Really!
Hello Fans of Freedom! It's been a while ... a long while ... but there is an update at the Fortress! I have experienced huge changes in my life while I've been away and as the song says , "some forever ... not for better". However, I am very pleased to be able to have something new for you all today.
Special thanks to tommyboy for making me take a peek at the FF community again and to Riddle Me This for giving me something I can get things started with ... his spankin' new mod for FF : Pulp Fiction!
What's it about? Well, it's a two-fisted tale of 20+ missions in the style of the old pulp magazines. Join the Dreamweaver, the Truth, Doc Masters, and other pulp archetypes as they unravel the mystery of the Yellow Dragon! Grab it on the Goodies page!
Watch for more updates in the weeks ahead!
[09 Aug 2007] EZ HERO 3.1
[10 Aug 2007] EZ HERO 3.2
[10 Oct 2007] Pulp Fiction - FFv3R version
Wow! Alex is back. It's like retro and nostalgia all wrapped in one. Looking forward to what new updates we get.
He's been back for a just few days, and there's already some major new stuff. Kudos to you and, of course, to Riddle Me This. :)
"Alex's Freedom Fortress Update"
Ah, there's a phrase I was afraid I'd never hear again. Good to have you back, sir! :thumbup:
Quote from: abenavides on July 27, 2007, 07:56:27 PM
What's it about? Well, it's a two-fisted tale of 20+ missions in the style of the old pulp magazines. Join the Dreamweaver, the Truth, Doc Masters, and other pulp archetypes as they unravel the mystery of the Yellow Dragon!
What a great idea! I'm surprised no-one tried this before.
Quote from: Carravaggio on July 27, 2007, 11:33:58 PM
Quote from: abenavides on July 27, 2007, 07:56:27 PM
What's it about? Well, it's a two-fisted tale of 20+ missions in the style of the old pulp magazines. Join the Dreamweaver, the Truth, Doc Masters, and other pulp archetypes as they unravel the mystery of the Yellow Dragon!
What a great idea! I'm surprised no-one tried this before.
Indeed it is a great idea. It looks like it could be quite good, and with 20+ missions, it may be longer then most mods released for the FF games, although I wonder if it hasn't been heard of by more then a few people before Alex put it on his site. And since I didn't say it earlier, welcome back Alex.
*gasp* a new update and it's a mod?! Very good. Glad to see you back in action Alex. Can't wait to see what else you have up your sleeves.
I first I was surprised that an update came so soon, then I was shocked to see it was a full-length mod by yet another community member we haven't hear from in a while. Wow.
*Gasp*javascript:void(0);
wink
And just when I thought that my AFF collection was only 9 files from incomplete...(a few KennX files).
It seems that I should not feel so ^_^ ^_^ ^_^ about this, but I do! :agentclap
It's great to have you back! (And thanks for not removing the site while you were away.)
oh man alex is back! :o
now if texas jack was back...... :)
Wow, how did I miss this!? Welcome back Alex; thanks for hosting and congrats and thanks to the enigmatic RMT for making this!
Won't be long before another new update at AFF ...
geez, it's been so long - i Forget. :)
Do I just add it to this thread or start a new one ?
Quote from: abenavides on August 02, 2007, 11:51:21 AM
Won't be long before another new update at AFF ...
geez, it's been so long - i Forget. :)
Do I just add it to this thread or start a new one ?
very cool! Preferably, you'd update this thread (maybe add a note to the first post to let us know) with the new information.
Thanks !
Look for two new items at the fortress, hopefully this weekend.
Ooooooooo!
Aaaaaaahhh!
A new Bourne movie AND an AFF update?
I think Im tingling....
So awesome!
:D welcome back Alex.
Hey, you don't really know me, but I'm glad to see you're updating again. Your site was the first FF- related site I ever went to.
QuoteHey, you don't really know me, but I'm glad to see you're updating again. Your site was the first FF- related site I ever went to.
what he said...
looking forward to the updates!
B92
Big A! is back YA!
More mod goodness for you all today! Now on my Goodies page - Freedom Force for FFv3R. Play the original FF campaign using FFv3R.
