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  • jeste, malo čudno djeluje teren

    ja igram iz perspektive Wide i uopšte ne liči na travu pravo da ti kažem a i sjećam se da su nešto pričali kako će dresovi biti strukirani i neka bruka grafika samih igrača....nigdje veze što se toga tiče za sada

    Comment


    • За све оне који имају до јаја комп..

      Spoiler




      SweetFX

      Пребаците све у ПЕС фолдер, отворите "SweetFX_settings.txt" и замените текст, односно убаците овај:

      Spoiler
      // Set to 1 for ON or 0 for OFF
      #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
      #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
      #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
      #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon,Bloom, HDR and Lumasharpen, and it has a very high performance cost)
      #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
      #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
      #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth -I'm working on fixing that.
      #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
      #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon -basically it's another movie-like look similar to technicolor.
      #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
      #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
      #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
      #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
      #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
      #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
      #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
      #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
      #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
      #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


      /*-----------------------------------------------------------.
      / SMAA Anti-aliasing settings /
      '-----------------------------------------------------------*/

      #define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
      #define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
      #define SMAA_MAX_SEARCH_STEPS_DIAG 8 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
      #define SMAA_CORNER_ROUNDING 10 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

      // -- Advanced SMAA settings --
      #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
      #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

      /*-----------------------------------------------------------.
      / FXAA Anti-aliasing settings /
      '-----------------------------------------------------------*/
      #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
      #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
      #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
      #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


      /*-----------------------------------------------------------.
      / Cartoon settings /
      '-----------------------------------------------------------*/
      #define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want.


      /*-----------------------------------------------------------.
      / Advanced CRT settings /
      '----------------------------------------------------------*/
      #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

      #define CRTResolution 1.2 //[1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
      #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
      #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
      #define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
      #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
      #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
      #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
      #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
      #define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
      #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
      #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
      #define CRTAngleY -0.10 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
      #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
      #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

      /*-----------------------------------------------------------.
      / Bloom settings /
      '-----------------------------------------------------------*/
      #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
      #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
      #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom


      /*-----------------------------------------------------------.
      / HDR settings /
      '-----------------------------------------------------------*/
      #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
      #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

      /*-----------------------------------------------------------.
      / LumaSharpen settings /
      '-----------------------------------------------------------*/
      // -- Sharpening --
      #define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening
      #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

      // -- Advanced sharpening settings --
      #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
      #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
      //I designed the pattern for offset_bias 1.0, but feel free to experiment.

      // -- Debug sharpening settings --
      #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


      /*-----------------------------------------------------------.
      / TECHNICOLOR settings /
      '-----------------------------------------------------------*/
      #define TechniAmount 0.4 //[0.00 to 1.00]
      #define TechniPower 4.0 //[0.00 to 8.00]
      #define redNegativeAmount 0.88 //[0.00 to 1.00]
      #define greenNegativeAmount 0.88 //[0.00 to 1.00]
      #define blueNegativeAmount 0.88 //[0.00 to 1.00]


      /*-----------------------------------------------------------.
      / Cineon DPX settings /
      '-----------------------------------------------------------*/
      #define Red 15.0 //[1.0 to 15.0]
      #define Green 15.0 //[1.0 to 15.0]
      #define Blue 15.0 //[1.0 to 15.0]

      #define ColorGamma 1.4 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
      #define DPXSaturation 3.7 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

      #define RedC 0.40 //[0.60 to 0.20]
      #define GreenC 0.30 //[0.60 to 0.20]
      #define BlueC 0.23 //[0.60 to 0.20]

      #define Blend 0.05 //[0.00 to 1.00] How strong the effect should be.


      /*-----------------------------------------------------------.
      / Monochrome settings /
      '-----------------------------------------------------------*/
      #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


      /*-----------------------------------------------------------.
      / Lift Gamma Gain settings /
      '-----------------------------------------------------------*/
      #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
      #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 1.100] Adjust midtones for Red, Green and Blue
      #define RGB_Gain float3(1.000, 1.000, 1.160) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


      /*-----------------------------------------------------------.
      / Tonemap settings /
      '-----------------------------------------------------------*/
      #define Gamma 1.05 //[0.000 to 2.000] Adjust midtones

      #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure

      #define Saturation 0.20 //[-1.000 to 1.000] Adjust saturation

      #define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors

      #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
      #define FogColor float3(0.00, 0.00, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


      /*-----------------------------------------------------------.
      / Vibrance settings /
      '-----------------------------------------------------------*/
      #define Vibrance 0.4 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


      /*-----------------------------------------------------------.
      / Curves settings /
      '-----------------------------------------------------------*/
      #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
      #define Curves_contrast 0.50 //[-1.00 to 1.00] The amount of contrast you want

      // -- Advanced curve settings --
      #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
      //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
      //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
      //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
      //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

      /*-----------------------------------------------------------.
      / Sepia settings /
      '-----------------------------------------------------------*/
      #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
      #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
      #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image


      /*-----------------------------------------------------------.
      / Vignette settings /
      '-----------------------------------------------------------*/
      #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
      #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
      #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
      #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong(odd numbers cause a larger fps drop than even numbers)
      #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


      /*-----------------------------------------------------------.
      / Dither settings /
      '-----------------------------------------------------------*/
      #define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

      //Note that the patterns used by Dither, makes an image harder to compress.
      //This can make your screenshots and video recordings take up more space.


      /*-----------------------------------------------------------.
      / Border settings /
      '-----------------------------------------------------------*/
      //No settings yet, beyond switching it on or off in the top section.


      /*-----------------------------------------------------------.
      / Splitscreen settings /
      '-----------------------------------------------------------*/
      #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

      Comment


      • Jel igrao neko FIFU 2014 i kakva je?posto sam poceo da je skidam pa da znam dali vredi da je uposte skinem?
        http://youtu.be/6vTNGyjsDKs

        Comment


        • Na lapu radi PES i sve je do jaja osim procesora, tako da detail level ipak mora da bude na low. Elem, ok je igrica, samo mnogo ide na kurac sto se igraci okrecu kao FAP-ovi i kontrolisu loptu kao Vesovic.
          sigpic


          "The last time I was intimidated was when I was 6 years old in karate class. I was an orange belt and the instructor ordered me to fight a black belt who was a couple years older and a lot bigger. I was scared s---less. I mean, I was terrified and he kicked my ass. But then I realized he didn’t kick my ass as bad as I thought he was going to and that there was nothing really to be afraid of. That was around the time I realized that intimidation didn’t really exist if you’re in the right frame of mind." - Kobe Bryant

          Comment


          • Originally posted by GAUCHOS View Post
            Jel igrao neko FIFU 2014 i kakva je?posto sam poceo da je skidam pa da znam dali vredi da je uposte skinem?
            Mislis demo, igrica tek sutra izlazi u Americi.. Igram ja demo i meni se bas dopao, ima promena u gameplay-u u odnosu na 2013, pogotovo u kretanju igraca. Grafikom sam uvek bio i vise nego zadovoljan. Mislim da bolja nikad nije bila, barem se tako cini za sada.

            Comment


            • Originally posted by p4p1 View Post
              Mislis demo, igrica tek sutra izlazi u Americi.. Igram ja demo i meni se bas dopao, ima promena u gameplay-u u odnosu na 2013, pogotovo u kretanju igraca. Grafikom sam uvek bio i vise nego zadovoljan. Mislim da bolja nikad nije bila, barem se tako cini za sada.
              Da na demo sam mislioa kada ce moci cela verzija da se skine?razocarao sam se u pes 2014 pa da predjem na fifiu oni me do sada nikada nisu razocarali
              http://youtu.be/6vTNGyjsDKs

              Comment


              • Nema neki odredjen datum ako mislis na piratsku verziju, ceka se dok je ne crackuje neko, do sada im nikad nije dugo trebalo za FIFU, nadam se da nece ni ove godine..

                Comment


                • Izasla je FIFA, ceka se na crack. Savetujem da ne skidate verzije bez cracka, jer se cesto desi da se kasnije mora skidati neka druga verzija.. Valjda im nece trebati dugo.

                  Inace, jedan post sa drugog foruma koji po meni lepo opisuje trenutnu razliku.
                  Spoiler
                  Jedina stvar u kojoj je PES bolji od FIFE je nešto jača grafika i mogućnost da u samoj igrici napravite svoj tim, dresove i slično. Fifa je od PES-a bolja u milion stvari tipa: kretanje igrača na FIFI je 360 stepeni dok je na PES-u odradjeno kao da se igrač kreće šinama, na FIFI sami gradite pas, on je plod vaše kreativnosti dok na PES-u imate tačno određene načine na koje možete dati pas, bez situacija primjera izmedju dva igrača, neko improvizovanje i sl. Dalje, na Fifi nikad ne možete sa jednim igračem da trčite od gola do gola a da vas pri tom niko ne može zaustaviti čak ni ulijetanjem klizećeg starta kao na PES-u. Pa dalje, dueli, slučaj u ovom PES 14 je katastrofa, svako malo neko čupanje kao žene. Da ne idem dalje u detalje, na kraju još ocjene, na PES-u su uvijek prevelike ocjene, ne razumijem dati nekom ocjenu 99 jer ni jedan igrač na svijetu nije savršen Kad sam vidio na PES 12 ono namještanje, kad protivnik jednostavno MORA da ti da gol, pa udarao ga ti po nogama ili mu bombu bacio na njega, ostavio sam, skinuo FIFU i uživao u realnosti fudbala. Svako ko je ikad igrao veliki fudbal zna koliko je FIFA realnija eto, da dočaram PES-ovcima (a ja sam bivši) da je FIFA trenutno mnogo ispred PES-a...
                  Last edited by p4p1; 27-09-13, 03:21.

                  Comment


                  • Jedina stvar u kojoj je PES bolji od FIFE je nešto jača grafika i mogućnost da u samoj igrici napravite svoj tim, dresove i slično. Fifa je od PES-a bolja u milion stvari tipa: kretanje igrača na FIFI je 360 stepeni dok je na PES-u odradjeno kao da se igrač kreće šinama, na FIFI sami gradite pas, on je plod vaše kreativnosti dok na PES-u imate tačno određene načine na koje možete dati pas, bez situacija primjera izmedju dva igrača, neko improvizovanje i sl. Dalje, na Fifi nikad ne možete sa jednim igračem da trčite od gola do gola a da vas pri tom niko ne može zaustaviti čak ni ulijetanjem klizećeg starta kao na PES-u. Pa dalje, dueli, slučaj u ovom PES 14 je katastrofa, svako malo neko čupanje kao žene. Da ne idem dalje u detalje, na kraju još ocjene, na PES-u su uvijek prevelike ocjene, ne razumijem dati nekom ocjenu 99 jer ni jedan igrač na svijetu nije savršen Kad sam vidio na PES 12 ono namještanje, kad protivnik jednostavno MORA da ti da gol, pa udarao ga ti po nogama ili mu bombu bacio na njega, ostavio sam, skinuo FIFU i uživao u realnosti fudbala. Svako ko je ikad igrao veliki fudbal zna koliko je FIFA realnija eto, da dočaram PES-ovcima (a ja sam bivši) da je FIFA trenutno mnogo ispred PES-a...
                    Ovo nije tačno što se tiče ovog PES 14, pogotovo kada igraš na SuperStar. To se možda i moglo u ovim ranijim PES-ovima raditi, mada i tada meni nije uspijevalo ali na ovom najnovijem nema šanse da ti to uspije. Kada tvoj tim posjeduje loptu protivnik mnogo direktnije ide da je oduzme i ti eventualno možeš proći jednog igrača ali šta sa ovim ostalima koji će te napasti. Mora se mnogo više kombinovati i graditi igra kako bi se adekvatno ugrozio gol protivnika.

                    Isto što se tiče ovog "kretanja po šinama". Tu se mogu složiti po pitanju PES 13 jer recimo kada kod Mesija mijenjaš ( i još nekih igrača) pravac kretanja, okreću se pod 90 što se meni nikako nije svidjelo. Toga nema u ovom novom PES-u.

                    Comment


                    • Pa jedino mozes da prodjes sa jednim igracem na Beginer, a na Superstar malo sutra

                      Comment


                      • Originally posted by DelBoy View Post

                        Isto što se tiče ovog "kretanja po šinama". Tu se mogu složiti po pitanju PES 13 jer recimo kada kod Mesija mijenjaš ( i još nekih igrača) pravac kretanja, okreću se pod 90 što se meni nikako nije svidjelo. Toga nema u ovom novom PES-u.
                        To mozes dodati bilo kojem igracu, u onom ID, to ti je Speed Merchant. Sranje zaista, Messi, Bale i dosta njih ima to, krecu se dosta retardirano kada menjaju pravac, nikako mi se to nije svidjalo.

                        Ovaj sto ocenjuje PES mora da je igrao na najnizi nivo, ja skoro nikad nisam kompa sa jednim igracem presao, nema sanse, a u ovom novom tek, timska odbrana je nenormalno dobro odradjena kao i presing protivnika, ludilo.
                        sigpic

                        “We have to change, from doubters, to believers, now.”
                        -Jürgen Klopp

                        Comment


                        • Mislim da nije aludirao na igru protiv AI-a, nego protiv ortaka i to.. kompjuter se svakako mnogo bolje brani, kada se misli samo na tu situaciju. Daleko od toga da je to lako uraditi protiv nekoga ko igra dobro, ali je svakako bilo moguce u PES-u, cistom snagom stopera npr.

                          Comment


                          • Onda mu je ortak invalid za PES...

                            Uostalom, i treba da postoje igraci koji ce da prolaze odbrane, jer takvi i u realnosti postoje...
                            sigpic

                            “We have to change, from doubters, to believers, now.”
                            -Jürgen Klopp

                            Comment


                            • Originally posted by Freshman91 View Post
                              To mozes dodati bilo kojem igracu, u onom ID, to ti je Speed Merchant. Sranje zaista, Messi, Bale i dosta njih ima to, krecu se dosta retardirano kada menjaju pravac, nikako mi se to nije svidjalo.

                              Ovaj sto ocenjuje PES mora da je igrao na najnizi nivo, ja skoro nikad nisam kompa sa jednim igracem presao, nema sanse, a u ovom novom tek, timska odbrana je nenormalno dobro odradjena kao i presing protivnika, ludilo.
                              Pa da, mnogo me to nervira u PES-u 13. Messi, Bale, Nani i itd imaju jako visoke ocjene a ja ne mogu iskoristiti puni potencijal tako visokih ocjena igrača zbog tako loše realizovanog pravca kretanja. Nisam znao da se to može dodati bilo kojem igraču, bilo bi bolje da se može isključiti

                              Ovaj novi PES za sada jako dobar, nisam naišao na neke bagove. Reakcije golmana i ponašanje igrača djeluje prirodno. Najbitnije od svega je to da nema šablona.

                              Probaću vjerovatno nešto kasnije i FIFA-u.

                              Comment


                              • Meni se mnogo svidja sad 14 :S Samo me mnooogo izludjuje okretanje igraca i dribling (klasican, na strelice), nijednu loptu ne mogu da sacuvam kad se okrenem licem ka golu jbt. Sve ostalo je pisanje po sirotinji i ono sto me najvise fascinira kretanje saigraca Jeste da sad ima vise ofsajda, al' bolje i to nego da stoje igraci kao ukopani.
                                sigpic


                                "The last time I was intimidated was when I was 6 years old in karate class. I was an orange belt and the instructor ordered me to fight a black belt who was a couple years older and a lot bigger. I was scared s---less. I mean, I was terrified and he kicked my ass. But then I realized he didn’t kick my ass as bad as I thought he was going to and that there was nothing really to be afraid of. That was around the time I realized that intimidation didn’t really exist if you’re in the right frame of mind." - Kobe Bryant

                                Comment

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