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Re: AIMNAS Bug reports[message #331135] Sat, 08 March 2014 19:04 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
lockie
Even after conquering A9 , and then speaking to the old lady ,there is an immediate teleport to A10 , usual talk with rebels , recruit Ira and Carlos then when leaving CTD .


Carlos???

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Lieutenant

Re: AIMNAS Bug reports[message #331137] Sat, 08 March 2014 19:31 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Yeah yeah yeah , Dimitri , of course ...

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Captain

Re: AIMNAS Bug reports[message #331143] Sat, 08 March 2014 23:44 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Any details on squad size? Probably the squad size leaving the sector is too big (my guess is, that there are not enough exit grid no's defined in the xml, it works with 6 merc teams, but I'm not sure if it works with 10 merc teams).

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Lieutenant

Re: AIMNAS Bug reports[message #331145] Sun, 09 March 2014 01:24 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Had 5 , recruited Ira and Dimitri making 7 .

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Captain

Re: AIMNAS Bug reports[message #331146] Sun, 09 March 2014 01:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I had 9 after getting Ira though and it (surprisingly) worked.

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Captain

Re: AIMNAS Bug reports[message #331150] Sun, 09 March 2014 11:32 Go to previous messageGo to next message
x4n is currently offline x4n

 
Messages:21
Registered:October 2010
Had a similar Problem.
8 Mercs in the squad. After talking to the old lady, A few of them spawned outside of rebels Bunker. Unable to leave the sector..
Workaround was, to split the squad and then talk to Fatima.

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Private 1st Class
Re: AIMNAS Bug reports[message #331152] Sun, 09 March 2014 15:39 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Cut my squad to 4 , recruited Ira and dimitri then attempted to leave the bunker , bad allocation !

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Captain

Re: AIMNAS Bug reports[message #331154] Sun, 09 March 2014 16:34 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Can't reproduce the bug. For me recruiting Dimitri and Ira and leaving the basement afterwards works fine.

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Lieutenant

Re: AIMNAS Bug reports[message #331155] Sun, 09 March 2014 22:37 Go to previous messageGo to next message
Eternal is currently offline Eternal

 
Messages:8
Registered:February 2006
x4nPro
Had a similar Problem.
8 Mercs in the squad. After talking to the old lady, A few of them spawned outside of rebels Bunker. Unable to leave the sector..
Workaround was, to split the squad and then talk to Fatima.


I did have this problem. No CTD or anything, just a few of my mercs spawned in the "blank open space" outside of the normal A10-B1 area and could not move them out of the sector. It feels like some kind of map glitch with the underground bigmap, that "open space" shouldn't really be there. I worked around it the same way you did, sending just my IMP to Fatima.

lockie
Cut my squad to 4 , recruited Ira and dimitri then attempted to leave the bunker , bad allocation !


Which version EXE were you using?

I was getting some of these bad allocation crashes when using the volatile (expanded teamsize) EXE with AIMNAS, but I don't know enough to know what exactly caused it.

I have never had this crash when using just AIMNAS with latest trunk EXEs though.

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Private
Re: AIMNAS Bug reports[message #331156] Sun, 09 March 2014 23:29 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Which exe is best , I've got three and for the life of me not sure which one I restarted the game with .... Very Happy

Edit : Buggler and NOLa exe's plus the usual ja2 exe .

[Updated on: Sun, 09 March 2014 23:30] by Moderator

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Captain

Re: AIMNAS Bug reports[message #331157] Mon, 10 March 2014 10:39 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I'm running the 6871 exe, which works fine.

I think the problem might be in the file Mod_Settings.ini (in Data-Bigmaps).


Toggle Spoiler



And I suppose the bug is in the last two entries (BASEMENT_EXIT_11 and 12).

Try to replace the 0 there with this:

BASEMENT_EXIT_11 = 84697
BASEMENT_EXIT_12 = 84698

[Updated on: Mon, 10 March 2014 10:41] by Moderator

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Lieutenant

Re: AIMNAS Bug reports[message #331158] Mon, 10 March 2014 12:04 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Entries with 0 shouldn't cause a crash. Last time I played they just caused my mercs to be placed in inaccessible parts of the map (which is bad as well especially since we can't use map travel from the underground). However, best thing is to have all entry and exit settings filled with valid tile numbers just like smeagol suggests.