I actually did a quickie conversion of FF when FFv3R first came out a couple of years back. Now with Tommyman's meshing help, I am completing it. But I need your help! I've put up a version called BETA 1, which I know has bugs and stuff missing in it still. Please download, play, and give me your feedback so we can finish it up. Currently, I've only tested missions 1 and 2 (and I think they're good, but you tell me! :) )
I'm in a mod mood, so here's more: I've unearthed the notorious Forum Battle Royale Mod and packaged it (with permission from its creator of course) along with its patch into a single installer. Grab it on the Goodies page.
I've also repackaged the JLA Mod (Issues #1-6) into a single installer and updated the JLA shooting script sample to include issue #6. See the JLA Mod Info page for the update.
QuoteMore mod goodness for you all today! Now on my Goodies page - Freedom Force for FFv3R. Play the original FF campaign using FFv3R.
I actually did a quickie conversion of FF when FFv3R first came out a couple of years back. Now with Tommyman's meshing help, I am completing it. But I need your help! I've put up a version called BETA 1, which I know has bugs and stuff missing in it still. Please download, play, and give me your feedback so we can finish it up. Currently, I've only tested missions 1 and 2 (and I think they're good, but you tell me! smile )
Googles is working on the exact same thing. Any chance of the two of you getting together?
play :ff: on :ffvstr: wow thats really awsome man!!!
Dude, that will be awesome.
If I had :ffvstr: :(
Wow. And wow!
Thanks again for your site and all the fun stuff. Those like me have relied on those like you for a long time now, Alex. And you never let us down. Keep us in eager anticipation, maybe, but never let us down. :D
I played through the first 3 or so missions. Everything seems to work other than a few map errors and sometimes you have to click a few times to get certain things to activate.
A very cool trip down memory lane!
I played through mission 1 with no problems. Mission 2 went fine until the very end--the game tells me to have Mentor Interrogate, but the Interrogate option doesn't show up on his context menu.
Other than that, only cosmetic problems:
--The chain link fence, crates, air ducts, etc. in mission 2 were very dark ... maybe they need nif conversion.
--Mentor's talking head was pink and untextured (presumably because he's supposed to be using the "mysteriously hidden in shadow" effect and it isn't there?)
--The usual FF-in-FFVTR graphical oddities (sidewalk corners being too dark, weirdness with the bases of lamp posts, etc.)
Quote--Mentor's talking head was pink and untextured (presumably because he's supposed to be using the "mysteriously hidden in shadow" effect and it isn't there?)
When I was doing the conversion for myself, this was due to a missing "black" texture which can be easily fixed in nifskope. The same thing will happen on the level where there is the "mysterious" alien villain talking about us puny humans too...only that mesh had no texture, it was just using the material property to black out the mesh. The effect is just the swirly thing that overlays the head.
woo! its great reliving those old memories Alex! i was able to play fine up until the end of the third mission (i think its the third) the game had a fatal error brininging in Lord Dominion's head nif for the frozen Sukhov cutscene.
Was it the fatal "Morph Channel" error?
Something like "There is an incorrect number of morph channels...."
thats exactly it Goggles
Yeah there are a few head.nif files from FF1 that just dont play well with FFvTR...
When i was talking to Alex about the conversion, he said that they had fixed the O'Connor and that others were in the works.
If you wanted to keep testing the game, you could copy a working head.nif file from one of the other characters (O'conor or one of the thugs should work) and overwrite the broken one. It means you dont get Lord Dominion's head talking, but it wont error out the game either.
I encountered the same problems as Human Ton. I also noticed that on the O'Conner mesh he doesn't actually hold his gun, it is attached to his fingertips upsidedown.
Woo-hoo! Bounding boxes galore! Haha, this is great guys, and it's great fun to be able to play FF again in the updated graphics of FF2. However, the thing I love best about this is all the wonderful FF1 objects that are now available for use thanks to your hard work. Thanks again guys!
I just played the third mission and like the second mission, everything went fine until the end when you have to interrogate Sukhov. Neither Mentor nor Minute Man could interrogate him. I used the Mission_Win cheat to end the mission. Once it got to the next cutscene in the base it was very dark. The dialog from the talking heads continued into the team selection screen and then started over with the entire dialog on top of the team selection screen. I was never able to enter the fray for the next mission in the frozen park.
Thanks for all the input everyone!
Especially GogglesPizanno, who has been both gracious and extremely helpful. I am happy to say that what I did will benefit greatly from what he has already worked out and he has offered to share info freely. For that, he has my thanks and I'll gladly credit him for anything I use. Isn't it nice when everyone helps out?
