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[RELEASE] EDuke32 Addon Compilation  "Version 3.13 released on December 6, 2016!"

User is offline   LeoD 

  • Duke4.net topic/3513

#241

View PostJamesfff, on 30 April 2016 - 05:54 PM, said:

I downloaded the add-on pack the other day for a couple of the add-ons that I was interested in and pulled them out of the pack to play them separately via bat files. One of them, Plug n Pray, worked fine, but the other, It's Zero Hour gave me an error and wouldn't load. Here is teh log file from that attempt. Any ideas?
I haven't tried the new Addon Pack yet, but your log gives quite a number of hints:
-> try without DukePlus, almost any stuff that comes with custom GAME.CONs won't be compatible
-> try a newer EDuke32 executable, yours might be too old to recognise the appendevent keyword

BTW, your installation seems rather outdated
-> move your HRP and music packs up one level and get rid of the useless DUKE3D.GRP folder
-> sure you have the latest HRP?
-> get the 'latest' DukePlus and apply the DukePlus NixFix (follow my signature)

This post has been edited by LeoD: 30 April 2016 - 06:42 PM

1

User is online   NightFright 

  • The Truth is in here

#242

If you are tempering with addon files like that, i.e. running them with DukePlus, isolating/extracting them from the rest of the compilation or anything else, I am not able to provide support. I hope that's understandable. You are not supposed to run the files in any other way than the one I tested everything with. It can work or not, that is your own risk then.
2

User is offline   Jamesfff 

#243

It's working now, but I'm not getting HRP content with it, unlike every with every other Duke3D mod I have.
0

User is offline   NNC 

#244

View PostFistMarine, on 28 April 2016 - 09:34 AM, said:

Funnily enough, I already suggested that to NightFright a few hours ago in the PM. Speaking of dead TCs, there was one called Duke Nukem is 007 and a couple of maps were already finished, so they can be played as an episode. Link to the TC at RTCM: http://www.dukertcm....d/duke-007.html


Wow, I didn't notice it's missing. Important must have for the next update since those maps are very good and very coherent in style. I think the snow base level had custom art though that was missing, sometimes you see the ugly custom texture here and there outside. Also, I think the snow base level has one critical error with the yellow card door which can be opened without key.
1

User is online   NightFright 

  • The Truth is in here

#245

I will see what I can do about these six maps. Anyway, it will take some time before I can work on this again. For the time being, enjoy what you got and report issues in case you should find any.
1

User is offline   Sixty Four 

  • Turok Nukem

#246

Thanks for including me..means much really didn't expect it at all. Good work Night Fright its really cool.

Kaiser Land :angry:
1

User is online   NightFright 

  • The Truth is in here

#247

I hope I was able to give your work the necessary credit. If you find anything you would like to see changed, don't hesitate to tell me. It's really important to me that authors are OK with the way I am presenting their efforts, and I do my best to change as little as possible (ideally nothing) while making the releases polished and working with minimal issues in EDuke32. I tried to contact as many people as I could before the release, but many were not reachable or I didn't know how to get in touch with them.

This post has been edited by NightFright: 03 May 2016 - 12:20 AM

2

User is offline   FistMarine 

#248

edit

This post has been edited by FistMarine: 11 December 2016 - 06:54 AM

1

User is offline   NNC 

#249

Hmmm, I was thinking about Maarten Pinxten and his maps. He did a shitload of them, even before the Crucial Conflict episode. This seems to be the full list: https://steamcommuni...s/?id=320946230 ... which means 9 maps next to his episode. I guess they should be considered for its own pack in the next release.

The other thing I should recommend are the map trio by Ryan Isenberg (V3, V4, V5).... they are actually an episode, although I'm not sure if there was a V1 and a V2.

Heck, this great compilation couldn't be perfect enough.
0

User is offline   FistMarine 

#250

edit

This post has been edited by FistMarine: 11 December 2016 - 06:54 AM

1

User is offline   NNC 

#251

View PostFistMarine, on 03 May 2016 - 11:14 AM, said:

I was going to suggest that, along with FBSP series and probably something else I can't remember right now but NightFright said that it's enough for now, he may consider for version 3.0.

