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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 11:02:49 AM   
m10bob


Posts: 7148
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Hello...Would it be possible to give naval TF's a command switch to "follow" a particular TF,(ala WITP vanilla)?

I miss this feature with replenishment TF's especially..TY

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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 11:23:02 AM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
There is already a 'follow TF' command under TF routing. I use it constantly to replenish my TFs.

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Michael

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Post #: 872
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 12:20:19 PM   
Nemo121


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Michael,

What I'm looking for is that the game would automatically make 0 delay pilots "active" instead of the player having to manually click on each of these pilots individually. It would just remove a lot of unnecessary button clicking.

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Post #: 873
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 12:28:56 PM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
When a group needs pilots to man planes, it will take them automatically from the group's '1' delay pilots (ie making them '0' delay) before getting any from the replacements/reservres/etc.

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Michael

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Post #: 874
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 1:40:50 PM   
PaxMondo


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quote:

ORIGINAL: Nemo121

Michael,

What I'm looking for is that the game would automatically make 0 delay pilots "active" instead of the player having to manually click on each of these pilots individually. It would just remove a lot of unnecessary button clicking.

Nemo,

This was added about 6 or more beta's back ... works very nicely.

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Post #: 875
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 10:02:50 PM   
khyberbill


Posts: 1940
Joined: 9/11/2007
From: new milford, ct
Status: offline
Oh dear, now I have to read release notes?
Thanks for the response. The un-restricted squadron did decide to take the plunge the next turn and move to Capetown.

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Post #: 876
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/16/2011 6:48:11 PM   
m10bob


Posts: 7148
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: michaelm

There is already a 'follow TF' command under TF routing. I use it constantly to replenish my TFs.



TY Michaelm..It's a bummer aging and growing blind??

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Post #: 877
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/16/2011 10:02:18 PM   
packerpete

 

Posts: 118
Joined: 2/27/2010
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Newb question. Are the politcal point costs listed in the unit reinforcement area of the intel. screen. I very well could be blind but if they are not there could they be added please?

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Post #: 878
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/16/2011 10:08:55 PM   
inqistor


Posts: 1332
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: michaelm

When a group needs pilots to man planes, it will take them automatically from the group's '1' delay pilots (ie making them '0' delay) before getting any from the replacements/reservres/etc.

Actually, I have not tested it, but it actually seems, that if you manually put pilot into reserve it would not be chosen for missions, but if airgroup AI put someone into reserve (because there is more pilots, than needed), it can release him for duty anytime. May be coincidence, but guys I have put manually to not fly, do not have any missions, but some greenies without any experience fly, even if guy in reserve is better than them.

So, there are like 2 types of "delay 1".

quote:

Just looked up old code.
The repair assist given by Naval Hq was 1/50 of the number of devices in the first slot of the unit in the same hex as base the ship being repaired was in.
Again this would be have been Support - 250 devices in slot 1 comes to mind which would equate to +5 from HQ assist.

The total assist (inc reapir ships) would not exceed the base port size +4.

So, there WAS kind-of Naval Support
But now Command Radius of Naval HQ do not help in anything in HQ hex?

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Post #: 879
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/17/2011 6:02:47 AM   
satisfaction


Posts: 100
Joined: 6/30/2004
Status: offline
Just started playing the beta, great work! I've got a graphical issue that I've not seen discussed. My resolution looks to be set at 1024x768 and maxing screen does no good, just that tiny little box on the screen. Second with selecting ships in TF screen the little ship pictures "split" I see a whole picture on top and just the hull right underneath it. Also these flicker anytime I move my mouse, so it is like a little ship hopping animation. No problems on aircraft. Sorry if this has already been addressed.

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Post #: 880
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/17/2011 11:46:52 AM   
Omat


Posts: 708
Joined: 8/18/2004
Status: online
Hello

I have the same problems. But they seems to disappear when I uses the "performance switches": I have an AMD Dual-Core


Witch switches (-SingleCpuOrders –cpu2 –multiaudio) I don not have issues. Maybe you should play a little bit with it.

You can find a list of switches in the WhatsNew.pdf. Search for amd and you will find the article.

Hope it helps.

Omat


quote:

ORIGINAL: satisfaction

Just started playing the beta, great work! I've got a graphical issue that I've not seen discussed. My resolution looks to be set at 1024x768 and maxing screen does no good, just that tiny little box on the screen. Second with selecting ships in TF screen the little ship pictures "split" I see a whole picture on top and just the hull right underneath it. Also these flicker anytime I move my mouse, so it is like a little ship hopping animation. No problems on aircraft. Sorry if this has already been addressed.



