Latest Games :

Black Dog: HTML5 Helicopter in Hell by Wilbefast

Thứ Bảy, 31 tháng 3, 2012 | 0 nhận xét

screenshot of Black Dog: A fallen angel flying through hell's caves, burdened by mystical weights, with progress being limited by only slowly regenerating feathers, the many-tongued flying black beast directly behind the angel (interpretation of reviewer)

Black Dog is a dark-theme reaction/precision type side-scroller that will run in your modern HTML5/Javascript-supporting browser. It has beautiful minimal original pixel artwork and at the same time uses works from OpenGameArt.

I highly recommend following Wilbefast if you're interested in Android game development and game dev jams. Most content is related to open source and will soon be added to our FreeGameDev PlanetDev feed aggregator.
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Moosader's Text-Based Game Competition [until April 9th 2012]

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image labeled "Text-Based Game": ASCII-Art Female with a o_o expression. Buttons saying "Attack" and "Glare" next to her, the first being selected

Moosader - creator, host and leading contributor to OpenArt - also hosts game development competitions on her community's forum.

The current theme is "Text-Based Game" and will be over in 9 days, so feel free to join! There are 25 projects in it so far.
Make a text-based game, like Zork, Adventure, Nethack, or something completely your own!
I spotted some free, open source projects among them [1] [2] but didn't have time to take a closer look. There's parody, Lua, C++ and JavaScript represented is all I can tell so far.
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OpenMW 0.13.0 released

Thứ Năm, 29 tháng 3, 2012 | 0 nhận xét

Normally qubodup is responsible for this type of games (I have to admit, never liked Morrowind, nor any predecessors or sequels), but since they are doing such a good job of promoting it (and Q is busy), so I will give them their desired news:
The OpenMW developers have just released our latest version of OpenMW. I was hoping you could post on Freegamer. Below is our message, feel free to put your own spin on it. Also it looks like the Arx Liberatis folks are almost ready to release their 1.0. Thanks!


OpenMW 0.13.0 trailer


Hot on the heels of 0.12.0, the OpenMW team is proud to announce the release of version 0.13.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release notably includes functional NPC dialogue, and beautiful sky! There is a great new demonstration video for 0.13.0 up YouTube channel and a new video showing off our improved physics implementation which is scheduled for version 0.14.0.

Please note:
- On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.

Changelog:
- NPC Dialogue window and mechanics implemented
- Reimplemented sky rendering, added weather effects
- Wireframe mode added
- Fix for sounds broken in 0.12.0
- Fix for 3D sounds
- Added sounds for weather, doors, containers, picking up items, and journal
- Various code cleanup and improvements
- Fixed an Ogre crash at the Dren plantation
- Several launcher improvements
- Added fade to black effect for cutscenes
- Added backend for equipping items
- Fix to stop ASCII 16 character from being added to console on its activation in OSX
- Fixed collision shapes being out of place
- Fixed torch lights not being visible past a short distance
- Fixed some transparency rendering problems

Website
http://openmw.org/en/

Download Page
http://code.google.com/p/openmw/downloads/list

YouTube Channel
http://www.youtube.com/user/MrOpenMW

Forum
http://openmw.org/forum/
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Street Fighter X Tekken Review

Thứ Hai, 26 tháng 3, 2012 | 0 nhận xét

In 2005, Namco published a game called Namco X Capcom, which featured characters from Street Fighter, Tekken, and various other games from the two developers. Fighting game fans were thrilled when news of the game was first leaked, but were quickly disappointed to find out it was a tactical role playing game rather than a fighting game.


Though news of a potential crossover fighting game had been hinted at every so often thereafter, it wasn’t until 7 years later that this dream would finally come to fruition; however, initial screens, gameplay, and announcements of Street Fighter X Tekken were met with a lukewarm response, with players questioning what it seemed to share with Street Fighter 4 as well as the viability of the new Gem system. After much tweaking and adjusting, the game is finished, but, does it live up to the hype?


At A Glance

Though the game looks similar to Street Fighter 4 from the get-go, players will realize that this game is much different after just a few matches. Street Fighter X Tekken borrows the tag-team feature from the Tekken Tag series, allowing you to choose 2 characters to play as interchangeably during the fight. The round ends if just one character’s life is depleted, making vitality management a big factor. The tag system is complemented by several new features including Switch Cancels (canceling an attack with a tag midway, allowing a character’s partner to continue a combo), Cross Arts (a powerful attack delivered by both characters that uses all Cross Gauge), Quick Combos (combos designed to help novice players perform complicated attack sequences), and Pandora Mode (a comeback mechanic in which a partner is sacrificed for an increase in damage).

Borrowed from Street Fighter 4 are EX Special Moves and Super Combos (called Super Arts here), both of which deplete your super meter (called Cross Gauge). Gone are Focus Attacks and Ultra Combos. The game also has several modes including the familiar Trial and Tutorial modes as well as the new Scramble Battle mode, where all 4 characters battle onscreen simultaneously in total bedlam.

Read more article......
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Dev-corner: Flourish Conf

Chủ Nhật, 25 tháng 3, 2012 | 0 nhận xét

Open Source Conference

Next weekend you will have the chance to hear a talk by the Linux game development legend Ryan "Icculus" Gordon on open-source tools for game development:

Increasingly, the best tools for building games for any platform don't cost a dime. This talk will offer an overview of several of the best open source technologies available to game developers today. Topics will include audio, graphics, filesystems, and scripting. While this won't be a tutorial session, it will be fairly technical in nature, and will be useful for those looking to hack out their first game, or build the next Call of Duty sequel.

I hope they will record this for those who can not attend it personally. We will keep you updated on this next week I guess.
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Dev-corner: On Sexism in the FOSS World

Thứ Sáu, 23 tháng 3, 2012 | 0 nhận xét

Wikipedia's discrimination icon

First, a note on relevance:


This issue is related to FOSS gaming in that it affects the FOSS community as a whole, and the FOSS gaming community with it.  The fact that it's an overall FOSS issue doesn't render it irrelevant to gaming.

...and a warning:

This is a rant.  I believe it's clear from the blog entry that the feelings I'm expressing here are directed at a small subset of the community and not everyone who happens to read the blog.  So, as you read this, consider if what I'm saying applies to you.  If it doesn't, then I'm not ranting at you.  If it does, well, I'm Bart Kelsey, I run OpenGameArt.org, and I stand by what I said.

Anyone who reads my blog entries knows that I love stirring up controversy.  As such, it's probably not a big surprise that I'm taking on this topic, since it tends to draw so much vitriol from some parts of the FOSS community.

Here's the thing, though.  Being against sexism shouldn't be controversial.  Regardless of what your political, personal, and/or religious beliefs may be, treating other people with respect (particularly fellow members of a community who, like everyone else, are volunteering their time and energy for the betterment of the world as a whole) ought to be something we do by default.

I have ranted in the past (at least in a round-about way) about the trouble the FOSS community has with respecting people it perceives as "outsiders".  For instance, if it's believed that you don't know how to code, there's a vocal minority of the population who are quite sure that your contributions aren't worthwhile.  Add this to the pretty much automatic assumption by some people that women aren't good with computers or competent coders, and you end up with an environment where women are rarely ever treated with respect.  It's no wonder the FOSS community is so overwhelmingly male.

You may or may not have already seen The Real Katie's blog post entitled Lighten Up, which explains the general situation from her view point.  Of course, there are probably plenty of people out there who read it and still feel that she needs to "lighten up", so for those of you who are too dense to be able to put yourself in her shoes for a minute, I'm going to lay it out for you:

When a large group of people "joke around" with a single person or a small group of people, that's not "joking around".  Heck, you may think, in your infinite wisdom, that you only made one little comment.  And you almost certainly didn't mean for that comment to hurt any feelings.  It's the sort of thing that you might say at a party or in a room full of friends and everything would be cool because you know each other and one person isn't being singled out as the target.

Think back to elementary school for a minute.  I'm willing to bet that a fairly large proportion of FOSS community members were a bit nerdy, and were probably singled out at one time or another (hell, you don't even have to be a nerd for that to happen -- it happens to pretty much anyone).  You sit there completely on your own and everyone gets a dig in at you -- even the people who you thought were your friends.  The teacher comes in, and suddenly everyone was just "joking around".  Nobody meant anything by it; ganging up on you was all in good fun.

And the thing is, individually none of the things that were said would be particularly hurtful.  The real problem is the experience in aggregate.  It's not that one person called you a name, it's that everyone is doing it; or at least that a large number of people are doing it and nobody is doing anything to stop them.

I've been the target, I've been one of the quiet ones, and regrettably I was at times one of the perpetrators.  Thinking back, in the times where I was the target, it would have been nice if one of the quiet ones had stood up and said something.

So I'll say something now.  If you're about to make a sexist comment to one of the few female FOSS developers who have stuck with it thus far and put up with this kind of crap from the rest of the community, then do this little exercise: write that comment down on a little piece of paper, wad it up into a ball, and cram it up your ass. Then, sit there and endure the discomfort that you were just about to inflict another person.

They say that no single snowflake believes itself responsible for the avalanche.  Well listen up, snowflake.  If you're taking part in making sexist comments or otherwise ganging up on women in the community, then you share responsibility for cutting the total body of FOSS contributions in half.  That's right, not only are you being rude to individual people -- in driving people out of the community, you contribute to there being less code for the rest of us.  If you've driven away a prolific and talented coder, then your total contribution to the FOSS community in terms of code is actually a net negative.  In simple words, the community would have been better off if you'd never been involved.

I'd also like to add a message to the "quiet ones".  There are a lot of us out there.  If you've ever found yourself wondering why members of certain groups don't denounce the most vocal and horrible members of those groups, this is your chance to put your money where your mouth is and say something.  Blog about it, complain about it, or better yet, call someone out as it's happening.  If this is ever going to change, people need to be made aware that sexist jackwads don't comprise the majority of the FOSS community.

Peace out.

Bart K.
OpenGameArt.org

I'm expecting I'll see some comments repeatedly, so I'm going to write some copypasta answers here to copy into responses and save time:
  • What does it say about the community as a whole when the best solution is "just pretend to be male"?
  • The fact that veil of anonymity that the internet provides encourages people to be jackasses doesn't absolve those people of being jackasses.  Perhaps people like that ought to give serious thought to what they are in the dark (timesink warning: tvtropes).
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Game Artists and Developers: Fill out Freesound's 4-question open survey!

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 Freesound survey banner
  1. What do you use Freesound for?
  2. Do you perceive some shared goals in Freesound user community? If so, which ones?
  3. What kinds of sounds are you most interested in?
  4. What makes Freesound different from other sound sharing sites?
This open survey consists of the four questions above.

Please fill it out. This is an opportunity to represent the free and open source game creation community's sound (licensing) needs at the largest and most comfortable freely-licensed sound library.

FYI: Freesound supports the Creative Commons Zero and Creative Commons Attribution 3.0 licenses.
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Resident Evil: Operation Raccoon City

Thứ Năm, 22 tháng 3, 2012 | 0 nhận xét


Resident Evil: Operation Raccoon City delivers a true third person team based shooter experience set within the dark and sinister Resident Evil universe and a reinterpretation of the events depicted in Resident Evil 2 and Resident Evil 3. Zombies and Bio-Organic Weapons (B.O.W's) add to the mix as players not only compete against an opposing squad but also tackle this third unpredictable element, creating a brand new style of gameplay and breaking the conventions of traditional team based shooters.

It is September 1998 and the action centers once more on the ill-fated Raccoon City and the horrific consequences of the deadly T-virus outbreak from the Umbrella facility. With a cover up required, Umbrella orders an elite team into Raccoon City to destroy all evidence of the outbreak and eliminate any survivors. Hearing of this plan, the US Government dispatches its own special forces to uncover any evidence that exposes the cause of the viral infection and Umbrella's actions. Players take on the role of an Umbrella Security Services soldier (U.S.S.), competing alone or in four player co-op in a battle against all the competing forces at play in Raccoon City.

Source : ps3.ign.com
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Naruto Shippuden: Ultimate Ninja Storm Generations review

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Posted by: Mike Splechta

I've always been a fan of the CyberConnect2's Naruto Storm games. Not only were they the first game to truly nail not only the anime aesthetics, they were also the first to offer completely simplistic yet exhilarating combat, that delivered on the promise to make it feel like you're playing the anime series. The latest venture, dubbed Generations, gives fans not only a crash course into the original Naruto storyline, but the more grown up Shippuden storyline as well. Does this mash-up of generations make this the ultimate Naruto game?

Yes and no. Generations is an odd end-result of a line of games that were both extremely fun and informative (when recapping the story) and completely approachable by anyone willing to pick up a controller and take a stab at it. Ultimate Jutsu's were only a button press away, stylish air dashes and substitutions were pulled off with ease, and each and every battle was a spectacle to watch. The first two games also had a nice sense of exploration and had players venturing through Hidden Leaf Village in Storm, and even surrounding areas in Storm 2. So where does Generations stand in all of this?

Right in the middle.

The combat is still as simplistic as ever. With one button, you can pull off incredible and fluid combos that will have your character kicking your opponents ass from one side of the arena to the next. There are absolutely no button input combinations a-la Street Fighter, instead, pressing the action button with various directions will yield different combos. It's a neat system that helps make the game feel more like the anime. A ranged button will throw shurikens and kunais at your enemies, and your Jutsu button will activate your aura to either execute a super move, or an ultimate move.


If you're at all used to any of the previous Storm games, chances are you'll feel right at home here, but rest assured there are a few tweaks. The biggest one is a substitution meter. In essence, previous games relied on a precise block button input, right as you're about to get hit. This will turn your character into a stump of wood, or whatever element they represent, and pop up immediately behind the attacking character. This was a great system which allowed for players stuck in combos, to quickly change the flow of combat and get an upper hand. The problem here was that this could be used over and over by both characters, resulting in a substitution duel, rather than an actual fight. The new substitution meter only gives a certain amount of substitutions each character can pull off, until it's replenished. It's a welcome addition that doesn't make that system feel cheap.

You can still select up to two support characters to take along to the fight with you, but you still can't switch to them mid-combat, instead you can call upon them to jump in and perform their offensive or defensive move. Call upon them enough and your Support Drive will fill up, meaning they'll jump in and help regardless of you pressing their button. Another sweet addition are the Ninja Info Cards. These can now be tied to your profile which not only personalize it, but each card grants a certain buff in game. These are especially useful when taking the fight online.

Where Generations differs greatly from it's predecessors is the presentation. I was excited to hear that both the original and the Shippuden storylines were being included in the game, as I was really hoping to play through them in a similar manner as Storm 2. I wanted to once again explore the lands that the world of Naruto takes place in, and once again experience the battles that made the series so heart pumping. Instead, the game decided to go completely back to basics. The story is now even more abridged, with a ton of key fights not even present in each story, but the exploration was completely taken out. Now, each story is essentially a short anime cutscene, and then a bunch of voiced over stills, followed by a short fight. Was I a bit disappointed? Definitely.

The exploration wasn't the only thing that was cut. Some of the key fights that don't appear in the game, were actually some of the most exhilarating ones from the previous games. Where is the fight with Naruto against Gaara, where Gaara unleashes his Jinchuuriki, and then Naruto is forced to fight the giant beast that resides within him. Or for that matter, I also miss the mid battle cutscenes that resulted in a few QTE instances, which always had some epic animations associated with it. Instead the game is completely stripped bare down to the essentials, which results in short fight after short fight, with some exposition thrown in between. With that said, the other characters you can play as in Story mode offer some truly great back stories that were not touched on previously in Naruto games, such as the tale of Zabuza and Haku.

