Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » IoV (Current version: Revised 929v008)
Re: IoV (Current version: 928)[message #313774] Wed, 02 January 2013 02:09 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Hi, can be this mod played with Headrocks HAM? or is there some list of compatible mods?


Iam lost nowdays and I really loved old Dboys tons of guns Smile

EDIT: so i did some reading on forum and it looks like HAM is integrated in 4870 build. Does this mean when i install the "SCI using 4870 Release + Arulco Revisited v1.3" i get HAM included and then i can try install IoV over it ?

[Updated on: Wed, 02 January 2013 12:46] by Moderator

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Private 1st Class
Re: IoV (Current version: 928)[message #313784] Wed, 02 January 2013 12:54 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Well try it and see , remember to keep an original copy tucked away for reinstalling .

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Captain

Re: IoV (Current version: 928)[message #313790] Wed, 02 January 2013 17:31 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Ok it seems IoV928 isnt compatible with the "SCI_4870_+_ArRev" it jsut crashes after starting from iov exe, strange thing is from original exe it fails too and looks like vanilla. Is there still options for custom data location or someone got idea how to run 1.13+Arulco revisited with IoV? come on somebody must be playing this Wink

Should i install SVN instead 7z package with 4870?
I do not understand what is meaning by the "Download and extract the contents of the Tais's SCI(1.13 Unstable)" in taht topic is no links or its dead :/

edit: Well i found this http://kermi.pp.fi/JA_2/v1.13_Releases/Unofficial/English/tais/Old/Stable/ gonna try install iov over it and see what we got

[Updated on: Wed, 02 January 2013 17:35] by Moderator

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Private 1st Class
Re: IoV (Current version: 928)[message #313791] Wed, 02 January 2013 17:38 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Aw bugger, it is without Arulco revisited so im not moving anywhere :/

ooh lol i just missed "vfs_config.IoV" maybe i can set there simply directory to Data-AR folder

Not gonna happen again! I cant install tortoisvn probly got messed install service on my w7.

I need answers if someone have playable Arulco Revisited mod with IoV :whoknows:

[Updated on: Wed, 02 January 2013 20:24] by Moderator

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Private 1st Class
Re: IoV (Current version: 928)[message #313849] Thu, 03 January 2013 22:53 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
PET
Aw bugger, it is without Arulco revisited so im not moving anywhere :/

ooh lol i just missed "vfs_config.IoV" maybe i can set there simply directory to Data-AR folder

Not gonna happen again! I cant install tortoisvn probly got messed install service on my w7.
[color:#CC0000]
I need answers if someone have playable Arulco Revisited mod with IoV :whoknows:[/color]


I played A.R. with IoV918. I simply took the contents frpm Data-IoV and put them in Data-1.13, and then used the A.R. exe button. I don

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Sergeant
Re: IoV (Current version: 928)[message #313879] Fri, 04 January 2013 14:38 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Its ok now, im playin too without some major bugs except flashbangrenades dont work and causing CTD instead explode.

Im runin original exe too. :maskedsniper:

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Private 1st Class
Re: IoV (Current version: 928)[message #313914] Sat, 05 January 2013 14:36 Go to previous messageGo to next message
DoomOnion is currently offline DoomOnion
Messages:4
Registered:January 2013
Location: United States
I looked it up, and apparently the 'IoV' only exe and/or xml editor is only there for the changes along the sight range modification, revamped jamming system, and modified tag. In other words, it should be totally compatible with A.R. But the problem is that it doesn't have any new features since the hunger and thirst system, You could probably frankenstein it through with copypasting the whole IoV data file content into 1.13 data file folder, but that would render the new features useless and even occur some funky unforeseen glitches and malfunctions.

To solve this, I assumed that one must go through all the xml files and manually add the items associated with new features to IoV one by one, and copy pasting IoV back to 1.13 folder after caliberating several stats suitable for 1.13, which is exactly what I've been doing on Depri's unstable 1.13 r5744 build. Here's the to-do list for now:

1. Done - Put IoV in 1.13
2. Done - Add foods in IoV
3. WIP - Add clothes and covert items in IoV
4. Fix sights and lasers
5. Fix grenades
6. Fix dirt and overheat data
7. Add appropriate item flags
8. Adjust ini files
9. Merge A.R. with IoV

Again, I looked it up, and foods were entirely missing, but the food nutrients and consumption rate data are entirely seperate from what IoV modifies, so I just threw them back in, now it's there, with all the appropriate sprites. Same thing will be done for clothes and covert ops items, but the problem now is that the 1.13 xml editor hasn't been updated yet, so I, a mere modder who can't mod anything beyond xml files, cannot add non-existent tags through the editor, I tried adding them through notepad myself, and the editor seems to be able to read the edited file without crashing, but it simply displays the default 'none'. I do not know handcuffs and binders which completely isn't supported by the editor's itemflag system can or will work properly, but I'll post it here when it does.

