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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
Posted by/on
Question/AnswerMake Oldest Up Sort by Ascending
  09:31:25  22 July 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
07/22/2009 13:02:51
Messages: 1868

---QUOTATION---
It's normal - by default only the currently equipped weapon in each slot is dropped on an NPC's death, and the silenced AKS-74U and a shotgun would both occupy the primary slot. NPCs default to equipping shotguns over assault rifles when not in combat.
---END QUOTATION---



Cool. I'll have to use ZRP's spawning feature to spawn one. I just need to work out what it is called - there are a number of AK variants, and unique.ltx does not list the 'plain english' name of the weapon (ie fast firing ak). If anyone knows for sure the name of it, please let me know (is it wpn_ak74_m1?).


---QUOTATION---

That would be use_single_item_rule in m_stalker.ltx

---END QUOTATION---



Yeah, that is the one. Thanks.


---QUOTATION---

I don't think it makes any difference - NPCs seem to reload at random even when using brand new weapons.

---END QUOTATION---



I didn't think it would, I've never seen an NPC have a weapon jam.

Anyway, just some more feedback:

1. There are a couple of items in the debug text file that need clarifying I think NatVac. For example:
-Time explanation. This one I just don't get, I was wondering if it could be worded more simply - what is the diff b/w absolute and relative for example?
-The bit about position saving. One part of the file says that you should make a save wtih Esc P, the other part of the file says that the save is made for you when you use certain Esc D commands (and the bit about Esc P wasn't entirely clear to me either, could it be simplified down a bit as well?).
-I assume this is something you will be doing when a new full version is release, but merging the debug changes from the readme file of the 20 July version into the main debug text file.

2. Just an idea (probably not possible) - is a "flying" debug command possible? Basically, floating off the ground and be able to move over the level. I had this in mind in Agroprom, where the locations of the artifacts are hard to see due to the ground being not entirely level. If you could float up into the air and get a birds eye view of the level, that would be great. Pretty sure it is impossible to do though.

3. I think a 'search all bodies' debug command is needed. I went into Agroprom, and used the invulnerability artifact to wait until everyone else (Military and Loners) were dead. I then went to loot the bodies. There was quite a few and they were all over the place, so I had to Esc D B (then F, Take All) to the first body, then repeat for body #2, then repeat for body #3 etc. It took about 10 minutes to teleport around to all of them one by one.

4. Would a 'pickup all artifacts' debug command be possible? Again in Agroprom, after I had looted all the dead bodies, I went artifact hunting. ZRP corrects the artifact calculations, so they were everywhere. I had to though walk all over Agroprom, picking them up one by one, which took a while.

5. Also, I just wanted to clarify something about tasks. In Modifier, I have quest_time_factor set to 3, autoquest_time_factor set to 0, and idle_time_factor also set to 0. Yet, when I enter Garbage from Agroprom, I get the 'protect STALKER camp from bandits' task. These 'do not have a choice tasks' are really something I hate, so I was puzzled to get this one. Do the modifier settings not prevent all these tasks from popping up?

PS: Does anyone else here use Float32? Thought I'd try it out and see what effect it had on the campfire stuttering (if any). Using the last v2.0, installed, played - can't see any graphical difference between Float32 STALKER and non-Float32 STALKER (am playing on full dynamic lighting as the readme says, and I haven't touched user.ltx, also as readme says), but it seems that in some places, framerates may drop in half for short periods (e.g. walking along, FPS drops from 120-130 to just over 60 for a couple of seconds before bouncing back up). I was thinking that if there is no noticeable graphical difference, I may as well uninstall it.
  06:33:46  21 July 2009
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BobBQ
2007-2017
(Resident)

 

 
On forum: 07/30/2007
Messages: 3336

---QUOTATION---
Do the unique weapons only get created under certain conditions (e.g. Bes needs to survive), or has something gone wrong? As mentioned, I've never actually bothered to search Bes before on the odd occasion that he has died, so I don't know if this is normal or not.
---END QUOTATION---


It's normal - by default only the currently equipped weapon in each slot is dropped on an NPC's death, and the silenced AKS-74U and a shotgun would both occupy the primary slot. NPCs default to equipping shotguns over assault rifles when not in combat.


