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Û ÛÛÛÛÛÛÜ ßßÛ²²² ÛÛÛÛ²ß ............................. : Û ÛÛÛÛÛÛÛÛÛÜ ßßÛÛÛÛÛßÛÛßÛÛÛÛÛÛÛÛÛÛÛÛ²²ß : :: : :::::::::::::::: : .. : : Û ÛÛÛÛßÛÛÛÛÛÛÛÜÜ ßßßÛÛÛÛÛÛÛÛ²²²²²ß °° : :: :.........................: Û ÛÛÛܲÜÛÛÛÛÛÛÛÛÛÛÛÜÜÜ ±±±± :.......................: Û ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²²ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ Ü Û Üܲ۲ÜÜ ± Û ÜÜÜÜܲÛÛÝ ÞÛÛ²ÜÜÜÜÜ Û Û² ß²ÛÛÛß ßÛÛÛ²ßß²Ý °°°° Û ÜÜ °Û² ßßßßßßßßßßßßß°ÞÛÝ °±° Û Ü² Þ² ÛÛ Þ²Ý ±° Û Þ²Ý ²Ý °ÛÛÜ Ü Þ±Ý ±° Û ÞÛ² ²Û Üß information °ÛÛÝÜÞÛÛ Þ°Ý ±° Û ÛÛ²ß ÜÛÛßß ÞÜÝ ±° Û Þܲ ÞÛݲÛÛÜ ÛÛÝ ÜÛ²ÜÜ Þ²ÜÜÜ ²²ÝÜÜÜ ÜÜ ÜÜÜÜܲ Û² ÛÛÛ ÜÛÜÜÜ Û² ÜÛ² Û ° ÞÛ² ÞÛ²ßÞÛݰ޲ßÞ²Ûßß۲ܲ Û² °ÛÛß Û²ß ÞÛÝÞÛ²ßÞ²Ý ÛÛ °ÛÛÛÛÛ²ßßÛÛ ÛÛßÞÛÛ °Ûß °Û ÞÛÛ Þ²Ý Þ²ÝܲÛݲ۲ ÜÛÛ²ß ÛÛÜÜ²Û Û²Ý Þ²Ü²ÛÛÜܲÝÞ²ÛÝÜÛÛ²ÞÛÛ ÜÛÛÜÛÛ ÞÛ² Üß °° ² Ûß ßßßßß ßßßÛÛßßßßßßß ßßßßß ßß ßß ßßß ßß Û²ß ßß ßßßßß ßßß ÞÛÝß ßßßßß Û Û² Û² Þ²Ý ±° ² ÛÛÝ ÞÛ²ÜÜÜÜÜÜÜÜÜÜÜÜÜܲ۲ ±° ± ²² ßßßßßßßßßßßßßßßß °±° ° °±° °±° Deadly_Dozen.CD_COVER.PL-oCN °°°°°°°°°°°°°°° [.RLS.LiNE...] 0715/02 ! [xx/01] * 2.88Mb = 2.88Mb ( * 1024 = 2949.12Kb ) [.SUPPLiER...] oCEANiNE.team.......................... ... .. . . . . [.CRACKER....] oCEANiNE.team.......................... ... .. . . . . [.PACKAGER...] oCEANiNE.team.......................... ... .. . . . . [.RiPPER.....] oCEANiNE.team.......................... ... .. . . . . [.TESTER.....] oCEANiNE.team.......................... ... .. . . . . [.PROTECTiON.] oCEANiNE.team.......................... ... .. . . . . [.RLS.TYPE...] GAME................................... ... .. . . . . [.O.SYSTEM...] 98/98SE/ME/2k/XP....................... ... .. . . . . [.LANGUAGE...] POLiSH................................. ... .. . . . . [.RLS.NOTES..] Kolejna gra taktyczna osadzona w realiach drugiej Wojny Swiatowej. Poprowadz do akcji zespol komandosow! Znajdujesz sie na przelomie 1941 i 1942 roku. Major Quentin Maxwell powoluje wlasnie do zycia grupe skladajaca sie z dwunastu osob. Czlonkowie grupy dobierani sa sposrod najlepszych zolnierzy armii amerykanskiej. Przed misja poznajesz cele danej akcji, ekwipujesz swoich wojakow i ruszasz do walki. W danym momencie prowadzisz tylko jednego z nich, pozostali pozostaja jednak pod pewnym Twoim wplywem, poniewaz mozesz wydawac im komendy. Rozkazy sa jednak malo satysfakcjonujace, a zgranie calej grupy i przeprowadzenie skoordynowanego ataku po prostu graniczy z cudem. Gra nie nalezy niestety do najlatwiejszych. Niemiecy wojacy to chyba sami wychowankowie najlepszych szkol dla snajperow - z prymitywnych karabinkow trafiaja Twoich ludzi z odleglosci przekraczajacych rzeczywisty zasieg broni! Musisz sie naprawde mocno starac, zeby nie zginac na polu walki! Na szczescie podczas gry mozesz wykorzystywac pojazdy znajdujace sie na polu walki. Jezdzisz jeepami, limuzynami, zas jezli na Twojej drodze pojawi sie czolg, mozesz podlozyc miny i z krzakow obserwowac, jak Tygrys wylatuje w powietrze. Mozesz ogladac akcje albo z perspektywy pierwszej osoby, albo zza plecow swojego zolnierza. Ten drugi tryb jest duzo bardziej efektowny, ale niestety dobre wrazenie psuje zla animacja szkieletowa - zolnierz dziwacznie przebiera nogami, czasami wyglada to tak, jakby biega po lodowisku. Na szczescie po jakims czasie mozna sie do tego przyzwyczaic. Gra promuje jednak zdecydowanie dyskretny styl prowadzenia akcji. Nie ma tu miejsca na wielkie strzelaniny, poniewaz niemal kazda bezposrednia wymiana ognia konczy sie Twoja smiercia. Tak wiec - podkradasz sie, podkladasz miny, rzucasz z zaskoczenia granatami i strzelasz Niemcom w plecy - taki juz jest charakter pracy komandosa! ° ± ² ÜÜÜ ÜÝ Ü ÜÜÜÜ ÜÜÜ ÜÜÝ ÜÜÜÝ ÜÜÜ ÜÜÜ Ü²ßßßÛ²ß Ü²ÛÜÛ²ß ÜÛÛ²ßÛÛÜ Þ²ÛÝ ÛÛ² ÞÛÛÛ²ßÛÛ² Ü ° ²ÛÝ ° ÞÛ² Üß ÛÛÛÝ ²Û۲߰޲ÛÝÞÛÛݰ ÛÛ² ÞÛÛ² °ÞÛÛÝ ÜÛß °°°° group news! ÛÛ² ²ÛÛ² ÜÛÞÛÛ² ÛÛÛ Þ²ÛÝÞÛ² ÜÜÛÛÛ ÞÛ²Ý ÞÛ² ÜÛß ß²ÛÛßÛÛÛ²ßß ß²Û²°ßÛ²ÜÛ²Ûß ß²ÛÛßßß²ÛÛÛÛÛÛÜÛÛ²Üßß Û ÜÛÛ² ÞÛ²Ý ²ÛÛÜÜ Ü²ßßÛÛ² ÞÛ²Ý ßß²Û²ÜÜ ÜÜÜÜ ÜÛ² ÛÛÝ Ü ÞÛ²Ý ßß²Û²ÜÜܲÛÛÛ²ßßßÛ²Ü °± ÞÛ² ÞÛ² ÜÛÛ²Ü ÞÛ²Ý ßßÛÛÛÛÜ ÜÜ ßÛ² °± ÞÛ² Ü²ß ßÛ²Ý ßßß Ü²ßß²ÛÛÛÛÛßÛ²ÜßÛ² °± ßÛÛ²ß ÜÜ ÜÜÜ ÜÝ ²Ý ÞÛÝ ÜÜÛÛ² ÜÛÛß ÞÛÛÛÛÜÛÛÜÞÛÝ ° ÛÛÜÜßÛÛ²Ý ÜÛ²ßß²Ý Þ²Ü ÜÛÛÜ Ü² ÛÛ²ß Þ²ßß Þ²ÜÛÛÛÛÛÛÛÛ² ° Û²ß °ÞÛ²ÝÞÛ² ÜÛ² °ßÛÛ²ÜÛÛÛ²ÜÞ² °°ßÛÛÜ °°°°° Þ²Ý ß ßßßßßßß²ÛÜ °°° ÛÛÝ ÞÛÛÝÞÛÛÛÛß Ü²ÛÛÛß ßÛÛÛÝ ²ÜÜ ßÛ²Ý ÞÛÝ ÜÜÜÜÜÜÛÛÛÛ²Ü ÛÜÜÛ²Ý ²ÛÛßßßÛÛÛ² ßß Þ²ß ßÛ² ß²ÛÛÛ²² ÜÜÜÜ ÜÜ ß²ÛÛÛÛÛÛÛÛÛÛÛ²ÛÛ²²ß ßßÛÛÜ Ü ßß ßÛ °° °±° Û °°°°°°°°°°°°°±± Û ² OCN is a new group made of close friends and individuals ± ° We are here to bring you quality stuff only! At this point of time we are looking for skilled crackers, and software suppliers. ° If you think it applys to you, we find you! ± ² Û ÜßßÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛßßÜ Û ÛÜÛÛßßßßßßßßßßßßßßßßßÛÛÜÛÝ Û ÛÛÛÝ c:\ocn\logon.exe Û۲ݱ° Û ÛÛÛÝ L: e***** ÛÛÛݱ° Û ÛÛ²Ý P: ²Û²Ý±° Û ÛÛ²Ý ÛÛÛݱ° Û ÛÛÛÝ Welcome ... ²Û²Ý±° Û ÛßßÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜܲÛ߲ݱ° Û ÛÛÜÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²²²²Üܲݱ° Û Ü²ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ²²²Ü ± Û Ü²ß Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü Ü ß²Ü Û ²Û ßÜßÜßÜßÜßÜßÜßÜßÜßÜßÜßܲ Þ²Ý Û Þ²ÝÜÜÜÜÜÜ ÜÜÜÜÜÜÜÜÜÜ ÜÜÜÜܲ²Û Û scene news! ÞßßßßßßßßßßßßßßßßßßßÛÛÛßßßßßßßÛ ß Ü Ü °° ° Ü Ü ÞÛÝ Ü °± ²Û²Ü Ü²Û²Ý Ü²ß²Ý ÞÛ²ÜÛÜ ÜÛßÛ² Ü ÜÛÛÛ²Ý Ü²ß²Ü Û² ²Ý Þ²Ý Ü²²Ü ° Ü²ß ß²Ý ²ÛÝ ß °²ÛÜÜß °ÞÛÝ ÞÛ² Þ²Ûܲ߰ Üß°°²Ý Þ²²°Þ²ÝÜß °Ü²ÛܲßÛÜÛ² ܲß߲ݰ Üß Ü²ß ÜܲÛÜÛß²ÛÜܲßß²ÛÜÜÜß²ÛÝ ÞÛ²Üßß²ÜÜÜÜß Þ²Ý Þ²ÜÜßÛ²ÜÜܲßßÞ² ß²ÛÜÛ² ÜÜÛ²Üß Ü Û ßßßß ßß ßß ß ßßß ßß ß ßß ß ßßß Û Û Û Û New rules point added! ² ± Rips created by iSO groups are to be nuked. ° iSO group must give for 0-Day groups time for do a RiP. If nobody do RiP of iSO GAME in 14 days, iSO group can do it! ° ± ÜܲÜÜ ² ܲÛßßßÛÛÜ Û Ü²²ÛÝ ²² Û ÜܲÛÛÛÛÛÜ Ü²²²Ý Û Ü²ÛßÛÛÛÛÛÛÛ²²²ßß Û ²Ü ÜÜ ÜÜÜ ÜÜÜÜ ÜÜÜ ÜܲßÜÛÛßÜÛÛ²²²ßß ²ßÛ²Ü Û²ßÛÛ² ²Ûßß²Ý ²ÛÛßÛ² ܲÝÞ²² Ü ÜÜ²ß ÜÛßܲÛßܲ²ß °° ÜÛ² Û²ÝÜÛ² Ü²Û²ß °Ü²² °Û²Ý°²ÛÜßß Ü²ß °°°°° ° ܲ²ßÜÛÛßܲßܲ²ßß °°°°°° ßß ßܲßß ßß²Ü²ß ß²ÛÜßßÞ²Û ßÛ²ßßßß²Ûßß ÜܲßÜÛÛßܲÛßܲ²ß Ü Ü²ÛÛÜÛ߲ܲßܲÛß Ü²ß²Ý Ü²ß ÛÛÛÜÛßßܲßß Û Þ² Þ²Ý ÜÛÛßß ÛÛÛܲ²ß ²² ²ß ²Û ܲ²²²ß Ü ²ÛÜß ÜÛÛÛ²²²ßßßß ²ÜÜÜß Ü²Ý ÜÜÝ Û²ß ÜÜÜÜ ²Ü ÜÛ²ßßß °°° °Ûßß²Ý °Û² °Þ²Ý° Û²°° Ûß Û²°Ü²ß²Ûݰ ÜÝ °°°°° ° scene rules! Üß Þ²ÜÜÜÛ² ܲ²ÝÜÛÛ² ܲÛÛ²ß Ü²ß Û²Ü²ß ß ßßß ßß ßßß ßßßß ßßßßßß ßßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ Û ² ± ° In 1998, three people decided the future of how the scene should shape itself and released a 10-point information document stating how a game release should be conducted. In the past year, many of these rules have been broken by its founding members and other groups have purposely broken the agreement. In lieu of recent events, the deciding figures of three groups, Class, Myth & Divine, have converged and agreed upon a new set of rules based on the original Faction rules and Myth's recent proposal and have been updated, modified and agreed upon by a consensus to a new standard to better suit the scene in this millenium. These groups have been active participants in shaping the scene in the last 6 months, and were given active participation in voicing their point of view. These new rules will allow for a more fair and competitive scene while ensuring a quality-minded environment for the scene. These deciding figures have bestowed themselves to be called the N.S.A., Network Software Association. These rules have been ratified and approved among the three groups and will be recognized and followed immediately on this date, March 26th, 2000. 1. The disk limit is as of now 65 x 2,915,000 bytes. This equates to a total of 189,495,000 bytes of compressed data. Groups may not go over the total size to prevent any future cheating. Acceptable compression formats at this time are ACE or RAR or any future compression that supports multiple volumes and long file names, followed by the traditional PKZIPing. The limit for standard game add-ons is 35 x 2,915,000 bytes for any add- on that includes Music, Speech, Commentary or Play By Play for the original release. Any add-on that does not fit this criteria will be restricted to 25 x 2,915,000 bytes. Only the group that won a game release is allowed to release the add-ons for the game. 2. To prevent sloppy rips, a re-release of a game is allowed to make groups release proper and respectable releases. The following provisions include: a) it can be ripped in >=10 disks less than the previous release by us- ing only lossless compression methods. Lossy compression will not be permitted to compromise the release to fit under this condition. b) it can be ripped in >=15 disks less of the size of the previous release by using mp3-compression while not downgrading any wavs or mp3's sound quality using lossy compression. That means all the essential gamedata must be still included in the re- release. No essential data is allowed to be removed to be considered a valid re-release. A re-release from a competing group may not use tools, original crack or any other files from the previous release that were modified for the original game rip. The re-release of a rip can be done by any group and must be done in at most 48 hours after the release of the original rip, as possibly every game is rippable in a smaller size if enough time is spent. 3. Every release under this limit MUST be a functionally and playable complete game with no essential data missing to complete the game. This means that included will be every component necessary for the successful completion of the game e.g.: - all game executables that are needed, - every level (single AND multiplayer), - every track (including practice), - all actor graphics & models etc, - sound effects - registry settings to play on the Internet (e.g. Zone/DirectPlay) 4. Any lossless compression method to reduce the size of selected game data is ALLOWED (e.g. uharc). 5. Lossy compression is ALLOWED for sound, videos and non-texture graphics (e.g. jpeging of menu screens) but lossless compression is encouraged before using lossy compression. Lossy compression of textures is expli- citly FORBIDDEN to prevent the many problems inherent to that. 6. Sound effects WILL and MUST be included. To reduce the size of rips when possible, standard waveformat files (PCM) should be mp3-compressed if possible in a reasonable state of time and is over the size of 20 disks. If the soundfiles exist inside a bigfile its highly regarded when time is invested to extract those files to compress them. Groups are not to required to index bigfiles though. Downgrade of sound quality to sound files to allow the game to fit the limit will not be permitted. It is allowed to rip music, commentary/speech and ambience files as long as the game remains playable. Speech files MUST be included if there exist no on-screen subtitles. It is okay to remove commentary from a release if size does not permit it. It is highly regarded when all sounds, speech and music are included in a rip and not intentionally put out as addons. 7. It is allowed to remove gamedata that exists in multiple resolutions or formats as long as the game remains playable on a typical system which is defined by a PII-300 with a D3D-card and soundcard. - high-resolution textures for highend systems. - low-resolution textures for low-end systems if there is no possible options to include the high-resolutions in the release. If size permits, it is expected that high resolution be released as an add-on. - high-screen resolution graphics data standard of 800x600 (or 640x480 if other than 800x600 is not applicable) - at least one hardware-dependent data must be included, and must be in Direct3D mode or any other hardware data modes that are accepta- ble (e.g. Glide textures). A release of software mode only with all hardware-dependent data and textures removed will not be allowed in future releases. 8. Movies (intros, cutscenes) should be removed if they aren't game-related. Movies must be ripped in a way so that the gameplay experience is not compromised, e.g. framing of movies is highly regarded. It should always be avoided to create situations in which user-input is necessary on black screens because the video normally shown has been blacked out. 9. Other allowed add-ons for games include: - cutscenes/movies - commentary/speech - music - manual/documentation - editor Intro and Outro add-ons are EXPLICITLY FORBIDDEN. Not more than 2 add-ons should be released for a game release. 10. Children's games (aka Kiddie games) and Edutainment software do not qualify under these rules guidelines for acceptable releases. Kiddie games are usually defined via the game target audience of '5-12 years' as stated by the game's producer. Common sense should be based on common sense by all groups to identify what really is a kiddie game. Platform games are not to be considered kiddie games. 11. Levelpacks, game add-ons etc. for rips are only allowed if they are offi- cially released/authorized by the same company/developer/publisher that put out the original game. If possible by its size, the add-on should be made as a standalone and not needing the original game release. The original missions may be removed to allow the game add-on to become standalone if not size can not permit the original game. It should be explained in the NFO if and why a game add-on isn't made to be standalone. 12. In regard to games distributed in the United States that are LATER distributed in Europe or vice versa under the same or different name / publisher. These games if released AFTER another group's release are counted as DUPES unless it can be proven that there is a clearly noticeable PLAYABLE difference in the latter release (more than just tiny differences in graphics or sound). Differences in filedates and Game Titles between Euro and US releases are NOT a good enough reason to re-release the game. 13. A brief outline of what has been stripped from the game should be clearly stated in the game-release .NFO, as well as information as to whether or not Add-Ons can be expected. 14. Fully cracked Update Patches and Trainers are highly regarded, though they are not the responsibility of any group (including that of which released the original game). If 2 trainers from the same or different groups are released for 1 game, this does NOT qualify as a dupe unless the latter trainer provides no new features over the prior trainer. Beta update patches will not considered a valid release among any game group. No group shall release a cracked patch for a game if a generic patch exists for a particular game in the scene. If a generic crack exists, a new patch-release must specify that the generic crack does not work anymore. 15. If two or more rips of the same game get released, the first working rip wins. Sites should not nuke any release until the winning rip has been proven to work correctly and follows the above ruleset. 16. No group shall do a rip using another's groups work, be it an iso crack or tools written by another competing group. Any third party tools shall be acceptable. A crack from an ISO or past release (even in other languages) shall not be used unless permission is given from the cracker/creator of the original release group. 17. Rips created by iSO groups are to be nuked. iSO group must give for 0-Day groups time for do a RiP. If nobody do Rip of iSO GAME in 14 days, iSO group can do it! All appointed HQ (Headquarters) should abide by these rules to the fullest extent permutable. Any group that competes in the gaming rip scene will and must abide by the above rules to allow fair competition among all competitors. Signed, Leaders, Council Members and Seniors of Class, Myth & Divine and also by oCEANiNE ° ± ÜÛÛÜ ² ²Û²² Û ÜÜÜ ÜÜ Û Ü²ÛÛÛÛÛ²²Ü Û ÜÜ Ü²ß ²ÛÛÛÛÛ²² Û ²ßß²Ý ÞÛÛÛÛ²²Þ² Û ²Ý Þ² memberstatus ²ÛÛ²² Û² Û Þ²ÝÞ² ÞÛÛ²Ý Û Þ²Û² ÞÛÛ²Ý Û Ü²ÝÜÜÜ ÜÜÜ ÜÜÜÜ ÜÝÜÜÜÜ ÜÜÜ Þ²ÛÜÜÜ ÜÜÜÜ ²ÜÜÜß ²ÜÜ ²Û² Û °° Û²ß Û²ß°Þ²Ý°Þ² ܲ߰ÞÛ²ß Û²ß°Û² °Þ²Ý Þ²Ý ²Û ÜÛ²°²Û߲ݰ ²Ûß²² ° ² °ßßß °°° Û Û² Û²Ý Þ²²ÜÛ²²Ü ÜÛ²² Û² Û² ܲ²Ý ²ß Ü²Û²ß Ü²ß ÞÛ²ÜÛ² ÞÛ²Üß ÜÜÜܲ² Û ÛßÞßß ßß ßßß ßßßß Þßß Þßß ßßß ßßßßßß ßßßßß ßßß ßßßß ßßßßßßß ßßßßß Û Û ² 0) exxxxx... [.xxxxxx@xxxxxxxx.xx.......] ± POSiTiON: ....fnd:crk:spl:rip:asc:ans:code:sysop:council ± ° 1) Mxxxxx... [.xxxxxx@xxxxxxxx.xx.......] POSiTiON: ...........................sysop:ircop:council 2) kxxxx.... [.xxxxxx@xxxxxxxx.xx.......] POSiTiON: .............................spl:tst:rip:ircop 3) Sxx...... [.xxxxxx@xxxxxxxx.xx.......] POSiTiON .............................spl:tst:rip:ircop 4) sxxxxx... 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ÜÜÜ߲ܲÛÛ²ßß ß²Ü Û Üܲßß²Û²Ü ÞÛ² ÛÝ Û we wait for u! ²ß ß² ÞÛÛ ²Ý Û ÜÜ Û² Ü Ü ÞÛ ÞÛ² ²Ý Û ÞÛ²ÜÜ Þ²ÛÜ ÛÛÛÛ² Þ² ÞÛ² ÛÝ Û ÜÜÛÛÛß Ü²ÛÛ ßß Þ² ÞÛß ²Ý ÜÛßÛÜ ÜÜßÛÜ ÛÛÜÜÛÜ ÞÛ² ÜÛßÛÜ ÜßÛÛÝ ÞÛ² ÞÛ ÜÛÝ °ÞÛ² ß °ÛÛݰÞÛÛ °Û²ß ÛÛ°°ÞÛÛ °Û² ÞÛ² °ÛÛ ßß °ÞÛ² °Ü² Þ² ÜÜÜÜÛ²²ßßß ° Ý ÛÛÜ ÜßÛÛÜÜÜÛ²ÜßÛÛ Û²ÜÜÛÛÛÜÜÛÛÜÜÛÛÛÜÛß²Ü Ü²ßÞ²Ý Ü² ÜÜÜÜÜÞ²Üܲßßßßßß ßß ßß ßßßß ßß ß ßß ßßß ßß ßßß ßßßß ßßßßßßßß ß contact! ßÛ Û Û [.E-MAiL...] .mail@ocn.org......... Û [.WWW......] .http://www.ocn.org... Û [.EF-NET...] .#ocn................. Û ² you can't find us! ± we find you! ° ...just wait! ° /team oCEANiNE ÜÜÜÜ ± ܲ²ßßßßß²ßÛÜÜ ² Ü²ß ÞÛÛ² ß²²Ü Û ÜÛß ÞÛÛÝ ß²Ü Û Û² ÜÜß Þ² Û Þ²Ý ÞÛÛÛ²Ý ÞÛÝ Û ÜÜ Ü Þ²Ý ÜÜÛÛÜßÛÛßÜÛÛÜÜ Þ²Ý Û Ü²ß²Ü Üßß² Û² ÛÛÛ²ß ßÛÛÛ² Û² Û Þ²ß Þ² Û² Þ²Ý Û² ß ßÜÛ² Û ÛÛ Û² ² thank you! 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