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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270260] Fri, 14 January 2011 06:08 Go to previous messageGo to next message
usrbid

 
Messages:1529
Registered:December 2008
I could swear I got the knife animation with the shovel / spade, not sure what it was, Fidel used it to open locks until the status was down to ~20% (at which time I happend to find a crowbar).


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270261] Fri, 14 January 2011 06:13 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Dieter
I could swear I got the knife animation with the shovel / spade, not sure what it was, Fidel used it to open locks until the status was down to ~20% (at which time I happend to find a crowbar).



Nah... Fidel's shovel has the crowbar melee animation... 100% sure about that, he always is on my team and he always goes berserk with his shovel.

[Updated on: Fri, 14 January 2011 06:14] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270270] Fri, 14 January 2011 09:03 Go to previous messageGo to next message
usrbid

 
Messages:1529
Registered:December 2008
The shovel was an awesome idea!! Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270282] Fri, 14 January 2011 12:37 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Sorry for writin' again not where it belongs but after 5th attempt i became a bit edgy... The Kulba's family quest f..ked my campaign once more. Even if i kill family or unescort, no one can enter Drassen airport anymore coz if anyone does one step anywhere in there, game crashes without logging anything... and i don't have save where i took the quest... Sad Mb I shoud know anything i can't do in game coz of bugs before i start new one? BTW i searched this in forums but didn't find anything...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270283] Fri, 14 January 2011 12:50 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
nsnipe
Sorry for writin' again not where it belongs but after 5th attempt i became a bit edgy... The Kulba's family quest f..ked my campaign once more. Even if i kill family or unescort, no one can enter Drassen airport anymore coz if anyone does one step anywhere in there, game crashes without logging anything... and i don't have save where i took the quest... Sad Mb I shoud know anything i can't do in game coz of bugs before i start new one? BTW i searched this in forums but didn't find anything...



Quests are not working properly with the 3944 exe, due to the changes with the lua scripts. This has been reported several times and also has been fixed in newer exes if remember correctly. However, a newer exe won't work with the used attachment system.

So your only real chance is, to avoid quests altogether atm (or at least always make a hard save before you talk to any NPC in game, just in case...). Sorry, but nothing I can do about it...


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270289] Fri, 14 January 2011 16:30 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
smeagol
GMV

Unfortunately it is not... at least not to my knowledge. As far as I know, the blunt animation is tied to crowbar. I might be wrong here though. So, if anyone outthere knows, tell me. Smile


Yeah, that's because shovel and spade can be used as crowbar.

Quote:
Well, as said the shovel (did not try spade, and isn't in the current sector I am occupying) gave the crowbar animation, when I tried it out to see if it had anything special... so I would assume the baseball could get the same?
Having said that any idea why I only did like 11 damage on conscious enemy, and 12 damage on a down enemy whereas the baseball indicates 26 damage average?


No idea... probably related to strength and/or some other stats.


Ah, sorry misunderstood in that case. Rambo knife does luckily use a knife animation though, despite being able to be used as crowbar.
Besides why not allow the Baseball to work as 'crowbar', smashing with one into a door could work a like(?)

As for the second point. Just Gasket right out of M.E.R.C. camp, so strenght is 66 IIRC.

As for the quests being screwy with 3944.exe. Is that in combination with AIMNASv15, or also with AIMNASv14? I am playing the later one, and would find it unforunate if things would go wrong... I had thought the combination with v14 to be very stable. Am I mistaken?

P.s. Smeagol, seeing you are *the* fan of shovels... what is good about them? A large object that can hit people for some damage, but some knifes work better in comparison for either damage in all or damage/ap wise. And the crowbar function... well I rarely use crowbars. Am I missing some great point about shovels and spades? Don't kill me with one for asking! Wink

[Updated on: Fri, 14 January 2011 16:33] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270290] Fri, 14 January 2011 16:36 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
his favourite rpc fidel dahan is talking about a shovel - that's enough for a modder, believe me
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270292] Fri, 14 January 2011 16:42 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
GMV


Ah, sorry misunderstood in that case. Rambo knife does luckily use a knife animation though, despite being able to be used as crowbar.
Besides why not allow the Baseball to work as 'crowbar', smashing with one into a door could work a like(?)


