SCUM - Fratman
Prisoners! It the most 'wonderful' time of the week. You guessed it - another Community showcase is upon you!




These guys don't mess around!


Never forget those 'straight to DVD' martial art masterpieces.


The background looks nice, and the foreground is easy on the eyes as well.


No stupid quips here. This is just awesome!


Imagine being one of the most fearsome woodland predators and then dying by a dude sporting that backpack...


'Would you like your head well done, medium, or rare, sir?'


Nothing like a quick afternoon power nap.


I see what you did there...


This and 'Chariots of Fire' in the background.


My eyes...they burn from all the pink.

___

This week's YouTube creator section will feature some prominent names from all over the world, and we're kicking things off with one of our biggest streamers from Thailand called SongSY engaging in all manner of activities SCUM offers - PvP, raiding, bunkers

https://www.youtube.com/watch?v=BC4YHwfGckA

Next up we have Más Menos Trece from Spain with a video promising trouble and messiness.

https://www.youtube.com/watch?v=-XZQgg8exX0

And to top it off, we have カニ🦀 from Japan going in-depth with his exploration of Samobor.

https://www.youtube.com/watch?v=eFs-uYqbOO4

SCUM - Fratman
Attention inmates! What better way to kick off a new week than with a brand-new look into what our devs have been cooking up over the past week and something else you need to read! Check it out!





There's a lot of interesting stuff that our programmers have been working on. We want to start strong with this segment by saying that work has begun (again) on the much-anticipated inventory rework, and we can't wait to share more info on this! Apart from that, work has also continued on the cuts, bruises, and puncture character visuals and on the aforementioned diseases and symptoms feature. It is also important to note that NPC behaviors are being expanded as the team worked on their limping ability, as well as their reactions to tear gas and flash grenades. Oh, and let's not forget about another big rework which has also seen some breakthroughs in the last week, which is, of course, the long-awaited armor rework. Bug fixing was also heavily prevalent, as well as additional improvements to the encounter system.



Remember what we said last week with regards to these guys? If not, they are (still) working on a plethora of new base-building elements which we still do not want to spoil, but rest assured, you'll learn about them soon enough!



The hard surface team is finishing up the military tomahawk and the improvised water collector, and they've started working on a new cool multi-functional item, which is a knife with a built-in flint and compass! The trench gun is also getting a bayonet, so they're on that as well.

On the soft surface side, they are still at it with the improvements to female character clothing, and the head bandana item, as well as on the wild hunter NPCs coming in an update later this year.

Same as last week, the 2D guys have continued their work on the UI improvements for painting.

The animation team is still mostly engaged with bug fixing and on the animations for the trench gun. Nothing much to add here.



The sound team is also deep into bug fixing and on recording and editing new footstep sounds.



Much remains the same this week as the designers have continued their work on the new common cold mechanic and doing their part with regards to the aforementioned new base-building elements and armor rework.

No Q&A for this week, but there is an announcement of an announcement, so to speak!

So what do we mean by an announcement of an announcement? Well, up to this point, DEV updates served a more informative purpose on what's been going on. And part of it will still be that. But starting next week, DEV updates will be much more. Important announcements regarding updates and requests for feedback on feature development will be. More info in the future, specifically starting next week! So make sure to keep an eye out!


SCUM - Beda
Hey hey everyone, another Tuesday another community showcase! Your good screenshots, our bad comments and some of the videos from yall. You know the drill!->




YOUNG MEN! There's no need to feel down!


Yep, this man always keeps 69 and unprotected.


While this man looks like he has seen horrors beyond imagination.


This is the wall of that one guy that is trying to convince you that 1911 is the best handgun made, even if you never asked.


Kevin Costner would like to know your location.


The gang getting ready to harass a 45 y old dad on the highway with some made up rules.


See this? This is the guy that makes it hard for you to find a vehicle, go get him.


2 minutes into a conversation: "So what's your star sign?"


Just a nice build.


As long as a you keep looking at them, you're fine.

First up, we have Timi TV, asking the community if Jon was right or wrong. Well Timi after official review, Jon was indeed to far ahead on his own. Now let us see what the community thinks!

https://www.youtube.com/watch?v=DL2RgZ5DPWU

And then we have Wobbatz, figuring out what the beeping sound means for the first time!

https://youtu.be/ZhVq0eSzyUA?si=7ZB9lcnk_ZfRH2sB

SCUM - Fratman
Attention inmates! Feast your eyes on this fresh new dev update! It's always an interesting read as we're nearing the launch of a new update, so make sure that you don't miss out!





Work has progressed on the cuts and bruises visual upgrades and on UI improvements mentioned in the previous update, as well as on the common cold disease and its corresponding symptoms, and on the armor rework. Basically, we're getting ready for the upcoming update that will release this quarter! Greater focus has also been put on the encounter system and subsequent improvements that still need to be made. Last but not least—bugfixing. Lots of it.

Some people pointed out that we did not address the wanting state of the last update. But we kept our heads down and swiftly delivered necessary fixes. Our heads and focus are now turned exclusively towards the next update!



The level designers are working on a plethora of new terrain elements, as well as new base-building elements! Won’t go into specifics regarding the base-building elements—we don’t want to spoil the reveal, but I’ll just say that there are some you guys have been clamoring for quite some time.



The hard surface team has mostly continued their work from last week—texturing the military tomahawk and Tommy gun. However, they are also reworking the art for a multitude of props that you can find within the game.

On the soft surface side, improvements were made to female character clothing, and work has continued on the keyhole shirt. Sculpting for the head bandana item has also commenced.

The 2D guys have continued their work on the UI improvements for painting and have made some new level design concepts.

The animation team is still at it with bugfixing but has also started work on the animations for the upcoming trench gun.



The sound team is deep into bugfixing and making improvements to the overall sound of the game.



The designers are shaping the new common cold mechanic, making improvements to some in-game texts, and doing their part with regards to the new base-building elements.

___


And now onto the Q&A segment of the dev update:



  • That is actually quite a cool idea that is, in fact, in line with the overall theme of the game! It is definitely worth considering in the long run.



  • There will be some way of displaying that your prisoner has the cold that will be more than just a status bar in the health section. We'll see to what extent that goes, but it will definitely have AT LEAST a sound effect.



  • Sorry to see that you feel that way about the game. We definitely keep our ear to the ground when it comes to things that frustrate our community and, with hope, we'll make sure to react much more quickly to the requests that arise. I can tell you all kinds of things now—best to let our actions speak for us. As for the features that you've mentioned—they are still arriving. Q3 encompasses the month of September, and we're barely 1/3 into the month, so there's still time to deliver on our promises.



  • Sorry that we didn't fully answer your request! We've seen a lot of feedback regarding their movement. All that was done to puppet mobility was to increase the overall challenge and difficulty of the game. We've implemented the option to turn off their ability to open doors and vault through windows per the request of players, and it is entirely possible that we will be looking to do something similar for their speed and jumping ability. Can't promise anything, as you can see that there are a lot of other things that need tending, but we'll see what can be done.



  • The encounter manager is, in itself, a marked improvement over the old system, but its design still needs a lot of work to benefit players and their overall enjoyment. It also did wonders for the optimization of the entire game. We just need to fix the most egregious issues with the spawning, potentially provide some additional server settings, and the whole discourse on the encounter system will become a thing of the past. We will continue our work on it, and we’ll make sure to bring it to the best possible shape it can be.
SCUM - Beda
Middle of the week, perfect for a hotfix! Check it out! ->




  • Multiple level design fixes.
  • Fixed the issue where vehicle handling was messed up when driving on some materials.
  • Fixed the issue where you could not bury/unbury in some locations.
  • Fixed the issue where vehicles would sometimes take too much damage on collision.
  • Fixed the issue where interacting with the improvised motorcycle wheel would cause the character to freeze in some cases.
  • Fixed the issue where custom JSON interact quests would require one extra interaction to complete.
  • Fixed the issue where buried traps were possible to disarm.
  • Fixed the issue where it was not possible to eat directly from chests.
  • Fixed the issue where bullet penetration was overboard in some cases (like BB elements).
  • Fixed the issue where completing the time-limited quest would not give proper rewards in SP.
  • Fixed the issue where it was not possible to enter some rooms in Abandoned bunkers.
  • Fixed the issue where falling sound effects were heard by nearby players already on the ground.
  • Fixed the issue where painted BB elemented would be too bright/candy like.


  • Adjusted the level of wind SFX.
SCUM - Beda
Hello everyone, another Tuesday another community showcase! Great screens, horrible captions and the SCUM League deets and announcement! Check it out! ->




A normal meal setup in 2005, a crippling debt picture in 2025.


An average balkan couple.


How many of these minions movies are they gonna make?


This is how we get those "do not use as a hat" safety stickers on boats.


t.A.T.u. looking different these days.


I'm not sleeping just resting my eyes kinda energy.


Downloaded the wrong version of Flash series. Not mad tho.


When the whole server keeps calling you trash.


The unbearable journey your dad had every day to and from school.


Bike furious.


In another news, we teased it a bit last week, but here are some more details from our friends over at SCUM League. So check it out and if you feel you are up to the challenge head on over and apply!



🏆 The Scum League Returns – Register Now!
Prisoners,

We’re excited to announce that SCUM LEAGUE has extended the registration period for the officially rebooted Scum League – the ultimate survival community platform designed to challenge, reward, and unite players across every playstyle!

Whether you thrive in competitive PVP battles, prefer casual exploration, or enjoy the thrill of PVE missions, Scum League has a place for YOU. Craft your own path to glory through strategic planning, daring raids, stealthy maneuvers, or explosive combat — your survival story awaits.
⚔️ What’s New in the League Reboot?
  • Persistent character progression that carries across multiple League seasons.
  • A prime focus on Fair Play with a strict application process
  • 24/7 shadow admins and background checks to keep competition fair and secure
  • 12+ competition and prizes categories designed to suit all playstyles
  • Monthly, Quarterly, and Full-Season rewards up for grabs
  • New Persistent AI Faction – The Rebels
  • New Underground bases. – Secret Bunkers (Vaults)
  • All New Sunken Treasure League Feature.
  • New Quests and much more…
For Full Features information head to https://scumleague.net/
🔥 Join the Challenge
Registration for the new Scum League is now ON THE FINAL CALL. Spots are limited, so don’t miss your chance to compete, rise through the ranks, and etch your name into survival history.
👉 Register now at https://scumleague.net/
Prepare yourself. Choose your strategy. The League awaits.

Watch the trailer made by the fans of Scum League fans here:

Watch the official Scum League trailer here:




SCUM - Fratman
Attention inmates! Now that we've released the latest update, our focus turns towards the development of the next big one that we're cooking up for the game. Enjoy the read!





Apart from a hefty amount of bug fixing that our programmers have conducted over the past week, they've also continued their work on the implementation of the cuts and bruises visual effects on the prisoners. Work has also begun on the UI rework for the custom zone settings, and additional work has been done on limited-time quests, namely the UI aspect of it. For those of you eager to hear about the heavy-hitter new features, work has also progressed on the disease feature, with the common cold and its corresponding symptoms being developed at the moment. To top it off, the team also made strides with the rework of the armor system.



Our level design people are hammering away on some optimizations and visual alignment of certain base building elements, and that has taken a vast majority of their time over the last week.



The hard surface team is finishing up the Military tomahawk axe, texture polish for the Tommy gun and Trench gun, as well as some tweaking.

On the soft surface side, work has been done on some new clothing items, icons for Twitch drop items, and some bug fixing.

The 2D guys are working on some level design concept art, as well as UI design for the custom zone menu and the limited-time quests.

The animation team was mostly engaged with bug fixing. Nothing new to add here.



The sound team has been making some edits to the wind and forest events such as wind and the chirping of grasshoppers, as well as recording new barefoot footsteps sounds.



The designers were playtesting the game and have begun their work on some new base building elements! More info on that soon!

And now onto the Q&A segment of the dev update



  • Thank you for the appreciation and kind words. Of course, even we recognize that not pulling the pants down while peeing or defecating is immersion-breaking. However, the amount of work that would go into that feature is simply too much and would detract our artists from working on new and more exciting stuff. We want to have it and it is not off the table, but it is also not high on the priority list.



  • Coming with the inventory rework that will find its way into the game by the end of the year!



  • Releasing the game on consoles is high on our wishlist and we'll definitely see to it that SCUM finds its way there. We're currently focused on regular updates for the PC version and we'll see how we'll approach it this time. Our previous efforts did not pan out, but we're confident that we'll find a way to bring it to consoles as soon as possible!



  • While the silencer does muffle the sound of gunshots, it does not make your firearms completely silent. You can still attract enemies even when using the silencer. As for the melee, we recognize that this is one of the most requested features and that the current system can result in missed blows even though you clearly see the contact between your arms/legs and the enemy. The rework for melee is something that we will sink our teeth into in some of the following updates, but it will not be implemented into the game this year.



  • Our work on the encounter manager will continue. We've already introduced fixes for certain spawns with the update that we've just released, but there are things that we can and will further improve with this feature.
SCUM - DariusGOD2007
Happy Friday everyone!

We're releasing a quick hotfix for a critical issue:



  • Fixed rapid strength loss when protein reserves are empty

We'll be addressing major issues brought on by the latest update next week with another hotfix. Stay tuned!

SCUM - Beda
Hello everyone, summer is coming to a close, but not without a hot new update. So check it out!



To start off, we have a new feature for y'all. You can now paint your clothes with any color possible. Whether for fashion or to make sure you and your squadmates can tell who is who in the chaos. Just grab a paint can, choose your item, and spray away!





Presenting the ultimate survival tool, the shovel axe. Either for crafting or for up close and personal combat. This tool is both a cutting, slashing, and blunt tool all in one!



Speaking of slashing, another axe is now possible to craft: the legendary tomahawk. An excellent melee weapon, and a throwing menace make them fear you when they see you with it.



Speaking about weapons, how about a new bow? Takedown bow is a true testament of the old phrase grower, not a shower. With the possibility to fold up in your inventory, take it out to unfold it and lay those arrows into your target!




We all know that struggle, of starting fresh, finding that perfect motorbike on the road, but alas, the wheels are missing. Which means it is not going anywhere, OR DOES IT!? Improvised bike wheels can now be crafted, making owning a vehicle a much simpler task.



Another feature we have added are time limited quests. These are special quests that we can set, which are available for all to complete. This time, the prize is the amazing M1 Garand skin called Iron Petal. So, as soon as you log in, get your phone, hit the nearest notice board or check the general goods trader, get the quest, and get yourself some sweet drip. While you can. These are time limited, one time after all!



  • Fixed the issue where it was possible to destroy level 1 and 2 modular BB elements with knives.

  • Fixed the issue where extracting teeth and ears from the puppet's head would have the wrong head mesh.

  • Fixed the issue where using the "full" version of the spawn vehicle command would mess up vehicle attachments on multiple vehicles.

  • Multiple wrong icon fixes.

  • Multiple level design fixes.

  • Fixed the issue where, after a razor grapple event, using bows would become messed up.

  • Fixed the issue where the Tractor carriage was not repairable with a toolbox.

  • Fixed the issue where some car lifts were not interactable for certain quests.

  • Fixed the issue where Human-to-human damage multiplier would not affect explosive arrows and flamethrowers.

  • Fixed the issue where Human-to-human damage set to 0.0 would still apply injuries and other side effects to the receiver's body simulation.

  • Fixed the issue where the hatch door frame would not be painted.

  • Fixed the issue where puppets would still spot players through some foliage even though they shouldn't.

  • Fixed the issue where quickly turning certain HUD elements on and off would show some other elements when they shouldn't.

  • Fixed the issue where bullets would not go through the Laika windshield.

  • Fixed the issue where, even though the supporting elements were destroyed, some BB elements would still be floating in the air.

  • Removed obsolete items from traders.

  • Fixed the issue where you could not cut up improvised shoes.

  • Fixed the issue where cutting up improvised bulletproof armor would give rags, not metal scrap.

  • Fixed the issue where you could not repair the tractor chassis.

  • Fixed the issue where you could not remove the front storage rack from the RIS military chassis.

  • Fixed the issue where you could not service the Rager vehicle on the car lift if it was missing 1 wheel.

  • Fixed the issue where footwear was not losing durability when players were pushing vehicles.

  • Fixed the issue where rain would still fall through the hatch door.

  • Fixed the issue where the OKP sight could not be placed on any MP5 variant.

  • Fixed the issue where NPCs would lose their pathfinding in some cases.

  • Fixed the issue where the visibility indicator would sometimes show a wrong value.

  • Fixed the issue where the interaction "window" for installing certain vehicle parts was too small.

  • Fixed the issue where you could paint other player turrets.

  • Fixed the issue where aiming from vehicles would break your arms.

  • Fixed the issue where food and water indicators would lose their highlight upon relogging.

  • Fixed the issue where some dances would not use stamina.

  • Fixed the issue where admins could not remove locks in safe zones.

  • Fixed the issue where you could slide around while crouching and in free look.

  • Fixed the issue where the kinglet duster could not be flipped if the inventory was too heavy.

  • Multiple quest completion issues fixed.

  • Fixed the issue where the rastaman variation of the backpack had the wrong inventory size.

  • Fixed the issue where you could remove the car battery while the car was running.

  • Fixed the issue where some bodies of water would not give any wetness.

  • Fixed the issue where there were some edge cases on the map, making BB possible where it should not be.

  • Multiple fixes on wrong grips and animations.

  • Fixed the issue where chest and vehicle owner text would not be properly updated when in drone mode.

  • Fixed the issue where, in some cases, destroyed BB elements would still show up for some players.

  • Fixed the issue where you could not place a pot on top of grills.

  • Fixed the issue where using a sandbag for crafting directly from inventory would destroy it instead.

  • Fixed the issue where animals would receive no fall damage.

  • Fixed the issue where sometimes vehicles would clip into buildings.

  • Fixed multiple wrong aiming offsets, making weapons inaccurate.

  • Fixed the issue where Sentry damage blocking in custom zones would not work properly.

  • Fixed the issue where some lockers would require multiple lockpicking successes in SP.

  • Fixed the issue where you could remove BCU locks even though raid protection was active.

  • Fixed the issue where some footwear would let water through even though it shouldn't.

  • Fixed the issue where armed NPCs would continue to attack the dead Razor body.

  • Fixed the issue where heat sources would not help dry clothes.

  • Fixed the issue where grenades would not explode if players hit themselves with them.

  • Fixed the issue where force dismount on vehicles could have players clip through some elements.

  • Fixed the issue where players would sometimes rubber band when walking on BB elements.

  • Fixed the issue where it was possible to insta-kill mechs with plane propellers.

  • Multiple fixes for NPC and puppet spawners.

  • Fixed the issue where traps would not deal BB damage when activated in a chain reaction.

  • Fixed the issue where mines would sometimes get unburied on server restart.

  • Fixed the issue where Brenner was not able to hit NPCs.

  • Fixed the issue where players would sometimes be stuck when exiting photomode.

  • Fixed the issue where abandoned bunker armories would not restart loot on bunker activation.

  • Multiple fixes regarding weapon interactions.

  • Fixed the issue where crafting a skin variant of an item would set the durability to 100.

  • Modified hip fire bullet spread.

  • Aiming with bows will now automatically switch you to 1st person aiming. Can be changed in settings.

  • Massive improvements to audio, including wind direction, mountain bike audio, and cricket sounds.

  • Implemented the ability to eat and drink while sitting down.

  • Added full gas canisters to the pool of cargo drop spawns.

  • Reduced the time needed to dry wet clothes and items drastically.

  • Increased flamethrower damage towards NPCs.

  • The maximum withdrawn amount of cash per transaction is now 100000.

  • Added player deaths from NPCs to the kill log.

  • Faceroll smasher can now be used as a crowbar as well.

  • Increased tactical vest carry weight to 3kg.


Renamed RestartServer admin command to ShutdownServer.


Destroy all elements for a flag:
#DestroyAllBaseBuildingElementsForFlag <flagID> please

Destroys all base building elements under the specified flag.

Arguments: flagID (required), "please" (confirmation keyword).

Example:
#DestroyAllBaseBuildingElementsForFlag 22 please

Destroy all elements within radius:
#DestroyAllBaseBuildingWithinRadius <Radius\[m]> <Location>

Destroys all base building elements within the given radius.

Arguments:
• Radius in meters (required, maximum 100)
• Location (optional; defaults to player’s position if not provided)

Examples:
#DestroyAllBaseBuildingWithinRadius 55
(destroys all BB elements within 55 meters of the player)

#DestroyAllBaseBuildingWithinRadius 55 X=333002.375 Y=-327520.625 Z=16256.094
(destroys all BB elements within 55 meters of the specified location)

Destroy all elements for a player:
#DestroyAllBaseBuildingElementsForPlayer <steamID> please

Destroys all base-building elements owned by the specified player, across all flags.

Example:
#DestroyAllBaseBuildingElementsForPlayer 76561198054402147 please

Destroy all elements for a squad:
#DestroyAllBaseBuildingElementsForSquad <squadID> please

Destroys all base-building elements for every member of the specified squad.

Example:
#DestroyAllBaseBuildingElementsForSquad 14 please

Additional changes:

All destroy commands now print the number of elements destroyed.

#DestroyAllItemsWithinRadius can take the argument "all", which destroys every item within the radius (maximum 100 meters when using "all").

Other Commands
Toggle fog (drone only):
#ToggleFog

Toggles fog on/off for the drone client.

No arguments required.

Toggle ambient sound (drone only):
#ToggleAmbientSound

Toggles ambient sound on/off for the drone client.

No arguments required.

Reset player balances:
#ResetPlayerBalances <steamID> please

Resets the specified player’s fame, gold, and currency to 0.

Requires steamID and the confirmation word "please".

Example:
#ResetPlayerBalances 76561198054402140 please

Squad information:
#SquadInfo <steamID>

Prints the squad name, squad ID, and list of players in the squad.

Argument: steamID (required).

Example:
#SquadInfo 76561198054402147

Path Visualization
#VisualizePath start <location> end <location>

Visualizes the path between two locations.
##Other

#ListSquads

Squad listings are now sorted by fame instead of name.
PlayerInfo is now an admin command.

We've also added support for server notifications. Server parses file "Notification.json" and creates notifications from it.

File Path:
SCUM ServerSCUMSavedConfigWindowsServerNotifications.json

Modifying the Notifcation.json does not require server restart.
Each object inside "Notifications": \[] is one scheduled notification.
The keys you can use are:
day → When the notification is shown.
Can be a specific day ("Monday", "Tuesday", etc.).
Ranges ("Monday-Friday").
Special groups ("Weekend", "Everyday").

time → At what time the notification is shown.
Single time ("7:00").
Multiple times (array: \["15:12", "11:14", "10:00-12:00" ]).
A range ("14:00-15:00") → message repeats every minute in that range.

duration → How long the message stays visible (in seconds).
color → RGB values ("R-G-B") for text color.
wait → Interval (in minutes) between repeats inside a time window.
message → The text that players will see.

Can include placeholders like:

#NumPlayers → shows number of players online.
#Date → current server date.
#Time → current server time.
#RestartIn(HH:MM) → countdown to restart.
#RestartAt(HH:MM) → restart notice at specific time.

SCUM - Fratman
Prisoners! Event announcements, community contributions and cringy humor - we got it all this week's community showcase! Make sure to check it out! ->



___

Let's get the show on the road with an announcement of the glorious return of one of the most beloved community events. Get ready for the much-anticipated and rebooted version of none other than the SCUM League!



Head over to the official Discord of the SCUM league for all the information on how to join -> HERE

You can also take a look at the trailer for the event:
https://www.youtube.com/watch?v=oab71QPgH9c&ab_channel=TEC1ScumTV
___

And now, onto the usual programme!


I love the smell of burned rubber in the morning.


Could have at least went to the beach...


How those low-budget, sketchy, backyard MMA events look like.



The best way to experience SCUM - going ultrawide!


Huddle up people! Let's not get killed on the first level of the bunker again!


’Scuse me guv, can ya point us towards the nearest boozer?


A thin line between life and death.


When you told her you loved hiking, but fainted after the first climb.


When you have to get into a radioactive zone to get some peace and quiet.


Get a room you two...
___

You know the drill, onto the next segment ->

Furst up we have John _ Dominator ruining someone's day by raiding their base!
https://youtu.be/WPR52HeuHzE

Next up we have The Goodish Gamer finding out the hard way that the bunkers are not to be trifled with!
https://youtu.be/xAyyrmNA3XI

To top the showcase off, we have msarlandria with a very helpful guide on how to assemble vehicles and get you moving around the prison island in style!
https://youtu.be/2qXUYTi4_bM

___

Don't forget to follow us on our social media channels:

Discord
Facebook
Twitter/X
Instagram
TikTok


Fratman
...

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