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(WIP) 8p Island Battles Open Beta Testing

  1. #1

    (WIP) 8p Island Battles Open Beta Testing

    So after a 3 weeks of looking at thinking about what to do i have decided to jump in at the deep end and map a map of my own, the map it self is to be more about strategy than massing an army and heading straight for the enemy base(s) (if playing anililation) or holding the central VP down with a huge army ready to demolish what ever the enemy throw at you. The bridges have been placed in a way that means the centre is going to be a focal point as each side (ally/axis) needs to enter the centre in order to get to the enemy base(s). However should the enemy be to much you can blow a bridge here or there and slow their movement down (all bridges are currently destructable but that will change). Here is a list of current things done. BTW the map size is 1024, playing area 864.

    1. Landscape aka islands done (most likley will have some changes here and there)
    2. Bridges added (some will be changed from none destructable, all bridges was added for testing reasons).
    3. Munitions, Fuel, Man Power and None Resource points added (might have changes in the future, but that will be the thing to be changed).
    4. Walls added to give some cover for troops and change the way the islands look.
    5. work on adding houses etc to islands started.

    Screenshots:

    Spoiler



    Seeing that this is my first ever map for COH i think its a good idea to do open beta testing so i can get more imput on how its working for others and what could help improve the flow of gameplay. Just a quick note this is for skirmish at the moment as VP's haven't been added and is more focused around playing the AI than playing human players although i don't mind optimising it for that at a later date. Anyone is welcome to test it and if anyone wishes to help out please feel free to PM me and then we can go from there.

    Latest version Beta V6.0: 1/8/12
    http://www.mediafire.com/?wc82xmgn3jbh08m

    Older versions in spoiler.

    Spoiler


    P.S.
    Thanks in advance
    Luke.
    Last edited by Luke159; 14th Nov 12 at 5:10 PM. Reason: updated link

  2. #2
    First post now updated, map has been tested today and now included 3 VP points, 1 at each side of the map near bases and then other towards the centre (the one towards the centre is not in its finishing position yet) the VP's was added purely for testing reasons so they have not been placed in the best balanced positions.

  3. #3
    A few new screenshots added to first post aswell as the link updated to the latest version. The changes in the latest version see's more houses added, some indestructable bridges, tree's added. I have no idea what the limit is for the game before it will start to play up but so far it seems ok with no crashes, i'm trying not to use many different objects to cut down on the rendering because i expect it to take into about how many times objects are used and if you have 1 of every object the game will be slower at rendering them where as if you have many of the same object it will be easier on your system. I don't know if this is true or not but logic would say it works that way.

  4. #4
    With 8p Island Battles i have been striving for balance and gameplay value. The map is very tectical more so now since more units have been unlocked like the Panthers, M10/M18's. There is a catch though, although you can bauild just about any unit there is only two fuel points. One fuel point on each side of the map both 5+ points, so you will not make vehicles very fast and even slower if playing as the Americans who use the fuel for almost everything. The other important change was munition points, now you have three munitions points on each side of the map. Two 5+ and one 10+ point, the 10+ point though is more towards the edge centre so that it can be easily lost if not protected (same for both sides).

    Some invincible bridges have been added to provent players bases been cut off from the rest of the islands. No the enemy bases all have at least 1 invincible bridge leading from there base island to the other islands with more invincidble islands placed around nearbye to allow for players not to be so eaily cut off in other area's of the map. This is not 100% and can still be done but it won't be as easily achieved as it was before hand.

    Bridges added to allow for a more strategical gameplay and balance, originally on one side of the map you had two way's to reach the enemy base, down the side of through the centre. Now you have three way's on either side of through the centre, this makes defending your islands even more important now as players/AI can easily cut important resource supplies off from your base islands taking an advantage over you in one way or another.

    This brings me to the next important change, now when capturing territories you will notice that inless the territories are connected to one enother you will not gain the resources. In V2.0 this wasn't like this and ment you could go to the centre and claim all points there moving your way back to your base and still be claiming the resources even though the territories wasn't connected to your base territory. Now all territories need to connected to the base territory in order to claim its vital resources.

    Spoiler



    Download link can be found in the first post.