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Lieutenant
Re: AIMNAS Bug reports[message #331162] Mon, 10 March 2014 16:35 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Not sure if this is related exactly to this problem, but I found it odd. I went in with squad size 10 but only one imp in squad because there has been problems with this encounter in the past with larger squad sizes. This time though, when I was done with miguels main dialogue I asked him to join. He of course said the time was not right but he could give me Ira. At this point the dialogue ended automatically and my imp did the "Bad guys!" voice. I looked all around and there were no bad guys, nor did I ever enter combat. Was able to get Ira and Dimitri and head out without crashing.

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Sergeant
Re: AIMNAS Bug reports[message #331163] Mon, 10 March 2014 17:07 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, the bad guys voice line happens when Dimi joins the team...

I changed his script to make him hireable again, but I have no clue why the speech line is triggered. Might have to take a deeper look into the npc script again.

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Lieutenant

Re: AIMNAS Bug reports[message #331176] Tue, 11 March 2014 03:17 Go to previous messageGo to next message
Agrippa911 is currently offline Agrippa911

 
Messages:23
Registered:November 2011
Location: Canada
I've also got the bug with a missing Skyrider even after escorting him to Drassen airport and taking out the nearby SAM site.

A more serious bug is that I just waltzed into Cambria which wasn't defended by any soldiers. I've currently liberated all but 1 square (to avoid triggering any counterattack until I have some Militia to cover some sectors). But even though my popularity is high enough to train militia (22%) the head miner seems to be missing. I've looked for him at night and also during the day and he's not in the mining shack. When I went down into the mines, I saw glitches with bathtubs and (I think) urinals everywhere and lots of people (who spoke only in German subtitles).

I'm running 1.13.6670 build 13.11.30.

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Private 1st Class
Re: AIMNAS Bug reports[message #331179] Tue, 11 March 2014 07:35 Go to previous messageGo to next message
Eternal is currently offline Eternal

 
Messages:8
Registered:February 2006
Agrippa
I've also got the bug with a missing Skyrider even after escorting him to Drassen airport and taking out the nearby SAM site.

A more serious bug is that I just waltzed into Cambria which wasn't defended by any soldiers. I've currently liberated all but 1 square (to avoid triggering any counterattack until I have some Militia to cover some sectors). But even though my popularity is high enough to train militia (22%) the head miner seems to be missing. I've looked for him at night and also during the day and he's not in the mining shack. When I went down into the mines, I saw glitches with bathtubs and (I think) urinals everywhere and lots of people (who spoke only in German subtitles).

I'm running 1.13.6670 build 13.11.30.


The Cambria bigmaps haven't been done yet so this is to be expected (no soldiers and mapglitches in Cambria, that is; not missing Skyrider)

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Private
Re: AIMNAS Bug reports[message #331182] Tue, 11 March 2014 07:41 Go to previous messageGo to next message
Agrippa911 is currently offline Agrippa911

 
Messages:23
Registered:November 2011
Location: Canada
eternal
The Cambria bigmaps haven't been done yet so this is to be expected (no soldiers and mapglitches in Cambria, that is; not missing Skyrider)


Does that include the missing mine foreman? That's gonna put a dent in my finances. Onward to Chitzenitza I guess.

[Updated on: Tue, 11 March 2014 07:43] by Moderator

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Private 1st Class
Re: AIMNAS Bug reports[message #331273] Sat, 15 March 2014 05:47 Go to previous messageGo to next message
bigf00zle is currently offline bigf00zle
Messages:3
Registered:March 2014
Hello smeagol,

I wanted to report a bug that I encountered. I have a group of mercs in San Mona, and was just finishing up the Angel quest arc by giving Kyle the deed to Angel's shop. After giving the deed to Kyle, the game went into permanent stopwatch mode. I don't know if this is a bug with 1.13 or AIMNAS, so I figured I'd let you know first. Thanks for making a great mod, and for making it NCTH compatible!