---QUOTATION---
I know there is a varible in one of the LTX files I have to change, but I have searched the ZRP text files, and for the life of me, I cannot locate the variable name. I'll remember what it was when you post it of course
---END QUOTATION---


That would be use_single_item_rule in m_stalker.ltx


---QUOTATION---
That's great, but if you sell him a less than 100% weapon (i.e. it has some damage), will it jam on him (like it does when you use it), or does it magically get converted to 100% functionality?
---END QUOTATION---


I don't think it makes any difference - NPCs seem to reload at random even when using brand new weapons.
  17:24:22  20 July 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
07/20/2009 17:25:56
Messages: 1868
All right, just some more dumb questions from me (lol):

1. I think this is probably normal, but I've never tried it before, so just in case it isn't:
-I went to Garbage.
-I talked to Bes and accepted his task.
-Bes was killed in the Bandit attack.
-When the battle was over, I went to loot his corpse to get his fast firing AK47. Sadly, it was nowhere to be seen, he only had a pistol and a shotgun I think.
Do the unique weapons only get created under certain conditions (e.g. Bes needs to survive), or has something gone wrong? As mentioned, I've never actually bothered to search Bes before on the odd occasion that he has died, so I don't know if this is normal or not.

2. I have the debug function to show what was in a box when you break it enabled. Even when a box is empty, up pops the info, which is fine. However, some boxes do not pop up any info at all when broken (a few of the wooden ones so far). Are there different classes of boxes or something, and the function is not enabled for all of them?

3. I have enabled the selling of weapons to NPC's in modifier. However, when I sell them a weapon, most of them keep their current weapon (selling AK's to the Rookies in Cordon village so they can defend themselves from the Military). I know there is a varible in one of the LTX files I have to change, but I have searched the ZRP text files, and for the life of me, I cannot locate the variable name. I'll remember what it was when you post it of course

4. I have tested your change too from quite a number of pages back, on removing that annoying flashing PDA icon from the HUD. No problems so far Not a question, just an observation

5. Oh, I also tried out ESC D W again (see previous post), this time on the dead Bandits in Garbage. This time, the message popped up (no wounded found), but I was not transported anywhere. I don't know what went wrong when I used it on the Military (it may have been pressing ESC D R immediately before it), but it looks like it may have been a one-off.

6. Also tried out ESC D H again on the one survivor of the Garbage battle (a neutral Loner). He had low health, so I handed him a medkit and it increased his health to 96. Also made him green towards me, so I think it works fine. Just a pity I could not resurrect Bes so I could murder him for his AK! lol (the AK isn't special, but it is better than the Viper and the PB1, which is all I have weapons wise at the moment). Again not a question, just an observation. ESC D B also seems to work fine (tested it out again, this time on the Bandits).

7. When you sell an NPC a weapon, the ZRP docs say that as long as you sell him 1 ammo, he will have infinite ammo. That's great, but if you sell him a less than 100% weapon (i.e. it has some damage), will it jam on him (like it does when you use it), or does it magically get converted to 100% functionality?

8. I'm sure there was one last question, but I've forgotten what. No matter, I'm sure I will think of it!

Regards,

CM
  16:43:37  20 July 2009
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dokken
(Novice)
 
On forum: 07/02/2009
Messages: 44
Thanks Natvac,

Bamah fixed it for me shortly after I posted.
It seems there is an exit from AES2 to Pripyat at the same coordinates as your Jump teleport.
  14:05:03  20 July 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
07/20/2009 15:17:58
Messages: 1868
Thanks NatVac. I had to change both Weapon Tossing and SANB from False to True (I used a file compare program on the files before I merged them). Anyway, ESC D B seems to work ok also. I killed the Military at the Bridge, and ESC D B all of them one by one. ESC D R also seems to work ok. There was an oddity with ESC D W though.