  5. #5
    Member Bugdown's Avatar
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    thank you for this release

    I'm going to try this

    *Feedback later

    ~~~~~~~~

    Can I use thie in Skirmish Game?

    I try this and after a half of loading in game, my game crash

  6. #6
    Your welcome bud, yes you should be able to use it in skirmish games. The map is so big though in less you have a high end rig the game will be very laggy, i will be making a smaller map based around this so that many people can injoy the map. This was my first map though and wanted to do a big map to get use to worldbuilder, the last game i played lasted for 4 hours in a 4v4 2 human and 2 CPU vs 4 CPU on inilation so that we could see how the game played out.

    We mostly played in classic, but i'm sure we played a few times in online skirmish to test the map out. Hope you like the map and have as much fun as i have testing it out, i have made it so the axis and PE can't just spam Stuh's and other tanks like that because i wanted to keep the map as balanced as i could. The axis do build a load of Stug's if given the chance which is what we did in our first test which lasted for 4 hours. I think the CPU cheats though or gets some bonuses because the amount of tanks they could build was amazing, in our test we took out 2 enemy bases (we was playing as the allies) and then we left the base to see how it was rebuilt. I left a snipper up there to keep an eye on the base and they had at least 15 to 20 tanks in and around the base but couldn't do anything with them because i had blown all bridges leading from their base. I think i have some screenshots of the base after they repaired it that i will upload and you will see the amount of tanks they had.

  7. #7
    Member Bugdown's Avatar
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    its ok with me the big map cuz I really enjoying wondering all over the map, but the problem is after I start the game and loading for a while my game crash

    I have installed CoH: OF v2.103

  8. #8
    That might be why then because i have COH, OF and TOV installed running at 2.602 so some buildings that i have used could be from TOV and thats why it crashes on you i guess.;(

    I have made more changes for another update when i'm finished, the update (to be released in a day or two) will have reduced tree's, some islands have been made smaller to, the 4 corners where the bases are located have been changed to feel like your on islands and not on the main land which is how it felt and looked. So cosmetic work to islands and reduce tree levels to allow for less system requirements. There are still islands i need to look at and change a little but overall its coming together now, i have also disabled the Stug and Panzer Flak because the Germans would spam them like crazy. This means that the Panther and Panzer are the main tanks for the Germans now so that should mean less tank activaty (which is my main goal). I want the map to play more like it would if playing against human players where you try hard to keep troops and vehicles alive than sending them to their deaths with no care about the resources lost building them.

    I bourght my games through steam and could join over 90% of the games but now i can't play many games online because i get messages saying i have a different version to the the game i'm trying to join.;( Thats why i have turned to making my own maps lol.

    Update On Steam Problem:
    I found out why i couldn't join games (message about using a different mod) it was after using the program "ModStudio" to extract some things, even though after i extracted what i wanted i removed the module and mod folder from the game directory the game wouldn't run through steam, to fix this i had to create a new short cut from the steam library and use that to correct the problem. The i created a new short cut from the game directory so i could add the extentions "-dev - windowed" and now the game runs through steam again and over 90% of the games i see i can join.

    Update on the map:
    I have now finished the cosmetic work on islands and reducing the tree's to allow for better system performance, i just need to test them map and make sure the changes i have made have improved that (didn't experience much lag myself before, but my partner did with me recieving constant messages about her lagging the game and even had a box open asking if i wanted to boot her several times. So if i don't see that message as often and more importantly have a box open asking if i wish to boot her then at least i know these changes have helped. The good news is in all the testing that has been done from day 1, i have never experienced the game crashing although i have tried to keep the rendering bellow "500" the highest i have seen is between "460 and 470" (this was only in 2 area's) with most parts of the map been between"250 and 380".
    Last edited by Luke159; 25th Apr 12 at 2:45 AM.

  9. #9
    Beta 4.0 has now been uploaded and the link can be found in the first post along with a beta test replay which is over 2 hours long. The changes for this version see's all three VP's reloacted to new islands as to make it more challanging against AI and human player's alike. Many island sizes reduced and tree's removed to reduce load on your rig's, vehicle_entry_points removed and map_entry_points moved to where the vehicle_entry_points was located. The map is close to finished now, in my tests the Wehrmact wasn't able to recruit StuH's or produce Stug's which balanced the game out a lot more since the AI would spam those tanks despite what the game difficulty is set at. In the replay you will see the AI allies recruit the Sherman Calliope which shouldn't be possible as its locked, but for some reason they was able to. As the player that tank is locked, bellow is the Scar code that is in place for all vehicles etc that has been locked.