I'm running the 6967 build and your February AIMNAS update.

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Civilian
Re: AIMNAS Bug reports[message #331274] Sat, 15 March 2014 06:17 Go to previous messageGo to next message
bigf00zle is currently offline bigf00zle
Messages:3
Registered:March 2014
Hmmm...a little digging in the 1.13 SCI changelog revealed this:

Quote:
r6343 | Wanne | 2013-08-31 18:48:37 +0200 (Sa, 31 Aug 2013) | 2 lines

- Bugfix: Fixed issue with the Leather Shop Deed quest (by silversurfer)
o On modified maps Kyle couldn't reach the temp money for the reward. Now there is a new parameter in Mod_Settings.ini called KYLE_MONEY_POSITION = x. The default for x is 14952 which is for vanilla map.


In Bigmaps, the value of KYLE_MONEY_POSITION was changed to 53457. I don't know if this helps, but I figured I'd look.

[Updated on: Sat, 15 March 2014 06:17] by Moderator

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Civilian
Re: AIMNAS Bug reports[message #331280] Sat, 15 March 2014 14:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Problem with the quest is most likely, that I haven't placed the money in the map yet... might investigate next week, as I'm out on family vacation for the next two days.

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Lieutenant

Re: AIMNAS Bug reports[message #331303] Sat, 15 March 2014 21:42 Go to previous messageGo to next message
bigf00zle is currently offline bigf00zle
Messages:3
Registered:March 2014
Ah, understood smeagol. I know the maps themselves don't contain any items, so this is isn't too surprising, but I figured I'd let you know anyway, as I was just running through some quests in San Mona.

Last night I was also trying the Extreme Fighting quest, and Kingpin never showed up at the club. I read in the changelog that the script had been externalized, so I guess some value needs to be changed on that as well.

Hope you're enjoying the time with your family! Thanks again for all the work on this mod, it makes for some really epic firefights!

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Civilian
Re: AIMNAS Bug reports[message #331382] Wed, 19 March 2014 12:22 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
The Enhanced Description Box becomes ridiculous, when a scope is attached to a weapon, although IDK what are the other causes for this bug.

I do not know how to describe this though, so I will provide pictures
http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/RidiculousEnchanceddescriptionBox1BUG_zpsa35f8609.png
http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/RidiculousEnhancedDescriptionBox2_zps409a5cd9.png

Notice something ridiculous? (check the properties in ADVANCED)

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Sergeant
Re: AIMNAS Bug reports[message #331383] Wed, 19 March 2014 14:19 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
One property value is not listed so you have more properties on the left then values on the right?

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Master Sergeant
Re: AIMNAS Bug reports[message #331384] Wed, 19 March 2014 14:32 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Yup. Additionally, all values are listed under the wrong properties. This bug probably only happens with weapons equipped with scopes (and scopes themselves). IDK about binoculars, though.

Some (but not limited to) evidences:
http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/RidiculousEnhancedDescriptionBoxEVIDENCE1_zpsaf84e3d9.png
As you can see, the value of Day-time vision ranger modifier value was listed under the Night-time vision range icon.

http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/RidiculousEnhanceDescriptionBoxEVIDENCE2_zps4e62ff8f.png
The To-hit bonus was displayed under the Aim bonus icon. The Aim bonus value was not shown at all.

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Sergeant
Re: AIMNAS Bug reports[message #331391] Wed, 19 March 2014 16:00 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
Registered:July 2006
Hmm, the aim bonus value seems to be the problem then. It's not shown so all other values under it are 'trimmed' by one row up and show for wrong properties. This could actually be problem with enhanced box feature not being able to show values for aim bonus property rather then the mod itself.

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Master Sergeant
Re: AIMNAS Bug reports[message #331393] Wed, 19 March 2014 16:31 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Any way to work around the problem?

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Sergeant
Re: AIMNAS Bug reports[message #331396] Wed, 19 March 2014 18:13 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
The problem with aim bonus display is fixed in revision 7094.

