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Thread: COWarMod ACE Compatible - Open beta Project

  1. #11
    Hey I'd be more than happy to test it, but it might take a few days, I've got an incredibly busy week
    Last edited by Angus S; Sep 25 2011 at 03:01.

  2. #12
    [/QUOTE]

    @Soldaten
    I need you to test:
    Code:
    Sights Adjustment
    addons in concern here are:
    - tgw_zeroing.pbo - (http://www.armaholic.com/page.php?id=11590)
    Test with:
    Code:
    - COWarMod + ACE
    - COWarMod
    - ACE
    - COWarMod + ACE without addon in COWarMod addons folder
    [/QUOTE]

    Did not find any disfunction between COWarMod & ACE when using Sight Adjustments, ill keep checking until tomorrow
    System Model XPS 630i
    Processor Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2403 Mhz, 4 Core(s), 4 Logical Processor(s)
    Installed Physical Memory (RAM) 3.50 GB
    NVIDIA GeForce GTX 470

  3. #13
    Hey Angus, np buddy. If and when and I probably will get done with what I am planning on testing myself then what
    i'll do is start testing what I had assigned you, if i report before you then when you
    get back in just report your results and we can go from there.

    As fro my recent test, heres what i found:

    Gunter's Report
    Features tested:
    Code:
    Blood Trails
    Wounding System
    addons in concern here are:
    - slx_wounds
    - slx_wounds_ais
    Test results:
    Code:
    - tested the addons above with ACE + COWarMod/ACE Alone/COWarMod alone found no conflicts.
    - The addons which are SLX i found added to the game I found the game more fun then with just ACE wounds alone. 
    SLX added not only bleeding, more blood, wound specific location bleeding in some instances, some times dismemberment.
    
    If anyone else other then our testers want to check this out on their own and give their feedback then 
    by all means let me know what your thoughts are or what you found.
    Final decision:
    Code:
    Keep both addons in COWarMod, game runs stable
     with it and adds to the game in terms of features.
    ACE Updated feature List:
    Code:
    7/15 ACE FEATURES LIST
    AI Improvements
    AI Talk
    Blood Trails 
    Disposable Weapons
    Explosion Effects
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Playerhud 
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment -(Soldaten is testing)
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 


    ---------- Post added at 11:57 PM ---------- Previous post was at 11:40 PM ----------

    @Soldaten
    Did not find any disfunction between COWarMod & ACE when using Sight Adjustments,
    I myself did not notice any conflicts either, i was testing this while working on wounds and blood trails.

    I will add this for you to test, test when you can but lets not delay to long or I'll end up testing it for you.

    soldaten
    Code:
    Features to test:
    AI Talk
    addons concerned about:
    - RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
    - sar_krik - (http://www.armaholic.com/page.php?id=10584)
    - slx_dialogue - (Fixes missing words and adds larger voice pitch variations)
    Test with:
    Code:
    - COWarMod +ACE
    - ACE
    - COWarMod
    - COWarMod + ACE without Addons
    TESTING Notes:
    For testing the list above, when you test COWarMod + ACE without Addons that means remove the
    files from your COWarMod addons folder and then test COWarMod + ACE.

    A way you can do this, is to make a complete copy of the @COWarMod and then remove the files,
    but give the @COWarMod a number in the name like @COWarMod1 as your already running @COWarMod understand?

    EXAMPLE
    So for example when I test I start up COWarMod + ACE, then I
    -alt tab (gets me out of the game),
    -then Start up ACE,
    -alt tab,
    -then i startup COWarMod,
    -alt tab
    -then i start up COWarMod1 which is the version without the files.

