Forum Miłośników Symulatorów Lotniczych
Kantyna => Dyskusje przy barze => Wątek zaczęty przez: Schmeisser w Października 24, 2005, 19:57:01
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... robiąc porządki w zapomnianych pudełkach z cdromami sprzed 4 lat :D
Demon z przeszłosci, wcielenie pierwotnego zła któremu belzebub mówi szefie :D
Jedyny i niepowtarzalny, od którego wszystko się zaczeło,
'Bo gdzie koniec łączy sie z początkiem , bije źródło' :twisted: :twisted: :twisted:
Juz wiecie o czym mowa :D
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Cd z Sylvią ?
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Nieee kuuufaa :) - Katzenscheisse na avatarku we własnej, nazistowskiej osobie.
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'Bo gdzie koniec łączy sie z początkiem , bije źródło'
Oj bije, bije, i to regularnie, raz na 1/2 roku, w tvn7. Oczywiście mowa o majsterszyku sztuki filmowej :-)
pozdrawiam,
qrdl
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a'propo rzeczy znalezionych, ktoś pamięta jeszcze ten sim ? :D
(http://img367.imageshack.us/img367/5254/dsc007293sn.th.jpg) (http://img367.imageshack.us/my.php?image=dsc007293sn.jpg)
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Nieee kuuufaa :) - Katzenscheisse na avatarku we własnej, nazistowskiej osobie.
Von Katzenscheisse, jeśli łaska :D
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Von Katzenscheisse, jeśli łaska
Nie łaska, bo strasznie nienawidziłem tej zakazanej mordy xexe
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Szpak 20:14:38
zgadlem? zgadlem? lololol
Ja 20:14:44
nom
Szpak 20:15:07
jezuu - jak ja nienawidzilem tej zakazanej mordy
Ja 20:15:36
bbuhahahaha
Ja 20:15:55
to zdecydowanie najwredniejszy pysk jaki udało mi się znaleźć
Ja 20:16:07
pamiętasz była taka superstronka ....... ciach :
Ty żmijo , a ja Cie tak pielęgnowałem, miednice przyniosłem , w łóżku rodzonych rodziców położyłem... eh :mrgreen: :mrgreen: :mrgreen:
[ Dodano: Pon 24 Paź, 2005 ]
Znalazł się przy okazji tekst o patchu 1.2 do gołego FB
ze 2 lata chyba ma?
Patch 1.2b rc
Coś jakby powoli zaczęło docierać do Ola że obrana uprzednio jedyna słuszna droga to w gruncie rzeczy ślepa uliczka.
Ja przedstawia się FB po ostatnie rewolucji listopadowej?
No cóż, głos większości mówi „Jest lepiej, to krok naprzód”, samoloty poróżnicowano, wreszcie maszyna ważąca pięć ton oddaje lepiej energię niż 3 tonowy jak3 na przykład, FB śrubę poddano zabiegowi odprężania, że błysnę terminem z zakresu metalurgii, co oznacza że śruba zamieniła się w rozszerzającą się spirale o osi zlokalizowanej w centrum masy samolotu, o jednostajnie opóźnionej prędkości rotacji. Generalnie chyba jednak coś się zmieniło w samej mechanice lotu ponieważ mamy, w moim odczuciu nieco większy wpływ na zachowanie maszyny podczas wykonywania „FB śruby”.
No ale inny głos mówi „Po co komu korkociąg w walce powietrznej”
Korkociągi... To co klienci najbardziej cenią to solidność i stała jakość dostarczanej usługi lub produktu. W tej materii Ubi wygrywa w przedbiegach konkurs na najsolidniejszą firmę – korkociąg jako figura akrobacji powietrznej jest w dalszym ciągu niemożliwa do świadomego, będącego pod kontrolą wykonania, podobnież jak w poprzednich edycjach FB: The Sturmovik’s Arena . Nieco częściej pojawia się dynamiczne przeciągnięcie, podczas przekroczenia krytycznego kąta natarcia dla danej prędkości , niesłusznie przez niektórych posądzane o jakieś niecne koneksje ze wspomnianym już wcześniej „driver’s eliminatorem” , pseudonim Korkociąg. Przyznać trzeb iż nawet nie zaplanowany korkociąg raz do roku sam wyskakuje, i rzeczywiście zdarzyło mi się na P40 wpaść do krecika na herbatkę, co było o tyle wartościowym przeżyciem iż zdążyłem zauważyć brak jakiejkolwiek reakcji maszyny na moje rozpaczliwe próby zmiany kąta korkowania. Ani w lewo ani w prawo...
Perełką, popisowym numerem, który uwielbiam jest całkowicie poprawny w swej mechanice korkociąg występujący... podczas pionowego wznoszenia :D. Przy prędkości 500 km, w locie pionowym, ciągniemy drążek do siebie i kontrujemy nogą od śmigła . Efekt to idealnie płaski korkociąg plecowy z jednoczesnym bardzo niewielkim spadkiem prędkości wznoszenia i pozostający oczywiście pod całkowitą kontrolą.
Wygląda to mniej więcej tak jakby Olo z dobrotliwym uśmiechem batiuszki Dzodzo na twarzy kiwał po ojcowsku palcem i mówił „Widzisz , masz co chciałeś, gdybyś sobie wziął Jaka3, p39, p51 to byś żył a tak...”
Skoro jesteśmy przy Amerykańcach to zatrzymajmy się tu na momencik. P39 to nowy lepszy La7 który nawet FB-sruby nie chce zrobić, Mustang – to ciekawa maszyna, moim zdaniem dosyć wiernie wymodelowana, poza oczywiście „ubernurkiem”, Olo wsadzał swoje sprawne paluszki w zachowanie się tej maszyny – rozczulił mnie do łez start Mustangiem obwieszonym toną bomb i obciążonym maksymalną ilością paliwa... bez użycia klap. Wszyscy wiemy jak silnie nośny jest profil laminarny w zakresie prędkości około krytycznych...
Można by tak dosyć długo rozprawiać, można by opowiedzieć o 262 zawieszonym na geostacjonarnej orbicie, dodatkowo kręcącym beczki jak Extra300, o Mietkopodzie K4 wywijającym jak wściekły, bez spadku osiągów spowodowanym podami, o wściekłych Samurajach , o pijanych kufajmanach... o przepraszam to nie ta kartka.
No ale jedziemy dalej AAA to w dalszym ciągu obóz szkoleniowy dla snajperów SWAT, tyle że w przeciwieństwie do poprzednich edycji Areny, w 1.2 rc chłopaki mają kaca, co oznacza ze otwierają ogień nieco później ale „one shot one kill” jest mottem nadrzędnym. Warto mieć w życiu jakieś wartości na których można się oprzeć.
Zastanawiającym jest komunikat o overheacie silnika – mimo zamkniętego radiatora na głucho oraz MW pompującego żywy ogień do cylindrów jumacza w Dorze, po 10 minutach oczekiwania na dźwięk wału korbowego trącego o gniazda panewek :D znudziło mi się zacieranie silnika. Najprawdopodobniej zostanie to usunięte w final 1.2
Mam na myśli oczywiście komunikat ,a nie przegrzewanie się silnika , przecież zatarcie silnika w walce jest drugą pozycją na liście najbardziej frustrujących doświadczeń, zaraz po korkociągu.
Model zniszczeń. Tutaj raczej nie ma się do czego przyczepić.
W obecnej chwili walki powietrzne rozgrywają się w przedziałach 0 –1000 m i 4000-8000 m.
Na dole kręcą się stare maszyny na górze gonią się kierowcy 262 i mustangów. Obie grupy na szczęście nie przeszkadzają sobie. Walka odbywa się w następujący sposób – maszyny idą na heda waląc z wszystkiego co mają , mijają się, odskakują na 5 km ,powoli zawracają i ponownie idą na heda. Schemat ten powtarza się do samego końca. Wygrywa ten który pierwszy zdąży wyskoczyć po dzwonie, ma silniejsze nerwy/więcej szczęścia lub po prostu lepiej przycelował co relatywnie rzadko ma miejsce.
Mapy.
Mapy są śliczne, bez dwóch zdań – uważam że na Pacyfiku powinny kręcić się żarłacze białopłetwe, tawrosze piaskowe lub hammerheady. Z tych ostatnich byłby podwójny pożytek bo nie dość ze zjadały był faszystowskich paragliderow zażywających kąpieli w błękitnym Pacyfiku, to dodatkowo nikt nie mógłby zarzucić Olkowi że w FB:The Arena nie istnieje coś takiego jak ranwers. Żarty żartami ale misja, którą na szybko sobie wyedytowałem, traktująca o odwiedzinach Pipsa Prillera z katschmarkiem na Omaha Beach to była czysta jazda. Sypie się 6 stówek 50 metrów nad plażą i posiewa z czterech mauzerów po tonach sprzętu. I tu jedna uwaga – myślałem ze wreszcie ktoś wpadnie na pomysł rozszerzenia full mission buildera a opcje grupowania obiektów, niestety. Ale to akurat znak firmowy Ola, ze słynna dewizą „Rzeczy najmniej potrzebne załatwiamy od ręki, na sprawy istotne nawet nie czekaj”.
Reasumując, od strony czysto fizycznej FB dalej przedstawia sobą żałosny obraz i tak już zapewne zostanie. Od strony klimatu jaki oferuje gra, to na pewno jest nieźle, ale... jak powiedział jeden kufajman ze szczecina, „nie ma wszechobecnej grozy czającej się w powietrzu i klimatu zaszczucia”. Dlaczego?
Nie pytajcie bo nie wiem. Ja w każdym razie też tego nie czuje.
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Phi - i to ma być stary tekst?
TO jest stary tekst:
(też "odkopany" z archiwum)
Pre-view:
IL-2 Sturmovik
-by Roger 'Pvt.Roger' Hagerty, Feb 27th, 2001
Published by: Blue Byte Software
WWII Combat Flight Sim fans you are officially on notice!
If everything goes as scheduled you can count on changing your daily routine up a little come the 2nd Quarter of this year. Well, make that..alot!
What is your normal day like? Do you get up an hour before work. Shower, shave, have coffee, throw a bagel down your throat and head for the office? Work the usual 8 hours all the while adding more stuff to your day planner for the next day, and then finally head for home? Maybe you stop off by the store to pick-up some ice cold refreshments on the way home? Take the kids to soccer practice? Check your email, and maybe fire up a game for just a little bit, then watch the latest Survivor episode? Is that even close? Well fella if it is, then you can chuck all that, and your day-planner out the window....your life as you know it is about to change!!!
IL-2 Sturmovik is coming!!!! Scream it from the roof-tops! Print up banners! Call the local t.v. news station and tell them! Then be sure to plan your vacation around its release! Hire a baby sitter for the kids, better yet...send them to camp! Tell the wife you will need some alone time for a week...or even two! Stock up on all the necessary supplies! You don’t want to have to interrupt game play by making unwanted trips to the store for things like....well, food. Then fluff up the cushion on your chair, make sure your joystick is in good working order, and prepare yourself to be amazed!
Am I gushing? Damn right I am! The game I have on my hard drive right now (IL-2 Sturmovik) is a pre-beta build. I know, because that’s what they told me. It’s a good thing they did tell me too, because as it stands right now, right this very minute, this IL-2 version in it’s pre-beta form is better than most of the WWII sims I have ever owned, and I have owned almost all of them.
What makes me say this? What could be so darn special about a pre-beta build of a WWII sim?
Oh baby....permit me to enlighten you.
IL-2 first of all is the most visually stunning WWII sim I have ever seen. No, strike that! It’s the most visually stunning GAME I have ever seen! The clouds have never looked more like clouds before. Thick, and foreboding when they are supposed to be, as you fly down low they hug the ground like a blanket. Wispy and ethereal at other times, off-setting the magnificence of the perfectly rendered sky, but above all always realistic, and never pixilated as some sims of recent release have rendered them.
The debris from explosions, as well as the contrails criss-crossing the sky add for an visual effect never to be seen by any sim to date!
The planes are works of art, plain and simple. The He111 looks like I always envisioned it would, as it races across the sky towards it’s target. The 109's in either the winter camo, or the green of spring are wondrously life like. The Mig 3, (a plane seldom modeled in sims) looks just like a little Russian race car flying across the sky, while it endeavors to fend off the attacking German threat. Then, you have the plane. The plane the game is named for...The Sturmovik It’s modeled just as the brut it was. Heavy and lumberous as it crosses the sky, looking every bit like a tank itself, as it hunts for just such beasts.
The terrain? Well it's gorgeous! How would you model snow? White huh? Well The snow in IL-2 looks...well...like snow dang it! The factories, the towns, the bridges, the roads, the trees, all of the ground looks great. It’s spectacular to watch the moving ground unit’s, i.e. tanks etc. as they cross the frozen landscape, dust billowing up from behind them. It made me dizzy to fly past the smoke stacks of the factories in my Mig while being pursued by a German 109. The effect of the ground and the ground units is nothing but superb!
But maybe you're one of the guys out there that is not impressed by graphic beauty (remind me not to look at any pictures of your wife). Maybe you want to know more about game play, cockpits, available views, missions, and mission building, not to mention multiplayer capabilities.
Than tune in later this week for part two of this pre-view to learn more. : )
Until then, enjoy the beauty of these screen shots that are IL-2 Sturmovik!
O.k., men it’s “Meat & Potato’s” time. You have already seen all the pretty screen shots of the game, you have wallowed, as I have, in the sheer beauty and visual imagery this sim produces. Enough of the endless parade of 'eye-candy'! What you want is a look at the nuts and bolts of this sim. It is now time to take you through this sim stem to stern. Or at least as much as I can from examining this pre-view build of the game.
So let's do it!
The first thing we should do is list the features that came with this pre-view build of IL-2 , then we can touch on those things that are still considered ‘works in progress’in the game. After that, I’ll go over them all one by one. Sound good? Great! Let's go!
IL-2 Sturmovik Pre-Beta Build Included
4 Single Missions and 3 flyable aircraft
Campaign (not included in this build)
Quick Mission Builder (not ready for this build)
Full Mission Builder (was suppose to be 90% working, but I guess I fell into the 10% part)
Play Track (this allows you the ability to record your missions and play them back)
View System and Hot Keys (Padlock was working)
Flight Model (a work in progress)
AI (also a work in progress)
Visual effects such as...rotated wheels, dust behind wheels, exhaust gases at engine start, etc. (Working, but being improved)
Weapons explosion effects and muzzle velocity (still being fine tuned.)
Ground and Air explosions look great but are being fine tuned to be more realistic.
That’s what it has, or at least partially has. Now let's breakdown each one of these features, and then a few more.
Single Missions
As stated above the preview came with four missions.
They are....
Escort JU-87's (German side)
Intercept IL-2's (German side)
IL-2 Ground Attack (Russian side)
Mig 3 Intercept (Russian side)
These missions do an excellent job highlighting the different aircraft, ground units, weather effects, and terrain that came with this build of the game. However in this build I only got the smallest of tastes of the vast numbers of aircraft and ground units that will eventually be available. Also, we didn't even get a peak at the newest cool feature....the little soldiers? Unless that is they were all hiding during my stick time. Must have been because I never saw them. To bad to, I was looking forward to watching them scatter as I swung down real low, and opened up my cannons. : )
Once the full game is realesed Single Player mode will allow you to fly as a leader of your wing, or squadron.
Use commands to control the AI planes within your wing.
Fly all the various missions which will eventually show you each available aircraft.
And of course you will be able to hear radio chatter from plane to plane and ground to plane.
Campaigns
The campaign in IL-2 will allow you to fly a career from either the Russian, or German side, in additon to flying campaign scenarios based on historical settings.
Six campaigns will come with the game that will range from the years 1941 to 1945. Which will enable you to see all the different variants of all the planes as they became available.
And with the full mission builder more campaigns will be able to be made.
Unfortunately this pre-view build doesn’t have a campaign (darn it), so we can only hope it matches the brilliance shown in the other parts of the game that we have seen so far.
Quick Mission Builder
The Quick Mission Builder isn’t functional in this build, but the interface is up, the switches are click-able. I just was not able to actually start a mission. I can say after fiddling with the interface that it at least appears to be extremely easy to use, as well as quite versatile in creating some fun quick missions.
Here’s a look at the GUI of the QMB.
Full Mission Builder
This is naturally quite a bit more complicated than the Quick Mission Builder, as one would expected for something this powerful, and comprehensive.
So while it's not for the guy who wants to make a mission without reading the instructions and spending a little time learning the ins and outs. It seems that if your up to the challenge it will be a really remarkable tool. For instance, it has the capability to place units in exact locations. I mean exact! You are able to zoom from an overhead view of the entire map, to a view so close to the ground you can place an object right next to a barrel. And with the click of a button you can switch between 2D and 3D views. Also navigating in the mission building map is as easy as clicking and dragging. Pull down menus allow you to set time of day, landscape, and weather. And the types of units, way-points, weapon load-outs, show-hide objects, skill of the AI, number of squadrons, the mission goals, and much more, are available with a few key strokes.
Additionally you are able to assign either “Primary” “Secondary” or “Secret” targets and goals for each unit in the mission.
Time limits can also be set for units to achieve goals as a criteria for that mission to be deemed successful.
You can specify a squadron not only complete their targets for a successful mission, but that they go back to the base and land.
Oh dear, I know some virtual pilots that will love that option. ; )
Tanks, trains, trucks, ships, cars, soldiers can all be added by the mission creator, and used as targets, or simply to round out the battlefield.
In short if it is in the game, it can be put into a custom mission by any savvy mission builder.
Play Track
Remember the old game 'Aces Of the Pacific' that allowed you to record and playback the mission you just flew? The mission where you may have just vanquished 6 planes and landed back at base untouched? Or where you were blown out of the sky, but never saw who, or what dealt the fatal blow? Well, you can have that again!
'Play Track’ in IL-2 is so easy to use that I didn’t even have to read any instructions! I was given the option after each mission to save it to Play Track. Once I decide to do that, I was asked to name the mission, and then I was able to play it back as many times as I liked. The missions I did well I'm stil watching, the ones I did poorly...well I can't seem to find them. Hmmmmm...
Settings allow you to change the viewpoints as you watch the action replay. Go from exterior view to cockpit, to fly-by to enemy, it's all there. If your not sure how you got pranged on your attack of the armor column, well just watch the replay!
Besides just being loads of fun, this can be a useful tool in aiding you to hone your skills in combat. You can practice Split “S”’s, or “Hammer Heads”, or the “Immelman”, or.... oh screw that stuff...it’s just plain fun dang it!
Views and Hot keys
I'm not going to list all the Views and Hot-key as there are quite a few, but I have listed a good number of them, and hopefully this list will give you an idea of most of the ones which will be available in the final release.
Hot-Keys
B=Brake
Z=Rudder Left
X=Rudder Right
UP Arrow=Elevator Up
Down Arrow=Elevator Down
Left Arrow=Aileron Left
Right Arrow=Aileron Right
R=Radiator
F=Flaps
G=Gear
A=Auto Altitude
S=Auto Speed
D=Auto Direction
E=Auto All On
Q=Auto All Off
W=Waypoints
View Keys
F1=Cockpit View
Ctrl F1=Cockpit show
F2=Outside View
Shift F2=Next View
Ctrl F2=Next View Enemy
F3=Outside View Flyby
F4=Padlock View
Shift F4=Padlock View Friendly
Alt F5=View Enemy Direct Air
F5=View Enemy Air
Alt F6=View Enemy Direct Ground
F6=View Enemy Ground
F7=Outside View Follow
Shift F7=Next View Follow
Ctrl F7=Next View Enemy Follow
Delete=Field of View 30
End=Field of View 70
Page Down=Field of View 90
Tab= Pad
Padlock is working in this build, and in my opinion it is the best padlock of any game I have ever played. Not a lot of magic here. The plane you padlock is followed in a natural way as if your head were tracking it. If the plane being padlocked disappears behind a cloud, or under your plane, padlock disengages after a second or two or until the plane is reacquired in your viewing area. It works so smoothly, and so naturally I barely noticed I had it on.
Flight Model
Well as stated it’s a work in progress, but most of the planes in the build I have seem to have a pretty good basic FM. Oh they might need a tweak here or there, but the feeling of flight is definitely present. I’ll leave it to the FM junkies to put a stop watch to the planes turn rates, etc. I prefer to sit back and enjoy my flying time.
Artificial Intelligence (AI)
Also a work in progress, and also not in bad shape as it stands right now. The planes don’t collide with each other during attack or as they defend, like you see in some flight sims. After you engage enemy fighters the AI does a decent job (almost to much for me) of evading you. Of course the AI pilots as of right now don’t pose a real serious threat in terms of attacking you, but I expect this will change, and frankly I’m enjoying my time as “King of the Skies” while I can.
Visual Effects
This game already has some stunning visual effects as illustrated by the vast number of screen shots both here and other sites around the web.
Clouds are so well done they approach photo-realism. You can become completely obscured by the clouds and easily lose a bandit, or conversly he may lose you.
Contrails, and smoke from burning or smoking planes follows behind them and slowly expands in a way seldom modelled in a game, but seen everyday in real life.
Dust billowing behind moving vehicles is slated for improvement by Oleg and his team, and all I can say is..improve what? It looks great right now!
So anything that Oleg decides to add will only take the game from A+ status to A+++.
Explosion Effects
We have shown screen shots of explosions, as have others. Watching them is amazing already, so, as with the other visual effects already mentioned, any improvement will be icing on an already great tasting cake. And word is they are trying to make them better and more realistic.
Will this insanity never end? ; )
That's about it...whats that you say?
"PR, you forgot to talk about..."
Pilot Chatter
No I didn't guys!!! : ) There just isn't much to report in this build of the game. Pilot chatter, chatter between pilots, or base to pilots etc, will be in the final release of the game, but was not in my build. It does have a "Pad" option that is accessed by pressing the 'Tab' key. This brings up a screen of info on the top left side of the screen which allows you to radio the base, call for assistence, etc.
Once this is added, it will bring the already intensely immersive experience to a whole new level.
Multiplayer
This also is not in this build, but if it lives up to it’s promise it will allow up to 32 players on a dedicated Blue Byte Game Channel Server. 32 players at a time in “Dogfight” mode, and 16 players in “Co-Operative” mode. The Co-Op missions can have additional planes beyond the 16, but only 16 will be able to be manned by fellow flyers. AI will occupy the other slots.
Additionally the Blue Byte server will provide info as to the type of server (dogfight/co-op), the number of players, players nicknames, players Kills/Deaths, players ping/lag, and the type of map and scenario.
Not every mission will be able to be played online due to limitation of the online environment.
Also, as with play in single player mode, you will be able to fly as the gunner on any flyable planes that have those configurations, i.e. the Sturmovik. In fact, you can even have a buddy fly the plane while you take the rear gun position! The AI will take over a spot left unoccupied.
Paint Schemes
The stock paint schemes look marvelous, but pilots desiring to put special squadron markings on their planes are given the option to change this. These additional squadron markings will be available for download.
Also, the numbers on the fuselage can be changed to any number between 00 and 99.
What about all those weird sounding units? I mean, Just What Does A Fi-156 Storch look like anyway???
With the list of available objects in IL-2 a mile long and growing, it would be nice if you had a way to see what the heck some of these crazy things were. Ya know what you can!!!
If you want to look at any of the objects available in the game, just go to the handy dandy "Object Viewer" which will do just that.
Not sure what a certain type of armor unit looks like? Go to the Object Viewer and click away. Ships, planes, trains, autos, every single object in the game can be viewed with it.
Summary
That’s it! That is the low down on the IL-2 Sturmovik pre-beta in a nutshell. Of course so many things I have covered in this pre-view could change, just be aware of that. After all fellas, this is a Pre-Beta of the game, so the soup which is this game, still has some things to be added, it has some more time to simmer on the burner before anyone would think to call it done. Be patient though, the aroma of this soup is oh sooooo goooood.
So as time goes on I will endeavor to get another build to run through it’s paces yet again. I would think that in a few weeks maybe the multiplay features, and a few new planes, not to mention radio chatter, and maybe at least part of the campaign will be in. Who knows, maybe they will even include the little soldiers!
Whatever is included in the next pre-view you can be sure I’ll go over it step by step with you. And if there is not another pre-view copy in the future. If the next version of the game I get is the finished version, then we can only hope that all of those things we covered in this pre-view, and the quality that is already here, will carry on into the rest of the game. If that happens, we will all have a very special game we can look forward to playing for a long, long time.
Yep, something’s cooking all right, and it sure smells good! : )
Reviewer's Machine
1.1 Gig Athlon
256 Meg Ram
32meg Geforce Mx
Soundblaster Live
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Nieee kuuufaa :) - Katzenscheisse na avatarku we własnej, nazistowskiej osobie.
Von Katzenscheisse, jeśli łaska :D
jak juz to von Katzenscheisse ;P albo jak wolisz won....lololol :lol: :lol: :lol:
Dla mnie to najlepszy avartar Schmeisser'a którego poszukiwałem od jakiegoś czasu. Jest Boski! szczególnie ta czapeczka krzywa.
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A ja się przyznam, że wolałem ten z Jaegerem w "may-westce" ;)
Tak nostalgicznie inwazją na wyspy jechało... ;)
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Szmajs zaczął znowu straszyć ... :D
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Szmajs zaczął znowu straszyć ... :D
O rany :shock: Z takim avatarem to nie trzeba :dluger W ciemnej uliczce wieczorem albo nad ranem zawał serca murowany :wink:
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allleeee ryyjjjjj
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Schmeiss usmiechu troche niech ci tam cos albo ktos doda :mrgreen: narazie wojne wygrywamy :twisted: