Page 1 of 4 1234 LastLast
Results 1 to 50 of 161

lorankorn loop sound mod

  1. #1

    lorankorn loop sound mod

    Happy New Year fellas.

    I would like to take a moment to remember Scruff, a super talented artist with whom I had the preveledge to work with in EF Mod Team. Requiescat in Pace. Ge will always be remembered.

    We made a discovery with the EF Team so partial credit goes for Copernicus and Hartkeks. We succeeded making custom sounds through the means of BSC editing so (since I was already knee-deep in making custom sounds for EF) I made a new sound mod for the community in which every automatic weapon now sounds "real". Now the automatic weapons don't play random repetition of single sound files thus putting together a burst. Now the automatic weapons of every faction play a loop sound with the historically correct rate-of-fire. All sounds (including the vehicles) are made from recordings of the real thing. In addition, German tanks now have a real MG34 sound for their hull and coaxial machinguns.
    This mod changes almost every sound and effect in the game and a part of it you have already met. Now it is integrated.

    http://www.mediafire.com/?imejyh44duz
    full sound mod "open file" - I corrected the mis-spelled *.bsc entry now there should be no bugs left in it

    http://www.mediafire.com/?ztzu5ldznrn
    loop only mod
    just unpack it into your mod's directory, it will overwrite nothing and changes only the automatic weapon sounds to a lifelike experience.

    http://www.mediafire.com/?mojyk1iznzf
    the sound mod packed into an *.sga and the Data folder separately

    http://www.mediafire.com/?wnxgzyzz5jw
    smf.convert tool (its Mannarheim's brilliant stuff, I am only rehosting it on demand)

    http://www.mediafire.com/?wmzeyymmzwn
    smf.play tool (again its Mannarheim's), you can load and *.sga in it and listen to the sound files before you commit yourself to the mod itself.

    http://www.mediafire.com/?xjw0ydmw4dm
    the same full sound mod but balanced. on demand i blanced the weapons so they dont cancel each other out. i used a simpler wav format before converting it which is much easier to optimize. it cuts back on the mod's size drastically but ingame you wont notice a thing.

    http://www.mediafire.com/?na2wzmgmjy5
    only automatic weapons. really small file, same deal as above, optimized, balanced and simple wav format converted to *.smf.


    Also: the correct filepath for a custom sound to play ingame is CoH/your_mod/DataSoundHigh and DataSoundLow (datasoundlow you only need when you wanna play with low audio settings). It is possible that the mod you are playing will want a different filepath. All you have to do then is make a folder CoH/your_mod/Data/sound/wav and copy only the sound files (*.smf) into this newly created folder. It might sounds more comlicated then it is and it is very unlikely that you will need to do this. I am only saying this in case...

    Enjoy!
    Last edited by loran korn; 12th Jan 10 at 1:58 PM.
    Dev-Team member of Normandy 44
    Dev-Team member of Eastern Front

  2. #2
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    Would be nice to see a vid of the sounds
    Last edited by Aidas2; 4th Jan 10 at 6:02 AM.

  3. #3
    Would be, unfortunately though my rigg somehow doesnt like anything like Fraps or any other cams softwear and records the sounds kinda funny. I am rather mad because of it but cannot help it.

    I was sorta hoping that my reputation speaks for itself

    The new trailers for EF will come out with my sounds soon and since the Russian hardware has the same type of sounds it will give you an idea.

  4. #4
    Member Cozmo's Avatar
    Join Date
    Oct 2006
    Location
    Bristol, England
    is this only for burst weapons or every weapon/explosion sound?

  5. Modding Senior Member Company of Heroes Senior Member  #5
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Sounds great, but as Cozmo asked, does this also change the sounds of the normal single fire rifles and explosion?

  6. #6
    Member Cozmo's Avatar
    Join Date
    Oct 2006
    Location
    Bristol, England
    because I have gamersins sound mod, but I guess I could just extract that and combine the two.

  7. #7
    Like it reads in the first post it changes nearly every sound in the game. The loop thing is for automatic weapons only. Most of the sounds are re-works of my original sound mod from three or four years ago and the one I made for OF. Now its all integrated.
    My trademark is that the sounds are real. Even explosions and vehicle sounds are recorded either by me or for me (this is my trade and so I am fortunate to have a larger huge sound archive).
    There are a few people now (three that I know of)who offers sound modifications. Great , so there is a choice now.
    Gamerisin's sounds are very good, he is a great friend of mine and I know his work inside and out. He is a good choice, is what I am saying.

  8. #8
    Member Dragon93's Avatar
    Join Date
    Oct 2006
    Location
    Leven, Fife, Scotland
    Hey dude, looks like the link in your post leads to the EF loop sounds


  9. #9
    Holy cow! How did that happen? Thanks Dragon for pointing that out!
    Its fixed.

  10. #10
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    Hi Loran...good to see a new thread of yours :P
    I'm gonna test them right now...thx a lot mate,can't wait for those vids!!!

    to be clear I just want everybody to know Loran was/is my "sounds teacher",he showed me the tools...the instructions and all you need to make sounds and as he said we are great friends in and out CoH and his work will always be TOP work,better than mine at least for me since his sound mod was the first modification I used

    But as he said...this we made it for fun...and for more enjoyable CoH..more realistic.Btw mate...I'm gonna upload SSF now that I'm uploading other stuff,I'll send u the link when is done
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  11. #11
    Good show bud.
    Thanks for the flowers !
    I hope you gonna like it, I certainly enjoy getting the stuff together. I will PM you on technical issues. Certainly wanna talk it over. Then I will make a tut.
    This is soooooo exciting! Finally audio customizing buddy instead of editing smf files!!!

  12. #12
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    yep,looking forward for that tutorial,how difficult can be to make sounds(just talking by myself when I asked for your help hehehe )


    EDIT: damn...the new sounds are great mate,thx a lot
    Last edited by Gamerisin; 4th Jan 10 at 2:38 PM.

  13. #13
    Member huetti07's Avatar
    Join Date
    Jun 2009
    Location
    Austria
    so i installed EF sounds, i was wondering of the small size

  14. #14
    yeah you did. sorry about that, i dont know how i goofed up like that.
    it wont do any harm but it wont work either as it is linked to custom models you dont have. now you have files and sounds that the game does not recognize, you can delete every file - check the rar for references.

  15. #15
    Member huetti07's Avatar
    Join Date
    Jun 2009
    Location
    Austria
    thx, i give it a try

  16. #16
    awesome, its nice to have these sounds back, thanks!
    "Airborne, death from above"

  17. #17
    Hi guys, nice work on the sounds. I'm very interested in the .BSC editing Loran Korn you mentioned. Any insight into a how-to or wat program you can make/alter them with. At present Ive made heaps of custom sounds, custom speech files, and custom Taunts activated ingame, but like yourselves prior to your new success, I modify these the old ways and use old BSC's for anything custom, but it has its limitations. I also have in process of making a whole new directory for speeches but the BSC's play a major role in that and so is limited due to that. So any information regarding .BSC editing I would greatly appreciate

  18. #18
    well, discoveries are for sharing so I am putting together a tutorial.
    sound customizing involves actually a bunch of other fields in modding so I think it is necessary to explain the things in detail. technical sides and all. it will be up today. well, "today" is a relative term...today for me is tomorrow for others on the other side of the globe. I am writing it as we speak.
    Since I already have a tutorial in the How-to section I will just add to that. It only makes sense because it is already in to correct section.
    Last edited by loran korn; 5th Jan 10 at 3:12 AM.

  19. #19
    loran korn have you done any work for other games like bf42 or bfvietnam by chance?
    also looking forward to that tutorial
    Last edited by DACV; 5th Jan 10 at 4:41 PM. Reason: addition

  20. #20
    Member Sooth's Avatar
    Join Date
    Dec 2006
    Location
    Stockholm, Sweden
    I cant get it working... sigh.
    I made a new mod in corsix "my_mod" and put the sound files in that archive, and even ran it through corsix but the default sounds still play. Can someone make a tiny tutorial? I haven't played any mods or anything for coh since 2006 or something, so be gentle.
    *poke*

  21. #21
    Member Capt.Malashenko's Avatar
    Join Date
    Dec 2009
    Location
    Bооруженные силы Советского Союза
    Just make a new mod,add Lorankorn`s loop mod, and in your mod folders
    go to datasoundhigh/sound/wav - copy "wav" folder
    open
    THQ/Company of Heroes/ModName/Data/sound
    and paste that folder in.
    If you still have trouble PM me, and I`ll help yaa out
    Today we`ll show them the might of the Soviet Union !!!

