Staredit Network > Forums > Portal News > Topic: SCII Patch 1.2 is live
SCII Patch 1.2 is live
Jan 11 2011, 1:55 am
By: DevliN  

Jan 11 2011, 1:55 am DevliN Post #1

OVERWATCH STATUS GO

StarCraft II: Wings of Liberty - Patch 1.2


General:
  • Battle.net Chat Channels have been added! Players can now join others in both public and private channels.
  • Added in-game chat bar command to whisper to other players. Using the "/w" command will open up a list of available friends, party members, chat channels, and other players within your current game.
  • Added Battle.net option to auto-join previous private channels.
  • Added Battle.net option to prevent chat channel text from appearing in in-game chat display.
  • A new Master League has been added! This league now represents the highest tier of players.
  • Customizable Hotkey Support has been added.
  • Stalemate Detection has been added. This will end the game in a tie for all remaining players if no players have income, production, or destroyed structures for three consecutive minutes.
  • A countdown timer will now appear when the game detects this scenario.
  • An Extreme graphics option is now available. Players can now configure screen space ambient occlusion.

Additional Improvements and Changes:
  • Several help dialogue and tech tree improvements have been made:
  • In-game help is now available in Battle.net.
  • The help dialog’s tech tree has been improved.
  • Unit information in the help dialog now displays abilities and upgrades.
  • Several Save/Replay File dialogue improvements have been made:
  • Added ability to sort replays and saved games by name and date.
  • Added ability to right-click and rename a replay or saved game from within the game interface.
  • Added a new tab for auto-saved games and unsaved replays.
  • Added an option to permanently save all replays. Checking this option will mark all unsaved replays as being saved.
  • Added visibility for where replays and saved games are being saved to.
  • Added a "Show in Folder" button which will open the location where a replay or saved game is stored on your computer.
  • Camera following behavior for observers and replays has been improved.
  • The System Alert panel has been moved to the top of the screen and the duration of most system alerts has been reduced.
  • Mouse buttons can now be bound to the Push-To-Talk hotkey.
  • A hotkey indicator option has been added to show the primary hotkey on top of command buttons.
  • When selecting a Vespene geyser, the number of current harvesters will be displayed in the info panel.
  • Added an option to disable any error sounds. The Response Sounds checkbox now controls whether unit-specific audio is used for error sounds instead of a generic buzz.
  • Added Game UI layout per-map overrides. Map makers can now use custom UI layout files to create new UI or override existing game UI.
  • Added a toggle button to the in-game replay panel to Show or Hide the timeline/duration information.
  • Added hotkey to Pause/Resume game for both single player and multiplayer (Pause/Break key).


Balance:
  • GENERAL
    • Players can no longer block off ramps with two 2x2 buildings.
  • PROTOSS
    • Hallucination research time decreased from 110 to 80.
    • Observer - Cost decreased from 50/100 to 25/75.
    • Phoenix -Build time decreased from 45 to 35.
    • Void Ray - Now deals 20% more damage to massive targets.
    • Flux Vanes speed upgrade removed.
  • TERRAN
    • SCV
    • Repairing SCVs now assume the same threat priority as the unit they’re repairing.
    • SCV construction movement has been made more consistent.


