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Re: If you were making a patch for Renegade, what would you do? [message #305039 is a reply to message #304286] Sun, 23 December 2007 05:32 Go to previous messageGo to next message
Herr Surth is currently offline  Herr Surth
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You began with it.
Re: If you were making a patch for Renegade, what would you do? [message #306827 is a reply to message #304286] Sun, 30 December 2007 20:27 Go to previous messageGo to next message
Chuck Norris is currently offline  Chuck Norris
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Viking

Make it so that a server host/admin can pull a fresh screenshot from any player in the game with ought their knowledge.
There's a problem with that. To take a screenshot, your PC has to stop and take/save it, right? I play at 1600 x 1200, and mine freezes for a second or two when I take a screenshot. I don't want a server host to be able to do that. Of course, maybe it's just my PC becuase I dont remember it freezing before I added my soundcard and played at 1024 x 768. *shrugs*

Here's mine. I'll leave out the bugs (Obelisk walking, War Factory zones, sniper twitching, etc.)

Changes to Gamplay

- The Points fix.

- AGT (both the rocket and machine guns) beefed (not alot, but not just a little either).

- Cost of Arty increased, OR, damage slightly decreased and splash slightly decreased.

- MRLS rocket speed slightly increased.

- Mammoth Tank speed increased to make it slightly quicker than infantry units rather than slightly slower than them. It's cost isn't justified becuase it's a big target on the battlefiend. It doesn't need buffed in armor/strength or it'd be overpowered. It just needs more speed.

- Nod Turret initial accuracy and rate of fire increased so that it actually poses a moderate threat to vehicles.
(taken from Spoony)


Convenience

- Auto map downloader. The MOST needed (IMO) to get new gameplay experience is to throw in variety beyond the same few maps, some of which most people think suck. Servers are relunctant to use new maps becuase nobody has them.

- Vehicle producton que for Weapons Factory/Airstrip.


Extra Visual and Sound Experience

- Add a Super High (or whatever you want to call it) quality level that uses more detailed textures (most could be redone double the original size). This would probably be substantial work for a patch.

- Verbal warning for each building that it's destruction is imminent (like the one at the Black-Cell servers) when it's health enters Red.

- More (but not complete) visual destruction of buildings when destroyed (the Seaside maps are an example).

- Each character should have it's own unique first-person view hand/arm animation. (taken from Starbuzz)


Other

Trumping all of the others, hope EA will give the source code to some trustable organization(s), leading to almost infinite possibilities, and also have EA not have to worry about Renegade while still allowing the game to succeed, more or less.


When the Boogeyman goes to sleep every night, he checks his closet for Chuck Norris.

Chuck Norris is the reason why Waldo is hiding.

When Chuck Norris does a pushup, he isn’t lifting himself up, he’s pushing the Earth down.

Chuck Norris can slam a revolving door.
Re: If you were making a patch for Renegade, what would you do? [message #306837 is a reply to message #305034] Sun, 30 December 2007 21:38 Go to previous messageGo to next message
Dover is currently offline  Dover
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CarrierII wrote on Sun, 23 December 2007 03:58

The justification, AFAIK, for the Nod soldier's 5 damage compared to GDI's 7 is that Nod can get tanks out earlier (Need 600 rather than 800), and hence GDI should be given a minor advantage at the start. In practice, this translates to Nod almost always losing their harvester, and getting flattened by GDI's meds, when they're still stuck on 500 credits. (On some maps, it's fair due to design, Mesa as both team's harvs can die, or it's fair because funds are never interupted - Islands, Complex. Under and Field are good examples of where it can fail)

That could be wrong.



Mesa? Balenced? In relation to Harvesters?
What about the little fact that even if GDI leaves the Nod harvester completely alone, it will die within two dumps due to the AGT being able to fire inside?

Edit:
Spoony wrote on Sun, 23 December 2007 04:04

GDI Soldier's main advantage over the Nod Soldier isn't even the 7 damage vs 5 damage... I wouldn't really object to standardising them since GDI Soldiers would still be significantly stronger, as they need to be.


I like to think I'm pretty well-versed in ReneTrivia, but you've got me stumped, Spoony. I was under the impression that the 2 bonus damage was the GDI shooter's main advantage. There are others?


