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Сообщение 21 мар 2018, 23:36 

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Blood II The Chosen + Nightmare Levels + Mods Pack


Год выпуска: 1998 г.
Жанр: 3D Action
Разработчик: Monilith
Издательство: Monolith
Тип издания: DRM-Free лицензия GOG
Язык: только английский
Платформа: Windows 98 - Windows 7 (х32\х64)
Системные требования:
*OC: Windows 98 - Windows 7(х32\х64)
*Процессор: Pentium II 233Mгц
*Память: 64 Mб
*Видео: DirectX совместимая видеоплата 64Мб
*Аудио: DirectX совместимая аудиоплата
*Клавиатура\Мышь
Описание:
Blood II - 3D Action от студии Monolith, который является продолжением легендарного Blood. Студия Monolith немного отошла от концепции мочилова в стиле "Всех Убью - Один Останусь", сделав игру более мрачной и драматичной. Это не повредило игре, но игроки сетовали на то что продолжение не такое ураганное как первая часть, но как заверяли разработчики - Blood II совершенно другой повзрослевший Blood. В игре присутствуют фирменные фишки Blood: Кровища, дикие перестрелки, черный юмор и фирменная стрельба с 2х рук. Что еще нужно фанату хороших боевиков? Игра не теряет своей актуальности и сейчас, особенно когда есть фишки которые могут ее улучшить
Доп. информация:
В раздаче присутствует игра Blood II The Chosen и дополнение Nightmare Levels от GOG со всеми доп. материалами, так же в папке MODS вы найдете моды для игры. Ставить по желанию.
Blood 2: - Extra Crispy version 4.0
By: John Carrizales aka Victorious-Games
Version 4.0-
Features:
Fire FX for burnt flaming characters and fire rising up out of burn barrels looks like the one's used by the Red Divine Zealot's projectile when
it hits the wall.
Grenade Launchers now use 5 rounds per shot instead of 1.
Bug Buster uses 2 rounds for the secondary attack instead of 5 and both fire modes only shoot 5 projectiles now.
The Minigun's primary attack is now the same as the original primary fire, it does not have any spin up, and it has a 1 second wind down.
The Minigun's secondary attack shoots twice as fast as the primary fire mode, it has a 1.5 second spin up, it uses 4 rounds per shot, and it has a 3 second wind down.
The Sniper Rifles damage rate has been increased by 10 points to allow one to be able to kill a Shikari with 1 shot, and it's fire animation has
been sped up by removing the manual reload animation after every shot.
The Tesla Cannon's primary fire rate has been doubled.
Tweaked the Cultists', Fanatics', and Civilians' AI using the Shikari's AI values for reference.
Increased the Napalm Launcher's damage rates.
Increased the Howitzer's damage rates.
Reduced Gas Grenade's Timer to 2 instead of 3, and also made them do fire damage instead of explosion damage.
If you start a new game each character starts with their own designated weapon:
Caleb - Double Barrel Shotgun & 100 shells
Ophelia - Beretta & 200 Bullets
Gabriella - Minigun & 200 Bullets
Ishmael - The Orb & 400 Focus
The Bug Buster now does acid damage on characters.
Knife damage has been increased.
Version 3.0-
Features:
Reinstated the dual Mac 10 submachineguns
Added a new secondary fire animtion for the Mac 10 submachineguns
Added some new models for weapon pickups and powerups that will fix 99% of the issues with models falling through the floor
Version 2.0-
Features:
Removed the ability to have dual Mac 10's due to limitations that caused a strange weapon animation when using the alternative fire mode
Added better smoke effects to the Timed Bombs
Added better smoke effects to the Remote Bombs
Added better smoke effects to the Proximity Bombs
Changed the version number of the modification in the Main Menu
Used a different program to compile the Rez files which increased stability when using this mod
Version 1.0-
Weapon Values changed:
The Flayer only requires 50 points of Focus to use it's secondary fire mode.
The Death Ray's primary fire uses 4 rounds.
The Death Ray's secondary fire uses 80 rounds.
The Death Ray's
The Bugbuster's Primary fire uses 10 rounds.
The Bugbuster's secondary fire uses 50 rounds.
The Combat Shotgun spread has been reduced.
The Combat Shotgun uses only one round when shooting grenades and now fires 6 pellets when shooting shotgun shells.
The Double Barrel Shotgun now fires 6 pellets when shooting one barrel and 12 pellets when shooting both barrels
The Tesla Cannon's projectiles now fly twice as fast
Flare Pistol power increased.
Voodoo Doll power increased
Life Leech power increased
Napalm Primary fire time speeded up.
Napalm Cannon power increased, splash area increased.
Napalm "secondary fire" takes 20 ammo but is devastating
Singularity Generator power increased
Singularity Generator now has a "secondary fire", which takes 100 and is very powerful but has a smaller range than the "primary fire" (this
new "secondary fire" creates a red and pink vortex so you can tell which fire mode is being used, primary fire is still a purple vortex, and
rifts are still a green vortex).
Singularity Generator "primary fire" has a quick spin up
Singularity Generator "secondary fire" has a slower spin up, to compensate for its extra power.
Howitzer power greatly increased, its now one of the most powerful weapons.
The Orb's primary damage rate has been decreased but it will now drill for 50 seconds before it explodes.
The Orb's secondary damage rate has been increased.
The Orb primary fire now only takes 32.5 focus to use.
The Orb secondary fire now only takes 75 focus to use.
The Vulcan Minigun now has a "secondary fire" mode which fires at twice the rate of the "primary fire" which now fires at a slower rate.
The Vulcan Minigun's spread has been decreased.
The Vulcan Minigun now fires only 1 bullet at a time instead of 4 at a time.
M-16 Assault Rifle "secondary fire" fuse decreased to 2 seconds.
M-16 "secondary fire" takes one canister off your ammo now, not 5.
BMG Sniper Rifle power increased.
Flare Pistol power increased.
Chosen Knife now increases in power with each enemy kill.
Maximum ammo and focus values rebalanced to allow more ammo at your disposal.
Weapon, ammo and item pickups changed:
Flashlight and Night Goggles now last for a lot longer.
Increased Flashlight brightness a little.
DieBugDie Ammo pickup gives you 4 more canisters, not 30.