StarCraft II Editor Improvements:
  • Map locale management has been added.
  • Further editor tips and hints have been added.
  • New trigger functions:
    • Verify Bank - used to verify that a bank’s signature is intact.
  • New trigger actions:
    • Bank Option - used to change options for banks including adding a signature.
    • Remove Inventory Item - used to instantly remove a requested item from an inventory.
    • Set Visibility Type Of Text Tag - used to control whether fog or black mask hides the tag.
  • New trigger events:
    • Mouse Moved - sent in response to the mouse being moved in the game world.
  • New unit properties have been added:
    • Carried Minerals, Carried Vespene, Carried Terrazine, and Carried Custom Resource.
  • Bounty (XP) - used to grant experience when a unit is killed.
  • New Effect Used event property has been added: Life, Shields, and Energy changed.
  • Copy/paste support has been added to the upgrade editor.
  • Behaviors can now be replaced by either the shortest duration (the original method) or by farthest distance.
  • Behavior abilities can now properly charge the player using the ability instead of always charging the owner.
  • Right clicking an item in an inventory will now have the icon appear immediately next to the cursor.
  • Font Style Files can now be added to Mods and Maps using the FontStyleFileArray field in GameUIData. Existing styles can have their individual attributes overridden or entirely new styles can be added.
  • UI Layout files can now be added to Mods and Maps using the CustomLayoutFileArray filed in GameUIData. Most existing frames can be modified or overridden and entirely new templates can be added which can be created from the Dialog system within the Editor.
  • Attributes and values can now be hidden in the game lobby and can be configured through Game Variants.
  • The mouse wheel now scrolls the control under the cursor.
  • Copied doodads now retain their height offset.
  • Attribute and Veterancy behaviors now normalize vitals when new levels are applied.
  • Mouse clicks & highlights are now allowed while in relative camera mode.
  • Edit boxes are now available for trigger dialogs.
  • The game will now properly find custom imported files within mods.
  • Maps can now depend on even more mods.
  • Dialog Items can now be hooked up from already existing frames within a created Panel.
  • Change Focus commands are now available in the Trigger module View menu for switching input focus directly to different areas.
  • The water editor layout has been improved.
  • Effect offsets can now optionally contain a Z component.
  • Added a new type of Dialog Item called Panel. Panels are containers for other dialog items to help with grouping and hierarchy.
  • Added new UI to insert text tags for data references, unit info, and hotkeys.
  • Added an effect range to the effect ability to restrict how far away the effect can be placed. This will allow effects to behave like the Stalker Blink effect.
  • Added a behavior flag to suppress fidgeting.
  • Added a new stalemate melee option to determine whether the stalemate detection checking is enforced.
  • Added a new “Creator” player to effects. It will be set to the player issuing an order if available.
  • Added a new type of item that can use an effect ability.
  • Added a validator that checks to see if a unit can path to a point.
  • Added a validator that checks if there is a cliff between two points.
  • Added MinimapRenderPriority to CActorUnit and MinimapRenderPriorityList to CActorGlobalConfig. This allows custom map makers to define the render priorities of units on the minimap.
  • Added a Locale sub-menu in the Mod menu for changing the active text locale for the current document.
  • Added a Mod Info dialog in the Mod menu for more easily changing mod name and description text.
  • Added a Modify Locales dialog (also in Locale sub-menu) for adding or removing text locales.
  • Added an Editor Tips dialog in the Help menu (and optionally on start up) with tips for using the editor effectively.


