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Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 12 Feb 2009, 08:07
by LordLemmi
:roll:

again the nazie shoe

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 12 Feb 2009, 15:12
by 1v0ry_k1ng
tanks trading rounds with robotic nazi mechs- YES

and zepplins, gotta have zepplins

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 12 Feb 2009, 15:14
by imbaczek

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 13 Feb 2009, 22:19
by [Krogoth86]
So moar Code Guardian in next release please!
http://www.cee-gee.net/Movies/Movies.htm

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 13 Feb 2009, 22:47
by smoth
I am only doing that one model guys...

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 15 Feb 2009, 16:12
by Das Bruce
[Krogoth86] wrote:So moar Code Guardian in next release please!
http://www.cee-gee.net/Movies/Movies.htm
That sucked so very, very much.

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 22 Feb 2009, 19:40
by Guessmyname
First post banner link is broken, should be: http://s44.koshi.homelinux.net/downloads.php

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 23 Feb 2009, 00:29
by R-TEAM
Hi,

would be nice to reclaim or "delete only" the Trees that stand
in the way of vehicles ...
ATM it is no nice way to doing this.

Regards
R-TEAM

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 03 Mar 2009, 19:43
by Niels Bohr
imbaczek wrote:must have blimps
I liked the part about helium. It is funny because it is true!

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 06 Mar 2009, 13:51
by ralphie
I dont have anything useful to add, just thought i'd say im finding this quite fun once you get used to playing with icons :P

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 06 Mar 2009, 17:25
by Nemo
Sweet, glad you like it. The icon problem is one we've been fighting with for a while, and short of tripling all the unit sizes, I'm not really sure how to address it.

A lot of changes arriving next version, so for the three people who read this thread:
  • Planes! (recon, fighters, fighter-bombers, ground attack for all sides) - recon may be ordered from the HQ, while all others require the nation's command & control radar building.
  • Spawn'd bases (you begin the game with storage buildings, some AA, engineer, ect)
  • New game modes, borrowed from CA and KDR's controlVictory gadget. - now you can choose between deployment/traditional means of unit construction, and normal flag capping vs control victory/multi-domination for point scoring/game ending.
A fair few largish balance/gameplay tweaks:
  • Suppression radii for explosives halved across the board.
  • AT troops 25% cheaper
  • firing arcs on all towed guns reduced considerably.
  • Others that I'm forgetting now and will post later.

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 16 Mar 2009, 00:05
by stick1000
I keep getting dropped from the server about 15 minutes in. Only on 1944.

