Forum Archive

Go Back   3D Realms Forums > 3D Realms Topics > Other Apogee/3D Realms Games > Shadow Warrior Source Code
Blogs FAQ Community Calendar

Notices

 
 
Thread Tools
Old 09-22-2008, 05:13 PM   #241
Phayzon

Phayzon's Avatar
Re: Swp updated.
Keep it going now
__________________
I made the first post on the VB!
"So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet
"We're part-time internet superheros." - Hudson
Phayzon is offline  
Old 09-23-2008, 04:28 AM   #242
nicram_kl

nicram_kl's Avatar
Re: Swp updated.
I've founded a bug : Sometimes when you kill the ninja the choking 8 bit sprite animation shows up(ninja grabs his throat) then backs to normal. In settings the 8+bit death is disabled.
__________________
What am I listening to ?
Long time lurker
nicram_kl is offline  
Old 09-23-2008, 10:25 AM   #243
ProAsm

ProAsm's Avatar
Re: Swp updated.
Quote:
Originally Posted by nicram_kl View Post
I've founded a bug : Sometimes when you kill the ninja the choking 8 bit sprite animation shows up(ninja grabs his throat) then backs to normal. In settings the 8+bit death is disabled.
Yes I know about this one and had to let it through.
For some reason I cannot do an animation here from 1 to 10 like normal and it only allows me from 5 to 10 for instance.
Now there is only one animation and it starts with the grabbing of the throat and plays its part through to the end, where the normal sliced animation starts from pic 5.
This was the probem with the game saving 'crash' in 4.0.2 in that I tried to force a 1 to 10 animation and it would report:
There was a problem saving. See 'Save Help' section of release notes.
I'll work on this and see if I can improve on it although the correct way is for someone to make a proper MD3 model throat and sliced death Ninja
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-23-2008, 04:01 PM   #244
Hendricks266
Re: Swp updated.
Great! I'm having some trouble accessing your site (and therefore the download), so I can't test it yet.

BTW, where can I download the latest HRP?

You should get in contact with Hunter_rus to see about OGG support (and FLAC).
Hendricks266 is offline  
Old 09-23-2008, 04:30 PM   #245
ProAsm

ProAsm's Avatar
Re: Swp updated.
http://www.proasm.com/swfiles/SW_HRP-07-03-07.rar

mmm I see I'm also battling to http the site yet ftp is ok.
If it still like this tomorrow I'll give em a call.
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-23-2008, 04:50 PM   #246
supergoofy

supergoofy's Avatar
Re: Swp updated.
Shadow Warrior HRP 07-03-07 Repack (with 2 bugs fixed)
http://www.mediafire.com/download.php?1kwem5mznkr

Swp v4.0.3
http://www.mediafire.com/download.php?tkljey3lzym
supergoofy is offline  
Old 09-23-2008, 06:02 PM   #247
Hendricks266
Re: Swp updated.
It works now. Just what are the two bugs that were fixed, supergoofy?
Hendricks266 is offline  
Old 09-24-2008, 02:24 AM   #248
supergoofy

supergoofy's Avatar
Re: Swp updated.
typo related errors - 2 or 3 wrong filenames as I remember. Search the forum for info, It was long time ago that these errors discussed.
supergoofy is offline  
Old 09-24-2008, 08:03 AM   #249
Hendricks266
Re: Swp updated.
I tried it, and I am loving it!

Do you think you could copy EDuke32's precaching feature?

Your spelling of SWP is inconsistent. These should be fixed (SWP, not Swp):

in .exe:
log file
window title
SWP HRP Zip Loader
Credits?

in directory structure:
SWCustom.txt.sample
SWP.grp
SWP.cfg.sample
SWP.exe
SWPStartup.exe
SWPSetup.exe
SWP.log

I have also spellchecked your documentation.