The game used two different functions to decide what to display. This didn't work out well... Very Happy

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Lieutenant
Re: AIMNAS Bug reports[message #331407] Thu, 20 March 2014 00:16 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Ah, yes. Thank you for the bugfix. Wink

[Updated on: Sat, 19 April 2014 14:26] by Moderator

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Sergeant
Re: AIMNAS Bug reports[message #331657] Sun, 06 April 2014 03:53 Go to previous messageGo to next message
jupilerke67 is currently offline jupilerke67
Messages:1
Registered:February 2012
Location: Belgie
HI all,

i dont know why but when i try to start the game the ini editor
switches from data-aim\ja2_options.ini to data-1.13\ja2_options.ini

the result off that is i always get error reading and i have to press ESC to brake off the launcher

Runtime error press esc to exit

Assertion failure Line1101 in file postalservice.cpp Attempting to do a debugsave as savegame247.sav and a lot off red text off the 1.13\ja2_options.ini saying that i didnt use true or fals on many lines.

i have steam version of ja2 gold its located in the steamfolder but that is in programfiles(86)

i can play it as long if dont use the merceditor or the xmleditor. if i make changes to 1 or both editors the ini switches on me.

regards,

patje

[Updated on: Sun, 06 April 2014 03:56] by Moderator

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Civilian
Re: AIMNAS Bug reports[message #331798] Fri, 18 April 2014 16:25 Go to previous messageGo to next message
Nullmaruzero is currently offline Nullmaruzero
Messages:1
Registered:April 2014
Hi guys,

Even though I am new to this forum, I know it pretty long Razz Just until now I had no reason to register (no any valuable contribution from my side Razz). However, recently I started playing around with development builds and mods aaand I have found something in the latest AIMNAS which might be quite unusual case.

So, I encounter a bug where MOLLE items with attached pouches seem to choke my CPU (as I don't think that a signle item can choke GPU Razz) in tactical mode with equipment view opened.

Here is the story and some screens (FPS in top left corner):
  • After putting all the pouches I want into MOLLE Heavy Vest I enter tactical screen - all is fine: Screenshot #1
  • I open equipment view and BAH! Massive FPS drop, from 60* to 4: Screenshot #2
  • I take my wonderful MOLLE Heavy Vest out in order to throw it out and it improves FPS already: Screenshot #3
  • After throwing it out, the game works fine again, doesn't matter if it's with (Screenshot #4.1) or without equipment view opened (Screenshot #4.2)
  • It happens with other MOLLE-items. Here's an example with MOLLE Large Leg Carrier: (Screenshot #5.1 / Screenshot #5.2) but the FPS drop isn't so big.
I've tried to play around with different settings ON/OFF, checked Ja2.ini in order to make sure that VSync etc. are off, tried turning on/off MERC light (Key G) and even tried some magic with my "craphic" card drivers settings (yep, I have them installed).
Just to make it clear about FRAPS. I do not record/benchmark/make screenshots. I've installed it only to make my FPS visible on the screenshots above, in this particular case. Neither do I run a fuckton of applications in background Wink

My guess? I'm not an expert, but unless it is something on my end, I think it might be caused by some excessive calculations. MOLLE is an item with items with another items so perhaps some algorythms gets looped. Perhaps weight or camo (each another pouch in MOLLE adds bonus to camo) calculating system.

My demon of speed is HP Pavilion DV8000t (Centrino Duo T2050 @ 1.6GHz / GeForce Go 7600 (integrated) / 2GB RAM / Fully updated WinXP Home 32bit (I'm a necrophile \o/))

As for my AIMNAS, it's just the full package from Derpi's thread (at least this is what I intended to download Very Happy).
http://img842.imageshack.us/img842/4177/o9cr.png

* - VSync ON = 60FPS, VSync OFF = 100 FPS but in both cases MOLLE causes drops to 4FPS

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Civilian
Re: AIMNAS Bug reports[message #331799] Fri, 18 April 2014 18:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Sounds indeed like a problem with the MOLLE code... as DepressivesBrot made that code, he's probably the one to ask to fix it.

