Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Hybrid
Re: UC-1.13 Hybrid[message #75053] Wed, 25 January 2006 16:46 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
"Warriors come out to play."

Yeah, that's been in the pipe dream stage for quite some time with me.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75054] Wed, 25 January 2006 22:46 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:23
Registered:October 2004
Location: Estonia
Quote:
Originally posted by Kaiden:

I can see someone coming out with a "Gang Warfare" Mod, where the whole map is a city and you conquer city blocks instead of Cities Razz
That would I like to see.. ;D

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Private 1st Class
Re: UC-1.13 Hybrid[message #75055] Fri, 10 February 2006 09:32 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Sticky'd!

It was getting too close to the bottom, I thought it was going to fall off the page!

Any updates you two?

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Master Sergeant

Re: UC-1.13 Hybrid[message #75056] Fri, 10 February 2006 11:17 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Sorry, computer was in progress of being replaced. Managed to get JA running only a few days ago (I'm getting read errors from a lot of my install media with the new system, got the reg keys loaded into winXP, and had no problems with copying a backup DVD of the entire JA2 with UC-1.13 dir into the programs partition).

- xmls workable, testing in progress, with some more tidying up can pass on for distribution
- noticed that RPG type weapons do not leave clouds (trying to get the RPO-A to work by copying the now overly lethal UC 40mm Napalm grenade w/"smoke cloud of death" and giving it more kick) At present the RPO is still a pre-loaded RPG)
- the Thermal Scope works great as a standalone device, but does not give equipped weapon a thermal imaging capability
- CAR15 -> M4 -> customized M4 tested and working
- tweaked the AN-94 to have a burst to hit bonus for its special two round delayed recoil burst mode
- not sure what kind of progress Judge has with the source code beyond the big militia movement popup.

Still need to figure out how to prepare an "easy-to-use" installation. So far I've taken a working UC install, then dropped in a folder containing UC-1.13 hybrid files. Creating a set of UC-1.13 files involves selectively deleting folders from 1.13 and adding the xmls (in testing I've simpily commented out from the Data-1.13 folder the sub-folders: battlesnds, BigItems, Interface, Speech, Tilesets). I think Judge has figured out a more workable solution for his testing.

Thanks Kaiden for moving this one up.

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Lieutenant

Re: UC-1.13 Hybrid[message #75057] Sun, 12 February 2006 14:27 Go to previous messageGo to next message
kaybl1991 is currently offline kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
I've given the source code to RoWa21 - mostly to get the bug fixes I made into 1.13. I'm not aware there was anything else, source-wise, that I was meant to be doing. Currently I'm just trying to squeeze in some testing time between other things.

To create a UC install I started with a plain JA2, and a plain UC. I pulled out all the directories/files that were different and put them in a folder called Data-UC. I then installed 1.13, and moved the Data-UC folder in afterwards (so in my JA2 folder I have a Data directory, a Data-1.13 and a Data-UC. Finally I changed the JA2.ini to look in the Data-UC directory and I was good to go).

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Re: UC-1.13 Hybrid[message #75059] Mon, 13 February 2006 18:11 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1949
Registered:October 2005
Location: Austria
I have already included the bug fixes in the v1.13 that Judge sent to me. They are:

- Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy)

- Added status to item 'tooltip' - although this is flaky for ammo

- A stack of items now always shows the minimum repair status (no more carrying a stack of grenades into battle only to find most are duds)

- Made tactical map loading code more robust against maps with bogus buildings

- Made tactical map loading code more robust against maps with characters with bogus locations or schedules

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Sergeant Major

Re: UC-1.13 Hybrid[message #75060] Wed, 15 February 2006 09:19 Go to previous messageGo to next message
kaybl1991 is currently offline kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
@RoWa21 - I'll send you a diff patch to fix the item tool tips (so ammunition is expressed in 'rnds' rather than %)

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Private 1st Class
Re: UC-1.13 Hybrid[message #75061] Wed, 15 February 2006 18:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1949
Registered:October 2005
Location: Austria
@judge: that would be cool!

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Sergeant Major

Re: UC-1.13 Hybrid[message #75062] Fri, 24 February 2006 19:26 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:73
Registered:March 2004
Location: New Mexico... Cleaner Tha...
Just wondering:
Will the UC-1.13 hybrid be released before or after the next build of the 1.13.x release?