Included in .rar file:
SWP_Readme.txt
Help\SWCheats.htm
Help\SWP_Readme.htm
Attached Files
File Type: rar Fixed SWP Documentation.rar (3.8 KB, 8 views)
Hendricks266 is offline  
Old 09-24-2008, 10:38 AM   #250
ProAsm

ProAsm's Avatar
Re: Swp updated.
Hendricks266, you would get on very well with my wife.....
She sits on a forum with a dictionary in one hand and a grammar checker in the other hand.
The forumites wanna strangle her
Hehe... but yeah, I agree, there should be a standard format and I'll correct it as I go

SW has always had a precache which works pretty neatly - see cache.c
Whether it actually loads the new textures/models etc I'm not sure although I dont have any problems with lags and shakes like I do with Duke if I spacebar and stop the cache.
Maybe its because its still early days.
Btw, your attached file gives me a '500 Server error'
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-24-2008, 11:03 AM   #251
Hendricks266
Re: Swp updated.
Works fine for me.

Fixed SWP Documentation.rar - Files.to
Hendricks266 is offline  
Old 09-24-2008, 11:07 AM   #252
ProAsm

ProAsm's Avatar
Re: Swp updated.
Got it ta.
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-24-2008, 11:27 AM   #253
ProAsm

ProAsm's Avatar
Re: Swp updated.
Actually looking through the code Swp is spelt this way 95% of the time and to change it to SWP is going to be a huge uphill as the sw code is case sensitive.
I'll see what I can do but even windows will select it the way you already have it so if you have it as swp.exe and you load a new file called SWP.exe it will store it as swp.exe.
Generally lowercase is better all round as one does not code in uppercase.
Maybe we need some clarity on here whether it should be swp, Swp, SWp or SWP.
In my book its irrelavent
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-24-2008, 04:16 PM   #254
Hendricks266
Re: Swp updated.
Well, you could leave Swp as its internal name while everything that could be seen by the user as SWP. What does the P stand for, anyway? And the W in Duke3DW?
Hendricks266 is offline  
Old 09-24-2008, 04:23 PM   #255
ProAsm

ProAsm's Avatar
Re: Swp updated.
Ok I have managed to get everything working as SWP and also updated SWPSetup.exe and SWPStartup.exe
LOL... the P in SWP stands for ProAsm as it was just a beta in the beginning and the name stuck
The W in Duke3dw stands for Windows originally and that too kinda stuck

I have made a new 'Main Menu' idea for SWP and should have it up and running in a day or so and maybe you could check it out and let me know if I should continue with the idea.
Just currently hitting a snag but will overcome it
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-25-2008, 06:49 AM   #256
Hendricks266
Re: Swp updated.
Sure. I'm looking forward to it.
Hendricks266 is offline  
Old 09-26-2008, 03:30 PM   #257
ProAsm

ProAsm's Avatar
Re: Swp updated.
SWP Version 404 Beta

Ok this is a temp version to see what you think of the menu ideas.
Basically I just neatened them up a bit with a new 'main menu'.
SW is very limited on fonts and totally restricted unless we create new fonts in the future.

The other change is I altered the '8 bit' Ninja grabing throat sequence.
Here I found a problem in that there are several different sequences available in the MD2 except all the sequences are 180 degrees out.
In other words, regardless of what sequence you select, the Ninja will turn its back on you and do the sequence facing away from you.
Unfortunately I dont understand how MD2 models work so maybe some one can check if there is a way to correct this problem in the 4096_evilninja2.md2.

http://www.proasm.com/files/sw/swp404.zip

Let me know what you think.
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-26-2008, 04:35 PM   #258
Phayzon

Phayzon's Avatar
Re: Swp updated.
Pretty neat

Found a bug, screen size cursor can go to some great extremes
It can move right all the way off screen infinately, as well as left.
__________________
I made the first post on the VB!
"So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet
"We're part-time internet superheros." - Hudson
Phayzon is offline  
Old 09-26-2008, 05:00 PM   #259
Hendricks266
Re: Swp updated.
One of the things I dislike about the BUILD engine is the limitation of tile numbers and the inability to edit the 8-bit art of the game for source port use. DOOM does it quite easily.

Your new options menu looks familiar... Where have I seen it before? (jk, EDuke32)

I would suggest “Compatibility Options” or “Compatibility” rather than “Other Options”, but screen space might be an issue.

