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п»їCED base RoE v1.6.4 full - RoE only !
A Mod for Doom 3.
Updates.
This Doom 3 mod is based on the awesome CED Chimuelo el Dragon mod and adds a lot of new features and a much faster gameplay, less realistic but more playable action. Also this mod is RoE compatible with just renaming the file zzzzzz_d3xp_ced_base.pk4.zip to zzzzzz_d3xp_ced_base.pk4 and loading it as a mod if used from the D3XP RoE already loaded first.
Very Important. To see all the new textures and skins the autoexec.cfg should have this command activated.
set image_useNormalCompression 0.
Updates on CED mod.
v1.6.4- (full) - Lowered the health of Monster Hunter HellTime to 250 from 1000 units before, it was too much . - Fixed some small bugs.
v1.6.3- (full) - Bettered particles effects for most monsters weapons. - Changed the fire sound for the shotgun for both ZSecs and Player.
v1.6.2- (full) - Latest shaders (mate version !). - Updated scripts for pistol, machinegun and plasmagun for the alternate fire of each weapon to do more damage and 2x faster velocity of the bullet.
v1.6.1- (full) - Latest Shaders. - Changed the skin for the shotgun, now is still white, but with some dark blue instead of black. - Added the ImmersiveHD sound for CED. - Updated & Bettered some particles effects for smoke. - Now, the alternate fire for plasmagun weapons fires the right number of fireballs and with less spread, so it should be more effective !
v1.6- (full) - Fixed the x1 and x3 button on the pistol. - Bettered some models. - Faster reload animations for pistol, machinegun and plasmagun. - Better RoE compatibility.
v1.5b- (full) - Darkened even more the machinegun skin. - Bettered some zombie maint heads color tone. - Fixed the flashlight button on pistol. - Fixed shotgun, shotgun_double and pistol toggle on and off for D3XP only, now works ! - Updated shaders.
v1.5a- (full) - Bettered the plasmagun both fire and alt-fire. - Reload animation for both plasmagun and machinegun are much faster now ! - Bettered the machinegun both fire and alt-fire. - Darker skin for machinegun. - Fixed small bugs.
v1.5 - (full) - Enhanced all weapons. - Fixed a lot of bugs. - Better shaders. - Better Sentry.
v1.4a..(update) - Changed the shotgun position, now is perfect ! - Fixed a bug that, when in D3XP mode, made the pistol to start with 0 bullets, now it starts with 17, like in base. - Fixed the Sentry, now works perfect . - Powered up the Secondary fire for the Plamagun. - The Chaingunner health increassed from 130 to 150. - Added optional Gloves from Doom 3: Phobos by Team Future. - Fixed small bugs.
v1.4. (update) - Now, Imps, Hellknights, Revenants and CyberDemon use "rockettrail.prt" newer smoke particle ! - Enhaced all weapons. - Many NEW features and changes i really don't remember now ! - Added white shotgun skin ! - New Shaders ! - Fixed bugs.
v1.3. (update) - Made the raise and reload animations for the shotgun, to be much faster now. - Increassed two points the machinegun damage. - Enhanced soda machines, they look even better now ! - Brighter flashlight and shotgun flashlight. - Fixed handgrenade not doing light. - Rockets go slightly slower, but very fast, still. - Plasmagun does more light. - Flashlight skin is blue, now. - Changed skin color to blue, for some items, like medkit small, large and armor shard. - Now the grenade has some brighter points in orange color visible in the dark. - Changed skin colors for some weapons. - Changed skin color for Imp and Imp branded. - Changed skin for zombie maint. - Added a fire light to the LostSouls and Forgottens. - Compatible 100% with Wulfen/Monoxead textures, requires "+set image_usePrecompressedTextures 0" to be set. - Added the great IDO sounds to the ammo pickups. - Doubled ressolution for rocketlauncher, also changed its skin color. - Added low ammo warning to machinegun and plasmagun.
- Fixed the shotgun reload script, for being able to stop reloading and fire the shotgun in middle reload. - Changed the chaingun fire color for both player and Zombie CGUN, now is yellow and does less spread also. - Updated the shaders to latest version. - Fixes small bugs on double shotgun. - Latest NEW A.I. updated. - NEW mainmenu music. - Fixed CGUN plasma sounds. - Fixed monster_Zsec_Machinegun. - Fixed weapon pistol. - Fixed RoE mode (like not getting the grabber weapon after the cinematic on Erebus1 map and more). - Added zoom text in orange color to the rocketlauncher. - Added smoke for all zombies with guns, like zsecs and commandos. - Added custom Zoom for the double barrel shotgun, amazing . :D - Added own crosshair for the double barrel shotgun at last ! - Now the burgers and coke cans give 1 health and 30 stamine, respectively.