When I checked the Military, I hit ESC D B which moved me to bodies 1 to 5. I then hit it to check the very last body (number 6). I was transported there, so no problem. I then thought that I would try the wounded function, so I hit ESC D R. Yes, I know now that it is ESC D W, but I thought it was ESC D R at the time. Anyway, ESC D R moved me back to the previous body (body 5). Ok, no problem there, that one works anyway. So, now I hit the right key combo (ESC D W), and - I knew there were no wounded anywhere, so I was expecting a message and nothing more - but I was transported back to body number 6! Yes, the message did say there was no wounded, but I wasn't expecting the transport.


---QUOTATION---

Regarding what are friends for: That sounds like "frenemy".

---END QUOTATION---



Well, I like to think I'm a practical man. That NPC is going to die eventually, so call it 'preventative maintenance'

*Edit #1: Wow, I do get the strangest things happening to me in this game. At the moment, whenever I load a savegame, just before it gives me control of The Marked One, I hear a voice - Sidorovich I think - saying a word that is cut off. The sound plays for about half a second, then stops. The word sounds like 'here'. Of course, I am up the other end of Cordon, nowhere near Sidorovich!
*Edit #2: Problem has now disappeared by the looks of it.
  13:36:42  20 July 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197
Edit: This is in answer to your earlier post.

The crash occurs because I left out the changed file. The 090720 update includes it. It will always occur when you execute that Esc D N function without the updated file if you are close enough to a body with inventory items.

Fix the crash by copying over the death_manager.script from the posted 090720 update, or copy/paste the function I posted in my previous post into death_manager.script.

There are no radio-button-based changes in this update. The death manager in the demo now uses a checkbox to switch between "toss weapons" and "store weapons in backpack".

Here's a list of the _ZRP.cfg entries affected by _z.script and death_manager.script:

[_ZRP Mod Stuff]
[Cutscene Control - Fly-by]
[Debug Options]
[Secret Stash Stuff]
[Weapon Tossing] -- again, the demo version uses a checkbox for changing death_manager.script.

Just review those entries and reselect/unselect the items that are not the way you want them in those entries. Click "Apply" for each entry you change, before selecting another entry from the list at the left.

Try the actor.ltx changes I mentioned at ZSG about the immunities.

Update: The amount of money you have is shown in your inventory. It also appears when you attempt to destroy a weapon but nothing happens.

I'll look at moving the "Ru credited" text, but for now simply don't look at the guy. He's a body on the ground, right? You just have to be within two meters of the spot when you execute the function.

Regarding what are friends for: That sounds like "frenemy".
  13:08:16  20 July 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
07/20/2009 13:11:50
Messages: 1868
Ok, some good news. Merged the changes from the new update into my current install, and loaded the game up. Tried ESC+D+N again, and this time it worked. No CTD. It said that 45ru was credited to me, I will have to take its word on that, I have no idea what my ru was before I loaded the function!

I don't know how much money I had as you have to be at a trader to see what your balance is afaik, unless someone knows a way you can see it at any time? One minor thing though - the range of the function is 2m. What that means is that by the time you are within range, you have the 'Press F to search' text showing at the bottom of your screen. When you then use the function, the text it outputs is placed in the same area, making it impossible to read (as the 'Press F' text sits over the top of it).

