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MadHQ's Graveyard
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Wed Nov 23, 2016 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Debris Maker (alpha) - The cutesiest little tool ever!

You might need to watch with larger view...





wow, that awesome!, and why dont use it for voxels? <3 <3 <3 <3
fantastic!

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Wed Nov 23, 2016 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does switching the order of L and S work?

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Thu Nov 24, 2016 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

@HG_SCIPCION - Thanks! I do not know if I will ever set up some kind of voxel editor, as VXL edit will out do anything I can with HTML5, as HTML5 is still pretty slow...

But I do have other ideas like this debris maker, like a projectile maker.



Now back to color sorting...  Laughing

It doesn't seem to matter in what order I sort as the last to run will always undo/damage the previous sort...

I was doing some searching and realized I should be trying to do some kind of one dimension sort...

And I came across some thing like this.
Code:
var sortValue = (lightness * 3) + (saturation * 5) + (hue/360);


The attached image shows what it looks like with the pallet being split into 30 sections and sorted with that sort value...

TBH,  I kind of like this better...



colorsort.png
 Description:
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 Viewed:  13499 Time(s)

colorsort.png



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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Nov 24, 2016 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I felt that your numbered sort of 8 or 16 or the sorted 6 sections hue and lightness
was much more usable than others.

Attaching a color sort of anim.pal with a tool called Color Quantizer. Don't know
what sort it uses, may be a closest match algorithm based on colors. So attaching
the Jasc pal as well.



animcolors.png
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 Viewed:  13473 Time(s)

animcolors.png



animcolors.zip
 Description:
Jasc pal

Download
 Filename:  animcolors.zip
 Filesize:  1.06 KB
 Downloaded:  21 Time(s)


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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Nov 24, 2016 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
I felt that your numbered sort of 8 or 16 or the sorted 6 sections hue and lightness
was much more usable than others.

Attaching a color sort of anim.pal with a tool called Color Quantizer. Don't know
what sort it uses, may be a closest match algorithm based on colors. So attaching
the Jasc pal as well.


Isn't it clearly evident it is ordered/sorted as per the light...
In any case, the palette ordering/sorting is meaningless for the games themselves and only benefit in ordering is for your own visual viewing. You have to keep original ordering for the output shps nonetheless unless add the reordered palette for them.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Nov 24, 2016 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

There are some brighter ones after dull colors, so it may not be only light but color
also.

Certainly all existing SHP would have to be re-imported to the new pal if reordered.
But one of my early bottlenecks with color replace using SHP Builder with RA2 anim
was how the vanilla anim.pal was ordered in comparison to the anim.pal in TS.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Thu Nov 24, 2016 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

That palette was nice, but I wonder how does the anim looked like when ingame

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Thu Nov 24, 2016 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes the original pallet index order must be preserved for game. And that is one of those things programming can do, IE: arrays = [R,G,B,originalIndex].  Razz

The pallet I am sorting and showing is for a better user selecting experience.

The scene that gets built rendered in WebGL does not care about a pallet. One of the things I had to do is take each render and do a pixel search to match it to one of the pallet index, IE: as of right now I just use a RGB accumulation to binary search the pallet for a close point then go look at close proximity for a individual RGB match. I think I will at some point switch to using HSL instead of RGB...

As far as in-game, I haven't tested any my self, as I am still building this. but I can look at them in xcc and shp builder like shown in that little video. So at least I know I am building the .shp file right.  Laughing

As far as that "Color Quantizer" sort is, It does look like it does match some of the colors, but it does weights to much on the lightness/saturation level... but I feel as though mine is better, I think it really brings the pallet out Razz

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Nov 24, 2016 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't matter, just make a cscheme to convert the output if you must...

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Thu Nov 24, 2016 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Doesn't matter, just make a cscheme to convert the output if you must...


What is a cscheme?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Nov 25, 2016 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

The color scheme files Banshee's tools are using within the tool/cschemes folders. All are simple plaintexts.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Nov 25, 2016 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I will wait for in game result of that :3
Thats a nice trial and error for getting higher quality anims

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Nov 28, 2016 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread


I have released 4 new maps.





The bottom one (earth) was frustratingly disappointing... Its not that its bad, its just kind of on the smaller then I would like side, and this was due to the game limitations.

It started as a temperate map, however Antarctica would have looked odd as there is not snow tiles, so I switched...

Image is scaled to 20%, map size 199x199
Spoiler (click here to read it):


Once I had that finished I decided to go ahead and try to make a bigger map with out Antarctica and as a temperate map. So the attached image bellow shows a 20% scale of current progress, map size 272x158 (any bigger FA2 crashes... Wall bash! )... took a little bit of time just to get it there...  Wall bash! So now I get to finish it.

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Last edited by MadHQ on Sun Dec 25, 2016 8:38 pm; edited 2 times in total

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deathreaperz
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Location: Indonesia

PostPosted: Mon Nov 28, 2016 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indonesia..... :')

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Nov 29, 2016 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahh the good old infinitely appealing design for budding map makers, I must have seen 13 of these...




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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 29, 2016 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Make more TS maps, Mad!

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Nov 29, 2016 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Oooh, I can see my house from here! Very Happy

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Deformat
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Joined: 17 Sep 2007

PostPosted: Tue Nov 29, 2016 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

So...now I can build a wall at the border with Mexico? Very Happy

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Nov 29, 2016 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
So...now I can build a wall at the border with Mexico? Very Happy

Not with those cliffs and ramps in the way, it would be like Swiss cheese... Smile

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Tue Nov 29, 2016 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Make more TS maps, Mad!


I am thinking about it... who knows...



Anyways I am working on getting my VPL editor set up to add a voxel viewer, currently I am just setting up the viewer, I will then work it into the editor...

http://zombapro.ppmsite.com/temp/vplmapping/AllVoxelData.html

I just have to get the transformation matrix's to work correct... The stock Westwood voxels seem fine... I just have to get stuff like my voxels to work correct. But I do not plan on adding animations, as its for the vpl data.

If you really wanted to load your own voxels for fun, you need to put all files that are desired in a .zip. The code will look for .vxl or .hva files only.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sat Dec 03, 2016 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Took quite some time... not as big as I would have liked it to be... But I am rather happy with it.

Open spoiler to show image...
Spoiler (click here to read it):

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Last edited by MadHQ on Sun Dec 25, 2016 8:37 pm; edited 1 time in total

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Dec 11, 2016 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Just got done making more updates/changes to my site.

http://zombapro.ppmsite.com/

I have to say I love working on this site, PHP is so much fun!  Razz

To me its amazing how much I have changed/added to this site.

I am wondering does any one see any problems with any of the changes I have made...

I have checked a few browsers (chrome,Firefox,IE)... but I never know how all browsers function...

Also I added pd's x-mas mod soundtrack to the site.  Razz

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MadHQ
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PostPosted: Sun Dec 25, 2016 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


I have released 4 new maps.






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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Sun Dec 25, 2016 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah looks good thanks for sharing.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Dec 25, 2016 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are these all world maps? One is obviously our Terra, the one below looks like FF8's world. What are the other two?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 27, 2016 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you make the world of remnant from RWBY? Please?

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m7
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Joined: 17 Apr 2009

PostPosted: Tue Dec 27, 2016 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unless my mind is playing tricks on me, the top left is FF9's map.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Wed Dec 28, 2016 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread


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Kamuix
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Joined: 02 Nov 2012
Location: Canada

PostPosted: Mon Jan 02, 2017 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

MADHQ i must say your work is still great and i love the website changes you've made

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Jan 22, 2017 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread



A new year! New Stuff!
I am proud to announce my voxel viewer has hit version 2!
This version uses the games VPL and normal data with alarming similarities to light and shade the voxel.



The HVA locations are still not correct, however most are close enough.
Most features from the old versions have been removed, such as: animations/zoom/panning.
Another feature of this version that I am proud of is the binary reading of the voxel files is now done locally through javascript.
Originally, all the data was echoed from PHP, causing unnecessary demands for the host of this site.
Local processing also decreases the amount of data that is sent.

I have also decided to split all my voxels into individual downloads, bringing the total downloads to 430.

I have also released a handful of new voxels, below shows a few of them.






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Deformat
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Joined: 17 Sep 2007

PostPosted: Sun Jan 22, 2017 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Great work, as always. Smile

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Wed Jan 25, 2017 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jan 26, 2017 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Guess that voxel for my Puppeteer might come in handy for other people too.  Razz

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Feb 11, 2017 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Question: Does anyone have a remake of Moscow based on the 12th Allied and 11th Soviet mission?

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Feb 19, 2017 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread


I have released 18 new Civilian voxels!












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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Feb 19, 2017 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread


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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sat Mar 25, 2017 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


I have released 6 new maps.



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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Sat Mar 25, 2017 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

that top left map is awesome Tho I think it needs a further extension to be a 2 - 4 instead of 2 players only. other than that the other maps a are nice.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Mar 30, 2017 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

All hail Lord Trump!
Screw Megatron!

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Thu Mar 30, 2017 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
All hail Lord Trump!
Screw Megatron!



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MadHQ
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Joined: 07 Nov 2003

PostPosted: Fri Apr 14, 2017 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


I have released 16 new Civilian voxels!





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TAK02
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PostPosted: Sat Apr 15, 2017 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Man, and here I thought it'd be easy adding more civie cars to SRA2, and then comes Maddie, and keeps adding to my workload. So, for the love of all modders, STOP, you magnificent bastard! #Tongue

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Tue May 02, 2017 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread


I have released 4 new maps.



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Symphonic
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PostPosted: Wed May 03, 2017 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:

I have released 4 new maps.




They look great!

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 09, 2017 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice, I may modify a few for use in D-day (if that is ok?).

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sat May 27, 2017 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Razz



map.jpg
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map.jpg



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Bu7loos
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PostPosted: Sat May 27, 2017 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oasis in the middle (2)  ?  Razz

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MadHQ
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PostPosted: Sat May 27, 2017 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

try again

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nlspeed
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PostPosted: Sun May 28, 2017 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

That is one odd road. #Tongue

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MadHQ
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PostPosted: Sun May 28, 2017 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Was that a hint guess?

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