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T h e N o v a T e a m
_____________________________________·_________________________________SN/TNT_
⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│ Presents: │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│ │
│ Gary Grigsby's World At War v1.200 Patch *RIP* │
│ │
│ (c)2005 Matrix Games │
│ │
└──────────────────────────────────────┴──────────────────────────────────────⌡
┌─────────────────────────────────────────────────────────────────────────────┐
│ │
│ Supplied By : TEAM TNT Release Date : 05/03/2006 │
│ Cracked By : TEAM TNT Protection : Serial Check │
│ What is it? : Protected Update OS Required : WinXX │
│ Packaged By : TEAM TNT # of Files : 03 x 5.00 Meg │
│ │
├─────────────────────────────────────────────────────────────────────────────┤
│ Requirements : The Game │
└─────────────────────────────────────────────────────────────────────────────┘
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Release Notes ■
~~~~~~~~~~~~~~~~~
NOTE:
* This patch will update any older versions of the game.
As such, no previous patches are required.
The original Patch does a Serial Number check before it will install the
Update. Since the scene releases of the game do not contain any *REAL*
*VALID* Serial Numbers, our release is needed for both ISO and RIP users.
Starting at the 1.033 update, the SERIAL NUMBER of the Scene ISO release
was blacklisted, which means that only people who have a newly VALID
Serial Number are able to install updates from 1.033 and upward.
-END NOTE
Update Info:
------------
v1.200 - April 13, 2006
(Fourth Update for US Version, First Update for International Version, Changes
and Additions, First with Online Play)
Please Note: Old save files (v1.005, v1.016, v1.033 and v1.040) should be able
to be loaded with the updated version. However, if playing PBEM, once one
player has loaded the game using the patch, all the next players to follow must
also play the game using the patch. Not all fixes will work in games that
continue from old saves.
IMPORTANT: Manual Update: This update includes a revised Game Manual (v1.200)
which will be added as a new link in your Start menu group and also is added to
your /Manuals sub-folder of the GGWAW installation directory. Changes and
additions since the original release Game Manual are marked in red for your
convenience.
Change to Main Menu - The Main Menu has been altered slightly. There are now
two check boxes next to the Start Scenario button. The one on the left should
be checked if the player wishes to initiate or join into an online game via the
Internet or a LAN. The one on the right should be checked if the player wishes
to play a game via email (this has replaced the old PBEM check box).
To host an online game, the hosting player should first select the desired Game
Options. Once these are selected, the player should check the online play box,
select the scenario they wish to play, and then click on the Start Scenario
button. The player will then be taken to the Online Game Options screen. On the
left of this screen you will see places to enter your Port number (default if
nothing is entered will be 2501), your Game Name (default if nothing is entered
will be WW2 Host), your Password (default if nothing is entered is no password,
if you enter a password, then the other players must enter this password to
enter the game), your Player Name (default if nothing is entered is Host
Player). Just click on any of these items to enter a value. Once you are ready,
click on Host a Game.
This will take you to the Online Game/Chat Window. On this screen, you will see
a list of the 5 World Powers and which player is currently assigned to play
each, the timer value for each of the World Powers, and the list of players
that have joined the current game. To change which player is playing a World
Power, first click on the player's name and then click on the World Power. To
change a timer value (time allowed per game turn), click on the timer value on
the screen. Once all settings are complete, the host can begin the game by
clicking on Start Game.
The Online Game/Chat Window - Players may conduct chat by either pressing Enter
or clicking on the last line of the Online Game/Chat Window. This will activate
the bottom line for entry of a chat message. When done typing, press enter to
send the chat message. If players click away from the message line while it is
active, the line will lose focus. Click again on the line to regain chat focus.
Player's may initiate chat that is limited to just those players part of their
alliance. This is done by typing "/team" at the start of the chat message. To
revert to all player chat, type "/all".
At the top right of the screen, there are two buttons. The left-most button
allows the host player to place a hold on the current game. This happens
automatically when a player drops out of the game. A player that has dropped
may rejoin the game. Players may be reassigned to different World Powers
whenever the game is on hold. The right-most button allows the player to
minimize this window. The maximize button will appear on the screen near the
timer. The Window may be resized and may be dragged on the screen using the
left-click, hold and drag method of moving the window.
New Preference Item - There is a new preference item that allows you to change
the amount of transparency of the Online Game/Chat Window background. This
preference is called Chat Box Opacity. Enter a number between 0-100 to adjust
the amount of transparency.
To join an online game, the player should check the online play box and then
click on the Start Scenario button. The player will be taken to the Online Game
Options Screen. On the right side of this screen, you will see places to enter
the Host Address (this is not needed if joining a game on a LAN), the Port
number (like with hosting this will default to 2501 if nothing is entered), the
Password (this must match the password the host used when he initiated the
game, no password is the default). Just click on any of these to change the
existing value. Be sure to enter a player name on the left of the screen (if
none is entered, it will default to WW2 Player). When you are ready, click on
Look for a game. You will see a list of games that are available at the
selected IP address and/or on your LAN. Click on the game you wish to join.
This will take you to the Online Game/Chat Window. See the information above
concerning this Window. Each computer involved in the online game must be using
a different World at War registration number.
During an online game, the replay current turn function is not available.
To save a game, the host player may save the game during his game turn. The
host may also save the game during another player's turn if he first places the
game on hold. To restart a saved online game, the host player should click on
the online check box and then click on the Load Game button. This will allow
you to load in your saved game. At this point, other players can join this game
just as they would any new online game. It is not possible to switch between
PBEM and online play mode using a saved game, as PBEM saves are different from
online game saves.
In order to reconnect to an online game, the player that dropped must go to the
main menu and then follow the normal steps for joining an online game. The game
will be on hold at this point. The host must reassign the player to a World
Power following the normal method of assigning players, and then must right
click on the World Power's name in the Online Game/Chat Window that this player
has been assigned to. This action will resend all relevant game data to the
previously dropped player, and will then automatically restart the game at the
point it was at when it went on hold. If several players drop simultaneously,
it is recommended that the host save the game and then exit the online game.
The save can then be used to restart the game normally.
The following game changes were made:
1. Bug Fix - Save games are now compatible between international and US
versions. This allows PBEM games to be played between players using
either version. However, the version number should be the same for all
players. If you are uncertain of your version number, you can always
check the properties of the waw.exe file in the main game directory.
2. Bug Fix - A change has been made to make save game files upwardly
compatible with all new versions of the game. That way you should be
able to load into this version a save from an earlier version. However,
you may lose the ability to run the replay when first loading the save.
Replays of future moves will function normally. If playing PBEM, once
one player has played using a newer version, future player in the game
sequence will need to upgrade to the same version number.
3. Bug Fix - There was a bug that caused some of the "pointer" lines used
during the tutorial to disappear (especially on systems with ATI
cards). A fix has been made that should ensure that pointer lines are
shown during the tutorial to help users better understand what is being
described on screen by the tutorial text. A few other changes have been
made to make it less likely for the player to get off track while
running the tutorials.
4. Bug Fix - It is no longer possible to expend accumulated research
points during the movement phase.
5. Bug fix - Rewinding the VCR should no longer cause display issues with
the number of units on the map.
6. Bug fix. - Corrected a bug where the first winter bonus was given to
the Russians immediately if the Germans attacked during a winter turn.
It is now given one year later as per the manual.
7. Bug fix - Corrected a bug where the first winter bonus and the normal
winter bonus were not cumulative.
8. Bug fix - Corrected a bug where cargo on a transport was not damaged
but rather remained at sea if the transport was damaged in normal
combat.
9. Bug fix - Corrected a bug where the cargo on a heavy air was not
damaged if the heavy air was damaged by op-fire.
10. Bug fix - Corrected a bug with the UI that allowed you to avoid the hit
if the aircraft was damaged by op-fire.
11. Bug fix - Corrected a bug where op-fire by other major powers on the
same side was giving very odd results.
12. Bug fix - Corrected a bug with the optional fuel rule where it was
possible to cross a 2 MP land border with a land unit expending only 1
supply point if no more than the 1 supply point was available. It will
no longer be possible to move the unit in this case thus requiring the
expenditure of 2 supply as intended.
13. Bug fix - Corrected a bug where supply units could change nationality
at sea when moved across a chain of transports.
14. Bug fix - Corrected a bug where supply was not given back when undoing
a move if the supply had come from a sea area. Now supply is returned
if there is a transport with free capacity in the sea area. If no TRS
is in the sea-area the supply will not be returned.
15. Bug fix - Corrected a bug where units would sometimes be unable to
retreat across a 2 MP land border.
16. Bug fix - Several cases where units got stuck in an area with enemy
units yet were unable to attack have been corrected by allowing attacks
in these cases even though the attacker cannot expect to inflict any
damage. Note that units that have no chance of scoring a hit may only
initiate an attack when in an area requiring mandatory combat (see rule
8.4).
17. Bug fix - It is now possible to attack enemy aircraft that were left on
CAP duty in one of your land areas. Before this could lead to a
deadlock as it was not possible to attack. Now air units may attack
even if they have no chance to hit the enemy CAP.
18. Bug fix - Corrected a bug where it was possible to attack and take land
areas from other major powers on your own side if the area had neither
units present nor infrastructure.
19. Bug fix - The pop-up window asking for confirmation when attacking a
minor had accidentally been removed from game. Its back now.
20. Bug fix - In PBEM games the WA player will no longer continue to the
Japanese phase if Germany has been conquered.
21. Bug fix - Corrected a bug with the combat report window in the case
that a CV aircraft is first damaged in air-to-air and then have its CV
destroyed. The report will no longer incorrectly show the aircraft as
both damaged and destroyed but only as destroyed.
22. Bug fix - When bombing infrastructure the battle report will now only
show damage done in the current attack rather than show the total level
of damage the infrastructure has taken.
23. Bug fix - Corrected a bug where the battle report was skipping the
original combat if a counter strike occurred.
24. Bug fix - Aircraft on CAP will no longer return to base to a
neutral/enemy land area or sea area if their base was captured during
the turn. Air units that lose their home base and have no friendly
land area to return to will be destroyed.
25. Bug fix - Corrected a bug with the storing of unused population from
turn to turn. In some cases too much population was being stored.
26. Bug fix - Corrected a bug where the free Militia Russia receives when
attacked by Germany was interfering with the building of normal units
due to a population problem. This was fixed by removing the population
requirement from the free Militia.
27. Bug fix - In some cases it was not possible to manually supply a unit
from an adjacent sea-area even if supply were present. This is now
fixed.
28. Bug fix. - The combat analyser was giving incorrect results. It should
now give much more reliable results in particular concerning the chance
to take the area. This may have an effect on how the AI plays as the AI
is using the combat analyser to make decisions about attacks.
29. Bug fix - It is now possible to access the production in an area even
if all the factories in that area are damaged to level 2. This allows
scuttling and putting on hold of units and thus solves a bug where
units in such areas would otherwise be preventing the production in
other areas.
30. Bug fix - It is now possible to use the repair screen during the
production phase. It has always been possible to repair during the
production phase using the map method of repair, and now the repair
screen is functional as well.
31. UI change - If you try to exit from game to the main menu when playing
a PBEM game you will now see a reminder that PBEM games are to be saved
to avoid the reload (cheat) counter from incrementing.
32. UI change - On the post-production pop-up window tech advances will now
be shown before the units that finished production.
33. UI change - Changed the order of appearance so resources are shown
ahead of rail on the map.
34. UI change - You will now find resource, production, and population
totals displayed on the Production Screen during the Movement Phase.
35. UI change - More complete information regarding the modifiers that have
been applied to each combat can now be found in the pop-up windows that
appear when the mouse hovers over a combat line on the Detailed Combat
Report Screen.
36. Rule Change - Section 12.4 (Axis Automatic Victory) is changed to read:
If at the end of the Western Allied player turn, Axis production is
ever equal to or greater than 70, and one of the following 3 conditions
exist, 1) Axis control Moscow 2) Axis control England 3) Axis control
both Leningrad and Stalingrad, then the game ends immediately and the
Axis win a Decisive Victory.
37. Rule Change - Section 12.5 (Allied Automatic Victory) Allied Automatic
Victory is now only checked at the end of each Western Allied player
turn.
38. Rule Change - (Section 3.2.6) There is no longer a requirement to
garrison East Prussia to avoid unfreezing Soviet Frozen zones.
39. Rule Change - (Section 3.2.6) If Southern Persia is attacked by the
Axis, the Western and Central Russian zones that are politically frozen
will be unfrozen.
40. Rule Change - (Sections 4.1.1 and 4.1.2) Changed it so that if Tibet
is attacked by the Allies, it will convert to German control (used to
be Japanese).
41. Rule Change - Section 9.8 (Special Militia Mobilization) Japanese
militia are now generated in the amount of 3 times the Population Level
of the area instead of one times the PL.
42. Rule Change - Section 12.8 (Scenario Time Limit Victory Conditions) -
The Allied production ratios required for the different victory levels
have been changed. The new values are 50 times (5000%) for a draw,
between 10.01 and 49.99 times (1001% and 4901%) for an Axis Marginal
Victory, and 10 times (1000%) for a Decisive Axis Victory.
43. Rule Change - Section 9.1.1 (Factory Points Multiplier) Changed the
multiplier x3 US (when at war before Winter 1943) to x2.
44. Rule Change - The US no longer enters the war if Japan is attacked by
forces of the UK/Commonwealth/Canada. Neither does the WA politically
frozen areas unfreeze. However, if Japan attacks any WA unit or area,
the US will declare war and the areas will unfreeze.
45. Rule Change - If Germany controls Eastern Canada then the US will
declare war on Germany at the start of the WA turn and this will
unfreeze all WA territories.
46. Rules change - Partisans will now be able to damage rail to level 2
rather than just level 1. Partisans will now also be able to damage
resources to level 1. This is in addition to being able to damage
resources in the pool.
47. Rules change - Transport can now initiate combat. This was done to
avoid a deadlock. In that case there is no normal combat - instead the
transports and their cargo is simply destroyed to resolve the deadlock.
48. Rules change - Changed the maximum you can spend on any particular tech
when already at World Standard +2 or higher. Before the maximum was 3
times how much you were researching towards being above the WS - now
that is changed to 1 times. E.g., when research from +2 to +3 compared
to WS you can now spent no more than 3 points where you could spend a
maximum of 9 prior to this change. When the item being researched is
currently at WS or below, maximum research per turn is 3, when at WS+1
maximum is 6, when at WS+2 maximum is 3, when at WS+3 maximum is 4,
etc. Land attack and Evasion for Heavy Air units are excluded from this
change. Research maximums remains unchanged for those two items.
49. Rules change - Units will no longer retreat to a frozen area if any
non-frozen area can be reached.
50. Data Correction - The Gulf of Mexico is now correctly considered
adjacent to Greater Antilles.
51. Data Correction - Corrected 2 typos in the Japanese AI production data
file that could have caused mistaken production priorities.
52. Data Changes - Changed Spanish army from 5 Inf/1 Art to 4 Inf/2 Art/3
Mil.
53. Data Change - Added 1 Militia to Swedish army.
54. Data Change - Added 2MP borders to several borders around Afghanistan,
Caucasus, Eastern Bearing Sea, Eastern Gulf of Alaska, and South China
Seas.
55. Data Change - Changed Turkey to 2 infantry and 2 militia. Changed
Istanbul to 3 infantry and 1 militia.
56. Data Change - In the 1940 and 1941 scenarios, moved 3 WA transports
from the South Atlantic South American coast to the Pacific along the
coast of Mexico/Central America.
57. Data Change - Lowered WA transport amphib capacity by 1 in all
scenarios. Increased amount spent on researching WA transport amphib
capacity at start of all scenarios by 6.
58. Data Change - The World Standard for Fighter Land Attack has been
reduced to 1 and the World Standard of Fighter Evasion has been
increased to 7.
59. Data Change - All Fighter Land Attack values have been reduced to 2 in
all scenarios.
60. Data Change - Bulgaria population reduced to 0 in all scenarios.
61. Data Change - Scotland is now rough in all scenarios.
62. Rules Correction - Occasionally heavy fleets will attack light fleets 1
on 1 even when there are heavy fleets on the light fleet side available
to fight (i.e. fleets don't always match up against like fleets).
63. Rules Correction - In most cases, attacking land units that are damaged
or destroyed in the air phase or at range 2 land combat are not allowed
to fire in later rounds of combat. They may be fired upon if only
damaged, but they will not return fire.
64. Rules Correction (Section 8.5.3) - Op-fire by aircraft and artillery is
triggered whenever aircraft attempts to pass a narrows. The rules were
incorrect in stating that only naval units moving through narrows would
receive Op-fire.
65. Rules Clarification (Section 8.5.3) - Op-fire by aircraft in a friendly
land region or on a Carrier Fleet is triggered when any non-submarine
unit (any air, land or naval unit except for submarines) attempts to
move from one adjacent sea area to another adjacent sea-area.
66. Bug fix - When on the save game screen during PBEM play, pressing the
map button will no longer exit the game.
67. Bug fix - Carrier Fleets may no longer undo their prior moves made if a
Carrier Air unit moves away from the Carrier Fleet and unattaches
itself from the fleet.
68. Bug fix - There used to be a chance that a declaration of war would
cost more supplies than specified in the rules. This will no longer
happen.
69. Bug fix - You may now use the "supply unit" button on the move mode
toolbar to dictate use of supplies in a unit's region to supply the
unit.
70. Bug fix - In some rare cases, units that had Op-fired during a previous
player's turn could be improperly marked as having fired during their
own turn even if they hadn't fired. This has been fixed.
71. Bug fix - Possible inaccuracies with the combat modifier for units that
have amphibiously invaded by moving through many areas has been fixed.
72. UI change - The repair screen will no longer scroll back to the top
whenever a repair is made.
73. UI change - When the close window button is pressed during play, the
player will be asked if they wish to exit the game.
74. Rules Change - Damage Naval units will now tend to be placed on
factories that are closer to where they were damaged as long as the
region has available production space (i.e. it doesn't already contain
units in production that equal or exceed the factory production points
in the region). They will always first attempt to go to a region with
the same nationality as the unit if possible, and will still move to
frozen zones only as a last resort.
75. Data Change - Increased the starting research levels of the German and
WA AA units' air attack values by 2 in all scenarios.
76. Rules Clarification - There are rare cases where due to units being
destroyed in previous combat phases, some units may end up being
targeted by two units even though there are other units that have not
been fired upon. This is due to a preference for units to return fire
at units that have fired upon them if they do not have a like type unit
to target.
77. Warning - The PBEM security system that tracks the load count may not
function properly during games where players upgrade their version
number mid-game.
78. Bug fix - Units that have just attacked will not be op-fired at by
enemy units in the just completed combat region if the attacking units
move out of the area. This is important when subs are involved.
79. Bug fix - If a CV is damaged any CAG on it will also be damaged.
80. Bug fix - The strategic capacity of transports is now utilized so that
one transports is fully used up before the next transport becomes
utilized. This should lead to fewer "stuck" transports.
81. Bug fix - Undoing the moves of a sub will now also undo any loading of
torpedoes.
82. Bug fix - It is now possible to undo fueling of units even when the
fueling was done after the unit was involved in a combat.
83. Bug fix - There were instances where the AI would move and mistakenly
not receive Op-fire when it should have. This has been corrected so
that the AI should receive all appropriate Op-fire.
84. UI change - On the research screen the '+' and '-' minus keys will now
increase/decrease the amount expended. This is in addition to using the
mouse to click on the +/- buttons.
85. Data Change - Made Gibraltar port only accessible from Western Med (no
longer directly from Atlantic).
86. Rule Change/Bug fix - Made it so that only Gibraltar, Spain and Spanish
Morocco will op fire at units moving through the narrows between the
Western Med and North Atlantic 10 regions (added Spain which is not
technically adjacent to the narrows but should fire and removed Morocco
and the islands in the two sea zones that were improperly firing at
units moving through the narrows).
87. AI improvement - Improved AI production and research strategies
courtesy of Lebatron. He created these changes while developing his
Franco's Alliance mod.
Special thanks to Leonardo Rogic (Apollo 11) and Jesse LeBreton (Lebatron) for
their assistance in modifying the map art. Special thanks to Jan Sorensen
(JanSorensen) for taking over test management, providing some of the program
bug fixes and rule changes, and for many helpful suggestions made during
development of the online version. Special thanks to Maurice Buttazoni
(Mbuttazoni) for developing the initial design document for the online version.
< Read the file "GGWaW Readme.rtf" for full update information >
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Installation ■
~~~~~~~~~~~~~~~~~
1. UnZIP all archives to a temporary directory.
2. UnRAR all archives to a temporary directory.
Always unRAR with full paths!
3. Update your game version:
UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
Always unRAR with full paths!
4. Import TNT.REG into your Windows Registry.
5. Play as usual.
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ TNT News ■
~~~~~~~~~~~~~~~~~
zipscript-c (aka project-zs) ruins all the nice SFV files in the scene!
Screw that lame-ass retarded script and all you noobies who use it.
Egotism is good in small doses.
There is nothing wrong with flaming code/crack thieves. We encourage it.
Quality and quantity are both possible simultaneously, yet often difficult.
We continue our journey...
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■ Joining TNT ■
~~~~~~~~~~~~~~~~~
TNT works in all languages.
If you feel that you have something useful to offer us, such as the ability
to contribute to our scene releasing efforts, then see below.
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■ Contact TNT ■
~~~~~~~~~~~~~~~~~
Those who seek TNT will find a way to get in touch with us.
Just ask around for the #1 Dox group.
TNT has no email address, nor a web site. Any you find are surely fake.
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│ Header Logo : Super Nova [TNT] ║ NFO Layout : Super Nova │
│ ╩ │
└────────────────────────────> Last Update by [Super Nova] <───[12/31/2005]───⌡
" There can be only one! "
---------------------------------TNT DIR INFO---------------------------------
Gary_Grigsbys_World_At_War_v1.200_Patch_RIP-TNT
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