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Work in Progress / Time Front: Battle of the Ages - Planned Christmas-Day Release (image heavy)

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Uncle Sam
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Posted: 8th Dec 2006 22:11 Edited at: 5th Jan 2007 23:37
It's been what, a year? since me, Agent Dink and Oddmind have started out on this (I also have a friend not a member of the forums that is making wallpapers and logos, of which you will see in this thread), with me as the coder (Agent Dink provided me with some useful snippets now and then, Dink as the modeler, and Oddmind as the character creator. And here is what we have to show you!



DEMO

This is an indoor demo map with weapons to test. You will find a Dark AI bot patrolling back and forth, but I am afraid you can't shoot it yet.

Just test out the weapons, sounds, and effects.

Controls:

movement: wasd
sprint: shift
shoot: left mouse button
zoom: right mouse button
weapons: 1,2,3,4

Link: http://www.savefile.com/files/391116

Enjoy.

Time Front is an online first person shooter, but also contains some real time strategy and role playing. The fps comes, obviously, from the ability to use weapons in first person mode. The rts relates to the ability for the commander to build the base as he sees fit, in commander mode. The rpg refers to the ability to play a role in your civilization as a certain rank, from soldier, to squad leader, to commander, to lord of the base. So, in this sense, Time Front is an OFPSRTSRPG, one of the first of its kind.

So, you want to know how it plays out? It works like this:

Each team (probably 1vs1, although we are considering 4 player maps) will have its lord of the base, a commander, and possible squad leaders. The ranks will be set based on voting, and then the game will start. Each soldier will spawn in their base, at a barracks, and then based on orders by the squad leader, will do the task specified (e.g. scout or attack a fortification). But the underlying goal in the whole game is to kill the lord of the enemies base. This can be difficult, especially if he is concealed in a fortified base, or if he researches the technology to make him a war hero, giving him the ability to go out on the battlefield and greatly alter the results of the battle. The whole game evolves over four eras, Medieval, WW2 era (1940s), Modern (2000-2006), to science fiction.

The game plays out in a nice, 3D, fully vegetated world, thanks to the power of Tree Magic and Plant Life, two programs which I in no way regret investing in. Here are a couple screenshots that display this (please forgive the text). Note that I usually get 75 fps or greater looking at a thick scene of vegetation, even on my old graphics card (I updated mine, the one in my sig is the old one, and has a very low memory bandwidth, is 128 bit):











What can the commander build? Towers, walls, an armoury, a gate, you name it, all thanks to the hard and dedicated work of Agent Dink:









Those red squares are not part of the model, they are for testing purposes!



Weapons anyone?

We currently have:

Medieval Era:
Mace
Longbow

Modern Era:
Colt
Ak47
Mp5
Shotgun
Frag

Science Fiction Era:
100-bullet machine gun

The demo will include only the modern era, but this is an example of the mace, shown on a very early version of the game:



The characters are not completely finished as of yet, but I will provide screens of them later. They will be using the royalty free released animations from Half Life.

So how do you think the commanders will maintain discipline? They will be provided the power to kick players, or to put them in jail, where they will wait for a designated amount of time (maybe 60 seconds, maybe 90), while they look out the window and whatch how much fun the others are having.

The demo release, with online play, and a thickly vegetated demo map with a river to fight across (in between two high cliffs), will be available on Christmas Day! We will try our best to get the game ready by Christmas Day, and I hope we don't dissapoint you!

More information and screenshots can be found at my new website (I will be moving to a better server very soon), which I coded entirely in notepad:

http://timefront.atspace.com

To let the general public know of how things are progressing, I will say that a network test has been performed, which shows that the network bullet data and player animating are workign splendidly. Each bullet hole will fire and be displayed on exactly the same position on both computers. A chat system is in place, and during testing I was pleased to find that it was very easy to conceal myself in the lush vegetation...

(some building textures from mayang.com)[href]null[/href][href]null[/href][href]null[/href]

Uncle Sam
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Lucifer
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Posted: 8th Dec 2006 22:14
WOW!!! nice!!!



One is the lonliest number...
Uncle Sam
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Posted: 8th Dec 2006 22:15 Edited at: 8th Dec 2006 22:16
Thank you.

