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RE: Making the last Beta Official - 12/13/2021 3:52:04 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
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The worst about tracker but also combat reporter is that they are developed using java platform
so you need to add his runtime to the installation!!

I think it would be better leave these tools out of the standard install.

Without modify the actual environment the only things i think can be added/modified are:

Updated exe
Updated manual
Campaing files
Maps files
Art files

(in reply to HansBolter)
Post #: 181
RE: Making the last Beta Official - 12/14/2021 1:18:31 AM   
Trem0rs

 

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Joined: 11/14/2020
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Such great news to wake up to. An update to the best game around... Thanks so much to Matrix Games!!! So much interest in the game again due to the wonderful online tutes and PBEMs. I always make the switches for the resolution issue but thats becasue Im old :)


(in reply to Erik Rutins)
Post #: 182
RE: Making the last Beta Official - 12/14/2021 4:56:02 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
quote:

ORIGINAL: Tanaka

quote:

ORIGINAL: Erik Rutins

Hi everyone,

We're considering doing one last update for WITP:AE and a re-master, rather than leaving it with a public beta update and a host of mods. We don't have the time or development resources to do a lot here, so I'm looking for your feedback just on the following:

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update?

2. What mods outside the code are so widely used within the community that they could be considered "standard" and yet also would not make the learning curve for a new player much harder?

3. Separately, what mods are considered "standard" but advanced enough that we can't put them in the re-master but should add them to the Members Club to make them easier to find?

4. Given modern operating systems and 4k screens, what is the standard setup as far as game settings, command line switches and such that you all have found to work best on Windows 10/11 and high resolution displays which we could include in our default launcher?

Thank you for your time and feedback on this. I'll be checking back over the next week or two and we'll be deciding by the end of the year what to do.

Regards,

- Erik




Wow!! What a surprise holiday treat from Erik and Matrix games bringing some love and attention back to the best game they ever made! Look what comes from a much needed forum cleansing and a horde of new players jumping in to freshen things up and lots of old players wanting to come back in to a more positive community! Cheers to Erik and Matrix!




1. Great thread on bugs!: https://www.matrixgames.com/forums/tm.asp?m=4923122

No naval support at SPS 0 port:

https://www.matrixgames.com/forums/tm.asp?m=4820039&mpage=1&key=�

The AKE replenishment issues:

https://www.matrixgames.com/forums/tm.asp?m=5029064&mpage=1&key=

2. WITPAE Tracker: https://www.matrixgames.com/forums/tm.asp?m=2236936

Combat Reporter: https://www.matrixgames.com/forums/tm.asp?m=2456864

Andy Mac's updated Scenarios and AI: https://www.matrixgames.com/forums/tm.asp?m=4692890 (STILL BEING UPDATED)

Best map data: Andrew Brown maps: https://sites.google.com/view/witp-ae-maps-and-scenarios/home (STILL BEING UPDATED)

Best looking map: Bellum Pacifica https://www.matrixgames.com/forums/tm.asp?m=4151200

3.

DaBabes Scenarios: https://sites.google.com/site/dababeswitpae/
(Not updated since 2015 and not sure if this was designed with latest Beta?)

Halsey's art site - land units, air units, mission art, etc.

Big B's Shipyard - ship art

Allied Ship Insignia / Patch Additions - based on Halsey's work

Jace's site - interface art, mission art

Readability Mod of Jace's "Map Borders" User Interface Art - based on Jace's work

Kull's Art:

https://www.matrixgames.com/forums/tm.asp?m=4789538

https://www.matrixgames.com/forums/tm.asp?m=4834622

4. -fd -skipVideo -deepColor -multiaudio -archive -altFont -cpu1 -px2048 -py1152

Agree that Alfred's input is valuable and don't understand why he can't just agree to follow forum rules...


I'm with Tanaka on this one! Lots of great mods that many of us old timers use. I've been playing this series since it's Solomon Islands campaign only version from just before War in the Pacific!! That means about 17 years at this point? LOL

Some really outstanding mods out there. The map was seriously improved by all of Andrew Brown's work. I can't thank him enough.

Overall, Tanaka's list and comments covers pretty much all the improvements that would be great to incorporate.

