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Voxel Grand Prix Triathlon Edition
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jun 04, 2009 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm seeing:
June 4th, GMT.
One last day.

Time for anyone to start! #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Jun 04, 2009 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome.I'll have something to do for tomorrow(If I'll be able to.)

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Fri Jun 05, 2009 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Now tell me what should I do when I can't send nothing via PM because of that "Reached attachment limit"* crap... Confused

*when my attachment box is empty
It's 83kB...

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Fri Jun 05, 2009 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Upload to mediafire #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jun 05, 2009 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

partyzanPaulZy wrote:
Now tell me what should I do when I can't send nothing via PM because of that "Reached attachment limit"* crap... Confused

*when my attachment box is empty
It's 83kB...


IIRC, that means that Rami's box is full.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jun 05, 2009 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

allready emptied it
and just some couple of hours later the banshmeister quadruppled the pm box #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jun 05, 2009 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

last few hours guysngirls
got allready 4 submissions

go and submit! submit if you got only one or two finished.
as stated above you score less points in total but better than nothing.
everything that is in my inbox before tomorrow morning when i check it will be part of the comp...
so you got a few hours more (everything after the deadline gets some lil penalty)

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Fri Jun 05, 2009 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
so you got a few hours more (everything after the deadline gets some lil penalty)

Yay, that's like in one Uni subject called "Basics" of the Programming:
One extra day = -1 point (10 was total)...

It's sad there are just 4 submissions... Confused

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Jun 05, 2009 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would've entered too,but today was ALSO(GODDAMN!)another busy day.Sad the deadline wasn't 15 june.(It would have been easier for all.)

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Jun 06, 2009 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
I would've entered too,but today was ALSO(GODDAMN!)another busy day.Sad the deadline wasn't 15 june.(It would have been easier for all.)

Same situation as this guy :/

Although, lets see if I can put together something anyways within the next coupla' hours. (Yea haw - Practisin' Sppeeeeeed modelin'!)

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Jun 06, 2009 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

time is over

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jun 06, 2009 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

So, how many people entered in the end?

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Jun 06, 2009 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

4 submissions
12 voxels in total

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Thu Jun 11, 2009 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Progress?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jun 11, 2009 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm still judging Sad

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Jun 12, 2009 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Aye same here:P

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jun 12, 2009 6:44 am    Post subject: Reply with quote  Mark this post and the followings unread

we are goo in time...
look at other comps that took more than 2 weeks to judge #Tongue

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Fri Jun 19, 2009 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

you still judging Dregan? #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jun 19, 2009 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

we´ll post the results soon #Tongue

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Fri Jun 19, 2009 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, I wonder how it ended.

OT: @raminator: Someone close to you died? Because of that black line in your avi.

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Fri Jun 19, 2009 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think thats a sharp blade he's running away from.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Jun 20, 2009 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

@pp: yes, sadly that´s true Sad

but now the good news.
here are the results


comments will be released later

Voxels up for download at http://cnc.raminator.de
(screenshots are there too) #Tongue

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Jun 20, 2009 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

NOTE: Bright maps make voxels look more pixelated. Neutral

Also here is art code which seems to be good for that heli I posted:

Code:

[ACHOPPER]
Cameo=ACHOPPERICON
AltCameo=ACHOPPERUICO
Voxel=yes
UseBuffer=yes
Remapable=yes
DisableVoxelCache=yes
DisableShadowCache=yes
PrimaryFireFLH=0,60,0
ShadowIndex=1


EDIT: Whoa, that NOTAR chopper was really good on PIE factor.
BTW, what's so wrong with RA2 normals? The brightness?

@raminator: that's sad...

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Sat Jun 20, 2009 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

congrats on the score partyzanPaulZy Very Happy looks like i'm not the voxel god after all eh? #Tongue

edit: hey at looking at partyzan's voxels he used autonormals, and dregan you gave him a full score for them? that seems odd :S

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Jun 20, 2009 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
he used autonormals


Autonormals then massive hand normals painting job.

__206_132_216
147___@_@__ 153
______16______


AN can be never as sharp as I want, they are blurred, so they can be used just on few places like round nose of plane/heli and so.

Try it auto-normalize and you will see!
(I used AN 5.6 range=2.5 smooth/contrast = 8/24)

You did good job because I see those voxels are complicated,
you used TS normals, I used RA2 normals. Neutral



compare.png
 Description:
this voxel had only front parts of tracks unchanged
 Filesize:  20.21 KB
 Viewed:  5381 Time(s)

compare.png



Last edited by partyzanPaulZy on Sat Jun 20, 2009 4:08 pm; edited 1 time in total

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Sat Jun 20, 2009 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

i hand painted mine from scratch so that's why i brought it up #Tongue i dont use autonormals, they're fail when it comes to looking good at all, plus TS normals are more diverse, my voxels can be used in either TS or RA2 so the person downloading them doesnt have to just use them for one game

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Jun 20, 2009 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, TS normals are more diverse in this way and there can be used some colours which can't be used with RA2 normals (neon blue).

BTW, I think my mod will contain only vehicle and aircraft voxels, [size = 4] mechs [/size], helis and ships will be shps (rotor is buggy thing + they don't have to tilt on slopes).

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Jun 20, 2009 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

here come the comments

raminator wrote:

Sane Disruption

Vehicle: would have been better, if turret was seperate and the barrel should have been darker to be more noticeable on some directions or atleast could add some gradient to it.

Naval:gradient to the lower part would improve the look, same applies to the chimneys, turret offset is not perfect.

Aircraft: grey colors at the cockpit and some gradient cockpit windows would have been nicer.

Theme: it´s obvious that this is meant to be GDI for RA2, so less points here (not very original).

[TiberianFuture]

all together: seems that the ship was the unit you started with and coz you were running out of time you quickmade the bot and the bomber, the bomber doesn´t fit to to ship and the bot. The bot after all has a good size and the barrels to allign very well.

Theme: The colorscheme stole some points. i tested those voxels with allied blue and they looked a bit nicer.

partyzanPaulZy

Vehicle: it´s good as it is.

Naval: looks like a naval version of vehicle, could have been a bit bigger.

Aircraft: too big compared to the other 2, dark grey would be better for the cockpit-window color.

Theme: the mixture of GLA and Harkonnen is win.

Blueguard

Vehicle: too small and used colors without proper normals (pinky syndrome).

Naval:i like this walefish-look, nothing too complain, but would have scored more theme points if you adapted that „animal-look“ to the other 2 voxels too.

Aircraft: cockpit should have not been made remapable, some gradient gold would have been loooking a lot better, compared to the vehicle and the sub it is too big.


Moretecha wrote:

Sane Disruption

- 001 Land Notes-

Detail - The detail is very high quality, though I think the simulated rivets are unnecessary since they are only one cube and will have problems showing up ingame. The barrel and grey components need to be defined more so that the stand out more from the yellow drab. Another feature is the tank treads which look great, though that too won't show up ingame but reflects the work that was put in by the artist.

Colouration - Alittle bland as with most general GDI units, the yellow drab could have been replaced by a 2 tone yellow and brown to make this unit more original, there however is a perfect amount of remap that has been integrated with the unit to look like armoured plates.

Normals - Hand painted and flawless

Competence - Advanced through the normals but alittle work can be done on unit detailing to make elements like the barrel stand out more from the chassis of the tank.

Pie - Not a bad MBT, with good design principals in place.

Theme - The competition was to make a new side for TS or RA2. I find that porting GDI to RA2 was not the best idea for this competition because GDI is technically not a new side. More though could have been put in to make something more unique.

- 001 Sea Notes-

Detail - The detail is very high quality, though I think the simulated rivets are unnecessary since they are only one cube and will have problems showing up ingame. The guard rails around the deck are also unnecessesary since that detail would be lost ingame also. The GDI logo was not required since the colouration of the unit should suggest which side it is from.

Colouration - Alittle bland as with most general GDI units, the yellow drab could have been replaced by a 2 tone yellow and brown to make this unit more original, the remap looks great as a stripe around the tower housing the bridge as well as around the base of the exaust stacks. The stripe of remap pointing towards the prow (front) is not really needed since remap on the other locations can be seen from all directions ingame.

Normals - Hand painted and flawless

Competence - Advanced.

