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FPSC Classic Product Chat / Unoficial V1.20 beta 7 test fixes.

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s4real
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Posted: 21st Dec 2012 02:15 Edited at: 25th Dec 2012 22:09
Hi
This is a FPSC v1.20 beta 7 fixes test. exe for you all to test to see how stable this is.

I've added some fixes to this version but mostly worked on the syncrate system because it didn't work that well for me.

Download and test if you want, the cap does not work on this version but the idea is to get people to test it out before given the source to scene commander.

Like to say well done to scene commander and flatlander for the work they done on the source and its looking pretty good now.

Been working on this with scene commander and we got alpha 2 unofficial for testing .

Updated to removed for the time being

best s4real

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ncmako
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Posted: 21st Dec 2012 03:38
A big thank you s4real. Will test right out.
Just saw the updates to "weaponinslot", that makes my day.

Also a very big Thank You to Scene Commander & Flatlander!
s4real
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Posted: 21st Dec 2012 04:30
@ncmako :- Thanks for the reply hope it works ok for you as its still in development stage.

best s4real

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Corno_1
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Posted: 21st Dec 2012 08:14 Edited at: 21st Dec 2012 08:16
hey can you look into the source of plrcurrentweapon! This command need a tweak, so maybe you can do something against enourmous laggs.

Too see the problem, look at this:


I will test as soon as possible

you need a script? I need useful requests at the moment!
http://forum.thegamecreators.com/?m=forum_view&t=200918&b=23
Scurvy Lobster
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Posted: 21st Dec 2012 08:31
So this is the "official" beta 7 before a beta 8 rounds things up?

I am just asking since this is posted outside of the regular beta thread.
Scene Commander
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Posted: 21st Dec 2012 10:00
Quote: "So this is the "official" beta 7 before a beta 8 rounds things up?"


No, this isn't an official beta. I'm sure S4's additions are good, but they currently aren't part of the official source.

S4Real, I've emailed you.
Ertlov
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Posted: 21st Dec 2012 13:25
I got to first install the 1.20 V6 and then apply this beta, right?

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Flatlander
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Posted: 21st Dec 2012 13:38
Quote: "I got to first install the 1.20 V6"


Probably a good idea. Remember this is not an official version.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Ertlov
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Posted: 21st Dec 2012 13:43 Edited at: 21st Dec 2012 14:01
Of course not. I got backups of each version from 1.17 to now

And I fully understand, that I am the only one to blame when this exe crashes my fpsc, destroys my assets, erases my harddisk and kills my dog.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Ertlov
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Posted: 21st Dec 2012 14:11 Edited at: 21st Dec 2012 14:24
HOLY COW!!!

What did you do?!?!

RAM Usage is down by 200 - 300MB compared to Beta 3!!!

FPS are ~ 10% higher, script intereferences are drastically reduced and the WobbleHead is almost gone.

Praise him! Build him a monument of ridiculous proportions!

Edit:

Ok, make the monument slightly smaller. Teere are some issues on sound and script performance usage, must dig here deeper

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Flatlander
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Posted: 21st Dec 2012 14:13
Quote: "and kills my dog."




THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 21st Dec 2012 14:23
@Ertlov :- Pleased you getting good results with it m8.

Before there much confusion this is not an official release and scene commander and flatlander have done an awesome job on the source.

This was only put up here to help me beta test the code as its still being worked on.

best s4real

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ncmako
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Posted: 21st Dec 2012 14:41 Edited at: 21st Dec 2012 14:44
@Corno_1 I take it you didnt catch my last post on this?
I got the "plrcurrentweapon" to work if you name the weapons. Dont use numbered weapon slots.

This is working perfect for me.

Also watch the slashes, we were using a foreslash instead of a backslash.
s4real
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Posted: 21st Dec 2012 14:50
Quote: "Ok, make the monument slightly smaller. Teere are some issues on sound and script performance usage, must dig here deeper"


Let me know what issues you have.

best s4real

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Scene Commander
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Posted: 21st Dec 2012 15:09
Just to say that S4 and I are looking that the source together to smooth out any issues, but he's done a great job.

SC
Flatlander
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Posted: 21st Dec 2012 15:34
s4real has a real good understanding of both DBPro and the FPSC engine. He's been around the block a few times.

Scene Commander I'm glad you and s4real are looking at the code.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 21st Dec 2012 16:36 Edited at: 24th Dec 2012 04:11
Thanks Flatlander and you and scene done some good stuff to the source .

Been working on this with scene commander and we got alpha 2 unofficial for testing .


U can download it here or the first post.

Please note this is unofficial still at the moment just for testing.

Updated to alpha 3

Best s4real

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MK83
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Posted: 21st Dec 2012 19:43
@s4real
Awesome update. It fixed the wobble and the abnormal jumping wobble. Framerates are up. Overall speed of game better as well. thanks.

mk83 Productions
bruce3371
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Posted: 21st Dec 2012 19:57
All hail flatlander, s4real and scene commander!!

BlackFox
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Posted: 21st Dec 2012 23:38
Quote: "Just to say that S4 and I are looking that the source together to smooth out any issues, but he's done a great job."


About time he (s4real) did something other than drinking eggnog during the holiday season.


There's no problem that can't be solved without applying a little scripting.
Burger
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Posted: 22nd Dec 2012 02:05
Quote: "HOLY COW!!!

What did you do?!?!

RAM Usage is down by 200 - 300MB compared to Beta 3!!!"


Exactly my thoughts . . . What on Earth happened? Lol great work.

"I'm inspired by my own wise quotes, thank you." - Burger, 6/7/12
Scene Commander
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Posted: 22nd Dec 2012 08:00
Well.. This is looking good. With the changes we made to beta 2 and after some time testing myself, I'm pretty happy that this is stable. I'll move the fixes over to the official board once I apply a couple of changes to another issue. This doesn't mean we can't keep looking at this to see what further improvements can be made, but for now I consider this solid (unless anyone knows different!).

Well done S4Real.
Flatlander
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Posted: 22nd Dec 2012 08:20 Edited at: 22nd Dec 2012 08:20
I can't wait to see this in the source code.

We are all blessed that s4real caught this just before it went gold. You don't know how close this was.

Thank you taking the time at looking at the code and doing what you do best.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Ertlov
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Posted: 22nd Dec 2012 08:35
I pushed out the most complex level from ITD with LMQ raised to 85 (from 45) and LMS to 1024 instead of 512 and it still needed less RAM than before.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Scene Commander
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Posted: 22nd Dec 2012 08:56
@Ertlov.

You mentioned previously that you had an issue with sound with beta 1, I think we've fixed that, does it work for you?

SC
GreenDixy
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Posted: 22nd Dec 2012 08:58
No more bobble head!!!!

Great work.

======================================
My software never has bugs. It just develops random features.
Ertlov
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Posted: 22nd Dec 2012 11:05
Quote: "You mentioned previously that you had an issue with sound with beta 1, I think we've fixed that, does it work for you?"


Fix confirmed!

Hell of a job!

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Scene Commander
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Posted: 22nd Dec 2012 12:56 Edited at: 22nd Dec 2012 12:57
Quote: "Fix confirmed!"


Good stuff. I've pushed this to google code. Hopefully it should all add up to a pretty solid next beta.

I think S4 and I would still like to look at a couple of performance improvements, but I took some time out from something in the real world I should have been doing to help S4 get this through, so can't promise anything else with Christmas rapidly approaching.

If anyone spots anything terrible with this build only before the next beta (which should be very soon), please let S4real or myself (or both of us) know and we'll try and sort it.

As always, if you've still got a problem with the official beta, that is still happening with this build, please post the issue with an FPM and any required scripts on the beta thread.

SC
A dude
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Posted: 22nd Dec 2012 18:10
Thanks for this. The framerate has increased!

ncmako
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Posted: 22nd Dec 2012 19:19
Thank You to all involved!
Stable,smooth,framerates increased. Much less RAM usage.
No issues at all. Great update!
A dude
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Posted: 22nd Dec 2012 19:42 Edited at: 22nd Dec 2012 19:43
Somehow, there is a problem with the player. The player spawn in random places and the player start markers are normal entities!

michael x
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Posted: 22nd Dec 2012 19:46
wow s4real really knows what he doing great work man. I hope the correct codes move is flawless from this beta.

more than what meets the eye

Welcome to SciFi Summer
Ertlov
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Posted: 22nd Dec 2012 20:26
Sorry to pop the party, but don`t spill the Champagner yet.

I ran high duty tests on several levels, and, allthough the general RAM usage is much lower, the RAM usage during "Mapping object" is in fact slightly higher. And if you have sophisticated high-poly objects and segments with complex 3d modelled structures, you end up with a RAM usage 200 - 350MB HIGHER than before.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Flatlander
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Posted: 22nd Dec 2012 21:51
Quote: "Somehow, there is a problem with the player. The player spawn in random places and the player start markers are normal entities!"


What was the last beta you installed?

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
4125
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Posted: 22nd Dec 2012 22:51
I installed this. The only problem I have is that after I tested a map, save it and switch to another map. I get an array doesn't exist error and FPSC crashes and closes. This doesn't affect the maps and is a minor annoyance that I have to close FPSC before every test and save when I load a new .fpm file. It also seems to do this when I switch to different .fpm files too many times. I think 5 times is my limit before the array error pops up.

The wobble effect 99% gone. I can sorta still see it but it's not annoying enough to call a fix on that even more when it's supposedly fixed for the next official beta 7.

The player doesn't seem to be making any more footstep sounds and no sound is made when the player jumps. Just a tad odd but nothing too serious.

Memory usage has decreased by around 30 - 50% on my end. Performance has vastly improved. Haven't checked any issues with built games yet.

I came from V118.17, installed V119, then V120 Beta 6 and this unofficial 2nd alpha build of beta 7. It's looking really good now.

Keep up the great work !

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
A dude
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Posted: 22nd Dec 2012 23:34
Quote: "What was the last beta you installed?"


Beta 6 I think.

Flatlander
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Posted: 22nd Dec 2012 23:49 Edited at: 22nd Dec 2012 23:51
Quote: "I installed this. The only problem I have is that after I tested a map, save it and switch to another map. I get an array doesn't exist error and FPSC crashes and closes. "


This has been a difficult thing to track down. I know I get it too. It is annoying but I just put up with it. Just can't figure out what it is but I do have my suspicions.

Quote: "I ran high duty tests on several levels, and, allthough the general RAM usage is much lower, the RAM usage during "Mapping object" is in fact slightly higher. And if you have sophisticated high-poly objects and segments with complex 3d modelled structures, you end up with a RAM usage 200 - 350MB HIGHER than before."


Hmmmm? Maybe you need to get Unity Pro 4 for $1,500.00 US. That probably would take care of your problems with sophisticated high-poly objects and segments with complex 3D structures.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
4125
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Posted: 23rd Dec 2012 00:10 Edited at: 23rd Dec 2012 00:10
Yeah I just put up with it too. It's not a show stopper as it doesn't corrupt the .FPM files or anything. But should be looked into if it cause another unknown issue as difficult as it is.

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
A dude
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Posted: 23rd Dec 2012 00:14 Edited at: 23rd Dec 2012 00:40
Anyone else having my problem with the player start marker being a character although the .fpe file says it's a marker?

Edit: I somehow fixed the problem. What I did was change the ismarker to 0 in the playerstart.fpe file, save it, and then change it back to ismarker=1.

Don't waste your life
Flatlander
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Posted: 23rd Dec 2012 00:37 Edited at: 23rd Dec 2012 00:38
Quote: "Yeah I just put up with it too. It's not a show stopper as it doesn't corrupt the .FPM files or anything. But should be looked into if it cause another unknown issue as difficult as it is."


After Christmas, I'll be talking to Lee about it. No guarantees.

Quote: "Anyone else having my problem with the player start marker being a character although the .fpe file says it's a marker?"


I'm not, although I know of one other person. I was thinking that you need to install beta 6 if you are using this unofficial version. The other person I know is going to do a fresh install. However, I haven't heard from him yet. At least try re-installing beta 6 first.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
s4real
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Posted: 23rd Dec 2012 02:28 Edited at: 23rd Dec 2012 02:48
Quote: ""I installed this. The only problem I have is that after I tested a map, save it and switch to another map. I get an array doesn't exist error and FPSC crashes and closes"


I will look into the crash but the save crash will be something to do with the editor, if anyone has any other issue please post.

@Ertlov Thanks for testing I will look into the mapping objects problem.

May need a fpm to see the problem.

best s4real

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Flatlander
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Posted: 23rd Dec 2012 03:15 Edited at: 23rd Dec 2012 03:16
What is happening with the map editor for me is that it will crash at times that I can't really explain. I tried to explain it sometime ago in one of the beta threads but trying to duplicate it myself was not easy. You should know by now that I am able to track bugs down very well. I have a lot of years experience doing so. But this has eluded me. And then just recently I have come across this crash. This crash at least has an internal error message. The other one was a MS "sorry for the crash" message. Here is the error message:

runtime error 118 - Array does not exist or array subscript out of bounds at line 32990

They both happen after a save and then when it tries to reload. The save is good because what was new was still there after reloading the editor. I'm thinking that because of the error message, the array is not increased (re-dimensioned) like it should after adding entities. I believe it only happens with entities and not segments but I'm not sure.

I spend several hours with the editor open and testing and tweaking or growing my level. So this is why it would not be easy for you to duplicate or anyone to duplicate. One time I thought I had it tracked down and then tried to duplicate with a simple map level. Just couldn't get it to crash. Anyway, there you have it.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
Deathcow
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Posted: 23rd Dec 2012 03:21
@F l a t l a n d e r

I have also been getting this error as you have been saying, but shutting down FPSC has fixed it every time for me.

As you have said it happens when it tries to load entities. For me it happens if I open a map and then reload or open a new map. It does not appear to affect the map file and I am still able to open once FPSC has restarted.

That is just my experience.

DC
s4real
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Posted: 23rd Dec 2012 04:15
@F l a t l a n d e r :- I know you are and if you at a lost don't know what to do, have you any idea at all why its crashing ?

best s4real

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Flatlander
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Posted: 23rd Dec 2012 06:26 Edited at: 23rd Dec 2012 06:49
@s4real

I'm thinking that because of the error message regarding an array, the array is not increased (re-dimensioned) like it should after adding entities.

I really haven't looked at the code to see where this would have to take place.

s4real, Sent you an email.

THEORY - you know everything but nothing works. PRACTICE - when everything works but don't know why. For me, theory and practice are combined: nothing works and I don't know why.
4125
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Posted: 23rd Dec 2012 08:37
I think I tracked the Array error. It popped up twice after saving a single map about 5 times +, then adding a character, then saving again. Upon reload after saving, the Array error pops up.

Another way it happened was I saved a level a few times, then loaded a character. Array error right away.

Characters loaded, Bond1s Slow Zombie 2 for first error. Dogman 1 for the second error.

Unsure if this is related.

Intel Core i5 3570, Nvidia Gefocre GTX 560 OC 1024MB, 16GB RAM, P8H77-M Pro, Windows 7 Home Premium x64
Scene Commander
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Posted: 23rd Dec 2012 09:41
@all..

The Editor crash is often related to the fpsc.exe and the mapeditor.exe not being the same. It's a common problem. I'll look at this too, but I actually think an official beta will solve this (as it has in the past).

SC
Ertlov
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Posted: 23rd Dec 2012 10:21 Edited at: 23rd Dec 2012 10:24
Quote: "Hmmmm? Maybe you need to get Unity Pro 4 for $1,500.00 US."


I have it here, as 1500 are basically peanuts for a working cross-plattform engine, but have to say that unity 4 still needs some time to be really good and usable for AAA productions. I also have here on my disk....

...oh, let me se...

...Cry3, UDK, Unreal 2.5 Full, Trinity / Vision, Gamebryo, WME, PainEngine...

...all of them with nice custom stuff modeled and made for them. Some of them are outdated, some of them free, some of them ridiculous expensive. However, all of them make no problem with custom stuff as long as the self-made prop sticks to the tech-specs required.

Perhaps you didn`t mean to offend or being rude but the advise "Buy yourself Unity Pro for 1500 bucks" isn`t helpful here. Especially as I have already spent a comparable sum on TGC products

I`m just trying to be helpful. It`s my ongoing opinion that for certain games FPSC could be by far better than most of the other 3D engines on the markets, and I`m really eager to help you guys who are working on the source code getting there.

So, what I`m saying is that I got following results with a slightly complex level:

FPSC 1.2 Beta 3, LMS 512, LMQ 45:

"This level uses 1780MB" when built first
Memory Peak during built: 1868 MB
"This level uses 1628MB" when arch is laoded from DBO files (second test without changing LM)
consumed memory during "mapping objects": 300 - 400

FPSC 1.2 Beta 3, LMS 1024, LMQ 85:

Wont build (memory crash after hitting 2030MB)

FPSC 1.2 Beta 7 Exe2, LMS 512, LMQ 45:

"This level uses 1420MB" when built first
Memory Peak during built: 1840 MB
"This level uses 1296MB" when arch is loaded from DBO files (second test without changing LM)
consumed memory during "mapping objects": 450-550

FPSC 1.2 Beta 7 Exe2, LMS 1024, LMQ 85:

"This level uses 1488MB" when built first
Memory Peak during built: 1910 MB
"This level uses 1312MB" when arch is loaded from DBO files (second test without changing LM)
consumed memory during "mapping objects": 500-600

I hope that gives you an idea what I meant. The RAM improvement is huge, and in the final built game this leads to get rid of all RAM-related ingame bugs the player may experience, but some levels won`t build because of the higher usage during the mapping object step.

Best, Ivan

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
s4real
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Posted: 23rd Dec 2012 12:05
@ Ertlov
Thanks for the reply I will look into it and see whats going on, def keep given feedback it helps in the long run.

best s4real

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s4real
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Posted: 23rd Dec 2012 17:39
Quote: "About time he (s4real) did something other than drinking eggnog during the holiday season."


Yeah I thought I better do something apart from moan lol

best s4real

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