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DarkBASIC Professional Discussion / - DBPro Coding Challenges -

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Coldfire
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Posted: 28th Dec 2008 18:50
im planning on putting them inside a cube eventually along with other physics objeccts i just wrote this in about 3 hours.

by the end of the comp. i think ill have something fairly powerful. even though the comp. is about bouncing balls, im also gonna try making some more collision types than spheres also.

"They say beer will make me dumb / It are go good with pizza" - Psychostick
Coldfire
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Posted: 30th Dec 2008 13:51
i've decided to leave this as is for right now, and release the source code, only because after implementing and kind of dynamic collision made it almost unususable. instead i think i will work on a particle system with it. anyways, heres the source. i hope it help other ppl out:



"They say beer will make me dumb / It are go good with pizza" - Psychostick
jason p sage
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Posted: 30th Dec 2008 14:32
Well - thats has got to be the shortest source code for physics I've ever seen! Zotoaster made this in DBPro and it's pretty small too... but not as small as yours LOL....

I'll attach the code - it runs - a marble bouncing around on a bumpy matrix - I was impressed. I know this isn't the place but it seemed appropriate with ColdFire's post.

--Jason



Monk
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Posted: 30th Dec 2008 15:52
Where can i get sparkys dll V2.0 from? It says that i need that to run Zototoasters code...
jason p sage
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Posted: 30th Dec 2008 15:57
here - I don't know where that post is ...

extract it over your dbpro installation - I personally extract it in a temp folder - then go into that folder and CNTL-A (Select all) and copy that into the DBPRo folder - You know you're doing it right if you are pasting "help" folder ontop of the DBPRO help folder and it whines about it - just say "yeah you mean it".

Then I think you need to copy the SC_Collision.dll to your
Folder.

Restart any open DBPro editor - and you should be sweet.

--Jason

BMacZero
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Coldfire
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Posted: 30th Dec 2008 18:19
yeah, it is short, but i also can think of a few ways to shorten it... hmmm... i wonder if anyones done a physics 20 liner, lol

also, looking at Zototoasters code, it kinda gives me a few ideas on speeding up my collision. That is, the collision i was working on before i ripped it out due to speed issues. thanks for sharing that, Jason.

"They say beer will make me dumb / It are go good with pizza" - Psychostick
jason p sage
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Posted: 30th Dec 2008 18:27
Yeah - Glad too! I admired what your code was doing and it reminded me of another bit-o-code that I fancied - seemed right to share! Thanx to Zote!

Frankly - if there was Quaternion math inthere to make the "rotation" of the marble look like it was tracking right - that would be HUGE and would actually make that code pretty well on its way to being another physics engine LOL. I like it because with a little dampening, it's already pretty decent for a space game - and chipping out the 3rd dimension - its pretty ripe for a 2d asteroids like game as well in my opinion.

It's funny how the math for physics can be so boring but doing it like this is actually really exciting ... especially because you can see the results of the math in a way that is SO interesting.

I was working on a terrain (pic attached - I'm all proud lol) using USGS data and the editor in LE2 has altitude and angle constraints for painting textures but I wanted to paint using that kind of control - but then beable to still free hand outside of those limits - so I wrote a tool to do my own "texture splatting" taking into account angles and altitude - and blending edges... and the math is kind of boring and it took awhile to run each test but the results came out AWESOME and seeing that "boring math code" paint what I wanted - well - just look at the attached - programming makes boring stuff fun sometimes

--Jason

Monk
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Posted: 30th Dec 2008 21:55
I have to say that terrain looks very cool Jason!
Where did you get the USGS data from and how did you make that?
jason p sage
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Posted: 30th Dec 2008 22:43
Thank You

Well - to be honest I started using the whole USGS thing after seeing the progress Visigoth had with it - but I don't recall the forum link - but I do recall that it made a newsletter article - but I searched a bit before I responded and I couldn't find it. I did however find the link to the seamless database - they changed thier site alot and I thought for a bit it wasn't available anymore but it is: http://seamless.usgs.gov/index.php

You want GRIDFLOAT format, as you get a *.hdr file that explains the width,height of the gridfloat data. The gridfloat data is a file loaded with four byte "floats" that are true altitude above sea level. -9999 means no data. It's a height map.

Now these things are big. I have routines in my http://code.google.com/p/darkgdkoop/ library that can turn one into a bitmap heightmap - but lots of resolution is lost this way however the results are still stunning.

Now, Visigoth used the data more or less directly to manipulate vertex to get the height, and then he saves the "tiles" as *.DBO for faster loading. He even went so far as to make the code create LOD levels - basically he makes a ton of DBO files and does it that way.

The pic you see there was done in Leadwerks but could just as easily be done in DarkGDK and DBPro for that matter. You asked how it was made. LeadWerks uses a 16 bit *.RAW file format as its method for a height map and this is better than bitmap height map for accuracy's sake. 65536 possibilities versus 255 (gray scale hieght map) 256*256*256 for a multicolored type height map - but there are million height map varities like one channel for height, another for big bumpies, and another for finer bumpies - but I digress ...

Here's what I did... I wrote a utility to convert the GRIDFLOAT file of some odd x,y size like 6098x9201 to something I could use: 8192x8192 but in RAW format because I was gonna render in In Leadwerks. I could likewise in DBPro do Visigoth's technique as well.

The next thing was color and texturing which LeadWerks has a built in shader to "texture Splat" but the best it can do for altitude and angles are finite constraints... so you can't paint with a texture outside the altitude/angle you specify. I wanted to be able to paint like that but after the initial paint, but unrestricted to paint by hand outside of the specified "constraints" so I made my own utility to use the altitude and angles to create an alpha map (red=one texture, green another, blue another, alpha channel yet another) automatically based on the height elevation data... See Attached pic of results. In short that alpha map applied to the 3d model terrain derived from the height map by the shader gives the results you complimented me on.

Now Green Gandalf has made shaders like this for DarkGDK and DarkBasic, and one even works on the Advanced Terrain - so its VERY possible to get the results in DarkGDK/DBPro for sure.

Hope this wasn't to dry and helps.

--Jason

RiiDii
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Posted: 31st Dec 2008 07:24
Quote: "i wonder if anyones done a physics 20 liner, lol"

That pinball game I posted a few back was originally a 20-liner.

Sweet terrain there Jason!


Open MMORPG: It's your game!
Monk
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Posted: 31st Dec 2008 22:45
Could anyone explain in a bit of detail what an alpha map is and what it does? Well basically anything alpha.... Ive not quite got a hang of what the alpha bit of anything means.
Stefan p
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Posted: 31st Dec 2008 23:51
Alpha is the transperancy of something , at least in my opinion

I was here.
Stefan p
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Posted: 31st Dec 2008 23:51
Alpha is the transperancy of something , at least in my opinion.

I was here.
BMacZero
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Posted: 1st Jan 2009 00:52
Yeah, "alpha" refers to transparency of an image. An alpha map is a greyscale image that tells the computer which parts of an image are transparent and how transparent they are.

RiiDii
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Posted: 1st Jan 2009 02:26
Each color in an RGB (Red, Green, Blue, 3 bytes - one byte for each color) color has a scale from 0-255, 0 being no color and 255 being the full color. Image formats that support 4 bytes (a DWord) per pixel allow for a transparency scale. The 4th byte is the Alpha transparency byte. The alpha byte is also on a scale of 0-255, 0 representing full transparency, and 255 representing no transparency. As bmaczero pointed out, this can be represented as a gray-scale map.


Open MMORPG: It's your game!
Monk
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Posted: 1st Jan 2009 12:55 Edited at: 1st Jan 2009 13:54
So how does changing the transparency create a picture with vibrant colours like the one jason made?

Also,when i went on the USGS website, for the places i looked at, the download data wasnt in *.hdr format, would it still be usable?
jason p sage
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Posted: 1st Jan 2009 14:01
The vibrant colors are not the result of alpha control. Let be break it down... Each 32 bit Pixel in DBPro/DarkGDK has Four channels... I hate the term channels - but ok -


8 bits = 1 byte = Values 0 thru 255 - aka unsigned char in C++
16 bits = 2 Bytes = 1 Word = Values 0 thru 65535
32 bits = 4 bytes = 2 Words = DWORD = Values 0 thru 4294967295 (4gig)

So - in a 32bit pixel, there contains 4 bytes. Now for Graphics, we store stuff by addressing each byte individually... One for Red (0-255), Green (0-255), Blue (0-255), Alpha (0-255).

PaintBrush? BMP Files or otherwise? Ignores Alpha Bye... But other Graphics program do honor the values there - like photoshop and fireworks... and likely "the gimp".

The apha channel can be used to make things invisible, or partially transparent - I mean this is the GENERIC usage of these 4 values, RGBA... Reg Green blue Alpha.

NOW we get tricky.....

Shaders can read graphics files too! Sometimes for convienance - we use the graphics files to have information that isn't a texture or a picture - but is information we might want to hand to our shader.... Why? The Vibrant picture I made was created by reading a heightmap... and depending on the height, I painted more or less RED, GREEN, and BLUE. Then I have a shader that when it has my "Terrain MODEL" it paints it using textures you would recognize - like sand, grass, rock. The shader uses the VIBRANT PICTURE... in a way where if it sees alot of RED - it paints alot of sand on the actual model you see in game, likewise - alot of green... I made that paint the grass, blue? another texture - actually was DIRT... The shader paints ROCK whereever its NO COLOR (black).

Now I didn't use alpha at all yet - the only way I can see those colors is using paintbrush because it ignores the alpha. If all my ALPHA values are all zero... than in most graphics programs that pictures looks EMPTY! (Sometimes a software quirk is a blessing - thank you paint brush!)....

I can use that same picture - and "paint on the alpha" and I can use a asphalt texture - giving me roads.

I hope this clears things up a bit.
--Jason

Monk
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Posted: 1st Jan 2009 15:20
Ah Ha! Cheers Jason that all of a sudden makes a lot more sense! Ive been trying to make a terrain of my local area for a short while now, just for fun, and was going to resort to trying to find a grayscale heightmap, but using your method makes a lot more sense and sounds do-able as well. Ill have a bit of a search around and see if i can make some headway now.
Thanks everyone!
jason p sage
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Posted: 1st Jan 2009 15:26
You're welcome - P.S. When you go to that USGS site http://seamless.usgs.gov/index.php Look for the GRIDFLOAT format. the two files you use are again: *.HDR has the rows/columns, and *.FLT is a file of 32 bit floats that are meters above sealevel.

Have Fun!

--Jason

Monk
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Posted: 1st Jan 2009 16:26
What location did you look at, on the planet and the website, because im struggling to find anything with gridfloat anywhere.
jason p sage
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Posted: 1st Jan 2009 16:40
You go here first http://seamless.usgs.gov/index.php
Then you click "View and Download United States Data" which brings you here: http://seamless.usgs.gov/website/seamless/viewer.htm

Then on the toolbar on the left you click downloads (its like a selection tool) Select this after you zoomed in where you want to download... thats how you can lasso what you want.

Then a window pops up and all the data says ArcGrid format... blech... So you click "MODIFY DATA REQUEST".

This part is slow. Once that loads up - scroll down to your checked item in that long list. There will be a combo box. Change the ArcGrid to GridFloat. Note default is 1 Arc Second Scans. You can check 1/9th Arc Second for more detail... or stay where you are at.... making sure to unselect what you don't want... and always picking GridFloat.

when you have your selection set, scroll way down to bottom (NOTICE the MAXIMUM MEG PER PIECE Item! This makes the final download get broken up into bite size pieces) click on the button "Save Changes".

Then you'll see your files listed, and you download them.

--Jason

Monk
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Posted: 1st Jan 2009 17:37
Ah kk i didnt know to go on modify data request because all i got were arcGrid formats. Thank you again Jason.
Toran
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Posted: 2nd Jan 2009 07:44
hey, this seems realy cool but i dont understand any of it.. i was wondering do any of you know any books or something that i could do to understand some of this (im a complete noob)

-peace,
Toran
jason p sage
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Posted: 2nd Jan 2009 14:13
@TORAN - Are you referring to this USGS terrain imaging data or a coding challenge?

--Jason

BMacZero
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Posted: 2nd Jan 2009 16:00 Edited at: 2nd Jan 2009 16:01
I bet he's refering to the coding.

A good book for DBPro is "Hands-On DBPro." You can also look at the tutorials thread.

Edit: And also, he posted on the 1st but hadn't joined until the 2nd

Monk
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Posted: 2nd Jan 2009 16:14 Edited at: 2nd Jan 2009 18:18
Toran,
I found that the best way for me to start was with some tutorials, (TDKs are really good!) and by looking at other peoples code, and basically just messing about with it finding which bits messed up what, and then trying another bit, etc etc.

Heres a link to some of TDKs tutorials, and just browse these forums for code. Most of all just enjoy it (and try to win!)

http://forum.thegamecreators.com/?m=forum_view&t=99497&b=10


P.s Jason found that link to Visigoths work, it was in magazine no.56, the power of google search anyway heres a link.

http://forum.thegamecreators.com/?m=forum_view&b=1&t=110869&p=4

That may give you some peace and quiet from me for a while...
Pricey
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Posted: 6th Jan 2009 01:03 Edited at: 6th Jan 2009 01:04
double post sorry

Pricey
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Posted: 6th Jan 2009 01:03
I can't really be bothered working on this anymore (I haven't missed the dead line have I?)

This is what I came up with.



Err, basically switch between build and play modes with B and P.

In build mode, switch between the type of block you want to place with SHIFT. I intended there to be many more types of blocks like magnetic blocks and blocks that push the ball away, so then you can create a bit of an obstacle course, but at the moment there's just a solid block (grey), a bouncy block (yellow) and a very bouncy block (very yellow).

Create a block by clicking where you want its top corner to be and then clicking where you want its bottom corner to be. You don't drag so let go of the button after the first click. You can't create blocks backwards, you'll see what I mean). Right click on a block to delete it.

Once you've created your course, switch to Play mode by pressing P. To launch a ball click once and a line will extend from your mouse, this sets the angle of the ball (roughly, my angle calculation isn't very accurate) the further away you move your mouse the more velocity the ball will be launched with. Click to launch.

Some suggestions for improvement:

Friction - at the moment all block types slow the ball's X velocity down equally, some surfaces could act as conveyor belts or be stickier than others.
Different block types - Like I said, magnetic blocks and repulsing blocks were planned, there's loads you could do. This could even be turned into a sort of game, where you have to guide the ball to the end of a course without it touching certain blocks
Improve my ball launching code - It isn't very good at calculating the angle you want to launch it at.

I usually like my entries to be more complete than this, but its yours to play with now!

Monk
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Posted: 8th Jan 2009 20:21 Edited at: 8th Jan 2009 20:22
Right, heres the game ive been making

Its just a 2d game where you tilt a board and a ball moves around.




Pointers:
Avoid the black cubes, aim for the white one, arrowkeys to move.

Its probably not the best idea for ball physics but its within my skill level...

I say that but on i think its the fifth level, the ball starts in a hole and gets stuck saying that you just fell straight into the hole. I acknowledge this and will change it but just wanted to post some code.

Feedback is always appreciated...
acelepage
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Posted: 9th Jan 2009 19:39
This is turning into a project so I am going to stop now and post my entry:


This is a demonstration of bouncing ball physics. No gaming. You can pick from multiple terrains, some of which can be animated. It has ball bounce and ball collision. I have attempted speed control too so the balls travel the same speed on different processors.
Be sure to try out the Mega Drop button.

( 2b || !2b ), that is the question. The answer: true
Monk
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Posted: 9th Jan 2009 21:32
Whoa! Thats pretty cool acelepage! Do you mind if i keep to code to look at, learn from, and possibly use in future projects?

On a slightly less amazing, but slightly more fun note, here is my final code for my labyrinth game. Pointers still apply but i have fixed all the bugs i have found and as far as i can tell it works fine, but please say if you find otherwise...



You get 5 lives before a restart and my best score is 39 so the challenge is set. But i have had a lot of practice
acelepage
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Posted: 9th Jan 2009 22:11
@Monk,
Look at, learn, go forth and create.

( 2b || !2b ), that is the question. The answer: true
Monk
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Posted: 10th Jan 2009 14:30
Cheers acelepage
BillR
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Posted: 12th Jan 2009 22:20
acelepage, Nice Work!
RiiDii
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Posted: 13th Jan 2009 05:23
Very impressive acelepage!


Open MMORPG: It's your game!
aarrowh
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Posted: 20th Jan 2009 17:04
Last day for entries!

SOrry that I havn't been able to post...just got a new PC, had some trouble with it, I don't even have DB installed yet

but I shall be prepared for tomorrow!



Image thanks goes to AndrewT
Monk
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Posted: 20th Jan 2009 18:24
Unlucky aarowh! Hope its ready to have a look at these entries tomorrow.
By the way, i think a month may have been a bit too long, more short and sharp competitions would probably be better in my opinion...
Good choice though!

aarrowh
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Posted: 21st Jan 2009 00:01
Ya...I asked what you all thought about the time length...nobody answered though... But I shall be ready, I'm installing DBP as I'm typing this, and it should be activated and functional within 5 minutes!



Image thanks goes to AndrewT
Monk
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Posted: 21st Jan 2009 17:19
I suppose its the sort of thing you need to gauge as you go along... I mean its only my opinion but itd be interesting to know what others think.

acelepage
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Posted: 21st Jan 2009 17:37
My Two Cents.
I usually like to have a couple of weekends to work on the challenge. That is usually enough time to get some code done. If I don't have the time to do it in 2 weeks, then I skip the challenge and wait for the next one.

( 2b || !2b ), that is the question. The answer: true
aarrowh
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Posted: 22nd Jan 2009 06:31
Alright! Sorry it took so long, I've been gone all day...but I've reviewed all of the challenges, and I've like all of them!


3rd place!


Runner Up!


Winner!


Can't wait to see the next challenge!

Gratz all,
Aarrowh



Image thanks goes to AndrewT
acelepage
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Posted: 22nd Jan 2009 15:07
Thanks aarrowh. I was thinking of Marble Blast when I was working on the physics. I am thinking of what I can do to make it into a similar game.

I used to collect dominoes, not for playing the game, but for setting them up and toppling them. I remember watching a Japanese program where students had set up over 1 million dominoes, and it took an hour for them all to topple.

Challenge
Create a domino effect demo or game, where objects are placed on screen, and knocking the first object over causes a domino effect, affecting other objects on the screen. Objects can be anything you like, not limited to dominoes or domino shapes. The domino effect can be any type of chain reaction, not limited to objects falling over.
Deadline: Friday Feb. 6, 2009 11:59PM (this server's time)

( 2b || !2b ), that is the question. The answer: true
Monk
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Posted: 22nd Jan 2009 17:34
Sounds fun acelepage, but im think im gonna sit this one out...
Ive got a fair bit to work on and some other projects that require some attention so im gonna try and do them.
If i get any time, ill see if i can put something together, but i dont think thatll happen. Sorry

Btw, congrats it was a great demo!

BMacZero
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Posted: 22nd Jan 2009 19:45
Nice challenge! I might be able to cook something up around Fields.

acelepage
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Posted: 7th Feb 2009 20:28
OK, no challenge takers.
I'll try again.

Challenge
Create an infinite scrolling landscape. This can be 2D side scroller, or 3D. Points for having some interaction with the landscape, like a ball rolling on it, or something driving/flying over it.

Deadline: Friday Feb. 21/09

( 2b || !2b ), that is the question. The answer: true
Monk
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Posted: 7th Feb 2009 21:23
Whoops, I know i said i was gonna sit it out, but that went fairly quickly. So as to not disappoint, ill try and implement this into what im doing now... Sorry mate...

BMacZero
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Posted: 7th Feb 2009 22:47
Awe, shame, it was a good challenge. Maybe people were too intimidated by having to make physics without plugins.

I'd enter, but I'm trying to devote all my coding time to Fields.

Monk
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Posted: 7th Feb 2009 23:21
I think we need to post in the forum to see if we can get some more entrants because many people seem too busy nowadays and thats a big shame...

Monk
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Posted: 11th Feb 2009 22:13
I wonder if anyone is trying to do this challenge using the advanced terrains built in...
To hopefully persuade some more people to post some code, and thus gain interest in the challenge, im gonna post what ive done so far... Its not a huge amount ill be honest, but its working,



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