for dezovawe company

General talk about Lost Alpha dream project

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for dezovawe company

Postby ghost » Tue Sep 09, 2014 3:37 pm

dezovawe company, why u dont make a patch to work with previous save???Its boring to start over and over again a new game after a patch is released.We don t like to start a new game after a patch is released.I played over 300 hours on 1.3002 patch...to start another game??Now i see another patch 1.3003 is released.OMG IT S NOT FAIR BTW :(
And im sure im not only guy to dislike this,there are many like me.Please fix this issue in the future to work previous saves with new patch.Thanks for understanding
Sincerely ghost,
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Re: for dezovawe company

Postby windebieste » Wed Sep 10, 2014 1:18 am

Unfortunately, it's a side effect of necessary patching process. Hopefully, there will no longer be any engine code fixes and the only changes from now on will be non-critical scripts and minor assets fixes.

It's the core engine and other critical features that need attention and should be fixed in a patch that are causing the need to discard previous save files. Otherwise, game crashing bugs and other issues do not get resolved. I'd rather have to start a fresh and stable game that does not crash and is free of bugs. I'd rather have this than a half finished title that always crashes and bugs out on my old saves, anyway.

I think the Dezowave team should be applauded for their efforts in keeping this game alive. I expect at least another update at some point to make the game even more stable and make it more inviting to modding and custom content creation when the SDK is released.

Hopefully, any future patches from now on will no longer break save games.
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Re: for dezovawe company

Postby ghost » Wed Sep 10, 2014 10:12 pm

yes maybe u right but is boring to start over and over again a fresh game when a patch is appear u know?I play over 300 hours.What can i do now?Pls tell me?To start again from begining?I am too far...OMG...In this rate I never finish this game.And im sure one hundred percent the new patch 1.3003 still have buuug believe me.I read changelog and they don t fix this bug under lab x7 with general voronin and guide stalker......so I wait for a next update 1.3004 to fix this issue.
Dez team pls fix this issue on next patch.Thanks,
p.s. on 1.3002 patch sometimes i see a rainbow effect artifact on sky.Pink artifact on sky.lol
anyway good job dez team for keeping alive this game...but I am disappointed for........nevermind.GG
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Re: for dezovawe company

Postby CruxMDQ » Thu Sep 11, 2014 6:52 pm

Ghost: we all wish that was possible. But let me give you a tip of friendly advice, nothing hostile at all, lest your request becomes a nuisance without you meaning it.

First thing to consider: if forcing fresh restarts again and again is what it takes to get the game wholly debugged, then, by all means, I'm up for it. 1.3003 is already very stable, more so than vanilla ShoC in my opinion, even. I prefer whatever games I play not to unexpectedly go belly-up on me, and in the case of such an immersive experience as Lost Alpha, stability is even more important.

Second point: I've repeated this over and over, but it is always worth it to do so one more time. This game is free. Dez & the crew contribute their time to make Lost Alpha available to you, free of charge, no questions asked, period. (If you want, you can donate some, and the gesture will be much appreciated.) All they really expect from us stalkers is patience. How many years did it take for LA to be released? Surely we can be patient a little longer while the final patching-up is done.

Yours truly,
Emiliano C. De Santis - AKA CruxMDQ, moderator
Got bugs? Read this before posting a report: viewtopic.php?f=3&t=1771

ANY bug reporting threads that fail to fulfill these conditions WILL BE CLOSED.
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Re: for dezovawe company

Postby dez » Fri Sep 12, 2014 4:48 pm

Thanks for the comments, restarting the game is unfortunately required if we edit the story tasks or alter the spawn file. This is how xray works, many changes only take effect if you restart the whole game. People wanted more and a bit more free alife, which we added with 3rd patch, also added more stashes. These require new game in order to take effect.