I think what also bothers me the most about the game is that despite the minor tweaks to the fighting mechanics, I could almost not distinguish this game from it's two predecessors. Though there are 38 stages, a lot of them are exactly the same ones we've been seeing in the past games. It's tough to improve on something graphically that already looks so damn impressive, and this I understand, but at the same time, I shouldn't be feeling like I'm playing the same (or very similar) game I've played before. But then again, I can't even imagine how Call of Duty players feel like year after year. I said it.

Don't get me wrong however, Generations is still an extremely fun game. The fact that it's devoid of many of the features that I've grown to love in the series does not negate the fact that the fighting is still incredibly fun. There are still a ton of things I love about Generations. For one, the sheer amount of characters that you unlock (yes you heard right, unlock!) throughout the game are all fun to play as. Sure there are a few versions of Naruto and a few versions of Sasuke, not to mention young and older versions of his friends, but luckily each of these come with varied movesets, that don't resemble their counterparts. The total number of playable characters is a massive 72, along with 15 more characters that can only be used as support.


You can take the fight online like I mentioned previously but this experience is hit or miss, or at least it was in my attempts. When trying to set certain parameters for finding other people to play, I would usually time out, or by the time I was presented with other players, it said they're room was already full. Quick Matches yielded better results here and there, and when it actually did work, it was a blast! Though be prepared to know your Jutsu's, people are truly relentless online.

There is also a ton of collecting to do in the game. Each fight nets you a Ryo (currency) bonus, which you can use to spend on items in the shop, such as different substitutions, new Ninja Info Cards, or titles which you can adorn your cards with. It's not all amazing stuff, but those into collecting everything will have tons to do in Generations.

I've already mentioned that the game is damn near impossible to distinguish from its anime counterpart, save for the extremely fluid animations, but it also sounds amazing. Fans of the show can use the original Japanese voices or the American dub as well, and the soundtrack is brimming with Naruto goodness. Honestly, these songs range from epic Asian influenced combat songs, to somber and moving tunes which only enhance whatever the current scenario playing out is.

I don't have to tell Naruto fans twice, as they've had this game pre-ordered for months I'm sure or already have it in their systems now. Outsiders that want to break into the Naruto franchise might actually have the best chance with Generations. Though I've stated that some key battles were left out of the main storylines, you can still get a gist of what the storyline is about, and walk away with a general understanding of the series. Though Generations won't impress the hardcore fighting fans with it's simplistic combat, it's still fun enough for anyone to pick and play, and have a great time with. Believe it! (Sorry, I just had to)

Source : gamezone.com
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Assassin's Creed III MP tasked to Revelations team

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The multiplayer component of Assassin's Creed III is being tasked to the team behind Assassin's Creed: Brotherhood and Assassin's Creed: Revelations, according to a host of Twitter and LinkedIn profile listings (via Gamesradar).

In addition to work on the Assassin's Creed franchise, Ubisoft Annecy designed the multiplayer components of the Splinter Cell games Pandora Tomorrow (2004), Chaos Theory (2005), and Double Agent (2007).

Little is known regarding the multiplayer component of Assassin's Creed III. If it is based on the setting of the single-player campaign, gamers can expect to traverse various sites in Colonial America during the Revolutionary War.

As of press time, Ubisoft had not responded to GameSpot's request for comment. Assassin's Creed III is due out for the Xbox 360, PlayStation 3, Wii U, and PC on October 30, with a European launch pegged for Halloween.


Source : asia.gamespot.com
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Ninja Gaiden 3 review

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Not everyone is going to be accepting of the fact that Ninja Gaiden 3 exists without the assistance of former Team Ninja leader Tomonobu Itagaki. For the longest time, this producer defined what the hardcore ninja experience is supposed to be, and since his hasty departure from Tecmo Koei’s camp, many were wondering how the legendary Ryu Hayabusa would fare without him. Well, now that the game’s here, we can honestly say that, yes, it is a different venture for him, but that doesn’t mean it sucks. In fact, this ninja is still as sharp as ever, mind a slight misstep or two.


The third chapter follows Ryu as he carves his way through an enemy army, before coming face-to-mask with an evil alchemist who has a trick up his sleeve in the way of sorcery. Following a fierce battle, Ryu finds his arm infected with a strange demonic force. Desperate to get back to his normal self – and save the world in the process – Ryu sets out on his most difficult task yet, stopping this madman and his mutant army.

Yeah, the story goes off the rails at times, but that’s just part of the fun. One minute, Ryu finds himself in a test facility, facing off against mutating creatures and narrowly escaping death by jumping across chasms; the next, he comes face to face with a robotically enhanced T-Rex, charging at him from all directions and then, just when you think he’s disposed off, popping up again. This is probably the most lively we’ve seen the Ninja Gaiden series be, even if it’s slightly unbelievable.

To make the gameplay feel a little more fleshed out, Tecmo added a few things to the sequel. For instance, you can now climb up walls using your daggers, and while it takes a bit of practice (one hand needs to be firmly planted or you’ll lose grip), it’s an interesting new technique. You can also call upon occasional dragon ninpo to clear the screen in an explosion of brightly lit fire, or use your demon arm to cut some enemies to shreds in a hurry. There are quick-time events too, though they aren’t nearly as annoying as we’ve seen in previous games. In fact, some are pretty damn slick, particularly when you’re getting the jump on a surprising enemy, stabbing him without looking.

The controls retain the same hack and slash action we’ve gotten used to. While we’re a bit sad that you can’t chop off limbs like you could in Ninja Gaiden II, there’s still plenty of blood to spill, which is a good thing. And while things do get slightly repetitive (you’re stuck with the main sword at first, though more weapons are coming via DLC), it’s still quick, ninja-enabled fun, so if you’re a fan of that, it’s still intact.

Graphically, Ninja Gaiden 3 may not have evolved much from the previous game, but parts of it still look quite fantastic. Both the indoor and outdoor environments look great (particularly the dusty deserts of Saudi Arabia), and the animation is razor sharp, right down to Ryu’s cool little “ghosting” ability with some attacks. There are times the frame rate drops a bit when the combat gets somewhat heavy, but never to the point that it becomes lackluster. And the camera manages okay, though there are slight occasions it gets stuck behind a wall. No biggie.


As for the dialogue, it’s acceptable. Not to say it’s not cheesy at times, as enemies repeat the same thing over and over (“Damn ninja!”) and the alchemist is a little too show-offish for his own good, but we’ve heard worse.

Along with a main story mode, which will take you a few hours (maybe longer on Hardcore difficulty), you also get some pretty good online content. A co-op mode has you team up with a fellow ninja for various Spec Ops-style missions, relying heavily on teamwork. There’s also a cool little four-on-four team deathmatch kind of mode, which may not be heavy on strategy, but still packs plenty of bloodshed. Nothing wrong with that.

So maybe Ninja Gaiden 3 doesn’t raise the bar like some fans may be expecting it to be, but overall, it’s still a worthwhile sequel, especially when it comes to its crazy boss battles (I'm telling you, that T-Rex is NUTS), great online compatibility and an above-average presentation. What it lacks in the “Itagaki touch”, it more than makes up for with some impressive “slice-and-dice”.

Source : gamezone.com
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Virtua Fighter 5: Final Showdown preview

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When Sega first released Virtua Fighter 5 for PlayStation 3 and Xbox 360, it entertained the masses with its slick animation engine, quality 3D backdrops, and elegant fighting style. The 360 version came with extensive online fighting options, making it a clear-cut winner — for the time being — with players who earned their skills in the arcade. Since that time, fighting games have moved on extensively, between Capcom’s crossover brawling affairs and Midway’s rebooted Mortal Kombat. Now Sega is eager to get back into the ring with a new version of Virtua Fighter — one that offers a number of new options and a much cheaper price. We recently got a chance to try it out at the company’s Digital Day event in San Francisco.

First off, most of the options that were in the original game are present in the Final Showdown expansion. You’ll find all the modes included, along with a Practice Dojo. Here, you’ll attempt to complete objectives and master moves using one of the game’s numerous characters. It’s a great mode to simply pass the time with or perfect your skills before you head online to take on the world.


Yes, for the first time in the series (the original game didn’t offer it), Virtua Fighter 5: Final Showdown will bring online play to the PlayStation Network. (It’ll be compatible with Xbox Live Arcade as well.) The game will introduce a great new matchmaking feature, where you won’t always be paired up against those who could thrash you in a heartbeat with the drunken Shun Di. Instead, it carefully examines your skill level and pairs you up against someone with an equal set-up, so you stand a better chance of winning the match. You’ll still have a fight on your hands, though, so be ready.

Virtua Fighter 5: Final Showdown’s cast of characters is quite the delight. A lot of old favorites return, including the leather-clad Sarah Bryant, still as sexy as ever; the traditional brawler Akira, who also appears in Dead Or Alive 5 (obviously, he’s much more natural here); the crazy Shun Di, who powers up with a new move every time he takes a swig from his bottle; and the returning Taka-Arashi, a Sumo wrestler who first debuted in Virtua Fighter 3. A new character, Jean Kujo, also joins the fracas, bringing a number of charge moves that make him devastating.

For a downloadable fighter, Virtua Fighter 5 looks razor sharp. The environments are somehow better than in the previous retail version, though the animations continue to be spot on, from Sarah’s spin kick to some of Shun Di’s more ridiculous grabs. It’s a polished engine, and the best Virtua Fighter we’ve seen to date. The audio is still what it is, with voices that either fit a character or make them sound worse (at least Sarah sounds nice) and decent background music.


But gameplay is the main draw here, and we’re happy to report it’s completely intact. During the demonstration, Sega broke out the deluxe fighting sticks to show just how dedicated the game is. It feels just right, between setting up Sarah’s lightning kick attacks and Wolf’s crazy wrestling moves. We didn’t have a problem executing any of the moves, even in the thick of a versus battle. Granted, your performance may vary if you’re using a regular Xbox 360 controller, but fighting fans will feel right at home here.

Virtua Fighter 5: Final Showdown is yet another awesome release in Sega’s digital library, and one that fighting fans will definitely want to save some time for when it debuts this summer.

Source : www.gamezone.com
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World of Warcraft: Mists of Pandaria beta 'very close'

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Beta testing for World of Warcraft: Mists of Pandaria will begin shortly, Blizzard has announced. The developer launched a beta opt-in FAQ late last night for the upcoming expansion, filling gamers in on the trial's details.

Players interested in participating in the Mists of Pandaria beta can opt in today via their Battle.net accounts. Blizzard did not say when the beta will begin, but noted that players chosen for the trial will be alerted via email.

Players will not be forced to sign a nondisclosure agreement to participate in the Mists of Pandaria beta period. The developer made clear that Mists of Pandaria is an in-development product, and anything gamers encounter in the trial is not necessarily representative of the final product.

Blizzard did not say how many gamers it plans to invite to the Mists of Pandaria beta test, but did say its "primary focus" will be making sure all WOW Annual Pass holders are granted access to the trial period. Announced in October 2011, the WOW Annual Pass rewards gamers who make a 12-month commitment to WOW with a free copy of Diablo III, among other items.

Mists of Pandaria is WOW's fourth expansion. It follows The Burning Crusade (2007), Wrath of the Lich King (2008), and Cataclysm (2010). The add-on is set on the new continent of Pandaria and focuses on the Pandaren as well as the monk player class. The expansion pack, which does not have a release date, will also increase the player level cap to 90.


Source : asia.gamespot.com
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Shoot Many Robots Review

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ndie developer Demiurge Studios cuts right to the point with the title of Shoot Many Robots. Blowing away mechanical hordes of bad guys is what this simple-yet-addictive actioner for Xbox Live Arcade and the PlayStation Network is all about, so there is no mystery as to what you get. You may not get anything like originality here, but you do get a lot of robot-shooting action for the $10 asking price, along with such amenities as a huge range of weapons and gear, full co-op support in the campaign, and a great sense of humor.


You take on the role of P. Walter Tugnut, an amiable hick who manages to deal with a robot apocalypse just fine until the metal bastards blow up his truck. From that point on, it's war. So you hop into your RV and head off on a kill-crazy expedition to make the walking toasters pay for wrecking your ride. And, uh, for destroying all of humanity. That too.

That's it for the storyline. From there, the gameplay is all about shooting many thousands of robots. The RV serves as a command base where you trick yourself out with various weapons and other gear in the bathroom before hitting up a map by the steering wheel to select a destination. Standard platform carnage ensues. You tromp, stomp, jump, slide, and brawl across well over a dozen levels in the campaign, either solo or with up to three buddies in co-op. Combat plays out from left to right, with you blasting everything that moves with two weapons: a shooter with infinite ammo and a cannon with limited shells. Kills result in leveling up. Dead bots explode into nuts that you collect to buy new weapons and armor. If you kill fast enough, you trigger combos that multiply nut numbers up to five times. Bottles of beer (juice in the oddly alcohol-free PlayStation version of the game, which seems otherwise identical to the Xbox 360 one) are chugged to earn health. Movement is handled with the left stick, while everything else is done with the face and trigger buttons.

Yes, you've seen it all before, but Shoot Many Robots has a certain flair to it. The game has a great sense of humor that isn't confined solely to the hillbilly stuff that could have been abused to beat you over the head with one-liners. Instead, you get a surreal Serious Sam vibe to everything, mostly courtesy of the huge selection of bizarre weapons and gear. Items get progressively more absurd as you go, with Walt soon able to use his nuts to buy automatic weapons like the 110 percent American assault rifle, a blunderbuss, a beer (juice) helmet that lets you hang onto more brewskies (juiceskis?), shiny chaps that increase sliding skill, a Tam o' Shanter hat that boosts damage, and so forth.


Every item is given an appropriately weird description, as well as absurd stats, such as the Scottish hat's supposed ability to increase brogue. Gear greatly customizes what you can do out on the dance floor. You can go for fast shooters or slow blasters, headgear that buffs damage or increases health, a backpack that adds ammo or lets you hover in midair--that sort of thing. Gear can be switched up in dramatic ways to favor a personal playing style.

The action itself doesn't vary much, although there is a blend of all-out speedy insanity and more measured shooting. There are just a few robot types in the game, but they feature enough differences among them to keep things interesting. You have to contend with masses of rushing grunt troops that look like robot scorpions with chainsaws in place of stingers, krush-kill-destroy humanoid bots, charging automatons with armored fronts that demand rear assaults, and a range of gun turrets. Sometimes, you need to hit them hard with concentrated fire; sometimes, you need to sit back and deflect larger turret bullets back at targets with flicks of your wrist; and sometimes, you need to jump all over the place to avoid attacks. Levels come in Standard mode, where you fight to the end and then kill a boss to move on, as well as a Survival mode, where you try to outlast a wave of robots. There is some repetition here, though. Level art is regurgitated a fair bit, as are boss fights like a foundry battle that you go through over and over again, with the only difference being the steady escalation of having to kill more robots.

Shoot Many Robots becomes monotonous with time, but there is a hypnotic quality that sucks you into it. Pulling yourself away may be hard, especially when playing in co-op. The pace is steady; the killing is gratuitous, as well as suitably explosive with loads of boomy sound effects; and the range of weapons along with other goodies are varied enough to keep you going. Just seeing what sort of whacked-out murder device you uncover next has a perverse appeal all of its own. Checkpoints are well placed, saving your progress before big fights without forcing you to repeat tough battles often.

