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 PostPosted: 28 Mar, 2009 
 

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In order to display the regen rates i had to use a roundabout hackiish solution.
Which to my knowledge works perfectly in a normal game.

It does however not display values which were changed due to script effects, for example the sera regen field. It also only considers one enhancement for left/right middle slot ACU/SCU's.
If a mod implements multiple enhancements per slot, or additional non default slots then my mod will fail to display proper regen rates if they were changed due to said enhancements.

Unless i find a UI-method to just display the final regen rate the game uses to increase a units health my current solution isn't easily improveable.

anyhow once i get back to playing the game i will likely take a second look at this.

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 PostPosted: 04 Apr, 2009 
 
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ok I have a question/idea/feature request. would it be possible to see the percentage of an enhancement when it is being built? on your commander or scu? right now when you upgrade your commander it just shows the bar as to how soon until its done upgradeing but I'd like to know the percent and when you click and a unit that is helping upgrading it should also show the percent like when you are building any other unit or building.

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 PostPosted: 21 Apr, 2009 
 

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Hey guys. I can't seem to get the template rotator to work. I've tried uninstalling the mod and then reinstalling, but my middle mouse button simply does not rotate my build templates. I remember the mod having worked before on this specific computer, and the only thing that I changed was possibly updating logitech setpoint to uber set point: http://www.mstar.net/users/rlowens/


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 PostPosted: 24 Apr, 2009 
 
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dawumyster wrote:
Hey guys. I can't seem to get the template rotator to work. I've tried uninstalling the mod and then reinstalling, but my middle mouse button simply does not rotate my build templates. I remember the mod having worked before on this specific computer, and the only thing that I changed was possibly updating logitech setpoint to uber set point: http://www.mstar.net/users/rlowens/


Make sure your middle mouse button is set up as a middle mouse button in the logitech software. IIRC it sets it up as some hybrid thing that confuses most games by default.


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 PostPosted: 24 Apr, 2009 
 

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Thanks Goom. I got it to work by uninstalling uberoptions and reinstalling Logitech's setpoint. Uberoptions was set up with the middle button binded as "middle mouse button", but maybe it was some odd hybrid thing.


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 PostPosted: 25 Apr, 2009 
 
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omfg!!! Goom lives!!!!

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 PostPosted: 25 Apr, 2009 
 
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Is there any way to fuse this mod with the AZUI?


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 PostPosted: 26 Apr, 2009 
 
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Apparently they can coexist if you change the mod id's such that AZUI is loaded first. There's instructions about it somewhere either in this thread or AZUIs thread. Certain GAZUI features need to be turned off, though. (mostly new stuff by ghaleon.. read the readme)

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 PostPosted: 05 May, 2009 
 
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Nice work, seems i have to try it at once!

I'm just getting hooked on SupCom again because i bought the double pack last saturday. FA and your mod (collection) seem to improve on many aspects SC lacked, but i still miss some things, are you taking feature requests? :)

Some might remember my UI mod for vanilla (http://forums.gaspowered.com/viewtopic.php?t=3293), and my fingers are itchy, wanting to touch code again. Unfortunately i really don't have the time to dig into the new UI scripts/graphics, because of my job and other projects.

But the IMHO most important things (resp. the things i miss most) are not really much work and could possibly be ported partly from ()((()'s UI:
- bigger and more distinct repeat/pause buttons (i find the default ones hard to hit and mistake on for off and vice versa)
- ability to change tech level in build options via mousewheel (better than the again tiny icons, you use mousewheel all the time anyway in game)
- ability to change amount of units in build queue via mousewheel (no more clicking, with modifiers SHIFT = 20 units CTRL = 5 units)
- something i didn't think of back then: cancel one build queue item regardless of amount via MMB (equals close as seen in windows taskbar or the browser of your choice), and CTRL-MMB to cancel the whole queue
- a little smaller strategic icons (i have to try your mod, but judging from the screenshot i like the old ones from my mod better, and they distinguish between mass/energy extractor/storage/fabricator)

Are you the only one working on the mod, are you actually taking requests and how could someone contributte if not?