Vista latest
amd athlon 3000
radeon x700
1.5gig memory

LogOutput initialized.
Available log subsystems: unit, CollisionVolume, VFS-detail, VFS, ArchiveScanner, mapinfo
Enabled log subsystems:
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
Using script script.txt
using configuration source "F:\Users\Larry\AppData\Local\springsettings.cfg"
OS: Microsoft Windows Vista Ultimate Edition, 32-bit Service Pack 1 (build 6001)
Hardware: AMD Athlon(tm) 64 Processor 3000+; 1534MB RAM, 3324MB pagefile
Using read-write data directory: F:\Program Files\Spring\
Scanning: F:\Program Files\Spring\maps
Scanning: F:\Program Files\Spring\base
Scanning: F:\Program Files\Spring\mods
Video mode set to 1400 x 900 / 32 bit
[ 0] SDL: 1.2.10
[ 0] GL: 2.1.8395 Release
[ 0] GL: ATI Technologies Inc.
[ 0] GL: RADEON X700 Series
[ 0] GLEW: 1.4.0
[ 0] Connecting to local server
[ 0] Starting demo recording
[ 0] Using map 1944_BocageSkirmish.smf
[ 0] Recording demo demos/20090315_190154_1944_BocageSkirmish_0.78.2.sdf
[ 0] Using script Commanders
[ 0] Using mod Spring: 1944 Operation Konstantin (v0.92)
[ 0] Using mod archive S44Konstantin_v092.sdz
[ 0] Became player 0 (team 0, allyteam 0)
[ 0] Parsing unit icons
[ 0] Loading all definitions: 1.157000
[ 0] Opening map file
[ 0] Loading Map
[ 0] Loading detail textures
[ 0] Creating overhead texture
[ 0] Creating ground shading
[ 0] Loading tile file
[ 0] Reading tiles
[ 0] Reading tile map
[ 0] Creating projectile texture
[ 0] Number of damage types: 14
[ 0] Loading weapon definitions
[ 0] Loading unit definitions
[ 0] Loading feature definitions
[ 0] Creating unit textures
[ 0] Initializing map features
[ 0] Reading estimate path costs
[ 0] Analyzing map accessibility [8]
[ 0] Block offset 0 of 4096 (block-size 8)
[ 0] Block offset 1000 of 4096 (block-size 8)
[ 0] Block offset 2000 of 4096 (block-size 8)
[ 0] Block offset 3000 of 4096 (block-size 8)
[ 0] Block offset 4000 of 4096 (block-size 8)
[ 0] Path cost 0 of 4096 (block-size 8)
[ 0] Path cost 1000 of 4096 (block-size 8)
[ 0] Path cost 2000 of 4096 (block-size 8)
[ 0] Path cost 3000 of 4096 (block-size 8)
[ 0] Path cost 4000 of 4096 (block-size 8)
[ 0] Writing path data file...
[ 0] Reading estimate path costs
[ 0] Analyzing map accessibility [32]
[ 0] Block offset 0 of 256 (block-size 32)
[ 0] Path cost 0 of 256 (block-size 32)
[ 0] Writing path data file...
[ 0] Pathing data checksum: 8526b86b
[ 0] Creating sky
[ 0] Loading LuaRules
[ 0] gf1 = LuaRules/Gadgets/cmd_areaattack.lua
[ 0] gf1 = LuaRules/Gadgets/cmd_doline.lua
[ 0] gf1 = LuaRules/Gadgets/cmd_fixbuttons.lua
[ 0] gf1 = LuaRules/Gadgets/dbg_profiler.lua
[ 0] gf1 = LuaRules/Gadgets/feature_tree_hitvolume.lua
[ 0] gf1 = LuaRules/Gadgets/game_ammo.lua
[ 0] gf1 = LuaRules/Gadgets/game_corpsecleaner.lua
[ 0] gf1 = LuaRules/Gadgets/game_doesnotcount.lua
[ 0] gf1 = LuaRules/Gadgets/game_fearhandler.lua
[ 0] gf1 = LuaRules/Gadgets/game_flagmanager.lua
[ 0] gf1 = LuaRules/Gadgets/game_increasingflagreturns.lua
[ 0] gf1 = LuaRules/Gadgets/game_infsupply.lua
[ 0] gf1 = LuaRules/Gadgets/game_logisticssupply.lua
[ 0] gf1 = LuaRules/Gadgets/game_minefields.lua
[ 0] gf1 = LuaRules/Gadgets/game_notreereclaim.lua
[ 0] gf1 = LuaRules/Gadgets/game_radiotower.lua
[ 0] gf1 = LuaRules/Gadgets/game_startposclear.lua
[ 0] gf1 = LuaRules/Gadgets/gui_suppressionindicators.lua
[ 0] gf1 = LuaRules/Gadgets/unit_airstrip.lua
[ 0] gf1 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf1 = LuaRules/Gadgets/unit_squadspawner.lua
[ 0] gf1 = LuaRules/Gadgets/unit_upgrademanager.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_areaattack.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_doline.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_fixbuttons.lua
[ 0] gf2 = LuaRules/Gadgets/dbg_profiler.lua
[ 0] gf2 = LuaRules/Gadgets/feature_tree_hitvolume.lua
[ 0] gf2 = LuaRules/Gadgets/game_ammo.lua
[ 0] gf2 = LuaRules/Gadgets/game_corpsecleaner.lua
[ 0] gf2 = LuaRules/Gadgets/game_doesnotcount.lua
