Forum posts

Posted 18 years ago2006-05-06 14:01:52 UTC
in Combining Mapping with Websites Post #178707
ok, this is scary!!! I started making something JUST LIKE THIS yesterday, except i used the source engine, and Adobe? Golive instead of Macromedia... But wait, its Adobe Flash now anyway.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-06 07:44:30 UTC
in env_microphone Post #178663
im not entirely sure, but i think you can set the speaker entity as just about anything...

normally it says what entity to use the the help file, but it only says "speaker entity," so that suggests it can be anything
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-05 16:21:11 UTC
in Now *THIS* is creativity! Post #178589
http://www.twhl.co.za/forums.php?action=viewthread&str=domino&type=1&pg=1&id=8248

Wow... i mean.. this deserves bold.

OLD!!!!!!!!!!!!!!!!!!!!!
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 13:18:14 UTC
in New Mod: "Turnstile" Post #178405
need i even mention that i am looking forward to completion of this as much as i am of Hostage Situation?

Uber
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 13:12:24 UTC
in Half-Life: Hostage Situation Post #178403
yeah, but it costs money to change it, and frankly, i dont have a problem with weebitmagic...

Howdy, we'll discuss it and get back to you
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 12:36:55 UTC
in I Can Anim8! Post #178400
aw man, thats cool ^_^
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 12:17:06 UTC
in Question with carving Post #178396
clip twice... or many times more... its how all complex brushes are made... unless you venture into vertex manipulation
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 11:54:39 UTC
in Glass Question Post #178390
just tie two brushes to the same func_breakable, or if you want to get complicated, name each fragment and fill in the "target on break" field
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-04 11:52:27 UTC
in Question with carving Post #178388
or, use the clip tool....

what have you learned today?

1) dont carve, it creates microscopic leaks, invalid objects and perpindicular texture axis'

2) Instead, either create your doorway, window frame (whatever) manually creating all the neccisary blocks, or much more sensibly, use the clip tool whereever possible... Does exactly the same as carve except you decide what is cut, avoiding all carve's problems (if you know how to do it properly)
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-03 09:03:45 UTC
in Half-Life: Hostage Situation Post #178142
what d'ya mean Howdy?

If you're asking to map, then give an example of your best work and you might be in for chapter 2, but at this late date, i doubt it
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-03 08:11:08 UTC
in Half-Life: Hostage Situation Post #178131
no, i decided it wasn't really worth bothering since you all complain about my domain name anyway
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 14:23:23 UTC
in The first of a flood Post #178000
make a brush (where you want the push to be)
Texture it with 'aaatrigger'
Tie it to a trigger_push
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 14:21:51 UTC
in Crysis Post #177999
absolutely stunning
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 12:21:51 UTC
in The first of a flood Post #177971
1) 25 func_breakables are your friend.

2) Check this
and This
and
This

and Here is a tutorial explaining how to use them

3)

Set delay before trigger to 0

4) Hit shift & A to open the texture tool... Use it without any solids selected, then click on the face you want to edit.

5) Check this out
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 09:32:19 UTC
in [WIP] Horror Map! Post #177945
Unbreakable, you noob! use the edit button!
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 09:05:50 UTC
in It's not machinima, but it's clo Post #177940
taken straight for CAD news
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 07:10:57 UTC
in Half-Life : Gyradell Invasion Post #177894
User posted image


User posted image


Quick media update... I think i fixed the passage... Spent a while on the wall texture and i think it turned out okay.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-02 06:34:46 UTC
in Headcrab! Post #177872
fluffy zombification
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-01 17:57:39 UTC
in Worst. Error. Ever - An Invisible one Post #177777
aha! fixed!

But not because of the .wav's properties.. They were all set up correctly..

Actually, it was as simple as -

Ambient Generic -
Wav Name : H:/games/WONhl/gyradell_invasion/sounds/map3/blabla.wav

when it should have just been

Wav Name : map3/blabla.wav
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-01 17:36:20 UTC
in Worst. Error. Ever - An Invisible one Post #177769
AHA!!!

A small, as if intentionally hidden line in the loading session displayed in the console of HL said "couldnt transfer sound H:/" and it occurred to me that i hadn't edited the .wavs that my voice actor sent me..

Can somebody remind me what the bit rate, frequency and channels have to be set to to work in HL?
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-05-01 16:48:50 UTC
in Headcrab! Post #177748
i really do too, but they're stupidly expensive.. Like.. As much as HL2
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 19:59:25 UTC
in Worst. Error. Ever - An Invisible one Post #177584
Kasperg - I have tried to load the map using the 'map' command and also, the level change worked previously, why would it stop now?

