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  PS4 - Subnautica
Posted by: xSicKxBot - 12-06-2018, 03:39 AM - Forum: New Game Releases - No Replies

Subnautica



Descend into the depths of an alien underwater world filled with resources, creatures, wonder and threats. Craft equipment and submarines to explore lush coral reefs, volcanoes, cave systems, and more all while trying to survive.

Publisher: Unknown Worlds Entertainment

Release Date: Dec 04, 2018

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  3DS - Yo-kai Watch 3
Posted by: xSicKxBot - 12-06-2018, 03:39 AM - Forum: New Game Releases - No Replies

Yo-kai Watch 3



Mischievous beings known as Yo-kai are everywhere, and it's up to Nate and Hailey Anne to befriend, battle, and solve problems with them.

Follow two parallel stories and unravel the mysteries behind strange sightings while meeting over 600 Yo-kai and using the new 3x3 grid battle system to strategically dish out or dodge attacks.

More Yo-kai, more mysteries! 'Merican Yo-kai have made their way to YO-KAI WATCH 3 and they're rootin' tootin' troublemakers. Speaking of troublemakers, in BBQ, zombies rise from their graves and Nate must free the town during Zombie Night. If you're too afraid of zombies, you can always find treasure by exploring randomly generated dungeons and discover the truth about the mysterious ruins hidden all across the continent with the Yo-kai Blasters T group.

* Meet Hailey Anne and Usapyon as they solve cases as Yo-kai detectives in Springdale
* Explore the American-inspired location, BBQ, where 'Merican Yo-kai run rampant
* Battle all-new bosses, meet over 600 Yo-kai, and use a new 3x3 grid battle system to strategically dish out attacks
* In BBQ, go on a rafting adventure, try out a new Crank-a-kai, and interact with new 'Merican Yo-kai
* Train up your very own Nyan, a cat like Yo-kai, in Build-a-Nyan
* Bonk zombies on the head, in an all-new mode, Zombie Nightit's an invasion!
* Link with versions of YO-KAI WATCH 2 and YO-KAI WATCH BLASTERS to earn special Yo-kai
* Discover treasure as part of the Yo-kai Blasters T group and make your way through randomly generated dungeons

Publisher: Level 5

Release Date: Feb 08, 2019

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  News - Rainbow Six Siege's Operation Wind Bastion Update Is Live; Here's What It Does
Posted by: xSicKxBot - 12-06-2018, 03:39 AM - Forum: Lounge - No Replies

Rainbow Six Siege's Operation Wind Bastion Update Is Live; Here's What It Does

Rainbow Six Siege's latest update has gone live for PS4, Xbox One, and PC, meaning Operation Wind Bastion's new Operators, Nomad and Kaid, are now available. The update also includes a new map, named Fortress.

Operation Wind Bastion is themed around Morocco, with Fortress being set in the north African country and the two new Operators hailing from the GIGR special forces. Kaid, a Defender, comes equipped with three deployable electroclaws, which electrify any metallic object within a small radius. That means, if placed correctly, one electroclaw could electrify multiple reinforcements, deployable shields, or razor wires.

Nomad, meanwhile, is an Attacker. Her primary weapons come attached with a device that launches wind-powered proximity mines. When an opponent approaches, the mines blast all enemies back and off their feet. Opposing players are rendered unable to use their weapon for a short duration, and must get back on their feet. The mines can be used defensively to protect your flanks or offensively to flush enemies out.

Operation Wind Bastion also includes additional weapon skins and a headgear bundle. In addition, five existing Operators are receiving balancing changes: Mute, Clash, and Smoke are being buffed, while Lesion and Zofia are being nerfed. The full list of changes can be read in Operation Wind Bastion's patch notes.

In the Operation's preview stage, we thought Kaid felt overpowered, so it will be interesting to see how the new Operators feel now the game is live for all. Operation Wind Bastion is the fourth and final Season of DLC from Siege's third year, though Ubisoft has stated its plans to continue supporting the game for years to come.

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  LINUX Bash Variables: Environmental and Otherwise
Posted by: xSicKxBot - 12-05-2018, 06:52 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Bash Variables: Environmental and Otherwise

Bash variables, including those pesky environment variables, have been popped up several times in previous articles, and it’s high time you get to know them better and how they can help you.

So, open your terminal window and let’s get started.

Environment Variables


Consider HOME. Apart from the cozy place where you lay down your hat, in Linux it is a variable that contains the path to the current user’s home directory. Try this:

echo $HOME

This will show the path to your home directory, usually /home/.

As the name indicates, variables can change according to the context. Indeed, each user on a Linux system will have a HOME variable containing a different value. You can also change the value of a variable by hand:

HOME=/home/<your username>/Documents

will make HOME point to your Documents/ folder.

There are three things to notice here:

  1. There are no spaces between the name of the variable and the = or between the = and the value you are putting into the variable. Spaces have their own meaning in the shell and cannot be used any old way you want.
  2. If you want to put a value into a variable or manipulate it in any way, you just have to write the name of the variable. If you want to see or use the contents of a variable, you put a $ in front of it.
  3. Changing HOME is risky! A lot programs rely on HOME to do stuff and changing it can have unforeseeable consequences. For example, just for laughs, change HOME as shown above and try typing cd and then [Enter]. As we have seen elsewhere in this series, you use cd to change to another directory. Without any parameters, cd takes you to your home directory. If you change the HOME variable, cd will take you to the new directory HOME points to.

Changes to environment variables like the one described in point 3 above are not permanent. If you close your terminal and open it back up, or even open a new tab in your terminal window and move there, echo $HOME will show its original value.

Before we go on to how you make changes permanent, let’s look at another environment variable that it does make sense changing.

PATH


The PATH variable lists directories that contain executable programs. If you ever wondered where your applications go when they are installed and how come the shell seems to magically know which programs it can run without you having to tell it where to look for them, PATH is the reason.

Have a look inside PATH and you will see something like this:

$ echo $PATH
/usr/local/sbin:/usr/local/bin:/usr/bin:/usr/sbin:/bin:/sbin

Each directory is separated by a colon (:) and if you want to run an application installed in any directory other than the ones listed in PATH, you will have to tell the shell where to find it:

/home/<user name>/bin/my_program.sh

This will run a program calle my_program.sh you have copied into a bin/ directory in your home directory.

This is a common problem: you don’t want to clutter up your system’s bin/ directories, or you don’t want other users running your own personal scripts, but you don’t want to have to type out the complete path every time you need to run a script you use often. The solution is to create your own bin/ directory in your home directory:

mkdir $HOME/bin

And then tell PATH all about it:

PATH=$PATH:$HOME/bin

After that, your /home//bin will show up in your PATH variable. But… Wait! We said that the changes you make in a given shell will not last and will lose effect when that shell is closed.

To make changes permanent for your user, instead of running them directly in the shell, put them into a file that gets run every time a shell is started. That file already exists and lives in your home directory. It is called .bashrc and the dot in front of the name makes it a hidden file — a regular ls won’t show it, but ls -a will.

You can open it with a text editor like kate, gedit, nano, or vim (NOT LibreOffice Writer — that’s a word processor. Different beast entirely). You will see that .bashrc is full of shell commands the purpose of which are to set up the environment for your user.

Scroll to the bottom and add the following on a new, empty line:

export PATH=$PATH:$HOME/bin

Save and close the file. You’ll be seeing what export does presently. In the meantime, to make sure the changes take effect immediately, you need to source .bashrc:

source .bashrc

What source does is execute .bashrc for the current open shell, and all the ones that come after it. The alternative would be to log out and log back in again for the changes to take effect, and who has the time for that?

From now on, your shell will find every program you dump in /home//bin without you having to specify the whole path to the file.

DYI Variables


You can, of course, make your own variables. All the ones we have seen have been written with ALL CAPS, but you can call a variable more or less whatever you want.

Creating a new variables is straightforward: just set a value within it:

new_variable="Hello"

And you already know how to recover a value contained within a variable:

echo $new_variable

You often have a program that will require you set up a variable for things to work properly. The variable may set an option to “on”, or help the program find a library it needs, and so on. When you run a program in Bash, the shell spawns a daughter process. This means it is not exactly the same shell that executes your program, but a related mini-shell that inherits some of the mother’s characteristics. Unfortunately, variables, by default, are not one of them. This is because, by default again, variables are local. This means that, for security reasons, a variable set in one shell cannot be read in another, even if it is a daughter shell.

To see what I mean, set a variable:

robots="R2D2 & C3PO"

… and run:

bash

You just ran a Bash shell program within a Bash shell program.

Now see if you can read the contents of you variable with:

echo $robots

You should draw a blank.

Still inside your bash-within-bash shell, set robots to something different:

robots="These aren't the ones you are looking for"

Check robots‘ value:

$ echo $robots
These aren't the ones you are looking for

Exit the bash-within-bash shell:

exit

And re-check the value of robots:

$ echo $robots
R2D2 & C3P0

This is very useful to avoid all sorts of messed up configurations, but this presents a problem also: if a program requires you set up a variable, but the program can’t access it because Bash will execute it in a daughter process, what can you do? That is exactly what export is for.

Try doing the prior experiment, but, instead of just starting off by setting robots="R2D2 & C3PO", export it at the same time:

export robots="R2D2 & C3PO"

You’ll notice that, when you enter the bash-within-bash shell, robots still retains the same value it had at the outset.

Interesting fact: While the daughter process will “inherit” the value of an exported variable, if the variable is changed within the daughter process, changes will not flow upwards to the mother process. In other words, changing the value of an exported variable in a daughter process does not change the value of the original variable in the mother process.

You can see all exported variables by running

export -p

The variables you create should be at the end of the list. You will also notice some other interesting variables in the list: USER, for example, contains the current user’s user name; PWD points to the current directory; and OLDPWD contains the path to the last directory you visited and since left. That’s because, if you run:

cd -

You will go back to the last directory you visited and cd gets the information from OLDPWD.

You can also see all the environment variables using the env command.

To un-export a variable, use the -n option:

export -n robots

Next Time


You have now reached a level in which you are dangerous to yourself and others. It is time you learned how to protect yourself from yourself by making your environment safer and friendlier through the use of aliases, and that is exactly what we’ll be tackling in the next episode. See you then.

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  News - Crackdown 3 Release Date And US Pre-Order Guide (Xbox One, PC)
Posted by: xSicKxBot - 12-05-2018, 03:49 PM - Forum: Lounge - No Replies

Crackdown 3 Release Date And US Pre-Order Guide (Xbox One, PC)

It's been a long time coming, but we can finally rest assured that Crackdown 3 is heading our way soon. This open-world shooter for Xbox One and PC is set to launch on February 15, 2019. It puts you in the shoes of a super-cop in a city overrun by gangs. As you level up, you'll be able to leap up the sides of skyscrapers and throw vehicles at enemies in your pursuit of justice.

If you're ready to lock down your copy of this Microsoft exclusive, you might want to know where to buy it, how much it costs, and what comes with it. We have you covered on all accounts below.

No Pre-Order Bonus

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7

As yet, no pre-order bonuses have been announced for Crackdown 3 announced. We'll update this section if that changes.

Included in Xbox Game Pass

No Caption Provided

Before you crack open your wallet to shell out cash for Crackdown 3, consider subscribing to Xbox Game Pass instead. It's a service that lets you download and play an assortment of games on Xbox One, including all titles published by Microsoft Studios (like Crackdown 3) the day they launch. You get a 14-day free trial, and it's $10 per month after that.

Crackdown 3 (Physical)

No Caption Provided

Collectors may be disappointed, but only one edition is planned for Crackdown 3. At the time of this writing, the cheapest place to buy it is Newegg, where you can save $10.

Crackdown 3 (Digital)

The digital version of Crackdown 3 is playable on both Xbox One and on Windows 10, complete with cloud saves that let you pick up where you left off, regardless of what hardware you're using. So if you have a gaming PC, this could be the smartest option. Once again, Newegg has it $10 cheaper than the competition.

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  Mobile - [Updated] Tropico iPad specs, release date & iPhone versions
Posted by: xSicKxBot - 12-05-2018, 03:49 PM - Forum: New Game Releases - No Replies

[Updated] Tropico iPad specs, release date & iPhone versions

By Joe Robinson 05 Dec 2018

Update: Feral have also just confirmed that the game will release on iPad on December 18th. An iPhone/Universal release is confirmed for 2019. There’s also a snazzy new trailer we’ve embedded for your enjoyment.


Original Story: Feral Interactive, as well as bringing us excellent mobile ports of Rome: Total War, have also managed to win the rights to bring Tropico to mobile.

Tropico for iPad  was announced earlier this year and will officially be a modified version of Tropico 3, and will see you put in charge of an up-and-coming banana republic as el president. You’ll need to develop your economy, keep your citizens in-line, and court the major powers for favours and influence.

“But Pocket Tactics, I really want to know whether my device will run it or not,” said some people, sometimes.

Luckily for you citizen, Feral have published a handy infographic to illustrate what devices are officially supported:

tropicoipadThe official summary on the game’s website is:

Tropico will run on any iPad Pro, any iPad released since 2017, and requires iOS 12 or later. You will also need 3GB of free space to install the game.

So it seems even a nine-year old PC game still needs some serious hardware to run.

There’s been no word on when Tropico will release, but we’ll keep you posted.

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  Garry's Mod (GMOD) October 2018 Update Crash fixes and minor improvements
Posted by: xSicKx - 12-05-2018, 03:34 PM - Forum: Discussion - No Replies

October 2018 Update

Crash fixes and minor improvements across the board

The October 2018 Update

This update brings a bunch of smaller changes while we are working on bigger things.
We have made many small improvements to the Lua API as well as the Half-Life campaign compatibility with Garry's Mod, and fixed a bunch of crashes.

There are multiple improvements to Half-Life NPCs, such as fixing Combine Snipers not shooting at players in some cases, a fix for Barnacles not picking up players from vehicles and a fix for a bunch of effects not working in multiplayer in some cases on NPCs like the Combine Gunship's.

We have also added Half-Life: Source turrets to the game, so they will now appear on Half-Life: Source maps.
We also improved the game's disk space usage, so over time less files will be created from things like spawnicons of error models, and Worskhop Addons no longer store both the compressed and uncompressed versions of each addon downloaded from servers you play on.

There's also support for the $treesway shader parameter, which should enable addon creators to make more immersive maps:


You will find full changelist below.


Change List 2018.10.17
Wednesday, October 17, 2018

  • Added quick search to Material tool
  • You can now ignite ragdolls
  • Restored Half-Life 1 turret entities
  • Added support for $treesway shader paramters, which is affected by env_wind entities on existing maps
  • Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
  • npc_sniper no longer becomes pacifist after one player kill
  • Fixed a crash issue with monster_flyer
  • Fixed a crash issue with Half-Life: Source monster_*_dead NPCs
  • Fixed model of monster_hevsuit_dead
  • Fixed HL2 barney appearing on HL1 map c1a1
  • Fixed HL1 and HL2 episodes not displaying their chapter titles and other on-screen text
  • Fixed purple blood color on HL1 alien NPCs
  • Fixed a crash on srcds when combine soldiers with smg1 die and there isn't a player in first server slot
  • Fixed a rare crash with npc_combie_s trying to shoot a gun they don't have
  • Fixed a potential AI pathfinding crash
  • Reenabled monster_bigmomma hp recovery system
  • Fixed npc_barnacle not picking up players from vehicles
  • Fixed chatbox filters looking weird
  • Fixed default join messages not working on dedicated servers
  • Fixed some scenes not playing
  • Smooth scrape sounds are no longer repalced by rough scrape sounds for glass and tile textures
  • Fixed flashlight sound stopping weapon sounds
  • Fixed some effects (mostly on NPCs) not working in multiplayer
  • Fixed some HL1 NPCs not talking in multiplayer
  • Addon entities ("anim" type SENTS) are now properly credited as inflictor and not the attacker when thrown into a player with a gravity gun
  • Updated language files (Community Contribution)
  • Updated TTT to its latest version
  • Added proper distance and entity validity checks for all default properties to stop them from being exploited by clientside scripts
  • Spawnmenu Icons no longer save images of missing models to disk
  • Minor changes to NPC difficulty to match Half-Life games (Community Contribution)
Change List 2018.10.17
Wednesday, October 17, 2018
  • Added CTakeDamageInfo.__tostring
  • Added CNavArea.GetPlace()
  • Added CNavArea.SetPlace()
  • Added PhysObj.GetPositionMatrix()
  • Added Entity.GetWorldTransformMatrix()
  • Added DMG_SNIPER and DMG_MISSILEDEFENSE
  • Added util.GetSurfaceData()
  • Added Half-Life: Source CLASS_ enums
  • Added input.GetKeyCode(), works opposite of input.GetKeyName
  • Added ProjectedTexture:SetQuadraticAttenuation()
  • Added ProjectedTexture:SetLinearAttenuation()
  • Added ProjectedTexture:SetConstantAttenuation()
  • Added ProjectedTexture:GetQuadraticAttenuation()
  • Added ProjectedTexture:GetLinearAttenuation()
  • Added ProjectedTexture:GetConstantAttenuation()
  • Added player.GetByAccountID( id ) ( Community Contribution )
  • Added render.WorldMaterialOverride
  • Added return value to DColumnSheet.AddSheet (Community Contribution)
  • Added player_connect_client gameevent
  • Fixed FL_ANIMDUCKING not resetting when entering a vehicle
  • Fixed HTTP() cutting off post body at the NULL byte
  • Fixed func_breakable_surf crashing when damaged by DMG_BLAST with no inflictor
  • Fixed crash issues with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately functions
  • Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities
  • CTakeDamageInfo.GetDamageType now properly returns an unsigned int
  • JSON functions now can handle NULL bytes properly
  • IGModAudioChannel.__gc no longer crashes the game in some cases
  • Fixed an error with empty nextbox NPCs (Community Contribution)
  • SWEP Holdtype is now updated clientside whenever server sends a holdtype update
  • PlayerUse no longer blocks using when Lua doesn't return a value or returns a non boolean
  • Fixed DMenu's non self deleting submenus not opening in some cases
  • Player.Kick no longer fails with reasons too long ( now cuts them off at ~512 )
  • util.SpriteTrail no longer crashes the game if you do not give the material ".vmt" extension
  • util.SpriteTrail no longer silently fails halfway through when not given a color
  • Dragginig/Resizing DFrame as a child element now works properly (Community Contribution)
  • Consistent caching between Entity.GetEyeTraceNoCursor and Entity.GetEyeTrace (Community Contribution)
  • Fixed a crash issue with Vehicle.GetVehicleViewPosition
  • Fixed a few Vehicle functions returning garbage in certain cases ( GetVehicleViewPosition, GetPassengerSeatPoint, GetWheelContactPoint )
  • Fixed RebuildSpawnIcon() not taking bodygroups into account
  • Added voice_overdrive, volume and _restart on client to the blocked console command list
  • prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
  • Entity.GetSaveTable now works properly with most array fields, they will show up as 1-based table in Lua
  • Entity.SetSaveValue can now handle array fields, just like GetSaveTable()
  • Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
  • CLuaEmitter.Add will now also initallize startSize
  • util.GetSurfacePropName now returns "" for out of bounds input
  • IGModAudioChannel:IsValid now properly reflects the validity of the sound channel instead of testing existence of the Lua objecct
  • Most IGModAudioChannel functions now also check for channel validity
  • DoModal no longer works without cursor visible for all panels, not just "Frame"
  • Vector.WithinAABox now orders vectors on its own
  • Entity.GetAttachments, Entity.GetBodyGroups and Entity.GetMaterials will now return an empty table where they used to return nil
  • util.(De)Compress and util.Base64Encode error on no input and return an empty string when given an empty string
  • Failed-to-send net messages now reset current net message
  • Calling net.Start() while a net message is already active now displays a message
  • You can no longer send net messages with no players on the server
  • Entity.GetSaveTable and Entity.GetInternalVariable no longer iterate over Inputs and Outputs
  • Entity.SetHitboxSet no longer assigns non existent hitbox sets when using a string as the first argument resulting in a console warning spam
  • You can no longer remove player_manager entity
  • Made DLabelURL's color functions work consistently to DLabel's
  • Vehicle.GetVehicleViewPosition's only argument is now optional
  • Entity.SetModelScale is now limited to +-400 on server (unchanged on client)
Change List 2018.10.17
Wednesday, October 17, 2018
  • Keys in mount.cfg are now marked as mounted ( for IsMounted() ), if they are in the list of mountable games
  • Restored Gib Model functionality of func_breakable from HL1
  • mountdepots.txt will now be automatically created if it doesn't exist so dedicated server owners can edit it
  • Fixed nav file error 4 (out of date) being displayed when the nav file is in fact up to date
  • Nav file errors now properly displays the actual error by name, not error ID
  • Updated surfaceproperites.txt to remove some entries to fit the 128 entry limit
  • Bumped maxiumum key length of key values in bsp to 64 (from 32)

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  XONE - MechaNika
Posted by: xSicKxBot - 12-05-2018, 01:54 PM - Forum: New Game Releases - No Replies

MechaNika



Publisher: Mango Protocol

Release Date: Nov 09, 2018

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  News - Video: Designing UX for board games
Posted by: xSicKxBot - 12-05-2018, 01:54 PM - Forum: Lounge - No Replies

Video: Designing UX for board games

User experience is often associated with digital products, but it’s just as much a part of non-digital products like board games, so it’s important to get it right. 

In this GDC 2018 session, Foxtrot Games’ Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences.

It’s an insightful talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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  News - Can Jin save Monster World Kingdom?
Posted by: xSicKxBot - 12-05-2018, 01:54 PM - Forum: Lounge - No Replies

Can Jin save Monster World Kingdom?


Can Jin save Monster World Kingdom?


As the latest installment in the Wonder Boy in Monster World series, Monster Boy and the Cursed Kingdom brings a colorful new action-adventure game to you!

Help a young hero defeat challenging enemies, discover hidden locations, upgrade powerful equipment, and more. You can also unlock a variety of forms— each with its own distinct skill. Inspired by the original classic, Monster Boy and the Cursed Kingdom delivers a fresh, modern adventure with memorable music and hand-drawn animation.

Features

  • Six forms with distinct combat and platforming abilities to make your adventure exciting from start to finish.
  • Unlock new paths and secrets with special equipment.
  • Explore the new Monster World in a vast interconnected environment— with over 15 hours of gameplay.
  • Characters and enemies come to life with detailed, hand-drawn animations and lively facial expressions.
  • Soundtrack developed by iconic Japanese composers, including Yuzo Koshiro, Motoi Sakuraba, Michiru Yamane, Keiki Kobayashi and Takeshi Yanagawa.
  • Feel the action with high performance HD rumble support.

If you would like to purchase the game, please visit https://www.nintendo.com/games/detail/monster-boy-and-the-cursed-kingdom-switch.


Fantasy Violence
Use of Alcohol

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