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Red Orchesta 2: Heroes Of Stalingrad


GruntGR

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τι να το κανεις?????

129046940386462610.jpg

:p

What we are up to - Jan 13th "The Pacific Front" Edition - Tripwire Interactive Forums

Hello everyone!

We started this week off with a bang, getting the often mentioned, ever slightly delayed SDK out the door for all users! Along with working server redirects this means players can create while server admins host and play their maps. We've already been spending some quality time with the two custom maps already released: Butovo and Ogeldow.

Remember this is a full SDK. You can make everything from maps, weapons, vehicles, the small mutators that tweak the game in some fashion, to gigantic total conversions that change everything! To take a poke yourself head to your steam Tools list and download it today! If you would just like to enjoy the creations of others, check out the modding and mapping sections of this forum and provide constructive feedback to the creators!

As some of you may have noticed in our steam OGG messages, we are playing around with the servers to test various things related to players reports on high player count/ping issues. This work will continue in the near future with more requests but we are putting pen to pad right now with what we've learned.

As to the future, we've scheduled a large content update for RO 2 similar to what you've come to expect from us in the past via RO 1 and KF. We'll be posting media and information on that as we get closer to what we feel is a comfortable release date.

We also just got done testing a Rising Storm map and things are looking good for the Pacific Front. But I suspect Tony/Nestor and the crew over at RS will be keeping you more updated on that front in the near future!

We've also been doing alot of discussion and work internally about changes to the game. This includes core game changes, UI updates and enhancements as well as the community referred to "RO Classic" mode. We feel we have a good idea on what the community as a whole would like to see out of it (and are working towards that), but we also know that everybody has different opinions as well (You should see some of our debates in the office!).

With that in mind we would like to see a focused (AND CIVIL) discussion by the community in this thread as to what "RO Classic" means to them. We know this is a subject that many people are passionate about, but play nice or you will be escorted out of the forums.

As a heads up I will not be in the office next week, so communication from me may be minimal at best. But I will have the mods patrolling the forums and this thread in particular. With that in mind, get your SDK grubby hands dirty and your minds thinking!

ΡΑΟΥΡ

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  • 3 weeks later...

ΡΑΟΥΡ x2

RO classic mode info :

Removal of peripheral action indicators

Removal of spawn on Squad Leader

Removal of the bleeding system (Player will always take 100% of the damage to an area on the shot and not half then bleed the rest out like in the current system)

Players will have a movement speed penalty after being shot in the feet

Stamina will have a much greater effect on weapon sway and recoil

Stance will have an increased effect on weapon sway/recoil (with the default standing state having more sway then the current game modes)

Removal of "controlled breathing" zoom, but retaining the functionality to help steady the weapon as well as the slight iron sight zoom

Stamina will recharge at a slower rate

No AI Tank Gunnery

No Lockdown

"What we are up to" - Feb 3rd edition - Tripwire Interactive Forums

:dance3::dance3::dance3::dance3:

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καλησπερες!

προσφατα αγορασα το παιχνιδι και δεν το εχω πολυπαιξει γιατι οι περισσοτεροι σερβερς ειναι γεματοι απο fritz και ivan...:p

το nickname μου στο steam ειναι thief035

καντε με add για να παιζουμε που και που RO2 ή ΜW3 ή IL sturmovic 1946 ή killing floor ή race 07 παρεα (ειμαι noob σε ολα :p) :)

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You know what? I quite like Red Orchestra 2. Sure some might say that it was bugged to death when it got released but right now, the game is functional, runs great (no slowdowns with our Q9650 @ 4.2Ghz with GTX295), and is greatly supported from Tripwire. Yeah, it’s not as awesome as its first part but this does not mean that it is a bad game. What was that? The bleeding system that was introduced got on your nerves? Well, get ready because Tripwire is preparing a new, ‘RO classic’ mode that will be similar to the old style of Red Orchestra and there won’t be any bleeding. Oh yeah.

