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Old 2022-09-18, 10:59   #1
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default PR:BF2 v1.7.2.0 Changelog


After a long summer pause we are proud to release the next update for 1.7. This update focuses mainly on fixes and gameplay changes, but also includes a new 4x4km map in the Afghanistan theatre.

Learn more details on this release here in our highlight.

PR:BF2 v1.7.2.4 Changelog (2022/11/08)
-----------------------
GENERAL:
  • Fixed Indonesian localization crashing game.
  • Fixed requesting or dropping kit resetting soldier's speed.
  • Fixed combat zone warning not showing.
  • Fixed bleed effect not showing when outside of combat zone.
  • Fixed scope blur and suppression not working after using commander menu.


COOP:
  • Fixed missing lockboxes for AA missiles.
  • Fixed bots using kits not loaded for map.


FACTIONS:
  • Fixed Russian missing zipties on insurgency maps.


SHADERS:
  • Updated leaves, bushes, etc. to interact with dynamic lights.
  • Update fog and fading to calculate per-pixel.
  • Update 2D water to look better on lower settings.
  • Updated shadows to use slope-scaled depth bias instead of constant bias.
  • Updated mesh and terrain lighting.
  • Fixed deployable emplacement dirt being too shiny.
  • Fixed incorrect bundlemesh lighting.
  • Fixed inconsistent dynamic lights.
  • Fixed missing fog from certain objects.


WEAPONS:
  • Updated kinetic projectiles to have higher damage drop-off over distance.
  • Updated ATGM to deal slightly more damage vs tank front armor (increased damage modifier to 0.5 from 0.45)
  • Updated gun launched ATGM to deal less damage compared to other ATGM.
  • Updated ATGM to have lower splash vs infantry.
  • Updated quality of the binocular sight texture.
  • Fixed mounted M240 having no focus zoom.


VEHICLES:
  • Updated ATGM vehicles to require both driver and gunner.
  • Updated M3 and SdKfz 251c halftracks to be faster.
  • Fixed mounted M1919 missing from vehicles.
  • Fixed being unable to return to main camera when switching to POV cameras.
  • Fixed dropping crates when toggling POV camera in transport helicopters.
  • Fixed M113 exit location for driver.
  • Fixed H-34 door gunner not seeing the helicopter.
  • Fixed Dzik not using 4 wheel drive. It is faster now.
  • Fixed SdKfz 233 Stummel shooting into wrong directions.
  • Fixed Merlin rear gunner crashing game.


Levels:
  • Adak:
    • Fixed floating power pole.

  • Al Basrah:
    • Added invisible collision to prevent shooting into and out of insurgent main base.

  • Bamyan:
    • AAS128: Delayed tanks and APCs by 5 minutes at round start.

  • Burning Sands:
    • AAS128: Replaced Puma and BMP IFV with APC version.

  • Fallujah West:
    • Added invisible collision to prevent shooting into and out of insurgent main base.

  • Kafr Halab:
    • Fixed Syrian Rebels being unable to arrest insurgents.


  • Omaha Beach:
    • AAS128: Fixed missing ticket bleed for Germans.

  • Ramiel:
    • Fixed being unable to exit secret basement.


PR:BF2 v1.7.2.3 Changelog (2022/09/27)
-----------------------
GENERAL:
  • Added Indonesian localization by TommyFederal.
  • Fixed !admins command not working when too many admins are online.


COOP:
  • Updated AI area attack to have a 10 minutes time limit.


WEAPONS:
  • Fixed USMC M240B being invisible.


VEHICLES:
  • Updated all gun launched ATGM to shoot out at an angle. This results in 150-200m minimum distance before hitting where you aim.
  • Removed LAHAT from Merkava.


Levels:
  • Ascheberg:
    • Fixed trees becoming invisible from above when far away.

