Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » ArulcoVacations v12 BETA (AV v12 BETA Discussion/Bug Reports)
Re: ArulcoVacations v12 BETA[message #363254 is a reply to message #363178] Sun, 16 May 2021 15:32 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
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Also "Screw" M1 doesn't appear either.

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Sergeant
Re: ArulcoVacations v12 BETA[message #363507 is a reply to message #363254] Mon, 12 July 2021 19:38 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
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Hello! Have you anything to share for Fatima (<uiIndex>101</uiIndex>)? Any piece of the asset is welcome, but what I need the most is working "101.npc". Other stuff I can do myself.
Precisely I need her recruited after taking Drassen Food quest so the other rebels are accessed too.
Alternately it may be enough to get me working GUI-Scripter like NPC_Editor_BigMaps. NPC_Editor_BigMaps is nice but it does not support current AV.

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Corporal 1st Class
Re: ArulcoVacations v12 BETA[message #363508 is a reply to message #363507] Mon, 12 July 2021 20:21 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I am not sure what you are asking. The Map Editor for r7609 works for AV. NPC-Scripter works in AV.

You do not need to recruit Fatima to recruit the rebels. I've tried to make Fatima recruitable but she resists, and I haven't found out why. Recruiting the rebels is done the same in AV as in 7609.

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Re: ArulcoVacations v12 BETA[message #363509 is a reply to message #363508] Mon, 12 July 2021 21:32 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
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edmortimer wrote on Mon, 12 July 2021 20:21
NPC-Scripter works in AV.
Can you share the tool you use or give me a link to original distribution package. I'll give it another try!
edmortimer wrote on Mon, 12 July 2021 20:21
I've tried to make Fatima recruitable but she resists, and I haven't found out why.
The reason for this may be your tool still does not have full support for AV/other mods in general! Still I'll give it another try!
I WANT FATIMA first of all! But driving her alone or meshed with some inappropriate people would be such melancholy if not delirium... I could recruit her with Perko-Script (renaming 74.npc to 101.npc) so yes IT IS POSSIBLE!!! BUT... As result I will never get to Drassen Food quest AND will NOT hire the priest - NO WAY!!! Wait... I can do Perko-Trick for him aaarrrggg... nooo... I want full rebel squad! Don't forget! (that's I'm already going crazy & talk to myself...) confused
If your tool will not help and nobody show up with competent assistance I do Perko-Trick for AAAAALLL of them I swear! SO DESPERATE I am now!!! Bang head more

Thank You for Help!!!

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Re: ArulcoVacations v12 BETA[message #363520 is a reply to message #363509] Sat, 17 July 2021 11:31 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
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edmortimer wrote on Mon, 15 February 2021 01:59
I refreshed the full AV-12-BETA with both the Bobby Ray Patch and the Sector N3 Patch. Also included various smaller fixes and a new sector (N2). There were some backup files included by mistake in the first full BETA, and so this refresh is smaller in size. It also does not include Sevenfm's +AI executable, please download the latest version from the link in his forum signature. Here is the May 5th AV-12-BETA-REFRESH.7z (955 MB).
Is that the most updated version? Or it's outdated one? I see Pops's broken inventory. That suggests I got wrong version because you fixed Pops's inventory already, right?
https://freeimage.host/i/TpZlmQ
https://freeimage.host/i/TpZAB9
Ruiz has Barry 4 times buddy & 6 times hated (probably taken from a mod to weird JA2 version).
Pops&Turtle have unbelievable stats. Didn't check how it works yet. I understand it is to keep tradition to JA1, but many things were changed to make JA2 improve over JA1. Personally I like JA1 better for the part that most mercenaries have no godlike physical stats but the case above does just to excess! With so much agility they'd just never catch an aircraft to Arulco without help of a nurse...

edmortimer wrote on Thu, 25 March 2021 15:29
Thanks. I'll fix that . . . again. I wish i knew what resets those teleport grids because I have fixed that multiple times and it reappears.
an excerpt from "JA2 113 EDITOR" manual:
"Before reading further, NOTE, that you must set the tile number in the map you want to
go to BEFORE placing the exit grid (red cross). Place at least TWO of the exit grid
crosses next to each other and make sure that the destination tile (grid number) has at
least 6 FREE tiles around it."