Uhm... Don't think you could bring down a door with a baseball bat... We just need a new melee animation, as requested in my 2011 wish list along with a new items tag that adds said tag to an item.

Quote:
As for the second point. Just Gasket right out of M.E.R.C. camp, so strenght is 66 IIRC.


Yeah, 66 is pretty weak compared to others... tried astronger merc to punch someone?

Quote:
As for the quests being screwy with 3944.exe. Is that in combination with AIMNASv15, or also with AIMNASv14? I am playing the later one, and would find it unforunate if things would go wrong... I had thought the combination with v14 to be very stable. Am I mistaken?


It's got nothing to do with the AIMNAS version, it's an exe problem. Same as you will get quite a few problems on a bigmap with the 3944. You can try to do the quests with V14, but it will very likely have the same outcome, as AIMNAS versions basically just change the item files and have got nothing to do with lua quests and stuff like that.

As for implementing changed lua scripts for the big maps I'm working on,I will wait with that until the scripts are actually complete (like helicopter placement still missing and such things... that's why I can't do certain maps at the moment... but I'm definitely looking forward to do so at some point. but I'm still busy enough with Chitzena atm, almost finsihed 3 maps now, the 4th one will be done this weekend).

Quote:
P.s. Smeagol, seeing you are *the* fan of shovels... what is good about them? A large object that can hit people for some damage, but some knifes work better in comparison for either damage in all or damage/ap wise. And the crowbar function... well I rarely use crowbars. Am I missing some great point about shovels and spades? Don't kill me with one for asking! Wink


Shovels are fun and flavourful? Fidel has a line requesting a Shovel (at least in the German version, don't know if it's there as well in English one...), so he got one.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270293] Fri, 14 January 2011 16:42 Go to previous messageGo to next message
Slax

 
Messages:1432
Registered:July 2006
Location: People riding polar bears...
Any chance of an AIM specific (updated) exe showing up? Too much work?

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270294] Fri, 14 January 2011 16:44 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Slax
Any chance of an AIM specific (updated) exe showing up? Too much work?


Convince someone to do it... getting NAS0.7 out of the code just for an AIMNAS version that will sooner or later be replaced by a new Wf2011 ASIMNAS release compatible with NAS0.7, guess it could be hard to find someone willing to do it.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270298] Fri, 14 January 2011 17:47 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
Will the upcoming "Big maps" feature be optional or mandatory with the next version?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270299] Fri, 14 January 2011 18:02 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
the big maps will probably be the only maps.. so no optional there


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270300] Fri, 14 January 2011 18:18 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Sneak peeks continue, 3 of 4 chitzena maps done now:

http://img573.imageshack.us/img573/4697/chitzenaconcept.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270303] Fri, 14 January 2011 19:35 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
Tais
the big maps will probably be the only maps.. so no optional there


Searching for that one straggler in a WF map sector is torture enough. Now multiple that anguish by four.

Ouch...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270304] Fri, 14 January 2011 19:39 Go to previous messageGo to next message
JMich

 
Messages:552
Registered:January 2011
Location: Greece
smeagol
Sneak peeks continue, 3 of 4 chitzena maps done now:

[image]

Seems lovely, even though I'll propably hate the sweep needed for the last enemies on the islands on the top left (A1 I guess?)

Still, a very big thanks for all the work you have done for us.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270307] Fri, 14 January 2011 20:01 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Vict
Searching for that one straggler in a WF map sector is torture enough. Now multiple that anguish by four.

Ouch...


Obviously searching for the last enemy will probably be a major pain in the ass, that's true. I tried to place enemies in a way that would make sense and would reduce the "hunt down that last dude" tediousness that will happen on those big maps... but it still can't be prevented 100% of the time, especially if an enemy squad got reinforcements from another sector.