  • Kunar Province:
    • Fixed trees becoming invisible from above when far away.
    • ALL:
      • Reduced transport heli respawn to 5 minutes.
      • Added Artillery
    • AAS16:
      • Replaced A10 with Kiowa.
      • Updated Taliban rallypoint to be permanent and respawn 10 minutes after being destroyed.
      • Updated flag radii to 200m down from 300m.
    • AAS32:
      • Reduced Taliban tickets by 100.
      • Replaced A10 with Apache.
    • AAS64:
      • Replaced 2 Humvees with Mk19 Humvees.
    • AAS128:
      • Replaced MTLB with BTR80.
    • INS64:
      • Switched Blufor to US Army
      • Added Kiowa.
      • Replaced A10 with Apache.
      • Replaced UH1N Huey with UH60 Blackhawk.

PR:BF2 v1.7.2.2 Changelog (2022/09/19)
-----------------------
FACTIONS:
  • Fixed WW2 German paratroopers unable to request officer kit.

WEAPONS:
  • Fixed crash related to placing mines in water.
  • Fixed crash related to stationary Minimi.
  • Fixed Alex sniper rifle reload sound being heard across map.


Levels:
  • Kunar Province :
    • Reduced view distance to 1300, down from 1500m.
    • Fixed LightmapAtlas.tai crash.
    • INS64: Added scopes for USMC.
    • AAS16/64/128: Reduced both team tickets by 100.


PR:BF2 v1.7.2.1 Changelog (2022/09/18)
-----------------------
General:
  • Fixed switching between faction variants not working reliably on some maps.


PR:BF2 v1.7.2.0 Changelog (2022/09/18)
-----------------------
General:
  • Updated all shaders to Shader Model 3.0.
  • Updated fog to be range-based so you can no longer see further at the edge of the screen.
  • Updated asset loading to improve memory consumption and load times slightly.
  • Removed inappropriate messages from graffiti and posters.
  • Fixed kits and soldiers not switching LOD. (Thanks to Ekiso from FH2!)
  • Fixed battlerecorder aspect ratios not supporting widescreen. (Thanks to Ekiso from FH2!)
  • Fixed suppression effect not triggering while using scopes or ironsight focus.


COOP:
  • Updated AI-controlled area attack to be more deadly.
  • Fixed AI-controlled area attack shells explosions not rendering.
  • Fixed AI-controlled area attack shells material collision being predicted incorrectly.
  • Fixed incorrectly assigned AI templates.
  • Fixed Russian COOP kits not having smoke grenades.


STATICS:
  • Added new bushes that allow better visibility inside the bush. These can be found on Korbach Offensive, Ascheberg, Fields of Kassel and Kunar Province.
  • Updated mosque collision to allow building emplacements inside.
  • Updated big guard tower to never be destroyable.
  • Fixed seeing players through the floor of the big guard tower.


Menu:
  • Added new notification system for server messages. These messages will now show in the center of the screen.
  • Added notification tab in the scoreboard where you can view a history of messages sent to you.
  • Added new voting menu in the notification tab.
  • Fixed Russian tanker kits missing localization.
  • Fixed bad compression on spawn menu buttons.
  • Fixed sprint bar never reaching the 50% stamina no-sprint point.


Factions:
  • Added civilians to Taliban.
  • Updated civilian mechanic to only trigger one martyr kill if multiple civilians are killed at the same time.
  • Updated civilian mechanic to forbid the usage of shovel only.
  • Updated IDF AT weapons:
    • Light anti-tank standard: MATADOR-MP
    • Light anti-tank alternative: M72A7
    • Heavy anti-tank: Spike MR
  • Updated kit limits to allow both combat engineers in the same squad.
  • Removed binoculars from Taliban PKM automatic rifleman.
  • Removed ammobag and grenades from Taliban alternative rifleman.
  • Fixed being able to rearm from enemy hideouts.


