TWHL Tower: Source Created 8 years ago2015-07-13 11:22:52 UTC by Ghost129er Ghost129er

Created 8 years ago2015-07-13 11:22:52 UTC by Ghost129er Ghost129er

Posted 8 years ago2015-07-13 11:22:52 UTC Post #326347
The TWHL Tower: Source

A singleplayer, source engine remake/version of the GoldSource Mod; TWHL Tower.

Rule (More or less same as the previous one):
1. Every member must work from the base map.
2. Aside from the stairwell, the player should only be able to move within the 1024 x 1024 x 160 unit space provided. The challenge is to use the limited space to make something interesting / enjoyable.
3. You can add windows on the external wall, however this area should not be accessible by the player and should not exceed more than 128 units away from the outer wall. It must also fit the tower theme. (see point 9)
3. You can cut into the floor and ceiling for detailing purposes but within reason. Bottomless pits wouldn't really work. (see point 9)
4. Feel free to include custom textures, but prefix them with the first three letters of your username (e.g. "gho-wall1"). These MAY be merged into the BSP itself in the end, if I figure out how to do that..
5. Feel free to include custom models for props, again prefixing the filename with your username.
6. If you use third party content, you MUST include a text file with credits to the author in your submission. Any textures / model credits not accounted for WILL be removed or replaced.
7. Feel free to make things as easy or as tricky as you like. The player will be stripped of their weapons and given a chance to replenish their health on each floor.
8. The goal of each floor is to open up the access door to the next floor. This can be a simple button, a key puzzle, or something more elaborate.
9. The entire mod will be based on ascending a tower. Therefore, in the final compile, the exterior sky boxes will all be set to a night time city theme and environment lighting will be included as such. Every floor must have a name and will include your name as the administrator. These details will be included on a plaque outside each members room, as well as on an index board in the lobby.

Participants:
Ghost129er

Notes:

Not sure who'll be doing the final compile, most probably me, but yeah. I just wanted to do a remake/similar idea of the original thing for source, as well, my GoldSource skills aren't the greatest, and we have some really talented Source mappers here. ^^

I know, I'm a very disliked and looked down upon person here, but I strongly urge as many people to participate if they can! I know it's summer and it's time for a break and to relax, but I'm sure some of you can spare time for this.

Any questions should go in this thread and all submissions should be sent to rolen_65@hotmail.com

Credits:
Urby for the original idea and plan of the TWHL tower, and for encouraging me to start a new thread to show the progress/ gain attention.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-13 11:38:20 UTC Post #326348
Some images of the Base map file, there are 2 versions, which I'd need people to vote on what to use.

V1: Shared wall:
http://i.imgur.com/RewCMnk.png
Basic 3 views and stuff
http://i.imgur.com/U6ckKgK.png
Spacious 1024*1024*160 room
http://i.imgur.com/y0nf2Qs.png
Just for testing purposes
http://i.imgur.com/xJWBGBX.png
Note the two tonne wall color; it's sharing a wall, so I had to add that to close the leak..
http://i.imgur.com/BIQlsEA.png
roofies
http://i.imgur.com/2daujOV.png
Null room
http://i.imgur.com/lejKiHD.png
Null room top floor
http://i.imgur.com/XcwMh79.png
overall
http://i.imgur.com/QWowHOM.png
Finally fixed the shitty staircase I originally made, much better, if I must say.

V2- Double wall
http://i.imgur.com/rc1OEb8.png
Doorway, clearly showing the double wall/spacing
http://i.imgur.com/jhJoWIf.png
Different color walls, no need for two tonne stuff
http://i.imgur.com/NdEeX0f.png
Again, V2 comparison

In Game:
V1:
[img]http://i.imgur.com/gAR1zEo.jpg
[img]http://i.imgur.com/5j6Jd2J.jpg
Neat stairs, first time.
[img]http://i.imgur.com/0qsb7C2.jpg
Heading to top Null room, aka, level complete

V2:
http://i.imgur.com/MEyy01B.jpg
Double spacing/walling
http://i.imgur.com/7ruoaWt.jpg
I like the single color wall... Not sure about you guys though.
http://i.imgur.com/OQN6k34.jpg
Definitely much better. (IMHO)

Album for more pics:
http://imgur.com/a/p3YYY

Let me know what you guys think and have to say about it, also, which version we should use on this poll here:

http://strawpoll.me/4909751/r
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-13 13:03:56 UTC Post #326350
Hm, I wouldn't mind taking another crack at it with Source's I/O system. That's the one thing I missed most working on the original.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-07-13 19:42:19 UTC Post #326368
Oh you guys are screwed :D
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-13 21:13:30 UTC Post #326369
Yay! Tetsu0!!! ^_^
So, are you in or are you out??