Do you think converting it to MD3 will help? Here is a link: 4096_evilninja2.md3.zip

Further nitpicks:
  • “SWP Statusbar” should be “SWP Status Bar”
  • “Hud Weapon Icons” should be “HUD Weapon Icons”
  • The window title still says “Starting Shadow Warrior” while the game is playing.
  • Maphack support should be added. Copy from EDuke32.
  • The options menu is centered in EDuke32. You have them left-aligned.
Hendricks266 is offline  
Old 09-27-2008, 01:49 AM   #260
ProAsm

ProAsm's Avatar
Re: Swp updated.
Quote:
Found a bug, screen size cursor can go to some great extremes
It can move right all the way off screen infinately, as well as left.
Phayzon, sounds like some hardware issue you have as I cannot get that to happen here.
Give me some detail on how you achieving this to happen.

Quote:
“Maphack support should be added. Copy from EDuke32.”
Where do we need maphacks in SWP ? and its not that easy to just copy code
Quote:
The window title still says “Starting Shadow Warrior” while the game is playing.
You not supposed to play in a windowed mode - try fullscreen... hehe... ok I'll change that.
Even the original SW says "Starting Shadow Warrior" as in DOS you never saw that
Quote:
The options menu is centered in EDuke32. You have them left-aligned.
All the menus in SWP are left aligned simply because the cursor icon follows the line starting position, which would then jump all over the place depending on the line starting point which would look worse.
You will also notice Duke3d is all UPPER case characters which are standard and easy to center align.
In SW the character tiles are different sizes and have lower case characters.
Last but not least, I have no intention of copying eduke32 or anything else, we are restricted to a few patterns and fonts and colours which is the limitation of these games.

Quote:
I would suggest “Compatibility Options” or “Compatibility” rather than “Other Options”, but screen space might be an issue.
Screen space is a huge problem, I tried all sorts of things so if you come up with something good let us know.
Maybe we dump the "Other Options" completely as follows:
Dump the HRP Zip Loader as the code auto looks for the SW_HRP.zip and / or the SW.DEF file.
Dump the SWP Status Bar option as thats a pretty standard feature in SWP or make it permanent in the "GAME" menu.
The Darts, Cursor and Weapon Icons can also go in the "GAMES" menu.
The we just have a temporary "HACK OPTIONS" for the 2 hacks and any furture hacks we may add until the are solved the correct way.

Regarding your download.
It says, "DOWNLOAD WILL START IN 90 SECONDS"
It then counts down and says "NOW CLICK BUTTON TO START DOWNLOAD"
I then click the "DOWNLOAD FOR FREE" button and it goes back to "DOWNLOAD WILL START IN 90 SECONDS"
This continues forever
Please email me the MD3 at: info at proasm dot com - thanks.
__________________
http://www.proasm.com
Last edited by ProAsm; 09-27-2008 at 02:18 AM.
ProAsm is offline  
Old 09-27-2008, 05:45 PM   #261
Hendricks266
Re: Swp updated.
Thanks for the clarification.

For an example of maphack necessity: start Seppuku Station, and look at the helmet to your right.

I think EDuke32 does the same thing with the title.

The font status duly noted. It looked like you were shooting for EDuke32's menu system.

I will email you the file.

Another thing is that when you try to launch SWP with the /? command line parameter, all traces of the program disappear but the process is still running.
Hendricks266 is offline  
Old 09-27-2008, 06:59 PM   #262
Phayzon

Phayzon's Avatar
Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
Phayzon, sounds like some hardware issue you have as I cannot get that to happen here.
Give me some detail on how you achieving this to happen.
Hold in either the Left or Right arrow on the Screen Size option in the Video Options menu. The Yin-Yang cursur can continue moving out of the grey bar, and as far as off the screen
__________________
I made the first post on the VB!
"So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet
"We're part-time internet superheros." - Hudson
Phayzon is offline  
Old 09-28-2008, 02:03 AM   #263
ProAsm

ProAsm's Avatar
Re: Swp updated.
Quote:
Hold in either the Left or Right arrow on the Screen Size option in the Video Options menu. The Yin-Yang cursur can continue moving out of the grey bar, and as far as off the screen
Ahhhh.. I see now
Hehe ok I'll fix that
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-28-2008, 05:45 PM   #264
Hendricks266
Re: Swp updated.
From JonoF's documentation, it looks like maphacks are already implemented. Nonetheless, the updated syntax in EDuke32 should be implemented. I attached the code (at least what I could gather) from engine.c.

