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FPSC Classic Work In Progress / Gone - [PGPS Winter Contest Entry]

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Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 31st Oct 2007 02:17 Edited at: 16th Nov 2007 00:52


New Screens! [Scroll down]

Story:

Ten years from now, Russia finally begins capitalizing on its massive amount of oil resources, causing their economy to soar, and their country to become one of the prominent oil exporting countries in the world. Their thoughts immediately turn to their military, which starts to grow rapidly. When Russia begins to threaten to invade other countries (namely allies of the U.S.), the United States government freezes their assets in the Federal Reserve Bank in New York City. Russia soon retaliates by sending two platoons of their most advanced and elite soldiers, via helicopter, into southern Manhattan to retrieve their money, and intimidate the United States government.

In an dreadfully unfortunate circumstance, the nearby nuclear power plant melts down, and the U.S. believe the Soviets nuked New York. The United States responds fiercely by sending every available soldier into Russia, with every branch of the military in action, along with a platoon of soldiers to New York to investigate and recover whatever is possible. Unsurprisingly, the cocky Russian government strikes back with nuclear missiles, targeting major cities and economic centers, attempting to cripple the U.S. government. When the U.S. fires back with nukes, it is officially the first large scale nuclear war in history, and allies of the United States retreat and isolate themselves for their own sake.

You play as one of the soldiers who was sent to New York. As you arrive, your convoy of APC's were ambushed by these Russian soldiers (presumed dead by the meltdown). Out of the thirty two soldiers sent into the city, only five survived, and only two in fit condition to fight.


Screenshots:


A dark hallway, kind of bare though, needs some grunge. I like the lighting.




Part of the main warehouse. The lighting needs some tweaking, and I plan on adding LYTE:FX or something similar to the windows, which need alpha mapping.




An area right after the first screen, where a series of laptops will be set up (you are standing on one of the two tables). The enemies need some work, the hands are a bit messed. No light source either.



Special Thanks

- Cheese Cake
- creator of zombies
- Shim Kangrey (for the eyehud)
- DarkFact
- Underside


NOTE: All screenshots are subject to change. These are not the final product, and are still a work in progress.

P.S. Expect a dramatic improvement in screenshots this weekend.

EDIT: Grr, I don't like my sig.

Also, be as harsh as you can with the criticism. So harsh that it should make me cry. I want to make this game as good as possible.

m man
17
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Posted: 31st Oct 2007 02:26
looks cool , does this mean you are continuing the gone game that you started a while back, becuase it was really cool
Inspire
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Location: Rochester, NY
Posted: 31st Oct 2007 02:26 Edited at: 31st Oct 2007 02:27
Yeah, the contest revived it.

EDIT: Is there a way a mod could remove my sig in the first post? It is bugging me severely.

Fluffy
16
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Posted: 31st Oct 2007 08:50
L00kin good nice 2 hear gone has been revived

Anthology Games
nackidno
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Location: Där solen aldrig skiner
Posted: 31st Oct 2007 11:17
Long time no see! Good luck in the contest!

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
Inspire
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Posted: 31st Oct 2007 21:07 Edited at: 31st Oct 2007 21:07
Thanks man.

Anybody else?

I think it's the big first post that scared everybody away.

Inspire
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Posted: 31st Oct 2007 23:25
Thank you to whichever mod did that.

[Sorry for the double post]

More screenshots later tonight, possibly.

dfujis the rocker
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Posted: 1st Nov 2007 02:50
so harsh that you'll cry? Okay, your game sucks no questions asked.

jk but nice design, textures could use work however and it is a little plain

famous last words: check this out
Inspire
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Posted: 1st Nov 2007 03:10
Textures? Which ones? The floor textures are the only ones that aren't really detailed, you should see them in game.

About it being plain: It shouldn't be for too long, I'm trying to get the core levels designed before I go crazy with detail.

Plystire
21
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Posted: 1st Nov 2007 06:31
Is it just me or does anyone else have an issue with not being able to see anything in the pictures?

Perhaps they will seem brighter while playing that game and nothing having such a bright background next to it.