A few more of the weapons Agent Dink is creating:







Uncle Sam
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Uncle Sam
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Posted: 8th Dec 2006 22:23
Some of the buildings:

Gate:


Wall with tower:



Back side of gate:



And some wallpapers my friend made:





Uncle Sam
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Xenocythe
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Posted: 8th Dec 2006 22:48
Looks ok. Good job

-Mansoor Siddiquie

Big Man
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Posted: 8th Dec 2006 23:00
Quote: "Looks ok. Good job "


ahem...WHAT DO YOU MEAN IT LOOKS OK...DIDNT U SEE THE PICS

haha very nice work Uncle same

BM

Our aim is to keep the loo's clean, your aim can help.

Hawkeye
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Posted: 8th Dec 2006 23:03
Looks AMAZING! Great job!

I've been meaning to expand my portfolio out some, so, how'd you like some custom made choonz? It'd be great fun to work on this project, I mean, with the different time frames and such. Medieval music, maybe some sort of rockish tunes for the modern era, and of course some heavy steppin' breakbeat for the sifi era

'twould be great fun. But of course, if you've already got a musician lined up, don't mind me


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Howzer
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Posted: 8th Dec 2006 23:07
Sweet!! Can't wait to try it
Uncle Sam
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Posted: 8th Dec 2006 23:09 Edited at: 8th Dec 2006 23:10
We've been looking for a musician! We'd love to have you help out.

Let's see what ya got.

@BM & Xen, lol + thanks

Uncle Sam
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Gil Galvanti
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Posted: 8th Dec 2006 23:38
Looks very good right now, I just hope the gameplay is as good as the graphics .

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Chris Franklin
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Posted: 8th Dec 2006 23:38
Pic's seem to have died

Xenocythe
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Posted: 8th Dec 2006 23:47
Honestly, graphically its great. I see bloom, an enviroment, some good 3D models, vegetation, and weapons. But I don't understand if there is any gameplay

-Mansoor Siddiquie

Uncle Sam
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Posted: 9th Dec 2006 00:28 Edited at: 9th Dec 2006 02:41
If you read my post, you would see that I said there are several working weapons, including:

ak47
mp5
colt
frag
shotgun

All that's really left in the demo is to finish the map, add the armoury purchasing system, and a health system. The gameplay is all there.

Quote: "Pic's seem to have died"


They work here.

Uncle Sam
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Xenocythe
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Posted: 9th Dec 2006 00:34
Oh, yes, I hadn't read that part much.

I'm looking forward to this game's finish. Keep it up!

-Mansoor Siddiquie

Chily Dog
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Posted: 9th Dec 2006 03:33
Very cool. I like what you are doing with the whole "as your rank goes up you gain more control" thing. The base building also looks interesting. It's nice to see a good looking FPS game where you do more than run around killing the same alien model over and over again...Do you know about a demo release data yet?
Uncle Sam
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Posted: 9th Dec 2006 03:47
Thanks. I don't get what you mean by demo release data. If you meant the demo, it's coming out on Christmas Day.

Uncle Sam
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Xenocythe
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Posted: 9th Dec 2006 04:09
Quote: "as your rank goes up you gain more control"


Just trying to help here, but I would find that kind of restricting.

How would the lower ranks ever get higher if the higher ranks can easly defeat them? Or does more control not mean more power.

If more control does mean more power, in any way, then that system might be trouble.

I'm here to help. Hoenstly, if you need anything for this game I'll contribute.

I can-
Compose music
Design Levels
3D Model
Draw Terrains
Program
UV Map
Animate


This is a good looking project that I would love to help with

-Mansoor Siddiquie

Uncle Sam
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Posted: 9th Dec 2006 04:13
Well thanks.

The only two things really needed right now is textures for the characters and music.

Quote: "How would the lower ranks ever get higher if the higher ranks can easly defeat them? Or does more control not mean more power."


As it says in the first post the ranks are made based on votes from the players. Just like Battlefield 2, players are elected. Helps to read the whole post.

Uncle Sam
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Xenocythe
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Posted: 9th Dec 2006 04:20
Oh, hehe, my bad

Anyways, I can do the music. My MSN is kronosdarkbasic@hotmail.com

If you have MSN, you could explain to me what your looking for and I can try to match it?

Thanks, Hope this game goes far.

-Mansoor Siddiquie

Agent Dink
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Posted: 9th Dec 2006 04:56 Edited at: 9th Dec 2006 04:59
Hey Sam, didn't know you posted this! Well, glad to see everyone likes so far.

I wanted to let everyone know that any DarkMatter models you see WILL be replaced as I find time to do that task. Hand model will eventually be replaced too. We are hoping to get this game looking as close as possible to this-gen graphics eventually.


Quote: "I've been meaning to expand my portfolio out some, so, how'd you like some custom made choonz? It'd be great fun to work on this project, I mean, with the different time frames and such. Medieval music, maybe some sort of rockish tunes for the modern era, and of course some heavy steppin' breakbeat for the sifi era "


I agree with Sam on this one, let's hear what you got We mostly need a menu theme at this time. We haven't totally decided on gameplay music and if we will include it yet or not since it's not really going to be a fast paced deathmatch game, but rather a more strategy oriented game. You will need to be able to hear enemies sneak up on you or whether or not you were just shot with a sniper rifle from 200 meters away or a pistol from behind the nearest tree.

Hey, Xenocythe, you take a shot at the menu music too if you want. We can pick whichever fits the game better then. I will post up a description of how the song should be soon.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Uncle Sam
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Posted: 9th Dec 2006 08:14 Edited at: 9th Dec 2006 08:14
Quote: "Oh, hehe, my bad

Anyways, I can do the music. My MSN is kronosdarkbasic@hotmail.com

If you have MSN, you could explain to me what your looking for and I can try to match it?

Thanks, Hope this game goes far."


Sorry, my MSN has been acting up lately. But if you could give me your AIM name, if you have one, that'd work.

Quote: "I wanted to let everyone know that any DarkMatter models you see WILL be replaced as I find time to do that task. Hand model will eventually be replaced too. We are hoping to get this game looking as close as possible to this-gen graphics eventually."


Doh! Missed that, but you're right, ALL Dark Matter models will eventually be removed from the game.

Uncle Sam
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TEH_CODERER
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Posted: 9th Dec 2006 16:03
Wow! You certainly seem to have the graphics sorted! Hope the gameplay is as good. If so then read the first word of this post again but with even more enthusiasm!

Xenocythe
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Posted: 9th Dec 2006 16:09
Alright. I'll start making some music. But I'm sorry if it takes a little long... I've got 3 animation jobs and an mmo to work on

Thanks!
Good luck with this!

-Mansoor Siddiquie

DB newbie
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Posted: 9th Dec 2006 17:25
HOLY $#!T this game looks freaking asome...i cant wait...good work sam and agent dink those models are amazing. What did you use to make the buildings?

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Agent Dink
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Posted: 9th Dec 2006 21:33
I used TrueSpace to make all my models unless I am doing indoor stuff. Then I use 3d World Studio.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
DB newbie
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Posted: 9th Dec 2006 23:18
oh ok...i hear that truespace is very complicated and those models look gorgeous. good job

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Agent Dink
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Posted: 10th Dec 2006 01:00
Truespace is not complicated in the least. Actually it's about the most straightforward modeler I have ever used. If you can put up with a few bugs and it's lack of a few tools, it's a wonderful little modeling suite.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Uncle Sam
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Posted: 10th Dec 2006 01:55
And apparently that's what you do!

Let me provide some more info on the demo:

In the demo map, each team starts at the top of a cliff, facing each other. There are some dry shrubs and a couple trees up there. on each side there is a steep passage down the cliff to the valley below, which is thinkly vegeted and has a river with a bridge crossing it. This is where the main fighting will be. There are thick along both sides of the river to block visiblity.

I will post up some screens of the demo map soon.

The demo will take place in the modern era, and each team will be able to purchase the following weapons from their armoury, based on the credits they get from kills:

1. shotgun (added)
2. mp5(added)
3. ak47(added)
4. m1 barret(partially done)
5. colt(added)
6. frag(added)
7. possibly smoke grenade

There will be no positions of power in the demo. To win, simply use stealth in the forest or try a head on charge.

Uncle Sam
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Gil Galvanti
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Posted: 10th Dec 2006 04:25 Edited at: 10th Dec 2006 04:28
Sound's cool, can't wait . I'd be happy to try to design a few levels for you guy's if you want .

EDIT: Oh, I see you only need textures right now, sorry, can't help with that, but if you want me to try a few levels for you, feel free to ask .

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Uncle Sam
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Posted: 10th Dec 2006 05:25
I appreaciate the offer.

We could perhaps use help DESIGNING a level (i.e. drawing a picture of the different landforms like mountains, etc. But the actual map making I think we can handle. You see, I just use Strata Works to genreate the height and topography map, and the vegetation is placed using the plant map system I wrote up. So all I really need is ideas for levels, and I'd be happy to look at any ideas you have.

