Home » BIT COMPOSER GAMES » JA:BiA Modding » [MOD] Combat Evolved for Back in Action and Crossfire
[MOD] Combat Evolved for Back in Action and Crossfire[message #305162]
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Fri, 25 May 2012 12:50
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Glitch |
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Messages:64
Registered:April 2012 |
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Combat Evolved is a mod overhaul for the Jagged Alliance - Back in Action game that expands/improves the vanilla game in many ways, from adding items, fixing bugs, increasing difficulty, to restoring some of the soul the Jagged Alliance mercs used to have. To date, except the translations, this continues to be a one-man project so the development might be slow at points, depending on my time, but I'll always try to deliver compatibility patches with the latest game version within 24 hours from release. Other than that, if you feel like contributing in some way, drop me a line.
Added items:
- over 50 weapons (new models, not only description pictures) with stats reworked from scratch, which will result in a change in gameplay and make all weapon types useful;
- 9 new gun attachments, offering more tactical approaches per weapon type;
- 5 new ballistic vest types;
- 11 other uniform/clothing items;
- 13 new ammo types and modifies the stats for all ammo to reflect their real life counterparts;
- 2 new grenade types;
- some more misc/quest items;
Gameplay and difficulty changes:
- A.I.M. and freebie mercs are tweaked/changed (stats/gear/traits) to reflect their actual bios, improve immersion and add a bit of soul;
- Deidranna's soldiers gear and stats changed to offer a better game progression and to look like an actual army;
- Hillbillies stats and gear are changed (mostly for immersion purposes);
- Slight changes to certain vanilla quests;
- New quests (2 for now);
- Enemies amounts and levels in each area to enhance game progression and difficulty;
- Traders inventories and containers contents;
- Custom AI templates to fit the enemy soldier templates (recon, medic, grenadier, sniper, machine gunner, officer - over 20 AI templates). Enemy behaviour will now be varied and will involve better tactics;
- Increased number of templates for enemy soldiers (around 40) and hillbillies (7) allowing for greater variation in gear, tactics and looks;
- Medical skill and items (bandages don't heal hp anymore, canteens now restore energy, not hp, syringes can now be found in limited amounts) changed to encourage hiring of mercs with high medical skill;
- Modified militia stats, gear and given them concealable ballistic vests to make them more useful overall;
Changes to stealth:
- Ever cursed when your stealthy merc sneaks to the door and then he/she just kicks the s**t out of the door raising alarm in a 100y radius? Well, no more! Door opening is stealthy by default (includes sounds and animations to fit);
- Running is now noisy, as it should be, you can't run at full speed towards an enemy without being heard; on the other hand, crouching and crawling are slightly stealthier now;
- Silencers have a greater impact on stealth approach;
Fixes to the vanilla game:
- a lot of typos/description issues in the vanilla game;
- some attachment points for vanilla weapons;
- wrong ammo type for some vanilla weapons;
- wrong coordinates for some vanilla item icons;
- a bug where not all the hillbillies would spawn at farms;