Rimrook - I'll have a check around.. See what comes up..
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 18:28:35 UTC
in Worst. Error. Ever - An Invisible one Post #177560
my guess is there's something wrong with the level change
3) I tested the map both in Gyradell Invasion with a level change and in HL using the 'map' console command.
might as well take a chance in fixing it cause id bet that thats the problem
4) The map worked fine until the most recent compile which added another section.
I've had that texture in the .wad since a long time ago, and the map has worked since
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 18:05:01 UTC
in Worst. Error. Ever - An Invisible one Post #177554
it did work without the new section... And that would mean deleting a lot of brush and entity work...

am i missing something?

** Executing...
** Command: Change Directory
** Parameters: H:GamesHalf-Life1.5

** Executing...
** Command: Copy File
** Parameters: "J:VHEHammerHalf-life map makermapsHalf-Lifeminimodsgyradell_invasion3.map" "H:GamesHalf-Life1.5valvemapsgyradell_invasion3.map"

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlcsg.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlcsg v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: J:VHEHammerHALF-L~1toolshlcsg.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3
Entering H:GamesHalf-Life1.5valvemapsgyradell_invasion3.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

17 brushes (totalling 102 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.22 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.47 seconds)

Including Wadfile: gameshalf-life1.5valvezhlt.wad
  • Contains 4 used textures, 3.92 percent of map (8 textures in wad)
Using Wadfile: gameshalf-life1.5valvedecals.wad
  • Contains 0 used textures, 0.00 percent of map (223 textures in wad)
Using Wadfile: gameshalf-life1.5valvehalflife.wad
  • Contains 56 used textures, 54.90 percent of map (3116 textures in wad)
Using Wadfile: gameshalf-life1.5valveliquids.wad
  • Contains 2 used textures, 1.96 percent of map (32 textures in wad)
Using Wadfile: gameshalf-life1.5gyradell_invasiongyradell_invasion.wad
  • Warning: Larger than expected texture (348972 bytes): 'GYRADELL_CREDIT'
  • Contains 39 used textures, 38.24 percent of map (63 textures in wad)
Using Wadfile: gameshalf-life1.5valvexeno.wad
  • Contains 1 used texture, 0.98 percent of map (264 textures in wad)
added 2 additional animating textures.
Texture usage is at 1.34 mb (of 4.00 mb MAX)
8.98 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlbsp.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlbsp v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: J:VHEHammerHALF-L~1toolshlbsp.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1202 (0.23 seconds)
BSP generation successful, writing portal file 'H:GamesHalf-Life1.5valvemapsgyradell_invasion3.prt'
SolidBSP [hull 1] 500...1000...1180 (0.22 seconds)
SolidBSP [hull 2] 500...1000...1027 (0.19 seconds)
SolidBSP [hull 3] 500...1000...1248 (0.25 seconds)
5.53 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlvis.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlvis v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: J:VHEHammerHALF-L~1toolshlvis.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3
446 portalleafs
1089 numportals

= Current hlvis Settings =
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.39 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.78 seconds)
average leafs visible: 60
g_visdatasize:11709 compressed from 24976
2.23 seconds elapsed

--- END hlvis ---

** Executing...
** Command: J:VHEHammerHALF-L~1toolshlrad.exe
** Parameters: "H:GamesHalf-Life1.5valvemapsgyradell_invasion3"

hlrad v3.3 rel 3.3 prerelease (Oct 9 2005)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: J:VHEHammerHALF-L~1toolshlrad.exe H:GamesHalf-Life1.5valvemapsgyradell_invasion3

= Current hlrad Settings =
Name | Setting | Default
-------------------|---------------------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
bounce dynamic light [ on ] [ on ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[               off ] [               off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'J:VHEHammerHALF-L~1toolslights.rad']
[60 texlights parsed from 'J:VHEHammerHALF-L~1toolslights.rad']

4973 faces
Create Patches : 18141 base patches
0 opaque faces
104266 square feet [15014360.00 square inches]
287 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (35.03 seconds)
visibility matrix : 19.6 megs
BuildVisLeafs:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (50.03 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (32.03 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.16 seconds)
Transfer Lists : 6911364 : 6.91M transfers
Indices :     4294056 :    4.10M bytes
   Data :    27645456 :   26.36M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.34 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.52 seconds)
124.09 seconds elapsed [2m 4s]

--- END hlrad ---
Warning: Larger than expected texture (348972 bytes): 'GYRADELL_CREDIT
is all i can see and surely thats not causing this
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-30 17:58:34 UTC
in Worst. Error. Ever - An Invisible one Post #177550
I'll set this out in points, to show that absolutely nothing can have gone wrong.

1) Hammer check for problems, the first thing i checked showed up with nothing...

2) The compile log, checked second was also flawless.