RO Classic Mode will be an additional mode complimenting Normal and Realism. Tripwire have chosen to go this route as there are players who enjoy Realism as it currently exists. This mode, while featuring no weapon or player upgrades or perks, will be ranked. Therefore, players who do enjoy receiving those upgrades and perks can play in this mode and earn them for the other modes.

Loadouts and weapon availability will be more similar to what could be found in RO 1. Towards that end, the Squad Leader will be loosing his access to sub-machine guns and semi-automatic rifles to bring the ratio in line. The weapons selectable by each class will also more closely reflect that of RO 1 with PPSH w/ drum mag being the standard loadout and many of the other weapons not having access to their upgrades or limited to a specific upgrade (such as weapons with bayonets for that functionality).

In addition, peripheral action indicators, spawn on Squad Leader, and the bleeding system will be removed. Players will always take 100% of the damage to an area on the shot and not half then bleed the rest out like in the current system.

Players will have a movement speed penalty after being shot in the feet, and stamina will recharge at a slower rate and will have a much greater effect on weapon sway and recoil. Stance will have an increased effect on weapon sway/recoil (with the default standing state having more sway then the current game modes). The ”controlled breathing” zoom will be removed, but the functionality to help steady the weapon as well as the slight iron sight zoom will be still present in the game. There will also not be any AI Tank Gunnery or Lockdown.

Tripwire is also digging heavily into the network issues that some players are reporting as well as issues with the server browser.

The new ‘RO Classic’ Mode will be introduced via a beta test at a later date and will go live after that phase!

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  • 4 weeks later...

Καταφερα να παιξω λιγο απτην περιφημη beta χθες το βραδυ.

Το καινουργιο map μου φανηκε πολυ συμπαθητικο, οι αλλαγες στον ηχο πολυ ευπροσδεκτες ( μεχρι και native voices βαλανε στα options, δηλαδη οι γερμανοι μιλανε γερμανικα και οι ρωσσοι ρωσσικα :D ) οπως και οι αλλαγες στο realism mode, ειδικα το bandage ειναι αρκετα πιο αληθοφανες τωρα.

Οριστε και μερικα screen που τραβηξα Steam Community :: SoFGR :: Screenshots

Η beta κατεβαινει απευθειας απτο steam και εχει μεγεθος (γκλουπ) 4.6gb

Οριστε και το επισημο changelog

Reopening the Red Orchestra 2 Beta - Tripwire Interactive Forums

Λογικα θα παιξω και αποψε, [MENTION=22844]WiFi Thief[/MENTION] ακους ?

edit : Λεγεται οτι επομενη βδομαδα θα βγει patch για την κανονικη εκδοση, λογικα θα εχει ολες τις αλλαγες που εχει η beta + το RO classic και λοιπα καλουδια.

@DICE ακους ? :p

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Καταφερα να παιξω λιγο απτην περιφημη beta χθες το βραδυ.

Το καινουργιο map μου φανηκε πολυ συμπαθητικο, οι αλλαγες στον ηχο πολυ ευπροσδεκτες ( μεχρι και native voices βαλανε στα options, δηλαδη οι γερμανοι μιλανε γερμανικα και οι ρωσσοι ρωσσικα :D ) οπως και οι αλλαγες στο realism mode, ειδικα το bandage ειναι αρκετα πιο αληθοφανες τωρα.

Οριστε και μερικα screen που τραβηξα Steam Community :: SoFGR :: Screenshots

Η beta κατεβαινει απευθειας απτο steam και εχει μεγεθος (γκλουπ) 4.6gb

Οριστε και το επισημο changelog

Reopening the Red Orchestra 2 Beta - Tripwire Interactive Forums

Λογικα θα παιξω και αποψε, @WiFi Thief ακους ?

edit : Λεγεται οτι επομενη βδομαδα θα βγει patch για την κανονικη εκδοση, λογικα θα εχει ολες τις αλλαγες που εχει η beta + το RO classic και λοιπα καλουδια.

@DICE ακους ? :p

Grunt θα βρουμε καναν σερβερ χωρις (πολλα) bots να παιξουμε;

εγω αν και noob ειμαι μεσα... το steam nickname μου ειναι thief035 κανε με add και στειλε κανα μηνυμα να μπουμε παρεα...:triniti:

εσυ εισαι ο "SoFGR"?