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Corporal
Re: UC-1.13 Hybrid[message #75063] Sat, 25 February 2006 09:24 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
With regards to release, the xmls are playable but still require some tidying up. However without the code changes there would be a lot missing. For instance, Judge

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Lieutenant

Re: UC-1.13 Hybrid[message #75064] Tue, 28 February 2006 13:07 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Wil473, I agree with holding out till the next release of 1.13. Mugsy's changes are for the next release. I'll see if I can get a copy of his latest xml's if you're up to getting a head start on that part.

However, changing the mod to take advantage of the features of new releases will also require Judge or someone else to continually update the "Hybrid" executable using the latest 1.13 source as a base.

I think if you wait for this next release, you could probably let it sit until we can truly make UC just another \Data folder without the need for a custom .exe.

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Master Sergeant

Re: UC-1.13 Hybrid[message #75065] Wed, 01 March 2006 11:01 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Something of an opportunity has come up unexpectedly early in professional life (was expecting to be busy in two weeks, not starting tommorow). I would have really liked to have gotten a head start on the xml's, but I'm going to be unable to devote any time to this or anything else untill mid-March. Thanks for the offer however.

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Lieutenant

Re: UC-1.13 Hybrid[message #75066] Tue, 07 March 2006 20:39 Go to previous messageGo to next message
Ma Rung is currently offline Ma Rung

 
Messages:18
Registered:March 2006
Location: Australia mate, on top no...
Having a good read of what you are all up to....You people are incredible :luckystrike:

Would the ability to 'donate' equipment to milita or paying extra cash for better equiped militia sound cool to you?.

It would be great to see other military vehicles used by the enemy other than tanks would be awesome. Is it possible for militia to have/control tanks, vehicles etc?

Is it possible to create or erect sandbag or pillbox emplacements in sectors after they are taken? How cool would that be :ok:

Oh, my only real beef with UC was the fact that some of the vehicles just didnt look real enough and some of the NPC's were very hard to hear and a bit 'scratchy'. Sorry, had to say it.

As for those silly police, my trained militia cut them to pieces. :

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Private
Re: UC-1.13 Hybrid[message #75067] Fri, 10 March 2006 14:41 Go to previous messageGo to next message
Grunty is currently offline Grunty

 
Messages:10
Registered:April 2004
The thing I didn't like about UC was that the sectors are always built up (which slowed the game down for me - more to do to win the battle), I prefer a country feel. The only thing I grow tired of in 1.13 standard is that there's no surprises, things to be discovered, new technology.

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Private
Re: UC-1.13 Hybrid[message #75068] Fri, 10 March 2006 15:45 Go to previous messageGo to next message
Ma Rung is currently offline Ma Rung

 
Messages:18
Registered:March 2006
Location: Australia mate, on top no...
Quote:
Originally posted by szultz:
Quote:
Originally posted by Kaiden:

I can see someone coming out with a "Gang Warfare" Mod, where the whole map is a city and you conquer city blocks instead of Cities Razz
That would I like to see.. ;D
I third this, really cool. Imagine the turf wars, street punks etc? Love it. Very Happy

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Private
Re: UC-1.13 Hybrid[message #75069] Fri, 10 March 2006 15:46 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:73
Registered:March 2004
Location: New Mexico... Cleaner Tha...
Hence the name... URBAN chaos. There were quite a few country sectors, but I have to agree, all the city battles were very time consuming and definately slowed the pace of the game, I felt that was the point, You can't take a major country by storm like you can Arulco. 1.13's only real drawback that I can find is lack of new maps. Lots of new technology, improved AI, and nifty features. I can't wait for the next build to be realeased with UC, I figure by then I'll have finished off vanilla 1.13. Any idea of when the next release is?

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Corporal
Re: UC-1.13 Hybrid[message #75070] Fri, 10 March 2006 21:21 Go to previous messageGo to next message
Ma Rung is currently offline Ma Rung

 
Messages:18
Registered:March 2006
Location: Australia mate, on top no...
Fully aware mate, I thought 'slicer' was really, really cool. Can I recruit him please and he can be buddies with 'numb'.

Yeah vanilla 1.13 is just Arulco. The way I see it, its basically the 'test bed' for the re-workings of the AI and other features etc being added along with as much of the wish list thread that they can pack into it.

Thats my take on it. I see it then as the engine to build all future mods on which is probably exactly what it is or is supposed to be.