Bug Fixes:
  • GENERAL
    • All diagonal ramps are now the same with regards to unbuildable locations at the bottom of the ramps.
    • Critter health bars are now hidden unless highlighted or selected (if status bars are set to show when units are selected).
    • Orders can no longer be canceled by clicking on the info panel in challenges before the challenge begins.
    • Text tags are now paused when the game is paused.
    • Autocast state for abilities will now reset to the default state when unit ownership is permanently changed.
    • Autocast repair will now charge the player requesting autocast functionality.
    • Repair will now clear its autocast state if the owning player leaves the game.
    • Harvest orders no longer end if an order is queued while waiting to return cargo.
    • Harvesting units no longer avoid enemy units.
    • Hold position units no longer automatically move out of the way when placing a building.
    • Enemy units no longer show passive buttons in the command card.
    • Missiles are no longer affected by Vortex.
    • Actors with a large number of create events no longer crash the map.
    • Fixed an issue where cliff jumping units were able to traverse unpathable terrain.
    • Fixed an issue with units trying to get out of the way so buildings can be constructed.
    • Fixed an issue with harvesting units bypassing force fields.
    • Fixed an issue where melee units were unable to attack a colossus when it was on a cliff.
    • Fixed an issue where larva would not wander around.
    • Fixed an issues where loading a saved Challenge could improperly overwrite the best score.
    • Fixed an issue with animation stutters when flying units are separating.
    • Fixed an issue where units could push opposing units when they shouldn't have been able to.
    • Added "Detector" text to the info panel for units which can detect cloaked or burrowed units.
    • Added combat reveal tinting to help show that combat reveal units cannot be hit.
  • PROTOSS
    • Protoss structures can no longer be powered without a power source if constructed while powered by a Warp Prism under the effects of Neural Parasite.
    • Mass Recall can no longer target larva or eggs.
    • Fixed an issue where units that were picked up by a Graviton Beam would still block pathing on the ground.
    • Fixed an issue where a Zealot could burn its Charge cooldown without actually moving.
  • TERRAN
    • Changed the position of the Select Builder button on Terran buildings, and changed the hotkey to Q.
    • SCVs can no longer continue construction on a building from inside an adjacent bunker.
    • Fixed nuke dot not being visible all the time.
    • Fixed an issue where you could see an enemy MULE drop pod in some cases where you didn’t have vision of the target location.
    • Fixed an issue where a Medivac would be able to continue healing a unit that was stuck in a Graviton Beam if the Medivac had started healing the unit before it was picked up by the Graviton Beam.
    • Fixed an issue where a Thor would continue to channel 250mm Strike Cannons on an uplifted Terran building if it lifted off at just the right time.
    • Fixed an issue where a Thor could get stuck channeling if a player queued up multiple targets for 250mm Strike Cannons.
    • Fixed an issue where SCVs could continue repairing at a short range even though the structure they were repairing was blocked by Force Fields.
  • ZERG
    • Creep will now spread evenly in all directions.
    • The Burrow and Cancel Neural Parasite buttons have been moved on the command card.
    • Fixed an issue with Ultralisk unable to attack a row of sensor towers.
  • STARCRAFT II EDITOR
    • The “For Each Real” and “For Each Integer” actions will now correctly execute once when the starting and ending bounds are equal while the increment is also zero.
    • Items dropped from an inventory will now use their default height when dropped.
    • The View Script command will now view library scripts if the library list has focus.
    • Carried and equipped item behaviors and weapons are now restored properly when a unit is revived.
    • Publish dialog now updates storage information after removing a published file in the Managed Published window.
    • Dropdowns now correctly select items as you type using partial matching.
    • Standard dependencies can no longer be modified in the Dependencies dialog (only added or removed).
    • Camera following can no longer be disabled via hotkeys if it was requested via triggers.
    • Fixed an issue with editing stylized text values when using system locales other than English.
    • Fixed an issue with Veterancy experience share filters.
    • Fixed an issue when editing mover data where values were not being saved correctly.
    • Fixed an issue that prevented certain changes to angle values.
    • Fixed an issue where selection circles would drop when a flying unit was over a cliff.
    • Fixed an issue where the scroll bar for tree views could disappear.
    • Fixed an issue where triggers setting the mouse relative could result in the mouse being stuck in relative move mode.
    • Fixed an issue where setting the color of a dialog item of type label wasn’t working.
    • Fixed a crash that could occur while editing upgrade values.
    • Fixed text truncation with Set Text actor message.
    • Fixed display of ability command links in the Overview Manager.
    • Fixed many areas where English text was displayed instead of localized text.
    • Fixed a crash when destroying a persistent effect.




\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jan 11 2011, 7:44 pm OlimarandLouie Post #2



You could block ramps with two 2x2 buildings? I didn't know :omfg:



None.

Jan 11 2011, 8:44 pm NicholasBeige Post #3



Yep - But I think it was only small, diagonal ramps - and only if you built the two 2x2 buildings at the bottom. This was often 'used' (or in the case Blizzard saw it: abused) by Protoss walling in Zerg with two pylons.



None.

Jan 11 2011, 10:16 pm payne Post #4

:payne:

Great patch! I'll have to look into some of these new features soon! :D



None.

Jan 12 2011, 12:53 am TiKels Post #5



If I may...
Quote
Battle.net Chat Channels have been added! Players can now join others in both public and private channels.