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: If you were making a patch for Renegade, what would you do? [message #306840 is a reply to message #304286] Sun, 30 December 2007 22:00 Go to previous messageGo to next message
Blazer is currently offline  Blazer
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"You cannot please all of the people, all of the time".

Thus, no matter what was done, there would be a handful of people being extremely vocal about how much it sucks, the old way was better etc.

Sad but true.
Re: If you were making a patch for Renegade, what would you do? [message #306842 is a reply to message #304286] Sun, 30 December 2007 22:03 Go to previous messageGo to next message
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thank god some servers did not follow the armor mod nazis and change their servers just so they can be apart of the wol ladder

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Re: If you were making a patch for Renegade, what would you do? [message #306843 is a reply to message #306840] Sun, 30 December 2007 22:09 Go to previous messageGo to next message
Dover is currently offline  Dover
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Blazer wrote on Sun, 30 December 2007 21:00

"You cannot please all of the people, all of the time".

Thus, no matter what was done, there would be a handful of people being extremely vocal about how much it sucks, the old way was better etc.

Sad but true.


Fair enough, Blazer, but the least you can do is please somebody, and hopefully please most people. Is there anyone in the community that doesn't have something they would like to be fixed in Renegade?


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: If you were making a patch for Renegade, what would you do? [message #306851 is a reply to message #304309] Sun, 30 December 2007 22:49 Go to previous messageGo to next message
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Crimson wrote on Wed, 19 December 2007 22:00

I would probably gather a team of the finest coders Renegade has to offer, get the source code from EA and work with that team to make Renegade everything is was supposed to be and could be.


I'd purchase a license to the Hav0k physics engine, and you could totally implement that, and modify it to be awesome cakes.
That is, if you could get Renegade's source code and that team. Wink


Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
Re: If you were making a patch for Renegade, what would you do? [message #306870 is a reply to message #306837] Mon, 31 December 2007 00:49 Go to previous messageGo to next message
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Dover wrote on Sun, 30 December 2007 22:38

Spoony wrote on Sun, 23 December 2007 04:04

GDI Soldier's main advantage over the Nod Soldier isn't even the 7 damage vs 5 damage... I wouldn't really object to standardising them since GDI Soldiers would still be significantly stronger, as they need to be.


I like to think I'm pretty well-versed in ReneTrivia, but you've got me stumped, Spoony. I was under the impression that the 2 bonus damage was the GDI shooter's main advantage. There are others?

Nod Soldier heads are huge by comparison. That's probably a bigger advantage than the higher damage, unless you compare the damage of a GDI soldier vs an arty to a Nod soldier vs an MRLS.


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Re: If you were making a patch for Renegade, what would you do? [message #306874 is a reply to message #306870] Mon, 31 December 2007 01:00 Go to previous messageGo to next message
Dover is currently offline  Dover
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Spoony wrote on Sun, 30 December 2007 23:49

Dover wrote on Sun, 30 December 2007 22:38

Spoony wrote on Sun, 23 December 2007 04:04

GDI Soldier's main advantage over the Nod Soldier isn't even the 7 damage vs 5 damage... I wouldn't really object to standardising them since GDI Soldiers would still be significantly stronger, as they need to be.


I like to think I'm pretty well-versed in ReneTrivia, but you've got me stumped, Spoony. I was under the impression that the 2 bonus damage was the GDI shooter's main advantage. There are others?

Nod Soldier heads are huge by comparison. That's probably a bigger advantage than the higher damage, unless you compare the damage of a GDI soldier vs an arty to a Nod soldier vs an MRLS.


Oh, come on. The size difference isn't THAT big, especially not when you take into account truely bigheaded chars like the Chem Warrior.


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: If you were making a patch for Renegade, what would you do? [message #306876 is a reply to message #306874] Mon, 31 December 2007 01:03 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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- The ability to script projectiles
- The ability to set a units speed through scripts
- Bullet shells make bounce sounds
- Dynamic lighting


Re: If you were making a patch for Renegade, what would you do? [message #306877 is a reply to message #306874] Mon, 31 December 2007 01:03 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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yes, it really is that big.

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Re: If you were making a patch for Renegade, what would you do? [message #306946 is a reply to message #304286] Mon, 31 December 2007 08:23 Go to previous messageGo to next message
w0dka is currently offline  w0dka
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Another Idea to make Flameinf more usefull...

no reloading... just let them spit out all 500 shots.
oh... and maker them more durable against AE effects from tankshells... even more than now. they need to be close to kill something...so let them get close. or make them faster/healthier


and the rocketguy:

dps should be the same or gunnerrushs/rocketrushs got unstopable.

