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Xcom Tftd (et-version 20/01/2005)


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#1 max

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Posted 24 May 2004 - 03:36 PM

XCOM TFTD (ET-version 20 January 2005)

Summary
--------------------------------------------------------------------------------

* bugfixes (mostly 'battlescape')
* alternative video modes support
* auto sell manufacture enabled by decrease zero quantity (1111)
* allocate all scientist by decrease zero quantity
* allocate all technician by decrease zero quantity
* manufacture 'ingredients' removed at time of production
* idle technicians contribute to assembling base facilities (25/day)
* geoscape time (updated)

bugfix update: fixed incorrect damage being taken caused by previous et patch.

details are included in the zip.

Have fun!

Attached Files


Edited by max, 20 January 2005 - 04:57 AM.


#2 mikker

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Posted 25 May 2004 - 01:19 AM

whats this? a patch?

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#3 Puasonen

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Posted 25 May 2004 - 01:45 AM

I'm too scared to install it because I don't understand all the changes you have made.
Please explain what do you mean by these:

+ allocate all scientist by decrease zero quantity
+ allocate all technician by decrease zero quantity
+ manufacture 'ingredients' removed at time of production

and what bugs have you fixed?

This "+ idle technicians contribute to assembling base facilities (25/day)" is a great idea! and this "+ auto sell manufacture (enabled by decrease zero quantity (1111))" too!

Are you planning to make a patch to "ufo defense" aka "enemy unknown" too?
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#4 SupSuper

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Posted 25 May 2004 - 03:16 AM

i'll check it as soon as i get back from school, then i'll post my review on it.
if it's good, maybe you could look into fixing UFO (Xcom1) CE :)

Edited by SupSuper, 25 May 2004 - 05:13 AM.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#5 SupSuper

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Posted 25 May 2004 - 05:16 AM

Please explain what do you mean by these:

+ allocate all scientist by decrease zero quantity
+ allocate all technician by decrease zero quantity
+ manufacture 'ingredients' removed at time of production

those mean that:
+ when you assign less than 0 scientists to a research topic the game automatically assigns every available scientist to it
+ same as above, but with technicians
+ as soon as manufacturing is started, requirements (materials required) are automatically deducted to avoid cheating (the no-technician-free-production cheat) :P

anyways, i just tried it but all i get is a "Patch not installed" message :huh:

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#6 max

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Posted 25 May 2004 - 02:34 PM

Hi,

about 'patch not installed' message, the file 'tftdet' with no extension needs to be copied to the main directory as well.

'bugfixes' deal mainly with crashes of various sorts.

enjoy :)

#7 SupSuper

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Posted 26 May 2004 - 03:47 AM

Hi,

about 'patch not installed' message, the file 'tftdet' with no extension needs to be copied to the main directory as well.

'bugfixes' deal mainly with crashes of various sorts.

enjoy :)

i did copy that file to the main directory too! maybe the patch's looking for it in some other folder?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#8 max

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Posted 26 May 2004 - 05:08 AM

Hi SupSuper,

26 May 'a' version should give some error codes, please post them, thanks!

#9 Puasonen

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Posted 26 May 2004 - 06:11 AM

Can I share this patch in my own homepage too?
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#10 max

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Posted 26 May 2004 - 06:26 AM

Hi Puasonen, if you have managed to get it to work, do what you like with it :)

I'll post updates in this forum.

#11 Puasonen

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Posted 26 May 2004 - 08:09 AM

Ok, thanks!
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#12 SupSuper

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Posted 26 May 2004 - 08:29 AM

Hi SupSuper,

26 May 'a' version should give some error codes, please post them, thanks!

here you go.

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#13 max

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Posted 26 May 2004 - 08:59 AM

thanks,

are you using a 'loader'? (try run the TFTD executable directly)

#14 SupSuper

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Posted 26 May 2004 - 09:10 AM

thanks,

are you using a 'loader'? (try run the TFTD executable directly)

i use f0dder's loader. i tried running without it (run the EXE directly) and it still gives me same error.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#15 max

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Posted 26 May 2004 - 09:51 AM

Bear with me, if you will... :)

please try this 'tftdet' file.

-file removed

Edited by max, 04 June 2004 - 03:13 AM.


#16 BladeFireLight

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Posted 26 May 2004 - 08:26 PM

Care to share what other plans you have? and How you acomplished changes to the game.

I have one request. can you find a way to slow down geoscape at tactical to the orginal game speed.. id 5sec in geoscape = 1 sec real time.

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#17 SupSuper

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Posted 27 May 2004 - 03:43 AM

at last, it works. and it seems i don't need f0dder's loader anymore too (that's probably another bug fixed) :D
let's see... changes i found:
- all the new features you mentioned work. i tried them all and they work :)
- bugs are truly fixed. i tried playing my old tftd game and it no longer crashes to desktop when i go into battlescape. to test it further we should direct people that have all sorts of bugs with tftd ce to try this patch and see if it works.
- it seems you changed cursor and geoscape icons (x-com base, x-com craft, ufo, etc.) to some nicer looking ones. however, i preferred the old geoscape icons. also, your new icons don't show up in screenshot images (F12 key). however, it seems you can now take screenshots of the CE with Printscreen :)
i still need to test it with xcomutil, to see if it with it or not. more reports later. for bugs... only one i found is that the cursor seems to slow down when it leaves the screen (bottom or right side of screen) and hard to get back on the screen.

i think you've pretty much done a good job. a not-buggy x-com is what everyone wants. maybe micah should put this patch on xcomufo.com or something, for people to try if they get bugs with tftd. further testing is still needed, but i think it's going the right way :)
maybe you could lower the geoscape timer's speed, like BladeFireLight asked, so it'd work at the correct speed. and... maybe you could also look into fixing xcom1 ce. that would make everyone happy :D

btw, here's a screenie of the new geoscape icons for ppl to see. do you think they are better or should the old ones remain? i prefer the old ones.

hmmm... now i notice i used lots of happy smileys in this post. this truly is a good patch ;)

Attached Thumbnails

  • new_tftd.PNG

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#18 Puasonen

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Posted 27 May 2004 - 04:07 AM

I like the new geoscape icons, I can't see how the cursor is changed though? :huh?:
I bet the research tree is still buggy? That might be impossible to fix I guess?
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#19 SupSuper

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Posted 27 May 2004 - 05:09 AM

I like the new geoscape icons, I can't see how the cursor is changed though?  :huh?:
I bet the research tree is still buggy? That might be impossible to fix I guess?

new cursor on the left, old cursor on the right. now do you see the difference?
hmmm... i'll have to reproduce the research tree's bugs to see if they still occur. i guess more testing is needed.

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  • tftd_cursors.PNG

Edited by SupSuper, 27 May 2004 - 05:10 AM.

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#20 Puasonen

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Posted 27 May 2004 - 05:50 AM

:D
I guess I expected some bigger change in that ^_^
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#21 max

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Posted 27 May 2004 - 09:41 AM

Hi, I am very relieved that you have got it working.

about the graphic changes, please post alternative graphics for bases and cursor, those where just an example.

The graphics have been converted to 640*400 32bit, it would be great to start replacing some of the game graphics to take advantage, like base facility icons, could someone post a set?

about other bugs, like research, savegames with problems are very helpful, please post some, with descriptions of the problem.

There are more changes to come, but I'll leave a 'normal' version for those who just want a 'fixed' game.

Post any suggestion or ideas, I would like to add them, if at all possible.

#22 Puasonen

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Posted 27 May 2004 - 10:26 AM

Sounds cool!
How 'bout fixing UFO defense AKA Ufo - enemy unknown Collectors Edition? :rolleyes:
I would have tons of ideas to this one.

Edited by Puasonen, 27 May 2004 - 10:27 AM.

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#23 SupSuper

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Posted 28 May 2004 - 02:51 AM

according to a research tree i have here, this are the research bugs in tftd:
- You must have a M.C. Reader in stock before you finish research on M.C. Lab or you won't be able to continue the M.C. Research Tree
- If you research a Live Deep One and you don't have all the requirements for Ion Armour you'll only get M.C. Lab. You'll need to capture another Live Deep One to get Ion Armour.
- Researching a Tasoth Commander will not give you Leviathan thus you won't be able to finish the game.

hmmm... improved graphics, that would be cool. but i don't know who'd be able to make new graphics for the new resolution.

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#24 Puasonen

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Posted 28 May 2004 - 03:37 AM

hmmm... improved graphics, that would be cool. but i don't know who'd be able to make new graphics for the new resolution.

I guess he means the geoscape view. Those graphics could easily be improved. Battlescape would be too hard to do though.
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#25 max

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Posted 28 May 2004 - 03:37 AM

The geoscape time has been corrected. Is it ok?

in the battlescape, the soldiers has a graph indicating time units, energy etc.
what information would be helpfull to be displayed here?

about the way damage is taken, in xcom3, i am not sure but armour absorbed damage before the agent was affected?
- for my own game i want to change the model and remove the random element, this will mean a hit will always cause damage if the armour is affected by the damage type, first (mostly) to the armour then the agent/alien.

#26 SupSuper

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Posted 28 May 2004 - 03:55 AM

The geoscape time has been corrected. Is it ok?

in the battlescape, the soldiers has a graph indicating time units, energy etc.
what information would be helpfull to be displayed here?

about the way damage is taken, in xcom3, i am not sure but armour absorbed damage before the agent was affected?
- for my own game i want to change the model and remove the random element, this will mean a hit will always cause damage if the armour is affected by the damage type, first (mostly) to the armour then the agent/alien.

yes, it's ok :)

hmmm... i don't know, it's pretty good as it is. perhaps it could show the soldier's m.c. strength?

i don't know how armor worked in xcom3 (NKF might, however), but i like your idea of removing the "random element" from damage. more realistic i believe :)

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#27 Robo Dojo 58

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Posted 28 May 2004 - 05:19 AM

The random element does from 0 to full weapons damage.

Hi-Explosives don't have the random element.

Armor simply subtracts the damage that the unit would've gotten.

X-COM units, being soft and squishy, take double damage from everything.
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#28 max

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Posted 28 May 2004 - 06:00 AM

Thanks, Robo Dojo 58.

The current model is not so bad then?

#29 misiek

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Posted 29 May 2004 - 03:41 AM

Hi,

Really great thing :master:

I hope that you will make many interesting changes in future. Can you tell how did you make it? Did you dissasemble and reverse engineered code?

Once again - good work !! :rock:

#30 Kloreep

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Posted 30 May 2004 - 03:44 PM

I can finally have the timer running at the correct speed. :D Never could get it down to the right speed with turbo without making the rest of the game run ultra-slow. Made the Geoscape a click-fest at times.

I too noticed the cursor can get "stuck" off the right and bottom edges of the screen. I guess there's some extra room down there we can't see? Would be nice if the cursor was restricted within its proper bounds, but it's not major.

I like the new icons. :)

New armor calc sounds interesting, but please keep a version with the old calcs as well.

Great work!

Edited by Kloreep, 30 May 2004 - 03:45 PM.


#31 Cpl. Facehugger

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Posted 30 May 2004 - 05:30 PM

This thread is too important to be normal! *Stickie!*

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I'm only partially inactive. :P I can still be reached at cpl.facehugger@gmail.com, and via PM. Preferably the former.

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#32 Blehm 98

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Posted 06 June 2004 - 12:57 PM

i not sure. I downloaded the one for the origional, and it made the geioscape choppy and very difficult to manage. i really did not like it at all. I like it all, just fix that. Also, can you make it so that anything that has elerium or needs something with elerium won't autosell(i accidentally sold my first firestorm in the xcom one)
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#33 max

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Posted 09 June 2004 - 02:25 AM

blehm, there was a problem with craft production in ET version of EU , 8th June version should be ok.

have fun.

#34 johnb10000

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Posted 10 June 2004 - 09:01 PM

What version of XCOM TFTD and what operating system are people using?

I tried the bugfix on Windows 2000 Professional using the XCOM collectors edition and got garbled graphics on the screen. I tried this with and without f0dders loader and still got the garbled graphics on the screen. I also tried changing my monitor resolution to 640 * 400 and that didn't help.

#35 Gurluas2000

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Posted 22 June 2004 - 08:24 AM

i tried this...seeems to work ok ecept one little thing... the geoscape is slow... and wacky....

#36 Guest_woldsom_*

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Posted 22 June 2004 - 06:01 PM

I don't know if this is related to this patch or just the game being buggy, but I cannot manufacture anything requiring special materials. It starts to produce, but when the first unit is "done" it claims that "there's not enough special materials". I have tons of z and plastic, and I've tried supplying all bases (even the radar/interceptor outposts) with enough to make atleast one unit (incase the bug mixed up the bases or something) but still no go. I can make other things, gauss weaponry for instance, just fine...

#37 NKF

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Posted 22 June 2004 - 11:43 PM

Hmm, that reminds me of another 'bug' in TFTD.

Can the Gauss Coelacanth ammo bug be fixed?

At the moment, it uses the ammo used for the craft Gauss cannon. This is not the problem, since the other 'gauss cannon ammo' is far too expensive to build.

