 Wildfire [which was in my opinion harder to solo than JA 1.13]And I still have a lot of places to check that may be swarming with enemies. The number may have been a bit lower if I havent assumed that the police is my enemy from the start [I just assumed they are corrupted police]
Once Im raedy to storm Adrian I will post how much ammo I managed to fit inside a humvee ^^
Place your bets on the total kill-count
Cheers guys, see you next reply/feedback =]
[Updated on: Mon, 30 November 2009 16:49] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #239093]
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Mon, 30 November 2009 23:42
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okashii |
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Messages:24
Registered:January 2009 |
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I think I found a small overlook with the new Action Points System:
Max value is 100 right? [when you are not wearing heavy armor & not carrying more than 100% equipment, not sleepy etc.]
But the Stealth Armor Upgrade [on chest and pants] gives you +10 action points, so the max possible value should be 110.
Can it be changed easily in some ini files?
Thanks in advance for a reply/comment =]
Edit: New lockup, [pretty sure I didnt have this one through half of the game] when a map is loading it sometimes locks-up when the whole bar is filled red. [alt+ctrl+delete & end task still works]
Edit #2: Sadly another new lockup this one happens when you are choosing your starting position on tactical map, when you place your soldier and click Done its sometimes locks up.
Edit #3: Random game lock-ups while fighting in sector O2.
[Updated on: Tue, 01 December 2009 17:50] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #239156]
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Wed, 02 December 2009 11:48
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okashii |
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Messages:24
Registered:January 2009 |
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Thanks for the reply wil473 =]
Im in Adrian now so a few stability issues to report:
Sector N4 [SAM] lockup at the end of second combat turn [this is probably when enemy reinforcements from adjacent sectors pop up]
same thing in sector O5
Im in P3 now, [I couldnt get there with my humvee because the road I was using went through the N4 sector (lockups)]so I packed all the must have gear on my solo sniper and sneak my way down to P3 at night, avoiding any fights. Managed to clear it from all enemies [50+](God bless my P90 smg), no Brenda there of course and there doesn't seem to be any underground levels on P3 so I will have to clear that N4 sam site & fly to the Island sectors [which also means no humvee ammo support :*( ]
I will report if its all doable.
Few questions:
Does the Less Staff = More Stability rule also means the items that are left on the ground after battle in the sector is over? My airport in Drassen is a landfill of ammo, guns & stuff from Bobby Ray's [about 450 items] and after clearing P3 of all th enemies there was 750! items (9pages of stuff) Would throwing it all away to the trashcan help with stability or is that part unrelated?
Second idea - this is a bit more radical but how about removing useless npc's from maps? [I mean just white dot civilians that dont do anything] would that improve stability? [If not it would speed up the loading during combat turns, but on the other hand some people might complaint that the cities and sectors feel like a ghost town]
What about the 110 maximum action points while using the Stealth Armor Upgrades? [edit: I found the ini file where I can change the max AP value to 110 but that just gives me 110AP even without the Stealth armor as long as Im rested and not carrying too much]
Could you post how much disc space exactly should the Ja2 1.13 Urban Chaos Hybrid occupy? [JA2+1.13+Urban+Hybrid] [not counting the save games] That would give me an idea whether or not am I missing any files or have any corrupt ones that are too small in size. Maybe some of the problems are at my end with the install. [Althou you did say the later part of the game is crash filled so I hope its not installation issues]
And dont worry if things end up savegame incompatible I will be happy to test the next version [I still want to play as a knife thrower & as dual pistol user]
Cheers and best of luck on the rebuild =]
Edit: Sadly more stability issues from today's gameplay :
- Missing or corrupt files message while loading map on sector P4 [when I was entering from P3] before I have sneak past that sector no problem
- more lockups on choosing entry positions [mercenary placement] (in some cases it works on 4th attempt for example)
- that N4 SAM sector that I mentioned was buggy - enetred it from the south at night, no lockups during fights
- I had to backtrack with my game a little because I was still missing a disc to decode which meant leaving Adrian, now that I went there the second time (to clear out the N4 SAM [re-taken by enemy] and use chopper)
I had missing & corrupt files in sectors : M5, N5, O5 [I was there before! >_<]
Luckily I have one savegame while I was still in Calisto airport gearing up for my Adrian attack so I will start from that and report later if Im having the same problems on maps [missing & corrupt files]
So far the worst things with this beta are:
- lockups on auto-resolve
- lockups on map load
- lockups on choosing map positions
- and now missing & corrupt files on maps I have previously visited without problems
The lockups are so annoying because in the later part of the game they happen very often.
Other bugs I have encountered are not so terrible: corrupt savegames I had only 2-3 times so far [CTD while autosaving] no big deal - just re-load a previous hard save.
Runtime errors I have encountered only 2 kinds [1 type on random occasions, the onter one only on one map, I will post pictures of them soon]
other than that this beta hybrid easily deserves a 7/10 score =]
More feedback to come later. Cheers
New Edit : Damn >_< more problems: I got the decoded MOC list so I have sneak my wa to sector P5 to catch a ferry (helicopter) to the Island, I got there and have sneak my way to sector P13 where Agent X is. I cleared the sector from all the enemies so that I can talk to him and get the keycard, but when I want to sneak back to sector P12 I get a missing or corrupt files error while loading map -__-'
My last idea is to load a savegame before attacking Adrian for the first time and clear the SAM site so that I can fly to P13 straight away and then to P6 without visiting any of the locations previously.
Let's just hope it works.
More feedback later.
[Updated on: Sat, 05 December 2009 17:57] by Moderator Report message to a moderator
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Private 1st Class
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #239505]
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Mon, 07 December 2009 01:23
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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@ okashii
congratulation for freeing arulco danubia
... you might perhaps consider using the pix and not the thumbs the next time you link screenshots :cloud8:
edith:
i never get them theatres right
[Updated on: Mon, 07 December 2009 02:25] by Moderator Report message to a moderator
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Captain
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #240609]
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Sat, 26 December 2009 20:49
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Tango |
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Messages:106
Registered:July 2006 |
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First of all thanks to Will for the mod of the mod (still sounds very weird when you say it...)
Has anybody else noticed that the weapon degradation rates seem to be globally higher using the latest SCI and this mod?
(I know the rates on AR15 based weapons are meant to be higher but this also seems to apply to AK and other SMGs as well)
Edited to Add
Having played around for a few more days...
1) I get a NADA item for all the shotgun chokes (I'm thinking this is something to do with it being added in the latest SCI revision of the game)
2) Does there seem to be a reason for the corrupted files crash? This is happening to me in the same underground sector repeatedly on several playthroughs (the underground station for Sheraton).
3) Playing a game with no income is hard... but I am enjoying it more and more brings things into a much more time critical point of view.
4) If you are going to remove any of the towns as designated cities perhaps Port Kip should be the candidate. Its very very hard to train militia due to town loyalty, perhaps a beefed up police/gang presence to be initially cleared out but no garrisons might be the order of the day.
5) In terms of drop all etc. Does the current HAM 3.6 alpha allow drop all from hostile civilians? If it does it would make sense to have this assigned to the police and gangs (especially playing on insane).
[Updated on: Mon, 28 December 2009 21:58] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #240717]
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Mon, 28 December 2009 21:59
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Tango |
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Messages:106
Registered:July 2006 |
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Sorry Will you added your reply as I was editing my previous post (didn't want to double post).
Hit chances seem about right to be honest. I would think that making the AR15s any more accurate would be quite imbalancing.
[Updated on: Mon, 28 December 2009 22:00] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #241280]
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Tue, 05 January 2010 22:10
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Tango |
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Messages:106
Registered:July 2006 |
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A few more bugs and oddities:
Toggle SpoilerThe 2 x Minimi LMG given you after the ambassador quest eject 100 round CMAGS when first unloaded.
- When police turn hostile in a sector (ie if you shoot one of them preemptively) only some of them will turn hostile. Probably due to how the factions are all inter related. Have they been externalised?
- Occasionally when entering the Calisto mine sector for the first time the mine manager will not appear. Seems to only happen if the police are already hostile to you.
I also removed the garrisons and ability to train militia from Port Kip and Atremo. Anecdotally this does seem to have made the game much more stable. Likewise not allowing huge numbers of items to stack up in sectors also seems a great help.