Strider is a maybe, as far as I know, but yeah, I wanna know.. Sadly, I think it's only going to be us three so far.. ;~;

Base VMF file downloads:

V1 Download (Single/shared wall):
http://www.mediafire.com/download/o9s7283f5xtsmaj/TWHL_Tower_Source.vmf

V2 Download (Double wall):
http://www.mediafire.com/download/p8xxdxm6g2xfcfo/TWHL_Tower_Source_V2.vmf

Should I have included this earlier or..?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-14 03:06:40 UTC Post #326375
I will put my hat in very tentatively. It's been a very long time since I've done anything in Source, but I would like the chance to make a floor and not forget about the gameplay. :P
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 8 years ago2015-07-14 03:37:36 UTC Post #326376
I'm not knowledged enough in Source mapping to participate, but the Architect in me still asks:
User posted image
Why are these heights different? It causes this for no reason:
User posted image
Posted 8 years ago2015-07-14 03:59:14 UTC Post #326379
No one used the poll; GG, waste of time. MOVING ON... TJB's in, SWEET. THIS IS GOOD.

DiscoStu - I don't know you tell me? I tried to make something and it's like legit the first attempt, honestly, that didn't bother me that much, but if you want to suggest me to fix it in a way, tell me. I'm 2 days sleep deprived and possibly insomniac. :3 If you could tell me what I need to do since my brain's dead; that'd be GREAT. Like, MUCH appreciated.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-14 04:21:16 UTC Post #326380
Normally the stairs slab would be the same thickness across all its length, and the height of the ceiling would be the same at any step. Of course, that's just the Architect in me talking and it doesn't need to matter in a game context.

I'm kind of becoming an arse regarding Architecture, right? Would anyone tell me if I am?
Posted 8 years ago2015-07-14 06:00:49 UTC Post #326381
It's fine, arse as much as you want. Most of us appreciate criticism from someone who actually has a bit of real knowledge in the field :)
Penguinboy PenguinboyHaha, I died again!
Posted 8 years ago2015-07-14 09:34:55 UTC Post #326386
So, Source version of TWHL-Tower? I think I suggested that on the original TWHL-Tower thread in the past.
Sure, I can participate in this. Got nothing better to do. I personally like Source over GoldSource anyway.
What Source engine game will it be for? HL2? HL2EP2? SSDK 2013?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-14 09:42:04 UTC Post #326387
Can we have a different base map? I can't say I was particularly keen on the original one for TWHL tower ( Sorry urbz ), and that stairwell is FAR too basic for source.
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-07-14 09:48:21 UTC Post #326389
DiscoStu- I knew what was different, it's not ENTIRELY to scale/precisely the same, but hey it's something. Say all you want, because 1) You're not participating, 2) I really couldn't give a flying rats arse about criticism; especially on TWHL as it's a place I'm looked down upon, so yeah. At least the room is to dimension so the room is still to scale and original.

Dr.Orange- Hell yeah, I love Source mapping, and I asked this there too, but looks like it's up to us now! And glad you're in, the more the merrier. ^^ Umm... UMM... HL2-EP2? It's the best (Dimbark got me into using it) and I think it'd be great for this, again, I need to make sure everyone has it or, bam, we can't use EP2..

That's all for now, still waiting for more attention...
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-14 09:56:13 UTC Post #326391
Yeah, you did, Orange, sort of. Found some quotes from said thread that I'm curious as to the relevance nowadays. Because, y'know, they were said only a few months ago.
Penguinboy: If it was Source, you wouldn't get very many participants.
Captain Terror: Yeah Doc-O, also Source projects have a notoriously-high mortality rate here...
Archie: All the really good Source mappers are in a kinda weird place right now. Interlopers, notably, where there were once 10 map showcases a day is now lucky to have one map posted a week.

The current tools are so broken and everyone has kinda put their attention towards the Source2 beta tools released with Dota. It will make a resurgence when Valve release a game on it.

In terms of Source in its current state, pretty much only CSGO is being mapped for on a large scale, mostly due to the very successful Steam Workshop - but that'd be useless for a collab like this.