< Message edited by Pascal_slith -- 12/14/2021 5:00:20 AM >


_____________________________

So much WitP and so little time to play.... :-(


(in reply to Tanaka)
Post #: 183
RE: Making the last Beta Official - 12/15/2021 3:06:48 PM   
12doze12


Posts: 53
Joined: 12/26/2014
From: Portugal
Status: offline
It would be nice to know what is the Normal Bomb Load of aircraft that have a torpedo as Maximum Load.

For example, the G3M2 Nell lists Maximum Load as 1 torpedo and Reduced Load as 2x250Kg bombs. But in reality, if using bombs within Normal Range the bomb load is actually 2x250Kg + 4x60Kg bombs.

quote:

--------------------------------------------------------------------------------
Morning Air attack on Georgetown , at 49,74

Weather in hex: Light cloud

Raid spotted at 17 NM, estimated altitude 21,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
G3M2 Nell x 60
G4M1 Betty x 23

Allied aircraft
no flights

No Japanese losses

Allied aircraft losses
Blenheim I: 12 damaged
Blenheim I: 3 destroyed on ground

Airbase hits 31
Airbase supply hits 15
Runway hits 81

Aircraft Attacking:
27 x G3M2 Nell bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb
23 x G4M1 Betty bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb
33 x G3M2 Nell bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb


It's not mentioned anywhere what is the Maximum Bomb Load of these aircraft, not in-game nor in the editor. Likely it's hardcoded somehow.

(in reply to Pascal_slith)
Post #: 184
RE: Making the last Beta Official - 12/18/2021 6:06:46 AM   
Chris21wen

 

Posts: 6249
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I might have missed this but switches were mentioned. It would be good for newgies not to have to go throught he process of adding switches to the command line. So is it possible to do away with them and add some find of front end. This would probalby come under a rewrite though.

If it can'r be done then including seabees (spelling) is esential.

(in reply to 12doze12)
Post #: 185
RE: Making the last Beta Official - 12/20/2021 6:14:13 PM   
Alpha77

 

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@12doze12: The load is correct: Reduced bombload is used when flying ext. range which is also marked by * in the combat report. In case of Nell that would be 2 x 250kg. Within normal range it is + 4x60kg, or no bombs but 1 torp

Here some small thingies which could be looked into:

a) Namatanai has 0 port and shows no nav support even if present or HQ is near (this bug was pointed out already). However I cannot build a port there too, but other can (Scen2)

b) Conversion issue w/ Liberty xAKs to xAP the personal number is too high. I believe it is 2000(!) in game, that was only possible for a very short trip. The normal number would be 900 personell (even Wiki says that)

c) The 1st George version has a bit too high max alt, but the 2nd and 3rd versione are a tad too slow. Just like the Ki100 btw.

d) Fletcher class speed a tad too high, possibly the first version of Fletcher could reach 37 w/ combat load, but later when more AA etc. added the speed should be more around 36. Note the 38 was reached for short time on trials w/ not totally outfitted ships

e) Still issues w/ the "AI" even when using latest one

f) I forgot, there seems to be some issue w/ fighter escorts these sometimes even if in great number seem to do not much fighting at all As I play mostly IJ, I noted this severall times w/ eg. 90 Zero M5 vs. ca. 30/40 P40 types that got to the bombers unusally fast.. as if my guys were sleeping (but it was normal range). I had the same issue now again w/ Franks as escorts 35 of them should do some better fighting and longer fighting...the fughter vs. fighter combat was very short and the enemy got to the bombers.

< Message edited by Alpha77 -- 12/20/2021 6:35:00 PM >

(in reply to Chris21wen)
Post #: 186
RE: Making the last Beta Official - 12/20/2021 6:49:11 PM   
12doze12


Posts: 53
Joined: 12/26/2014
From: Portugal
Status: offline
quote:

@12doze12: The load is correct: Reduced bombload is used when flying ext. range which is also marked by * in the combat report. In case of Nell that would be 2 x 250kg. Within normal range it is + 4x60kg, or no bombs but 1 torp


I didn't say the load is incorrect, the issue is that the extra 4x60kg is not mentioned anywhere in the game except on the Combat Report when you actually do the mission.

(in reply to Alpha77)
Post #: 187
RE: Making the last Beta Official - 12/20/2021 6:53:44 PM   
Alpha77

 

Posts: 2116
Joined: 9/24/2010
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quote:

ORIGINAL: 12doze12

I didn't say the load is incorrect, the issue is that the extra 4x60kg is not mentioned anywhere in the game except on the Combat Report when you actually do the mission.