Speaking of Crucial Conflict, am I the only one who remembers the episode being hard? I played it a couple of years ago and the levels were a pain in the ass, I died a lot of times because I kept running out of health and ammo. Probably because the monsters were placed in cramped rooms, which makes fighting them difficult. I have improved since then, so I'm curious if next time I will find the episode that hard or not.


Crucial Conflict is a highly annoying episode in many ways. It never had a good flow, with some annoying puzzles, and yea, monster/item placement could have been better.
0

#252

View PostNancsi, on 03 May 2016 - 02:26 PM, said:

Crucial Conflict is a highly annoying episode in many ways. It never had a good flow, with some annoying puzzles, and yea, monster/item placement could have been better.


I've played Crucial Conflict 3 and Restless Resort (when I was playing lots of random maps), those are both really great maps in my opinion. Didn't have complaints. Haven't played the first two Crucial Conflict though.
0

User is online   NightFright 

  • The Truth is in here

#253

Just to remind everyone why some packs just aren't possible:

If (for example) you want to put Billy Boy's maps together, you will inevitably run into the huge problem of con code conflicts. Since I don't think you can load different con code for individual maps within the same groupfile, you cannot put maps with different cons together (especially when they change the same actors, sprites or whatever). If I needed to omit some maps due to that I would prefer not to release a pack at all. It's supposed to be all known maps by one author or none of them.

This post has been edited by NightFright: 03 May 2016 - 11:42 PM

0

User is offline   FistMarine 

#254

edit

This post has been edited by FistMarine: 11 December 2016 - 06:54 AM

1

User is offline   Micky C 

  • Honored Donor

#255

View PostNightFright, on 03 May 2016 - 11:41 PM, said:

Just to remind everyone why some packs just aren't possible:

If (for example) you want to put Billy Boy's maps together, you will inevitably run into the huge problem of con code conflicts. Since I don't think you can load different con code for individual maps within the same groupfile, you cannot put maps with different cons together (especially when they change the same actors, sprites or whatever). If I needed to omit some maps due to that I would prefer not to release a pack at all. It's supposed to be all known maps by one author or none of them.


Didn't eduke32 add the feature to run map-specific con files at the same time it added map-specific art files? But yeah I don't think it's designed for group files, they'd have to be in their own folder.
0

User is offline   LeoD 

  • Duke4.net topic/3513

#256

View PostFistMarine, on 04 May 2016 - 03:30 AM, said:

To be honest, I'm not too fond of having packs of an author's maps added in. I'd prefer actual addons/TCs with their own maps and also maps that were made into an episode by their respective authors, to be added into the compilation rather than packs of maps.
Hm, no, I think this is very convenient to newbies and occasional players, as long as those episode-packed maps are modified to take away all previously collected items at their start. Btw., NightFright, I think that, besides Crucial Conflict, Maarten Pinxten's other maps would make up a nice episode as well. They're mostly small, IIRC, but of clean and well-thought design.
0

User is offline   FistMarine 

#257

edit

This post has been edited by FistMarine: 11 December 2016 - 06:54 AM

1

User is offline   Danukem 

  • Duke Plus Developer

#258

View PostFistMarine, on 04 May 2016 - 09:44 PM, said:

Well yes, I see your point and they actually have code to remove player's weapons at start of each level but I found out the maps that are supposed to start without weapons, you still start with pistol because of the code giving you pistol after taking away your weapons and this code conflicts with those kind of maps. I've reported this bug a week ago to NightFright in a PM and he said he will just remove the code and have maps playable directly from User Maps menu. I think this is the best solution.


