Nancy Remake Team.

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Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Cool.

    Happy Birthday DD!

    Your present - belated - will be a remade Nancy!

    ~ DarkATi
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Okay, I think Mother Interface is almost done... I made one change to it, moving the 'infestation' just past the doorway leading to the hive, so the hallway is infested, but the doorway itself is the 'stopping point' for the goo.

    This was mostly to let me clean up the texturing so it looked more believable, as there's very little in the way of 'transitory' infestation textures, and nothing even approaching the original texturing selection. :-)

    Just have to clean up the vent-entrance geometry, and possibly add a little infestation creaping out of the vent that leads to just behind the Subspace Hive Resource Tower, so Marines will notice it more hopefully.

    I did a few minor adjustments to the brush geometry in the room to simplify it, from a BSP/CSG point of view, aligning cuts onto common grids, and making all ledges the same width, etc, etc, before I skulk-clipped everything.

    The latter, BTW, will be MUCH easier when XP-Cagey's new tools finally come out, as it will be possible to make Skulk-friendly Caulk, although it will 'block' bullets, but I think that's a minor problem that can be lived with. :-)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WolfWings+Sep 1 2003, 01:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 1 2003, 01:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay, I think Mother Interface is almost done... I made one change to it, moving the 'infestation' just past the doorway leading to the hive, so the hallway is infested, but the doorway itself is the 'stopping point' for the goo.

    This was mostly to let me clean up the texturing so it looked more believable, as there's very little in the way of 'transitory' infestation textures, and nothing even approaching the original texturing selection. :-)

    Just have to clean up the vent-entrance geometry, and possibly add a little infestation creaping out of the vent that leads to just behind the Subspace Hive Resource Tower, so Marines will notice it more hopefully.

    I did a few minor adjustments to the brush geometry in the room to simplify it, from a BSP/CSG point of view, aligning cuts onto common grids, and making all ledges the same width, etc, etc, before I skulk-clipped everything.

    The latter, BTW, will be MUCH easier when XP-Cagey's new tools finally come out, as it will be possible to make Skulk-friendly Caulk, although it will 'block' bullets, but I think that's a minor problem that can be lived with. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sounds good. Crap, Aux Comm or whatever that place is called in my end of the map is all jacked up.

    Ooooh boy, no sleep tonight, that's OK tho, Sixx, Mick, Vince and Tom'll keep me company.

    Note that I am straight these people are members of the most kick-**** band ever: Motley Crüe, to clarify.

    ~ DarkATi
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->kick-****<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's kind of silly how they don't let you say <i>as</i><i>s</i> ... what is this, kindergarten? Its a crazy forum that would censor even the Bible. Ah, well.

    Anyways, keep up the hard work. And have you ever heard of a band called Harvey Danger? That's good shat to map to, good shat, especially their "King James Version" album.

    Oh yeah, and one thing I can't seem to find definite mention of is the submission deadline for the actual 2.1 release... I see from the main page that it's been delayed and 2.01 has taken it's place... but I guess that gives you guys a better chance to get Nancy back in NS ASAP!
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    yup I'm an old man now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Anyways, still looks good. Just get a complete map first before we move on to the 2.0 version. I see that mr Allocblock has already popped up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited September 2003
    <!--QuoteBegin--devilblocks+Sep 1 2003, 02:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devilblocks @ Sep 1 2003, 02:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yup I'm an old man now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->  Anyways, still looks good.  Just get a complete map first before we move on to the 2.0 version.  I see that mr Allocblock has already popped up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hey it's the Birthday Man-Boy himself!

    Yes, and to WolfWings - Use XP Cagey's Tools to Compile, his tools kick ****. About to hit the hay. *yawns* I've made tremendous progress. Screenies sometime tomorrow.

    EDIT: DD - I know you don't check this thread often but I would like to know how I might go about becoming a playtester for upcoming NS releases. Thanks, DevilDog [er blocks er... hmm..]

    ~ DarkATi
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    edited September 2003
    The way marine start decompiled is crazy, but im getting it good, and i have to do a big area with lots of messed up parts just so i can test it, trying to organize and minimize the r_speeds as best as possible. I am not sure how much of the marine start area should I do. I'm doing the comm chair room, and the outside atm, when i get that done i can work on the lil hallway that leads out of the comm chair room.