So then those that have a lot less skill can build awesome mods etc without the hassles that the Gods have experianced....

Now.....where'd my whip get to.... :angel: :taskmaster:

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Private
Re: UC-1.13 Hybrid[message #75071] Sun, 12 March 2006 08:55 Go to previous messageGo to next message
Terces is currently offline Terces

 
Messages:8
Registered:March 2005
Location: Germany

As Ma Rung mentioned...1.13 is just a base for other mods to be build on. It gives modders with less time and knowledge the power to make the mods they ever wanted to make. It also saves a lot of time which also means a faster mod-releasing-rate Smile

The lack of new maps in 1.13 is unimportant. Just wait for the new 1.13 compatible mods to be released and I bet you'll be fully satisfied with them...

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Private
Re: UC-1.13 Hybrid[message #75072] Thu, 16 March 2006 09:04 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
@Judge/RoWa21/wil473, whoever has the answer...

With the changes Judge made to militia, if you wanted to move militia over the entire map, the entire map would have to be a town right?

@Terces, yep, we just have to develop some kind of system to keep mods current with changes to 1.13. It won't be too much of an issue except when changes are made to the Map Editor or the XML files.

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Master Sergeant

Re: UC-1.13 Hybrid[message #75073] Sat, 18 March 2006 00:16 Go to previous messageGo to next message
Terces is currently offline Terces

 
Messages:8
Registered:March 2005
Location: Germany

what I always wanted to see is something like a mod selector comparable to the one of UB or Morrowind. Starting the game will show up a selection which mod you want to play with all the mods you have currently installed listed in it. That way you wouldn't have to reinstall the whole game just to play another mod. But doing that might also require to add the modified exe to the data folder of the mod, so that when you select a mod, the modified exe is automatically selected and started.

An idea, or rather a dream, would be that you could merge two weaponmods, where they don't overwrite each other but add one weapon list to the other and deletes double entries of the same weapon. But that's just an idea and is way to complicated to program Smile

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Private
Re: UC-1.13 Hybrid[message #75074] Wed, 22 March 2006 08:36 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
While catching up with the last few weeks of 1.13 discussion, I noticed that Mugsy's list of new items, practically covers all the UC items. I'm thinking it might be easier to just to resort the next 1.13's item list so that UC items appear in the right slots for UC maps and then worry about filling in the few graphics that are not common to both UC and the next 1.13 release. Excel should make cutting and pasting whole items easy. There shouldn't be any palette issues moving items from one modded mdp#items.sti to another.

Might need to adjust the 1.13 stats to get the game to "handle" like UC though, but that's what testing is for (and ultimately for the player to tweak for themselves).

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Lieutenant

Re: UC-1.13 Hybrid[message #75075] Fri, 24 March 2006 13:37 Go to previous messageGo to next message
kaybl1991 is currently offline kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
@Kaiden, yes, the entire map would have to be a town as defined in Cities.xml. I experimented by turning all of the non-town sectors in UC into one large town (as part of my new militia map testing) and although there were some very strange loyalty effects (which forced me to make training militia independant of them) I was able to move militia all over the map.

Coincidently movement costs are independantly controlled via the StrategicMovementCosts.xml. A future project could include extending Militia movements to take strategic movement costs into account.

@wil473, that sounds like the way to go. I was considering the other day that allowing a custom mods xml to override core JA2113 ones might be an idea - but it would require that all items (plus any other things you want to make overridable) are given unique ids.

Unfortunately I won't have much in the way of 'free time' till after May.

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Private 1st Class
Re: UC-1.13 Hybrid[message #75076] Fri, 24 March 2006 21:01 Go to previous messageGo to next message
DaCheetah is currently offline DaCheetah

 
Messages:73
Registered:March 2004
Location: New Mexico... Cleaner Tha...
A question about the one large map thing: If the whole map becomes one large town, when training militia will they be trainable in any square?

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Corporal
Re: UC-1.13 Hybrid[message #75077] Fri, 09 June 2006 01:59 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Somebody mentioned some time ago that it was a good idea to keep the community informed about projects and plans. With the new release almost a reality, time to dust off the UC 1.13 thread. Here's what I'm planning on the xml editing side:

1)

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Lieutenant

Re: UC-1.13 Hybrid[message #75078] Tue, 13 June 2006 09:43 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Unfortunately, he'll need to re-modify the executable for UC specific things.