3) I tested the map both in Gyradell Invasion with a level change and in HL using the 'map' console command.

4) The map worked fine until the most recent compile which added another section.
Yet there IS a problem...

And its not your usual one either... Instead of an error dialogue box, it just freezes when i try to load the map... No messages, no sign of a not-responsive program.. it just doesnt load.
And I have waited for at least 10 minutes (obviously ages in HL1 loading) and still nothing happens.. Just the words loading in Gyradell Invasion's level change, and just Gordon's head beside a loading sign in HL...

WTF?!

<note>
I really dont want to post this in the problem vault seeing as it's Gyradell Invasion
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-29 13:22:06 UTC
in Unforseen Consequences Post #177344
XD
cheers, madcow
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-28 12:09:07 UTC
in Wii ? Post #177232
yeah, wish i had made it :P
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-28 11:52:50 UTC
in Low poly Ford Sierra Post #177228
sweet! looks very good
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-28 11:34:54 UTC
in Wii ? Post #177223
User posted image
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-28 03:17:50 UTC
in Half-Life : Gyradell Invasion Post #177163
ooh. I would, except i have no idea how to add custom weapons to a mod...
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-28 03:17:09 UTC
in Unforseen Consequences Post #177160
@strider:

yeah, i wanted a funny background thing. silly and random, but i took the screenshot about a milisecond too late and only got smoke.... didn't work out..
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-27 16:04:29 UTC
in Chevy Blazer Available!!! Post #177043
hydepth means " and "

Unbreakable means
LOLLERBISCUITS
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-27 16:01:44 UTC
in Chevy Blazer Available!!! Post #177041
Hypdeph, hush
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-27 15:40:35 UTC
in Unforseen Consequences Post #177039
OMG ISSUE 13!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Click Here To Visit The Website
User posted image
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-27 12:43:07 UTC
in Avatar Contest Post #177020
because the sun doesn't really exist, it's an illusion
that's why you shouldn't be like the sun,
because if you are, you don't exist
and I don't associate with people who don't exist
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-27 03:25:44 UTC
in Unforseen Consequences Post #176967
actually jobabob, that webcomic you linked is pretty... mediocre..

www.penny-arcade.com :heart:

glad you like it Arcan.

Also, jobabob, i think you'll find its speeling and grameer. duuh
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-26 16:06:21 UTC
in Unforseen Consequences Post #176886
yay ^_^

cheers, guys!

@jobabob -
1) wtf?! no outragous sarcasm?!
2) how do you know g-man wasn't saying "colon oh!"
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-26 13:19:51 UTC
in Unforseen Consequences Post #176850
ISSUE 12!!!!
Click here to visit the website

maps:
cafe_rosana
User posted image
edit:
bah, just noticed the "here - hear" spelling mistake
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-26 04:18:30 UTC
in TWHL3 Post #176785
Perhaps even work some screenshots of the TWHL community maps into the banner or something.
no... just no...
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-26 04:14:24 UTC
in Invisible catwalks? Post #176784
..you spelled "Catwalks" correctly in the thread title, yet you spelled it "kalt walks" in the actual thread... silly
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-26 04:13:12 UTC
in Half-Life : Gyradell Invasion Post #176783
yeah... i really just put it in for a screenshot looking through the plant... But the texture is so low-res that it looked awful...

I'll fix the sign and the ceiling's bad rotation
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 17:50:46 UTC
in Dunce Americans Post #176710
:aggrieved:

i want the [m] tags!
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 17:23:05 UTC
in 10 ways to destroy the Earth. Post #176706
lollerskates
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 17:08:30 UTC
in Avatar Contest Post #176702
neither... But i think Seventh has a bit of a reputation for being leniant (spelling?) with rule-breakers
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 14:03:34 UTC
in (CS:S) prop_physics not showing up Post #176665
thats the one
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 13:46:34 UTC
in (CS:S) prop_physics not showing up Post #176660
then the model you used isnt meant to be used with prop_physics.. change it to prop_solid
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 13:44:09 UTC
in (CS:S) prop_physics not showing up Post #176658
change all the fade distances to 0
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 10:12:12 UTC
in Half-Life : Gyradell Invasion Post #176637
Here's a quick screenshot of the end of the third map, so you know i haven't given up.

User posted image
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 08:31:41 UTC
in 2 avatars??? Post #176628
just refresh your browser.. (F5)

any page you still see your old one, hit F5
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-25 07:56:32 UTC
in Avatar Contest Post #176624
For The Hunter...

Whats a better hunter than the terminator.
ROFL!!! THAT IS TEH PWN!!!
So, to summarise, jobabob is a cheap manwhore.
/falls off chair laughing
Archie ArchieGoodbye Moonmen