UPDATE: τωρα μόλις μπηκα και βλεπω το RO2 HoS BETA ετοιμο για κατεβασμα. δεν εχω καταλαβει: εχω το κανονικο παιχνιδι, να το κατεβασω και αυτό;

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Grunt θα βρουμε καναν σερβερ χωρις (πολλα) bots να παιξουμε;

εγω αν και noob ειμαι μεσα... το steam nickname μου ειναι thief035 κανε με add και στειλε κανα μηνυμα να μπουμε παρεα...:triniti:

εσυ εισαι ο "SoFGR"?

UPDATE: τωρα μόλις μπηκα και βλεπω το RO2 HoS BETA ετοιμο για κατεβασμα. δεν εχω καταλαβει: εχω το κανονικο παιχνιδι, να το κατεβασω και αυτό;

Ειμαι ο sof ναι

Ο cold steel δεν εχει bots και συνηθως βρισκω απο 13 εως 40 ατομα μεσα.

Η beta πρεπει να κατεβαστει ξεχωριστα για να την παιξεις. Ειναι stand alone εκδοση και δεν εχει σχεση με την κανονικη που παιζουν οι υπολοιποι.

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Ειμαι ο sof ναι

Ο cold steel δεν εχει bots και συνηθως βρισκω απο 13 εως 40 ατομα μεσα.

Η beta πρεπει να κατεβαστει ξεχωριστα για να την παιξεις. Ειναι stand alone εκδοση και δεν εχει σχεση με την κανονικη που παιζουν οι υπολοιποι.

OK σου εστειλα προσκληση ελπιζω να με βρισκεις ευκολα αναμεσα στους 1500 (!!!!) φιλους που έχεις στο steam... :p

κατεβηκε και το beta... τα λεμε το βραδυ στη ρωσια

περιμενω να με κανεις invite για να παιξουμε μαζι (θα κρυβομαι πισω σου...:help:) στον σερβερ που λες, γιατι δεν ξερω πως να στειλω εγω :p

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μπηκα για λιγο στον cold steel

στην αρχη δεν με συνεδεε καθολου (με κλωτσουσε ο PB, init fail) αλλα και μετα που εκανα PB update και εβαλα χειροκινητα το RO2 beta μπηκα κανονικα για κανα διλεπτο ωσπου να ξαναφαω σουτ με το ιδιο message. :hang3:

παντως στο server ηταν περιπου 20 ατομα online, χωρις fritz και ivan και καλο (σχετικα) ping @ 110ms...:T:

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March 8th Beta Update - Tripwire Interactive Forums

Mamayev

Updated all versions of the map (AD / NEU / CD / FF).

Terrain work.

Cover additions and fixes.

Moved several Countdown spawns around.

Fixed last objective AI spawning issue in Countdown.

Added Navmesh to all interior bunkers and dugouts.

Moved more Squad Leader spawns into trenches and safer locations.

Improved lighting in all underground areas.

Added two specialized fixed machine gun bunkers to the first objective area in the Attack / Defense version.

Fixed Firefight spawning issues.

Additional detail work.

Fixed recapturing spawn issue in the Neutral version.

All destructibles should properly show up as destroyed for all players now.

Stamina has an increased effect on sway in all modes (normal, realistic, classic)

Gameplay

Spawn on Squad Leader has been improved significantly and should result in better locations for spawning picked

Spawn Protection-When inside a spawn protection area when it gets enabled you will have 10 second to get out instead of 5

Added native voice to radio confirmations when native voices are turned on

Fixed 10 second spawn protection killing after only 6 seconds

UI

(Work in progress) Voting menu improvements including easier to read lists and more intuitive voting.