Another thing is that laser sights and scopes were... messed up due to the changes on tag, not to mention the night vision goggles and sights can be potentially broken due to night sight modification the IoV relies on its exe modification. I may be wrong on this, and if I am, please tell me so. Also, the fragmentation grenades don't actually have fragmentations, and jumping grenades weren't being used at all. This also will be fixed. I will upload this when I can get permission from both A.R.'s author and IoV's dev team. If and if only this mod isn't updated before I do so.
Sorry for the wall of text, here's the short version. I am trying to fix this. If all goes well, I will upload it. Thank you.

[Updated on: Sat, 05 January 2013 14:50] by Moderator

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Civilian
Re: IoV (Current version: 928)[message #313920] Sat, 05 January 2013 17:20 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Seems as if you and I are concerned with the same problems, as referred to in my conversation with Flugente: [color:#FF0000]here[/color]

I have spent a few days trying to combine IoV and Food, or preferrebly IoV and the rest of the nice stuff in the latest 1.13 build. I won

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Sergeant
Re: IoV (Current version: 928)[message #313944] Sun, 06 January 2013 04:31 Go to previous messageGo to next message
DoomOnion is currently offline DoomOnion
Messages:4
Registered:January 2013
Location: United States
I don't know what to say, because I just tested, and it works like magic. Are you sure about that?

On a side note, I am moving on to 5762.

[Updated on: Sun, 06 January 2013 04:48] by Moderator

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Civilian
Re: IoV (Current version: 928)[message #314032] Wed, 09 January 2013 03:14 Go to previous messageGo to next message
Dext3r is currently offline Dext3r

 
Messages:25
Registered:May 2012
Could you tell how you managed to let both work together? I would be very thankfull ;

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Private 1st Class
Re: IoV (Current version: 928)[message #314035] Wed, 09 January 2013 07:05 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Wish the IoV team would test all of what's already in the mod. Still so many broken starting kits and all that.
Gotta have a working (and preferably balanced) game in order to enjoy what I'm playing.

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Sergeant Major
Re: IoV (Current version: 928)[message #314090] Thu, 10 January 2013 04:29 Go to previous messageGo to next message
DoomOnion is currently offline DoomOnion
Messages:4
Registered:January 2013
Location: United States
Okay, covert item works, jumping grenade works. But apparently dirt data was entirely missing, and sadly i'm running out of free time, so.. yeah.

I'm using 1.13 + IoV + A.R., and I edited the starting items. The biggest balance problem I am facing right now is the grenades. Elite soldiers run up to you and throw ANTI TANK grenades at you, even at the progress level of 2 or 3, if given chance.. Needless to say, it one-hits your mercs 99% of the time, and the only way to survive that is to arm up in EOD suit, which is very not possible in early game.


In other words, if you guys are looking to play IoV and A.R. together, you better prepare lots of lubrications, because you'll need it. Wink

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Civilian
Re: IoV (Current version: 928)[message #314197] Sat, 12 January 2013 23:53 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
You might also want to add and entries to TableData/Map/SectorNames.xml, as the is used for food and dirt.

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Captain

Re: IoV (Current version: 928)[message #314984] Thu, 31 January 2013 14:01 Go to previous messageGo to next message
code99 is currently offline code99

 
Messages:56
Registered:July 2011
I've got a few questions about this mod (mostly about this mod), if someone could help me out a bit ...

First of all, I haven't played Ja2 1.13 in a while now so i might be missing something

1. Should i be using the OCTH or NCTH ? For example AIMNAS mod suggest to use the OCTH since the weapons werent made for the NCTH system. I'm currently using the OCTH (just to be safe) but am wondering if the NCTH works properly with this mod since i prefer to use it instead of the old one.

2. I do not know if this is related to the mod or to 1.13, BUT, i've noticed that when buying ammo from bobby ray's shop they dont come in magazines anymore but come in large boxes (1000+ bullets). Obviously because of their size I cant just carry them around with my mercs. Is there a way to get magazines out of those boxes? If not, how am i supposed to get ammo for my troops?

