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河南建业 最佳射手
NBA名人堂球员 ☆→Μаg iС←☆

大头像勋章

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发表于 2009-8-6 14:46:39 |只看该作者 |倒序浏览
饿...没有技术含量的翻译来了           在网上瞎翻的   正式的翻译没出前   先凑合的看这个吧


Where do you start when talking about NBA 2K10? The thousands of new gameplay animations that were mo-capped to either replace older animations or be added to the game as new? The single-player "My Player" mode that puts you in the sneaks of an up-and-coming hoops player? The create-a-draft class option in this year's Association mode? Where do you start with a game that will mark the 10th anniversary of the long-running NBA 2K series? There are so many options to choose from, but I'd like to start in an unlikely place: commentary.
Commentary and Context

I think sports game commentary is one of the most underrated arts in the genre. When it's done well (as in Sony's MLB series and EA's NCAA Football series) it's an exquisite addition, and when it's mediocre (as in the last few years of the Madden series, Chris Collinsworth notwithstanding) it can often detract from the entire experience. Just as in real sports, commentary in games shouldn't be obtrusive and ostentatious; it should inform the action on the floor without getting in the way and, ideally, without repeating itself too much. Yet, even with the games that meet those basic goals, I've always felt there was another level that sports gaming commentary could reach: creating a back-and-forth between hosts that's at once believable as an exchange and insightful. After seeing NBA 2K10 for the first time at 2K Sports' HQ yesterday, it seems the game is as close to reaching that next plateau as I've ever seen.
As with NBA 2K9, Kevin Harlan and Clark Kellogg return for booth duties, and though I've never thought the two had great chemistry before, that's changed this year. Not only is there believable back-and-forth between the two but, more importantly, so much of the commentary is also better tuned to the context of the game situation. If you're playing a crucial game against a rival, for example, and both teams are vying for a play-off spot, a good chunk of that game's commentary--at least in the beginning of the game--will focus on the rivalry, the matchup records between the two teams, and the play-off ramifications for winning and losing. In the opening minutes of a game, the pair of announcers will spend just as much time setting the scene of your game as calling the action on the floor. If they're not setting up the context, they're having fun with each other--during one part of a game featuring the Lakers that I watched, Kellogg and Harlan went into a pretty extensive back-and-forth discussion on the somewhat controversial nature of Pau Gasol's trade from Memphis to L.A. in 2008.
The improved commentary is a big upgrade for the series, and it ties into NBA 2K10's presentation philosophy of "basketball first". That might sound strange--this being a basketball game and all--but from the commentary to the main screen you see when you first boot up the game, everything in NBA 2K10 is centered around hoops. That main menu, for example, isn't a list of game modes but rather a listing of that day's matchups in the real-life NBA, as well as the scores from yesterday's games. This "NBA Today" screen (as it's known) helps keep you up to date with what's going on in the real NBA. If you'd like, you can jump right into any of the matchups listed on the screen or simply bring up another menu that takes you to another area of the game. Whether you're playing "play now" games featuring today's NBA matchups or midseason games in your Association mode, the enhanced context and commentary will always be keeping you up to date on what's happening around your team and your league.


从哪里开始在谈到NBA的2K10 ?数以千计的新的游戏动画中墨阻力要么代替老动画或加入新的游戏?在单人游戏“我的播放器”模式,让你在偷偷一个崭露头角的篮球选手?创建一个类的选择草案在今年的协会模式?从哪里开始的比赛,将10周年的长期运行NBA的2K的系列?有如此众多的选项任君挑选,但我想开始一个几乎不可能的地方:评注。

评注和语境


我认为,体育游戏的评论是最被低估的艺术流派。当它做得很好(如索尼的美国职业棒球大联盟系列, EA的橄榄球系列)这是一个精致此外,当它的平庸(如在过去几年里的劲爆系列,克里斯Collinsworth尽管)它可以常常偏离整个经验。正如在实际运动,在游戏中评不应突兀和炫耀,它应通知地板上的行动没有得到的方式,并且最好不重演太多。然而,即使同场比赛,以满足这些基本目标,我总是感到有另一个层次,体育游戏可以达到的评注:创建一个备份和主机之间的一次可信的,作为交换和洞察力。在看到NBA的2K10第一次在2K的体育总部昨天,似乎是游戏接近达成协议,明年高原作为我见过。

作为与NBA 2K9 ,凯文哈伦和克拉克凯洛格换取展位职责,但我从来没想过这两个有很大的化学前,这改变了今年。不仅有可信回和两个来回,但更重要的是,这么多的评论也为更好地调整的背景下,游戏的情况。如果你是发挥了关键比赛的对手,例如,两个队争夺一个决赛现场,一个很好的大块的那场比赛的评论-至少在开始的时候游戏-将侧重于竞争,在比赛的记录之间的两支球队,并打了影响胜负。在开场的比赛,对播音员将花费同样时间设置的现场为您的游戏的行动,呼吁在地板上。如果他们不成立的情况下,他们遇到了乐趣彼此-在一个部分游戏特色湖人,我看了,凯洛格和哈兰进入一个相当广泛的备份和来回讨论有点争议性的加索尔的贸易从灰熊队在2008年洛杉矶。

改进的评注是一个很大的升级系列,它关系到NBA的2K10介绍哲学的“篮球第一” 。听起来奇怪的-这是一场篮球比赛和所有-而是来自评主屏幕看到当您第一次启动游戏,一切都在NBA 2K10是围绕箍。这主菜单,例如,是不是一个名单,游戏模式,而是一个上市当天的比赛在现实生活中总,以及分数从昨天的比赛。这“ NBA的今天, ”屏幕上(因为它是已知的)帮助保持您最新的正在发生的事情在现实的NBA比赛。如果您愿意,您可以跳转权利的任何比赛在屏幕上列出或干脆带出另一个菜单,带你到另一个地区的游戏。无论您是在玩“已经发挥”游戏今天的NBA比赛,或在您的游戏中期协会模式,加强环境和评注将永远保持你的最新发生的事情在你的团队和你的联盟。





Know Your Role

Another big aspect of NBA 2K10's presentation is your created player. Whether you've created him and worked him out in the downloadable content game, NBA 2K10 Draft Combine, or created him from scratch in the full game, he'll immediately make his presence known, bumping aside 2K10 cover star Kobe Bryant and subsequently starring as the featured athlete in the main menu. Your created player will also be the star of "My Player", 2K's answer to EA's "Be a Pro" mode. The narrative here is similar to Be a Pro: from worst to first. You'll start off either as a drafted player or as a walk-on to a team's summer circuit games. In the summer league, your goal will be to impress the scouts in the hopes of getting an invite to a team's training camp. Once there, you'll be competing against NBA players for a spot on a team's roster. You never know which team will choose you, so if you happen to be a shooting guard looking to take Kobe's place on the Lakers, well… good luck.
As in Draft Combine, when creating your player in NBA 2K10, you'll have to decide early on what kind of player you want him to be--both in the position you wish to play and the type of player you want to be. Here's a list of the available roles at each position:
• Point Guard -- Pass first, scoring, defensive, three-point specialist, athletic, all-around
• Shooting Guard -- Scoring, defensive, three-point specialist, athletic, slashing, all-around
• Small Forward -- Defensive, three-point specialist, athletic, slashing, point forward, all-around
• Power Forward -- Defensive, athletic, back-to-basket, face-up, rebounding, all-around
• Center -- Defensive, athletic, back-to-basket, face-up, rebounding, all-around
The position and role you wish to play will determine how your player progresses over time. When playing in summer camp, training camp, or pick-up games (more on those in a bit), you'll be judged on your individual performance, as well as given an overall team grade. Playing your role successfully and contributing to the team will count for nearly as much as individual stats. Conversely, being a ball hog and calling for the ball at all times could result in a poor team rating, which might offset any impressive stats you earn. You'll earn skill points that you can then spend on specific attributes to improve your player. Depending on the role you've chosen, certain attributes will be cheaper to you than others. If you're a defensive center, for example, purchasing attribute points for such things as blocks and strength will be cheaper than, say, putting points in your three-point shot or your run speed.
In training camp, you'll have five games to compete in, and after each game, someone will be cut. The goal, obviously, is to make sure you're left standing after the roster trimming is finished, but even if you don't make a spot on the NBA roster, your season isn't over. If you're cut, you'll be sent to the NBA's Development League (or D-League). 2K has licensed the actual NBA Development League, with all teams and accurate uniforms in the game. Your time in the D-League will be spent trying to get more playing time--mainly by making the most of the minutes you do get (using a handy simulation feature, you can fast-forward to the point in the game when you actually do get on the floor, however). Of course, nobody wants to spend his too much time grinding in the D-league, so it's reasonable to assume that if you play decently, you'll eventually get your shot at playing in the NBA, where you'll once again have to earn your minutes and establish yourself as a superstar.
On the floor, My Player mode features a camera that focuses on your created player--though you do have several camera angles from which to choose. If you're playing point guard, you'll be able to call plays in your role as the floor general--other positions on the court naturally won't have that option. That said, the developers behind 2K10 said they're working hard to make sure that every role--even the defensive ones--is fun and immersive for players.



知道你的作用


另一个大的方面的NBA 2K10的介绍是你创造的球员。您是否已建立他和他的工作,在下载内容的游戏, NBA的2K10草案结合,或从头开始创建他的全部比赛,他会立即让他的存在,桥头一边2K10封面明星科比和随后主演作为精选运动员在主菜单。你创造的球员也将成为明星的“我的球员” , 2K的回答EA的“做一个专业”模式。这里的叙述类似成为职业:从最严重的第一。你会开始时作为一个起草的球员或步行到一个球队的夏季巡回比赛。在夏季联赛中,您的目标将是球探留下深刻印象,希望能得到一个邀请到球队的训练营。一旦有,您将竞争NBA球员的位置上一队的名单。你永远不知道哪支球队会选择你,所以如果你恰巧是一个得分后卫寻找采取神户发生在湖人队,以及...好运气。

在草案结合,建立您的播放器时,在NBA 2K10 ,你要及早决定什么样的球员你想他是-在您想要的立场和发挥的类型的球员你想。下面列出可用的作用在每一个位置:

•控球后卫-通行证第一,得分,防守,三分球专家,体育,全能
•得分后卫-得分,防守,三分球专家,体育,削减,全能
•小前锋-防守,三分球专家,体育,削减,指向未来,全能
• Power Forward的-防守,体育,回篮子里,面对行动,篮板,全能
•中心-防御性的,运动,回篮子里,面对行动,篮板,全能

中的地位和作用要发挥,将决定您的播放器的进展如何随着时间的推移。当参加夏令营,训练营中,或回升游戏(更多的是有点) ,您可以判断您的个人表现,以及给球队的整体品位。发挥你的作用,并有助于成功的团队将伯爵近多达个人统计。相反,作为一个球猪,并要求球在任何时候都可能会导致穷人小组评价,这可能会抵消任何令人印象深刻的统计你赚。您会获得技能点,然后,您可以花费的具体属性,以改善您的播放器。根据您所选择的作用,某些属性会更便宜给你高于其他人。如果你是一个防御中心,例如,购买属性点事情盖帽和强度将较,说,你把分3分球,或您的运行速度。

在训练营中,您将有五场比赛中进行竞争,并且每场比赛后,有人将被削减。其目的显然是为了确保您离开常设名册修整后完成,但即使你不作现场的NBA总名册,您的赛季还没有结束。如果您减少,您会被发送到NBA的发展联盟(或D -联盟) 。 2K的已授权的实际NBA发展联盟,与所有团队和准确的制服,在游戏中。你的时间了D联赛将用于试图获得更多的上场时间-主要是通过使大多数分钟你让(使用了方便的模拟功能,您可以快进到了游戏中当你实际这样获得的地板上,但是) 。当然,谁也不想花太多时间他磨了D联赛,因此,合理地推测,如果你打得体面,您会得到您的最终开枪打在NBA ,在这里您可以再次向赚取您分钟,并建立自己的超级明星。

在地板上,我的游戏模式采用了数码相机,专注于你创建的球员-尽管你有几个摄像头的角度可供选择。如果你打控球后卫,您就可以要求发挥作用,在您的发言一般-其他职位的法院自然不会有这种选择。尽管如此,开发商背后2K10说,他们正在努力,以确保每一个角色-甚至在防守的-很有趣和身临其境的球员。


One other addition that ties into My Player mode is the pick-up games feature. Just as the name suggests, these are five-on-five games that can be played online at any time with your created player and the created players of your friends. You need at least two players to play a pick-up game (with the other team spots filled by AI players), but pick-up games can feature as many as 10 online participants. As with training camp and regular season games, you'll be earning skill attribute points in pick-up games as well, which makes them a great way to work on your created player away from the regular season.
Spaced Out

The first time you hit the court in NBA 2K10, something might look a bit different. Yes, you'll notice things like the improved player likenesses, including animated faces, better skin textures, and greater lighting effects. But you might also notice a sense of space on the hardwood that simply wasn't present in previous iterations. As developers put it to me, that's because the proportions between player size and the floor had gotten a bit out of whack in older games, resulting in players that were slightly larger than in real life. The team took a look at all of the player models in NBA 2K10 and made size adjustments across the board, with the result of having a slightly more open feel to the play on the court.
Of course, correcting player proportions is just one of the issues addressed in this year's game. As gameplay producer Rob Jones told me, the team wanted to address animations in a comprehensive way this year. To that end, Jones said his mo-cap team captured something in the realm of 9,000 animations during the mo-cap sessions for 2K10. And while not all of those animations were entered into this year's game, a good chunk have either replaced older animations or been added to the game. As he put it, if an animation is pre-NBA 2K9, it had less than a 50 percent chance of making it into NBA 2K10. Part of that new animation philosophy had to do with providing further definition between players. Naturally, a point guard will have access to a different set of moves than a massive center, but developers didn't stop there. They also wanted to capture the differences between how a 7-foot player moves from how a 6-foot-9-inch player gets around the court. As a result, Yao Ming will move like Yao (assuming he ever plays again, that is), Nene will move like Nene, and Steve Nash will do his thing.
New animations tie directly into the signature style feature that the NBA 2K series has been working off of for years now--this year, the series is expanding the feature into something Jones likes to call "signature play." The essential addition revolves around improved player tendencies. This year, the team went out and partnered up with the NBA scouting service 82Games.com to provide detailed breakdowns on every team and every player in the league. The result is a better and more detailed understanding of how a player reacts at any point on the floor, with answers to such questions as, "Where does a player typically like to get the ball?" "When does he spot up?" "When does he post up?" The result, on the offensive side, is that players familiar with their team's individual tendencies will know how to best utilize them and where. On the other side of the ball, if you're facing up against Paul Pierce controlled by the AI, you'll know his tendency will be either to push in and shoot or try a pro step move. And, depending on your position on the floor, you'll know how to try to stop him.
Other defensive improvements include a better sense of physical play when leaning in on a guy, as well as double-team situations that aren't just canned animations, as they were in previous games. When double-teaming a ball handler, you'll have more control over what you do as you harass the guy. If playing online, one half of a double-team duo might try a steal, while the other keeps his hands up to block a potential shot. Essentially, you won't be waiting for a double-team animation to end--you'll be interacting within it and trying to make a play.
Then there's a new rating spread, which--similar to how the developers of Madden NFL 10 extended the attribute spread among players in the game--better differentiates among the NBA's elite, good, mediocre, and Brian Scalabrine. Jones told me that in previous NBA 2K games, the player attribute spread was basically from 50 to 99; this year, that spread has been extended from 25 to 99. This is in addition to tendency rating spreads that will run from 0 to 99.
Control and Creation

The controls in 2K10 have seen some tweaks as well, in the hopes of simplifying things. Post moves are all executed by holding the right stick in either direction, and you can tap to either side to fake when backing down an opponent. If you mix in the left trigger, you can perform an up-and-under move. The two triggers (on the Xbox 360 controller) modify the different types of moves--you use the left trigger for quick moves and the right trigger for power moves. The right trigger is also used for sprinting, but because turbo has been abused in the past (especially online, where you can essentially sprint endlessly), the developers are looking to make turbo more of a commodity than ever before. As a result, when sprinting, you'll notice your turbo meter depleting more rapidly than before, and if you use up your turbo completely, your player's energy will drain dramatically if you continue to sprint.



另一个除了这关系到我的游戏模式是小游戏的功能。正如其名称所暗示的,这是5月5场比赛中可以发挥网络在任何时间与您创建的播放器和创建播放您的朋友。您至少需要两名球员发挥回升游戏(与其他团队景点填补人工智能球员) ,但回升的游戏功能,多达10在线参与者。作为训练营和常规赛比赛,您将获得的技能属性点回升以及游戏,这使得他们的好方法,在您创建的球员远离常规赛。

间隔输出


您第一次击中法院在NBA 2K10 ,一些看起来可能会有点不同。是的,你会发现这样的球员肖像的改进,包括动画面,更好的皮肤纹理,和更大的灯光效果。但是,您可能也注意到一种空间上的硬木,仅仅是在过去不存在反复。开发商把它作为对我来说,这是因为球员之间的比例大小,请了918位的失衡的老游戏,造成了球员略大在现实生活中。该小组研究了所有的播放器在NBA 2K10和规模调整全面,结果有一个更开放的感觉轻微的球场上的表现。

当然,纠正球员的比例仅仅是处理的问题在今年的比赛。正如游戏制作人罗伯琼斯告诉我,球队要解决动画在今年全面。为此,琼斯表示,他的钼第团队抓获一些领域中的9000动画在钼第会, 2K10 。虽然并非所有这些动画是进入今年的比赛,一个良好的大块已取代旧动画或增加了比赛。他说,如果动画是前NBA的2K9 ,它已不到百分之五十的机会使它成为NBA的2K10 。的一部分,新的动画哲学必须与提供进一步的定义之间的球员。当然,控球后卫将有机会获得一组不同的动作比大规模的中心,但开发商并不止于此。他们还希望捕获的区别如何7英尺的球员从如何身高6英尺9英寸的球员会在法院。因此,姚明将像姚明(假设他以往任何时候都发挥了,这是) ,内内将像奈奈,和史蒂夫纳什将做他的事。

配合新动画直接进入签字风格特点, NBA的2K的一系列一直致力于从多年-今年以来,一系列的功能扩展到了琼斯喜欢称之为“签字发挥。 ”基本除了围绕提高球员的倾向。今年,车队走了出去和伙伴关系与NBA的球探服务82Games.com提供详细分类的每一个团队,每一个球员。其结果是一个更美好和更详细地了解如何反应的球员在任何一点的地板上,回答问题,诸如: “在哪里球员通常要拿到球? ” “当他是否现货吗? ” “当他是否张贴了? ”结果,在进攻方面,是球员熟悉他们的团队的个人倾向将知道如何最好地利用他们在那里。在另一边的球,如果你面对的保罗皮尔斯控制禽流感,你会知道他的趋势将会是推动和拍摄或尝试有利于加强动议。 ,并根据您的位置在地板上,你会知道如何试图阻止他。

其他防卫改进包括更好地发挥物理意义上的倾向时,在对一个人,以及双人包夹的情况不只是罐头的动画,因为它们是在历届奥运会。当包夹球处理程序,您将有更多的控制权你怎么做你骚扰的家伙。如果玩网络,其中一半双重队两人可以尝试一次抢断,而其他保留了他的手,阻止潜在的枪杀。从本质上讲,你将不会等待包夹动画结束- you'll是互动的,并设法使一出戏。

此外,还有一个新的评价蔓延,这-类似的开发劲爆美式足球10扩展属性之间传播出色的球员-更好的区分是NBA的精英,良好的,平庸的,和斯卡拉布莱恩。琼斯告诉我,在此前NBA 2K Games的,球员属性传播基本上是从50到99 ;今年,传播已延长25日至99 。此外,趋势蔓延,将评级从0到99 。

控制与创新


该控制2K10已经看到一些调整以及,希望简化事情。邮政动作都是由控股权坚持两个方向,你可以到任何一方利用虚假时回落对手。如果你混用不同的左侧触发,您可以执行的行动和下移动。这两个因素(对Xbox 360控制器)修改了不同类型的动作-您使用左侧触发快速移动的权利和权力的行动触发。触发的权利也可用于冲刺,但由于涡轮增压器已被滥用,过去(特别是在线上,您可以在这里基本上是短跑无休止) ,开发商正在寻找使涡轮更多的商品比以往任何时候。因此,当短跑,您会发现您的涡轮米臭氧比以前更迅速,而且如果您使用您的涡轮增压器,您的播放器的能源消耗大大如果继续冲刺。





Naturally, Association mode will have its share of upgrades as well, and I'll have more details on that in the future. Before then, though, it's worth pointing out one significant addition to 2K10's Franchise mode: the ability to create rookie draft classes from scratch and import them into your franchise. There's little doubt that having this feature, plus the ability to upload and share your rookie class via the 2K Share feature, means that NBA 2K10 fans will have accurate rosters for the new class of NBA rookies on Day 1 of NBA 2K10's release. More Association mode details coming soon.
In a strange way the NBA 2K series has become a victim of its own success. With EA Sports' NBA Live series lagging behind for the better part of a decade, NBA 2K's worst enemy hasn't necessarily been the competition--though that might change this year--but, rather, itself. Why buy NBA 2K9, after all, when NBA 2K8 or NBA 2K7 were so good? As if to answer that question for the series' tenth anniversary, the team at 2K is concentrating not just on what's new in the game, but also on going back and reexamining what's made the game so great for so long and trying to make it even better. Look for much more NBA 2K10 coverage in the coming weeks.
Can't get enough NBA 2K10? Check out the image gallery for a bunch of brand new exclusive screens!




当然,协会模式将其份额的升级,以及,我将有更多的细节,在未来。在此之前,虽然,这是值得指出的一个重要除了2K10的特许经营模式:能够创建新秀草案班从无到有,进口到你的特许经营。毫无疑问,拥有此功能,加上能够上传和分享您的菜鸟级的2k通过分享功能,这意味着NBA的2K10球迷将有准确的名册的新一类的NBA新秀的第1天的NBA 2K10释放。更多协会模式细节即将实现。

在一个陌生的方式, NBA的2K的系列已经成为自身成功的受害者。与EA体育劲爆美国职篮系列落后的更好的一个组成部分的十年中, NBA的2K的的最大的敌人并不一定竞争-尽管这可能会改变今年- ,而是自己。为什么购买NBA的2K9 ,毕竟,在NBA的2K8或2K7 NBA的这么好?如回答这个问题的系列的十周年,该小组正集中在2K的不仅仅是有什么新游戏,而且也对回去,并重新审视什么是取得如此巨大的游戏这么长时间,并试图使其即使较好的。寻找更多的NBA总2K10覆盖率在今后几个星期。

无法获得足够的NBA总2K10 ?查看图像廊的一系列全新的独家画面!


操作系统        Windows 7 旗舰版 64位 SP1 ( DirectX 11 )
       
处理器        英特尔 Core i7-4700MQ @ 2.40GHz 四核
主板        Type2 - Board Vendor Name1 Type2 - Board Product Name1 (英特尔 Haswell)
内存        8 GB ( 尔必达 DDR3L 1600MHz / 三星 DDR3L 1600MHz )
主硬盘        HGST HTS541010A9E680 SCSI Disk Device ( 1000 GB )
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沙发
发表于 2009-8-6 14:47:33 |只看该作者
机翻??

确实有点那个啥...

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河南建业 最佳射手
NBA名人堂球员 ☆→Μаg iС←☆

大头像勋章

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板凳
发表于 2009-8-6 14:48:44 |只看该作者

回复 #2 neo1301 的帖子

等不及的可以先解解渴   ...   烂就烂点吧
操作系统        Windows 7 旗舰版 64位 SP1 ( DirectX 11 )
       
处理器        英特尔 Core i7-4700MQ @ 2.40GHz 四核
主板        Type2 - Board Vendor Name1 Type2 - Board Product Name1 (英特尔 Haswell)
内存        8 GB ( 尔必达 DDR3L 1600MHz / 三星 DDR3L 1600MHz )
主硬盘        HGST HTS541010A9E680 SCSI Disk Device ( 1000 GB )
显卡        NVIDIA GeForce GTX 760M ( 2 GB )
显示器        友达 AUO21ED ( 15.3 英寸 )

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地板
发表于 2009-8-6 14:50:59 |只看该作者
这个......... 看不懂

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