    Spoiler



    I will upload some screenshots from the replay when i get chance to watch it again, hope you all have fun and please leave feedback.

  10. #10
    Member ChickenNuggets's Avatar
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    Disabling doctrinal units examples:

    Player_SetUpgradeAvailability(player1, UPG.COMMANDER_TREE.ALLIES.AIRBORNE_01, ITEM_LOCKED)
    Player_SetUpgradeAvailability(player1, UPG.COMMANDER_TREE.ALLIES.ARMOR_01, ITEM_LOCKED) --- disables calliope
    Player_SetUpgradeAvailability(player1, UPG.COMMANDER_TREE.ALLIES.AIRBORNE_12, ITEM_LOCKED)

    I'm not sure what your'e refering to "RECRUIT_CALLIOPE" is even in the luaconst.scar, are you getting your references from there or do you just sort of guess? BTW if you don't want to use the luaconst.scar you could probably just make your own names for units then call them up by linking that new name with the blueprints of that unit (if that makes sense at all)

  11. #11
    Thanks for the help bud, does "TREE.ALLIES.ARMOR_01, ITEM_LOCKED" also disable the Pershing because i don't want to disable that tank, because each player is only allowed 1 on field at a time and it offers no real advantage over the Wehrmact as they have the Panther's, Panzer's and if they can get the King Tiger. I got to look at the PE's units and see what vehicles they have to produce from the buildings that cost fuel because in my test all they had was half tracks, armoured cars and scout cars. When they call in the Panther's they can only have 2 on field at a time right? if it is like that then i will unlock that because right now the PE are weak, Ok in the replay it was them who was been the most aggressive getting into my base and taking out the barracks and killing a load of units but by then i had completely stopped the other 2 Wehrmact team's from getting out of there base by destroying some bridges (which needs looking into with invincible bridges added to make it harder to cut your enemy off)

    I think i will need to repace some of the stratigic points with a medium fuel and a hight munitions in the centre giving that area a higher strategical focus dispite what game type you are playing (VP or anililation). At the moment there is 1 fuel point on each side of the map between the bases and 3 munition points on each side of the map, 2 low and 1 medium. So adding a medium fuel point will make that very important and possibley key to victory as they can get out more vehicles or upgrade things faster, while the counter is the high munitions pojnt which doesn't garantee to be a successfull counter but can slow an advance down if artillery strike is called in a couple of times directly ontop of a key bridge, giving yourself a little more time to rebuild or get out some counter against the enemy vehicles (like laying mines, tank traps, rangers,armoured support) if going down the infantry tree route (i tend to go for infantry, so i don't really know what the doctrins do and offer).

    Update:
    Never mind i just checked and you are right "TREE.ALLIES.ARMOR_01, ITEM_LOCKED" does only lock the CALLIOPE, its "TREE.ALLIES.ARMOR_02, ITEM_LOCKED" that will disable the Pershing which i don't want to disable. BTW yes i do use the "luaconst.scar" but i didn't look that far down the file to see the code you pointed out lol. I was just after the name of the unit the game uses to refer to the M4 Sherman Calliope.
    Last edited by Luke159; 28th Apr 12 at 5:20 AM.

  12. #12
    Member Bugdown's Avatar
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    can you make one for lower version of OF? I really like this map so bad


  13. #13
    I don't know how i can do that, if its a house/s then i can change them to houses found in OF. Other than that i can't think of how i can make the map work on lower versions since my copy of COH is through steam so it downloaded the patches when i downloaded and installed the game. If anyone has any info on how can make this map work on a lower version or so it will work with "OF" installed as a pose to the base game and the expantion packs. Bugdown, i could remove all the houses and then upload it and send you the map via PM you could see if it works then. If it does then i knoew for sure its a house and then its a case of finding out what houses you have in "OF" and changing all houses to those found in "OF". I would personally like the houses to be found in all 3 games, so that it wouldn't matter what game you have, the map will work. If anyone can help explain how to make the map compatable in the way i want (or if its possible) please PM me or reply bellow, thanks.