Vehicles:
  • Added canvas to M548 logistics vehicle.
  • Updated all mounted MG to allow adjusting zeroing.
  • Updated all mounted MG to offer 1.5x magnification focus ability triggered by holding the sprint-key (Default: Left Shift).
  • Updated all mounted MG to use alt-fire (Default: Right mouse button) to toggle sights.
  • Updated all mounted MG to no longer have stabilization.
  • Updated supply helicopter rearm speeds:
    • Light choppers rearm at 2x speed.
    • Medium choppers rearm at 1x speed.
    • Heavy choppers rearm at 0.5x speed.
  • Updated NH90 flight physics to be more stable.
  • Updated auto-cannon overheat to allow longer bursts on slower firing guns.
  • Updated M113 physics to be less shaky.
  • Updated vehicle-depot rearm speed to rearm faster.
  • Removed M3M from Osprey ramp.
  • Fixed M548 model being squished.
  • Fixed chopper flares rearming at double speed.
  • Fixed being unable to request kits from BMP-3M.
  • Fixed Mirage 3 EA AS missile not following the target.
  • Fixed Leclerc model culling too early.
  • Fixed FOV being too high on multiple choppers causing issues with ultra-widescreen resolutions.


Weapons:
  • Updated animation systems of ammo bag, medic bag, binocular, GTLD, C4, radio, phone, shovel, field dressing, grappling hook, and iron sight AK-74M. (More details in the dev blog).
  • Updated Matador damage to light anti-tank standards.
  • Updated Matador sight to show drop marks.
  • Updated Stinger sight to have a bigger field of view.
  • Updated mortars to first rearm HE rounds before rearming smoke.
  • Updated SPG-9 to first rearm HEAT rounds before rearming FRAG.
  • Updated sniper rifles to earn less scorepoints for long distance kills.
  • Updated Milan sight.
  • Updated AT mine count per kit back to 1.
  • Updated AT mines to be more visible from a distance.
  • Fixed M2 being heard across the map.
  • Fixed checking ammo on SKS.
  • Fixed crawling past water container IED.
  • Fixed bad projectile start positions on multiple ATGM launchers.
  • Fixed RPG rocket showing up too early in first person after firing. (Thanks to Ekiso from FH2!)


Levels:
  • General:
    • Removed Jabal Al Burj (2x2km) and Qwai River (2x2km).
    • Added Kunar Province (4x4km).

  • Al Basrah:
    • COOP 16: Layer fixes by Zeee.

  • Asad Khal:
    • Moved the briefing screen away from the waterfall.

  • Ascheberg:
    • Reduced view distance to 1100m from 1300m.
    • COOP 16/32/64:Added coop support.

  • Bamyan:
    • COOP 128: Fixed flag cap times

  • Beirut:
    • AAS16/32/64: Removed delay of MEC/IDF transport.
    • COOP 32: New layer by Zeee.

  • Black Gold:
    • Fixed water in the pool having no collision.

  • Burning Sands:
    • AAS64/128: added offmap airbases.
    • AAS128: added jet CAS.

  • Fallujah West:
    • COOP 32: New layer by Zeee.

  • Fools Road:
    • COOP 32/64: Spawn point fixes by Zeee.

  • Iron Ridge:
    • AAS16: Increased tickets by 150.
    • INS64: Added Mi-17 and PT-91.

  • Kashan Desert:
    • COOP 32/128: Rework of coop layers

  • Khamisiyah:
    • COOP 16: New layer by Zeee.
    • COOP 32/64/128: Fixed Redfor teleport not working.

  • Kokan:
    • INS: Updated asset layout on all layers.
    • COOP32:
      • Fixed redfor mortars not spawning.
      • Fixed 2 instances of AI spawnpoints where bots get permanently stuck.

  • Korengal:
    • AAS64: Removed I10 flag and G10 Taliban spawn.
    • COOP64: Fixed US main having no capture radius defined.

  • Kozelsk:
    • INS64: Removed BMP-1 from Militia.

