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Young Ninja Group (ages 3-5)

공개·회원 10명

Parker Thomas
Parker Thomas

The Saboteur 104 Patch Crack



No-CD & No-DVD Patch troubleshooting: The most common problem getting a No-CD/No-DVD patch to work is ensuring that the No-CD/No-DVD patch matches you're game version, because the games exe is changed when a patch update is applied previous versions won't work.




The Saboteur 104 Patch Crack



Users with Quad core CPU's will possibly have significant streaming issues without the following work around. The team is aware of this issue and is working on a fix for it in the next patch update. If you are running a Quad Core CPU please follow the steps below to set Game Only affinity on your CPU. While this will decrease the amount of streaming glitches, it is not a full proof fix.


Ornate_Clamber_ASHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_BSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_CSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_DSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_ESHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_FSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_GSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_HSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_ISHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_JSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_KSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_LSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_MSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_NSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_OSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Clamber_PSHADOWSLICE0RENDERSLICE3ZCULLOrnate_Fountain_ASHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_ASHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_BSHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_CSHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_DSHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_ESHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_FSHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_GSHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Arch_HSHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_DoorHeader1SHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_DoorHeader2SHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_DoorHeader3SHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_DoorHeader4SHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_DoorHeader5SHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_HalfCircle1SHADOWSLICE0RENDERSLICE3ZCULLOrnate_WinDoor_Head_ASHADOWSLICE0RENDERSLICE3ZCULLCityF_FlowerDec_Window_01SHADOWSLICE0RENDERSLICE3CityF_FlowerDec_Window_02SHADOWSLICE0RENDERSLICE3CityF_FlowerDec_Window_03SHADOWSLICE0RENDERSLICE3CityF_FlowerDec_Window_04SHADOWSLICE0RENDERSLICE3CityF_FlowerDec_Hang_01SHADOWSLICE0RENDERSLICE3CityF_FlowerDec_Hang_02SHADOWSLICE0RENDERSLICE3PGlobalA_Iron_Bollard_ASHADOWSLICE1RENDERSLICE3PGlobalA_Iron_Bollard_BSHADOWSLICE1RENDERSLICE3PGlobalA_Iron_Bollard_CSHADOWSLICE1RENDERSLICE3PGlobalA_Iron_Bollard_DSHADOWSLICE1RENDERSLICE3PGlobalA_RefuseBin_ASHADOWSLICE1RENDERSLICE3PGlobalA_RefuseBin_BSHADOWSLICE1RENDERSLICE3PGlobalA_RefuseBin_CSHADOWSLICE1RENDERSLICE3PGlobalA_RefuseBin_DSHADOWSLICE1RENDERSLICE3PGlobalA_Fence_Metal_4MSHADOWSLICE1RENDERSLICE3P_Global_A_Bench2_DAMSHADOWSLICE2P_Global_A_Bench_Sngl_DAMSHADOWSLICE2City1_Light_BldgAttach_ASHADOWSLICE0RENDERSLICE3City1_LightPost1_6M_Dual_DAMSHADOWSLICE3City1_LightPost1_6M_single1_DAMSHADOWSLICE3City1_LightPost1_6M_single2_DAMSHADOWSLICE3P_Global_A_Light_BldgAttach_ASHADOWSLICE0RENDERSLICE3P_Global_A_LightPost1_6M_Dual_DAMSHADOWSLICE3P_Global_A_LightPost1_6M_single1_DAMSHADOWSLICE3P_Global_A_LightPost1_6M_single2_DAMSHADOWSLICE3P_Global_A_LightPost1_6M_single3_DAMSHADOWSLICE3P_Global_A_LightPost1_6M_single4_DAMSHADOWSLICE3P_Global_A_LightPost1_10M_MODSHADOWSLICE2P_Global_A_LightPost1_12M_MODSHADOWSLICE2P_Global_A_TrashcanASHADOWSLICE1RENDERSLICE3P_Global_A_TrashcanCSHADOWSLICE1RENDERSLICE3PGlobalA_Chair_CSHADOWSLICE2RENDERSLICE3P_Global_A_Palletstand_DAMSHADOWSLICE2RENDERSLICE3P_GLobalA_Debris_Wood_FSHADOWSLICE1RENDERSLICE2PGlobalA_Debris_paper_ASHADOWSLICE1RENDERSLICE3OccLt_Sandbag3SHADOWSLICE2RENDERSLICE3Trough_WoodSHADOWSLICE2RENDERSLICE3PNaziP_Plate_A SHADOWSLICE1 RENDERSLICE1PNaziP_Podium SHADOWSLICE1 RENDERSLICE2GB_PP_Creperie_ChairShortSHADOWSLICE2RENDERSLICE3Barrel02SHADOWSLICE1RENDERSLICE3SCherub_SPose_JSHADOWSLICE2VH_OP_6WheelNaziLimoLODDIST30SHADOWSLICE3VH_OP_6WheelNaziLimo_hardtopLODDIST30SHADOWSLICE3VH_OP_Bugatti01LODDIST30SHADOWSLICE3VH_OP_Celtaquatre_01LODDIST30SHADOWSLICE3VH_OP_Celtaquatre_ConvLODDIST30SHADOWSLICE3VH_OP_Citroen6CLODDIST30SHADOWSLICE3VH_OP_Citroen_GestapoLODDIST30SHADOWSLICE3VH_OP_Citroen7CLODDIST30SHADOWSLICE3VH_OP_Citroen15 LODDIST30SHADOWSLICE3VH_OP_Horch853LODDIST30SHADOWSLICE3VH_OP_Horch853_palLODDIST30SHADOWSLICE3VH_OP_MateraziTipo4CLLODDIST30SHADOWSLICE3VH_OP_Peugeot402LODDIST30SHADOWSLICE3VH_OP_Peugeot_EscalationLODDIST30SHADOWSLICE3VH_OP_RenaultPoliceLODDIST30SHADOWSLICE3VH_OP_Renault_RackLODDIST30SHADOWSLICE3VH_OP_RenaultPolice_pal LODDIST30SHADOWSLICE3VH_OP_RenaultVivaGSLODDIST30SHADOWSLICE3VH_OP_RenaultVivaGS_pal LODDIST30SHADOWSLICE3VH_OP_TalbotLagoLODDIST30SHADOWSLICE3VH_OP_TalbotLago_palLODDIST30SHADOWSLICE3VH_OP_AlfaRom_12CLODDIST25SHADOWSLICE3VH_OP_AlfaRomeraLODDIST25SHADOWSLICE3VH_OP_AllardLODDIST25SHADOWSLICE3VH_OP_MateraziTipo4CLLODDIST25SHADOWSLICE3VH_OP_SilverDartLODDIST25SHADOWSLICE3OccMed_Generator_BSHADOWSLICE1 RENDERSLICE3OccMed_Generator_ASHADOWSLICE1 RENDERSLICE3MN_LaVillette_panels01SHADOWSLICE1RENDERSLICE3FO_City_Grass_2MFOLIAGEFO_City_Grass_2M_ShortFOLIAGEFO_City_Grass_2M_WSolidFOLIAGEFO_City_Grass_4MFOLIAGEFO_City_Grass_4M_WSolidFOLIAGEFO_City_Grass_8MFOLIAGEFO_City_Grass_8M_WSolidFOLIAGEFO_City_Grass_BrownFOLIAGEFO_City_FW_BlueEyedFOLIAGEFO_City_FW_BlueEyed_SmallFOLIAGEFO_City_FW_BlueFlowerFOLIAGEFO_City_FW_BlueStarFOLIAGEFO_City_FW_BrownFOLIAGEFO_City_FW_CamomileFOLIAGEFO_City_FW_CanaryFOLIAGEFO_City_FW_CottonFOLIAGEFO_City_FW_Leaves01FOLIAGEFO_City_FW_Leaves02FOLIAGEFO_City_FW_Leaves03FOLIAGEFO_City_FW_Leaves04FOLIAGEFO_City_FW_Leaves05FOLIAGEFO_City_FW_Leaves06FOLIAGEFO_City_FW_Leaves07FOLIAGEFO_City_FW_Leaves08FOLIAGEFO_City_FW_OrangeFOLIAGEFO_City_FW_OrchidFOLIAGEFO_City_FW_PinkFOLIAGEFO_City_FW_PinkPurpleFOLIAGEFO_City_FW_PuffFOLIAGEFO_City_FW_PuffBallFOLIAGEFO_City_FW_RedFOLIAGEFO_City_FW_SpottedOrchidFOLIAGEFO_City_FW_YellowFOLIAGEFO_City_FW_YellowGrassFOLIAGEFO_City_FW_YellowStripeFOLIAGEFO_City_BS_CamomileGrass_3MFOLIAGEFO_City_BS_CanariGrass_16MFOLIAGEFO_City_BS_CanariGrass_3MFOLIAGEFO_City_BS_CanariGrass_6MFOLIAGEFO_City_BS_Cnt_road_TrimFOLIAGEFO_City_BS_Cnt_road_Trim_AFOLIAGEFO_City_BS_Cotton_16MFOLIAGEFO_City_BS_MixedRough_3MFOLIAGEFO_City_BS_OrchidRough_8MFOLIAGEFO_City_BS_PinkRough_3MFOLIAGEFO_City_BS_PlainRough_2MFOLIAGEFO_City_BS_PuffGrass_4MFOLIAGEFO_City_BS_Sunflower_16MFOLIAGEFO_City_BS_YellowFlower_2MFOLIAGEFO_City_BS_14MFOLIAGEFO_City_BS_8MFOLIAGEFO_City_BS_Mixed_3MFOLIAGEFO_City_BS_OrangeFlower_2MFOLIAGEFO_City_BS_Orchid_4MFOLIAGEFO_City_BS_PinkFlowers_2MFOLIAGEFO_City_BS_Plain_8MFOLIAGEFO_City_BS_RedFlowers_2MFOLIAGEFO_City_BS_RedFlowers_8MFOLIAGEFO_City_BS_Rose_4MFOLIAGEFO_City_BS_Trim_2MHeightFOLIAGEFO_City_BS_Trim_4MFOLIAGEFO_City_BS_Trim_X2Y1FOLIAGEFO_City_BS_Trim_X2Y2FOLIAGEFO_City_BS_Trim_X4Y1FOLIAGEFO_City_BS_Trim_X4Y1_CRNFOLIAGEFO_City_BS_Trim_X4Y2FOLIAGEFO_City_BS_Trim_X4Y2_CRNFOLIAGEFO_City_BS_Tulip_3MFOLIAGEFO_City_BS_YellowFlowers_4MFOLIAGEGB_WP_Grenade01ALWAYSRENDERGB_WP_MolotovCocktail01ALWAYSRENDERGB_WP_SmokeGrenadeALWAYSRENDERGB_WP_BeerMugALWAYSRENDERGB_WP_BeerBottleALWAYSRENDEROccMed_BridgeKitALWAYSRENDEROccMed_Dynamite_ShortFuseALWAYSRENDEROccMed_Dynamite_LongFuseALWAYSRENDEROccMed_Dynamite_RDXALWAYSRENDEROccMed_Bomb_DetonatorALWAYSRENDEROccMed_Bomb_Proximity_MineALWAYSRENDER nERv The Saboteur Update 1.03 (c) EA Games 12/2009 :..... RELEASE.DATE .. PROTECTION .......: Securom+DFE - :.......... DISC(S) .. GAME.TYPE ........: Action Note: this is still a beta patch, but since it seems to fix some important issues that made it impossible to play this game with the retail version we felt it was worth releasing this patch. Game no longer freezes during play on the following hardware combination: * ATI video card from the 3K, 4K, and 5K series * Windows Vista/7 both 32 bit and 64 bit Known Issues & Current Workaround: Users with Quad core CPU's will possibly have significant streaming issues without the following work around. The team is aware of this issue and is working on a fix for it in the next patch update. If you are running a Quad Core CPU please follow the steps below to set Game Only affinity on your CPU. While this will decrease the amount of streaming glitches, it is not a full proof fix. Recommended Game-only steps for Quad core users only: Windows 7 and Vista 1.) Boot the game. 2.) Wait for the main menu to load, then press Ctrl-Alt-Delete. 3.) Select Start Task Manager. 4.) If the game is visible, press Alt-Tab, otherwise continue to the next step. 5.) Inside the Task Manager, go to the Processes tab. 6.) Find Saboteur.exe, right-click it, and select Set Affinity 7.) De-select CPU 2 and CPU 3. 8.) Click OK. 1. Unrar. 2. Install the update. 3. Copy over the cracked content. 4. Play the game.Physics.profile islands=offPhysics.Internal profiling=offPhysics.Creation profiling=offPhysics.Debug render=offPhysics.Constraint size= 0.2000Time.Night time=offGraphics.Lighting.Direction.X= 0.5532Graphics.Lighting.Direction.Y= -0.7959Graphics.Lighting.Direction.Z= -0.2458Graphics.Lighting.Back Light Direction.X= 0.3400Graphics.Lighting.Back Light Direction.Y= 0.1100Graphics.Lighting.Back Light Direction.Z= 0.0000Graphics.Lighting.Skin.Ambient Modifier= 0.6069Graphics.Lighting.Skin.Diffuse Modifier= 0.5027Graphics.Lighting.Skin.Specular Modifier= 0.6000Graphics.Lighting.Skin.Wetness= 1.0931Graphics.Lighting.Skin.Shadow Specular Opacity= 0.2000Graphics.Lighting.Skin.Subsurface Scattering Opacity= 0.1000Graphics.Lighting.Skin.Top Layer Diffuse Falloff= 1.2000Graphics.Lighting.Skin.Bottom Layer Diffuse Falloff= 1.0000Graphics.Lighting.Cloth.Diffuse Modifier= 0.5096Graphics.Lighting.Cloth.Ambient Modifier= 0.5027Graphics.Lighting.Cloth.Subsurface Scattering Opacity= 2.9588Graphics.Lighting.Cloth.Subtract Ambient= 0.0000Graphics.Water.Update Water From Params=offGraphics.Water.Render=onGraphics.Water.Normal Weight= 0.2200Graphics.Water.LOD Dist= 7.0000Graphics.Water.LOD Scale= 0.0200Graphics.Water.Override=offGraphics.Water.Max Height= 1.6800Graphics.Water.Base Height= -4.5000Graphics.Water.Wave Ratio= 0.8500Graphics.Water.Wave Length 1=133.4512Graphics.Water.Wave Length 2= 15.1002Graphics.Water.Wave Turbulance 1= 0.0144Graphics.Water.Wave Turbulance 2= 0.0124Graphics.Water.Wave Angle 1= 22.5000Graphics.Water.Wave Angle 2=157.5000Graphics.Water.Wave Speed 1= 0.0083Graphics.Water.Wave Speed 2= 0.0063Graphics.Water.Color.Red= 0.0600Graphics.Water.Color.Green= 0.1650Graphics.Water.Color.Blue= 0.1750Graphics.Water.Depth= 5.3800Graphics.Occluding.Occlude=onGraphics.Occluding.Debug=offGraphics.Occluding.Display=offGraphics.Wireframe=offGraphics.Colorize Primitives=offGraphics.Force Material Set=offGraphics.Show Shadow Volumes=offGraphics.Show Light Volumes=offGraphics.Particles.HBlurKernel1= 0.6600Graphics.Particles.HBlurKernel2= 0.5200Graphics.Particles.HBlurKernel3= 0.3400Graphics.Particles.HBlurKernel4= 0.1200Graphics.Particles.HBlurIntensity= 8.0000Graphics.Particles.Original Weight= 1.0000Graphics.Particles.Blur Weight= 1.5000Graphics.Particles.Bloom Mask Fade= 0.8000Graphics.Particles.Bloom Mask Offset= 0.6200Graphics.Particles.Bloom Size Fade= 0.8000Graphics.Particles.Debug Mask=offGraphics.Particles.Debug Blur=offDepth Blur.Enable High Quality=offDepth Blur.Blur Amount= 0.0000Depth Blur.Config 0.Alpha Weight 0= 0.8000Depth Blur.Config 0.Alpha Weight 1= 0.5000Depth Blur.Config 0.Alpha Weight 2= 0.4000Depth Blur.Config 0.Alpha Weight 3= 0.3000Depth Blur.Config 0.Blur Weight 0= 1.0000Depth Blur.Config 0.Blur Weight 1= 0.0000Depth Blur.Config 0.Blur Weight 2= 0.0000Depth Blur.Config 0.Blur Weight 3= 0.0000Depth Blur.Config 1.Alpha Weight 0= 0.4000Depth Blur.Config 1.Alpha Weight 1= 0.5000Depth Blur.Config 1.Alpha Weight 2= 0.4000Depth Blur.Config 1.Alpha Weight 3= 0.3000Depth Blur.Config 1.Blur Weight 0= 0.5000Depth Blur.Config 1.Blur Weight 1= 0.5000Depth Blur.Config 1.Blur Weight 2= 0.0000Depth Blur.Config 1.Blur Weight 3= 0.0000Depth Blur.Config 2.Alpha Weight 0= 0.3000Depth Blur.Config 2.Alpha Weight 1= 0.5000Depth Blur.Config 2.Alpha Weight 2= 0.8000Depth Blur.Config 2.Alpha Weight 3= 0.3000Depth Blur.Config 2.Blur Weight 0= 0.1000Depth Blur.Config 2.Blur Weight 1= 0.4000Depth Blur.Config 2.Blur Weight 2= 0.5000Depth Blur.Config 2.Blur Weight 3= 0.0000Depth Blur.Config 3.Alpha Weight 0= 0.8000Depth Blur.Config 3.Alpha Weight 1= 0.5000Depth Blur.Config 3.Alpha Weight 2= 0.4000Depth Blur.Config 3.Alpha Weight 3= 2.3000Depth Blur.Config 3.Blur Weight 0= -0.0000Depth Blur.Config 3.Blur Weight 1= 0.1000Depth Blur.Config 3.Blur Weight 2= 0.4000Depth Blur.Config 3.Blur Weight 3= 0.5000Depth Blur.Config 4.Alpha Weight 0= 0.8000Depth Blur.Config 4.Alpha Weight 1= 0.5000Depth Blur.Config 4.Alpha Weight 2= 0.4000Depth Blur.Config 4.Alpha Weight 3= 4.0000Depth Blur.Config 4.Blur Weight 0= 0.0000Depth Blur.Config 4.Blur Weight 1= 0.2000Depth Blur.Config 4.Blur Weight 2= 0.3000Depth Blur.Config 4.Blur Weight 3= 0.7000Depth Blur.Gaussian Weight 0= 16.5000Depth Blur.Gaussian Weight 1= 14.0000Depth Blur.Gaussian Weight 2= 11.5000Depth Blur.Gaussian Weight 3= 6.5000Depth Blur.Gaussian Weight 4= 4.0000Animation.Display matrix=offAnimation.Display state info=offAnimation.Display animation info=offAnimation.Display human directions=offAnimation.Cycle Target=0Animation.Warn on Anim Scaling=offAnimation.Save Anim Usage Stats=offAnimation.Animation History=0Animation.Force animation=offAnimation.Animation=0Animation.Loop=onAnimation.Frame=0Animation.Force UB animation=offAnimation.UB Animation=0Animation.UB Loop=onAnimation.UB Frame=0Animation.Always Grab=offAnimation.Always Mario=offAnimation.Never Mario=offAnimation.Always Foothold=offAnimation.Never Foothold=offAnimation.Grab Button for Wall Scurry=onAnimation.Render Velocity=offAnimation.Hand/Foot Pin=onAnimation.Allow BackJump=onAnimation.Clamber Release Button=onAnimation.Always Low Jump=offAnimation.Always High Jump=offAnimation.Always Land Hard=offAnimation.Button to Roll=offAnimation.Don't render anyone=offAnimation.Don't render player=offMelee.Display Moves=offMelee.Display Ranges=offMelee.Cycle Display Target=0Melee.Display Melee Targeting=offMelee.Display Synced Collision Tests=offMelee.Display Melee Collision=offMelee.Display Exact Collision=offMelee.No Damage=offMelee.Infinite ammo=offMelee.God Mode=offMelee.Always Block=offMelee.No Stumble Movement=offMelee.Always Distance Attack=offMelee.Never Distance Attack=offMelee.Never Escape Grabs=offMelee.Always Low Collision=offMelee.Always High Collision=offMelee.Enable Stealth Kill Camera=offMelee.Zombie Mode=offWorldCollector.Render=offWorldCollector.RenderValidation=offWorldCollector.SetRenderRadius=10WorldCollector.OnlyRenderObject=-1WorldCollector.OnlyRenderEdge=-1WorldCollector.RenderAdjustedNormals=onWorldCollector.RenderAABB=offWorldCollector.OnlyRenderBadEdges=offWorldCollector.RenderWidthMult=1WorldCollector.RenderEdgeTrans=onWorldCollector.ExtraRenderEdgeTrans=offWorldCollector.ButtonOnlyEdgeTrans=offWorldCollector.PaintMovement=offWorldCollector.RenderPaint=offWorldCollector.ResetPaint=offWorldCollector.RenderRopeParam=offWorldCollector.RenderRopeInterval=offWorldCollector.NumRopeIntervals=1Streaming.DebugRender.Render Low Grid=offStreaming.DebugRender.Render Med Grid=offStreaming.DebugRender.Render High Grid=offStreaming.DebugRender.Render Text=offStreaming.DebugRender.Render StreamingPos=offStreaming.DebugRender.Render Height= 0.0000Streaming.Update StreamingPos=onAmbient Occlusion.Enable=onAmbient Occlusion.Blend=onAmbient Occlusion.Intensity= 4.1900Ambient Occlusion.Intensity Offset= 0.0000Ambient Occlusion.Scale= 9.0000Ambient Occlusion.Scale Factor= 0.6200Ambient Occlusion.Fade Factor= 0.8600Ambient Occlusion.Fade Type= 0.0000Ambient Occlusion.Distance Type= 77.0000Ambient Occlusion.Dither= 99.7991Ambient Occlusion.Sample 0.Enable=onAmbient Occlusion.Sample 0.Distance= -0.0000Ambient Occlusion.Sample 0.Fade Dist= 0.2420Ambient Occlusion.Sample 0.Scale= 3.6000Ambient Occlusion.Sample 0.Intensity= 5.6801Ambient Occlusion.Sample 2.Enable=onAmbient Occlusion.Sample 2.Distance= -0.0000Ambient Occlusion.Sample 2.Fade Dist= 0.3920Ambient Occlusion.Sample 2.Scale= 16.0000Ambient Occlusion.Sample 2.Intensity= 3.4250Will to Fight.Show Portals=offWill to Fight.Influence Grid.Grid Size X=9000.0000Will to Fight.Influence Grid.Grid Size Z=9000.0000Will to Fight.Influence Grid.Reload Texture=offWill to Fight.Influence Grid.Tweak Texture=offWill to Fight.Influence Grid.Bias= 0.0000Will to Fight.Influence Grid.Scale=255.0000Will to Fight.Influence Grid.Gamma= 1.0000Will to Fight.Liberate Current Zone=offWill to Fight.Occupy Current Zone=offWill to Fight.Transition.Buildup Start Time= 0.0000Will to Fight.Transition.Buildup Effect Rotation= 0.0000Will to Fight.Transition.Blast Start Time= 3.0000Will to Fight.Transition.Blast Effect Rotation= 0.0000Will to Fight.Transition.Expansion Start Time= 3.0000Will to Fight.Transition.Expansion End Time= 40.0991Will to Fight.Transition.Start Expansion Speed= 10.0803Will to Fight.Transition.End Expansion Speed= 30.0006Will to Fight.Transition.Intensity Radius=300.0000Will to Fight.Transition.Projected Ring Start Intensity= 0.0000Will to Fight.Transition.Projected Ring Mid Intensity= 6.6000Will to Fight.Transition.Projected Ring End Intensity= 0.0000Will to Fight.Transition.Projected Ring Intensity Mid Point= 0.0000Will to Fight.Transition.Projected Motion Blur Weight= 0.4000Will to Fight.Transition.Projected Ring Cloud Speed U1= -0.0700Will to Fight.Transition.Projected Ring Cloud Speed V1= -0.0600Will to Fight.Transition.Projected Ring Cloud Speed U2= 0.0600Will to Fight.Transition.Projected Ring Cloud Speed V2= 0.0700Will to Fight.Transition.Projected Ring Cloud Repeat U1= 0.5556Will to Fight.Transition.Projected Ring Cloud Repeat V1= 0.8333Will to Fight.Transition.Projected Ring Cloud Repeat U2= 0.8333Will to Fight.Transition.Projected Ring Cloud Repeat V2= 0.5556Will to Fight.Transition.Projected Ring Cloud Weight= 0.5000Will to Fight.Transition.Projected Ring Distortion.Distortion 1 Weight Start= 0.0400Will to Fight.Transition.Projected Ring Distortion.Distortion 1 Weight End= 0.0200Will to Fight.Transition.Projected Ring Distortion.Distortion 2 Weight Start= 0.0400Will to Fight.Transition.Projected Ring Distortion.Distortion 2 Weight End= 0.0300Will to Fight.Transition.Projected Ring Distortion.U1 Start Speed= 0.0800Will to Fight.Transition.Projected Ring Distortion.U1 End Speed= 0.0000Will to Fight.Transition.Projected Ring Distortion.V1 Start Speed= 0.0800Will to Fight.Transition.Projected Ring Distortion.V1 End Speed= 0.0000Will to Fight.Transition.Projected Ring Distortion.U2 Start Speed= 0.0000Will to Fight.Transition.Projected Ring Distortion.U2 End Speed= -0.0800Will to Fight.Transition.Projected Ring Distortion.V2 Start Speed= 0.0000Will to Fight.Transition.Projected Ring Distortion.V2 End Speed= -0.0800Will to Fight.Transition.Projected Ring Distortion.U1 Start Repeat= 0.5050Will to Fight.Transition.Projected Ring Distortion.U1 End Repeat= 0.5050Will to Fight.Transition.Projected Ring Distortion.V1 Start Repeat= 0.5050Will to Fight.Transition.Projected Ring Distortion.V1 End Repeat= 0.5050Will to Fight.Transition.Projected Ring Distortion.U2 Start Repeat= 0.1250Will to Fight.Transition.Projected Ring Distortion.U2 End Repeat= 0.1250Will to Fight.Transition.Projected Ring Distortion.V2 Start Repeat= 0.1250Will to Fight.Transition.Projected Ring Distortion.V2 End Repeat= 0.1250Will to Fight.Transition.Haze Bloom Start R= -0.0000Will to Fight.Transition.Haze Bloom Start G= 0.0000Will to Fight.Transition.Haze Bloom Start B= 0.0000Will to Fight.Transition.Haze Bloom End R= 0.0000Will to Fight.Transition.Haze Bloom End G= 0.0000Will to Fight.Transition.Haze Bloom End B= 0.0000Will to Fight.Trans


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