has at least 6 FREE tiles around it... Well I doubt it's that simple, think it's much much complex than this! What is really true setting destination tile is very problematic. So the only way to deal with this is to make a list of sectors with destination tiles and avoid editing them so much as possible. Every time you edit such sectors you risk to reset destination tiles. Heh that's definitely one of the most annoying "features" the EDITOR has!!!
Presumably after making changes to sectors having destination tiles good practice might be to re-launch EDITOR and load&check all sectors that refer to these destination tiles.
These advices can easily be idiotic ideas though. I have no experience at map editing yet...
P.S. You were right this NPC_Editor_BigMaps works and is the only usable tool that exists I suspect. It's just JA2's still too hard-coded and Fatima quest is far from the simple ones I guess...
I couldn't get how the teleport-to-basement tile is created by scripts so I have to do it brute force way (in EDITOR). Surprisingly enough I made Fatima recruitable without ruining related quests. I'll need to do more testing and then give feedback.

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Re: ArulcoVacations v12 BETA[message #363521 is a reply to message #363520] Sat, 17 July 2021 13:34 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I refreshed the full AV-12-BETA with both the Bobby Ray Patch and the Sector N3 Patch. Also included various smaller fixes and a new sector (N2). There were some backup files included by mistake in the first full BETA, and so this refresh is smaller in size. It also does not include Sevenfm's +AI executable, please download the latest version from the link in his forum signature. Here is the May 5th AV-12-BETA-REFRESH.7z (955 MB).

Is that the most updated version? Or it's outdated one? I see Pops's broken inventory. That suggests I got wrong version because you fixed Pops's inventory already, right?

The BETA is finished. You must have missed the release announcement. The most recent version is available here. It is not save game compatible with the BETA.

Regarding the teleport map coordinates - I wish the coordinates could be checked but they can't because the editor doesn't return the values of the grid coordinates when queried. Instead, when queried it writes whatever values (the default 0,0 usually) there are into the grid points. So, there's no way to check except to run the map in-game.

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Sergeant Major
Re: ArulcoVacations v12 BETA[message #363522 is a reply to message #363509] Sat, 17 July 2021 13:42 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
NPC-Scripter works in AV.

Can you share the tool you use or give me a link to original distribution package. I'll give it another try!

You will find a treasure trove of Jagged Alliance stuff here. Go to JA2, then Modding_Tools and scroll down to NPC_Scripter_RU.zip. Yes, it's in Russian - so you will probably understand the tool better than I do! ;-)

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Re: ArulcoVacations v12 BETA[message #363575 is a reply to message #363522] Sun, 08 August 2021 15:38 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
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Didn't notice something you talk about. Can be you omitted something important? Do you realize:
1) If you want to check a destination tile - you right click on them. You can also right click respective button to jump to one of existing ones (" The button that displays the graphic with the red dots").
2) If you want to set a destination tile - you left click on them. I repeat the excerpt once again: " NOTE, that you must set the tile number in the map you want to go to BEFORE placing the exit grid (red cross)."

This question is for Seven most probably. His exe removes Loadscreens, not only external, even vanilla. Right now there are only two: "LS_HELI" for the time when no sector is loaded and "LS_DayGeneric" for all sectors. I wonder what are plans for Loadscreens. I don't like much the way they are set up originally. I'd prefer to have a folder where I batch dump pix and they are chosen randomly for loading without any tie to some particular sector - any pic for any sec.
The other thing welcome is support for jpeg. Even if it is not possible to handle them directly is there a chance to insert some kind of converter? Which converts e.g. above mentioned random jpeg to png inside game-engine. That'd require only one temp png, exactly that png which is always loaded.

Another one for Seven. I tried to add BattleSNDS for 2 IMPs with Martial Arts:
192_CHOP1.wav
192_CHOP2.wav
192_CHOP3.wav
&
194_CHOP1.WAV
194_CHOP2.WAV
194_CHOP3.WAV
They don't want to work! These chops sounds are hardcoded for Dr. Q. Huaong & some other Martial Artists only? Can you implement them for all? Would be funny to have them for enemy too!
Are praises/complains sounds (for added 3-5 buddies/hated) implemented yet? Can you implement them too?