  • Lashkar Valley:
    • Removed impossible caches from caves.

  • Masirah:
    • Added AAS16.
    • COOP 32/64: Added new coop layers.

  • Muttrah City:
    • Removed AAS32, AAS16.
    • AAS64: Updated flag and asset layout.
    • Fixed floating bush.
    • COOP 32: Layer rework by Zeee

  • Operation Barracuda:
    • Updated loading music (Moving Between the Lines by SGT.CHRISTIAN).

  • Operation Bobcat:
    • COOP: Navmesh fix
    • COOP 32: Added layer

  • Operation Marlin:
    • AAS: Removed east route.
    • AAS: Added 5th flag to west route.

  • Pavlovsk Bay:
    • AAS32/64: Removed one CAS Huey and delayed the other by 5 minutes.

  • Ras El Masri:
    • COOP 16/32: Added coop support. Coop alt by Zeee

  • Saaremaa:
    • AAS16: Increased tickets by 100.
    • AAS32: Increased tickets by 50.
    • COOP 64: Layer fixes by Zeee

  • Shahadah:
    • Added AAS32.
    • AAS16: Increased tickets by 200.
    • AAS64: Increased tickets by 250.

  • Shijia Valley:
    • AAS16: Increased tickets by 100.

  • Silent Eagle:
    • Fixed statics missing lightmaps.

  • Vadso City:
    • AAS16: Increased tickets by 100.

  • Wanda Shan:
    • AAS16: Increased tickets by 150.
    • AAS32/64/128: Increased tickets by 200.

  • Xianshang:
    • AAS/CNC128: Delayed US transport helicopters.


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For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield!



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Mineral: TIL that Wire-guided missiles actually use wire
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Last edited by Mats391; 2022-11-08 at 07:00..
Old 2022-09-18, 11:05   #2
Coalz101

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Default Re: PR:BF2 v1.7.2.0 Changelog

I guess the update really was in 2 hours! Been saying that yesterday the entire time

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Old 2022-09-18, 11:26   #3
rogdozz
Default Re: PR:BF2 v1.7.2.0 Changelog

Awesome update! That new map looks extremely cool. Good work devs.

Quote:
Originally Posted by Mats391 View Post
  • Updated civilian mechanic to only trigger one martyr kill if multiple civilians are killed at the same time.
  • Updated civilian mechanic to forbid the usage of shovel only.
Regarding the first point, how do you define "killed at the same time"? Are we talking about the exact same moment, like if a single tank shell kills multiple civilians? Or does this also apply if a CAS rocket barrage kills multiple civilians successively within one second?

Regarding the second point, do I understand this correctly that civilians are now allowed to use epipens, medic bag and field patches? Are they allowed to stand next to armed friendlies?
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Old 2022-09-18, 11:29   #4
[R-DEV]Mats391
PR:BF2 Lead Developer
Supporting Member
PR Server License Administrator

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Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by rogdozz View Post
Awesome update! That new map looks extremely cool. Good work devs.

Regarding the first point, how do you define "killed at the same time"? Are we talking about the exact same moment, like if a single tank shell kills multiple civilians?

Regarding the second point, do I understand this correctly that civilians are now allowed to use epipens, medic bag and field patches? Are they allowed to stand next to armed friendlies?
To first: if multiple civilians die within 0.1second, the game treats it as only 1 died.
To second: Yes, you can use everything but a shovel and still be considered as not helping. Getting killed next to armed insurgent is still considered as helping, so if you revive an armed insurgent you may be killed for helping.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2022-09-18, 12:33   #5
rogdozz
Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by Mats391 View Post
To second: Yes, you can use everything but a shovel and still be considered as not helping. Getting killed next to armed insurgent is still considered as helping, so if you revive an armed insurgent you may be killed for helping.
Thanks for the response. I thought you had to wait 2 minutes after standing next to an armed insurgent in order to become a martyr, was I wrong or is it something you changed this patch?

