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Electronic Arts najavio The Sims 2: Free Time            
Vesti - Igre | Autor Nenad Milosavljević | 08 decembar 2007


Electronic Arts je najavio izlazak najnovije ekspanzije za The Sims 2, The Sims 2: Free Time, i tako odganao glasine po kojima je Bon Voyage bio zadnji deo Sims 2 serijala. U The Sims2: Free Time-u će vaš Sims moći da igra fudbal sa porodicom, da restauira kola sa prijateljima, trenira balet i slično. Igra je planirana za februar 2008, kako će da izgleda možete videti putem screenova ili trailera.

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GTA IV Screenshotovi            
Vesti - Igre | Autor Miloš Živković | 09 decembar 2007


Izbačeno je nekoliko novih screenova iz igre Grand Theft Auto IV, koji prikazuju nadolazeći nastavak GTA franšize koji je još uvek u fazi razvoja u Rockstar North-u. Grand Theft Auto IV koristi Rockstar-ov novi endžin, R.A.G.E., i NaturalMotion-ov paket animiranja po imenu euphoria. Screenove možete pogledati ovde. Za sada je GTA IV najavljen samo za PS3 i Xbox 360, PC verzija još uvek nije pomenuta od strane Rockstar-a.

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Unreal Tournament 3 Gameplay Performance i IQ            
Vesti - Igre | Autor Danijel Obradović | 10 decembar 2007


Svi mi znamo kolko truda se ulaže u jedan od Unreal Tournament naslova. To sve opravdava i ova vest u kojoj se navodi da se pojavio programčić koji se vezuje za Unreal Tournament 3 igru i koji ima zadatak da testira određene grafičke kartice. Prvi testovi ukazuju na čicnjenicu da je igra jako dobro optimizovana, uprkos jako detaljnjim teksturama. Pojedine grafičke kartice od $200 u mogućnosti su da teraju ovaj naslov na čak fenomenalnoj 1920x1200 rezoluciji. No aktivacijom Anti-Aliasing sistema performanse igre se menjaju u vidu usporavanja igre što je moguće otkloniti isključivanjem istih (gde više nećemo imati tako fino uobličene ivice). Ostale rezultate ovog testiranja možete pročitati u nastavku teksta, a dok je reč o ovom naslovu u pripremi je novi beta patch koji se testira i vezuje se za ispravke predhodnih osvezenja:

- Fixed demo playback not working if the PlayerController didn't get recorded into the first frame
- Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower. We could not have been happier with the performance of Unreal Tournament III! The game ran exceptionally well on every video card we tested it on. Some might say that it is the natural result of a game engine that has been in development for 3 years, but we think Epic deserves more credit than that. They've created a game with more detail packed into every cubic inch of gamespace than many games have in entire levels, and they've done so in such a way that a sub-$200 video card can play at 1920x1200, with the highest available in-game settings. That is simply unprecedented. Of course, ATI also deserves huge credit for bringing such a capable video card to market at such an excellent price with the Radeon HD 3850.

Anti-Aliasing performance was disappointing, presenting us with a huge performance penalty for even just 2X MSAA. This is likely due to the fact that multisampling floating-point surfaces is a very memory and GPU intensive task, and of course, UT3 uses some seriously high-resolution floating-point post-processing. But that very same post-processing also serves to reduce the need for AA, by obscuring some hard edges. Of course, it's not a perfect solution, and it sometimes has the opposite effect. But it works well enough to be effective on current hardware.

After testing, we were only left wishing that we could scale the packaged graphics even higher for our high-end video cards, instead of merely fiddling with the AA setting. We did see a real improvement in the gameplay experience with the most expensive video card in this evaluation, but not such an improvement to justify the very high price of entry into that product segment. If indeed there is a DX10 patch in the works this could possibly help justify the use of enthusiast-class video cards such as the 8800 GTX in this game.

The FPS smoothing feature was interesting, and further proves how important it is to look at gameplay performance experienced from video cards rather than raw average framerates in comparison. Just because a certain video card may produce overall higher framerates (the 8800 GTS/3850/3870 in this evaluation) doesn't mean they are inherently faster. With FPS smoothing enabled the GTX resulted in what looks like slower framerates, but those framerates were smoother. It is now time, more than ever, to concentrate on real-world gameplay experiences delivered by video cards rather than looking at average framerate bar charts to compare performance. Overall, we think that the Radeon HD 3850 is the best value for playing Unreal Tournament III, other games notwithstanding. If you are a UT nut (and we know you're out there), you will simply not find a better bang for your buck than the ATI Radeon HD 3850.

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« Poslednja izmena: 10. Dec 2007, 22:30:51 od litricind »
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Kreće WOW invazija na Rusiju            
Vesti - Igre | Autor Danijel Obradović | 10 decembar 2007


Iz Blizzarda nam stiže vest da se sprema invazija na Rusko tržište. Kako svi mi već znamo pomenuta kompanija se brine o tome da se igra plasira na što više tržišta u cilju pridobijanja novih korisnika. Pored Azijskog, Nemačkog, Američkog, Evropskog tržišta na red je došla Rusija gde će se cela ova igra prilagoditi tom predelu, što znači da će svi segmenti ovog naslova biti na Ruskom jeziku. Ovim gestom Blizzard pokazuje kako treba da se radi ne bi li se preživelo u ovim surovim vremenima i pored jake konkurncije koja je na pomolu. I pored 9.3 miliona korisnika ove igre razmišlja se o novim poljima, kako i sam Mike Morhaime kaže (jedan od čelnika Blizzard Entertainmenta) da je ovo veoma bitan korak za ovu kompaniju . Migracija članova na Ruske Realmove (servere) očekuje se da budu izvedeni do kraja godine kako bi li se otpočela nova etapa u WOW svetu.

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Race Driver: Grid screenovi            
Vesti - Igre | Autor Nenad Milosavljević | 10 decembar 2007


Codemasters je objavio screenove za Race Driver: GRID, igru koja je ranije bila poznata pod nazivom Race Driver One. U igri ćete moći da se oprobate u circuit i drift modu na stazama u Evropi, Americi i Japanu, i to ili u uličnim trkama ili u šampionatu. Igru pokreće Neon engine, korišćen u Colin McRae: DIRTu, pa igra trebalo da izgleda impresivno. Race Driver: GRID bi u prodaji trebalo da se nađe sredinom 2008 godine, u verzijama za Xbox 360, PS3 i PC.

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WoW spasava zivote



Sta uraditi kada na vas pojuri odrasli muzjak losa? Bezati? Ne! Prebaciti aggro na tanka i onda feign death.
U prevodu (za one manje vične WoW-u), kada je los napao sestru Hansa Jørgena Olsena, ovaj je prvo privukao pažnju na sebe, a onda se pravio mrtav, nakon čega je los nezainteresovano odlutao natrag u šumu.
Zato roditelji razmislite pre nego sto kritikujete svoje dete kada igra igre. Mozda ce vam ono jednog dana spasiti zivot od divljih zveri.
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And from that day forward, anytime a bunch of animals are together in one place it's called a ZOO...  Unless it's a farm!


Le gâteau est un mensonge
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Serbian Xtreme tim postavio novi svetski rekord            
Vesti - Hardware | Autor Miloš Pantelić | 11 decembar 2007


Srpski overklokeri, predstavnici Serbian Xtreme tima iza kog stoje Marko Vezmar, Dušan Srbljak, Đorđe Kovačević, Miloš Jevtić i Miloš Vukojičić uz podršku firmi ASUS, ATI AMD, Cooler Master, Eurolink i Intel uspeli su da ponovo obore svetski rekord u 3DMark 06 i u 3DMark 05 testu u kategoriji trenutno aktuelnih ATI Radeon HD 3870 grafičkih karti, postigavši izvanrednih 24854 poena u 3DMark 06 testu i 32013 poena u 3DMark 05 testu. Za ovaj poduhvat, pored ATI HD 3870 grafičkih karti u CrossFire režimu rada na ASUS Maximus Extreme matičnoj ploči, korišćen je trenutno najbolji Intel procesor u kategoriji 65-nm, tj. Intel Core 2 Extreme QX6850, OCZ 1800 MHz memorija kao i novo Cooler Master napajanje od 1250 W. Zahvaljujući trenutno neprevaziđenoj overklok sekciji ASUS Maximus Extreme matične ploče, uz izuzetno precizno projektovan „POT“, Intelov Core 2 Extreme QX6850 radio je, hlađen tečnim azotom na temparaturi od -130 C, na čitavih 4895.5 MHz, a radni taktovi grafičkih kartica povezanih u CrossFire iznosili su 823 MHz za GPU i 1260 MHz za memoriju.

Sponzori Serbian Xtreme tima :
ASUS, koji je obezbedio ASUS Maximus Extreme matičnu ploču
ATI AMD, koji je obezbedio ATI HD 3870 grafičke kartice
Cooler Master, koji je obezbedio 1250 W napajanje
Eurolink, koji je obezbedio OCZ Platinum 1800MHz memoriju
Intel, koji je obezbedio procesor

Serbian Xtreme Team-u čestitamo na uspehu i nadamo se da će ostvariti još bolje rezultate u narednom periodu!

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Winter Sports 2008 izašao            
Vesti - Igre | Autor Danijel Obradović | 11 decembar 2007


Activision sa zadovoljstvom objavljuje vest da se njihova nova igra Winter Sports 2008 pojavila na tržištu i to za PlayStation 2, Nintendo Wii i PC platformu, inače nastavak prošlogodisnjeg naslova RTL Winter Sports 2007. Naslov iz 2008 godine sadrži 15 disciplina (uključujući 8 najpopularnijih), novu kampanju od 42 misije, "hot seat" (četiri igrača) i "split screen" (2 igrača) multiplayer mod, nešto više od 21 lokacije i još mnogo toga drugoga.

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Rainbow Six Vegas 2 Novosti/Trailer            
Vesti - Igre | Autor Danijel Obradović | 11 decembar 2007


Jedno od najpopularnijih FPS naslova Tom Clancya uskoro treba da ugleda svetlo dana i to pod nazivom Tom Clancy's Rainbow Six: Vegas 2. Naime, radi se o taktičkom FPSu u kojem ćemo za razliku od predhodnika imati mogućnost odabira između ženskog i muškog karakera (u single playeru), 11 novih oružja, dva nova multy-player moda i td. Sve ovo moćićemo da testiramo negde sredinom prvog kvartala 2008. godine a u ovom naslovu uživaćee korisnici PC, Xbox 360 kao i korisnici PS3 platforme. Takođe Ubisoft nam je izbacio prvi tralier koji je pomalo "čudan", imajući u vidu da je izlazak igre najavljen za ne tako drug period, ja vam predlažem da skoknete do ovog linka i pogledate o čemu se zapravo radi.

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« Poslednja izmena: 12. Dec 2007, 10:31:14 od litricind »
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Unreal Tournament 3 v1.1 Patch            
Vesti - Igre | Autor Danijel Obradović | 11 decembar 2007


Kako sam i juče najavio da se sprema novi patch za igru Unreal Tournament 3 nisam mnogo pogrešio, jer je kompanija Epic Games marljivo radila i podarila nam finalni prvi patch v1.1 za istoimenu igru. Ovim osveženjem ispravljaju se gameplay bugovi, AI propusti, kao i par sitnica oko interfejsa, HUDa, mreže i td. Kompletnu listu ispravki možete pročitati u natavku teksta, dok se patch nalazi na linku ispod.

Unreal Tournament 3 v1.1 Patch (234Mb) Unreal Tournament 3 v1.1 Patch

Gameplay:
- Fixed scaling of certain player meshes (increased in size some human and robot meshes). Addresses meshes being smaller than collision box, as well as eyeheight issues.
- Fixed feigning death into/through ForcedDirVolumes.
- Fixed grenade effects in water.
- Increased hellbender rear turret damage.
- Reduced Goliath machine gun spread, plus slight damage increase.
- Fixed warfare scoring for locking down a prime node not called "prime node".
- Slightly increased momentum taken for damage by mantas and vipers.
- Flak, Rocket, and Shock do slightly more damage to manta and viper.
- Made sure Hellfire SPMA cannon can't fire through walls.
- Increased incoming SPMA fire sound radius.
- Fixed impact jumping with hoverboard.
- Fixed bot Pawns losing their PRI at the end of the match, causing them to, among other things, be invisible
- Fixed being able to switch away from the rocket launcher in the delay between the third rocket being loaded and the weapon autofiring.
- Fixed weapon crosshair incorrectly turning red when hit enemy on the client, but not on the server.
- Disabled attenuation/spatialization on mission briefing sounds.

AI:
- Improved bot AI with darkwalker.
- Tweaked bot voice message frequencies.
- Bot aiming tweaks.
- Fixed bots attacking friendly player in rare cases when that player recently stole an enemy vehicle.
- Fixed bots not handling the "Hold This Position" order correctly when the player giving the order is in a multi-person vehicle.

Demo playback:
- Fixed demo playback not ending/looping correctly when the demo ends due to the DemoRecSpectator being destroyed before the end of the file is reached.
- Demos can now be paused.
- By default, demo playback now runs at full speed and interpolates in between demo frames using the normal client simulation code. The old frame-locked method is still available by passing ?disallowinterp. Timedemos are unaffected by this change.
- Fixed demoplay URL parsing counting the options as part of the filename unless an extension was specified in the demo name
- Added a "Delete Demo" button to the demo playback menu.
- Demo playback now properly handles rotation when viewing a Pawn in first person.
- Fixed looking around while spectating a vehicle.
- Fixed demo playback not working if the PlayerController didn't get recorded into the first frame

Server Browser:
- Implemented History tab page in server browser, with ability to "lock" favorites on that page.
- Implemented a Favorites tab page in the server browser.
- Added 'Join as spectator' feature.
- Server browser uses smaller font to display more servers.
- Fixed custom mutators not appearing in server browser.
- Fixed custom gametypes not displayed in server browser's window.
- Fixed server browser's listed MaxPlayers being incorrect.
- Added filter option for dedicated servers.
- Fixed server browser showing an incorrect goal score and time limit when the .ini values were used.
- Fixed incorrect mutators appearing in server browser details if client & server are not using the same language

User Interface:
- Can now save settings/progress even if have never created a profile.
- Added ping and connect time to scoreboard.
- Removed annoying confirmation menu when starting a game.
- Removed unnecessary top settings page (can use tabs at the top of the settings to navigate).
- Added a Messages tab to the mid game menu.
- Friends messages now saved until explicitly deleted.
- Finer control over mouse sensitivity, using an edit box instead of a slider.
- Added framerate smoothing and FOV options to the advanced video menu.
- Increased max players/bots in menus to 32.
- Fixed auto switching to vote menu at end of match.
- Improved mid game menu performance (don't render world behind it).
- Added version number to main menu.
- Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in the [WinDrv.WindowsClient] of your UTEngine.ini to enable gamepads/joysticks).
- Fixed up the GDF project for Vista

HUD:
- Added the killer weapon to victim messages.
- Fixed flag and orb scaling in minimap at high resolutions.
- Fixed node teleporter not showing "You can't teleport with orb" message on clients.
- Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
- Still draw the clock on the scoreboard after the game is over.
- Fixed Duel HUD issues.

Networking:
- Implemented STUN support (Simple Traversal of UDP Through Network Address Translators) to enable clients and servers to connect from behind a NAT.
- Fixed "open" console command when connecting to Internet servers
- Fixed team scores very rarely not updating for a client.
- Fixed bot faction option when running a listen server.
- Fixed link setup not reset correctly when going from a map with a custom link setup to one using the default.
- Fixed a case where Duel would place an incoming player on the wrong team when some players were still travelling.
- Bullseye stats are now properly recorded.
- Fixed clients not travelling to downloaded maps correctly.
- Fixed the client and server getting into a loop sending each other close messages in some situations.
- Quick match incorporates player rating into search decision.
- Fixed issue where Vista clients would not receive all servers from a server browser search.
- Applied proper fix to suppressing voice on dedicated servers.
- Fixed issues with players not getting on right team in Duel and Duel+Survival if a player leaves in certain timing windows during map transitions.
- Fixed previous level PRIs showing up on the scoreboard/leaderboard after the client travels (making it look like players have already scored lots of points when those clients are in fact still loading)
- Fixed losing your custom character mesh after changing teams during a match.
- Implemented DUEL match stat reporting for gamespy ladder.
- Fixed bugs and exploits associated with ServerViewNextPlayer()/ServerViewPrevPlayer()/ServerViewSelf() being received after the server has already moved the PlayerController out of the spectating state
- Added "BecomeActive" exec to switch from spectator to player

Server Administration:
- Dedicated servers do not require CD keys.
- Added -configsubdir= command line option to cause .ini files to be loaded/saved from the specified subdirectory of Game\Config\
- Added QueryPort configuration and command line option.
- Added an "AdminChangeOption [option] [value]" console command for server admins. This allows changing most simple .ini values (e.g. GoalScore) from the client. This command will not override URL options. The change will take effect after the next map change.
- Added an "AdminPublishMapList" console command for server admins. This overrides the server's map list for the current game type with the one on the client that used the command.
- Uses GameReplicationInfo.ServerName if set for the name of the server on the server browser.
- Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a player from sending voip to others
- Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player from send text messages to others
- Updated AdminPlayerList to show the PlayerID of the players on the server.
- Updated Kick/Ban to allow for using either the player name or the id
- Fixed servers advertising as the wrong gametype if the gametype is changed without restarting the server
- Fixed IP addresses being reported in host byte order instead of network byte order
- Added new IdleServerTickRate property to IpDrv.TcpNetDriver. If not set, IdleServerTickRate defaults to MaxTickRate. Can be set to lower values to reduce server CPU utilization when 0 players. Reported ping will increase if set lower.

Map Specific
- Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
- Fixed bots rarely getting stuck in mid air in DM-Gateway in the city section.
- Fixed some VCTF-Suspense pathing issues.
- Fixed issues with circular lift on DM-Deimos.
- Fixed translucent mesh sorting issues in DM-Gateway.
- Improved bot AI with Leviathan in Torlan.

Campaign/Co-op:
- Fixed a bug that could cause too many bots to be added to co-op matches in some cases.
- Added support for seamless travel interrupting a travel to start another travel. This fixes single player breaking if the host selects the next mission before the clients have finished travelling to the mission selection level
- Fixed extra copy of a character when a human player leaves a co-op game at the right time.
- Changed network loss during single player to result in player signed in locally.

Modding:
- Improved support for creating PS3 mods.
- Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some entries are in this array, the mutator will only be visible in the menus if the selected gametype is found in the array.
- Fixed custom gametype midgame menus not being used correctly.
- Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work.
- Added Get/SetSpecialValue() stubs to Object to allow mods to expose values that can be modified without creating a dependancy.

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