Added player name to all chat boxes in escape menu

Tank icons on the overhead map and mini map are shown instead of the generic icon for teammates

Fixed 2 spawns being auto selected in the spawn menu after spawning on squad leader for the first time

In the team select menu player list tooltips no longer appear for empty teams

Fixed the spawn queue timer always being 0 for the Commander in the tactical view

Fix for the respawn timer being 0 under certain conditions in the spawn menu

WIP - Additional work on enemy spotted system

From what I can tell after playing, low Stamina increases your characters breathing rate (Already did this ), but it now also limits your controlled breathing rate, so instead of there being a few seconds between each breath, it's more like half a second (When depleted of stamina). Makes them longer, just-ran-to-the-frontline, shots that much harder.

GOTY 2012 CONFIRMED :D :D

Αντε να βγαλουν και κανα free weekend μπας και του δωσουν μια 2η ευκαιρια οι μαυρογεννηδες του φορουμ :p

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GOTY 2012 CONFIRMED :D :D

μαλλον εννοεις GOTY (και το) 2012:

First-Person Shooter of the Year (Multiplayer):

Red Orchestra 2 Heroes of Stalingrad

Both sides in Red Orchestra 2—Axis and Ally—have a unique sprinting animation that reflects the way they were trained to run with a rifle. That isn’t realism for realism’s sake—it’s a useful moving silhouette for distinguishing Fedor from Franz at 200m. In these kinds of details, Tripwire wraps its reverence for WWII history around thoughtful FPS design that rewards those players with the most battlefield awareness. Detailed damage modeling means enemy bodies don’t act like bags of hitpoints, but a body of simulated limbs and organs with specific vulnerabilities. Real bullet behavior is the other side of that; seeing a grey-coat run behind a brick wall, then tagging him in the heart (because you’re pretty sure he crouched behind it) honors your skill and intuition as a soldier.

Publisher Tripwire Interactive

Developer Tripwire Interactive

PC Gamer US Game of the Year awards 2011 | PC Gamer

:p

χτες παντως εβγαλα την βασικη εκπειδευση. τερμα τα μαγειρια και το θαλαμοφυλικι, ειμαι ετοιμος για μαχη... :p

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Normal/Relaxed Realism Experiment - Tripwire Interactive Forums

[MENTION=13266]michalos[/MENTION] [MENTION=173]Wizard![/MENTION] [MENTION=22844]WiFi Thief[/MENTION] ετοιμαστειτε να του δωσετε και 2η ευκαιρια συντομα :p

Εγω να πω την αληθεια πιο πολυ πηρα το game για το in country mod που ετοιμαζεται Pop Smoke Games | Blogs οχι πως δεν την βρισκω και με το classic mode της beta που κανει την ολη φαση με τα bolt action μια πραγματικα ξεχωριστη εμπερια :)

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May 10th Beta Changelog - Tripwire Interactive Forums

Gameplay - General

First pass client side hit detection system. Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned on/off by server admins through the webadmin tool.

New control options added for Crouch (Hold), Prone (Hold), Iron sights (Hold), and exclusive Focus / Breathing.

Added a new system which scales down the damage of bullets as they lose velocity, and as they penetrate objects (based on the density of the type of object they penetrate). In particular SMGs and pistols will be less effective at longer ranges while rifles and MGs will still be effective at long range. Additionally, players will take reduced damage from bullets that penetrate objects before hitting the player.

The distance the player can fall before being damaged/killed has been increased. Falling damage now hurts the players legs and in Realism & Classic mode makes the player walk slowly for a short time.

Added suppression for melee

The F1 grenade damage has been increased to match it's axis counterpart

Smoke from smoke grenades now disappears between rounds

The map boundary effect has been brightened

Overtime timelimit has been increased to 3 minutes. Stalling an objective capture no longer ends overtime (the objective must be completely captured or lost)

Improvements to prone physics in tight spaces (e.g. trenches)

Gameplay - Vehicle Functionality & AI

Completely new AI configurability system with robust configurability including webadmin options. The system includes all new tank AI functionality with "player ordered AI gunnery only" as the default setup. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing. In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system.

Fixed bugs that were causing the vehicle AI to be 100% accurate with their aimed shots when a human player was in the tank. This was the root of most of the problems with tank AI being way too hardcore and good.