[ 0] gf2 = LuaRules/Gadgets/game_fearhandler.lua
[ 0] gf2 = LuaRules/Gadgets/game_flagmanager.lua
[ 0] gf2 = LuaRules/Gadgets/game_increasingflagreturns.lua
[ 0] gf2 = LuaRules/Gadgets/game_infsupply.lua
[ 0] gf2 = LuaRules/Gadgets/game_logisticssupply.lua
[ 0] gf2 = LuaRules/Gadgets/game_minefields.lua
[ 0] gf2 = LuaRules/Gadgets/game_notreereclaim.lua
[ 0] gf2 = LuaRules/Gadgets/game_radiotower.lua
[ 0] gf2 = LuaRules/Gadgets/game_startposclear.lua
[ 0] gf2 = LuaRules/Gadgets/gui_suppressionindicators.lua
[ 0] gf2 = LuaRules/Gadgets/unit_airstrip.lua
[ 0] gf2 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/unit_squadspawner.lua
[ 0] gf2 = LuaRules/Gadgets/unit_upgrademanager.lua
[ 0] Loaded gadget: CobButton <unit_cobbutton.lua>
[ 0] Loaded gadget: Flag Manager <game_flagmanager.lua>
[ 0] Loaded gadget: Squad Spawner <unit_squadspawner.lua>
[ 0] Loaded gadget: Startpos Clearer <game_startposclear.lua>
[ 0] Loaded gadget: Unit Upgrader <unit_upgrademanager.lua>
[ 0] Loaded gadget: Ammo Limiter <game_ammo.lua>
[ 0] Loaded gadget: Button Manipulator <cmd_fixbuttons.lua>
[ 0] Loaded gadget: Corpse cleaner <game_corpsecleaner.lua>
[ 0] Loaded gadget: DoLine <cmd_doline.lua>
[ 0] Loaded gadget: Infantry Suppression <game_fearhandler.lua>
[ 0] Loaded gadget: Infantry supply rules <game_infsupply.lua>
[ 0] Loaded gadget: Minefield spawner <game_minefields.lua>
[ 0] Loaded gadget: No reclaiming trees <game_notreereclaim.lua>
[ 0] Loaded gadget: Radio Tower Air Mission Caller <game_radiotower.lua>
[ 0] Loaded gadget: Supression Indicators <gui_suppressionindicators.lua>
[ 0] Loaded gadget: Tree Hit Volume Change <feature_tree_hitvolume.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: Area Attack <cmd_areaattack.lua>
[ 0] Loaded gadget: Does Not Count <game_doesnotcount.lua>
[ 0] Loaded gadget: Increasing Flag Returns <game_increasingflagreturns.lua>
[ 0] Loaded gadget: Logistics Supply <game_logisticssupply.lua>
[ 0] Loaded gadget: Airstrip <unit_airstrip.lua>
[ 0] Loaded gadget: Profiler <dbg_profiler.lua>
[ 0] LUARULES-DRAW (GADGETS)
[ 0] gf1 = LuaRules/Gadgets/cmd_areaattack.lua
[ 0] gf1 = LuaRules/Gadgets/cmd_doline.lua
[ 0] gf1 = LuaRules/Gadgets/cmd_fixbuttons.lua
[ 0] gf1 = LuaRules/Gadgets/dbg_profiler.lua
[ 0] gf1 = LuaRules/Gadgets/feature_tree_hitvolume.lua
[ 0] gf1 = LuaRules/Gadgets/game_ammo.lua
[ 0] gf1 = LuaRules/Gadgets/game_corpsecleaner.lua
[ 0] gf1 = LuaRules/Gadgets/game_doesnotcount.lua
[ 0] gf1 = LuaRules/Gadgets/game_fearhandler.lua
[ 0] gf1 = LuaRules/Gadgets/game_flagmanager.lua
[ 0] gf1 = LuaRules/Gadgets/game_increasingflagreturns.lua
[ 0] gf1 = LuaRules/Gadgets/game_infsupply.lua
[ 0] gf1 = LuaRules/Gadgets/game_logisticssupply.lua
[ 0] gf1 = LuaRules/Gadgets/game_minefields.lua
[ 0] gf1 = LuaRules/Gadgets/game_notreereclaim.lua
[ 0] gf1 = LuaRules/Gadgets/game_radiotower.lua
[ 0] gf1 = LuaRules/Gadgets/game_startposclear.lua
[ 0] gf1 = LuaRules/Gadgets/gui_suppressionindicators.lua
[ 0] gf1 = LuaRules/Gadgets/unit_airstrip.lua
[ 0] gf1 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf1 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf1 = LuaRules/Gadgets/unit_squadspawner.lua
[ 0] gf1 = LuaRules/Gadgets/unit_upgrademanager.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_areaattack.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_doline.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_fixbuttons.lua
[ 0] gf2 = LuaRules/Gadgets/dbg_profiler.lua
[ 0] gf2 = LuaRules/Gadgets/feature_tree_hitvolume.lua
[ 0] gf2 = LuaRules/Gadgets/game_ammo.lua
[ 0] gf2 = LuaRules/Gadgets/game_corpsecleaner.lua
[ 0] gf2 = LuaRules/Gadgets/game_doesnotcount.lua
[ 0] gf2 = LuaRules/Gadgets/game_fearhandler.lua
[ 0] gf2 = LuaRules/Gadgets/game_flagmanager.lua
[ 0] gf2 = LuaRules/Gadgets/game_increasingflagreturns.lua
[ 0] gf2 = LuaRules/Gadgets/game_infsupply.lua
[ 0] gf2 = LuaRules/Gadgets/game_logisticssupply.lua
[ 0] gf2 = LuaRules/Gadgets/game_minefields.lua