    <EDIT> What skyname do I use, cause I want to see what i got with the nancy sky, not the cheap desert =/ </EDIT>
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Just did a rough count of the entities in old ns_nancy and it seems to be around the 400 mark. Once you remove all things that no longer count in 2.0 it won't be so bad but still pretty high. Be careful with how many new func_walls you add for nice decoration.

    sky name was mars2 btw.

    Keep up the good work, I can't wait to see the finished version, I hope it is in time for 2.1.
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    Thanks for telling me the sky name, anyways, Im almost done with the marine start, I was even able to lower the r_speeds by 50 , compared to the original. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I am not so good with lights, I am going to leave the lighting to someone more professional in the area.

    Oh btw, is it me, or is the marine start the room that uses the most halflife.wad textures? I sorta kinda don't use it, but some of the light textures are from it.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Alright I got mother interface / subspace from WolfWings. I gotta add them in, connect them, and add a few more lights in. (mainly in mi mi).

    And DD your birthday is 8 / 31??!?! That's mine too!!! I just never put my real birth dates when I register anywhere.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    This is just a general plea to all mappers. <b>Set up a RAID level 1 hard drive array</b> on the computer you map on. You can get a motherboard with RAID for under $100, and all you need is two cheap hard drives of the same size. It provides automatic and immediate redundancy, which means no more ns_nancy type catastrophes. Not to mention that you should distribute your source to trusted mappers, to both offer improvements and create an additional level of redundancy.

    That's just me ranting, but I think it needs to be said.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--MasterShake+Sep 1 2003, 12:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterShake @ Sep 1 2003, 12:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is just a general plea to all mappers. <b>Set up a RAID level 1 hard drive array</b> on the computer you map on. You can get a motherboard with RAID for under $100, and all you need is two cheap hard drives of the same size. It provides automatic and immediate redundancy, which means no more ns_nancy type catastrophes. Not to mention that you should distribute your source to trusted mappers, to both offer improvements and create an additional level of redundancy.

    That's just me ranting, but I think it needs to be said. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, I was going to do this but... I went a little overboard on my optical drives budget... put in TWO DVD+Rs... so... won't be getting that anytime soon. Actually don't know if my MoBo supports RAID, how can I tell? Got any good setup guides on the internet super highway? Ha ha. Thanks,

    ~ DarkATi
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    This is what I got since last night's crash and remake. Gonna finish it tonight if possible, however I have acting classes from 7:00 to 9:00, oh well I'll get it done, here's ugh a pic of what it looks like now. With all the AAATRIG it looks like a dance hall - disco tonight!

    ~ DarkATi
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--OneEyed+Sep 1 2003, 09:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneEyed @ Sep 1 2003, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks for telling me the sky name, anyways, Im almost done with the marine start, I was even able to lower the r_speeds by 50 , compared to the original. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I am not so good with lights, I am going to leave the lighting to someone more professional in the area.

    Oh btw, is it me, or is the marine start the room that uses the most halflife.wad textures? I sorta kinda don't use it, but some of the light textures are from it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As a quick check, how much of Marine Start were you building? Just asking, so I can make the rest. :-)

    As for Lighting, DarkATi seems to have become the defacto lighting Guru, I'm the **** that's good at 'Clipping' an area to death for Skulks, and yes, numerous textures are used from the original halflife.wad in Nancy. =^.^=
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WolfWings+Sep 1 2003, 04:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 1 2003, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--OneEyed+Sep 1 2003, 09:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneEyed @ Sep 1 2003, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks for telling me the sky name, anyways, Im almost done with the marine start, I was even able to lower the r_speeds by 50 , compared to the original.  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I am not so good with lights, I am going to leave the lighting to someone more professional in the area.

    Oh btw, is it me, or is the marine start the room that uses the most halflife.wad textures? I sorta kinda don't use it, but some of the light textures are from it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As a quick check, how much of Marine Start were you building? Just asking, so I can make the rest. :-)

    As for Lighting, DarkATi seems to have become the defacto lighting Guru, I'm the **** that's good at 'Clipping' an area to death for Skulks, and yes, numerous textures are used from the original halflife.wad in Nancy. =^.^= <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Indeed. I'm your lighting man. Only worry about architecture then when you're done shoot it over to me for lighting check and I'll fix it up.