    Purpose
    Now the reasoning behind having 4 games running at the same time is it saves you time from having to shut
    down the game to take out files, or to have to start up an ACE version, or a start up an COWarMod only version.
    Now im able to do this with a single core without lag so you guys with your duel cores should be alright.
    Any questions let me know.
    Last edited by Gnter Severloh; Sep 25 2011 at 05:08.
    IFWarMod for Iron Front Conversion | COSLX for Arma2CO | COWarMod for Arma2CO
    COWarModACE for Ace2 Mod | COWarModI44 for I44 Mod | A2WarMod for Arma2 | A2WarModACE for Arma2 Ace mod | WarMod for Arma1
    Mission Repository Hosting Missions & Files for Iron Front: Liberation 1944 | WarMod Series Website

  4. #14

    Exclamation Testing Update

    ACE Updated feature List:
    Code:
    8/16 ACE FEATURES LIST
    AI Improvements
    AI Talk - (Soldaten is testing)
    Aircraft Multi Function Display (MFD)
    Blood Trails 
    Disposable Weapons
    Fast Switching
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Stamina
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment 
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 
    Ok Guys I had updated the list of features we are to test.
    I had test the sight adjustment as Soldaten and came up wit the same results. my report:

    Features tested:
    Code:
    Sights Adjustment
    addons in concern here are:
    - tgw_zeroing.pbo - (http://www.armaholic.com/page.php?id=11590)
    Test results:
    Code:
    - tested the addon above and found no conflicts as same results as Soldaten.
    Final decision:
    Code:
    Keep addon
    Updated ACE Features List
    The following ACE Features List has been updated.
    I had rereviewd the features list seen here:
    http://ace.dev-heaven.net/wagn/Features
    and after about an hour of review comparing notes, I had concluded that a few of the features we were to test,
    COWarMod had no addons or mods in it that effected those features.
    So in replace I had added the remaining features needed to be tested, and based on the feature
    description of the ACE features, I had added these 4:
    - Aircraft Multi Function Display (MFD)
    - Fast Switching
    - Grenade Throw Modes
    - Stamina

    Removed:
    - Explosion Effects
    - Playerhud

    8/17 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk - (Soldaten is testing)
    Aircraft Multi Function Display (MFD)
    Blood Trails 
    Disposable Weapons
    Fast Switching -(Gunter is testing)
    Grenade Throw Modes
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Stamina - (Gunter is testing)
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment 
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 
    next tests...

    Gunter Testing the following Features:
    Code:
    
    Stamina
    Fast Switching
    addons concerned about:
    - ReducedFatigue_Gameplay_C_PvPscene
    - ReducedWeaponWeight_Gameplay_C_PvPscene
    - slx_anim_weapontransitions


    ---------- Post added at 11:45 PM ---------- Previous post was at 10:39 PM ----------

    back from testing...

    Gunter's Report
    Code:
    Stamina
    Fast Switching
    addons concerned about:
    - ReducedFatigue_Gameplay_C_PvPscene
    - ReducedWeaponWeight_Gameplay_C_PvPscene
    - slx_anim_weapontransitions
    Test results:
    Code:
    - Tested all 4 ways 
    COWarMod + ACE
    COWarMod 
    ACE
    COWarModACE + ACE
    note:
    COWarModACE is the version without the addons
    
    Final results, all tests show no conflicts, bugs, or any changes in gameplay on the ACE end, meaning the addons in question do not effect ACE.
    Final decision:
    Code:
    remove- slx_anim_weapontransitions 
    not needed.
    Optional- ReducedFatigue_Gameplay_C_PvPscene
     if you want to keep ACE realistic then remove this.
    Optional- ReducedWeaponWeight_Gameplay_C_PvPscene
    if you want to keep ACE realistic then remove this.
    10/17 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk - (Soldaten is testing)
    Aircraft Multi Function Display (MFD)-(Gunter is testing)
    Blood Trails 
    Disposable Weapons
    Fast Switching 
    Grenade Throw Modes -(Gunter is testing)
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Stamina 
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment 
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 
    Gunter Feature's to test:
    Code:
    
    Aircraft Multi Function Display (MFD)
    Grenade Throw Modes
    addons that are in concern here:
    - ICE_AircraftHUD & files related
    - FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
    - slx_anim_grenadethrow


    ---------- Post added at 01:22 AM ---------- Previous post was Yesterday at 11:46 PM ----------

    back from testing...