- Increassed the max_ammo for all weapons. - New grey color and skin for the machinegun. - New enhanced detail for machinegun, plasmagun, chaingun, shotgun and handgrenade. - Halved the damage for ZCommando_CGUN, was too much, now is dangerous still, but balanced. - Fixed problems with .DDS textures for weapons skins. - Fixed some little sound problems. - Changed the classic chaingun that used bullets for the new chaingun that use plasma (like in RAGE) ! - Fixed plasmablast splash on plasmagun weapon. - Added NEW ZCommando Plasma replacing the ZCommando CGun. - Added NEW Imp E3 by Zakyrus, much faster and dangerous than before !
- Chimuelo el Dragon based mod. - Hides croshair when reloading. - Hides crosshair when on a ladder, not only the weapon. - The crosshair moves when running, (go big and small). - When the player is not on the ground the croshire changes its size for a litle time. - When the player gets hit by some enemy, the crosshire changes its size too. - Grenade weapon do not cycle and can be toggled. - Optimized machinegun and plasmagun fire scripts. - Flashlight item uses same material light as the shotgun. - Plasmagun makes a better muzzleflash but keeping it fast. - Machinegun ejects brass again, but a better one. - Shotgun ejected shells cast shadows. - New A.I. for all monsters and zombies. - New Shaders using my Riddick shaders latest version. - Brilliant skin for chaingun (only the barrel), plasmagun and BFG weapons. - Soda machines both red and green, now are brighter and more realistic than before. - Faster chaingun barrel rotation and fire. - Faster plasmagun fire and new plasmaglow light for it. - GUIs for machinegun, chaingun and plasmagun don't have light, but BFG does a different more blue light color. - Pistol and rocketlauncher both have the laser pointer active by default. - Fixed ZCommando cgun fire light. - New fire sound for the plasmagun weapon. - Shotgun double added on every backpack. - Mancubus and Revenants now does muzzleflash light when firing its fireballs and rockets respectively. - Fixed small bugs on CEDBase mod.
- GUIs don't make the crosshair to hide. - NPCs show its name but the crosshair should hide and it doesn't. -
CED Base v1.6.4 full - Doom 3.
A Mod for Doom 3.
Updates.
This Doom 3 mod is based on the awesome CED Chimuelo el Dragon mod and adds a lot of new features and a much faster gameplay, less realistic but more playable action. Also this mod is RoE compatible with just renaming the file zzzzzz_d3xp_ced_base.pk4.zip to zzzzzz_d3xp_ced_base.pk4 and loading it as a mod if used from the D3XP RoE already loaded first.
Very Important. To see all the new textures and skins the autoexec.cfg should have this command activated.
set image_useNormalCompression 0.
Updates on CED mod.
v1.6.4- (full) - Lowered the health of Monster Hunter HellTime to 250 from 1000 units before, it was too much . (RoE only !) - Fixed some small bugs.
v1.6.3- (full) - Bettered particles effects for most monsters weapons. - Changed the fire sound for the shotgun for both ZSecs and Player.
v1.6.2- (full) - Latest shaders (mate version !). - Updated scripts for pistol, machinegun and plasmagun for the alternate fire of each weapon to do more damage and 2x faster velocity of the bullet.
v1.6.1- (full) - Latest Shaders. - Changed the skin for the shotgun, now is still white, but with some dark blue instead of black. - Added the ImmersiveHD sound for CED. - Updated & Bettered some particles effects for smoke. - Now, the alternate fire for plasmagun weapons fires the right number of fireballs and with less spread, so it should be more effective !
v1.6- (full) - Fixed the x1 and x3 button on the pistol. - Bettered some models. - Faster reload animations for pistol, machinegun and plasmagun.
v1.5b- (full) - Darkened even more the machinegun skin. - Bettered some zombie maint heads color tone. - Fixed the flashlight button on pistol. - Updated shaders.
v1.5a- (full) - Bettered the plasmagun both fire and alt-fire. - Reload animation for both plasmagun and machinegun are much faster now ! - Bettered the machinegun both fire and alt-fire. - Darker skin for machinegun. - Fixed small bugs.
v1.5 - (full) - Enhanced all weapons. - Fixed a lot of bugs. - Better shaders. - Better Sentry.