  22. #22
    Member Sooth's Avatar
    Join Date
    Dec 2006
    Location
    Stockholm, Sweden
    ok so I got it to work, however... the only changed sounds I heard were BAR, mp40, MAYBE the MG42 I couldnt tell, and the rest was normal I think (didn't hear ALL sounds ofc)

    I'm confused.

    Anyway some feedback: BAR sound is a bit to low and feels out of place imo, maybe make it a bit heavier, even if its not 100% realistic. Atm it's not very distinct but more as a background noise even when ur looking straight at the BAR rifles.

    EDIT: also I was wondering, since I only play online I hoped these sounds we're usable online, but when I tried merging them into the archive files I failed, whys? :P

  23. #23
    @DACV
    I PM you.

    @Sooth
    I am pretty sure that you have to make it into an *.sga with the SGA packer and then archive it. I always play "open files", its easier to edit stuff but the Archive folder should only hold *.sga. Could someone smarter than myself advise on that?

    As for sound issues: thanks for the feedback. Sounds are like skins. You make one but thats only one presentation. I made a detailed tutorial, its over in How-to and I invite you and others to edit my mod to your liking or make your own. Its really not that hard at all and its lots of fun. Also, sound settings do have an effect on audio so even my mod does not play the same on every rigg out there. I got PMs that the machineguns sometimes sound funny and other things play this way or that way. Its hard to offer any assistance because I can only test it on my PC before I release it and if it works fine on my rigg then I assume its done. But actually its never done. Whatever the case I am sure that people will only like part of it or not like it at all or like it but would be nice to be able to edit it kinda deal.
    Last edited by loran korn; 5th Jan 10 at 8:10 PM.

  24. #24
    Well added those folders to the Blitzkeig MOD and NO new sounds at all. There ALL default.
    Do i have to pyhiscally add these sounds to the MOD and save it or what?
    I extracted some of the sounds ie: MG42 to hear what it sounded like for reference. They sound VERY good, pity there not working in the MOD.
    Regards Mike

  25. #25
    Member Sooth's Avatar
    Join Date
    Dec 2006
    Location
    Stockholm, Sweden
    I found a "bug" or mistake, the greyhound coaxial sounds like the jeeps old gun (I think IRL they are the same kinda gun) while the jeep has a new sound... perhaps the greyhound coaxial is meant to be like the new jeep?

  26. #26
    The jeep and the armoured vehicles all have the same .30cal machinegun. I mean in rela life the did and in the game it is set up like that. In ebps/weapons you might find a bunch of variety of the same type of weapon. The reason nehind it is to give various weapons a different role thru the means of modifications. The weapons however linked to the same *.rgo model file most often than not.

    Actually I found something too last night. The MG34 of the German armour has five loop sounds linked to it but one I accidentally mis-spelled in the *.bsc and althought its hardly noticable with all the sound channels flooded while playing, randomly the hull and coaxial MG34 fires with no sound. Its a simple little thing. Just has to be corrected in the *.bsc of the weapon. Anyone can do it the how-to is in my tutorial.

  27. #27
    Member Revolta's Avatar
    Join Date
    Jan 2010
    Location
    Oxford

    Question

    Helo GUys i have a problem to instal this mod resp. I dont understand quiet clearly where to put what.Can anybody explain very carefully where to put whaT.tHANK YOU.Wanna use this to play online .

  28. #28
    Member BurroDiablo's Avatar
    Join Date
    Jan 2008
    Location
    Where the haggis roams free
    The M8 could have either, but in game its .50 cal. Jeep is a .30 cal.


