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FPSC Classic Product Chat / Putting my money where my mouth is - Speedier mod test

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Scene Commander
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Posted: 8th Nov 2010 09:35 Edited at: 10th Nov 2010 10:32
Update 08/11/2010 9am GMT

Okay, Characters (dead or alive) and doors are now correctly handled by the cull system. (previously they were just ignored). In addition, I've made a few general tweaks which may not be immediately apparent but I think are adding to the overall perfomrance increases.

Download removed as replaced by latest version.

Please Note As before, this may cause an editor crash during the build test game, this can be ignored for testing purposes. It now appears that this maybe a larger issue with the FPSC source rather than this mod. I think I'm a little closer to solving it but will be mainly concentrating on the peformance side of things.

@S4Real: Thanks for tip regarding the newer dll's, sadly this hasn't solved the problem.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 9th Nov 2010 03:09
Downloaded, I get an error when testing a map, oddly enough the game still builds and is playable. Hope this does not happen to a built game. FPS increase was a good 10-14 FPS. Which is a good amount for the map I was testing. Keep it up!

Putting fear back into sliced bread since 4th May 2010
GreenDixy
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Posted: 9th Nov 2010 05:46
@Soviet176 this was already reported he is trying to fix it

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GreenDixy Productions http://GreenDixy.Com
Scene Commander
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Posted: 9th Nov 2010 09:45
Quote: " FPS increase was a good 10-14 FPS. Which is a good amount for the map"


Thanks for testing, fairly good increase.

Quote: "this was already reported he is trying to fix it"


Could those who are experiencing this error please let me know if it's always crashing at the same build point, or at different times. In my tests it usually crashes at Loading Segments.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 9th Nov 2010 22:46 Edited at: 9th Nov 2010 22:58
Quote: "Okay, Characters (dead or alive) and doors are now correctly handled by the cull system. "


Nope my doors are still not there. It looks invisible.

**Edit**

It's also disabling some of my dynamic entities.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 9th Nov 2010 23:09 Edited at: 9th Nov 2010 23:11
Quote: "Nope my doors are still not there. It looks invisible."


Which doors? Is it all doors? Are they default? If invisible is the collision on? And finally, are they again, invisible when distant or all the time?

Quote: "It's also disabling some of my dynamic entities."


When you say disabling, which entities, are they default? Are they disappearing when they are over a certain distance? If so, that's the cull system, or are they just not there?

With these sort of reports, A screen shot would be useful please.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 9th Nov 2010 23:16
Most of the doors, I will provide you with some screen shots. By disabling I mean, they are there but not actually able to be seen. This particular dynamic entity is a wall. Provided the screen shot below.

Putting fear back into sliced bread since 4th May 2010

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Soviet176
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Posted: 9th Nov 2010 23:21 Edited at: 9th Nov 2010 23:22
Here is a screen of a dynamic door, it uses the autodoor.fpi

The doors have collision, cant walk through them. They are invisible all the time I believe.

Putting fear back into sliced bread since 4th May 2010

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Scene Commander
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Posted: 9th Nov 2010 23:23
Ok, that's a little clearer. I take it that the wall and door are custom entities? Or are they from a model pack?

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 9th Nov 2010 23:27
Quote: "Ok, that's a little clearer. I take it that the wall and door are custom entities? Or are they from a model pack?"


From model pack 49 "Office pack" but they follow under the same stuff the stock doors do. No custom scripts or such. Also, the dynamic wall is the same mesh, same default scripts.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 9th Nov 2010 23:32
Quote: "From model pack 49 "Office pack" but they follow under the same stuff the stock doors do. No custom scripts or such. Also, the dynamic wall is the same mesh, same default scripts."


Okay, thanks for the report, I'm afraid I don't own that pack. Could you tell me if it's happening with any other doors?

I think I might know what is going on. I've got some family things to do tomorrow, but I'll look at this issue on Thursday and hopefully have a fix.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 9th Nov 2010 23:35
Same door on the upper level works fine. Sometimes one dynamic wall will show up, and the others wont. This seems to be happening with enemies as well.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 10th Nov 2010 08:56
Quote: "Same door on the upper level works fine. Sometimes one dynamic wall will show up, and the others wont. This seems to be happening with enemies as well."


That is odd. As I don't think anyone else has reported this. I have a couple of thought off the top of my head, which might link in with another bug I've found.

1)Do the entities that don't show correctly share the same name?

2)Are the entities spawned at start, or from a trigger?

3)Are the entities set to immobile=1

4)When you say enemies I assume you mean characters, are these characters using the new AI scripts or the old ones?

If you could let me know and I'll start looking at it. I'm sure I can fix this fairly easily.

Does anyone else have anything to report?

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 10th Nov 2010 10:30 Edited at: 10th Nov 2010 14:07
@Soviet176

I've had a little spare time this morning and think I may have solved your problem, it's working fine my end, but of course that's only half of the story

Update 10/11/2010 - 9:30 GMT

Download removed for later update.

Note:There is still a strange editor issue which may cause a test game build error. This can be ignored during the build. I recommend running FPSC cleaner before installing. Everything works fine when not used in editor. I'm still looking for some feedback on when/if this error is occuring for other users.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 10th Nov 2010 14:05 Edited at: 11th Nov 2010 21:11
Making progress today, especially as I didn't think I'd get anything done.

Update 10/11/2010 15:50 GMT

Link removed for later version

Added version number at top right of screen for bug reports, this will be deleted when beta is over.

Added forced display of tiny objects within 150 distance. (wall switches, etc.)

Added new FPI:

Cullstate= x where

x=0, use full culling on object, this is the default
x=1, use standard FPSC culling on object
x=2, Always show if on screen, can be thought of as SHOWOBJECT
x=3, Always hide regardless of range, can be thought of as HIDEOBJECT
x=???? cull object at ??? distance, object within 150 automatically displayed regardless of this value, unless hidden by CULLSTATE=3

Note: This is currently NOT passed to the save system

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 10th Nov 2010 18:09
Update works great! thank you. Pretty much everything is fixed.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 10th Nov 2010 18:10
Quote: "Update works great! thank you. Pretty much everything is fixed."


Good to know and glad to hear it. How's the performance?

http://jimjamsgames.yolasite.com
s4real
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Posted: 10th Nov 2010 19:52
Tested the new version the boxes now show up but all characters don't show anymore.

Still crashes in editor.

Performance seems to be the same as before.

I emailed you Scene commander but didn't get a reply.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Scene Commander
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Posted: 10th Nov 2010 20:07 Edited at: 10th Nov 2010 20:33
Quote: "Still crashes in editor."


I know, sorry, having problems tracking that one down, but apparently some users are getting it with the offical beta too, but still looking

Quote: "but all characters don't show anymore."


I'm not getting this, but I can look into it. Are these the default characters?

Quote: "Performance seems to be the same as before."


I've only made a couple of minor performance changes which may not be that noticeable, I'm working on stability currently.

Quote: "I emailed you Scene commander but didn't get a reply."


I've just checked and I haven't had any mail to that address for a couple of weeks. So I wasn't being rude. I'll email you from a different address..

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 10th Nov 2010 23:47 Edited at: 13th Nov 2010 11:08
New Update 22:45 GMT

No speed changes but with great thanks to S4Real for his advice, this editor crash issue should have been sorted. Any bugs, etc. please report.

Download removed, see latest.

http://jimjamsgames.yolasite.com
Wicked Blood Gaming
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Posted: 11th Nov 2010 02:19
Tested and loved, BUT ONE BIG PROBLEM_ my dynamic characters will either show up and then just suddenly go away while in test game or they just don't show up... well, they do but their invisable...
Besides that great mod so far!
Scene Commander
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Posted: 11th Nov 2010 10:29
Quote: "Tested and loved, BUT ONE BIG PROBLEM_ my dynamic characters will either show up and then just suddenly go away while in test game or they just don't show up... well, they do but their invisable.."


Glad you liked it... I am aware of the character issue which S4Real and I tried to solve last night but it was getting late. I think I know what the problem is and I'm going to have a proper look today. Hopefully I'll have a solution for you later.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 11th Nov 2010 21:08 Edited at: 13th Nov 2010 10:54
Update 11/11/2010 8pm GMT

I've been too busy today, but thanks to S4Real, the character bug has been fixed. Some user may notice a slight slow down as a result of this but we'll work on that.

Link removed for later version

As always, comments, bug reports, etc are welcome.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 11th Nov 2010 21:44
I haven't been able to test all your builds due to lack of time, however, I have managed to test your latest build.

I got the same FPS increase as before. As far I could see, all the entities appeared and functioned as they should and there was no test build crash.

This is looking more and more promising, well done. If I have time I will certainly try and test future builds out

Scene Commander
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Posted: 13th Nov 2010 10:45 Edited at: 13th Nov 2010 17:37
Update 13/10/2010 - Beta 1.7 9.30am GMT

A new update. S4Real and I have been tweaking the engine and ironing out any bugs, as far as we can tell this should now be bug free, which is probably a foolish thing to say.

Download.

[href]http://www.filefront.com/17509046/Speed Mod Beta 1.7.zip[/href]

We're keen for testing of the CullState system which has been tidied up. I've included a sample Appear script and instructions for the CullState fpi command in the readme.

Enjoy and as always, please report any issues on this thread.

Thanks

EDIT. For some reason the links function isn't allowing new links on the pages at the moment, please cut and paste the download link into your browers bar, hopefully it'll be up and running soon

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 13th Nov 2010 17:31
I'm currently on a different PC at the moment, but as soon as I'm able to, I'll test the new build for you

Scene Commander
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Posted: 14th Nov 2010 08:38
Any commmets? Or can I assume that all's working?

http://jimjamsgames.yolasite.com
Leongamerz
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Posted: 14th Nov 2010 10:21
Can you give info about this Mod.I really want to know

Hello
bruce3371
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Posted: 15th Nov 2010 04:41
I've finally been able to test that last build and it seems to be working fine again. There was only one minor problem with one of the characters being invisible, but I think that was an error on my part :S lol. Performance wise, it showed the same improvement in FPS.

I tested it in my large-ish outdoor level as it is the level which has the highest demands on computer resources. Although the frame-rate was shockingly low (less than 10 fps!) it was still an improvement on what it was before I installed your mod. Serves me right for asking too much of my stone-aged pc!!

Scene Commander
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Posted: 15th Nov 2010 07:45
Thanks for testing @bruce3371

Quote: "There was only one minor problem with one of the characters being invisible, but I think that was an error on my part "


Was this running the Appear1Cull script I supplied, or Appear1 default? My script is a simple edit of the existing script and there does seem to be an occasional invisibility issue with Appear1.

Quote: "I tested it in my large-ish outdoor level as it is the level which has the highest demands on computer resources. Although the frame-rate was shockingly low (less than 10 fps!) it was still an improvement on what it was before I installed your mod. Serves me right for asking too much of my stone-aged pc!"


10fps could be called shocking! when you say an improvement, what FPS were you getting before. I ask as I'm trying to get a picture of the average performance improvements.

http://jimjamsgames.yolasite.com
Leongamerz
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Posted: 15th Nov 2010 12:43
I got good news.When I put this mod in V1.17.

Old Framerate=30-50

Speedier Mod=30-65

Quote: "There was only one minor problem with one of the characters being invisible, but I think that was an error on my part"


I just have that problem.The enemy be invisible.

Hello.There is my pics.And nice to meet all modeller,designer and many more
Scene Commander
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Posted: 15th Nov 2010 13:43 Edited at: 15th Nov 2010 13:44
@Leongamerz

15fps increase.. Not too bad, I'm hoping for better but the mod is young.

A few questions if that's ok.

1)What are your system specs?

2)What appear script are you using for the invisible characters?

3)Is it all characters or just some?

4)Can you see the character 'blob' shadow?

If you could let me know, and if possible supply me with a screen shot of the problem, I'm sure this can be sorted.

Thanks for testing, it's a great help.

http://jimjamsgames.yolasite.com
Leongamerz
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Posted: 15th Nov 2010 15:09 Edited at: 15th Nov 2010 15:10
Quote: "If you could let me know, and if possible supply me with a screen shot of the problem, I'm sure this can be sorted"


I dont have time to put the pic but maybe later.

Specs=AMD TURION X2 DUAL-CORE PROCESSOR RM-74(2.2GHz)

1024MB DDR2 SDRAM

320GB HARD DRIVE

14.1 DIAGONAL WXGA HIGH-DEFINATION DISPLAY

ATI RADEON HD3450 512MB DDR3 GRAPHICS


Appear=Appear 1

Character=Some

Blob=I can see the blob

Hello.There is my pics.And nice to meet all modeller,designer and many more
Scene Commander
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Posted: 15th Nov 2010 15:11
Thanks,

I suggest changing the appear1 to appear2 and then letting me know if there is still an issue. I'm betting that this will solve the problem.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 15th Nov 2010 18:48
@scene commander

Sent you an email

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 15th Nov 2010 19:48
@Soviet176

Replied.

http://jimjamsgames.yolasite.com
bruce3371
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Posted: 15th Nov 2010 20:31
Sorry for the delay in replying.

It was using the default appear1 script. I'll try your appear1cull script.

This is embarassing! Before I installed your mod, the frame-rate in the outdoor level was between 1 fps and 8 fps. After it was installed, it was between just under 5 fps, to just over 10 fps!!

The problem isn't with your mod, or even with FPSC, it's with my old computer; it can only just, at a push, handle light mapping, shaders and textures set to full.

This is the primary reason why I'm trying out your mod, to see if I can squeeze any more fps out of my dinosaur pc!

I should also point out that the 6 levels of the game I am currently developing vary greatly in their respective frame-rates. It varies from the shocking frame-rate I've already mentioned for the big outdoor level, to around 23/24 fps for a small, unfinished indoor level with water, but not many entities.

The odd thing is, however, the way that the outdoor level varies in its frame-rate, depending on where I am in the level and what direction I'm facing! It varies from between less than 5 fps to only just over 10 fps!! I've been spending the last few days going through the level trying to figure what is causing such a dramatic drop in frame-rate, but as yet I've been unsuccessful.

Scene Commander
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Posted: 15th Nov 2010 21:38
Quote: "It was using the default appear1 script. I'll try your appear1cull script."
- I'd use appear2 for the moment as the cull script doesn't currently work on characters, it's on my list of things to do.

Quote: "The odd thing is, however, the way that the outdoor level varies in its frame-rate, depending on where I am in the level and what direction I'm facing! It varies from between less than 5 fps to only just over 10 fps!! I've been spending the last few days going through the level trying to figure what is causing such a dramatic drop in frame-rate, but as yet I've been unsuccessful."


I think I mentioned this on someone's thread the other day, but FPSC really doesn't handle outdoor scenes well because of the nature of it's culling. It's something I'm looking at, but to be honest, for truly effective outdoor scenes the engine would need to be rewritten.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 16th Nov 2010 02:08
Sent another email Scene Commander.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 16th Nov 2010 07:42
@Soviet176 - Reveived. I understand and I'll see what I can do.

@Anyone else. - If there are no more bug reports. I'll move onto the next stage. If you were having issues with invisible characters can you let me know if changing appear1 to appear2 has solved the problem. Thanks.

http://jimjamsgames.yolasite.com
DarthBasicVader
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Posted: 16th Nov 2010 14:17
I would like to test it out, but actually (and for a few days) i'm on a low spec PC (1 GB RAM) and so i can't compile with FPSC a level on my own. Could i test this mod putting the exe you've done Scene Commander under a already existing level (the level demo of He is Coming .. so to speak..)
TX-

Riccardo
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Posted: 16th Nov 2010 16:43 Edited at: 16th Nov 2010 19:02
Quote: "I would like to test it out, but actually (and for a few days) i'm on a low spec PC (1 GB RAM) and so i can't compile with FPSC a level on my own. Could i test this mod putting the exe you've done Scene Commander under a already existing level (the level demo of He is Coming .. so to speak..)"


There shouldn't be any problems with doing that, I know the BlackFox has done it successfully with his levels. Give it a go and let me know how you find it.

Quote: "He is Coming"


I seem to remember this pushing my machine a while back, so if you machine is very low end you might not have much luck, but please try.

*EDIT* - It's been pointed out to me that as this mod is from the most recent source, anything created on a version below V1.17 most likely won't work with this mod. Sorry...

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 16th Nov 2010 22:20
One more bug I think scene, not to big, but when I built my game, it still said "Scene commander speedier mod beat 1.7" at the top. Also thank you very much, good news

Putting fear back into sliced bread since 4th May 2010
s4real
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Posted: 16th Nov 2010 22:42
@Soviet176 Its not a bug its meant to say that until the beta testing is over.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Soviet176
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Posted: 16th Nov 2010 22:55
Quote: "@Soviet176 Its not a bug its meant to say that until the beta testing is over."


I see, thank you s4real.

Putting fear back into sliced bread since 4th May 2010
Scene Commander
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Posted: 17th Nov 2010 09:08
UPDATE 17/11/2010 8am GMT

Latest update. A little more on the speed front.

Added FPSC IP 4.0 at the request of a user. Please note that this is likely to be my only update for multiplayer as this mod is really aimed at single player. Special thanks for knrxb for the use of the code.

[href]http://www.filefront.com/17524787/scene v1.9.zip[/href]

Known bugs: Immobile object aren't being culled by the advanced cull system.

Bugs, comments, etc, please post on these forums.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 18th Nov 2010 14:23
Another update should be available later today, just waiting on something.

In the meantime, as this mod is slowly moving on from just being about speed increases (although that's still one of it's main aims), I'm looking for ideas for features you would like to see added.

Note:Although I've added FPSC IP 4.0, I don't want to and won't be adding any further multiplayer improvements, please bear this in mind when suggesting features.

Secondly, as this is based on the latest source code, I'll be trying to keep this mod in line with any future code updates, so please try not to ask for anything that is likely to make it into the source in the near future.

That said, I'll consider pretty much anything else, so ideas are very welcome.

http://jimjamsgames.yolasite.com
Soviet176
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Posted: 18th Nov 2010 21:51
Hey Scene Commander, found a bug, in multi-player games when you die, it crashes. I think this has to do with FPSC IP 4.0, I believe hockey kid ran into the same problem when he integrated it. I will show you a picture of the crash, its a sprite error. I will also talk to hockey kid and have him point out where the problem lies if you can't find it.

Putting fear back into sliced bread since 4th May 2010

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Scene Commander
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Posted: 18th Nov 2010 23:11
Don't worry, I know what the problem is. I'll fix it tomorrow.

Thanks for test.

http://jimjamsgames.yolasite.com
Scene Commander
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Posted: 19th Nov 2010 08:21
@Soviet176

I've emailed you what I hope is a fix for this. Could you let me know if it works before I wheel it out to the world in general.

Thanks.

http://jimjamsgames.yolasite.com

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