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Re: ArulcoVacations v12 BETA[message #363576 is a reply to message #363575] Sun, 08 August 2021 15:58 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
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OK I now have release version. Where do you want feedback?
https://freeimage.host/i/RzcSzQ

I may be don't understand something... C6 sector seems to have serious design errors around Maria Quest. Gangsters just walk like obsessed through Angel shop and one of them just stand gazing vacantly inside the shop nearly ever! Angel himself rambles near the shop.
Did you test this quest with this map?
Did you force no evading gangsters encounter for Maria Quest on purpose?

<ITEM>
<uiIndex>1116</uiIndex>
<szItemName>kbk Mini-Beryl wz.96</szItemName>
<szLongItemName>kbk Mini-Beryl wz.96</szLongItemName>
<PRONE_MODIFIERS>
<PercentCounterForceAccuracy>*11</PercentCounterForceAccuracy>
</PRONE_MODIFIERS>
</ITEM>

This error prevents XmlEditor from launching. Like many other entries XmlEditor complains about but does not give details so I can't track them. If someone has latest AV-database for XmlEditor clean from these errors please share.

<ITEM>
<uiIndex>1626</uiIndex>
<szItemName>Stun Gun</szItemName>
<szLongItemName>Stun Gun</szLongItemName>
<ItemFlag>16384</ItemFlag>
<ItemFlag>1048576</ItemFlag>

</ITEM>

Stun Gun has 2 ItemFlag entries: "cov ops" & "taser". But that's not working. The game can handle only 1 ItemFlag per item. Still you can have both ItemFlags. It is done by primitive addition 1048576 + 16384 = 1064960. So the entry needed:
<ItemFlag>1064960</ItemFlag>

Somebody has problems with trade to merchants (ALL MERCHANTS)? Only merk inventory pops up like pressing "give".


You should add this line to "Ja2_Settings.INI" and set it to FALSE by default because it is very glitchy. Tactical screen jumps like crazy and gets stuck constantly...
https://freeimage.host/i/RzcUXV

[Updated on: Sun, 08 August 2021 16:02]

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Re: ArulcoVacations v12 BETA[message #363577 is a reply to message #363576] Sun, 08 August 2021 17:00 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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The XML Editor cannot be used for any current mod of JA2.

If at any time it launched successfully it most probably corrupted the files.

Regarding Sector C6 - I don't have any enemy placed in or around Angel's shop. The enemy do walk around, and some have the shop within their range. If I place the enemies so they never come close to the shop then there is no danger in the completing the quest.

Just in case, make sure you are using my Sector C6 map, and the VFS Config file does not have another map folder in higher priority.

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Re: ArulcoVacations v12 BETA[message #363578 is a reply to message #363576] Sun, 08 August 2021 17:03 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Stun Gun has 2 ItemFlag entries: "cov ops" & "taser". But that's not working. The game can handle only 1 ItemFlag per item. Still you can have both ItemFlags. It is done by primitive addition 1048576 + 16384 = 1064960. So the entry needed:
<ItemFlag>1064960</ItemFlag>
Thank you. I'll fix that.

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Re: ArulcoVacations v12 BETA[message #363957 is a reply to message #363578] Tue, 09 November 2021 12:31 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
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There is bug with stogie bazooka,after every battle you can find in sectory explosive rockets ammo for bazooka,this out of reach for you,it have grey background,canont be pick up. Quantity of this ammo raise over time...

7679 build on 21888 data files using latest av12 relase & exetuable fire for mod

edit:now i have 8 rockets for bazooka for free.. they can be pick-up after some time

[Updated on: Tue, 09 November 2021 14:55]




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Re: ArulcoVacations v12 BETA[message #363958 is a reply to message #363957] Tue, 09 November 2021 22:31 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

There is bug with stogie bazooka,after every battle you can find in sectory explosive rockets ammo for bazooka,this out of reach for you,it have grey background,canont be pick up. Quantity of this ammo raise over time...

7679 build on 21888 data files using latest av12 relase & exetuable fire for mod

edit:now i have 8 rockets for bazooka for free.. they can be pick-up after some time

I'll look into it. Just for my info - why 2188 data files? At the moment I don't remember what the standard r7609 data files are designated.

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Sergeant Major
Re: ArulcoVacations v12 BETA[message #363959 is a reply to message #363958] Tue, 09 November 2021 23:23 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
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it is a unstable sci 7679.exe data 2188,[year of relase this sci is 2014]same work great for arulco vacation 1.11
My oldest sci in my colection,i canont find older online



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Re: ArulcoVacations v12 BETA[message #363960 is a reply to message #363958] Wed, 10 November 2021 05:14 Go to previous messageGo to next message
Deleted.

 
Messages:2690
Registered:December 2012
Location: Russian Federation
Looking at svn gamedir for stable 2014 release, actual version is r2577:
https://ja2svn.mooo.com/source/ja2_v1.13_data/branches/ja2_data_official_2014



Left this community.

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Lieutenant

Re: ArulcoVacations v12 BETA[message #363961 is a reply to message #363960] Wed, 10 November 2021 07:38 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
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ok thank you for info


caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Re: ArulcoVacations v12 BETA[message #363962 is a reply to message #363961] Wed, 10 November 2021 17:26 Go to previous messageGo to next message
Kitty

 
Messages:339
Registered:October 2017
Location: Germany
I've assembled an 7609-SCI. Can be found at 7609-SCI (g2577)


How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: ArulcoVacations v12 BETA[message #363963 is a reply to message #363962] Wed, 10 November 2021 22:55 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
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i now have instaled ja2 av 1.12 from your sci ...


caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Re: ArulcoVacations v12 BETA[message #363970 is a reply to message #363963] Fri, 12 November 2021 11:20 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1154
Registered:September 2006
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some single stacked guns[pistols] have problem deep inside i make order[quantity of four pieces in package] for them,but after shipment recive at have only piece from each type from my order,some double stacke .380 piston dont ejetct magazine if they are loaded manualy from player


caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Re: ArulcoVacations v12 BETA[message #364175 is a reply to message #363970] Sat, 15 January 2022 12:51 Go to previous messageGo to next message
Fan is currently offline Fan

 
Messages:204
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Hallo in 2022,

I' m playing for a few days vers. 12 and I must say - in German: Stress! Even by playing NOVICE. And you know: I' m playing AV not for the first time.
I have no time to train militia. Every time I have attacks.
Then the mail "Confuse" is coming. I have to attack another town. I won D 15 and till I had 5 of militia there are 3 attacks till yet.

I found Skyrider, I recruited Doreen, I spoke with father, I won D 15. And the loyalty is 0 % (in green) in Drassen! What's the matter with Drassen?

Thank you for a resolution of this problrm


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Re: ArulcoVacations v12 BETA[message #364178 is a reply to message #364175] Sat, 15 January 2022 14:32 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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The beginning game in AV is much more difficult than other mods. You may have to abandon your normal plans and take to the hills to fight hit and run raids until you can take the town.

Basically, there are a lot of patrols in the north cleaning up the rebel remnants. You have to deal with the patrols first -- not the town (except Omerta, of course). The enemy will attempt to retake Omerta more than once - and if they occupy a part of Omerta you cannot train militia anywhere. The beginning game is very tough in AV because that is the part of the game that I like the best. I have designed the beginning game to disrupt the normal turn of events and force the player to adapt. It's my futile attempt to put something new into the game we've played for over 20 years.

I didn't like the idea that you could ignore the Queen's army in the beginning, and just waltz over to any city you wanted and take it without trouble. Only the massive counterattack was any trouble. So i made it more difficult. The Queen's army has to be dealt with (just like Miguel says for the food quest) before you can waltz around the countryside at will.


Edit: Also, be patiant. Watch the patrols, and pick your time to attack them. I've included a rebel scouting facility in sector A12 that will help you see the enemy patrols. There's also a cache of weapons to be found in sector B14 that can aid you in the beginning. And there's Manuel to recruit in sector B4. Hamous can also appear in the north.

[Updated on: Sat, 15 January 2022 22:47]

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Re: ArulcoVacations v12 BETA[message #364219 is a reply to message #364178] Wed, 19 January 2022 12:36 Go to previous messageGo to next message
Fan is currently offline Fan

 
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@edmortimer,

thank you for your quick reply.
I like your work. A great "but":

I began a new game and I had learned: I must free a land with pistols against "roboters" with automatical weapons, look at the sector-inventory after a fight. Very realistic. But I have this understanding for the first time after so many years by playing Ja2. It's extremely.

I think I have some pleasure by playing Ja2 from the very beginning: Not in real time, fighting one after another sector, without cheat.

And I wonder: I'm alone with this understanding by now in this mod-vers.. Great mistery for me. suprised

[Updated on: Wed, 19 January 2022 14:41]

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Re: ArulcoVacations v12 BETA[message #364220 is a reply to message #364219] Wed, 19 January 2022 16:20 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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In AV you get full loadouts, very few hirable characters have only pistols, and every barely conbat trained merc comes with more than pistols . . . there are even LMGs, grenade launchers, and a bazooka available to you if you hire the right character.

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Re: ArulcoVacations v12 BETA[message #364551 is a reply to message #364220] Mon, 04 April 2022 02:35 Go to previous messageGo to next message
Spinasso is currently offline Spinasso

 
Messages:7
Registered:May 2017
Hey Ed!

First of all, this is a great mod. Kudos for all the work you have been putting on!

I have a problem with the weapons vision distance. It doesnt matter if I change sights (with the ".") while aiming, the vision distance is no further than the one using the iron sights (No more than 20 tiles).
No matter if I change to the laser or the scope x8/x10. It happens on all the weapons. When I change from iron sights to scope the vision distance only narrows, nothing more.
I have this problem with the "ja2_7609en+AI_r2037. exe". If I play the "Ja2. exe" that's fixed. However, the point isn't playing the "Ja2. exe"...

How can I fix that? It´s frustrating because it turns all my weapon sight's attachments useless.

I tried loading a saved game from "ja2_7609en+AI_r2037. exe" to "Ja2. exe". It fixes the problem, but almost all my mercs camo percentage goes to 0.

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Re: ArulcoVacations v12 BETA[message #364552 is a reply to message #364551] Mon, 04 April 2022 03:01 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
If I play the "Ja2. exe" that's fixed.
Unfortunately that sounds like a coding issue, and that is beyond me. Possibly it can be something Sevenfm changed in the code recently that affected my XML changes, but that is a slim chance. I'll root around and see if I can find anything.

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Re: ArulcoVacations v12 BETA[message #364631 is a reply to message #364551] Sat, 07 May 2022 13:24 Go to previous messageGo to next message
UBAH is currently offline UBAH

 
Messages:25
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"I have a problem with the weapons vision distance. It doesnt matter if I change sights (with the ".") while aiming, the vision distance is no further than the one using the iron sights"

It is not bug, it is a feature of sevenfm version. You can see through the scope and binoculars only tiny bit (literally about 6-8 tiles) of map, approximately circular in shape. You can do this by pressing L once more after the gun is pointed towards some tile outside of seeing range. That's the realism in sevenfms mind - you have to select which tile you want to see through the scope/binocular. Results can be checked by turning on merc vision zones display

[Updated on: Sat, 07 May 2022 19:30]

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Re: ArulcoVacations v12 BETA[message #364633 is a reply to message #364551] Sat, 07 May 2022 19:29 Go to previous message
UBAH is currently offline UBAH

 
Messages:25
Registered:October 2007
Spinasso wrote on Mon, 04 April 2022 02:35
Hey Ed!

I have a problem with the weapons vision distance. It doesnt matter if I change sights (with the ".") while aiming, the vision distance is no further than the one using the iron sights (No more than 20 tiles).

sample how does this works with binocular
/index.php?t=getfile&id=350&private=0

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