    ~ DarkATi
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Um ya, wolfwings, you put so many clipping brushes in there I'm really gonna have to remove some. It makes playing as a skulk feel completely different from how it normally is in all the other maps.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    <!--QuoteBegin--DarkATi+Sep 1 2003, 02:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkATi @ Sep 1 2003, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--MasterShake+Sep 1 2003, 12:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterShake @ Sep 1 2003, 12:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is just a general plea to all mappers.  <b>Set up a RAID level 1 hard drive array</b> on the computer you map on.  You can get a motherboard with RAID for under $100, and all you need is two cheap hard drives of the same size.  It provides automatic and immediate redundancy, which means no more ns_nancy type catastrophes.  Not to mention that you should distribute your source to trusted mappers, to both offer improvements and create an additional level of redundancy.

    That's just me ranting, but I think it needs to be said. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, I was going to do this but... I went a little overboard on my optical drives budget... put in TWO DVD+Rs... so... won't be getting that anytime soon. Actually don't know if my MoBo supports RAID, how can I tell? Got any good setup guides on the internet super highway? Ha ha. Thanks,

    ~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    On most motherboards, you'll have two extra IDE slots and an extra BIOS for the RAID controller. You generally will know if you have RAID. For supported motherboards, I have a Shuttle AK45-GTR, which is nice, inexpensive, but now outdated unfortunately. I'd recommend Shuttle, but they deal pretty much exclusively with AMDs, and AMDs seem to suck at the moment.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lazer+Sep 1 2003, 02:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 1 2003, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um ya, wolfwings, you put so many clipping brushes in there I'm really gonna have to remove some. It makes playing as a skulk feel completely different from how it normally is in all the other maps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Um... I'm going to have to politely demand that you don't remove any of those clipping brushes in Mother Interface. I put them in there for a specific reason, because it's a lot <b><i>easier</i></b> now to move around than in any other map as a Skulk with those clipping brushes in place.

    Unless you mean the 'floor-wide' brush I put into Subspace Hive to prevent players from getting stuck on that silly lip of the little platform in there, that one you can remove, but it's a very minor affect at all on the map. But if you mean any of the 'angled' brushwork I put in, no, do not remove any of those clipping brushes. Period.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    As an adendum, the reason it feels to different, is because the existing maps don't clip for skulk movement at all, as nobody knew how to until I figured out a technique using features of XP-Cagey's tools. Clip brushes, the usual method, cause Walkclimb to break, so nobody could use them even when they wanted to before now.

    This caused the existing maps to suck for Skulk wallclimb because the wallclimb gets stuck up on any tiny little protrusion anywhere in the map, because it can't 'stairstep' like normal movement can on the ground. This is a problem, and I find it odd that you're complaining about my finding a solution.

    If there's a specific problem with how I null-clipped any of the areas though, feel free to tell me and I'll fix it. But it sounds like you're complaining that I made it <i>too easy</i> for Skulks to maneuver in the areas I rebuilt, which seems more than a little silly.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Actually, I'm going to retract my first of these three posts, as looking back it was written in haste, and a bit of anger, so my emotions were over-riding my common sense.

    I would like to know what parts of the clipping are a problem though still, and I'd also like to, seperately, see if anyone out there is willing to help me test my clipping, and see if it really is an improvement like I feel it is.
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    <!--QuoteBegin--WolfWings+Sep 1 2003, 04:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 1 2003, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As a quick check, how much of Marine Start were you building? Just asking, so I can make the rest. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I am not sure how much I should make, i'll probably do up to the room with the big thing in the middle that leads to the nearest 2nd res node from marine start.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Well for one: The small pillars in subspace were func_illusionary with a null taking the same space. A bit pointless? It could just be a func_wall and all would be good... or am I missing something? You're right about mother interface, I just find that I more often would like to be able to hide on the corners instead of hae to walk over them. Then again, it doesn't matter that much since there is always the ceiling. Probably my main concern was that floorwide null in subspace. It seems a little pointless and I can guarantee you people will constantly be wondering why they are hovering over the ground like that. I'm not sure what you meant about getting stuck on the lip though. If the problem is really THAT bad I'll leave it.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    y does is seem like a bunch of ppl are grabbing the decompile that was done of nancy and just working on it. Its great that ya all wana help, but u should really coordinate all your efforts with lazer, since he kinda got the start on this all.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Ah, okay. I'd forgotten about those pillars in Subspace Hive. =^.6= Yes, those are a mistake.