    Gunter's Report
    Code:
    Features Tested
    Aircraft Multi Function Display (MFD)
    Grenade Throw Modes
    addons that are in concern here:
    - ICE_AircraftHUD & files related
    - FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
    - slx_anim_grenadethrow
    Test results:
    Code:
    ICE_AircraftHUD
    -The MFD works np in any mode had no conflicts, but its just MFD. 
    personal note: i think the ICE_AircraftHUD is more efficient although the ICE_AircraftHUD does also have an MFD, 
    but many other features as well, see the Armaholic page on it: http://www.armaholic.com/page.php?id=9067
    
    The ACE version you need to press 3 keys or allocate keys to start it and use it, whereas the ICE_AircraftHUD its setup in the action Menu as MFD.
    
    Grenade Throw Modes
    This feature enables you to throw dgrenades in different ways by pressing the following keys ingame when you have grenades selected shift +3
    I find this a very useful feature, but found no conflicts in any of the modes.
    
    Notes: Modes- are ways the feature was tested like it was tested COWarMod + ACE, ACE et,.,
    - FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
    - slx_anim_grenadethrow
    I did not see any influence of these 2 files/features whatsoever ingame with ACE running as ACE seemed to override them.
    Final decision:
    Code:
    -Optional - either remove ICE_AircraftHUD or remove ace_sys_mfd (Aces MFD) or keep both, Im leaving this up to the user.
    
    - Remove- FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene &
     slx_anim_grenadethrow files as they do nothing with ACE present.
    12/17 ACE FEATURES LIST
    Code:
    AI Improvements
    AI Talk - (Soldaten is testing)
    Aircraft Multi Function Display (MFD)
    Blood Trails 
    Disposable Weapons
    Fast Switching 
    Grenade Throw Modes 
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Stamina 
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment 
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 
    Files to remove from COWarMod
    Code:
    to make it compatible with ACE:
    Code:
    -inko_disposable.pbo
    -map_no_sat.pbo
    -slx_anim_weapontransitions 
    -FasterHandGrenadeThrowAnimation_Gameplay_C_PvPscene
    -slx_anim_grenadethrow
    
    Optional files
    ReducedFatigue_Gameplay_C_PvPscene
    if you want to keep ACE realistic then remove this.
    
    ReducedWeaponWeight_Gameplay_C_PvPscene
    if you want to keep ACE realistic then remove this.
    
    either remove ICE_AircraftHUD or remove ace_sys_mfd (Aces MFD) or keep both,
     Im leaving this up to the user.
    Last edited by Gnter Severloh; Sep 26 2011 at 06:35.

  5. #15
    Features to test:
    AI Talk
    addons concerned about:
    - RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
    - sar_krik - (http://www.armaholic.com/page.php?id=10584)
    - slx_dialogue - (Fixes missing words and adds larger voice pitch variations
    Bluefor speaking spanish or porteguese is a RUG_DSAI discrepancy. other than that I think no serious issues..nothing that breaks the game.

  6. #16

    Exclamation 12/17 ace features

    Hey Soldaten,

    Did you test COWarModACE + ACE without the addons, to see how the AI talk?

    also test these that deal with AI talk:

    Radio Discipline
    Description:
    I was tired of all the "moving", "covering", "Go I cover" messages all over the radio. Thats why I got rid of the messages and changed "target THAT" to "target" and "engage THAT" to "attack" (engage solo was not avaibable) ("contact" got out as well, like "clear")

    2 versions: Normal= like told above
    extrem= no "Target" Messages
    Included .pbo files:
    radio_discipline.pbo
    radio_discipline_extr.pbo

    ===============================
    ===============================
    Streamlined Radio
    Description:

