<?xml version="1.0"?>
<rss version="2.0"><channel><title>Show-off Latest Topics</title><link>https://torque3d.org/forums/forum/15-show-off/</link><description>Show-off Latest Topics</description><language>en</language><item><title>myFunProject_01</title><link>https://torque3d.org/forums/topic/1411-myfunproject_01/</link><description><![CDATA[<p>This shows-off a little fun Ive been having while learning T3D V3.xx , this is v3.9 . The models use only a diffuse color<br /></p><p>and a normal and specular map , for now . The human characters are made using with MakeHuman v 1.1.1 and use the BVH<br /></p><p>armature for motion cature animations , such as CMU Hahne Conversion , then exported to DAE with Blender 2.79 . Normal<br /></p><p>maps and the like are made with GIMP 2.8  and the InsaneBump plug-in . I thought that maybe someone would get a kick out<br /></p><p>of it for some reason .<br /></p><p><br /></p><p><img alt="XOR-battle1-a.jpg" data-src="https://i.ibb.co/6mCDK4y/XOR-battle1-a.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="XOR-battle1-b.jpg" data-src="https://i.ibb.co/QY5WDW8/XOR-battle1-b.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">1411</guid><pubDate>Sat, 13 Jul 2019 01:18:40 +0000</pubDate></item><item><title>Tiberian Sunrise</title><link>https://torque3d.org/forums/topic/17640-tiberian-sunrise/</link><description><![CDATA[<p>
	This is the presentation thread for my newest project i call tiberian sunrise.
</p>

<p>
	As you can guess it is a remake 3d remake of the original command and conquer, often referred to as tiberian dawn.
</p>

<p>
	Retelling the tale of nod and gdi in an epic war for the mysterious tiberium, expect a full ground arsenal of modern units and some aircraft like the chinook and the apache usable.
</p>

<p>
	The game will include as a second tier the structures from tiberian sun and maybe one day the units.
</p>

<p>
	 
</p>

<p>
	The game is almost functional, units and structures are ingame and mostly work as intended, still need colvols and weapons adjustments.
</p>

<p>
	Vehicle and structure models were provided for public use by allen over at ppm <a href="https://ppmforums.com/topic-72934/cc-tiberian-dawn-units-obj/" rel="external nofollow">https://ppmforums.com/topic-72934/cc-tiberian-dawn-units-obj/</a>
</p>

<p>
	Mostly tiberium and harvesters are somewhat problematic due to obvious reasons.
</p>

<p>
	Since most of the functionality was already available in rad alert, there was little work to do other than porting it back.
</p>

<p>
	Right now i work on the interface mostly, its what is holding back gameplay the most currently.
</p>

<p>
	The game will be expanded to include unit and structure upgrades, giving the small selection of units and structures high variety.
</p>
]]></description><guid isPermaLink="false">17640</guid><pubDate>Wed, 24 Sep 2025 10:40:17 +0000</pubDate></item><item><title>Who is ready with an AirFrame show-off example ?</title><link>https://torque3d.org/forums/topic/17648-who-is-ready-with-an-airframe-show-off-example/</link><description><![CDATA[<p>
	<span style="font-family:Georgia, serif;">C'mon , we got to see whats up !<img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f44d.png" class="ipsEmoji" alt="👍"> </span>
</p>
]]></description><guid isPermaLink="false">17648</guid><pubDate>Tue, 06 Jan 2026 06:21:13 +0000</pubDate></item><item><title>Rad Alert</title><link>https://torque3d.org/forums/topic/12398-rad-alert/</link><description><![CDATA[<p>
	This is the thread where im gonna show stuff for my game, as what you can guess from the title, is a remake of the 1996 masterpiece command and conquer: red alert by westwood.
</p>

<p>
	I decided to make such a game after i got those models from <a href="https://ppmforums.com/topic-66860/various-red-alert-1-vehicles-obj/" rel="external nofollow">https://ppmforums.com/topic-66860/various-red-alert-1-vehicles-obj/</a> and tried to use and they worked out of the box well.
</p>

<p>
	Vehicles are in too but are badly in need of having made the proper adjustments before they are usable, they either bounce round or sink in, except for the truck which sorta works.
</p>

<p>
	Some structures are somewhat functioning and have the proper models, but its still a mess in that section with textures and materials all over the place.
</p>

<p>
	 
</p>

<p>
	There are also 4 almost sufficiently functional game modes, one is somewhat a clone of battlefield, but without respawning at the captured points and no tickets, game ends when one team holds all points.
</p>

<p>
	Next one is the classic where you must stop invading npc from entering your conquest zone and hold out for some settable time(or infinite), i plan on adding secondary objectives later on too.
</p>

<p>
	Another one is a variation of the above with the twist that you get attacked in predefined waves and instead of playing for time you must defeat all waves of enemies.
</p>

<p>
	Last but not least would be the classic commando mission, where your goal is to get to the extraction point, engage enemies at will, that can be played coop with settable amount of respawns(default none).
</p>

<p>
	A prototype actual strategy mode exists too and it can do the most basic stuff somewhat but everything else is missing and there are quite some other problems with that, which was my original gameplay concept.
</p>

<p>
	Npc code is minimal right now, they do much but they can move and shoot mostly in ways that satisfies gameplay atleast for now.
</p>

<p>
	In recent times i collected quite a huge number of assorted map prop assets that i will use too, but i dont have them sorted properly yet.
</p>

<p>
	I got a hold of some good aircraft and naval vehicle models too that i can very much use, but those will need even longer to get working than the rest.
</p>

<p>
	Some gui leftover work needs to be done too, but i figured an interesting way to do the gui.<br />
	The lack of working animations and the incomplete levels are what is hold back a release of a demo the most for now, but i think those ought to be resolved quickly with the rest.<br />
	All in all i enjoy the npcs fights even if they are mundane.
</p>