Weapon Akimbo-ability changed:
Tesla Cannon can now be akimbo'd
Napalm Cannon can now be akimbo'd
Weapon fire modes changed:
Berettas can now fire in "secondary fire" when akimbo'd
Berettas "primary fire" now fires alternately
Flare Pistols can now fire in "secondary fire" when akimbo'd
Flare Pistols "primary fire" now fires alternately
Sawed-Off Shotguns can now fire in "secondary fire" when akimbo'd
Tesla Cannons can fire in "secondary fire" when akimbo'd
Napalm Cannons can fire in "secondary fire" when akimbo'd
Howitzers can fire in "secondary fire" when akimbo'd
The Death Ray's primary fire mode now shoots 4 laser beams with a slight spread to they cause some serious damage when bouncing around.
The Death Ray's secondary fire mode now shoots 40 laser beams in a spread formation that tears anything in the room to shreds. Be careful when using this mode.
The Bug Buster now showers deadly poisonous liquid or fire on your victims instead of hitting them with a stream.
The Flayer's secondary trap mode now fires out flesh seeking chains at twice the rate.
Enemy, AI and difficulty changes:
Improved enemies weapon selecting, the enemy will now use the weapon in its inventory which is the most powerful, and which it still has ammo for.
Fanatics and Cultists now navigate better.
Better aiming and sensing abilities by enemies
Better hit locationing with shots
Fanatics now explode immediately after suicide screaming.
Increased strength of all enemies, especially bosses.
Civilians are always weak now, even in higher difficulties.
Bullet gibbing is now not possible.
Sound Changes:
Fixed knife making bullet noises when using it on surfaces.
Fixed The Chosen vocal pain sounds bug (a sound wasn't playing just a clicking noise)
The Chosen do not speak now on suicide and death sounds are now short and brief.
The Chosen now play powerup pickup sounds correctly instead of after the powerup runs out.
Fixed door sound playing twice on doors which open slowly.
Changed Beretta firing sound
Changed M-16 firing sound
Changed Mac-10 primary and secondary firing sounds
Changed acid impact sound
Changed Napalm primary and secondary firing launch sounds
Changed Singularity firing sound
Changed Howitzer firing sounds
Changed Sniper Rifle zoom and firing sound
Changed explosion sounds
Changed Death Ray secondary firing sound
Life Essence pick-up sound has more bass.
Replaced all bullet impact sound effects for all texture types
Graphic and skin changes:
Caleb now has a red blood hand print on the back of his jacket.
All map textures have been sharpened to bring out more detail.
All model skins have been sharpened to bring out more detail.
All menu screens have been sharpened to bring out more detail.
Misc. Changes:
Ophelia's Nightmare Level map is now selectable in the Custom Level menu when using the "+enableretaillevels 1" command.
Weapons tab on by default as part of the HUD now.
Idle times for Caleb reduced so you get to hear his idle singing more often.
Idle time for weapons reduced so you get to see the cool idle animations on some of the weapon more.
Fixed create bubbles above waterline error and improved weapon muzzle bubble fx.
Fixed the ladder physics. They now work properly and its now possible to climb out of water on one of them properly.
Increased the distance you can use objects from, makes it a little easier opening doors.
Fixed a bug in the Cathedral sky during lightning.
Increased blood splats and blood drops.
Decreased smoke from weapon muzzles a bit to a more suitable level.
Improved Blood effects, Blood now fades out when there is too much on screen.
Changed the bullet impact effects to some new more realistic looking ones.
Improved smoke from bullet holes, looks more realistic now.
Increased the flare size.
Changed spark effects, increased the number of particles.
Changed default FOV to 86 to give the game a more "in yer face" feel.
Changed the credits list to be correct for Extra Crispy credits.
Special thanks goes to:
A very special thanks to W."LikwiD" Branyon for his amazing help in making new secondary fire animations for the Mac 10's
and fixing the Lie Flat weapons and powerup models. What a guy.
Jonathan Trengrove for the FX Enhancer modification which I used as a base for this mod. Thanks for the source code man.
The creator of the Lie Flat Weapons mod. A simple mod but pure genious on their part.
FX Enhancer is a Blood II: The Chosen modification that changes various aspects of the game.
While it does not add any new levels or textures, it aims to improve the game play of the original retail game.
Like The Festival of Blood, FX Enhancer hopes to make Blood II more similar to the original Blood.
However, instead of focusing on stylistic and theme differences, FX Enhancer focuses on game play and game attributes.
There are several changes to the games weapons, sound effects, enemy intelligence, character attributes, menu music, cheat codes,
interface and other elements of Blood II. The modification was created by Tren.
*****************************
**** ****
***** BASTARD CTF v1.0 *****
**** ****
*****************************
MOD TYPE : CTF MOD & OTHER
USE WITH : BLOOD2: THE CHOSEN
BUILD TIME : LONG ENOUGH!
MOD AUTHOR : Ze Rein
E-MAIL ADDY : [email protected]
*****************************
******** (CONTENTS) *********
*****************************
X. INSTALLATION
0. REQUIREMENTS
1. TERMS OF USAGE
2. THE FEATURES
3. ABOUT THE MOD & AUTHOR
4. FLESHBAGS..
*****************************
*****************************
(X) - INSTALLATION
*xx* - You must follow these directions VERY carefully!
- Simply click on the EXTRACT ICON in WinZip and select the root Blood2 folder.
- Do not select any individual files! Let the archive files remain unselected!
e.g. if you have installed Blood2 into C:\mygames\monolith\Blood2
you would unzip into the "only" the BLOOD2 folder, not CUSTOM! or any other!
- This way all the new player configs would be dumped into a new automaticaly
created folder called 'bastards' and Bastard_CTF.REZ & Mckinley2k.dat would be
dumped into the existing 'custom' folder. (or new for new people to Blood2)
- Do NOT rename the 'bastards' folder! Otherwise Blood2 will not be able to find
any player profiles! (this MOD looks for them in a new folder)
- Do NOT e-mail me about installation instructions, re-read the ones given above
until you are succesful, its not rocket science
- Open the Blood2 Launcher, Click on the CUSTOMIZE button, select BAsTARD_CTF.rez
from the available custom rez files and click on MULTIPLAYER!
- ENJOY!
*****************************
*****************************
(0) - REQUIREMENTS -
*xx* - You must have the following in order to run Bastard CTF v1.0!
- Blood2: The Chosen
*xx* - You must have the following patches installed in the order listed!
