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Прежде чем задать вопрос, убедитесь, что его еще не задавали и ответ на него уже не дали. Проверьте Раздел Новости Воспользуйтесь расширенным Поиском, к нему прилагается помощь на русском языке по методам поиска. Также не забываем про общие правила форумов. Уважайте друг друга и не создавайте тем-близнецов.
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Сообщение
#61
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Для обладателей не лицензии вышел крек для 1,1 (есть на геймкопиворлд.ком)
(сам не пробовал так как пока не ставил ![]() 2Dark давал пользователю Ganj пару ссылок на пириговый фпт но он что то молчит , хотя работает он часто. ftp://alexp.internets.ru/ PS Насчёт лицензии , даже имея на руках лиц CD (DVD) всё равно пользуюсь кряками (если только нету траблов с игрой в online) , просто не люблю туда сюда диски ставить =) PPS Спокойно запустил с DTools 4.11 Lite и YASU 1.4 =) (мини образ с геймкопиворлд , следовательно крек отпадает) Vista Ultimate 64 (XP не пробовал так как не стоит) Сообщение отредактировал Bob - 9.1.2008, 7:55 |
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#62
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Ст.сержант ![]() Группа: Клиенты Сообщений: 427 Регистрация: 27.2.2006 Из: космоса Пол: ![]() Сегмент: 9 ![]() |
запустил с DTools 4.10 и YASU 1.4 и всеравно игра видит эмулятор дисков, что делать?
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#63
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Ст.сержант ![]() Группа: Клиенты Сообщений: 304 Регистрация: 9.8.2007 Из: Pushkino Пол: ![]() Сегмент: 7 ![]() |
Итак! тест под Виста 64. (дрова на видео 169.25 WHQL, устанавливал с образа диска английской версии,запускал без крякоф, используя диск от русской лицензии)
Без патчика 09.01.2008 21:45:53 - Vista 64 Beginning Run #1 on Map-island, Demo-benchmark_gpu DX10 1680x1050, AA=4x, Vsync=Disabled, 64 bit test, FullScreen Demo Loops=3, Time Of Day= 9 Global Game Quality: High TimeDemo Play Started , (Total Frames: 2000, Recorded Time: 111.86s) ----------------------------------- !TimeDemo Run 2 Finished. Play Time: 85.00s, Average FPS: 23.53 Min FPS: 13.70 at frame 151, Max FPS: 26.80 at frame 1770 Average Tri/Sec: -21834068, Tri/Frame: -927945 Recorded/Played Tris ratio: -0.99 TimeDemo Play Ended, (3 Runs Performed) С патчиком 09.01.2008 22:15:36 - Vista 64 Beginning Run #1 on Map-island, Demo-benchmark_gpu DX10 1680x1050, AA=4x, Vsync=Disabled, 64 bit test, FullScreen Demo Loops=3, Time Of Day= 9 Global Game Quality: High TimeDemo Play Started , (Total Frames: 2000, Recorded Time: 111.86s) ------------------------------------- !TimeDemo Run 2 Finished. Play Time: 88.83s, Average FPS: 22.51 Min FPS: 13.27 at frame 1033, Max FPS: 29.12 at frame 989 Average Tri/Sec: -20897826, Tri/Frame: -928176 Recorded/Played Tris ratio: -0.99 TimeDemo Play Ended, (3 Runs Performed) |
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#64
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Тогда качай крек Кстати в системе должен быть установлен только DT , если есть Alco 120 , сноси всё и ставь DT (попробуй скачать DT 4.11 Lite) И YASU надо кидать в папку с установленым DT и запускать оттуда. |
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#65
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
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#66
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Ст.сержант ![]() Группа: Клиенты Сообщений: 427 Регистрация: 27.2.2006 Из: космоса Пол: ![]() Сегмент: 9 ![]() |
Bob скачал DT 4.11 Lite установил, а почле он мне пишет вставте оригинал диска а не резервную копию?!, хотел кряк скачать с того сайта что ты даешь, но что там все непонятно как лить, прицепи его на форум или еще какнить)
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#67
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Ст.сержант ![]() Группа: Клиенты Сообщений: 304 Регистрация: 9.8.2007 Из: Pushkino Пол: ![]() Сегмент: 7 ![]() |
А вот и патчик 1.2 поспел
![]() Changelog: Optimizations and Stability *Corrected a number of memory leaks with FSAA modes. *Optimized Object Motion Blur for DX10 Very High Spec *Destroying objects will now properly remove their decals from the world under DX10. *Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization. *Fixed issue in windowed mode where the map or weapon attachment UI cursor can leave the game window. *Fixed potential server exploit that could cause servers to crash *Fixed crash with AI triangulation in the editor General Fixes/tweaks *Added new effects for vehicle shattering after being frozen *Player movement will now be cancelled if the player is shooting while moving in prone mode. *Fixed issue where player will exit VTOL from closed rear hatch irrespective of seat. *Continuously firing the VTOL machine gun in 3rd person mode no longer causes the VTOL to descend. *Fixed an issue where vehicle 3rd person camera could break when switching the player ”ControlledTurret” flag while using the gun. *Fixed identical swimming sounds being used on surface, underwater and swimming in different directions. *Frogs will no longer block the player’s view after being picked up *Fixed an issue where in unarmed mode, the character's arms will suddenly reappear and disappear when picking up and dropping an object. *Fixed health recharge rate when computing drowning damage. *If climbing a ladder while cloaked, energy no longer depletes at the same rate as if player were standing still. *Mouse cursor will no longer be permanently removed on attaching gamepad. *Fixed issue where resetting gamepad control with Default button doesn't enable Force Feedback. *Fixed issue where the Clear All and Back Keys do not function properly when creating a profile on the gamepad. *Fixed the "Back" key in the on-screen keypad not deleting the first character in the keypad text box. *Fixed the "Clear All" key not functioning for text input in the on-screen Keypad. *Waterfalls can now be viewed from underwater. *Virtual keyboard now functions correctly when a game pad is connected *Fixed an issue where users can lose the ability to look around with the Right Stick. *Player no longer continues to move forward when prone on roof of bunker after letting go of button. *Mouse cursor now hidden when virtual keyboard is enabled *Fixed an issue where key bindings were not saved until the player resumed the game *Fixed a number of chainlink fences/barbwire that could not be shot through. *Fixed a broken LOD1 on electricity pylon object *Fixed player receiving damage from ragdolls. *Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy. *Fixed bolting/pumping sound not playing when firing shotgun, precision rifle and gauss rifle in scope view. *Fixed issue with vehicle mounted MOAR reload sound being audible for all players. *Added mouse wheel scrolling support for server browser Weapons *Added ”overfreezing” sounds to handheld and vehicle mounted MOAR/MOAC *C4 will now stick to doors correctly *C4 can no longer stick to the surface of water *Fixed an issue where the player could shorten the shot duration of the MOAR near the edges of a map. *Fixed an issue when using dual handguns and switching to 3rd person view, a pair of arms will remain when running devmode or in editor *Fixed an issue where the player could force firing after reloading if player clicks and keeps pressing fire button while reloading. *Explosive charges no longer clip through the top of the NK tanks located in the munitions dump in mission tank. *The ice beam animation from the moar gun no longer clips through the walls of tunnels. *Grenade Launcher projectile is no longer invisible. *When freezing a dual-SOCOM player, the second pistol will now be properly frozen. *Freezing a player that is shooting a MOAR will now properly stop the MOAR's beam. *Nano-Disruptor grenade will no longer disrupt the revive invulnerability effect. *Fixed claymore/mine limit not being applied properly. *Added an empty landmine animation. *Players are no longer revealed to enemy on enemy minimap when using silencers on weapons unless they are within 5 meters of another player. *When prone with a sniper rifle, the attachments menu should no longer be cut off. *Fixed issue where dual wielding SOCOMs the pistol equipped in main hand doesnt automatically reload if weapon switched whilst empty. *The crosshair for the TAC no longer disappears after the player zooms in and out of ironsight mode. *Added missing animations for FY71 and SMG when holding an enemy and using the melee attack. *Fixed issue when the player dropped last picked up SOCOM, even if that is the pistol with the most ammo. *Scaled grenade launcher projectile for better visibility. *Added smoke trail to grenade launcher shell for better visibility. *Adjusted odd looking random rotation values for grenade launcher projectile *Adjusted explosion radius of grenade launcher to be more efficient vs players *Decreased air speed of grenade launcher projectile for better readability. *Reduced initial visibility time of grenade launcher shell very slightly *Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally. *Improved the HUD Grenade Indicator - Players will now be able to track one enemy and one friendly grenade. Enemy grenades show up as red, friendly as blue. *Fixed a number of issues where the grenade indicator was not showing up on multiplayer clients. *Added new grenade indicator icon. *Improved the behavior of the Repair Kit, when repairing rotating turrets. *Update singularity explosion effect. *Fixed an issue with some weapon effects that would cause explosions not to be rendered. * Moved assault scope further away from the camera to allow for a better peripheral view while zoomed Vehicles *Added first person view limits for helicopter, VTOL and APC rear seats. *Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs *Helicopter wind effect no longer plays after vehicle is destroyed. *Fixed a number of issues where players getting out of vehicles would get stuck in walls. *Fixed issue where the AA cannon only produces tracers from the left side barrels *Fixed issue with friendly fire setting not affecting vehicle-actor collisions *Components can no longer be more than 100% damaged. *Correct firemode now displayed when switching seats in Gauss Tank in Multiplayer. *Improved vehicle handling under braking and boosting *Tweaked damage for players hit by vehicles at lower speeds *Reduced collision damage multiplier for actor-vehicle collisions in MP. *Smooth out change between vehicle views when changing seats. *Adjusted wall collision damage for civilian car. *Reduced damage to trucks during slow collisions. *Added new shell ejection effect for air vehicles. *Vehicle lights will now turn off vehicle lights after player leaves vehicle. *Vtol cannon now has correct spin up or spin down sounds *Fixed issue with the amphibious apc taking far longer to repair than any other vehicle *Fixed potential issue with tank turret rotation when a second player takes control of vehicle, the turret could be unsync’d between server and clients. *Increased VTOL vulnerability to being hit by other aircraft cannons *Added seat entry point for gunner position from roof of cab of Truck *Fixed an issue where vehicle ammo could become greyed out when in a vehicle in a valid buyzone. *Increased visibility of friendly player name tags by 3 times when in vehicles *Fixed issue where players hands were not touching the hovercraft steering bars correctly *Disabled vehicle exploding above a certain speed threshold in MP and SP when there isn’t a player in the vehicle. *Locked camera in 3rd person view when player is using a vehicle mounted weapon in difficulty settings that allow driver controlled mounted weapons on vehicles. *Fixed issue where explosions had no sound when hitting VTOL or helicopter *Added overheat sounds for VTOL and helicopter guns *Fixed issue with VTOL weapons not overheating correctly *Greatly increased AAA damage vs VTOL and Helicopter *Adjusted damage of rockets vs. AAA *Fixed a number of issues where players would not get the correctly awarded/deducted amount of prestige points for team kills or enemy kills SinglePlayer *Fixed an issue with "Escort Prophet out of sphere" objective failure causing reloading issues. *Player will now be prone if loading a level that was saved while they were prone. *Fixed an issue with troopers missing shield fx if the player was holding them when the level was saved and loaded. *Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list. *Player no longer has grenade controls during cutscenes *Player is no longer able to carry enemies into cut scenes. *Fixed issue where player weapon loses shadow on loading save game. *Fixed player view aligning to horizon on loading. *Helmets on the Navy personnel on the flight deck now fit their heads. *Added a missing texture at the base of doorway leading to schoolhouse roof from staircase in village. *The paper on all of the clipboards through out fleet no longer appears to be upside down. *Improved AI machinegun handling (both stationary and mounted machineguns on vehicles.) *Increased player melee damage and decreased AI melee damage *Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons. *Helmets will never deflect shots when the player hits them while using weapon sights. *Halved suit energy required for punching in strength mode. *Adjusted AI vehicle coax gun pitch limits MultiPlayer *Fixed issue where death effects were only showing on remote players. *Server admins can now remove the server password with 'sv_password 0'. *Clients with a password set can now correctly connect to unpassworded servers. *Fixed some game states not properly resetting after game restart. *Fixed an issue where factory vehicle marker was not showing up for clients. The vehicle you purchased is now visible with a blue icon. *Fixed an issue where scores could change after the game has ended. *Fixed issue where sometimes demotions would not be properly announced. *Radio commands will now be properly played as a voice sound. *Fixed an issue in spectator mode where the player's view could clip through the top of objects *Fixed an issue where vehicle shattering effects were not playing on clients *Fixed an issue where standing on a crouched squadmate would cause model clipping. *Fixed an issue where the player was unable to purchase additional mines or claymores through load out menu if one already in inventory. *Fixed issue with missing subtitles in French version of PowerStruggle tutorial. *Player can now no longer create and save unpurchasable custom loadouts by including multiple pieces of kit equipment. *Player can now no longer create custom loadouts with more weapons than the player can carry. *Fixed issue where player was automatically assigned armor mode when switching to spectator team. *Fixed issue where tutorial message warning player of an enemy base is played too late. *Fixed issue where tutorial message starts too soon when player gets to the aviation factory. *Player no longer gains 1 free grenade when he uses up all ammo in a grenade launcher and purchases a different weapon. *Fixed a potential negative ammo hurricane issue. *Fixed an issue where if the player picks up a claymore after placing two claymores, player's weapon will not switch to claymore upon pick up. *Player can no longer suicide when already dead. *The loadout menu no longer changes to the weapons menu when an alert event occurs in the game. *When using PDA, if any player captures a location it will no longer revert to the first page of the PDA. *Players will no longer be banned for team killing while in pre-game period. *Players will now be able to pick up a respawned MOAR attachment. *Fixed not being able to scroll player names on end of game scoreboard. *Fixed an issue where the character's hands immediately disappears when attempting to throw a grenade with dual socoms equipped. *When grabbing an enemy while Dual SOCOMs are equipped the right hand SOCOM will no longer disappear. *Fixed an issue where the parachute is not seen by players when deployed in Powerstruggle. *Fixed issue where VOIP doesn't work properly on non-dedicated servers. *Tweaked spectator camera so view is more horizontal. *Delayed manual switching to spectator mode right after death. *Fixed issue where spectators don't see player names in IA. *Map filter no longer allows the user to input an infinite amount of characters. *Removed ability to highlight players on instant action scoreboard. *Fixed issue where the player score was not the default view when pressing the 'Tab' button in MP. *Fixed a number of issues where projectiles are not playing explosion effects and sounds on clients. *Added team colors to kill/death messages *Purchasing SMG and SCAR ammo now gives the correct amount of bullets in each clip *Increased FY71 Incendiary ammo damage slightly *Teamkilled players will no longer drop their weapon. *Fixed an issue where enemy HQ flag icon would disappear. *Added some additional clamping and protection to some console variables that could be used to cheat. *Added a number of warnings for incorrect map version and missing maps when connecting to servers. *Added a number of missing additional entities to the network scheduler *Fixed an issue where players could be killed with AV mines placed above vehicles but not in contact with the vehicle. *TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks. New Features *Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced. *Added multisample shading for shadows. *Added vehicle-specific shatter effects when vehicles have been frozen. *Logitech G15 display now fully supported in MP and SP *Added free-rotation support for spectator camera. *Added zooming support for spectator camera. *Added mod loader to the main menu. User created content can now be loaded and unloaded through this menu. *Added some additional audio hitfeedback functionality to multiplayer and singleplayer bullet impacts. Headshots will include an audible ding in multiplayer games. *Improved red near-death HUD effect and visual feedback for player being hit. *Added additional audio feedback for player hitting enemies. The feedback can be disabled with "g_useHitSoundFeedback 0". *In single player, AI can now be knocked over while running into them in speed mode. *Added numbers to energy bar in PowerStruggle for quicker reference * Allow loading of custom objectives.xml files inside the respective level folder. Вот ссылка http://www.gamershell.com/download_23577.shtml И еще инфа для крякеров - после этого патча мини образ с даемон тулзом и ясцу не работает (я с родным диском ток запустить смог) Сообщение отредактировал Lexus77 - 7.3.2008, 12:54 |
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#68
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Ст.сержант ![]() Группа: Клиенты Сообщений: 427 Регистрация: 27.2.2006 Из: космоса Пол: ![]() Сегмент: 9 ![]() |
ну ты ссыль бы выбросил суда, а то чо лог то ридить толку.))
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#69
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Electronic Arts и Crytek анонсировали дополнение к самому технологичному шутеру современности Crysis. События в Crysis: Warhead будут развиваться параллельно оригиналу, а играть мы будет за Сержанта Сайкса (Sergeant Sykes), более известного вам как Псих (Psycho), который таинственно исчезал в оригинальной игре. Обещают новое оружие, траспортные средства, а также улучшенный мультиплеер.
Разработкой Warhead занимается будапештская студия Crytek. Выход игры эксклюзивно для PC планируется на осень этого года. Первые скриншоты обещают появиться в конце месяца. |
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#70
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Ст.сержант ![]() Группа: Клиенты Сообщений: 427 Регистрация: 27.2.2006 Из: космоса Пол: ![]() Сегмент: 9 ![]() |
чудненько. очередное мегаграфическое мясцО
Сообщение отредактировал GANJ - 8.6.2008, 1:41 |
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#71
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
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#72
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Подробнее о Crysis: Warhead
Чешский сайт Tiscali.cz поделился некоторыми подробностями о шутере Crysis: Warhead. Напомним, что разработка игры поручена венгерскому отделению Crytek, а релиз намечен на 18 сентября. Основные особенности Crysis: Warhead: Играем, как уже было известно, за "параллельного" персонажа - Psycho Действие игры начинается одновременно с оригиналом, чтобы в итоге привести нас на авианосец, где мы встретим Nomad`а Все боевые действия в Warhead происходят, в основном, на другом конце острова Менее линейный подход к геймплею, в отличие от оригинала Те же основные функции нанокостюма, но все же обещан некий сюрприз Одиночная кампания рассчитана на 8-10 часов Как минимум два новых вида оружия: гранатомет и двойной SMG Улучшенный ИИ врага. Теперь противник способен "мыслить" и действовать тактически Новые средства транспорта: бронеавтомобиль Recon Scout и катер на воздушной подушке Новый командный режим мультиплеера Движок существенно оптимизирован и работает гораздо быстрее на том же оборудовании Для максимальных настроек теперь не требуется DX10 Для установки и игры не потребуется оригинальный Crysis PS Это хорошо что они хотят его запихнуть на приставки, вот уже вроде двигло оптимизировали =D |
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#73
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Ст.сержант ![]() Группа: Клиенты Сообщений: 304 Регистрация: 9.8.2007 Из: Pushkino Пол: ![]() Сегмент: 7 ![]() |
Интересно сколько бут стоить этот новый-старый Crysis
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#74
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Конечно, Crytek может сколько угодно рассказывать о том, что Crysis: Warhead - это не дополнение, а полноценная новая игра по известной интеллектуальной собственности, которая поведает альтернативную историю из вселенной оригинальной игры.
Однако ценник, недавно установленный на Crysis: Warhead несколькими крупными онлайновыми магазинами, в частности Amazon и GameStop, говорит об обратном. Купить игру можно будет за скромные $29,99. Напомним, Crysis: Warhead поведает нам историю сержанта Сайкса (Sergeant Sykes), которого поклонники Crysis могли запомнить под прозвищем Psycho. Собственно, главному герою снова предстоит расстреливать всех и вся на другой стороне острова из оригинального Crysis. Помимо новой сюжетной линии, нам обещают новое оружие, транспортные средства и изменения в многопользовательской составляющей. PS от себя Надеюсь что у нас она не по 750 ру будет. |
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#75
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Ст.сержант ![]() Группа: Клиенты Сообщений: 304 Регистрация: 9.8.2007 Из: Pushkino Пол: ![]() Сегмент: 7 ![]() |
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#76
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![]() Группа: Admin Сообщений: 2434 Регистрация: 8.10.2005 Из: Пушкино Пол: ![]() Сегмент: 7 ![]() |
однозначно маст хэв, т.ч. цена значения не имеет... :) хоть 1500, хоть 2000р, если выйдет коллекционная коробка - возьму ее.
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#77
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![]() Группа: Admin Сообщений: 2434 Регистрация: 8.10.2005 Из: Пушкино Пол: ![]() Сегмент: 7 ![]() |
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#78
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Crysis: Warhead в печати
Компания Electronic Arts отправила в печать игру Crysis: Warhead. В Европе релиз состоится 12 сентября, а в Северной Америке продажи начнутся 16 сентября. PS На www.softclub.ru пока тихо =\ |
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#79
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Ст.сержант ![]() Группа: Клиенты Сообщений: 304 Регистрация: 9.8.2007 Из: Pushkino Пол: ![]() Сегмент: 7 ![]() |
Надеюсь этот новый Кризис бут не таким глюкавым и тормозным как Сталкер Чисто небо - как раз в Кризис погамаю, а тама гляди для Сталкера выйдет пару патчей и моды
![]() На Озоне зато уже есть ![]() Если на оЗоне такая цена, то в Сане он бут рублей по 450... Сообщение отредактировал Lexus77 - 26.8.2008, 13:37 |
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Сообщение
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Ст.лейтенант ![]() Группа: Пользователи Сообщений: 1552 Регистрация: 22.10.2005 Из: NSK-MSK |^_^ Пол: ![]() Сегмент: 12 ![]() |
Цена понравилась, с учётом что азон задирает цены. маст хев PS да сталкер - баговое небо, очень разочаровал (в смысле багов и тд, а не самой игры) =\ |
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