    Eastern Front Mod
    Eastern Front Mod Artist

  29. Modding Senior Member Company of Heroes Senior Member  #29
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Are you also planning to change the normal single shot and all remaining weapons and sounds?

  30. #30
    Member Sooth's Avatar
    Join Date
    Dec 2006
    Location
    Stockholm, Sweden
    I meant the co-axial gun of both sherman and the greyhound, see they use the original .30 cal sound but the jeep plays the new .30 cal.
    I'm not to good at this kind of stuff but I figure the stationary MG is a water cooled .30 cal and the jeep/coaxial one is air cooled hence the different sounds?

  31. #31
    I honestly can offer no explanation. I have just checked and every hull, coaxial and vehicle .30cal fires with the new loop sound. What audio settings are you playing on? The only thing I can think of is that on low settings it goes haywire.
    These actual sound files (*.smf) should be in the DataSoundHigh outside of the Data folder. I know people tend to put the edited sound files in Data/sound/wav. For me the sounds dont even play in that filepath.
    When I get any "the sounds dont play" or "the sounds play funny" I always point that out. When you make a mod in Corsix the new mod directory has the DataSoundHigh and DataSoundLow folders created. All edited sound files should go there. All edited bsc files should go in Data/sound/vehicles and Data/sound/weapons like it is in the rar I uploaded.
    If you integrate these files in an existing mod make sure these folders exist or create them and try like that.

    Now I will download my own upload and test the version you are all getting with the dl. Will report back.

  32. #32
    This is what I was afraid of...it works for me perfectly. There are vehicles, vehicle weapons, effects and weapons. All there. Working fine. Automatic and single fire weapons, tank guns, artillery, effects, explosions...everything. (The question of Celestial has struck me as strange for instance because I included rifle sounds as well...)

    I checked and evidently the interest is there, the downloads grow day after day. What I am gonna do is re-work the damn thing, pack it up in an *.sga and upload it like that as well. Then all people have to do is put it in the archives and thats that. True, nobody's gonna be able to mod the mod that way but things gonna be dandy from there on. By tomorrow I will get it done.

  33. #33
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    that's weird mate,I have all sounds...including kar98k and also the Enfield...the SMG also have a proper sound as well as the vehicles

  34. #34
    Member Revolta's Avatar
    Join Date
    Jan 2010
    Location
    Oxford
    I am not one of the happy no luck to copy to right folder so i will apriciate that sga files..

    but what i did i extract files just for listening and sounds are really amazing.thats a good job u just done.

  35. #35
    Guys its really very simple. I will have to pack it into an *.sga. I tought it will work with any kind of mod you already have installed because the only thing that matters is the filepath.
    Until I am done with the packing...there are 2 folders in the *.rar.

    Data (*.bsc files)
    DataSoundHigh (*.smf files)

    There are only sound related files in them so it cannot mess up anything in your mod. If the mod you installed and play have modified sounds in them then this mod will probably try to overwrite a few of them. If you like the sounds you are playing with right now you have the option to just skip the ones you want to keep.
    If I archive it this will not be the case. So I will offer this "open file" package as well as an *.sga. If you pick the *.sga you still have to copy the Data/sound/vehicles or .../ weapons contants into your mod's Data folder. Remember there are modified/edited *.bsc files in them in the absence of which the sounds will not play since the filepath is not the default one.

    Its like downloading a mod about new models with customized skins but only copying parts of it. Then shaking your head that the darn thing is missing this or that. So I might gonna have to separate things here and upload just the loop sounds because those cannot interfere with anything, no way! Then make a separate package for other stuff and so on. I am willing to that.
    Last edited by loran korn; 6th Jan 10 at 3:38 PM.

  36. #36
    I added three links to my upload.
    1, An "only loop" mod which will change the automatic weapons' sounds to lifelike bursts
    2, Mannerheim's smf_convert tool
    3, Mannerheim's smp_play tool

    A corrected, bug-free, full version of the mod and the same packed in an *.sga will be uploaded too but it is rather huge thing (over 100 Mb) twice over and it takes time to upload on my mediafire account. It will be linked later today (it says another 9 hours...certainly takes its time)

    I hope this will sort it out now for everybody's liking for it offers three different options.

