World destruction comes in small shrink-wrapped packages...
Showing posts with label mod. Show all posts
Showing posts with label mod. Show all posts

2011/09/21

The Dark Mod Halloween Competition is now on

TDM It’s been dry over at The Dark Mod HQ for months now. The version 1.06 update was in June, and the last fan mission released was in July. And it finally happened: I finished almost all of the TDM missions out there, save for a few, which I didn’t like.

But I happened to check the main page yesterday, and noticed that there’s a new competition on. It’s the Halloween Speed Build Contest of 2011! I’ll be lazy and quote the text from the website, which explains it all perfectly:

“A new Halloween speed-build contest is underway! There are at least half a dozen mappers participating, including heavyweights Melan and Bikerdude.

The mission must have at least one element that evokes Halloween. Scary missions will be preferred but things like: playing tricks, finding candy, fall decoration (Gourds, Pumpkins, etc), Pagan harvest festivals, etc ... are all acceptable ways to evoke the holiday. Missions must be completed by October 31th.”

TDM FM The “Halloween Speed Build Contest 2011” is the 4th contest hosted by the TDM team. The others in chronological order were “Grand Christmas Contest ‘09”, “Summer Vertical Contest ‘10”, and “Seasons Contest Spring ‘11” (which took place earlier this year).

At least this means that we’ll get some more good missions by the end of next month, and I have a reason to fire up TDM again! Like I said, I’ve finished most of them, even replaying them on different difficult levels, but I soon tire of doing the same mission again and again. My replays of Thief or Thief II were at least a year or two apart, until I discovered the FMs for T2, of which I’ve played a few.

Source:

TDM - TDM Halloween speed-build contest forum thread


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2011/07/26

The Dark Mod Experience: Part II

TDM screenAfter the reformat, I obviously had to get everything in working order on my system. After some trouble with some programs, including the ATi drivers for my graphics card (I eventually had to roll back to a previous version), I was about ready to install Doom 3, and then after that, put TDM on my HDD. So after about half an hour or so, I had it all set up, and then ran the TDM launcher. I was at the main menu of this mod, which had eluded me for nearly two years since its release – and I’d craved to play it for about twice as long.
The only game I’d wanted longer than this was Duke Nukem Forever, which I also managed to play last month – and if you were wondering, sort of inspired this two-part series in a way. Yatta over at duke4.net wrote a series called “The DNF Experience”.
But there were problems once I tried to actually play the game. After installing one of the FMs and attempting to play it, the screen froze once the game was restarted, and I also noted that the Doom 3 intro screen flashed in front of me at one point. So I had to hit alt+ctrl+del and go back to the desktop. I tried firing up the launcher again, but then I ended up with a blank screen.

After this, I ran Doom 3 itself, and tried loading the mod from there, but that was also a no-go. I couldn’t figure out what to do.

I perused the TDM forum online to see if anyone else had the same problem, and came across some similar ones, and there were several suggestions thrown out – some pertaining to ATi drivers and other similar issues.

I really need to get rid of this graphics card and go back to nVidia. I rarely had any problems back then.
But I thought that since I’m only running v 1.3, I should really update it to v 1.6 to see if that would fix the error – I’d read of others having fixed problems this way. So I waited nearly another month.

A month later; I hadn’t played any games for weeks and I was starting to feel the strain. I needed a break from reality. I had just under half of my data left, so I took TDM off my HDD and put a clean version on there in the Doom 3 directory and ran the updater. It was so slow; it would have taken hours to get the process done. Even though I’ve since learned that the updater can resume downloads, I didn’t know that at the time. So I cancelled, and instead waited until the next day.

Water arrows - gotta love 'emThe Builders are kinky b*ggers...You don't gotta look at the compass to find the door, son.

On the Monday, I ran the updater, and it was much faster. I was able to get all of 340 MB down and installed within an hour and a half. It only took longer than that, because while I was in the bath that evening (it’s winter here now – I don’t shower this time of year), my firewall started blocking the TDM updater’s access to the web. After allowing it through, it finished up, did a bit of housecleaning and patching, and it was done.

I then backed up the full v 1.6 and all the FMs I had at that point (about 35+). I wasn’t too sure if this would fix the problems I had with it, and instead of trying it, I left it for that night, instead opting to play some DNF.
Then the following night I had the courage to fire up the TDM launcher, and got to the main menu again. It had been weeks since I’d last been here. I installed just the included training mission, without loading in all the FMs to the appropriate folder, and TDM restarted. I was anticipating yet another blank screen or something. Then I saw a loading screen for the first time.

“I haven’t got this far yet,” I thought.

I crossed my fingers and waited. Bloody long loading times.

To my amazement, it happened - I was in the game. I was in the training mission – in the room with doors all around me. I couldn’t believe that running the updater actually worked! I thought I’d at least have to try the torrent again, or perhaps run the updater and grab the full 2 GB of TDM that way – which I hear is the most painless way of going about it.

I played the training mission a bit, and exited. I wanted to see if I could get back to the main menu again and not see a blank screen. I could.
It was working just fine.
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I always find that when I’m so eager to play a game or mod, then it’s like life chucks everything in front of me, not allowing me to have any fun. Whereas all the games I’m not so amped about work fine. Murphy’s, or Sod’s Law, I guess: if something can go wrong, it will.

But now I don’t play TDM. It sits there on my HDD. At first I didn’t want to play it or install any more FMs because I might’ve broken something, and I’d have to reinstall and it wouldn't work… again.
From the screenshots, you can obviously tell that I have played the mod, and at least several of the missions. But now I have TDM and all the FMs out there, and everything’s working – I’m not interested anymore. I spent nearly two years trying to get the mod - jumping through all sorts of hoops, getting around tons of obstacles.

The chase is better than the catch, as they say.
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2011/07/21

The Dark Mod Experience: Part I

TDM screenI finally played The Dark Mod the other night.

I first spied The Dark Mod as an interesting project back in 2007, after visiting Thief-The-Circle, which is part of the TTLG network of sites. But the project started way back in 2004, after the somewhat disappointing Thief: Deadly Shadows was released the same year.

I immediately began downloading all of the screenshots and videos that were made available, and viewed them continually for months.

Years passed, and in 2009 the first beta release was out, after approximately five years of work. I wanted it - but at the time, here in the third world, I still had a dial-up connection, which meant it would take at least a full month of downloading to get this mod – and the only way you could get this mod was by running one of those online updaters, which have to run while you’re online, obviously. It would have taken days.

So I had to put it on the backburner for a while.

At about the same time however, I started using data bundles with my Smartphone. I thought about how much it would cost to buy a 2GB data bundle to get the mod. I could easily afford it, but the only thing is that data bundles, with the network I was on at the time, had to last 60 days (it used to be 30). So after downloading the mod (which I think was about 1.2 – 1.5 GB at the time), I’d have to be very frugal with the rest of the data. I could have done it - barely - in hindsight, but chose not to.

Instead, I tried petitioning (or nagging) to get the mod on the Cover DVD of NAG – a local gaming magazine. The DVD is usually full of rubbish including mainly trailers and videos and the like. I thought they’d be thrilled to put something on the DVD. But no – it was the same excuse: “It’s in the queue”. I even tried to get NAG to do a preview of TDM before that, but there was absolutely no interest whatsoever.

If you were to dig around on this blog, you would see that I’ve written about all my frustrations in trying to nab it several times in the past. I do know for a fact that the TDM community stops by here every now and again. Even a TDM developer of sorts caught on and went over to the NAG forums, promising to get a proper direct download package up and running – even with some FMs. That still hasn’t happened.

TDM in-game (Return to the City)briefing screen (Alchemist)TDM in-game (The Siege Shop)

                    Would you care for some screenshots, young thief?

Fast forward to 2011, and I was using 1 Day uncapped broadband bundles with my 3G provider. I found that not only do you have an option to run the updater to download everything, but you can also download the torrent. I gave that a try. Hell, it was slow – it was barely any  faster than my dial-up connection – partly because the network I was on throttles you after using only 150 MB of bandwidth. It said it would take 20+ hours to download. I had 24 hours until the data bundle expired. I gave it a try, but barely got half-way before calling it quits. I wasn’t going to get it done. When I bought another 1 Day uncapped data bundle and tried to resume that download, I couldn’t because version 1.5 was out, and the torrent I tried to download was v 1.4. The torrent was taken down or something, by the look of it.

It was this year that my dial-up deal was coming to an end, and I had to look elsewhere for options. I spotted a Wi-Fi deal that gives you a modem and 5GB of data per month. I thought that would be ideal seeing as I would be able to use up half through the month, and then have enough to download The Dark Mod as well as all the FMs available, which stood at about 40+ at that time.

I tried the torrent, but once again it said that I would have to wait about 20 hours or more to get the thing. There were barely any people seeding it, and no peers. It initially ran at about 100 KB/s, but dropped to half that, and less, in no time.

“Why can’t they put a direct download up somewhere for Chr*st’s sake?” I thought. Then I actually checked, just out of curiosity, to see if there really is such a thing. I saw that some people had uploaded versions of the mod to Rapidshare and MegaUpload and so on. But I spotted something even better: there was a download available at Gamefront through the Dark Mod’s ModDB page.

I downloaded that instead. It wasn’t the full version 1.5 (at the time), but it was v 1.3, which was close enough. I figured I’d just run the updater later and get it up to v 1.5. Anyway, the download took 4 hours instead of 20, which made me happy. The modem held up under a storm outside which lasted the entire time. I was on edge that afternoon because I wasn’t sure if the server supported download resume. If the connection was dropped, then I might have to start over. Luckily that didn’t happen by some miracle. That modem usually drops under even a hint of bad weather.

I downloaded about 30 of the FMs, until my data reset – it was the end of the month. I left it until the last bloody minute to do all this. I immediately set about backing up all the files, in case something happened to them. I was damned if I was ever going to do all that again.

I ended up making two or three discs with the mod on it. One or two of those discs had some sort of write failure, because there was an internet security program interfering with Nero. I uninstalled the interfering program, and then I managed to get one successful write out of three.

After that I reformatted my HDD, which I’d been planning for some time, after just getting fed up with all the issues I’d been plagued with.

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End of Part I – look out for Part II soon.


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2010/09/28

Duke Nukem 3D Remake Using Unreal Engine 3 In Early Stages

There’s an interesting mod that I read about on Bluesnews the other day. Someone over at the new Gearbox Duke Nukem forums (which are now the official ones instead of over at 3D Realms), has undertaken a project to create an unofficial remake Duke Nukem 3D, using Unreal Engine 3 technology – the engine of choice nowadays for most mods.

It’s been said that it basically uses the same core features as seen in Duke Nukem Forever.

There are several screenshots up showing off the work done so far by one guy. And apparently he’s all ready contacted the likes of Scott Miller of 3D Realms to secure permission to carry on with the project. Scott says he would like to see the work done so far and so would George Broussard.

DukeNext1

                    A screenshot of early work on the project, with comparison.

The man behind this project, known as Fresch, previously worked on a Daikatana remake, which was abandoned due to lack of interest, despite some fanfare from none other than John Romero. Then a SiN remake, which was cancelled after a Cease and Desist was issued – not to the guy working on it directly, but to the ModDB people, who subsequently deleted the mod’s pages.

There are of course worries over whether the mod will allowed to carry on in development. Seeing as Scott says he’s interested and hasn’t outright denied permission, that’s a start. Upon contacting Gearbox reps, they said that even though they have the rights to the Duke Nukem IP (acquired from 3DR last year), and are working on Duke Nukem Forever, and possibly Duke Begins, they do not have any say based on earlier Duke Nukem titles - such as DN3D, DN 2, and the original Duke Nukem.

But in an update, Scott did get back to Fresch, and said that it would have to go through Take-Two, the former publisher of DNF. That’s the publisher that caused 3DR all the legal woes in the past. This has aroused some debate seeing as 2K now owns the publishing rights to DNF, and had nothing to do with Duke Nukem 3D. But if it is true, then hopes of getting a green light for a remake of “Red Light District” are slim.

Still, like most of the pessimistic posters on the forums say: these projects are very rarely followed through until completion, and there’s not much one guy can do, although the maker claims he will assemble a team if given the go ahead from 3DR or whoever has the final say.

The screens do look amazing though. And if you thought that the Polymer renderer for EDuke32 and the HRP looked shiny, then you’ll have to wear sunglasses, just like the Dukester, when taking a look at these.

Sources:

http://www.bluesnews.com/s/114567/duke-3d-mod
http://gbxforums.gearboxsoftware.com/showthread.php?t=111335


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2010/07/05

The Dark Mod Coming to A DVD Near You… Hopefully

I decided I would put the now occasional post up here. I went over the NAG forums today and saw that the August DVD request thread is still open a month later, probably soon to be locked and the key thrown away.

Anyway, I saw an interesting post there that talked about The Dark Mod – something I’ve wanted on the NAG DVD for months now, since last October.

The poster is a member of the TDM development team, who arrived over at the NAG forums, likely thanks to one of my posts here on the blog talking about wanting the mod on the DVD.

This poster talked about putting the mod into a more accessible form – right now it’s one of those install while online things which I dislike, so I understand. But that might change seeing as they might make a regular installer that can be downloaded in its entirety and run offline, which will come bundled with some of the current maps available off the website.

Related to this, a version 1.03 is on the way, likely to be released within the next few months, which will have even more fixes and so on for the mod. And there’s also talk that after id Software releases the source code for Doom 3 or id Tech 4 engine, likely next year after Rage comes out, the mod will be looking at running standalone, without the player needing Doom 3, like it currently does. And of course there will be messing around with the graphics, features and so on too.

“I noticed thanks to referrer traffic that NAG had a few posts over the last few months asking for The Dark Mod (TDM) to be put on the DVD, and as I don't exactly follow NAG, but seeing as I'm part of the TDM dev team, I'd like to offer to put it into a more accessible form if you guys are interested. At the moment the maps are separate from the installer, and the installer requires internet access. I'd be happy to roll an installer and include a handful of the 25 odd missions (40 hours+ gameplay) that we have so far had released.

It would however most likely be left for a later date when you can spare the space and once 1.03 comes out, we should have HDR and a lot of AI/gameplay fixes. Failing that, Carmack has told us that the Tech4 source will be released shortly after Rage (he seems to have permission from Zeni, yay), so early next year we can look at a full distribution, without the need for doom3 and with increased graphical goodness and performance.

Just an offer if people are still interested.”

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Source: August DVD Request Thread [NAG Online Forums]


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2010/06/06

The Dark Mod Version 1.02 up for Download

the_dark_mod By now you’ve surely heard of The Dark Mod: a Thief-inspired mod for Doom 3. Recently another update for the mod was released, bringing it up to version 1.02 now. What’s in this new update: new textures, models, AI fixes as well as some new vocals for the guards and so on.

The download weighs in at 500 MB. There’s a mew trailer to show off some of the new features as well.

There’s also some new Fan Missions [FMs] that have been released, including most recently “Alchemist”, just the other day.

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Source: The Dark Mod [via Doom world]


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2010/05/18

Thievious Update: Medieval Magical Mayhem

Thievious is another Thief-inspired mod for Doom 3, much like The Dark Mod. Except it’s aim is to be a multiplayer coop game, and in addition to this, the latest update for the game sees you using magical powers, perhaps inspired by the Pagan Shamans and Hammerite Priests from the Thief series, or even the Imps from the Doom series. Who knows? Maybe both.

thievious_magic_casting

These powers include the conjuring of fireballs, like the picture shows, as well as manipulating the environment with telekinesis.

The picture above likely looks a little fuzzy because it might well be a screen taken from a clip of the gameplay. Either that or it’s a LQ screenshot.

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Sources:

Thievious Work In Progress Update 3 [ModDB]
Thievious Update 3 [PlanetDoom]


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2010/05/08

AAA - Now Playing: Doom 3

doom3AMS

True to my word, like I said the other day, I ended up installing Doom 3 again on my PC. I fished out the “Best of” DVD box that I bought for Christmas years ago, which saves me having to patch the game endlessly. I also installed a few mods, but I don’t know how many of them are actually working since at least on of them is a standalone one, not meant to be played with others.

But I am trying out AMS, or Allied Squad Marines, a mod which enticed me into playing the game again in the first place. Those dudes, like the one in the picture above, aren’t so smart it turns out, and will often not follow you like they should, or get stuck in walls, or fail to move out the way in a critical moment and you end up getting killed by a trite [spider thing], or they end up killing you by shooting you in the back, but anyway… fun.

When I first played the game years ago, brand new off the shelf, my system could only run it at medium in terms of graphical beauty. Now I can play the thing at ultra quality. That’s what I like about playing the classics. The characters are still bloody ugly though.


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2010/04/25

Allied Marine Squadmates for Doom 3 [Post-Apocalypse, Old News]

93363_18 What the hell. It’s my blog, I’ll post about whatever on here.

Are you too scared to play Doom 3 all on your own? Then you might want to check out Allied Marine Squadmates: a mod for Doom 3.

This is a mod released back in 2008 for Doom 3 which I stumbled across yesterday while searching for something about the Doom 3 marine. Basically it allows you to play with bots that will back you up in the singleplayer campaign. You can mix and match them with different uniforms and such to tackle the demons, zombies, and other nasties.

“When looking for a little back-up in an un-forgiving world... "=AMS= United Forces" reports for duty!”
"With all Major Bugs Fixed ... Extra Features ... and New Marine Styles Added!"
"Squadmates are Back with a Vengeance! ... Locked, Loaded and Ready for Action!"
“Squadmate Update: Prepare for "Allied Marine Squadmates v.7.1.ufo" .."United Forces: Official"
“Allied Marine Squadmates UFO is a one of a kind "Special Edition AMS" mod offering!”

It almost makes me want to install the game again. Maybe I will.

Download

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Source: FileFront


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2010/04/21

Imp Gibs Mod, GIP, for Doom 3 Released

imp

                                              “I hate you, you hate me.”

My old friend, Neurological, is a mainstay in the Doom community, having made some mods for Doom 3, as well as Wolfenstein, and possibly Quake 4, as well as making covers of the music in the original Doom games.

This is his latest mod for Doom 3. Do you remember Doom 3, and how after you killed the demons, their bodies would just disintegrate into ash? Neurological made a mod where the process of disintegration [instead of decomposition] is halted, and you can slice and dice their remains with your arsenal. He calls it the “Gibbable Imp Prototype”. It seems it’s exclusively for Imps, probably one of the most irritating creatures in any Doom title.

The nearest thing I’ve come across in a mod like this before, was in Enhanced Doom years ago, where the process was slowed down to allow more time before the process started. In vanilla Doom 3, the bodies vanished almost immediately sometimes.

You can get the mod with info here.

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Source: Imp Gibbing Time! [Planet Doom]


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2010/03/14

Mod Watch: Dark Mod Version 1.01 Released

On this day: March 14, 2010 - Steak and BJ day; March 14, 2004 - Battlefield Vietnam

inventor Yes, so that it isn’t he most original title there: Mod Watch. It’s all ready been used before by others. I just couldn’t think of anything better.

But what is better is that version 1.01 of The Dark Mod, a mod or total conversion for Doom 3 based on the original Thief games, has been released. This is the first update for the game since it came out last year in October.

“At long last, the TDM 1.01 update is ready for download! This is a BIG update, that adds dozens of new assets for mappers (including 6 new AI types, new models, and new ambient tracks), as well as fixing numerous bugs. New features for players, like a crouch indicator and combat difficulty levels, have also been added. We've also responded to the many player requests to reduce the volume of the player footsteps.”

You can grab the new versions of TDM and Dark Radiant, the editor, by visiting The Dark Mod’s official website.

I still haven’t managed to play this mod. NAG magazine won’t download it and put it on the Cover DVD because it’s too big. We’ll have to wait for NAG to upgrade to two DVDs, which they might or might not do this year.

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Source: thedarkmod.com


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2010/03/01

Mod Watch: Duke Nukem Eternity

dne013

I’m busy playing around with EDuke32, the HRP, Duke Plus, and Polymer at the moment, so I wanted to check up on some of these mods lately. I saw this in the recently updated column on Mod DB.

I’ve known of this mod for EDuke32, called Duke Nukem Eternity, (a jab at Duke Nukem Forever) for some time now. The good news is that a release of a couple of levels should be out this month, hopefully.

Duke Nukem Eternity is a Polymer only mod for EDuke32 which also needs the latest HRP (High Resolution Pack) for the port, and if you thought that regular Duke Nukem 3D looked good with all the improvements made, then you’ll love how this mod looks. Some say it looks nearly as good as Doom 3, graphics wise.

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Source: Mod DB


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2009/12/08

Wolf and a Half: Wolf 3D mod for Half-Life 2, Demo out now

e4m30000 I read about this on Bluesnews as well as N4G.com. I had a change to have a look at it today, this Wolfenstein 3D mod for HL2.

There’s not a whole lot of detail, certainly not as much as you’d expect from a mod built in the source engine, but it does retain a kind of Wolf 3D feel to it, when I look at the screenshots. And I like that, because I’ve always liked Wolfenstein 3D.

I’ve heard of this mod before, and now this time the big news is that a demo including 5 maps has been made available for download.

Also, this guy is in need of some new team members for his mod company, S.D.A., so if you know something about modding, help him out.

So there’s a Wolf 3D mod for HL2, but I also know of a Wolf3D mod for Doom 3, which looks even better, I think, although this mod, the last time I read about it, was “put on ice”.

wolfd3-02

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http://www.moddb.com/mods/sda

Wolf3D in Half-Life 2


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Medal of Honor: The Selected Few – a mod for MoHAA

 

00326692 I read about this on N4G and Strategy Informer. This mod makes visual improvements to the ageing game, Medal of Honor: Allied Assault (from 2002) with some new textures and models.

Recently the 0.1 Beta version was released, which means what you see is only just a fraction of the work that still needs to be done. This is visible in the shots. Some of the redone uniforms look better (there are sleeveless shirts like the one in the screen to the right), but overall00326705 I felt underwhelmed.

It’s obviously still a work in progress, and a new mod at that, so it’ll hopefully get better with time. Don’t know if I’ll download it and try it myself, seeing as if it’s one game I played to death years ago, it was MoHAA. I especially liked the Omaha beach level, which was essentially the game’s version of the opening beach battle in Saving Private Ryan. Still cool though.

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http://www.strategyinformer.com/pc/medalofhonoralliedassault/mod/34054.html

http://www.n4g.com/pc/News-439770.aspx


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2009/12/07

Mod Watch- Terminator 2 Judgment Game for GTA: San Andreas

I was just looking through Mod DB, and saw this mod for Grand Theft Auto: Sand Andreas, called Terminator 2 Judgment Game (instead of Judgment Day).

It’s a one man gang working on this mod which includes cinematics based on the iconic movie, 25 missions as well as textures and models of characters and things from the film too.

Anyhow, the latest news on this mod is that there is a new trailer up. the author, Samuel, says that the game is being delayed, even though it was set for a December 6 release.

I’m such a fan of Terminator 2. It’s one of my favourite movies of all time, and I actually picked up the DVD for Christmas recently, as well as the first film. I still think the T-1000 played by Robert Patrick is one of the scariest enemies from any film.


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2009/12/05

Yowl! Cat-Life: a Mod for Half-Life

catlife

I came across this on RPS. They seem to post about these mods. The last one was a cool mod for Crysis, called DeLorean Time Machine. This time it’s about Cat-Life, a mod for Half-Life which allows you to play as a cat.

“Cat-Life is an original concept for Half-Life and the GoldSource engine.Players will experience the Black Mesa incident from the view of a stranded pet cat.

Using claws and teeth and the natural prowess of a cat, players will travel through the bowels of Black Mesa.Xenian beasts roam the corridors and laboratories and... surprise... cats are conveniently bite-sized for those in-between-meal munchies.”

This is so weird, because it’s the game I’ve always thought about, but knew that nobody would ever venture there. I mean, making a game with a cat as the main protagonist! But, here it is, and strangely using HL1 instead of HL2 for the mod.

I have a cat, and I once attempted to make a point and click style game in AGS involving the cat. Hell, I once thought about how cool it would be to have Rainbow Six, except instead of counter terrorists, put dogs in there as they take down tangos, which be the cats.

Anyhow, back to Cat-Life, the demo for this mod is out now. Instead of using a crowbar, the main weapon is the cat’s paw with sharp claws and such.

The main consensus, or theory, is that the cat in this mod is the one who is mentioned in Half-Life 2 when Alyx was about to enter the teleporter in order to reach Black Mesa East.

Isaac Kleiner: Right you are. This is a red letter day, we'll inaugurate the new teleport with a double transmission.

Barney Calhoun: You mean it's working? For real this time? Because... I still have nightmares about that cat.

Alyx Vance: What cat?

Isaac Kleiner: Now, now, there is nothing to be worried about, we have made major strides since then, major strides.

Alyx Vance: [more anxiously] What cat?

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http://www.moddb.com/mods/cat-life

http://www.moddb.com/mods/cat-life/downloads/cat-life-demo

Gordon Feline: Cat-Life


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What does AAA stand for?

It's not an abbreviation of anything. It just means the best of the best... 

"Well, now you know the truth: Apocalypso's Atomic Arcade!"

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