- The Blood2 v2.0 Patch
- The Blood2 v2.1 Patch
- It is mandatory that you install the 2.0 patch first, and then the 2.1 patch
I cannot not give support to anyone, this is as far as I will go. This mod is
not user-friendly with any other commercial or user-made add-ons, you have to
uninstall those products prior to running Bastard CTF to avoid system damage.
*****************************
*****************************
(0a) - RECOMMENDATIONS -
*xx* - If you are running a Geforce or TNT X card be sure to ENABLE every option under
the ENABLE section under Advanced except for SOFTWARE PIXEL DOUBLING!! Please use 1024x768
as your desired resolution in Direct3D Mode!
- If you have a shitty computer, then maybe you should stop watching the Saturday
Morning Cartoons and get a job! Bastard CTF was designed to be used in 1024x768, I will
not guarantee compatibility with any other resolutions.
- I also cannot be held responsible for the playability, compatibility, or quality of any user-
created levels that you use with Bastard CTF! I know there is alot of just plain ugly maps on
both PlanetBlood hosted sites, and FilePlanet in general. Use them at your own risk!!
- This is a multiplayer MOD first, and 'can' be used as a singleplayer MOD second. I make no
guarantees for singleplayer compatibility what so ever! But from gathered information, it has
performed quite fine
*****************************
*****************************
(1) - TERMS OF USAGE -
*xx* - I don't know if anyone really follows the terms anyhow... but you people better!
- You cannot re-distribute this MOD by re-packaging or altering/modifying any of the
included files in any way what so ever!
- If you run some bigshot magazine and want to include this MOD on a CD-ROM, go ahead
but do so within the Terms of Usage, and e-mail me before hand.
- You may not alter any of the content such as the images or other files and re-size
or doctor them up and call them your own.
- You may not re-distribute my object.lto, cshell.dll, cres.dll, sres.dll files with
any future products, levels, add-ons, etc! PERIOD!
- If you are creating new content for Bastard CTF you must include a working link to
the complete Bastard CTF download file in the top most region of your readme file.
- If you are creating new content for Bastard CTF make sure it doesn't suck ass.
- You may not include this MOD in any monatery bargain, agreement, or trade.
*****************************
*****************************
(2) - THE FEATURES -
*01* PLAYER FOV CHANGED FROM 90 TO 95
*02* CHANGED VARIOUS AMMO PICKUP AND WEAPON DAMAGE INFO TO BALANCE MP
*03* ADDED UBER GROTESQUE CHARACTER GIBS & NEW SINISTER BLOODSPATS
*04* ADDED THE ANPRALL "IMPACT" C4 BOMB INVENTORY WEAPON
*05* ADDED PLAYABLE FANATIC CHARACTER WITH ALL INFO IN MP
*06* ADDED FORCED WEAPON SELECTION FOR SELECTED CTF MAPS
*07* ADDED REVAMPED LAUNCH GUI AND MP SETUP DIALOGS
*08* ADDED REVAMPED FRAGBAR AND FRAGTABLE WITH 30+ NEW FRAGPICS (CTF & BB)
*09* ADDED DYNAMIC AMMO ICON SWITCHING WITHIN THE STATUS HUD
*10* ADDED RADICAL WEAPON PICKUPS AND WEAPON DROPS IN MP
*11* INITIALIZED FULLY FUNCTIONAL COMBAT SHOTGUN WEAPON IN CTF
*12* ADDED BASTARD 02 BODY ARMOR PICKUP OBJECT
*13* ADDED BASTARD 50 BODY ARMOR PICKUP OBJECT
*14* ADDED BASTARD 02 LIFE HEALTH PICKUP OBJECT
*15* ADDED BASTARD 10 LIFE HEALTH PICKUP OBJECT
*16* ADDED BASTARD 25 LIFE HEALTH PICKUP OBJECT
*17* ALL HEALTH PICKUP OBJECTS NOW AUTO GLOW
*18* ALL AMMUNITION PICKUP OBJECTS NOW AUTO GLOW
*19* ALL INVENTORY PICKUP OBJECTS AUTO GLOW
*20* ADDED FULLY RE-BUILT MCKINLEY REVIVAL MAP OF QUAKE2 CTF FAME
*21* ADDED SUPERIOR HUD WITH NEW ICONS AND INFO POSITIONS
*22* ADDED 30+ CHARACTERS FOR MP (IN ESSENCE)
*23* ADDED THE FEATURE TO MIX & MATCH ANY FILES FOR THE OBJECT PICKUPS
*24* NOW ALL "TECHS" LAST NEARLY TWICE AS LONG
*25* NEW CTF + SKULL EDITION SKINS FOR ALL CHARACTERS IN MP
*26* NEW CTF HUD LOGOS & SCREEN LAYOUT
*27* NEW CONSOLE IMAGE BACKGROUND
*28* NEW SOUNDS + MUSIC FOR THE MAIN MENUS
*29* NEW CHARACTER SELECTION PICS FOR ALL CHARACTERS
*30* ADDED ABILITY FOR GRAVITY TO CONTROL ALL PLAYER OBJECTS
*31* NOW THE DEFUALT MP PLAYER WEAPON IS THE MAC-10 SUBMACHINEGUN
*32* NEW UNABLE TO CONNECT & PLAYER MESSAGE OUTPUT SOUNDS
*33* NEW MUZZLE SMOKE EFFECTS FOR GUNS THAT USE BULLETS & SHELLS
*34* NEW WEAPON PV POSITIONS FOR NEARLY ALL WEAPONS
*35* NOW VARIOUS WEAPONS HAVE NEW FIRING SOUNDS
*36* THE ORB WEAPON NOW GRINDS IN THE "GROIN" AREA INSTEAD OF THE HEAD
*37* FIXED THE HOWITZER'S ALT-FIRE ANIMATION
*38* UPDATED LEVEL TEXTURES & AMBIENT EFFECTS
*39* NOW "THE EYE" PICKUP HAS A CLEAR COLOR WHEN IN USE INSTEAD OF PURPLE
*40* NEW COLOR-DESIGNATION MARQUEES FOR AVAILABLE SKIN TYPES
*41* FIXED THE AKIMBO SHOTGUN MODEL ERROR
*42* NEW FLAG DROP, RESPAWN AND STEAL SOUNDS
*****************************
(2a) - AN INDEPTH LOOK -
*01* - This was mainly a personal preference, I felt that the player needed
a better view area than what was possible with the original value.
*02* - Many of the weapons in Blood2 are just too unbalanced for a mp battle.
- The Tesla Cannon's Alt-Fire damage has been reduced considerably.