  37. #37
    Sounds sweet like candy! Looking forward to it. I take it I can ise the .sga in online games?

  38. #38
    sure can, the problem is mediafire is down for maintenance. all files are uploaded but i cant give you a dl link yet.

  39. #39
    Member CoolCat74's Avatar
    Join Date
    Jan 2009
    Location
    Baden-Württemberg, Germany
    Do they work for all international versions of the game?
    "Viel Feind' - Viel Ehr'!"
    - Der Herrgott fragte die Steine: "Wollt ihr Gebirgsjäger werden?"
    - Die Steine antworteten: "Nein, denn wir sind nicht hart genug!"

  40. #40
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    CoolCat74:yes....this are only sga. archives and work with any version or language of the game...after all they are only sounds so it won't affect gameplay

  41. #41
    Member CoolCat74's Avatar
    Join Date
    Jan 2009
    Location
    Baden-Württemberg, Germany
    Ah, ok. Thx. I installed the mod over the original files (backuped them before) and I got some new sounds like the puma, tiger etc. but didn't get this burst thing. Maybe I made a mistake when repacking the sga.

    I will try loran korns, when they're up.

  42. #42
    I dont play with archived sounds so packing it into an *.sga for me the hotbed of screw ups.
    I cannot tell you in any simpler people:
    please just copy my Data folder in your mod's Data. Then copy the DataSoundHigh and DataSoundLow folders in the mod's directory.
    You should then have something of this, in the mod's directory (any mod you are currently have installed):

    (Archive)
    Data
    DataAttrib
    DataSoundHigh
    DataSoundLow

    the Data folder has the *.bsc files in folders and the DataSound... has the *.smf sound files. One does not work without the other. Everyone is packing and archiving. What is wrong with playing with "open files". You all have a mod already in your CoH directory. The mod has its own directory. Put the folders I uploaded in that mod-directory and thats that. I dont know how many people have it working but like Gamer did what I said and he has it working perfectly.
    Now, I am trying to help but how can I do that when everybody seems to start fiddling with the upload and surprise it doesnt work. Every mod has its filepath even a small mod like this. Unless you are experienced in troubleshooting and modding I do not advise to touch any part of it or you utterly ruin the whole thing.
    When you finally run out of ideas just please read the Readme and follow it to the letter. Then the mod will work fine.

  43. #43
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    @loran,actually the sga. archives are more complex since they have problems with the bsc. files...problem is and I experimented that they sga. files contain the smf. files also making difficult to read the bsc ones...so sga. archives may cause trouble with this,that's why you have to make several files to check everything is in order,after a few tests I was able to solve the mixed channel thing but not entirely as they may present small problems

    The bright side of using sga. archives is that you only need to change the sound path on the module file...and...is easier to install.

    Your first instructions were perfect and worked for me...as I said I have all your sounds working...oooohhh btw...I found the 1917Mg has a very low volume

  44. #44
    I uploaded the full arsenal. Every little thing is corrected in it, also there is an "only automatic weapons" version, "open file", *.sga, everything.
    sound issues should be solved and it should be bug-free.

  45. #45
    Member Sooth's Avatar
    Join Date
    Dec 2006
    Location
    Stockholm, Sweden
    yo yo again!
    I tested your mod to some extent (heard at least 90% of the sounds) and even went through the effort of making complete archives so I can use them online!
    HOWEVER! I found some nuisances you might want to know about, even if the sounds are awesome on a whole...

    1) Pretty much ALL MGs (including LMG like BAR, the Bren etc. However the puma/StuG MG is fine...) are at a really low volume compared to the other guns. I.e. the MG42/ and the tiny version of it (mg32 or something?) are pretty much inaudible when ANYTHING else than those guns firing is going on. The BAR is not even close to noticeable when the garands are firing.

    2) The grenades are really loud (It's very realistic, but it's deafening when u listnen to the other sounds, and when 2 brittish rifle grenadiers are about its really hard to hear anything else)

    3) the M1 Carbines have default sound, but maybe it's a pretty good sound, I dont know. (same with the mortars "thump" and shell explosion, feels out of place with the grenades being so loud)

    4) The PzIV (maybe the other tanks too didnt think too much about it, ostwind is cool thought) shot is kinda low volume, so is the explosions of tank guns imo.