And last but not least, a slick new interface, MrRaven's [url:http://boards.jaggedalliance.com/index.php?/topic/1710-mod-az-gui-new-equipment-icons-pictures/][color:#0000FF]Az GUI[/color][/url]
[color:#8B0000]== Teaser screenshots ==[/color]
[color:#8B0000]== Weapons ==[/color]
Toggle Spoiler- AAC Honey Badger PDW
- SV-98
- AR-57
- M1A SOCOM 16
- AS Val
- Kel-Tec RFB
- Magpul PDR
- CZ 52
- Browning BAR Mk II
- Browning 1919A6
- HK 416
- KAC PDW
- Puma .357 Magnum
- HK G28
- FAMAE SAF
- ST Kinetics CPW
- SVDS Dragunov
- AEK-919 K
- PKP Pecheneg
- PK Machine Gun
- Rheinmetall MG3
- VBR PDW 7.92
- Mossberg 590A1
- Diemaco C7A2
- IMI Galil AR
- A-91
- Steyr Scout
- Walther P99
- Bushmaster M4A3
- Makarov PM
- Barrett M468
- KA-BAR Combat Knife
- Beretta ARX-160
- Ithaca 37 Stakeout
- VSSK Vychlop
- PP-19 Bizon
- PPSh-41
- Mosin-Nagant M59
- AK-74
- OSV-96
- Skorpion vz. 82
- SPAS-12
- baseball bat
- PP-91 KEDR
- Milkor MGL Mk. 1
- IMI Uzi
- AEK-972
- SR-1 Vector
- SR-2 Veresk
- Glock 20
- Colt Delta Elite
[color:#8B0000]== Weapon attachments ==[/color]
Toggle Spoiler- Sights set
- Grip kit
- Laser sight
- Rifle suppressor
- Folding stock
- Gen II sights system
- Sniper scope Mk II
- PSO-3 Scope
- Rifle sling
[color:#8B0000]== Armors and clothing ==[/color]
Toggle Spoiler- Dyneema vest
- SWAT Vest
- Concealable ballistic vest
- Combat Medic Vest
- Dragonskin Body Armor
- Medic uniform
- CQB uniform
- Medic helmet
- Trooper helmet
- Blackhawk HPFU Pants
- Blackhawk HPFU Jacket
- Neoprene mask - black skull face
- Short jeans
- Black jeans
- Leather jacket - brown
- Leather jacket - black
[color:#8B0000]== Misc items ==[/color]
[color:#8B0000]== Installation ==[/color]
1. By default, the mod uses Az GUI icons and pictures and the difficulty is set to normal. To install the mod with the default options simply extract the contents of the archive to the game folder.
2. To play the mod on easy difficulty, AFTER installing the default mod (see 1), extract the content of the CE-Easy.zip to the game folder (archive will be found in the game folder).
3. To play the mod with the vanilla-like icons and pictures, go to \bin_win32\textures\interface and delete all the file whose names begin with ui_equipment_. After that, extract the content of the CE-Vanilla-Icons.zip to the game folder (archive will be found in the game folder).
A FAIR WARNING: easy difficulty affects the amount of noise your mercs are doing when performing actions, the amount and levels of the enemies defending the sectors, the accuracy of the enemy soldiers and the hiring price of your mercs. It is recommended that you first try the normal mode and only if that is too difficult for you, install the easy mode. Starting a new game is highly advisable after installing the easy difficulty.
[color:#8B0000]== Requirements ==[/color]
The mod is compatible with game versions 1.13e to 1.13g. Using any other game version will most likely result in crashes and/or unstable behaviour.
[color:#8B0000]== Known issues ==[/color]
- all the handgun attachments will change the firing sound to suppressed (can't be fixed by mods yet).
- the weapons with built-in silencer are not actually silenced (can't be fixed by mods yet).
[color:#8B0000]== Compatibility ==[/color]
Given the fact that I ended up modifying quite a lot of files, there is most likely no direct compatibility with mods that alter config files. If there is enough interest in a certain combination of mods, most likely we'll be willing to make them compatible.
[color:#8B0000]== Changelog ==[/color]
Toggle Spoiler
v1.07.300812
- added new weapons: PP-91 KEDR, Milkor MGL Mk. 1, IMI Uzi, AEK-972, SR-1 Vector, SR-2 Veresk, Glock 20 and Colt Delta Elite;
- added new clothing/armors: Dragonskin body armor, Blackhawk HPFU pants and Blackhawk HPFU jacket;
- added new weapon attachments: PSO-3 scope and rifle sling;
- added new HP/energy restoring items: painkillers, energy drink and caffeine pills;
- changed mechanics for ARs and MGs;
- entirely reworked merc prices and tweaked stats based on a brand-new formula that considers each stat's utility in BiA;
- changed some enemy soldier loadouts;
- removed weapon and attachment types from the items descriptions for all locales;
- added type icon for attachments;
- sector loot continues, I hope it'll be done in the next version. Now, also the loot is slightly less abundant, it is more useful overall, which keeps it balanced but neater;
- traders shops almost 100% done, the progression should follow a decent curve now;
- added voices for hiring dialogs for M.E.R.C. is back mod mercs;
- added an easy mod option;
- added an option to use vanilla icons;
- fixed some misleading dialogs in some quests;
- lotsa other small things that I forgot to write down when doing them;
v1.06.60812
- included zero's M.E.R.C. is back with his permission. Many thanks, again;
- changed new mercs portraits, gear, stats and looks to fit CE;
- fixed an issue where the additional info was not displayed in the right textbox for the new mercs;
- decreased range for 7.62 NATO chambered ARs and rebalanced stats accordingly;
- tweaked accuracy and durability for some weapons;
- increased range for 5.45 chambered ARs;
- tweaked some stats for sniper rifles;
- changed syringe medical requirement to 0 as it should've been (thanks Gen. Drax);
- modified some merc stats;
- added icons in weapon picture for weapon types and removed weapon type from text descriptions;
- added 7 new weapons (PPSh-41, Mosin-Nagant M59, AK-74, OSV-96, Skorpion vz. 82, SPAS-12 and baseball bat)
- changed loadout for some enemy soldiers;
- rebalanced the numbers and levels of enemies in some sectors;
- rebalanced some mercs;
- modified loot sectors and trader inventories (this is spreading across several versions);
- modified a few dialogues for immersion purposes;
- made Deidranna slightly more difficulty and slightly more paranoid;
- fixed Blood not being able to use his medkit (thanks reVurt);
- fixed Steyr Scout magazine size (thanks reVurt);
- fixed AKS-74U attachment point (thanks Specter);
- fixed a problem with the Neoprene skull mask textures - this time for real! no joke! (thanks Aemun and Guy);
- fixed Nightblind and Night Ops tooltips (thanks Specter);
- fixed a loading screen tip about CQB (thanks Blondy);
- fixed the flat cap not having a name and description (thanks Landwalker);
- removed laser sight light ray;
Note: If you have a vanilla savegame, a new game is highly advisable since there are too many changes that won't take effect and unwanted behaviour might occur. If you have a 1.05/1.05b CE mod savegame, it should be compatible, except for the fact that things like stats for the already hired mercs and content for the already looted containers won't come in effect. Also, if you have a 1.05/1.05b CE mod savegame avoid trying to hire the new mercs. The game will crash to desktop.
v1.05b
- fixed a problem with the Neoprene skull mask textures;
- fixed attachment point for Automag III;
- added names and descriptions for 2 new quest items, round glasses and round sunglasses;
- fixed Dyneema Vest price;
v1.05
- added compatibility with game version 1.13e;
- added quest Key to your dreams;
- added quest Damn you, Romeo!;
- reworked from scratch containers content from sectors (Drassen airport, Drassen city, Water pump, Road block #1, Cambria mine so far);
- rebalanced Vicki from A.I.M.;
v1.04
- added a new weapon (PP-19 Bizon);
- added german translation;
- improved spanish translation;
- fixed some loading screen tips that were in german;
- tweaked a few mercs;
- Tony's and Jessie's shop inventories in San Mona reworked (as a side note, Jessie resupplies the uniforms on an hourly basis for all of you theme freaks out there);
- changed most of the remaining shopkeepers inventories;
v1.03d
- added compatibility with 1.13c game patch;
v1.03c
- fixed a problem with Ka-Bar Knife's resource id that crashed the game when a character equipped it;
- fixed Bobby Ray's page not becoming active after talking to Pablo;
v1.03b
- added compatibility with the latest Steam patch (1.13b)
- started a full revamp of ingame containers, npcs and preparing the grounds for the addition of some new quests;
v1.03
- decreased the AK-47 price by 1,000 for the purpose of making the start slightly easier;
- increased the L85A2 accuracy in all the stances;
- slightly decreased M4's accuracy;
- increased 12 gauge's penetration value and price;
- changed descriptions for traits (thanks to luppolo for compiling [url:http://boards.jaggedalliance.com/index.php?/topic/982-wip-traits-list/][color:#0000FF]the trait list[/color][/url] and to Gonzo and Silveressa for the thorough testing and contribution);
- walking/running now generates more noise;
- door opening is now stealthy by default (changed perception value, sounds and anims, so it should not be immersion-breaking) - need feedback on this because I'm not sure i got to test all the possible variations;
- tweaked/changed some items icons and pictures;
- included Az GUI with MrRaven's permission;
- reworked all items icons and pictures accordingly to fit Az GUI;
- probably some other stuff that I forgot about;
v1.02
- fixed 9x18mm Makarov using the wrong picture as reported by DaBoss;
- fixed M16A4's name (thanks Marv);
- fixed Rheinmetall MG3's range and HK53's classification, thank you pat;
- Fixed the wrong ammo on Cliff, Sidney and Ivan's inventory as pointed out by pat;
- fixed the muzzle break typo in DSR-1 description reported by daedalusxxi;
- slightly increased the armor penetration and price of 12 gauge to make shotguns useful until the end of the game as indrid suggested;
- Added descriptions for the shemagh scarves;
- Recalculated TEC-9's RPM;
- Reworked some icons;
- added hruza's icons&pictures for vanilla ammunition;
- added 2 new weapons;
- reworked the rednecks from the farms, added 3 more templates, fixed a vanilla error where not all were spawned;
- added loading screen tips;
- reworked all weapon models but 2 (now they shouldn't have different silhouettes while paused either);
- added model for laser sight;
- fixed attachment points for all added weapons;
- added localizations: ESP (by daedalusxxi), ITA (by Calippo) and FR (emmanuuel) (still need someone to help with GER);
- tweaked enemy soldiers a bit more, changed some templates;
- changed the medical items so that medics are more useful (and removed syringes from Bobby Ray's shop);
- modified some of the traders inventories and some of the containers throughout the maps.
v1.01
[list]
[*]Changed SPAS-12 description type to Shotgun (thanks Indrid);
[*]Added descriptions for 9A-91 and CZ Scorpion EVO III (thanks Indrid);
[*]Fixed a typo that added a KRISS to Scope's starting gear because I used AddItem instead of Attachment by mistake (thanks motorizer);
[color:#8B0000]== Credits ==[/color]
First of all, a huge thanks to sbobovyc for his tools, without those none of this would be possible.
Kevin MacLeod from http://incompetech.com for Junkyard Tribe (main menu song).
Thanks to MrRaven for [url:http://boards.jaggedalliance.com/index.php?/topic/1710-mod-az-gui-new-equipment-icons-pictures/]his great UI mod[/url] and for allowing me to make it a part of CE and modifying where needed.
Credits to zero for his [url:http://boards.jaggedalliance.com/index.php?/topic/1793-mod-merc-is-back/]M.E.R.C. is back[/url] mod and thanks for his permission to include it in CE.
I particularly want to thank daedalusxxi for the spanish localization, Calippo for the italian one, DaBoss for the german translation and emmanuuel for the (groovy!?) french localization.
Thanks to Confus for the initial brainstorming, the nudge that I needed to get things moving and some weapons descriptions.
Credits to the JA2 1.13 team for some weapons descriptions that I shamelessly ripped.
Credits to SirTech for the mugshots.
My girlfriend for not busting my balls while I was doing this the last weeks and even for assisting me with some data checking.
[color:#8B0000]AAAAAAAAAAAAAAND...[/color]
.. last but not least, I do not consider this project closed or final in any way. I'll keep adding stuff and improving it at a steady pace. Hopefully now that there's something to show for, more modders may be interested in working together to take JA: BiA one step closer to JA2 1.13. With Stan's priceless contribution and his tools the game becomes more and more moddable by the day, so, while we're a huge way from JA2 still, BiA is starting to show some potential.
If you feel like supporting this mod (which is in no way mandatory but is really appreciated due to the fact that JA: BiA modding tends to eat up my time in which I could be otherwise productive ) you can [url:https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=36P89QZ9B3L2Q]donate through PayPal[/url].
[url:http://bit.ly/12LaRzI][color:#0000FF]Download CE v1.07.300812 (49.4 Mb)[/color][/url]
and for Jagged Alliance: Crossfire
[url:http://bit.ly/15k7yk6][color:#FF00FF]Download CE for Crossfire v1.00.10912[/color][/url]
Military base crash patch is included in the Crossfire mod.
[Updated on: Fri, 05 July 2013 16:35] by Moderator Report message to a moderator
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[MOD] Combat Evolved for Back in Action and Crossfire
By: Glitch on Fri, 25 May 2012 12:50
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Re: [MOD] Combat Evolved
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Re: [MOD] Combat Evolved
By: Glitch on Sat, 26 May 2012 15:59
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By: Glitch on Wed, 06 June 2012 23:33
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Re: [MOD] Combat Evolved
By: Glitch on Thu, 07 June 2012 17:46
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By: Glitch on Sun, 10 June 2012 15:50
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By: Glitch on Tue, 12 June 2012 11:08
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By: Glitch on Mon, 18 June 2012 09:52
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By: Glitch on Sat, 23 June 2012 20:06
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By: Glitch on Sun, 24 June 2012 13:53
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By: Burns on Tue, 26 June 2012 01:44
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By: Glitch on Fri, 13 July 2012 14:30
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By: Glitch on Fri, 20 July 2012 17:05
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By: Glitch on Sat, 21 July 2012 12:30
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By: Glitch on Sun, 22 July 2012 09:28
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By: Glitch on Tue, 24 July 2012 21:08
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By: reVurt on Fri, 27 July 2012 15:38
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By: Specter on Sun, 29 July 2012 20:55
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By: reVurt on Mon, 30 July 2012 06:09
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By: Glitch on Mon, 30 July 2012 16:07
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By: Glitch on Mon, 30 July 2012 17:42
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By: Glitch on Tue, 31 July 2012 08:37
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By: Glitch on Tue, 31 July 2012 14:29
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By: reVurt on Tue, 31 July 2012 16:43
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By: Glitch on Tue, 31 July 2012 18:01
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By: Specter on Sun, 05 August 2012 16:38
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By: Glitch on Sun, 05 August 2012 20:27
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By: Glitch on Mon, 06 August 2012 10:22
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By: Glitch on Wed, 08 August 2012 08:25
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By: flagneau on Wed, 08 August 2012 19:10
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By: Specter on Wed, 08 August 2012 20:12
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By: Glitch on Thu, 30 August 2012 22:01
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By: Glitch on Sat, 01 September 2012 22:08
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By: Glitch on Wed, 05 September 2012 08:45
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By: tuxrouge on Mon, 10 September 2012 18:48
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By: Glitch on Tue, 11 September 2012 08:03
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Re: [MOD] Combat Evolved for Back in Action and Crossfire
By: buggy on Mon, 29 October 2012 15:50
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Re: [MOD] Combat Evolved for Back in Action and Crossfire
By: yupper on Tue, 30 October 2012 01:33
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By: TWJunky on Sun, 04 November 2012 14:22
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By: Rathiel on Tue, 06 November 2012 12:06
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By: yupper on Wed, 07 November 2012 00:04
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By: TWJunky on Thu, 08 November 2012 00:35
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By: yupper on Thu, 08 November 2012 01:42
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By: yupper on Fri, 09 November 2012 00:17
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By: Kapnah on Fri, 09 November 2012 23:10
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By: yupper on Fri, 09 November 2012 23:53
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By: Kapnah on Sat, 10 November 2012 00:36
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Re: [MOD] Combat Evolved
By: GASK3T on Tue, 13 November 2012 00:03
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By: yupper on Tue, 13 November 2012 02:49
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By: GASK3T on Tue, 13 November 2012 03:09
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By: GASK3T on Fri, 16 November 2012 02:02
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Re: [MOD] Combat Evolved for Back in Action and Crossfire
By: Rev1 on Sat, 17 November 2012 02:12
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By: Rev1 on Sat, 17 November 2012 04:58
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By: yupper on Sat, 17 November 2012 16:43
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By: Rev1 on Wed, 28 November 2012 00:21
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By: Rev1 on Wed, 28 November 2012 01:46
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By: Rev1 on Wed, 28 November 2012 02:04
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By: Rev1 on Wed, 28 November 2012 02:23
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By: Rev1 on Sat, 01 December 2012 01:00
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Re: [MOD] Combat Evolved
By: Mattibp on Fri, 14 December 2012 04:37
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