- The Proximity bombs now do less than 1/4 the damage they did previously.
- The Proximity bombs now require much more reload time.
- The Singularity Generator has been nuetered, no longer can one player
just stand in a corner and frag around 6 people with one blast.
- The Singularity Generator now uses twice as much ammunition.
- The Deathray has been upgraded with a more powerful ray blast.
- The Voodoo doll has been given slightly more power.
- The Voodoo doll's Alt-Fire damage has been reduced greatly.
- The Napalm Launcher has been downgraded to a much less powerful blast.
- The Flare Pistol has been upgraded to a more powerful blast.
- The Flare Pistol's accuracy spread has been decreased.
- The Shotgun now does a considerable amount of damage.
- The Shotgun has been given a longer reload factor.
- The Bug Spray Canister now does much more damage.
- The Bug Spray Canister now uses more ammunition per shot.
- The Orb now does much more damage and reloads faster than before.
- The Combat Shotgun now inflicts much less damage.
- The Remote Bombs now have a less powerful damage blast.
*03* - I was astonished that Blood2 wasn't very bloody at all so I took it
upon myself to put the "Blood" back in Blood2.
- I increased the region and max number of the bloodsplats maybe around 2fold.
- The actual blood particles are now also much smaller and higher in number.
- I was very unsatisfied with the original bloodsplat textures so I created
more appropriate versions that provide sufficient coolness.
- The best weapon to use on enemies to see the horror is the sawed-off shotgun
just take that puppy in the first Subway level of the game with a cheat and
watch the madness splatter itself across the level.
- If you're really screwy you'll want to find a fallen player and just shoot
them up until you run out of bullets. The new blood will just keep on spilling
until it finally shrinks down in a very cool manner over the previous splats.
- When you frag someone and they go flying into peices you'll only see a pile of
fleshy bones, unfortunately the same pile of fleshy bones will appear for
anything else you tear apart such as trash cans, washing machines, etc.
*04* - The new Anprall C4 inventory item is a new weapon that has its rewards.
- For one thing it will explode and probably kill anything that comes into contact
with it such as enemy players and Cabalco affiliates on the move.
- It will also internally count-down to detonation if you stick it onto a wall.
- Think of it as a hand gernade but in a shell casing and you will do just fine.
*05* - This fellow was encountered numerous times throughout Blood2.
- You can now use this character in mutliplayer mode complete with all of his new
skins, fragpics, and previous sounds including voice taunts and idle blabber.
- Of course it might not work perfectly but from gathered testing information it
worked without a problem.
*06* - This is a staple in the new gameplay mechanics that come with Bastard CTF.
- No longer can you just strap yourself with a Singularity Generator or other
weapons of mass destruction and parade around the levels aimlessly shooting
and fragging other people with considerably less powerful arsenals.
- You also must play in Bastard CTF ready levels or else all that you are going
to be able to use against others are the Submachinegun like everyone else.
- Since Bastard CTF transcends so many boundries it is now possible to
incorporate weapon pickup objects even in BloodBath levels.
*07* - The launch dialoges have been decreased in number & have been re-designed.
- This is one of the most unique features akin to Bastard CTF, the dialoges have
gotten a major re-design and theres less of them to click through now so you can
get in a game faster than before.
- Just compare my version to the original I think you will be pleasently surprised.
- I could not update the "SERVER" launch dialoges because Monolith did NOT include
their resource files with the Blood2 source-code that was released to the public.
*08* - The new fragbar is just short of jaw dropping compared to the original version.
- I had to virtually tear apart the code that comprised the original fragbar setup.
- Now you have a clearer view of the screen because in BloodBath mode the entire
frag table has been moved to the upper left portion of the screen.
- When playing CTF the frag table has been moved a great deal upwards but does not
interfere with any combat text messages during frag notices or gameplay messages.
- I also hammered myself into getting unique and individual fragpics for each
character's color designation, because what is the point of choosing a colored version
of the character if all you are going to see is that default puny fragpic?
- I had to create new fragpics for all of the characters and basically add-in 30 new
characters because of how Blood2 recognizes characters, this process was a real zinger.
- So when you now choose a "green" edition of Caleb or Opehlia or anyone else for that
matter you will have a "green" fragpic of them, and Blood2 will recognize that character
as a independent new character, but you can still use the default character's sounds.
- Now the frag number, character name, and player ping have their own lines which should
clear up some confusion and keep the over-all size of the frag table minimal.
- In CTF mode you will still see your player's unique fragpic regardless of which team they
are on, I decided to leave this as it is because whats the point of having a string of
the same colored fragpics?
- The CTF team skins will still be applied to each player regardless of their color so
ingame everything will function how it should.
*09* - I couldn't believe they didnt incorporate this mainstream feature into Blood2.
- I was sometimes baffled about which type of ammunition to use for a few weapons, so I
ended up gathering ammo that did not work with certain weapons.
- Now when you cycle through your weapons you will clearly see what type of ammunition
it uses and can easily go about a level and pick it up.
- This feature cost me alot of time, but I am extremely satisfied with the end results.
- I had to create new ammunition icons because there just wasn't any available, but mine
do deliver the message across to the player, and look quite nice.
- Weapons that use bullets display the bullet ammo icon.
(SUB MACHINEGUN, ASSAULT RIFLE, MINIGUN, PISTOL)
- Weapons that require automatic regeneration display the hand-pentagram icon.
(VOODOO DOLL, THE ORB, LIFELEECH)
- Weapons that use shells display the shell ammo icon.
(SAWED-OFF SHOTGUN, COMBAT SHOTGUN)
- Weapons that use the die-bug-die canisters display the raid ammo icon.
(BUGSPRAY CANISTER, ASSAULT RIFLE'S ALT-FIRE)
- Weapons that use chemical batteries display the battery ammo icon.
(SINGULARITY GENERATOR, TESLA CANNON)
- Weapons that use fuel display the fuel tank ammo icon.
(THE NAPALM LAUNCHER)
- Weapons that use flares display the flare ammo icon.
(THE FLARE GUN)
- Weapons that use .50 BMG rounds use the BMG ammo icon.
(THE SNIPER RIFLE)
*10* - I was surprised and very dissapointed this feature hadn't been available in Blood2.
- I realize that BloodBath is supposed to be some unique deathmatch style, but overall
it gets really boring, really fast without any weapons in the levels.