So one magazin get 6 rockets now. why just say one rocket, then reload, but this rocket got the punch of all the whole six? or 2 rockets in a mag and damage of a rocket trippled?


Thanks.
Re: If you were making a patch for Renegade, what would you do? [message #306954 is a reply to message #306946] Mon, 31 December 2007 08:33 Go to previous messageGo to next message
Dover is currently offline  Dover
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w0dka wrote on Mon, 31 December 2007 07:23

So one magazin get 6 rockets now. why just say one rocket, then reload, but this rocket got the punch of all the whole six? or 2 rockets in a mag and damage of a rocket trippled?


Why?


DarkDemin wrote on Thu, 03 August 2006 19:19

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Re: If you were making a patch for Renegade, what would you do? [message #306957 is a reply to message #304286] Mon, 31 December 2007 08:48 Go to previous messageGo to next message
w0dka is currently offline  w0dka
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ever seen someone using the rocketguy? For a rocket the damage is pretty weak

Thanks.
Re: If you were making a patch for Renegade, what would you do? [message #306960 is a reply to message #304286] Mon, 31 December 2007 09:04 Go to previous messageGo to next message
Herr Surth is currently offline  Herr Surth
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THe damage of 6 Rockets at once would be pretty overkill tbh.
Re: If you were making a patch for Renegade, what would you do? [message #306963 is a reply to message #306960] Mon, 31 December 2007 09:11 Go to previous messageGo to next message
Starbuzz is currently offline  Starbuzz
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Just make the rocket (both models) as strong as a Ramjet round on lightly armored vehicles (BUG/HUM, MLRS/ART, AP/OR). Or, at least make the rocket travel much faster.

EDIT:

Also, isn't this thread a diversion from reality?


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[Updated on: Mon, 31 December 2007 09:16]

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Re: If you were making a patch for Renegade, what would you do? [message #306964 is a reply to message #304286] Mon, 31 December 2007 09:20 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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make it so that if you wall hug too much the level eats you

Big Ups

i don't think vehicles are worth enough with the points fix, killing a mammy 100% gets you 147 points, and i'm not sure how they determined what they wanted vehicles to be worth
maybe they compared it to what buildings are worth, that might make sense somehow

just doesn't seem finished to me, but it definately stabilizes the game overall

so stick that in a patch Smile




liquidv2

[Updated on: Mon, 31 December 2007 09:24]

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Re: If you were making a patch for Renegade, what would you do? [message #306967 is a reply to message #306964] Mon, 31 December 2007 09:31 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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liquidv2 wrote on Mon, 31 December 2007 10:20

i don't think vehicles are worth enough with the points fix, killing a mammy 100% gets you 147 points, and i'm not sure how they determined what they wanted vehicles to be worth
maybe they compared it to what buildings are worth, that might make sense somehow

with the pointsfix, points gain for killing vehicles and infantry is 10% of the unit's cost. (free infantry being a slight exception, for obvious reasons)

examples (unit/killpoints/cost)
mammoth, 150, 1500
APC, 50, 500
med, 80, 800
toplevel character, 99, 100
buggy, 30, 300

barring a point or two either way due to rounding up and whatnot, it all works out


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Re: If you were making a patch for Renegade, what would you do? [message #307175 is a reply to message #306967] Tue, 01 January 2008 15:20 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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I'd like to make an unofficial patch... need a coder though

details are here


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Re: If you were making a patch for Renegade, what would you do? [message #318158 is a reply to message #304286] Wed, 20 February 2008 12:02 Go to previous messageGo to next message
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Spoony wrote on Wed, 19 December 2007 22:04

- Chinook slightly faster and can carry five passengers plus its pilot
You can quickly edit the amount of seats for every Vehicle via LE, but I honestly don't know if this will work on a Server. Increasing the Speed is also easy to set up via LE, but don't forget to increase the NUR in the server.ini PLUS get more Bandwidth for your Server.
Majiin Vegeta wrote on Wed, 19 December 2007 23:00

-release new maps
There are numerous new Maps being released every Year. You should use Google to find more than those on a certain Website...
cnc95fan wrote on Wed, 19 December 2007 23:18

...I would combine a anti-cheat.exe ... it detects user input, and compares it to game-play.
We have the RenGuard which blocks all but approved w3d-Models and an edited objects file too. We have RenGuard on the Server side which checks back if you are using the Client. This sorts out 90% of all Cheaters. / Then there are BIATCH & Resurrection, they check the damage/warhead/fire-rate etc AFAIK -this sorts out an additional 8% of all Cheaters. It's perfect against renamed objects.ddb (even if they're used with a cracked game.exe or are in another dir than DATA). So NOPE, I don't think we need an universal exe on the client side. Set up a Half-RG Server + Biatch and your Mods will become almost unemployed, because the RG-players can votekick nonRG-players and Biatch instantly kicks Cheaters with all sorts of repair/damage-hacks after they have pressed the Mouse Button.
m1a1_abrams wrote on Thu, 20 December 2007 04:22

Add homing rockets to both Rocket Soldier Officers, but not Gunner.
Add rotating turret to MRLS but make no changes to the Nod Artillery.
Similar damage increases to other underused characters, like Tiberium Auto Rifle Sydney and the Chem Warrior.
I would add homing Rocket to the Gunner too. Why? because in general, you cannot fire blind you have to aim at the Target. So it would be fair that the Rockets would follow moving Objects they were aimed at. For me it's annoying firing with Gunner on a Tank and have to guess in which direction he/she could drive next only to hit the Tank right. If the Target is in my Crosshair and I fire at the right time then, it deserves to be hit! I think homing Rockets like on BunkersTS can be made with LE.

If I'm right, I've seen the rotating MRLS (on the WW Maps!) on the [DWS]Server. This Server is fully script-equipped with the Sidebar Options, custom Commands etc.

Honestly, the Sydney/Chemo-Issue belongs to the Tactics-Forum, but hey: Medium-skilled players can take out various Infantry with the Sydney in a cheap way -and you can rush with Chemos straight on every Ground -whether it's Tiberium or not- and with enough Teammates and take out a Building easily. So no changes here please.
Viking wrote on Thu, 20 December 2007 05:07

Auto map download / Parachutes
-The Chinook gets a rope that you can climb down from
-Screener taken from any player in the game without their knowledge.
Server options: -Different vehicle limits for each map
Auto-MapDL like in EnemyTerritory: 100% ACK! Parachutes were already made by BC in their own scripts AFAIR.
The Chinook should get a working Chaingun like I noticed on certain dead Chinooks. Climbing down when ejecting is cinematic I think and cannot be done in Multiplayer. Someone should correct me.
There is a Spectator mode you can follow a selected player with.
Different Vehicle Limits per Map can already be done with Brenbot and Nightregulator. Above this, BR can set a different round time for each map (check mapsettings.xml).
w0dka wrote on Sat, 22 December 2007 17:25

-a "thanks" radiocommand (or is there one? i recall a few times wanting one...)

-Nod turret faster aiming, faster bullet. a med should no longer kill two turrets solo without fear of destruction

-Kill messages to killer and victim....
Radiocommands are fixed to 30, but this can be done via a Soundplugin, which puts out a SNDT (0/1) Sound in case someone writes THX in Teamchat. With this method, any Sound can be added as a Teamcommand. Or check the scripts for the Keyconfig Stuff. You can assign some Commands to the NUMpad.

The NOD Turret aims really fast and hits its Targets well (although you see the Projectile flying slghtly in another direction). I also see no problems with the time for reload since it was intended as a Cannon and not as a Chaingun. Only a bit more Armor should solve the Issue. Should be possible with LE.

More detailed Killmessages are included in SSAOW + SSGM. Although those Servermods do NOT display other Killevents in the F2 Chat, they are shown in the IRC-Channel. Such as Beacon Events or C4 (Since SSGM), Building Attacks etc. Eventually a Bot or a mIRC script can send them vie RenRem back ingame? Be aware that this would increase Data Traffic.
mjfabian wrote on Sun, 23 December 2007 00:01

-75% 50% 25% and full destruction animations for all buildings
-Built in voice communication
-Better, bigger (not too big), asymmetrical maps with destroyable elements that alter gameplay and multiple vehicle entrances for bases
-Harvester path-finding should be vastly improved to get around other vehicles
At least for the fulle DestructionAnimation I remember that NeoSaber invented such Buildings. They are included in MutationRedux, Seaside_Sunset, Seaside_Canyon and others. The current DestructAnim is based on additional Textures which overlay on the normal ones (the Holes in the walls for example). To half-wreck a Building when it loses its 600 Armor, you probably have to re-model the whole Building in Gmax.