v1.4a..(update) - Changed the shotgun position, now is perfect ! - Fixed a bug that, when in D3XP mode, made the pistol to start with 0 bullets, now it starts with 17, like in base. - Fixed the Sentry, now works perfect . - Powered up the Secondary fire for the Plamagun. - The Chaingunner health increassed from 130 to 150. - Added optional Gloves from Doom 3: Phobos by Team Future. - Fixed small bugs.
v1.4. (update) - Now, Imps, Hellknights, Revenants and CyberDemon use "rockettrail.prt" newer smoke particle ! - Enhaced all weapons. - Many NEW features and changes i really don't remember now ! - Added white shotgun skin ! - New Shaders ! - Fixed bugs.
v1.3. (update) - Made the raise and reload animations for the shotgun, to be much faster now. - Increassed two points the machinegun damage. - Enhanced soda machines, they look even better now ! - Brighter flashlight and shotgun flashlight. - Fixed handgrenade not doing light. - Rockets go slightly slower, but very fast, still. - Plasmagun does more light. - Flashlight skin is blue, now. - Changed skin color to blue, for some items, like medkit small, large and armor shard. - Now the grenade has some brighter points in orange color visible in the dark. - Changed skin colors for some weapons. - Changed skin color for Imp and Imp branded. - Changed skin for zombie maint. - Added a fire light to the LostSouls and Forgottens. - Compatible 100% with Wulfen/Monoxead textures, requires "+set image_usePrecompressedTextures 0" to be set. - Added the great IDO sounds to the ammo pickups. - Doubled ressolution for rocketlauncher, also changed its skin color. - Added low ammo warning to machinegun and plasmagun.
- Fixed the shotgun reload script, for being able to stop reloading and fire the shotgun in middle reload. - Changed the chaingun fire color for both player and Zombie CGUN, now is yellow and does less spread also. - Updated the shaders to latest version. - Fixes small bugs on double shotgun. - Latest NEW A.I. updated. - NEW mainmenu music. - Fixed CGUN plasma sounds. - Fixed monster_Zsec_Machinegun. - Fixed weapon pistol. - Fixed RoE mode (like not getting the grabber weapon after the cinematic on Erebus1 map and more). - Added zoom text in orange color to the rocketlauncher. - Added smoke for all zombies with guns, like zsecs and commandos. - Added custom Zoom for the double barrel shotgun, amazing . :D - Added own crosshair for the double barrel shotgun at last ! - Now the burgers and coke cans give 1 health and 30 stamine, respectively.
- Increassed the max_ammo for all weapons. - New grey color and skin for the machinegun. - New enhanced detail for machinegun, plasmagun, chaingun, shotgun and handgrenade. - Halved the damage for ZCommando_CGUN, was too much, now is dangerous still, but balanced. - Fixed problems with .DDS textures for weapons skins. - Fixed some little sound problems. - Changed the classic chaingun that used bullets for the new chaingun that use plasma (like in RAGE) ! - Fixed plasmablast splash on plasmagun weapon. - Added NEW ZCommando Plasma replacing the ZCommando CGun. - Added NEW Imp E3 by Zakyrus, much faster and dangerous than before !
- Chimuelo el Dragon based mod. - Hides croshair when reloading. - Hides crosshair when on a ladder, not only the weapon. - The crosshair moves when running, (go big and small). - When the player is not on the ground the croshire changes its size for a litle time. - When the player gets hit by some enemy, the crosshire changes its size too. - Grenade weapon do not cycle and can be toggled. - Optimized machinegun and plasmagun fire scripts. - Flashlight item uses same material light as the shotgun. - Plasmagun makes a better muzzleflash but keeping it fast. - Machinegun ejects brass again, but a better one. - Shotgun ejected shells cast shadows. - New A.I. for all monsters and zombies. - New Shaders using my Riddick shaders latest version. - Brilliant skin for chaingun (only the barrel), plasmagun and BFG weapons. - Soda machines both red and green, now are brighter and more realistic than before. - Faster chaingun barrel rotation and fire. - Faster plasmagun fire and new plasmaglow light for it. - GUIs for machinegun, chaingun and plasmagun don't have light, but BFG does a different more blue light color. - Pistol and rocketlauncher both have the laser pointer active by default. - Fixed ZCommando cgun fire light. - New fire sound for the plasmagun weapon. - Shotgun double added on every backpack. - Mancubus and Revenants now does muzzleflash light when firing its fireballs and rockets respectively. - Fixed small bugs on CEDBase mod.
- GUIs don't make the crosshair to hide. - NPCs show its name but the crosshair should hide and it doesn't. -
Thread: Evernight is fixed?
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Evernight is fixed?
Today after afternoon Evernight update I had no decoration bug and no login issues on all my characters. And nobody from my kinship reported such issues.