Maybe some comes up with a solution for this (I'd like to see an additional option to make the last three enemies visible on the radarmap or some such for example... or at least somehow show a vague area where they are hiding, so that you at least have an idea where to look).

I played some maps quite a bit and only had the problem not finding the last enemy in a reasonable timespan once.


But basically I agree, big maps need a way to somehow make searching for the last guy a bit easier.


Quote:
Seems lovely, even though I'll propably hate the sweep needed for the last enemies on the islands on the top left (A1 I guess?)

Still, a very big thanks for all the work you have done for us.


Thanks.

Also notice the flooded area in A1 that is suroounded by a provisionary dyke (sandbags).

[Updated on: Fri, 14 January 2011 20:03] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270313] Fri, 14 January 2011 21:32 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
Hm, would it be possible to include the big maps as a seperate package, to replace the ones in the game currently?

Or do the maps in this game have to be coded in a specific way so that everything matches up with the .xmls?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270316] Fri, 14 January 2011 22:03 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Problem is, that I cleaned up tilesets, and thus a lot of stuff got changed around in the maps (like a bush getting replaced by a spotlight and stuff like that...). So no, I don't intend on making two seperate map packages.

My intention for the AIMNAS WF2011 project is to replace a vast majority of 160 maps with a 360 bigmap.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270331] Sat, 15 January 2011 02:35 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
If the exe is such the problem, is it perhaps smarter to play with an older exe, if one could get it from somewhere? I mean, I rather have quests working and one or two minor faults related to the .exe in there than not...
Well, I will test the Kulba quest, but that will be a while. My first Insane run, and I am noticing the difference. My mercs are in pain (near death pain) for the first time. Had to actually attack some sectors again in order to actually conquer the sector. I love it, but it means time is consumed at a large quantity. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270361] Sat, 15 January 2011 19:35 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
P.s. Is it possible to you know, miss out on the Drassen Counter Attack because Deidranna still needs to fill her SAM Sites and I keep busting up her patrols in Omerta?
I am now at day 7 and I took Drassen mining sector the 3rd day (the airport on day 1, but I needed serious repairs and healing - never did it in a two stage and this slow, perhaps that is the problem?), still haven't seen a true counter attack. I had two 'normal' 32 elite attacks within a two-day interval (which are indeed more frequent in Insane mode so it seems), but nothing near a true 100+ man counter attack.
Heck, my B team with Biff, Flo, Gumpy, Gasket, MD and Buns is seeing more action as Deidranna constantly seems band on wanting to attack Omerta... And I had one 32 squad pass Drassen by in order to man the SAM site.
So is it possible that I keep shooting down too many guys that the Counter Attack isn't properly triggered? The value is set to TRUE in the .ini file in the DATA_AIM folder (seeing the Data_AIM_WF hasn't got an .ini).
Sorry, to be a pain in the ask these more mundane questions

[Updated on: Sat, 15 January 2011 19:36] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270365] Sat, 15 January 2011 20:20 Go to previous messageGo to next message
Badbru

 
Messages:63
Registered:January 2008
Location: Perth Australia
@GMV, Have you taken al four sectors?

The entirity of Drassen must be cleared of enemy to trigger the DCA.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270371] Sat, 15 January 2011 21:18 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Badbru
@GMV, Have you taken al four sectors?

The entirity of Drassen must be cleared of enemy to trigger the DCA.


Yep, I have all four of them and on expert the attack was in 2 days, just had a third 20 elite team take a punch but yeah...

P.s. I never see any improved chance to hit if I try to aim my burst... might be my mercs may be too low to give me correct CTH feedback though, as I have it on dynamic
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270372] Sat, 15 January 2011 21:23 Go to previous messageGo to next message
nollan

 
Messages:108
Registered:July 2006
Location: Le Su
Chatner
With permission from Tai and Smeagol I boiled up a new SCI that includes all you need to play the current version of Smeagol's WF mod.

