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Post by pixel on Jan 28, 2006 14:34:00 GMT 10
Spiced
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Post by pixel on Jan 28, 2006 14:34:40 GMT 10
Ham
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Post by pixel on Jan 28, 2006 14:35:13 GMT 10
and
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Post by pixel on Jan 28, 2006 14:39:10 GMT 10
Cheese
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Post by pixel on Jan 28, 2006 14:42:24 GMT 10
... Gerkins
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Post by pixel on Jan 28, 2006 14:43:56 GMT 10
and
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Post by pixel on Jan 28, 2006 14:50:43 GMT 10
Bree
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Post by pixel on Jan 28, 2006 14:50:58 GMT 10
... His
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Post by pixel on Jan 28, 2006 14:51:56 GMT 10
Lordship
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Post by pixel on Jan 28, 2006 14:52:12 GMT 10
and
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Post by pixel on Jan 28, 2006 14:52:45 GMT 10
Me.
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Post by pixel on Jan 28, 2006 15:04:30 GMT 10
uy7i./;[pity67uhsd bnhumn jiljhuyuhjjlk0 m,n /'{} CDB38Bm bc
The result of bashing head on keyboard.
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Post by pixel on Jan 28, 2006 15:06:23 GMT 10
zxsedcwewxx45rvc fgbynujmm,./.;'[pbvgtrf09oiu7yn6tbrf} "CDB38B,mmnubnbvtgn bmhcl,9bncxcdcxvnyum
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Post by ((UCoS))lo3-Ultramarine on Jan 28, 2006 18:21:11 GMT 10
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Post by pixel on Jan 29, 2006 12:00:05 GMT 10
The pen will stab your eyes out. The ink will seep into your eyes. It will sting. You will laugh.
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Jan 29, 2006 21:53:01 GMT 10
Ooh oo - ooh yeah Ooh oo - ooh
Never before have I seen you look so blue I can't find a cure and nothing comforts you The light at the end of the tunnel Doesn't shine at the end of the day
Everytime you cry Save up all your tears I will be your rainbow When they disappear Wash away the pain 'Til you smile again I will be the laughter in your eyes Every time you cry Every time you cry
Time has a way of wounding what has healed What can I say? I know just how you feel Your soul is dark and troubled Like a river running wild
Everytime you cry Save up all your tears I will be your rainbow When they disappear Wash away the pain 'Til you smile again I will be the one who dries your eyes Every time you cry Every time you cry
Well, you know that's what I'm here for I will give you when you need more There will be no hesitation I will reap no reward
Everytime you cry Save up all your tears I will be your rainbow When they disappear Wash away the pain 'Til you smile again I will be the one who dries your eyes Every time you cry Every time you cry
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Jan 29, 2006 21:55:29 GMT 10
I don't know what he does to make you cry, but I'll be there to make you smile. I don't have a fancy car, to get to you I'd walk a thousand miles. I don't care if he buys you nice things Does his gifts come from the heart-I don't know But if you were my girl... I'd make it so we'd never be apart.
But my love is all I have to give Without you I don't think I can live I wish I could give the world to you...but Love is all I have to give
When you talk-does it seem like he's not even listening to a word you say? That's okay babe, just tell me your problens I'll try my best to kiss them all away... Does he leave when you need him the most? Does his friends get all your time? Baby please...I'm on my knees praying for the day that you'll be mine!!
But my love is all I have to give Without you I don't think I can live I wish I could give the world to you...but Love is all I have to give
To you...Hey girl, I don't want you to cry no more-inside All the money in the world could never add up to all the love I have inside...I Love You
And I will give it to you All I can give, All I can give Everything I have is for you But love is all I have to give
But my love is all I have to give Without you I don't think I can live I wish I could give the world to you...but Love is all I have to give
But my love is all I have to give Without you I don't think I can live I wish I could give the world to you...but Love is all I have to give
But my love is all I have to give Without you I don't think I can live I wish I could give the world to you...but Love is all I have to give
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Jan 29, 2006 21:56:55 GMT 10
Although loneliness has always been a friend of mine I'm leaving my life in your hands People say I'm crazy and that I am blind Risking it all in a glance And how you got me blind is still a mystery I can't get you out of my head Don't care what is written in your history As long as you're here with me
I don't care who you are Where you're from What you did As long as you love me Who you are Where you're from Don't care what you did As long as you love me
Every little thing that you have said and done Feels like it's deep within me Doesn't really matter if you're on the run It seems like we're meant to be
I don't care who you are Where you're from What you did As long as you love me Who you are Where you're from Don't care what you did As long as you love me
I've tried to hide it so that no one knows But I guess it shows When you look into my eyes What you did and where you are comin' from I don't care, as long as you love me, baby.
Who you are Where you're from Don't care what you did As long as you love me
I don't care who you are Where you're from What you did As long as you love me Who you are Where you're from Don't care what you did As long as you love me
I don't care who you are Where you're from What you did As long as you love me Who you are Where you're from Don't care what you did As long as you love me
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Jan 29, 2006 21:58:29 GMT 10
Close your eyes Give me your hand, Darling Do you feel my heart beating? Do you understand? Do you feel the same? Am I only dreaming? Is this burning an eternal flame?
I believe it's meant to be, Darling I watch you when you are sleeping You belong with me Do you feel the same? Am I only dreaming? Or is this burning an eternal flame?
Say my name Sun shines through the rain My whole life so lonely You come and ease the pain I don't wanna lose this feeling Ooooh...
Say my name Sun shines through the rain My whole life so lonely You come and ease the pain I don't wanna lose this feeling Oooh...
Close your eyes Give me your hand Do you feel my heart beating? Do you understand? Do you feel the same? Am I only dreaming? Or is this burning an eternal flame?
Close your eyes Give me your hand, Darling Do you feel my heart beating? Do you understand? Do you feel the same? Am I only dreaming? Is this burning an eternal flame?
Close your eyes Give me your hand (Give me your hand) Do you feel my heart beating? (Do you feel, Do you feel my heart) Do you understand? Do you feel the same? Am I only dreaming? Is this burning ..... ?
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Post by ((UCoS))lo3-Ultramarine on Jan 30, 2006 5:07:59 GMT 10
Slipknot-Duality I push my fingers into my eyes... It's the only thing that slowly stops the ache... But it's made of all the things I have to take... Jesus, it never ends, it works it's way inside... If the pain goes on... Aaaaaaaah! I have screamed until my veins collapsed I've waited last, my time's elapsed Now, All I do is live with so much fate I've wished for this, I've bitched at that I've left behind this little fact: You cannot kill what you did not create I've gotta say what I've gotta say And then I swear I'll go away But I can't promise you'll enjoy the noise I guess I'll save the best for last My future seems like on big past You'll live with me 'cause you left me no choice I push my fingers into my eyes It's the only thing that slowly stops the ache If the pain goes on, I'm not gonna make it! Pull me back together Or separate the skin from the bone Leave me all the Pieces, and then you can leave me alone Tell me the reality is better than dream But I found out the hard way, Nothing is what it seems! I push my fingers into my eyes It's the only thing that slowly stops the ache But it's made of all the thing I have to take Jesus, it never ends, it works it's way inside If the pain goes on, I'm not gonna make it! All I've got...all I've got is insane... All I've got...all I've got is insane... All I've got...all I've got is insane! All I've got...all I've got is insane! I push my fingers into my eyes It's the only thing that slowly stops the ache But it's made of all the thing I have to take Jesus, it never ends, it works it's way inside If the pain goes on, I'm not gonna make it!
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Post by ((UCoS))lo3-Ultramarine on Jan 30, 2006 5:10:13 GMT 10
The Writings of a Thousand Monkeys chained to 20 Desks with 2 Type Writers.
ASdfa sdgf asdlkj fznasjkldzgjlskjdljskdlngjlaksnbgjlnhaeu5htenuiasth58a43t7wuislndr48wa hlawje4 hblruiawl4 huiaw4h kuawu h,akulw sehfjkae a ulshrgetrui glbsunb aenhrtujgbsjlbedj seulo trhsend2 tkhuseilrn tkusecf gsfdklj gbslkjdf zgsldkjfgblsdgbsfdnmvxbcjvghd bnmsbd gbsjnkdfgbesdnbesh24hbi78tysgbulkzetgeybsh2tjhxkdfrulbsdfglsdfbgjlsdkjfgjksgjlskjdljskdlngjlaksnbgjlnhaeu5htenuiasth58a43t7wuislndr48wa hlawje4 hblruiawl4 huiaw4h kuawu h,akulw sehfjkae a ulshrgetrui glbsunb aenhrtujgbsjlbedj seulo trhsend2 tkhuseilrn tkusecf gsfdklj gbslkjdf zgsldkjfgblsdgbsfdnmvxbcjvghd bnmsbd gbsjnkdfgbesdnbesh24hbi78tysgbulkzetgeybsh2tjhxkdfrulbsdfglsdfbgjlsdkjfgjksasdkfljasld';kml, sdlkjnfajklsdxnfgkja sbdckjasnd l;fhbaslkjdhbfztmlauier5yh7ashidkugbvshakjld2akjls amsljke vma sejd fmnasg aue rg kjaesnguv nsaekjdnf gjiuawbnjg basen gjasjkn gjaksdgjk ajkswe ngfjnasdjkf gjkadfs ngj sjk njk njska d,askjdnbfjgnsjdkfn gljskdfn jlgnaskjdf jkas dgj ksakjdg jkas gjlskjdljskdlngjlaksnbgjlnhaeu5htenuiasth5gjlskjdljskdlngjlaksnbgjlnhaeu5htenuiasth58a43t7wuislndr48wa hlawje4 hblruiawl4 huiaw4h kuawu h,akulw sehfjkae a ulshrgetrui glbsunb aenhrtujgbsjlbedj seulo trhsend2 tkhuseilrn tkusecf gsfdklj gbslkjdf zgsldkjfgblsdgbsfdnmvxbcjvghd bnmsbd gbsjnkdfgbesdnbesh24hbi78tysgbulkzetgeybsh2tjhxkdfrulbsdfglsdfbgjlsdkjfgjksr48wa hlawje4 hblruiawl4 huiaw4h kuawu h,akulw sehfjkae a ulshrgetrui glbsunb aenhrtujgbsjlbedj seulo trhsend2 tkhuseilrn tkusecf gsfdklj gbslkjdf zgsldkjfgblsdgbsfdnmvxbcjvghd bnmsbd gbsjnkdfgbesdnbesh24hbi78tysgbulkzetgeybsh2tjhxkdfrulbsdfglsdfbgjlsdkjfgjksgjlskjdljskdlngjlaksnbgjlnhaeu5htenuiasth58a43t7wuislndr48wa hlawje4 hblruiawl4 huiaw4h kuawu h,akulw sehfjkae a ulshrgetrui glbsunb aenhrtujgbsjlbedj seulo trhsend2 tkhuseilrn tkusecf gsfdklj gbslkjdf zgsldkgjlskjdljskdlngjlaksnbgjlnhaeu5htenuiasth58a43t7wuislndr48wa hlawje4 hblruiawl4 huiaw4h kuawu h,akulw sehfjkae a ulshrgetrui glbsunb aenhrtujgbsjlbedj seulo trhsend2 tkhuseilrn tkusecf gsfdklj gbslkjdf zgsldkjfgblsdgbsfdnmvxbcjvghd bnmsbd gbsjnkdfgbesdnbesh24hbi78tysgbulkzetgeybsh2tjhxkdfrulbsdfglsdfbgjlsdkjfgjksdkjfgjksasdfaskdlfg;'a asl;dkn fjkl;askld bnhklasdj askjdl fkjasndjklf nkjasnd kjjkas dgfkjnasdkj gkjas ndjk jkas dfjkvasjdk gjkas djk ajksd fgjkas dkjfasdjk gajks d2wnkh asdh gash gjk asjfdgajks gklas bdef,hjnm ashjkjas njkas fjka sjknfasjkdl fjkasdld fkalsn dfjklasfklasdfghjasfd asjk gajks dsjk fjkas dj jasjdg asjkd gasdljg asldjkz fnkjaskjlas bndkjgfbasjkd kjas bnkjasdb jknjkas bkjna skjdln,ams dawler bfnjw34 ruhtbsxcv bjhgcfkyjvh b h x ax ws rwxwe3q zzzaaz az favs as
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Post by ((UCoS))lo3-Ultramarine on Jan 30, 2006 5:11:30 GMT 10
Random Map Help File Document Age of Mythology™
© 2002, Microsoft Corporation. All rights reserved.
Important: Age of Mythology allows you to create your own random map scripts. You may share these custom random map scripts for the purposes of gameplay, but you may not sell or make other commercial uses of the custom random map scripts. Microsoft® reserves all other rights to the editors and files.
Random Map Help File Document I. INTRODUCTION
1) How to Script
The Random Map scripts are more like an actual programming language than were the RM scripts from Age of Kings: The Conquerors. This gives the AoM RM scripts a great deal of power, but also a potentially steeper learning curve. However, users with any familiarity with programming should have an easier time because many of the conventions are similar.
Some conventions to keep in mind:
• The script is case-sensitive. • All variables (such as integers and floats) must be defined the first time they are used. If they are redefined after that, you must leave out the “int” of “float”.
Original: int numGoats = 0; Subsequent: numGoats = 2;
• There are many shortcuts for making scripts, and some are shown at the end of this file. Conditional statements can make use of “if”, “else” and “if else”. Do loops can run through a list of commands multiple times, and is particularly useful for duplicating areas or objects for each player. • Comments can be specified by inserting // at the beginning of a line or enclosing text in /* and */. Comments can remind you (and anyone else reading your map) what each section is trying to do, and commenting out sections of a map script can help in debugging problems.
2) Script Order
Order of the scripts is important. You must build land before you can place objects on it. Objects will only respect the constraints of areas and objects that are already placed. You can’t use a variable that you haven’t defined.
3) Map Grid
Maps are oriented along an X, Z grid. Y is elevation. The origin of the grid, 0,0, is located at the bottom of the screen. When using fractions, 0.5, 0.5 is the middle of the map, and 1, 1 is the top of the map, at 12 o’clock. The grid uses 2m square tiles. A 4-player map is probably about 400 m along one side. Small buildings occupy 2m and small units occupy 1m of space.
4) Unit names
All object names refer to a protounit name. What’s the difference between a unit and a protounit? Unit names in the game are a friendlier version of the protounit name. For example, the protounit name for “Laborer” is “Villager Egyptian”. The protounit name for “Town Center” is “Settlement Level 1.”
5) XML files
Map scripts use the file extension RMS but are text files and can be edited with any text editor. However, in order to play on a new map, you must also create an XML file with the same name as your RMS. XML is a markup language similar to HTML used by Web pages. Most Web browsers can view XML files, but you may need to open the file in another application, such as an XML editor or even a text editor. The only things you need in your XML file are shown below in bold: the map’s name and description, plus a screenshot icon if you want. XML files for random maps look like this:
• <?xml version = "1.0" encoding = "UTF-8"?> • <mapinfo details = "Goatunheim: Fight your way through evil Goats to reach the enemy player" imagepath = "ui\ui map goatunheim 256x256" displayNameID="Goatunheim" cannotReplace=""/>
6) How to get help
Some ways to get help:
• Look at Ensemble Studios official RM scripts to learn conventions and shortcuts. An annotated version of Mediterranean is included below. • Use the XS debugger. If you put debugRandomMaps into your user.cfg or +debugRandomMaps on the command line, it will enable the XS debugger to pop up when an error is detected. • Using the console, you can get help for any command by typing: help(“command”)”. • Look online. Fan sites are often a great source of information on random map scripting. • Keep it simple. If something in your script seems to be breaking, try and isolate the problem.
II. RANDOM MAP SCRIPTING COMMANDS
1) General Purpose
rmEchoInfo( string echoString, int level ): Random map echo. Use this to spit out information while debugging a script. It is not shown to the player.
rmRandFloat(float min, float max): Returns a random float between min and max. This is a random number generator useful for determining random events. Because it is a float, it can handle decimals.
rmRandInt(int min, int max): Returns a random integer between min and max. This is a random number generator useful for determining random events. Because it is a integer, it cannot handle decimals, but that makes it useful for placing down numbers of objects.
rmSetMapSize( int x, int z ): Sets the size of the map. X and Z are in meters. They do not need to be the same if you want to create a rectangular map. All ES maps scale map size by number of players.
rmSetSeaLevel(): Sets the sea level for the map.
rmGetSeaLevel(): Gets the sea level for the map.
rmSetSeaType(string name): Sets the sea type for the map. This is used if terrain is initialized to water. You must use this command before you place water on a map. The sea type must be a valid water type from the random map editor.
rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count. Fractions are relative to map size, so sometimes you may want to use them.
rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map. rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count. rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map. rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count. rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map. rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles. rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters. rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction. rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction. rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters. rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters. Fractions are relative to map size, so sometimes you may want to use them instead of distances in meters.
rmDegreesToRadians(float degrees): Converts an angle in degrees to radians. Particularly useful when players are placed in a circle.
rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height. Specifies the base terrain to use for a map. If set to water, sea type needs to be defined. Initial terrain is usually grass, sand, snow or water.
rmSetLightingSet(string name) : Sets a lighting set You can specify a lighting set from the scenario editor to be used for your RMS. This command must be placed after terrain is initialized.
rmSetGaiaCiv(long civ) : Sets Gaia's civilization This is only useful if you place Gaia objects that vary by culture, such as many buildings.
rmSetStatusText(status, progress) : Sets the friendly cool loading screen text. This text will be seen by players while the map is generating. If you do not at least specify percentages in the progress parameter, the “loading bar” will not advance during map generation.
rmDefineConstant(string name, int value)
2) Players
Player locations need to be determined so that objects and area can be placed “by player.” Player areas must still be created as individual areas.
rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on. rmGetPlayerCulture(int playerID): Gets the culture the specified player is on. Civilization is the same as major god, e.g., Thor or Isis. Culture is Norse, Greek, or Egyptian. These commands are useful for placing specific objects (such as Dwarves for Thor) or varying starting resources. They are also useful for triggers that fire or prohibit specific improvements.
rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team. Useful for scaling area or resources in a team area based on number of players on that team.
rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier. Normally, all players are placed equidistant. This command allows you to force team members closer together. Values of 0.3-0.5 return the best results. Values less than 0.25 may not provide enough space for starting resources.
rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations. Places players in a circle. Variation is determined by the difference between the min and max. Angle variation determines whether players are equidistant or can be slightly closer or farther apart. Circular placement is generally the most versatile, but will not work on all map types, such as non-square maps.
rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations. Places players in a square, which automatically adjusts to a rectangle for rectangular maps. Unlike the circle, variance here is determined by a plus or minus (the distVariation) off of the mean distance. SpacingVariation determines whether players are equidistant or can be slightly closer or farther apart.
rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations. Sometimes you will want players to be placed in a line. Anatolia places each time in a line, while Vinlandsaga places all players in a line. Using a line placement is not easy because there may not be enough room for player areas or resources. X and Z determine the starting and ending locations of the line. DistVariation determines how far from the line player areas can vary, and spacingVariation determines how much space there is among points along the line where players are placed.
rmSetPlacementSection(float fromPercent, float toPercent) When placing players in a circle or square, this command allows you to skip part of the circle or square, in essence removing a slice from the pie (maybe you want to fit an ocean in there like in Sea of Worms). The default for fromPercent is 0, and the default for toPercent is 1. That means use the whole circle or square. You can pass in something like 0.25 and 0.50 to have the players placed from 25% in to 50% in along the circle or square. For circular placement, 0 is at 9:00, 0.25 is at 12:00, 0.5 is at 3:00, and 0.75 is at 6:00. For square placement (think of the square as a line that follows a square), 0 is at 6:00, 0.25 is at 9:00, 0.5 is at 12:00, and 0.75 is at 3:00.
rmSetPlacementTeam(long teamID): Sets the team to place. Use this before calling the various rmPlacePlayers functions, and only players on the specified team will get placed. The first team is number 0, the second is number 1, etc. Pass in -1 for the teamID to place all teams (or actually all players that haven't been placed yet). rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location. You can use this to place players anywhere. Once a player is placed, it won't be repositioned by any future calls to the various rmPlacePlayers functions. This can be tricky since you often do not know how many players will be placed on the map, since from 2-12 players can play any map. Here are a few examples of things you can do: Put the first team in the center of the map and all other teams around the outside: • rmSetPlacementTeam(0); • rmSetPlayerPlacementArea(0.3, 0.3, 0.7, 0.7); • rmPlacePlayersCircular(0.4,0.3,rmDegreesToRadians(5.0));
• rmSetPlacementTeam(-1); • rmSetPlayerPlacementArea(0, 0, 1, 1); • rmPlacePlayersCircular(0.4,0.3,rmDegreesToRadians(5.0)); Put player one in the bottom corner, player two in the right corner, and the rest of the players in a line from the left corner to the top corner (9:00 to 12:00):
• rmPlacePlayer(1, 0.2, 0.2); • rmPlacePlayer(2, 0.8, 0.2); • rmPlacePlayersLine(0.2, 0.8, 0.8, 0.8, 20, 10);
rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement. Use this command if, for example, you want to place players in one quadrant of a map.
rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area. rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area. When you want an area to belong to a player (i.e. this is the location from which you will place player resources) assign it to a player. Teams work the same way. Usually you want to iterate through number of players using for(i=1; <cNumberPlayers).
rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction. rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction. Use these commands when you don’t know where a player’s starting location is and you need the values to place other areas or resources.
3) Areas
Areas are regions on a map. They are often irregular in shape, but can be rectangular as well. Some areas are used for placing specific terrain, like a cliff or ocean, while others are just used as boundaries for other areas. Special types of areas are player areas, which belong to a certain player, or team areas, which belong to a team. Saying these areas “belong” is just a convenient method of making sure other areas or objects are placed in that area.
rmCreateArea(string name, int parentAreaID): Creates an area. Creates an area and lets you name it. Areas without a parentArea use the entire map as their parentArea. You can also make existing areas the parentArea, in order to place a sub-area within a player area, for example. Areas will generally try to place several times and will return an error message if they fail. To ignore this error message, use setAreaWarnFailure below.
rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map. The min and max can be set to the same value if you want no size variation. Experiment with different values to make sure your area is not too large or too small to be seen. Even if your area does not place special terrain, it can be helpful to temporarily paint the area with a distinct texture, such as black or snow, to see where and if it is actually getting placed.
rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location. Sometimes you want to place an area in a specific location, such as 0.5, 0.5, the center of the map.
rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location. This is a shortcut for placing an area at the player’s location. Generally, this is used when tiny player areas are first placed as placeholders, then SetAreaLocPlayer can be used to make larger player areas later or to place a sub-area (such as a terrain patch) near the player’s Town Center.
rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location. Just like SetAreaLocPlayer except it applies to team areas.
rmBuildArea(int areaID): Builds the specified area. Actually builds the area. Choosing when to use this command can have a big effect on your map. For example, if you define a lake area and then build it, land that is placed later can stick into the lake or be placed as islands. On the other hand, if the land and water are built at the same time, they will try to avoid each other (if the proper constraints are set). Generally, player areas should all be built at the same time to make sure there is enough space for ever player.
rmBuildAllAreas(): Simulatenously builds all unbuilt areas. Does not include connections.
rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area. Often, you want to paint in an area with a certain terrain. Use the terrain names from the scenario editor. Forests, cliffs, and water are handled differently. Use AreaTerrainType for terrains such as grass, snow, ice, and sand.
rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area.
rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area. If not specified, the area will adopt the height of the parent area, including the base height of the map if no parent area is specified. Make sure to place land higher than water if you want to place land objects (such as Town Centers) later.
rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails. It is very easy to over-constrain areas to the point where there is no room for them. This can cause two problems: the map may take a long time to generate, or if you are in debug mode (see above), the debugger will pop up and generation will stop. Sometimes you want to catch these errors, but when you are done with your map it is a good idea to set SetAreaWarnFailure to false.
rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area. Paints the area with a forest type. Use the forest types from the scenario editor.
rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area. Paints the area with a water type. Use the water types from the scenario editor. Because water types automatically change elevation and can place objects, they tend to affect areas a little larger than specified. Just allow plenty of room.
rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area. Cliffs are handled differently from other terrain in order to allow you to handle features like ramps. However, you can use setAreaTerrainType to place an impassable cliff-texture as a normal area as well. CliffName should use a cliff type from the Editor, such as Greek, Norse, or Egyptian.
rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area. Determines how a cliff is painted with impassable and passable textures. PaintGround - Specifies if the ground should be painted or just left whatever it already is. Defaults true. PaintSide - Specifies if the cliff sides should be painted. Defaults true. PaintEdge - Specifies if the cliff edge should be painted. This is the area between the cliff side and the ground. Defaults true. MinSideHeight - Specifies the minimum height that a cliff tile must be sloped before treating it as a cliff side. Set to 0 to have the minimum amount of cliff sides painted. Defaults to 1.5.
rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area. Determines whether there should be pathable ramps or not connecting the top of the cliff to the surrounding area. Count - Number of cliff edges to create. The count times the size should not be more than 1.0. Defaults to 1. size - This specifies how much of the area's outline should be turned into cliff edges. It should be between 0.0 and 1.0. Set to 1.0 to make the whole area surrounded. Defaults to 0.5. Variance - The variance to use for the size. Defaults to 0.0. Spacing - Spacing modifier. This should be between 0.0 and 1.0. The smaller this is, the closer together the cliff edges will be. Defaults to 1.0. MapEdge - Specifies where the cliff edge should be in relation to the map edge. Set to 0 for any, 1 to be away from the map edge, or 2 to be close to the map edge. Defaults to 0.
rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height. Val - Make positive for raised cliffs and negative for lowered cliffs. Defaults to 4.0. Variance - The variance to use for the height. Ramp - This is used to determine how quickly the height ramps up to the cliff height (it refers to steepness in this context, not pathable ramps to reach the top of a cliff). Defaults to 0.5.
rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist): Adds a class for an area's cliff edge to avoid. You can tell a cliff edge to avoid a certain class, such as a connection. Remember that connections must be created before the cliff (see below).
rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area. Terrain layers allow you to place a border of one or more textures around an area. For example, you can have grassDirt50 and grassDirt75 around an area of grass. You can specify multiple layers for an area, as long as the minDistance for one starts where the maxDistance for another leaves off. Because different textures overlap one another you may need to experiment with distances to get the correct effect. Here is an example:
• rmSetAreaTerrainType(bonusIslandID, "GrassA"); • rmAddAreaTerrainLayer(bonusIslandID, "SnowGrass75", 13, 20); • rmAddAreaTerrainLayer(bonusIslandID, "SnowGrass50", 6, 13); • rmAddAreaTerrainLayer(bonusIslandID, "SnowGrass25", 0, 6);
rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges. Usually, variance in terrain layers looks better, but sometimes you might want to turn it off. Defaults to true.
rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs. rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs. An area can be placed with multiple blobs. Blobs are placed independently, using the minimum and maximum distances below. Areas made with a single blob will be circular. Areas made with multiple blobs can be come long and sinuous.
rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance. rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance. Specifies how far apart blobs can be from each other. The greater the distance, the more the area will tend towards serpentine instead of circular (envision a chain of beads). However, if you specify many blobs, this variation may become obscured as more and more blobs are placed for the area.
rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1). Coherent areas tend to stay together more. The effect is harder to notice on smaller areas.
rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance. Distance is number of neighboring points to consider in each direction. Water areas benefit from more smoothness as it eliminates small bumps and indentations.
rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings. Corresponds to the smooth tool in the Scenario Editor. Usually a heightBlend of 0 will leave geometric-looking jagged edges. A heightBlend of 1 will smooth smaller areas. A heightBlend of 2 will smooth larger areas or areas of disproportionate heights. Anything above 2 may flatten an area completely.
rmAreaID(string name): Gets area ID for given area name.
rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point. rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment. You may want an area to grow towards specific points or lines. A circular area placed at the center of the map with an influence point of 1, 1 will produce a peninsula that protrudes towards 12 o’clock. Influence points and segments can be useful in getting areas, such as rivers, to extend beyond the edge of the map.
rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes. Sometimes you may want an area to clean itself of objects, such as removing trees from ice. This will only work if the objects are already placed before the area, which is the reverse of how most ES maps are generated. You can reference specific units or abstract types, such as “unit” and “building.”
rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area. If you place an area with no terrain specified, it will use the terrain of the parent area (including the base map). However, specifying terrain replacement will paint an area only when
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Post by ((UCoS))lo3-Ultramarine on Jan 30, 2006 5:19:38 GMT 10
Idiots Guide To Fixing a computer
Step one If you're computer cant turn on how are you reading this? Step Two If the above question Does/Does Not Concern you dont read on (Please Circule with Crayon) Step Three if you followed the above instructions then you should not be reading this passage of text contained with in the holy book of Wriggleys. Step Four My god dipshit cant you read you should be reading this part!
IPRODE
I EAT
I DRINK
I WALK
I JUMP
I SKIP
I DANCE
I DANCE POORLY
I LIKE BOOBICLUES
GOOGLE IS EVIL
MICROSOFT IS EVILER
JASON WATERS WETS THE BEARD
RIP JAMES MACCERASON
OLD MC DONALD HAD A FARM
PROSTATITUES
BAD GRAFFITIE IS A WAY OF SHOWING SOMEONES INNER SELF
A BUNCH OF RANDOMS LETTERS USLLY CONTAINED THE WORD SLAYER
SLAYER IS ONE OF THE BEST METAL BANDS OF ALL TIME
GREEN DAY IS NOT EMO
I REPAT GREEN DAY IS NOT EMO
I AM CURRENTLY DRINKING A COKE ZERO
BY THE TIME YOU READ THIS THE GLASS SHOULD BE EMPTY
I AM GETTING A CRAMP IN MY WRIST
IF YOU ARE EVEN READING THIS THEN YOU DESERVE A STAR SHAPED COOKIE
TO UNLOCK A SPECAIL SYSTEM IN FREELANCER PRESS
ALT+F4 THEN CLICK ON YES
I GOT GUILD WARS A FEW DAYS AGO I AM LEVEL 13
13 IS A UNLUCKY NUMBER
I HAD BREAKFAST 23 MINUTES AGO AT 6.00AM
MY SIGNATURE CONTAINS BUFFY TYLER
YOU CAN FIND HEAPS OF THE FEMALE STATIS IN THE STARKERS FORM USING KAZAA LIME WIRE MORPHEAS AND FROOGLE
NCSOFT DIDNT GO TO THE MOON
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Post by ==|SGC|==Sgt Pain on Jan 30, 2006 20:45:41 GMT 10
_______________________________
GRAND THEFT AUTO: San Andreas _______________________________
ReadMe.txt
V1.00
Thank you for purchasing GRAND THEFT AUTO: San Andreas.
This ReadMe file contains last minute information and troubleshooting tips.
__________
CONTENTS __________
1) SYSTEM REQUIREMENTS
2) INSTALLATION
3) USER RADIO STATIONS
4) CONFIGURATION
5) FREQUENTLY ASKED QUESTIONS
6) DRIVERS
7) CONTACT INFORMATION
8) ACKNOWLEDGEMENTS
________________________________________________________________________
1) SYSTEM REQUIREMENTS _______________________
Supported Operating Systems are:
Windows 2000 Professional (Workstation) (plus Service Pack 1 or higher) plus DirectX 9
Windows XP (Home and Professional) (plus Service Pack 1 or higher) plus DirectX 9
Minimum Hardware Requirements: 1GHz Intel Pentium III or AMD Athlon Processor 256 MB of RAM 8 speed DVD-ROM Drive 3.6 GB of free Hard Disk space for a minimal install 64 MB Video Card with DirectX 9 compatible drivers ("GeForce3" or better) DirectX 9 compatible Stereo Sound Card Keyboard Mouse
Recommended Hardware Requirements:
Intel Pentium 4 or AMD Athlon XP processor (or better) 384(+) MB of RAM 16 speed DVD-ROM drive 4.7 GB of free Hard Disk space for a full install 128(+) MB Video Card with DirectX 9 compatible drivers ("GeForce4" or better) DirectX 9 compatible Surround Sound Card Game pad with twin axis analogue controls (USB or Joystick Port) Keyboard Mouse
________________________________________________________________________
2) INSTALLATION _______________________
You must have Administrator privileges to install and play GRAND THEFT AUTO: San Andreas. If you are unsure about how to achieve this, please consult your Windows system manual.
- Insert the GRAND THEFT AUTO: San Andreas DVD into your DVD-ROM Drive. - If Auto play is enabled, the Launch Menu will appear otherwise use Explorer to browse the disc, and launch the INSTALL.EXE program. - Select the INSTALL option to run the installer. - Agree to the License Agreement. - Choose the install location:- by default we use "C:\Program Files\Rockstar Games\GTA San Andreas" - Choose Install type - the two options are :- "Play Radio Stations from DVD" (requires 3.6 GB of Hard Drive space) "Play Radio Stations from Hard Drive" (requires 4.7 GB of Hard Drive space) - Once Installation has finished, you will be returned to the Launch Menu. - If you do not have DirectX 9.0c installed on your PC, then we suggest launching DIRECTX INSTALL from the Launch Menu. This will require you to reboot your computer after installation has finished.
________________________________________________________________________
3) USER RADIO STATIONS _______________________
User Radio Files
GRAND THEFT AUTO: San Andreas can support the playback of the users own audio files. By default the game ships with support for Windows Wave files (WAV) and Ogg Vorbis (OGG) files. Additionally, with the correct CODECS installed to your computer, you can playback MP3, WMA, M4A, etc. To facilitate playback of these formats you can -
Install the latest Apple QuickTime Player or Install Microsoft Windows Media Player 9 OR 10 or Install a combined CODEC package
________________________________________________________________________
4) CONFIGURATION _______________________
"Controller" Setup Page ______________________
Configuration Mouse and Keys / Joypad Sets the control method to either Mouse and Keyboard or Joypad.
Redefine Controls Opens the "Foot Controls" and "Vehicle Controls" pages to allow setting up differing controls methods for each.
Joypad Settings / Mouse Settings Opens the "Joypad Settings" or "Mouse settings" pages, dependant on how you have set the Configuration
Restore Defaults Restores the CONTROLLER settings back to defaults.
"Mouse Settings" Page ___________________
Mouse Sensitivity Slider Allows the user to set the mouse sensitivity to personal preference.
Invert Mouse Vertically On / Off Inverts the Y axis of the mouse.
Steer With Mouse On / Off Switches between in vehicle mouse steering and in vehicle mouse look.
"Joypad Settings" Page ____________________
Invert Left Stick X On / Off Swap left and right on the left stick. Invert Left Stick Y On / off Swap up and down on the left stick.
Invert Left Axis On / Off Swap axis on the left stick, so left / right become up / down and up / down become left / right.
Invert Right Stick X On / Off Swap left and right on the right stick.
Invert Right Stick Y On / Off Swap up and down on the right stick.
Invert Right Axis On / Off Swap axis on the right stick, so left / right become up / down and up / down become left / right.
"Audio" Setup page __________________
Radio Volume Slider Adjust radio volume.
SFX Volume Slider Adjust sound effect volume.
Radio EQ On / Off If this option is set to on, then the bass response and audio quality of the radio will vary from vehicle to vehicle depending on what type of vehicle is being driven. When set to off, all vehicle radio will be normalized to the best possible quality.
Radio Auto-Tune On / Off If enabled, when changing vehicle, this automatically tunes the radio to the user’s last selected radio station.
User Radio Options Opens the "User Radio Options" page. Radio Station Player Allows the user to preview any radio station.
Restore Defaults Restores the AUDIO options to default settings.
"User Radio Options" Page _______________________
Play Mode Radio / Random / Sequential Radio - User tracks interspersed with radio commercials. Random - Plays the user tracks uninterrupted and at random. Sequential - Plays the user tracks in alphabetical order.
Automatic Media Scan On / Off Forces the game to re-scan for user tracks each time it is loaded. Scan User Tracks Allows the user to scan the user tracks folder for compatible audio files.
"Display" Setup Page ____________________
Brightness Slider Allows you to brighten or darken the game to take account of monitor differences.
Legend On / Off Enables or disables the legend on the map screen.
Radar Mode Map and Blips / Blips / Off Enables and disables the on-screen map, and the display of mission blips (objectives) on this map.
HUD Mode On / Off Enables/disables the on screen display (Health, radar, money etc.) Subtitles On / Off Enables and disables subtitles in cut-scenes. Store Gallery Photos On / Off Enables and disables the user’s ability to save photographs taken in game to the SA user files directory.
Advanced Opens the "Advanced Display Options" page.
Restore Defaults Returns the DISPLAY settings back to default.
"Advanced" Display Options Page _____________________________
Draw Distance Slider Allows the user to adjust the draw distance to better suit his/her setup. (Turning up the draw distance too far may result in frame rate instability.) Frame Limiter On / Off Normally the frame rate of GRAND THEFT AUTO: San Andreas is capped at 30 frames per second. This option allows the game to go faster than 30 frames per second. Be warned that this will not magically make GRAND THEFT AUTO: San Andreas run better, but rather may make your experience "more variable". We do not recommend un-locking the frame rate. If you have a fast machine, it is far preferable to increase resolution, detail options, anti aliasing, etc. rather than trying to achieve a higher frame rate by un-locking the Frame Limiter. This will lead to a more variable game play experience.
Widescreen On / Off This option is not as obvious as it sounds. Using the Widescreen toggle you can force a 4:3 aspect ratio resolution to use a 16:9 aspect ratio (so if GRAND THEFT AUTO: San Andreas only offers you 4:3 aspect ratio screen resolutions to use, but your laptop has a 16:9 ratio widescreen display, then this will force the 4:3 resolution to look like 16:9, thereby sorting out the "squashed CJ" look). A proper 16:9 resolution displayed on a 16:9 screen does not need the use of the Widescreen toggle (or this will result in "skinny CJ").
Visual FX Quality Low / Medium / High / Very High This option allows the player to change the depth and amount of in game effects to better suit his/her PC configuration.
MIP Mapping On / Off Turns on and off the MIP mapping function of the game. This may be greyed out, in which case you are probably forcing Mip Mapping on in your video card drivers. Mip Mapping can help smooth transitions between different sized textures. This can be noticed most in roads that go away from the player.
Anti Aliasing Modes 1 - 6 Allows the user to select the level of Anti-Aliasing applied to the in game graphics. This will not necessarily offer all modes on all graphics cards; this is limited to what the hardware can do, and available video memory.
Resolution Modes (640*480*32 - Highest your monitor allows) Select the screen resolution to run GRAND THEFT AUTO: San Andreas in. We do not recommend using 16 bit colour modes if possible.
"Language" Setting Page _____________________
This Page allows the user to select which language to display on-screen text in: - English, French, German, Italian or Spanish.
________________________________________________________________________
5) FREQUENTLY ASKED QUESTIONS ______________________________
Q: Why does the "Heat Haze" effect look weird on my ATI graphics card? A: The Heat Haze effect has been noticed to be corrupt when using ATI 4.x series drivers - this seems cured on 5.x series ATI drivers.
Q: Why does running GRAND THEFT AUTO: San Andreas on my laptop not offer me widescreen screen modes, when the screen on my laptop is a widescreen display? A: Some laptop widescreen displays are not a standard aspect ratio. GRAND THEFT AUTO: San Andreas only supports 4:3 and 16:9 aspect ratios, and those closely related to them. You may also find some resolutions are not offered as usable at all by GRAND THEFT AUTO : San Andreas because they deviate too much from 4:3 or 16:9 aspect ratios.
Q: Why do the buildings in the world take time to catch up with me when I drive in a fast vehicle in a built up area? A: Most likely you have disabled the Frame Limiter, or your Hard Drive is not supplying world data at a fast enough rate. Re-enabling the Frame Limiter will help this.
Q: Why am I having difficulty setting up 2 control pads at the same time? A: GRAND THEFT AUTO: San Andreas can only support one external device.
Q: I cannot complete donuts in the first "Driving School" test. A: The key setup you are using may not allow the reporting of the 3 necessary keys at the same time, you may have to re-define keys to allow this to be detected correctly.
Q: Why do I get missing and flashing textures in 16 bit graphics modes? A: GRAND THEFT AUTO: San Andreas was developed specifically for 32 bit screen modes. Although playing in 16 bit modes are supported, this will result in a much poorer experience and the game may not play as intended.
Q: Why do I only hear advertisements when listening to the User Track Player? A: Check that any shortcuts in the "My Documents\GTA San Andreas User Files\User Tracks" are valid and that they have been scanned using the Scan User Tracks function in the User Track Options menu submenu of the Audio Setup menu. If trying to playback MP3, M4A or WMA tracks you may need to install Windows Media Player, QuickTime or a third party codec pack.
Q: Why does GRAND THEFT AUTO: San Andreas take a long time to start up if I have lots of music files or shortcuts in my User Tracks folder? A: This occurs when Automatic Media Scan is set to ON in the User Track Options. Turning off the Automatic Media Scan will make loading faster and, in sequential mode, will stop the User Track Player from returning to the first track after the game loads.
Q: Why does GRAND THEFT AUTO: San Andreas always start on the same track when in sequential mode? A: This occurs when Automatic Media Scan is set to ON in the User Track Options menu. Turning off the Automatic Media Scan will stop the User Track Player from returning to the first track after the game loads.
Q: I don't have a soundcard in my PC (or I don't have the drivers for my soundcard installed) - Can I run GRAND THEFT AUTO: San Andreas on my PC? A: GRAND THEFT AUTO: San Andreas requires a soundcard to be present, and will refuse to run without one.
Q: Should I install the Radio Stations to Hard Drive whilst installing GRAND THEFT AUTO: San Andreas? A: Most computers will benefit from playing the Radio Stations from Hard Drive. Exceptions to this would be computers with poor Hard Drive performance - these will benefit from playing the Radio Stations from DVD.
Q: When I installed GRAND THEFT AUTO: San Andreas I selected the full install option to play the Radio Stations from my Hard Drive. Do I still need the GRAND THEFT AUTO: San Andreas DVD in my DVD-ROM drive to play? A: Yes. You must have the GRAND THEFT AUTO: San Andreas DVD in your DVD-ROM drive at all times.
Q: I don't want to upgrade my finely honed DirectX 8.1 system to DirectX 9; can I still play GRAND THEFT AUTO: San Andreas without DirectX 9? A: GRAND THEFT AUTO: San Andreas must have DirectX9 installed.
________________________________________________________________________
6) DRIVERS _______________________
We recommend using the latest drivers available.
System/Component Manufacturers
Compaq www.compaq.com/ Dell www.dell.com/ Gateway www.gateway.com/ Hewlett-Packard www.hp.com/ IBM www.ibm.com/ Intel www.intel.com/ VIA Technologies www.viatech.com/
Audio hardware providers/manufacturers
Cirrus Logic (Crystal) www.cirruslogic.com/ Creative Labs/Ensoniq www.creative.com/ ESS Tech www.esstech.com/ VIA Technologies www.viatech.com/ Turtle Beach www.turtlebeach.com/
Video hardware providers/manufacturers
ATI www.ati.com/ Creative Labs www.creative.com/ Hercules www.hercules.com/ Intel www.intel.com/ Matrox www.matrox.com/ Nvidia www.nvidia.com/ S3 www.s3graphics.com/ SIS www.sis.com/ Trident www.tridentmicro.com/
Controller manufacturers
Gravis www.gravis.com/ Logitech www.logitech.com/ MadCatz www.madcatz.com/ Microsoft Sidewinder www.microsoft.com//hardware/sidewinder/ Saitek www.saitek.com/ Thrustmaster www.thrustmaster.com/
________________________________________________________________________
7) CONTACT INFORMATION _______________________
CUSTOMER SUPPORT
Every effort has been made to make our products as compatible with current hardware as possible. However if you are experiencing problems with running of one of our titles you may contact our Technical Support staff in one of the several ways listed below.
Before contacting Technical Support, please be prepared. In order to assist you efficiently, we will need to know as much information about your computer and the problem as possible. If you can not provide the information in the check list below, then please contact your computer manufacturers technical support department before contacting Take 2 Interactive, otherwise we will be unable to solve your problem.
The information that we will require is as follows :
Contact Details:
- Your name. - E-mail address, daytime telephone number or postal address. - If you are from outside the UK, please specify which country you are contacting us from and the language version of the game you are playing.
System Details:
- PC brand name and model. - Processor speed and manufacturer. - CD-ROM Drive speed and manufacturer. - Total amount of system RAM. - The make and model of your video card / 3D Accelerator together with amount of video RAM. - The make and model of your sound card. - Mouse and driver information.
Please describe the circumstances, including any error messages, of your problem as clearly as possible.
NOTE: PLEASE DO NOT CONTACT TAKE 2’S TECHNICAL SUPPORT STAFF IN SEARCH OF GAME HINTS. They are neither permitted nor qualified to supply such information.
OUR TECHNICAL SUPPORT CONTACT DETAILS:
Post: Take 2 Interactive Technical Support Unit A, Sovereign Park Brenda Road Hartlepool TS25 1NN
Telephone: (0870) 1242222 / calls charged at national rate (7 days a week from 8am to 10pm (GMT) excluding bank holidays) Nederland 0900-2040404 (EUR 0,70ct p/m) België 0902-88079 (EUR 0,74ct p/m)
Fax: 01429 233677
E-mail: take2@europesupport.com tech.support@take2europe.com
Web Address: www.take2games.co.uk
________________________________________________________________________
8) ACKNOWLEDGEMENTS _______________________
GRAND THEFT AUTO: San Andreas is linked with the OggVorbis SDK, copyright (c) 2004 Xiph.org Foundation
________________________________________________________________________
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Post by ==|SGC|==Sgt Pain on Jan 30, 2006 20:51:32 GMT 10
SOUND_DISABLE_HELI_AUDIO 1000
SOUND_ENABLE_HELI_AUDIO 1001
SOUND_CEILING_VENT_LAND 1002
SOUND_WAREHOUSE_DOOR_SLIDE_START 1003
SOUND_WAREHOUSE_DOOR_SLIDE_STOP 1004
SOUND_CLAXON_START 1005
SOUND_CLAXON_STOP 1006
SOUND_BLAST_DOOR_SLIDE_START 1007
SOUND_BLAST_DOOR_SLIDE_STOP 1008
SOUND_BONNET_DENT 1009
SOUND_BASKETBALL_BOUNCE 1010
SOUND_BASKETBALL_HIT_HOOP 1011
SOUND_BASKETBALL_SCORE 1012
SOUND_POOL_BREAK 1013
SOUND_POOL_HIT_WHITE 1014
SOUND_POOL_BALL_HIT_BALL 1015
SOUND_POOL_HIT_CUSHION 1016
SOUND_POOL_BALL_POT 1017
SOUND_POOL_CHALK_CUE 1018
SOUND_CRANE_ENTER 1019
SOUND_CRANE_MOVE_START 1020
SOUND_CRANE_MOVE_STOP 1021
SOUND_CRANE_EXIT 1022
SOUND_CRANE_SMASH_PORTACABIN 1023
SOUND_CONTAINER_COLLISION 1024
SOUND_VIDEO_POKER_PAYOUT 1025
SOUND_VIDEO_POKER_BUTTON 1026
SOUND_WHEEL_OF_FORTUNE_CLACKER 1027
SOUND_KEYPAD_BEEP 1028
SOUND_KEYPAD_PASS 1029
SOUND_KEYPAD_FAIL 1030
SOUND_SHOOTING_RANGE_TARGET_SHATTER 1031
SOUND_SHOOTING_RANGE_TARGET_DROP 1032
SOUND_SHOOTING_RANGE_TARGET_MOVE_START 1033
SOUND_SHOOTING_RANGE_TARGET_MOVE_STOP 1034
SOUND_SHUTTER_DOOR_START 1035
SOUND_SHUTTER_DOOR_STOP 1036
SOUND_FREEFALL_START 1037
SOUND_FREEFALL_STOP 1038
SOUND_PARACHUTE_OPEN 1039
SOUND_PARACHUTE_COLLAPSE 1040
SOUND_DUAL_SHOOT 1041
SOUND_DUAL_THRUST 1042
SOUND_DUAL_EXPLOSION_SHORT 1043
SOUND_DUAL_EXPLOSION_LONG 1044
SOUND_DUAL_MENU_SELECT 1045
SOUND_DUAL_MENU_DESELECT 1046
SOUND_DUAL_GAME_OVER 1047
SOUND_DUAL_PICKUP_LIGHT 1048
SOUND_DUAL_PICKUP_DARK 1049
SOUND_DUAL_TOUCH_DARK 1050
SOUND_DUAL_TOUCH_LIGHT 1051
SOUND_AMMUNATION_BUY_WEAPON 1052
SOUND_AMMUNATION_BUY_WEAPON_DENIED 1053
SOUND_SHOP_BUY 1054
SOUND_SHOP_BUY_DENIED 1055
SOUND_RACE_321 1056
SOUND_RACE_GO 1057
SOUND_PART_MISSION_COMPLETE 1058
SOUND_GOGO_PLAYER_FIRE 1059
SOUND_GOGO_ENEMY_FIRE 1060
SOUND_GOGO_EXPLOSION 1061
SOUND_GOGO_TRACK_START 1062
SOUND_GOGO_TRACK_STOP 1063
SOUND_GOGO_SELECT 1064
SOUND_GOGO_ACCEPT 1065
SOUND_GOGO_DECLINE 1066
SOUND_GOGO_GAME_OVER 1067
SOUND_DUAL_TRACK_START 1068
SOUND_DUAL_TRACK_STOP 1069
SOUND_BEE_ZAP 1070
SOUND_BEE_PICKUP 1071
SOUND_BEE_DROP 1072
SOUND_BEE_SELECT 1073
SOUND_BEE_ACCEPT 1074
SOUND_BEE_DECLINE 1075
SOUND_BEE_TRACK_START 1076
SOUND_BEE_TRACK_STOP 1077
SOUND_BEE_GAME_OVER 1078
SOUND_FREEZER_OPEN 1079
SOUND_FREEZER_CLOSE 1080
SOUND_MEAT_TRACK_START 1081
SOUND_MEAT_TRACK_STOP 1082
SOUND_ROULETTE_ADD_CASH 1083
SOUND_ROULETTE_REMOVE_CASH 1084
SOUND_ROULETTE_NO_CASH 1085
SOUND_ROULETTE_SPIN 1086
SOUND_BANDIT_INSERT_COIN 1087
SOUND_BANDIT_WHEEL_STOP 1088
SOUND_BANDIT_WHEEL_START 1089
SOUND_BANDIT_PAYOUT 1090
SOUND_OFFICE_FIRE_ALARM_START 1091
SOUND_OFFICE_FIRE_ALARM_STOP 1092
SOUND_OFFICE_FIRE_COUGHING_START 1093
SOUND_OFFICE_FIRE_COUGHING_STOP 1094
SOUND_BIKE_PACKER_CLUNK 1095
SOUND_BIKE_GANG_WHEEL_SPIN 1096
SOUND_AWARD_TRACK_START 1097
SOUND_AWARD_TRACK_STOP 1098
SOUND_MOLOTOV 1099
SOUND_MESH_GATE_OPEN_START 1100
SOUND_MESH_GATE_OPEN_STOP 1101
SOUND_OGLOC_DOORBELL 1102
SOUND_OGLOC_WINDOW_RATTLE_BANG 1103
SOUND_STINGER_RELOAD 1104
SOUND_HEAVY_DOOR_START 1105
SOUND_HEAVY_DOOR_STOP 1106
SOUND_SHOOT_CONTROLS 1107
SOUND_CARGO_PLANE_DOOR_START 1108
SOUND_CARGO_PLANE_DOOR_STOP 1109
SOUND_DA_NANG_CONTAINER_OPEN 1110
SOUND_DA_NANG_HEAVY_DOOR_OPEN 1111
SOUND_DA_NANG_MUFFLED_REFUGEES 1112
SOUND_GYM_BIKE_START 1113
SOUND_GYM_BIKE_STOP 1114
SOUND_GYM_BOXING_BELL 1115
SOUND_GYM_INCREASE_DIFFICULTY 1116
SOUND_GYM_REST_WEIGHTS 1117
SOUND_GYM_RUNNING_MACHINE_START 1118
SOUND_GYM_RUNNING_MACHINE_STOP 1119
SOUND_OTB_BET_ZERO 1120
SOUND_OTB_INCREASE_BET 1121
SOUND_OTB_LOSE 1122
SOUND_OTB_PLACE_BET 1123
SOUND_OTB_WIN 1124
SOUND_STINGER_FIRE 1125
SOUND_HEAVY_GATE_START 1126
SOUND_HEAVY_GATE_STOP 1127
SOUND_VERTICAL_BIRD_LIFT_START 1128
SOUND_VERTICAL_BIRD_LIFT_STOP 1129
SOUND_PUNCH_PED 1130
SOUND_AMMUNATION_GUN_COLLISION 1131
SOUND_CAMERA_SHOT 1132
SOUND_BUY_CAR_MOD 1133
SOUND_BUY_CAR_RESPRAY 1134
SOUND_BASEBALL_BAT_HIT_PED 1135
SOUND_STAMP_PED 1136
SOUND_CHECKPOINT_AMBER 1137
SOUND_CHECKPOINT_GREEN 1138
SOUND_CHECKPOINT_RED 1139
SOUND_CAR_SMASH_CAR 1140
SOUND_CAR_SMASH_GATE 1141
SOUND_OTB_TRACK_START 1142
SOUND_OTB_TRACK_STOP 1143
SOUND_PED_HIT_WATER_SPLASH 1144
SOUND_RESTAURANT_TRAY_COLLISION 1145
SOUND_PICKUP_CRATE 1146
SOUND_SWEETS_HORN 1147
SOUND_MAGNET_VEHICLE_COLLISION 1148
SOUND_PROPERTY_PURCHASED 1149
SOUND_PICKUP_STANDARD 1150
SOUND_MECHANIC_SLIDE_OUT 1151
SOUND_MECHANIC_ATTACH_CAR_BOMB 1152
SOUND_GARAGE_DOOR_START 1153
SOUND_GARAGE_DOOR_STOP 1154
SOUND_CAT2_SECURITY_ALARM 1155
SOUND_CAT2_WOODEN_DOOR_BREACH 1156
SOUND_MINITANK_FIRE 1157
SOUND_OTB_NO_CASH 1158
SOUND_EXPLOSION 1159
SOUND_ROULETTE_BALL_BOUNCING 1160
SOUND_VERTICAL_BIRD_ALARM_START 1161
SOUND_VERTICAL_BIRD_ALARM_STOP 1162
SOUND_PED_COLLAPSE 1163
SOUND_AIR_HORN 1164
SOUND_SHUTTER_DOOR_SLOW_START 1165
SOUND_SHUTTER_DOOR_SLOW_STOP 1166
SOUND_BEE_BUZZ 1167
SOUND_RESTAURANT_CJ_EAT 1168
SOUND_RESTAURANT_CJ_PUKE 1169
SOUND_TEMPEST_PLAYER_SHOOT 1170
SOUND_TEMPEST_ENEMY_SHOOT 1171
SOUND_TEMPEST_EXPLOSION 1172
SOUND_TEMPEST_PICKUP1 1173
SOUND_TEMPEST_PICKUP2 1174
SOUND_TEMPEST_PICKUP3 1175
SOUND_TEMPEST_WARP 1176
SOUND_TEMPEST_SHIELD_GLOW 1177
SOUND_TEMPEST_GAME_OVER 1178
SOUND_TEMPEST_HIGHLIGHT 1179
SOUND_TEMPEST_SELECT 1180
SOUND_TEMPEST_TRACK_START 1181
SOUND_TEMPEST_TRACK_STOP 1182
SOUND_DRIVING_AWARD_TRACK_START 1183
SOUND_DRIVING_AWARD_TRACK_STOP 1184
SOUND_BIKE_AWARD_TRACK_START 1185
SOUND_BIKE_AWARD_TRACK_STOP 1186
SOUND_PILOT_AWARD_TRACK_START 1187
SOUND_PILOT_AWARD_TRACK_STOP 1188
SOUND_PED_DEATH_CRUNCH 1189
SOUND_BANK_VIDEO_POKER 1800
SOUND_BANK_SHOOTING_RANGE 1801
SOUND_BANK_POOL 1802
SOUND_BANK_PARACHUTE 1803
SOUND_BANK_KEYPAD 1804
SOUND_BANK_WAREHOUSE_DOOR 1805
SOUND_BANK_GOGO 1806
SOUND_BANK_DUAL 1807
SOUND_BANK_CRANE 1808
SOUND_BANK_BLACK_PROJECT 1809
SOUND_BANK_BEE 1810
SOUND_BANK_BASKETBALL 1811
SOUND_BANK_MEAT_BUSINESS 1812
SOUND_BANK_ROULETTE 1813
SOUND_BANK_BANDIT 1814
SOUND_BANK_OFFICE_FIRE 1815
SOUND_BANK_MESH_GATE 1816
SOUND_BANK_OGLOC 1817
SOUND_BANK_CARGO_PLANE 1818
SOUND_BANK_DA_NANG 1819
SOUND_BANK_GYM 1820
SOUND_BANK_OTB 1821
SOUND_BANK_STINGER 1822
SOUND_BANK_UNCLE_SAM 1823
SOUND_BANK_VERTICAL_BIRD 1824
SOUND_BANK_MECHANIC 1825
SOUND_BANK_CAT2_BANK 1826
SOUND_BANK_AIR_HORN 1827
SOUND_BANK_RESTAURANT 1828
SOUND_BANK_TEMPEST 1829
SOUND_ALDEAMALVADA 2000
SOUND_ANGELPINE 2001
SOUND_ARCODELOESTE 2002
SOUND_AVISPACOUNTRYCLUB 2003
SOUND_BACKOBEYOND 2004
SOUND_BATTERYPOINT 2005
SOUND_BAYSIDE 2006
SOUND_BAYSIDEMARINA 2007
SOUND_BAYSIDETUNNEL 2008
SOUND_BEACONHILL 2009
SOUND_BLACKFIELD 2010
SOUND_BLACKFIELDCHAPEL 2011
SOUND_BLACKFIELDINTERSECTION 2012
SOUND_BLUBERRYACRES 2013
SOUND_BLUEBERRY 2014
SOUND_BONECOUNTY 2015
SOUND_CALIGULASPALACE 2016
SOUND_CALTONHEIGHTS 2017
SOUND_CHINATOWN 2018
SOUND_CITYHALL 2019
SOUND_COME_A_LOT 2020
SOUND_COMMERCE 2021
SOUND_CONFERENCECENTRE 2022
SOUND_CRANBERRYSTATION 2023
SOUND_DILLIMORE 2024
SOUND_DOHERTY 2025
SOUND_DOWNTOWN 2026
SOUND_DOWNTOWNLOSSANTOS 2027
SOUND_EASRLOSSANTOS 2028
SOUND_EASTBEACH 2029
SOUND_EASTERBASIN 2030
SOUND_EASTERBAYAIRPORT 2031
SOUND_EASTERBAYBLUFFSCHEMICALPLANT 2032
SOUND_EASTERTUNNEL 2033
SOUND_ELCASTILLODELDIABLO 2034
SOUND_ELCORONA 2035
SOUND_ELQUEBRADOS 2036
SOUND_ESPLANADEEAST 2037
SOUND_ESPLANADENORTH 2038
SOUND_FALLENTREE 2039
SOUND_FALLOWBRIDGE 2040
SOUND_FERNRIDGE 2041
SOUND_FINANCIAL 2042
SOUND_FISHERSLAGOON 2043
SOUND_FLINTCOUNTY 2044
SOUND_FLINTINTERSECTION 2045
SOUND_FLINTRANGE 2046
SOUND_FLINTWATER 2047
SOUND_FORTCARSON 2048
SOUND_FOSTERVALLEY 2049
SOUND_FREDERICKBRIDGE 2050
SOUND_GANTON 2051
SOUND_GANTRBRIDGE 2052
SOUND_GARCIA 2053
SOUND_GARVERBRIDGE 2054
SOUND_GLENPARK 2055
SOUND_GREENGLASSCOLLEGE 2056
SOUND_GREENPALMS 2057
SOUND_HAMPTONBARNS 2058
SOUND_HANKYPANKYPOINT 2059
SOUND_HARRYGOLDPARKWAY 2060
SOUND_HASHBERRY 2061
SOUND_HILLTOPFARM 2062
SOUND_HUNTERQUARRY 2063
SOUND_IDLEWOOD 2064
SOUND_JULIUSTHRUWAYEAST 2065
SOUND_JULIUSTHRUWAYNORTH 2066
SOUND_JULIUSTHRUWAYSOUTH 2067
SOUND_JULIUSTHRUWAYWEST 2068
SOUND_JUNIPERHILL 2069
SOUND_JUNIPERHOLLOW 2070
SOUND_KACCMILITARYFUELS 2071
SOUND_KINCAIDBRIDEG 2072
SOUND_KINGS 2073
SOUND_LASBARRANCAS 2074
SOUND_LASBRUJAS 2075
SOUND_LASPAYASADAS 2076
SOUND_LASTDIMEMOTEL 2077
SOUND_LASVENTURAS 2078
SOUND_LEAFYHOLLOW 2079
SOUND_LILPROBEINN 2080
SOUND_LINDENSIDE 2081
SOUND_LINDENSTATION 2082
SOUND_LITTLEMEXICO 2083
SOUND_LOSCOLINAS 2084
SOUND_LOSFLORES 2085
SOUND_LOSSANTOS 2086
SOUND_LOSSANTOSINLET 2087
SOUND_LOSSANTOSINTERNATIONAL 2088
SOUND_LOSSEPULCROS 2089
SOUND_LOSVENTURASAIRPORT 2090
SOUND_LVAFREIGHTDEPOT 2091
SOUND_MARINA 2092
SOUND_MARKET 2093
SOUND_MARKETSTATION 2094
SOUND_MARTINBRIDGE 2095
SOUND_MISSIONARYHILL 2096
SOUND_MONTGOMERY 2097
SOUND_MONTGOMERYINTERSECTION 2098
SOUND_MOUNTCHILLIAD 2099
SOUND_MULHOLLAND 2100
SOUND_MULLHOLLANDINTERSECTION 2101
SOUND_NORTHSTARROCK 2102
SOUND_OCEANDOCKS 2103
SOUND_OCEANFLATS 2104
SOUND_OCTANESPRINGS 2105
SOUND_OLDVENTURASSTRIP 2106
SOUND_OPENOCEAN 2107
SOUND_PALLISADES 2108
SOUND_PALOMINOCREEK 2109
SOUND_PARADISO 2110
SOUND_PILGRAMSCREEK 2111
SOUND_PILSONINTERSECTIION 2112
SOUND_PLAYADELSEVILLE 2113
SOUND_PRICKLEPINE 2114
SOUND_QUEENS 2115
SOUND_RANDOLPHINDUSTRIALESTATE 2116
SOUND_REDCOUNTY 2117
SOUND_REDSANDSEAST 2118
SOUND_REDSANDSWEST 2119
SOUND_REGULARTOM 2120
SOUND_RICHMAN 2121
SOUND_ROCAESCALANTE 2122
SOUND_ROCKSHOREEAST 2123
SOUND_ROCKSHOREWEST 2124
SOUND_RODEO 2125
SOUND_ROYALECASINO 2126
SOUND_SANANDREASSOUND 2127
SOUND_SANFIERRO 2128
SOUND_SANFIERROBAY 2129
SOUND_SANTAFLORA 2130
SOUND_SANTAMARIABEACH 2131
SOUND_SHADYCREEKS 2132
SOUND_SHERMANRESERVOIR 2133
SOUND_SOBELLRAILYARDS 2134
SOUND_SPINYBED 2135
SOUND_STARFISHCASINO 2136
SOUND_SUNNYSIDE 2137
SOUND_TEMPLE 2138
SOUND_THEBIGEARRADIOTELESCOPE 2139
SOUND_THECAMELSTOE 2140
SOUND_THECLOWNSPOCKET 2141
SOUND_THEEMERALDISLE 2142
SOUND_THEFARM 2143
SOUND_THEFOURDRAGONSCASINO 2144
SOUND_THEHIGHROLLER 2145
SOUND_THEMAKOSPAN 2146
SOUND_THEPANOPTICON 2147
SOUND_THEPINKSWAN 2148
SOUND_THEPIRATESINMENSPANTS 2149
SOUND_THESHERMANDAM 2150
SOUND_THEVISAGE 2151
SOUND_TIERRA_ROBADA 2152
SOUND_UNITYSTATION 2153
SOUND_VALLEOCULTADO 2154
SOUND_VERDANTBLUFFS 2155
SOUND_VERDANTMEDOW 2156
SOUND_VERONABEACH 2157
SOUND_VINEWOOD 2158
SOUND_WHETSTONE 2159
SOUND_WHITEWOODESTATES 2160
SOUND_WILLOWFIELD 2161
SOUND_YELLOWBELLGOLFCOURSE 2162
SOUND_YELLOWBELLSTATION 2163
SOUND_BLACK 2200
SOUND_BLUE 2201
SOUND_BROWN 2202
SOUND_COPPER 2203
SOUND_CUSTOM 2204
SOUND_CUSTOMISED 2205
SOUND_DARK 2206
SOUND_GOLD 2207
SOUND_GREEN 2208
SOUND_GREY 2209
SOUND_LIGHT 2210
SOUND_PINK 2211
SOUND_RED 2212
SOUND_SILVER 2213
SOUND_WHITE 2214
SOUND_CENTRAL 2400
SOUND_EAST 2401
SOUND_NORTH 2402
SOUND_SOUTH 2403
SOUND_WEST 2404
SOUND_HEAD_TO_A_10 2600
SOUND_IN_A_ 2601
SOUND_IN_WATER 2602
SOUND_ON_A 2603
SOUND_ON_FOOT 2604
SOUND_RESPOND_TO_A_10 2605
SOUND_SUSPECTINWATER 2606
SOUND_SUSPECT_LAST_SEEN 2607
SOUND_WEVE_GOT_A_10_ 2608
SOUND_17 2800
SOUND_21 2801
SOUND_24 2802
SOUND_28 2803
SOUND_34 2804
SOUND_37 2805
SOUND_7 2806
SOUND_71 2807
SOUND_81 2808
SOUND_90 2809
SOUND_91 2810
SOUND_A10 2811
SOUND_A10_2 2812
SOUND_A10_3 2813
SOUND_2DOOR 3000
SOUND_4DOOR 3001
SOUND_AMBULANCE 3002
SOUND_ARTIC_CAB 3003
SOUND_BEACH_BUGGY 3004
SOUND_BIKE 3005
SOUND_BOAT 3006
SOUND_BUGGY 3007
SOUND_BULL_DOZER 3008
SOUND_BUS 3009
SOUND_CAMPER_VAN 3010
SOUND_COACH 3011
SOUND_COMBINE_HARVESTER 3012
SOUND_COMPACT 3013
SOUND_CONVERTABLE 3014
SOUND_COUPE 3015
SOUND_CRUISER 3016
SOUND_FIRE_TRUCK 3017
SOUND_FORKLIFT 3018
SOUND_FREIGHT_TRAIN 3019
SOUND_GARBAGE_TRUCK 3020
SOUND_GAS_TANKER 3021
SOUND_GOLF_CART 3022
SOUND_GO_KART 3023
SOUND_HEARSE 3024
SOUND_HELICOPTER 3025
SOUND_HOVERCRAFT 3026
SOUND_ICE_CREAM_VAN 3027
SOUND_JEEP 3028
SOUND_LAWNMOWER 3029
SOUND_LIMO 3030
SOUND_LOW_RIDER 3031
SOUND_MOPED 3032
SOUND_MOTORBIKE 3033
SOUND_OFF_ROAD 3034
SOUND_PEOPLE_CARRIER 3035
SOUND_PICK_UP 3036
SOUND_PLANE 3037
SOUND_POLICE_CAR 3038
SOUND_POLICE_VAN 3039
SOUND_QUAD_BIKE 3040
SOUND_RUBBER_DINGY 3041
SOUND_SAND_BUGGY 3042
SOUND_SEA_PLANE 3043
SOUND_SNOWCAT 3044
SOUND_SPEED_BOAT 3045
SOUND_SPORT 3046
SOUND_SPORTSCAR 3047
SOUND_SPORTS_BIKE 3048
SOUND_STATION_WAGON 3049
SOUND_SUV 3050
SOUND_TANK 3051
SOUND_TAXI 3052
SOUND_TRACTOR 3053
SOUND_TRAIN 3054
SOUND_TRAM 3055
SOUND_TRUCK 3056
SOUND_VAN 3057
SOUND__AIR_HORN_L 3200
SOUND__AIR_HORN_R 3201
SOUND_AIRCONDITIONER 3400
SOUND_OFFICE_FIRE_ALARM 3401
SOUND_MOBILE_DIALING 3600
SOUND_VIDEOTAPE_NOISE 3800
SOUND_BALLA_1 4000
SOUND_BALLA_2 4001
SOUND__BANDIT_WHEEL_START 4200
SOUND__BANDIT_PAYOUT 4201
SOUND__BANDIT_WHEEL_STOP 4202
SOUND__INSERT_COIN 4203
SOUND_HAIRCUT 4400
SOUND__BASKETBALL_BOUNCE_1 4600
SOUND__BASKETBALL_BOUNCE_2 4601
SOUND__BASKETBALL_BOUNCE_3 4602
SOUND__BASKETBALL_HIT_HOOP 4603
SOUND__BASKETBALL_SCORE 4604
SOUND_BBOX_1 4800
SOUND_BBOX_2 4801
SOUND_BBOX_3 4802
SOUND_BBOX_4 4803
SOUND_BBOX_5 4804
SOUND_BBOX_6 4805
SOUND_BBOX_7 4806
SOUND_BBOX_8 4807
SOUND_BCS5_AA 5000
SOUND_BCS5_AB 5001
SOUND_BCS5_AC 5002
SOUND_BCS5_AD 5003
SOUND_BCS5_AE 5004
SOUND_BCS5_AF 5005
SOUND_BCS5_AG 5006
SOUND_BCS5_AH 5007
SOUND_BCS5_BA 5008
SOUND_BCS5_BB 5009
SOUND_BCS5_BC 5010
SOUND_BCS5_BD 5011
SOUND_BCS5_BE 5012
SOUND_BCS5_BF 5013
SOUND_BCS5_BG 5014
SOUND_BB_GONE_BUZZ 5200
SOUND_BB_GONE_ACCEPT 5201
SOUND_BB_GONE_DROP 5202
SOUND_BB_GONE_GAMEOVER 5203
SOUND_BB_GONE_PICKUP 5204
SOUND_BB_GONE_SELECT 5205
SOUND_BB_GONE_ZAP 5206
SOUND_B_BET_1 5400
SOUND_B_BET_2 5401
SOUND_B_LEND1 5402
SOUND_B_LEND2 5403
SOUND_B_LEND3 5404
SOUND_B_NEM_1 5405
SOUND_B_NEM_2 5406
SOUND_B_NEM_3 5407
SOUND_B_NMB_1 5408
SOUND_B_NMB_2 5409
SOUND_B_NMB_3 5410
SOUND_B_NUM10 5411
SOUND_B_NUM11 5412
SOUND_B_NUM12 5413
SOUND_B_NUM13 5414
SOUND_B_NUM14 5415
SOUND_B_NUM15 5416
SOUND_B_NUM16 5417
SOUND_B_NUM17 5418
SOUND_B_NUM18 5419
SOUND_B_NUM19 5420
SOUND_B_NUM20 5421
SOUND_B_NUM21 5422
SOUND_B_NUM22 5423
SOUND_B_NUM23 5424
SOUND_B_NUM24 5425
SOUND_B_NUM25 5426
SOUND_B_NUM26 5427
SOUND_B_NUM27 5428
SOUND_B_NUM28 5429
SOUND_B_NUM29 5430
SOUND_B_NUM30 5431
SOUND_B_NUM31 5432
SOUND_B_NUM32 5433
SOUND_B_NUM33 5434
SOUND_B_NUM34 5435
SOUND_B_NUM35 5436
SOUND_B_NUM36 5437
SOUND_B_NUM_0 5438
SOUND_B_NUM_1 5439
SOUND_B_NUM_2 5440
SOUND_B_NUM_3 5441
SOUND_B_NUM_4 5442
SOUND_B_NUM_5 5443
SOUND_B_NUM_6 5444
SOUND_B_NUM_7 5445
SOUND_B_NUM_8 5446
SOUND_B_NUM_9 5447
SOUND_B_PWIN1 5448
SOUND_B_PWIN2 5449
SOUND_B_PWIN3 5450
SOUND_B_REG_1 5451
SOUND_B_REG_2 5452
SOUND_B_THX_1 5453
SOUND_B_THX_2 5454
SOUND_B_WEEL1 5455
SOUND_B_WEEL2 5456
SOUND_B_WEEL3 5457
SOUND_B_WEEL4 5458
SOUND_B_WEEL5 5459
SOUND_B_WEEL6 5460
SOUND_B_WEEL7 5461
SOUND_B_WINS1 5462
SOUND_B_WINS2 5463
SOUND_B_WINS3 5464
SOUND_BIKE_PACKAGE_THROW 5600
SOUND_BIKE_PACKAGE_THROW2 5601
SOUND_BIKE_PACKAGE_THROW3 5602
SOUND_10_OR_20 5800
SOUND_2_OR_12 5801
SOUND_3_OR_13 5802
SOUND_4_OR_14 5803
SOUND_5_OR_15 5804
SOUND_6_OR_16 5805
SOUND_7_OR_17 5806
SOUND_8_OR_18 5807
SOUND_9_OR_19 5808
SOUND_J_BET_1 5809
SOUND_J_BET_2 5810
SOUND_J_BJ_1 5811
SOUND_J_BJ_2 5812
SOUND_J_BUST1 5813
SOUND_J_BUST2 5814
SOUND_J_DRW_1 5815
SOUND_J_DRW_2 5816
SOUND_J_DW_1 5817
SOUND_J_DW_2 5818
SOUND_J_DW_3 5819
SOUND_J_LEND1 5820
SOUND_J_LEND2 5821
SOUND_J_LEND3 5822
SOUND_J_NEM_1 5823
SOUND_J_NEM_2 5824
SOUND_J_NEM_3 5825
SOUND_J_NMB_1 5826
SOUND_J_NMB_2 5827
SOUND_J_NMB_3 5828
SOUND_J_NUM10 5829
SOUND_J_NUM11 5830
SOUND_J_NUM12 5831
SOUND_J_NUM13 5832
SOUND_J_NUM14 5833
SOUND_J_NUM15 5834
SOUND_J_NUM16 5835
SOUND_J_NUM17 5836
SOUND_J_NUM18 5837
SOUND_J_NUM19 5838
SOUND_J_NUM20 5839
SOUND_J_NUM21 5840
SOUND_J_NUM_4 5841
SOUND_J_NUM_5 5842
SOUND_J_NUM_6 5843
SOUND_J_NUM_7 5844
SOUND_J_NUM_8 5845
SOUND_J_NUM_9 5846
SOUND_J_PWIN1 5847
SOUND_J_PWIN2 5848
SOUND_J_PWIN3 5849
SOUND_J_REG_1 5850
SOUND_J_REG_2 5851
SOUND_J_THX_1 5852
SOUND_J_THX_2 5853
SOUND_J_WINS1 5854
SOUND_J_WINS2 5855
SOUND_J_WINS3 5856
SOUND__BLAST_DOOR_SLIDE_LOOP_2 6000
SOUND__CLAXON_LOOP 6001
SOUND__HEAVY_DOOR 6002
SOUND__SHOOT_CONTROLS 6003
SOUND_GULL_SCREECH 6200
SOUND_OMO_1 6201
SOUND_OMO_2 6202
SOUND_OMO_3 6203
SOUND_OMO_4 6204
SOUND_OMO_5 6205
SOUND_DOOR_BUZZER 6400
SOUND_LIFT_PING 6401
SOUND_LIGHTS_POWER_DOWN 6402
SOUND_ROOF_COLLAPSE 6600
SOUND_WALL_COLLAPSE_BELOW 6601
SOUND_WALL_COLLAPSE_NEARBY 6602
SOUND_WOODEN_DOOR_BREACH 6603
SOUND__CARGO_PLANE_DOOR_LOOP 6800
SOUND__CARGO_PLANE_DOOR_START 6801
SOUND__CARGO_PLANE_DOOR_STOP 6802
SOUND_CAS1B00 7000
SOUND_CAS1B01 7001
SOUND_CAS1B02 7002
SOUND_CAS1B03 7003
SOUND_CAS1B04 7004
SOUND_CAS1B05 7005
SOUND_CAS1B06 7006
SOUND_CAS1_AA 7007
SOUND_CAS1_AB 7008
SOUND_CAS1_AC 7009
SOUND_CAS1_AD 7010
SOUND_CAS1_AE 7011
SOUND_CAS1_BA 7012
SOUND_CAS1_BB 7013
SOUND_CAS1_BC 7014
SOUND_CAS1_BD 7015
SOUND_CAS1_BE 7016
SOUND_CAS1_CA 7017
SOUND_CAS1_CB 7018
SOUND_CAS1_CC 7019
SOUND_CAS1_CD 7020
SOUND_CAS1_CE 7021
SOUND_CAS1_DA 7022
SOUND_CAS1_DB 7023
SOUND_CAS1_DC 7024
SOUND_CAS1_DD 7025
SOUND_CAS1_DE 7026
SOUND_CAS1_EA 7027
SOUND_CAS1_EB 7028
SOUND_CAS1_EC 7029
SOUND_CAS1_ED 7030
SOUND_CAS1_EE 7031
SOUND_CAS1_EF 7032
SOUND_CAS1_EG 7033
SOUND_CAS1_EH 7034
SOUND_CAS1_EI 7035
SOUND_CAS1_EJ 7036
SOUND_CAS1_EK 7037
SOUND_CAS1_EL 7038
SOUND_CAS1_EM 7039
SOUND_CAS1_EN 7040
SOUND_CAS1_EO 7041
SOUND_CAS1_EP 7042
SOUND_CAS1_EQ 7043
SOUND_CAS1_ES 7044
SOUND_CAS1_ET 7045
SOUND_CAS1_EU 7046
SOUND_CAS1_EV 7047
SOUND_CAS1_EW 7048
SOUND_CAS1_EX 7049
SOUND_CAS1_EY 7050
SOUND_CAS1_EZ 7051
SOUND_CAS1_FA 7052
SOUND_CAS1_FB 7053
SOUND_CAS1_FC 7054
SOUND_CAS1_GA 7055
SOUND_CAS1_GB 7056
SOUND_CAS1_GC 7057
SOUND_CAS1_GD 7058
SOUND_CAS1_GE 7059
SOUND_CAS1_HA 7060
SOUND_CAS1_HB 7061
SOUND_CAS1_HC 7062
SOUND_CAS1_HD 7063
SOUND_CAS1_HE 7064
SOUND_CAS1_JA 7065
SOUND_CAS1_JB 7066
SOUND_CAS11AA 7200
SOUND_CAS11AB 7201
SOUND_CAS11AC 7202
SOUND_CAS11AD 7203
SOUND_CAS11BA 7204
SOUND_CAS11BB 7205
SOUND_CAS11BC 7206
SOUND_CAS11CA 7207
SOUND_CAS11DA 7208
SOUND_CAS11DB 7209
SOUND_CAS11EA 7210
SOUND_CAS11EB 7211
SOUND_CAS11EC 7212
SOUND_CAS11ED 7213
SOUND_CAS11EE 7214
SOUND_CAS11EF 7215
SOUND_CAS11EG 7216
SOUND_CAS11FA 7217
SOUND_CAS11GA 7218
SOUND_CAS11GB 7219
SOUND_CAS11GC 7220
SOUND_CAS11HA 7221
SOUND_CAS11HB 7222
SOUND_CAS11HC 7223
SOUND_CAS11HD 7224
SOUND_CAS11HE 7225
SOUND_CAS11HF 7226
SOUND_CAS11_AA 7227
SOUND_CAS11_AB 7228
SOUND_CAS11_BA 7229
SOUND_CAS11_DB 7230
SOUND_CAS11_EA 7231
SOUND_CAS11_EB 7232
SOUND_CAS11_EC 7233
SOUND_CAS11_ED 7234
SOUND_CAS11_EE 7235
SOUND_CAS11_EF 7236
SOUND_CAS11_EG 7237
SOUND_CAS11_GA 7238
SOUND_CAS11_GB 7239
SOUND_CAS2_AA 7400
SOUND_CAS2_AB 7401
SOUND_CAS2_AC 7402
SOUND_CAS2_AD 7403
SOUND_CAS2_AE 7404
SOUND_CAS2_AF 7405
SOUND_CAS2_AG 7406
SOUND_CAS2_AH 7407
SOUND_CAS2_AI 7408
SOUND_CAS2_AJ 7409
SOUND_CAS2_AK 7410
SOUND_CAS2_AL 7411
SOUND_CAS2_AM 7412
SOUND_CAS2_AN 7413
SOUND_CAS2_AO 7414
SOUND_CAS2_BA 7415
SOUND_CAS2_BB 7416
SOUND_CAS2_BC 7417
SOUND_CAS2_BD 7418
SOUND_CAS2_BE 7419
SOUND_CAS2_CA 7420
SOUND_CAS2_CB 7421
SOUND_CAS3_AA 7600
SOUND_CAS3_AB 7601
SOUND_CAS3_AC 7602
SOUND_CAS3_AD 7603
SOUND_CAS3_BA 7604
SOUND_CAS3_BB 7605
SOUND_CAS3_BC 7606
SOUND_CAS3_BD 7607
SOUND_CAS3_BE 7608
SOUND_CAS3_CA 7609
SOUND_CAS3_CB 7610
SOUND_CAS3_CC 7611
SOUND_CAS3_DA 7612
SOUND_CAS4_BA 7800
SOUND_CAS4_BB 7801
SOUND_CAS4_CA 7802
SOUND_CAS4_CB 7803
SOUND_CAS4_CC 7804
SOUND_CAS4_CD 7805
SOUND_CAS4_CE 7806
SOUND_CAS4_CF 7807
SOUND_CAS4_CG 7808
SOUND_CAS4_CH 7809
SOUND_CAS4_CJ 7810
SOUND_CAS4_CK 7811
SOUND_CAS4_CL 7812
SOUND_CAS4_DA 7813
SOUND_CAS4_DB 7814
SOUND_CAS4_DC 7815
SOUND_CAS4_DD 7816
SOUND_CAS4_DE 7817
SOUND_CAS4_EA 7818
SOUND_CAS4_EB 7819
SOUND_CAS4_EC 7820
SOUND_CAS4_ED 7821
SOUND_CAS4_EE 7822
SOUND_CAS4_EF 7823
SOUND_CAS4_EG 7824
SOUND_CAS4_EH 7825
SOUND_CAS4_FA 7826
SOUND_CAS4_FB 7827
SOUND_CAS4_FC 7828
SOUND_CAS4_FD 7829
SOUND_CAS4_FE 7830
SOUND_CAS4_FF 7831
SOUND_CAS4_FG 7832
SOUND_CAS4_FH 7833
SOUND_CAS4_FJ 7834
SOUND_CAS4_FK 7835
SOUND_CAS4_FL 7836
SOUND_CAS4_GA 7837
SOUND_CAS4_GB 7838
SOUND_CAS4_HA 7839
SOUND_CAS4_HB 7840
SOUND_CAS4_HC 7841
SOUND_CAS4_HD 7842
SOUND_CAS4_JA 7843
SOUND_CAS4_JB 7844
SOUND_CAS4_JC 7845
SOUND_CAS4_JD 7846
SOUND_CAS4_KA 7847
SOUND_CAS4_KB 7848
SOUND_CAS4_KC 7849
SOUND_CAS4_KD 7850
SOUND_CAS4_KE 7851
SOUND_CAS4_KF 7852
SOUND_CAS4_KG 7853
SOUND_CAS4_KH 7854
SOUND_CAS4_KJ 7855
SOUND_CAS4_LA 7856
SOUND_CAS4_LB 7857
SOUND_CAS4_LC 7858
SOUND_CAS4_LD 7859
SOUND_CAS4_LE 7860
SOUND_CAS4_MA 7861
SOUND_CAS4_NA 7862
SOUND_CAS4_NB 7863
SOUND_CAS4_NC 7864
SOUND_CAS4_ND 7865
SOUND_CAS4_NE 7866
SOUND_CAS4_NF 7867
SOUND_CAS4_NG 7868
SOUND_CAS4_NH 7869
SOUND_CAS4_NJ 7870
SOUND_CAS4_OA 7871
SOUND_CAS4_OB 7872
SOUND_CAS4_OC 7873
SOUND_CAS4_OD 7874
SOUND_CAS4_OE 7875
SOUND_CAS4_OF 7876
SOUND_CAS4_OG 7877
SOUND_CAS4_OH 7878
SOUND_CAS4_OJ 7879
SOUND_CAS4_OK 7880
SOUND_CAS4_OL 7881
SOUND_CAS4_OM 7882
SOUND_CAS4_PA 7883
SOUND_CAS4_PB 7884
SOUND_CAS4_PD 7885
SOUND_CAS4_PE 7886
SOUND_CAS4_PF 7887
SOUND_CAS4_PG 7888
SOUND_CAS4_PH 7889
SOUND_CAS4_PJ 7890
SOUND_CAS4_PK 7891
SOUND_CAS4_QA 7892
SOUND_CAS4_QB 7893
SOUND_CAS4_RA 7894
SOUND_CAS4_RB 7895
SOUND_CAS4_RD 7896
SOUND_CAS4_RE 7897
SOUND_CAS4_SA 7898
SOUND_CAS4_SB 7899
SOUND_CAS4_TA 7900
SOUND_CAS4_TB 7901
SOUND_CAS4_TC 7902
SOUND_CAS5_AA 8000
SOUND_CAS5_AB 8001
SOUND_CAS5_BA 8002
SOUND_CAS5_BB 8003
SOUND_CAS5_BC 8004
SOUND_CAS5_BD 8005
SOUND_CAS5_BE 8006
SOUND_CAS5_CA 8007
SOUND_CAS5_CB 8008
SOUND_CAS5_CC 8009
SOUND_CAS5_CD 8010
SOUND_CAS5_CE 8011
SOUND_CAS5_CF 8012
SOUND_CAS5_CG 8013
SOUND_CAS5_DA 8014
SOUND_CAS5_DB 8015
SOUND_CAS5_EA 8016
SOUND_CAS5_EB 8017
SOUND_CAS6_AA 8200
SOUND_CAS6_AB 8201
SOUND_CAS6_AC 8202
SOUND_CAS6_AD 8203
SOUND_CAS6_AE 8204
SOUND_CAS6_AF 8205
SOUND_CAS6_BA 8206
SOUND_CAS6_BB 8207
SOUND_CAS6_BC 8208
SOUND_CAS6_BD 8209
SOUND_CAS6_BE 8210
SOUND_CAS6_BF 8211
SOUND_CAS6_BH 8212
SOUND_CAS6_BK 8213
SOUND_CAS6_BL 8214
SOUND_CAS6_BM 8215
SOUND_CAS6_BN 8216
SOUND_CAS6_CA 8217
SOUND_CAS6_CB 8218
SOUND_CAS6_DA 8219
SOUND_CAS6_DB 8220
SOUND_CAS6_EA 8221
SOUND_CAS6_EB 8222
SOUND_CAS6_EC 8223
SOUND_CAS6_ED 8224
SOUND_CAS6_EE 8225
SOUND_CAS6_EF 8226
SOUND_CAS6_EG 8227
SOUND_CAS6_EH 8228
SOUND_CAS6_EJ 8229
SOUND_CAS6_EK 8230
SOUND_CAS6_EL 8231
SOUND_CAS6_EM 8232
SOUND_CAS6_EN 8233
SOUND_CAS6_EO 8234
SOUND_CAS6_EP 8235
SOUND_CAS6_EQ 8236
SOUND_CAS6_ER 8237
SOUND_CAS6_ES 8238
SOUND_CAS6_ET 8239
SOUND_CAS6_EU 8240
SOUND_CAS6_FA 8241
SOUND_CAS6_FC 8242
SOUND_CAS6_FF 8243
SOUND_CAS6_FK 8244
SOUND_CAS6_FM 8245
SOUND_CAS6_FN 8246
SOUND_CAS6_FO 8247
SOUND_CAS6_FP 8248
SOUND_CAS6_GB 8249
SOUND_CAS6_GH 8250
SOUND_CAS6_GJ 8251
SOUND_CAS6_GK 8252
SOUND_CAS6_HA 8253
SOUND_CAS6_HB 8254
SOUND_CAS6_HC 8255
SOUND_CAS6_HD 8256
SOUND_CAS6_JA 8257
SOUND_CAS6_JB 8258
SOUND_CAS6_JC 8259
SOUND_CAS6_JD 8260
SOUND_CAS6_JE 8261
SOUND_CAS6_JF 8262
SOUND_CAS6_JG 8263
SOUND_CAS6_JJ 8264
SOUND_CAS6_JK 8265
SOUND_CAS6_JL 8266
SOUND_CAS6_JM 8267
SOUND_CAS6_JN 8268
SOUND_CAS6_JO 8269
SOUND_CAS6_KA 8270
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
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Post by ((UCoS))lo3-Meady on Jan 31, 2006 0:09:26 GMT 10
EAT MARIAH CAREY!!
(Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah)
Oh, when you walk by every night Talking sweet and looking fine I get kinda hectic inside Mmm, baby I'm so into you Darling, if you only knew All the things that flow through my mind
(But it's just a) sweet, sweet fantasy, baby When I close my eyes You come and you take me (On and on and on) So deep in my daydreams But it's just a sweet, sweet fantasy, baby
(Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah)
Images of rapture Creep into me slowly As you're going to my head And my heart beats faster When you take me over Time and time and time again
(But it's just a) sweet, sweet fantasy, baby When I close my eyes You come and you take me (On and on and on) So deep in my daydreams But it's just a sweet, sweet fantasy, baby
(Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah) (Shoe do do do do do do do) (Shoe do do do do do do yeah)
(It's just a) sweet, sweet fantasy, baby When I close my eyes You come and you take me (On and on and on) So deep in my daydreams But it's just a sweet, sweet fantasy, baby
I'm in heaven With my boyfriend My laughing boyfriend There's no beginning And there is no end Feels like I'm dreaming But I'm not sleeping
(It's just a) sweet, sweet fantasy, baby When I close my eyes You come and you take me (On and on and on) So deep in my daydreams But it's just a sweet, sweet fantasy, baby
Sweet, sweet fantasy, baby When I close my eyes You come and you take me (On and on and on) So deep in my daydreams But it's just a sweet, sweet fantasy, baby
Sweet, sweet fantasy, baby Sweet, sweet fantasy, baby (Shoe do do do do do do do)
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
|
Post by ((UCoS))lo3-Meady on Jan 31, 2006 0:10:53 GMT 10
Honey, You can have me when you want me If you just simply ask me to be there And you're the only one who makes me come running Cause what you got is far beyond compare
And its just like honey When your love comes over me Oh baby, I've got a dependancy Always strung out for another taste of your honey
It's like honey really washes over me You know sugar never ever was so sweet And I'm dyin for ya, cryin for ya, I adore ya One hit of your love addicted me Now I'm strung out on you darlin' Don't you see every night and day I cant hardly wait for another taste of honey
Honey I can't describe How good it feels inside Honey I can't describe How good it feels inside
I can't be elusive with you Honey Cause It's blatant that I've feeling you And it's too hard for me to leave abruptly Cause you're the only thing I wanna do
And it's just like Honey When your love comes over me Oh baby, I've got a dependancy Always strung out for another Taste of your honey
It's like honey really washes over me You know sugar never ever was so sweet And I'm dyin for ya, cryin for ya, I adore ya One hit of your love addicted me Now I'm strung out on you darlin' Don't you see every night and day I cant hardly wait for another taste of honey
Honey I can't describe How good it feels inside Honey I can't describe How good it feels inside
It's like honey really washes over me You know sugar never ever was so sweet And I'm dyin for ya, cryin for ya, I adore ya One hit of your love addicted me Now I'm strung out on you darlin' Don't you see every night and day I cant hardly wait for another taste of honey
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
|
Post by ((UCoS))lo3-Meady on Jan 31, 2006 0:11:44 GMT 10
I need a lover to give me The kind of love that will last always I need somebody uplifting To take me away babe...oh yeah yeah I want a lover who knows me Who understands how I feel inside Someone to comfort and hold me Through the long lonely nights Till the dawn Why don't you take me away
Dreamlover come rescue me Take me up take me down Take me anywhere you want to baby now I need you so desperately Won't you please come around 'Cause I wanna share forever with you baby
I don't want another pretender To disillusion me one more time Whispering words of forever Playing with my mind
I need someone to hold on to The kind of love that won't fly away I just want someone to belong to Everyday Of my life Always So come and take me away
Dreamlover come rescue me Take me up take me down Take me anywhere you want to baby now I need you so desperately Won't you please come around 'Cause I wanna share forever with you baby 'Cause I wanna share forever with you baby
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
|
Post by ((UCoS))lo3-Meady on Jan 31, 2006 0:13:06 GMT 10
Jay-Z/Clue:
Uh, what, uh, jigga (MC, ha, Clue) Hey, you gotta bounce to this like this You almost gotta watch to this, uh-huh (who-ee) Escape
Mariah:
Ooh your love's so good I don't wanna let go And although I should I can't leave you alone (ha, ha) Cause you're so disarming I'm caught up in the mist Of you, and I can not resist, (sing the song) at all
Mariah:
Boy if I do The things you want me to The way I used to do Would you love me baby? Holding me, feeling me, or would you go and break my heart?
Chorus:
Heartbreaker you've got the best of me But I just keep on coming back obsessivly Oh why did you have to run your game on me? I should have known right from the start You'd go and break my heart
Mariah/Clue:
[Mariah] (Jay Z) Give me your love Give me your love (She said) Give me your love (She wants) Give me your love Give me your love (She said) Give me your love (Uh-huh) Give me your love (Yeah) Give me your love
(comin back) It's a shame to be So euphoric and weak When you smile at me And you tell me the things That you know just maybe could relinquish my love to you But I can not resist (ha, ha) at all
Mariah:
Boy if I do The things you want me to The way I used to do Would you love me baby? Holding me, feeling me, or would you go and break my heart?
Chorus:
Heartbreaker you've got the best of me But I just keep on coming back obsessivly Oh why did you have to run your game on me? I should have known right from the start You'd go and break my heart Jay-Z:
I'm all on the record Okay, Clue all right She wanna shop with Jay She wanna play box with Jay She wanna pillow fight in the middle of the night She wanna drive my Benz with five of her friends She wanna creep past the block, spying again She wanna roll with Jay, chase skeeos away She wanna fight with lame chicks, blow my day She wanna inspect the rest, kick me to the curb If she find one strand of hair longer than hers She want love in the jacuzzi, rub up in the movies Access to the old crib, keys to the newbie She wanna answer the phone, tattoo her arm That's when I gotta send her back to her mom She calls me "heartbreaker", when we apart it makes her Want a piece of paper, scribble down "I Hate Ya" But she knows she loves Jay because Cause she loves everything Jay say, Jay does and uh
Chorus:
Heartbreaker you've got the best of me But I just keep on coming back obsessivly Oh why did you have to run your game on me? I should have known right from the start You'd go and break my heart
Heartbreaker you've got the best of me But I just keep on coming back obsessivy Oh why did you have to run your game on me? I should have known right from the start You'd go and break my heart
Heartbreaker you've got the best of me (Boy if I do) But I just keep on coming back obsessivly (The things you want me to, the way I used to do) Oh why did you have to run your game on me? (Would you love me baby) I should have known right from the start (Holding me, feeling me) You'd go and break my heart (Would you go and break me heart)
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((UCoS))lo3-Meady
CLEARANCE-1 (Provisional)
*burp*
It's pissin down with Mead
Posts: 981
|
Post by ((UCoS))lo3-Meady on Jan 31, 2006 0:13:48 GMT 10
do do doop) (do do doop do doop da dum) (do do doop dum) (do do doop do doop da dum)
we were as one babe for a moment in time and it seemed everlasting that you would always be mine now you want to be free so I'm letting you fly cause i know in my heart babe our love will never die no
you'll always be a part of me i'm a part of you indefinitely boy don't you know you can't escape me ooh darling cause you'll always be my baby and we'll linger on and on time can't erase a feeling this strong no way you're never gonna shake me ooh darling cause you'll always be my baby
(do do doop) (do do doop do doop da dum) (do do doop dum) (do do doop do doop da dum)
i ain't gonna cry no and i won't beg you to stay if you're determined to leave boy i will not stand in your way but inevitably you'll be back again cause ya know in your heart babe our love will never end no
you'll always be a part of me i'm part of you indefinitely boy don't you know you can't escape me ooh darling cause you'll always be my baby and we'll linger on and on time can't erase a feeling this strong no way you're never gonna shake me ooh darlin cause you'll always be my baby
i know that you'll be back boy when your days and your nights get a little bit colder oooohhh i know that,you'll be right back, baby oh baby believe me it's only a matter of time of timeeee
you'll always be apart of me (oooohhhh) i'm part of you indefinitely (hhhhoooo) boy don't you know you can't escape me (ooooohhhhhh) ooh darlin cause you'll always be my baby and we'll linger on and on (and we will linger on and on) time cant erase a feeling this strong (ohhhh) no way you're never gonna shake me (oh baby) ooh darlin cause you'll always be my baby
you'll always be apart of me (yeah yeah oooohhhh) i'm part of you indefinitely (hhhhoooo) boy don't you know you can't escape me (ooooohhhhhh) ooh darlin cause you'll always be my baby (no no nooo ) and we'll linger on and on (you and I will always be) time cant erase a feeling this strong no way you're never gonna shake me (you & I) ooh darlin cause you'll always be my baby (you & I)
you and i will always be no way your never gonna shake me no way your ever gonna shake me you and i will always be
no matter what you do baby
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