So this thread isn't completely taken over by feedback on this mod, I will set up a new one in the Mods section. I didn't want to take over GogglesPizanno's thread, so I'll make mine separate for now.
On another (AFF) note...
Alex:
I for 1 hope there are plans for JSA in your future...even if it's distant. That idea really piqued my interest. I'd offer to help, except that I don't know what I could do. * maybe stop whining? * ;)
When are you gonna finish JLA mission 7?
I really want to defeat Darkseid.
Please finish it,please.
PLLLLEEAAAASSSEEE!
To the last 2 posters .. stay tuned.
Thanks abenavides,I wish you a lot of luck. :D :thumbup:
great to see one of the classic sites up and kicking again
Major update today!
First up - Riddle Me This has patched Forum Battle Royale 2 into the "Final Version" which is now available on my Goodies page. Download it and Forum Battle Royale 1 to play the entire Forum saga for the original FF game.
And Finally, EZ Hero 3!
I actually never thought I'd release this. Personal issues forced me to stop working on it back in mid-2005. Sad, because it was about 80% done then and I had rebuilt the EZ Hero code base from scratch, fixing lots of little things and adding big new features such as:
- Supports hero files for both Freedom Force (FF) and Freedom Force vs The Third Reich (FFv3R)
- Lets you save to either format at any time
- It will batch convert a whole folder from 1 format to the other
- It will Send hero file info to DAT files for FF and FFv3R mods (EZHero2.6 did it only for FF mods)
- Send to DAT feature now has health override option
- Has all the latest attributes in FFX 3.2, but also lets you easily add custom ones
- EZAI tool for FF (thx to Taskmaster for all his input on this)
In late 2005, my hard drive went boom and with it the EZ Hero source code, so it was all over.
Until 2007, when I ran across a version of the code on an old backup drive. I tried it and found most of it worked. I put it together an important piece of code I found on another drive and then spent a little time debugging and adding a tweak or two. And EZHERO 3 finally sees the light of day! It's dedicated to my Dad, CB. Grab it on the Goodies page also!
Weeeeeeeeeeeeeeeeeeeeeeeeeeeee!!!
So awesome...
:thumbup:
I (along with the community at large I'm sure) thank you profusely for all your work on both the original and now New and Improved version.
There goes my night....
Yeehah!
This will make things considerably easy. And fun. Thanks.
thanks for the awesome update Alex. It's nice to finally have a [hero] tool dedicated to FFVTTR. Atleast now I don't have to go in game to send all my herofiles to my mod dats now. :P
:drool:
I can't tell you how awesome this sounds, Alex! Can't wait to try it out!
Wow! Amazing Alex, absolutely amazing, this is a great step forward for the community! Thank you for all your hard work, and I'm glad you've found enough peace to rejoin us. :)
Great news, as you can see this is a tool that we have been salavating for for some time. Awsome!
I am having trouble opening up FFV3R hero files. I get a "runtime error 52 bade file name or number" That is the same error I got when I tried to open up FFV3R hero files with your last hero editor. It opens up FF1 hero files just fine though.
US Agent-can you email me one of the files that's causing a problem?
QuoteI am having trouble opening up FFV3R hero files. I get a "runtime error 52 bade file name or number"
I think this may be the issue that I had figured out a batch hex workaround for initially.
It was back in this post:
http://freedomreborn.net/archive/index.php?topic=41626.0 (http://freedomreborn.net/archive/index.php?topic=41626.0)
Basically I think it involved the path to the mesh being absolute as opposed to relative.
I ran into the same problem with USAgent's hero files, and changing the path in a hex editor made them open in the original EZHero fine.
Interesting, I'll check it out.
How did we get absolute paths in there in the 1st place?
Most people would use MrBordos tool for editing FFvTR hero files as it was the most compatible, but when it saves the file, it writes the paths as absolute.
The game itself doesn't have any problems with it...
Unless of course like me, you don't have it installed in the default location, which was why I was trying to hex edit the paths in the first place.
Quote from: GogglesPizanno on August 08, 2007, 08:11:07 PM
Most people would use MrBordos tool for editing FFvTR hero files as it was the most compatible, but when it saves the file, it writes the paths as absolute.
