File Size: 564.65 MB (592081994 bytes)
File Type: Patches (browse all)
File Name: ArmA_InternationalUpdate105_108.zip
Downloads: 14 total
File Description
This patch includes improved voice communication, various AI and UI improvements, and a huge number of bug fixes and game tweaks and balances.
File Instructions
******************** ARMA UPDATE 1.08.5163 README ***********************
*************************************************************************
THIS UPDATE WILL MODIFY YOUR GAME INSTALLATION. YOU NEED TO FULLY REINSTALL THE
APPLICATION INCLUDING PREVIOUS PATCHES INSTALLED TO REVERT YOUR GAME TO PREVIOUS
STATE.
© 2007 Bohemia Interactive Studio. All rights reserved.
This application will update your ArmA: Armed Assault / Combat Operations to
version 1.08.5160.
www.armedassault.com
SYSTEM REQUIREMENTS:
====================
ANY ORIGINAL VERSION OF ARMA 1.05 (PATCHED VERSIONS) AND 1.06 (US VERSION)
HOW TO INSTALL THE PATCH
=======================
Run the patch exe to apply the patch setup automatically (you may be prompted
to choose your exact version in some occassions).
There's no uninstall option for the patch itself. You need to reinstall the
game from the original setup to get it to the original version.
WHAT'S NEW
==========
CHANGELOG 1.08
==============
Version 1.08 is released as free patch to all existing editions of ArmA
(updated to version 1.05 or US version 1.06).
===Main New Features===
* Improved clarity and reliability of Voice over net
* Increased contrast of light for all weather conditions
* Bullet impact is now visualised also on all objects and vehicles
* 2D optics now support wide screen aspect ratio correctly
* Various AI, UI, gameplay and stability improvements and tweaks
* New texture detail "Default" that autodetects the amount of VRAM. Recommended
Texture Detail setting for users of cards with more than 512 VRAM.
* Reworked logic of teamswitch to make it more suitable for detailed manual
squad command control
* Full support for multiple airports
* A bit faster and more fluent radio protocol
===Engine Change Log===
====Release Candidate 0====
- Fixed: Very long MP mission name could cause crashes or freezes
- Fixed: UI - Double click on listbox scrollbar does not launch the listbox
action now
- Fixed: Optics were deformed when using other than 4:3 screen ratio
Fixed: Tanks were having troubles driving up the stones
- Fixed: Functions createGroup, createUnit now fully works in MP
- Fixed: AI now gets in vehicles on the positions where dead units are
- Fixed: Gear dialog is closed when player dies
- New: Weapons - optics camera can have a different direction than muzzle
direction now
- Fixed: UI - Gear display - icons for empty slots
- Fixed: Mission loading screen - missing text given in onLoadMission
- Fixed: When failed to join to a locked server, the correct cause is shown
now.
- New: Mission editor - year control in intel dialog
- Fixed: UI - Missing addons error message - show the list of missing addons
- Fixed: VoN sources management to prevent some sounds not audible in
multiplayer
- Fixed: Tow missile weapons are guided after they are fired.
- Fixed: AI - gunners was sometimes unable to fire simultaneously
- Fixed: Functions getVariable, setVariable can be used for more object types
now
- New: Improved support for X360 controller
- Fixed: MP crash sometimes happened after deleteVehicle on some person
- Fixed: Actions menu - drawing of arrows when scrolling is enabled
- Fixed: Tanks were thrown in the air when colliding with some destructed
buildings
- Fixed: Gear action did not sometimes work in buildings (high over surface)
- Fixed: MP - multiplication of magazines when putting them into a full crate
- Fixed: UI - listboxes with texts of different color - color of selected
text
- Fixed: Game running in full screen had invisible but clickable window areas
(close, minimize)
- Fixed: Helicopters - state of hovering autopilot was not saved nor
transferred in MP
- Fixed: Touch off action available also in vehicles now
- Fixed: Watch and GPS minimap forced not to be shown in cutscenes.
- Fixed: In-game UI - In wide-screen aspects, the aiming cursor disappeared
outside the UI area of the screen
- Fixed: Dedicated server - ban.txt was locked for edit during the game
- Fixed: MP mission statistics can be written to the file given by command
line argument -ranking=...
- Fixed: Invisible magazine when player get in vehicle during reloading and
get out again.
- Added: function clearVehicleInit
- Fixed: Movement config - entry primaryActionMaps telling what action maps
will be loaded first (and so used for initialization of movement)
- Fixed: RCtrl is no longer reserved for combos, it can be used as a separate
key as well.
- Fixed: Keys with dik code greater than 128 (numpad, some special keys) can
now serve as combos.
- Fixed: AI no longer starts firing in Hold fire unless the enemy is really
threatening it.
- Fixed: Helicopter center of rotation is now center of mass, not rotor mast.
- Fixed: Improved AI and autohover hovering stability.
- Fixed: XInput handling of input devices disabled because of missing
configuration options
- Fixed: Position of Present call in the frame changed to improve Alt-Tab
stability and work around possible driver errors.
- Fixed: Reduced texture memory requirements for little varied parts of the
terrain.
- Fixed: M1A1 was never turning out in safe or careless mode.
- Added: function nearTargets
- Fixed: MP - Helicopter could appear as destroyed when in fact it was
unharmed.
- Fixed: MP - more reliable transfer of damage status of vehicles to other
clients.
- Fixed: Better VRAM allocation estimations for nVidia 8800 card, resulting in
less frequent missing textures.
- New: Cheat Shift Minus FLUSH to allow to manually flushing all VRAM
allocations to restore performance if needed.
- Fixed: AI no longer uses RPG/LAW for looking at unknown enemies.
- Fixed: AI target position accuracy sometimes was fluctuating a little bit
for distant targets.
- Fixed: AI Commander no longer commands individual targets when using weapons
which gunner can operate autonomously, like machine guns.
- Fixed: AI could be stuck on Seek and Destroyed waypoint when group consisted
of one vehicle with multiple crew positions.
- Fixed: Some Joystick buttons have fixed function in UI and game.
- Fixed: Improved radio protocol fluency by binding words together.
- New: VoN 2D voice volume is now controlled by radio volume.
- New: Console output of dedicated servers can be logged to file specified in
the server config entry logFile.
- Fixed: Reduced occurrences where AI characters walked through each other.
- New: MP Statistics table now indicate who is speaking over VoN by flashing
given players name.
- Optimized: Text rendering optimized, should make situations where a lot of
UI text is rendered faster.
- Added: functions isKindOf, sizeOf
- Optimized: Terrain rendering uses less CPU.
- Fixed: Improved VRAM managment for ATI cards with Catalyst 7.3 or newer.
- New: Support for larger texture cache with new Texture Detail level
"Default", useful for cards with over 512 MB VRAM.
- Fixed: Flare disappearing is now smooth near screen edges.
- Fixed: Wall and other obstacles now provide better shielding against
explosions
- Fixed: Voice over net was not working when DS and client was running on a
single PC
- Fixed: VoN connection established by retranslation through server Game
socket when NAT negotiation fails
- Fixed: Memory manager sometimes flushed caches too deeply, causing short
intensive disk activity.
- Fixed: VoN peer to peer connections are kept alive by sending special
packets
- Fixed: Voice over IP direct speak is made louder now.
- Fixed: Improved Voice codec quality, bandwidth for voice increased from 6
kbps to 8 kbps
- New: Speex1.2 beta 2 used as VoN codec
- Fixed: VoN voice clipping is reduced now.
- Fixed: Dedicated server crashes when retranslating VoN packets through Game
Socket.
- Fixed: Increased rudder authority for airplanes, improved AI using rudder
while engaging.
- Fixed: Briefing was sometimes cut on the right edge.
- Fixed: MP: Crash when ammo created via createVehicle killed the player.
- Fixed: Overall quality indication in the options changed for large view
distances.
- Fixed: Laser target acquire distance for AI was limited by rendering
distance.
- Fixed: Removed delay between target creation and its line of sight being
tested. Should help laser targets and dynamically created vehicles.
- New: Config entry vonCodecQuality to set VoN codec quality on dedicated
servers (default value is 3, can be value from 1..10).
- Fixed: AI subordinates now follow leader orders even when was stopped before
by the Team switch
- Fixed: Team switch shortcuts (previous / next unit) accessible also when map
is shown
- Fixed: Flap actions no longer present in the action menu for plane with no
flaps.
- New: Event handlers LandedTouchDown and LandedStopped
- Added: functions id setAirportSide side, airportSide id, plane landAt id,
plane assignToAirport id
- Fixed: Group leader left by team switch no longer orders some commands
- Optimized: Reduced amount of data transferred when JIP into a complex and
long running mission.
- Fixed: Bugs in VoN OpenAL source management.
- New: Animation controllers gmeterx, gmetery, gmeterz
- Fixed: Connection to GameSpy during dedicated server reporting was sometimes
lost (Windows 2000 SP2 or newer are required now)
- Fixed: Scripting function soldier moveInCargo [vehicle,position] was not
implemented.
- Fixed: Tanks now slow down when destroying a tree or other big objects.
- Fixed: Scripting function person moveInTurret [vehicle,[x,y,z]] crashed when
[x,y,z] was invalid.
- Fixed: External camera was sometimes forced close to the person when some
tree or bush was behind it.
- Fixed: Changing audio options while playing MP could cause VoN not working
or crash the game.
- Fixed: MP: setPos and setDir effects are now transferred across the
network.
- Fixed: In some situations, Rearm / Repair / Refuel did not fill all
===Data Change Log===
==Version 1.07==
===A10.pbo===
* config.cpp
**fixed Maverick rocket indirect hit range (to match other rockets)
**set damageResistance
**only one Maverick per target is used now.
===Air.pbo===
* Ah1Z fire geometry fix
* 2D optics models enlarged for 16:9 aspect
*config.cpp
**set damageResistance
**balanced helicopter armor and hitzones, so they survive emergency landing but
remain vulnerable to AA gunfire
* Tweeked texture of 2D optics
===Air3.pbo===
*config.cpp
**set armor and damageResistance
===Anims.pbo===
*Fixed wrong "stand" links in several action maps
*introduced primaryActionMaps
*Ladder moves reworked (rifle moves introduced)
*Transition erc rfl low to pne added
*Interpolation for AI movement erc stp ras rfl to erc spr low rfl added
===Animals.pbo===
*fixed shadow problems with small insects
===Buildigs.pbo===
* fixed maping in 1st LOD of castlehelfenburg.p3d
* fixed "empty or no skeleton" errors for hotel and kostel_mexico
* fixed Z-fight flickering on misczidka03
* fixed shadow volume at brana02nodoor.p3d
* fixed top roof ladder in Tovarna2
* miscrunway_papi* increased shining flare
===Ca.pbo===
*Getting rid of hardcoded strings
*Fixing turret errors on some of the library objects
*Bouys are not reported by AI anymore
===Desert.pbo===
*Map repacked to lower VRAM usage
*Updated ilsTaxiIn for Rahmadi strip,
*Added drawTaxiway value
===Characters.pbo===
* Fixed clan for all civilian
* deleted faulty last lod of np_soldier_pilot
===Misc.pbo===
*config.cpp
** increased armor of sanbags fence to 800 (equal to fortress)
** decreased arnmor of barrels and pallettes to 20 (equal to civil car)
** empty skeleton error on armored target fixed
* paletaA, paletyC, paletyD fixed fire geometry
* Bilboard_Revolucion_bez_noh.p3d changed damage settings
* drevena_bedna.p3d changed damage settings
===Sara.pbo===
Map repacked to lower texture usage
*sara.wrp
**Bush moved from gate.
**Terrain adjusted, pavement accessible.
**Rock moved, scaled, rotated.
**Terrain of Pita runwaz flattened.
*config.cpp
**Added class SecondaryAirfields, 3 more ILS definitions in it.
**Updated ilsTaxiIn for Rahmadi strip
**Added drawTaxiway value.
===Sounds.pbo===
*Church bell sounds had wrong paths
===Tracked.pbo===
*2D optics models enlarged for 16:9 aspect
*T72, M1A1 changed comander_out view improved hitpoints
*T72, ZSU, M1A1 fixed fire geometry
*config.cpp
**set damageResistance
**HUD reworked for M113 variants
**HUD removed for ambulances
**set real T72 and M1A1 main turret elevation
*Tank commanders have new 2D square optics, some optics models cleaned
*tweaked 2D optics of brdm
===Ui.pbo===
*Introducing class RscInGameUI.RscUnitInfoNoHUD as default no hud class
*Introducing class RscInGameUI.RscUnitVehicle, that works together with compass
hud
===Water.pbo===
*config.cpp
**zoom for ironsights on turrets set equal to other weapons
===Wheeled.pbo===
*Enabled landrover police version
*Increased magazine loads on ammo trucks
*HUDs for armed vehicles changed to work with compass
===Weapons.pbo===
*2D optics models enlarged for 16:9 aspect
** G36 fixed after 1.07 beta
*cfgAmmo.hpp
**redesigned indirect hit and ranges for HE ammo and explosive hit
**small arms amo now has tracers only in arcade, reduced visible fire too
**changed ammo audible/visible settings
**defined Vickers mgun tracers
**all SD ammo defined as subsonic
**reduced GBU12 bomb indirect hit to not harm that much distant tanks
*cfgMagazines.hpp
**M24 uses traceless ammo
*AmmoBoxes.hpp cfgVehicles.hpp
**ammocrates destruction
*VehicleWeapons.hpp - PKT 100rnd mags introduced, mag.reload times balanced for
all MGuns
*MP5 magazines have names now.
*M16 GL, AK GL and M4 ACOG GL have new grenadelauncher ironsights
add in readme: Grenadelauncher ironsights can be now used for aiming on 150m
distance, in case M4 it is 200m
* GP-25 set to correct 40mm ammo
** tweeked textures of 2D optics of acog, ags and soflam
===Weapons3.pbo===
*2D optics models enlarged for 16:9 aspect
*M16A4 GL and M16A4 ACOG GL have added ironsights for grenade launcher and new
view axis
*Burst rate of fire for M16A4 changed, required cahnges in config.cpp of all 4
versions. |
*config.cpp
**changed ammo audible/visible settings
*ammo B_25mm_HE indirectHitValue fixed
===Wheeled.pbo===
*2D optics models enlarged for 16:9 aspect
*config.cpp
**set damageResistance
**zoom for ironsights on turrets set equal to other weapons
*Tweeking 2D sights
*Humers and Landrover with turret no more injures gunner while getting out.
CHANGELOG 1.06
==============
===Summary===
Version 1.06 is released in the US as ArmA: Combat Operations.
===Main New Features===
* The Armory
* A10
* Various AI, UI, gameplay and stability improvements and tweaks
===Engine Change Log===
- Fixed: Increased thrust when hovering stable in VTOL mode.
- New: Player can use Eject to disembark the vehicle while leaving engine on.
- Fixed: AI Strykers were not firing when player was not using iron sights /
optics.
- Fixed: Haze was too strong with large viewdistance.
- Fixed: Reduced shadowing caused by the terrain.
- Fixed: setTerrainGrid was not reset when a new mission was started.
- Fixed: Dedicated server - after #reassign two players could control a single
avatar
- Fixed: In-game UI: RMB now sends target also to the units selected in the
menu (when SPACE is holding)
- Fixed: AI - Cars now can plan path through bushes (but tries to avoid them
in Stealth mode)
- Fixed: AI getting into player driven ship or helicopter was sometimes going
to wrong position
- Fixed: AI Ships now can reach shallow water (but very carefully)
- Fixed: Ships - searching a place where to go for get in / get out improved
- Fixed: MP - Type of remote objects was not sometimes recognized correctly
(for example in function nearestObjects)
- Fixed: head movement not visible on players in vehicle
- Fixed: Freelook still forced when changing from cargo to secondary turret
- Fixed: AI sometimes did not take off NVG after skipTime was used.
- Changed: Less strict color coding for ping values.
- Fixed: Explosions no longer cause any objects flying high.
- Fixed: Some vehicles were not damaged when satchel charges exploded near
them on the bridge.
- Fixed: Man state was not updated frequently enough on some conditions (for
instance two players in the same vehicle)
- Fixed: Different selection of points where to get in / get out the ship
- Fixed: Gear action, when inside vehicle, gear action use this vehicle as an
items container
- Fixed: Measures implemented to avoid textures being placed in AGP, which
often caused degraded performance after prolonged playing.
- Optimized: Grass depth of field is now performed only with Postprocess set
to Very high.
- Fixed: Muzzle flash texture is preloaded now
- Fixed: Wounded player is stuck in the water.
- Fixed: Getting into vehicles - both player and AI now handle correctly exact
cargo position
- Fixed: Fixed performance issue when using Postprocess Effect High (related
to grass blurring)
- Fixed: Ships - faster movement in shallow water
- Fixed: Separate get in point can be defined for each cargo position
- Fixed: function "selectWeapon" now switches character pose when launcher is
selected
- Fixed: function setMousePosition is working correctly again (broken when HW
cursors was introduced)
- Fixed: Releasing Alt in a vehicle should center view vertically
- Fixed: Zoom out and initial zoom settings for infantry 3D optics and 1st
person view
- Fixed: Vehicles did not rearm when no ammo was remaining
- Fixed: Mission editor - objects which cannot float are placed underwater
now
- Fixed: All input ignored after MP session left while chat window still
open.
- Fixed: UI - selector active row highlighting was clipped to controls group
- Fixed: UI - wrong focus switching from expanded combo box (through click on
the other control)
- Fixed: Improved AI path following when moving slow.
- Fixed: Improved AI car path planning in combat mode near roads.
- Fixed: Multiple dedicated servers on a single PC - wrong port was shown in
the title and reported to GameSpy
- Fixed: Exhaust particle original position and speed improved
- Fixed: VoN issues with server behind firewall fixed
- Fixed: AI - heavy wheeled vehicles now can drive through bushes
- Fixed: AI cars avoided water even when canFloat = true was given in the
config
- Added: function createMissionDisplay
- Added: function joinSilent
- Fixed: Vehicle commanding - after player switched to driver and then to
commander, driver did not follow orders sometimes
- Fixed: External camera of the soldier was placed inside objects sometimes
- Fixed: Tracks were drawn under the bridge
- Fixed: Salute and SitDown should work as toggle actions (also their radio
protocol sentence fixed)
- Fixed: MP - handling / reporting the current and maximum number of players
was wrong sometimes
- Fixed: UI - Gear dialog - weapon overview improved
- Fixed: functions commandGetOut, doGetOut - units returns to formation when
finished
- Improved: Moving of external camera of the soldier is much smoother now
- Fixed: AI - path planning improved (more smooth transition between plans)
- Fixed: Improved helicopters engaging targets.
- New: Helicopter animation controllers cyclicForward and cyclicAside added.
- New: User action ZoomOutToggle. Mapped to 2xNumpadMinus as default.
- Fixed: Config entry predictSpeedCoef no longer needed - speed prediction now
based on looped/nonlooped. This should help AI predicting solider movement in
transitions like when seeing someone going prone.
- Fixed: Improved target scanning for fast moving units.
- Fixed: In-game UI - vehicle position icons in the status bar and commanding
menu
- Fixed: Map info (commands, friendly and enemy units) is now saving into game
save
- Fixed: On "Cannot create system memory surface: 8007000e" error, some memory
is flushed to allow game continuing.
- Fixed: scripting function "magazines" ignore empty (virtual) magazines
- Fixed: Buldozer crash - non-streaming landscapes not supported.
- Fixed: Reduced virtual address space usage on computers with 1 GB or more of
RAM.
- Fixed: Eye adaption was reset when getting in/out of the vehicle (most
visible with NVG)
- Fixed: AI boat movement precision and path finding improved.
- Fixed: AI vehicle braking now smoother.
- Fixed: Slightly improved AI pathfinding in a non-uniform environment.
- Fixed: Tides are now considered for AI path finding.
- Fixed: Possible server crash during NAT negotiation
- Fixed: Assigning roles display - clipping of enable / disable AI icon in
list of roles
- Fixed: Better movement of convoys on roads
- Fixed: NV goggles eye accommodation was reset, when returning to a paused
game
- Fixed: Gear screen in briefing - magazines was multiplied sometimes
- Fixed: Clipping of some briefings on the right edge
- Fixed: Distant grass layer follows roads more closely.
- New: New config value soundBurst to allow playing sound for each bullet in a
burst
- Fixed: Brightness limits were too benevolent - cheating was possible
- Fixed: UI - during low frame rate, double click on some item in listbox was
sometimes handled as double click on different item
- Fixed: UI - when two controls are drawn over, mouse events are now received
by the one in the front
- Fixed: When running windowed, on some systems the image was slightly
blurred.
- Fixed: Improved text output kerning.
- Fixed: HW acceleration used only when sound card offers at least 60
simultaneous sources. This fixes missing sounds while playing MP.
- Fixed: Airplanes were firing rockets even when not aimed properly.
- Fixed: UI - double clicks detected better during low frame rate
- New: UI - control event handler ButtonClick now can return true to avoid
default reaction
- Fixed: AI planes not engaging targets.
- Fixed: Airplane gears now fixed when aircraft is repaired.
- Fixed: New animation controller noseWheelTurn.
- Added: functions lbSort, lbSortByValue
- Improved: UI - Chat log text border
- Fixed: Improved target Tab locking prioritization for aircraft.
- Fixed: Faint radar/IR contacts (distant targets) now rendered as unknown
(yellow).
- Fixed: The ingame progress bar showed up for a little while when the game
was loading and was supposed to use the splash screens instead
- Fixed: Progress bar was too bright at the end of the loading for a little
while
- Fixed: UI - text cursor in edit control was on wrong position
- Fixed: AI planes unable to land on Sahrani airport.
- Fixed: AI - car drivers sometimes ignored commands from player in cargo
- New: function isServer to check if given machine is the server.
- Fixed: Tanks were not jumping over the concrete ramp
- Fixed: Get In waypoint - group leader sometimes did not get in when assigned
to gunner position
- Fixed: Improved laser target detection and engaging by AI.
- Fixed: Improved AI plane reaching waypoints.
- Fixed: Retail version doesn't try to compile shaders now unless being
specifically asked to generate them
- Fixed: Crash when trying to use HW without possibility to use shadow buffer
technique (observed on Intel on board graphics card)
- Fixed: Debriefing - in campaign, objectives was not properly marked
- Added: Heading source to HUD's
===Air.pbo===
* Defined camel pilot for camels config.cpp (5.3.2007)
* Added clan signs and logos to Harriers and Littlebirds
* fixed pilot position in Harrier bomber , deleted unnecessary properties
* changed blink lights to still lights on harrier airplanes
* repositioned landing light on Cobra
* model.cfg
** fixed compass rotation for Mi17
*config.cpp
**Changed values of harrier flight envelope
**HIT values and armor changed for all models
*Harrier bomber has now 6 bombs
*Removed erroneous rotor tilting from helicopter config.
*Cobra glass textures changed, also material for night instruments
*UH60 with machinegun second turret definition fixed.
*KA-50 missile and rocket firing points inversed
*Mi-17 rocket firing points inversed
*soundInsideCoef reduced to 0.2 for AV-8B
*UH60mg fire geometry and memory fix
===Air3.pbo===
*modeled landing lights to SU34
*config.cpp
**Changed values of SU flight envelope
**Added landing lights to Su34
**Changed Armor setting
===Anims.pbo===
* Fixed Reload collision capsules
* Player can sit with pistol
* Fixed interpolations to dead in all transition animations
* Increased death bounding spheres to 1.5
===Buildings.pbo===
* materials update
* config.cpp
** placement=vertical; added for RADAR station
** tweaked markerLights values
* dum_zboreny.p3d
** Collision geometry
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