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Post #: 881
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 11:54:18 AM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
[1108q8]
Tweak Allow option to retain pilot in Group list before releasing pilots [MEM]
Clicking on the rank will turn the pilot RED which means that he is not affected by the 'release pilot' buttons. By default, the group pilot leader will be RED.
Fixed Industry Management screen not checking if base is active before adding RES and OIL pools; affect small map scenarios [MEM]
Tweak Allow Army list filters to be passed to Draw Army screen for next/prev army [MEM]
The next and previous buttons on the LCU screen are the only ones affected by the earlier list filters.
Tweak Allow rail move between connected offmap bases (CANADA and EC) [MEM]
Tweak Allow offmap movement for '0' ready groups [MEM]
Fixed Suppress option for Withdraw on screens if not enabled [MEM]
Tweak Allow upgrade exchange between FB/LLB/DB at a PP cost - CAS type intermix (requested by OOB designer) [MEM]
Fixed Some level bomber switches not costing PPs [MEM]
Switching between types of planes outside of the group's scheduled path should have costed PPs. This mainly affects level bombers as today all types of LBs show up without any real penalty.
Tweak Added ability to set combat mode on the Army list screens [MEM]
Tweak Added reason for inability to recombine units on OOB org screen [MEM]
Between this and the '**' on the LCU screen for weapon differences, we should always be able to see why units can rebuild.




< Message edited by michaelm -- 10/17/2011 11:56:55 AM >


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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 1:29:39 PM   
dorjun driver


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From: Port Townsend: hex 210,51
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Michael, you are soooo much better than Santa.

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Post #: 883
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 1:44:48 PM   
Andy Mac

 

Posts: 13796
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Thanks Michael - PZB and I are also testing a mini device upgrade which would fix a couple of device issues picked up since the data patch - specifically

IJAAF Radars

Still being tested but looking good so far

< Message edited by Andy Mac -- 10/17/2011 1:53:17 PM >

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Post #: 884
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 2:05:43 PM   
dorjun driver


Posts: 640
Joined: 4/20/2006
From: Port Townsend: hex 210,51
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On the "All Ground Units" screen, the "Restrictions" and "Nations"overlap. On the "LCU" screen, the "Prev/Next Ground unit" buttons are missing. Other than that, I love it!





Attachment (1)

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Post #: 885
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 2:12:27 PM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
AH!
I was using the shortest text in that corner to test with. Forget about the extra longer ones.


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Post #: 886
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 2:14:28 PM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
quote:

ORIGINAL: dorjun driver

On the "All Ground Units" screen, the "Restrictions" and "Nations"overlap. On the "LCU" screen, the "Prev/Next Ground unit" buttons are missing. Other than that, I love it!





Correction.

The unit is on a ship. The next/prev buttons normally don't show IIRC.

< Message edited by michaelm -- 10/17/2011 2:17:08 PM >


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Post #: 887
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 2:20:14 PM   
dorjun driver


Posts: 640
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Of course.

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Post #: 888
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/17/2011 2:28:40 PM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
Does break up the prev/next sequence though!
Have to see if I can fake it out.

I can make it pick up the ship LCU fragments, but they wont be following their parent unit as the next/prev works on slot #, not the unit's name or subunits. May look and feel funny. Need to sleep on it.

< Message edited by michaelm -- 10/17/2011 2:56:09 PM >


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Michael

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Post #: 889
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 12:59:34 AM   
joey


Posts: 818
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From: Wilmington, DE
Status: offline
Michaelm, I applied the latest patch dated today. I have been applying patches as they come out weekly. Something strange occured today: on my base screen for a number of bases, I have under the Airfield capacity expanding number - numbers greater than 100%. I have a 550%, a 127%, and a 218%. This does not happen to all bases.




Attachment (1)

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Post #: 890
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 4:51:28 AM   
sspahr

 

Posts: 81
Joined: 7/18/2005
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Beta 1108q8:

I'm getting a CTD when I try to sort the pilot list in the group screen by rank.

Also, some pilots aren't responding to clicks (example: at Umnak Is air unit 3748 28th CG/404th BS pilot 1st Lt H. Simo).

Save attached.

Attachment (1)

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Post #: 891
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 8:13:06 AM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: joey

Michaelm, I applied the latest patch dated today. I have been applying patches as they come out weekly. Something strange occured today: on my base screen for a number of bases, I have under the Airfield capacity expanding number - numbers greater than 100%. I have a 550%, a 127%, and a 218%. This does not happen to all bases.


This is a display thing.
Some bases only go from 1% to 10% before building a point. I thought that this was a display problem so I fixed it on the go. But this looks like it has mucked up other displays of the port/Af building.
Can you attach a save to save me time when I fix the display issue???
thanks

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Post #: 892
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 11:10:07 AM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: sspahr

Beta 1108q8:

I'm getting a CTD when I try to sort the pilot list in the group screen by rank.

Also, some pilots aren't responding to clicks (example: at Umnak Is air unit 3748 28th CG/404th BS pilot 1st Lt H. Simo).

Save attached.


The CTD is due to the sort no longer working when I added the ability to keep pilots from being released. Just don't sort by rank it should be okay.
The 'no response' is happening on the first pilot in the group list. No fix till new build.

I have fixed both and will build another installer(1108q8a)

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Post #: 893
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 2:34:05 PM   
PaxMondo


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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: sspahr

Beta 1108q8:

I'm getting a CTD when I try to sort the pilot list in the group screen by rank.

Also, some pilots aren't responding to clicks (example: at Umnak Is air unit 3748 28th CG/404th BS pilot 1st Lt H. Simo).

Save attached.


The CTD is due to the sort no longer working when I added the ability to keep pilots from being released. Just don't sort by rank it should be okay.
The 'no response' is happening on the first pilot in the group list. No fix till new build.

I have fixed both and will build another installer(1108q8a)


Thanks for the superlative support (SS) Michael!!!




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Post #: 894
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 3:03:48 PM   
michaelm


Posts: 9142
Joined: 5/5/2001
From: Sydney, Australia
Status: online
I don't have time tonght to fully test and package this EXE up.

Here is a zip of the standard EXE (1108q8a) if anyone wants to play around with it before I package it up tomorrow evening.

======================
[1108qa]
Fixed Revamped the ability to keep pilot from being release on the group screen. Corrects rank sort error. [MEM]
Fixed Army list screen had some overlapping text [MEM]
Fixed Expanding of AF showed strange % [MEM]
Fixed Player upgrade aircraft showing wrong PPs [MEM]


< Message edited by michaelm -- 10/19/2011 12:15:47 PM >


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Post #: 895
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 7:57:54 PM   
joey


Posts: 818
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From: Wilmington, DE
Status: offline
Michael, when I extract this file, I get "unable to find PW data". What does that mean?

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Post #: 896
RE: Patch 06 - Public Beta - Build 1108q8 updated 17 Oc... - 10/18/2011 8:04:10 PM   
joey


Posts: 818
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From: Wilmington, DE
Status: offline
Never mind I figured it out. I must have had a "duh" moment. The airfield expansion issue apprears fixed. j

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Post #: 897
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/18/2011 9:14:01 PM   
satisfaction


Posts: 100
Joined: 6/30/2004
Status: offline
I"ll give this a shot. The screen jumping seems to occur anytime there is animation, including naval bombardment, bombing etc. Hope the switch thing will work, not really sure what it is

FIXED! Just changing the screen resolution to my native screen size fixed all these problems. Oh the joy of seeing a whole screen of hexes!

quote:

ORIGINAL: Omat

Hello

I have the same problems. But they seems to disappear when I uses the "performance switches": I have an AMD Dual-Core


Witch switches (-SingleCpuOrders –cpu2 –multiaudio) I don not have issues. Maybe you should play a little bit with it.

You can find a list of switches in the WhatsNew.pdf. Search for amd and you will find the article.

Hope it helps.

Omat


quote:

ORIGINAL: satisfaction

Just started playing the beta, great work! I've got a graphical issue that I've not seen discussed. My resolution looks to be set at 1024x768 and maxing screen does no good, just that tiny little box on the screen. Second with selecting ships in TF screen the little ship pictures "split" I see a whole picture on top and just the hull right underneath it. Also these flicker anytime I move my mouse, so it is like a little ship hopping animation. No problems on aircraft. Sorry if this has already been addressed.





< Message edited by satisfaction -- 10/18/2011 9:25:11 PM >

(in reply to Omat)
Post #: 898
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/18/2011 10:11:56 PM   
Omat


Posts: 708
Joined: 8/18/2004
Status: online

quote:

ORIGINAL: satisfaction

Hope the switch thing will work, not really sure what it is



Hello

Maybe this explains what the switches are :


quote:

There are also a number of other command line switches that may be useful to players.
To use any of these, Right click to edit the Properties on the “Quick Start” shortcut to the game
(located in your Start Menu folder for War in the Pacific: Admiral’s Edition). Do not edit the
default desktop link, which points to an “autorun.exe” as that won’t work. You have to use the
Quick Start link which points directly to the game executable. You’ll want to add these to the
end of the “Target” field to get them to work. For example, when you are done your target field
could look like this:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -wd –altFont –cpu2 –multiaudio –dd_sw

Performance Switches

(Please note that the old –dual switch has been removed in favor of the below combination of
more configurable switches)

-SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later. We’ve found this to be useful on some multi-core systems, especially AMD processors.

-SingleCpuOrders : Starts the game in single CPU mode and stays in single CPU for the orders phase, switches to multi CPU mode for running the turn, then switches back to single mode for
the next orders phase. We’ve found this to be useful on some multi-core systems, especially AMD processors. Use this or –SingleCpuStart, not both.

If either of the above are used with one of the -cpu# switches noted below, it will use the specified CPU, otherwise both of these switches default to the first CPU. If a -cpu# switch and
one of these -Single switches are used, the turns will always be processed in multi processor mode.

-cpu# : (cpu1, cpu2, cpu3, cpu4) Switches set the cpu affinity for multi cpu systems. It will do nothing for single cores and will default to using all cores if a core is designated which is not there (for example using -cpu3 on a dual core system). We’ve found this to be very useful on some multi-core systems, especially Intel processors.

If used alone, the -cpu# switches will keep the game running on the CPU specified all the time. If used with the -SingleCpuStart switch, it will only use that core when starting the game. If used with the -SingleCpuOrders switch, it will stay in single CPU mode for starting and the orders phase, but will run in multicore. If one of the SingleCpu switches is used without a -cpu# switch, it will default to cpu 1 when it is in single core.

-multiaudio : Invokes a fix that changes audio timing for multicore machines.

-dd_sw : Handles DirectDraw via Software. We’ve found this can make a huge difference on many systems as far as reducing interface lag and making button clicking in-game more responsive. On a few newer systems this can cause some visual glitches and slow combat animations though, so give it a try and remove it if it’s not ideal on your system.


Performance Examples

For example, on an Intel Dual Core system here, we use the following switches:

-cpu2 –multiaudio –dd_sw

On an AMD multi-core system, we use the following switches:

-SingleCpuOrders –cpu2 –multiaudio

Try these switches in different combinations to see what works best for your system as what works well on one may not be ideal for another. However, we have yet to find a system that didn’t benefit at all from at least one of these switches erformance-wise, so test them out!

Wide Screen Support

New in the third official update:

-px -py

To have any effect x must be greater than 1024 and y must be greater than 768. If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted.

Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values.

We were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the –px –py from your command line switches to revert to standard display
behavior.

Examples:

-f -px1920 –py1200 for a 1920x1200 monitor in full screen mode

-w –px1680 –py1050 for windowed mode, so that the window is within desktop

Other Switches

-colorBlind : Support for color blindness
-deepColor : Enables 32 bit color, intended for Full Screen mode
-altFont : Enables alternate in-game font (Lucida Sans Unicode)
-w : Windowed mode
-wd : Windowed mode, daily autosaves
-ww : Windowed mode, weekly autosaves
-fd : Full screen, daily autosaves
-fw : Full screen, weekly autosaves
-r : Show Roads
-autosave : Daily autosave
-archive : Put data reports in archive directory
-skipVideo : Skip the intro video when starting the game
-fixedArt : Will not use rotating images


But when it works now maybe you don`t need the switches anymore

Hope it helps...


Omat

_____________________________

"All changes, even the most longed for, have their melancholy; for what we leave behind us is part of ourselves; we must die to one life before we can enter another."
Anatole France

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Post #: 899
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/18/2011 10:56:20 PM   
crsutton


Posts: 7153
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From: Maryland
Status: offline
Michael,

The 56th and 37 Soviet motorized divisions both have 43 motorized squads, 600 trucks and about 100 AC and light tanks. Should these two units have the same mobility as an armored or mech unit? As it is now they are classified as infantry divisions and are no more mobile than any vanilla infantry unit.

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