This is so epic I am going to design a Windows program named "WinSauce" and run it every time i play sc2.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jan 12 2011, 1:00 am UnholyUrine Post #6



Dude, Tikels...
this: http://www.staredit.net/271419/
and this: http://us.battle.net/sc2/en/forum/topic/1253375398

Tho I should double check whether they changed it for the better since the PTR, I highly doubt they gave a rat's ass about it.

Moreover, these are all great changes, I agree, but these are things that Should've been done when the game was released! (barring balance and glitches).
The Galaxy editor, while being the beast that it is, is so flawed that my comp sci friend told me that it must've still been in alpha phase b/c it feels unfinished as a program.

So... No. Please hold on to your pants, dudes. This isn't something to be jumping around for.

But at least it isn't smth that's dissapointing :)




Flux Vanes removed will make protoss players cry... Terrans' are still OP X( (but i don't melee so fuck it)




lols @ Master league... I know my frds love that addition.. but srsly, it's almost like dangling the candy above a baby's reach. I mean what's next, an Uber league? and then "Extreme" league? ... and then what.. Ultra League? Gimme a break, this addition is for babies. If they're really that ballsy and wanted players to be more competitive, they can do what Gunbound and Runescape did and have a single ladder system in which there is only ONE Top player.



None.

Jan 12 2011, 1:10 am Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from UnholyUrine
The Galaxy editor, while being the beast that it is, is so flawed that my comp sci friend told me that it must've still been in alpha phase b/c it feels unfinished as a program.
You can edit the text files within the map (it's an mpq). I guess that's what Blizzard is using.
The actor's events look much easier than in the editor and in the code, you can copy everything because you can't copy everything in the GUI (e.g. the actor's events field entries [string is to long]).

I think that I may switch to my text editor for some changes...
All data things are xml files anyway...




Jan 12 2011, 1:41 am UnholyUrine Post #8



Ho ho, guess what buys..
chat channels are still a pile of shit.

3 msg = flooding.. even if you're not typing repeatitive words...
if u type 3, 2, 1, quickly, you flood.
if you type MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM copy and pasted quickly, you flood.

They half assed the chat channels, they know that they half assed the chat channels, and they don't give a rat's ass about it.



None.

Jan 12 2011, 2:20 am NinjaOtis Post #9



Eh, it's a start, better than nothing I guess??



None.

Jan 12 2011, 2:28 am ClansAreForGays Post #10



Quote from UnholyUrine
if you type MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM copy and pasted quickly, you flood.





Jan 12 2011, 2:29 am MillenniumArmy Post #11



so uh,

What will our channel name be?



None.

Jan 12 2011, 2:30 am payne Post #12

:payne:

I've already started to use SEN. I also populated with a good 15-ish people this morning.
I'll host Map Nights on "SEN" as well.



None.

Jan 12 2011, 2:33 am DevliN Post #13

OVERWATCH STATUS GO

Yeah, my guess is "SEN."



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Jan 12 2011, 2:32 am NicholasBeige Post #14



Quote from UnholyUrine
So... No. Please hold on to your pants, dudes. This isn't something to be jumping around for.
Man, UnholyUrine I used to feel exactly like you about SC2 - but I swallowed my pride and realised that being a software developer is a full-time, stressful job, not mentioning damn hard work.

Quote from UnholyUrine
..but these are things that Should've been done when the game was released! (barring balance and glitches).
Please, you can change your attitude and maybe learn something. I'd start with this What is "crunch time

Quote from UnholyUrine
The Galaxy editor, while being the beast that it is, is so flawed that my comp sci friend told me that it must've still been in alpha phase b/c it feels unfinished as a program.
And it's also something that we are privileged to have. The fact that Blizzard release their editing tools on the same time-scale as their games is something to commend them for. Not something to bitch at them for "not getting it right the first time".