Pie - Not a bad ship all up, with mostly good design principals, it would have been good to have had the exaust stacks and the bridge tower leaning in the same simulated direction. In other words to have an angled face at the front of the bridge instead of the rear at the same angle as the stacks.

Theme - Same as the point from the land vehicle

- 001 Air Notes-

Detail - Same rivet point as stated with the land unit, There seems to be more detail on the underside of the voxel which again is unnecessary since it won't be seen ingame, The cockpit has some errors ingame in certain angles, this can be fixed by making the cockpit alittle bigger.

Colouration - Same points as with the land unit. the remap going along the tail detracts from the effectiveness of the whole unit, It may have been better to have remap as a large stripe crossing the wing tips instead.

Normals - Hand painted with minor flaws due to some small components on the unit.

Competence - Advanced through the normals but alittle work can be done on unit through better design.

Pie - Im unimpressed with the wing configuration as well as the size of the intakes. The wing configuration gets in the way of the rest of the voxel in certain angles ingame hiding detail. It doesn't look airworthy. If the front tips of the wings where pointing outward from the centre of the unit then it would look much better. There is no signs of any ordinance either.

Theme - Same point as land unit

[TiberianFuture]

- 002 Land Notes-

Detail - It is very difficult to pick out detail ingame and it seems like too much has been put in for such a small unit, it looks blury ingame. There is not a great deal of remap so it will be difficult to tell which side its from ingame.

Colouration - The colouration is consistent throughout all of the units for this side, though in the case of the land unit, the track wheels and the barrels look to light ingame.The back of the turret should be all one colour instead of small bits for red remap which has completely destroyed the way the unit looks ingame.

Normals - Auto, though the unit was smaller and had alot of curves so it would have been very difficult to achieve a good look through hand painting.

Competence - Intermediate to advanced

Pie - Not really a good unit due to the detail and the colouring issues, but aside from that a good unit design that with further improvements could be a successful concept.

Theme - I like the theme, It looks very cybernetic and if developed further could provide a good antagonist army for a mod.

- 002 Sea Notes-

Detail - A good ship though it closely resembles the soviet drednought too much. I am also not a fan of the gigantic brain, not only because a gigantic brain will bake in the sun and get damaged in conflict, but also because the red dots on it make the rest of the unit look messy.

Colouration - Consistent with the rest of the units and the green goes well as a clashing colour to indicate radioactive exaust outlets. The turret barrels could be darker as they have the same problem as the land unit. There is too little remap on this unit, it may have beem better to have one or 2 large stripes on a highly visible location on the unit instead of the intricate placement you have on the prow, this just makes the unit look messy ingame.

Normals - Auto

Competence - Intermediate to advanced

Pie - good unit design that with further improvements could be a successful concept.

Theme - Same as land unit

- 002 Air Notes-

Detail - The detail on this unit is mainly the cutout section inside the top wing of the aircraft. But this is hidden since it blends in with the rest of the unit. Except for the cockpit, the rest of the unit is one giant wing.

Colouration - The coloration is consistent with the other units except for the exaust colour. This should be the same colour as the green on the ship. There is too much remap, the method addopted by covering the edged has made the unit look badily made since the normals change its colour too much and make it look like a mess, this can be fixed by looking which normals do this and change the colour respectively to minimise this. Another way would just be to have stripes on the wings crossing minimal amounts of normal changes as possible.

Normals - Auto around the curves of the aircraft combined with some hand normalisation.

Competence - Intermediate to advanced

Pie - Aside from the top wing of this unit it is a good design that with further improvements could be a successful concept.

Theme - Same as land unit

Theme: The colorscheme stole some points. i tested those voxels with allied blue and they looked a bit nicer.

partyzanPaulZy

- 003 Land Notes-

Detail - The detail on this unit is great, firstly remap is minimal preserving space for other details whilst providing enough of it to be able to be seen from any direction. The barrel stands out from the rest of the unit by being a completely different colour and on top of that, you have the tip of the barrel that has been given a burnt look like its been fired recently. Everything from the armor plates to the exaust tips and the aerials to the wheels are all clearly visible ingame. You can even get an ideas how the suspention on this unit works just by looking at it ingame.

Colouration - The colourisation is fantastic, even though the base colour looks like its one colour, its not. On closer inspection you find that there are a multitide of different colours all meshing together to produce and enhance the detail of the unit. The metal sections even have rust on it!!

Normals - Hand painted and flawless

Competence - Expert

Pie - Damn good unit which has been fantastically designed withing a plausable framework whilst retaining abit of the scifi stuff we all love.

Theme - This theme seems to me like a desert based rebel millitary, or a post apocalyptic army fighting and dying in the wastes. The units are well developed and if more of these units where made then you would have yourself a well developed side for a very high quality mod.


- 003 Sea Notes-

Detail - Well most of the points stated in the land unit apply here too. Excellent detail all around.

Colouration - same as points used on land unit

Normals - Hand painted and flawless

Competence - Expert

Pie - same as points used on land unit, I like the use of multiple keels, this gives it a more rugged and practical look enhancing the detail. Though this may be because of the game scale but I would have like the unit to be alittle bigger, maybe the size of the alied destroyer for example.

Theme - same as points used on land unit

- 003 Air Notes-

Detail - same as points used on land unit, Very good layout of the ordinance as well as a reasonably sized engine compartment on either side. The compartments could have been alittle bigger but at its current size it gives the look it intended nicely.

Colouration - same as points used on land unit

Normals - Hand painted and flawless

Competence - Expert

Pie - same as points used on land unit, though however the cockpit and the overall unit seems alittle too large. This is due to the game scale though. The rotor seems to have some errors on some of the ingame directions but this is a minor flaw however. The NODAR tail config complements this unit perfectly.

Theme - same as points used on land unit

Blueguard

- 004 Land Notes-

Detail - There is not really much detail on this unit

Colouration - bland and this voxel has uncompatable colourisation erroes or pink cubes of death. Very little remap though there is enough to distinguish its colour from any ingame direction.

Normals - Auto

Competence - intermediate

Pie - A pretty standard and small harvister or troop carrier. The wheel configuration is odd, I would have made the tracks shorter and used one fron wheel instead. It wouldnt have hurt to have this unit alittle bigger either.

Theme - Semi modern millitary - rather standard and basic but fits in with the rest of the units presented.

- 004 Sea Notes-

Detail - The main striking point about this unit is the A10 inspired teeth on the prow (front). A good idea at first but who paints teeth on a submarine? its hardly visible since it will be underwater most of the time and it doesnt really look that good ingame since it has one voxel cube gaps in between one voxel cube teeth surrounded by one voxel cube lips. The result is rather blury ingame. The other point is the amount of windows it has, one torpedo or depth charger hit and your fooked.

Colouration - The colouration is good, I like the use of olive green drab on a dark grey base, it gives it character.

Normals - Auto

Competence - intermediate

Pie - It would have been good if this unit was the size of the soviet submarine and less whale like. With a clearly defined conning tower instead of one that moulds into the chassis of the sub.

Theme - Semi modern millitary - rather standard and basic but fits in with the rest of the units presented.

- 004 Air Notes-

Detail - Again not too much detail, it looks like a rather standard basic multi role fighter. There is visible areas on the wings used for flaps etc. and no ordinance. The only real feature is the over sized fuel tanks.

Colouration - Nice basic grey black camo though the allied blue does its colour scheme no service. The olive drab bands on the wings are out of place. The remap cockpit doesnt fit with the rest of the unit. Overall the colourscheme of this unit is a mess.

Normals - Auto

Competence - intermediate

Pie - Basic fighter, it fits with the rest of the units well enough but it needs alot of work.

Theme - Semi modern millitary - rather standard and basic but fits in with the rest of the units presented.

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Blueguard
Cyborg Specialist


Joined: 22 Aug 2007

PostPosted: Sat Jun 20, 2009 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like I said, I have to YR to see them ingame. That means I have no WW voxels to copy the size. And about that row of teeth: Why to some people make tatoos on these places, what are covered with cloth all the time? And if a swimmer sees this thing in the water, he may think it's a shark, but then he discoveres, that it's a submarine. That is two scary things in one.

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Sat Jun 20, 2009 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shark teeth on the unit = + 5 points of the fear factor in psychological warfare (mostly used on planes).

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Jun 20, 2009 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aye but not subs:P Also the teeth don't look good ingame. Keep practicing kid:P

Also, good job partyzan, really good job. I was totally convinced that was MigEaters work:)

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