Its always a hard decision how to act or react. Players want even more monsters and npcs in the next patches. If we keep on adding more, newgame will be needed for sure. We are just trying to please our players... but every positive move has a drawback in this engine. :axe:
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Re: for dezovawe company

Postby ghost » Sun Sep 14, 2014 8:51 pm

ok I understand,but at least can u fix this issue on next patch 1.3004?Because im sure this bug with guid stalker is still available on newest patch 1.3003

viewtopic.php?f=3&t=2040
anyway I wait until next patch 1.3004 will be released......maybe 1.3005 will be the best :D
thank you,
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Re: for dezovawe company

Postby dez » Mon Sep 15, 2014 5:08 pm

Thousands playtest the game now, youre the 1st who reported it. We would need a savegame and log from logs dir to see what you did and how in your game.
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Re: for dezovawe company

Postby ghost » Tue Sep 16, 2014 12:21 pm

dezowave I make today a video on youtube with my bug with guide stalker on 1.3002 patch.When I speak with guide nothing happened,no more active task.
This game was played on: i7 2600k,8gb ram,128 gb ssd with win 8.1 pro x64 operating system.Sorry for bad quality video because I played on videoprojector with 1024x768 native resolution
Video:

https://www.youtube.com/watch?v=lTWPD1v ... e=youtu.be


p.s select 720p resolution for better quality

my stalker saves bug at guide stalker under lab x7(general voronin and guide stalker):

http://www.speedyshare.com/kwPZr/stalker-saves.rar

LOG:

* Detected CPU: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz [GenuineIntel], F6/M10/S7, 3411.00 mhz, 32-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 8

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53525 files cached, 9612Kb memory used.
Init FileSystem 1.369500 sec
Lost Alpha 'xrCore' build 5630, Jul 5 2014

EH: 2C94337ED1210C91CACAF0359300E8AC

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4059072 K], reserved[34440 K], committed[100728 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[20845 K], process heap[20845 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7373 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices DirectSound Software
SOUND: OpenAL: system default SndDevice name is DirectSound Software
SOUND: OpenAL: All available devices:
1. DirectSound Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx"...
[e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx] successfully loaded.
Executing config-script "e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is DirectSound Software
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:6719]: AMD Radeon HD 6900 Series
* GPU driver: 8.17.10.1247
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 4087 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Version conflict in shader 'la_shaders\ufp_blend'
! Version conflict in shader 'particles\add'
! Version conflict in shader 'particles\alpha_add'
! Version conflict in shader 'particles\blend'
! Version conflict in shader 'particles\blend_hard'
! Version conflict in shader 'particles\dark'
! Version conflict in shader 'particles\set'
count of .thm files=1034
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 1448x1086
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 8
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3831572 K], reserved[76880 K], committed[285788 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[127534 K], process heap[127534 K], game lua[3477 K], render[247 K]
* [x-ray]: economy: strings[6965 K], smem[0 K]
"e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 141011 K
* phase time: 28 ms
* phase cmem: 134211 K
$ LA_DBG:[1834] Game_Start: Engine v1.3002(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[1834] level_weathers:initing level_weathers
$ LA_DBG:[1834] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 159 ms
* phase cmem: 137148 K
* phase time: 1 ms
* phase cmem: 137147 K
* Loading spawn registry...
* 23556 spawn points are successfully loaded
* Loading objects...
* 32114 objects are successfully loaded
* Loading Store...
$ LA_DBG:[1834] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1834] load_storehouse: size=[17]/[3525]bytes : Build=[5529]
$ LA_DBG:[1834] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1834] Game_Init: Ver=[1.3002] Build=[5529=>5529] MemUsage=[16498.988]kB
$ LA_DBG:[1834] GameTime=[03:03:43] Map(42)=[la17_outskirts], knowMaps=[21]
* Log file has been saved successfully!
* Game bogdan_quicksave is successfully loaded from file 'e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\bogdan_quicksave.sav' (1.835s)
* phase time: 1834 ms
* phase cmem: 199321 K
* phase time: 9 ms
* phase cmem: 199527 K
* client : connection accepted - <>
* phase time: 44 ms
* phase cmem: 199575 K
* phase time: 16 ms
* phase cmem: 199575 K
* phase time: 3416 ms
* phase cmem: 309397 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert_dt
compiling shader vert_dt
compiling shader vert
compiling shader vert
compiling shader add_point
compiling shader vert_point
compiling shader add_spot
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader tree_w_dt
compiling shader tree_s
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w
compiling shader tree_s_dt
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader avg4
* phase time: 260 ms
* phase cmem: 313800 K
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65442 verts, 2045 Kb
* [Loading VB] 62529 verts, 1954 Kb
* [Loading VB] 32969 verts, 1030 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65518 verts, 2047 Kb
* [Loading VB] 65492 verts, 2046 Kb
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 63549 verts, 1985 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 25451 verts, 795 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 312930 indices, 611 Kb
* phase time: 83 ms
* phase cmem: 428962 K
* phase time: 28 ms
* phase cmem: 433349 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 61793 v(20), 39345 p
* [DETAILS] Batch(61), VB(1206K), IB(230K)
* phase time: 19 ms
* phase cmem: 434859 K
* Loading HOM: e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la17_outskirts\level.hom
* phase time: 4 ms
* phase cmem: 434906 K
* phase time: 4 ms
* phase cmem: 434953 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 31 ms
* phase cmem: 462434 K
* t-report - base: 1428, 518205 K
* t-report - lmap: 48, 49158 K
* phase time: 988 ms
* phase cmem: 1055978 K
* phase time: 10 ms
* phase cmem: 1055978 K
* [win32]: free[2816508 K], reserved[87964 K], committed[1289768 K]
* [ D3D ]: textures[578460 K]
* [x-ray]: crt heap[1055978 K], process heap[1055978 K], game lua[34215 K], render[268 K]
* [x-ray]: economy: strings[22251 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_shadow
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[8842] level_weathers:presets level_weathers
$ LA_DBG:[8842] level_weathers:r1 active
$ LA_DBG:[8842] level_weathers:WeatherManager:__init: r2_active = false : 03:04:32
$ LA_DBG:[8842] level_weathers:has sav
* Log file has been saved successfully!
compiling shader model_def_lqs_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_env_hq
compiling shader model_env_hq_0
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader model_def_shadow_0
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_env_hq_1
compiling shader model_env_lq_1
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_def_lqs_1
compiling shader model_distort_0
compiling shader model_distort_2
* MEMORY USAGE: 1170305 K
* End of synchronization A[1] R[1]
$ LA_DBG:[69827] smart_terrain:smart terrain timer [dolina_general_terrain2stay] has interval of [6]
$ LA_DBG:[103544] smart_terrain:smart terrain timer [bcr_bandit_terrain5stay] has interval of [14]
compiling shader yuv2rgb
* [win32]: free[2420464 K], reserved[110600 K], committed[1663176 K]
* [ D3D ]: textures[629991 K]
* [x-ray]: crt heap[1236916 K], process heap[1236916 K], game lua[34096 K], render[2269 K]
* [x-ray]: economy: strings[30253 K], smem[7029 K]
- Disconnect
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[377309 K]
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
Input: 1
Config-file [e:\games\s.t.a.l.k.e.r. - lost alpha\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] saved successfully
Destroying Direct3D...
* RM_Dump: textures : 0
* RM_Dump: rtargets : 0
* RM_Dump: vs : 0
* RM_Dump: ps : 0
* RM_Dump: dcl : 0
* RM_Dump: states : 0
* RM_Dump: tex_list : 0
* RM_Dump: matrices : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes : 0
* RM_Dump: v_elements: 0
* RM_Dump: v_shaders : 0
refCount:pBaseZB 1
refCount:pBaseRT 1
DeviceREF: 1
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Re: for dezovawe company