I don't think *most* people used Brdo's tool, maybe the unmodding people, but I think Goggle is correct as I remember back in ff1 that anything I changed with brdo's (or Mic's maybe?) tool would sometimes not work with your tool. *shrugs*
It looks like Goggles is right, I can open up Taskmaster's FFV3R hero files fine, and I found I could open up only a few of mine which I think were ones I created from scratch. But with most of my hero files I did use MrBrdo's to edit and save.
I sent off a hero file to you via the address on your website to contact you.
*crosses fingers for a easy solution so I can use this with 1,300 hero file :unsure:*
Wow you've been putting out some awesome new stuff. It's great to have you back Alex.
I get an error saying Componet COMDLG32.OCX or one of it's dependencies not correctly registered: a file is missing or invalid. I've uninstalled, redownloaded, and reinstalled 3 times and still get the error from EZHero3.
I got that error too, but Alex had directed me to this download... and it fixed everything.
http://www.ascentive.com/support/new/support_dll.phtml?dllname=COMDLG32.OCX
Quote from: Previsionary on August 08, 2007, 08:33:17 PM
I don't think *most* people used Brdo's tool, maybe the unmodding people, but I think Goggle is correct as I remember back in ff1 that anything I changed with brdo's (or Mic's maybe?) tool would sometimes not work with your tool. *shrugs*
pssst. i always used Brdo's tool for FFVTTR, and even for FF, i just liked the openness of it, i'd use it in conjunction with Alex's whenever I could, but for most things like changing weight, i used Mr. Brdo's tool.
Took a look at the hero file and yes it's because there's a full path in it.
While the game works with this, like GP says it's not good for the folks who don't install in default paths. (isn't the proper path for customs in XP a personalized folder? )
So 2 options I see:
1. Use GP's batch file fix to correct all the files (knowing that if you use the other editor, it will screw them up again).
2. I add a little code to EZHERO to notice these bad paths and correct them.
QuoteSo 2 options I see:
1. Use GP's batch file fix to correct all the files (knowing that if you use the other editor, it will screw them up again).
2. I add a little code to EZHERO to notice these bad paths and correct them.
Hmmm. I wonder what the preference will be... ^_^
Well #1 already exists :), so it could be used today.
#2 will take abit longer, but I guess I can get it in there
ANy thoughts, anyone?
I op for 2. I tried the first one and immediately got confused.
I love the original FF mod. I broke my disk so it was great to see it again, thanks!
I think #2 would be the way to go, like AA some people might get confused with #1 and it would help people in the long run instead of pointing everyone to the Batch file fix. Plus we wanted this for so long, a little longer wait is no problem.
I created Option #1, and even I get confused.
I'm all for option #2....
I think I have an archive of USAgents files that have been batch converted... so if he's cool with it I could probably post a zip for those that are impatient -- but Id have to double check my archive and USAgent would have to give the go ahead that its ok.
OK option #2 it is!
Now up at my site!
Quickie update to EZHero. The new version, 3.1, now handles FFv3R hero files that have the full path for mesh in them (caused by other hero file editor). It auto-corrects this to the relative path. Get it on the Goodies page.
Woo-hoo! Thanks, Alex. This is going to save me so much time.
Some questions, though:
--One of my characters has a material of Metal in FFVTR. But when I load his hero file in EXHero 3.1 his material shows up as Flesh and the weight shows up at 170 pounds. All the other info is correct.
--I took a different character, loaded up his hero file into EZHero 3.1, changed his material type from flesh to metal, made some other changes, and then saved. I then fired up FFVTR and looked at him--the other changes were there, but his material was flesh. I then exited FFVTR and loaded him ... lo and behold, his material was listed as Metal. So it looks like it is saving it, but not where FFVTR is looking for it?
HT, I'll check it out - sounds like the pulldown display is not being updated properly.
Thx!
Think I found the problem - working on it.
Pulp Fiction: I am in the level with Dr cyclops and the nazis. the problem I knock some of the nazis in to the walls and they don't come out or kock out the roof and they walk on top of the walls. They are un reachable in these states. Any fix for this? :rickbm
Wow , thanks for the fast update fix Alex. Its definatly working for me now. Great going!
One thing I'm noticing is that when i send to text file not everthing gets sent correctly, Ive noticed some differences in EP cost- on one character one of his attacks uses low EP and the text says "none" , and also the damage magnitude was different on another attack too, the mag was high but the text said extreme.
