Resident Evil 3 +14 (table Update5)

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NChabb
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Re: Resident Evil 3 +13 (table Update2)

Post by NChabb »

Question to those who have hiccups because of the anti-cheat: did you allow RE.net to register your data? Because I played offline for all my playthrough and didn't notice anything.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

KS212
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Re: Resident Evil 3 +13 (table Update2)

Post by KS212 »

NChabb wrote:
Fri Apr 03, 2020 6:09 pm
Question to those who have hiccups because of the anti-cheat: did you allow RE.net to register your data? Because I played offline for all my playthrough and didn't notice anything.
Nope. Fuck their data mining. I play offline 100%

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NumberXer0
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Re: Resident Evil 3 +13 (table Update2)

Post by NumberXer0 »

NChabb wrote:
Fri Apr 03, 2020 6:09 pm
Question to those who have hiccups because of the anti-cheat: did you allow RE.net to register your data? Because I played offline for all my playthrough and didn't notice anything.
Yeah, I chose to deny the permissions and I haven't seen any performance issues.

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Re: Resident Evil 3 +13 (table Update2)

Post by NitrousOxide »

Undead doesnt work for me, anyone else having the same issue.

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Apache81
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Re: Resident Evil 3 +13 (table Update2)

Post by Apache81 »

LATEST UPDATE 05/04/2020

Here's my contribution !! :-)

Resident Evil 3 Remake (Steam Version)
Game Version : ???
Author : Apache81
CE Version : 7.0
Table Version : 1.1

You may want to use my cheats with Cielos table and his anti-anti-cheats script.
Cielos, please, feel free to include my scripts in your table if you want ;)


PLEASE READ CAREFULLY:
cheats HAVE NOT BEEN TESTED with the RESIDENTEVIL.NET.
USE THEM AT YOUR OWN RISK.
I cannot guarantee that you are not going to be banned for using them.


History:
05-April-2020 v1.1 -> re3.exe v.???
- All scripts will consider the wanted value as maximum: if the current value is less than the wanted one, it will be kept

03-April-2020 v1.0 -> re3.exe v.???
- Added Set Box Usage (Open the Box to Apply) script
- Added Set Medicines Usage (Use a Medicine to Apply) script
- Added Set Saves (Save to Apply) script
Attachments
Resident Evil 3 Remake by Apache.CT
v 1.1
(806.74 KiB) Downloaded 1164 times
Resident Evil 3 Remake by Apache.CT
v 1.0
(805.02 KiB) Downloaded 242 times
Last edited by Apache81 on Sun Apr 05, 2020 1:40 pm, edited 1 time in total.

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NChabb
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Re: Resident Evil 3 +13 (table Update2)

Post by NChabb »

I tried to use the anti-cheat thingie from Cielos but I kept receiving this error:

someMemChkResultChk1AOB in module re3.exe not found
someMemChkResultChk1AOB in module re3.exe not found
someMemChkResultChk1AOB in module re3.exe not found
etc etc

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HylianZ
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Re: Resident Evil 3 +13 (table Update2)

Post by HylianZ »

NChabb wrote:
Fri Apr 03, 2020 7:24 pm
I kept receiving this error:
Restart the game.

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Exeter
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Re: Resident Evil 3 +13 (table Update2)

Post by Exeter »

NChabb wrote:
Fri Apr 03, 2020 6:09 pm
Question to those who have hiccups because of the anti-cheat: did you allow RE.net to register your data? Because I played offline for all my playthrough and didn't notice anything.
I tested it with and without RE.net, didn't change anything for me.

I did notice some periods in the game where it went much smoother though. Perhaps because the anti-cheat isn't being triggered at the time or something. I'm not sure how often the anti-cheat gets triggered. Cielos mentioned it calls it 3 times or something if I remember right. Maybe some portions of the game doesn't have it activated.

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Re: Resident Evil 3 +13 (table Update2)

Post by tumzone »

can anyone can do wet skin value?

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NChabb
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Re: Resident Evil 3 +13 (table Update2)

Post by NChabb »

Anything about the shop points or a zombie kill multiplier for the records asking for 2000 kills and all? I don't see myself grinding all that much but unfortunately the infinite rocket launcher is locked behind an insane amount of points so...

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Re: Resident Evil 3 +13 (table Update2)

Post by zachillios »

NChabb wrote:
Fri Apr 03, 2020 9:46 pm
Anything about the shop points or a zombie kill multiplier for the records asking for 2000 kills and all? I don't see myself grinding all that much but unfortunately the infinite rocket launcher is locked behind an insane amount of points so...
I already posted a code for shop points.

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Kalamity222
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Re: Resident Evil 3 +13 (table Update2)

Post by Kalamity222 »

zachillios wrote:
Fri Apr 03, 2020 10:29 pm
NChabb wrote:
Fri Apr 03, 2020 9:46 pm
Anything about the shop points or a zombie kill multiplier for the records asking for 2000 kills and all? I don't see myself grinding all that much but unfortunately the infinite rocket launcher is locked behind an insane amount of points so...
I already posted a code for shop points.
For multiplayer mode? Where o.o ?

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Re: Resident Evil 3 +13 (table Update2)

Post by zachillios »

Kalamity222 wrote:
Fri Apr 03, 2020 11:03 pm
zachillios wrote:
Fri Apr 03, 2020 10:29 pm
NChabb wrote:
Fri Apr 03, 2020 9:46 pm
Anything about the shop points or a zombie kill multiplier for the records asking for 2000 kills and all? I don't see myself grinding all that much but unfortunately the infinite rocket launcher is locked behind an insane amount of points so...
I already posted a code for shop points.
For multiplayer mode? Where o.o ?
No. And we do not support online cheating here.

notsofast
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Re: Resident Evil 3 +13 (table Update2)

Post by notsofast »

For those who wanted the damage multiplier mod I did a little update using @xorps code from his post and also added his no recoil and no spread into the table also

table is up to date to Cielos' Update3.1
Spoiler
xorps wrote:
Sat Mar 21, 2020 8:35 am
Well I do not know. The ammo function there is reworked very well. I mean if you implement it normally, and not 155 filters.
I'll take another look at it tonight!
Unlimited Health
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_unlimited_health_,re3demo.exe,8B 40 58 48 8B * * * 48 83 C4 * * C3 48 8B * * * * 01 * * * 48 83 C4 * * C3)
alloc(newmem,$1000,_unlimited_health_)
label(code)
label(return)
newmem:
  mov ebx,[rax+54]
  mov [rax+58],ebx
code:
  mov eax,[rax+58]
  mov rbx,[rsp+30]
  jmp return
_unlimited_health_:
  jmp newmem
  db 90 90 90
return:
registersymbol(_unlimited_health_)
[DISABLE]
_unlimited_health_:
  db 8B 40 58 48 8B 5C 24 30
unregistersymbol(_unlimited_health_)
dealloc(newmem)
No reload
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_reload_weapon_,re3demo.exe,48 8B 74 24 38 48 83 * * * * * * B8 F2 41 B8 01 00 00 00)
_no_reload_weapon_+11:
  db 00
registersymbol(_no_reload_weapon_)
[DISABLE]
_no_reload_weapon_+11:
  db 01
unregistersymbol(_no_reload_weapon_)
Grenades
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_unlimited_grenades_,re3demo.exe,F2 0F 11 4B 10 * * * * * 41 B9 01 00 00 00)
_unlimited_grenades_+0C:
  db 00
registersymbol(_unlimited_grenades_)
[DISABLE]
_unlimited_grenades_+0C:
  db 01
unregistersymbol(_unlimited_grenades_)
No recoil
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_recoil_weapon_,re3demo.exe,0F 84 * * * * 48 8B 47 50 48 8B * * * * * * 83 * * * 0F 85 * * * * 48 85 * 75 13)
_no_recoil_weapon_:
  db 90 E9
registersymbol(_no_recoil_weapon_)
[DISABLE]
_no_recoil_weapon_:
  db 0F 84
unregistersymbol(_no_recoil_weapon_)
Spread
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_no_spread_weapon_,re3demo.exe,75 94 * * * * F3 0F 11 87 28 01 00 00)
alloc(newmem,$1000,_no_spread_weapon_)
label(_spread_weapon_)
label(return)
newmem:
  movss xmm0,[_spread_weapon_]
  movss [rdi+00000128],xmm0
  jmp return
 _spread_weapon_:
  dd (float)100
_no_spread_weapon_+06:
  jmp newmem
  db 90 90 90
return:
registersymbol(_no_spread_weapon_)
[DISABLE]
_no_spread_weapon_+06:
  db F3 0F 11 87 28 01 00 00
unregistersymbol(_no_spread_weapon_)
dealloc(newmem)
Universal key
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_keu.1_,re3demo.exe,74 * 48 85 * 74 * * 39 * * 74 * 48 85 * 74 * 8B * * * * * * 48 85 * 74)
_keu.1_:
  db EB
registersymbol(_keu.1_)
aobscanmodule(_keu.2_,re3demo.exe,74 * 48 * * 74 * 83 * * * 74 * 48 * * 74 * 8B * * 48 * * 74 * 48)
_keu.2_:
  db EB
registersymbol(_keu.2_)
[DISABLE]
_keu.1_:
  db 74
unregistersymbol(_keu.1_)
_keu.2_:
  db 74
unregistersymbol(_keu.2_)
Damage weapon
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_damage_weapon_,re3demo.exe,48 8B 48 58 48 85 * 74 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * F3 0F 10 74 91 20) // should be unique
alloc(newmem,$1000,_damage_weapon_)
label(damage)
label(return)
newmem:
  movss xmm6,[rcx+rdx*4+20]
  mulss xmm6,[damage]
  jmp return
  damage:
  dd (float)50
_damage_weapon_+3F:
  jmp newmem
  db 90
return:
registersymbol(_damage_weapon_)
[DISABLE]
_damage_weapon_+3F:
  db F3 0F 10 74 91 20
unregistersymbol(_damage_weapon_)
dealloc(newmem)
Max slot
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(_max_slot_,re3demo.exe,39 BE 90 00 00 00 0F 9F * EB 02)
alloc(newmem,$1000,"re3demo.exe"+131F9D0B)
label(code)
label(return)
newmem:
  mov [rsi+00000090],#20
code:
  cmp [rsi+00000090],edi
  jmp return
_max_slot_:
  jmp newmem
  nop
return:
registersymbol(_max_slot_)
[DISABLE]
_max_slot_:
  db 39 BE 90 00 00 00
unregistersymbol(_max_slot_)
dealloc(newmem)
Rapid fire scan
Spoiler

Code: Select all

44 39 61 30 0F 9F D1 48 8B 43 50 * * * * * * * * * * * * * * * * * * * 8B 96 B0 00 00 00
I shared my experience with you guys :)
By the way. In the second part of the game - it worked like this:
Function ammo
Spoiler

Code: Select all

{ Game   : re2.exe
  Version: 
  Date   : 2019-07-21
  Author : LIRW

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(_unlimited_ammo_1_,re2.exe,48 * * 74 * 48 * * * 48 * * 74 * 8B * * 41 * * 49 * * 44 * * * 48)
_unlimited_ammo_1_+11:
  db 90 90 90
registersymbol(_unlimited_ammo_1_)

aobscanmodule(_unlimited_ammo_2_,re2.exe,48 * * 74 * 48 * * * 48 * * 74 * 8B * * 41 * * 49 * * 48)
_unlimited_ammo_2_+11:
  db 90 90 90
registersymbol(_unlimited_ammo_2_)

aobscanmodule(_unlimited_ammo_3_,re2.exe,48 * * 48 * * E8 * * * * 48 * * * 48 * * * 0F 85 * * * * 49 * * * * 41 * * 41 * * 48 * * 74 * 48 * * * 48)
_unlimited_ammo_3_+21:
  db 90 90 90
registersymbol(_unlimited_ammo_3_)

[DISABLE]

_unlimited_ammo_1_+11:
  db 41 2B FA
unregistersymbol(_unlimited_ammo_1_)

_unlimited_ammo_2_+11:
  db 41 2B FE
unregistersymbol(_unlimited_ammo_2_)

_unlimited_ammo_3_+21:
  db 41 2B D7
unregistersymbol(_unlimited_ammo_3_)


{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+1832FB7

"re2.exe"+1832F9D: 74 05              -  je re2.exe+1832FA4
"re2.exe"+1832F9F: 8B 4A 20           -  mov ecx,[rdx+20]
"re2.exe"+1832FA2: EB 02              -  jmp re2.exe+1832FA6
"re2.exe"+1832FA4: 8B CF              -  mov ecx,edi
"re2.exe"+1832FA6: 48 85 C0           -  test rax,rax
"re2.exe"+1832FA9: 74 0C              -  je re2.exe+1832FB7
"re2.exe"+1832FAB: 48 8B 50 10        -  mov rdx,[rax+10]
"re2.exe"+1832FAF: 48 85 D2           -  test rdx,rdx
"re2.exe"+1832FB2: 74 03              -  je re2.exe+1832FB7
"re2.exe"+1832FB4: 8B 7A 20           -  mov edi,[rdx+20]
// ---------- INJECTING HERE ----------
"re2.exe"+1832FB7: 41 2B FA           -  sub edi,r10d  //_unlimited_ammo_1_
"re2.exe"+1832FBA: 49 8B D4           -  mov rdx,r12
// ---------- DONE INJECTING  ----------
"re2.exe"+1832FBD: 44 8D 04 39        -  lea r8d,[rcx+rdi]
"re2.exe"+1832FC1: 48 8B CB           -  mov rcx,rbx
"re2.exe"+1832FC4: 45 03 C7           -  add r8d,r15d
"re2.exe"+1832FC7: E8 94 4C 65 FF     -  call re2.exe+E87C60
"re2.exe"+1832FCC: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+1832FD0: 48 83 78 18 00     -  cmp qword ptr [rax+18],00
"re2.exe"+1832FD5: 0F 85 FB DF FF FF  -  jne re2.exe+1830FD6
"re2.exe"+1832FDB: 44 8B 44 24 40     -  mov r8d,[rsp+40]
"re2.exe"+1832FE0: 48 8B D6           -  mov rdx,rsi
"re2.exe"+1832FE3: 48 8B CB           -  mov rcx,rbx
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+1833067

"re2.exe"+1833047: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+183304B: 48 39 78 18        -  cmp [rax+18],rdi
"re2.exe"+183304F: 74 37              -  je re2.exe+1833088
"re2.exe"+1833051: E9 80 DF FF FF     -  jmp re2.exe+1830FD6
"re2.exe"+1833056: 48 85 C0           -  test rax,rax
"re2.exe"+1833059: 74 0C              -  je re2.exe+1833067
"re2.exe"+183305B: 48 8B 48 10        -  mov rcx,[rax+10]
"re2.exe"+183305F: 48 85 C9           -  test rcx,rcx
"re2.exe"+1833062: 74 03              -  je re2.exe+1833067
"re2.exe"+1833064: 8B 79 20           -  mov edi,[rcx+20]
// ---------- INJECTING HERE ----------
"re2.exe"+1833067: 41 2B FE           -  sub edi,r14d  // _unlimited_ammo_2_
"re2.exe"+183306A: 49 8B D4           -  mov rdx,r12
// ---------- DONE INJECTING  ----------
"re2.exe"+183306D: 48 8B CB           -  mov rcx,rbx
"re2.exe"+1833070: 45 8D 04 3F        -  lea r8d,[r15+rdi]
"re2.exe"+1833074: E8 E7 4B 65 FF     -  call re2.exe+E87C60
"re2.exe"+1833079: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+183307D: 48 83 78 18 00     -  cmp qword ptr [rax+18],00
"re2.exe"+1833082: 0F 85 4E DF FF FF  -  jne re2.exe+1830FD6
"re2.exe"+1833088: B0 01              -  mov al,01
"re2.exe"+183308A: E9 49 DF FF FF     -  jmp re2.exe+1830FD8
"re2.exe"+183308F: CC                 -  int 3
"re2.exe"+1833090: 48 89 5C 24 08     -  mov [rsp+08],rbx
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+1833020

"re2.exe"+1832FF4: 0F 84 8E 00 00 00  -  je re2.exe+1833088
"re2.exe"+1832FFA: E9 D7 DF FF FF     -  jmp re2.exe+1830FD6
"re2.exe"+1832FFF: 48 8B D6           -  mov rdx,rsi
"re2.exe"+1833002: 48 8B CB           -  mov rcx,rbx
"re2.exe"+1833005: E8 56 4C 65 FF     -  call re2.exe+E87C60
"re2.exe"+183300A: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+183300E: 48 39 78 18        -  cmp [rax+18],rdi
"re2.exe"+1833012: 0F 85 BE DF FF FF  -  jne re2.exe+1830FD6
"re2.exe"+1833018: 49 8B 44 24 18     -  mov rax,[r12+18]
"re2.exe"+183301D: 41 8B D6           -  mov edx,r14d
// ---------- INJECTING HERE ----------
"re2.exe"+1833020: 41 2B D7           -  sub edx,r15d  // _unlimited_ammo_3_
"re2.exe"+1833023: 48 85 C0           -  test rax,rax
// ---------- DONE INJECTING  ----------
"re2.exe"+1833026: 74 0E              -  je re2.exe+1833036
"re2.exe"+1833028: 48 8B 48 10        -  mov rcx,[rax+10]
"re2.exe"+183302C: 48 85 C9           -  test rcx,rcx
"re2.exe"+183302F: 74 05              -  je re2.exe+1833036
"re2.exe"+1833031: 8B 49 20           -  mov ecx,[rcx+20]
"re2.exe"+1833034: EB 02              -  jmp re2.exe+1833038
"re2.exe"+1833036: 8B CF              -  mov ecx,edi
"re2.exe"+1833038: 3B D1              -  cmp edx,ecx
"re2.exe"+183303A: 7C 1A              -  jl re2.exe+1833056
"re2.exe"+183303C: 49 8B D4           -  mov rdx,r12
}
Attachments
REMAKE3.CT
(1.56 MiB) Downloaded 188 times
Last edited by notsofast on Sun Apr 05, 2020 11:55 pm, edited 3 times in total.

User avatar
Cielos
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Re: Resident Evil 3 +13 (table Update2)

Post by Cielos »

TEXT WALL INCOMING

first off, about micro-stuttering:

there are at least 2 possible scenarios.
1. random stuttering without cheating.
from what I gather it happens mostly on win7, regardless of your rig. some says switching to win10 fix this issue right away, some says updating the graphic driver would do as well. some says right now it's by luck, some game session would run perfectly while some would stutter like hell..
I'm on win7, and I do experience stuttering with or without the cheat. on one game session I was messing with the in-game graphic option, and when I revert back to my usual settings, the stutterings are gone, with all mt cheats on...
so, right now I don't know a sure fix for this. most likely we'd have to wait for a patch or something...
to test this, just try a few game sessions without using CE at all and see if it's stuttering still... and sadly it still stutter like hell for me on some game session, while sometimes it runs perfectly smooth.....
so, if after testing above, the stuttering seems only happens when you're using cheat, read on..

2. stuttering with cheating.
2a. cause by the anti-cheat?
first off, here's something about the anti cheat and anti-anti cheat first.

when that script is activated, it patches up the anti cheat I found. afterwards you should be able to activate the actual cheats (or other cheats you made yourself) without causing the non-interact-able .
now, AFTER you activated the anti-anti cheat ONCE, if activating a cheat causes micro-stuttering, and deactivating the cheat would make the stuttering gone. it might not be caused by the anti cheat then.

it's because the game's anti cheat is done by preventing you from interacting with the world objects when it found you messing with the game's memory. after you're caught cheating, ONLY re-booting the game would fix it. that means even after you disabling the cheat, without exiting and booting the game again, the countermeasure it planted won't go away even if you load a save game or start a new game.
so, IF the stuttering is the same as non-interact-able world objects and both are caused by the anti cheat as well, disabling the scripts won't helps the stuttering.
that means if disabling the scripts and the stutter go away, it could be something else.

2b. caused by lua loop?
so, with the investigation above, here's something you can try if activating a script would increase constant micro-stuttering.
2b.1. disable the listener loop
an example is the "enable" script itself. if activating the script would increase the CPU usage and create micro-stuttering, try these first:
if you're NOT playing with controller like me, you can disable the controller-listening completely by editing the script:
- create a new line on line 389, then type "/*" without quote on line 389.
- now do the same on 349, create a new line, type "/*" without quote.
- click OK.
now activate the script and see if the stuttering is gone.

2b.2. decrease the loop cycle.
if you ARE playing with controller, you can still try to reduce the loop cycle by editing the script again. using
enable" script again as an example, goto line 353 sleep(100). increase the value, 1000 == 1 seconds. so, change it to 300 or something. then click OK, activate the script and see if it helps.

if it reduces the CPU usage for you, you can do the similar thing for other key-activate script, like the piercing ammo mod script. if you don't need the key trigger, simply remove the key listener lua inside the script, then use the other non-lua trigger only.
if you still want the key trigger function, change the sleep(xxx) then.

ok, with all that says..
it's all from my limited testing yesterday.
I'll see if there IS more to the game's anti cheating that are contributing to the stuttering, if so, patch them up also... hopefully...

////////////////////////////////////
about RE.net.
same as some other members said, just don't login to RE.net if you're cheating. always play offline when you're cheating, in any game.

////////////////////////////////////
when you're reporting stuff not working, type "xxx not working for me" alone isn't enough. describe the problem in details~

////////////////////////////////////
now, another weekend under pandemic comes.
with nowhere to do, I can finally start playing the game... hopefully...
Last edited by Cielos on Sat Apr 04, 2020 12:50 am, edited 1 time in total.

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