    Gets rid of some radio annoyances and shortens it. Adds other radio features.
    Features:
    - Removes "that", "to the", "to our", "from us" and some "at" lines.
    - Detection reports are now organized by side, unit type, location, and distance. Rather than just random.
    - "Man" identification changed to "soldier". Man is still used if unit is unknown or is a civilian
    - Added missing "Unknown" voices.
    - Added 2 engage lines "fire at", "Attack"
    - Added ellipses in detection reports for easier readability
    - Unit numbers have been replaced with alphabets. (1 = Alpha, 2 = Bravo, 3 = Charlie...) (SLX)

    Included files:
    radio_streamlined.pbo
    radio_streamlined_text.pbo
    radio_streamlined_identify.pbo
    radio_streamlined_a2_only.pbo
    radio_streamlined_identify_a2_only.pbo
    Code:
    COWarMod + ACE
    COWarMod 
    ACE
    COWarModACE + ACE
    note:
    COWarModACE is the version without the addons you'll have to create this, unless you want to do the long 
    way and remove the files and then startup your game.
    Heres the current List of ACE features already tested,
    and still need to be tested:
    Code:
    12/17 ACE FEATURES LIST
    AI Improvements
    AI Talk - (Soldaten is testing)
    Aircraft Multi Function Display (MFD)
    Blood Trails 
    Disposable Weapons
    Fast Switching 
    Grenade Throw Modes 
    Interaction
    Map Tools Set
    Muzzle Velocity -(Angus is testing)
    NVG 
    Stamina 
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment 
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 
    Notes:
    Testing tips:

    Testing ACE
    1. when you are testing a certain feature of ACE inform yourself on what this feature does
    by reviewing the ace wiki feature page for that feature seen here:
    ACE Features http://ace.dev-heaven.net/wagn/Features

    2. Make sure your game for ACE is setup as some features you need to press certain keys,
    or have something configured to see the feature.

    Testing COWarMod files
    3. When testing addons/mods in COWarMod that are in concern for possible conflicts with Ace's then inform yourself on those features on how they work.
    When i assign a feature i will provide a link to a page you can review to get more info about that particular feature.

    4. When testing the features of COWarMod like needed above in step 3 you will need to test the feature with the following format:
    Test with:
    - COWarMod +ACE
    - ACE
    - COWarMod
    - COWarMod + ACE without Addons

    TESTING Notes:
    For testing the list above, when you test COWarMod + ACE without Addons that means remove the
    files from your COWarMod addons folder and then test COWarMod + ACE.

    A way you can do this, is to make a complete copy of the @COWarMod and then remove the files,
    but give the @COWarMod a number in the name like @COWarMod1 as your already running @COWarMod understand?

    EXAMPLE
    Code:
    So for example when I test I start up COWarMod + ACE, then I
    -alt tab (gets me out of the game),
    -then Start up ACE,
    -alt tab,
    -then i startup COWarMod,
    -alt tab
    -then i start up COWarModACE which is the version
     without the files.
    Purpose
    Now the reasoning behind having 4 games running at the same time is it saves you time from having to shut
    down the game to take out files, or to have to start up an ACE version, or a start up an COWarMod only version.
    Next feature I need tested nd this has to be rather thorough in testing as its more
    complex then the other features, we will have more testers on this.

    I want
    Soldaten
    Col.

    and anyone else whos available,
    I will also be testing this too.

    Feature to test:
    Code:
    AI Improvements 
    addons that are in concern here:
    - ard - http://www.armaholic.com/page.php?id=12815
    - sys_airearming - http://www.armaholic.com/page.php?id=12105
    - inf_stealth_recognition- http://www.armaholic.com/page.php?id=9604
    - mechinftac.pbo - http://www.armaholic.com/page.php?id=13199
    - zeu_cfg_core_ai_sensors.pbo - http://www.armaholic.com/page.php?id=8250
    zeu_cfg_core_ai_skills.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo
    Lastly...

    Testing Notes2
    Code:
    when you are testing you need to understand what we are looking for, questions are as follows to keep in mind:
    
    1. What does the ACE feature do?
    2. What does the feature in COWarMod do?
    3. when i test with COWarMod and ACE does the ACE feature work or is it overridden, does the CoWarMod feature work or is it overriidden or enhance (add) to the ACE feature?
    4. when I test with CoWarModACE (Cowarmod files removed) does ace features work with CoWarMod or are their any conflicts?

    Understand? any questions please ask, either ask here in reply, or pm me.
    Last edited by Gnter Severloh; Sep 26 2011 at 23:56.

  7. #17
    Features Tested
    Muzzle Velocity

    addons that are in concern are:
    - fnc_ballistics_infantry
    - fnc_ballistics_launchers
    - fnc_ballistics_vehicles
    - fnc_muzzlevelocity

    Test Results:
    -Tested the addons with ACE alone, COWarMod with ACE, and COWarMod alone and found no conflicts
    -I found ACE reticles, both scripted and normal, overwrote the fnc reticles and made them unnecessary.
    -ACE muzzle velocity and fnc_muzzlevelocity seemed to both be at work, some weapons would use ACE and some would use fnc. I found when using ACE alone however the muzzle velocity was much more accurate to the barrel length then with fnc enabled

    ---------- Post added at 02:49 PM ---------- Previous post was at 02:24 PM ----------

    I hope I tested and set that out right
    I'm having a problem though, I can't seem to find anything that explains exactly what the Zeus rocket ballistics addon does

  8. #18
    Your test results:
    -I found ACE reticles, both scripted and normal, overwrote the fnc reticles and made them unnecessary.
    -ACE muzzle velocity and fnc_muzzlevelocity seemed to both be at work, some weapons would use ACE and some would use fnc.
    I found when using ACE alone however the muzzle velocity was much more accurate to the barrel length then with fnc enabled
    From the results it probably be best to just remove the FNC mod as if as you said ACE feels more accurate then
    FNC is really just a redundant mod, basically doing the same thing if not little less.

    So..
    Test decision:
    Code:
    Remove- the following files from COWarModACE:
    fnc_ballistics_infantry
    fnc_ballistics_launchers
    fnc_ballistics_vehicles
    fnc_muzzlevelocity
    fnc_scopes_common_c
    fnc_scopes_common_m
    COWarModACE
    As said above COWarModACE.
    Yes for those who want an ACE comaptible version create a new folder and name it @COWarModACE, and then copy
    the addosn folder from @COWarMod into the COWarModACE folder and then remove the files listed.
    Angus S said
    I'm having a problem though, I can't seem to find anything that explains exactly what
    the Zeus rocket ballistics addon does
    I haven't found anything myself, so what you do in this situation is you'll need to test the
    OA/CO rocket ballistics
    zeu_OA_c_RocketBallistics.pbo
    zeu_OA_c_RocketBallistics.pbo.ZEU.bisign
    alone to see what they do, test on the weapons mission and then create a small mission with you
    and a squad attacking enemy AI that have mostly rpgs and see what kind of results you get.

    then...

    do the same with just ACE itself.

    this should give you an idea on what these files do.

    any questions let me know here, or through pm.

  9. #19
    [QUOTE=Hey Soldaten,

    Did you test COWarModACE + ACE without the addons, to see how the AI talk?

    also test these that deal with AI talk:
    QUOTE]

    yes Gunter, I did and COWarModACE adds more AI talk features, but did not find any issues that may break the game.

    Gunther:

    While testing I found out the following.

    AR mod needs to be removed. too many conflicts.
    The accuracy with Warmod is deadly, while with ACE only is normal. not sure what can cause this.
    Bug when launching rpgs with Warmod and with grenade sights.

    slow week in my college and work, Im available for testing for this week.
    Last edited by soldaten; Sep 27 2011 at 17:48.

