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Roguelike
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XYQE > RoguelikeGo to page: « previous | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next »

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Wednesday, 26 November 2008
Re: (Possible) Bugs in POWDER 108 Martin Read 12:34:03
 StrangeChild@gmail.c­om wrote:
That being said, POWDER is a terrific game! I'm hooked on it, now.
It's perfect for my DS. I'm planning on getting it for my brother for
Christmas (on a DS flash card). My only complaint so far is that the
title screen (with the slug) is kind of bland.

I think the slug is cute and has a cool retro feel to it :)­
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
\ / every time we try to impose order we create chaos
\/ -- Killing Joke, "Mathematics of Chaos"
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Tuesday, 25 November 2008
Another go at Java Angband?? Magnate 09:43:29
 Hi All,

Once upon a time there was a Java Angband project - for all I know, it's
still somewhere mothballed on the net. I can't remember all the reasons but
it definitely didn't get finished.

Today I saw a thread in rgrm about this:

http://slashie.net/­libjcsi

... do any maintainers or developers know enough about java to know whether
this would be useful? Could it help with a Java port?

CC
(Still mulling over the Symbian-SDL port, and wondering whether Java would
be easier and/or more worthwhile)

comment 2 answer | Add comment
Saturday, 22 November 2008
MageGuild v1.1 Released Nahjor 01:10:44
 There's a full changelist on the MageGuild page and in the archive,
but the gist of it is, I fixed a ton of bugs, spruced up the UI a
little, and tweaked a couple of balance concerns. Check it out at
http://glistenimage­s.com/lukos/lukosMag­eGuild.htm and, as always, let
me know any bugs/issues/what-ha­ve-you that you find.

Thanks!
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Friday, 21 November 2008
Re: Killing a dwarf without making dwarftown hostile. Malte Helmert 11:10:29
 coppro wrote:
In a descent to dwarftown, I dropped some stuff on the altar to
determine the BUC status, and promptly forgot. Then a dwarven guardian
came along and picked up all the noncursed equipment. Is there any way
to get him to the stairs so that I can get him out of town, or to kill
him without making the town hostile (will the throw-past trick work?)?

First of all, "n"ame him so you can still identify the culprit if he
ever steps next to another dwarven guardian.

To get him to the stairs, ":s"wap position with him to maneuver him
closer to the stairs. Of course he'll wander about randomly, but if you
just keep swapping positions with him, you'll get there eventually. In
my experience it doesn't usually take that long. Once you've got him
next to the stairs, move up (or down) and kill him.

Shooting/throwing past him will help limit your alignment penalty for
this, but don't try it while still in Dwarftown.

Malte
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Thursday, 20 November 2008
Re: A newbie-question regarding locating a dungeon.. Eoghan Griffin 10:27:23
 OmnivorousDA@gmail.c­om wrote:
ADOM and other roguelikes is games I LOVE to play. I've played for
years and slowly progress, however I'm satisfied mastering the game
even though I use spoilers and guides as help. I keep reading about
"Unremarkable dungeon" located at the bottom of the Small Cave,
however after having explored Small Cave to the bottom loads of times
now, searching -everywhere- on many different characters I can't find
any entrance to this "Unremarkable Dungeon" :/
Can anyone please tell me how to/where it is located?
Thanks! :)­
The small cave is just the first level. Once u go downstairs, u are in
the Unremarkable Dungeon.
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Saturday, 15 November 2008
Re: -POWDER- How the hell do I compile this? Malte Helmert 13:28:17
 Jeff Lait wrote:
Ah, here we go:
----
As detailed here (Header dependency streamlining), many of the
standard C++ library include files have been edited to only include
the smallest possible number of additional files. As such, many C++
programs that used std::memcpy without including <cstring>, or used
std::auto_ptr without including <memory> will no longer compile.
Usually, this error is of the form:
error: 'strcmp' was not declared in this scope
The table below shows some of the missing items, and the header file
that will have to be added as an #include for the compile to succeed.
----
I'll make a note of this and try building on 4.3 at some point to
clean up my header dependencies. This somewhat frustrating as I'm
sure I just can't include <cstring> in order to keep compatibility
with gcc 3.3 which I also build on...

I think you may be misinterpreting what this gcc change is about. As far
as I can tell, the new gcc version just uncovers genuine bugs, where
some #includes were forgotten by the programmer but we could get away
with it because other standard headers included the forgotten headers
indirectly by accident. I've seen a lot of gcc 4.3 breakage of this kind
in my own code, and in all cases it was a clear case of me messing up.

Take the first example I get from POWDER 108:
===================­====================­====================­==
g++ -O3 -I . -DLINUX -c bmp2c.cpp -o bmp2c.o
bmp2c.cpp: In function ‘int main(int, char**)’:
bmp2c.cpp:184: error: ‘strcpy’ was not declared in this scope
bmp2c.cpp:186: error: ‘strchr’ was not declared in this scope
bmp2c.cpp:201: error: ‘strcat’ was not declared in this scope
make: *** [bmp2c.o] Error 1
===================­====================­====================­==

The only includes of bmp2.cpp are for <iostream> and <fstream> (there's
also "stdafx.h" [1], but that just includes <iostream> again). Why
should either of these includes give you the str... functions?

Add an include for either <cstring> or <string.h> and you're fine.

By 2008 I kind of hoped the location of strcmp would be
fixed in stone.

If it is fixed in stone, I'd certainly prefer that location to be
<cstring> or <string.h> rather than <iostream> or <fstream>. :-)­ If you
want to support ancient compilers that don't support <cstring>, don't
worry; <string.h> is and will remain fine (if old-fashioned).

Malte

[1] BTW, "__STDAFX_H__" vs. "__SDT_AFX_H__" looks like a typo in
support/bmp2c/stdaf­x.h, support/encyclopedi­a2c/stdafx.h,
support/map2c/stdaf­x.h and support/splicebmp/s­tdafx.h.
comment 2 answer | Add comment
Friday, 14 November 2008
Re: What a totally lame Crawl artifact! Michal Bielinski 03:28:22
 On Fri, 14 Nov 2008 00:44:25 +0100, Don Hastily wrote:
[snip]
artifact animal skin my DEWiz tried ot put on
the other day, it acted like a lodestone or something, when I tried to
put it on it became so heavy I was crushed by the weight of my own
possessions and killed, I didn't know you could be killed by being
overloaded.

Things cannot change their weight except corpses becoming skeletons. The
skin surely decreased your strenght and with it your carrying capacity.
A truly genuine death. Xom would like it.
--
Michal Bielinski
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Thursday, 13 November 2008
Re: Which Weapon? (NPP) Timo Pietil 18:49:15
 tigpup wrote:
So - I'm getting ready for the end-game. Only need to kill a few
remaining uniques.
But - which weapon to use???
'Arielion' gives a mighty 8 blows, but 'Erildilin' (5 blows) is just
such a cool drop, I'd hate not to use it. Both have acid brand for
Sauron. Important stats are already maxed at 18/200.

Arielion definitely. Keep Erildilin as a swap for "native in ...." and
cool activation.

Timo Pietil
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Tuesday, 11 November 2008
Re: POWDER 108 Released David Damerell 17:40:05
 Quoting Jeff Lait <torespondisfutile@­hotmail.com>:
SDL users may use the ctrl key. Unless they are using vi-keys in which
case I'm afraid they are out of luck for now. I can only hope those
players believe that Safe Walk is for weaklings.

Wah!
--
David Damerell <damerell@chiark.gr­eenend.org.uk> Kill the tomato!
Today is Gorgonzoladay, October - a weekend.
comment 2 answer | Add comment
learning by eating etc Eddie Grove 17:03:40
 
Currently, if you are wearing an unaware ring of sustain strength and eat an
unaware mushroom of weakness, you get some message like "you feel weak for a
moment" and so you can learn both flavors. However, if you are wearing an
unaware ring of FA and eat a mushroom of paralysis, no message and no
learning.


Should the FA case be changed to be like str?
Should the str case be changed to be like FA?
Is it best to leave it the inconsistent way it is?


Eddie
comment 4 answer | Add comment
Monday, 10 November 2008
Re: POWDER 108 - YASD - H't the Necro Warrior David Damerell 21:25:29
 Quoting <InugamiPup@gmail.c­om>:
- Necros can eat whatever they want because they don't fight elemental
monsters (fire/ice snakes early on) directly all the time.

Beware the flame strike of divine annoyance.
--
David Damerell <damerell@chiark.gr­eenend.org.uk> flcl?
Today is Oneiros, November.
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Re: Mangband/ToMEnet (another problem) David Chmelik 18:28:13
 I Chmelik wrote:
I tried compiling Mangband (since release) on Slackware (32-bit,) and,
recently, the derived ToMEnet on Slamd64. Makefile must use GCU_ONLY,
and Lua must be re-installed or make returns error. The client works,
but the server says:
./tomenet.server: Cannot Open Log file
./tomenet.server: Quitting!
No log is in ./tomenet/ tree, and I found that error function and one
calling it (which opens 'buf:' not a log.) Grepping it returned 20 - 30
C files: I read most the server ones--but I did not write ToMEnet, and I
know not the current style--even Moria has difficult code. Has anyone
else tried Mangband/ToMenet on gcc & POSIX: any results or suggestions?

Apparently the tomenet directory requires './data,' except the archive
only includes the other required directories--not './data:' the setup
instructions could be improved.

Here is my crosspost to http://forum.t-o-m-­e.net/ describing my new problem:

I compiled ToMEnet and played on a European server. At home I can play
on 127.0.0.1, but not localhost or my external IP address, though I
enabled the ports in my router. In tomenet.ini (which says it is for
windows, though I changed '\' to '/' and it still did not work) it says
port 18348, but 'tail -f /tomenet_path/lib/d­ata/tomenet.log' says it
received connections in ports in the 50000s (about 54000 to at just over
56000,) even after 'tomenet -p18348.' I recall those ports probably map
to others sometimes--but not in my router, which only accepts the just
over 40000 that I saw in the last ports list I read.

--David
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Sunday, 9 November 2008
Re: Can't access save file Timo Pietil 22:04:09
 wtanksley wrote:

I strongly recommend using a relatively current version.
Why do you prefer 1.4?

1.4 aka frog-knows is entirely different game. A very good game if you
can deal with few bugs and weaker UI (no macros).

In fact it could well be better game than current vanilla if you could
use modern UI with it. It is much "darker" game and much less
predictable than current vanilla.

Timo Pietil
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-Crawl- Tips for getting a Necromancer past XL 6 or so? Jeremy Turner 04:10:16
 I'm paying serious attention to Necromancers for the first time, after
noticing how cool some of their higher level spells sound. Trouble is, of
the last dozen or so Necros I've created, only two have made it to the
Temple, and one of those died almost immediately after finding it.
I've tried several races. So far I've had the most luck with Kobolds.
My best was a Kobold Necro who made it to XL 7, mainly because he found a
nice stash of +3 darts on the first level.
Can anyone offer me some strategic or tactical advice? Is Animate
Skeleton worth memorising? I've avoided Regeneration because I don't want
to have to train Enchantments in the early stage of the game. Is this
sensible?

jeremy "i just wanna live long enough to get some ZOMBIES!" turner
comment 4 answer | Add comment
Saturday, 8 November 2008
Re: [Z+] Z+Angband 0.3.0 beta released! David Chmelik 17:32:14
 
Please let me know any issues you have with the new release, but do
check the changes file so you know what I intended to fix. Hope you
all like it!

I cannot compile 0.3.0 on Linux; I thought 0.2.3 could, but it must
have been another variant. If you plain make it assumes X, and you must
either remove '(guint)' or change it to '(guint64)' on the lines
reported, but that is only one step, which of course I gave up because
it forces X. Running './configure' or following 'readme' instructions
causes make to stop immediately, but if you apply 'readme' to the
makefile in './' (which says use makefile.in, but you should do the
opposite) I think it compiles, and it says 'LINK' but has errors. Most
makefiles you tell to use a certain port or display seem to assume you
are either using most/all ports or displays, and either immediately stop
or force another port or display, including forcing compiling for X,
tcl+tk even after you specify gcu (some CLI mode) and take/comment out
everything about GUI!
So basically, I followed readme's instructions 'edit ./src/makefile'
on ./makefile.in (which ./makefile said to do,) and it forced some X,
tk/tcl and some 'main-tnb.c,' but I saw makefile.in is really not
completely/ever generating makefile, so I had to add in a cc flag for
gcu and remove tcl+tk cflags from makefile. Then I think it started
linking, but even though I removed tcl+tk cflags and commented out the
definitions for their files, it said it tried to link some tcl or tk
file and stopped. What a mess! People try to do too much with make and
it messes up, and they expect automake to do the same thing and not mess up.