OK, now off for downloading GAZUI... ;-)

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 PostPosted: 05 May, 2009 
 
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I remember you! :D


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 PostPosted: 05 May, 2009 
 
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()((() wrote:
Nice work, seems i have to try it at once!

I'm just getting hooked on SupCom again because i bought the double pack last saturday. FA and your mod (collection) seem to improve on many aspects SC lacked, but i still miss some things, are you taking feature requests? :)

Some might remember my UI mod for vanilla (http://forums.gaspowered.com/viewtopic.php?t=3293), and my fingers are itchy, wanting to touch code again. Unfortunately i really don't have the time to dig into the new UI scripts/graphics, because of my job and other projects.

But the IMHO most important things (resp. the things i miss most) are not really much work and could possibly be ported partly from ()((()'s UI:
- bigger and more distinct repeat/pause buttons (i find the default ones hard to hit and mistake on for off and vice versa)
- ability to change tech level in build options via mousewheel (better than the again tiny icons, you use mousewheel all the time anyway in game)
- ability to change amount of units in build queue via mousewheel (no more clicking, with modifiers SHIFT = 20 units CTRL = 5 units)
- something i didn't think of back then: cancel one build queue item regardless of amount via MMB (equals close as seen in windows taskbar or the browser of your choice), and CTRL-MMB to cancel the whole queue
- a little smaller strategic icons (i have to try your mod, but judging from the screenshot i like the old ones from my mod better, and they distinguish between mass/energy extractor/storage/fabricator)

Are you the only one working on the mod, are you actually taking requests and how could someone contributte if not?

OK, now off for downloading GAZUI... ;-)


Welcome back. Your interface was my favorite for vanilla. I think it would be great if your joined their team on this mod.

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 PostPosted: 05 May, 2009 
 
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Well hello there ()((()! Remember, I was the one who wanted to convert your UI into FA... unfortunately I never found the time for it :(.


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 PostPosted: 06 May, 2009 
 
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Spooky wrote:
Well hello there ()((()! Remember, I was the one who wanted to convert your UI into FA... unfortunately I never found the time for it :(.


Off course i remember. ^^ And i can fully understand why your efforts were futile now. FA is just too different in terms of UI structure, 'porting' the look and feel 1:1 would have lead to a complete rewrite i guess... :-|

And more importantly, i think that porting it wouldn't be the best way, i love the new freedom and reduced space the ui takes up from the action. There are just some flaws in FA vanilla, such as the tiny buttons, some things that could use some comfort (why doesn't it display all possible ACU upgrades at once?), and in general i'd redo much of the graphics to be more slick and less distracting if i'd have the time...

well, maybe i find the time some time, but i don't see any possibility right now...

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 PostPosted: 06 May, 2009 
 
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Ertwyu wrote:
I remember you! :D

Me not ...
But his nickname is EPIC!!!

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 PostPosted: 06 May, 2009 
 
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()((() wrote:
There are just some flaws in FA vanilla, such as the tiny buttons, some things that could use some comfort (why doesn't it display all possible ACU upgrades at once?), and in general i'd redo much of the graphics to be more slick and less distracting if i'd have the time...

well, maybe i find the time some time, but i don't see any possibility right now...

Agreed and supported !

I'd be glad to give you a hand since your ideas seem to be feasible. :)

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 PostPosted: 07 May, 2009 
 
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Manimal wrote:
Agreed and supported !

I'd be glad to give you a hand since your ideas seem to be feasible. :)


Glad to hear i'm not alone... :)

On 1920x1280 the normal-sized icons really become a pain IMHO. Do you mean by "giving me a hand" you would be willing to port something from my old mod to GAZUI? Or that you consider putting a new UI design in FA if i'd design it? Or something else?

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 PostPosted: 07 May, 2009 
 
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()((() wrote:
Manimal wrote:
Agreed and supported !

I'd be glad to give you a hand since your ideas seem to be feasible. :)


Glad to hear i'm not alone... :)

On 1920x1280 the normal-sized icons really become a pain IMHO. Do you mean by "giving me a hand" you would be willing to port something from my old mod to GAZUI? Or that you consider putting a new UI design in FA if i'd design it? Or something else?

