Download Flashpoint Germany v1.04 Update RIP keygen by TNT

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Flashpoint_Germany_v1_04_keygen_by_TNT.zip (219893 bytes)

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FILE_ID.DIZ 52 52
Flashpoint_Germany_v1_04_keygen_by_TNT.exe 226816 209608
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FILE_ID.DIZ

TNT's keygen for Flashpoint Germany v1.04 Update RIP


TNT.nfo

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        ▀▀▀▀▀▀▀▀▀▀                                            ▀▀▀▀▀▀▀▀▀▀      ■.
                   T h e     N o v a     T e a m
 _____________________________________·_________________________________SN/TNT_

⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│                                  Presents:                                  │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│                                                                             │
│                    Flashpoint Germany v1.04 Update *RIP*                    │
│                                                                             │
│                            (c)2005 Matrix Games                             │
│                                                                             │
└──────────────────────────────────────┴──────────────────────────────────────⌡

┌─────────────────────────────────────────────────────────────────────────────┐
│                                                                             │
│    Supplied By : TEAM TNT                 Release Date : 06/24/2005         │
│     Cracked By : TEAM TNT                   Protection : Serial Check       │
│    What is it? : Protected Update          OS Required : WinXX              │
│    Packaged By : TEAM TNT                   # of Files : 08 x 5.00 Meg      │
│                                                                             │
├─────────────────────────────────────────────────────────────────────────────┤
│   Requirements : The Game                                                   │
└─────────────────────────────────────────────────────────────────────────────┘

 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ Release Notes ■
                               ~~~~~~~~~~~~~~~~~

NOTES:
  The Update Installer does a Serial Number check before it will install the 
  Updated files.  Since the scene releases do not contain Serial Numbers, 
  our release is needed for both ISO and RIP users.

  Also, this is Standalone.  You will not need previous patches.  We included 
  all previous patch content.

  * PS: good thinking Matrix Games.
-END NOTES


Update Info:
------------
2005 JUN 24 - Flashpoint Germany Patch v1.04
New and Improved Features:

* New Feature:  The area between the mini-map in the top right corner and the 
  Unit Description Panel (UDP) in the bottom right corner now features a four 
  tabbed notebook.  There are tabs each for the familiar Chain of Command tree 
  and also the Tactical Operations Center staff diary for the current turn.  
  There is now also a tab showing all the expected reinforcements and 
  withdrawals for the game for your side.  These are grouped by turn and you 
  can click on the name of a unit to see it described in the UDP below.  The 
  entry location for reinforcements is also flashed three times as a visual 
  indicator.  The fourth tab contains a summary of what victory points are on 
  offer grouped by sector.  This makes it a lot easier for a player to 
  correlate objectives and requirements with the main map beside it.

* New Feature: During turn resolution both the number of turns remaining and 
  also the number of turns already played are now shown in the center of the 
  status bar at the bottom of the screen.  This will make it easier to tie the 
  current time to the expected arrival of reinforcements or the forced loss of 
  withdrawals.

* New Feature:  The player will sometimes want to know the NBC (nuclear - 
  biological - chemical) protection rating of his units.  The NBC rating is 
  actually determined vehicle by vehicle (ie. At the subunit or platform level) 
  but a summary now appears in the unit SitRep in the Unit Description Panel in 
  the bottom right corner of the screen.  A new line shows `All / Mixed / No 
  NBC protection' for the unit in question.

* New Feature:  The "I" (information) key changes the counter captions to a 
  variety of different values in a strict rotation.  You can now reverse the 
  order of values by using Shift-I instead.

Fixes:

* Windows GDI resource usage (which is important under Windows 98 SE / ME) has 
  been drastically slashed by some heroic code refactoring.  Note: to further 
  minimize GDI usage the `use non-generic unit icons' and also the `show line 
  of fire' menu items have been disabled for Windows 98 and ME users.  These 
  operating systems can only handle so many graphical resources at a time and 
  we have had to draw the line here.

* There was a problem with enemy minefields being visible during the pre-game 
  setup when they shouldn't have been.  They were also sometimes stopping their 
  location from being selected as an artillery target once the game began.  
  This has now been fixed.

* The line of sight calculation routine was sometimes dropping marginal 
  locations when running in one direction and not dropping them when running in 
  the opposite direction.  Thanks to Chris Hobbes for spotting this.  The 
  offending routine has been spanked and will behave properly from now on.

* The Chain of Command tree was not updating properly when a scenario ended and 
  a new one was begun immediately.  The old force structure would remain in the 
  tree!  Thanks to Chevla for pointing that one out.  Fixed.

* There was a debugging message box that was coming up in the 1.03 release 
  version ("Quadrants to Corners") that has been more thoroughly suppressed.



2005 JUN 9 - Flashpoint Germany Patch v1.03

New and Improved Features:

* The "sudden death" rule is now an option that can be turned on or off via 
  the Setup / Game Options page.  Look for the item "Game Over when either 
  Side < 20% Line Strength".  Further, if you choose to leave sudden death 
  enabled you will be asked whether or not you want to continue the game when 
  it is invoked.  In that case use the "Cancel" button to continue on to the 
  bitter end.  In either case the rules relating to the claiming of VPs in 
  proportion of line strengths as described on page 73 in the user manual will 
  NOT apply to the final victory calculation.

* The supply of specialized artillery ammo types is now somewhat limited.  
  Sorry folks, but the era of free unlimited FASCAM (minelets), smoke, improved 
  conventional munitions (ICM), and chemical munitions has drawn to a close.  
  The concept now is that each artillery unit capable of firing anything other 
  than HE rounds has a chance - depending on nationality and type of round - of 
  running out of that type immediately after any given use.  The percent 
  chances of running out are listed below.  Doing it this way imposes a 
  reasonable limit without descending into viewpoint-inconsistent 
  micromanagement and bookkeeping.  Please note that HE is not subject to this 
  limitation - it just runs out when the final rounds of ammo are used up. 

  Nation	FASCAM	Smoke	Chemical	ICM	
  United States	10%	6	20	2	
  Britain 	20	5	20	5	
  West Germany	20	10	20	3.5	
  Soviet Union	33	3.3	50	20	

  This means that, for example, any time a particular American artillery unit 
  shoots FASCAM, there is a 10% chance that the unit will have just exhausted 
  its supply of FASCAM rounds.  It will not be able to fire any more until 
  after it has remained undisturbed on Rest and Refit orders for at least 30 
  minutes.

  Emergency resupply does not count!  This will compel the player to evaluate 
  the overall situation more rationally and not try to carpet everything on 
  the map with gas and minelets.  Please note that ICM (improved conventional 
  munitions) are not selectable by the player but are used as needed by the 
  units depending on the target in question.  Since they have roughly 10x the 
  effectiveness of conventional HE rounds they are extremely important for the 
  NATO forces to have.  

* If a unit runs out of an ammo type then an entry will be made in the staff 
  diary and a combat hint will also be displayed if combat hints are enabled.  
  To further emphasize the issue, the unit badge in the UDP will have the words 
  "Out of chemical", etc in yellow letters on it.

* Map visualization changes:
  * New map overlay: Max Combat Range.  This overlay shows the area covered by 
    longest range weapon in the unit.  If that weapon is an indirect fire 
    weapon then all locations within range are highlighted.  If it is a direct 
    fire weapon then all locations within the LOS and range are highlighted.  
    Note: in the circumstances this may extend past current visible range - 
    this is intentional.
  * New map overlay:  Max Spottable Range.  This is the surrounding area from 
    which the friendly unit can be seen by a potential enemy unit.  If an enemy 
    unit is not in one of the highlighted squares, then the friendly unit in 
    question is not spottable.  Bear in mind though that even if there is an 
    enemy in a spottable location it may not see you for other reasons...
  * There is now a new intermediate twilight map layer in addition to the day 
    / night layers.  Twilight occurs for the hour before sunrise and the hour 
    after sunset.  The visible change is automatic and helps to highlight the 
    new visible range limit.
  * The original `P' (Path) command used to show a series of little yellow 
    triangles denoting the exact proposed unit path but it did not the location 
    of the unit waypoints.  In contrast, the `W' (All Friendly Waypoints) 
    command showed all the waypoints but not the actual paths - just arbitrary 
    lines connecting the dots.  Upon reflection we have changed this so that 
    the `P' command shows the exact path for the current unit (only) using an 
    alpha blended and anti-aliased yellow (default) line from location to 
    location on the actual path together with the usual yellow dots at the 
    waypoints. The revised `W' command shows the same thing for all friendly 
    units at once - but at the risk of some confusion if the paths cross too 
    much.  The `P' and `W' commands are now mutually exclusive.  
  * From time to time there has been a request that we simply draw a line 
    between the two units currently engaged in combat.  This feature has been 
    implemented but is turned off by default.  To enable it look for a menu 
    item Game / Show Line From Attacker to Defender.  Both units must be on the 
    map - this routine does not work for off-map units.  It is now crystal 
    clear who is engaging who.  This is particularly helpful if the attacker is 
    unspotted.  He will still be unspotted but this new fire line will show you 
    where the fire is coming from.
  * A new color selection screen has been created so that individual map 
    overlay, grid line and other colors can be edited by the player and 
    established as new game defaults.  The level of color transparency can also 
    be changed.  This will allow the player, for example, to create a 
    distinctly different hue for each kind of overlay so that he can easily 
    tell which is in effect at any given time.  Look for menu item View / Set 
    Map Overlay Colors.  Yes, it is possible to create unsightly or even 
    invisible colors.    If you want to experiment with this you might want to 
    consider keeping a copy of the original FPG_Colors.c32 file handy!

* There is now a small `Victory Bar' located to the right of the Radio Message 
  Level indicators.  The purpose of this indicator is to show which way the 
  current VP balance is swinging given the facts as you know them.  This is to 
  help players realize they are in trouble on a timely basis!  A percentage 
  number is superimposed over top and is calculated in terms of whoever is 
  ahead at that point.  If the bar is mainly blue and it reads "90%" then the 
  NATO player has 90% of the VPs collected so far.  If the bar is mainly red 
  then it is the Warsaw Pact player that has 90% of the points.  NOTE: If you 
  are playing with full fog of war you may be misled by this number since the 
  enemy VPs will probably not be tallied in full - that would give too much 
  away.  This is meant as a current indicator and planning guide and not an 
  infallible judgment.  It will agree with what you see on the Staff Summary as 
  the game progresses and like it, is subject to revision at game end!

* You now have the option to turn off the combat reports of `unspotted kills' 
  e.g. for minefields and arty where the target unit is not actually spotted by 
  any friendly unit.  Look for the new menu item Game / Reveal Unspotted Kills 
  and leave it unchecked to obtain this effect.  Hit animations and also the 
  combat hint reporting the kill will be suppressed.

* There was a request for an option to abbreviate the display of artillery 
  barrages on the grounds that they slowed the pacing of the turn resolution 
  unduly.  A new option has been created that will reduce the SFX to a single 
  token animation and explosion no matter what the intensity called for.  Look 
  for a menu item Game / Abbreviate Artillery SFX.  This value is set to False 
  by default.

* A new combat hint and staff diary entry are created to reflect losses taken 
  by off-map arty units during turn resolution to CB fire.  The losses were 
  being taken as of version 1.02 but not formally reported until now

* The unit popup menu had Barrage as a possible artillery order.  Barrage now 
  has a submenu for the various types of barrage (Harassing, Neutralizing, 
  Smoke, etc) as an alternative to digging down into the combobox on the Unit 
  Description Panel.  Either way of specifying the barrage type works equally 
  well.  

* Blank Mission Briefing html files and supporting graphics have been included 
  so that you can create your own Mission Briefings.  These can be found in the 
  Templates directory.  You will need an html editor and some knowledge of how 
  to work with these kinds of files, but if you do then nothing is stopping 
  you.  To start, copy these template files over to a new directory such as 
  \Scenarios\MyFirst.  There will be separate NATO and WP subdirectories needed 
  beneath that.  Then modify the files to suit your needs.  When you are ready 
  to bundle them up, go into the extended Scenario Editor and point the 
  directory lookup comboboxes on the `Briefing Files / Notes' page.  All files 
  in those two directories will be zipped up as `.b0' and `.b1' briefing files 
  for your scenario.  These files were provided by Ron Meier and the map files 
  were done by Jim Snyder.  Also available soon on the Flashpoint website will 
  be another set of default files by contributor Mark Bliss.

Fixes:

* There have been over 40 tweaks and adjustments to the game AI.  Amongst other 
  things unit doctrine will now be enforced a little more rigorously and more 
  units will have to move back during turn resolution to conform to 
  requirements.  The unit involuntary movement ("scooting") rules have been 
  extensively rewritten too.

* When resupplying a unit with Rest and Refit orders you used to get a 
  standard 18 (NATO) or 12 (WP) resupply ammo points.  Now if the specific unit 
  type can be found in the unit data table you will get the specified Ammo 
  amount instead.  This may be larger or smaller in the circumstances but 
  represents a `proper refill'.

* The accuracy and range attenuation formulas have been carefully reworked.  
  The net effect is that there will be somewhat fewer kills at the longer 
  ranges and that units will be able to move somewhat better while under long 
  range fire.

* Hints for arty, air, nuke "waypoints" now say "TRP" instead so as to not be 
  confused with a movement waypoint hint.

* Sometimes the Arty and Nuclear toolbar buttons were enabled but using them 
  would not fetch an eligible unit.  This was the result of two different tests 
  being applied and has been straightened out now.

* The Setup Boundary boxes are now shown in blue for the NATO player and in red 
  for the Warsaw Pact player.

* The intermittent `crash on program exit' and a few other minor skinning 
  problems have all been fixed.

* In version 1.02 at the conclusion of a PBEM game the surviving enemy units 
  would initially be visible for the post mortem but would then disappear if 
  clicked on or scrolled off map. This was a flagging problem that has been 
  fixed.

* The Windows file "thumbs.db" is continuing to cause a problem from time to 
  time in the two briefings directories.  Now whenever a new briefing is opened 
  all pre-existing files (including thumbs.db) in both briefings directories 
  are deleted.

* In version 1.02 when a scenario was started that had enemy minefields as 
  part of the initial setup, the mines were visible to the other player during 
  the pre-game setup phase. Fixed.

* Radio message traffic.  Formerly all messages were counted on the grounds 
  that they would be relayed up to supreme HQ as a matter of course.  This has 
  been changed so that they are batched and only the messages from the direct 
  reports of the supreme HQ count against the traffic total.

* Units under AI control that run out of ammo will go to rest and refit right 
  away instead of at the end of the turn as before.

* When giving group orders it sometimes happened that the previous group was 
  not always being cleared and that the new orders would be applied to them 
  too.  This was behind the `tanks with barrage orders' bug.  I believe this 
  also was responsible for various units inexplicably not moving when they were 
  supposed to during turn resolution.  Fixed.

* Shift clicking on a unit adds (or subtracts) it to a group and does not also 
  toggle the LOS overlay any more if it was active.

* Scenario Editor.  By default the `XX Force Selection / Data Source / Append 
  to Existing Force' checkbox will be checked from now on.  This means that any 
  force selected by the player will be added to the existing force and not 
  replace the existing force as before.

* A new menu item has been added to directly disband a currently selected 
  group: Game / Disband Current Group.  If you have assembled a group entirely 
  composed of off-map units then this is the only way to disband it again.

v1.02



 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■ Installation  ■
                               ~~~~~~~~~~~~~~~~~

1. UnZIP all archives to a temporary directory.

2. Update your game version:
   UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
   Always unRAR with full paths!

3. Import TNT.REG into your Windows Registry.

4. To start the game, run or make a shortcut in Windows for:
   FlashpointGermany.exe


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT    News  ■
                               ~~~~~~~~~~~~~~~~~
  We are the REAL original TNT.  Any other groups who have tried to front as 
  TNT over the years were just imposters.

  TNT knows that you all love the original SFV data in our NFO files.  
  Too many "new" sites, using cookie-cutter scripts and that god-awful 
  zipscript-c (aka project-zs), ruin all the nice SFV files in the scene!


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT Members  ■
                               ~~~~~~~~~~~~~~~~~
                You know who we are.  And we know who you are.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■   The Greets  ■
                               ~~~~~~~~~~~~~~~~~
    Groups :  None (all alone in the night)


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  TNT   Sites  ■
                               ~~~~~~~~~~~~~~~~~
  Try to find them..


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  Joining TNT  ■
                               ~~~~~~~~~~~~~~~~~
  TNT works in all languages.

  We seek like-minded individuals who are able to provide or create software in 
  any language for release into the scene.

  Like most 'respectable' groups, TNT is non-profit.  
  We release for the challenge of reverse engineering, the excitement of the 
  race to win against other groups, and the spirit of fair competition.

  Positions are open for the following.

   Crackers : Experienced programmers and debuggers with assembly language 
              knowledge who can produce Cracks, such as NoCDs & the removal of 
              commercial protections, for games and applications.

     Coders : Experienced programmers who can produce KeyMakers, Game Trainers, 
              or SavedGame file editors.  (Assembly or C language is required)

 Game Ripper: Create ripped versions of full games.  Rips retain game 
              functionality while having non-essential data (such as movies or 
              music) stripped out.  People, especially those on slower dial-up 
              connections, can try out a game rip before deciding to buy the 
              full version.

   Scanning : Printed Box Art, CDs, & Manuals for new games and applications.

 FileHacker : Create All Access Enabled (Unlocked) SavedGames.  
              Modify game data files to enable Cheated Stats.  
              Scan game executables to locate Cheat Codes (no web thieves).

  Suppliers : Provide retail versions of new unreleased software, either games 
              or applications.

    Siteops : 10mbit or faster sites on linux/unix with at least 100gigs space.
              Preference is for sites with sections of 0day, iso, dox, pda, 
              or console exclusively.
              Before contacting us, please consider that Movie/Video or MP3 
              sections are not desirable to us.  Big movie/mp3 sites that have 
              iso, 0day, or dox as an afterthought are not for TNT.  Sorry.


What TNT does not need:
  Couriers, Pre Whores, Site/Bot Scripters, Thieves, Group Hoppers, Leechers, 
  Narqs, Narcs, nor undercover agents.


 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
                               ■  Contact TNT  ■
                               ~~~~~~~~~~~~~~~~~
  Those who seek TNT will find a way to get in touch with us.
  Just ask around for the #1 Dox group.

  TNT has no email address, nor a web site.  Any you find are surely fake.

┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐
│  Header Logo : Super Nova [TNT]      ║      NFO Layout : Super Nova         │
│                                      ╩                                      │
└────────────────────────────> Last Update by [Super Nova] <───[01/18/2005]───⌡

                          " There can be only one! "
---------------------------------TNT DIR INFO---------------------------------
Flashpoint_Germany_v1.04_Update_RIP-TNT
---------------------------------END TNT INFO---------------------------------


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