For the moment, and I say this with gritted teeth, Source simply isn't the best option.
Strider: What Archie says. Plus Source is a weird engine half stuck between semi-modern features and old methodology. It's not enjoyable to work with at all.
Anyway, I probably won't be joining this, because unlike Goldsource, I don't know how to be tricky with Source. And if my floor said anything about me, I would like to hope it was that I like to do things differently.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-14 09:56:56 UTC Post #326393
I recomend using Source SDK Base 2013 with binaries built from the Source SDK 2013 code. It's basicly the latest Source engine version available for free you can build binaries for. It also have acces to all HL2EP2 content (except for any of the maps).
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-14 10:10:11 UTC Post #326394
Jessie- No worries, I'm fine with that. Thanks for quoting those guys onto this I guess. :quizzical:

Dr.Orange- Hmm, I have no idea what that means, but I assume it's good, right? As for binaries and all that stuff, have no idea what those are... On a lighter note, do I have you on Steam by any chance?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-14 11:02:48 UTC Post #326395
Binares are the .dll files required to run the game a.k.a the game code itself. The default binaries included with Source SDK Base 2013 are unplayable as all weapons one-shot-kills and you have insanely low gravity and speed. It was only used for the graphics test.
I can build the binaries, and make a template mod (complete with gameinfo.txt and localization files) for a base if you want.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-14 11:35:49 UTC Post #326396
Looks like you're my wingman on this Orange, and honestly, I just wanted to have a few members participate on this and make a niftier Source version of the map. I have honestly no idea what to do with the binaries, so if you SUGGEST we do that, then let's do that then, because I have no idea how to make a Mod base or what not like the TWHL 'mod'. I can't do this alone anyways, but getting back, yeah, should we? I never thought we'd get this far or actually initiate the project, but I'm all in to make it the best thing I've done collaboratively.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-14 15:31:30 UTC Post #326404
I'll probably not be able to do that until next week, as I need vs2010 to be able to build the binaries, wich I don't have installed on this computer. So unless someone else have vs2010 installed and can compile the code, or have a working link to a vs2010 setup file, we'll have to wait.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-14 15:41:35 UTC Post #326405
I have VS 2010... We use it for making programs, if you want, you can control my computer over TeamViewer and do it if that'd help... But yeah, no rush, either you get it or take your time, and let me know, like I said, no pressure, we've got enough time for this, hopefully...
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-14 18:11:49 UTC Post #326408
I found a download for vs2010 c++ express now (classic Microsoft to put it at the bottom of the page in a really small font). I'll probably be able to compile the code and put togheter the template mod by tomorraw at the latest.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-14 19:55:28 UTC Post #326409
Why use custom code? Just because not everyone has EP2?
If we're going with custom code, might as well get fancy with it.
Change the HUD at least.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-14 20:20:56 UTC Post #326410
... So Doc wants to do that because he DOESN'T have HL2:EP2? ... THEN LETS ALL JUST SIMPLY AGREE ON ONE VERSION. It could happen but no one really gives a rats rear about the polls anyways, so I'm not going to make another.

What now?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-15 02:09:46 UTC Post #326415
I'm good with any version. Even though I'd rather opt out of an EP2 project, I can opt out of an EP1 project just as well.
Posted 8 years ago2015-07-15 10:55:40 UTC Post #326426
Surely, at the end of the day, it only matters what version you're running Ghost? Since you'll need to do all the final compiles.

If somebody doesn't own Ep2, they can map with Ep1 or HL2 and send you their map. The original entities will still work in Ep2 right?

A lot of people in the GS version didn't have Spirit, but it's a spirit mod because I compiled them all with it. :P

I dunno anything about Source though, so I could be wrong.

Also, I'm not taking part in this one, just because of The Core, TWHL Tower and my general disliking of the Source tools. :P
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-07-15 11:05:49 UTC Post #326427
DiscoStu - No reply.