The one and only,
~PlystirE~

dfujis the rocker
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Posted: 1st Nov 2007 06:58
it might just be my computer (its actually my friends) so it might not be your problem. but on my computer the wall in the first screenshot looked pixelated (in a bad way)

famous last words: check this out
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 1st Nov 2007 13:14
Yeah Inspire, super nice! cool sig also.
Deathead
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Posted: 1st Nov 2007 23:19
I think dfujis the rocker was trying to do my...

Anyways loving the game! It looks great! The dark hallway looks great..EVERYTHING LOOKS GREAT.*Breaks down*lol Jk.

Ehetyz
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Posted: 1st Nov 2007 23:22
This looks really cool. Nice, atmospheric lighting. Keep up the good work

We've seen the world burn! We've seen the sun eclipse from the smoke of the burning dead!
Inspire
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Posted: 2nd Nov 2007 00:08
Quote: "Is it just me or does anyone else have an issue with not being able to see anything in the pictures?

Perhaps they will seem brighter while playing that game and nothing having such a bright background next to it. "


My screen is somewhat bright, but I have to turn the brightness down more than 50% in order to have problems seeing stuff.


Quote: "it might just be my computer (its actually my friends) so it might not be your problem. but on my computer the wall in the first screenshot looked pixelated (in a bad way)"


The texture doesn't look pixelated at all on my computer. Thanks for reminding me to update the floor textures, though!


Quote: "Yeah Inspire, super nice! cool sig also. "


Thanks man, I was just really sick of seeing my old sig. I'm going to make one I'm actually content with one of these days...


Quote: "Anyways loving the game! It looks great! The dark hallway looks great..EVERYTHING LOOKS GREAT.*Breaks down*lol Jk.
"


Haha, thanks man. Do you think I should improve on anything?


Quote: "This looks really cool. Nice, atmospheric lighting. Keep up the good work "


Thanks man. I'm trying to replicate creator of zombies' fantastic lighting. His lighting tutorial helped a great deal.

Everyone:

I have a new build of the map ready on my computer, and I will post new revised screenshots as soon as I have a chance to sit down at the computer (some things I need to do first).

Inspire
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Location: Rochester, NY
Posted: 3rd Nov 2007 00:34 Edited at: 3rd Nov 2007 00:34
I'm going to be working on this game for most of the night, and already I've made some fantastic progress. Custom segment meshes, optimized wall segments, surveillance rooms above the warehouses, beautiful lighting in the hallways, custom scripting for puzzles and a sweet looking security room.

To do:

- Replace placeholder models with custom media
- Fix lighting in main warehouse
- Retexture floors and gantries
- Make custom LYTE:FX
- Finish last two warehouse rooms
- Add detail


Then the geometry will be finished. All I have to do after that is add enemies, and I'm good to go!

EDIT: I hate double posting in my own threads (or any threads for that matter), so give me some feedback.

Roger Wilco
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Posted: 3rd Nov 2007 00:43
Great to see this project back in business, I really like your work and style. Keep up the good work.
Inspire
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Posted: 4th Nov 2007 23:46
Quote: "Great to see this project back in business, I really like your work and style. Keep up the good work."


Thanks, man. Haven't seen you around here in a while.

Any criticisms?


Screenie time.

Two are updates of previous screens, and the next two are brand new!

Update Screens






New Screens

This one is almost finished, I just need to retexture the lockers so they don't have numbers, and don't look like they are the same entity, place repeatedly in the level.




This shot I've really happy with. There will be a switch in this room that you need to activate to turn the emergency power on. Custom power boxes (not the Model Pack 3 ones!), pipes, and I-beams.




Give me feedback.

Also, what is the command to turn collision off in an entity? I think it's "coloff" or something, but I'm not entirely sure how to implement it, and found nothing when I searched.

Inspire
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Posted: 6th Nov 2007 01:53 Edited at: 6th Nov 2007 01:54
[Bump]

Does anybody have any comments at all? I'm pretty much the only one whose seen the game besides the two other members of our team, and they only say "it looks good", with no constructive crit.

More screenshots soon. I'm trying to get some illumination maps working.

AlanC
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Location: Seattle, WA
Posted: 6th Nov 2007 02:31
Looking great.

Inspire
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Posted: 6th Nov 2007 03:27
Thanks, man.