Uncle Sam
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Gil Galvanti
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Posted: 10th Dec 2006 05:48 Edited at: 10th Dec 2006 05:49
ok, cool, yeah, I was just talking about the design part as well, I'm not that great at the actually making of them (and I don't know if I'm that great at designing either, lol, never really done an online FPS level design, but I've played plenty ). I'll see if I can come up with a few and see how you like them, it won't hurt my feelings if you don't use them though . Any specifications? Locations? Time period? It seems as if your mixing time periods, so I'm guessing it's not a certain one .

EDIT: Oh, and what size are you looking for?

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Agent Dink
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Posted: 10th Dec 2006 06:27 Edited at: 10th Dec 2006 06:27
Size-wise they are all gonna be fairly large. Probably a bit short of a square kilometer.

Design us anything from any of the 4 time periods, Medieval, WW2, Modern, or Future. Make sure each design has it's little something though to set it apart from the rest.

Here's some progress on the grenade model I am working on for the modern era, not done yet but it's getting close.



Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.

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Uncle Sam
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Posted: 10th Dec 2006 06:30
Very nice Dink.

Can't wait to see them Gil. Just remember that all the maps are outdoors.

Uncle Sam
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Gil Galvanti
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Posted: 10th Dec 2006 06:43
alright, sounds good, I'll see if I can have one or two for you sometime tomorrow .

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Gil Galvanti
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Posted: 11th Dec 2006 03:52 Edited at: 11th Dec 2006 03:54
Ok, I've designed one map, it's not perfect, and if you like it I'll add a few things and touch some of it up. I did some rough concept art in SketchUp, and labeled everything. The "(SS)" means Sniping Spot, and the spawn points are labeled A or B then a number, each has 4. It's modelled on an Iraq type scenario, and the main fighting is concentrated around a single bridge, with alternate crossing methods available by boat or just swimming. The main thing I don't like and will change if you like the layout so far is the fact that one side of the map is built out to the side with a dock, while the other is bare, but I plan on adding more buildings and things over there. Hope you like it.





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Uncle Sam
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Posted: 11th Dec 2006 20:35
Hey, that's utter genious!

There's only one little prob, the game is commander based, and the commander can build walls, towers, etc., so I'm not sure how that would fit it. But you make me want to change the game now.

Uncle Sam
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Gil Galvanti
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Posted: 11th Dec 2006 23:34 Edited at: 11th Dec 2006 23:38
Thanks . No problem, do you want any prebuilt buildings/fortifications at all? If you do, I could just clear up a bit more space for it .
EDIT: Oh, and just wondering, are all fortifications built by commander medieval styled?

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Uncle Sam
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Posted: 12th Dec 2006 01:40
Well, as you advance to each era , the buildings will upgrade to match.

So sure, maybe a prebuilt wall and towers, thanks.

Uncle Sam
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Uncle Sam
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Posted: 12th Dec 2006 20:41 Edited at: 12th Dec 2006 22:58
Progress:

Added in particle effects (gorgeous!).
Added in a menu for weapon purchase at the armoury.

Uncle Sam
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Agent Dink
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Posted: 12th Dec 2006 21:48
Maybe everyone would like to see a screenshot of the particles Uncle Sam?

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Uncle Sam
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Posted: 12th Dec 2006 22:22
Oops.

One sec.

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Uncle Sam
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Posted: 12th Dec 2006 22:36
Here is a screenshot of the particles (on an empty map). I had to zoom in so you can see :



Uncle Sam
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Howzer
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Posted: 12th Dec 2006 22:40
Nice...release the demo early. I can't wait to try it
Xenocythe
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Posted: 13th Dec 2006 02:39
The system looks nice, but what kind of particles are those?

I was thinking dirt but it had like black dots...

-Mansoor Siddiquie

Gil Galvanti
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Posted: 13th Dec 2006 03:29
@Xenocythe: your trying to hard to look at it, lol, it's bullet holes in the ground with dust around it .

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Uncle Sam
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Posted: 13th Dec 2006 07:10
Yes.

Quote: "Nice...release the demo early. I can't wait to try it"


Wish I could, but we are barly going to be able to finish on time as it is!

Uncle Sam
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Hobgoblin Lord
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Posted: 13th Dec 2006 07:36
I like the look of this, I like the RTS/fps combos like Savage, I think they make for a great game.

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TEH_CODERER
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Posted: 13th Dec 2006 16:26
You bet they would!

Xenocythe
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Posted: 14th Dec 2006 04:22
Oh, haha

Silly me. My brain turns off every now and then

-Mansoor Siddiquie

Crazy Ninja
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Quote: "Silly me. My brain turns off every now and then "


Amazing! and you keep on breathing [/sarcasm]

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