Urby - True... Also, that's true too, but I though MAYBE some sort of consistency would be great, turns out I may be the only one wanting that and probably expected this to go easier than I thought, when it's not... And I see, that's interesting (still have no idea about the SoHL mod) but yeah. And you don't know ANYTHING about source..? It says you're a Source mapper on your profile... >> Just saying... And no problems, never held you at gunpoint telling you that you HAVE to participate... Yet... c;
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-15 11:11:42 UTC Post #326428
Well, I know some things about Source, and I can map for it, but regarding interchangeability between versions and general SDK brokenness I'm pretty clueless.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-07-15 11:22:11 UTC Post #326431
So, are you in or are you out??
I'm in!
Ep1 or HL2 and send you their map. The original entities will still work in Ep2 right
Compatibility is almost guaranteed. Most of the issues come from missing textures and models if you go backwards. So if Ghost does final compiles with Ep2, everything should work out fine.
...general SDK brokenness...
The folder:
Steamapps|Common|Half-Life 2|<game version>|bin
contains all your tools. AFAIK, faceposer is the only tool that remains broken, but I haven't tried to use it in over a year.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-15 11:27:15 UTC Post #326432
I've just had a thought for a community project of m' own. I'll not do it now if you've got one on the run already though, so it'd be nice to know if/how many people are actually going to participate in this one. So far the take-up rate seems... low. No pressure, mine can wait.

Yours faithfully,
Brigadier Sir Charles Arthur Strong (Mrs.)
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-15 12:34:52 UTC Post #326433
Urby - Well, again not putting a gun to your head or anything, I mean, it's pretty logical where things are, and so far, I've had no problem; even with WallWorm Tools. For Half life 2 (all versions) it's:
Steamapps|Common|Half-Life 2|bin (Hammer and all that SDK stuff)
Counter-Strike: Source:
Steamapps|Common|Counter-Strike: Source|bin
And, yeah, that's about that...

Tetsu0 - Sweet! I've been looking forward to some collaborative work with you and that day seems to have finally arrived! Totally hyped and looking forward to it. I was anyways planning on doing the final compile in HL2-EP2 (again, Dimbark got me sucked into using HL2-EP2) but, yes, that's the plan. Are you sure it's THAT folder? For me, my hammer is located in what I wrote above, and when I run that I THEN can choose which specific version of HL-2 I'm going to be using..

Jessie - Yes, this project DOES have a LOW take up rate; you're not the only one who's disliked me from the start. Not everyone here likes hearing Ghost129er or seeing his posts, so look at the bright side; your idea may be started soon. Don't be so be like that, saying "No pressure, mine can wait." for all you know, yours will be started next week and you'll be having 20 people or so. :) I just look forward to working with Dr Orange, Tetsu0 and Captain Terror, wherever the hell he is, if he's still alive... And others who'd be happy to co-operate. Lovely formal closing you have there.

Instant Mix - I am SO sorry, I seem to have completely looked past your message and JUST saw it; I'll agree it's pretty basic, but then again, it's based on TWHL's original thing and well, what do you suggest? Do you have a base map you've made that you'd be willing to share? Again, it's not all me; it's a group project and I'm willing to be open and look into others ideas. Tell me what's on your mind, and mind you, I'm NOT a great Source mapper; just a modder, skinner, and weapon maker.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-15 12:57:41 UTC Post #326434
Two Things Ghost:
1) You're probably right about the folder location, there's been a "HL2 BIN" shortcut on my desktop since... a long time ago... and I'm at work and can't check ;)
2) Your message signature is unnecessary.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-15 13:54:32 UTC Post #326436
Well for all I know, I could be using the wrong one, but then again, I guess Source is something we all haven't gotten to for a while. I mean, I'm currently refreshing my modelling skills for source, but yeah, as far as I know, the HL2 Bin folder is the MAIN folder for what we need. Also, after spending a long time on another forum, it's become a habit, and I will keep using it.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-15 17:34:59 UTC Post #326438
Well, I guess I can't build the dlls until next week. Not a big deal probably. The only real reason for building the dlls myself would probably just be chapter unlocking (if each floor or a group of floors make a chapter) and potentially env_projectedtexture (world flashlight) fixes, and support for one world flashlight, and the player flashlight. I guess I'll start working on my floor (for HL2EP2) now.
Also, should custom scenes be allowed? They must be built into one scenes.image file at the end of development, but I guess if everyone who knows how to use faceposer generates their own scenes.image files locally, and then provide the .vcd files, everything should be fine.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-15 19:52:34 UTC Post #326440
... Funny, the person who decided to lead this has zero idea of what people taking part in this are talking about... As in, I have no idea what you mean about the custom scenes... Just Googled it, got some idea, but still lost... And Face poser? ... Looks like you guys are gonna take it to a whole new level of mapping... I but I guess if you DO supply the important things, it'll do..? Please ask Tetsu0 that, I may need his help for the final release...