In that case, the code which takes weapons away and gives back pistol should be modified so that it does not do anything if the player is starting on a sector with the HURTRAIL texture (like E1L3). I have not seen the code that the pack has been using, but this replacement code should work correctly:

onevent EVENT_ENTERLEVEL

ifn sector[].floorpicnum HURTRAIL
{
setp[].gotweapon 1 1
setp[].ammo_amount 1 48
setp[].gotweapon 2 0
setp[].ammo_amount 2 0
setp[].gotweapon 3 0
setp[].ammo_amount 3 0
setp[].gotweapon 4 0
setp[].ammo_amount 4 0
setp[].gotweapon 5 0
setp[].ammo_amount 5 0
setp[].gotweapon 6 0
setp[].ammo_amount 6 0
setp[].gotweapon 7 0
setp[].ammo_amount 7 0
setp[].gotweapon 8 0
setp[].ammo_amount 8 0
setp[].gotweapon 9 0
setp[].ammo_amount 9 0
setp[].gotweapon 11 0
setp[].ammo_amount 11 0
setp[].jetpack_amount 0
setp[].scuba_amount 0
setp[].holoduke_amount 0
setp[].firstaid_amount 0
setp[].boot_amount 0
setp[].heat_amount 0
setp[].shield_amount STARTARMORHEALTH
ifn player[].curr_weapon 1 setp[].curr_weapon 1
}
endevent

0

User is online   NightFright 

  • The Truth is in here

#259

The reset.con code I am using everywhere is like this:

gamevar ACTORLOAD 0 2

onevent EVENT_GAME
  ifactor APLAYER
  ifvarn sprite[THISACTOR].owner -1
  ifvarvarl sprite[THISACTOR].yvel MULTIMODE
  ifvare ACTORLOAD 0
  {
          setactor[THISACTOR].extra MAXPLAYERHEALTH
          setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
          setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
          setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon RPG_WEAPON 0
          setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
          setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
          setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
          setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
          setplayer[THISACTOR].gotweapon GROW_WEAPON 0
          setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
          setplayer[THISACTOR].shield_amount 0
          setplayer[THISACTOR].firstaid_amount 0
          setplayer[THISACTOR].holoduke_amount 0
          setplayer[THISACTOR].jetpack_amount 0
          setplayer[THISACTOR].heat_amount 0
          setplayer[THISACTOR].scuba_amount 0
          setplayer[THISACTOR].boot_amount 0
          setplayer[THISACTOR].steroids_amount 0
          setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
          setplayer[THISACTOR].subweapon 0
          setplayer[THISACTOR].inven_icon 0
          setvar ACTORLOAD 1
  }
  endevent


This post has been edited by NightFright: 04 May 2016 - 11:11 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#260

OK, so I think you just need to make a minor adjustment to that code to account for HURTRAIL starts. Try this:

gamevar ACTORLOAD 0 2

onevent EVENT_GAME
  ifactor APLAYER
  ifvarn sprite[THISACTOR].owner -1
  ifvarvarl sprite[THISACTOR].yvel MULTIMODE
  ifvare ACTORLOAD 0
  {
    ife sector[].floorpicnum HURTRAIL set ACTORLOAD 1
    else
    ifvare VOLUME 0
       ifvarg LEVEL 1
       {
          setactor[THISACTOR].extra MAXPLAYERHEALTH
          setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
          setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
          setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon RPG_WEAPON 0
          setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
          setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
          setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
          setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
          setplayer[THISACTOR].gotweapon GROW_WEAPON 0
          setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
          setplayer[THISACTOR].shield_amount 0
          setplayer[THISACTOR].firstaid_amount 0
          setplayer[THISACTOR].holoduke_amount 0
          setplayer[THISACTOR].jetpack_amount 0
          setplayer[THISACTOR].heat_amount 0
          setplayer[THISACTOR].scuba_amount 0
          setplayer[THISACTOR].boot_amount 0
          setplayer[THISACTOR].steroids_amount 0
          setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
          setplayer[THISACTOR].subweapon 0
          setplayer[THISACTOR].inven_icon 0
          setvar ACTORLOAD 1
       }  
    else ifvarg VOLUME 0
       {
          setactor[THISACTOR].extra MAXPLAYERHEALTH
          setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
          setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
          setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon RPG_WEAPON 0
          setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
          setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
          setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
          setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
          setplayer[THISACTOR].gotweapon GROW_WEAPON 0
          setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
          setplayer[THISACTOR].shield_amount 0
          setplayer[THISACTOR].firstaid_amount 0
          setplayer[THISACTOR].holoduke_amount 0
          setplayer[THISACTOR].jetpack_amount 0
          setplayer[THISACTOR].heat_amount 0
          setplayer[THISACTOR].scuba_amount 0
          setplayer[THISACTOR].boot_amount 0
          setplayer[THISACTOR].steroids_amount 0
          setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
          setplayer[THISACTOR].subweapon 0
          setplayer[THISACTOR].inven_icon 0
          setvar ACTORLOAD 1
       }  
  }
  endevent