- You can now drop your weapon in multiplayer either by being splattered across the walls
or you can type "D" to drop your current weapon (check your key config)
- Weapon pickups are now available in multiplayer, this feature can also be incorporated
while Deathmatching in BloodBath levels since the MOD transcends these boundries.
- If you were firing before your demise a weapon light might start to emmit, this is nothing
that hampers gameplay and just goes away after a player fires again where you got killed.
*11* - The Combat Shotgun is a very formidable weapon coupled with a gas gernade launcher.
- I had to pull a few strings and get authorization from a Infogrames tech rep to include this
weapon in my MOD without stepping over any of the EULA agreements.
- Rest assured that you can only use this weapon in multiplayer, it is not and will not ever be
accesible through the singleplayer campaigns.
- You must hunt down and purchase the tacky Nightmares add-on if you want to play with it in
singleplayer campaign modes.
- This weapon can shoot off tons of shells with a speedy fire rate, but the damage blast is weak.
- The alt-fire feature of this weapon launches a C4 raid canister that exlodes and emits a very
poisonous green gas which induces pain and 'wonky vision' onto the victim.
*12* - This new type of armor pickup rewards the player with only 2 points of armor shard.
- It uses an ancient Incan warrior mask as its model with a appropriate skin texture.
- It is best to always run around and gather as much of these badboys as possible.
- When picked up it emits a soft combat swipe believed to be from forgotten Incan battles.
*13* - A much more powerful armor pickup that rewards the player with 50 points of armor protection.
- This armor object is much more scarce than its weaker counterpart so always keep your eyes open.
- It uses a noticably red roach as its skin file and model.
- When picked up you will hear a soft growl presumed to be from an ancient unseen spirit.
*14* - This new type of health pickup only awards 2 health points but there's plenty of them.
- It uses a heart as its skin and model file, and when picked up it emits a artery implosion noise.
*15* - Another new type of health pickup which rewards the player with 10 health points.
- You will recognize these pickups as greenish medical packs usually found in groups of 2 or 3.
- When picking up this object you will hear a slight injection sound confirming its effectiveness.
*16* - This new health object is worth 25 health points but is not so readily available as the others.
- You will notice that they are available only in yellowish medical packs and only found in bases.
- Once applied you will hear a more powerful injection sound confirming its poetency.
*17* - This measure was put in place so that the player could more readily recognize the various health
objects scattered about the somewhat lengthy Blood2 levels.
*18* - Now all of the ammunition pickup objects automatically emit a warm glow so the player can better
identify which type of ammunition is needed and immediately utilize them.
*19* - Some of the item pickups were very hard to recognize, but now they emit a glow which clearly
identifies their characteristics.
*20* - This map has been re-created to the originals exact details, except while I was building this map
I noticed some very awkward mapping mishaps that aren't readily seen while playing in the original
CTF map. So what you play in with Bastard CTF is actually a better designed rendition of the original
Mckinley Revival because I fixed some of their design procedures that the general public did not
first recognize while playing the Quake2 version.
*21* - The new HUD available in Bastard CTF took alot of fine tuning and elbow grease.
- I created new icons for the Health, Armor, and Ammuntion tabs.
- The entire StatusBar now uses a much smaller and brighter font which saves screen space and quite
frankly just looks more appropriate than the original bigger font tha was used.
- The health and armor tickers are ommited because they were confusing and just took up valuable space.
- The little sillohoutes that encircled the Health, Armor, and Ammo tabs has also been ommited because
they just got in the way of things sometimes and were a heafty eye-sore.
- The Statusbar font placement has also been moved downwards from its previous indicator position.
- The Health & Armor tabs have been moved more noticeably closer to each other and to the left.
*22* - Now all characters are individually recognized based on their color scheme.
- I had to gut out the old player structure and manually add in 30 characters with all of their
weapon, skin, sound, and player characteristic information.
- All 5 characters now have 5 color designations: Default, Blue, Green, Yellow, Red, & Skull.
- An example: Before when you played as Green Caleb, the game would still recognize you as Default Caleb
but now you really are Green Caleb your own unique little green colored Caleb. (same is applied to all)
*23* - This feature is strictly for internal purposes, but it was added so that I could easily mix and match
any skin and model file for the PickupObjects because the default structure was quite limiting.
*24* - Players no longer have to worry about their Tech Enhancements wearing off after about 30 seconds, now
any tech powerup will stay active and aid the player.
- They also have been balanced out a tad better than original.
*25* - There are new CTF and Skull edition skins for players to select from in multiplayer mode.
- I didnt like the original CTF skins because they had those corny symbols and other tiny imperfections,
so I put together a simpler and more effective team skin for each character.
- I added in the Revenant edition skins from the original Blood2 singleplayer for use in BloodBath, but I
had to assemble new Skull CTF edition skins for each appropriate player and team.
- Since the Fanatic didnt have a previous Revenant skin file I had the creative freedom to put together
a much more gory and sinister Rev skin for him. (Both for BloodBath & CTF)
*26* - There are now new CTF HUD logos in a improved visible location.
- The original HUD logos weren't upto snuff so I created appropriate ones for Bastard CTF.
- If you capture the enemy team's flag you will see a new logo with a small hand cluching their flag.
- The new logos were moved to the the topmost portion of the screen and inserted closer together.
*27* - The original console image wasn't sufficient enough for my tastes so I created a new one.
- It is a segment from one of my Blood2 wallpapers that showcases battered and unrecognizable computer
circuit peices intangled with what looks to be bloodclots.
*28* - The music and sound effects for the main menus sorely dissapointed me so I went about and found more
suitable effects that were available in the Blood2 Sound.rez file.
- When you enter any menu option now you will hear a bold weapon pump sound effect.
- When you exit any menu field you will now hear a faint echo of bullets hitting the floor.
- I used a segment from an unamed mp3 file for the background music, and ommited the structure that tries
to play the other annoying original music files.
*29* - The original character selection pics were ample, but I just felt that they needed a face lift.
- It took me many hours to capture each character in a visually acceptable pose, but I am very pleased and
satisfied with how my personal editions turned out.
*30* - This was a double-edged knife when it came to usefulness and compatibility.
- I added the Gravity object into all pickup objects so that I and future level designers could very easily
and automatically place our objects at our desired heights without having to worry about adding supporting
brushes or other mapping tricks.
- The new feature works without a hitch, but since the original Blood2 designers could not have been
prepared to handle such a feature some levels that have pickup objects show them floating in the air.