There is a lot of confusion around these civilian mechanics so I think many in the community would appreciate an up-to-date list from the devs with all the requirements to get martyred. Also an in-game indictator of wether you can currently become a martyr or not would be extremely welcomed
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Old 2022-09-29, 03:03   #6
Trekkie
Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by rogdozz View Post
Thanks for the response. I thought you had to wait 2 minutes after standing next to an armed insurgent in order to become a martyr, was I wrong or is it something you changed this patch?

There is a lot of confusion around these civilian mechanics so I think many in the community would appreciate an up-to-date list from the devs with all the requirements to get martyred. Also an in-game indictator of wether you can currently become a martyr or not would be extremely welcomed
lol no matter what I can't dispell this misapprehension that people have, even though i've proven it to so many people so many times... even Souki is spreading this lie for years! even players with so much more experience than me, even though the manual is very clear about it... so yeah I have given up and accepted that I have special knowledge lol... but it's so funny spending my 2 minutes with armed friendlies all over the place all thinking that I'm doing it wrong and then getting martyr over and over, but they can't tell because the points system doesn't reflect martyrdom right so I'd have to demonstrate it in video form which of course I can but whatever
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Old 2022-09-22, 01:25   #7
Grump/Gump.45

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Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by Mats391 View Post
To first: if multiple civilians die within 0.1second, the game treats it as only 1 died.
To second: Yes, you can use everything but a shovel and still be considered as not helping. Getting killed next to armed insurgent is still considered as helping, so if you revive an armed insurgent you may be killed for helping.
So to clarify.. I can drive civilian cars then get out and still be civilian with no timer reset?

Would it still be considered civilian car and not need a 1 minute timer if a civilian gets in the car after their 2 minute wait timer and the cars 1 minute timer? So this could potentially yield a martyr while I am driving if I get shot out? Also if the car explodes is that getting car -intel points plus my own body for -5 stacking up? Which would allow us to use a mass of cars to confuse the tank on which one is bomb car, he just starts taking out cars guessing. Is this getting us martyred and the car -intel points?

Can I place hideouts with my cellphone and still be civilian as long as I don't dig them of course?

Does having the shovel out still count as using it? I would like to trick enemy into thinking I am fair game pretending to dig something or just being seen with shovel to get shot.

So as long as I drag a fighter to a hidden spot I am good to not get shot of course. But what if the fighter drops his kit but isn't a civilian 10 seconds after dropping kit? Does being next to a civilian who was a fighter that recently dropped kit under 2 minute timer still count as a fighter?

So civilians next to a mine, you say it only counts as one martyr if a bunch of civilians die within 0.1 seconds of each other. Say if we had one civilian drive over the enemy mine outside INS main for the 1 martyr, but then have civilians at different ranges from the mine for 90% health, 75%, 50%, 25% near death so they die at different times? Can we still use one mine or do we need to do this multiple times? Back to question one for this question, does a civilian driving a civilian car count as civilian car death giving both -intel points for destroying the car and the actual civilian?

A past changelog implied that we could see the intel points counter. Where and how do I look at this?

The manual says 2 different things in 2 different places for civilians on distance and point values. 2 meters and 5 meters distance horizontal.

Also it says -5 intel points and -10 intel points for martys. Then if I remember before a later change the martyr was -5 intel points while arrest was +10 intel points? So much confusion there.

Dropping kits should give a rock slot next to hands up, fists and salute. There is no consistency with civilians cause rocks are with Iraqi INS un-armed medic so Taliban and Hamas have no rocks. Would be nice for all factions since rocks are everywhere, Earth is made of rock. All these civilians from Gaza, Iraq and Afghanistan are known for throwing rocks. Even desperate conventional forces out of ammo not surrendering historically return to using rocks sometimes.