I don't really understand why you have volume and level numbers set that way, or why you are using EVENT_GAME, but, the change that I made should help. All it does is check for whether the player sprite is standing on HURTRAIL and if it is, just set ACTORLOAD to 1 and do nothing else (i.e. do not give the pistol).
0

User is online   NightFright 

  • The Truth is in here

#261

That was an attempt to only load the reset code if you are not in E1L1. Not a very flexible approach. Yours is a lot better ofc, so I am going to revert to the original code and add your modification.
0

User is offline   Danukem 

  • Duke Plus Developer

#262

View PostNightFright, on 05 May 2016 - 01:08 AM, said:

That was an attempt to only load the reset code if you are not in E1L1. Not a very flexible approach. Yours is a lot better ofc, so I am going to revert to the original code and add your modification.


I don't really understand what the goal is, though. Do you really want it to reset all that stuff every single level in every episode? If that's what you want, then you should use this:

onevent EVENT_ENTERLEVEL

ifg VOLUME 0
ifn sector[].floorpicnum HURTRAIL
{
          setactor[THISACTOR].extra MAXPLAYERHEALTH
          setplayer[THISACTOR].gotweapon PISTOL_WEAPON 1
          setplayer[THISACTOR].ammo_amount PISTOL_WEAPON 48
          setplayer[THISACTOR].gotweapon SHOTGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon CHAINGUN_WEAPON 0
          setplayer[THISACTOR].ammo_amount CHAINGUN_WEAPON 0
          setplayer[THISACTOR].gotweapon RPG_WEAPON 0
          setplayer[THISACTOR].ammo_amount RPG_WEAPON 0
          setplayer[THISACTOR].gotweapon HANDBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount HANDBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon SHRINKER_WEAPON 0
          setplayer[THISACTOR].ammo_amount SHRINKER_WEAPON 0
          setplayer[THISACTOR].gotweapon DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].ammo_amount DEVISTATOR_WEAPON 0
          setplayer[THISACTOR].gotweapon TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].ammo_amount TRIPBOMB_WEAPON 0
          setplayer[THISACTOR].gotweapon FREEZE_WEAPON 0
          setplayer[THISACTOR].ammo_amount FREEZE_WEAPON 0
          setplayer[THISACTOR].gotweapon GROW_WEAPON 0
          setplayer[THISACTOR].ammo_amount GROW_WEAPON 0
          setplayer[THISACTOR].shield_amount 0
          setplayer[THISACTOR].firstaid_amount 0
          setplayer[THISACTOR].holoduke_amount 0
          setplayer[THISACTOR].jetpack_amount 0
          setplayer[THISACTOR].heat_amount 0
          setplayer[THISACTOR].scuba_amount 0
          setplayer[THISACTOR].boot_amount 0
          setplayer[THISACTOR].steroids_amount 0
          setplayer[THISACTOR].curr_weapon PISTOL_WEAPON
          setplayer[THISACTOR].subweapon 0
          setplayer[THISACTOR].inven_icon 0
}
endevent


^I would start with that and then add exceptions to it if there are levels or episodes that don't require reset.

This post has been edited by Trooper Dan: 05 May 2016 - 10:25 AM

0

User is online   NightFright 

  • The Truth is in here

#263

To explain it completely:
In packs which are consisting of maps which do not belong together, there should be a reset of all equip when you go to the next map. In the Glavic pack, this only applies to E1L1, so I thought it's enough if I prevent reset.con from being executed only there.