Reason is there is not field to display this data as the dataset for "normal" load is occupied by the torpedo in case of torp capable planes, no biggie imo

(in reply to 12doze12)
Post #: 188
RE: Making the last Beta Official - 12/20/2021 7:20:17 PM   
12doze12


Posts: 53
Joined: 12/26/2014
From: Portugal
Status: offline
It could be added right below the torpedo load but anyway, the main issue is that this information is not available anywhere at all, not in-game, not in the Manual, not in the Tracker, not in the Scenario Editor, it's likely hardcoded.

Just stating in the manual the aircraft (for those with torpedo as the main load) and the bomb load for each would be appreciated.

(in reply to Alpha77)
Post #: 189
RE: Making the last Beta Official - 12/20/2021 8:02:07 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Chris21wen

I might have missed this but switches were mentioned. It would be good for newgies not to have to go throught he process of adding switches to the command line. So is it possible to do away with them and add some find of front end. This would probalby come under a rewrite though.

If it can'r be done then including seabees (spelling) is esential.

That is a problem because each person's combination of computer hardware, video card hardware, video monitor and installed OS can vary. Playing with the switches is the best way for each person to get their particular system to work. Korvar's SeaBee Alpha makes it easy to use the switches.

But one thing that is needed is to do away with the current official starting shortcut that is put on the desktop during install. It points to the Autorun.exe which opens a menu that is unnecessary and doesn't work well. Just put the game start Icon on the desktop during install and perhaps the game manual shortcut too. Players wanting to use the Editor should know how to create their own shortcut to that program.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Chris21wen)
Post #: 190
RE: Making the last Beta Official - 12/21/2021 6:46:17 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Chris21wen

I might have missed this but switches were mentioned. It would be good for newgies not to have to go throught he process of adding switches to the command line. So is it possible to do away with them and add some find of front end. This would probalby come under a rewrite though.

If it can'r be done then including seabees (spelling) is esential.

That is a problem because each person's combination of computer hardware, video card hardware, video monitor and installed OS can vary. Playing with the switches is the best way for each person to get their particular system to work. Korvar's SeaBee Alpha makes it easy to use the switches.

But one thing that is needed is to do away with the current official starting shortcut that is put on the desktop during install. It points to the Autorun.exe which opens a menu that is unnecessary and doesn't work well. Just put the game start Icon on the desktop during install and perhaps the game manual shortcut too. Players wanting to use the Editor should know how to create their own shortcut to that program.


I'm not saying do away which them but change how it's done. For many editing a command line would seem like playing with fire. Just trying to kmake it easier.

The Autorun thing is the same for every Matrix/Slitherine game. Not saying it's wrong but, like you I always run the .exe directly. Having said that the autorun often contains a separate link to configuring or updating the game which is often essential so both are needed.

Could the Seabes be made semi-official and included on it? Maybe even Tracker?

(in reply to BBfanboy)
Post #: 191
RE: Making the last Beta Official - 12/21/2021 6:56:29 PM   
rogueusmc


Posts: 4583
Joined: 2/8/2004
From: Texas...what country are YOU from?
Status: offline

quote:

ORIGINAL: Trugrit


Wow.....





Lol...nice

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There are only two kinds of people that understand Marines: Marines and the enemy. Everyone else has a second-hand opinion.

Gen. William Thornson, U.S. Army


(in reply to Trugrit)
Post #: 192
RE: Making the last Beta Official - 12/21/2021 9:34:47 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
I've always wondered is it a bug that the Japanese Emily float planes ranges around a base do not show up in game or am I missing something? I don't see any other Japanese planes with this issue?

< Message edited by Tanaka -- 12/21/2021 9:58:01 PM >


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(in reply to rogueusmc)
Post #: 193
RE: Making the last Beta Official - 12/21/2021 10:05:59 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Also does anyone else get this screen issue when the game is running the turn? It seems to be during the recon phase? Wondering if it is a bug or an issue I can resolve? Anyone else had this issue?








Attachment (1)

< Message edited by Tanaka -- 12/21/2021 10:10:18 PM >


_____________________________


(in reply to Tanaka)
Post #: 194
RE: Making the last Beta Official - 12/22/2021 9:52:42 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
There is at least one other having similar issue. See Tech Support for that, donno if there is solution.

Try with -dd_sw switch in shortcut(either add or remove). With that, I get "bleed through" if I have not minimized other windows. Without it not, but scrolling is bit slower.