    5) I love everything else
    Last edited by Sooth; 7th Jan 10 at 7:51 PM.

  46. #46
    I don't know if it's too much to ask, but really, you should do a vid with sounds, or perhaps ask someone who can do it, if you cannot yourself.

    It would only compliment your mod...

  47. #47
    I dont know why it is I even asked a PC expert of mine to look into it but somehow my rigg doesnt agree with video capture softwears and record the sounds funny, Its not a codec issue and we have no explanation why it is. Something I will have to figure out here today and do videos because:

    I have a complete studio setup with professional audio riggs and softwears so I can optimize and balance the sounds for the game.
    And although I thank you for the detailed feedback, I am genuinely buffled. Something is acting funny and I will have to figure out why.
    Since there are only limited sound channels in the game (which means only so many sounds can play together in any given situation, I balanced the every mg in the game so they cannot be shot out by flooded sound channel issues. The BAR specificlly is strong anf powerful becuase players got used to the BAR being "boom-boom-boom" in the games, although in reality the BAR sounds more like "toak-toak-toak". Whereas the M1 Garand is not a powerful sound at all in reality thus I could not make it one either so I was afriad you guys will complain about it being too unnoticable. The mg42 and mg34 are balanced to remain in action even when tank guns let go a blast. So are the BESA, the 30cal and the 50cal turret mounts.
    The tank guns therefore had to be balanced as well. I chose a wav format that allows me to do that.
    The grenade explosions on the other hand had to be relaistic and I tweaked them not to flood the sound channels. Like the hand- and rifle grenades I decided to make as real as possible contrary to what players might expect. So the grenades and mortar rounds are a sharp but short detonation instead of the "ka-boom" type of unrealistic explosions. Grenades dont explode, the just detonate sharply and just for a sec. So I took my chances and contrary to what players got use to in games I made it real for the sake of sound quality.
    The M1 Carbine has custom sounds mainly because those are unrealistic in games as well, usually a metally "tlick-tlcik" but tha is not how they sound so I made a point to correct it.
    The main guns like the Panzer IV's KwK40 is, like I said balanced but German guns are very distinctive so I made them to be.

    So while I was expecting the feedback to point to bugs or glitches actually come back with issues I dont experience and made sure not to have.

    I am just sitting here and trying to figure out what the hell went wrong because you are generously wanna help with the feedback but those issues I worked them hard not to be. One of the main issues of audio work is balance and when the sounds are unbalanced it is a very amatuer work and cannot sell. When I was working for developers I had to learn how to make it pro and now I am kinda just sctratching my head thinking "I dont know whats going on".

    Let me figure somethin out. In fact I invite you out there who use this mod to report back on this please and help me. I have to know whether this is an isolated thing due to a local issue or actually something widespread. Please give me your shot so I can conclude the problem or else I dont know how to fix it.
    Thanks.
    Last edited by loran korn; 8th Jan 10 at 2:22 AM.

  48. #48
    Member CoolCat74's Avatar
    Join Date
    Jan 2009
    Location
    Baden-Württemberg, Germany
    Thank you for the upload.

    Well, the reason why e.g. I packed the files into sga in the past is because I wanted to play online (with new sounds) with other people using their normal CoH. I even heard some new sounds with this method of packing, but cannot say if they all worked as I used loran korn's previous soundfiles, too.
    Therefore I created a mod aditionally this morning and will try this one later that day to check, if there's a big difference.

    Does anybody know if using these soundfiles as a mod, can I play online with others not using it or playing normal CoH?

  49. #49
    Member Revolta's Avatar
    Join Date
    Jan 2010
    Location
    Oxford

    question

    is your mod SGa version working online..?

  50. #50
    Since its an archived thing I assume it should be no problem. I honestly dont know, because I dont play online. In fact I dont play, period. I have to test stuff so many often, its sickening...so I dont play CoH or any other game anymore. I know guys I work with for developers feel the same way. Its the natural course things take when you work with games.

Page 1 of 4 1234 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •