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    By WebOsPublisher

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  16. Posted by commandtab..com | December 9, 2012 at 11:40 AM

    By WebOsPublisher

    Official Webpage for Evochron Mercenary,a 3D space combat and trader simulation. Screenshots,free demo,forum,cheats,videos,and more.
    Freeform Space Combat / Trader and Exploration Simulator (PC Space-Sim) – Evochron Mercenary
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    EVOCHRON MERCENARY NEWS
    February 10th, 2012
    Version 1.828 is available for download and includes the following improvements:
    - Fuel converters can now be directly installed on ships from station hangars.
    - Locations of linked/friendly players in multiplayer are now displayed on the quadrant map (both large map and regular map).
    - Support for roll, pitch, and yaw key and button controls now available simultaneously with enabled or disabled joystick/gamepad axis controls across different flight control modes.
    - Distress call messages would sometimes display in certain menus/modes even when disabled, fixed.
    - Alt key will now suspend dedicated weapon firing buttons in mouse flight control modes.
    - Cockpit design revised to eliminate flickering on lower resolution displays.
    - Error 502 occurring on some systems in carrier shipyards fixed.
    - New window mode options added to swscreen.txt file system.
    - Support for domain name multiplayer hosting added (DNS).
    - 1280X720 added as a default resolution option.
    - Several minor bug fixes.
    The server program has also been updated for this build and includes the following improvements:
    - Player built station logging fixed (2D version).
    - Clan territory control stats now update much faster.
    - Added option to save the entire chatlog history across multiple sessions to one file.
    - Server performance status added to chatlog history option above for each save event.
    - Support for using domain names for hosting addresses added (DNS).
    - Chatlog save time interval now adjustable.
    January 27th, 2012
    Evochron Mercenary is now available on Steam. Several players reported issues with the MDTS system in PvP battles while online in multiplayer. As a result, I’ve rewritten just about all of the MDTS system for improved accuracy and consistency. A few players also reported a problem with the game running at an incorrect timing rate, so this has also been address with a new timer system. The new build, version 1.808 is now available for download. The server program has also been updated for this build and includes faster clan stat and player-built station updating as well as greeting messages broadcasted only to newly joining players. The 2D server program has been significantly updated for improved connection and display compatibility. If you’ve downloaded the server program before today, be sure to update to the official release build (1.808b) as it includes several additional improvements and fixes since last week’s test builds.
    December 24th, 2011
    The time has come to officially announce the upcoming expansion for Evochron, due some time next year. There are many new features planned for the game including a new planetary engine, weapon crafting, new visual effects, revised ship/station designs, new equipment, and even terrain walkers that let you get out of your ship and explore planet surfaces ‘on foot’… along with much more. I’ve created a new development section that will provide details on the status of the expansion, including the progress of the new features being implemented and considered. The ‘to-do’ list for this expansion is massive, but I’ve already managed to make quite a bit of progress on it over the last year or so and many of the most challenging parts of it are now up and running in prototype form. So click on the link above to visit the new section and check back often for updates. As always, your feedback is appreciated as things progress over the coming months and we move closer to launch.
    November 11th, 2011
    Version 1.708 is available for download and includes the following improvements:
    - New menu background graphics for added detail.
    - Improved and adjusted asteroid cave collision detection.
    - Afterburner sound effects updated to eliminate clicks/pops when activating and deactivating.
    - New special effects including explosion blast waves, missile detonation explosions, and explosion lens flares.
    - New clan tag bracket option (”) to allow for secure voice chat without clan affiliation.
    - Station detonator links no longer remain active when entering the exit menu.
    - New high fidelity sound effects including distance based volume control.
    - Occasional disconnect of players in shipyards, hangars, or lobbies fixed.
    - Multiple object and surface capability added to the explosion system.
    - Improved timing system for systems with ultra-high frames-per-second.
    - Full ping status system added to better gauge network performance.
    - Several minor bug fixes.
    The server program has also been updated for this build.
    September 22nd, 2011
    Version 1.588 is available for download and includes the following improvements:
    - New background nebula texture layer added (includes support for customizing).
    - Significant multiplayer performance improvements, particularly for slower systems.
    - Training mode now keeps text details for each section on screen and includes dividers for improved legibility.
    - Ships sending a distress call for rescue now ping their location once players enter the sector.
    - Weapon impact physics system updated for more variety and accurate reaction effects.
    - Hidden cargo container limits for missiles increased to provide a full rack of 8 per visit.
    - Delayed clan control status indicators on quadrant map fixed (server program).
    - Station detonator system updated to prevent device failure (server program).
    - Voice chat identification system updated to prevent duplicate icon listings.
    - Custom quest system updated to support the default encrypted format.
    - Additional integrity checks added to map log system.
    - Voice chat indicator capacity doubled.
    - Several minor bug fixes.
    The customizing kit has been updated to include the new background texture options along with several filename changes.
    August 12th, 2011
    Version 1.508 is available for download and includes the following improvements:
    - Proximity range for station building near jump gates increased.
    - Ship formation system updated to properly respond to certain actions and threat levels.
    - Integrity check and alert prompt added to prevent players from losing equipment when designing replacement ships.
    - Design parameters for a new ship design that are insufficient to transfer installed items now highlighted in red.
    - Finalized implementation of new media optimizations to improve performance and decrease load times.
    - Several click ranges updated for improved accuracy and greater size.
    - Station detonator functionality updated for open space use only.
    - Several minor bug fixes.
    July 8th, 2011
    Version 1.488 is available for download and includes the following improvements:
    - Distress call and event system added providing random emergencies that can occur throughout the game’s universe.
    - If a ship-to-ship trade fails due to insufficient cargo space, the cargo will now be dropped into a container in space.
    - Hidden cargo container access limits applied by player request (location/travel based only, not numerical).
    - UI improvements including new highlight buttons for menus and consoles.
    - New font added for improved legibility and a more futuristic appearance.
    - Overall memory use at maximum detail settings reduced by about 40 MB.
    - Click ranges for a number of options updated for improved accuracy.
    - ‘Font Mode’ option added to select between the old and new font.
    - Map log entry scrolling limits updated for entire line lengths.
    - ‘Decryption’ error message displayed on some systems fixed.
    - New constructor station build point integrity check added.
    - New display/video options added to customizing system.
    - Deploy constructor pricing indicator corrected.
    - Custom quest system capacity expanded.
    - Several minor bug fixes.
    The new event system provides random emergency situations that can occur in numerous locations throughout the game’s universe (beyond individual sectors as with local contracts). For example, a severe food shortage on a planet could result in a distress call that would pay very well for the first player to delivery food units to that planet. A failed atmosphere processor can result in the emergency need of oxygen. Or a ship could run out of fuel far away from the nearest planet and send out a distress call for rescue. The closer a player is to the emergency, the easier it will be to respond, providing opportunistic options.
    There will also be options/benefits for players who prepare in advance to respond to the emergencies. That is, those who want to be a ‘first responder’ can carry full cargo bays of the items in need before the distress call is made. This lets them simply fly to the location in need rather than trying to recover the items on route. By the same token, a player who is in close proximity to an emergency could still have time to recover needed material on route and beat a more distant player with the cargo loaded already.
    For multiplayer, the server operator can trigger emergency events manually or turn them off entirely. The default setting will provide events at random intervals. In multiplayer, all players will receive the distress call alerts. The first player to answer the call and complete the objective receives the reward.
    When a distress call is received by a player, an alarm will sound and a multi-line text description will be displayed detailing what is required to answer the distress call. Players can optionally mute the alarm or turn off the distress calls entirely in the NAV console.
    The customizing kit has also been updated for the UI changes, new button options, and new filenames.
    May 28th, 2011
    Version 1.428 is available for download and includes the following improvements:
    - Background star detail increased.
    - Military ship frames updated to improve texture alignment.
    - Gun turret control system updated to match flight control vertical input.
    - Modification system updated to support custom ship hull textures for each color option.
    - Modification system updated to properly load/display custom image files for loading stage.
    - Primary weapon and shield impact sound effects now use multiple audio channels for improved quality.
    - Multiplayer system updated for improved compatibility with a wider range of network devices and better performance.
    - Mouse button input system updated to ignore input signals from buttons 3 and higher for menus.
    - Mouse button control for multiplayer voice chat implemented (including remapping option).
    - Profile template problem that occasionally caused lost hangar items fixed.
    - Reduced memory overhead slightly for improved efficiency.
    - Shadows added to target and station direction indicators.
    - Several texture improvements for better image quality.
    - Shield array status indicators added to gunsight.
    - Exhaust lens flare effect added (angle based).
    - Several minor bug fixes.
    The new multiplayer system is designed for improved performance, utilizes multiple CPU cores better, and should provide better compatibility with a wider range of network devices.
    The customizing kit has also been updated for a few changes in file formats and the new options. Filename changes include ‘greenarrow.png’, ‘greenbox.png’, and ‘yellowbox.png’. The new shield array status indicators use ‘b2shieldX-front.png’, ‘b2shieldX-left.png’, ‘b2shieldX-rear.png’, and ‘b2shieldX-right.png’ where X is a number from 1 to 3 representing the damage level from green to red.
    April 8th, 2011
    Version 1.288 is available for download and includes the following improvements:
    - Dedicated size option added for custom display and HUD text.
    - ‘Clan Only’ voice chat mode enabled for receiving messages while in exit menu.
    - Missile explosion animation system updated for more consistent rendering at higher FPS.
    - Dynamic cube mapping for planetary water linked to ‘High’ shader option in Options menu.
    - Station detonator prices reduced to make them more accessible and potentially increase their use.
    - Secondary throttle control input system updated to better support various gamepad/joystick devices.
    - Text rendering system updated for improved efficiency and to eliminate flickering that may occur on some systems.
    - Secondary weapon damage levels better aligned with armor specifications for each frame type.
    - AI ship construction system updated for Saber and Raven frames for better wing placement.
    - Additional proximity checks added to construction system to prevent ‘station stacking’.
    - Station detonator availability increased through reloading option at specific locations.
    - Player built trade station limit set to 50 for each 500 sector territory control zone.
    - Clan territory control rate credit increased by 500% for player built trade stations.
    - ‘Black warp gate’ issue on Nvidia GeForce 400 and 500 series of video cards fixed.
    - Military frames now have significantly greater primary weapon energy reserves.
    - Military frames can now have up to eight equipment components.
    - Military frames now have one cargo bay slot.
    - Several minor bug fixes.
    The new font size option will let you specify a unique size for the display/HUD text that is different from the primary message and menu text.
    The dynamic cube mapping system for planetary water is now linked to the ‘High’ shader setting in the Options menu. This lets you disable the dynamic water effects without impacting the other planetary details such as terrain meshes, detail mapping, clouds, and textures. On some systems, good performance can still be achieved with planet details set high, but the dynamic water effects might cause a significant performance reduction. This way, you can control the water effects independently of the other planet details and effects by changing the shader setting to ‘Limited’ in the Options menu.
    To update any military ship designs you own for the new options, simply rebuild the ship in any shipyard or buy a new one and the design will be updated automatically.
    February 25th, 2011
    Version 1.228 is available for download and includes the following improvements:
    - Custom options added for nav map console icons.
    - Nav map clan territory control icons can now be highlighted when close to mouse pointer.
    - Armor levels for military ships increased by about 25% for improved performance against particle cannons.
    - External save data system expanded to include new details including ship specifications and player ranking.
    - External save data system now updates for primary target selected in range list MFD mode.
    - Mouse input system updated to support the full range of resolution dependent movement.
    - Text alert added for attempting to build stations within 2 sectors of each other.
    - Support for remapping mouse buttons added, supports up to 8 buttons.
    - Cycle rates for beam cannons aligned with particle cannons.
    - Pay for fleet ships mining from asteroids increased by 10X.
    - Updated for compatibility with Windows 7 Service Pack 1.
    - Player admin functions added to server program.
    - Player built station limit increased (server).
    - Several minor bug fixes.
    If you’ve been running the game in a higher resolution, you will likely notice the mouse pointer will now respond with the full range of input control available by the resolution you select. Previously, the mouse input system used a ‘scaled down’ input matrix that often resulted in rapid pointer movement while also limiting the range of movement for certain input devices. The new mouse input system now adapts to whatever screen resolution you are running the game in. So if you play the game at the optimized resolution used by your desktop, the mouse will respond with the same rate of control that you’re already familiar with navigating your Windows desktop. Likewise, if you are using a pen input device, you can now use the entire screen as needed for proper flight control and option selection. You can also further customize the horizontal mouse pointer offset if the pointing device you are using needs a different scale. To change the offset value, open the sw.cfg file from the game’s save data folder and edit the line that reads ‘MouseOffset=0′. Increasing the value from 0 to 0.1, 0.2, 0.3, etc will increase the scale offset. Values below 0 will decrease the scale offset.
    January 20th, 2011
    Version 1.208 is available for download and includes the following improvements:
    - Talison war zone updated with easier combat objectives for new players.
    - Combat Pilot role now starts player in Talison war zone with immediate access to combat contracts.
    - Shadow effect added to descent/docking guide bars for improved visibility in planet clouds and nebulae.
    - Shadow effect also added to the HUD strafe indicator for improved visibility in planet clouds and nebulae.
    - Clan territory control values now do not decrease over time when at least one member of the clan is online.
    - Voice chat system updated for improved compatibility and performance on a wider range of systems.
    - Clan territory control values in multiplayer now hold at 100% for a longer period of time.
    - ‘Arc’ control sensitivity mode integrated with the standard ‘Medium’ and ‘Low’ options.
    - Gas planets with vertical ring orientations adjusted to be aligned on the equator.
    - ‘Clan Only’ mode added to quadrant map for viewing only player’s clan levels.
    - Player built station capacity doubled and additional integrity system added.
    - Planet ring dust clouds not properly reappearing after respawn fixed.
    - Adjustable IDS throttle scale options added (1X-5X selectable).
    - IDS throttle scale mode indicator added to ship status display.
    - Duplicate equipment installation in station hangars fixed.
    - New position options added for custom text fonts.
    - Lightning added to gas giant planet atmospheres.
    - Pay for territory control increased 10 times.
    - Several minor bug fixes.
    For the new IDS throttle scale mode options, see page 3 of the key and button configuration menu. For voice chat, the game now uses a higher frequency of smaller packets to improve compatibility with certain security settings and programs. The customizing kit has also been updated for the new font options.
    December 10th, 2010
    Version 1.188 is available for download and includes the following improvements:
    - AI ships now use beam weapons.
    - Several performance improvements.
    - AI not following orders properly in war zones fixed.
    - Array error message occuring after deleting all text lines fixed.
    - Hangar storage inventory duplication when building new stations in close proximity fixed.
    - Inventory items in war zones now update in single player using the same system as multiplayer.
    - Sensor indicators on nav map now render with proper transparency with planet city indicators.
    - Players can now specify unique textures for each type of small ship frame in the game.
    - Station detonator system updated to not effect players docked in other sectors.
    - Physics system updated for more consistent thruster behavior at high speed.
    - Critical alarm is now played when a fulcrum torpedo is launched nearby.
    - Quadrant map can now be zoomed in for a more legible view.
    - Inbound missile indicators appearing when HUD is off fixed.
    - Shader system updated for custom player designed cities.
    - Custom imported ship designs enabled for external views.
    - Font set expanded to support German characters.
    - Player built station capacities increased (server).
    - Improved cloud layer scaling.
    - Tech data text updated.
    - Several minor bug fixes.
    The new zoom option for the quadrant map should make viewing clan territory statistics much easier. Click on the ‘Zoom Map’ button to activate. If you need to view the bottom of the map (which can be obscured by the cockpit displays), you can use the mouse view mode or 3D head tracking to change the view with the map still visible.
    The performance improvements should help increase the overall framerate significantly on low end systems (while likely improving performance slightly on high end systems, or pretty much staying the same). On my low end test system, the framerate more than doubled.
    The customizing kit has also been updated for the new individual ship texture options. The revised kit is available in the downloads section.
    October 21st, 2010
    The first update for the game is ready for download. Version 1.108 includes the following improvements:
    - More solar systems made available in demo.
    - Occasional player drop due to rapid sector-to-sector travel fixed (server).
    - Update rate for player status in multiplayer for shipyard and other menus increased.
    - Jump drive control for NPC ships now properly bound for high energy nebula clouds.
    - Players can now transfer installed equipment items directly to hangars and back to their ships.
    - Custom cockpit system implemented to import external designs (see customizing kit for details).
    - New ‘Arc’ sensitivity setting for flight control devices to offer an alternate response mode for axis inputs.
    - Improvements to quest system to keep multiple waypoint patrol objective more manageable and accurate.
    - Players can now destroy any player-built station type (including Research, Energy, Constructors, and Ore Processors).
    - Single key/button mapping options added for quick save, autopilot, lock mining beam, padlock view, and cinematic view.
    - Texture image quality for nav map and 3D radar waypoint and jump point markers improved.
    - Power of throttle trim keys increased to match closely with lateral and vertical thrusters.
    - Removed docking fees for player-built stations in hostile systems (for non-building players).
    - Removed ship detonation when exiting shipyard with more fuel than tank capacity.
    - NPC/AI controlled ships fly faster for added challenge in ship-vs-ship racing.
    - Players can now use the jettison option for satellite delivery contracts.
    - Rank icons would sometimes overlap from view in player list, now fixed.
    - Players can now scuttle deployable stations while remaining in-sector.
    - Axis control for energy setting not unbinding when remapping fixed.
    - Target range list now includes offset spacing for improved legibility.
    - ‘Toggling’ tractor beams on other player ships in multiplayer fixed.
    - Map log entries now pause at the last character when scrolling.
    - Reduced text display mode added for text/chat messages.
    - Mod option for changing the ambient light level added.
    - Auto-centering added for force feedback devices.
    - Improved planet terrain collision detection.
    - Several minor bug fixes.
    The customizing kit for the game is also now available in the downloads section. To enable the reduced text display mode, right click on the button at the top left corner of the message controls.
    September 17th, 2010
    Evochron Mercenary has launched! You can check out the free demo in the Downloads section. Instructions are included with the game, which you can also access from within the game via Main Menu Universe section of this site for additional details on ships, weapons, equipment, commodities, charted systems, and more.
    September 5th, 2010
    Final testing is wrapping up and the game is nearing release. If things stay on track, the game will likely be available on or around the 17th. Details on how to receive the upcoming newsletter announcing the game along with discount offers are available in the forum.
    It’s been a lot of fun flying online with the testers and I’m really looking forward to seeing how the game’s universe develops as more join in.
    August 28th, 2010
    The game is on track for release in mid-September. Triple monitor testing went well and several last minute feature additions have also been implemented including afterburner control on the throttle axis and optional axis control of the shield/weapon energy setting.
    You can check out the official Evochron YouTube channel here where the promotional video and the 7 training videos are available. Also, a new ‘Information, Specifications, and Technology’ section has been added to the Wiki with a first article on Fulcrum Jump Drive technology providing details on how it works and the principles behind it.
    Some questions have surfaced recently about how cooperative multiplayer, the online territory control system, and the gun turret mode works. So I’ll also post answers here for those interested. First, when you accept contracts together, you are not removed from the game’s universe (often referred to as ‘instancing’). In some games, players who either want PvP battles or cooperative objectives are forced to leave the game’s main universe and are placed in a separate ‘pocket’ of space on their own, removing them from the gaming environment other players remain part of. That is not the case with Evochron. In Evochron, you remain part of the game’s universe so other players can still chat with you and even come in and join you. You can call in for reinforcements if things take a turn for the worse, get advice from players in other sectors, or even call out for refueling. This way, all players continue to participate in the same universe without the kind of fractured zoning found in many other multiplayer games.
    For the online territory system, cooperative contracts and clan-vs-clan battles can result in earning points toward control. The server tracks events involving completed contracts and clan wars, then awards percentage points to victorious groups, giving them a partial ownership interest in the system. When clan control is above 80% in a system, they are paid a percentage of earnings from that system. The quadrant map displays circles indicating which systems each clan controls. Green circles indicate the control levels for the clan you are part of. Red circles indicate the control levels of opposing clans. A clan can control more than one system at a time, but needs to maintain that control in order to maintain a high percentage score.
    A player can also link to another player as a gun turret operator via the ‘Connect Gunner Binding’ option in the trade console. The player who clicks on the button will become the gunner. A frame will appear around the ship of the receiving player that will point in the direction the gunner is facing. The gun turret will be controlled by the same device the connecting player selected for flight control. The particle cannon and beam cannon that was on the connecting player’s ship will be transferred to the gun turret. They will also have their own power supply for the weapons. Once the gunner binding is established, the connecting player will move with the pilot ship but will be able to point their cannons in any direction using a ‘ball turret’ type configuration. The gun turret mode provides a simplified HUD designed to facilitate managing primary cannons and monitoring the pilot ship’s status.
    July 24th, 2010
    The final stages of development are going well. I am currently working on testing release candidate builds and some mod options. I’m looking for someone who has a triple monitor display setup that could help with testing various ultra-wide screen resolutions. If you have such a system and would be interested, please visit this forum thread for details. The SW3DG Wiki is also now online. You can view it here.
    July 8th, 2010
    The official promotional video trailer for the game is now available in the Media section. Several new screenshots have also been posted there. Plus, the training videos are now available in the Universe section of the site.
    July 1st, 2010
    The official Evochron Mercenary website has launched! The game is in the final stages of testing and is on schedule for release in the fall. Check out the Features and FAQ sections for information about the game.
    A promotional video trailer will be available soon along with several training videos to offer instructions on how to play the game and complete various tasks. The training videos will cover topics including building stations, deploying items, combat, completing contracts, navigation, inventory management, ship design and construction, and more.
    Copyright © 1999-2012 StarWraith 3D Games LLC. All rights reserved.

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