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Lieutenant

Re: AIMNAS Bug reports[message #331800] Fri, 18 April 2014 18:36 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It worked fine last time I touched it, I blame whoever last messed with camo percentages.

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Captain

Re: AIMNAS Bug reports[message #331931] Sat, 26 April 2014 15:39 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Some civilians (i.e. REBELS) are dropping [color:#FF0000]NADA[/color] items. I will post the screenshots tomorrow.

Current version: AIMNAS XMAS 2013 February Update + 1.13 reversion 7130

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Sergeant
Re: AIMNAS Bug reports[message #331934] Sat, 26 April 2014 17:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Can you add the information in which maps this happens?

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Lieutenant

Re: AIMNAS Bug reports[message #331949] Sun, 27 April 2014 04:54 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
As far as I know, I found NADA items in A10-B1 (Rebel Hideout). Here are the screenshots:

http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/AIMNASNADA003_zpsf080297b.png

http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/AIMNASNADA002_zpsae0397cb.png

The REBEL combatants (excluding NPCs (Ira, Carlos, Miguel, Dimitri, Fatima)) have dropped NADA items. Only the REBEL combatants drop NADA items. The non-combatants are fine and have no problems.

I wasn't able to find more maps to report, but I'll try to search for more maps with civilians dropping NADA items. Wink

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Sergeant
Re: AIMNAS Bug reports[message #331954] Sun, 27 April 2014 11:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Well... okay... I haven't checked the rebel hideout for NADA items, as most people usually don't walk around and shoot the people they are supposed to help... I'll fix that, though.

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Lieutenant

Re: AIMNAS Bug reports[message #332009] Wed, 30 April 2014 07:15 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Is this a bug or intentional...
that roofs once you reload your save data, they would re-appear, covering the indoors of the building?

http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/JA2AIMNASRoof-normal_zps0b211b98.png
Here, we see the living room is visible.

http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/JA2AIMNASRoof-reloaded_zps7d0ab669.png
But as the save gets reloaded, the roof covers that room.

Note that it happens to every room and building, not just the photo I've shown.

Using AIMNAS XMAS 2014 Release February Update + 1.13 unstable reversion 7130

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Sergeant
Re: AIMNAS Bug reports[message #332010] Wed, 30 April 2014 08:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, that's a known bigmaps issue. I think I reported it before, but it seemed either a) no one noticed, b) no one cared or c) it was too difficult to fix.

I hope it was a), because it is really annoying.

[Updated on: Wed, 30 April 2014 08:17] by Moderator

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Lieutenant

Re: AIMNAS Bug reports[message #332011] Wed, 30 April 2014 09:54 Go to previous messageGo to next message
matt81 is currently offline matt81
Messages:1
Registered:January 2014
Running the Latest February release. Noticed the following:

- Skorpion EVOIII A1 10mm SMG. No option (the little white star thing) to fold or unfold the stock. There is a folded version (GABBI cheat and next item Alt + W) just no option to switch between them.

- Type 81-1 Chinese 762x39 Assault rifle. Same as above no option to fold or unfold the stock.

- M1879 Reichs revolver .44 mag. There are no attachment slots for scopes/lasers or barrel attachments or anything. There are only 4 unusable slots to the right side of the weapon picture.

- Running long distances of around 100AP in turn based sometimes results in the merc halting suddenly and a stopwatch timeout thingy. Seems completely random. Sometimes won't happen for a while then happens to me a few times in a few turns. Game always continues fine but unsure why it halts merc while running.

- The Grippod appears to give the same bipod bonus when attached to a gun regardless of whether it is folded or unfolded. Shouldn't it give a bipod bonus only when in bipod mode? Otherwise what is the point of the transformation?

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Civilian
Re: AIMNAS Bug reports[message #332021] Thu, 01 May 2014 05:49 Go to previous messageGo to previous message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
There are some minor and weird issues with the Binocular items (10x30 Compact Binoculars, 7x50 Quality Binoculars, 10x40 NV Binoculars, Night Spy Binoculars, Spotting Scope, etc.)

Toggle Spoiler

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Sergeant
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