And I dont know if you meant this or not but with area attacks the radius in the editor say "90, 180, 360" instead of "small, med , large"
Just a couple small things
Thanks so much for HeroTool 3.x! It has brought me back into FFvTR. I'm having a little problem. I created Sasquatch, and assigned a weight of 1,100 lbs in the Editor. His Hero file won't load in HeroTool 3.x, and I'm assuming its because his weight is not represented in the drop down menu? Would it be possible for me to easily add that value to the drop down menu?
Thanks again!
Great Stuff, Alex! You don't know how much I needed this! Everything works like a charm and adding my own custom attributes is a piece of cake! This tool will be used very frequently on my PC! Thanks!!!!!!!!
Also, when I load Taskmaster X's hero files, i get "runtime error 5" and then it crashes. I thought maybe it was because I didn't have the right meshes, but even ones with the right mesh will crash. I'm not sure if this is a hero file problem, a problem created by myself during installation, or a problem with HeroToo. Any thoughts?
anyway we could see another ezfx...an add-on to the ezfx for ffvttr?
HT, have corrected it so it now reads all materials properly, but still working on saving them properly. Hopefully out soon.
Green Hornet: I'll pass that along to Riddle Me This, as I have no clue :)
Xenolith: Yes, that's why unfortunately, I don't currently support any weight being put in. I can look at that for a future version (it's kinda weird how it stores it in hero files). A question to anyone who knows: does putting in any weight actually affect the game physics properly? i.e. does a 1,000 guy only gte knocked back half as far as 500lb guy?
Xenolith: Make sure you're usign EZHEro 3.1. If so, email me the hero file with the problem and i'll have a look.
USAGent: I'll check out the text thingie. Sounds like I didn't account for some differences between FF and FFv3R on the display.
herodad1: It's in the works.
From my experience hexing, you can't seem to put in an arbitrary weight--It seems to use some system of weight multiples based on the material type.
But you can get weights above what you'd normally see, and they behave as you would expect in the game. I think the highest I've gone is 3370 pounds on a metal guy, and there's nobody who can knock him back ....
Yes weight does affect KB distance. I found that any weight above 520 lbs. in the game makes it very difficult to KB very far even when hitting him with a melee attack that has Extreme KB and a 10 Strength. I use Mr. Brdo's Hero Tool to adjust the weight. It allows me to input any number regardless of the type of material. Alex's Hero Tool provides a range of weights depending on the type of Material you choose. Is there any way to make it like Mr. Brdo's and allow the input of any number? Of course, when you load the game, it rounds it out to a number that it likes, but is still close to the number I put in.
OK, the latest fixes have been posted at my site:
A few more corrections to EZHero. The new version, 3.2, now saves Material for FFv3R hero files properly and the Send to Text function has had a few glitches fixed. Get it on the Goodies page.
Hey, I finally found my id and password. :doh: My new private messages are from 2005. :doh: :doh:
Anyway, Green Hornet, I haven't been able to duplicate your error. Couple of questions. Which room are you in when this is happening/what wall or roof? I can get them to go into the wall and occasionally even get a bit hung up in their animations, but never out of my reach. I can't get them to stay on on the ceilings at all.
Do you have anything in your init.py file to deal with camera angles? I have the ability to zoom way in so I don't even see the roofs as such. Wondering if maybe that's why I can't duplicate the error. FWIW, I would say the knockback attacks are more for desperation when they're overwhelming you. They aren't how I would recommend beating the level. I'll say more when I learn to use spoiler tags.
At any rate, if you don't mind, how about we take this to the pulp fiction thread in the mod forum. I don't want to clutter my kind host's site promotion thread and I'm obviously not good at PM's.
Or apparently mesh requests as that's what they were about. Oopsie. Hasn't Tommyboy already done them all anyway? I hope so as it appears I unintentionally screwed some people over when I dropped out of sight. Sorry 'bout that. Did I at least release Black Orchid? I think she was done before the second crash. It's hard to remember after 3 major viral infections and 1 re-formatting in less than 2 years. Got to stop going to sites recommended by Strike Zone... :P
QuoteGot to stop going to sites recommended by Strike Zone... tongue
Or start using Firefox (shameless plus alert)
Sadly, two infections were after I switched to Firefox. But I agree it's a ton safer overall.
My biggest problem is that it screwed with my 3ds max 4 and 5. I eventually got 5 working right again but there are certain FF-related things, like talking heads, that don't export right now. I probably need a 100% complete formatting and re-install but I don't have the patience. Not when I can con Tommyboy into doing them in exchange for a little more cowbell...
So I'm out of the mesh business but ready to do a little more mod work after a nice break (Pulp Fiction is actually close to 6 months old; I had to wait a few weeks for voice work and then got lazy on packaging and releasing it).
Thanks for the quick update, Alex! I tried out 3.2 and the materials and weights work like a dream.
Nice Hero Tool!
But, When are you gonna finish your other stuff?
Hey, just tried the latest version out, and for some reason I'm getting this error now: "Run-time error "5" Invalid procedure call or argument" whenever I send to text a hero file with a active defence, it looks like the editor scans through all the powers and stops when it gets to a active defence and then I get that error.
[spoiler](http://img.photobucket.com/albums/v34/USAgent/mag.jpg)[/spoiler]
[spoiler](http://img.photobucket.com/albums/v34/USAgent/mags.jpg)[/spoiler]
But it looks like the other problem is fixed with the different magnitudes and such.
Alex, this is probably the most wanted program for FFv3R. Let's face it, we needed a Hero file editor which takes into account cone attacks, Limey Lure, and all those new attacks this sequel provides.
Of course, I have already downloaded it, and will be of great use in the near future. Many thanks.
you mentioned doing another ezfx?coool!!can i give a few ideas for fx's ....more magneto effects-beams,shields,ect. ,ironman effects,greenlantern,dr.fate, and different spell effects for dr.strange.thanks!
Quote from: herodad1 on August 15, 2007, 08:45:48 AM
you mentioned doing another ezfx?coool!!can i give a few ideas for fx's ....more magneto effects-beams,shields,ect. ,ironman effects,greenlantern,dr.fate, and different spell effects for dr.strange.thanks!
Gracious, hero, Alex just got back in business so let's not overwhelm him. Let's wait until he officially asks for requests (like he did in the last ezfx) and actually see what's in the works first. I think waiting until then won't cost much harm considering how much work alex actually has to put into these fx packs...especially the ffvttr version (which required him to go fx crazy from the credits list. :P)
Alex:
Not to get too far ahead of things but....
I've been having fun skoping new projectile fx using tommyboy's mesh pieces. Flaming axes, glowing/energy knives, even a thrown handgun for thugs...that sort of thing. I'd be happy to contribute them (tommy's permission, of course) to EZFX 7.0, and I'm sure there are plenty of other members who would do the same.
If you do decide to do an update to EZFX, perhaps you can put out a general request for custom FX? You don't have to credit everybody....just the "FF community" and leave it at that.
B92
PS--Yours was the first FF site I ever found, and I still go back for C6's skins from time to time. Great to have you back and thanks for all your work! :thumbup:
Permission given, Boalt92.
Quote from: Boalt92 on August 15, 2007, 12:32:18 PM
Alex:
Not to get too far ahead of things but....
I've been having fun skoping new projectile fx using tommyboy's mesh pieces. Flaming axes, glowing/energy knives, even a thrown handgun for thugs...that sort of thing. I'd be happy to contribute them (tommy's permission, of course) to EZFX 7.0, and I'm sure there are plenty of other members who would do the same.
If you do decide to do an update to EZFX, perhaps you can put out a general request for custom FX? You don't have to credit everybody....just the "FF community" and leave it at that.
B92
PS--Yours was the first FF site I ever found, and I still go back for C6's skins from time to time. Great to have you back and thanks for all your work! :thumbup:
throw a handgun when they run out of bullets! :lol:
Quotethrow a handgun when they run out of bullets!
I use it as a zero-cost ranged attack, so, in a way....yeah!
B92
A quick but pretty cool update today. Riddle Me This has put together a FFv3R version of his popular Pulp Fiction mod. So now you have no excuse for not checking out all the awesome mod-dy goodness! Get it now the Goodies page!
Thx alot for the updates & the shiny new Editor for :ffvstr: - I can finally set random skins to ceratin chars that have cone attacks :blink:
:thumbup: I've been dying to play Pulp Fiction!
Quote from: abenavides on October 10, 2007, 03:33:51 PM
So now you have no excuse for not checking out all the awesome mod-dy goodness!
Yes i do, i lost my copy of the game :banghead: and a replacement wont be here for a week!
Great news tho, i wanted to play the pulp fiction mod, but no longer use :ff: