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Elite Force Downloads > Mods > Holomatch:
Update Mod 1.30 Service Pack 1 (EXE)
Filename: updatemod13_sp1.exe


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491.93 KB
EXE
Grand Nagus
1140
03-12-2005
Update Mod 1.30 (EXE)
Mods > Holomatch


Average User Rating: 6.6
Number of Votes: 24
Related Files:
Latest 5 Mods > Holomatch:
- Renegade Mod (1.0)
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- XMAS Mod
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- Holomatch Third Person View

5 Other Files by Grand Nagus:
- Update Mod 1.30 Service Pack 1 (ZIP)
- Update Mod Tech Demo Maps
- Update Mod 1.30 (ZIP)
- Update Mod 1.30 (EXE)
- Super Mario Mod (1.0)

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Update Mod 1.30 Service Pack 1 (EXE) - File Description  


Description:
See the readme for a list of what's been fixed. You MUST have this to play on servers running the 1.3 Patch. This installer will only work for people who originally installed the mod using the original EXE installer. If you installed from the ZIP file, or if this installer doesn't work for whatever reason, you will need to get the ZIP version of Service Pack 1.



Update Mod 1.30 Service Pack 1 (EXE) - Readme  
Readme File:
StarTrek Voyager Elite Force Update Mod 1.30
Service Pack 1

March 11, 2005

by Grand Nagus


Got any ideas? Got any comments?
Go to the Ravensoft Forums:
http://forums.ravensoft.com/ib/ikonboard.pl


Wholly cow! A patch ALREADY!? Yep, I left some things out, and this
small patch will update things to the way they should be.

================
Fixes in Service Pack 1:
- Photonic Regeneration gave wrong message when used
- fs_game was incorrectly set
- Sometimes respawned invincible when carrying medkit upon
death (thx PeaceWiz)
- Walljump registered incorrectly when playing on a server
that had walljumping turned 'off' (thx Paracyte)
- Team scores were overlapped by game mod name in ingame
scoreboard (thx Gez)
- Used more informative kick message when trying to connect to
an Update Mod server without having the Update Mod started


================
Quick Install for Windows users:

1) Launch 'UpdateMod13_sp1.exe'

2) Follow the prompts to install the patch.

3) Start up Holomatch, load the mod 'Update Mod 1.3' from your mods
list, join a server or start your own game, and have fun!


================
Quick Install for users of operating systems besides Windows:

1) Open 'UpdateMod13_sp1.zip'

2) Browse to your Update Mod installation folder (should be 'Star Trek
Voyager Elite Force/um13')

3) Extract 'um13_1.pk3' into that folder.

4) Start up Holomatch, load the mod 'Update Mod 1.3' from your mods
list, join a server or start your own game, and have fun!


================
Quickie Help:

I have Windows, but the patch installer won't work?
- If you originally installed the Update Mod using the 'zip' file
rather than the 'exe' installer, then the Service Pack installer
'UpdateMod13_sp1.exe' won't launch at all. This is because the
original Update Mod installer writes a small flag in your Windows
registry file to let any following patches and map pack installers
know exactly where your Update Mod installation is located.
You will either have to download the file 'UpdateMod13_sp1.zip' and
follow the instructions for users of operating systems besides
Windows, or you can reinstall the Update Mod using the Update Mod
Installer (UpdateMod_13.exe).

Update Mod doesn't work at all?
- Make sure you installed the Update Mod correctly! In your 'Star Trek
Voyager Elite Force' folder, you should see both 'BaseEF' and 'um13'
folders along with a bunch of other folders. If you don't see the
'um13' folder, you may have accidently installed the mod into your
'BaseEF' folder. Check your 'BaseEF' folder and look to see of 'um13'
is installed; if it is, either delete it or move it to your 'Star Trek
Voyager Elite Force' folder.

Works, but can't connect to a server?
- If you get the message "Need Update Mod to connect to server", then
that server is running a beta copy of the Update Mod. Notify that
server admin that he/she is running a beta and needs to install the
final version!

- If you get the message "Make sure the mod 'Update Mod 1.3' is started!",
then you are trying to connect to an Update Mod without first starting
up the Update Mod from within your 'Mods' list. You can verify that you
are currently running the Update Mod by looking at the bottom of your
screen; you should see 'ST:V HM V1.30'. If you see 'ST:V HM V1.20'
(version 1.2), then the Update Mod isn't started. Start up the Update
Mod from within your 'Mods' menu and try again.

- If you still get the message "Make sure the mod 'Update Mod 1.3' is
started!", then you either didn't install the Update Mod correctly
or you are running a hacked version of the Update Mod. Make sure
you are connecting to a server that's running the Update Mod.

- If you get the message "Need Update Mod Final to connect", then the
server you are trying to connect to hasn't installed the Update Mod
Service Pack 1 yet. Contact the server admin and let him know that he
needs to upgrade his Update Mod installation to the latest version of
the Update Mod.

Works, but 'cheaterz' command says that a player is a 'MODIFIED CLIENT'?
- Your opponent is using a modified client, which means that he or she
is probably using a cheater mod. Kick 'em!


================
Minimum System Requirements:

PC
- Full Version of Star Trek: Voyager - Elite Force
- Pentium® II 233 MHz processor and 8 MB video card
Or AMD® 350 MHz K6®-2 Processor with 8 MB video card
- Microsoft® Windows® 95/98/ME/2000/XP or NT 4.0-SP5 operating system
with 100% compatible computer system
- 3-D Hardware Accelerated with full OpenGL® support*
- 64 MB RAM
- 660 MB of uncompressed hard drive space (including the patch files)
plus 130 MB additional for Windows swap file
- Quad-speed CD-ROM drive (600 k/sec sustained transfer rate)
- DirectX® 7.0a or 100% compatible drivers
- 100% DirectX 7 compatible sound card
- 100% Microsoft-compatible mouse and driver
- Joystick supported. 100% Windows 95/98/NT-compatible joystick and
driver required for joystick use.
- Internet (TCP/IP) and LAN (TCP/IP and IPX) play supported
- Internet play requires a 100% Windows 95/98/NT-compatible 28.8 Kbps
(or faster) modem with Internet Service Provider

Macintosh
- Full Version of Star Trek: Voyager - Elite Force
- 300MHz G3 processor
- Mac OS 8.6 or higher
- 128MB of Memory
- 3D-accelerated PCI or AGP video card w/at least 6MB VRAM and Apple
OpenGL v1.1.3
- 200MB of uncompressed hard disk space
- 128MB virtual memory
- 4x CD-ROM
- 28.8K modem required for internet play

* A 100% full OpenGL-compliant 3-D video card is required




----------------------------------------------------------------------

Legal Stuff:

This mod is not an official 'update' sanctioned, supported, or
endorsed by Paramount or Activision. They cannot offer tech support
for the Update Mod. The Update Mod was coded and assembled by
Grand Nagus, and his code additions to Raven's original Holomatch 1.2
game code is proprietary technology that belongs to him. All other
code additions in the Update Mod were used with permission and are
proprietary technology that belong to their respective authors. Refer
to the 'readme' file to see who authored each feature within the Update
Mod. This Update Mod is protected by Ravensoft's "Star Trek Voyager:
Elite Force" EULA, and Grand Nagus reserves the rights of the Update
Mod within the boundaries stated by the EULA.

As stated, this mod is bound to the license limitations and
liabilities created by the EULA that came with your Star Trek
Voyager: Elite Force game. This mod can only be distributed
electronically, cannot be sold, and the author(s) of the mod cannot
be held responsible for the performance of this mod, any lost data or
consequential damage that may have been caused by the installation or
operation of this mod.

For tech support, the best place to go is the Raven's Elite Force
forums. Go to this forum listing:
http://forums.ravensoft.com/ib/ikonboard.pl
and go to any of the Startrek Voyager Elite Force forums. If you find
a bug, post it in the Mod Support forum. For general comments or
suggestions, post in the General forum.

This mod carries no warranty and is supplied 'as is'. You use at your
own risk! Neither the installer package or the files within the
installer package can be changed or modified in any way, including
(but not limited to): adding files to it, removing files from it,
and modifying any files within it, without expressed written
permission from the mod's author.

This mod cannot be distributed 'in part' in any way. Every part of
this mod is the intellectual property of their original creators, and
each part is compiled/included in the Update Mod with the permission
of the original creators. This is an agreement between the mod's
author and the creators of their respective intellectual property;
in no way can these parts be separated from the original mod package
without written expressed permission from both the original creator
and the mod's author. The mod's author reserves the right to
disassemble/separate intellectual property from the mod for any
reason and at any time.

You shall not reverse engineer, derive source code, modify, decompile,
disassemble, extract any files (textures, maps, etc), or create
derivative works of this Program, in whole or in part.

------------------------------------------------

Star Trek: Voyager™ – Elite Force
(tm), ® & © 2001 Paramount Pictures All rights reserved Star Trek:
Voyager and related marks are trademarks of Paramount Pictures. This
product contains software technology licensed from Id Software, Inc.
Id Technology © 1999-2001 Id Software, Inc. All rights reserved.
Update Mod v1.3 © 2003 by Grand Nagus. All rights reserved.
Activision is a registered trademark of Activision, Inc.© 2001
Activision, Inc. All other trademarks and trade names are the
properties of their respective owners.


Update Mod 1.30 Service Pack 1 (EXE) - File Download Options  
Primary Download Locations:

 
Name:
Location:
Provided by:

Worldwide Mirror by FileFront
USA Central
FileFront.com

Download from Worldwide Mirror by FileFront Download Now! usa - USA Central
 



Update Mod 1.30 Service Pack 1 (EXE) - User Comments  
The following comments are owned by the user that posted them. EF 2 Files is not responsible for their content.

Total comments: 13 | Last comment: 03-21-2005 at 20:26

 #1 - WoW - Posted by: George W Carver (Member) on 03-12-2005 at 01:23
That was fast, About 2 1/2 hours. Never saw a file go up so fast.

 #2 - tracked down lag - Posted by: Gez (Member) on 03-12-2005 at 09:52
I have tracked down the lag problem to sv_floodprotect, I'm not sure what you did, but whenever this is turned on and someone changes teams, chats, connects, etc it lags everyone in the server.

Also found a few other things:
Take a look at the weapons selection in these (you might have done that on purpose, I don't know, so I'll point it out anyway)
Screenshot of normal ef: http://gez.thewizclan.com/images/normal.jpg
Screenshot with um13: http://gez.thewizclan.com/images/um13.jpg

g_teamforcebalance does not work properly either (I fixed this in one of my mods before, it has to do with spectating clients (they use the client they are spectating's ->ps.clientnum) it can be fixed by using the s.number instead)


 #3 - Posted by: Grand_Nagus (Member) on 03-12-2005 at 14:56
Dang Gez, you're good! I'll look into that 'sv_floodprotect' and backtrack from that to see what's causing the lag problem. If it's a flood of info that's lagging everyone out, then I may know what's going on and should be able to provide a fix for that even quicker... I was thinking that the server and client were having trouble sync'ing up thru the unlagged code, but if that ain't it then I don't have to re-merge all that code. Coolness!

I'll also put in your 'g_teamforcebalance' fix into the next service pack too... I was wondering why team balancing never really worked. Thanks for the info!

Also, I'll swap around the draw priority for the weapon icons back to normal... Guess that didn't work too hot? I thought health info knowledge would be more important to the player than an overabundance of weapons, but I can swap it back to normal if it's too visually annoying.

Thanks again for the info and ideas! Hopefully I'll get SP2 out soon, but it may be a week or so before it arrives... Got a lot of work scheduled for it, so unless something spectacular happens (for instance, everything goes together perfectly) then it'll be a week or so before it's released.

---

Anyhoo, hope this service pack makes it easier to play with the Update Mod. Sorry about all the bugs... frown


 #4 - Posted by: Gez (Member) on 03-12-2005 at 16:31
yeah it does, thanks smile

regarding the weapons, since it only appears when changing weapons it makes more sense to go on top I suppose.

In case anyone was wondering, and happens to read this, I will be updating Elite Force Echelon soon so as to include the 2 extra Gems gametypes (for now they will appear as a question mark).

You can also make the update mod load instantly when you load elite force from Echelon by adding +fs_game um13 to the end of the executable path in Options. I may later add a drop down box containing all mods for selection.


 #5 - Posted by: Gez (Member) on 03-12-2005 at 18:42
make that:
+set fs_game um13


 #6 - a little help here - Posted by: Hfx-Rebel (FileFront Network Admin) on 03-15-2005 at 09:59
ok, so going under the *****umption that i'm a bit of an idiot...the mod doesn't show in the available mod screens...

i did a fresh instal of EF last night, added the mod, then SP1. messed around for about an hour trying to get it to work, then got pi$$ed off and played for an hour and a half...i prefer the KISS method (Keep It Simple Stupid) the mod installed to the right spot, as did the SP1...


 #7 - Posted by: Gez (Member) on 03-15-2005 at 12:48
I'm not sure if this is the case for you, but according to someone else, the installer installs to the wrong directory

It will create a um13 folder inside of another um13 folder (there should only be one)


 #8 - Posted by: Hfx-Rebel (FileFront Network Admin) on 03-15-2005 at 14:27
i can't remember if went through 2 folders or not to check the intallation...i'll have a look when i get home, thanks for the info

 #9 - u da man - Posted by: Hfx-Rebel (FileFront Network Admin) on 03-15-2005 at 18:23
ok Gez, you hit it on the nose! that was my problem, the mod now shows in the menu (although, i don't have time to try it out right now) thanks again Rock Two Thumbs Up!

 #10 - Posted by: Grand_Nagus (Member) on 03-16-2005 at 00:30
Yah, when installing the Update Mod using the 'exe' installer, it's important to type nothing. Unless the path in the installer is completely wrong, of course... The path displayed in the installer is where Elite Force is installed, and this is grabbed from the Windows registry; you should not type 'um13' there. Actually, you should NEVER type 'um13' at any time during the install. The installer will create 'um13' after you click the 'Next' button, and if you type 'um13' at the end of the installer path then the installer will install the Update Mod in the 'um13/um13' folder.

I like the KISS method too...
If you're a Windows user: Doubleclick the Update Mod installer executable, hit next, next, done (don't type anything anywhere), then after that doubleclick the SP1 installer executable, hit next, next, done, then start up Holomatch and load up the Update Mod mod and start playing the game!
If you use another operating system: Open the 'zip' file and extract everything to your 'RavenStar Trek Voyager Elite Force' directory; if you have 'Use folder names' checked in your unzip program (which is checked by default), then the 'um13' folder will be created for you. Load up Holomatch, load the Update Mod mod, and start playing the game!

Still working on SP2 (lag issues)... hang in there guys!


 #11 - Bugs, Annoyances & Feature Requests - Posted by: Guest (vortex.anonymizer.com) on 03-21-2005 at 19:19
"Yah, when installing the Update Mod using the 'exe' installer, it's important to type nothing."..."you should not type 'um13' there."...this is what the installer tried to default to...

Cstick out tonguerogram FilesRavenStar Trek Voyager Elite Forceum13

...with "um13" in it. My install isn't even in the "Raven" dir, mine is in...

Cstick out tonguerogram FilesStar TrekStar Trek Voyager Elite Force

...so I changed the installer to...

Cstick out tonguerogram FilesStar TrekStar Trek Voyager Elite Forceum13

...because IT defaulted to having "um13" in it (so I kept it). After I installed this way, I noticed the "um13um13" & (since I know alot about computers {I'm not a normal dummy}) I knew it wouldn't work like that, so I moved it up one level. I'm telling you this because it defaulted to including the "um13" in it & here, you are saying it shouldn't. Wherever you tried to grab from the registry didn't work on my comp. You could make the installer detect "um13" on the end of the supplied path & then not add it again.

"This is because the original Update Mod installer writes a small flag in your Windows registry file"...vague much? "a small flag"...could you tell me where? I tried to search for it, but after installing with the exe, I evidently uninstalled & then used the zip, so that setting is gone. You should allow the SP's to specify a directory, instead of just displaying a message box saying "I give up".

BUG...Load the mod (with or without SP1), load hm_cam, jump off side...you don't beam.

Quasi-bug...The "feature" is called "blastlimit" but typing "blastlimit" in the console gets an "unknown command" error. Typing "callvote blastlimit 8" changes "capturelimit"...this is never mentioned in the readme that those are linked like that. Can't you...a) make a "blastlimit" command that simply changes "capturelimit" or b) split them so they are really separate..."capturelimit" is used on flag capture games & "blastlimit" is only used on your new blast game.

Annoying...The readme says g_firemultiplier has a range of 0 to 5, but I figured that was the "documented sane range" & more would work...nope...you really made it ignore higher values (& use default???)...can't you just allow any value? The Photon Burst don't fire very fast even on 5.

I know mods that can automatically load even when coming straight from Pathfinder (or Echelon)...so is there a real pressing reason you can't do this in the Update Mod? The Gladiator mod auto-loads & more impressive the ERPG mod auto-loads...so why not the Update Mod? Most of your users seem to be idiots (can't install it) so why add having to manually load the mod?...I *know* how to do it & it's still annoying.

Quasi-easy workaround...

1. Double click server in Pathfinder (or Echelon), get error message, press Esc.
2. Load mod.
3. Open console type /reconnect

...this way you can use Pathfinder to find the server ip, but still load the mod.

Features...I've read the readme a bunch of times, but I can't remember if this mod can do tripwire mines (in any game mode)...if not can you add that?...& add the rest of EFAdmin's functions (it's open source, just for that purpose, being able to be included in ANY mod)? Is it possible to work on some way to load multiple mods? Like load the Update Mod & have it load EFAdmin...? Side note...EFAdmin does tripwires with "g_tripwire" & "g_numtripwires", some other mod does it with "g_TripwireMines" (or something) (& doesn't have a way to specify how many), can I suggest, if you do add it, you use a quasi-EFAdmin method, with "g_tripwire"...to turn it on/off & use "g_tripwirenum" to set how many can be placed at once...putting "num" at the end makes it easier to type (& makes both Tab-complete together).

Typing "callvote <command>" with no value says "<you> called a vote" then immediately says "Vote p*****ed" (while I was testing I was the only one on the server)...now, since I wasn't on a server with people, I don't know if that would really cause a vote or not, but it ended up telling me the current value, which is the goal...if, on a server with people that would cause a vote, can you make it not & just immediately show me the current value?...then if I re-submit the command with a value, *that* would cause a vote?

Is there a better forum to talk about this mod than some random download page on effiles? This little "comment" section don't have a preview, so I might have to submit a few times until it accepts it in a good way.


 #12 - it wiped all comments? - Posted by: Guest (vortex.anonymizer.com) on 03-21-2005 at 20:13
hello? it wiped all comments?...or perhaps they will reappear in a while...well whatever happened, I was just trying to post. If they really are wiped from the server & can't be recovered, I backed up what was here & can provied that.

 #13 - Bugs, Annoyances & Feature Requests - Posted by: Guest (vortex.anonymizer.com) on 03-21-2005 at 20:26
"Yah, when installing the Update Mod using the 'exe' installer, it's important to type nothing."..."you should not type 'um13' there."...this is what the installer tried to default to...

Cstick out tonguerogram FilesRavenStar Trek Voyager Elite Forceum13

...with "um13" in it. My install isn't even in the "Raven" dir, mine is in...

Cstick out tonguerogram FilesStar TrekStar Trek Voyager Elite Force

...so I changed the installer to...

Cstick out tonguerogram FilesStar TrekStar Trek Voyager Elite Forceum13

...because IT defaulted to having "um13" in it (so I kept it). After I installed this way, I noticed the "um13um13" & (since I know alot about computers {I'm not a normal dummy}) I knew it wouldn't work like that, so I moved it up one level. I'm telling you this because it defaulted to including the "um13" in it & here, you are saying it shouldn't. Wherever you tried to grab from the registry didn't work on my comp. You could make the installer detect "um13" on the end of the supplied path & then not add it again.

"This is because the original Update Mod installer writes a small flag in your Windows registry file"...vague much? "a small flag"...could you tell me where? I tried to search for it, but after installing with the exe, I evidently uninstalled & then used the zip, so that setting is gone. You should allow the SP's to specify a directory, instead of just displaying a message box saying "I give up".

BUG...Load the mod (with or without SP1), load hm_cam, jump off side...you don't beam.

Quasi-bug...The "feature" is called "blastlimit" but typing "blastlimit" in the console gets an "unknown command" error. Typing "callvote blastlimit 8" changes "capturelimit"...this is never mentioned in the readme that those are linked like that. Can't you...a) make a "blastlimit" command that simply changes "capturelimit" or b) split them so they are really separate..."capturelimit" is used on flag capture games & "blastlimit" is only used on your new blast game.

Annoying...The readme says g_firemultiplier has a range of 0 to 5, but I figured that was the "documented sane range" & more would work...nope...you really made it ignore higher values (& use default???)...can't you just allow any value? The Photon Burst don't fire very fast even on 5.

I know mods that can automatically load even when coming straight from Pathfinder (or Echelon)...so is there a real pressing reason you can't do this in the Update Mod? The Gladiator mod auto-loads & more impressive the ERPG mod auto-loads...so why not the Update Mod? Most of your users seem to be idiots (can't install it) so why add having to manually load the mod?...I *know* how to do it & it's still annoying.

Quasi-easy workaround...

1. Double click server in Pathfinder (or Echelon), get error message, press Esc.
2. Load mod.
3. Open console type /reconnect

...this way you can use Pathfinder to find the server ip, but still load the mod.

Features...I've read the readme a bunch of times, but I can't remember if this mod can do tripwire mines (in any game mode)...if not can you add that?...& add the rest of EFAdmin's functions (it's open source, just for that purpose, being able to be included in ANY mod)? Is it possible to work on some way to load multiple mods? Like load the Update Mod & have it load EFAdmin...? Side note...EFAdmin does tripwires with "g_tripwire" & "g_numtripwires", some other mod does it with "g_TripwireMines" (or something) (& doesn't have a way to specify how many), can I suggest, if you do add it, you use a quasi-EFAdmin method, with "g_tripwire"...to turn it on/off & use "g_tripwirenum" to set how many can be placed at once...putting "num" at the end makes it easier to type (& makes both Tab-complete together).

Typing "callvote <command>" with no value says "<you> called a vote" then immediately says "Vote p*****ed" (while I was testing I was the only one on the server)...now, since I wasn't on a server with people, I don't know if that would really cause a vote or not, but it ended up telling me the current value, which is the goal...if, on a server with people that would cause a vote, can you make it not & just immediately show me the current value?...then if I re-submit the command with a value, *that* would cause a vote?

Is there a better forum to talk about this mod than some random download page on effiles? This little "comment" section don't have a preview, so I might have to submit a few times until it accepts it in a good way.




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