ESReality - Where Gaming Meets Reality
Not Logged In | Login | Register
21:59 CST - 840 users online
All Posts
Demoflex Ultimate: a Reflexfps replay en (18 comments)
Posted by phgp_zEv @ 19:38 CDT, 8 June 2015 - iMsg
Demoflex ultimate builds onto our initial release of Demoflex, enhances its user experience, and adds functionality which arguably makes Demoflex ultimate the most advanced demo / replay environment ever made. Before approaching Demoflex ultimate, we went back and questioned which functions did, and did not work in our previous release. We referred to the comments and feedback provided by the reflex community which makes us feel secure and excited to tell you about a few changes and updates in more detail.

To ensure a sustainable solution for years of movie making and replay analyzing to come, we quickly realized that the visual framework and the user interface of our previous release had to be fundamentally changed. Movie making tools such as After effects, and Premier Pro influenced the grid of Demoflex Ultimate in a positive way. We wanted to support every resolution from 4k down to 480p which only was possible by building a modular non-static user interface which scales accordingly. The Demoflex Ultimate user interface is split into three sections. The Replay section, the Edit section, and the Movie export; section. These sections can be scaled individually with-in the Demoflex UI which can now go full screen, snap to corners, and be scaled to whatever resolution the user chooses. Having this visual backbone will allow us to implement updates quickly which will be presented to you internally ( when available ) with a notification. So you will never have to go searching for build numbers. This also makes it easier for us as we know we have done everything to keep you on the latest build.

Another fundamental change is the introduction of the Movie export section. It was hard for us to decide what functionality really made sense to implement when handling large image sequences produced by Reflex, as there are sophisticated solutions to handling these such as the two applications mentioned above. What pushed us to implement this tool-set was our view, on what input files a movie maker would prefer when moving into their movie production application of choice.

Demoflex Ultimate is a collection of ideas and influence by prior movie making tools and the Reflex community in one environment. It was made to allow an increase of the games reach, by creating external media and enabling quick analysis of Reflex replays in an optimized environment. We are very excited to release Demoflex Ultimate and believe you will love it once you have become farmiliar with the extensive capabilities that are now available to you.

Things to look forward to in future updates:

- World wide demo upload and sharing through demoflex.com ( Demos directly into your demoflex app )
- Custom fragmessages, colours, and fonts
- Various video / animation scripts
- Custom video export codec
- Demo analysis tools

Check out a video overview, more screenshots, and download Demoflex Ultimate now over at phgp.tv:
http://phgp.tv/news/demoflex-ultimate-reflexf...vironment/
8464 Hits
Reflex 0.34.2 out now! - Plasma hype! (4 comments)
Posted by phgp_zEv @ 11:47 CDT, 2 June 2015 - iMsg
Here is the Change-log by Newborn

Game

- Added automatic map rotations
- Callvote command now supports "rotation <name>" and "nextmap"
- Added power-ups to racemode (so quad actually spawns in)
- Added power-up stay to racemode. when you pickup quad, it stays on the ground.
- Plasma gun is once again projectile based.
- Replaced "r_resolution" command with "r_resolution_windowed" and "r_resolution_fullscreen"
- Game now ends early if there are not enough players / not enough on team.
- Added "callvote restart" command
- Added reconnect command.
- Tweaked player outlines
- Team mate outlines now show through walls.
- Added r_bloom 3. It's faster and looks better but still has some bugs to be squashed.
- Added cl_weaponcycle command. This controls if nextweapon/lastweapon commands loop through.
- "weapon X" now only works if you are carrying that weapon. (instead of switching you to burstgun)
- Increased max chat line length to 256 characters (up from 64)
- Replay files now contain a header with game info
- Replay filenames now use player names for 1v1 matches
- Added "reset_vars" command to reset all console vars to their defaults. This is now written to config above vars, just like unbind all is written to config above binds (fixes issues where vars aren't set to defaults (when they should be) when switching between configs.

Server

- We now have files in base/internal/rotations/*.rotation which allow you to put the server in rotation
- Added sv_startrotation to define the rotation to start the server with
- Added "rotation" console command (dedi only), sets current rotation
- Added "nextmap" console command (dedi only), steps to next map/mode in rotation
- Added initial default.rotation

UI

- Fixed typo in loading screen tip
- Updated options menu to work with new resolution cvars
- Options menu will now correctly display the refresh rates available for the resolution you're changing to (as opposed to previously where it would always show the refresh rates available for the current resolution)
Added optionalid to colour picker (provided by aliasedfrog)

Scripting

- Added headers do-not-modify warning headers to all official lua scripts.
- Updated chatlog.lua to support an input line longer than the window
- Updated chatlog.lua to support multi-line chat from other players.
- Updated Chatlog "Chaingun" -> "Plasma Rifle"

Art
- Added material: trims/metal_01
- Added material: concrete/concrete_bunker_02 variant
- Added material: cinderblock_01_painted_* variants (variety of flavours)
- Added material: concrete_polished
- Added materials: concrete_02, concrete_polished
- Added material: trims/metal_02
- Added materials: corrugated_sheet_iron, corrugated_plated
- Added mesh: sheet_iron
- Added meshes: i beams
- Updated wall_tube2 (less saturated colour, larger radius, increased intensity)
- Updated materials/effect files: windows (increased intensities slightly)
- Fixed wood material not being lightmapped correctly

Fixes

- When an error occurs playing a replay, the client is now correctly returned to disconnected state (fixes bug - where menubar wasn't appearing on bogus menu.rep)
- "re_speed" is now ignored for menu replay
- Fixed brush UV rotation tool, now finds correct brush angles.
- "cl_show_gun 0" now works as it should (doesn't just pull gun down by 100 units :))
- Removed weapon/power-up drop in racemode (happened when you fell out of world)
- Fixed bug where sometimes cursor wasn't locking to window bounds in fullscreen mode.
- Player no longer take 1 tick of lava damage when respawning after dying in lava.

Check out a more detailed view of the plasma and new Art / Textures here : http://phgp.tv/news/reflex-plasma-and-0342-visuals/
5106 Hits
Gellehsak returns - focuses on Reflex (10 comments)
Posted by phgp_zEv @ 11:22 CDT, 31 May 2015 - iMsg
Nearly two decades ago I started playing a game called Quake. From there, I continued to grow as a player and would eventually start realizing my potential early on and striving to get better. I quickly found my passion for faster-paced gameplay and moved over to QuakeWorld from NetQuake. For a few years I would learn a lot of the basic concepts of duel and just play, never thinking about where it would take me. Eventually, I was introduced to a mod for Quake 3 called CPMA. I watched videos of players like Matr0x and Apheleon, players that seemingly took the game to unbelievable heights and looked to be unstoppable. The game was extremely fluid and full of dynamic play. The better player would always win, but no two players played alike. This intrigued me, as the rigidity of other games I had played meant that I had to follow a specific style of play to be successful. Not here.

I quickly established myself as a player that relied heavily on movement. I wasn’t as good at aiming at the time, and I certainly didn’t have the map-awareness most of the top competitors I played had. But I did have speed, and it served me quite well for some time to come. I would play this way and end up with a few reasonable finishes in some rather high-profile tournaments in the scene. But I was never satisfied, and always knew that there was room for improvement. I’d keep playing, no matter how small the scene became, because I simply enjoyed the game and constantly growing as a player. I’d continue to play CPMA for some time and eventually try out some other games, like Doom 3 and Painkiller. This is where CPL announced a $1 million dollar World Tour and that the game would be Painkiller. This was my chance to actually put to use my skills that I had built up over time and prove that I wasn’t just an ordinary player.


Fnatic would be the team that would end up sponsoring me to my first tournament, CPL Winter 2004. I knew Vo0 from my time in CPMA, as well as the owner of the team (who I had also played a bit of CPMA with) so they were familiar with who I was. However it wasn’t an ordinary signing. I had to justify my position on the team. This tournament was basically a trial for me; my first LAN – ever – and if I didn’t perform well then I jeopardize my ability to attend the World Tour. So the deal with me staying with Fnatic for the tour was dependent on my finish. I had a great start to the tournament winning my first few matches. Then I’d have to go up against Fatal1ty (also still fairly early on). The pressure was immense. My first LAN and playing the most successful professional gamer in history at the time. I started off great, but then quickly momentum shifted and I was left completely stunned. Never had I experienced that kind of pressure while playing games. It came so sudden that after the match I was left wondering: Was this for me?

After that game, I collected my thoughts and quickly realized that everything I had learned didn’t teach me the most important thing in competition while playing video games. That was how to handle such a high-pressure situation. I knew I wasn’t as bad as the score had shown, so I knew I had to change how I approached the game, and games to come. And from there, I fought through the lower bracket defeating opponents who had already ruled me out because of my devastating loss early on and eventually narrowly losing to Zyz (who went on to be the runner-up to Vo0 at that tournament). I finished 5th, and Fnatic was impressed I was able to recover so they had a contract ready for me to sign. Other teams began approaching me, but I was thankful Fnatic provided the opportunity to play that I had felt an obligation to play with them for the rest of the year. This was probably the most exciting year of my life, travelling to all corners of the globe playing an aFPS. While I’d never win a tournament, I would continue to finish within the top 8, unfortunately falling early in the finals. This was another learning experience that will stick with me forever.

After the World Tour, Fnatic decided to focus on a European squad for their Quake 4 team. I was beginning to get a bit homesick, so I didn’t want to spend more time in Europe like I did for most of 2005, so that was when Fnatic and I had mutually decided it was probably best that we part ways. Team EG had already expressed interest in me to help build their Quake squad, and they were a huge part in Canadian gaming, so I had decided that this would be my next step. During my time in Team EG, I quickly established myself as Canada’s best Quake 4 player, winning ESWC Canada, along with other competitions and minor LANs. I’d continue to play, but realized that I’d have to change a lot in order to do as well internationally like I did in Painkiller. This is when I took a bit of a focus off of myself and playing, and more on bringing in players and promoting the brand. Eventually, I took a bit of a back seat to being “the player” of Team EG’s Quake 4 squad, and would work on getting players on board like DaHanG, Chance and Griffin.

Ironically, because of Team EG’s reach in the North American market, I did a lot more interviews and other events with news outlets, radio stations, and TV shows (during WSVG Toronto I was doing about 3-5 interviews a day leading up to the tournament). While I was used to doing this kind of thing during my days with Fnatic, I started to realize how it was just a matter of time until gaming would just blow up all of a sudden in the Western world. The interest was definitely there. I’d continue to play and support the players of Team EG for some time, eventually parting ways as I’d end up realizing that I just simply couldn’t commit the time they needed to continue to grow and expand. At this point I had a job and a family and my experiences had taught me a lot and let me grow substantially. Gaming was now a hobby for me and I was fine with that. I’d been given the opportunity to do things that not many others get even the chance to do. Which leads me to today:

These days I do the things a lot of regular late-20s kind of guys do. Gaming is still a hobby for me now. So why come back into the competitive scene? There are a lot of players out there that were like me when I was younger. Hungry for competition and ready to go. PHGP seemed like a great fit for me, as they are a group of guys looking to grow and help the community in any way they can. Reflex is also the perfect fit because of the all-too-familiar feeling of when I first started playing CPMA. Because of these two things, I’ve decided to come back into the scene and support the players of PHGP as well as others in order to help grow a healthy scene of aFPS players that may someday get the same opportunities I had when I was younger.

Check out the news and more over at phgp.tv
Edited by phgp_zEv at 11:23 CDT, 31 May 2015 - 5652 Hits
PHGP Welcomes Lunokhod-2 and Cooke (11 comments)
Posted by phgp_zEv @ 09:17 CDT, 28 May 2015 - iMsg
After expanding the reach of phgp in the American afps community, we are excited to announce our first eu player Lunokhod-2. One of the most influential cpm players along with a few other players that we are currently looking into will represent PHGP.tv in team-based tourneys ( CTF, TDM ). Along with L-2 we are very excited and honored to announce that Alex Kurikh also known as Cooke will become the official Russian Phgp Caster. Cooke will take care of expanding Reflex in Russia and promote reflex in the already well established Deliberate Murder afps community.

I personally started playing shooters back in 1996 and won a couple of small Doom 2 LAN tournaments in Russia and England. After that I played netQuake and became the Quake 2 TDM and duel champion of Russia in 1998 and 1999. Regarding Quake 3: Since 2000 ‘till 2005, I won TDM tourneys with teams like 4z, c58, forZe and the Russian National Team (Barrysworld Europian Championship in 2000 and Clanbase Nations cup in 2002). I gave esports up for almost seven years and came back in the beginning of 2012 with creating Quake Live team deliberate murder (102). Deliberate murder won a Hell of a lot of TDM tourneys online and on LAN’s, 102 members won and took prize places on Dreamhacks and QuakeCons. I am now very excited to join PHGP to stream and support Reflex! - Alex "Cooke" Kurikh

Hi, I'm L-2, and I live in Russia, I love sport and animals. I joined the Russain ProMode Community in 2010 with dream to be a champion of the game. I trained hard and played in every tournament. In 2013 I started to become a top CPM player and one of the leaders of the community. In 2015 I join REFLEX and today the PHGP team. Reflex is cool game and phgp are cool guys. I'm so happy about this. - Lunokhod

To provide l-2 and russia a place to practice we have launched a new phgp server which is stationed in Russia. Here are the details: "www.PHGP.tv Russia - PlayHardGoPro! - 94.242.58.227:25787"

Link to newspost over at phgp.tv - http://phgp.tv/news/welcome-lunokhod-2-and-team-102/
6500 Hits
Demoflex - Native Reflex Demoplayer (13 comments)
Posted by phgp_zEv @ 23:09 CDT, 20 May 2015 - iMsg
Today we are very excited to introduce the first Reflex Demo-editing tool. Demoflex is a stand-alone Windows client that makes it much easier to filter, edit, preview, and manage your Reflex Demos/Replays. We built Demoflex from the ground up with Moviemakers in mind but also wanted to make it easier for new players to watch and analyze matches.

Some Key features of Demoflex:

Inline Demoviewing
Easy Export of TGA's
Demobrowser
Easy Previewing of Demos
Predefined Moviemaking Settings
Runs on Windows Vista and higher ( best experience: windows 8 )
How to install ? - Just put the "Demoflex.exe" into your Reflex game directory, Thats it!

After the very exhausting last few days we are happy with the result and are sure you will be too. If you encounter any bugs tell us in the comments below and we will fix them asap! Now lets watch some Replays!



You can download Demoflex here - http://phgp.tv/news/introducing-demoflex/
Edited by Teen Queen at 02:17 CDT, 21 May 2015 - 6293 Hits
Reflex 0.34 is out, so is this video! (169 comments)
Posted by phgp_zEv @ 03:56 CDT, 14 May 2015 - iMsg
Press release:

Reflex 0.34 has been released, featuring a new sun/sky system, a new race mode and the usual slew of bugfixes and tweaks! But more importantly it also brings the last pieces of our core tech into the game, marking our transition from pre-alpha to alpha. To celebrate, not only have we released a new development update video, we've decided to go 50% off for the next week.

The last four-and-a-bit months have been breakneck for developers and players alike.

We've released a netcode update that has been widely praised by the most competitive and demanding AFPS players on the planet.

We've launched a brand new, extremely configurable UI and HUD system. User-made custom HUDs are appearing almost daily and game configuration now much more accessible for players who haven't spent 15 years using console commands.

On the graphic side, we've made huge tweaks to the renderer that not only brought the finishing touches to our PBR rendering pipeline, but also gave solid framerates to players with hardware that would struggle to be considered "low end".

Throughout this development, we've also seen over 200 community made maps uploaded to the reflexfiles.com fan site. There have been multiple competitions each month, ranging from the low-skill focused Garbage Cup to competitions like the THC Cup and Sanetopia, featuring some of the best players in Europe and North America. Each competition is seeing more signups and a larger prize pool than the last.

With all our tech now in place, we're ready to start smashing out art and gameplay updates, squashing bugs and implementing features the community has been eagerly awaiting like matchmaking, VoIP and Steam Workshop.

Get involved!

Check out the new trailer here! - http://phgp.tv/media/reflex-034-trailer/
39658 Hits
Reflex Official racemode Preview! (16 comments)
Posted by phgp_zEv @ 01:27 CDT, 8 May 2015 - iMsg
Today we received access to Reflex 0.34.0 which includes some awesome stuff. The official Race mode, which includes some cool new options for map makers. Another great addition is the implementation of a real directional sun. "r_sun 1" gives positional light which makes all maps look much more dynamic! Check out the VOD's here! -> http://phgp.tv/news/0340-preview-shows-racemode/
5582 Hits
New Reflex Weapon concepts! (15 comments)
Posted by phgp_zEv @ 03:30 CDT, 20 April 2015 - iMsg
WHOA!

These look great! check out these screenshots of the new Art direction & Weapon models released by the Reflex developers today. We think these look epic. Tell us what you think in the comments below!

If you tuned in to the recent PHGP interview (http://phgp.tv/news/phgptv-talks-reflex-devs/ ) and managed to sit through almost an hour of us talking shit, you'll know that we've been playing around with a new theme and some new weapon concepts. Well, it's been "about a week", so here they are. Let us know your thoughts on them! - Newborn

http://phgp.tv/news/new-reflex-weapon-models/
Edited by phgp_zEv at 04:38 CDT, 20 April 2015 - 5283 Hits
Reflexrun V0.87 released! (2 comments)
Posted by phgp_zEv @ 03:26 CDT, 20 April 2015 - iMsg
Version 0.87 out now!

Still a standalone HUD with a set of maps which enables you to time runs and more! After Quartz and I really started getting into the extensive capabilities of Reflex and its Lua scripting introduced in 0.33.0, we came up with an idea on implementing a proper overlay with functionality for Movement and Run recording. As there is currently no Defrag mode implemented in the game, and its something I personally can't wait for, we figured we would make it possible with the means available.

How do I get started ?

Installing the HUD/Mode - To *install* Reflexrun, just extract the contents of the zip into a folder called "reflexrunHUD" in the Reflex “ui” folder.

It will look somewhat like this: **Reflexfps -> base -> internal -> ui -> reflexrunHUD**

Installing the Maps

Copy the maps included in the pack (and future RRmaps) into the Reflex Maps folder.
Which you can find here: **Reflexfps -> Base -> internal - > Maps**

Reflexrun v0.87 Features

This update optimizes Reflexrun for Reflex 0.33.4 and allows you to play defrag like its meant to played. No more items are needed. Reflexrun now takes advantage of 0.33.4's player position data - So just start running ( on RR maps ). We also did a complete overhaul on the UI. Additional Reflexrun features are listed below.

Timer to time your runs
Best time timestamp
Previous time timestamp
Previous 5 best times on map
Custom, more visually clear "keypress" icons.
Custom sound design
Speedmeter ( ups )
Custom tutorial scoreboard ( tab )
Reflexrun v0.87 Map Update

New "RRcup1"
RRbldf1
RRbldf2
RRbldf3
RRZenTower
RREnvTank
RRollierun
RRperflexia_dfrag
RRreflexjump by Bonuspunkt

We made Reflexrun with you guys in mind and therefore made it super easy for you to share your runs without any post production. We have included your player name, map name, and all other information directly into the HUD so you dont need to do anything in post production ( just record your run with Fraps / OBS and your ready to go ) - Reflexrun words in Spectator mode and in Player mode that means if you want to watch your friend that is possible also. Just make sure you are on a Reflexrun optimized map which you can see by the "RR" before the name of the map - eg "RRreflexjump"

We are looking forward seeing awesome Reflexrun maps from the community and really hope allot of you get involved to help us make this as exciting as we think it is!

Download Reflexrun now! over at www.phgp.tv
2914 Hits
Reflexrun ( Defrag ) v0.8 out now! (3 comments)
Posted by phgp_zEv @ 13:30 CDT, 15 April 2015 - iMsg
Reflexrun,

a standalone HUD with a set of maps which enables you to time runs and more! After Quartz and I really started getting into the extensive capabilities of Reflex and its Lua scripting introduced in 0.33.0, we came up with an idea on implementing a proper overlay with functionality for Movement and Run recording. As there is currently no Defrag mode implemented in the game, and its something I personally can't wait for, we figured we would make it possible with the means available.

How do I get started ?

We have included a Read-me in the download pack that explains how to install it etc so dont worry!

Reflexrun v0.8 Features

Timer to time your runs
Best time timestamp
Previous time timestamp
Previous 5 best times on map
Custom, more visually clear "keypress" icons.
Custom sound design
Record award ( when you get a new best time on the map )
Speedmeter ( ups )
Custom tutorial scoreboard ( tab )

We made Reflexrun with you guys in mind and therefore made it super easy for you to share your runs without any post production. We have included your player name, map name, and all other information directly into the HUD so you dont need to do anything in post production ( just record your run with Fraps / OBS and your ready to go ) - Reflexrun words in Spectator mode and in Player mode that means if you want to watch your friend that is possible also. Just make sure you are on a Reflexrun optimized map which you can see by the "RR" before the name of the map - eg "RRreflexjump"

We are looking forward seeing awesome Reflexrun maps from the community and really hope allot of you get involved to help us make this as exciting as we think it is!

Download it here - http://phgp.tv/news/reflexrun-available-now/
4514 Hits
PHGP.TV Talks with the Reflex Devs (40 comments)
Posted by phgp_zEv @ 07:19 CDT, 8 April 2015 - iMsg
This ones a biggie.

I have personally been looking forward to this since getting involved with the Reflexfps community. This one hour live-talk with the whole Reflex development team gives you detailed insight on the background of Newborn, Shooter, and Electro. Focused topics such as their development as a player and developer in the Arenafps genre, Competitive arenafps, the future of Reflex and more explain why we should love this game.

- http://phgp.tv/news/phgptv-talks-reflex-devs/
11380 Hits
Reflex 0.33.0 is out! (12 comments)
Posted by phgp_zEv @ 02:35 CDT, 7 April 2015 - iMsg
Dear Esr community,

we are happy to inform you that Reflex version 0.33.0 has been released! to go with that we released a short defrag video on DP7 you guys should check out!

Review and Changelog: http://phgp.tv/news/reflex-0330-released/
DP7 All items run by Fht: http://phgp.tv/media/dp7-all-items-run/

Thanks for your time,
lets check out this new UI together!

regards,
zEv
3066 Hits
Interview with Memphis (4 comments, locked)
Posted by phgp_zEv @ 06:32 CDT, 4 April 2015 - iMsg
Hallo ESR Reflex forum,

we are happy to announce that Memphis will be streaming to our channel soon. Probably every Wednesday at 21:00. To go along with that we have interviewed him for you. We hope you enjoy the read!

-> http://phgp.tv/news/interview-memphis/

regards and have a nice easter,
zEv
Locked by xou at 12:40 CDT, 4 April 2015 - 3218 Hits
Interview with Memphis and more! (14 comments)
Posted by phgp_zEv @ 06:03 CDT, 4 April 2015 - iMsg
Dear ESR community,

A few days after we interviewed United States of America KovaaK regarding the future of Reflex, we are proud to announce that Spain Memphis will be streaming gameplay to our channel. We have interviewed him in this regard and hope you enjoy the read!

Link: interview phgp/interview-memphis
Edited by Badb0y at 23:56 CDT, 9 April 2015 - 8122 Hits
Interview with Kovaak (13 comments)
Posted by phgp_zEv @ 05:30 CDT, 28 March 2015 - iMsg
Good morning dear ESR Community,

we just released an Interview with United States of America KovaaK about the NA scene and his thoughts on the development of Reflex.
Also, we have now fixed and added a awesome mobile UI so you can enjoy PHGP on the go!

Link: Interview
Edited by xou at 08:29 CDT, 30 March 2015 - 5717 Hits
Introducing PHGP.TV (27 comments)
Posted by phgp_zEv @ 06:35 CDT, 27 March 2015 - iMsg
Dear Reflex Community,

as a few of you have already have connected with me or b1z through irc / the stream I would like to take a momment and introduce us to the community, and explain what we aim to do for and with you guys.

PHGP.tv ( PlayHardGoPro ) is re-launching after over a year of pause do to me finishing my studies and will
focus its future on Reflex. I personally used to Stream / Cast for ESLtv BO2 / and some CSGO and started
the channel/project with a few mates. b1z has started casting lately and will focus on it aswell.

What we aim to bring to the community: Best Reflex coverage ( www.phgp.tv - when its done ) and with our stream.
We will be hosting Cups, have a mapvault, fragmovies, etc as soon as we think the game is ready for that.
That is when we will announce more info about the cups etc also.

Today we have done final tests and have setup our 24/7 Chat / Livestream for you guys.
The reason we did this ( ignoring the elec bill ) is so that the reflex / fps community
has a place to chat as new players may not know IRC. It also aims to connect the
cpm / quake community and give you guys a place to chill.

Other than that there is not much we can say atm we will update this thread with infos about the
development of our site etc.

For now our twitch channel is: www.twitch.tv/phgp_tv - Live 24/7 as of Today.

Online: www.phgp.tv

Our servers are:

PlayHardGoPro .:0.31.2:. Stream / Cast Server www.phgp.tv - 146.0.32.143:21735
PlayHardGoPro .:0.31.2:. DEFRAG / Map Server www.phgp.tv - 146.0.32.135:26431


We will try hard in the future to be a great addition to a great game the
whole PHGP team believes in.

Best regards and thanks for your time,
zEv
8853 Hits
Next Page >>
Conceived and created by Sujoy Roy (Legal Notices)
RSS Feed Information, Link Buttons and Banners, Report a Bug