TBH, I wish none of the Games today have builtin VoiceComm. For Ren, there is TS, the unfinished TSO und the unfinished TS-Regulator. Now here is my Wish: Finish the TSRegulator and release it to the Public please!! Along with the dead Project RenHawk (It's dead as I stated in the RenUniverse Report 2007) this is one of my MostWanted for Ren!

Thirdly, there are more than 400 Fanmaps out, but only a few are played online. WTF?

And at last, mod the Harvie with a bit more Weight and triple its Torque. This is a easy Part with LE. It can push even a Mammoth away with the right Settings.
Dreganius wrote on Sun, 23 December 2007 12:57

Surth wrote on Sun, 23 December 2007 22:48

So EA made the NodSoldier unusable because the Flametrooper was unusable too? Ok.
Fixed your post.
CRITICAL ERROR= Westwood has made Renegade and EA published it.
Jerad Gray wrote on Mon, 31 December 2007 09:03

- The ability to set a units speed through scripts
I don't know the exact way you meant this but host a LANgame alone, press F8 and type "e" SPACE ENTER. Edit Vehicle Properties is the point. Infantry Units can be changed with LE by modding the Presets. Play CrazyCTF and you should know what I mean. Speed and jump Height can be changed in the Objects file. I believe this could work on Vehicles the same way. If it's serversided, it affects all players. Requires an increased NUR + more Bandwidth per player.
w0dka wrote on Mon, 31 December 2007 16:23

why just say one rocket, then reload, but this rocket got the punch of all the whole six?
Stupid Idea, because if you have to kill an enemy Soldier in a Tunnel and miss the first shot, you have to wait till the reload is over -and within this time you will get killed.

====

My Wishlist:

-Some good Servers which are running different Mods. One with CTF, one with CCTF etc. If Renegade have had a Map Autodownloader, everyone would play more Fanmaps. I don't know if it's possible, but if our RG Client automatically DLs the CP, is there a Chance to release a new RG + new scripts so RG detects the Map not being in the DATA and DLs it? After finished downloading, just go back to the Game Listings and join again.

-Finish the TS Regulator please if it isn't already.

-Fix the MP3dec.asi Client file so Ren won't randomly crash anymore if a Server (especially with NR?) starts playing a MP3.

-New RG please: 100% stable. Not 5% Chance to crash down Ren anymore.

-Release of CP 3 in Summer 2008.

Fix the unrealistic Physics. I am standing beside a Vehicle and it kills me as it would if it runs me straight over.

-No more Snipers in CCM (AOW), CTF, DM, Mission and Infantry only please.
Re: If you were making a patch for Renegade, what would you do? [message #318188 is a reply to message #306827] Wed, 20 February 2008 13:55 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
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Chuck Norris wrote on Sun, 30 December 2007 21:27


- Verbal warning for each building that it's destruction is imminent (like the one at the Black-Cell servers) when it's health enters Red.


Actually tbh with my more recent post in the mod forum(about low health and the sound) I was really wanting more of a Client Side version, something like that above would work except adding the feature of being able to edit when it says that and of course making it for inf and possibly vehicles.


[Updated on: Wed, 20 February 2008 13:57]

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Re: If you were making a patch for Renegade, what would you do? [message #318190 is a reply to message #318188] Wed, 20 February 2008 14:02 Go to previous messageGo to next message
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{SB}Lone0001 wrote on Wed, 20 February 2008 20:55

Chuck Norris wrote on Sun, 30 December 2007 21:27


- Verbal warning for each building that it's destruction is imminent (like the one at the Black-Cell servers) when it's health enters Red.


Actually tbh with my more recent post in the mod forum(about low health and the sound) I was really wanting more of a Client Side version, something like that above would work except adding the feature of being able to edit when it says that and of course making it for inf and possibly vehicles.

This is built into Ren itself, for buildings, it's just that some patch somewhere broke it.


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Re: If you were making a patch for Renegade, what would you do? [message #318193 is a reply to message #304286] Wed, 20 February 2008 14:07 Go to previous message
Lone0001 is currently offline  Lone0001
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Yes but I'm talking about Inf and possibly vehicles not buildings

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