3. This is also not related to the mod specific BUT since im asking stuff anyway it wont hurt asking this. Its more of a curiosity of mine, lets take as an example the following gun :

SIG SAUER P226 NAVY-Custom
Accuracy: 5
Damage: 27
Range: 11
etc

What i want to know is what exactly is accuracy? I know higher is better but what does that value actually tell/reflect? I know damage is the damage the gun can inflict (the number being the actual damage) and the range is short of ~110 meters but accuracy? That number what is it exactly?

Thank you in advance

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Corporal
Re: IoV (Current version: 928)[message #314997] Thu, 31 January 2013 16:47 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
2. This is NOT a 1.13 thingie.
3. target circle: http://en.wikipedia.org/wiki/Target_Circle ; also see http://en.wikipedia.org/wiki/Accuracy

In game terms it's a flat, very small bonus to CtH. Have a look into "How does ist work" (HDIW) here or in the wiki for details.

If you had another gun with same range etc. but ACC 1, then your P226 is a little bit more likely to hit the target if the same round was fired by the same merc in same situation than the other gun.

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Sergeant Major
Re: IoV (Current version: 928)[message #315000] Thu, 31 January 2013 17:54 Go to previous messageGo to next message
code99 is currently offline code99

 
Messages:56
Registered:July 2011
Sam_Hotte
2. This is NOT a 1.13 thingie.

Ok so its not a 1.3 thingie, glad thats sorted out, but, how about my question? Any way to get magazines out of those boxes or do i have to carry all the boxes with me?

As for the rest of it, thanks.

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Corporal
Re: IoV (Current version: 928)[message #315001] Thu, 31 January 2013 18:23 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
High accuracy, good. Low accuracy, bad.
Pretty much.

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Sergeant Major
Re: IoV (Current version: 928)[message #315003] Thu, 31 January 2013 19:01 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
code99
Sam_Hotte
2. This is NOT a 1.13 thingie.

Ok so its not a 1.3 thingie, glad thats sorted out, but, how about my question? Any way to get magazines out of those boxes or do i have to carry all the boxes with me?

As for the rest of it, thanks.


You "unpack" the ammo boxes by using them on any weapon compatible with the appropriate caliber.

EX: You have a 1000 round box of 7.62 ammo and an AK-47 in your hands. You pick up the box and use it on the AK-47 as if you tried to load it, and the box converts a part of it into around 5 7.62 mags.

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Sergeant
Re: IoV (Current version: 928)[message #315004] Thu, 31 January 2013 19:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
code99
Sam_Hotte
2. This is NOT a 1.13 thingie.

Ok so its not a 1.3 thingie, glad thats sorted out, but, how about my question? Any way to get magazines out of those boxes or do i have to carry all the boxes with me?

If i had the slightest experience with IoV i'd have told you.

In AIMNAS there are "ammo donkeys" to create mags from retail ammo boxes. Dunno about IoV tho.

In games that incorporate latest HAM there might be a GUI button in sector inventory to create mags from boxes. Dunno about IoV, tho.

However, the obvious thing may work with IoV as well: Click box on apropriate weapon to get mags for this gun from box.

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Sergeant Major
Re: IoV (Current version: 928)[message #315005] Thu, 31 January 2013 19:08 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Sam_Hotte
In AIMNAS there are "ammo donkeys" to create mags from retail ammo boxes. Dunno about IoV tho.
Those were for mag -> box or crate -> box (box != crate) and we got rid of them as soon as Madd made boxes behave like crates.

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Captain

Re: IoV (Current version: 928)[message #315007] Thu, 31 January 2013 19:45 Go to previous messageGo to next message
code99 is currently offline code99

 
Messages:56
Registered:July 2011
I know that i can reload the weapons by using the boxes directly. My problem is that the boxes/crates being so big and heavy (1000+ bullets per box/crate) makes it rather difficult to carry them around. Not to mention that is hard to find LBG that can actually fit inside a huge box of ammo.