Even though the MD3 of the ninja is not working for you, you should keep it in the HRP because MD3s are better.

When I tried to run SWP with the /? command line option, all traces of the program vanished, but the process was still running. I think something similar happened to EDuke32 due to a buffer overflow or something like that.

SwpStartup.exe still has the old capitalization scheme, at least on your website.

I converted all of the DEF syntax to the modern format. Attached are two files: a .zip with the SWP DEFs, and a zip with the HRP DEFs.
Changelog:
  • bug fixed
  • all definetexture syntax converted to texture
  • one definemodel converted to model (medkit), all others were already modern
  • voxels were already modern
  • unnecessary buggy zeroes at front of picnums removed
  • examples of syntax converted to modern form
  • duplicate “include User.def” in fnt.def removed
  • all .def files renamed lowercase
  • sw.def should be included in SWP.grp
  • ran it through SWP, no errors came up
  • Code:
    pal 16 { file "highres/screen/fonts/menu_small/4700_17.png" }
    changed to
    Code:
    pal 16 { file "highres/screen/fonts/menu_small/4700_16.png" }
Attached Files
File Type: txt maphacktoken.c.txt (7.3 KB, 4 views)
File Type: zip swp grp defs.zip (1.4 KB, 6 views)
File Type: zip hrp defs.zip (12.1 KB, 4 views)
Hendricks266 is offline  
Old 09-29-2008, 02:53 AM   #265
ProAsm

ProAsm's Avatar
Re: Swp updated.
Quote:
unnecessary buggy zeroes at front of picnums removed
Hope this does not screw the Linux guys.
Quote:
sw.def should be included in SWP.grp
sw.def is looked for in the code, SWP 4.0.5 even looks inside the /highres folder for it if not found as I found the sw.def that sits in the root folder can cause problems on occasions when trying to load the SW_HRP.zip
In SW, if you have a highres folder, it will be used as priority 1, even if you have a SW_HRP.zip as that will get ignored.
Thats why I now have changed it to also look in the highres folder for the sw.def file.

SWP def file search is as follows:
1. Look for SWP.grp and if found check for fnt.def and if found load it incase the hrp is missing.
2. Look for sw.def in the root folder.
3. If 2 was not found look for the sw.def in the SW_HRP.zip file
4. If both 2 and 3 not found look for the sw.def in the /highres folder if it exists.
5. Look for all user defined grp or zip files (addons/maps etc)
6. Search for the SWP.def file and load it if SWP.grp is found.
7. If 6 was not found, check in the hrp (if available) for the highres\screen\hud\2472.png
8. If 6 or 7 is TRUE, load the SWP Status bars.
9. At this point pre-cache everything.
Quote:
pal 16 { file "highres/screen/fonts/menu_small/4700_17.png" }
Ok this is a bone of contention I've had since the beginning but not understanding palettes too much I never said anything.
I agree on what you have done as "silver/white" fonts are known as palette number 16.
Now if you look in that folder you will see all the small fonts (2930 to 3023) have used the palette number 17 for the silver/white fonts which in my book is wrong and all should be 16.
How did this get to 17 and where did that information come from in the first place, because when coding in the build engine and you want a silver/white font you use palette 16.
I noticed this when making the new menu's as in the small fonts I kept screwing up and had to go back and change 16 to 17.
Should this not perhaps be changed ?
In SW palette 0 is normal, 11 greenish, 13 blue, 14 reddish and 16 is silver/white.
Thats why I added the palette 14 red fonts to SWP.grp because the reddish colours in SW is very poor.

The rest I will check out but looks fine.