As far as I know, the Non-UC-Specific things are either already in the upcomming release, or have been pushed to the following release. (about 70% / 30%)

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Master Sergeant

Re: UC-1.13 Hybrid[message #75083] Tue, 01 August 2006 10:33 Go to previous messageGo to next message
kaybl1991 is currently offline kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
Or an even better question. How do I get access to the latest source code from the SVN?

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Private 1st Class
Re: UC-1.13 Hybrid[message #75084] Tue, 01 August 2006 10:47 Go to previous messageGo to next message
Marlboro Man

 
Messages:1153
Registered:October 2005
Location: USA
Email Lalien about source code access, if he dosen't see this posting.


Smile

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Sergeant Major

Re: UC-1.13 Hybrid[message #75085] Thu, 24 August 2006 11:59 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
@Judge, I trust you got the code from SVN and got access from lalien?

@Lamorea, actually there was an official team working on a 1.13 patch for UC...

EDIT: Sorry Lamorea I misread your post, thought you essentially said there was no one working on it Smile

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Master Sergeant

Re: UC-1.13 Hybrid[message #75086] Thu, 24 August 2006 13:35 Go to previous messageGo to next message
kaybl1991 is currently offline kaybl1991

 
Messages:30
Registered:December 2005
Location: Hamilton - New Zealand
@Kaiden Yes, thanks. I've already started planning how to externalise some of the laptop screens so I won't need special options in the ini to support them.

Co-incidently, how does the 113 team feel about using CPP Objects and the STL. I've been looking at my earlier StrategicMovementMap code, and it would be so much nicer if I could just encapsulate the whole thing in an object. But I realise that people can feel very strongly about this.

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Re: UC-1.13 Hybrid[message #75087] Thu, 21 September 2006 18:34 Go to previous messageGo to next message
Braindead1 is currently offline Braindead1

 
Messages:20
Registered:September 2004
are the preliminary xml's already downloadable somewhere?

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Private 1st Class
Re: UC-1.13 Hybrid[message #75088] Fri, 22 September 2006 02:52 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Sorry, at present I don't have any UC-113 hybrid xml's ready for public release yet. Without the Judge's map coding, the hybrid is somewhat lacking.

Now that being said, I've started with small steps towards re-working the 1.13 item list (in all its "flaunting the new item limit" glory) to be UC map compatible. As a result, I'm seeing more spreadsheets than should be reasonable for a hobby."

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Lieutenant

Re: UC-1.13 Hybrid[message #75090] Fri, 22 September 2006 08:42 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Spreadsheets are fun! Pretend it's an MMORPG Smile (Thinks back to spoofs like Progress Quest)

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Master Sergeant

Re: UC-1.13 Hybrid[message #75094] Mon, 09 October 2006 08:57 Go to previous messageGo to next message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Progress Report, on resorting base 1.13 items mod to fit UC Map (a.k.a. "Playing with Excel as a hobby"):

1) I've discovered that adding new items is a lot easier than resorting existing items.
- All UC items are in their place, except for .338Lapau HP (the idea of splicing something into magazines.xml is scaring me, considering swapping caliber number with .223 as only one is needed, and dropping .338 to bottom of magazine list where adding things is a breeze)
- speaking of which, adding the .223 ammo type and magazine was easy
- After much struggling to get the ammo to work in their new items.xml numbering, got it all to work by using excel to resort all magazines past item 350. This shouldn't have worked, but it did...
- As a consequence of the resorting, I've had to move up the schedule to get attachments.xml out of the way early (it's finally done)

2) Inventories done for arms dealing merchants
- Smitty now has a large selection of western "civilian accessable" goods available, in addition to the SA80 family carried over from original UC.

3) Upped the price on all western goods by between $1000-3000 for most gear. Future systems are now priced like Sniper systems.

4) Thanks to Judges and Lesh's movement cost externalization, have half the map upgraded.