Here's the download link for the english version.
Here's the download link for the german version.

Includes:
- Tai's SCI_SVN1252_MPSVN3944_Vanilla113_20101204
- Smeagol's WF6.06-AIMNASV14 (EN/DE versions for the respective SCIs)
- Smeagol's AIMNASv15 update
- New AIMAvailability.xml and MercAvailabity.xml as suggested multiple times in this thread
- Changed JA2.ini setting for SCREEN_MODE_WINDOWED to 0

How to install:
- Get a clean install of JA2
- Extract the contents of the archive into the game directory and overwrite any files when you're asked to
- That's it, use the JA2.exe to run the game and have fun!



[Updated on: Sat, 15 January 2011 21:43] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270375] Sat, 15 January 2011 22:11 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Amazing how you guys somehow always manage to trash the install...


Obviously something is wrong with your ini setting. Change max number of mercs to 32 and vehicles to 6 (though the mod really only supports the 4 vehicles + 1 that is more a bug).


The default settings should be 32 mercs and 4 vehicles.


Also another nifty new addition in the WF2011 version can be seen in this screenie (thanks to Wil473 for pointing out how to set it up):

http://img717.imageshack.us/img717/5765/frag12.gif

[Updated on: Sat, 15 January 2011 22:13] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270378] Sat, 15 January 2011 23:04 Go to previous messageGo to next message
JMich

 
Messages:552
Registered:January 2011
Location: Greece
smeagol
Also another nifty new addition in the WF2011 version can be seen in this screenie (thanks to Wil473 for pointing out how to set it up):

http://img717.imageshack.us/img717/5765/frag12.gif


Yay, double barreled HE to the face fun, time to dust off those sawed off shotguns

Once again, thank you Smeagol (and Wil473) for all your work.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270384] Sun, 16 January 2011 00:23 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
May have found the problem I was still using 3928.exe not 3944.exe. That may at least explain the aimed burst. I'll test both exe's to see if an error occurs with the Kulba quest. If it is only with 3944.exe one may still one to use an older one. Once again, sorry to be such a hassle.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270388] Sun, 16 January 2011 00:58 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
Quote:
Maybe some comes up with a solution for this (I'd like to see an additional option to make the last three enemies visible on the radarmap or some such for example... or at least somehow show a vague area where they are hiding, so that you at least have an idea where to look).


the enemz comunicates via radiosets? shouldn't each one of them or at least 2 have such a thing on them? don't those radios use a different radio frequency? if we have such a radio and we can set such radio frequency like for the remote control detonators we should be able at least to hear what they say like a walky-talky the enemys are making comments too now? as you aproach them the signal should be stronger - can't that be coded? i mean we have the x-ray detector no? why can't we have a similar radio which should at least point to a direction? we have an animation for calling reinforcements don't we? and a single guy on the battle field wouldn't report the defeat of his squad giving himself away?

ps smeagol i love your latest work! it's insanely good!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270393] Sun, 16 January 2011 02:10 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
nsnipe
Sorry for writin' again not where it belongs but after 5th attempt i became a bit edgy... The Kulba's family quest f..ked my campaign once more. Even if i kill family or unescort, no one can enter Drassen airport anymore coz if anyone does one step anywhere in there, game crashes without logging anything... and i don't have save where i took the quest... Sad Mb I shoud know anything i can't do in game coz of bugs before i start new one? BTW i searched this in forums but didn't find anything...


