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FPSC Classic Product Chat / FPS Creator 1.04 RC8

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LeeBamber
TGC Lead Developer
24
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Location: England
Posted: 20th Dec 2006 03:03 Edited at: 20th Dec 2006 03:05
Hi Guys,

Find RC8 ready for testing:

http://www.fpscreator.com/betafiles/FPSC_104_RC8.zip

The changes:

* Slowed smoke by 50%, and added a new field to GUNSPEC.TXT called SMOKESPEED (with a default of 25)
* Adjusted brass ejections so they do not behave strangely if shoot machine guns upwards
* Added new fields in SETUP.INI for DarkLIGHTS minor settings
* Removed dialog popup during lightmapping phase of test and build process
* Added two new MFC related DLLs to help compatibility with systems that do not have .NET files installed
* Fixed bug causing light colour to 'wrap' when averaging the six closest dynamic/static lights (causing weird colour switches)
* Improved quality of routine pop-up texts and HUD stat texts to use uncompressed DDS formats for best quality, rather than DXT5
* Increased default texture size from 256 to 512 to combat missing lightmap texture issue on some static entities (possible bug)
* Removed some lightmap settings data from the FPG, causing lightmap defaults not to carry to the build-game process
* Fixed bug causing all dynamic light indexes to be lost when saved out to .LGT universe file (flickering lights work in final EXE)

Thanks for the great responses to these RC versions. I think we are making some great strides. Keep letting me know which way the wind blows guys, and I will try to get one or two more things done before we finalize this as an official update

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
Unknown Truth
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Location: Hell
Posted: 20th Dec 2006 03:23
Really nice! It takes a lot longer to load than rc7 though but still, good work. From what i can see, all the previous bugs were fixed.

The truth is still unknown... or is it!
DarkFact
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Posted: 20th Dec 2006 03:31 Edited at: 20th Dec 2006 03:31
Well that was fast. I came here to post about RC7. I will download RC8 now. Here's what I had for RC7 if it matters. The full light maps would only work in test mode. To get shadows at all in the final exe, I had to go with soft. Here's the examples.

RC7 Soft Shadows:





WMV Movie - 12MB

http://www.fpscgames.com/movies/df2_waiting10.wmv

5hunter6
18
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Location: Looking at the screen, same as you
Posted: 20th Dec 2006 03:37
I am downloading RC 8 now and I just downloaded RC 7 two hours ago and RC 7 works great! I have a question though, what are DarkLIGHTS?

Can't wait to try RC 8.

filya
18
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Location: USA
Posted: 20th Dec 2006 03:48
Lee...you guys are on a roll. Thanks for everything, especially the commitment to keep improving this great software!

-- game dev is fun...but taking up too much time --
DarkFact
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Posted: 20th Dec 2006 03:50
Quote: "I have a question though, what are DarkLIGHTS?"
That's the lighting engine now used in FPSC.

** RC8 works great (for me)!

The load time was just as fast as RC7 (20 seconds) and the shadows now work in the final game exe. Great work!

Full Light Maps - RC8





the programmer
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Posted: 20th Dec 2006 03:58
"HOLY" lee keep the hard work up man youve bin pumping them out by the minute.

Cheers mate mary XMAS
the programmer

just for giggles when do you think RC9 will come out tomarow haha splendid.
Lon
20
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Location: Big Ass Castle
Posted: 20th Dec 2006 04:06
With this version I'm still getting strange colors on dynamic entities such as enemies and the player weapon with dynamic lights checked in options. See shot

Lon

[url=http://webpages.charter.net/lflicking/]

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Bloodeath 6 6 6
19
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Location: Sierra vista in indonesia
Posted: 20th Dec 2006 04:11
Im curious if you fixed the overlay problem, i dont like using full light mapping and everything

You'll Know When You See It.

Death has no end
Scharmers
21
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Posted: 20th Dec 2006 04:56
Characters are transparent in RC8 using full shaders. Installed RC8 on a fresh install of FPSC, downloaded DX9 updates. Characters are not transparent when not using shaders. Known issue already?
Airslide
20
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Location: California
Posted: 20th Dec 2006 05:00
Blooddeath - Just live with it for testing, then do full lightmapping on the final build, it would look better anyways

Scharmers - It is a know problem already. Try right clicking the character and clearing the 'effect' field.

Swhale aka The FPS Creator
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Posted: 20th Dec 2006 05:14
Well, my games definantly build faster in test mode!

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Bloodeath 6 6 6
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Posted: 20th Dec 2006 05:26
Airslide, i probably will.

You'll Know When You See It.

Death has no end
FredP
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Location: Indiana
Posted: 20th Dec 2006 05:58
Lee,
I have to say you outdid yourself with this one.
Whatever issue my pc had with full lightmapping in RC7 seems to be gone and that is some gourgeous lighting...see attached pic.
Thanks for the latest update.

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Bloodeath 6 6 6
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Posted: 20th Dec 2006 06:39
very amazing i must ask you what you do to make your weapons stay on their side when placeing, when i do that in map editor, they come out standing up, what am i doing wrong?

You'll Know When You See It.

Death has no end
FredP
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Posted: 20th Dec 2006 07:00
You have to open up the weapon's .fpe file and I think it is rotz = 90 is what you have to put in the file.

BTW Lee I am still getting that freeze but it only happens on certain levels and only when I am full lightmapping.
Soft lightmapping does not cause it.

Candle_
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Location: kindergarten
Posted: 20th Dec 2006 07:15
Could be your video card FredP, mine on full shaders the npc are all black.
Set it to medium and they are fine.


MY FPSC FILES http://rapidshare.com/users/IPG3HZ
FredP
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Posted: 20th Dec 2006 07:48
I have the shaders turned off.
It freezes in my levels when it is doing the object lightmapping.
Low resolution as well.
I had the same problem with RC7.

Thraxas
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Posted: 20th Dec 2006 07:48 Edited at: 20th Dec 2006 11:12
Well this still has the enemies moving through walls that RC7 had on my levels... also I'm having a bizarre problem with huds... I've made different huds for when the game says things like "Door Locked", "You picked up a weapon" etc. that fit in with my game but for some reason even though I have my huds selected in the scripts the engine is still displaying the default ones... even if I use a custom script that points to my huds it STILL displays the default ones...

I'm also having seemingly random "blue screen" crashes which then restarts the computer... I say random because it has happened on loading a level, saving a level, running test game and when selecting entities to place on the level... back to RC6 for me (again)...

[edit]
I do have december's directX installed...

after uninstalling and reinstalling twice the hud problem seems to be fixed but the other problems remain...
[/edit]

'Dawn of the Fallen Angel' coming soon(ish)...
Swhale aka The FPS Creator
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Location: My computer chair, no zip code sorry
Posted: 20th Dec 2006 07:59
FPSC RC8 freezes sometimes on me when I am saving my levels in the editor. Seems like its always after a test, but its hard to recreate.

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MK83
FPSC Reloaded TGC Backer
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Location: Greeneville, TN
Posted: 20th Dec 2006 08:18
RC 8 worked ok for me except some of the enemies could not be seen with full shaders on. I used the terrorstrike .fpm btw.


http://www.mk83productions.com http://www.freewebs.com/mk83
sexy_legs
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Posted: 20th Dec 2006 09:19
Hi lee, I'm new, but for a future update could you add an optional invntory? Please please pretty please? Thanks honey x x
sexy_legs
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Posted: 20th Dec 2006 09:21
wow darkfact where did you get those real looking people?
tj990
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Posted: 20th Dec 2006 09:58
my jaw is hanging now!
This looks fantastic!
bdgbdg
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Posted: 20th Dec 2006 11:34 Edited at: 20th Dec 2006 12:28
Downloading now, I'll post my test results soon...

EDIT: Here they are:

1 - Dynamic Lights don't show on Test Levels (at least for me);
2 - Well, this isn't really a bug, but the lighs look too bright...;
3 - Put a Dynamic destroyable object near a light, if you shoot it, it'll be destroyed in pieces, but they don't have any type of lightning;
4 - If you place a dynamic object close to a light, if you grab it and throw, you'll notice that 1 part of the object will stay black (when generating, the game thinks that it's static and will generate lighting acording to it, I guess)

Error 3 screen -
Error 4 screen -

Apart from those, this new update works great!

Project FPS - 71%
Benjamin A
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Location: The Netherlands
Posted: 20th Dec 2006 13:01
I'm getting a crash when building/testing a certain game, see attached image. This didn't happen with RC7 or before and I haven't changed anything in the game for a week or so.

Here's the crash report:
Quote: "[COMMON]
PathToEXE=C:\Program Files\The Game Creators\FPS Creator\Files\CrashOn_12_20_06.txt
[CEXE]
m_dwRuntimeErrorDWORD=Internal Code:12002
m_dwRuntimeErrorLineDWORD=11654"


When building other levels I haven't experienced the crash, only this level (it's pretty big). When switching off lightmaps, the game builds fine, when using lightmaps I get the crash. I've checked the sounds, but those are all in 22050Khz and work in other levels fine. The level builds fine in RC7 or below.

I'm not sure if it's my pc acting up, it only happens when I build this complex level, others which are less complex don't seem to have this problem.

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.

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s4real
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Posted: 20th Dec 2006 14:50
To start with thanks for rc8 and happy holidays,

The first thing I noticed with this version was the major slow down in my level but del msvcp71.dll and msvcr71.dll's has sorted the problem.

I also have problems sometimes with the building game crash but if I always make sure I make a new game and rename the game it seems to work fine, also best settings that work everytime is softlightmapping, med textures and no shaders and it builds fine.

Im a wizz at texturing toilets
Benjamin A
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Posted: 20th Dec 2006 15:15
Quote: "The first thing I noticed with this version was the major slow down in my level but del msvcp71.dll and msvcr71.dll's has sorted the problem."


I'm not sure if you just can delete ddl's if you feel like it.... perhaps they're there for a reason?

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Lon
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Posted: 20th Dec 2006 15:47
FYI My home made enemies also enter walls now and don't quite face forward when moving. Prior to rc 7 & 8 they did not do these things.

Lon

[url=http://webpages.charter.net/lflicking/]
westray
22
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Location: Falkirk,Scotland
Posted: 20th Dec 2006 15:48
After installing RC8 the scifi-2 level now runs much slower on my machine.Used to run at between 25-30 fps now down to anything between 12-20 fps.It is built with full lightmapping on in both cases.Build time with RC8 is now very quick.
Airslide
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Posted: 20th Dec 2006 15:50
Quote: "Dynamic Lights don't show on Test Levels (at least for me);"


In File->Prefrences make sure that Dynamic Lights is set to 'On/Yes'

Mickm
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Posted: 20th Dec 2006 16:08 Edited at: 20th Dec 2006 16:09
Lee & TGC,

Very nice work, you deserve a break.
Take a holiday and enjoy it.

Thanks for the release candidate

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bdgbdg
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Posted: 20th Dec 2006 16:12
@Airslide, yes, I have them on in the preferences. I just didn't test with build...

Project FPS - 71%
Mickm
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Posted: 20th Dec 2006 16:36
Ok, I found a problem.

I made about 6 small levels.
I went to build a game with all of the levels in them and recieved the following error.

"Runtime Error 9703 - DLL already exists at line 21117"

The error came when the program was doing the following

"Building Level 2\6: [275] Saving and optimizing universe..."

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Swhale aka The FPS Creator
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Posted: 20th Dec 2006 17:27
Quote: "In File->Prefrences make sure that Dynamic Lights is set to 'On/Yes'"


HAHA, that seems to be the reason as to how my games build so much faster.....

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s4real
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Posted: 20th Dec 2006 17:36 Edited at: 20th Dec 2006 17:41
@Benjamin A : The two dll's as far as im aware are only to help with compatibility with systems that do not have .NET files installed and my system has the latest one installed, as long as the software works at full speed for me with out the dll's im keeping it without the dll's.


Its running ok so far with speed and the fixes do seem to be working but still testing.

Im a wizz at texturing toilets
xplosys
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Playing: FPSC Multiplayer Games
Posted: 20th Dec 2006 17:46 Edited at: 20th Dec 2006 17:46
I can verify Mickm's error. See attached.

I'm sorry, my answers are limited. You must ask the right question.

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FredP
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Posted: 20th Dec 2006 17:53
See the error message I get (attached).

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theodore
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Posted: 20th Dec 2006 19:08
This is an error I come across every time I test a game.
Started to happen after RC7...



------------------------[Quality Change.txt]-----------------------
-------------------------------------------------------------------
Listed below are object limbs that were too large
to fit onto a texture and had their quality reduced
To allow the original quality to be used try splitting your object up into limbs and splitting large polygons into several smaller ones

Object Number: 70000, Limb Number: 7, New Quality: 0.133333
Object Number: 70000, Limb Number: 6, New Quality: 0.133333
-------------------------------------------------------------------
-------------------------------------------------------------------



As you can see in the Map Editor screenshot, only about a dozen static entities were used, but still...

(I have a P4 3.2, 1GB Mem, 128MB GFX Card)

Anyway, the new Lightmapper ROCKS!
Great work, TGC!
drew4663
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Posted: 20th Dec 2006 20:59
When you guys are installing the update do you choose repair or modify?

I chose modify and the map editor.exe makes the app freeze right off the bat so I replaced the map editor.exe with my backup. This allows me to acces my files and load a map. When I try to pre-build or view my level the fpsc-game.exe causes the app to crash.
Mickm
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Posted: 20th Dec 2006 21:09
Quote: "When you guys are installing the update do you choose repair or modify?"

I use the repair option.

Always make sure you have the latest Direct X version.
http://www.microsoft.com/downloads/details.aspx?FamilyID=0A9B6820-BFBB-4799-9908-D418CDEAC197&displaylang=en

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Davy B
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Posted: 20th Dec 2006 21:33 Edited at: 20th Dec 2006 21:34
Quote: "When you guys are installing the update do you choose repair or modify?"


I uninstalled just the patch then installed the new one and it work ok, will the next update have the DarkAI on it, can't wait any longer

The one and only Davy B
Benjamin A
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Posted: 20th Dec 2006 21:59 Edited at: 20th Dec 2006 22:17
Just to add on to my previous post. I'm getting the error (see attached image) with a lot of level I'm trying to build.

Testing the levels goes well and no problems there, but trying to build a stand-alone exe results in the error.

Building small levels don't pose a problem, but as soon as I'm trying to build larger levels this crash comes up. Even though testing the level was fine.

Also this new build seems to be picky about the number of objects that do use physics. A few levels that worked fine with RC& and before, now get stuck in the building/testing process when the engine gets to preparing the physics. The engine will crash with the debug error.

Another thing I've noticed and it's also with more complex levels. When using the storyzone (refering to an image) in a small level right at the beginning, the storyzone comes on fine. When using more complex levels, the storyzone used at the beginning just shows a black screen, until escape is pressed. The story zone encountered later on the level work fine. The initiation of the storyzone seems to need some warm up time.

Next problem I'm having is with full lightmapping. Soft lightmapping works fine (besides the mentionen problems), but when I try to test a level with full lightmapping, the level will build fine. But when I press OK to test the actual level, I'm taken to the level, see a black screen for a while and then FPSC crashes.

As more have remarked, this last build is very very slow. Games are running 5-10fps with this one, it's far worse then the previous one.

I'm not sure what's happening, but the updates are producing slower and slower builds and more errors then before, by now I'm not looking forward to the next build anymore. The newer the updates, the more problems I'm facing.

I'm going to try the next RC, but I'm a bit reluctant to do so. I'm stuck with a good number of levels that worked perfectly well under RC4/6, but from there one stopped working. It seems that the case is, the more is being added to FPSC, the less complex the levels can be. As always, I'm pushing FPSC to the limits, but with every build those limits become less and less. This worries me..... a lot. Will we end with an engine that produces great looking games, yet very small levels?

I'm now going to build a project that don't use any enemies at all, to the see the result of that. With that one I've never had any problems at all, so I'm curious to see what happens.

EDIT: quick report.... now I'm getting the lightmapper error others have reported.

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Mr Makealotofsmoke
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Posted: 20th Dec 2006 22:52
hi
i still get the issue of my arena map turning single player when i click on "Build Game". (U Cant change the arena settings also in build game)
this first happends in RC7 and now also in RC8
i used New Arena to make the map in 1.04RC4 then have been waiting for new patch so i can build the game without errors.

Plz help
i need to build and give to friend

If I Want It, I Want It

GeoNeo
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Posted: 20th Dec 2006 22:56
Quote: "Could be your video card FredP, mine on full shaders the npc are all black.
Set it to medium and they are fine.
"


There definitely is some kind of a compatibility problem. I can't see the enemy that's shooting at me at all. (see image) it occurs with all 3 settings I used under preferences:
[li]full light mapping, full shader effects, high quality 512x512[br]
full light mapping, full shader effects, medium quality 256x256[br]
quick light mapping, full shader effects, medium quality 256x256
[/li][br]

The other thing that happens in the game I am building is the PC reboots each time I try to test the game with full light mapping on. I do have 341 light maps on the level so I figure that's probably the problem.

GeoNeo

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RickV
TGC Development Director
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Posted: 21st Dec 2006 00:21
Word has it that RC9 is looming and it should have loading speed improvements!!!

Night all!

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Cellbloc Studios
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Posted: 21st Dec 2006 00:35
Word!

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LeeBamber
TGC Lead Developer
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Posted: 21st Dec 2006 01:07
@BenjaminA - can you email me directly so we can work through your specific problems. I think I need to get closer to understanding what you are doing with FPSC If you can prepare your large level as an upload, and let me download it, I can see what you are running initially under RC8.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
LeeBamber
TGC Lead Developer
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Posted: 21st Dec 2006 01:09
RC9 progress changes thus far:

* Added LOADREPORT field to SETUP.INI, used to track load/build times of each segment of the game level loading sequence
* Added LIGHTMAPTHREADMAX to specify the maximum number of threads to create (for cross-processor calculation) (in testing)
* Can now build more than one level under DarkLIGHTS tech - did not free a kernal DLL link causing an error
* Pre-calculated the physics static geometry in the build phase so it can be loaded in real-time (significant load time saving)

Also I have attached a picture, for no reason other than I really like this lightmapper It is actually a bug being shown, but a good bug and you probably can't see it.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "

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Mr Makealotofsmoke
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Posted: 21st Dec 2006 01:16
is it the black box on the ground?? near the front

If I Want It, I Want It

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