** Edit **

Quote:
When I tried to run SWP with the /? command line option, all traces of the program vanished, but the process was still running.
mmm I see that, wonder when that went wrong... I'll check it out - ta.
__________________
http://www.proasm.com
Last edited by ProAsm; 09-29-2008 at 04:10 AM.
ProAsm is offline  
Old 09-29-2008, 08:28 AM   #266
Hendricks266
Re: Swp updated.
The thing about the _17 was that it was a lone typo, and the file was really named 4700_16.png to match the rest of the font set.

I made a mistake of putting the sw.def with the SWP.grp DEFs. But you should copy the tint defines.

That makes me think... did I do the tints with the modern style?

Code:
definetint 11 174 186 142 0
definetint 13 148 192 255 0
definetint 14 255 110 80 0
should be
Code:
tint { pal 11 red 174 green 186 blue 142 flags 0 }
tint { pal 13 red 148 green 192 blue 255 flags 0 }
tint { pal 14 red 255 green 110 blue 80 flags 0 }
EDIT: Here are some pictures of ZDoom's compatibility menu.
Last edited by Hendricks266; 09-29-2008 at 08:42 AM.
Hendricks266 is offline  
Old 09-29-2008, 12:37 PM   #267
ProAsm

ProAsm's Avatar
Re: Swp updated.
No you did not update the tints, but I have now done so - ta
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-30-2008, 04:24 PM   #268
ProAsm

ProAsm's Avatar
Re: Swp updated.
SWP Version 4.0.5 Update

1. Added additional Screen Menu.
2. Fixed Screensize option.
3. Fixed windowed caption.
4. Fixed /? help command.
5. Added Commmandline option to Game Menu.
6. Commandline options now also in SWP.log from Game Menu.
7. Dumped UseSwpStatus and HrpZipLoader options as these are now permanent.

http://www.proasm.com/files/sw/swp405.zip

Interest value...

Updated SWPStartup to v2.0

1. Adjusted the Game menu to suit SWP 4.0.5+
2. Added Skin Color options.

http://www.proasm.com/files/sw/SWPStartup20.zip

Updated Playwang to v3.6

1. Added Skin Color option.
2. Updated to read SWP version 4.0.5+ (uppercase etc)
3. Replace logo to suit different skins.

http://www.proasm.com/files/sw/Playwang36.zip
__________________
http://www.proasm.com
ProAsm is offline  
Old 09-30-2008, 04:36 PM   #269
Hendricks266
Re: Swp updated.
Excellent.

BTW, is there a to-do list or something similar for the SWHRP?
Hendricks266 is offline  
Old 10-01-2008, 01:20 AM   #270
ProAsm

ProAsm's Avatar
Re: Swp updated.
Nope, not currently but you can always create a to-do list.
Oh, btw, I have just re-uploaded SWP because I forgot to add your new def files in the SWP.grp which is now included.
__________________
http://www.proasm.com
ProAsm is offline  
Old 10-02-2008, 07:44 AM   #271
ProAsm

ProAsm's Avatar
Re: Swp updated.
Quote:
For an example of maphack necessity: start Seppuku Station, and look at the helmet to your right.
Ok regarding maphacks.
Two things, firstly I tried every trick in the book to get the maphacks working but no luck to date.
I followed it step by step with Duke3dw as those work 100% and using the exact same build and loadmaphack(filename) entry point, nothing happens.
I can only come to a conclusion that it has something to do with SW using ST1 sprites instead of actual sprite objects as in DN and thats causing this problem although I will keep looking.

Secondly, if you place a sprite pointing the correct way using < and > in a map then it comes out 100% when using a highres model.
The problem is 3dRealms placed the helmet and bottle in $bullet facing sideways in the first place so one cannot expect the models to do any different.
Basically if maps are done correctly initially, no maphacks are necessary.
__________________
http://www.proasm.com
ProAsm is offline  
Old 10-04-2008, 11:18 AM   #272
Hendricks266
Re: Swp updated.
Good job!

When I tried to make “Screen Size” smaller, the same thing happened as when the command line was broken.

I like the command line info option. It's very handy.

The “Hack Options” menu is good.