Completely revised AI gunnery model. This system has been tuned to be very forgiving and to not quite play as well as a human player would. With that said it will also be useful enough for players to want to use the system, but without completely destroying human players unrealistically like it was before. This system includes functionality that makes the AI less accurate based on many factors such as distance from the tank, movement state of the enemy (walking, sprinting, etc), as well as making the tank AI much less accurate if the tank is moving. Some elements of this system were already in the codebase, but not functioning due to a bug.

Added some tank AI configuration elements based off of Ducky's Tank AI mutator

You can now rotate the turret of the Panzer IV from the commander cuppola position by looking in a direction and pressing the fire button (you could already do it from the interior gunner position of the Panzer IV and the gunner/commander position of the T34)

Gameplay - Action Mode

The crosshair size now scales with the base accuracy of the weapon. More accurate weapons have tighter crosshairs, less accurate weapons have looser crosshairs.

The crosshair now expands with the recoil of the gun to represent the shooting being less accurate for longer bursts.

Increased weapon spread when not aiming down sights.

Set up weapons to fire at the crosshair location for Action mode (including fixed MGs) when not using sights.

Removed "instant death" zones in Action mode. Damage to those zones is now just scaled up rather than instantly killing theplayer. Those zones are head, neck, heart, and acorns.

Added a system to scale the damage on a per weapon basis. Weapon damage is now more balanced for Action mode. In particular, rifles are much more effective, and the balance between weapons is much better.

Added a new system to scale the weapon spread of weapons when not aiming down sights. It is now considerably harder to hit players when hip shooting in Action mode, which puts more of an emphasis on using sights while still allow hip shooting to be a viable tactic.

Added a system to tweak weapon recoil for Action mode. Adjusted the recoil of the PPSH and AVT40 to be more controllable for action mode.

Gameplay - Fixes

In Countdown, the commander is no longer able to waste a reinforcement wave if nobody is dead

Fixed an instance of getting stuck in suppression

Fixed a bug preventing players from deploying MGs in some areas

Fixed tank physics from 'popping' around online at close range - Still working on longer range

Fixed disappearing players when using or viewing someone on a tripod MGs

Fixed a rare situation where Countdown sudden death would not end

Fixed a bug where you could get suppressed multiple times from the same penetrating shot

Fixed a bug with melee that was causing it to not hit the body part you were aiming at

Fixed a bug where damage scaling was breaking being able to damage tank crew members

Fixed a bug where weapon rotation could get messed up when blind firing from cover in action mode

Fixed a bug where the AI would take over control of the tank's turret/hull MG even if you had ordered it not to fire.

Fixed a bug where the tank cannon would point off in random directions after the AI fired it round from it or moved it.

Fixed a bug where the AI would just fire at anything they saw when ordered to suppress infantry rather than actually firing at the infantry the commander ordered them to fire at.

Spectator/DemoRec no longer get stuck on the round end menu

Servers no longer crash when misspelling a map name using servertravel

UI

On the loading screen the game mode setting is now always correct

Fixed incorrect server details icons in the server browser

Added popup dialog boxes to the server browser the first time you connect to action or realism servers

The territory spawn menu no longer displays if your team is out of reinforcements

Fixed the kill message icon for the allied AT grenade

Tweaks to the squad member list in tactical view

Added notification message for team kills that tell both players involved

Added notification message for MG barrel overheating

In Realism Mode the minimap is now displayed in tactical view

Refinements to role/kick voting menus

Added a tip dialog box to the weapon select menu the first time a weapon upgrade is available

Corrected battlefield commission text (Always said Axis team)

Adjustments to some HUD font, size, and positioning.

Players lists are now once again available in the server browser

Graphics & Performance

Added a DOF graphics setting to the video options menu

Fixed a texture size constraint that was causing some 32bit machines to crash

Audio

Added new audio for the native voices option

Refined and improved vehicle MG sounds

Panzer IV now uses a looped MG shooting sound

Tank AI Crew members will now respond verbally to the tank commander’s orders

WebAdmin

Mutators now show up in the change map screen

Added more flexibility to a number server settings including: team death icons, allow killcam, kill message mode/delay, friendly player name mode.

Cleaned up some unused webadmin settings

Fixed killcam settings not working properly in webadmin

Known Issues

There is currently a known crash when a server changes maps

Currently the map voting screen will not list maps, but the functionality still works (names are just invisible)

Server Browser may display incorrect information

Count Down ready up menus have some fake player placeholder names

Rare case of muzzle flash not showing

Weapon focus may get "funky" - We are trying to find a good reproduction.

goty 2012 λεμε, ελπιζω να εχω κουραγιο το βραδυ να παιξω, χθες την εβγαλα με ταινιουλα :p

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Σιγουρα.

Για τα bot μπορει.

752_vladimir-putin-gtfo.gif

:p

Οποτε γινεται update στο beta build ή ανακοινωνουν στο steam group οι devs οτι θα μπουνε μεσα για public testing, ο cold steel παει 64/64, και να σου πω και κατι ? ακομα και οταν ειναι οι μισοι στον server fritz και ivan παλι εχει την πλακιτσα του αμα πας commander

[ame=http://www.youtube.com/watch?v=_fj74AxKyw8]Red Orchestra 2 - Commander Class Guide [HD 720] - YouTube[/ame]

Να μην υπηρχε το bazo να δω πως θα ευχαριστιοσουνα αυτο το μισοτελειωμενο μπασταρδεμα BF με BC που με καθε patch γινεται ολο και χειροτερο go pay 15 euros για 10 κουμπουρια και πιστες που θυμιζουν γηπεδο 5x5 με τοιχους στο ενδιαμεσο :p

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752_vladimir-putin-gtfo.gif

:p

Οποτε γινεται update στο beta build ή ανακοινωνουν στο steam group οι devs οτι θα μπουνε μεσα για public testing, ο cold steel παει 64/64, και να σου πω και κατι ? ακομα και οταν ειναι οι μισοι στον server fritz και ivan παλι εχει την πλακιτσα του αμα πας commander

Να μην υπηρχε το bazo να δω πως θα ευχαριστιοσουνα αυτο το μισοτελειωμενο μπασταρδεμα BF με BC που με καθε patch γινεται ολο και χειροτερο go pay 15 euros για 10 κουμπουρια και πιστες που θυμιζουν γηπεδο 5x5 με τοιχους στο ενδιαμεσο :p

mta2n.jpg

Το παιχνιδι ΔΕΝ τσουλαει ρε συ, ΔΥΣΤΥΧΩΣ.

ΒΑΖΟ και στο ROHOS.:p

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mta2n.jpg

Το παιχνιδι ΔΕΝ τσουλαει ρε συ, ΔΥΣΤΥΧΩΣ.

ΒΑΖΟ και στο ROHOS.:p

Διαολεμενε παραλιγο να λερωσω την οθονη ( :p )

Αν εννοεις δεν πουλαει μαλλον καλυτερα ετσι, προτιμω ενα community που να εχει λιγους και καλους παρα να τρακαρω συνεχεια με πιτσιρικια και ανωριμους κομπλεξικους που βαφτιζουν τον αλλον "cheater" με το παραμικρο

Δες το αλλιως, πολυς κοσμος την ειχε βρει με το 1942 πριν 10 χρονια αλλα αυτοι που με τον καιρο εξοικοιωθηκαν και ηθελαν κατι πιο συνθετο το παρατησαν για να παιζουν forgotten hope mod ή/και αγορασαν ut2003 για να παιζουν RO1, ε το Rohos ειδικα στο classic mode ΔΕΝ ειναι και το πιο "προσβασιμο" παιχνιδι, αυτο το κενο ερχεται να το καλυψει το action mode ωστε το παιχνιδι να εχει 3 διαφορετικα realism settings και να ειναι καλυμενα ολα τα γουστα.

Λογικα θα γραψω εντυπωσεις απτο action mode το βραδακι, φαινεται να εχει χαβαλε :D ελπιζω μονο να μην τους παρουν οι hardcore-αδες με τις πετρες και δεν στηθει ουτε ενας σερβερ με αυτο το setting :p

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