All of the mayhem unfolds before handsome cel-shaded levels with varied, mostly destructible landscapes, such as Walt's rural countryside, a bombed-out city, and a Sonic-like foundry with molten steel or whatever else it might be that flows everywhere. The only visual problem is that the interface gets in the way too often, especially when dealing with flying foes that get lost in the meters and other stats at the top of the screen. Levels also have replay value because you are given a star rating based on the number of nuts collected that is impossible to max out the first time you complete one. Also, you need a certain number of total stars to unlock new levels, which pretty much forces you to backtrack at some point.

It may be mindless and repetitive, but it's still easy to get drawn into Shoot Many Robots. The one-trick gameplay has enough humor and weapon variety to make it a good buy if you're looking to shut your brain down for a while.

Source : asia.gamespot.com
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LATEST TWISTED METAL UPDATE

Thứ Tư, 21 tháng 3, 2012 | 0 nhận xét



#1- TROPHY INFO:
Here is a site that may help out learning how to get the specific trophies you may be having an issue with. Again, IF you feel you've done what you need to do, let me know what you did exactly and I'll check with the programmers and see feel you are doing it the right way. If you are but are still not getting the trophy, then that will be great info for us in terms of trying to fix the bug. Thank you! 
Oh, and here's a post from that site's trophy guide that may be of some help to some of you:
Lastly, do note that there seems to be a slight issue with stat tracking for ranked matches. Due to the stats being out of sync, some players have reported receiving trophies earlier or later than they were suppose to receive them. The problematic trophies include: 'Any Car Will Do''Point, Shoot, Kill''A la mode' and'Another Level'. If you do not receive these trophies by the time you've met the requirements, don't stress out. Just keep playing online ranked matches and it will unlock eventually (focus on the requirements for said glitched trophy). Sony and the Eat Sleep Play team are looking into the issue and hope to fix the stats sync and exp problems with an upcoming patch.