    Bugdown, (just a thourght) you could buy "TOV" from ebay really cheap now, i think i payed £7 with free p&p i payed a total of £11 for COH, OF and TOV for my partner so we could play online together (i had already bourght my copies through steam) the only reason i bourght my partners copies from ebay as retail versions was because i picked up "TOV" in a secands games dealers and a few day's later i found "COH" in there aswell so i picked up "OF" from ebay for her to complete the collection.

  14. #14
    Due to issues with the map crashing the going has been very slow. In the version posted in the first post the game was very stable and has over 2,700 objects on the map. However in the later versions that i have been working on the objects was reduced by a little over 1,000 bringing the total objects down to just under 1,700. In the current version more houses have been added and many tree's removed, but for some reason the map will crash with no explination as to why. To see if it was a bugged object i have made a stamp on the map and gone from there to see if this fixes that issue. The map in general has moved from the island imagie that was first put forward, many islands now have been joined making the AI play much better, if the maps stability can be sorted out then this would be a very tough map to play on. It only seems to become unstable when i start to add more houses which makes me wounder if there is a house thats bugged or known for causing issues. I have tried to use as few different objects as possible to reduce rendering which is at most a little under 560 and in most places just over 400. Anyway here are some imagies from world builder for you to look at.

    Spoiler


  15. #15
    Ok after hours of testing this is the stable version of the map, much has been changed compared to version 4. There isn't as many islands now as many have been joined up, you can't cut the AI off from each other or stop them from getting out of their bases. This version of the map was tested 3 times with one battle lasting over 4 hours with no issues, i feel i can't do anything else to this map because when ever i change something or move a object it causes the map to crash after a few minutes of gameplay. This version has less objects than V4.0 so it isn't because i have reached the maximum amount of objects as first suspected, this map did have much more planned for it so its not because i don't want to work on the map that i can't continue. If anyone wishes to look at the map and see if they can make changes without it crashing please feel free. I will continue to try myself but i can't promise any more releases, if however i do manage to do more to the map and it proves to be stable i will happily upload it.

    For those who might edit them map
    1. Adding new buildings seems to make the map unstable.
    2. Moving houses seems to make the map upstable.

    Here is the link to the new version (can also be found in the first post).
    http://www.mediafire.com/?4axb2vgxgcxv9pr

  16. #16
    Member Jagdpanther's Avatar
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    What is the hint for the specifications (patched to 2.602 and COH + OF + TOV). Are you using some special objects, only available in one of the specificated versions?. AFAIK if you patched your game to the actual version, you should have all the existing objects, without having bought any of the expansions (OF or ToV).

    For example: I only bought OF, but I never had a problem with missing objects or other stuff.

  17. #17
    No its just i purchased COH and the expantion packs from steam as a complete package so i wasn't sure if the expantion packs added anything new or not. Also my game is fully up to date with the latest patch (2.602).

  18. #18
    Member Jagdpanther's Avatar
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    No, it's nothing needed than the actual patch.

    So I have tested your map. It's ok so far and makes fun. Good work.

    One thing I have noticed, maybe this makes sometimes trouble. It's the water animation. It's way too fast, like in a hurricane. The rest seems to be ok.

  19. #19
    Thanks, this version is without any scar code. I will release 3 versions, a normal map with no scar code (already released) a version thats infantry only and the final version will be the version i play where only some things are locked like AT guns because the I spam them and its so annoying when you see loads of them on field with no crew with the AI bringing more in rather than re-crewing the ones out on field. My uncle tested the infantry only version last night in a game that lasted for 4 hours because it was on annihilation and a population cap of 250. He said the game lagged a lot but he had maxed his pop cap out and the AI was just standing around not doing anything, so most likley they had blocked them selves which is a problem for this map due to the way i have done the mountains and the amount of bridges where the AI are so often able to block them selves.

    I have decided the best way to maybe fix what ever it is thats messed up is to map a stamp of the intire map without objects etc and go from there. So far i have got the bridges, strategic points, VP's, starting positions, map entry points and houses in place. I have to go over the map to make sure everything is in place once more before i test the map out. If this fixes the crash issue then i will continue working from this version if not then its something to do with the map its self and i have no idea how to fix that without starting over.

