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FPSC Classic Models and Media / Signs IV is Now Available

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tschwarz
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Posted: 6th Nov 2006 05:19 Edited at: 6th Nov 2006 05:21
I have completed Signs IV. (un-officially)


One of the new features is the ability to create Text Scripts. No script knowledge is needed, Signs IV will create everything for you. But, if you like to script and want to add to the generated Scripts then Signs IV will still save you a bunch of time.

I also incorporated a registration system so, now when an update is available all you need to do is download and install the update. If your copy of Signs is registered all the features are unlocked. This means registered users don't have to wait for me to email them updates anymore.

Want to try out the new version ..
Want to Win a copy of Signs IV .. Enter the Contest

Visit http://www.fpscOnline.com
AlanC
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Posted: 6th Nov 2006 05:24
awsome stuff!

Silent Thunder
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Posted: 6th Nov 2006 05:25
yes! it's finally here!

Airslide
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Location: California
Posted: 6th Nov 2006 05:33
Does this do animated decals? If so, I think my Decal Maker program is out of a job until I get together the things for V6 Final

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
AlanC
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Posted: 6th Nov 2006 05:34
Hey tschwarz almost forgot to tell you. The Beach Segment Download Link dosent work

tschwarz
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Posted: 6th Nov 2006 05:52
Thanks guys, I'm real happy with this version. I hope a lot of people will like the script feature that's new in IV.

Airslide - No animated decals - we are all waiting on yours. I'll keep watching for it.

AlanC - thanks I'll fix that asap, those are the first seamless textures I ever created and I am pretty proud of them for my first ones.
Thraxas
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Posted: 6th Nov 2006 06:03
The Script feature is absolutely awesome, it makes Signs IV worth the asking price alone... It's so easy to use and I have already started updating my game to include some things I made with the scripts...

Top stuff... Signs just keeps getting better and better... thanks alot for all the effort you have obviously put into making it...

'Dawn of the Fallen Angel' coming soon(ish)...
Lightning Bolt Studios
FPSC Reloaded Backer
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Posted: 6th Nov 2006 06:20
Great Work tschwarz, I was just playing with the new features and they work great!
FredP
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Posted: 6th Nov 2006 06:34
Tschwarz,
I e-mailed you and can't wait to get my grubby paws on Signs IV.
You just keep putting out great stuff.
Thanks.

KeithC
Senior Moderator
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Posted: 6th Nov 2006 06:48
Great work Terry; it just keeps getting better.

-Keith


FredP
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Posted: 6th Nov 2006 09:04
Sweet!
Just the new script making function would make this worth buying.
Text huds without the aggravation.
Thanks again,Terry.

stormboy
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Posted: 6th Nov 2006 11:10
Is the new version available
for free to users who bought signs111?
FredP
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Posted: 6th Nov 2006 12:03
Yes.
And if you didn't purchase Signs III there is a lite version of Signs IV available to try out.
This program just keeps getting better and better.
Everybody ought to check it out.

s4real
VIP Member
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Posted: 6th Nov 2006 14:38
Yeah good work yet again nice one.

Im a wizz at texturing toilets
tschwarz
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Posted: 6th Nov 2006 18:04
Thanks everyone, I was really hoping the script module would be helpful. But, it's not done yet, if it does Text it's gotta do Voice right? A few folks alrady noticed the recorder on the Screens image on fpscOnline.com.

Yes, when you purchase Signs you get free upgrades for the life of Signs. If you have purchased any version of Signs just send me an email with the name and email used with paypal. Last time I sent out an upgrade a lot of the emails were returned. So, I'm just verifying correct emails for registration.

Does the ability to load a fpsc snapshot on the script screen help you get an idea of what it will look like in game?

And is the manual helpful?
Lightning Bolt Studios
FPSC Reloaded Backer
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Posted: 6th Nov 2006 18:13
Both features are very helpful Terry, and a voice feature would awesome.
Thanks and keep up the great work.
FredP
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Posted: 6th Nov 2006 18:30
The voice feature would be awesome.
And the manual,as always,is very helpful and explains things in clear,simple terms.
It just keeps getting better and better.
Thanks again.

tschwarz
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Posted: 7th Nov 2006 03:13
I worked with a user for a little bit today that was not able to use the Preview Wall Button and the Room Icons were not being saved correctly. I asked the user to download and install the latest version of DirectX and that fixed the problem. I am glad I was notified that there was a problem and the user hung in there long enough to find a solution. Why? because I am sure others are having this problem and now we all know the solution.

You can get the latest DirectX Drivers from the Microsoft website. I also put a direct link on fpscOnline.com under News
Airslide
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Posted: 7th Nov 2006 05:00
Quote: "Airslide - No animated decals - we are all waiting on yours. I'll keep watching for it."


Excellent...so world domination is still possible...I mean, um, great, my program still has use!

lol - Anyway, looks like you've got a great program, I'll try to buy it soon, but my pocket is a bit empty right now

Help save Stargate: SG-1! Click Here!
Locrian
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Posted: 7th Nov 2006 05:36
Terry I know it's taken me a few to chime in but I really wanted to put this thing thro the ringer.

I've found something that's a problem for me at least. So you'll get what I'm talking about I'll set up the scene for you.

Below is my test subject( I know horrible combinations ).
[img][/img]
Now in this segment I of course chose "add ceiling" as I think most people would because who's floor matches the ceiling in most cases.

Say I want a room that has the floor gone. You see in this next picture that the ceiling(maroon color) from the bottom layer is left when you try and use "M" to just place walls in the white highlighted area.


When you do this same set up with any of the FPSC segments you get the right effect. Meaning it only places a wall and not the ceiling from below or the floor mesh.


Sorry it took a few to get back to you but you know I never post good news. I had to wait till I ran into a citation that needed work. You'll note the reason I needed a section like this is for a "U" shaped stairway. Yes, I can make another segment with all the same pieces and not check "add ceiling" but if it works fine for a TGC segment yours should work the same way without needing a segment or special wall when hitting "M" should do the trick. I realize there are work a rounds but this would be nice if it was even easier.

I'll let ya know as I'm running into sections. Thanks again for allowing me to test.
tschwarz
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Posted: 7th Nov 2006 06:27
Ok, I really had to laugh . . you are starting to know me, that is exactly what I was thinking as I was reading your post. The work around part.

Which fpsc room segment has a ceiling? was that in model pack 1 or 2? I'll poke around the segments but, if you know one off the top of your head let me know.

As always thanks I appreciate all comments and suggestions.
AaronG
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Posted: 7th Nov 2006 06:37 Edited at: 7th Nov 2006 06:40
yeah i just got the upgrade to signs 1v and i have to say it works great.

Terry-i attached a screenshot of a quick "shell" i whipped up in VB6.
I think you should attempt making a one module window. that would be cool.



(and yes, that it vista )

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tschwarz
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Posted: 7th Nov 2006 07:42
Ahh a fellow VB6 programmer, you know we are a dying breed.

I could go through a long discusion on interfaces but, the short of the story is I wrote 2 packages. One had an interface similiar to Signs and the other one had a single window with mdi child windows inside. The end users liked the the first one and programmers liked the second one.

The end users liked the ability to have multiple modules open and still be able to get to their desktop.

Programmers thought having multiple links on the taskbar for the same program was unprofessional. The users said it was easier to switch between modules.

Like the look but, I would keep the menu on the left and move the load new, etc.. buttons to the right. Sorry lefties but majority are righties. Maybe I should do a poll for Signs V


But, cool so Signs IV runs on Vista?
AaronG
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Posted: 7th Nov 2006 14:57
yeppers.

AaronG
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Posted: 7th Nov 2006 15:01
vista is buggy though. just keep the xp for another year or so.

Locrian
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Posted: 7th Nov 2006 16:41 Edited at: 7th Nov 2006 18:01
Terry, I feel like a but hole. That post was at the end of a long night and now I see why I dont use tgc segments.....cause they don't have a ceiling. I guess theres no way to do this except make a seperate segment but I do have one problem that is legit(lol....I promise I'll do something to warrant my Beta tester tag).

S4 was asking me to make another "singlewall" segment because yours using the fullwall.x wasn't lining up texture wise. After looking at the fullwall model(which is at the bottom=zero world space coordinates for an entity) I notice that your wall is 0.398 pixils off.

The fullwall1.x placed at y=50 should line up perfectly with the fullwall.x and I had to move it to y=+0.398 to get it to line up correctly. Not knowing what you use to model with this number could possibly not be the same but please look at the mesh fullwall.x.

EDIT: After some more testing I see you still have the y=-2.5 problem also. So even if the .398 problem is fixed your wall entities still don't match up. in all actuallity your walls, when matched up to a segment were 2.898 pixils off. I just replaced your fullwall.x and fullwalla.x with my own versions and deleted any bin/dlo files in the DTI folder and now TGC/Mysegments/Singswalls/custom walls all line up. I realize your setting them to 0 in your modeler and this should be right but for some reason it isn't. Taking your zeroed out walls and lowering them the 2.5 is an easier solution then me editing each single wall entity I make. The problem lies more with matching TGC's segments. Do a test yourself and make one of your segments and a tgc segment touch. Then take your wall entities and criss cross them over the intersection, you'll see what I mean.
Locrian
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Posted: 7th Nov 2006 19:13
Hope this isn't considered a double post, but looking at your other 2 wall types. The curved wall segment is perfect. The archway though is low again. You'll see red hash marks in the image link, and how they line up with other walls. I'm sorry but at the time of taking this screen shot I'd already deleted and replaced your fullwall.x and fullwalla.x and couldn't show how they lined up before but I'm sure you'll see. Also the archway is way to thin. Im betting you used the ceiling tile thickness of 2.5.

So with saying that I'm betting( and I never opened it in max I'm just guessing) the lower amount is that .398 we talked about on the earlier entity, and the wall should at least be standard wall thickness(I persoanlly am going to make a double thickness version as well).

http://i43.photobucket.com/albums/e385/LOCRIANoL/wall-probs.jpg
SpyDaniel
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Posted: 7th Nov 2006 19:33
http://www.fpscOnline.com is lagging really badly, its not my connection because Iam getting 6000kbs downloads.

tschwarz
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Posted: 7th Nov 2006 20:31
Locrian,

I have tried to hire a modeller 3 times. 2 said no problem and then I never heard from them again, the 3rd took money could not create what I wanted so, created me something to make up for it. To be fair the 3rd guy was not a fpsc user and did not understand that I could not use a complex uvmap for an arch.

I was forced to create the meshes myself and everything was done with no knowledge of modelling and done with matching up an existing fpsc mesh by eye.

Since, it's not good pratice to make a post "I need a modeller" I kind of gave up. So I will try to sneek this in "I need a FPSC Modeller".

But, since you are having to spend time creating your own and then spending the time to modify the fpe files maybe you want to help rectify the problem. In return I could bump up the coding of "add custom segment" into Signs.

Just laying it out on the table man, I know you are really busy and would not ask but, it sounds like in the short term it might save you time.
tschwarz
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Posted: 7th Nov 2006 20:37
Higgins - Thanks, looks ok now but, I'll keep an eye on it.
filya
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Posted: 7th Nov 2006 21:00
tschwarz,

I really dont know much about what you would expect of a modeller for signs. But I use milkshape to model almost anything for my games.
Modelling a wall or an arch shouldnt take more than an hour at max.
If you need any help from me, please feel free to ask. I promise you, I will try my best.

-- n00b at playing games...and now at making em too :p --
Locrian
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Posted: 7th Nov 2006 22:39
Terry you've given me copies of sign's and skies. I only asked you to open them up so you could see for yourself what was wrong. I haven't screwed with the arch model yet in max but let me do it and by tomarrow I will send you copies of my revised meshes free for your use.

Dude thats part of being a beta tester...is to help...I'm sorry you had so much trouble getting this work completed and even if I couldn't help you on the project you asked in the email, please don't let this stop you from asking small favors like this. I did the work anyways......I give it freely to S4 so were on the same page....You take my needs into account like the 1 wall segment thats new to SignsIV.

I won't expect any payment for something like this. Its such a small way to contribute....Don't fret it Terry.

Loc
tschwarz
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Posted: 7th Nov 2006 22:42
filya - I sent you an email, so just let me know. To everyone else, sorry don't mean to use the forum as a PM. and it's no big secret just a request to recreate the entity wall and arch to line up better and how much.
tschwarz
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Posted: 7th Nov 2006 22:48
I will take any help as possible on the meshes right now, so Locrian thanks, and filya continue and anybody else interested. Because the worst that can happen is we might get a couple of different types of meshes to choose from. Would be great to choose a standard arch or gothic type arch a standard wall or a double thick wall or the ability to enter you own custom wall.
stormboy
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Posted: 7th Nov 2006 23:14 Edited at: 7th Nov 2006 23:15
I reckon you should ask away and get the help you require!

Hey, it's true about modellers to, for every five modellers you
have, only one will actually last and be on the page you need!

The new version of Signs is good but I do have a couple of issues,
one is I think like(related to) Locrian posted, bottom line if I make a room, make it two stories tall, I can't remove the floor
from the second story wherever the floor is attached to the walls.

Also, I made a room with a ceiling, (something I haven't seen in other packs etc), but, after it ran once, I don't think I saw
the ceiling again whenever I added that room to an existing map..

It's a good program, but I suggest Beta testing with more than one
person is a must-do, pre-release, doing your own meshes is brave,
but, a little dangerous considering that your rooms and walls etc
may end up being the building blocks of entire levels for some!

Thanx for the upgrade anyway.
Locrian
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Posted: 7th Nov 2006 23:43
@stormboy
I found the ceilings to be my problem. Fpsc isnt set up to remove the ceiling when the "f" is hit.

@Terry
Man I had to export your ARCH.x twice to make sure I wasn't going insane. I couldn't figure out why it appeared so large in my world view in comparison to other meshs. Lol...then I looked at the arch walls fpe that I used in the above text. Ummmm....scale=38? lol...huh.

OK laughing aside, and now I see why this mesh didnt line up correctly. I notice you have its point of origin located on the right side of the wall. Is there a reason for this? Would you prefer it zeroed out?. I know how you want it mapped so thats no problem. Also I might note that the wall at 100% is the correct thickness of its smaller counterparts, hence why it looks so thin when reduced to 38%.

Anyways I'll await your answers and I say scrap the arch1 and ARCH meshes that are in the folder. Those are a mess. But then signs would have to kick out a new fpe as my mesh would be the right size and 38% of that would look like a mouse hole.
filya
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Posted: 8th Nov 2006 00:06 Edited at: 8th Nov 2006 00:07
@tschwarz

I read you email. Right now I am at my workplace. But I will re-read your email and try and work on what you want when I get home.

Although I am a bit confused about what you said about fitting when you press 'B'. I mean, I can make a 3 model in milkshape according to any specs or blueprints you give me.
But I dont think I know how to make it 'fit' in the game.

If someone can explain or help me here, I might be able to do better.

-filya

p.s: And about your offer to pay me for that...I do this as a hobby (atleast for now). And I dont need payment for something I enjoy doing Thanks for the offer though!

-- n00b at playing games...and now at making em too :p --
tschwarz
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Posted: 8th Nov 2006 01:03
"It's a good program, but I suggest Beta testing with more than one"

StormBoy - Signs has been out for almost 1 year with 2150 downloads of the free version. That is a pretty large beta group. Until Locrian came around I did not get a lot of input. You can search the forums on Signs to see. Now the reason might be people are just making work arounds and not saying anything or they are just not using it for wall entities or they deleted it off their drives and wouldn't touch it again with a 10' wooden pole.

We are talking 2 meshes here, A flat wall and a Arch way.

All the other meshes are included in FPSC and all Signs does is allow the user to change the textures without having to manually copy files.

Anyone that wants to help out with the 2 meshes I would be grateful and I would pay for your time. I don't expect anything for free but, that is not to say I would not appreciate it.

Locrian - If you ever need proof that a modelling program in the hands of an amatur is dangerous you have my permission to show them my work.

Yes, I would start from scratch and do those two meshes properly, the correct settings in the fpe file would allow me to drop it into the code in about 15 minutes and have it out the door.


filya - when placing entities, if you hit the "B" key the entities will snap to grid. So what I was saying is that if the meshes are created properly that hitting the "B" key should align the walls within the FPSC grid.
MK83
FPSC Reloaded TGC Backer
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Posted: 8th Nov 2006 01:21
I think its Groovy. Thanks Terry.


http://www.mk83productions.com http://www.freewebs.com/mk83
Locrian
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Posted: 8th Nov 2006 01:46
Im bout ready to do some test in FPSc so I know it locates it self proper with the "b". I'll send you a zip soon with the adjust replacement walls as soon as Im finished with the walls....

Please quit begging for help man.....I only wanna hear that crap if your wearing a teddy and high heels.
tschwarz
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Posted: 8th Nov 2006 02:12 Edited at: 8th Nov 2006 02:15
takes off high heel and throws it in the corner, wipes tear from eye, then runs to computer to google teddy. Not sure but thinks eminem has one.

Ok, I'll quit sniveling.

edit: crap, didn't know this post was going on a new page. Oh Well
stormboy
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Posted: 8th Nov 2006 02:16 Edited at: 8th Nov 2006 02:24
Ok, well I rechecked everything,
the ceiling texture occurs when you
make a two story room as it should
but I can't right click (in floor mode)and remove
the ceiling wherever the ceiling is next to a wall.
Instead it paints the ceiling texture on the floor of
the upper room, this is different to how standard rooms
work (regarding right clicking in floor only mode)
as far as I can test.

Either way, obviously I know nothing about what
you're all trying to sort through, sorry.

Here's a picture showing what I mean hopefully.

peace

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tschwarz
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Posted: 8th Nov 2006 02:46
I think the biggest problem is FPSC doesn't understand ceilings or the way I implemented them. I have a couple ideas to try out and will let you know how it works out.
FredP
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Posted: 8th Nov 2006 03:35
Quote: "Please quit begging for help man.....I only wanna hear that crap if your wearing a teddy and high heels."


Please don't post any pics...

Seriously,this isn't the only program with the arch bug.
I assumed the ceiling thing had something to do with the fact FPSC didn't support ceilings.
The only major bug I had problems with was punching the door completely thorugh the wall but Tschwarz was nice enough to look at it and give me a suggestion which worked for Signs III.
I have yet to test it with Signs IV as I am still play ing around with the text thing.
Is there a way to make the text appear without the sign or to make the sign invisible for the wall or floor?
That way if you don't actually want a sign there you don't need one or it will appear there is not one there.
I tried making a .tga texture as a mask so there would be no texture.
I am going to try a true black one and see where that gets me.
Sings is continually evolving.I can't wait until Tschwarz gets the voice thing done.

Bloodeath 6 6 6
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Posted: 8th Nov 2006 03:36
tschwarz <---

explain in more detail on how to win signs 4


Death has no end
Locrian
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Posted: 8th Nov 2006 04:04
Terry an emails been sent with the files S4 and myself use along with the new arch model. Let me know if you need anything.
Thraxas
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Posted: 8th Nov 2006 04:49 Edited at: 8th Nov 2006 05:07
@FredP
Quote: "I am going to try a true black one and see where that gets me."


That's what I did, and so now I have the text without the sign...

@tschwarz
I don't know if this is just me being stupid. I made a wall entity, so it could be destroyed. But there was no collision between the wall and the player or the wall and bullets/melee weapons... I opened up the .fpe and changed collisionmode = 0 to collisionmode = 1... I can now destroy the wall with a weapon but the player can still walk through it...

I made the same wall in MagicFps and it worked correctly in game...

[edit]
Also if I try to use the 3D preview I get this...


and it says in the taskbar...

I saw your post earlier saying about updating to the latest version of directX...I did this today and it has not helped with this...
[/edit]

'Dawn of the Fallen Angel' coming soon(ish)...
tschwarz
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Posted: 8th Nov 2006 05:51
Fred - I was going to post that as tips and tricks. It's really easy.
1. click on Signs from main menu
by default signs loads a pure black image so don't load an image.

2. Click Transparency On

3. Click for Floor

4. Enter a name

5. Save

6. say yes to create text script

etc.....

I'll try to anwser the rest in a little bit, I'm in coding ZEN right now and don't want to take toooo long of a break.
FredP
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Posted: 8th Nov 2006 06:01
Thanks yet again,Tschwarz.

ak470000
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Posted: 8th Nov 2006 06:44
can we post our contest entries in this forum?

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