Also, what is point of having rocks if we can't use it together in the crowd safely because a breacher with shotgun can come along out of a corner or a window all of a sudden arresting 6 to 8 insurgents, at an un-fair rate of up to 2 insurgents per second at long distances. Popping out only to shoot the civilians for a split second, we can't save civilians from that. British breacher doesn't even show shotgun on back anymore. Shotgun shouldn't instant arrest, it should remove stamina to assist arrest.

Shotgun instant arrest is un-fair, un-balanced, over powered, takes teamwork from the whole squad giving it to one breacher or rewarding lone wolf breacher not using teamwork at all.

See how much realism you gave us with this most recent change? I am excited about civilian medics being able to drag.

Shotgun shouldn't instant arrest, it should remove stamina to assist the arrest still giving chance to escape in a close car or be saved. All arrests are hands on IRL. It becomes a mini-game sort of for the insurgent fighter. This way we can increase realism, player retention, potential tactics and activities for civilians. If a roof civilian is problem you surround building, deny escape and throw rope.

1.) We need stone protests to defend the roadblocks from the tank. Civilians defend cache, roadblocks as a barrier between fighters and enemy as the first thing enemy sees. We already have this tactical capability which everyone enjoys until the breacher comes along.

2.)We can already do this, but its dangerous because a breacher can come out of a corner all of a sudden with a shotgun arresting people at distance. Up to 2 civilians per second arrested potentially, which punishes strength of the crowd tactic we can already do.

3.) Only a coordinated shotgun stamina removal and arrest team of 2-4 should be rewarded by working the method.

4.) All the teamwork is currently given to the breacher with the shotgun, which usually moves in a full squad making cuffs near pointless. Also it rewards breachers who wander around alone looking to ninja the cache who might then find a civilian. So 2 over powered problems right there.

5.) All the things we could do, a fighter could drop their kit and join the crowd, we just shuffle the new guy around based on his clothes to confuse the BLUFOR snipers and marksmen. He could drop his kit in the crowd and BLUFOR sniper is like "I see weapons on the ground in the crowd" which adds to the realism. If the arrest team moves in, kit is picked up. Just so much awesome realism.

6.) Gathering civilians we can already do, but can't due to the breacher. Update says or implies civilians shouldn't dig now, but again with this crowd tactic we could have civilians dig hidden behind the cover then join crowd on other side. So this capability would be greatly appreciated

7.) The tactical dominance of civilians can turn the shotgun from an arrest assist tool into it being needed as self defense tool cause the rocks are causing casualties. Same applies IRL. Police can use it to help detain suspects or control a crowd advancing on them.

8.) The operational change from this would require armor asset tactics on station because you have civilians protected by insurgents under orders to be iron sight sniper and to be the booby trap. The mobile FLIR thermals are needed to identify threats while infantry support kits pull proper security.
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Last edited by Grump/Gump.45; 2022-09-22 at 01:47.. Reason: grammar
Old 2022-09-18, 11:46   #8
VTRaptor

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Default Re: PR:BF2 v1.7.2.0 Changelog

Lol, you are removing more content than you're adding. I never liked Jabal, but Qwai? By what metric is this map not up to PR standards? I guess in the comming updates you'll just keep removing old maps at ever faster pace since you considered such map to be a misfit...
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Old 2022-09-18, 12:00   #9
Danesh_italiano
Supporting Member
PR Server License Administrator
Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by VTRaptor View Post
Lol, you are removing more content than you're adding. I never liked Jabal, but Qwai? By what metric is this map not up to PR standards? I guess in the comming updates you'll just keep removing old maps at ever faster pace since you considered such map to be a misfit...

random dev playin PR: "Hmmmmm, i dont like playing this map, even though people voted for it, it is in the game for a LONG LONG LONG LOOOOONG TIME, GONNA REMOVE IT!"


I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
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Old 2022-09-18, 13:23   #10
labonte95
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Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by Mats391 View Post

[*]Updated fog to be range-based so you can no longer see further at the edge of the screen.

This is huge!!!


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