    Yeah the water speeds up when the the time of day changes, after the time change has finished the water speed slows back down. Is there a way to make it so the water doesn't speed up?

  20. #20
    Member Jagdpanther's Avatar
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    For me the ai was fully working and as agressive as possible. I also had played this map without a popcap limit and with six players (me and one ai against four ai players, skirmish). The at-gun-blocking-ways-problem is normal on such type of maps (many bridges, small ways).

    The lagging seems to come from the water animation, that is not normal, please check this. I have no idea how to do this, because I'm not a mapper. But there must be a preference setting for the water. Maybe it is also injured by the daytime circle. I don't know this.

    There is another thing, it's only my personal view, this are the walls/borders sourrounding the streets. Could you make those mare open, so that at guns and light vehicles are able to use and pass the area nearby?

    Maybe you can add a minimap and the one for the starting positions to the setup screen.

    A very positive effect of the flat land is, that I can use it (with my mod) for my forward buildings, if I crash some objects like haystacks before. This way your really large map is good to handle with shorter support ways.

    Hopefully you, or someone else, can fix this water problem.

    It's a good and really hard to control map.

  21. #21
    Member ChickenNuggets's Avatar
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    I will fix the water problem.

    When I opened the map in WB it almost killed my PC to zoom out but once I did I found a water tap on the left side of map which really wasn't necessary, my plan is to delete one of your land bridges and replace it with a real bridge, make that real bridge invincible via scar therefore keeping gameplay the same but reducing the amount of water taps (which really does help, believe me, the lag has already gone down) and I might try some other things as well to slightly increase performance.

    ----

    Also, changing the texture of water to round waves made the lag decrease as I panned out across the map so by the end of this it should stop crashing ingame altogether (hopefully).

    ----

    By the way, I made an entity group for the invincible bridge in WB, then I went into the folder where I am keeping your map files but there is no scar file for the map at all..,

    ----

    New loading screen perhaps? (just an idea)

    Last edited by ChickenNuggets; 28th May 12 at 9:23 PM.

  22. #22
    Thats great news, i never knew the amount of water traps would effect the game. If that has reduced lag though then maybe that will fix the crash issues ingame, but i never had problems with version 5 crashing or freezing ingame. I would get messages for other people saying their graphic and audio settings are too high and they are lagging the game. Even though i can play the game with all settings up full on this map and according to the test my max FPS is 60.0, average is 59.3 and minimum is 47.5 i reduced the settings because of the population cap been increased to 250 and the scar set for infantry only for the maps test run before i uploaded it.

    Because its such a large map i tried to keep the objects to a minimum, so i didn't use anyting that wasn't needed like barrels etc. Although they would add much more detail to the map i didn't want to make it so the map was un-playable, however there could be splats used to further increase the level of detail around key area's like the fuel points. Maybe if the version i'm working on now proves to be stable i will slowely add more detail to the map and see how it plays then, for now though i'm just getting all the objects back in and giving the map a test run.

    Their should be the 8p island battles_ID.scar file or you can make a copy of the 8p island battles_ID and delete the _ID.scar, i normally use the scar file that world builder makes because i don't need to use corsix MS to make the SGA file (thats if i even bother making SGA's, because i like to be able to save the replay's)

    If you want to make loading screens then by all means bud, i have never looked into it personally.

  23. #23
    Member ChickenNuggets's Avatar
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    When I download the map files and try to open them up with Winrar theres always an error saying it is corrupt but opening it with 7zip seems to work although the scar file isn't included, dunno why...

  24. #24
    Member Jagdpanther's Avatar
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    Your winrar seems to be an older version then. Mine do not have any problems with 7zip. Use the right click context menu to extract the 7zip. The scar_ID file is in the archive, but it is the ID_scar only, which is near blank. So what do you mean?

  25. #25
    Member ChickenNuggets's Avatar
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    I mean, I want the scar file which locks all the units etc. but when I open it with 7zip it isn't in there...

  26. #26
    Member Jagdpanther's Avatar
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    Ah you meant his infantry only or no at-gun scar.

    That's indeed not included.