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #241433]
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Fri, 08 January 2010 19:14
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Tango, it sounds like the missing mine manager bug from original UC. Are you hitting Calisto before any of the other cities with factories? After Atremo, you must go to Calisto or else the bug occurs.
The police seem to go hostile based on proximity to your action to trigger the hostility, and time. As the original UC storyline seems to imply the only way to complete the Miranda quest is a shootout with Port Kips corrupt (but not like the other cities') cops; I set up several triggers for them to go hostile first.
Anyone here know the min and max values for: Reliability and Repair Ease? From the +P+ ammo work, I know I cannot go below -5 for Reliability or gun becomes indestructible, but what is the ceiling (max)?
EDIT: Taking a look at COS 912 I'm seeing much higher values in use, ie. AK-74 at +8 reliability. Is 8 effective (does JA2 treat this as a valid Reliablity, or does it default to 0?). The higher I can go without the either the XMLEditor or JA2 imposing a ceiling, the better I can differentiate guns.
[Updated on: Fri, 08 January 2010 19:54] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #241445]
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Fri, 08 January 2010 22:43
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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wil473Tango, it sounds like the missing mine manager bug from original UC. Are you hitting Calisto before any of the other cities with factories? After Atremo, you must go to Calisto or else the bug occurs.
what exactly is this bug? it doesn't sound as if it was impossible to overcome :whoknows:
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Sergeant Major
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #244718]
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Fri, 19 February 2010 19:54
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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hey,
after playing the original UC recently i thought to give this hybrid a go, and so far it seems pretty awesome. Thx 4 your work man!
However, i do have some questions^^
1. Do silencers need the threaded barrel to work?
It is said in the description, but my point is if a silencer is useless without the barrel?
Do i have to attach the barrel, or do the guns already have it?
2.Stocks
Well i know the stocks from 1.13 but my problem is that i dont see any stat change on the weapon info with/without stock. Is that supposed to be like this or just not fully functional?
3.Cities
Do i have to conquer every named sector to hold the town/trigger the cutscene?
4.Milita in Atremo/Port Kip
Can this be deactivated?
My point is, that the AI now invades thoses sectors instead of not bothering with it like before.
Actually the AI seems to move troops from the country there, on my way to Callisto i didnt had any fights, prolly cause they all hang out in Atremo now.
Does the AI leave those sectors alone if i turn off the militia?
And if so, how does one do that?^^
Thx!
[Updated on: Fri, 19 February 2010 19:56] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #244749]
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Sat, 20 February 2010 01:51
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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You just caught me on a good day, otherwise I was planning on returning to actively monitoring this thread in March.
3. Subway hooligan loadout should be the same as old UC (ie. Spectra and AK in the first two subway maps you're supposed to visit).
3.1 Did Vanilla UC have that problem too? A long time ago The Judge (who sadly is no longer active these days) found out that the gunrunner respawn happened if all civilians (which they are but with a faction set) are wiped out. The solution was that I added a cow (neutral faction) to the map (ie. lower right corner of B14)
Map B14 is the PDW themed map. I've tried to have a theme for each gun runner camp just so the player won't get bored of just Russian/Soviet gear. Yes, the reward is somewhat overwealming, but at the same time you won't be finding resupply of ammo from BR's/Tony till mid-late game. Well not unless you decide to visit the beach early...
5. Excellent someone has found the garden sprayer. Without spoiling things, there are two triple-item-mergers (one item attaches to a second to allow a third item to complete the merge, like the x-ray device) that need to be performed. The Garden Sprayer and the Herbicide are the base items to which everyday items attach to produce something fun... and its ammo.
EDIT: The folding stock on smaller guns, ones small enough to concievably be weilded single handed have always been a problem. The next version is going to see an overhaul of the system for smaller SMG's where:
- the gun item itself changes when the stock change is done (this will allow some refinement to the stats)
- MP's with stock extended no longer can be weilded single handed
Just remember that a stock item (either of them) should always be attached to the gun when firing, if not for Role Playing reasons, but as there are penalties for having no stock.
[Updated on: Sat, 20 February 2010 02:42] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #244755]
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Sat, 20 February 2010 02:47
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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Oh, lucky me^^
3.Could be, forgot about the spectra though
3.1 now i know where the cow sounds came from^^
Okay i understand what you wanted to achieve with the gun runners, and i like the idea.
At some point in UC i really got bored by the weapons.
True i cant get ammo but then again BR has some pretty good stuff right off the bat, i just need some money to buy&try it all.
I was quite baffeld by the good stuff i could order on day 3...
And to reach the beach i have to make a longer trip, so thats off for later.
I actually stored some of the guns and went on using my crap guns for the next fights, but im gonna blow that HP ammo when i attack the SAM^^
Balance is very much a matter of preferance, but i like to have a bit of a challenge gun-wise.
5. Ah, i havent found the sprayer just bought the "Ammo" of that china lady, ill keep my eyes open cause it sounds very cool to me!
Could you say a couple of words on my 2nd question?
Maybe you didnt see my edits.
6.
Also i would like to ask you how big the ACC value of a gun influences your shooting.
May sound dumb, but some guns have like -3 ACC but are good in everything else, and i just cant get myself to use them cause of that -3.
am i too picky?
thx 4 your support, need sleep now
regards
[Updated on: Sat, 20 February 2010 02:52] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #244756]
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Sat, 20 February 2010 03:04
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Oh, I think I know what you're saying in 2 now, what you are seeing is an extra penalty I put in to encourage people to keep a stock item attached (as the feature does kill off one of the four attachment slots). The AP cost to fire with no stock at all should be excessively high.
gun(stock item missing) = worse AP cost
gun + Extended Stock = reasonable firing cost, should be comparable with a fixed stock version of gun
gun + Folded Stock = firing cost should be the least
EDIT: on checking, this should only be the case for the AR size stock item. (sorry I should keep better notes of what I've been doing and intending) All folding stock AR's and bigger folding stock SMG's have an built in -10% General AP Reduction bonus (meaning 10% AP increase). This is countered with the Stock items.
+10% = 0 when the extended Stock is attached
+35% = 25% reduction when the folded Stock is attached
EDIT2: on further examination, I think I messed up the Extened Stock(AR) AP reduction bonues; there should be more than just a general AP bonus as I have -10% bonus on Ready, Burst and Autofire for all the guns that take this stock set.
OK this is what I'm going to do (in March): I'm going to create a double of each gun that takes a stock for display purposes in BR. A gun that is delivered from BR's will not be able to fire until you swap the stock mode once. This way I can simplify the folding stock penalties, not worry about misrepresenting the Gun in BR's, and penalize the player who thinks they can get away by having no stock attached to recover that fourth attachment slot...
By the way, the PP-19 Bizon uses a full size AR stock item, same with the AKS-74U, even though the SMG stock item picture is that from AKS-74U/PP-19. I'll change the pictures in March as well as the MP size stock items have a new graphic of sorts available.
EDIT 3.
By the way, thanks. This is the kind of feedback I need to sort out bugs in the whole folding stock concept. Just remember as an example: AK-47 and AKS-47 (with stock extended) should have more or less identical stats. Till I make some fixes this isn't the case yet.
EDIT 4.
Oh and to make up for the stock system killing off one attachment slot, I've been toying with the idea of a pseudo-NGAP system invovling attachments and mergers.
5.
I thought you had found it already, sorry if I spoiled the surpriese. Based on your progress, you've visited the map where the garden sprayer is.
EDIT (I forgot 6.)
6.
Earlier on in testing I actually had even lower accuracy values, but the beta testers warned me off of that. I view that Accuracy value as the gun's intrinsic accuracy based on layout, quality, etc... Range could have been used to control a weapons accuracy, but that is something I decided to conjure up based on barrel length and ammo type (which incidentally are also the primary considerations for base weapon damage).
EDIT (Leaving a Technical note):
This is how the Folding Stocks are supposed to work (in March 2010)
Base AR Style Weapon Penalties
To-Hit General -25%
To-Hit Burst -30%
To-Hit Auto -30%
AP Reduction General -75%
AP Reduction Ready 0%
Result = Player will want to keep a stock attached
Collapsed AR Style Stock
To-Hit General +5% (On Gun = -20%)
To-Hit Burst -5% (On Gun = -35%)
To-Hit Auto -5% (On Gun = -35%)
AP Reduction General 100% (On Gun = 25%)
AP Reduction Ready 75% (On Gun = 75%)
Result = Faster Gun for Less CTH
Extended AR Style Stock
To-Hit General +25% (On Gun = 0%)
To-Hit Burst +30% (On Gun = 0%)
To-Hit Auto +30% (On Gun = 0%)
AP Reduction General 75% (On Gun = 0%)
AP Reduction Ready 0% (On Gun = 0%)
Result = Stats match the gun's fixed stock equivalent (AK = AKS)
Base MP Style Weapon Penalties
To-Hit General -5%
To-Hit Burst -5%
To-Hit Auto -5%
AP Reduction General 0%
AP Reduction Ready 0%
Result = Player has incentive to keep stock attached, but not terribly critical
Folded MP Style Stock
To-Hit General 5% (On Gun = 0%)
To-Hit Burst 5% (On Gun = 0%)
To-Hit Auto 5% (On Gun = 0%)
AP Reduction General 0% (On Gun = 0%)
AP Reduction Ready 0% (On Gun = 0%)
Result = stats comparable to MP's like the Stenkin APS
Deployed MP Style Stock
To-Hit General 10% (On Gun = 5%)
To-Hit Burst 10% (On Gun = 5%)
To-Hit Auto 10% (On Gun = 5%)
AP Reduction General -25% (On Gun = -25%)
AP Reduction Ready -50% (On Gun = -50%)
Result = slower gun vs higher CTH
[Updated on: Sat, 20 February 2010 18:24] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #244911]
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Sun, 21 February 2010 18:57
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I'm free for a few min so I'd thought I post a reply. I won't be regualarly vising the forum till March however.
Futher clarification on the stocks:
One thing to remember that the SMG stock is really a Machine Pistol Stock. MP5's, Bizon, AKS-74U they all use the AR stock system. Hazmat I think you got the idea of why I'm doing things the way I am:
- for bigger guns, like AR's, folding stock out of the way effectively reduces the bulk of the weapon, reducing AP costs but also CTH.
- for Machine Pistols, folding out the stock makes it less handy but more stable, increasing AP cost and CTH.
Also having the stock out of the way, I'm treating as an "abbreviated" firing stance. ie. You are in a hurry and you are taking shortcuts, by not using the weapon to its fullest potential (max aiming).
Now one thing that the next version is going to have for Machine Pistols is that the process to extend the stock changes the gun as well. I've tested this on the MP7 and am happy; there are no unexpected changes to status or attachments. You will notice in the current release that the MP7 picture changes, as do certain built-in stats. With the stock pushed in, the MP7 can be dual weilded but does not have a foregrip bonus. With the stock pulled out, the MP7 is two handed but it has the foregrip bonus.
I'm proceeding with this system on the other Machine Pistols, so when possible I'm going use MS Paint and GIMP to hack the stocks out into a deployed state. Just as I got Coolberg's permission before creating a stock extended/Grip unfolded MP7 I still need to get permission from the artists of the following:
Skorpion vz.82 (Gun152)
AEK-919K "Kashtan" (Gun151)
IMI Uzi (Gun127)
IMI Micro-Uz (Gun53)
IMI Mini-Uz (Gun227)
Ingram M10/9 (Gun105)
Ingram M10 (Gun10)
SR-2 Veresk (Gun125)
5.
Have you taken a walk in the park to the west of Betty's store (C13)?
CAR-15
-speak to Smitty in Port Kip, that and I needed something to represent the ordinary gun with a bad rep for reliability
BR Progress
-that depends on your opinion on Machine Guns and Sniper Rifles
Calisto SAM Cutscene
-I remember that one working for me.
Commando Vest Upgrades
-the LBE upgrade path replaced the old one involving limited Commando kits
Upper Recievers
-I made them as weapon class items so that they show up in BR's in the right place and display the attachments. (I was lazy and just copied the gun item.) They cannot fire as I've set the cursor to invalid. If they can that is a mistake that I need to look into.
Claudia
-she isn't on Carmen's list
[Updated on: Sun, 21 February 2010 19:54] by Moderator Report message to a moderator
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