And population even went up to 1100 people that are not anon.
The loading bar still feels like it gets a timeout. But instead of staying unloaded forever and forcing the alt-f4. It now seems to reset and loads nearly 100% off the time. Think i've heard of 1 kinnie that had a loading issue. And we've stressed the relogging heavily during summoning hour for the instances.
Anecdotely the housing loading also seems to be a lot better.
You did it! You finally fixed it! After weeks and weeks of listening to half the raid get stuck on the load screen several times a night to absolutely none from anyone tonight. Felt much faster loading into the game and swapping people between raid groups wasnt lagging as much.
It does seem that the client/server are now able to acknowledge a timeout in the login process and retry when it happens.
I've seen a flash of a second loading screen (loading image changes midway through loading) followed by chat logs clear of the channels that I'm connected to (but the channels are working).
Quirky, but it works!
I only caught the message after pops had fallen too low. I did a cycle through ingredients pack toons without holding the instance with an alt account char and the yard displayed fine each time. Checked out the rest of the neighbourhood and there were no obvious missing yards although my friend's house still doesn't show ownership.
I have been play on 32-bit, stubbornly waiting a proper fix, and porting to places and exiting buildings has been "sluggish" so I might ask if kerbelettos is running 32-bit as well? Took a while for character to properly animate and for mobs to become visible when already attacking. So in prep to test peak pop I hid the 64.ini and ran from the default. Changes are stable so can now discount the 32-bit effects.
Evernight pop at 561 now so a while yet for a good test but will go up to Eldarslade and check if the "sluggishness" is still apparent.
I have been wondering the Robbing of Peter though.
Took all my chars away from their optimum loading locations and put them all out into notorious load locations. Pops in the mid 700 non-anons and all chars logged in without issue and all travelled home to be met by a full yard displayed.
Is this something that can be applied to other servers or is a balancing of resources? I'm thinking of a reprise of the protest but as a celebration tour of other servers.
Will it likely address the issues we have loading into group instances of late where odd things don't load; a corrupted tree missing, no popup entry quest or no mobs to kill to dispel mist blocking our way? *
Likely you now know just how long it's been an issue and how long players have suffered? Does it make you think how annoying it must be when our concerns are ignored for years?
Thanks to whoever found what seems to be the solution, but why didn't you look earlier?
P.S. * Also MoL's occasionally missing Merivale from the MM BBOM quest?
Spot tests with numbers at 800 and now 900 have loading still functioning very well, no issues and full housing instance on show. Not got any Premium houses ofc - was little point on Evernight.
Weekend numbers should be the final proof of it.
Housing loading is definitely better, after I have vigorously tested it this evening. However (sorry there is a however), where things are loading in fine now, permissions is playing up. I gave permissions to a character and they appear in the list with all the relevant boxes ticked, but the character does not have permissions to do any of the functions that I set up for it (e.g. cannot open house chest, or decorate etc). Also, once the character giving permissions had done so, they can no longer enter the permissions panel to try reapplying the permission. Clicking Permissions just doesn't do anything at all.
Game character loading seems to be a lot better.
Treat others as you do your best pictures, and place them in their best light.
Have you not got it Arnenna, you're not supposed to be inviting people in, got to be patrolling your stoop weapons drawn and building a wall. So back to switch it off and on again?
Yeah still anxious about a knock on effect as Cords message was just another of the crossed fingers hope for the best that's proven not to make any marked difference before.
This time it very much has and can hope it has good knock on effect with missing content loads elsewhere in the game that 'til now has escaped SSG.
Have you not got it Arnenna, you're not supposed to be inviting people in, got to be patrolling your stoop weapons drawn and building a wall. So back to switch it off and on again?
Yeah still anxious about a knock on effect as Cords message was just another of the crossed fingers hope for the best that's proven not to make any marked difference before.
This time it very much has and can hope it has good knock on effect with missing content loads elsewhere in the game that 'til now has escaped SSG.
Well, I have more than one house, and I store a lot of stuff to help out kinnies, so permissions is probably the most important part of housing from my perspective.
I'm hoping this problem will have cleared itself today, but will test it later on. It would be great if others could give it a run too, and see if they have the same issue.
As of 4.00 am this morning UK time, permissions were botched. They were working ok last week.
p. s. I'll also be testing based on ownership today. The two houses I tested yesterday were not owned by my main account, even though the alt of my main account had full permissions to grant other players permissions. I'll check today to see if it happens with my main account house, or my premium Rohan house.
Treat others as you do your best pictures, and place them in their best light.
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