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Corporal
Re: IoV (Current version: 928)[message #315009] Thu, 31 January 2013 20:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Then better do not carry box to weapon but weapon to box, pick up box, click it a dozen times on weapon to transfer complete box into mags. then haul around the mags. Smile

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Sergeant Major
Re: IoV (Current version: 928)[message #315012] Thu, 31 January 2013 21:06 Go to previous messageGo to next message
code99 is currently offline code99

 
Messages:56
Registered:July 2011
Sam_Hotte
Then better do not carry box to weapon but weapon to box, pick up box, click it a dozen times on weapon to transfer complete box into mags. then haul around the mags. Smile


Oh right, i havent thought about THAT .... can become a bit tedious to do but better than nothing Smile

Thanks!

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Corporal
Re: IoV (Current version: 928)[message #315591] Wed, 20 February 2013 02:31 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
MartinWillyWonka


...

1. Get a clean install of JA2.

2. Get 1.13 from here : http://www.mediafire.com/?y3jh33fvhdfsh3n (for this, I used SCI5744).

3. Copy paste the 1.13 (everything you download from the link above) into your new JA2 folder.

4. Make a copy of folder Data-1.13 so you get access to the food items later. This copy will be called

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Master Sergeant
Re: IoV (Current version: 928)[message #315869] Sun, 03 March 2013 05:55 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
Okay despite some minor issues 928 is working quit well with AR, just some minor loot bugs, but over all very playable!

Thanks alot!

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Master Sergeant
Re: IoV (Current version: 928)[message #316767] Sat, 30 March 2013 04:28 Go to previous messageGo to next message
Lokadamus is currently offline Lokadamus

 
Messages:16
Registered:July 2006
Location: Germany
I can't move/switch peoples. I miss the icon for change position with another person. Is this a bug or what is wrong?

Installation:
1.) Ja2 Gold englisch
2.) SCI from gogman
3.) Last version from IoV, SVN
4.) Some faces change

Edit: With Keyboardbutton x is it working.

[Updated on: Sat, 30 March 2013 13:30] by Moderator

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Private
Re: IoV (Current version: 928)[message #316953] Wed, 03 April 2013 01:25 Go to previous messageGo to next message
asako is currently offline asako

 
Messages:15
Registered:December 2009
Finally got me some SVN...Jape doesn't seem to be updated to work with these builds, tried that editor thingy but I really don't know how to work with that. Anyway, all I want is to change the name of one of my mercs, typo, yeah I know, silly me, especially not realizing it until midway into the game...I suppose h and b look a bit alike...but still...
I don't suppose there's an easy way to do that, right?

Also, a lot of items seem to have no effect...at least not in the "advanced" description, well, dunno if it's really a lot, but I noticed the regular laser pointer to have no effect described and some of the items that are new, well, I don't know if they're supposed to have an effect.
5966 btw...and this is quite possibly the wrong thread to ask this question.

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Private
Re: IoV (Current version: 928)[message #316954] Wed, 03 April 2013 01:48 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Hello Don,

Don
Finally got me some SVN...Jape doesn't seem to be updated to work with these builds, tried that editor thingy but I really don't know how to work with that. Anyway, all I want is to change the name of one of my mercs, typo, yeah I know, silly me, especially not realizing it until midway into the game...I suppose h and b look a bit alike...but still...
I don't suppose there's an easy way to do that, right?


This should be easily done with any Hex-editor. If you have problems with that upload your save game, write me the name/nickname you want to change and I will try.


Best regards; Schein

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First Sergeant

Re: IoV (Current version: 928)[message #317014] Wed, 03 April 2013 23:18 Go to previous messageGo to next message
asako is currently offline asako

 
Messages:15
Registered:December 2009
Much appreciated, though I decided to take another route and start a new game (since I realised that marksman is a much better trait for the AN-94 than auto weapons, though my machine gunner with his FN Minimi is kicking ass). It seems that laser pointers and such are working fine now (must have been my memory from an earlier build), though the foregrip seems to be useless. Also, even though the readme says something about technician (engineers) now being able to fix broken equipment beyond their threshhold...that doesn't seem to work.

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Private
Re: IoV (Current version: 928)[message #317305] Wed, 10 April 2013 23:14 Go to previous messageGo to next message
asako is currently offline asako

 
Messages:15
Registered:December 2009
Just got the latest SVN (again), and 5990 .exe and decided I'd play around a bit with with the Merc Profile Editor...mostly because I felt Raven should have the marksman trait (being a SWAT sniper), then I gave me some extra starting cash and went on an INSANE run getting a couple of the high end mercs for their starting gear.

So..the game always crashes when I point over some enemy and Raven doesn't have full action points (she has Shadow's sniper rifle).

http://250kb.de/u/130410/j/XSa6uFtKGkyV.jpg

Well, I guess I'll revert to the original settings...

edit:
I did that, or at least I think I did and when I hover over the different traits in my personnel file the descriptions are completely off half the time...well, rather they describe other traits. Such as hovering over Shadow's Ranger trait gives me the description of Night Ops etc.

Oh well, I realize this probably isn't the bug report page, but then again, I really don't know where that one is.

edit2;
Ok, I did a complete rehaul of the files...but the game now seems to rather dislike Shadow's sniper rifle...oh well...

[Updated on: Thu, 11 April 2013 00:35] by Moderator

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Private
Re: IoV (Current version: 928)[message #317320] Thu, 11 April 2013 15:31 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

i have this problem too, on sci 1641/5990 exe ja2 1.13[no mods instaled]

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Sergeant Major
Re: IoV (Current version: 928)[message #317331] Thu, 11 April 2013 20:42 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Might as well mention that here... r5990 contains a serious bug when using guns. Use r5992 or higher.

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Captain

Re: IoV (Current version: 928)[message #317333] Thu, 11 April 2013 20:48 Go to previous messageGo to next message
asako is currently offline asako

 
Messages:15
Registered:December 2009
Flugente
Might as well mention that here... r5990 contains a serious bug when using guns. Use r5992 or higher.


I'd love to, but it doesn't seem to be on https://skydrive.live.com/?cid=013a6926eac52083&id=13A6926EAC52083!202
Maybe that storage space is full and there's a new one someplace else?

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Private
Re: IoV (Current version: 928)[message #317334] Thu, 11 April 2013 20:49 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

sorry i cant use new exe right now.i using db sci, latest exe is 5990

[Updated on: Thu, 11 April 2013 20:50] by Moderator

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Sergeant Major
Re: IoV (Current version: 928)[message #317335] Thu, 11 April 2013 21:01 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Maybe you guys give me five minutes to actually build the damn thing? Jeez ...

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Captain

Re: IoV (Current version: 928)[message #317349] Thu, 11 April 2013 23:49 Go to previous messageGo to next message
asako is currently offline asako

 
Messages:15
Registered:December 2009
Sorry, I didn't mean to pressure you or anyone. I'm rather new to the workings of this mod (though I already pretty much love it) and thus many of my assumptions would be wrong...hearing Fluguente speak of a 5992 version while not seeing one on the page made me jump to the conclusion that the upload link was changed to another domain or something.

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Private
Re: IoV (Current version: 928)[message #318594] Fri, 03 May 2013 19:48 Go to previous messageGo to next message
ColCool

 
Messages:12
Registered:March 2011
Hey fellow mercs,

I am using MartinWillyWonka instructions to get AR to work with IoV. It kind of works except many graphics are wrong like a magazine showing instead of an LBE gear (in bobby ray, tony, interface) but the functionality is correct. But how could this be at all? I mean IoV comes with own gfx and xml files. And dont the xml files tell where to look for the graphics?

So I am totally confused what I might have screwed up here. Do you have any clue what I could do to fix that?

Regards
colcool

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Private
Re: IoV (Current version: 928)[message #318595] Fri, 03 May 2013 19:55 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
The xmls might be correct, but the picture libraries are those of AR, you'll get unfitting graphics. You could solve that by checking that
  • the pics in /BigItems
  • MDGuns.sti, MDPxxxITEMS.sti in /Interface
  • smGuns.sti, smPxxxITEMS.sti in /tilesets/0
are from IoV and not from AR.

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Captain

Re: IoV (Current version: 928)[message #321030] Mon, 27 May 2013 23:15 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Flugente
The xmls might be correct, but the picture libraries are those of AR, you'll get unfitting graphics. You could solve that by checking that
  • the pics in /BigItems
  • MDGuns.sti, MDPxxxITEMS.sti in /Interface
  • smGuns.sti, smPxxxITEMS.sti in /tilesets/0
are from IoV and not from AR.


Exactly.

The graphic number for the food items has to be the same as the item it replaces in the new 1.13 folder! Please change it in the newly pasted food item.

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Sergeant
Re: IoV (Current version: 928)[message #321033] Mon, 27 May 2013 23:40 Go to previous messageGo to previous message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

hi please it is a posible run iov on curent generation 1.13[sci] ?

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Sergeant Major
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