--David
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Re: -Crawl- Musings about my current favorite race/class combo, the Sludge Elf Transmuter (spoily!) Loopy 13:34:50
 On Mon, 27 Oct 2008 18:39:00 -0700 (PDT), Jeremy Turner
<turnerjer0000@yaho­o.com> wrote:

This started as a short e-mail to a friend who's new to Crawl, but
turned into a sort of review/guide to this fascinating and challenging
combo. It is *highly* opinionated, imprecise, and probably more than
a little misinformed. Naturally, comments, criticisms, and
corrections are welcome.
Incidentally, this is all based on Stone Soup 3.4. I didn't realize
until today that I haven't been playing the newest version. :D­
---
If you wanna see some *interesting* spellcasting, try a Transmuter.
Sludge Elves make the best ones, since they're good at Fighting,
Unarmed, Spellcasting, Throwing, and of course Transmigrations. Have
you heard of the spells Fulsome Distillation and Evaporate? Oh my,
it's so cool you could plotz.
Here's what you do... you pick up all the small corpses, like rats
and bats and stuff, and lug them around till they rot. Then you
Fulsomely Distill the noxious corpsejuices into potions of poison,
slowing, confusion, decay, etc. Then you cast Evaporate on the
potions, turning them into rotbombs, and throw the disgusting things
at hapless crowds of goblins. Then all the goblins are confused and
poisoned and die in a choking, puking heap, gouging each others' eyes
out with the last of their energy. Then you go and brew more
corpsejuice from their stinking remains. It's awesome!

That is a nifty trick I hadn't tried before. But, what about Mephitic
Cloud? It does the same, with less effort. However it's in the
Poisoner's tool box.

All that starts when you reach XL 2. Then, once you gain some more
levels and can cast Spider Form and Blade Hands... well, that's when
the fun really begins and you're glad you've been practicing Unarmed
this whole time. >:D (Note: skip Ice Form, it's suckful.)

I haven't found much use in Ice magic, on the whole.
I definitely concur that Unarmed is worth practicing in any race...if
you can get away with it, that is.

And if you're really smart and lucky and worship Sif Muna
faithfully, you'll start getting gifted all kinds of spellbooks.
Transmigration overlaps a lot with Earth Magic, so hopefully you'll
find the Geomancy book, which is crammed with 4 (!) rather nice Ear/
Trm spells. Practice Sandblast and Stoneskin a little, and soon
you'll be casting Dig whenever you don't feel like going around an
obstructive pillar.
Naturally, because you have good Spellcasting and Int and worship
Sif Muna, you will soon be able to cast the most important spell in
the game, Blink, without fail and without hunger.

Blink is without a doubt one of the best spells. I practice
Teleportation specifically in the aim of getting control over Blinks.

Since you do a lot of fighting, you'll be tempted to occasionally
raise your Dex or Str when you gain a level... but don't do it. You
are a *spellcaster*, albeit a very weird one, and you *will* want
every Int point you can get to cast the really awesome spells like...
<shiver of delight> DRAGON FORM.

Right, Int is it for spellcasters, mostly...although I like mine to
have a bit more Strength or Dex, so they can fight well too. There are
beasties that are best countered with physical violence.

Speaking of fighting, you are that rare beast, a spellcaster who
likes melee. Your most valuable early-midgame combat spell, Blade
Hands, does not help your HP or defense in any way. Your HP won't be
as bad as some spellcasters', because you're good at Fighting, but you
will still need to poison and/or confuse every really dangerous
monster you meet before engaging. Things that are immune to these
effects (especially ghosts) are your most dangerous foes. If you're
lucky enough to find a disruption or holy wrath weapon, keep it and
use it against undead. If not, you'll probably have to use wands or
simply run away from most ghosts that you meet.

The undead don't like fire. The two most useful Fire spells are Sticky
Flame and Conjure flame, for countering the undead. If you can summon
beasts to fight for you, all the better. Sneak in and keep casting
Sticky Flames on them, then dart out and let your henchmen work.

So, obviously, you need to rely heavily on stealth, mobility, and
positioning. Your best wands are Hasting and Healing.

I wish I found more of these. They seem rare in 4.3.

Your best
resistances are Res Poison and Clarity (so you can run through your
own gas clouds).

Getting confused is an excellent way to get killed. It's essential to
have resistance before sacking the Elven Halls.

Your lucky numbers are 2, 3, 5, 8, 13, and 21. If
you're lucky enough to find a spellbook with Swiftness in it, it's
worth practicing Enchantment just for that spell. (Swiftness gets my
vote for second most useful spell in the game if you're not an
Okawaruist or Trogglodyte.)

Cheap and extremely useful like Blink.

Hmm... what else...
The Sandblast spell jibes nicely with your good Throwing skill.
When potions or MP are in short supply, you can chuck those rocks!
Even though you favor Unarmed combat, don't neglect weapons,
especially before you've learned Blade Hands. It's very useful to
have a few specialized weapons to deal with troublesome foes. A
weapon of Draining can be incredibly useful against OODs, Uniques, and
gnolls wielding halberds of slicing. And you certainly don't want to
plumb the depths of the Lair with Blade Hands as your only strong
melee attack.
You don't need to worry overly about practicing weapon skills; they
will sort themselves out. Don't turn off weapon skills unless they
are starting to eclipse your Unarmed and Spellcasting skills.

I regularly turn them off in order to focus on beefing up Fighting
and/or Unarmed. Fighting increases HP. I only practice a weapon skill
if I have a particularly good one in my possession and want to commit.

If this
happens, you probably should be casting Evaporate and Spider Form more
often anyway. :D­ Remember that, even while wielding a weapon, you're
still practicing Unarmed every time you get a bonus attack.
The things I like most about SETms are:
The originality, grotesquery, tactical depth, and tactical strength
of the Fulsome Distillation / Evaporate spell combo. It seems to fit
perfectly with the description of Sludge Elves in the manual as
"somewhat degenerate."

lol
they also drink a lot of other Distillations.

The emphasis on Unarmed combat through shape-changing. Finally, an
unarmed combatant in an RPG who isn't a martial artist! :D­

Shape-changing is surprisingly powerful I have found, but I find it
disturbing to abandon my armaments and armor. It's not for me but I
can see where it might add a new luster to the game.

The flexibility of a race with a 70 in Spellcasting and an 80 in
Fighting. The average of their Spc and Fgt is 75, the best of any
race. They are a rare example of a true fighting spellcaster.

Are you refering to the source code?

What I hate about SETms is:
They're very likely to die on the first few levels. Their well-
balanced stats are not an advantage in the first few levels when an
extra HP or point of damage would make all the difference.
Their really *good* spells tend to be very hunger- and MP-intensive,
until you find some more spellbooks. This is why I recommend boosting
INT every chance you get.
That's about it, really... There's not much about them that I hate,
which is why they're my favorite race/class combo!

They seem very colorful with the ability to change shapes. However the
point you mentioned reminds me of why I prefer Beserkers. No spells to
mess with, Trog rains down gifts and three very powerful abilities,
and there's nothing quite comparable to the Beserk state to
eliminating a whole mess of monsters. And once you have an amulet of
resist slowing, baby that's all she wrote.
comment 12 answers | Add comment
Re: colour Moria David Chmelik 05:54:39
 Beej Jorgensen wrote:
tour86rocker <geoff.tipley@gmail­.com> wrote:
Lastly, does anyone have any idea why Moria hasn't been updated to
color ASCII like Rogue has? I like Moria's shopping, which Rogue
lacks, while I also like Rogue's color ASCII characters.
It's my impression that Moria is "Done". I don't know that it's being
developed in any way, currently. (But I could be mistaken.) A great
many people have moved to playing Angband which is a larger-scale game
with graphics, even. (But still the same huge number of key
commands--sorry! It does support macros, though, so you can map common
sequences to function keys.)