[ 0] gf2 = LuaRules/Gadgets/game_notreereclaim.lua
[ 0] gf2 = LuaRules/Gadgets/game_radiotower.lua
[ 0] gf2 = LuaRules/Gadgets/game_startposclear.lua
[ 0] gf2 = LuaRules/Gadgets/gui_suppressionindicators.lua
[ 0] gf2 = LuaRules/Gadgets/unit_airstrip.lua
[ 0] gf2 = LuaRules/Gadgets/unit_cobbutton.lua
[ 0] gf2 = LuaRules/Gadgets/unit_morph.lua
[ 0] gf2 = LuaRules/Gadgets/unit_squadspawner.lua
[ 0] gf2 = LuaRules/Gadgets/unit_upgrademanager.lua
[ 0] Loaded gadget: Flag Manager <game_flagmanager.lua>
[ 0] Loaded gadget: Squad Spawner <unit_squadspawner.lua>
[ 0] Loaded gadget: Startpos Clearer <game_startposclear.lua>
[ 0] Loaded gadget: Unit Upgrader <unit_upgrademanager.lua>
[ 0] Loaded gadget: Ammo Limiter <game_ammo.lua>
[ 0] Loaded gadget: Button Manipulator <cmd_fixbuttons.lua>
[ 0] Loaded gadget: Corpse cleaner <game_corpsecleaner.lua>
[ 0] Loaded gadget: DoLine <cmd_doline.lua>
[ 0] Loaded gadget: Infantry Suppression <game_fearhandler.lua>
[ 0] Loaded gadget: Infantry supply rules <game_infsupply.lua>
[ 0] Loaded gadget: Minefield spawner <game_minefields.lua>
[ 0] Loaded gadget: No reclaiming trees <game_notreereclaim.lua>
[ 0] Loaded gadget: Radio Tower Air Mission Caller <game_radiotower.lua>
[ 0] Loaded gadget: Supression Indicators <gui_suppressionindicators.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: Area Attack <cmd_areaattack.lua>
[ 0] Loaded gadget: Increasing Flag Returns <game_increasingflagreturns.lua>
[ 0] Loaded gadget: Logistics Supply <game_logisticssupply.lua>
[ 0] Loaded gadget: Airstrip <unit_airstrip.lua>
[ 0] Loaded gadget: Profiler <dbg_profiler.lua>
[ 0] LUARULES-DRAW (GADGETS)
[ 0] Loading LuaGaia
[ 0] Loading LuaUI
[ 0] Using LUAUI_DIRNAME = LuaUI/
[ 0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 0] LuaUI: bound F11 to the widget selector
[ 0] LuaUI: bound CTRL+F11 to tweak mode
[ 0] Hardware is incompatible with Xray shader requirements
[ 0] Failed to load: gui_buildeta.lua (duplicate name)
[ 0] Loaded widget: LockCamera <camera_lockcamera.lua>
[ 0] Loaded widget: AdvPlayersList <gui_advplayerslist.lua>
[ 0] Loaded widget: BuildETA <gui_build_eta.lua>
[ 0] Loaded widget: MiniMap Start Boxes <minimap_startbox.lua>
[ 0] Loaded widget: Point Tracker <gui_point_tracker.lua>
[ 0] All units set to Hold Position
[ 0] Loaded widget: Hold position v2 <cmd_holdpos.lua>
[ 0] Loaded widget: Take Reminder <gui_take_remind.lua>
[ 0] Loaded widget: 1944 Anti-spam <gui_antispam.lua>
[ 0] Loaded widget: 1944 Default Commands <cmd_defaultcommand.lua>
[ 0] Loaded widget: 1944 Field of Fire <gui_s44_fieldoffire.lua>
[ 0] Loaded widget: 1944 Minefield Warning <gui_minefieldnotify.lua>
[ 0] Loaded widget: 1944 Resource Bars <gui_s44_resbar.lua>
[ 0] M5 Halftrack
[ 0] Sd.Kfz. 251/1 Halftrack
[ 0] M5 Halftrack
[ 0] M3A1 Halftrack
[ 0] Loaded widget: 1944 Supply Radius <gui_s44_supplyradius.lua>
[ 0] Loaded widget: Attack AoE <gui_attack_aoe.lua>
[ 0] Loaded widget: 1944 Ammo Icons <gui_ammoicons.lua>
[ 0] Loaded widget: 1944 Suppression Icons <gui_suppressicons.lua>
[ 0] Loaded widget: Rank Icons <gui_xp.lua>
[ 0] Loaded widget: 1944 Build Indicators <gui_buildindicator.lua>
[ 0] Reloaded cmdcolors with: cmdcolors.tmp
[ 0] Loaded widget: 1944 Team Circles <gui_teamcircle.lua>
[ 0] Reloaded cmdcolors with: cmdcolors.tmp
[ 0] Loaded widget: TeamPlatter <gui_team_platter.lua>
[ 0] Loaded widget: 1944 Flag Ranges <gui_flagradius.lua>
[ 0] Loaded widget: 1944 Aircraft Sounds <sfx_planesound.lua>
[ 0] Loaded widget: 1944 Propeller FX <gfx_props.lua>
[ 0] LuaUI v0.3
[ 0] Finalizing...
[ 0] Spring 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s)
[ 0] Build date/time: Jan 18 2009 15:45:14
[ 0] Player Stick1000 connected with number 0 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
[ 0] Player Stick1000 finished loading and is now ingame
[ 0] User exited
[ 0] All units set to Maneuver
[ 0] Path cache hits 0 0%
[ 0] Path cache hits 0 0%
[ 0] Statistics for local connection:
Received: 1135 bytes
Sent: 70 bytes