- Since it does not drastically inhibit any gameplay techniques in BastardCTF ready levels, I have left the
feature in activated form.
*31* - The puny knife is no longer the default multiplayer weapon
- The knife just didn't cut it as a default player weapon in multiplayer, but the MAC10 does.
- I chose against enabling the player to drop this default weapon because it caused a few interesting but
none the less useless results, so even if you have akimo MAC-10's you still wont be able to spawn one
after getting killed.
*32* - The original sound effects that were used for these events were insufficient.
- Now if you don't have a specific server map you will be disconnected and hear a "Access Denied" message.
- When entering player chat messages you will hear a nice electronic noise instead of the woodplank.
- I had to dig in the source and actually create 2 seperate structures for these, because previously
they both used the same sound definition to access the sound file.
*33* - The new smoke muzzle effects are very nice and improve upon their original counterpart.
- I found that the original muzzle smoke effects were very unconvincing because they just showed a couple
of puffs drift about and disappear pointlessly.
- I had to resize an un-used smoke texture batch for the new smoke effects.
- Alot of the drift and movement code was either ommited or given very acute values so that the smoke
could bilge together and not just float into every which direction.
- For the most part this feature works perfectly, but it doesn't follow the gun it just puffs up and
disappear in the same location, I was not about to go and do a total re-write of the smoke code and
add-in a new muzzle object just so that the smoke would follow the gun more accurately because it looks
acceptable as it is.
- Some weapons that really put this new effect to good use are the Combat Shotgun, MAC-10, & Assault Rifle.
*34* - I was very unsatisfied with some of the original in game weapon positions that were used in Blood2.
- The Sawed-Off Shotgun is now actually viewed as a sawed-off shotun, it has been pushed to the right
and pushed respectively outwards, its no longer upclose as-if it were some wanna-be full length shotgun.
- The Voodoo Doll has been pushed to the left and outwards so that you can view the entire evil thing.
- The MAC-10's have been brought upwards and nudged to the right so that you can see the cool ammunition
clip and hand holding it.
- The Tesla Cannon has been pushed outwards, and lowered a bit to the bottom right so that you can see
its neat grill and a portion of the onboard sighting scope.
- The Cabalco Deathray has been brought inwards and pushed to the right so the slogan and skull logo can
be more readily viewed.
- The Orb has been pushed towards the middle so that you can aim it in a more justified position.
- The Combat Shotgun has been raised and dragged inwards so that some of the model banding cannot be seen
while the player is in motion.
- The Assault Rifle has been nudged alittle to the left and brought downwards to create a sense of weight.
- The Minigun has been pushed a great deal outwards and nudged to the right so that you can properly view
all of its revolving ammo clip and rotating gears.
- The Flaregun has now been pushed outwards and nudged upwards to the right, I really didn't see the point
of keeping it so close to the player it just made it look bad; now the handle is somewhat seen atleast.
- The Napalm Cannon has been nudged to the right and brought upwards to showcase part of the stock and the
the upper portion of the gas tank with no smoking symbol.
*35* - Some of the weapon sound effects just didn't quite do the weapons justice.
- I didn't want to just overdue this and pointlessly add Bass to all of the effects, so I went after the
most unsatisfying effects instead.
- The Deathray's primary and alt-fire effects have been replaced and use more powerful sounds.
- The Minigun's rampant whistling has been given alot more treble and now sounds mounstrous.
- The Tesla Cannon now emits a more condensed electrical noise than it did previously.
- The Voodoo Doll now has a nice chushy impact sound when you stab it with a needle.
*36* - The Orb weapon used to attach itself onto the faces of its victims in the original Blood2.
- Now it will go after the guts or groin area depending on its victim.
- Male Cultists are drilled in the small of their backs where their spine joins their pelvis area.
- The Female Cultists and civilians get drilled in their mid to upper guts or groin area.
- I personally admit that this new feauture is pretty damn wacky, there's nothing like sitting back
and watching someone scream while their nuts are being grinded into pulp by the orb!
- Monsters and other-wordly creatures should also get their jewels polished appropriately.
*37* - The Howitzer's alt-fire animation was very jerky and segmented while it was performing its cannon spin.
- I had to manually delete unusable and disruptive frames in the original model file so now it only plays
a very smooth animation and more convincing alt-fire animation.
*38* - I have used many of the original Quake2 textures in my McKinley Revival CTF map, but some of them were
just either too outdated or plain ugly so I had to doctor them up a bit in Photoshop.
- Instead of following the static lighting scheme that was present in the original Quake2 version of the map
I decided to create a more gloomy and spooky Mckinley Revival.
- The lighting is very gloomy for a purpose, its not because there aren't many lights in the level; infact
theres over 220.. its because I wanted to create a very secluded and dormant map for the horror-themed
Blood2 version.
- Everything isn't just lit up perfectly either, some lights buzz and flicker constantly while
others shine brightly, some side lights appear brighter than others, and some are tinted differently
because I wanted to induce a little suspension into the gameplay atmosphere.
- There are quite a few new sound areas that I included aswell, for instance if you're in a team sewer you
will hear the ambient gushing and flushing of water, and when climbing up you will hear waste dripping.
*39* - The Eye iventory item had a very strange pinkish tint to it when in use, well I took care of that
so now it has a clear tint.
*40* - There are 5 new color designation descriptions for the color settings shown in the launch dialoge.
- Default is known as "Plain n' Tall".
- Blue is known as "Papa Smurf".
- Yellow is known as "Soiled Panties".
- Red is known as "Devil Inside".
- Green is known as "Swampthing".
- Skull is known as "Funny Bones".
*41* - I cant believe no one has ever noticed this bug since Blood2's release so so long ago!
- Now the left-handed shotgun in akimbo mode actually uses the left-handed shotgun model and not the
incorrect right-handed one. (applause)
*42* - The original sounds were very poorly used to convey a flag capture or steal.
- When you capture a flag you will now hear a voice announce "WELL DONE".
- When you drop your flag after death you will now hear a muffled gurgle.
- When you steal a flag you will now hear a voice scream "OOH".
- When the flag respawns you will now hear an evil swirl of wind.
*****************************
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(3) - ABOUT THE MOD & AUTHOR -
*xx* - Wow, what a rewarding learning experience this MOD has been for me!
- This MOD was started so long ago, I cant remember the exact date. I remember it was before Quake3.
- This MOD has survived through 4 hard-drive failures and 2 system upgrades thanks to backups on both
zipdisk media and CD-ROM Recordable media!