There /is/ colour Moria: I think it started on Amiga, and there is at
least one colour Umoria (which might be in a .Z file, which I do not
recall how to unarchive,) which I think was used to patch DOS Moria. I
think the ftp you link to and Boudewijn Waijers one had it, but I have
not been able to access them for months/years (and have not heard fro
Boudewijn,) but other sites have some of it.

--David
comment 2 answer | Add comment
Friday, 7 November 2008
Re: $ in wall? Beej Jorgensen 19:37:03
 tour86rocker <geoff.tipley@gmail­.com> wrote:
I'm new to rogue-likes and I have a question about Moria: sometimes I
find a $ in line with a wall and can't collect the money. It seems to
act like a wall. Is there a way to get this money?

What! A Moria question on the Moria newsgroup! Seems incredible--I
guess I should answer... :)­

It's embedded in the wall and you have to tunnel it out. First, get a
shovel or pick (if you can weild it) from the general store.

Using the Moria keymap, if I remember correctly, hit "x" to exchange
your primary weapon for your secondary, then "w"ield your shovel. (Then
you can easily switch back and forth with "x".)

Then walk up to the gold in the wall and hit "T" to tunnel. It'll ask
"Which direction?" and hit toward the wall. It might take a while
depending on what the gold is embedded in.

When it says "You found something!" just step on it to get it.

Instead of a shovel or pick, you can use a wand or spell of Stone To Mud
to expose the gold.

HTH,
-Beej

comment 3 answer | Add comment
most variants [not] on 64-bit POSIX David Chmelik 14:41:04
 Most Morias/Angbands I ever downloaded compiled on DOS/9x/me, and the
majority of all variants compiled on Slackware and NetBSD (before
64-bit) but almost none do on Slamd64. In fact I do not think any old
variant compiled: just Angband 3. Zangband as Z+Angband needed guint64
casts, but there are various problems with old variants, including
Morias (same for some older major roguelikes ;) a few sources seem
disappeared. 'Tis unfortunate if all ones for 64-bit gcc & POSIX are
Angband 3 and the few that still compile (I suppose I should report
other variants' bugs.)

--David
Add comment
Mangband/ToMEnet David Chmelik 14:22:40
 I tried compiling Mangband (since release) on Slackware (32-bit,) and,
recently, the derived ToMEnet on Slamd64. Makefile must use GCU_ONLY,
and Lua must be re-installed or make returns error. The client works,
but the server says:

./tomenet.server: Cannot Open Log file
./tomenet.server: Quitting!

No log is in ./tomenet/ tree, and I found that error function and one
calling it (which opens 'buf:' not a log.) Grepping it returned 20 - 30
C files: I read most the server ones--but I did not write ToMEnet, and I
know not the current style--even Moria has difficult code. Has anyone
else tried Mangband/ToMenet on gcc & POSIX: any results or suggestions?

--David
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Thursday, 6 November 2008
should SI be obvious? Eddie Grove 23:20:51
 
Currently, if you quaff an unaware potion of detect invisible, you are given a
message and know that you have been granted See Invis. I would like it also
to be obvious when, e.g., you try out a ring of See Invisible. My reasons are
not so much about consistency but that it is a real pain to make the coding
modifications for the char to correctly notice the negative condition of
lacking see invisible.

So does anyone think it would be a bad thing for it to be obvious to you when
you wield an unaware flavor or unidentified ego that grants see invisible?


Eddie

comment 6 answers | Add comment
[crawl]YAFM: How to make Elyvilon very angry Michal Bielinski 13:46:30
 I read two unidentified scrolls:
As you read the scroll it crumbles to dust. You hear tinkle of a tiny
bell! Many friendly butterflies appeared.
As you read the scroll it crumbles to dust. The scroll explodes in
your hands! 11 butterflies die.
--
Michal Bielinski
comment 1 answer | Add comment

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Пожалуйста, относитесь к собеседникам уважительно, не используйте нецензурные слова, не злоупотребляйте заглавными буквами, не публикуйте рекламу и объявления о купле/продаже, а также материалы нарушающие сетевой этикет или законы РФ. Ваш ip-адрес записывается.


XYQE > RoguelikeGo to page: « previous | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next »

see also:
Mouseclicks in games ignored
Costco. Thanks for the heads up…
pass tests:
see also:
Sospiri.
weblog perdana
-!!!! ... ??

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