As for the DLL's thing, I see... But, is that all really necessary? I wasn't planning on having it like an entirely new HL-2 game with Chapters and so; would have had autosaves and stuff there...
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-15 21:50:11 UTC Post #326444
Just slap an autosave before each level. Only the VERY first autosave should be a new chapter.

Pros and cons to this being a mod:
PROS
:heart: Ease of download and launching maps
:heart: We could add custom code
:heart: Splash Screens
CONS
:heartbreak: More Work
:heartbreak: Kinda overkill since this is a glorified map pack
:heartbreak: We lose some EP1 & EP2 content
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-16 10:20:14 UTC Post #326457
Actually, the point of building custom dlls is mostly for chapters, so we don't have to play through the entire building if we want to play a specific floor, maybe env_projectedtexture fixes so we can have onee world flashlight in addition to the player flashlight (if I get permission to do that), and so it can run on Source SDK Base 2013 and have all EP1 and EP2 content.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-16 11:46:12 UTC Post #326458
MRW there's so many options...
User posted image

Gentlemen, can we all together decide what will be the final outcome? I may be compiling it, but I still want everyone to agree on one thing... This is frying my puny brains of SDK programming, but I too would like some ideas like chapters being levels, a newer GUI and mod screen, but perhaps that's overdoing it, for me at least, unless, someone else wants to compile the map, then that'd be great.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-16 12:08:34 UTC Post #326459
Hold on. Why do you need custom dll's for chapters? You don't need custom gamecode for that as you can already create chapters with the base game, just by editting txt files.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-07-16 13:48:31 UTC Post #326461
Chapter unlocking is coded.

EDIT: Why is there a crowbar in the base map?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-16 13:59:53 UTC Post #326462
... Oops... Well, that was just for testing purposes; bashing walls just for kicks.

And I'm just waiting for a final agreement on what to do...

Best Regards,
Ghost129er.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-16 16:16:53 UTC Post #326463
Of course it's coded, but you don't need custom code to make it work (as far as I know at least), just use the console command sv_unlockedchapters # to unlock all chapters.
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-07-16 16:54:57 UTC Post #326464
Yeah, but that'll make all chapters start unlocked.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-07-16 18:23:35 UTC Post #326465
Maybe if you specify a number it unlocks up to that point only.
maybe env_projectedtexture fixes so we can have onee world flashlight in addition to the player flashlight
Uh, what? :quizzical:
Posted 8 years ago2015-07-16 19:03:43 UTC Post #326466
Uh, what? :quizzical:
DiscoStu- My reaction exactly.

Dr. Orange - Still awaiting a decision between you, Tet and possible Strider...

Best Regards,
Ghost129er.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-16 20:36:58 UTC Post #326467
I think it's a bit overkill to go and build bloody custom binaries for a couple of maps; just keep it ep2 for simplicity's sake. And also, please, can we have a new base map?
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-07-16 21:57:06 UTC Post #326468
I've had a really shitty day today, and I am very cranky right now, and Instant, you posted at a really wrong time...
I am SO sorry, I seem to have completely looked past your message and JUST saw it; I'll agree it's pretty basic, but then again, it's based on TWHL's original thing and well, what do you suggest? Do you have a base map you've made that you'd be willing to share? Again, it's not all me; it's a group project and I'm willing to be open and look into others ideas. Tell me what's on your mind, and mind you, I'm NOT a great Source mapper; just a modder, skinner, and weapon maker.
I even bloody apologized. Like, legit, I mean, I said sorry I ignored you and didn't see you and overlooked you, but I mean, Jesus, you haven't even suggested anything. But I agree with you on that being overkill, but then again, we ARE overkill.

Best Regards,
Ghost129er.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-18 02:37:36 UTC Post #326477
Relax guys. Lets whip up a new basemap and settle on EP2. Do we really need chapters? My thoughts say no...
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-18 02:47:46 UTC Post #326478
Okay, so, new basemap, eh? Does that mean the tower concept changes or what? Do we have the same room size, or..?
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 8 years ago2015-07-18 02:58:25 UTC Post #326479
No changes, just clean it up. No double walls etc..
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-07-18 03:33:57 UTC Post #326480
That's in V1, no? Anyways, I TRIED to make a base, people wailed for a new one and didn't do jack about it, or even comment, so yeah. We're stuck there.
Ghost129er Ghost129erSAS1946 Certified Nuisance
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