- Progress on this MOD really yo-yo'ed up and down, mainly due to life commitments and projet priority.
- This MOD was created using only the original Blood2 source-code that was released to the public, no
external or third-party information was included what so ever.
- I know this MOD probably wont revive the nearly dead Blood2 community, but atleast I can say I gave it
a shot and finished the damn project and didn't abandon it when things got really cold and futile.
- I am very satisfied with the first release of this MOD, I was able incorporate a large amount of my
original features.
- I wanted the player to have a "unique" experience playing Bastard CTF that is why I didn't try to
incorporate some features that had already been present in other projects by other people. I believe
each Blood2 MOD should have its uniqie values to them, and Bastard CTF has them, and then some
- The future of this MOD is uncertain because of the state in which the Blood2 community is at right now,
I really dont plan on doing another update because there is practically no one on the few servers for
Blood2; and with good reason! But if Hell freezes over and more than few dozen people start playing
you can expect future updates
- None of the cheats have been tampered with. Infact Blood2 is more fun with cheats enabled!!
MPKFA - Gives all weapons
MPSHOTGUN - Gives another Shotgun
Check some internet sites for the rest of the codes!
- You might see a official Bastard CTF Map Pack in the near future which I will release made possible by
the released .ed files to all of the original Monolith CTF maps, and some of the BloodBath maps.
*xx* - Heheh, I have been lurking in the shadows of the Blood2 community ever since its release in that
faithful Fall of '1998.
- I was exposed to the original "Blood" on a shareware cd a buddy of mine lent me while I was in school
many years ago, and the rest is history.
- I am not angry at Monolith for the way Blood2 turned out, in fact since I hadn't been exposed to any
of the hype or company promises, so I initially found Blood2 quite refreshing and impressive.
- I personally hope they don't start a new Blood project anytime soon because I feel the industry just
isn't in the proper enviroment to accept such a title successfuly.
- I would personally love to see the original Blood title on the Sony Playstation!
- I would also like to see more levels original to Blood2 rather than conversions from Quake3, or
other games. Those maps made those games great- We need maps to make Blood2 great. (give it a B2 theme)
- And in closing.. well I am proud to have been given the oppurtunity to MOD for such a cool game, no
matter its initial gameplay or content. BLOOD2 ROCKS!
*****************************
*****************************
(4) - FLESHBAGS.. -
*xx* - Basically if you've ever taken me seriously or even given a fart about my little project your name
would have ended up here
- Lithium: Thanks for supplying me with the Combat Shotgun models, sounds, & icons from you know where.
- Chris H: Thanks a million times and then another thousand for putting up with my sometimes strange
questions about lighting, level design and lithtech doobery in general
- Blacky: Although not in any way affiliated with this MOD, I almost used your cool little
"Who's your daddy" slogan, thanks for the countless cracks and foibles about the more moronic people
in the lithtech community in general.
- Allan C: Thanks for giving me some insight on a few things, although I can't say I didn't really do
much with the insight, atleast I was able to prioritize the MOD purpose a tiny bit here and there.
- Jason H: I don't even know why in Hell's name you're mentioned here; oh well, the more the merrier.
- P. Kerren: Aww come on! Yea that tiny itsy bitsy info about the water object was really nothing, but
atleast you're another person who has done some 'current' Blood2 work.
- Peter H: Another person who wasn't in the mix of things really, but is a good responsible person
with Lithtech knowledge none the less!
- Exco???: Sorry don't remember your full nickname, but this babe helped test the weapon drops for
a very brief but important limited testing period online during the early days of development.
- Mikko: Hehehe, first person I gave out some screenshots to. Another fleshbag who wasn't connected
but is a very wacky and good natured *uh-huh* individual anyhow!
- ID SOFTWARE: This company holds the original trademarks and copyrights to all of the Quake2
related material in my MOD.
- Furthermore, all companys hold their respective trademarks and copyrights including patents to any
material used in my MOD. I do not claim ownership over their property what so ever.
*****************************
*****************************
In Ze We Trust
Introduction
This modified version of Blood2 Server supports all the DarkAct V1.8 options, including BloodFeud. I haven't, as yet, made many modifications to the way Multi-Player works or the issues concerning Internet slow-down or Lag - having a fast connection, fast PC and 128MB memory is about all you can do to alleviate Lag (or play on a LAN!)
This version of the Server will Automatically Detect and Load the DarkAct V1.8 REZ file, you don't have to select it in the REZ Files dialog.
Added GameType info to the Server Running Dialog.
This version has a slower Ping Update Rate, to reduce the frequent message count. This bears no relation to the actual PING rate itself and is only used to update the Client's occasionaly with their actual PING.
Please make sure you downloaded the correct versions of DarkAct V1.8 and DarkAct Server for your Blood2 installation, Standard Blood2 or Blood2: The Nightmare Levels.
THIS IS NOT A COMMERCIALLY PRODUCED ADD-ON.
Installation
Simply unzip the ZIP file into your Blood2 directory (the same place as the standard B2 Server). Double-Click the EXE to start it. You MUST also have the relevent DarkAct V1.8 REZ file in the "custom" folder within Blood2, either Standard Blood2 or Blood2: The Nightmare Levels. This Server version is tuned for DarkAct V1.82 and above and may not function correctly with older REZ file versions. You should first remove any older DarkAct patches (V1.81) and replace them with the V1.82 patch in the custom folder. Note that you MUST also select the newer patch in the REZ files dialog.
Running under Window 95
I have noticed that under Windows 95, the Server does not locate the REZ files properly, most likely due to the long-filename handling differences between Win95 and Win98. Thus, if you are running under Win95, you MUST make sure that ONLY the correct version of DarkAct V1.8 for your installation (Standard B2 or Nightmares) is in the custom folder - it will also appear in the REZ files dialog, but you DO NOT have to select it. Windows 98 users can have both versions in the custom folder, the Server will only load the correct version depending on which Server version you are running.
MultiPlayer Options
All the DarkAct options are on a seperate Multi-Player Wizard page.
Drop Weapons. You can drop your weapons as you would do in the single player game. This also means that you drop your current weapon when you get killed, losing that weapon for the duration of the game (unless you pick it, or another of any type, up again). As you can now pickup weapons in BloodBath, you can pickup a dead players weapon for Akimbo guns (or even switch weapons), which also deprives them of the chance to reacquire their lost weapon... unless they kill you to get it back! You can only pickup another weapon if it's for Akimbo, and you always drop both guns if Akimbo when killed. Your weapons are restored back to your starting selection when the next level starts. In standard BloodBath, you cannot pick up weapons for ammo, in BloodFeud you can.