This is why you should read things carefully:
1) I didn't quite read Lesh's posting, and proceeded to update cities.xml resulting in some issues:
- spent an evening wondering why the city names didn't change
- militia could be trained in the extended city sectors, but could not be moved.
- Many CTD's after finishing battles (usually in B9, new Omerta sector, though oddly enough reliable CTD in C9 PowerStation too). I've disabled my edited cities.xml, and this seems to make the CTD's go away, then again perhaps the problem moved on starting a new game so will continue to test for CTD's

To do still:
1) Mergers
2) the rest of the strategic movement costs
3) Decide on how to handle armour pockets (import in old UC graphics and limit users to old system, or just replace them with the equivalent 1.13 pocketed armour everyone is probably used to by now
4) Camo system
- Striker armour will have urban camo trait
- Gillie suit can be worn over most basic armours (to save me work), but the AP penalties will add together (I hope)
5) change the armour values to reflect UC progression
6) Import in graphics for a few critical items: Crepagen, Crepaboots, raw Crepaton, PSO-01 scope, M4/CAR-15 merger items, possibly the UC M4/CAR-15 images (I've got Lisac's M4A1 representing all 9 versions now). I'm trying to get away with keeping this number small, as there are hints of additional items in the works for mainstream 1.13.

Considering:
1) Folding Stock System
- Folded and unfolded will result in different (still to-be-determined) pros/cons
- no stock will just give you cons
- 0 points to detach/reattach; tentatively 3 AP to change state (ND Merger w/base gun still to be tested)
- to make up for the loss of an attachment slot, the G36 family will have the attributes of the inbuilt optics added to the weapon item
- CAR-15 style stocks will not have this treatment as the collapsing/telescoping doesn't entirely get rid ofthe stock (that and the M4's and C7A2 are marketed as having lots of mounting rails)

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Lieutenant

Re: UC-1.13 Hybrid[message #75097] Mon, 09 October 2006 11:56 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
@wil473 - Judge had written some code to expand the Militia Movement window, and also made some changes to cities.xml.

Lesh has the code, but I am uncertain as to whether or not Judge was able to fix the issues he was having with militia and what militia code was to blame, so I'm not quite ready to jump up and merge that code in. If you happen to hear from him, ask him for me and I'll see if I can get that in.

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Master Sergeant

Re: UC-1.13 Hybrid[message #75098] Tue, 10 October 2006 00:13 Go to previous messageGo to next message
rattus is currently offline rattus

 
Messages:33
Registered:March 2003
Wonderbar - I greatly look forward to UC 1.13!

But... The militia movement (especially the patrols) radically changes the game - will patrols be optional - or is there a major rebalancing exercise underway as well?
Thanks

Rattus

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Private 1st Class
Re: UC-1.13 Hybrid[message #75099] Tue, 10 October 2006 00:49 Go to previous messageGo to next message
BulletSix is currently offline BulletSix

 
Messages:44
Registered:October 2005
Location: Germany
patrols are optional already via the ini-file.

And screwing up a game/mod by self-tuning options and/or items is possible anywhere.

p.s. its cool to see you

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Corporal
Re: UC-1.13 Hybrid[message #75101] Tue, 10 October 2006 04:31 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
Looks pretty good. I don't agree with keeping the differences between .223 and 5.56 but that won't stop me from playing. No offense meant.

I found some really weird things happen when you go above 100% on Armours. I currently don't ever have any one piece of armour having more than a 33 value for this reason (I think the points you give it = percentage and I don't want that to ever exceed 100 because of problems I had doing this). If you find that you can exceed 100% either something is different with the way armour is handled now compared to last year or you found a way around this barrier.

Please post what you did if you are able to get a value over 100%.

Good work wil.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75102] Tue, 10 October 2006 05:16 Go to previous messageGo to next message
ShadoWarrior is currently offline ShadoWarrior

 
Messages:245
Registered:January 2006
Location: Twilight Zone
Dan, with the new armor upgrade kits that Lisac added, it's possible to have armor values above 100%.

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Sergeant 1st Class
Re: UC-1.13 Hybrid[message #75103] Tue, 10 October 2006 05:45 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
Good to hear that. This paves the way for cool new possibilities both reality based and otherwise.

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Sergeant Major
Re: UC-1.13 Hybrid[message #75104] Tue, 10 October 2006 06:04 Go to previous messageGo to previous message
Wil473

 
Messages:2808
Registered:September 2004
Location: Canada
Yes, there can be armours above 100%, just not when I'm mucking about with armours.xml it seems. Something broke when I was creating the new xml and I ended up with armour values reading at 1 and 2% when fully clothed. Copying and pasting the original spreadsheet values just broke it even more. Just to save myself some grief, I'm going to have Commando and Striker point at unused armour types from 1.13(Coated and Treated) which approximate where the values should be.

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Lieutenant

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