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Work in Progress / Mercenaries 2

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Deadly Shadow
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Posted: 5th Dec 2004 11:32
But... the hands could be fixed. Just comenting!

Sega and Microsoft nothing but the best.
David T
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Posted: 6th Dec 2004 01:44 Edited at: 6th Dec 2004 01:44
Quote: "That looks awesome. I used a big texture just for quality sakes, but with a decent detail map (which you have), you can probably shrink to 512x512 or 256x256 without seeing too big of a dent in quality (untested ofcourse). Thanks for posting a screen of it ! It doesn't look quite as good with the old demo you have posted so it is really neat to see it in all its splender. BTW, in the final release, if you like the map a lot, feel free to include it. Oh yeah, and the height is fine. I had tested it a bit in the old one and it looked better than the PreTest Strata Works shot out (which is usually the case... looking into that). That skybox added a lot too it too! "


Glad you liked it - I'm definately using the map in the final - it's great

Quote: "That looks so awsome when will it be done? Those graphics rok! The landscape looks the best wow you really inspire me!"


Thanks

Quote: "But... the hands could be fixed. Just comenting!"


What's wrong with them?

News - Demo today or tomorrow (workload permitting)!

I've got a full menu system now, all I need to do is plug in my new tree system which I've already written into the enging and it's done

Here's a pic of a cool new static noise effect (thanks DC ). It appears when you're really low on health.



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Ian T
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Posted: 6th Dec 2004 02:13
I think some glue is in order .


The death messages are really funny... are there different ones for different weapons, or is it just random?

Chris K
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Posted: 6th Dec 2004 02:57
The only thing I don't like is the crosshair.

I think it's letting down the quality of the rest of the games.
Hawkeye
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Posted: 6th Dec 2004 06:21
Wow, a sticky! Most excellent, Mouse!

And I vote change crosshair aswell. It really is kinda letting the game down. Not that it harms it any, but it's still letting it down..

Quote: "Your wife is death. HOW?!! No idea. But it is murder! REVENGE!"
David T
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Posted: 6th Dec 2004 06:22
Quote: "I think some glue is in order ."


Cheers

Quote: "The death messages are really funny... are there different ones for different weapons, or is it just random?"


No - they're just randomly chosen. Mentor wrote quite a few

Quote: "The only thing I don't like is the crosshair."


Odd - I quite like it. It may be a bit big, I'll make it smaller. What else can you change?

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Chris K
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Posted: 6th Dec 2004 07:14
I think it should be a dot with a gap round it then some shorter lines.

Or maybe just a small crosshair with no middle (like Deus Ex)
or maybe just a little circle (like Max Payne)

I've attached a picture.

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Lynx
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Posted: 6th Dec 2004 13:29
How about you allow us to select one we like (in options or whatever).

I personally like the first one Chris has proposed, the dot with the lines.

Ian T
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Posted: 6th Dec 2004 14:12
No problem about the sticky

For me, a circle with a dot in the middle always worked really well as a crosshair-- it's better looking and more practical than two lines-- but there are a lot of other decent designs too. Making the crosshair an image would allow for a lot of customization

Mind Storm 101
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Posted: 6th Dec 2004 14:44
I agree, The cross hairs were bothering me too, I play counterstrike so im used to the gaped crosshair. Also I think it would be nice to have a nice HUD, its the only thing that lets you know its not made my Valve or ID Software

Think what you like, you'll all be mine in the end.
David T
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Posted: 7th Dec 2004 03:51
So much ado about crosshairs

I'll see what I can change.

Okay, first off, I'm too tired to go about the hassle of releasing a demo.

So here's a video instead

http://www.davidtattersall.me.uk/games/merc2/Merc2Video1.wmv (2.9mb)

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Chris K
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Posted: 7th Dec 2004 04:31
Awesome.
Brilliant.

Can you release a load more videos?
I want to see all the levels!

Particularly the one on the screenshot a few posts back.

You should also have one that shows the fuzz effect.

I think you're next aim should be to completely redo the HUD.
Then add a few little bunkers, then add vechicles, then voice commands.
David T
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Posted: 7th Dec 2004 04:42 Edited at: 7th Dec 2004 04:44
http://www.davidtattersall.me.uk/games/merc2/Merc2Video2.wmv (8mb - 2 mins 30 secs)

Has 3 different levels in, as well as more weapons, different crosshair, and the fuzzy effect at the end of the second level I show (that's why I just stand there - so they shoot me :p)

Thanks very much for the feedback HUD is next on my list, and only if I have time (I stress that alot - the engine at the moment isn't really geared for anything other than terrain) and believe it or not vehicles are already in there. I just don't show it.
Only you can drive them at the moment, bu that's no bad thing

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Chris K
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Posted: 7th Dec 2004 05:06 Edited at: 7th Dec 2004 05:09
I love it. It's awesome.

The last level is the best.

The new crosshair is better but I'd prefer the last one I drew. That's the Deus Ex one.

Do you really have all those levels? How diverse are they? Any snow levels?
Maybe you could make a really really slick trailer that is about a minute long and just shows some furious combat in loads of different enviroments. You know, really fast cutting etc.

I happen to hate the music. It should be Hysteria or some Dizzee.
6r1m r34p0r
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Posted: 7th Dec 2004 05:19
i sent you an email, check your mailbox David T.
Dave J
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Posted: 7th Dec 2004 18:56
Although it's currently looking very awesome, it can still be greatly improved by placing a muzzle flash when you fire a bullet, and also by adding recoil by making the gun (and the view, although by different amounts) pivot upwards when you fire. It'd definately add more life to when you fire.


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Hamish McHaggis
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Posted: 7th Dec 2004 19:46
Nice . I'd say it's certainly looks like an improvement on your first demo . The movement looks nicer, though the animations all seem a bit too slow. Blood (or red dirt ) is nicely OTT, looks to rival UT . I'm not sure, but shouldn't the enemies fly in the direction the shot came from? Like the underwater effect , maybe you could add a breath meter? It'd also be good if you could swim underwater, a la Quake (I haven't player that many PC shooters , so I don't know a more up to date example). Levels looks very expansive, can't wait to try out the vehicles when the demo comes out .

Isn't it? Wasn't it? Marvellous!
Van B
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Posted: 8th Dec 2004 01:34
Nice work David!

I was a little dubious about the levels being too open, but it seems fine, plenty bumps to hide behind.

It looks nice and fast too, even with whatever was in the background that made that ping sound .


Van-B


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David T
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Posted: 8th Dec 2004 01:52 Edited at: 8th Dec 2004 01:52
Quote: "I love it. It's awesome."




Quote: "The last level is the best."


Same here. Looks so atmospheric!

Quote: "The new crosshair is better but I'd prefer the last one I drew. That's the Deus Ex one."


I prefer the new one, lol. I'll have an experiment with them.

Quote: "Do you really have all those levels? How diverse are they? Any snow levels?"


Yes - there is a level called Alpine.

Quote: "Maybe you could make a really really slick trailer that is about a minute long and just shows some furious combat in loads of different enviroments. You know, really fast cutting etc."


If I could get a fast enough computer and a registered version of Fraps

Quote: "I happen to hate the music. It should be Hysteria or some Dizzee. "


It is dodgy at the beginning, there are some really good bits in it though. I may ask the composer if he can cut out the dodgy singing.

Quote: "Although it's currently looking very awesome, it can still be greatly improved by placing a muzzle flash when you fire a bullet, and also by adding recoil by making the gun (and the view, although by different amounts) pivot upwards when you fire. It'd definately add more life to when you fire. "



Agreed. Positioning the muzzle flash is another question There's so much movement going on, both by code and by the guns model animations that it's really hard to position it corretly. I may just put a nice large one is that quarter of the screen and hope it lines up

Quote: "It looks nice and fast too, even with whatever was in the background that made that ping sound ."


Da Da Ding, sound of MSN messenger (had to run it in windowed mode)

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Van B
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Posted: 8th Dec 2004 02:10
If glue a muzzle onto limb 34 (I think) on the uzi, it'll be fine - I could email the muzzle I use if you like (it's a psuedo volumetric affair, 12 polys). That might not work if you've locked the gun object to the screen though. A spare limb on the nozzle of all your guns is a good idea, including the enemies - I actually use 2 dummy limbs, one at the start of the barrel and one at the end - then bullets get fired at exactly the right position and flares look after themselves after gluing.


Van-B


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David T
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Posted: 8th Dec 2004 02:15
The guns are locked to the screen. I've already got a plain at limb 34 on your gun - although not locked. I might lock a plain to the screen along with the rest, see what happens.

If you could post your flash, that'd be great

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Juso
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Posted: 8th Dec 2004 03:44 Edited at: 8th Dec 2004 03:45
David T, you have been here at forum for over 2 years and we can easily realize it: your game looks splendid.

There is only one minor weakness in your landscape: those trees are placed ramdomly unlike in nature they appear in groups! It should be very easy to group 2..4 trees together here and there.
Van B
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Posted: 8th Dec 2004 03:53
Here you go.

My limb idea failed with screen locked objects, that's why I was positioning the usi with the camera - the effect is sorta wasted in FPS view anyway, but you should try it on your enemy dudes definately.

Incidently, I'm working on a road system for terrains, like a mask image that is used to create an overlay object - it'll hijack the terrains built in optimization thing, so it should be fairly performance friendly. It can make blended paths or solid but curvy roads - with just a tileable texture and a greyscale mask image. I'll let you know when I've finished the demo.


Van-B


It's c**p being the only coder in the village.

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Hawkeye
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Posted: 8th Dec 2004 05:00
Ooo, nice movies! My only complaint is that teh reloading seems to take too long... If I was in a combat situation with a empty Uzi in my hands, I'd be rushing it a little bit!

I'd say you should set the crosshairs as a image so people can change it however they want, or maybe have a options menu which lets you set the crosshair image yourself. That might keep everyone happy

"
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The Wendigo
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Posted: 8th Dec 2004 14:12
Quote: "Incidently, I'm working on a road system for terrains, like a mask image that is used to create an overlay object - it'll hijack the terrains built in optimization thing"


-Good luck! If you actually manage to get one to work, let me know, cuz I've been doing similar trying to hybrid my Terrain engine's model builder with the Adv Ter system. No luck so far. Even with a straight out height mapping attempting to align triangles every which way, he seems to have done some blening or what not and it makes it very difficult to model to. On the brighter side! It makes a great random rock engine!

@David T:
Coming along. Thanks for the videos! It appears the community is as happy as I am to see some gaming action. The screenshots were nice, but a game looks its best in motion, of course. I wouldn't mind making more maps for your game if you have no problems with that. It would be great to have a poplular program to help show Strata Work's abilities and I'm sure I can use SW to push out terrains with professional quality to help give your game just that more of a professional edge. Contact me if you are interrested!


Home of DOOP, Strata Works, and Height
David T
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Posted: 8th Dec 2004 15:38
@Wendigo: I'm very interested in any maps you have to offer As a rule texture maps should be 256x256, apart from that do what you want

Email me if you need more info.

Quote: "There is only one minor weakness in your landscape: those trees are placed ramdomly unlike in nature they appear in groups! It should be very easy to group 2..4 trees together here and there. "


Shouldn't be too hard to do

@Van - DBpro says limb 34 doesn't exist :/ THat's the one you mentioned in your initial post when you posted the Uzi.

@Hawkeye - The reload anims are sped up now

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Vues3d on Kalimee
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Posted: 8th Dec 2004 18:52
Nice levels....
I know some people that would really appreciate to play with the game.
As for myself, i love the way the game is developing, but personnally, I don't really like the shooting games... anyway all my admiration for the work & result!!!!

Guido
http://www.vues3d.com
Peter H
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Posted: 9th Dec 2004 00:34
Well it all looked nice...the only thing that seemed to be out of context was the Red text in the upper left corer...

and also the enemy AI seemed aither really slow or extremely poopy



But besides that looks awesome!

"We make the worst games in the universe."

David T
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Posted: 9th Dec 2004 00:50
Quote: "the only thing that seemed to be out of context was the Red text in the upper left corer"


The debug info

Alot of the animation would have looked slow - that's because of the slow fps. It's quite smooth FSEX.

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Van B
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Posted: 9th Dec 2004 01:18 Edited at: 9th Dec 2004 01:18
David, that's strange - this is the code I use.

load object "Effectsmgun_flare.x",plobj+1 : rotate object plobj+1,0,270,0 : fix object pivot plobj+1
texture object plobj+1,1005
setobj_fire(plobj+1)
`plobj+1 is the flare - 50 is the player
glue object to limb plobj+1,50,34

Works fine for me .


Van-B


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David T
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Posted: 9th Dec 2004 02:00 Edited at: 9th Dec 2004 02:16
Quote: "glue object to limb plobj+1,50,34"


This is odd

I have a muzzle flash in object 70 and the uzi in object 24.

With the params Object, Limb, Second object (ie 70,34,24) which is what the DBPro status bar says, I get object doesn't exist.

With 70,24,34 I get limb does not exist.

(edit)

This is highly embarassing. I swapped round 23 and 24 last night. Uzi is actually 23. D'oh!

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Van B
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Posted: 9th Dec 2004 02:12
You prawn!


It's c**p being the only coder in the village.
Hamish McHaggis
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Posted: 9th Dec 2004 04:14
And he's supposed to be a Mod .