I don't wana port something, I just thought that you wanted those ideas to be implemented as an independant mod.
For sur I consider that UI needs some little improvements anyway.

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 PostPosted: 07 May, 2009 
 
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Question for you. Who is the active coder for this project? I ask because I need to set up a mutual bughunt session to try and find out why your UI isn't likeing my ACU mod's regen values lol.

I realise someone has posted the question about regen for you before when dealing with a currently released version of BO ACU but in the current version I am working on (Beta of v2.2) I rewrote how my regen buffs are applied. Essentually I set up a script so that only a signle regen buff is applied to the unit and when someone upgrades farther and changes the value it removes the old buff, recalculates total regen based on installed upgrades, and reapplies the buff with the new number.

Your UI will work fine for the Tier 1 and Tier 2 engineering systems (which are pretty much renamed duplicates of the original engineering though I removed regen so i could use my own system). However it seems to ignore the Tier 3 engineering even though the value changes and it spits out funny numbers when i add one of the backpack regen values into the mix.

I only bring this up because the upgrades themselves are no longer applying the regen values but instead a single buff whos numbers are essentually hard coded in the script (Rather than being pulled out of the BP). So I am kinda curious what your regen display scripts are looking at specifically.


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 PostPosted: 09 May, 2009 
 
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Hiya guys.

()(()()): I'm not really actively working on the mod anymore since I dont play FA much these days. But I have been accepting code that other people have written for the mod. :)

Just send me an updated version with your code integrated and I'll test and release. Although you might want to discuss your planned changes first.


Exavier:
Ghaleon did the regen display thingy, so you can pm him and see what he says.

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 PostPosted: 08 Jun, 2009 
 

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i can't use it, i get the following error when starting a match:
Code:
Unhandled exception:

state->m_rootState == m_state

Program : D:\spiele\Supreme Commander - Forged Alliance\bin\ForgedAlliance.exe
Cmd line arguments :

Callstack:
   Unknown symbol (address 0x008d3ecc)

Last 100 lines of log...

debug: Loading module '\000/lua/ui/game/gamemain.lua\000'
info: Hooked /lua/ui/game/gamemain.lua with /mods/gaz_ui/gaz_ui/hook/lua/ui/game/gamemain.lua
info: Hooked /lua/ui/game/gamemain.lua with /mods/hotbuild/hook/lua/ui/game/gamemain.lua
debug: Loading module '\000/mods/gaz_ui/modules/keymapping.lua\000'
warning: Unable to find file /mods/gaz_ui/modules/keymapping.lua
warning: stack traceback:
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...d alliance\gamedata\lua.scd\lua\ui\game\gamemain.lua(745): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...ed alliance\gamedata\lua.scd\lua\ui\game\economy.lua(16): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...lliance\gamedata\lua.scd\lua\ui\game\missiontext.lua(19): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...rged alliance\gamedata\mohodata.scd\lua\usersync.lua(91): in function `OnSync'
warning:         [string "OnSync()"](1): in main chunk
warning: ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): Error importing '/mods/gaz_ui/modules/keymapping.lua'
warning: stack traceback:
warning:         [C]: in function `error'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...d alliance\gamedata\lua.scd\lua\ui\game\gamemain.lua(745): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...ed alliance\gamedata\lua.scd\lua\ui\game\economy.lua(16): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...lliance\gamedata\lua.scd\lua\ui\game\missiontext.lua(19): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...rged alliance\gamedata\mohodata.scd\lua\usersync.lua(91): in function `OnSync'
warning:         [string "OnSync()"](1): in main chunk
warning: ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): Error importing '/lua/ui/game/gamemain.lua'
warning: stack traceback:
warning:         [C]: in function `error'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...ed alliance\gamedata\lua.scd\lua\ui\game\economy.lua(16): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...lliance\gamedata\lua.scd\lua\ui\game\missiontext.lua(19): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...rged alliance\gamedata\mohodata.scd\lua\usersync.lua(91): in function `OnSync'
warning:         [string "OnSync()"](1): in main chunk
warning: ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): Error importing '/lua/ui/game/economy.lua'
warning: stack traceback:
warning:         [C]: in function `error'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...lliance\gamedata\lua.scd\lua\ui\game\missiontext.lua(19): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...rged alliance\gamedata\mohodata.scd\lua\usersync.lua(91): in function `OnSync'
warning:         [string "OnSync()"](1): in main chunk
warning: Error running lua command: ...rged alliance\gamedata\mohodata.scd\lua\usersync.lua(91): Error importing '/lua/ui/game/missiontext.lua'
         stack traceback:
            [C]: in function `error'
            ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
            ...rged alliance\gamedata\mohodata.scd\lua\usersync.lua(91): in function `OnSync'
            [string "OnSync()"](1): in main chunk
debug: Loading module '\000/lua/ui/game/gamemain.lua\000'
info: Hooked /lua/ui/game/gamemain.lua with /mods/gaz_ui/gaz_ui/hook/lua/ui/game/gamemain.lua
info: Hooked /lua/ui/game/gamemain.lua with /mods/hotbuild/hook/lua/ui/game/gamemain.lua
debug: Loading module '\000/mods/gaz_ui/modules/keymapping.lua\000'
warning: Unable to find file /mods/gaz_ui/modules/keymapping.lua
warning: stack traceback:
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...d alliance\gamedata\lua.scd\lua\ui\game\gamemain.lua(745): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning: ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): Error importing '/mods/gaz_ui/modules/keymapping.lua'
warning: stack traceback:
warning:         [C]: in function `error'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(37): in function `import'
warning:         ...d alliance\gamedata\lua.scd\lua\ui\game\gamemain.lua(745): in main chunk
warning:         [C]: in function `doscript'
warning:         [C]: in function `pcall'
warning:         ...alliance\gamedata\mohodata.scd\lua\system\import.lua(48): in function `import'
warning: Error importing /lua/ui/game/gamemain.lua:
         Error importing '/lua/ui/game/gamemain.lua'
         stack traceback:
            [C]: in function `error'
            ...alliance\gamedata\mohodata.scd\lua\system\import.lua(52): in function `import'
warning: Error running '/lua/ui/game/gamemain.lua:OnBeat': attempt to index a nil value
         stack traceback:


how can i fix this?


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 PostPosted: 10 Jun, 2009 
 
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Hamster, put the mod in /mods/gaz_ui/... and not /mods/gaz_ui/gaz_ui/...

Or delete it and use the mod manager which will automatically put it in the correct place.


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 PostPosted: 21 Jun, 2009 
 
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Edit: Redownloaded GAZUI v6 from the vault fixed the issue with
GAZUI the BO Icon mod. Did not solve the Issues with Ghaleon's 1.19 TV but since its just a issue with his mod I should not be asking for help here with it.

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 PostPosted: 13 Jul, 2009 
 
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Quick question: I noticed that you can assign hot keys for fighters and gunships, but there is no option to assign bombers and transports. Is there a particular reason for this? Obviously, I sometimes want my bombers doing something different than my fighters. Perhaps, the T2 fighters/bombers make this differentiation impossible?


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 PostPosted: 14 Jul, 2009 
 
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yikes, i dont even remember anymore, sorry :)

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- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 08 Aug, 2009 
 

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limbo696 wrote:
Quick question: I noticed that you can assign hot keys for fighters and gunships, but there is no option to assign bombers and transports. Is there a particular reason for this? Obviously, I sometimes want my bombers doing something different than my fighters. Perhaps, the T2 fighters/bombers make this differentiation impossible?


When i implemented the selection by type shortcuts I forgot bombers and transports, was mostly just a quick job, sorry.
It'd be easy enough to implement, IIRC.

Code:
    KeyMapper.SetUserKeyAction('select_bombers', {action = 'UI_SelectByCategory AIR BOMBER', category = 'selection', order = number + 24})
    KeyMapper.SetUserKeyAction('select_transports', {action = 'UI_SelectByCategory AIR TRANSPORTATION', category = 'selection', order = number + 25})


Adding this to "\GAZ_UI\modules\keymapping.lua" should do the trick.
there is a section which has many other lines like this, just put it there and it should work.

Regarding other feature requests, sorry, I am not yet back into the game so I doubt i'll be doing anything mod wise anytime soon.

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