I don't mean to sound needy or something, but can people please say what they don't like about the shots? I need stuff to improve on.


Also, I just got a ton of new textures done, and started designing the second level. I'll save the first one for a rainy day.

Robert F
User Banned
Posted: 6th Nov 2007 03:29 Edited at: 6th Nov 2007 04:57
Quote: "I don't mean to sound needy or something, but can people please say what they don't like about the shots? I need stuff to improve on.
"


nothing bad to say about them. There Perfect

Plystire
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Posted: 6th Nov 2007 10:25
It's still too dark for me! My eyes hurt looking at the pictures. The couch is too creepy. And it smells weird... AND I'M HUNGRY!!!

Okay, that's enough bad stuff for you.

Yes, the fpi action to turn off collision with the entity is "coloff"... all you gotta do is use that action... after that action is executed, you can now run right through the entity.


The one and only,
~PlystirE~

darimc
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Location: Canada
Posted: 6th Nov 2007 13:01
It is kind of dark but so is my game. My real concern is the entities. I feel there isn't enough. An easy way to prevent lag from a game that's dark is to put a realistic amount of entities where the player can see. The places in the shadows don't matter too much.



Storm 6000
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Posted: 6th Nov 2007 14:15
its a load of pictures of lights..., theres nothing in any of the rooms and they all look the same so to be honest I have no idea what kind of place you are trying to create

Thanks
Adam
creator of zombies
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Location: UK: West Wales
Posted: 6th Nov 2007 21:16
Pros
Nice Lighting
Some nice wall textures
Nice skylight window

Cons
Not much sense of story in the screenshots
What are you trying to show us. Showing someone 5 pictures of rooms with fancy lighting won't earn you much kudos on it's own. Try expanding your boundries. Add some vents,holes etc on to the wall. It wil enhance the mood and give the game a 'deffinate' feel.

hope that helps

CoZ




Inspire
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Posted: 6th Nov 2007 21:49
Now that's the kind of feedback I'm looking for.

@ Plystire:

Haha. That's weird that you can't see them. Does anyone else have trouble seeing the screenshots? And thanks, I'll try it out.


Quote: "It is kind of dark but so is my game. My real concern is the entities. I feel there isn't enough. An easy way to prevent lag from a game that's dark is to put a realistic amount of entities where the player can see. The places in the shadows don't matter too much."


Yeah, but then if the player shoots, it looks terrible. I'll try to add a realistic amount of entities, but I'm taking a break from this level to work on the next one, which will be much easier to design, and we have more media for. When I finish the new screenshots, tell me if I have a realistic amount. It's hard to judge with your own work.


Quote: "its a load of pictures of lights..., theres nothing in any of the rooms and they all look the same so to be honest I have no idea what kind of place you are trying to create"


Um...it's not a load of pictures with lights...it's a load of pictures with lights. Take another look. Do you not see any of the other entities in these screenshots? Thanks for the criticism though, I'll try to make the purpose of each room seem more apparent.


Quote: "Nice skylight window"


Funny, I think that's the worst thing out of all these screenshots. lol


Quote: "Not much sense of story in the screenshots
What are you trying to show us. Showing someone 5 pictures of rooms with fancy lighting won't earn you much kudos on it's own. Try expanding your boundries. Add some vents,holes etc on to the wall. It wil enhance the mood and give the game a 'deffinate' feel."


Hm...

What do you mean by "not much sense of story in the screenshots"? I'm going to break this down...Well, everyone in the city is dead. That being so, there should be dead bodies around. Maybe some blood on the walls. The only things that are alive around rats and cockroaches, rats are on the way, cockroaches are planned if we have enough time. Uh, you are in a Navy armaments warehouse [a makeshift one, as the story will explain through communications in your headset]. That being said, I'm going to be making a ton of missiles on racks and putting them everywhere, and a lot of "Danger: Explosives" signs. I'm thinking about putting some monstrous loading bay doors (much bigger than the Model Pack 3 ones) in the level, which might help with it being a warehouse. Maybe some signs indicating which section you're in? And a sign that says "Parking Garage"? Wow, that was really helpful, some serious brainstorming has just occurred.

All:

I just made some absolutely delicious wall textures, and I plan to put a screenshot up soon. I'm going to follow all of your advice and beef up the first level, though. Thanks again.

dfujis the rocker
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Posted: 8th Nov 2007 03:49
sorry I've been out a while,
@Deathhead- you couldn't have put it more perfectly

@Inspire- now that I'm back on my computer the textures are coming out right (I hope), but you sandbag bunker is a little on the chunky side

famous last words: check this out
Plystire
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Posted: 8th Nov 2007 11:38
That's a sandbag bunker?? I thought it was a couch!!


The one and only,
~PlystirE~

Inspire
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Posted: 8th Nov 2007 21:42
Ugh...it's stock...and I have no idea where I'd get a texture for sandbags...

By the way, it is definitely not a couch. lol

chees hed
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Posted: 11th Nov 2007 01:36
most of the pictures prtty much look the same. add some light variety, not all yellow. have some red, blue, maybe even green every now and then. and you do need more entities. entities that match your story might be things like:blood, bodies,fire and exploded things, holes in walls, pieces of flesh everywhere (like in mp1), people hanging on the walls with knives through them (or axes or anything else that could hold them up). hope this helps.

when the chicken crosses the road, he never comes back
Inspire
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Posted: 11th Nov 2007 17:19
Yeah, they do need more entities, but they do not look the same. Some of them are also revised versions of previous screenshots, so that's why those are the same. They only have the same lighting and wall texture in common, as these are all taken fairly close to eachother.

About the lights, we don't want this place to look like a disco, so we are having the lights match the light entities. I will try to add some red lights, though, because those are fun and festive.

We are currently making blood and bodies right now, along with some very nice exploding things, but the other things that you mentioned do not follow the story, and would be out of place.

Thanks for your input.

I got a ridiculous amount done on the first level yesterday, and it will probably be done by tonight, except a few retextures and dead bodies, which are on the way. Our modeler is currently working on the cutscenes, and will do so for the rest of the time we have for this competition. I'll try to get some screenies up later today of this tasty new area I made. It is glorious.

Inspire
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Posted: 14th Nov 2007 03:12
I started laying out the second level yesterday and today, and made some custom media too. I'm really trying to create some high quality office models. For now, most of the entities are placeholders (most of it is DarkFact's stuff), but it will be changed to custom to fit the setting.

This level is going to be really fun to make and play.

What weapons should I put in this game (I am using Model Pack 5 for this competition, they will all be custom for the final version).

The player spawns with a Desert Eagle and obtains an MP5 almost immediately. I want the Jackhammer in there somewhere...

So far, the enemies have Ak-47s, but I made it so that you can't pick them up, because I don't want the player to have a ridiculous amount of ammo. I'm thinking about a fire axe, or that one heavy machine gun (belt fed, I think it's called the SAW?).

Hopefully I can get some screenies up this weekend. I'm going to be working non-stop to get this game at tip-top shape.

chees hed
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Posted: 18th Nov 2007 23:14
well, im glad i could help. what are you using to make the cutscenes? I NEED CUTCENES! a little off topic, but whatever. and maybe a knife would be better than an axe. unless this is a horror game. if it is, go with the axe.

when the chicken crosses the road, he never comes back
Inspire
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Posted: 18th Nov 2007 23:18
The hands (the thumb, at least) on the knife in model pack 5 are messed, so I'm going with the axe.

We're making the cutscenes in Blender.

Inspire
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Posted: 22nd Nov 2007 01:45
New screenie time!

Right now, I'm looking for some realistic light entities to put in this map, so that explains the lack of white light sources.

The first screenie is one of the first parts of the map, and the second screenie is a revised version of an earlier one.

Give me harsh criticisms. Tell me everything that's wrong with these screenshots.





darimc
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Posted: 22nd Nov 2007 01:54
There really isn't anything wrong with them. But you should turn the ambiance down and put a light in the first shot.



xplosys
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Posted: 22nd Nov 2007 03:45
Inspire,

Sorry I haven't been in here yet. I love this project.

The last two screenshots are choice. As for the ambience, I would take it down a notch and let the design and entities play in that space between dark and light. There is plenty for the eye to see and letting your lights cover only parts of the room and entities will make the player study the scene and draw them in to the game.

I'm not sure what this facility is supposed to be, so I can't comment on that, but I'm assuming it's underground? If it's a storage facility then it looks and fits fine.

Good luck with it and I hope you get to finish.

Best.

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

General powell11
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Posted: 22nd Nov 2007 04:35
Quote: "Give me harsh criticisms. Tell me everything that's wrong with these screenshots."
THIS PROJECT SUCKS! im just joking! its coming along very well, i would just say turn the ambience down just a tad bit more

Check out my WIP game, and comment at-----http://forum.thegamecreators.com/?m=forum_view&t=110649&b=25
Inspire
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Posted: 22nd Nov 2007 04:57 Edited at: 22nd Nov 2007 04:58
@ darimc:

I agree with you, the it does seem a bit bright. I'll check that out.

@ xplosys:

Thank you, I'm glad you like it. Good advice, I'll check it out. I'm a bit paranoid about having my environments be too dark because that is pretty much the main criticism on these forums.


Quote: "I'm not sure what this facility is supposed to be, so I can't comment on that, but I'm assuming it's underground? If it's a storage facility then it looks and fits fine.

Good luck with it and I hope you get to finish."


It's an makeshift Navy warehouse (originally a customs warehouse). This will be explained to you ingame.

Thanks, I hope so too. I'm especially worried about Ertlov. We haven't heard from him alot lately.



@ General powell11:

Hm...will do. The ambience seems to be the overall problem with these shots, so I'll try to get that looking good.


At the moment I'm trying to get the first level perfect. Large open areas generally aren't my thing, so it's difficult to get this working okay. I'll try to get a screenshot up of the second level tonight, but I have to wake up early tomorrow to clean before Thanksgiving, so I don't wanna be up too late.

Thank you all for your criticism.



Inspire
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Posted: 22nd Nov 2007 06:42 Edited at: 22nd Nov 2007 06:43
Grr...not happening. I did get a really nice custom segment done, but now I'm in need of a drop ceiling texture. I would put up a screenshot, but the level is really where I want it to be. Nothing's gonna get done tomorrow, it's Thanksgiving. We will probably be recording audio on Friday, maybe Saturday. I will get screenshots up on one of those two days.

Any more crit, anyone?

Plystire
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Posted: 22nd Nov 2007 10:40
A bit bright? I can't see ANYthing in the screenshots! Except for maybe 4 feet away from the lights in the second screeny you just posted.

Lol


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
Inspire
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Posted: 22nd Nov 2007 16:43
You might wanna turn your brightness up, then.

Duplex
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Posted: 22nd Nov 2007 16:50
I'm with Plystire, I can't see a thing on both of my PC's.


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Inspire
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Posted: 22nd Nov 2007 18:06
That's messed, they are fairly bright. I'm using three lights with a range of 75 in the second shot.

Deathead
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Posted: 22nd Nov 2007 18:50
Quote: "Give me harsh criticisms."

I must avoid that. I got nooby-slapped because of it. I have now been lifted from the dreaded nooby slap though.

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Inspire
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Posted: 22nd Nov 2007 18:54
Wait, in this thread?

I would have a problem with the mods if you got in any sort of trouble for criticizing my game. Go ahead and be harsh, I want you to be.

Fruitless CRUNK
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Posted: 23rd Nov 2007 06:00
I know that you're not going to lisson to one persons oppeanon but, I think its too dark. Don't get me wrong it looks good but mabe put a little more light into it.

If you can't win, cheat. If you can't cheat, quite.
Inspire
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Posted: 23rd Nov 2007 06:03
Quote: "I know that you're not going to lisson to one persons oppeanon but, I think its too dark. Don't get me wrong it looks good but mabe put a little more light into it."


Why would you think that? I listen to everyone's opinion. I guess it's a matter of taste, though. I'll check it out. Some areas are brighter in game, some are darker.

Duplex
User Banned
Posted: 23rd Nov 2007 13:28 Edited at: 23rd Nov 2007 13:28
Quote: "That's messed, they are fairly bright. I'm using three lights with a range of 75 in the second shot."


Lol, yeah it is, considering I can see the first one better than the second LOL

Edit: Fixed a typo.


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