Quote from UnholyUrine
Flux Vanes removed will make protoss players cry... Terrans' are still OP X( (but i don't melee so fuck it)
If you don't play melee then your opinion is as useful as an ashtray on a motorbike. I play a lot of melee, but I am no where near top-level diamond. I have however watched in excess of 100 'top-level diamond' replays and shoutcasts. This gives me a rather nice angle with which to view the overall balance of Starcraft 2 - and I can tell you that while Terran are 'easier' to play than Zerg for example - they are in no way overpowered. The removal of Flux Vanes is good - and this is coming from a predominantly Protoss player. Voidrays are glass cannons, once massed they are nearly unstoppable except against specific hard-counters. Adding a speed upgrade into the equation makes them twice as deadly since they can harass and destroy expansions at will.

Quote from UnholyUrine
lols @ Master league... I know my frds love that addition.. but srsly, it's almost like dangling the candy above a baby's reach. I mean what's next, an Uber league? and then "Extreme" league? ... and then what.. Ultra League? Gimme a break, this addition is for babies. If they're really that ballsy and wanted players to be more competitive, they can do what Gunbound and Runescape did and have a single ladder system in which there is only ONE Top player.
And how will the match-making system filter through the hundreds of thousands of Starcraft 2 players, to find someone of an equal skill level as yourself? The current system creates a series of Leagues within each Region and assigns roughly 100 people to each of these leagues. They then compete amongst each other for the top spot of their league and once their win-ration (and a bunch of hidden functions) are factored in to determine whether or not they are elevated to the next tier (bronze, silver, gold, platinum, diamond) and thus into an entirely new League of ~100 players for them to test their skill against... The addition of the Masters league makes perfect sense from a competitive e-sports perspective - since, as far as I am aware, there is a massive skill-gap between 'top-level diamond' and 'middle-to-low-level diamond'.

All in all, sorry if I seem blunt - but your constant rage against Blizzard has grown old and it frustrates me to realise that I was once like you. If Blizzard have done so many things wrong in their inception of Starcraft 2, then why the hell is it so popular on a competitive level? Sure I agree, there are issues they could tidy up, most notably the campaign plot-line and quality of voice-acting/scripting. But, these things aside, and forgetting about the editor entirely for a moment - if Starcraft 2 shipped with no campaign, no editor and only Melee - I can tell you right now, for a fact, it will still be immensely popular amongst the thousands of competitive gamers, worldwide. And it is evident that competitive gaming was the focus for Blizzard. The fact that we not only got a pretty good campaign (read: good but not for the Starcraft 1 fan) AND an extremely powerful and easy to use editor - your rage against blizzard can just stop right now.

Again, sorry for the bluntness. It is a combination of exam stress and lack of sleep.

Edit: Got epic-ninja'd during the writing of this - mostly due to a mysql error at the same time. Having read it through again, just want to apologize for my bluntness.

Post has been edited 1 time(s), last time on Jan 12 2011, 2:44 am by Cardinal.



None.

Jan 12 2011, 3:47 am Decency Post #15



Woah, they're actually encouraging the use of sentences online?

BLASPHEMY!

The melee balance should be good, although it makes mass repair on Thors and Planetary Commands much much weaker. The Protoss buffs are mostly negligible, the biggest one is by far the blocking of ramps with Pylons, Bunkers, etc.



None.

Jan 12 2011, 4:14 am UnholyUrine Post #16



Ehh I know. I know that it's a time crunch.. I know that terran aren't "really" Op.. but are much ezier to play with compared to zerg... I know that. And I know software developing is hard work...

Maybe I've came on too harsh, but honestly, I'm still utterly dissapointed by Blizzard. Not by this patch of course (this patch is a good patch).. but by their general ignorance...
Mind you that this isn't some entirely new game, this is a sequel to Starcraft... which had a powerful b.net, lan, and everything else that probably led to Starcraft 2's success. The reason for me to be so angry, as we are all too familiar with, is that they did not prioritize what was important. The community, Chat channels, LAN. All of these things were in Starcraft 1. All they had to do was look and see what people like best.