#2- CURRENT NON PATCH TWEAK VARIABLES: 
Pretty dry but may be of interest for some of you. Also, keep in mind, not all of the numbers listed below are the numbers working in the game right now. The numbers below are not 100% up to date.
TUS : MACHINE_GUN_DAMAGE = 1.000000 (1.000000)
TUS : MACHINE_GUN_MP_DAMAGE = 1.000000 (1.000000)
TUS : UZI_SIDEARM_DAMAGE = 0.580000 (0.580000)
TUS : UZI_SIDEARM_MP_DAMAGE = 0.580000 (0.580000)
TUS : SHOTGUN_SIDEARM_DAMAGE = 8.500000 (8.500000)
TUS : SHOTGUN_SIDEARM_MP_DAMAGE = 8.500000 (8.500000)
TUS : GRENADE_SIDEARM_DAMAGE = 5.000000 (5.000000)
TUS : GRENADE_SIDEARM_MP_DAMAGE = 5.000000 (5.000000)
TUS : MAGNUM_SIDEARM_DAMAGE = 11.000000 (11.000000)
TUS : MAGNUM_SIDEARM_MP_DAMAGE = 11.000000 (11.000000)
TUS : LASER_SIDEARM_DAMAGE = 1.000000 (1.000000)
TUS : LASER_SIDEARM_MP_DAMAGE = 1.000000 (1.000000)
TUS : SWARM_SIDEARM_DAMAGE = 3.800000 (3.800000)
TUS : SWARM_SIDEARM_MP_DAMAGE = 3.800000 (3.800000)
TUS : FIRE_MISSILE_DAMAGE = 16.000000 (16.000000)
TUS : FIRE_MISSILE_MP_DAMAGE = 16.000000 (16.000000)
TUS : HOMING_MISSILE_DAMAGE = 12.000000 (12.000000)
TUS : HOMING_MISSILE_MP_DAMAGE = 12.000000 (12.000000)
TUS : GAS_CAN_DAMAGE = 20.000000 (20.000000)
TUS : GAS_CAN_MP_DAMAGE = 20.000000 (20.000000)
TUS : POWER_MISSILE_DAMAGE = 75.000000 (75.000000)
TUS : POWER_MISSILE_MP_DAMAGE = 75.000000 (75.000000)
TUS : RICOCHET_DAMAGE = 25.000000 (25.000000)
TUS : RICOCHET_MP_DAMAGE = 25.000000 (25.000000)
TUS : REAR_REMOTE_BOMB_DAMAGE = 20.000000 (20.000000)
TUS : REAR_REMOTE_BOMB_MP_DAMAGE = 20.000000 (20.000000)
TUS : STALKER_MISSILE_DAMAGE = 45.000000 (45.000000)
TUS : STALKER_MISSILE_MP_DAMAGE = 45.000000 (45.000000)
TUS : SWARMER_MISSILE_DAMAGE = 4.000000 (4.000000)
TUS : SWARMER_MISSILE_MP_DAMAGE = 4.000000 (4.000000)
TUS : SNIPER_RETICLE_MISSILE_DAMAGE = 16.000000 (16.000000)
TUS : SNIPER_RETICLE_MISSILE_MP_DAMAGE = 16.000000 (16.000000)
TUS : SHOT_GUN_DAMAGE = 40.000000 (40.000000)
TUS : SHOT_GUN_MP_DAMAGE = 40.000000 (40.000000)
TUS : AIR_MINES_DAMAGE = 24.000000 (24.000000)
TUS : AIR_MINES_MP_DAMAGE = 24.000000 (24.000000)
TUS : SUPER_SWARMERS_DAMAGE = 5.000000 (5.000000)
TUS : SUPER_SWARMERS_MP_DAMAGE = 5.000000 (5.000000)
TUS : TURRET_SNIPER_DAMAGE = 9.000000 (9.000000)
TUS : TURRET_SNIPER_MP_DAMAGE = 9.000000 (9.000000)
TUS : WHEELIE_SLAM_DAMAGE = 40.000000 (40.000000)
TUS : WHEELIE_SLAM_MP_DAMAGE = 40.000000 (40.000000)
TUS : CRUISE_MISSILE_DAMAGE = 350.000000 (350.000000)
TUS : CRUISE_MISSILE_MP_DAMAGE = 350.000000 (350.000000)
TUS : DROP_MINE_DAMAGE = 10.000000 (10.000000)
TUS : DROP_MINE_MP_DAMAGE = 10.000000 (10.000000)
TUS : FREEZE_MISSILE_DAMAGE = 1.000000 (1.000000)
TUS : FREEZE_MISSILE_MP_DAMAGE = 1.000000 (1.000000)
TUS : NAPALM_BOMB_COMBO_DAMAGE = 15.000000 (15.000000)
TUS : NAPALM_BOMB_COMBO_MP_DAMAGE = 15.000000 (15.000000)
TUS : SUPER_DROP_MINE_DAMAGE = 40.000000 (40.000000)
TUS : SUPER_DROP_MINE_MP_DAMAGE = 40.000000 (40.000000)
TUS : BOSS1_MACHINE_MEGA_GUNS_DAMAGE = 1.000000 (1.000000)
TUS : BOSS1_MACHINE_MEGA_GUNS_MP_DAMAGE = 1.000000 (1.000000)
TUS : MEGA_GUN_DAMAGE = 1.750000 (1.750000)
TUS : MEGA_GUN_MP_DAMAGE = 1.750000 (1.750000)
TUS : SPECTRE_MISSILE_DAMAGE = 40.000000 (40.000000)
TUS : SPECTRE_MISSILE_MP_DAMAGE = 40.000000 (40.000000)
TUS : SEDAN_MISSILE_DAMAGE = 6.000000 (6.000000)
TUS : SEDAN_MISSILE_MP_DAMAGE = 6.000000 (6.000000)
TUS : MUSCLE_MINIGUN_ROUND_DAMAGE = 0.328125 (0.328125)
TUS : MUSCLE_MINIGUN_ROUND_MP_DAMAGE = 0.328125 (0.328125)
TUS : MUSCLE_SWARMER_STAGE_2_DAMAGE = 2.000000 (2.000000)
TUS : MUSCLE_SWARMER_STAGE_2_MP_DAMAGE = 2.000000 (2.000000)
TUS : MUSCLE_SWARMER_STAGE_3_DAMAGE = 2.000000 (2.000000)
TUS : MUSCLE_SWARMER_STAGE_3_MP_DAMAGE = 2.000000 (2.000000)
TUS : SUV_GRENADE_DAMAGE = 1.560000 (1.560000)
TUS : SUV_GRENADE_MP_DAMAGE = 1.560000 (1.560000)
TUS : SUV_MISSILE_DAMAGE = 2.000000 (2.000000)
TUS : SUV_MISSILE_MP_DAMAGE = 2.000000 (2.000000)
TUS : SUV_TRACER_DAMAGE = 0.500000 (0.500000)
TUS : SUV_TRACER_MP_DAMAGE = 0.500000 (0.500000)
TUS : FLAMES_DAMAGE = 0.133390 (0.133390)
TUS : FLAMES_MP_DAMAGE = 0.133390 (0.133390)
TUS : CHAINSAW_DAMAGE = 40.000000 (40.000000)
TUS : CHAINSAW_MP_DAMAGE = 40.000000 (40.000000)
TUS : SEMI_MINE_DAMAGE = 25.000000 (25.000000)
TUS : SEMI_MINE_MP_DAMAGE = 25.000000 (25.000000)
TUS : SEMI_SWARMER_STAGE_2_DAMAGE = 5.000000 (5.000000)
TUS : SEMI_SWARMER_STAGE_2_MP_DAMAGE = 5.000000 (5.000000)
TUS : SEMI_SUPER_GRENADE_DAMAGE = 45.000000 (45.000000)
TUS : SEMI_SUPER_GRENADE_MP_DAMAGE = 45.000000 (45.000000)
TUS : SEMI_TRACER_DAMAGE = 1.500000 (1.500000)
TUS : SEMI_TRACER_MP_DAMAGE = 1.500000 (1.500000)
TUS : JUGSCAB_GATLING_TRACER_DAMAGE = 1.750000 (1.750000)
TUS : JUGSCAB_GATLING_TRACER_MP_DAMAGE = 3.000000 (3.000000)
TUS : JUGSCAB_GATLING_BLANK_DAMAGE = 1.750000 (1.750000)
TUS : JUGSCAB_GATLING_BLANK_MP_DAMAGE = 3.000000 (3.000000)
TUS : TRIGUN_BLANK_DAMAGE = 0.500000 (0.500000)
TUS : TRIGUN_BLANK_MP_DAMAGE = 0.500000 (0.500000)
TUS : SEMI_SWARMER_STAGE_3_DAMAGE = 10.000000 (10.000000)
TUS : SEMI_SWARMER_STAGE_3_MP_DAMAGE = 10.000000 (10.000000)
TUS : HOMING_GURNEY_DAMAGE = 40.000000 (40.000000)
TUS : HOMING_GURNEY_MP_DAMAGE = 40.000000 (40.000000)
TUS : GUIDED_GURNEY_DAMAGE = 20.000000 (20.000000)
TUS : GUIDED_GURNEY_MP_DAMAGE = 20.000000 (20.000000)
TUS : COMMVAN_FIRE_MISSILE_DAMAGE = 30.000000 (30.000000)
TUS : COMMVAN_FIRE_MISSILE_MP_DAMAGE = 30.000000 (30.000000)
TUS : COMMVAN_TOW_MISSILE_DAMAGE = 20.000000 (20.000000)
TUS : COMMVAN_TOW_MISSILE_MP_DAMAGE = 20.000000 (20.000000)
TUS : COMMVAN_TOW_MISSILE_S2_DAMAGE = 20.000000 (20.000000)
TUS : COMMVAN_TOW_MISSILE_S2_MP_DAMAGE = 20.000000 (20.000000)
TUS : COMMVAN_SMOKE_MISSILE_DAMAGE = 14.000000 (14.000000)
TUS : COMMVAN_SMOKE_MISSILE_MP_DAMAGE = 14.000000 (14.000000)
TUS : TOW_30_PICKUP_DAMAGE = 0.000000 (0.000000)
TUS : TOW_30_PICKUP_MP_DAMAGE = 0.000000 (0.000000)
TUS : TOW_100_PICKUP_DAMAGE = 0.000000 (0.000000)
TUS : TOW_100_PICKUP_MP_DAMAGE = 0.000000 (0.000000)
TUS : TOW_TRUCK_FODDER_LAUNCH_DAMAGE = 5.000000 (5.000000)
TUS : TOW_TRUCK_FODDER_LAUNCH_MP_DAMAGE = 5.000000 (5.000000)
TUS : TOWTRUCK_HEALTHWAVE_DAMAGE = 0.300000 (0.300000)
TUS : TOWTRUCK_HEALTHWAVE_MP_DAMAGE = 0.300000 (0.300000)
TUS : TOWTRUCK_DEATHWAVE_DAMAGE = 20.000000 (20.000000)
TUS : TOWTRUCK_DEATHWAVE_MP_DAMAGE = 20.000000 (20.000000)
TUS : SWEETTOOTH_MISSILE_DAMAGE = 5.000000 (5.000000)
TUS : SWEETTOOTH_MISSILE_MP_DAMAGE = 5.000000 (5.000000)
TUS : HEARSE_COFFIN_DAMAGE = 10.000000 (10.000000)
TUS : HEARSE_COFFIN_MP_DAMAGE = 10.000000 (10.000000)
TUS : SHOT_GUN_DUMMY_DAMAGE = 0.000000 (0.000000)
TUS : SHOT_GUN_DUMMY_MP_DAMAGE = 0.000000 (0.000000)
TUS : MAGNET_DAMAGE = 0.000000 (0.000000)
TUS : MAGNET_MP_DAMAGE = 0.000000 (0.000000)
TUS : MAGNET_PROJECTILE_DAMAGE = 11.200000 (11.200000)
TUS : MAGNET_PROJECTILE_MP_DAMAGE = 11.200000 (11.200000)
TUS : BLOWN_MAGNET_DAMAGE = 0.000000 (0.000000)
TUS : BLOWN_MAGNET_MP_DAMAGE = 0.000000 (0.000000)
TUS : AXEL_CRUSH_DAMAGE = 40.000000 (40.000000)
TUS : AXEL_CRUSH_MP_DAMAGE = 40.000000 (40.000000)
TUS : AXEL_SPIKES_DAMAGE = 40.000000 (40.000000)
TUS : AXEL_SPIKES_MP_DAMAGE = 40.000000 (40.000000)
TUS : AXEL_SHOCKWAVE_DAMAGE = 10.000000 (10.000000)
TUS : AXEL_SHOCKWAVE_MP_DAMAGE = 10.000000 (10.000000)
TUS : ESPORT_FIREBALL_DAMAGE = 14.000000 (14.000000)
TUS : ESPORT_FIREBALL_MP_DAMAGE = 14.000000 (14.000000)
TUS : ESPORT_FREEZEWAVE_DAMAGE = 5.000000 (5.000000)
TUS : ESPORT_FREEZEWAVE_MP_DAMAGE = 5.000000 (5.000000)
TUS : CRIMSON_FIREWAVE_DAMAGE = 5.000000 (5.000000)
TUS : CRIMSON_FIREWAVE_MP_DAMAGE = 5.000000 (5.000000)
TUS : DOLLHEAD_FIREWAVE_DAMAGE = 20.000000 (20.000000)
TUS : DOLLHEAD_FIREWAVE_MP_DAMAGE = 20.000000 (20.000000)
TUS : SWARMER_MISSILE_FULL_CHARGE_DAMAGE = 8.000000 (8.000000)
TUS : SWARMER_MISSILE_FULL_CHARGE_MP_DAMAGE = 8.000000 (8.000000)
TUS : REMOTE_BOMB_DAMAGE = 20.000000 (20.000000)
TUS : REMOTE_BOMB_MP_DAMAGE = 20.000000 (20.000000)
TUS : TIMES_ENV_MISSILE_DAMAGE = 12.000000 (12.000000)
TUS : TIMES_ENV_MISSILE_MP_DAMAGE = 12.000000 (12.000000)
TUS : MUSCLE_MINIGUN_ROUND_BLANK_DAMAGE = 0.328125 (0.328125)
TUS : MUSCLE_MINIGUN_ROUND_BLANK_MP_DAMAGE = 0.328125 (0.328125)
TUS : DETONATABLE_RICOCHET_DAMAGE = 16.000000 (16.000000)
TUS : DETONATABLE_RICOCHET_MP_DAMAGE = 16.000000 (16.000000)
TUS : FLAME_THROWER_DAMAGE = 0.460000 (0.460000)
TUS : FLAME_THROWER_MP_DAMAGE = 0.460000 (0.460000)
TUS : HELI_GATLING_GUN_TRACER_DAMAGE = 1.500000 (1.500000)
TUS : HELI_GATLING_GUN_TRACER_MP_DAMAGE = 1.500000 (1.500000)
TUS : SEMICAB_GATLING_GUN_TRACER_DAMAGE = 0.600000 (0.600000)
TUS : SEMICAB_GATLING_GUN_TRACER_MP_DAMAGE = 0.600000 (0.600000)
TUS : SEMICAB_MINE_DAMAGE = 15.000000 (15.000000)
TUS : SEMICAB_MINE_MP_DAMAGE = 15.000000 (15.000000)
TUS : SUPER_CRUSH_DAMAGE = 50.000000 (50.000000)
TUS : SUPER_CRUSH_MP_DAMAGE = 50.000000 (50.000000)
TUS : BOSS1_TURRET_ROUND_DAMAGE = 1.340000 (1.340000)
TUS : BOSS1_TURRET_ROUND_MP_DAMAGE = 1.340000 (1.340000)
TUS : SWEETBOT_HEAD_DAMAGE = 20.000000 (20.000000)
TUS : SWEETBOT_HEAD_MP_DAMAGE = 20.000000 (20.000000)
TUS : GRIM_RPG_DAMAGE = 45.000000 (45.000000)
TUS : GRIM_RPG_MP_DAMAGE = 45.000000 (45.000000)
TUS : ALT_HEARSE_COFFIN_DAMAGE = 60.000000 (60.000000)
TUS : ALT_HEARSE_COFFIN_MP_DAMAGE = 60.000000 (60.000000)
TUS : ROADKILL_MINE_DAMAGE = 25.000000 (25.000000)
TUS : ROADKILL_MINE_MP_DAMAGE = 25.000000 (25.000000)
TUS : BABY_HEAD_DAMAGE = 20.000000 (20.000000)
TUS : BABY_HEAD_MP_DAMAGE = 20.000000 (20.000000)
TUS : DOLL_HEAD_DAMAGE = 25.000000 (25.000000)
TUS : DOLL_HEAD_MP_DAMAGE = 25.000000 (25.000000)
TUS : BOSS2_FINGER_NAIL_DAMAGE = 25.000000 (25.000000)
TUS : BOSS2_FINGER_NAIL_MP_DAMAGE = 25.000000 (25.000000)
TUS : BOSS2_FLARE_CLUSTER_DAMAGE = 8.000000 (8.000000)
TUS : BOSS2_FLARE_CLUSTER_MP_DAMAGE = 8.000000 (8.000000)
TUS : BOSS2_FIREBALL_DAMAGE = 25.000000 (25.000000)
TUS : BOSS2_FIREBALL_MP_DAMAGE = 25.000000 (25.000000)
TUS : BOSS2_FIST_SLAM_DAMAGE = 20.000000 (20.000000)
TUS : BOSS2_FIST_SLAM_MP_DAMAGE = 20.000000 (20.000000)
TUS : BOSS3_STAGE1_MINE_DAMAGE = 15.000000 (15.000000)
TUS : BOSS3_STAGE1_MINE_MP_DAMAGE = 15.000000 (15.000000)
TUS : BOSS3_STAGE2_MINE_DAMAGE = 15.000000 (15.000000)
TUS : BOSS3_STAGE2_MINE_MP_DAMAGE = 15.000000 (15.000000)
TUS : Clown Missile_DAMAGE = 12.000000 (12.000000)
TUS : Clown Missile_MP_DAMAGE = 12.000000 (12.000000)
TUS : SUV_UPGRADE_TRACER_DAMAGE = 1.000000 (1.000000)
TUS : SUV_UPGRADE_TRACER_MP_DAMAGE = 1.000000 (1.000000)
TUS : SEMICAB_BLANK_DAMAGE = 0.600000 (0.600000)
TUS : SEMICAB_BLANK_MP_DAMAGE = 0.600000 (0.600000)
TUS : TURRET_TRACER_DAMAGE = 1.500000 (1.500000)
TUS : TURRET_TRACER_MP_DAMAGE = 1.500000 (1.500000)
TUS : HELI_BLANK_DAMAGE = 1.500000 (1.500000)
TUS : HELI_BLANK_MP_DAMAGE = 1.500000 (1.500000)
TUS : ROADKILL_MINIGUN_ROUND_DAMAGE = 0.281250 (0.281250)
TUS : ROADKILL_MINIGUN_ROUND_MP_DAMAGE = 0.281250 (0.281250)
TUS : ROADKILL_MINIGUN_ROUND_BLANK_DAMAGE = 0.281250 (0.281250)
TUS : ROADKILL_MINIGUN_ROUND_BLANK_MP_DAMAGE = 0.281250 (0.281250)
TUS : FLYING_MACHINE_GUN_DAMAGE = 1.000000 (1.000000)
TUS : FLYING_MACHINE_GUN_MP_DAMAGE = 1.000000 (1.000000)
TUS : FLYING_MEGA_GUN_DAMAGE = 1.750000 (1.750000)
TUS : FLYING_MEGA_GUN_MP_DAMAGE = 1.750000 (1.750000)
TUS : FLYING_UZI_SIDEARM_DAMAGE = 0.580000 (0.580000)
TUS : FLYING_UZI_SIDEARM_MP_DAMAGE = 0.580000 (0.580000)
TUS : FLYING_MAGNUM_SIDEARM_DAMAGE = 11.000000 (11.000000)
TUS : FLYING_MAGNUM_SIDEARM_MP_DAMAGE = 11.000000 (11.000000)
TUS : FLYING_LASER_SIDEARM_DAMAGE = 1.000000 (1.000000)
TUS : FLYING_LASER_SIDEARM_MP_DAMAGE = 1.000000 (1.000000)
TUS : DOLLHEAD_HELLSCREAM_DAMAGE = 0.000000 (0.000000)
TUS : DOLLHEAD_HELLSCREAM_MP_DAMAGE = 0.000000 (0.000000)
TUS : WHEELIE_SHOCKWAVE_DAMAGE = 30.000000 (30.000000)
TUS : WHEELIE_SHOCKWAVE_MP_DAMAGE = 30.000000 (30.000000)
TUS : X86_HEAD_DAMAGE = 10.000000 (10.000000)
TUS : X86_HEAD_MP_DAMAGE = 10.000000 (10.000000)
TUS : FLAMING_CHAINSAW_DAMAGE = 150.000000 (150.000000)
TUS : FLAMING_CHAINSAW_MP_DAMAGE = 150.000000 (150.000000)
TUS : BOSS3_FB_DAMAGE = 25.000000 (25.000000)
TUS : BOSS3_FB_MP_DAMAGE = 25.000000 (25.000000)
TUS : X86_FIREWAVE_DAMAGE = 20.000000 (20.000000)
TUS : X86_FIREWAVE_MP_DAMAGE = 20.000000 (20.000000)
TUS : BOSS3_CRANE_MISSILE_DAMAGE = 4.000000 (4.000000)
TUS : BOSS3_CRANE_MISSILE_MP_DAMAGE = 4.000000 (4.000000)
TUS : SUV_BLANK_DAMAGE = 0.500000 (0.500000)
TUS : SUV_BLANK_MP_DAMAGE = 0.500000 (0.500000)
TUS : BOSS1_TRACER_DAMAGE = 3.000000 (3.000000)
TUS : BOSS1_TRACER_MP_DAMAGE = 3.000000 (3.000000)
TUS : BOSS1_BLANK_DAMAGE = 3.000000 (3.000000)
TUS : BOSS1_BLANK_MP_DAMAGE = 3.000000 (3.000000)
TUS : ROADKILL_SWARMER_STAGE_2_DAMAGE = 2.400000 (2.400000)
TUS : ROADKILL_SWARMER_STAGE_2_MP_DAMAGE = 2.400000 (2.400000)
TUS : ROADKILL_SWARMER_STAGE_3_DAMAGE = 4.000000 (4.000000)
TUS : ROADKILL_SWARMER_STAGE_3_MP_DAMAGE = 4.000000 (4.000000)
TUS : SWEETBOT_SHOCKWAVE_DAMAGE = 0.000000 (0.000000)
TUS : SWEETBOT_SHOCKWAVE_MP_DAMAGE = 0.000000 (0.000000)
TUS : DOLLHEAD_FIREBALL_DAMAGE = 0.000000 (0.000000)
TUS : DOLLHEAD_FIREBALL_MP_DAMAGE = 0.000000 (0.000000)
TUS : BOSS1_WHEELIE_SHOCKWAVE_DAMAGE = 10.000000 (10.000000)
TUS : BOSS1_WHEELIE_SHOCKWAVE_MP_DAMAGE = 10.000000 (10.000000)
TUS : SHIELD_ENERGY = 0.450000 (0.450000)
TUS : EXTENDED_SHIELD_ENERGY = 0.520000 (0.520000)
TUS : FREEZE_ENERGY = 0.650000 (0.650000)
TUS : DROP_MINE_ENERGY = 0.110000 (0.110000)
TUS : CLOAK_ENERGY = 0.300000 (0.300000)
TUS : JUMP_ENERGY = 0.100000 (0.100000)
TUS : NAPALM_ENERGY = 0.300000 (0.300000)
TUS : FLAK_ENERGY = 0.300000 (0.300000)
TUS : MINION_ENERGY = 0.900000 (0.900000)
TUS : SUPER_MINE_ENERGY = 0.400000 (0.400000)
TUS : REAR_FREEZE_ENERGY = 0.650000 (0.650000)
TUS : REFLECTO_SHIELD_ENERGY = 0.750000 (0.750000)
TUS : RankThreshold0 = 1000 (1000)
TUS : RankThreshold1 = 2000 (2000)
TUS : RankThreshold2 = 3000 (3000)
TUS : RankThreshold3 = 4000 (4000)
TUS : RankThreshold4 = 5000 (5000)
TUS : RankThreshold5 = 7000 (7000)
TUS : RankThreshold6 = 9000 (9000)
TUS : RankThreshold7 = 11000 (11000)
TUS : RankThreshold8 = 13000 (13000)
TUS : RankThreshold9 = 15000 (15000)
TUS : RankThreshold10 = 18000 (18000)
TUS : RankThreshold11 = 21000 (21000)
TUS : RankThreshold12 = 24000 (24000)
TUS : RankThreshold13 = 27000 (27000)
TUS : RankThreshold14 = 30000 (30000)
TUS : RankThreshold15 = 34000 (34000)
TUS : RankThreshold16 = 38000 (38000)
TUS : RankThreshold17 = 42000 (42000)
TUS : RankThreshold18 = 46000 (46000)
TUS : RankThreshold19 = 50000 (50000)
TUS : RankThreshold20 = 55000 (55000)
TUS : RankThreshold21 = 60000 (60000)
TUS : RankThreshold22 = 65000 (65000)
TUS : RankThreshold23 = 70000 (70000)
TUS : RankThreshold24 = 75000 (75000)
TUS : RankThreshold25 = 81000 (81000)
TUS : RankThreshold26 = 87000 (87000)
TUS : RankThreshold27 = 93000 (93000)
TUS : RankThreshold28 = 99000 (99000)
TUS : RankThreshold29 = 105000 (105000)
TUS : RankThreshold30 = 112000 (112000)
TUS : RankThreshold31 = 119000 (119000)
TUS : RankThreshold32 = 126000 (126000)
TUS : RankThreshold33 = 133000 (133000)
TUS : RankThreshold34 = 140000 (140000)
TUS : RankThreshold35 = 148000 (148000)
TUS : RankThreshold36 = 156000 (156000)
TUS : RankThreshold37 = 164000 (164000)
TUS : RankThreshold38 = 172000 (172000)
TUS : RankThreshold39 = 180000 (180000)
TUS : RankThreshold40 = 189000 (189000)
TUS : RankThreshold41 = 198000 (198000)
TUS : RankThreshold42 = 207000 (207000)
TUS : RankThreshold43 = 216000 (216000)
TUS : RankThreshold44 = 225000 (225000)
TUS : RankThreshold45 = 235000 (235000)
TUS : RankThreshold46 = 245000 (245000)
TUS : RankThreshold47 = 255000 (255000)
TUS : RankThreshold48 = 265000 (265000)
TUS : RankThreshold49 = 275000 (275000)
TUS : RankThreshold50 = 286000 (286000)
TUS : RankThreshold51 = 297000 (297000)
TUS : RankThreshold52 = 308000 (308000)
TUS : RankThreshold53 = 319000 (319000)
TUS : RankThreshold54 = 330000 (330000)
TUS : RankThreshold55 = 342000 (342000)
TUS : RankThreshold56 = 354000 (354000)
TUS : RankThreshold57 = 366000 (366000)
TUS : RankThreshold58 = 378000 (378000)
TUS : RankThreshold59 = 390000 (390000)
TUS : RankThreshold60 = 403000 (403000)
TUS : RankThreshold61 = 416000 (416000)
TUS : RankThreshold62 = 429000 (429000)
TUS : RankThreshold63 = 442000 (442000)
TUS : RankThreshold64 = 455000 (455000)
TUS : RankThreshold65 = 469000 (469000)
TUS : RankThreshold66 = 483000 (483000)
TUS : RankThreshold67 = 497000 (497000)
TUS : RankThreshold68 = 511000 (511000)
TUS : RankThreshold69 = 525000 (525000)
TUS : RankThreshold70 = 540000 (540000)
TUS : RankThreshold71 = 555000 (555000)
TUS : RankThreshold72 = 570000 (570000)
TUS : RankThreshold73 = 585000 (585000)
TUS : RankThreshold74 = 600000 (600000)
TUS : RankThreshold75 = 616000 (616000)
TUS : RankThreshold76 = 632000 (632000)
TUS : RankThreshold77 = 648000 (648000)
TUS : RankThreshold78 = 664000 (664000)
TUS : RankThreshold79 = 680000 (680000)
TUS : RankThreshold80 = 697000 (697000)
TUS : RankThreshold81 = 714000 (714000)
TUS : RankThreshold82 = 731000 (731000)
TUS : RankThreshold83 = 748000 (748000)
TUS : RankThreshold84 = 765000 (765000)
TUS : RankThreshold85 = 783000 (783000)
TUS : RankThreshold86 = 801000 (801000)
TUS : RankThreshold87 = 819000 (819000)
TUS : RankThreshold88 = 837000 (837000)
TUS : RankThreshold89 = 855000 (855000)
TUS : RankThreshold90 = 874000 (874000)
TUS : RankThreshold91 = 893000 (893000)
TUS : RankThreshold92 = 912000 (912000)
TUS : RankThreshold93 = 931000 (931000)
TUS : RankThreshold94 = 950000 (950000)
TUS : RankThreshold95 = 970000 (970000)
TUS : RankThreshold96 = 990000 (990000)
TUS : RankThreshold97 = 1010000 (1010000)
TUS : RankThreshold98 = 1030000 (1030000)
TUS : ActiveXpRanks = 30 (30)
TUS : kills and assists-Deathmatch-Double Kills = 25 (25)
TUS : kills and assists-Deathmatch-Ramming Kills = 5 (5)
TUS : kills and assists-LMS-Double Kills = 25 (25)
TUS : kills and assists-LMS-Ramming Kills = 5 (5)
TUS : kills and assists-Fox Hunt-Double Kills = 25 (25)
TUS : kills and assists-Fox Hunt-Ramming Kills = 5 (5)
TUS : kills and assists-Team Deathmatch-Double Kills = 25 (25)
TUS : kills and assists-Team Deathmatch-Ramming Kills = 5 (5)
TUS : kills and assists-Team LMS-Double Kills = 25 (25)
TUS : kills and assists-Team LMS-Ramming Kills = 5 (5)
TUS : kills and assists-Team Fox Hunt-Double Kills = 25 (25)
TUS : kills and assists-Team Fox Hunt-Ramming Kills = 5 (5)
TUS : kills and assists-Team Nuke-Double Kills = 25 (25)
TUS : kills and assists-Team Nuke-Ramming Kills = 5 (5)
TUS : kills and assists-Team Campaign-Double Kills = 25 (25)
TUS : kills and assists-Team Campaign-Ramming Kills = 5 (5)
TUS : kills and assists-Deathmatch-Kills = 25 (25)
TUS : kills and assists-Deathmatch-Assists = 5 (5)
TUS : kills and assists-Deathmatch-Streaker Kills = 15 (15)
TUS : kills and assists-Team Deathmatch-Kills = 25 (25)
TUS : kills and assists-Team Deathmatch-Assists = 5 (5)
TUS : kills and assists-Team Deathmatch-Streaker Kills = 15 (15)
TUS : kills and assists-Team Deathmatch-Semi Kills = 10 (10)
TUS : kills and assists-Team Campaign-Kills = 25 (25)
TUS : kills and assists-Team Campaign-Assists = 5 (5)
TUS : kills and assists-Team Campaign-Streaker Kills = 15 (15)
TUS : kills and assists-Team Campaign-Semi Kills = 10 (10)
TUS : kills and assists-Fox Hunt-Kills Of Hunted = 50 (50)
TUS : kills and assists-Fox Hunt-Kill Assists Of Hunted = 5 (5)
TUS : kills and assists-Fox Hunt-Kills While Hunted = 25 (25)
TUS : kills and assists-Fox Hunt-Kills Of Non Hunted = 5 (5)
TUS : kills and assists-Team Fox Hunt-Kills Of Hunted = 50 (50)
TUS : kills and assists-Team Fox Hunt-Kill Assists Of Hunted = 5 (5)
TUS : kills and assists-Team Fox Hunt-Kills While Hunted = 25 (25)
TUS : kills and assists-Team Fox Hunt-Kills Of Hunted While Hunted = 100 (100)
TUS : kills and assists-Team Fox Hunt-Kills Of Non Hunted = 5 (5)
TUS : kills and assists-Team Nuke-Kills = 5 (5)
TUS : kills and assists-Team Nuke-Hacker Kills = 25 (25)
TUS : kills and assists-Team Nuke-Hostage Taker Kills = 15 (15)
TUS : kills and assists-Team Nuke-Hacker Defenses = 15 (15)
TUS : kills and assists-LMS-Kills = 25 (25)
TUS : kills and assists-LMS-Assists = 5 (5)
TUS : kills and assists-LMS-Streaker Kills = 15 (15)
TUS : kills and assists-Team LMS-Kills = 25 (25)
TUS : kills and assists-Team LMS-Assists = 5 (5)
TUS : kills and assists-Team LMS-Streaker Kills = 15 (15)
TUS : weapon bonuses-Team Deathmatch-HGrants = 25 (25)
TUS : weapon bonuses-Team Deathmatch-HGrant Threshold = 100 (100)
TUS : weapon bonuses-Team Fox Hunt-HGrants = 5 (5)
TUS : weapon bonuses-Team Fox Hunt-HGrants To Hunted = 25 (25)
TUS : weapon bonuses-Team Fox Hunt-HGrant Threshold = 100 (100)
TUS : weapon bonuses-Team Nuke-HGrants = 5 (5)
TUS : weapon bonuses-Team Nuke-HGrants To Hunted = 25 (25)
TUS : weapon bonuses-Team Nuke-HGrant Threshold = 100 (100)
TUS : weapon bonuses-Team LMS-HGrants = 25 (25)
TUS : weapon bonuses-Team LMS-HGrant Threshold = 100 (100)
TUS : damage-Deathmatch-Damage Done = 25 (25)
TUS : damage-Team Deathmatch-Damage Done = 25 (25)
TUS : damage-Team Campaign-Damage Done = 25 (25)
TUS : damage-Fox Hunt-Damage Against Hunted = 25 (25)
TUS : damage-Fox Hunt-Damage Against Non Hunted = 5 (5)
TUS : damage-Team Fox Hunt-Damage Against Hunted = 25 (25)
TUS : damage-Team Fox Hunt-Damage Against Non Hunted = 5 (5)
TUS : damage-Team Nuke-Damage Done = 5 (5)
TUS : damage-LMS-Damage Done = 25 (25)
TUS : damage-Team LMS-Damage Done = 25 (25)
TUS : kill streaks-Deathmatch-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-LMS-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Fox Hunt-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Team Deathmatch-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Team LMS-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Team Fox Hunt-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Team Nuke-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Team Campaign-Number Of Long Kill Streaks = 100 (100)
TUS : kill streaks-Deathmatch-Number Of Kill Streaks = 25 (25)
TUS : kill streaks-Team Deathmatch-Number Of Kill Streaks = 25 (25)
TUS : kill streaks-Team Campaign-Number Of Kill Streaks = 25 (25)
TUS : kill streaks-LMS-Number Of Kill Streaks = 25 (25)
TUS : kill streaks-Team LMS-Number Of Kill Streaks = 25 (25)
TUS : most damage per kill-Deathmatch-Most Damage = 100 (100)
TUS : most damage per kill-Team Deathmatch-Most Damage = 100 (100)
TUS : most damage per kill-Team Campaign-Most Damage = 100 (100)
TUS : most damage per kill-Fox Hunt-Most Damage = 100 (100)
TUS : most damage per kill-Team Fox Hunt-Most Damage = 100 (100)
TUS : most damage per kill-LMS-Most Damage = 100 (100)
TUS : most damage per kill-Team LMS-Most Damage = 100 (100)
TUS : assist master-Team Deathmatch-Most Assists = 25 (25)
TUS : assist master-Team Campaign-Most Assists = 25 (25)
TUS : nuke objectives-Team Nuke-Hostages Taken = 5 (5)
TUS : nuke objectives-Team Nuke-Nukes Launched = 10 (10)
TUS : nuke objectives-Team Nuke-Nuked Bases = 25 (25)
TUS : nuke objectives-Team Nuke-Nukes Shot Down = 25 (25)
TUS : nuke objectives-Team Nuke-Nuke Shot Down Assists = 4 (4)
TUS : nuke flawless victory-Team Nuke-Nuke Flawless Victory = 100 (100)
TUS : lms bonuses-LMS-Number Of Lives Left = 25 (25)
TUS : lms bonuses-Team LMS-Number Of Lives Left = 25 (25)
TUS : lms bonuses-Team LMS-Number Of Team Lives Lost = 5 (5)
TUS : lms bonuses-Team LMS-Least Number Of Lives Lost = 50 (50)
TUS : hunt bonuses-Fox Hunt-Time As Hunted Bonus = 25 (25)
TUS : hunt bonuses-Team Fox Hunt-Time As Hunted Bonus = 25 (25)
TUS : win-Deathmatch-Win Bonus - High Playercount = 100 (100)
TUS : win-Deathmatch-Win Bonus - Low Playercount = 50 (50)
TUS : win-Deathmatch-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Deathmatch-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-Team Deathmatch-Win Bonus - High Playercount = 100 (100)
TUS : win-Team Deathmatch-Win Bonus - Low Playercount = 50 (50)
TUS : win-Team Deathmatch-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Team Deathmatch-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-Team Campaign-Win Bonus - High Playercount = 100 (100)
TUS : win-Team Campaign-Win Bonus - Low Playercount = 50 (50)
TUS : win-Team Campaign-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Team Campaign-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-Fox Hunt-Win Bonus - High Playercount = 100 (100)
TUS : win-Fox Hunt-Win Bonus - Low Playercount = 50 (50)
TUS : win-Fox Hunt-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Fox Hunt-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-Team Fox Hunt-Win Bonus - High Playercount = 100 (100)
TUS : win-Team Fox Hunt-Win Bonus - Low Playercount = 50 (50)
TUS : win-Team Fox Hunt-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Team Fox Hunt-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-Team Nuke-Win Bonus - High Playercount = 100 (100)
TUS : win-Team Nuke-Win Bonus - Low Playercount = 50 (50)
TUS : win-Team Nuke-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Team Nuke-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-LMS-Win Bonus - High Playercount = 100 (100)
TUS : win-LMS-Win Bonus - Low Playercount = 50 (50)
TUS : win-LMS-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-LMS-Number Of Players For High Playercount Bonus = 11 (11)
TUS : win-Team LMS-Win Bonus - High Playercount = 100 (100)
TUS : win-Team LMS-Win Bonus - Low Playercount = 50 (50)
TUS : win-Team LMS-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : win-Team LMS-Number Of Players For High Playercount Bonus = 11 (11)
TUS : best player on team-Team Deathmatch-Best Player On Team - High Playercount = 50 (50)
TUS : best player on team-Team Deathmatch-Best Player On Team - Low Playercount = 25 (25)
TUS : best player on team-Team Deathmatch-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : best player on team-Team Deathmatch-Number Of Players For High Playercount Bonus = 11 (11)
TUS : best player on team-Team Campaign-Best Player On Team - High Playercount = 50 (50)
TUS : best player on team-Team Campaign-Best Player On Team - Low Playercount = 25 (25)
TUS : best player on team-Team Campaign-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : best player on team-Team Campaign-Number Of Players For High Playercount Bonus = 11 (11)
TUS : best player on team-Team Fox Hunt-Best Player On Team - High Playercount = 50 (50)
TUS : best player on team-Team Fox Hunt-Best Player On Team - Low Playercount = 25 (25)
TUS : best player on team-Team Fox Hunt-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : best player on team-Team Fox Hunt-Number Of Players For High Playercount Bonus = 11 (11)
TUS : best player on team-Team Nuke-Best Player On Team - High Playercount = 50 (50)
TUS : best player on team-Team Nuke-Best Player On Team - Low Playercount = 25 (25)
TUS : best player on team-Team Nuke-Number Of Players For Low Playercount Bonus = 4 (4)
TUS : best player on team-Team Nuke-Number Of Players For High Playercount Bonus = 11 (11)
TUS : best player on team-Team LMS-Best Player = 100 (100)
TUS : second place-Deathmatch-In Second Place = 50 (50)
TUS : second place-Fox Hunt-In Second Place = 50 (50)
TUS : second place-LMS-In Second Place = 50 (50)
TUS : third place-Deathmatch-In Third Place = 50 (50)
TUS : third place-Fox Hunt-In Third Place = 50 (50)
TUS : third place-LMS-In Third Place = 50 (50)
TUS : complete game-Deathmatch-Top 75 Percent = 25 (25)
TUS : complete game-Fox Hunt-Top 75 Percent = 25 (25)
TUS : complete game-LMS-Top 75 Percent = 25 (25)
TUS : darkside - Mass = 6000.000000 (6000.000000)
TUS : darkside - MaxSpeedMPH = 105.000000 (105.000000)
TUS : darkside - TurboSpeedScalar = 1.600000 (1.600000)
TUS : darkside - Acceleration = 0.007500 (0.007500)
TUS : darkside - TurboAccelScalar = 1.000000 (1.000000)
TUS : darkside - Braking = 0.037500 (0.037500)
TUS : darkside - EBrakeForce = 0.002000 (0.002000)
TUS : darkside - TurnRate = 0.009000 (0.009000)
TUS : darkside - HopStrength = 70.000000 (70.000000)
TUS : darkside - TurnFriction = 0.039000 (0.039000)
TUS : darkside - RollingResistence = 0.001000 (0.001000)
TUS : darkside - CsOffset = 0.000000 (0.000000)
TUS : darkside - SuspStrength = 140.000000 (140.000000)
TUS : darkside - CarRamScalar = 2.000000 (2.000000)
TUS : darkside - FodderRamScalar = 0.030000 (0.030000)
TUS : crimson - Mass = 2500.000000 (2500.000000)
TUS : crimson - MaxSpeedMPH = 160.000000 (160.000000)
TUS : crimson - TurboSpeedScalar = 1.300000 (1.300000)
TUS : crimson - Acceleration = 0.008000 (0.008000)
TUS : crimson - TurboAccelScalar = 2.700000 (2.700000)
TUS : crimson - Braking = 0.037500 (0.037500)
TUS : crimson - EBrakeForce = 0.002000 (0.002000)
TUS : crimson - TurnRate = 0.028000 (0.028000)
TUS : crimson - HopStrength = 70.000000 (70.000000)
TUS : crimson - TurnFriction = 0.039000 (0.039000)
TUS : crimson - RollingResistence = 0.001000 (0.001000)
TUS : crimson - CsOffset = -0.600000 (-0.600000)
TUS : crimson - SuspStrength = 140.000000 (140.000000)
TUS : crimson - CarRamScalar = 0.800000 (0.800000)
TUS : crimson - FodderRamScalar = 0.000000 (0.000000)
TUS : bullet - Mass = 1000.000000 (1000.000000)
TUS : bullet - MaxSpeedMPH = 130.000000 (130.000000)
TUS : bullet - TurboSpeedScalar = 1.300000 (1.300000)
TUS : bullet - Acceleration = 0.008000 (0.008000)
TUS : bullet - TurboAccelScalar = 2.200000 (2.200000)
TUS : bullet - Braking = 0.037500 (0.037500)
TUS : bullet - EBrakeForce = 0.002000 (0.002000)
TUS : bullet - TurnRate = 0.021000 (0.021000)
TUS : bullet - HopStrength = 70.000000 (70.000000)
TUS : bullet - TurnFriction = 0.020000 (0.020000)
TUS : bullet - RollingResistence = 0.001000 (0.001000)
TUS : bullet - CsOffset = -0.350000 (-0.350000)
TUS : bullet - SuspStrength = 140.000000 (140.000000)
TUS : bullet - CarRamScalar = 0.400000 (0.400000)
TUS : bullet - FodderRamScalar = 0.000000 (0.000000)
TUS : boss1 - Mass = 35000.000000 (35000.000000)
TUS : boss1 - MaxSpeedMPH = 110.000000 (110.000000)
TUS : boss1 - TurboSpeedScalar = 1.200000 (1.200000)
TUS : boss1 - Acceleration = 0.005500 (0.005500)
TUS : boss1 - TurboAccelScalar = 1.800000 (1.800000)
TUS : boss1 - Braking = 0.037500 (0.037500)
TUS : boss1 - EBrakeForce = 0.002000 (0.002000)
TUS : boss1 - TurnRate = 0.021000 (0.021000)
TUS : boss1 - HopStrength = 140.000000 (140.000000)
TUS : boss1 - TurnFriction = 0.020000 (0.020000)
TUS : boss1 - RollingResistence = 0.001000 (0.001000)
TUS : boss1 - CsOffset = -2.000000 (-2.000000)
TUS : boss1 - SuspStrength = 70.000000 (70.000000)
TUS : boss1 - CarRamScalar = 2.000000 (2.000000)
TUS : boss1 - FodderRamScalar = 0.030000 (0.030000)
TUS : tankcar - Mass = 7000.000000 (7000.000000)
TUS : tankcar - MaxSpeedMPH = 110.000000 (110.000000)
TUS : tankcar - TurboSpeedScalar = 1.400000 (1.400000)
TUS : tankcar - Acceleration = 0.003000 (0.003000)
TUS : tankcar - TurboAccelScalar = 2.400000 (2.400000)
TUS : tankcar - Braking = 0.037500 (0.037500)
TUS : tankcar - EBrakeForce = 0.002000 (0.002000)
TUS : tankcar - TurnRate = 0.010400 (0.010400)
TUS : tankcar - HopStrength = 70.000000 (70.000000)
TUS : tankcar - TurnFriction = 0.039000 (0.039000)
TUS : tankcar - RollingResistence = 0.001000 (0.001000)
TUS : tankcar - CsOffset = -0.790000 (-0.790000)
TUS : tankcar - SuspStrength = 140.000000 (140.000000)
TUS : tankcar - CarRamScalar = 1.500000 (1.500000)
TUS : tankcar - FodderRamScalar = 0.020000 (0.020000)
TUS : sweet - Mass = 5000.000000 (5000.000000)
TUS : sweet - MaxSpeedMPH = 120.000000 (120.000000)
TUS : sweet - TurboSpeedScalar = 1.400000 (1.400000)
TUS : sweet - Acceleration = 0.004000 (0.004000)
TUS : sweet - TurboAccelScalar = 2.400000 (2.400000)
TUS : sweet - Braking = 0.037500 (0.037500)
TUS : sweet - EBrakeForce = 0.002000 (0.002000)
TUS : sweet - TurnRate = 0.014000 (0.014000)
TUS : sweet - HopStrength = 70.000000 (70.000000)
TUS : sweet - TurnFriction = 0.039000 (0.039000)
TUS : sweet - RollingResistence = 0.001000 (0.001000)
TUS : sweet - CsOffset = -0.100000 (-0.100000)
TUS : sweet - SuspStrength = 140.000000 (140.000000)
TUS : sweet - CarRamScalar = 1.500000 (1.500000)
TUS : sweet - FodderRamScalar = 0.020000 (0.020000)
TUS : armor - Mass = 4000.000000 (4000.000000)
TUS : armor - MaxSpeedMPH = 95.000000 (95.000000)
TUS : armor - TurboSpeedScalar = 1.200000 (1.200000)
TUS : armor - Acceleration = 0.005500 (0.005500)
TUS : armor - TurboAccelScalar = 1.800000 (1.800000)
TUS : armor - Braking = 0.037500 (0.037500)
TUS : armor - EBrakeForce = 0.002000 (0.002000)
TUS : armor - TurnRate = 0.021000 (0.021000)
TUS : armor - HopStrength = 70.000000 (70.000000)
TUS : armor - TurnFriction = 0.039000 (0.039000)
TUS : armor - RollingResistence = 0.001000 (0.001000)
TUS : armor - CsOffset = 0.000000 (0.000000)
TUS : armor - SuspStrength = 140.000000 (140.000000)
TUS : armor - CarRamScalar = 1.000000 (1.000000)
TUS : armor - FodderRamScalar = 0.010000 (0.010000)
TUS : missile - Mass = 50000.000000 (50000.000000)
TUS : missile - MaxSpeedMPH = 80.000000 (80.000000)
TUS : missile - TurboSpeedScalar = 1.200000 (1.200000)
TUS : missile - Acceleration = 0.005500 (0.005500)
TUS : missile - TurboAccelScalar = 1.800000 (1.800000)
TUS : missile - Braking = 0.037500 (0.037500)
TUS : missile - EBrakeForce = 0.002000 (0.002000)
TUS : missile - TurnRate = 0.021000 (0.021000)
TUS : missile - HopStrength = 70.000000 (70.000000)
TUS : missile - TurnFriction = 0.035000 (0.035000)
TUS : missile - RollingResistence = 0.001000 (0.001000)
TUS : missile - CsOffset = 0.000000 (0.000000)
TUS : missile - SuspStrength = 40.000000 (40.000000)
TUS : missile - CarRamScalar = 0.500000 (0.500000)
TUS : missile - FodderRamScalar = 0.020000 (0.020000)
TUS : towtruck - Mass = 5500.000000 (5500.000000)
TUS : towtruck - MaxSpeedMPH = 120.000000 (120.000000)
TUS : towtruck - TurboSpeedScalar = 1.400000 (1.400000)
TUS : towtruck - Acceleration = 0.004000 (0.004000)
TUS : towtruck - TurboAccelScalar = 2.400000 (2.400000)
TUS : towtruck - Braking = 0.037500 (0.037500)
TUS : towtruck - EBrakeForce = 0.002000 (0.002000)
TUS : towtruck - TurnRate = 0.014000 (0.014000)
TUS : towtruck - HopStrength = 70.000000 (70.000000)
TUS : towtruck - TurnFriction = 0.039000 (0.039000)
TUS : towtruck - RollingResistence = 0.001000 (0.001000)
TUS : towtruck - CsOffset = 0.000000 (0.000000)
TUS : towtruck - SuspStrength = 140.000000 (140.000000)
TUS : towtruck - CarRamScalar = 1.500000 (1.500000)
TUS : towtruck - FodderRamScalar = 0.020000 (0.020000)
TUS : cab - Mass = 30000.000000 (30000.000000)
TUS : cab - MaxSpeedMPH = 105.000000 (105.000000)
TUS : cab - TurboSpeedScalar = 1.300000 (1.300000)
TUS : cab - Acceleration = 0.007500 (0.007500)
TUS : cab - TurboAccelScalar = 2.400000 (2.400000)
TUS : cab - Braking = 0.037500 (0.037500)
TUS : cab - EBrakeForce = 0.000000 (0.000000)
TUS : cab - TurnRate = 0.001000 (0.001000)
TUS : cab - HopStrength = 70.000000 (70.000000)
TUS : cab - TurnFriction = 0.039000 (0.039000)
TUS : cab - RollingResistence = 0.001000 (0.001000)
TUS : cab - CsOffset = 0.000000 (0.000000)
TUS : cab - SuspStrength = 200.000000 (200.000000)
TUS : cab - CarRamScalar = 6.000000 (6.000000)
TUS : cab - FodderRamScalar = 0.030000 (0.030000)
TUS : muscle - Mass = 3000.000000 (3000.000000)
TUS : muscle - MaxSpeedMPH = 130.000000 (130.000000)
TUS : muscle - TurboSpeedScalar = 1.300000 (1.300000)
TUS : muscle - Acceleration = 0.008000 (0.008000)
TUS : muscle - TurboAccelScalar = 2.200000 (2.200000)
TUS : muscle - Braking = 0.037500 (0.037500)
TUS : muscle - EBrakeForce = 0.002000 (0.002000)
TUS : muscle - TurnRate = 0.021000 (0.021000)
TUS : muscle - HopStrength = 70.000000 (70.000000)
TUS : muscle - TurnFriction = 0.039000 (0.039000)
TUS : muscle - RollingResistence = 0.001000 (0.001000)
TUS : muscle - CsOffset = -0.250000 (-0.250000)
TUS : muscle - SuspStrength = 140.000000 (140.000000)
TUS : muscle - CarRamScalar = 1.000000 (1.000000)
TUS : muscle - FodderRamScalar = 0.010000 (0.010000)
TUS : hsemi - Mass = 30000.000000 (30000.000000)
TUS : hsemi - MaxSpeedMPH = 85.000000 (85.000000)
TUS : hsemi - TurboSpeedScalar = 1.300000 (1.300000)
TUS : hsemi - Acceleration = 0.005500 (0.005500)
TUS : hsemi - TurboAccelScalar = 2.400000 (2.400000)
TUS : hsemi - Braking = 0.037500 (0.037500)
TUS : hsemi - EBrakeForce = 0.000000 (0.000000)
TUS : hsemi - TurnRate = 0.000000 (0.000000)
TUS : hsemi - HopStrength = 70.000000 (70.000000)
TUS : hsemi - TurnFriction = 0.039000 (0.039000)
TUS : hsemi - RollingResistence = 0.001000 (0.001000)
TUS : hsemi - CsOffset = 0.000000 (0.000000)
TUS : hsemi - SuspStrength = 200.000000 (200.000000)
TUS : hsemi - CarRamScalar = 0.500000 (0.500000)
TUS : hsemi - FodderRamScalar = 0.030000 (0.030000)
TUS : suv - Mass = 5000.000000 (5000.000000)
TUS : suv - MaxSpeedMPH = 115.000000 (115.000000)
TUS : suv - TurboSpeedScalar = 1.600000 (1.600000)
TUS : suv - Acceleration = 0.005500 (0.005500)
TUS : suv - TurboAccelScalar = 1.000000 (1.000000)
TUS : suv - Braking = 0.037500 (0.037500)
TUS : suv - EBrakeForce = 0.002000 (0.002000)
TUS : suv - TurnRate = 0.019000 (0.019000)
TUS : suv - HopStrength = 70.000000 (70.000000)
TUS : suv - TurnFriction = 0.039000 (0.039000)
TUS : suv - RollingResistence = 0.001000 (0.001000)
TUS : suv - CsOffset = -0.200000 (-0.200000)
TUS : suv - SuspStrength = 140.000000 (140.000000)
TUS : suv - CarRamScalar = 1.500000 (1.500000)
TUS : suv - FodderRamScalar = 0.010000 (0.010000)
TUS : roadboat - Mass = 4000.000000 (4000.000000)
TUS : roadboat - MaxSpeedMPH = 115.000000 (115.000000)
TUS : roadboat - TurboSpeedScalar = 1.300000 (1.300000)
TUS : roadboat - Acceleration = 0.005500 (0.005500)
TUS : roadboat - TurboAccelScalar = 2.400000 (2.400000)
TUS : roadboat - Braking = 0.037500 (0.037500)
TUS : roadboat - EBrakeForce = 0.002000 (0.002000)
TUS : roadboat - TurnRate = 0.015000 (0.015000)
TUS : roadboat - HopStrength = 70.000000 (70.000000)
TUS : roadboat - TurnFriction = 0.039000 (0.039000)
TUS : roadboat - RollingResistence = 0.001000 (0.001000)
TUS : roadboat - CsOffset = -0.200000 (-0.200000)
TUS : roadboat - SuspStrength = 140.000000 (140.000000)
TUS : roadboat - CarRamScalar = 1.000000 (1.000000)
TUS : roadboat - FodderRamScalar = 0.010000 (0.010000)
TUS : classic - Mass = 3000.000000 (3000.000000)
TUS : classic - MaxSpeedMPH = 130.000000 (130.000000)
TUS : classic - TurboSpeedScalar = 1.300000 (1.300000)
TUS : classic - Acceleration = 0.008000 (0.008000)
TUS : classic - TurboAccelScalar = 2.500000 (2.500000)
TUS : classic - Braking = 0.037500 (0.037500)
TUS : classic - EBrakeForce = 0.002000 (0.002000)
TUS : classic - TurnRate = 0.017500 (0.017500)
TUS : classic - HopStrength = 70.000000 (70.000000)
TUS : classic - TurnFriction = 0.039000 (0.039000)
TUS : classic - RollingResistence = 0.001000 (0.001000)
TUS : classic - CsOffset = 0.050000 (0.050000)
TUS : classic - SuspStrength = 140.000000 (140.000000)
TUS : classic - CarRamScalar = 1.000000 (1.000000)
TUS : classic - FodderRamScalar = 0.010000 (0.010000)
TUS : esport - Mass = 2800.000000 (2800.000000)
TUS : esport - MaxSpeedMPH = 150.000000 (150.000000)
TUS : esport - TurboSpeedScalar = 1.300000 (1.300000)
TUS : esport - Acceleration = 0.008000 (0.008000)
TUS : esport - TurboAccelScalar = 2.500000 (2.500000)
TUS : esport - Braking = 0.037500 (0.037500)
TUS : esport - EBrakeForce = 0.002000 (0.002000)
TUS : esport - TurnRate = 0.025000 (0.025000)
TUS : esport - HopStrength = 70.000000 (70.000000)
TUS : esport - TurnFriction = 0.039000 (0.039000)
TUS : esport - RollingResistence = 0.001000 (0.001000)
TUS : esport - CsOffset = -0.650000 (-0.650000)
TUS : esport - SuspStrength = 140.000000 (140.000000)
TUS : esport - CarRamScalar = 0.900000 (0.900000)
TUS : esport - FodderRamScalar = 0.010000 (0.010000)
TUS : tanker - Mass = 30000.000000 (30000.000000)
TUS : tanker - MaxSpeedMPH = 80.000000 (80.000000)
TUS : tanker - TurboSpeedScalar = 1.200000 (1.200000)
TUS : tanker - Acceleration = 0.005500 (0.005500)
TUS : tanker - TurboAccelScalar = 1.800000 (1.800000)
TUS : tanker - Braking = 0.037500 (0.037500)
TUS : tanker - EBrakeForce = 0.002000 (0.002000)
TUS : tanker - TurnRate = 0.020000 (0.020000)
TUS : tanker - HopStrength = 70.000000 (70.000000)
TUS : tanker - TurnFriction = 0.039000 (0.039000)
TUS : tanker - RollingResistence = 0.001000 (0.001000)
TUS : tanker - CsOffset = 0.000000 (0.000000)
TUS : tanker - SuspStrength = 200.000000 (200.000000)
TUS : tanker - CarRamScalar = 0.500000 (0.500000)
TUS : tanker - FodderRamScalar = 0.030000 (0.030000)
TUS : ambu - Mass = 4000.000000 (4000.000000)
TUS : ambu - MaxSpeedMPH = 115.000000 (115.000000)
TUS : ambu - TurboSpeedScalar = 1.200000 (1.200000)
TUS : ambu - Acceleration = 0.005500 (0.005500)
TUS : ambu - TurboAccelScalar = 1.800000 (1.800000)
TUS : ambu - Braking = 0.037500 (0.037500)
TUS : ambu - EBrakeForce = 0.002000 (0.002000)
TUS : ambu - TurnRate = 0.018000 (0.018000)
TUS : ambu - HopStrength = 70.000000 (70.000000)
TUS : ambu - TurnFriction = 0.039000 (0.039000)
TUS : ambu - RollingResistence = 0.001000 (0.001000)
TUS : ambu - CsOffset = -0.280000 (-0.280000)
TUS : ambu - SuspStrength = 140.000000 (140.000000)
TUS : ambu - CarRamScalar = 1.500000 (1.500000)
TUS : ambu - FodderRamScalar = 0.020000 (0.020000)
TUS : commvan - Mass = 4500.000000 (4500.000000)
TUS : commvan - MaxSpeedMPH = 115.000000 (115.000000)
TUS : commvan - TurboSpeedScalar = 1.300000 (1.300000)
TUS : commvan - Acceleration = 0.007000 (0.007000)
TUS : commvan - TurboAccelScalar = 2.400000 (2.400000)
TUS : commvan - Braking = 0.037500 (0.037500)
TUS : commvan - EBrakeForce = 0.002000 (0.002000)
TUS : commvan - TurnRate = 0.013500 (0.013500)
TUS : commvan - HopStrength = 70.000000 (70.000000)
TUS : commvan - TurnFriction = 0.039000 (0.039000)
TUS : commvan - RollingResistence = 0.001000 (0.001000)
TUS : commvan - CsOffset = -0.400000 (-0.400000)
TUS : commvan - SuspStrength = 140.000000 (140.000000)
TUS : commvan - CarRamScalar = 1.500000 (1.500000)
TUS : commvan - FodderRamScalar = 0.020000 (0.020000)
TUS : hearse - Mass = 4200.000000 (4200.000000)
TUS : hearse - MaxSpeedMPH = 120.000000 (120.000000)
TUS : hearse - TurboSpeedScalar = 1.300000 (1.300000)
TUS : hearse - Acceleration = 0.008000 (0.008000)
TUS : hearse - TurboAccelScalar = 2.400000 (2.400000)
TUS : hearse - Braking = 0.037500 (0.037500)
TUS : hearse - EBrakeForce = 0.002000 (0.002000)
TUS : hearse - TurnRate = 0.015200 (0.015200)
TUS : hearse - HopStrength = 70.000000 (70.000000)
TUS : hearse - TurnFriction = 0.039000 (0.039000)
TUS : hearse - RollingResistence = 0.001000 (0.001000)
TUS : hearse - CsOffset = -0.300000 (-0.300000)
TUS : hearse - SuspStrength = 140.000000 (140.000000)
TUS : hearse - CarRamScalar = 1.500000 (1.500000)
TUS : hearse - FodderRamScalar = 0.020000 (0.020000)
TUS : limo - Mass = 4200.000000 (4200.000000)
TUS : limo - MaxSpeedMPH = 125.000000 (125.000000)
TUS : limo - TurboSpeedScalar = 1.200000 (1.200000)
TUS : limo - Acceleration = 0.005500 (0.005500)
TUS : limo - TurboAccelScalar = 1.800000 (1.800000)
TUS : limo - Braking = 0.037500 (0.037500)
TUS : limo - EBrakeForce = 0.008000 (0.008000)
TUS : limo - TurnRate = 0.021000 (0.021000)
TUS : limo - HopStrength = 70.000000 (70.000000)
TUS : limo - TurnFriction = 0.025000 (0.025000)
TUS : limo - RollingResistence = 0.001000 (0.001000)
TUS : limo - CsOffset = 0.100000 (0.100000)
TUS : limo - SuspStrength = 140.000000 (140.000000)
TUS : limo - CarRamScalar = 1.500000 (1.500000)
TUS : limo - FodderRamScalar = 0.010000 (0.010000)
TUS : axel - Mass = 2500.000000 (2500.000000)
TUS : axel - MaxSpeedMPH = 120.000000 (120.000000)
TUS : axel - TurboSpeedScalar = 1.300000 (1.300000)
TUS : axel - Acceleration = 0.008000 (0.008000)
TUS : axel - TurboAccelScalar = 2.400000 (2.400000)
TUS : axel - Braking = 0.037500 (0.037500)
TUS : axel - EBrakeForce = 0.002000 (0.002000)
TUS : axel - TurnRate = 0.021000 (0.021000)
TUS : axel - HopStrength = 140.000000 (140.000000)
TUS : axel - TurnFriction = 0.039000 (0.039000)
TUS : axel - RollingResistence = 0.001000 (0.001000)
TUS : axel - CsOffset = -0.900000 (-0.900000)
TUS : axel - SuspStrength = 140.000000 (140.000000)
TUS : axel - CarRamScalar = 1.000000 (1.000000)
TUS : axel - FodderRamScalar = 0.010000 (0.010000)
TUS : boss2 - Mass = 2500.000000 (2500.000000)
TUS : boss2 - MaxSpeedMPH = 115.000000 (115.000000)
TUS : boss2 - TurboSpeedScalar = 1.300000 (1.300000)
TUS : boss2 - Acceleration = 0.005500 (0.005500)
TUS : boss2 - TurboAccelScalar = 2.400000 (2.400000)
TUS : boss2 - Braking = 0.037500 (0.037500)
TUS : boss2 - EBrakeForce = 0.002000 (0.002000)
TUS : boss2 - TurnRate = 0.021000 (0.021000)
TUS : boss2 - HopStrength = 70.000000 (70.000000)
TUS : boss2 - TurnFriction = 0.039000 (0.039000)
TUS : boss2 - RollingResistence = 0.001000 (0.001000)
TUS : boss2 - CsOffset = -0.600000 (-0.600000)
TUS : boss2 - SuspStrength = 140.000000 (140.000000)
TUS : boss2 - CarRamScalar = 1.000000 (1.000000)
TUS : boss2 - FodderRamScalar = 0.010000 (0.010000)
TUS : boss3 - Mass = 2500.000000 (2500.000000)
TUS : boss3 - MaxSpeedMPH = 115.000000 (115.000000)
TUS : boss3 - TurboSpeedScalar = 1.300000 (1.300000)
TUS : boss3 - Acceleration = 0.005500 (0.005500)
TUS : boss3 - TurboAccelScalar = 2.400000 (2.400000)
TUS : boss3 - Braking = 0.037500 (0.037500)
TUS : boss3 - EBrakeForce = 0.002000 (0.002000)
TUS : boss3 - TurnRate = 0.021000 (0.021000)
TUS : boss3 - HopStrength = 70.000000 (70.000000)
TUS : boss3 - TurnFriction = 0.039000 (0.039000)
TUS : boss3 - RollingResistence = 0.001000 (0.001000)
TUS : boss3 - CsOffset = -0.600000 (-0.600000)
TUS : boss3 - SuspStrength = 140.000000 (140.000000)
TUS : boss3 - CarRamScalar = 1.000000 (1.000000)
TUS : boss3 - FodderRamScalar = 0.010000 (0.010000)
TUS : GlobalHealthMinRegenSecs = 60 (60)
TUS : GlobalHealthMaxRegenSecs = 180 (180)
TUS : DARKSIDE_INITIAL_HEALTH = 280 (280)
TUS : CRIMSON_INITIAL_HEALTH = 110 (110)
TUS : SEDAN_INITIAL_HEALTH = 0 (0)
TUS : GRIM_INITIAL_HEALTH = 90 (90)
TUS : BOSS1_INITIAL_HEALTH = 600 (600)
TUS : TANKCAR_INITIAL_HEALTH = 300 (300)
TUS : SWEETTOOTH_INITIAL_HEALTH = 250 (250)
TUS : ARMOREDCAR_INITIAL_HEALTH = 90 (90)
TUS : TOWTRUCK_INITIAL_HEALTH = 260 (260)
TUS : SEMI_INITIAL_HEALTH = 400 (400)
TUS : SEMI_TURRET_INITIAL_HEALTH = 100 (100)
TUS : MUSCLECAR_INITIAL_HEALTH = 180 (180)
TUS : HEALTHSEMI_INTIAL_HEALTH = 240 (240)
TUS : SUV_INITIAL_HEALTH = 240 (240)
TUS : ROADBOAT_INITIAL_HEALTH = 210 (210)
TUS : CLASSIC_INITIAL_HEALTH = 160 (160)
TUS : ESPORT_INITIAL_HEALTH = 150 (150)
TUS : TANKER_INITIAL_HEALTH = 108 (108)
TUS : AMBULANCE_INITIAL_HEALTH = 210 (210)
TUS : COMMVAN_INITIAL_HEALTH = 205 (205)
TUS : HEARSE_INITIAL_HEALTH = 230 (230)
TUS : LIMO_INITIAL_HEALTH = 120 (120)
TUS : AXEL_INITIAL_HEALTH = 170 (170)
TUS : HELIA_INITIAL_HEALTH = 120 (120)
TUS : CHASE_FOX_INITIAL_HEALTH = 1500 (1500)
TUS : FOX_HUNT_INITIAL_HEALTH = 200 (200)
TUS : DARKSIDE_INITIAL_HEALTH_ONLINE = 280 (280)
TUS : CRIMSON_INITIAL_HEALTH_ONLINE = 110 (110)
TUS : SEDAN_INITIAL_HEALTH_ONLINE = 0 (0)
TUS : GRIM_INITIAL_HEALTH_ONLINE = 90 (90)
TUS : BOSS1_INITIAL_HEALTH_ONLINE = 600 (600)
TUS : TANKCAR_INITIAL_HEALTH_ONLINE = 300 (300)
TUS : SWEETTOOTH_INITIAL_HEALTH_ONLINE = 250 (250)
TUS : ARMOREDCAR_INITIAL_HEALTH_ONLINE = 90 (90)
TUS : TOWTRUCK_INITIAL_HEALTH_ONLINE = 260 (260)
TUS : SEMI_INITIAL_HEALTH_ONLINE = 700 (700)
TUS : SEMI_TURRET_INITIAL_HEALTH_ONLINE = 100 (100)
TUS : MUSCLECAR_INITIAL_HEALTH_ONLINE = 180 (180)
TUS : HEALTHSEMI_INTIAL_HEALTH_ONLINE = 240 (240)
TUS : SUV_INITIAL_HEALTH_ONLINE = 240 (240)
TUS : ROADBOAT_INITIAL_HEALTH_ONLINE = 210 (210)
TUS : CLASSIC_INITIAL_HEALTH_ONLINE = 160 (160)
TUS : ESPORT_INITIAL_HEALTH_ONLINE = 150 (150)
TUS : TANKER_INITIAL_HEALTH_ONLINE = 108 (108)
TUS : AMBULANCE_INITIAL_HEALTH_ONLINE = 210 (210)
TUS : COMMVAN_INITIAL_HEALTH_ONLINE = 180 (180)
TUS : HEARSE_INITIAL_HEALTH_ONLINE = 230 (230)
TUS : LIMO_INITIAL_HEALTH_ONLINE = 120 (120)
TUS : AXEL_INITIAL_HEALTH_ONLINE = 170 (170)
TUS : HELIA_INITIAL_HEALTH_ONLINE = 120 (120)
TUS : CHASE_FOX_INITIAL_HEALTH_ONLINE = 1500 (1500)
TUS : FOX_HUNT_INITIAL_HEALTH_ONLINE = 200 (200)
TUS : GlobalTurboRegenSecs = 18.000000 (18.000000)
TUS : GlobalTurboDepleteSecs = 35.000000 (35.000000)
TUS : darkside - EnergyDrainJump = 1.000000 (1.000000)
TUS : darkside - EnergyDrainShield = 1.000000 (1.000000)
TUS : darkside - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : darkside - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : darkside - EnergyDrainCloak = 1.000000 (1.000000)
TUS : darkside - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : darkside - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : darkside - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : darkside - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : darkside - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : darkside - HackTime = 1.500000 (1.500000)
TUS : darkside - MaxWeaponLoad = 20 (20)
TUS : darkside - SpecialRegenTime = 32.000000 (32.000000)
TUS : crimson - EnergyDrainJump = 1.000000 (1.000000)
TUS : crimson - EnergyDrainShield = 1.000000 (1.000000)
TUS : crimson - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : crimson - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : crimson - EnergyDrainCloak = 1.000000 (1.000000)
TUS : crimson - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : crimson - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : crimson - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : crimson - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : crimson - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : crimson - HackTime = 0.600000 (0.600000)
TUS : crimson - MaxWeaponLoad = 20 (20)
TUS : crimson - SpecialRegenTime = 40.000000 (40.000000)
TUS : bullet - EnergyDrainJump = 1.000000 (1.000000)
TUS : bullet - EnergyDrainShield = 0.570000 (0.570000)
TUS : bullet - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : bullet - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : bullet - EnergyDrainCloak = 1.000000 (1.000000)
TUS : bullet - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : bullet - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : bullet - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : bullet - EnergyDrainFreeze = 0.900000 (0.900000)
TUS : bullet - EnergyDrainFreezeRear = 0.750000 (0.750000)
TUS : bullet - HackTime = 0.600000 (0.600000)
TUS : bullet - MaxWeaponLoad = 20 (20)
TUS : bullet - SpecialRegenTime = 20.000000 (20.000000)
TUS : boss1 - EnergyDrainJump = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainShield = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainCloak = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : boss1 - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : boss1 - HackTime = 1.000000 (1.000000)
TUS : boss1 - MaxWeaponLoad = 20 (20)
TUS : boss1 - SpecialRegenTime = 40.000000 (40.000000)
TUS : tankcar - EnergyDrainJump = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainShield = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainCloak = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : tankcar - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : tankcar - HackTime = 1.300000 (1.300000)
TUS : tankcar - MaxWeaponLoad = 20 (20)
TUS : tankcar - SpecialRegenTime = 32.000000 (32.000000)
TUS : sweet - EnergyDrainJump = 1.000000 (1.000000)
TUS : sweet - EnergyDrainShield = 1.000000 (1.000000)
TUS : sweet - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : sweet - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : sweet - EnergyDrainCloak = 1.000000 (1.000000)
TUS : sweet - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : sweet - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : sweet - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : sweet - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : sweet - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : sweet - HackTime = 1.800000 (1.800000)
TUS : sweet - MaxWeaponLoad = 20 (20)
TUS : sweet - SpecialRegenTime = 32.000000 (32.000000)
TUS : armor - EnergyDrainJump = 1.000000 (1.000000)
TUS : armor - EnergyDrainShield = 1.000000 (1.000000)
TUS : armor - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : armor - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : armor - EnergyDrainCloak = 1.000000 (1.000000)
TUS : armor - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : armor - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : armor - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : armor - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : armor - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : armor - HackTime = 1.000000 (1.000000)
TUS : armor - MaxWeaponLoad = 20 (20)
TUS : armor - SpecialRegenTime = 40.000000 (40.000000)
TUS : missile - EnergyDrainJump = 1.000000 (1.000000)
TUS : missile - EnergyDrainShield = 1.000000 (1.000000)
TUS : missile - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : missile - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : missile - EnergyDrainCloak = 1.000000 (1.000000)
TUS : missile - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : missile - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : missile - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : missile - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : missile - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : missile - HackTime = 1.000000 (1.000000)
TUS : missile - MaxWeaponLoad = 20 (20)
TUS : missile - SpecialRegenTime = 40.000000 (40.000000)
TUS : towtruck - EnergyDrainJump = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainShield = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainCloak = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : towtruck - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : towtruck - HackTime = 1.300000 (1.300000)
TUS : towtruck - MaxWeaponLoad = 20 (20)
TUS : towtruck - SpecialRegenTime = 32.000000 (32.000000)
TUS : cab - EnergyDrainJump = 0.330000 (0.330000)
TUS : cab - EnergyDrainShield = 0.330000 (0.330000)
TUS : cab - EnergyDrainShieldExtended = 0.330000 (0.330000)
TUS : cab - EnergyDrainShieldReflecto = 0.330000 (0.330000)
TUS : cab - EnergyDrainCloak = 0.330000 (0.330000)
TUS : cab - EnergyDrainNapalm = 0.330000 (0.330000)
TUS : cab - EnergyDrainMineDrop = 0.330000 (0.330000)
TUS : cab - EnergyDrainMineSuper = 0.330000 (0.330000)
TUS : cab - EnergyDrainFreeze = 0.330000 (0.330000)
TUS : cab - EnergyDrainFreezeRear = 0.330000 (0.330000)
TUS : cab - HackTime = 1.500000 (1.500000)
TUS : cab - MaxWeaponLoad = 20 (20)
TUS : cab - SpecialRegenTime = 32.000000 (32.000000)
TUS : muscle - EnergyDrainJump = 1.000000 (1.000000)
TUS : muscle - EnergyDrainShield = 1.000000 (1.000000)
TUS : muscle - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : muscle - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : muscle - EnergyDrainCloak = 1.000000 (1.000000)
TUS : muscle - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : muscle - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : muscle - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : muscle - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : muscle - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : muscle - HackTime = 1.000000 (1.000000)
TUS : muscle - MaxWeaponLoad = 20 (20)
TUS : muscle - SpecialRegenTime = 20.000000 (20.000000)
TUS : hsemi - EnergyDrainJump = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainShield = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainCloak = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : hsemi - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : hsemi - HackTime = 1.000000 (1.000000)
TUS : hsemi - MaxWeaponLoad = 20 (20)
TUS : hsemi - SpecialRegenTime = 40.000000 (40.000000)
TUS : suv - EnergyDrainJump = 1.000000 (1.000000)
TUS : suv - EnergyDrainShield = 1.000000 (1.000000)
TUS : suv - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : suv - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : suv - EnergyDrainCloak = 1.000000 (1.000000)
TUS : suv - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : suv - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : suv - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : suv - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : suv - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : suv - HackTime = 1.350000 (1.350000)
TUS : suv - MaxWeaponLoad = 20 (20)
TUS : suv - SpecialRegenTime = 32.000000 (32.000000)
TUS : roadboat - EnergyDrainJump = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainShield = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainCloak = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : roadboat - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : roadboat - HackTime = 1.350000 (1.350000)
TUS : roadboat - MaxWeaponLoad = 20 (20)
TUS : roadboat - SpecialRegenTime = 32.000000 (32.000000)
TUS : classic - EnergyDrainJump = 1.000000 (1.000000)
TUS : classic - EnergyDrainShield = 1.000000 (1.000000)
TUS : classic - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : classic - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : classic - EnergyDrainCloak = 1.000000 (1.000000)
TUS : classic - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : classic - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : classic - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : classic - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : classic - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : classic - HackTime = 1.000000 (1.000000)
TUS : classic - MaxWeaponLoad = 20 (20)
TUS : classic - SpecialRegenTime = 40.000000 (40.000000)
TUS : esport - EnergyDrainJump = 1.000000 (1.000000)
TUS : esport - EnergyDrainShield = 1.000000 (1.000000)
TUS : esport - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : esport - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : esport - EnergyDrainCloak = 1.000000 (1.000000)
TUS : esport - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : esport - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : esport - EnergyDrainMineSuper = 0.500000 (0.500000)
TUS : esport - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : esport - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : esport - HackTime = 0.700000 (0.700000)
TUS : esport - MaxWeaponLoad = 20 (20)
TUS : esport - SpecialRegenTime = 40.000000 (40.000000)
TUS : tanker - EnergyDrainJump = 1.000000 (1.000000)
TUS : tanker - EnergyDrainShield = 1.000000 (1.000000)
TUS : tanker - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : tanker - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : tanker - EnergyDrainCloak = 1.000000 (1.000000)
TUS : tanker - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : tanker - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : tanker - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : tanker - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : tanker - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : tanker - HackTime = 1.000000 (1.000000)
TUS : tanker - MaxWeaponLoad = 20 (20)
TUS : tanker - SpecialRegenTime = 40.000000 (40.000000)
TUS : ambu - EnergyDrainJump = 1.000000 (1.000000)
TUS : ambu - EnergyDrainShield = 1.000000 (1.000000)
TUS : ambu - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : ambu - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : ambu - EnergyDrainCloak = 1.000000 (1.000000)
TUS : ambu - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : ambu - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : ambu - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : ambu - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : ambu - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : ambu - HackTime = 1.350000 (1.350000)
TUS : ambu - MaxWeaponLoad = 20 (20)
TUS : ambu - SpecialRegenTime = 32.000000 (32.000000)
TUS : commvan - EnergyDrainJump = 1.000000 (1.000000)
TUS : commvan - EnergyDrainShield = 1.000000 (1.000000)
TUS : commvan - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : commvan - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : commvan - EnergyDrainCloak = 1.000000 (1.000000)
TUS : commvan - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : commvan - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : commvan - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : commvan - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : commvan - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : commvan - HackTime = 1.350000 (1.350000)
TUS : commvan - MaxWeaponLoad = 20 (20)
TUS : commvan - SpecialRegenTime = 25.000000 (25.000000)
TUS : hearse - EnergyDrainJump = 1.000000 (1.000000)
TUS : hearse - EnergyDrainShield = 1.000000 (1.000000)
TUS : hearse - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : hearse - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : hearse - EnergyDrainCloak = 1.000000 (1.000000)
TUS : hearse - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : hearse - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : hearse - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : hearse - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : hearse - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : hearse - HackTime = 1.350000 (1.350000)
TUS : hearse - MaxWeaponLoad = 20 (20)
TUS : hearse - SpecialRegenTime = 35.000000 (35.000000)
TUS : limo - EnergyDrainJump = 1.000000 (1.000000)
TUS : limo - EnergyDrainShield = 1.000000 (1.000000)
TUS : limo - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : limo - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : limo - EnergyDrainCloak = 1.000000 (1.000000)
TUS : limo - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : limo - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : limo - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : limo - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : limo - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : limo - HackTime = 1.000000 (1.000000)
TUS : limo - MaxWeaponLoad = 20 (20)
TUS : limo - SpecialRegenTime = 40.000000 (40.000000)
TUS : axel - EnergyDrainJump = 1.000000 (1.000000)
TUS : axel - EnergyDrainShield = 1.000000 (1.000000)
TUS : axel - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : axel - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : axel - EnergyDrainCloak = 1.000000 (1.000000)
TUS : axel - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : axel - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : axel - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : axel - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : axel - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : axel - HackTime = 1.300000 (1.300000)
TUS : axel - MaxWeaponLoad = 20 (20)
TUS : axel - SpecialRegenTime = 40.000000 (40.000000)
TUS : boss2 - EnergyDrainJump = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainShield = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainCloak = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : boss2 - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : boss2 - HackTime = 1.000000 (1.000000)
TUS : boss2 - MaxWeaponLoad = 20 (20)
TUS : boss2 - SpecialRegenTime = 40.000000 (40.000000)
TUS : boss3 - EnergyDrainJump = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainShield = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainShieldExtended = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainShieldReflecto = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainCloak = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainNapalm = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainMineDrop = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainMineSuper = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainFreeze = 1.000000 (1.000000)
TUS : boss3 - EnergyDrainFreezeRear = 1.000000 (1.000000)
TUS : boss3 - HackTime = 1.000000 (1.000000)
TUS : boss3 - MaxWeaponLoad = 20 (20)
TUS : boss3 - SpecialRegenTime = 40.000000 (40.000000)
TUS : Ram Damage Scalar = 1.000000 (1.000000)
TUS : darkside - RamSize = 4 (4)
TUS : crimson - RamSize = 1 (1)
TUS : bullet - RamSize = 0 (0)
TUS : boss1 - RamSize = 5 (5)
TUS : tankcar - RamSize = 4 (4)
TUS : sweet - RamSize = 4 (4)
TUS : armor - RamSize = 4 (4)
TUS : missile - RamSize = 5 (5)
TUS : towtruck - RamSize = 4 (4)
TUS : cab - RamSize = 5 (5)
TUS : muscle - RamSize = 2 (2)
TUS : hsemi - RamSize = 5 (5)
TUS : suv - RamSize = 3 (3)
TUS : roadboat - RamSize = 3 (3)
TUS : classic - RamSize = 2 (2)
TUS : esport - RamSize = 1 (1)
TUS : tanker - RamSize = 5 (5)
TUS : ambu - RamSize = 3 (3)
TUS : commvan - RamSize = 3 (3)
TUS : hearse - RamSize = 3 (3)
TUS : limo - RamSize = 4 (4)
TUS : axel - RamSize = 2 (2)
TUS : boss2 - RamSize = 5 (5)
TUS : boss3 - RamSize = 5 (5)
TUS : RamDamage 0 to 0 = 5 (5)
TUS : RamDamage 0 to 1 = 5 (5)
TUS : RamDamage 0 to 2 = 5 (5)
TUS : RamDamage 0 to 3 = 5 (5)
TUS : RamDamage 0 to 4 = 5 (5)
TUS : RamDamage 0 to 5 = 0 (0)
TUS : RamDamage 1 to 0 = 20 (20)
TUS : RamDamage 1 to 1 = 15 (15)
TUS : RamDamage 1 to 2 = 15 (15)
TUS : RamDamage 1 to 3 = 10 (10)
TUS : RamDamage 1 to 4 = 10 (10)
TUS : RamDamage 1 to 5 = 2 (2)
TUS : RamDamage 2 to 0 = 35 (35)
TUS : RamDamage 2 to 1 = 30 (30)
TUS : RamDamage 2 to 2 = 30 (30)
TUS : RamDamage 2 to 3 = 30 (30)
TUS : RamDamage 2 to 4 = 30 (30)
TUS : RamDamage 2 to 5 = 10 (10)
TUS : RamDamage 3 to 0 = 45 (45)
TUS : RamDamage 3 to 1 = 40 (40)
TUS : RamDamage 3 to 2 = 35 (35)
TUS : RamDamage 3 to 3 = 35 (35)
TUS : RamDamage 3 to 4 = 35 (35)
TUS : RamDamage 3 to 5 = 15 (15)
TUS : RamDamage 4 to 0 = 50 (50)
TUS : RamDamage 4 to 1 = 45 (45)
TUS : RamDamage 4 to 2 = 45 (45)
TUS : RamDamage 4 to 3 = 45 (45)
TUS : RamDamage 4 to 4 = 45 (45)
TUS : RamDamage 4 to 5 = 20 (20)
TUS : RamDamage 5 to 0 = 250 (250)
TUS : RamDamage 5 to 1 = 100 (100)
TUS : RamDamage 5 to 2 = 100 (100)
TUS : RamDamage 5 to 3 = 100 (100)
TUS : RamDamage 5 to 4 = 100 (100)
TUS : RamDamage 5 to 5 = 50 (50)
TUS : Regen Per Client Speedup = 0.033300 (0.033300)
TUS : Pickup Regen Scalar = 1.000000 (1.000000)
TUS : Machine Gun - MinPickupRegenTime = 120.000000 (120.000000)
TUS : Machine Gun - MaxPickupRegenTime = 120.000000 (120.000000)
TUS : Fire Missile - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Fire Missile - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Homing Missile - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Homing Missile - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Skill Missile - MinPickupRegenTime = 22.500000 (22.500000)
TUS : Skill Missile - MaxPickupRegenTime = 22.500000 (22.500000)
TUS : Napalm - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Napalm - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Ricochet - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Ricochet - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Power Missile - MinPickupRegenTime = 72.000000 (72.000000)
TUS : Power Missile - MaxPickupRegenTime = 72.000000 (72.000000)
TUS : Turbo - MinPickupRegenTime = 15.750000 (15.750000)
TUS : Turbo - MaxPickupRegenTime = 15.750000 (15.750000)
TUS : Health 30 Percent - MinPickupRegenTime = 180.000000 (180.000000)
TUS : Health 30 Percent - MaxPickupRegenTime = 180.000000 (180.000000)
TUS : Environment Attack - MinPickupRegenTime = 22.500000 (22.500000)
TUS : Environment Attack - MaxPickupRegenTime = 22.500000 (22.500000)
TUS : Upgrade - MinPickupRegenTime = 22.500000 (22.500000)
TUS : Upgrade - MaxPickupRegenTime = 22.500000 (22.500000)
TUS : Remote Bomb - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Remote Bomb - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Full Health - MinPickupRegenTime = 135.000000 (135.000000)
TUS : Full Health - MaxPickupRegenTime = 135.000000 (135.000000)
TUS : Sniper Reticle - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Sniper Reticle - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Power Homer - MinPickupRegenTime = 63.750000 (63.750000)
TUS : Power Homer - MaxPickupRegenTime = 63.750000 (63.750000)
TUS : Swarmer Missile - MinPickupRegenTime = 45.000000 (45.000000)
TUS : Swarmer Missile - MaxPickupRegenTime = 45.000000 (45.000000)
TUS : Unused - MinPickupRegenTime = 30.000000 (30.000000)
TUS : Unused - MaxPickupRegenTime = 30.000000 (30.000000)
TUS : Shotgun - MinPickupRegenTime = 45.000000 (45.000000)
TUS : Shotgun - MaxPickupRegenTime = 45.000000 (45.000000)
TUS :  . - MinPickupRegenTime = 22.500000 (22.500000)
TUS :  . - MaxPickupRegenTime = 22.500000 (22.500000)
TUS :  .. - MinPickupRegenTime = 22.500000 (22.500000)
TUS :  .. - MaxPickupRegenTime = 22.500000 (22.500000)
TUS :  ... - MinPickupRegenTime = 22.500000 (22.500000)
TUS :  ... - MaxPickupRegenTime = 22.500000 (22.500000)
TUS :  .... - MinPickupRegenTime = 0.000000 (0.000000)
TUS :  .... - MaxPickupRegenTime = 0.000000 (0.000000)
TUS : MEDIUS_WORLD_REPORT_INTERVAL = 10.000000 (10.000000)
TUS : BANDWIDTH_PROBE_DEFAULT_UPSTREAM = 60000 (60000)
TUS : BANDWIDTH_PROBE_DEFAULT_DOWNSTREAM = 60000 (60000)
TUS : BANDWIDTH_PROBE_TOTAL_TIMEOUT = 9.000000 (9.000000)
TUS : BANDWIDTH_PROBE_MIN_BANDWIDTH_JOIN = 16000 (16000)
TUS : BANDWIDTH_PROBE_MIN_BANDWIDTH_HOST_16 = 48000 (48000)
TUS : BANDWIDTH_PROBE_MIN_BANDWIDTH_HOST_12 = 32000 (32000)
TUS : BANDWIDTH_PROBE_MIN_BANDWIDTH_HOST_8 = 24000 (24000)
TUS : BANDWIDTH_PROBE_MIN_BANDWIDTH_HOST_4 = 16000 (16000)
TUS : MATCHMAKER_CREATEGAME_TIMEOUT = 20000 (20000)
TUS : MATCHMAKER_JOIN_TIMEOUT = 30000 (30000)
TUS : MATCHMAKER_TOTAL_TIMEOUT = 120000 (120000)
TUS : MATCHMAKER_TOTAL_TIMEOUT_PARTY_LEADER = 60000 (60000)
TUS : MATCHMAKER_MAX_ICMP_LATENCY = 500 (500)
TUS : MATCHMAKER_MAX_DME_LATENCY = 500 (500)
TUS : MATCHMAKER_ICMP_PING_TIMEOUT = 3000 (3000)
TUS : MATCHMAKER_DME_PING_TIMEOUT = 3000 (3000)
TUS : MATCHMAKER_SERVER_MAX_SEARCH_TIME = 8000 (8000)
TUS : MATCHMAKER_MEDIUS_LEAVE_WAIT = 1000 (1000)
TUS : SEQUENCE_VALID_PERCENT = 0.400000 (0.400000)
TUS : CHEAT_DETECTION = 1 (1)
TUS : CHEAT_TIME_TO_CHECK = 10.000000 (10.000000)
TUS : MISSED_PACKET_CHEAT_COUNT = 10 (10)
TUS : MEDIUS_ERROR_LOGGING = 1 (1)
TUS : ENABLE_HYBRID_LOCKON = 1 (1)


David  
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