  27. #27
    Member ChickenNuggets's Avatar
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    Oh thank god, I have been trying to find free versions of winrar online for the past 10 mins thinking something was wrong, anyways... I will try to come up with a much better loading screen picture and proper working tact-maps for lobby and ingame. Will upload it later though.

  28. #28
    Member Jagdpanther's Avatar
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    Winrar is not free, only the helper unrar is it, which is also a part of winrar but only can extract.

  29. #29
    Thanks bud, here are the scar enteries which will lock either some things like AT guns and the infantry only (only has the recon bike, jeep available) all other vehicles for all factions are locked. The Brit's can get all 3 field trucks out but they can't produce tanks from their amoured support truck.

    AT guns and other things Locked with 250 population cap

    Spoiler





    Same as above code but without the population cap.

    Spoiler





    Infantry only (has scout vehicles available only). With 250 population cap (warning will most likley lag heavily)

    Spoiler





    Same as above but without the population cap.

    Spoiler


  30. #30
    After many tries to fix the map the final thing i could do seems to have elliminated the problem. With this version of the map i took a stamp from the 8p island battles beta v5 and only made a stamp of the map with its splines and splats in, and now with houses added and changes been made the map is working fine. This means it was a object related bug which caused the game to become unstable, so i have had to put all the objects back in (bridges, houses, starting positions and map entery points etc). I'm in the process of adding all the tree's again now, and more modificatiopns to the terrain are been done as i find area's i want to change. I have also reduced the water traps to just a single point as a pose to the 4 or 5 there was in v5, the map has also been renamed island warfare sincle its not all based on seperate islands as it was originally intended. This version i left the scar code in for infantry only and a population cap of 175, depending on your rig you can adjust the value to what you want but no higher than 250 as that would make the game very laggy (already tested on a rig more than capable of running this game on full settings and max cap for all factions reached).

    Just for the record the specs used in the testing of that are.
    Operating system: Windows 7 Ultimate x64
    Memory: 8GB's DDR3 + 16675 of virtial memory
    GPU: Nvidia 550 TI 1GB
    CPU: FX 6100 6 core (runs at 9.2Ghz)

    The test had to have settings lowered to run the game more smoothly however the game was still very laggy when a lot of things was going on and resaulted in been booted from two sessions, so the cap was reduced to 175 using the same ingame settings as used in the 250 cap and the game ran fine with some lag but not much. However with the population cap set to 175 you are forced to be more aggressive since taking strategic points from your enemy will not lower their population cap (also applies to you should you loose strategic points).

    In the scar code included in this version of the map the only vehicles unlocked are the reacon vehicles, bikes, jeeps, scout car etc, this was done so that it didn't become a snipper battle. Where who ever has the most snippers out on field has the advantage since a reacon vehicle is able to spot snippers easily. Of cause you can easily remove the scar code if you wish by opening "8p island warfare_ID.Scar" and adding the code bellow for nothing to be locked or one of the codes above in my previous post for the kind of battle you wish to have.

    Spoiler



    This map is now about 85% finished, as long as the map remains stable i will work on it and hopefully by next weekend have a fully finished map for you guy's to play on and have fun with. http://www.mediafire.com/?v5hhiryehvurdog (link can also be found in the first post)

  31. #31
    Its been sometime since i last updated everyone on what was happening with this map. Sorry to say but for a while now work on it has stopped due to RL, however i do have plans to finish this map soon as its almost finished now. The new version (either from the link bellow or in the first post) has drastically changed the way the map is set out. Although not so much islands any more you still get the same kind of effect but at a greater difficulty as you will find yourself been flanked if your not carefull. Strategy is important because its easy to find yourself been pushed back due to been over run.

    The AI play very well on this map although i play with some things disabled so the map has not been tested with AT guns unlocked which i would expect as in the old versions certain points been blocked by AT guns. This version though does come with the scar code in place so that you can also play with them disabled.

    Link:
    http://www.mediafire.com/?wc82xmgn3jbh08m
    Last edited by Luke159; 14th Nov 12 at 5:11 PM.

  32. #32
    Member wiggaz's Avatar
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    Hi,
    file is missing on mediafire. Can you re-upload it? Thx

  33. #33
    Sorry about that, new link added.

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