Isn't it? Wasn't it? Marvellous!
David T
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Posted: 9th Dec 2004 04:20
You're just jealous

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Dave J
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Posted: 9th Dec 2004 07:03
That's it! You lose the sticky-glue for that silly, silly, mistake!


"Computers are useless - They can only give you answers."
Van B
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Posted: 9th Dec 2004 17:07
Wendigo,
I got it working - all I did was use the 'get terrain ground height' command over a grid the same dimensions as the terrain tiles. It all works nicely, just working on hiding the layer limbs with the terrain limbs and some bugs, after that it should be nice and fast and ready to go. It'll work and update using 2 simple functions, should be a neat little system.


Van-B


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Gen
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Posted: 11th Dec 2004 23:33
If you need a crosshair, maybe this will help. There is one attached.

Very nice work!!

Soon to come...
Dark IDE, New IDE for DarkBASIC Pro!
Two plug-ins, A Time/Date and New File commands.

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David T
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Posted: 12th Dec 2004 02:20
Thanks

Not much progress to report recently chaps - had a lot of other stuff on this week.

If I can get a bit of time tomorrow i'll continue and hopefully release a demo, albeit 1 week late

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The Wendigo
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Posted: 14th Dec 2004 15:02
Quote: "Wendigo,
I got it working - all I did was use the 'get terrain ground height' command over a grid the same dimensions as the terrain tiles. It all works nicely..."




"The simplest solution is almost always the right solution" - Can't remember who said that but one of you guys I'm sure knows. Thanks, VanB. I was trying all these wierd formulae trying to figure out which one Mike (he wrote the TE didn't he?) did. None worked, but your method is fool proof (even for me).

DavidT, just to let you know about the maps, I still am planning on doing some. I got a LOT of stuff to do so it'll probably be closer to Christmas when I get to them (quite possible after Christmas), but I will get to them!


Home of DOOP, Strata Works, and Height
The admiral
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Posted: 16th Dec 2004 05:22
Hmm nice videos I would be interested to know how you handling the player controls. For example we see the hands and everything but ar they attached to the rest of the body?? And if so how are you getting this smooth control of you players body.

[href]www.vapourhost.com/~flyer[/href]
David T
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Posted: 16th Dec 2004 15:49
Hi,

All the hand on models are modelled onto the guns, and then positioned strategically sso it looks like your hands.

The player's body is just the camera, with some FPS movement code.

Not long now until demo guys I estimate today or tomorrow - I got a lot of coding yesterday on this including adding some nice fades etc in the intro.

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Hawkeye
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Posted: 17th Dec 2004 02:27
/me leans forward eargerly

"
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David T
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Posted: 17th Dec 2004 05:22
Rightly so!

I'm very excited about this now. I've spent all evening adding sound effects - bangs, bullet casing hitting hte floor plus a wonderful layered uzi sound. Instead of being a tacky loop, it's two sounds staggered on top of each other meaning it sounds so much better

I will begin to collate the stuff for the demo tonight. Release tomorrow.

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The dude guy
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Posted: 17th Dec 2004 06:09
/me Goes to sleep and waits 'till tomorrow.

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David T
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Posted: 17th Dec 2004 06:18 Edited at: 17th Dec 2004 21:01
Shouldn't have been so preemptive

http://www.davidtattersall.me.uk/db/downloads/merc2newbeta.zip

DEMO DEMO DEMO!

Notes: Bots will stutter at times - I'm half way through fixing that. Guns are:

1 - USP
2 - P90
3 - Uzi (very very nice!)
4 - Shotgun
5 - Minigun (old model)
6 - Sniper
7-9 - Don't bother, old models
0 - Rocket launcher (good)
- - Flame thrower

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The dude guy
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YEAH!

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Chris K
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Posted: 17th Dec 2004 06:23
Downloading now...

I think it will run:

a/ not at all
b/ at 12 FPS
Hawkeye
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Posted: 17th Dec 2004 07:02
W00t! Downloading now!

...too bad mouse fell asleep...

"
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David T
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Posted: 17th Dec 2004 07:17
Few more notes about the demo.

It's still the music you hate, Chris. You can replace Music12.mp3 in the music dir wirth anything you want.

The quarry level is the one you like - the open one. Death valley is good for testing.

Green canyon is quite demanding, so is grand canyon.

Desert is another good one for testing.

The zip is 51mb - may need to fast connection to get it before the server reboots every hour. I'll talk to Rich about TGC hosting it.

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Cian Rice
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Posted: 17th Dec 2004 08:52
Going to play now.

Have a heart and join my message board.And now my messageboards work again!Woot!

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