The question is now whether I need this additional code in other addons of the compilation as well or just in the Glavic pack.

All addons that have a reset.con included are:
- Aqua Series (not used by default)
- BobSP Series (not used by default)
- Community Build Project (used)
- Glavic Pack (used)
- KaiseR Land Trilogy (not used by default)
- Kucera Pack (used)
- Red Series (not used by default)
- Roch Series (not used by default)
- Space Map Pack (used)
- Taivo Pack (used)
- underTaker Series (not used by default)
- Urban Map Pack (used)

Maybe someone can check if any of the maps of the above packs normally starts without any gear (this can suck for the Space/Urban compilations, I guess). In that case, I would have to change the reset.con files there as well. Otherwise, I would probably just have to exchange it everywhere just to be on the safe side.

This post has been edited by NightFright: 05 May 2016 - 04:26 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#264

View PostNightFright, on 05 May 2016 - 04:13 AM, said:

To explain it completely:
In packs which are consisting of maps which do not belong together, there should be a reset of all equip when you go to the next map. In the Glavic pack, this only applies to E1L1, so I thought it's enough if I prevent reset.con from being executed only there.


Are you trying to say that the first episode follows a normal progression and so the reset is not required for it? If that's the case, then simply add "ifg VOLUME 0" to the conditions, as I have in my edit above.
0

User is offline   NNC 

#265

View PostFistMarine, on 04 May 2016 - 03:30 AM, said:

To be honest, I'm not too fond of having packs of an author's maps added in. I'd prefer actual addons/TCs with their own maps and also maps that were made into an episode by their respective authors, to be added into the compilation rather than packs of maps. In this case, I'd just download the maps separately and play them as user maps.


Couldn't agree less. Playing through the same levelstyle in an episodic format, like in the case of Maarten Pinxten, pipeline, Peter Kucera, Taivo etc. is much more pleasing than playing different styled (and quality) maps, just because one's end is similar to the other's start. That's why I'm not a fan of The Birth episode anymore, and never really liked community projects too, except when an episode is limited to 2 people at most, but even then it's better when the 2 adjust their styles to the other. I think when people made 5+ standalone maps, they deserve credit in their own pack, but that's just my 2 cents.
0

User is offline   FistMarine 

#266

edit

This post has been edited by FistMarine: 11 December 2016 - 06:56 AM

1

User is offline   NNC 

#267

Well, we agree to disagree here. This pack is completely fine this way.
0

User is offline   FistMarine 

#268

edit

This post has been edited by FistMarine: 11 December 2016 - 06:56 AM

1

User is offline   Dynamo128 

#269

Hey, great job on releasing this new version :angry: Already beat a few of these classic mappacks. I don't know if you take requests, but is there any chance you could add the old TC Mystique: Ages in Time? I was going to do it myself since you provided a description on how to do so in the readme, but it appears the TC is using two different .grp files (one for the basic game and one for a 1.1 patch that changes some of the files). I am unsure how to merge two .grp files together, the program I've always used to view them is SLADE 3 but I don't know if that is a good choice for editing and saving edited .grp files. Could there be a possibility for you to add this TC (and possibly a few other old ones) or maybe you can point out a good .grp editing/browsing program for me to use?

Cheers and sorry for the trouble.
0

User is online   NightFright 

  • The Truth is in here

#270

Use Roma Loom's GrpViewer (link on HRP website in "Links" section). Decompress first groupfile to a folder, open the patchfile, decompress it into the same folder, regroup the folder.

Please don't expect me to do it for you, just like adding more addons. I am done with this for now. Reallife kicked in and I can't continue here. Whether I will resume this project again is unknown ATM. Thanks for your understanding and good luck with your efforts! ^^

BTW this translates into: Please no further requests here like "Please add this or that". It won't happen any time soon. Besides that, it's not very polite to show that you are not satisfied with the already quite massive amount of content this collection has to offer by now.

This post has been edited by NightFright: 08 May 2016 - 01:17 PM

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