Allow Akimbo is mainly for Drop Weapons rules. In standard BloodBath, you could not pick up weapons even if they were in the level. With Drop Weapons I also enabled picking up of weapons so you can reclaim/change weapons, but this also means that if weapons are in a standard BloodBath game you can also pick them up. This option controls if you can pick up two weapons for Akimbo Guns.
Start Akimbo lets you start the game with all your Dual-Handed weapons Akimbo (IE. Beretta, Flare Pistol, Uzi, Sawn-Off Shotgun and Assault Rifle). Allow Akimbo must be checked for this option to function.
Random Levels means that instead of playing through your selected levels in order, your level list is randomized. You won't get the same level twice in a row, or levels repeated before all your levels have been played.
BloodFeud Options
Enemy AI's Drop Weapons. Controls if the enemies drop their weapons when killed, like in Single Player. This makes the game harder if it's Off, as there's less ammo around, but may give less network lag. After 10 minutes you'll have guns lying around everywhere - if they don't drop them, the server doesn't have to keep track of all the extra objects.
Allow friendly fire. Checking this allows you to kill other players. Usually Off as it's a sort of team-based game... Players VS AI's. You don't usually want to accidentaly kill your mates.
Score Negative frags for friendly fire. If friendly fire is allowed, this is the same as the Team game option, which denotes if your score should go down for hitting a friendly player.
Use Player Setup Weapons. Normally, you start a BloodFeud game with only your Knife and a single Beretta. You pick up weapons in the level which you retain when you respawn, so you gradually acquire a set of weapons. If this is checked, you will start with your previously defined set of weapons for BloodBath, from your config file, instead.
Do Extra Scoring. I've put this option in, so you can turn off scoring on the Server, which may give less network lag. This also automatically controls the display of the Enemy Count Bar. When each AI is killed they send a message to all Clients to do the scoring, with this off, the message count is thus reduced.
Show Extra Scoring Kill Messages. This controls the display of the Kill Messages, that show the enemies each player is killing. Only relevant if Extra Scoring is ON, it may give less Client-side slowdown with these turned Off.
Enemy AI Level. Set's the strength of the Enemies to their Single Player equivalent - Genocide, Homicide or Suicide level.
Max Enemies in Level. You can set the amount of enemies (including players as they are treated as Cabal members) that will ever appear - helps for slowdown and can be used to simulate a BOT game.
Tuning BloodFeud for Better GamePlay
If you want to improve the speed of the game reduce the Max Enemies in Level. Try turning Extra Scoring, Kill Messages, and Enemy AI's Drop Weapons Off for a possible benefit. Play over the Internet is NOT recommended, and I can't say what the framerate would be like - I have developed BloodFeud mainly for LAN or Host-Yourself games.
MultiPlayer TeamPlay Admin Options
I have added an option so you can setup a MultiPlayer TeamPlay game (CTF, TeamPlay or Soccer) and have all the Clients join as Spectators. The Host can then assign Clients to the Red and Blue Teams or as Spectators so teams can be setup properly. If the game is started as normal, the Host can still change Clients teams or assign them as Spectators. Frags are zeroed and Skin Colour updated when Clients are assigned new Teams. There are three new buttons which you can use to assign Clients to teams (Blue, Red and Spectator) on the Server running dialog.
Other Features:
- Added Custom Team Names so you can put in your Clan name instead of having Team Blue or Team Red.
- Team names now displayed on the Server running dialog.
- Team assignment now shown for each Client.
- Added text messages for Team Assignment changes and included the Custom Team Names.
The Bugs
Please read the information about this MOD on the website Updates pages and understand the bugs that exist. I've tried to minimise the bugs associated with the changes I've made, but I haven't yet fixed everything. I'll be constantly fixing bugs and including new features during the time I'm working on this MOD and posting new versions on the site as and when I complete them.
- Server always crashes on shutdown (but does not crash my PC). The config file is already saved at this point, though, so you won't lose your settings - working on this...
- In BloodFeud, sometimes a kill may not be registered.
- In BloodFeud, sometimes the enemies stop appearing (Go back to the start of the map to trigger them again).
Credits
Blood2: The Chosen and Blood2: The Nightmare Levels by Monolith Productions.
DarkAct Server MOD by guzz.
modification that adds Blood style touches to Blood II: The Chosen as well as a lot of other original touches. The main goal of the modification was to bring back a more classic Blood atmosphere to Blood II BloodBath.
Extra Crispy 4.0 - Глобальная модификация игры, меняющая баланс в сторону больше сложности, механику оружия, ИИ, звуки, добавляющая лежащее на земле оружие, новые анимации оружия и многое другое и многое другое. Изменений очень много, поэтому подробно ищите в ReadMe Ставить обязательно
FXEnhancer - Модификация меняет только баланс игры, в отличии от EC 4.0 не добавляет ничего нового. Лежит в основе EC 4.0.
BastardCTF - Мультиплеерный мод, добавляющий улучшенный режим захвата флага. Так же с дополнительными карта от Outz.
Dark Act Project - Мод, добавляющий новые режимы игры, включая кооперативный. Изменений также много. Немножко затрагивает сингл. Ввводит в игру ботов для игры в мультиплеере. Подборбнее в WARNING.TXT. Заменил Milsbo CO-OP.
Festival of Blood - Мультиплеерный мод, который меняет режим Bloodbath в сторону классического Blood.
Вверху - c Extra Crispy

Внизу - Оригинал
Первый уровень c Extra Crispy 4.0:
http://youtu.be/cP1mzteiK3I
Первый уровень без модов:
http://youtu.be/JpYvedLHd_Y
Движок игры старый. Любителям высоких разрешений - выставляйте с осторожностью. Стабильная работа гарантируется на 1280х960 (1280х768 для широкоэкранных мастодонтов).29.09.2014 - Торрент перезалит!
- Добавлена версия от GOG с доп. материалами
- Игра и моды разделены. Теперь хотите устанавливайте, хотите нет. (Сделано по просьбе трудящихся)
- Моды вынесены в отдельную папку, содержатся в .RAR архивах. Инструкция по установке прилагается
При первом запуске настройте управление. В версии от GOG по умолчанию нет кнопок ведения огня на мышке
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