<p>
	For now i use the default soldier and some placeholder weapon assets for another game i work on, but i got the assets i need just havent bothered yet to actully get those in.
</p>

<p>
	I got quite well to the part where things mostly function and i have to fill up the content and do sorting and balancing and level desing.<br />
	There has been a long delay porting from the 4.0 preview to 4.0.3 but was worth it for me and im quite enjoying the way this is going so far despite all the little stones along the way.
</p>

<p>
	 
</p>

<p>
	Heres a screenshot of some of the vehicles that will be featured, the angles look weird cuz i had to place em that way or they would bounce off.
</p>

<p>
	Also you may notice the randomized light colors, those will obviously be normal on release.
</p>

<p>
	This is about the most that is worth to show for now, but there will be more stuff coming soon hopefully.
</p>

<p>
	I know you cant see all that much and there isnt all that much more to see for now, but its better than nothing for an introduction.
</p>

<p><a href="https://torque3d.org/uploads/monthly_2024_03/Screenshot_2024-03-10_23_07_29.png.b14aa954fc0e956a57a39a55142f17ef.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="413" src="https://torque3d.org/applications/core/interface/js/spacer.png" data-src="https://torque3d.org/uploads/monthly_2024_03/Screenshot_2024-03-10_23_07_29.thumb.png.fdcf258de4c12aff44f8eeb3c9c39378.png" data-ratio="51" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot_2024-03-10_23_07_29.png"></a></p>]]></description><guid isPermaLink="false">12398</guid><pubDate>Sun, 10 Mar 2024 22:48:00 +0000</pubDate></item><item><title>Visitors: First Contact multiplayer now available.</title><link>https://torque3d.org/forums/topic/7161-visitors-first-contact-multiplayer-now-available/</link><description><![CDATA[<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://torque3d.org/uploads/monthly_2023_03/MP_SoldVsAlienPoster.png.51bd93c3f9573f10bb7c8f77db0e6c62.png" data-fileid="292" data-fileext="png" rel=""><img alt="MP_SoldVsAlienPoster.png" class="ipsImage ipsImage_thumbnailed" data-fileid="292" data-ratio="56.3" style="height:auto;" width="1000" data-src="https://torque3d.org/uploads/monthly_2023_03/MP_SoldVsAlienPoster.thumb.png.d1aeae0c9aef82656a17c7c4c11de88c.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a>
</p>

<p>
	<span style="font-size:16px;text-align:left;">A detailed breakdown of the major features can be read on the game's official website </span><a href="https://www.visitorsthegame.com/" rel="external nofollow" style="background-color:rgba(2,2,2,0.06);border:0px;font-size:16px;padding:0px;text-align:left;vertical-align:baseline;" title="https://www.visitorsthegame.com/">https://www.visitorsthegame.com/</a><span style="font-size:16px;text-align:left;"> or its Steam page </span><a href="https://store.steampowered.com/app/1643700/Visitors_First_Contact/" rel="external nofollow" style="background-color:rgba(2,2,2,0.06);border:0px;font-size:16px;padding:0px;text-align:left;vertical-align:baseline;" title="https://store.steampowered.com/app/1643700/Visitors_First_Contact/">https://store.steampowered.com/app/1643700/Visitors_First_Contact/</a>
</p>
]]></description><guid isPermaLink="false">7161</guid><pubDate>Wed, 15 Mar 2023 20:17:47 +0000</pubDate></item><item><title>Another Tremulous Clone Sortof</title><link>https://torque3d.org/forums/topic/14546-another-tremulous-clone-sortof/</link><description><![CDATA[<p>
	As the title suggests my next game is a clone of sorts of the old time classic opensource game tremulous.
</p>

<p>
	All of it free and opensource obviously, in an attempt of bringing some of the golden days back to a modern and well supported engine.
</p>

<p>
	 
</p>

<p>
	The initial release will be the zombies demo featuring gameplay similar to the old z server mod made by xembie, lonewolf and i think it might have been redman, but im not sure, its been so long.
</p>

<p>
	Currently the survivors faction has working buildables, that mostly do what they are meant to but have worse graphics than tremulouses and still need sounds.
</p>

<p>
	The weapons and items are also mostly functional too with some still missing sounds also, the selection is similar to the one from trem(z).
</p>

<p>
	Following weapons will be available: chainsaw, crossbow, revolver, autopistol, submachinegun, hunting rifle, assault rifle, grenade launcher, rocket launcher, flame thrower, time bomb and glowstick for visibilty.
</p>

<p>
	Zombie code leaves something to be desired, but this will be resolved quickly i hope, dont need zombies to be smart.
</p>

<p>
	A unified configurable gamemode with respawn and zombie spawn limit will make for maps being playable as cleanout or survival modes.
</p>

<p>
	As the lightning in t3d is so great lights and visibility will play a very important role, which will be one of the highlights over tremulous and maybe even unvanquished.
</p>

<p>
	Maps are somewhat sparse right now, but once i clean up assets and stuff it will go quickly to make new ones.
</p>

<p>
	 
</p>

<p>
	Ultimately there will be an alien faction introduced, with some luck not too far of since i managed to get a hold of a suitable base model.
</p>

<p>
	In the interum release aliens will not be playable or have buildables, but will spawn in the same way as zombies until alien buildables are working and have proper models.
</p>

<p>
	 
</p>

<p>
	Dont have screenshots on hand right now, but there is little to see so far, since i dont have a zombie model you know what the players look like.
</p>

<p>
	I want to release this demo rather soonish since most of the items and graphics are in and gameplay is sorta working good.
</p>

<p>
	Stay tuned for more once i have thins sorted out more material will come.
</p>
]]></description><guid isPermaLink="false">14546</guid><pubDate>Wed, 10 Jul 2024 19:34:09 +0000</pubDate></item><item><title>Development playground on FreeBSD</title><link>https://torque3d.org/forums/topic/7187-development-playground-on-freebsd/</link><description><![CDATA[<p>
	Some time ago (years) I took the T3D 3.10 and modified it to run on FreeBSD. Most changes in the Engine were replacing return NULL with return 0 or false or what ever should be returned. I saw last days this is fixed in 4.x. The other changes where in the lib's can't remember which but had to add some ifdef's for FreeBSD to get them compiled.
</p>

<p>
	<span></span><span></span><span></span><a class="ipsAttachLink ipsAttachLink_image" href="https://torque3d.org/uploads/monthly_2023_03/Screenshot_2023-03-20_17-26-50.png.d0b75d7cf08881bab0a21de2269df6d9.png" data-fileid="297" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="297" data-ratio="54.70" width="1000" alt="Screenshot_2023-03-20_17-26-50.thumb.png.a72d57f30e4ff6525738ea5f3e1942bf.png" data-src="https://torque3d.org/uploads/monthly_2023_03/Screenshot_2023-03-20_17-26-50.thumb.png.a72d57f30e4ff6525738ea5f3e1942bf.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a>
</p>

<p>
	 
</p>

<p>
	Next is add some type of RTS Game to it <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"></span>
</p>
]]></description><guid isPermaLink="false">7187</guid><pubDate>Mon, 20 Mar 2023 20:33:50 +0000</pubDate></item><item><title>The ManFisher public alpha has been released on itch.io</title><link>https://torque3d.org/forums/topic/3663-the-manfisher-public-alpha-has-been-released-on-itchio/</link><description><![CDATA[<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://themanfisher.itch.io/the-manfisher" rel="external nofollow"><img class="ipsImage ipsImage_thumbnailed" data-fileid="209" data-ratio="41.70" width="1000" alt="image.thumb.jpeg.149a767029af529bab5e3403ff1532cf.jpeg" data-src="https://torque3d.org/uploads/monthly_2022_06/image.thumb.jpeg.149a767029af529bab5e3403ff1532cf.jpeg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a><br /><br />
	Hi there fellow devs,<br /><br />
	After several years working has the alpha build of the game been released on itch. It's running on a custom fork of T3D 3.6. I would like you to invite to read the details on the itch game page and try it out. I'm curious about your findings as a dev and gladly receive your feedback. The theme of this game may not be something you'd prefer, I understand, you are able to DL it for free though and perhaps look at from a Torque Dev's POV <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"> <br /><br />
	Here is the link to the itch.io page: <a href="https://themanfisher.itch.io/the-manfisher" rel="external nofollow">https://themanfisher.itch.io/the-manfisher</a><br /><br />
	If you are able to rate it there that would be awesome!</span><br /><br />
	Please do mind it's still in alpha so it's also a WIP!<br /><br />
	Cheers, Nils<br /><br /><a class="ipsAttachLink ipsAttachLink_image" href="https://themanfisher.itch.io/the-manfisher" rel="external nofollow"><img class="ipsImage ipsImage_thumbnailed" data-fileid="210" data-ratio="56.30" width="1000" alt="ManFisher_WIP_250422_05.thumb.jpg.dd0d1836203153750e8d4738b724fbca.jpg" data-src="https://torque3d.org/uploads/monthly_2022_06/ManFisher_WIP_250422_05.thumb.jpg.dd0d1836203153750e8d4738b724fbca.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a>
</p>
]]></description><guid isPermaLink="false">3663</guid><pubDate>Mon, 06 Jun 2022 01:54:54 +0000</pubDate></item><item><title>Visitors: First Contact game release trailer.</title><link>https://torque3d.org/forums/topic/1961-visitors-first-contact-game-release-trailer/</link><description><![CDATA[<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube.com/embed/MDtmhngPwgY?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	The game is now live and can be purchased on <a href="https://store.steampowered.com/app/1643700/Visitors_First_Contact/" rel="external nofollow">Steam</a>!
</p>

<p>
	Official website <a href="https://www.visitorsthegame.com/" rel="external nofollow">visitorsthegame.com</a>
</p>

<p>
	#VisitorsFirstContact <span><span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"></span></span>
</p>
]]></description><guid isPermaLink="false">1961</guid><pubDate>Wed, 21 Jul 2021 14:47:30 +0000</pubDate></item><item><title>Monsters Loot Swag - Wishlist It On Steam!</title><link>https://torque3d.org/forums/topic/2863-monsters-loot-swag-wishlist-it-on-steam/</link><description><![CDATA[<p>
	<img alt="rZkftZz.jpeg" class="ipsImage" data-ratio="75.08" height="562" style="height: auto;" width="1000" data-src="https://i.imgur.com/rZkftZz.jpeg" src="https://torque3d.org/applications/core/interface/js/spacer.png"></p>

<p>
	Do you like Torque?
</p>

<p>
	Do you like fluffy ears?
</p>

<p>
	Do you like waifus?
</p>

<p>
	Do you like murderous twin-stick fast paced action?
</p>

<p>
	Then you might like to wishlist - in Steam -<a href="https://store.steampowered.com/app/1789310/Monsters_Loot_Swag/" rel="external nofollow"> Monsters Loot Swag</a>!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">2863</guid><pubDate>Fri, 11 Mar 2022 00:30:54 +0000</pubDate></item><item><title>Rogue Mission</title><link>https://torque3d.org/forums/topic/1056-rogue-mission/</link><description><![CDATA[<p>Hey, just wanted to show what I've been working on. I registered the game over at indieDB. I'm very serious about completing this game.<br /></p><p><br /></p><p>My original idea was to have RPG elements. Basically a spy RPG with episodes/modules, in which you save your character at completion to play in the next.<br /></p><p><br /></p><p>The scope will most likely change a bit, as well as the story. I just wanted to get it up before someone took the name. Surprised the name wasn't taken.<br /></p><p><br /></p><p><a href="http://www.indiedb.com/games/rogue-mission" rel="external nofollow">http://www.indiedb.com/games/rogue-mission</a><br /></p><p><br /></p><p><br /></p><p><span>http://media.indiedb.com/images/games/1/66/65160/RM2.png</span><br /></p><p><br /></p><p><span>http://media.indiedb.com/images/games/1/66/65160/RM5.png</span><br /></p><p><br /></p><p><span>http://media.indiedb.com/images/games/1/66/65160/RM1.png</span><br /></p><p><br /></p><p><span>http://media.indiedb.com/images/games/1/66/65160/RM4.png</span><br /></p><p><br /></p><p><span>http://media.indiedb.com/images/games/1/66/65160/RM3.png</span></p>]]></description><guid isPermaLink="false">1056</guid><pubDate>Tue, 09 Jan 2018 15:04:58 +0000</pubDate></item><item><title>Please help me choose the V.F.C mission I should add as a free to play demo.</title><link>https://torque3d.org/forums/topic/2013-please-help-me-choose-the-vfc-mission-i-should-add-as-a-free-to-play-demo/</link><description><![CDATA[<p>
	Removed by author. No longer relevant.
</p>
]]></description><guid isPermaLink="false">2013</guid><pubDate>Fri, 06 Aug 2021 19:03:32 +0000</pubDate></item><item><title>I made all these assets and sounds.  Its made in Torque3d but using the version in BeamNG World Editor.</title><link>https://torque3d.org/forums/topic/1768-i-made-all-these-assets-and-sounds-its-made-in-torque3d-but-using-the-version-in-beamng-world-editor/</link><description><![CDATA[<p>
	<a href="https://www.youtube.com/watch?v=t3LqNonpEOw" rel="external nofollow">Latest Black Hole for BeamNG - YouTube</a>
</p>

<p>
	Two screenshots from the video above. 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://torque3d.org/uploads/monthly_2021_06/image.png.57bb9c5a87ddde360b1c77ba29145f43.png" data-fileid="161" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="161" data-ratio="56.30" width="1000" alt="image.thumb.png.98497fa4e31b350a065ff386a02c684c.png" data-src="https://torque3d.org/uploads/monthly_2021_06/image.thumb.png.98497fa4e31b350a065ff386a02c684c.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://torque3d.org/uploads/monthly_2021_06/image.png.2b5e59c19776187c62ea338a2433754b.png" data-fileid="160" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="160" data-ratio="56.30" width="1000" alt="image.thumb.png.ae88b20520516b6769570db6916a32b4.png" data-src="https://torque3d.org/uploads/monthly_2021_06/image.thumb.png.ae88b20520516b6769570db6916a32b4.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a>
</p>]]></description><guid isPermaLink="false">1768</guid><pubDate>Thu, 03 Jun 2021 23:30:13 +0000</pubDate></item><item><title>Placeholder Cube Replaced With An Actual Character</title><link>https://torque3d.org/forums/topic/1433-placeholder-cube-replaced-with-an-actual-character/</link><description><![CDATA[<p>Catchick cosplays as Gun Girl, dual wielding twin pistols for that John Woo vibe.<br /></p><p><br /></p><p><img alt="ECiRzi5X4AAdhjM?format=jpg&amp;name=large" data-src="https://pbs.twimg.com/media/ECiRzi5X4AAdhjM?format=jpg&amp;name=large" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>WTEHr8GqqxM <br /></p><p><br /></p><p>Recorded in glorious 30fps so it's a little janky but my upstream internet is bad.</p>]]></description><guid isPermaLink="false">1433</guid><pubDate>Sat, 31 Aug 2019 21:18:21 +0000</pubDate></item><item><title>simple ELE sky</title><link>https://torque3d.org/forums/topic/1479-simple-ele-sky/</link><description><![CDATA[<p>the greenish sphere is a spherical landscape made with blender 2.79 . the object is 2,500 Km across and is placed 11,412 Km up . the sky is scattersky . the object behaves as any other object and is currently using visible surface for collision . I haven't achieved landing on it yet . I dropped my player way above it but the free-fall would've taken days , I think ..the color is just a color material and there is no animation .<br /></p><p><img alt="screenshot-016-00003.jpg" data-src="https://i.ibb.co/zxJ5b7H/screenshot-016-00003.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><img alt="screenshot-016-00007.jpg" data-src="https://i.ibb.co/M1Sq257/screenshot-016-00007.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p>i encountered this bad screenshot issue right after adjusting these post fx settings ,<br /></p><p><img alt="screenshot-015-00001.jpg" data-src="https://i.ibb.co/c2fLLpG/screenshot-015-00001.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p>the good screenies were made after re-starting the level and applying the saved preset.from the postfx manager  I then made several screenshots with no issue .but havent yet tried after applying the post fx at mission start up from file . Ill do that next .</p>]]></description><guid isPermaLink="false">1479</guid><pubDate>Sat, 28 Dec 2019 05:47:52 +0000</pubDate></item><item><title>Star Trek 50th Anniversary Tribute Game</title><link>https://torque3d.org/forums/topic/530-star-trek-50th-anniversary-tribute-game/</link><description><![CDATA[<p>Hi all,<br /></p><p><br /></p><p>OK, in case any of you were NOT sick of hearing about our Star Trek project (which we've been chatting about here and at the old GG site going on 6 or 7 years now), we have some exciting news!<br /></p><p><br /></p><p>We are getting ready to release the latest version, just in time for the 50th Anniversary of Star Trek, and we have really tried to take things to the next level this time.<br /></p><p><br /></p><p><b><span style="color:#0000FF;"><strong>EDITED TO ADD:  Beta download now available!</strong></span></b><b><br /></b></p><p><strong>  </strong><strong><span style="color:#FF0000;">(UPDATED FRIDAY, APRIL 29, 2016 @ 15:00 EST - All new TOS-inspired menus!)</span></strong><br /></p><p><br /></p><p><strong><span style="color:#0000FF;">Download Link:  </span></strong><a href="http://gambitrealm.com/INSTALLER/download_release45_vr.php" rel="external nofollow"><strong><span style="color:#0000FF;">http://gambitrealm.com/INSTALLER/download_release45_vr.php</span></strong></a><br /></p><p><br /></p><p><strong><span style="color:#0000FF;">Also updated screen caps below</span></strong><br /></p><p><br /></p><p>This build is based on our custom port of Torque 3D 3.7 - the binary is now 64-bit and includes AFX, Advanced Character Kit, and Awesomium Integration Kit (among other additions).  Yes, we got Awesomium working in 64-bit :)<br /></p><p><br /></p><p><br /></p><p><b><strong>Some of the exciting new features now in the game:</strong></b><br /></p><p><br /></p><p>- COMPLETE WORKING TURBOLIFT SYSTEM WITH MOVING LIFTS!<br /></p><p><br /></p><p>- 15 training missions (Gold/Red/Blue shirts each get 5 skill tiers)<br /></p><p>- 5 interactive episodes (watch clips and then take control of the action)<br /></p><p>- All Decks exploration mission (entire ship accessible)<br /></p><p>- Turbolift Shafts exploration mission (go from top to bottom of ship within the shafts)<br /></p><p>- Deck 6 movie theater mission (watch movie trailers in the theater)<br /></p><p><br /></p><p>- Full Oculus Rift support (DK1 tested - don't own a DK2 so can't vouch for that)<br /></p><p>- Full game controller support (I even got my PS3 controller to work on my PC, thinks it's an Xbox controller)<br /></p><p>- Each mission completed unlocks a new character to play<br /></p><p>- Unlocked characters can access specific things in the All Decks mission<br /></p><p>- Each skill tier of missions completed unlocks an interactive episode<br /></p><p><br /></p><p>- We can now fly the actual Enterprise just like we fly a shuttle<br /></p><p>- We can beam to and from planets and space stations<br /></p><p>- Ship can warp to other locations, and you see the planets approaching<br /></p><p><br /></p><p>Single player only for now, but we also have a whole multiplayer angle in mind should we ever get the energy to go there...  We'll see.<br /></p><p><br /></p><p>This will be a completely free download, meant as a tribute giveaway to Star Trek fans of all ages.  We will also be including the Torque tools and some editable scripts, to allow anyone to mod this anyway they like...  It's our gift to the Trek community in celebration of the 50th anniversary.<br /></p><p><br /></p><p>CBS/Paramount never made a game anything like this, so we did it :)<br /></p><p><br /></p><p>Anyhow, here are some pics to tide you over until release day...  These are the mission preview images, taken from in-game screenshots.<br /></p><p><br /></p><p>We are aiming for a March/April release - stay tuned!<br /></p><p><br /></p><p><b><strong>Live Long and Prosper</strong></b><br /></p><p><br /></p><p>Cheers<br /></p><p>Paul<br /></p><p>(That's me in the Captain's Chair)<br /></p><p><br /></p><p><span>http://indelta.ca/ncc1701-50th/01-CaptainsChair.jpg</span><br /></p><p><br /></p><p><br /></p><p><b><strong>COMMAND OFFICER MISSIONS:</strong></b><br /></p><p><br /></p><p><i><em>Shuttle Training</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Command-01-ShuttleFlight_preview.jpg</span><br /></p><p><br /></p><p><i><em>Ensign Training</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Command-02-EnsignTraining_preview.jpg</span><br /></p><p><br /></p><p><i><em>Tactical Training</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Command-03-TacticalTraining_preview.jpg</span><br /></p><p><br /></p><p><i><em>Diplomacy</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Command-04-Diplomacy_preview.jpg</span><br /></p><p><br /></p><p>Bridge Command Officer<br /></p><p><span>http://indelta.ca/INSTALLER/Command-05-BridgeCommandOfficer_preview.jpg</span><br /></p><p><br /></p><p><br /></p><p><b><strong>OPERATIONS OFFICER MISSIONS:</strong></b><br /></p><p><br /></p><p><i><em>Klingon Hunt</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Operations-01-KlingonHunt_preview.jpg</span><br /></p><p><br /></p><p><i><em>Exterior Repair</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Operations-02-ExteriorRepair_preview.jpg</span><br /></p><p><br /></p><p><i><em>Warp Engine Repair</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Operations-03-WarpEngineRepair_preview.jpg</span><br /></p><p><br /></p><p><i><em>Security Detail</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Operations-04-SecurityDetail_preview.jpg</span><br /></p><p><br /></p><p><i><em>Bridge Operations Officer</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Operations-05-BridgeOperationsOfficer_preview.jpg</span><br /></p><p><br /></p><p><br /></p><p><b><strong>SCIENCE OFFICER MISSIONS:</strong></b><br /></p><p><br /></p><p><i><em>Medical Training</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Science-01-MedicalTraining_preview.jpg</span><br /></p><p><br /></p><p><i><em>Satellite Drop</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Science-02-SatelliteDrop_preview.jpg</span><br /></p><p><br /></p><p><i><em>Probe Launch</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Science-03-ProbeLaunch_preview.jpg</span><br /></p><p><br /></p><p><i><em>Science Expedition</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Science-04-ScienceExpedition_preview.jpg</span><br /></p><p><br /></p><p><i><em>Bridge Science Officer</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Science-05-BridgeScienceOfficer_preview.jpg</span><br /></p><p><br /></p><p><br /></p><p><b><strong>INTERACTIVE EPISODES:</strong></b><br /></p><p><br /></p><p><span>http://indelta.ca/INSTALLER/Episode-01-TroubleWithTribbles_preview.jpg</span><br /></p><p><br /></p><p><span>http://indelta.ca/INSTALLER/Episode-02-Galileo7_preview.jpg</span><br /></p><p><br /></p><p><span>http://indelta.ca/INSTALLER/Episode-03-DoomsdayMachine_preview.jpg</span><br /></p><p><br /></p><p><span>http://indelta.ca/INSTALLER/Episode-04-Arena_preview.jpg</span><br /></p><p><br /></p><p><span>http://indelta.ca/INSTALLER/Episode-05-BalanceOfTerror_preview.jpg</span><br /></p><p><br /></p><p><br /></p><p><b><strong>OTHER MISSIONS:</strong></b><br /></p><p><br /></p><p><i><em>Explore All Decks</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/AllDecksNew_preview.jpg</span><br /></p><p><br /></p><p><i><em>Turbolift Shafts</em></i><br /></p><p><span>http://indelta.ca/INSTALLER/Deck00Turbo_preview.png</span><br /></p><p><br /></p><p><i><em>Movie Theater</em></i><br /></p><p><span>http://indelta.ca/ncc1701-50th/18-TheatreScreen.jpg</span></p>]]></description><guid isPermaLink="false">530</guid><pubDate>Mon, 01 Feb 2016 20:57:03 +0000</pubDate></item><item><title>TorqueLab - Revamped Torque3D editor (under development)</title><link>https://torque3d.org/forums/topic/263-torquelab-revamped-torque3d-editor-under-development/</link><description><![CDATA[<p>I just wanted to share my progress on TorqueLab* (formely known as WorldLab*) which is a revamped Torque3D game editor project I'm working on. After a slow start with WorldLab, I decided to give a push to TorqueLab so I can have a stable editor to work with for my game projects instead of having a half developed editor (WorldLab) which wasn't helping. And I think it's getting close to something usable as a replacement for default T3D Editors. <br /></p><p><br /></p><p>I'm running out of time so I will make it short... I have make a new video showing overall progress made on the editor, it's quite long but show different new/enhanced features of TorqueLab. If there's some interest, I will try to work on more videos about specific features soon.<br /></p><p>Here's a quick list of different features shown in the video:<br /></p><ul><li><b><strong>SceneEditor - Objects manipulation</strong></b></li></ul><p></p><p></p><ul><li><b><strong>SceneEditor  - Gizmo Settings</strong></b></li></ul><p></p><p></p><ul><li><b><strong>Camera view box overlay</strong></b></li></ul><p></p><p></p><ul><li><b><strong>ForestEditor - Brush management and generator</strong></b> (Global Scale require a small code change)</li></ul><p></p><p></p><ul><li><b><strong>RoadEditor - Node managers</strong></b> (Node management require a small code change)</li></ul><p></p><p></p><ul><li><b><strong>TerrainPainter- Enhanced layers management</strong></b></li></ul><p></p><p></p><ul><li><b><strong>TerrainPainter- Automated layers painter</strong></b></li></ul><p></p><p></p><ul><li><b><strong>Ambient Manager and GroundCover Manager</strong></b></li></ul><p></p><p></p><ul><li><b><strong>Drag and Drop Interface Customizer</strong></b></li></ul><p><br /></p><p><br /></p><p>Here's the youtube video which I made it quick and have some glitch... <br /></p><p>lRW8pIPXXU8 <br /></p><p><br /></p><p>It's still far from being completed but I decided to make it available to everyone on GitHub. If you decide to give it a try, make sure to read the warning in the GitHub readme because it's still in early alpha development and untested on other PC and T3D project structure. <br /></p><p><a href="https://github.com/NordikLab/TorqueLab" rel="external nofollow">https://github.com/NordikLab/TorqueLab</a><br /></p><p><br /></p><p>I'm currently working on a Git branch which would contain the code changes needs for some features. I never done that but I think I will figure it out tonight... If someone decide to give it a try, I'd like to know if it went well or if something crash. There's still some random rare crash I need to figured out but in overall it's pretty stable on my setup.<br /></p><p><br /></p><p>*In case you wonder why Lab in the name of project, it's because my pseudo company is called NordikLab...<br /></p><p><br /></p><p>P.S. I almost forgot about the logo but before making it "official", I'd like to know if it's legal to use part of Torque3D logo in another product logo. I always have trouble understanding the licenses stuff... I have attached the logo I made, is it legal? :geek:<br /></p><p><br /></p><p>Edit: Video reuploaded with fixed Intro header text</p><p><a class="ipsAttachLink ipsAttachLink_image" href="https://torque3d.org/uploads/monthly_2015_06/TorqueLabLogoBg.png.effd817f4e3f618c599b41533e165509.png" data-fileid="28" data-fileext="png" rel=""><img data-fileid="28" class="ipsImage ipsImage_thumbnailed" alt="TorqueLabLogoBg.png.effd817f4e3f618c599b41533e165509.png" data-src="https://torque3d.org/uploads/monthly_2015_06/TorqueLabLogoBg.png.effd817f4e3f618c599b41533e165509.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></a></p>]]></description><guid isPermaLink="false">263</guid><pubDate>Sun, 21 Jun 2015 23:24:02 +0000</pubDate></item><item><title>Some eye candy.</title><link>https://torque3d.org/forums/topic/1317-some-eye-candy/</link><description><![CDATA[<p><span>http://visitorsthegame.com/images/InGamePictures/DesertDam.png</span><br /></p><p><br /></p><p><span>http://visitorsthegame.com/images/InGamePictures/FieryVolcano2.png</span><br /></p><p><br /></p><p>More images <a href="http://visitorsthegame.com/" rel="external nofollow">on my website</a></p>]]></description><guid isPermaLink="false">1317</guid><pubDate>Tue, 08 Jan 2019 00:32:26 +0000</pubDate></item><item><title>PRATAGON</title><link>https://torque3d.org/forums/topic/1270-pratagon/</link><description><![CDATA[<p><b><span style="color:#40BF00;"><span style="font-size:24px;"><strong>add to wishlist</strong></span></span></b> :oops: <br /></p><p><a href="https://store.steampowered.com/app/950780/PRATAGON/" rel="external nofollow">https://store.steampowered.com/app/950780/PRATAGON/</a><br /></p><p><br /></p><p>F9HUti5H-6E <br /></p><p>rw-6mUwAVEs </p>]]></description><guid isPermaLink="false">1270</guid><pubDate>Wed, 03 Oct 2018 19:42:45 +0000</pubDate></item><item><title>Torque 3D Show Off Thread!</title><link>https://torque3d.org/forums/topic/212-torque-3d-show-off-thread/</link><description><![CDATA[<p>Following the old thread!<br /></p><p><br /></p><p>Upload your cool screenshot and HD videos!!  :D <br /></p><p><br /></p><p>Enjoy this screenshot I found the other day on the internet... all made in Torque 3D.<br /></p><p><br /></p><p><b><strong>Princess Grand hall - Torque 3D</strong></b><br /></p><p>Apps: maya, 3ds max, photoshop, xnormal, zbrush <br /></p><p>source: <a href="http://eat3d.com/forum/art-gallery/princess-grand-hall-torque-3d-engine" rel="external nofollow">http://eat3d.com/forum/art-gallery/princess-grand-hall-torque-3d-engine</a><br /></p><p><br /></p><p><span>http://eat3d.com/files/forum_images/1_3.jpg</span><br /></p><p><span>http://eat3d.com/files/forum_images/2_0.jpg</span><br /></p><p><span>http://eat3d.com/files/forum_images/4_0.jpg</span><br /></p><p><span>http://eat3d.com/files/forum_images/7.jpg</span><br /></p><p><span>http://eat3d.com/files/forum_images/9.jpg</span><br /></p><p><span>http://eat3d.com/files/forum_images/3_1.jpg</span><br /></p><p><span>http://eat3d.com/files/forum_images/5_0.jpg</span><br /></p><p><br /></p><p><b><strong>Some terrain in Torque 3D</strong></b><br /></p><p>Apps: World Machine and L3DT.<br /></p><p>Source: <a href="https://theterrainguy.wordpress.com" rel="external nofollow">https://theterrainguy.wordpress.com</a><br /></p><p><br /></p><p><b><strong>Parallax Occlusion Mapping in Torque3D</strong></b><br /></p><p><img alt="parallaxintorque.jpg" data-src="https://theterrainguy.files.wordpress.com/2012/11/parallaxintorque.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><b><strong>HDR  lighting and other postfx settings</strong></b><br /></p><p><img alt="tropicalheat.jpg" data-src="https://theterrainguy.files.wordpress.com/2012/11/tropicalheat.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><b><strong>Random terrain</strong></b><br /></p><p><img alt="desroadterrain.jpg" data-src="https://theterrainguy.files.wordpress.com/2012/11/desroadterrain.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="wip_00.jpg" data-src="https://theterrainguy.files.wordpress.com/2012/11/wip_00.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="wip_01.jpg" data-src="https://theterrainguy.files.wordpress.com/2012/11/wip_01.jpg" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="screenshot_021-00001.png" data-src="https://theterrainguy.files.wordpress.com/2012/11/screenshot_021-00001.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /><br /></p><p><br /></p><p><img alt="screenshot_023-00002.png" data-src="https://theterrainguy.files.wordpress.com/2012/11/screenshot_023-00002.png" src="https://torque3d.org/applications/core/interface/js/spacer.png" /></p>]]></description><guid isPermaLink="false">212</guid><pubDate>Sat, 16 May 2015 13:29:54 +0000</pubDate></item><item><title>Uebergame Show Off Thread!</title><link>https://torque3d.org/forums/topic/253-uebergame-show-off-thread/</link><description><![CDATA[<p>I think it's about time we started a show off thread for cool Uebergame stuff.<br /></p><p><br /></p><p>Screenshots are great... but a YouTube HD video gives you massive bonus points. :)<br /></p><p><br /></p><p>Ready... Set.... GO!</p>]]></description><guid isPermaLink="false">253</guid><pubDate>Tue, 16 Jun 2015 19:19:33 +0000</pubDate></item><item><title>MegaMotion gets its very first tutorial video!</title><link>https://torque3d.org/forums/topic/878-megamotion-gets-its-very-first-tutorial-video/</link><description><![CDATA[<p>Sorry for lack of audio, and any other quality defects. :-) Got a pile of more useful videos on the way, but this is the introductory "how do you even" vid:<br /></p><p><br /></p><p>
</p><div class="ipsEmbeddedVideo"><div><iframe src="https://player.vimeo.com/video/202245315?app_id=122963" width="578" height="360" frameborder="0" allowfullscreen="" title="MegaMotion Tutorial 01:_BasicNavigation"></iframe></div></div>]]></description><guid isPermaLink="false">878</guid><pubDate>Thu, 02 Feb 2017 18:08:12 +0000</pubDate></item><item><title>Dots Net Crits</title><link>https://torque3d.org/forums/topic/701-dots-net-crits/</link><description><![CDATA[<p><a href="https://practicing01.itch.io/dots-net-crits" rel="external nofollow">https://practicing01.itch.io/dots-net-crits</a><br /></p><p><br /></p><p>Any volunteers for testing, content ideas, fixing bugs, etc would be greatly appreciated.  Anyone wanting to fix/add animations/costumes to the main model, let me know so I can release the blend file (cost me $235 for the commission).  Source: <a href="https://github.com/practicing01/T3D_GameModes" rel="external nofollow">https://github.com/practicing01/T3D_GameModes</a></p>]]></description><guid isPermaLink="false">701</guid><pubDate>Mon, 25 Jul 2016 14:04:35 +0000</pubDate></item><item><title>openSimEarth gets statics, and goes back to decal roads.</title><link>https://torque3d.org/forums/topic/426-opensimearth-gets-statics-and-goes-back-to-decal-roads/</link><description><![CDATA[<p>Hey there, just a quick update on the recent progress...<br /></p><p><br /></p><p>First off, the next major world building component is now in place: in addition to terrain, forests, and roads, we can now place TSStatic objects with the World Editor, save them to the database, and page back through them at will. <br /></p><p><br /></p><p><span>http://opensimearth.com/images/screenshots/statics_01.jpg</span><br /></p><p><br /></p><p>As you can see, I didn't do much with this godlike ability yet, because that devolves quickly into countless hours of art time, but in this image the Zero (from flightgear, textures still broken) and the wharf and industrial shacks (many thanks to 3TD Studios for the free art!) are placed using this method. Note that scale also works, as demonstrated by the taller building in the background.<br /></p><p><br /></p><p>The other big news is, thanks to a most helpful comment from @JeffR on my last blog, we are now able to return to DecalRoads instead of MeshRoads, due to the containsPoint() function. In addition to being much more efficient, in this way we also are able to get rid of the absolutely unusable Z fighting which always seems to follow my MeshRoads around, possibly due to float error from being too far from the origin (running around six or seven thousand meters out here). <br /></p><p><br /></p><p>However, I'm still having major problems with raycasts at the edge of the terrains. Here is an older image with MeshRoads and trees, demonstrating my problem:<br /></p><p><br /></p><p><span>http://opensimearth.com/images/screenshots/road_09.jpg</span><br /></p><p><br /></p><p>As you can see, reported heights become wildly inaccurate at the terrain edges. Which actually makes for some pretty amusing bugs on the mesh roads, but hardly desirable. Lacking the time to really dig into this, I've been simply avoiding putting trees close to the terrain edges, and I fear I will have to do the same thing with roads, for now. While mesh roads show the problem as seen above, with decal roads the symptoms are different - from one side, but not the other side, of the divide, any decal road crossing from one terrain to another will shoot vertically up in the air, not infinitely but for quite a distance:<br /></p><p><br /></p><p><span>http://opensimearth.com/images/screenshots/road_14.jpg</span><br /></p><p><br /></p><p>Since this whole world is meant to be more for fun and experimentation than for a perfect simulation at this point, I think I'm just going to work with what I have and create a little DMZ style "no man's land" between each terrain tile. Eventually I plan to move this to T6, and/or fix the problem here, but other parts of the project are calling my time harder than this. If anyone has any ideas, I'd love to hear them though!<br /></p><p><br /></p><p>As a final note, this might be a good time to mention: openSimEarth needs art! If anyone out there in Torque world has public domain artwork, or private models they'd be willing to share, including trees and other vegetation, animals, houses, industrial buildings, and/or anything else you think would fit in, please consider contacting me, I'd love to give you credit and include some of your work!<br /></p><p><br /></p><p>So anyway, that's where we are for now...</p>]]></description><guid isPermaLink="false">426</guid><pubDate>Thu, 12 Nov 2015 19:04:03 +0000</pubDate></item><item><title>DeadlyMatter screenshots #2</title><link>https://torque3d.org/forums/topic/597-deadlymatter-screenshots-2/</link><description><![CDATA[<p>A bunch of new screenshots, getting ready for the indiegogo campaign  :) <br /></p><p><br /></p><p>Website: <a href="http://www.deadlymatter.com" rel="external nofollow">http://www.deadlymatter.com</a><br /></p><p>Steam: <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=402901401" rel="external nofollow">http://steamcommunity.com/sharedfiles/filedetails/?id=402901401</a><br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_001.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_001.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_002.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_002.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_003.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_003.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_004.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_004.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_005.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_005.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_006.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_006.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_007.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_007.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_008.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_008.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_009.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_009.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_010.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_010.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_011.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_011.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_012.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_012.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_013.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_013.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_014.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_014.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_015.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_015.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_016.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_016.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_017.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_017.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_018.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_018.jpg</span><br /></a></p><p>[ + ] full res<br /></p><p><br /></p><p><a href="http://www.deadlymatter.com/downloads/047180416/1920/DeadlyMatter_Steam_047_019.jpg" rel="external nofollow"><span>http://www.deadlymatter.com/downloads/047180416/720/DeadlyMatter_Steam_047_019.jpg</span><br /></a></p><p>[ + ] full res</p>]]></description><guid isPermaLink="false">597</guid><pubDate>Mon, 18 Apr 2016 15:10:13 +0000</pubDate></item></channel></rss>