Postby dez » Wed Sep 17, 2014 5:52 pm

all is fine here. leave the church and you will get the task.
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Re: for dezovawe company

Postby ghost » Wed Sep 17, 2014 6:36 pm

o my god,u right dez I leave the church and the next task was: speak to fang.SO sorry really sory I taught is bugged.I am so idiot :(
Is working so 1.3002 is not bugged YET,im wrong.I hope to finish campaign witout no problem on 1.3002,because im too far to start a fresh game from begin

Thank you,
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Re: for dezovawe company

Postby dez » Sun Sep 21, 2014 8:35 pm

it was possible to finish the story with 1.3002 too, only the earlyaccess release and the 1st patch was chaotic a bit. Still, for a 2nd playthru, I would suggest the 3rd, or the upcoming 4th for maximum playability.
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Re: for dezovawe company

Postby ghost » Mon Sep 22, 2014 2:37 pm

yes 4th will be the best!But we need to wait a little while, until 4th patch will be available right?:d
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Re: for dezovawe company

Postby utak3r » Tue Oct 14, 2014 8:55 am

I'd like to add something, just to clarify:
The whole problem of a "new game issue" is caused by the unique feature of S.T.A.L.K.E.R. - the true offline A-Life. The whole world is created in the moment of pressing "New game" and from then all the NPCs, mutant etc. start to live for their own.
This is a fantastic feature, but its drawback is this: you cannot change anything in the A-Life without restarting it.
sooner or later... you will meet the undertaker...
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