Also, I had an extra medkit this time, so I tried ESC+D+H on the loner that had 55 health (I was astonished he was still alive, NPC's drop like flies in this game). Anyway, he accepted my medkit, health shows as 100 now, and he is green to me. Yay, a new friend!*

*I am now going to load the savegame and put a bullet in him. As his friend, I would rather he be killed instantly with a single gunshot to the head, then to be killed by walking into an anomaly, or be killed in a useless attack on the bandit camp where you rescue Nimble (he is one of the loners that attacks that camp that sits by the campfire under the road up to the train bridge). After all, what are friends for? lol
  12:49:19  20 July 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
07/20/2009 12:54:15
Messages: 1868
Ok, thanks NatVac. I was just about to add another update, but you beat me to it. I'd worked out that the crash wasn't direction based (I've just tried again, and even facing away from the other two bodies it CTD). It's distance based. The time I didn't get the CTD, I was too far away from the body for the function to activate. When I tried again the second time, I was right on top of the body. Function activates...CTD. Anyway, the modifier unfortunately does not show which options I selected from the sections that have radio buttons (it only shows when the options are check boxed, and I don't remember which radio button options I selected either), so I will have a go at merging the new files into my current install.


---QUOTATION---

Shaders are not optimized on older cards, and there also may not be enough video RAM for the game. STALKER's shaders are opportunities for improvement; cf. Float32. I'm not seeing a problem with EggChen's particles.xr file, but I'm also running in static lighting. This issue is still on the list.

---END QUOTATION---



The GTX260 is a very new card. It also has 896MB ram, plenty I would have though when I'm not trying to run STALKER on full settings. Egg's particles.xr didn't remove the problem for me. I have a copy of Float hanging around somewhere, I might try it and see if it has any effect.


---QUOTATION---

And consider that the game cheats like crazy against you; the stalkers don't suffer from radiation poisoning, they pop into existence nearby on script command, etc. Sometimes they make it believable: The soldiers appearing in X18 made sense, especially after returning to the surface. But often it feels, um ... scripted.

---END QUOTATION---



Oh yeah, it cheats all right. NPC's that can spot you - and hit you with a pistol - from literally a mile away, in darkness (I have some great FRAPS videos of this). NPC's can see - and shoot - you through solid objects (e.g. walls). When you enter a level (when the level initialises, e.g. come up into the Agroprom base from the catacombs), every NPC on the level is given your location and anyone within range fires on you instantly, ruining any attempt at stealth. NPC's that take a full AK clip to the head to die...but it takes one single pistol shot from them when you have full armour and health to kill you. NPC's invulnerable during their 'Ow, I have just been shot animation'. NPC weapons are 100% accurate when used against you, when you use the same weapon against them, the shots go all over the place. I could go on for hours.
  11:59:44  20 July 2009
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4197
Okay, an updated update is available. Thanks, romulous, for the quick catch and reporting. The earlier release didn't have the revised death_manager.script, which has the following function added:
__________
-- nv 090609 external helper function
function marked_as_keep_item(section)
	return always_keep_item[section]
end

¯¯¯¯¯¯¯¯¯¯
It's just a way to prevent destroying quest items and the like.

The detection is based on the NPC spot, which is usually at his feet, but it doesn't have to be. As the readme mentions, you might have to drag a body out of a bunch to isolate him.

Shaders are not optimized on older cards, and there also may not be enough video RAM for the game. STALKER's shaders are opportunities for improvement; cf. Float32. I'm not seeing a problem with EggChen's particles.xr file, but I'm also running in static lighting. This issue is still on the list.

I thought the Nimble task was somewhat separate from the factory bandits task; I'll have to check it. And Nimble doesn't have to live to complete the task. You just need the flash drive to give to Sidorovich.

Regarding that metal box with the Jellyfish: Heh, yes, trying to duplicate something in a multi-threaded environment can be challenging. The problem seems to be worse if the case is on top of another box instead of on level ground. As you found out, you can grab that particular Jellyfish out of the ground with Esc D C. You can see what you grabbed by looking in the console, since the HUD only mentions the quantity if you get something.

I'm still going to look at workarounds for this box/crate breaking issue.

As I mentioned, there may be a problem with your game if Fox goes to the corner nearest the bridge. I'll re-add it to the list, but those bad guys are supposed to be out of his range per the Fox job code in the ZRP as of version 1.05. One possibility is a corrupt or missing gulag_escape.ltx.

---QUOTATION---
1. Pick it up, go back to Sid, sell it, get 100ru.
2. Use ESC+D+N, gun is destroyed, you only get 20ru, but you do not have to walk back to Sid.
Is that about right?
---END QUOTATION---


Actually, it's the same as the 20% value you'd get from the traders if the gun is in good condition. It drops a bit as the condition drops, until you attempt to destroy MonoMartyr-damaged weapons. The traders will still give you something for a totally-broken gun, but the destruction code will not. The formula is 0.20 X weapon cost X weapon condition, so a perfect AK74 (suggested retail cost: 2000 Ru) should net you 399 or 400 Ru.

It might be better to get only half of that. The idea, though, is to remove the tedious crank-turning in the game. My intent is to maximize the fun. Note that this is not the same as maximizing the realism. And consider that the game cheats like crazy against you; the stalkers don't suffer from radiation poisoning, they pop into existence nearby on script command, etc. Sometimes they make it believable: The soldiers appearing in X18 made sense, especially after returning to the surface. But often it feels, um ... scripted.
  09:48:27  20 July 2009
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romulous
Senior Resident
 

 
On forum: 12/28/2007
 

Message edited by:
romulous
07/20/2009 11:45:08
Messages: 1868
I have just tried out the ESC+D+N function on a dead Bandit, and it caused an immediate CTD.


Expression    : fatal error
Function      : CScriptEngine::lua_error
File          : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
Line          : 73
Description   : <no expression>
Arguments     : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_z.script:250:
attempt to call field 'marked_as_keep_item' (a nil value)



***Update #1: Ok, reloaded the game. Went back to the Bandit. Tried key combo from a different direction (i.e. was looking at the bandit body from a different angle). Message popped up, "No change, 3600 whatever ru". Checked body, weapon was still there. Ok, function didn't work. So, I changed direction so I was pointing at the bandit body from the same angle I was before (the first time, when I received the CTD). Hit key combo, bang: instant CTD. The function doesn't like certain directions for some reason. Could it be because 10 or so metres beyound the bandit body in a straight line in the direction I was looking when I got the CTD, there were a couple of other bodies: another bandit, and Petruha? The function may have been trying to search them as well? There were no other bodies in a straight line from me in the direction I was looking when I received the 'no change' message. Though the readme says the range of the function is only 2m, so I'm not confident in that theory, more just speculating wildly. lol.***

ESC+D+H seems to work ok, it picked up that most of the NPC's I was trying it out on were dead (lol). The one live one I tried it showed he had a health of 55...but I had no medkit in my inventory at the time to heal him Oh well, there will be more medkits and more NPC's to heal as I progress further in the game!


---QUOTATION---

And the campfire minimod you mention is not only not a fix, it can add problems of its own according to a couple of sources. (Stuttering is better than crashing.) If you want to reduce campfire lag, you might consider a new video card, try other drivers, improve the memory caching on your system (swapping shaders is a framerate killer), reduce video effects, reduce video quality, remove a few of the stacked shader effects, try other shaders like Float32, and/or resort to DX8 (static lighting).

---END QUOTATION---



The stuttering problem is an interesting one. I've had it every single video card I ever had while playing STALKER. nVidia 6600GT - stuttering. nVidia 8800GT - stuttering. nVidia GTX-260 (my current one) - stuttering...and the PC is a Quad Core with 4GB RAM which I don't even play on full settings in STALKER. And the stutter still occurs when I look at a campfire. I always use the latest official drivers from nVidia (I did have an ATI 4850 just before this GTX260, I don't think I ever played STALKER on it though), and I've gone through many driver revisions since STALKER was released. Not a single one has fixed the problem. It's a pity the campfire mod introduces problems, but you're right - I prefer stutters to crashes. The ESC+D+N crash above is the first STALKER crash I've had in absolutely ages, and was a bit of a nasty surprise, because I hadn't saved the game in quite a while (why do you need to after all, when the game doesn't actually crash?).


---QUOTATION---
Regarding your later posts: As the readme states, the fixes by Mr. Fusion for the markers are not yet released. Don't expect markers to go away dynamically yet; the workarounds in place require that you save/load since they happen in on_add_actor() -- and you might have to do that twice because the marker is "marked" for removal.
---END QUOTATION---



Ah, that is what that bit of the readme meant? When I read it, I thought "Oh, that must be a fix for that task where you have to get the weapon off that bandit guy in Agroprom" (the one where the task marker shows the weapon, the Storming Obokan, as being between the level changers). I didn't realise it was fixing all the task markers.


---QUOTATION---

I don't recall any previous note about the Petruha notice from the afterlife, but I'll look for the problem. (I thought one failed the "Eliminate the factory bandits" task if Petruha died.)

---END QUOTATION---



I've never seen it mentioned, but afaik, I've had it since day 1 with STALKER. Petruha dies every single time I play the game, but I have yet to fail the task. As long as Nimble survives, task is complete (at least for me). It's not a big thing, but I do laugh every time I hear Petruha radio Wolf, and he's been dead for at least 10 minutes...


---QUOTATION---

Yes, the binoc identifier brackets have that vanilla bug of showing items behind you, just like the older _z.script directional code did (which used a GSC script function), although I think this is hardwired in the xrGame.DLL. It might be fixable by a reverse engineering approach on that DLL, but that is not something I will do.

---END QUOTATION---



That's fair enough I think. I figured it wouldn't be an easy fix, if it was even fixable.


---QUOTATION---

The intent was to fix the delayed spawn problem that is related to this. Meanwhile, try Esc D C first. If that doesn't grab it, you can use Esc - (minus) to drop below the level (save first) to find the stuff that might be there, then use Esc D C to collect it, followed by Esc D R to return to the surface.

---END QUOTATION---



Ah, I have the perfect place to try this out on. The metal box in the anomaly field near Sid's bunker has a Jellyfish in it. Every single time, that Jellyfish disappears through the level when you break that box (it's just done it to me again!). ***Update #1: Sigh. I restarted STALKER and reloaded the save game just before I broke the box, and then I broke it. The Jellyfish for the first time ever stayed above ground! So, I reloaded, broke box. Jellyfish stayed above ground. Reloaded. Half a dozen times I've done this now, and each time the Jellyfish has stayed above ground. Stupid game - it behaves the same way since the beginning, and then you want to test something, and it immediately starts behaving differently.*** ***Update #2: I restarted STALKER again, reloaded that savegame, and broke the box. This time, the Jellyfish did drop below the level. I then hit ESC+D+C and the Jellyfish did pop into my Inventory, so I didn't have to go below the level. Thanks NatVac ***


---QUOTATION---
The Fox soldier fixation was fixed, but he can still lock onto nearby bandits or dogs if they are close enough. If it is the soldiers, then I suspect your game has a problem. The bandits you can deal with before going near Fox, as that triggers the dog attack, not your healing him. But I'll add it to the list for a revisit.
---END QUOTATION---



I thought this may have been a Flesh that had randomly appeared near the house where the white dogs attack from - but unless he circled around the house and down towards the Bridge, Fox was looking in the wrong direction (he was looking towards that Bridge). I don't know why the text from Fox disappeared so quickly though, I hit F to talk to him, heard the 'text has popped up' sound, and then the text box immediately vanished.


---QUOTATION---

The only workaround at the moment is to get rid of stuff. If you are going to sell weapons to traders, then consider Esc D N after reading the readme.

---END QUOTATION---



I was going to ask about this. I read the bit in the readme about it being considered a cheat, and then I wondered why. It took me about 10 minutes to realise what you were trying to say (and I think I have this right now): When used, the function destroys the guns of the NPC, and then credits you 20% of their value into your 'bank balance'? So, if a gun was say 100ru from Sid, you could either:
1. Pick it up, go back to Sid, sell it, get 100ru.
2. Use ESC+D+N, gun is destroyed, you only get 20ru, but you do not have to walk back to Sid.
Is that about right?
 
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