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 16 Mar 2009, 00:50
by [Krogoth86]
Maybe another suggestion here:
I'll attach the morph gadget which I modified after lurker's advice. It lets you customize the text on a units morph button. I'd consider to use this in order to e.g. make it say like "mobile" or "pack" on the icons for mobilizing your deployed guns and with this I'd also replace all that standard buttons you've included in some units. That is for example the standard and not that much visible deploy button for MG gunners and especially the upgrade button for the tank depot (which lots of newbies don't spot at all)...

So in the end you don't just have a more precise text and a more striking button for e.g. upgrading but also when you do a selection and you've got some mobile guns and some deployed ones you now can immediately see which button to click in order to deploy or mobilize the units...

And another final addition: Imo it's strange that the deployed russian supply truck has that Russian name - I'd either change it back to English or give e.g. the German one a German name too (as it afaik has no special name)...

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 16 Mar 2009, 14:07
by Pxtl
I finally got a few games in, and it's awesome. Fast, without being frantic, and incredibly aggressive. Love the sound-effects too.

Now, on to the gripes/suggestions
1) I have a bug with icons. Probably a Spring engine bug - I usually only see the top-half of the unit icon.

2) Units need better descriptions. The unit descriptions nicely describe what they _are_, but not what they're for, or how to use them. Yes, I read the guide, but I don't keep it in front of me while I play, so including useful notes like "short-ranged anti-infantry" or "deployable long-ranged fixed-arc machinegun nest" or some kind of unit-help widget or something would be nice.

3) I can't tell units apart, or which side they're on, when viewing at close-enough-range to leave icon mode. Imho, the best solution would be an icon-widget that draws one icon for the whole squad, at the average of the locations for every unit in the squad (to the upper-right for single-squad units). You've already got morale-icons, so adding another icon wouldn't make the game icon-heavy.

edit: is there any way to control the facing of units? Because deploying machinegunners is a farking biatch.

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 16 Mar 2009, 16:38
by smoth
I have icons pretty much off because I set the distance so high, I still <3ed it when I speced.

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 16 Mar 2009, 16:42
by theotherhiveking
Pxtl: Im not really sure because i havent tested the lasted svn in 1 or 2 weeks, but i think that the lastest svn has a widget to control the direction of the units.

@Nemo : Yes, that is what i meant

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 16 Mar 2009, 18:12
by Nemo
Zerg added some functionality to the deploy gadget to set the heading of the unit (so you hit deploy and then give a direction).

A widget like you describe would be great, maybe I can poke flozi into doing it before we release next (with aircraft! and less stalemate!).

Also, spiked has edited a lot of the unit descriptions recently. I don't recall if that was pre-Konstantin or not, though.

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 17 Mar 2009, 12:31
by Pressure Line
fake dgun (or similar weapon), using a variation of the SET HEADING script we tried on fixed-arc guns a while back should do it. (ie give the d-gun/turn) order then deploy (possibly use the BA dgun lines drawer (its almost 1am, i swear i will explain this properly later Nemo)

and did you ever grab the version of props.lua that i modified for multiple props per unit?

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 17 Mar 2009, 14:58
by 1v0ry_k1ng
can you release another version of the s44 map everyone plays with less speed metal kind of metal values?

Re: Spring: 1944 "Operation Konstantin" (v0.92) Release

Posted: 17 Mar 2009, 15:33
by pintle
1v0ry_k1ng wrote:can you release another version of the s44 map everyone plays with less speed metal kind of metal values?
he means kiev