What do you think about an SWP Wiki?
Hendricks266 is offline  
Old 10-04-2008, 01:31 PM   #273
ProAsm

ProAsm's Avatar
Re: Swp updated.
Strange about the screen size, I'll check that out.
SWP wiki... naw not atm, maybe once it picks up a bit
__________________
http://www.proasm.com
ProAsm is offline  
Old 10-07-2008, 06:55 AM   #274
Hendricks266
Re: Swp updated.
Another GRP to add to the GRP list is the official 3D Realms release of Wanton Destruction that is standalone (no SW.GRP needed).
Hendricks266 is offline  
Old 10-07-2008, 03:19 PM   #275
Skulldog

Skulldog's Avatar
Re: Swp updated.
Good work on your SWP port. Works very well. Only 2 problems I can see, On the swp.cfg No playername listed or noway to change it. So when you use playwang
it will not add the name. Playwang works good other than you can't do a 3player
game. Playduke will not connect a multiplayer unless you leave all the boxes blank
on one pc and you put the other computer's ip in the nickname box on the other pc. I think dukehost/join ini files don't work with Duke3dw or eduke32.
Last edited by Skulldog; 10-07-2008 at 03:34 PM.
Skulldog is offline  
Old 10-07-2008, 04:42 PM   #276
ProAsm

ProAsm's Avatar
Re: Swp updated.
I'll look into the playername storage you speak of.
As far as the wangbang side is concerned, I was under the impression only 2 players can play WB, thats why Playwang is like that.
Try playing around with batch files and if you end up with a good combination I can add it either to Playwang or SWPStartup.

Hendricks266, regarding the grp list, I dont have the groupscan stuff in SWP at all atm.
What is the significance of a Grp list if I may ask, I see it in eduke but I dont understand the need ?
__________________
http://www.proasm.com
ProAsm is offline  
Old 10-07-2008, 08:37 PM   #277
TerminX

TerminX's Avatar
Re: Swp updated.
Quote:
Originally Posted by ProAsm View Post
What is the significance of a Grp list if I may ask, I see it in eduke but I dont understand the need ?
EDuke32 supports Duke 1.3D shareware, Duke 1.3D, Duke Atomic, NAM and WW2GI, with the data files for each game all able to coexist in one directory. It's an easy way to identify and load different versions of the game without renaming things, using multiple dirs or fumbling with command line parameters.
TerminX is offline  
Old 10-07-2008, 08:42 PM   #278
Phayzon

Phayzon's Avatar
Re: Swp updated.
Quote:
Originally Posted by TerminX View Post
EDuke32 supports Duke 1.3D shareware, Duke 1.3D, Duke Atomic, NAM and WW2GI, with the data files for each game all able to coexist in one directory. It's an easy way to identify and load different versions of the game without renaming things, using multiple dirs or fumbling with command line parameters.
Never knew thats what it was for. I guess I'll throw my 1.3D GRP in there for shits and giggles.
__________________
I made the first post on the VB!
"So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet
"We're part-time internet superheros." - Hudson
Phayzon is offline  
Old 10-07-2008, 11:42 PM   #279
ProAsm

ProAsm's Avatar
Re: Swp updated.
Quote:
Originally Posted by TerminX View Post
EDuke32 supports Duke 1.3D shareware, Duke 1.3D, Duke Atomic, NAM and WW2GI, with the data files for each game all able to coexist in one directory. It's an easy way to identify and load different versions of the game without renaming things, using multiple dirs or fumbling with command line parameters.
Thanks for the rundown TerminX, I always wanted to ask on the eduke forum but did not want to make an ass of myself
__________________
http://www.proasm.com
ProAsm is offline  
Old 10-08-2008, 06:47 AM   #280
Hendricks266
Re: Swp updated.
Asking questions shows maturity.

(Just as long at they're not stupid.)

@ProAsm:
Something you should know.

Here's some of JonoF's pictures:



Last edited by Hendricks266; 10-08-2008 at 08:45 AM.
Hendricks266 is offline  
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:56 PM.

Page generated in 0.26001000 seconds (100.00% PHP - 0% MySQL) with 17 queries

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.