Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

NOLF Team
Monolith | NOLF Support Team | Jun 20 2001, 19:06:51 (ET) | nolfteam@lith.com

*** Monolith Production's Finger Server

User name: nolfteam
Plan modified: Wed Jun 20 15:50:35 2001


6/20/2001

The source code for NOLF version 1.003 is now available! Here’s what’s included:

· The NOLF Visual C++ 6.0 workspace complete with projects for individual DLLs
· All of NOLF’s game-side source files
· LithTech SDK header files and header files for shared Monolith libraries

To build the NOLF source v1.003 you will need:

· Microsoft Visual C++ 6.0 (with service pack 3 installed)
· Microsoft’s DirectX 8 SDK
· 400MB free disk space

To run your modifications, you’ll need to have NOLF version 1.003 installed.

For more information on the source code and how to use it, please refer to the readme.txt file that’s included in the download package.

Enjoy!

The NOLF Team




5/24/2001

Update #3 is now available! The primary purpose of this update is to prevent modified clients from joining normal servers and vice versa. For more information on this fix and for the complete list of what’s new in version 1.003, please see the list below:

* Fixed a multiplayer exploit that allowed player created add-ons with modified weapon.txt files to be used on normal, non-modified servers. Players using these add-ons will now receive an error message when trying to join a normal server or a server that's running a different add-on.

NOTE: This message will also appear if a player with an unmodified version of the game tries to join a modified server. Server operators who wish to use these mods should note the name of the add-on within the server name field.

* Fixed a multiplayer bug that sometimes caused players crouching near the terrain to randomly teleport through the map and pick up any weapons or powerups that they came across.

* Fixed a multiplayer bug that allowed players to activate vehicles while using the zipcord and then fly around the map.

* Fixed a bug that caused the player to fly up into the air when entering a cloud of sleeping gas from below.

* Fixed a bug in the multiplayer host menu that caused only 3 of the available bandwidth options to be shown when scrolling through with the right-arrow key.

* Removed Stun/Sleep Recoils.

* Fixed a bug in the standalone server wizard that caused certain options to be reset when any slider bar on the same page was moved.

* Fixed floating ammo boxes and armor powerups in saved games.

We hope you'll enjoy!

-The NOLF Team



3/15/2001

Today we are releasing the new and improved NOLF demo! The demo is not an upgrade of the existing tech demo. Instead, it includes all new levels plus all the new features and improved code found in the 1.001 and 1.002 Updates. The specific levels are:

-The Assignment, Scene 3 (Training Level)
-Misfortune in Morocco, Scene 1 (Protect the Ambassador)
-A Tenuous Lead, Scene 5 (Sinking Freighter)
-Alpine Approach, Scene 4 (Snowmobile)
-Chillkill_DM (Deathmatch map with snowmobiles)
-Beaujolis_AM (H.A.R.M. vs. UNITY map with motorcycles)

As an additional bonus, all of the available multiplayer weapons and gadgets from the full version of the game are also included in the demo!

We hope you'll enjoy!

-The NOLF Team



3/2/2001

Update 2 is finally finished! The team has been working very hard on tracking down issues and addressing them, as well as adding some cool new features. We've also created 8 new multiplayer maps (these are described after the list of issues). Much thanks to everyone who helped test the Beta release! It's difficult to test every imaginable configuration possible with the Fox and Monolith test departments, so it is great to have extra feedback from the community!

Below is the list of changes and additions in Update 2:

* Improved object Interpolation/Extrapolation (helps remove players/rockets "jumping" around bugs)

* Added server upload throttling code. The server throttling works by turning down the update rates of the clients when too much data is being sent for the connection to handle. NOTE: You MUST set this option appropriately on your hosted or dedicated server to avoid bandwidth saturation and overflow. To set this option on a hosted server go to the Host menu and select the "Bandwidth" option. The value you choose (56k,Cable,DSL,T1,T3) should match the maximum number of bytes per second that your connection can upload. If none of the available options match your connection's maximum upload bandwith, then use the "Custom" option to enter the correct value manually. For step by step instructions for calculating your bandwidth limit and for instructions on using this feature with dedicated servers, please see the serverreadme.txt file in your main NOLF installation folder after installing the update.

* Numerous bandwidth optimizations, including: Removed guaranteed userflag updates being sent on object activation and deactivation; Removed guaranteed update of all ammo types when player respawns; Removed guaranteed userflag updates associated with ducking and swimming; and Removed guaranteed update of grenade rotation

* Fixed a number of join related bugs (i.e., the endless Loading screen bug and crashes or seemingly endless black screens when switching maps).

* Added ability to set the server and client ports. The client port is controlled by the IPClientPort console command which defaults to 0 (which will cause NOLF to use the default IP range of 1024-5000).

* Auto Ammo Selection option added. If this option is turned on (in the Player menu) and you pick up ammo for the weapon you currently have selected that is better than the ammo type you are currently using, the new ammo type is used.

* Fixed Auto weapon selection so that a weapon is automatically selected when you are out of ammo and you pick up ammo.

* Update so best ammo is auto selected instead of the "next" ammo type.

* Fixed a bug that allowed you to move certain ammo types to other weapons (e.g., move explosive revolver ammo to AK-47).

* Updated so that all player head/body textures are available in multi-player.

* Added Elite Guard models to the model selection in multiplayer.

* Added Target name display options to the Player setup screen. This allows you to display the name of the person you are currently targeting.

* Fixed a bug in AmmoBox that caused them to sometimes stop giving out ammo if picked up a bunch of times.

* Fixed a bug that caused progressive damage (i.e., stun, acid, sleeping) to sometimes be applied even after respawning.

* Fixed a bug that caused players to not always play the swim animation when swimming.

* Fixed ducking so it no longer feels lagged.

* Fixed a bug that caused grenades to sometimes fly endlessly through the world.

* Fixed a bug that caused projectiles (grenades and rockets) to sometimes disappear on the world.

* Changed both Blizzard_AM and Beaujolis_AM so that players are now unable to illegally jump up the sides of the terrain, hide, and snipe at other players.

* Launcher: Added "Customize" button under the Advance section which allows people to add Add-on .rez files more easily.

* Stand Alone Server: Added "Customization options" dialogue which automatically appears if there are Add-on .rez files in the Custom folder. This allows Add-on .rez files to be used by the Stand-alone server.

* Stand Alone Server: Added several command line parameters to allow server operators to bypass the setup wizard.

* Fixed a bug in the AmmoBox that caused a bunch of unnecessary messages to be sent to the client.

* Fixed bug with not being able to pick up weapons when "weapon stay" is on.

* Fixed a bug with PickupItems falling through world models when their MoveToFloor property was set to True.

* Fixed a bug that caused the level to never end if Frag Scoring was turned off in H.A.R.M. vs UNITY games.

* Fixed client bugs caused by the dimensions of crouching players.

* Fixed a bug that caused the menu interface to disappear if the menu was left on for about 3 hours.

* Updated the dedicated server window to display the correct version number.

* Updated Internet Join and Lan Join interface screens so the F5 key will refresh the server lists.

* Fixed a bug which made it so you couldn't bring up the in-game multi-player menu when dead.

* Finally, based on our testing using the improved networking code, we have added recommended player limits for multiplayer to the Update 2 readme.

Below you will find descriptions of the 8 new multiplayer maps. Enjoy!

DEATHMATCH MAPS:

007CLUBDEAD_DM : Based on the German nightclub from the Singleplayer game, this DeathMatch map is designed to play best with 4-12 players.

008INC2001_DM : This DeathMatch map is designed for 4-12 players and features ziphooks and an extremely diverse weapon selection. The setting is the Monolith "High Tech Uber-Office Building" of the future.

009SERPENTCLAW_DM : Battle it out with between 4-12 people on the grounds of an ancient temple nestled high in the mountains of Asia.

H.A.R.M. VS. UNITY MAPS:

COLDCOLDGROUND_AM : A furious battle is being waged in the frozen wastes of the arctic between H.A.R.M. and UNITY agents. Fortunately there are snowmobiles and plenty of weapons at your disposal. This map plays best with at least 6 people.

GREATWALL_AM : Opposing bases dominate either end of a great wall. Your goal is to infiltrate the enemy base and snap photos of the secret intelligence items. This is an extremely large terrain map which features motorcycles and excellent defensive positions. Because of the large size, it is best played with at least 8 people.

OASIS_AM : Both UNITY and H.A.R.M. have established outposts in the deep desert. Each team must brave potential enemy sniper positions in order to infiltrate the competitor's base and photograph secret intelligence items. The map is designed for between 6-12 people and features lots of open terrain and plenty of motorcycles.

ORBITALDECAL_AM : UNITY and H.A.R.M. are battling for control of a space station. This smallish, interior map is designed for 4-10 people who want a lot of back and forth action.

STASI_AM : It's a dark, stormy night and H.A.R.M. and UNITY forces have simultaneously secured portions of a secret industrial complex in East Berlin. Between 4-12 players must vie to collect enemy intelligence while guarding their portion of the compound.

--The NOLF Team



2/9/2001

A new version of the Update 2 Beta is now available - version 2! In addition to the list of issues we posted on 2/4/01, we've now addressed the following:

-The Beta now works with both North American and International versions of NOLF across all five languages (English, German, French, Swedish and Spanish).

-Fixed some bugs that caused players to crash between multiplayer levels.

-Fixed client bugs caused by the dimensions of crouching players.

-Added a dedicated server option to limit bandwidth according to the type of connection being used (this was addressed previously but we had left it off the readme).

You can simply install the new beta over the old one. Please help us continue to test this new version of the Beta and provide your feedback here: NOLF Update 2 BETA Bug Report Form .

Thanks to everyone who has already helped test the Beta!

The NOLF Team



2/4/2001

In order to insure the next No One Lives Forever Update is thoroughly tested, we'll need your help. If you feel comfortable participating in a Beta Test, visit the NOLF web site and download the Update 2 BETA. Below is a list of issues we've addressed in Update 2 thus far. Once you've tested the update, be sure to enter visit the web site and enter any issues you may have encountered.

* Improved object Interpolation/Extrapolation (helps remove players/rockets "jumping" around bugs)

* Added server upload throttling code. The server throttling works by turning down the update rates of the clients when too much data is being sent for the connection to handle.

* Optimized packets (so less bandwidth is used).

* Fixed a number of join related bugs (i.e., the endless Loading screen bug).

* Added ability to set the server and client ports. The client port is controlled by the IPClientPort console command which defaults to 0 (which will cause NOLF to use the default IP range of 1024-5000).

* Auto Ammo Selection option added. If this option is turned on (in the Player menu) and you pick up ammo for the weapon you currently have selected that is better than the ammo type you are currently using, the new ammo type is used.

* Fixed Auto weapon selection so that a weapon is automatically selected when you are out of ammo and you pick up ammo.

* Update so best ammo is auto selected instead of the "next" ammo type.

* Fixed a bug that allowed you to move certain ammo types to other weapons (e.g., move explosive revolver ammo to AK-47).

* Updated so that all player head/body textures are available in multi-player.

* Added Elite Guard models to the model selection in multiplayer.

* Added Target name display options to the Player setup screen. This allows you to display the name of the person you are currently targeting.

* Fixed a bug in AmmoBox that caused them to sometimes stop giving out ammo if picked up a bunch of times.

* Changed both Blizzard_AM and Beaujolis_AM so that players are now unable to illegally jump up the sides of the terrain, hide, and snipe at other players.

* Launcher: Added "Customize" button under the Advance section which allows people to add Add-on .rez files more easily.

* Stand Alone Server: Added "Customization options" dialogue which automatically appears if there are Add-on .rez files in the Custom folder. This allows Add-on .rez files to be used by the Stand-alone server.

* Stand Alone Server: Added several command line paramaters to allow server operators to bypass the setup wizard.

* Fixed a bug in the AmmoBox that caused a bunch of unnecessary messages to be sent to the client.

* Fixed bug with not being able to pick up weapons when "weapon stay" is on.

* Fixed a bug with PickupItems falling through world models when their MoveToFloor property was set to True.

* Fixed a bug that caused the level to never end if Frag Scoring was turned off in H.A.R.M. vs UNITY games.

Thanks in advance to everyone for their help!

The NOLF Team



1/12/2001

Finally! The NOLF Tools are ready to go. We’ve spent a lot of time on documentation, level samples and other items to make the process as easy for you as possible. When you download the tools, here’s what you’ll get:

- DEdit, the NOLF world editor (also contains texture and sprite utilities).
- ModelEdit, the NOLF model editor.
- LithRez, a command-line program for packing and unpacking NOLF .REZ (Resource) files.
- Softimage 3.7 exporters.
- Sample level files.
- NOLF Prefabs, including skies, furniture and other useful cut and paste items that can make your levels look nicer.
- Documentation (including step by step instructions for using DEdit and ModelEdit). We’ve also updated the Dedit help system to give you information about various objects and their properties.
- Links to on-line resources

We’ve also created a Level Editing and Design forum at http://www.the-operative.com/forum/ and you can also visit: http://www.nolfnews.com/mods/.

Enjoy!

The NOLF Team



12/22/2000

We have just released a new all languages, International version of Update #1. It is the same as the original North American only version, except we have added multiple language support for UK, German, Spanish, Swedish and French customers. From this point forward, NOLF Updates will be International and support all languages which will make things much easier for overseas customers.

If you have already downloaded and installed the North American Update for No One Lives Forever, you DO NOT have to install the International Update.

We have also released Map Pack #1 which contains 3 new multiplayer maps: Highlands, UNITY and Hydro. We hope you enjoy them! We are already working on another set of maps to release after the holidays! We are also continuing work on the NOLF networking code and other known issues.

Finally, we have been working on getting the NOLF Tools ready for release, and these should be ready soon after the New Year.

Happy Holidays from the NOLF Team!



12/8/2000

Below is the complete Readme from NOLFUpdate001 for your convenience.

==========================================

NO ONE LIVES FOREVER
Update to Version 1.001
December 07, 2000

==========================================


I. INSTALLATION INSTRUCTIONS
II. FIXES AND ADDITIONS
III. FOR ADDITIONAL HELP AND INFORMATION

This release will update the English version 1.0 of No One Lives Forever (NOLF) to version 1.001. A future International Update will be released to update non-English versions of NOLF 1.0 to version 1.001. All updates contain a combination of bug fixes and new features, which are outlined in their respective Readme docs.

In addition, a separate Content Update which includes new multiplayer maps will be released shortly. In order to insure the new maps play as intended, you will need to first download the base Update.

*PLEASE NOTE* Save games from version 1.0 will NOT work after this update is installed. However, it will be possible to restart the last mission completed.

I. INSTALLATION INSTRUCTIONS

To install the update, click on the archive and extract the files to a temporary directory of your choosing. The default path is c:NOLFUpdate. Once the extraction is complete, explore to the directory and click on setup.exe. Finish the installation wizard to complete the update.


II. FIXES AND ADDITIONS

* Fixed a potential crash on exit bug as well as crashes that sometimes occur when moving between Singleplayer and Multiplayer.

* Fixed memory fragmentation issues which may have caused crashes and slow downs after playing for long periods of time.

* Fixed a bug where the player inventory was not always saved correctly after being knocked out. This insures if you go back to play a level, that you have all available weapons/gadgets that you have collected.

* Added the ability to review Intelligence items you have collected via a new Intelligence Gallery (by popular request!).

* Fixed a bug in single player where shooting an unalert enemy twice, even with silenced weapons, could alert other AI in the vicinity to your presence. This bug was making stealth missions more difficult than intended. In this update, silenced shots which hit and kill an unalert AI never alert other AI in the area making stealth easier and more intuitive for many players.

* Fixed a bug that allowed the coin to fall through many surfaces in the game, thereby making it impossible for the player to retrieve. This bug should be 100% fixed on flat surfaces, but the coin may still "trickle down" certain ramps and disappear.

* Fixed an unreachable Intelligence item on the space station, which prevented players from getting a perfect score in every level.

* The Body Remover can now be mapped to a weapon hotkey.

* Changed the "Always Run" Toggle to toggle default movement (Run or Walk) and changed the "Run" key to toggle the opposite of the default. This will allow players who choose "walk" as their default movement mode to run when the button is held down, and vice-versa. The names of these controls in the options menu have also been changed for clarity. "Run" is now "Toggle run/walk", and "Run/walk toggle" has been changed to "Toggle Always Run."

* Added better caching of weapon special fx to cut down on stuttering (e.g. when hit by a cyanide bullet, game pauses while loading floating goats).

* Added more informative "Disconnected from Server" messages.

* Fixed a bug where double clicking on the arrows to scroll through available servers in the multiplayer "join" menu would join the server that's currently highlighted.

* Added the server's IP address and version number to the game option section of the multiplayer "join" menu.

* Fixed a bug that allows low ping players to photograph Intelligence items multiple times.

* Fixed a multiplayer bug that sometimes caused a player's armor display to not show up correctly.

* Fixed a bug that allows low ping players to score multiple kills when they run over someone on the snowmobile or motorcycle.

* Added a dialogue box that appears when a player attempts to join a server that's running a different version of the game.

* A "View Options" command has been added to multiplayer escape menu. This will allow clients to see all of the current server's settings.

* Added a dialog box to indicate that a server is no longer available. This will come up when you try to join a server that has been shut down since the last time you used the "refresh server" option.

* Fixed a bug where players in a multiplayer game could use the Escape key to "Teleport" across the map after grabbing a weapon or powerup.

* Attempted to fix game freezes with players using the Diamond MX300 (Aureal Vortex2 Chipset). Unfortunately, we have determined this is a DirectX and/or driver issue. We're working with Microsoft on a solution. In the meantime, players who encounter this bug can still play the game by turning off DirectMusic in the Advanced options section of the launcher.

* Chat text in multiplayer now word-wraps.

* Other long messages now also word wrap.

* Fixed bug with Weapon Stay weapons only giving you the default ammo (not the ammo specified by the level designer).

* Updated weapon powerups so you can pick up the ammo in them (if you run out of that ammo type) even if you have the weapon.

We'd like to extend our heartfelt thanks to those gamers who are helping each other by answering support questions on the forum, particularly those hard to track down hardware and driver issues that plague all PC games!


III. FOR ADDITIONAL HELP AND INFORMATION

For the latest news, technical support and information on future updates, please visit the following websites.

The Official Site
http://www.the-operative.com

The Official Community Site
http://www.nolfnews.com

FOX Interactive
http://www.foxinteractive.com

Monolith Productions
http://www.lith.com

For the latest news on compatibility issues and successful workarounds, please check out the FAQs at http://www.the-operative.com and http://www.nolfnews.com.

As work progresses on future updates, we'll be updating the NOLF Team Plan file at http://www.lith.com. Thanks for playing and we'll see you online!


EXTRA NOTE: The 0 ping bug listed in previous PLAN files did not pass testing, so we'll be looking into this for the next update which will be focused on multiplayer.

Thanks!

The NOLF Team





12/4/2000

We’ve been working hard on the first Update for the game, in addition to taking a bit of time off to enjoy turkey dinner! We anticipate the first update will be released in a day or so. For the most part, our efforts have been spent on stability issues such as crashes and memory fragmentation. These fixes should benefit the majority of our customers.

Once Update #1 is complete, our next priority will be to improve the multiplayer networking code! To that end, we may be contacting players who have posted on the forum or contacted Tech support. Thanks in advance to anyone who helps!

Below is the revised list of major issues addressed in Update #1:

-Fixed a potential crash on exit bug as well as crashes that sometimes occur when moving between Singleplayer and Multiplayer.

-Fixed memory fragmentation issues which may have caused crashes and slow downs after playing for long periods of time.

-Fixed a bug where the player inventory was not always saved correctly after being knocked out. This insures if you go back to play a level, that you have all available weapons/gadgets that you have collected.

-Added more informative "Disconnected from Server" messages.

-Fixed a bug that allows low ping players to photograph Intelligence items multiple times.

-Fixed a multiplayer bug that sometimes caused a player's armor display to not show up correctly.

-Fixed a bug that allows low ping players to score multiple kills when they run over someone on the snowmobile or motorcycle.

-Added the ability to review Intelligence items you have collected via a new Intelligence Gallery.

-Fixed a bug in single player where shooting an unalert enemy twice, even with silenced weapons, could alert other AI in the vicinity to your presence. This bug was making stealth missions more difficult than intended. In this update, silenced shots which hit and kill an unalert AI never alert other AI in the area making stealth easier and more intuitive for many players.

-Fixed a bug that allowed the coin to fall through many surfaces in the game, thereby making it impossible for the player to retrieve. This bug should be 100% fixed on flat surfaces, but the coin may still “trickle down” certain ramps and disappear.

-Fixed an unreachable Intelligence item on the space station which prevented players from getting a perfect score in every level.

-The Body Remover can now be mapped to a weapon hotkey.

-Added a dialogue box that appears when a player attempts to join a server that’s running a different version of the game.

-A “View Options” command has been added to multiplayer escape menu. This will allow clients to see all of the current server’s settings.

-Changed the “Always Run” Toggle to toggle default movement (Run or Walk) and changed the “Run” key to toggle the opposite of the default. This will allow players who choose “walk” as their default movement mode to run when the button is held down, and vice-versa.

-Added a dialog box to indicate that a server is no longer available. This will come up when you try to join a server that has been shut down since the last time you used the “refresh server” option.

-Fixed a bug where players in a multiplayer game could use the Escape key to “Teleport” across the map after grabbing a weapon or powerup.

-Fixed a bug where player pings in-game always read “0” if you are playing a low speed Internet connection.

-Attempted to fix game freezes with players using the Diamond MX300 (Aureal Vortex2 Chipset). Unfortunately, we have determined this is a DirectX and/or driver issue. We’re working with Microsoft on a solution. In the meantime, players who encounter this bug can still play the game by turning off DirectMusic in the Advanced options section of the launcher.

-Chat text in multiplayer now word-wraps.

-Long messages now also word wrap.

-Added better caching of weapon special fx to cut down on stuttering (e.g. when hit by a cynanide bullet, game pauses while loading floating goats).

-Fixed bug with Weapon Stay weapons only giving you the default ammo (not the ammo specified by the level designer).

-Updated weapon powerups so you can pick up the ammo in them (if you run out of that ammo type) even if you have the weapon.

-We also have some new multiplayer maps almost ready to go, including a new terrain Deathmatch map. The Content Update will be released separately from the base patch so that people who don’t want to get the new levels don’t have to.

We’d also like to thank those gamers who are helping each other by answering support questions on the forum, particularly those hard to track down hardware and driver issues that plague all PC games!

Thanks!

The NOLF Team






11/13/2000A quick note from the NOLF team:

First, we'd like to thank everyone for their feedback over the past couple of weeks. The initial response has been overwhelmingly positive, and we're very appreciative of those that have been spreading the good word.

Secondly, for those overseas, you will be happy to hear we are just finishing localization! Check your local stores for upcoming availability. We are now turning our attention to the first NOLF Update.

Each NOLF Update will contain bug fixes as well as new features and possibly new Multiplayer maps. Below is a very short list of some of the problems we are already looking into. Over the next few days, we'll be working with Fox Tech Support to compile a list of additional issues. We anticipate the first NOLF Update to be available within a few weeks.

Issues addressed in the first NOLF Update:

-Fixed a potential crash on exit bug as well as crashes that sometimes occur when moving between Singleplayer and Multiplayer.

-Fixed memory fragmentation issues which may have caused crashes and slow downs after playing for a while.

-Fixed a bug where player inventory was not always saved correctly after you are knocked out. This insures if you go back to play a level, that you have all available weapons/gadgets that you have collected.

-Added more informative "Disconnected from Server" messages.

-Fixed a bug that allows low ping players to score multiple kills when they run over someone on the snowmobile or motorcycle.

-Fixed a bug that allows low ping players to photograph Intelligence items multiple times.

-Fixed a multiplayer bug which sometimes caused player's armor display to not show up correctly.

-By popular request, we are adding the ability to review Intelligence items you have collected.

-The update will include new multiplayer maps as well.

This is just a partial list which we'll be expanding in the next few days. While we do try and take time to monitor both the Fox and Monolith forums linked from http://www.the-operative.com/, please make sure you officially register your issues and suggestions by clicking on the Support link at http://foxinteractive.com or e-mailing directly to fox_support@aqinc.com.

Also we occasionally contact people directly to collect additional info. Thanks to anyone who has already helped with this! We also monitor any fixes that players may discover and post on our forums, such as driver fixes, etc. so thanks for your posts!

Lastly, to keep you apprised of our progress, we have started up a NOLF Team Plan File at http://www.lith.com. We'll use this space to let you know which issues we're addressing as well as other tidbits over time.

Again, thank you for your support!

The NOLF Team






















Monolith...
NOLF Team 01/25
Jason Hall 06/25
AvP2 Team 04/5
Andy Mattingly 02/27
Karen Burger 02/27
John Jack 02/27
Brian Goble 05/4
Bill Vandervoort 05/4
Jeremy Blackman 08/4
Mike Dussault 01/29
Kevin Lambert 08/23
Israel Evans 05/10
Paul Renault 03/24
Aaron St. John 03/10
Spencer Maiers 03/5
Rick Winter 02/18
Benny Kee 02/18
Jay Wilson 02/10
Brian Long 01/29
Paul Butterfield 01/29
Kevin Kilstrom 01/29
Joel Reiff 01/26
Craig Hubbard 01/10
Scott Schlegel 01/5
Kevin Stephens 01/4
Peter Arisman 11/12
Nick Newhard 11/12
Toby Gladwell 11/12
Nathan Hendrickson 11/12
Matthew Allen 11/12
Matt Saettler 11/12
Greg Kettell 11/12
Eric Kohler 11/12
Brian Waite 11/12
Brennon Reid 11/12
Brad Pendleton 11/12
Ben Coleman 11/12
 

Also Today...
 

Yesterday...
 

Full list


Visit Webdog today!

 



Square Eight - Taking over the world and you don't even know it yet! Copyright © Square Eight 1998-2018. All Rights Reserved.
The BlueTracker is provided by Webdog.
We are not responsible for the content of the .plans displayed here.

 



footer

Blue's News logo