Use this exe, relatively new, compatible with smeagol's AIM, and quests still work.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270398] Sun, 16 January 2011 04:09 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
heh thnx datakurs Smile U gave me great idea... I get rid of Kulbas with 3928 exe, saved and picked up save with 3944 and it works Smile Those 3 evenings i played wasn't wasted Smile Hmz mb I'll try to repeat this on video tape quest to get rid of that annoying lesbian at Tony's... thnx again. I wonder if Bigmaps and later smeagol stuff will be compatible with those older exes, coz i dont think fixes for lua scripts will be made anytime soon...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270399] Sun, 16 January 2011 04:14 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
One thing more: How to combine LBE wests with mod pouches (FA+Util+small util etc.)? Now i can add only big utility pouch...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270412] Sun, 16 January 2011 12:40 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
you can't - what you can do is combine the dark-green lbe with some 'mono' pounches (machingegunner or the one wher a gasmask fits in)
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270420] Sun, 16 January 2011 14:29 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
datakurs
nsnipe
Sorry for writin' again not where it belongs but after 5th attempt i became a bit edgy... The Kulba's family quest f..ked my campaign once more. Even if i kill family or unescort, no one can enter Drassen airport anymore coz if anyone does one step anywhere in there, game crashes without logging anything... and i don't have save where i took the quest... Sad Mb I shoud know anything i can't do in game coz of bugs before i start new one? BTW i searched this in forums but didn't find anything...


Use this exe, relatively new, compatible with smeagol's AIM, and quests still work.


Important info I would say.
So 3944 = aimed burst, no quests
and 3928 = quests

Too bad for the aimed burst, but I don't want my game getting killed on me. I assume the not so counter attack problem that I am having to be related to something else. I mean they did show some troops, but the attacked in small groups and some were used as reinforcement during the attack on the mine itself... we will see the next time around. Perhaps I should start one to test that, hm...?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270424] Sun, 16 January 2011 14:53 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
With 3928 mouse wheel increases the required APs for burst firing however accuracy indicators virtually don't change. Does aimed burst work or not?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270435] Sun, 16 January 2011 16:07 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
I'm continue my campaign on 3928 exe and for now didn't noticed any difference. Mouse wheel works, aimed burst also, and quest too. In fact it somehow runs smoother and and uses less cpu (I'm playing on vbox in ubuntu). The mouse wheel implementation is in libraries not in exe imho. Still haven't tried jumping through windows tho.

[Updated on: Sun, 16 January 2011 16:08] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270436] Sun, 16 January 2011 16:43 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Nice work Chatner!
AIMNASv16 compatible this mod?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270439] Sun, 16 January 2011 17:52 Go to previous messageGo to next message
chatnertest

 
Messages:65
Registered:December 2010
You could drop AIMNASv16 over my SCI, but v16 isn't stable. It's basically a test version that introduces bigmaps (drassen mine), but it's not stable and thus I recommend to use v15.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270440] Sun, 16 January 2011 17:54 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Ok, thx!
then a use v15!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270457] Sun, 16 January 2011 21:14 Go to previous messageGo to next message
chatnertest

 
Messages:65
Registered:December 2010
1. Would it be possible to add an illumination effect to flames? Would be a lot more realistic.

2. The Flamethrower is a fun idea, but tbh it is rather useless due to it's very limited range. Any Grenade launcher with napalm ammo is a hell of a lot better. So imho the flamethrower needs to be improved somehow, though I'm not sure how. Increasing the range would solve the problem, but I guess that wouldn't be realistic. Anything else wouldn't make much difference though.

3. I don't see the point of modified attachments (attachment + quick glue/duct tape). The fact that such an attachment can't be removed anymore is the only change and it's a negative one. Why should I ever modify an attachment like that? If there was some kind of benefit I'd consider it though. Wink
Dunno, maybe an extra point of reliability or so? Or maybe a little bonus to CtH for stuff like scopes, stocks and bipods because... uhm... they can't wobble around anymore?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270459] Sun, 16 January 2011 21:24 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
chatner, i strongly recomment to use glued in detonaators for explosives - matter of fact is i'm going to borrow thjat for my mod - also if the enmy hadn't glued in attachments he had noch chance if someone plays 'drop-all'
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270460] Sun, 16 January 2011 21:32 Go to previous messageGo to previous message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Hi!
Again me!
I download the english version, but the game is german!
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