  10. #20
    Ok, couple of things

    when posting and using quotes, highlight what you want to quote and hit the quote button.

    for the testing stick with the format,
    one feature at a time til one is resolved. for now the AI talk I'll go with what you found :

    So for your report:

    Soldaten's Report
    Code:
    AI Talk
    addons concerned about:
    - RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
    - sar_krik - (http://www.armaholic.com/page.php?id=10584)
    - slx_dialogue - (Fixes missing words and adds larger voice pitch variations)
    -radio_discipline.pbo
    -radio_discipline_extr.pbo
    -radio_streamlined.pbo
    -radio_streamlined_text.pbo
    -radio_streamlined_identify.pbo
    Test results:
    I did and COWarModACE adds more AI talk features, but did not find any issues that may break the game.
    Final decision:
    Code:
    Keep/optional
     RUG_DSAI - (http://www.armaholic.com/page.php?id=6092)
    - sar_krik - (http://www.armaholic.com/page.php?id=10584)
    - slx_dialogue - (Fixes missing words and adds larger voice pitch variations)
    -radio_discipline.pbo
    -radio_discipline_extr.pbo
    -radio_streamlined.pbo
    -radio_streamlined_text.pbo
    -radio_streamlined_identify.pbo
    
    let the user decide if they want this feature 
    or not but it adds to the game if you want that.
    Updated List
    14/16 ACE FEATURES LIST
    Code:
    AI Improvements - (Team is testing this)
    AI Talk 
    Aircraft Multi Function Display (MFD)
    Blood Trails 
    Disposable Weapons
    Fast Switching 
    Grenade Throw Modes 
    Map Tools Set
    Muzzle Velocity 
    NVG 
    Stamina 
    Rocket Ballistics -(Angus is testing)
    Sights Adjustment 
    Smoke Grenades
    Stepped zoom and optic modes in weapon stations 
    Wounding System 
    Ok Soldaten this is our big feature we have to test:

    Feature to test:
    Code:
    AI Improvements 
    addons that are in concern here:
    - ard - http://www.armaholic.com/page.php?id=12815
    - sys_airearming - http://www.armaholic.com/page.php?id=12105
    - inf_stealth_recognition- http://www.armaholic.com/page.php?id=9604
    - mechinftac.pbo - http://www.armaholic.com/page.php?id=13199
    - zeu_cfg_core_ai_sensors.pbo - http://www.armaholic.com/page.php?id=8250
    zeu_cfg_core_ai_skills.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo
    Lastly...

    Testing Notes2
    Code:
    when you are testing you need to understand what we are looking for, questions are as follows to keep in mind:
    
    1. What does the ACE feature do?
    2. What does the feature in COWarMod do?
    3. when i test with COWarMod and ACE does the ACE feature work or is it overridden, does the CoWarMod feature work or is it overriidden or enhance (add) to the ACE feature?
    4. when I test with CoWarModACE (Cowarmod files removed) does ace features work with CoWarMod or are their any conflicts?

    Soldaten said
    While testing I found out the following.

    AR mod needs to be removed. too many conflicts.
    The accuracy with Warmod is deadly, while with ACE only is normal. not sure what can cause this.
    Bug when launching rpgs with Warmod and with grenade sights.
    you mean ASR?
    need to list what pbos, and files you are testing
    the ones I listed above are the ones in concern.
    The AI mod for ASR AI only effects rearming, the other part to that mod which is AI skill I had removed in v 1.1 of CoWarMod as Zues adds skill.

    For the AI accuracy I already know about this one, this one I' am still trying to understand what causes this for CoWarMod alone.

    Bug when launching rpgs with Warmod and with grenade sights.
    What bug did you encounter or what is happening? and this is running CoWarMod + ACE correct?
    details my friend, lets tackle the rpg bug first if it is one then go to the AI accuracy as that is a big one.


    any questions please ask, either ask here in reply, or pm me.

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