    And I can adjust the 'null brush' in Subspace to just a little ramp by the little platform there? Basically, you can't "walk up" onto the platform from the pit, you have to hop-jump, so if you trim the null-brush to just about 1-2 units around the platform, it'll serve it's purpose. I'd intially had that textured in infestation, and forgot to trim the brush down when I replaced it with a solid-NULL when the infestation didn't look good there.

    As for MI, yeah, I thought some people might like to hide under those lips, but being able to get up onto the ceiling seemed more useful. I may place a couple layers of 'wiring' up on that ceiling, as that room has the r_speeds to spare still, and it would make being up on the ceiling more useful, as well as break up the visual monatany in that central section.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--supernorn2000+Aug 31 2003, 06:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Aug 31 2003, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now now, lets not start a flame war in the thread. I'm sure we are all mature enough to continue without any more remarks? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yup, agreed.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited September 2003
    Okay, I minimized the clipping brushes in Subspace Hive, and fixed a couple 'stuck points' for skulks on the pipes, along with adjusting the clipping so Skulks could run along the underside of said pipes. They still can't roll from bottom to sides and vice-versa, but they can run the length of the pipes on top, side, or bottom without trouble, aside from where I ended up putting the hive, which is right up against one of the pipes vertically.

    Also thought more about how to make the vent between there and Mother Interface usable... as right now Aliens ignore it since it starts sealed shut, and Marines ignore it as they can Siege from there easier than welding the vent open. Best idea a friend came up with (Talesin, one of the Forum Mods) was to move it so it's one of the exits for the 'fan vent' in Mother Interface between the two pillars, change that to a busted-through grill, and pour infestation down that 'shaft' leading to the hive, so it's weldably accessable to all and sundry, even a crouching Onos.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--ssjyoda+Sep 1 2003, 05:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Sep 1 2003, 05:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> y does is seem like a bunch of ppl are grabbing the decompile that was done of nancy and just working on it. Its great that ya all wana help, but u should really coordinate all your efforts with lazer, since he kinda got the start on this all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Most folks ARE coordinating. We're claiming sections that haven't been mentioned yet (of which none are left, so no more people can help) and working on them. The guy doing the Ready Room forgot to mention he was doing it all the way down to the Res Tower, so I did a little bit of that, but that's been the only overlap so far that I know of. :-)
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    bumping to next page to post screenies, none will see on this page sadly =/
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    bumping to next page to post screenies, none will see on this page sadly =/
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    ok here are some screenshots of my progress....
    excuse my lame lighting =p

    new
    <img src='http://home.stx.rr.com/one3yed/ms1a.jpg' border='0' alt='user posted image'>
    old
    <img src='http://home.stx.rr.com/one3yed/ms1b.jpg' border='0' alt='user posted image'>
    new
    <img src='http://home.stx.rr.com/one3yed/ms2a.jpg' border='0' alt='user posted image'>
    old
    <img src='http://home.stx.rr.com/one3yed/ms2b.jpg' border='0' alt='user posted image'>
    new
    <img src='http://home.stx.rr.com/one3yed/ms3a.jpg' border='0' alt='user posted image'>
    old
    <img src='http://home.stx.rr.com/one3yed/ms3b.jpg' border='0' alt='user posted image'>
    new
    <img src='http://home.stx.rr.com/one3yed/ms4a.jpg' border='0' alt='user posted image'>
    old
    <img src='http://home.stx.rr.com/one3yed/ms4b.jpg' border='0' alt='user posted image'>
    new
    <img src='http://home.stx.rr.com/one3yed/ms5a.jpg' border='0' alt='user posted image'>
    old
    <img src='http://home.stx.rr.com/one3yed/ms5b.jpg' border='0' alt='user posted image'>

    thats what i have pretty much
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