The problem is when loading a gauss coelacanth onto a ship and then unloading it. When it is loaded on the ship, the game automatically deducts 50 gauss cannon ammo from stores. But when you take it OFF the ship, the 50 gauss cannon ammo does not get put back. So if you load the tank on, take it off, load it on, take it of, etc, you'll end up losing all your ammo.

Not really a very noticeable bug, since most people prefer the sonic displacer over the gauss coelacanth.

It does not exist in UFO beacause the laser tank did not ned any ammo.

Hmm, perhaps removing the 50 gauss cannon ammo loading requirement (essentially turning it into a free ammo vehicle like the displacer) would be a good work around? The game will always generate the SWS with the right amount of ammo in the battlescape (such as when the base gets attacked but you don't have enough ammo).

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Edited by NKF, 22 June 2004 - 11:46 PM.

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#38 j'ordos

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Posted 23 June 2004 - 01:42 AM

well, and perhaps you could change the tech requirement for the gauss Coelacant as well, I can't see why you'd need a hammerhead in order to research it :wacko:
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#39 max

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Posted 23 June 2004 - 04:13 AM

Gurluas2000, the geoscape time was a requested feature, it does as it says on the buttons, - xcom1 et version was done later and has a nicer implementaion of this.

woldsom, this is a bug with ET version, it was fixed for xcom1 et, didn't spot it for TFTD, could you post your savegame just before the message thanks!

NKF, we can make it free, not restore the ammo - we don't know how much was used during a mission. (so restoring the full ammo is == to free ammo)

#40 Wayan

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Posted 24 August 2004 - 02:16 PM

woldsom, this is a bug with ET version, it was fixed for xcom1 et, didn't spot it for TFTD, could you post your savegame just before the message thanks!

<{POST_SNAPBACK}>


I'm having the same problem as Woldsom here. Not sure if it's with all special materials required technologies, as I've only got to Plastic Armour thus far. Even though I have ample plastics available still won't allow me to produce. I have attached my save file. Just run the game on an hour or two and the message will pop up.

Attached Files



#41 Guest_Samstag_*

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Posted 26 August 2004 - 05:54 AM

In the battlescape, the game consistently crashes (using max's patch) everytime one of my aquanauts kills an alien. Well at least it stopped crashing when units would descend slopes. :blink:

#42 etch

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Posted 26 August 2004 - 06:53 PM

TFTD doesnt even load up when i use this patch. i just get a blank screen even tho TFTD process is running.

#43 Guest_Guest_*

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Posted 27 August 2004 - 01:05 AM

I'm having the same problem as Woldsom here. Not sure if it's with all special materials required technologies, as I've only got to Plastic Armour thus far. Even though I have ample plastics available still won't allow me to produce. I have attached my save file. Just run the game on an hour or two and the message will pop up.


Same exact problem with me! I have aqua plastic, but it tells me i dont have enough to make the armor! Should be a quick fix once he gets to it. Thanks Max

#44 Guest_TFTD Fanatic_*

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Posted 29 August 2004 - 01:50 PM

OMG i been playin through the game with normal armor. i can't build new ship weapons, mc disruptors, better armor, or anything at all. :P PLEASE FIX THIS ILL BE YOUR BEST FRIEND!!!!

Also theres a crash bug with enemies firing on you when they react to your movements. 1\2 the time it causes a game crash.

#45 max

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Posted 31 August 2004 - 03:44 AM

Thanks for the save game, will look at it. about two weeks for an update.

TFTD Fanatic, please post your save game with the crash, thanks. also use the latest version of the patch.

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Posted 04 September 2004 - 06:35 AM

eh.. how come no reply already ah???

can you fix the "not enought special material" error 1st??

cos if not, can't have better weapon to deal with alien

#47 Guest_Atragon_*

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Posted 05 September 2004 - 02:06 PM

I'm having the same problem as etch, a nice big blank black screen... in the native desktop resolution, so the game doesn't even kick in as far as changing resolution goes.

I've disabled all hardware acceleration so that isn't an issue, OS is winXP Pro.

#48 max

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Posted 07 September 2004 - 02:49 AM

An update for 'special materials' bug has been uploaded, please post if there are any problems.

About the blank screen problem, the only resolution supported in the tftd-et version is 32bit colour, 640x400.

What do you know about your system specs?

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Posted 07 September 2004 - 12:19 PM

thanks.. being wait for very long

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Posted 08 September 2004 - 05:10 PM

max: Whatever MS VirtualPC runs as the default system specs... ;)



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