You canNOT tell me they didn't half-ass that.

The reason why it was so popular was because they made things in Starcraft 1 right, and their marketing team was also very good, and that Starcraft, like a TON of other mediocre games, have been hyped. It's because everyone remember the awesomeness that was sc1 and wanted to revisit it.
This also coincides with why I'm so angry.... it's b/c they did it so right before, how could they have made so many blunders now?


Quote
I was making a comparison :bash:



wait did u just say "good campaign"???
oh god i just lost a lot of respect from you..

srsly.. i have yet gazed my eyes on such dumbshit since playing... hmmm...
wow I can't remember.. maybe like when playing inFamous, where you gotta choose to kill the guy blocking you or be a wussy and tell him that his wife is dead.... obviously I burned his face.

srsly, Paper mario... no even Donkey Kong country returns... had a more coherent story.

d-uhhh I'm tychus finlay.. I'm obviously on Mengsk's side cause you heard him in the cinematic... duuuh my voice has been replaced by a blender full of gravel.. duuuh and so has everyone else...
duuuh that black dude with the scary eyes are so scary, just like all black stereotypes WUT???
duuuh damn no hot asian.. just sm dumb depraved white chick scientist that I wanna bang.
duuh WUUUUT gotta kill kerrigan whoohoo...

It's all about standards, buddy, just like Gordon Ramsay. If u don't meet it.. then GTFO

... dickface :awesome:

Post has been edited 4 time(s), last time on Jan 12 2011, 4:26 am by UnholyUrine.



None.

Jan 12 2011, 10:51 am Ahli Post #17

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

1.2 is killing the FPS when a unit attacks another unit (with 1 unit fighting, the fps decrease to 48; multiple units attacking = lag lag lag)...

Seems like my CPU is getting hotter. I don't have that at map start.

edit:
I'm guessing it is a memory leak. I can bring the FPS down to 2 when idling in the middle of a bunch of weak monsters. If I die and shop at the town, my dialogs start FPS lags...

If I restart the map and let me hit again from multiple monsters, the FPS behave normal again. Even the first few hits don't really mess with the FPS.

edit:
to clarify this, I'm talking about my D1 map...

edit:
testing stuff in editor for "lagability" or RAM usage increase:
-text markers: no, only eat FPS when many many are displayed on screen.
-get & set custom values: no FPS decrease

After testing my map again, the used RAM by sc2 stabilizes, but the fps decreases are still happening.
CPU and graphics card temperatures are ok. Ok means not super high. With the big stress tests before it became hotter.

It is getting worse as longer the game lasts. After 20 ingame minutes, the fps drop to around 0 every few seconds. Currently there are maybe 400 running units on the map and many units that act as dungeon walls. But that ate 2-3 fps before patch. 3 monsters are attacking (-> starting unit is beeing attacked event) and 4 are trying to reach my monster, but are blocked by other units.

The activity stays between 1 and rarely 6, the arithmetical value is between 2 and 3. The average execution time of the unit is beeing attacked event is 0.112. Total execution time of that trigger: 0.3 seconds... Other triggers are rarely running.

The game is so slow that I can see the fps drops (the graphical output freezes, sound works without lags) with every time a unit is being attacked...

Post has been edited 3 time(s), last time on Jan 12 2011, 4:37 pm by Ahli.




Jan 12 2011, 2:02 pm NicholasBeige Post #18



Yeah Ahli - I was scared something like this might happen. With every patch there are hundreds of undocumented fixes and patches in the way the game runs, and this of course effects everything you make in the editor. Have you sorted the possible memory leak / had earlier saves of the map?



None.

Jan 12 2011, 5:34 pm Ahli Post #19

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Found the source of the fps lags.

The Event "Unit is being attacked" hurts SC2 1.2.0.17326.
The lag raises with every event runs.
:crybaby:




Jan 12 2011, 8:18 pm UnholyUrine Post #20



wut, u actually thought they were gonna fix it? :devlin:
I promise you, they won't. Not until the next installment of the trilogy arrives.



None.

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