_____________________________

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(in reply to Tanaka)
Post #: 195
RE: Making the last Beta Official - 12/22/2021 11:10:12 AM   
HansBolter


Posts: 7704
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From: United States
Status: offline
I sometimes experience the map movement lag described above.

It is visually annoying, but clears up very quickly as the map movement progresses.

I had been running the -dd_sw switch for a very long time and was not aware, until just recently, that it was the source of my bleed through.

Removing the switch eliminated the bleed through without any noticeable impact on map scrolling.

_____________________________

Hans


(in reply to Sardaukar)
Post #: 196
RE: Making the last Beta Official - 12/22/2021 2:41:08 PM   
Trugrit


Posts: 947
Joined: 7/14/2014
From: North Carolina
Status: offline

quote:

ORIGINAL: HansBolter

I sometimes experience the map movement lag described above.

It is visually annoying, but clears up very quickly as the map movement progresses.

I had been running the -dd_sw switch for a very long time and was not aware, until just recently, that it was the source of my bleed through.

Removing the switch eliminated the bleed through without any noticeable impact on map scrolling.

I’m just the opposite. I ran without the -dd_sw switch for a very long time.

Then a Windows 10 update changed that. Now I’m back to the -dd_sw switch

Every time there is a Windows 10 update I have to watch for changes.

I have the Windows 10 Pro version.


(in reply to HansBolter)
Post #: 197
RE: Making the last Beta Official - 12/22/2021 6:38:07 PM   
Nomad


Posts: 5905
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From: West Yellowstone, Montana
Status: offline
I have Windows 10 Home version and I have never had the bleed through problem, but I do always use windowed mode.

(in reply to Trugrit)
Post #: 198
RE: Making the last Beta Official - 12/22/2021 8:44:28 PM   
Tanaka


Posts: 4378
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From: USA
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Thanks for the tips and link to that thread. I have also tried with and without that -dd_sw switch and neither seems to have resolved the bleed issue but removing it fixed my lag issue. I seem to get the bleed issue more with the more graphics intensive Kamikaze Bellum map. I have always used full screen as I cannot stand windows mode. I will post to the thread you linked.

Does anyone else get the Japanese Emily plane range from base not showing up in game?

< Message edited by Tanaka -- 12/22/2021 8:50:16 PM >


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Post #: 199
RE: Making the last Beta Official - 12/22/2021 9:51:01 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: Tanaka

Thanks for the tips and link to that thread. I have also tried with and without that -dd_sw switch and neither seems to have resolved the bleed issue but removing it fixed my lag issue. I seem to get the bleed issue more with the more graphics intensive Kamikaze Bellum map. I have always used full screen as I cannot stand windows mode. I will post to the thread you linked.


Just so you know, there is NO SOLUTION to bleedthrough in Full Screen mode. Some people don't have the problem (and nobody has been able to figure out why), but for those who do get it? The only fix is to use windowed mode.

Edit: Actually there is one solution - use the -dd_sw switch. Unfortunately that gives you the lag issue, so it's not a true fix. For reference, Microsoft added the "bleedthrough bug" to Windows 10 back in 2017. Here's the thread where it was first reported, and we all tried everything in order to fix it.

< Message edited by Kull -- 12/22/2021 10:16:02 PM >


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(in reply to Tanaka)
Post #: 200
RE: Making the last Beta Official - 12/22/2021 10:27:04 PM   
Nomad


Posts: 5905
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From: West Yellowstone, Montana
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I really do not understand why so many are opposed to using windows mode. Set up right it will use about 95% of the screen.
On my 2560 x 1600 monitor I use a window of 2550 x 1535.

(in reply to Kull)
Post #: 201
RE: Making the last Beta Official - 12/22/2021 10:39:44 PM   
Tanaka


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Joined: 4/8/2003
From: USA
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quote:

ORIGINAL: Nomad

I really do not understand why so many are opposed to using windows mode. Set up right it will use about 95% of the screen.
On my 2560 x 1600 monitor I use a window of 2550 x 1535.


If I can get it to do that I will try. How do you get it to fill up 95% of your screen?

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Post #: 202
RE: Making the last Beta Official - 12/22/2021 10:40:54 PM   
Tanaka


Posts: 4378
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From: USA
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quote:

ORIGINAL: Kull

quote:

ORIGINAL: Tanaka

Thanks for the tips and link to that thread. I have also tried with and without that -dd_sw switch and neither seems to have resolved the bleed issue but removing it fixed my lag issue. I seem to get the bleed issue more with the more graphics intensive Kamikaze Bellum map. I have always used full screen as I cannot stand windows mode. I will post to the thread you linked.


Just so you know, there is NO SOLUTION to bleedthrough in Full Screen mode. Some people don't have the problem (and nobody has been able to figure out why), but for those who do get it? The only fix is to use windowed mode.

Edit: Actually there is one solution - use the -dd_sw switch. Unfortunately that gives you the lag issue, so it's not a true fix. For reference, Microsoft added the "bleedthrough bug" to Windows 10 back in 2017. Here's the thread where it was first reported, and we all tried everything in order to fix it.


Gotcha very interesting thanks!

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Post #: 203
RE: Making the last Beta Official - 12/22/2021 10:54:40 PM   
witpqs


Posts: 26087
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From: Argleton
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quote:

ORIGINAL: Nomad

I really do not understand why so many are opposed to using windows mode. Set up right it will use about 95% of the screen.
On my 2560 x 1600 monitor I use a window of 2550 x 1535.

+1

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(in reply to Nomad)
Post #: 204
RE: Making the last Beta Official - 12/22/2021 11:07:22 PM   
Nomad


Posts: 5905
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From: West Yellowstone, Montana
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quote:

ORIGINAL: Tanaka


quote:

ORIGINAL: Nomad

I really do not understand why so many are opposed to using windows mode. Set up right it will use about 95% of the screen.
On my 2560 x 1600 monitor I use a window of 2550 x 1535.


If I can get it to do that I will try. How do you get it to fill up 95% of your screen?


The easiest way is probably download and use SeaBee Alpha, find the sticky thread in the tech subforum.

A second way would depend on what kind of graphics card you are using.

(in reply to Tanaka)
Post #: 205
RE: Making the last Beta Official - 12/22/2021 11:13:45 PM   
Zovs


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I second the Windows mode, that is what I use and I used Sea Bee to get about 90% screen coverage (maybe it’s 95%). It just works and looks good.

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Beta Tester for:
Flashpoint Campaigns: Sudden Storm
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Valor & Victory
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(in reply to Nomad)
Post #: 206
RE: Making the last Beta Official - 12/23/2021 1:06:11 AM   
actrade

 

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That doesn't work for me. I have a 2560x1440 resolution and when I changed it to 2550 (or 2540 or others) x 1430 (1420 and others) I get a very small window maybe 1/3rd of my screen?

(in reply to Nomad)
Post #: 207
RE: Making the last Beta Official - 12/23/2021 1:26:34 AM   
Nomad


Posts: 5905
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From: West Yellowstone, Montana
Status: offline

quote:

ORIGINAL: actrade

That doesn't work for me. I have a 2560x1440 resolution and when I changed it to 2550 (or 2540 or others) x 1430 (1420 and others) I get a very small window maybe 1/3rd of my screen?


Did you use the -pxf and -pyf switches? If you used -px and -py switches they will not work unless you set up a custom resolution.

(in reply to actrade)
Post #: 208
RE: Making the last Beta Official - 12/23/2021 7:04:47 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: actrade

That doesn't work for me. I have a 2560x1440 resolution and when I changed it to 2550 (or 2540 or others) x 1430 (1420 and others) I get a very small window maybe 1/3rd of my screen?


Yeah tried the SeaBees and it only takes up the full screen windowed if I keep it at 2560x1440. This makes things too small for me to see. I've been playing at 2048x1152 fullscreen without Seabees windowed and it works great. Just the annoying bleed I posted above during recons. I guess I can live with that to get the screen preference and game speeds I want. The only other oddity that I've noticed besides Emily base arcs not showing up is when fighters are set to 100 ft to strafe they show up out and above the combat box...

< Message edited by Tanaka -- 12/23/2021 7:13:21 AM >


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(in reply to actrade)
Post #: 209
RE: Making the last Beta Official - 12/23/2021 9:27:54 AM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: Nomad

I really do not understand why so many are opposed to using windows mode. Set up right it will use about 95% of the screen.
On my 2560 x 1600 monitor I use a window of 2550 x 1535.



What is to understand about a personal preference?

Why do people get treated like there is something wrong with them because they have one?

For some of us, windowed mode simply does not constitute a 'fix'.

_____________________________

Hans


(in reply to Nomad)
Post #: 210
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