Nancy Remake Team.

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Comments

  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    ah ok then. i wish lazer would just hurry though, pah school who needs it! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Yeah I got your PM Lazer.

    Send me a FINAL .bsp and I'll light it up in one day flat, maybe just a few hours really.

    ~ DarkATi
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    nice! so the lighting still has to be done? i thought everyone was doing the lighting in their own parts?
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Time for me to comment:

    -We can't just do the lighting of our own parts. The rad file has to fit the whole map.

    -It isn't JUST integrating the marine start. I have to do the hallways and sub rooms that branch off of it. They are more complicated than you think.

    -In my many years of using a computer (most of my life) I have never had a HD crash. I'll send you a copy of the source once I get the marine start connected at at least one point WolfWings, it's just pointless when the source hasn't been completed yet.

    -DarkAti, I'll send you the .bsp and the .rmf file along with the current .rad I'm using. There are a few light values in there I don't want to see messed with because they work in most of the map, and too much change to it could ruin a lot of the hallways and various areas. Right now my biggest lighting concern is subspace, but that can easilly be corrected after.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Lazer+Sep 16 2003, 03:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 16 2003, 03:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Time for me to comment:

    -We can't just do the lighting of our own parts. The rad file has to fit the whole map.

    -It isn't JUST integrating the marine start. I have to do the hallways and sub rooms that branch off of it. They are more complicated than you think.

    -In my many years of using a computer (most of my life) I have never had a HD crash. I'll send you a copy of the source once I get the marine start connected at at least one point WolfWings, it's just pointless when the source hasn't been completed yet.

    -DarkAti, I'll send you the .bsp and the .rmf file along with the current .rad I'm using. There are a few light values in there I don't want to see messed with because they work in most of the map, and too much change to it could ruin a lot of the hallways and various areas. Right now my biggest lighting concern is subspace, but that can easilly be corrected after. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, which is why DarkATI gets to handle most of the lighting. :-)

    And I thought I was the hold-up on getting the map done, I must have misunderstood how far along you were, Lazer. My appologies. =^.^= And yeah, the corridors are a royal P.I.T.A. in some areas. =-.-=

    As for HD crashes... I've never had one either, and neither had DevilDog when Nancy originally went Tango Uniform, but call me paranoid and not willing to tempt fate. :-) I know I have a good chunk of the map, so it's not like I'm worried at this point. =^.^=
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin--Lazer+Sep 16 2003, 06:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 16 2003, 06:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Time for me to comment:

    -We can't just do the lighting of our own parts. The rad file has to fit the whole map.

    -It isn't JUST integrating the marine start. I have to do the hallways and sub rooms that branch off of it. They are more complicated than you think.

    -In my many years of using a computer (most of my life) I have never had a HD crash. I'll send you a copy of the source once I get the marine start connected at at least one point WolfWings, it's just pointless when the source hasn't been completed yet.

    -DarkAti, I'll send you the .bsp and the .rmf file along with the current .rad I'm using. There are a few light values in there I don't want to see messed with because they work in most of the map, and too much change to it could ruin a lot of the hallways and various areas. Right now my biggest lighting concern is subspace, but that can easilly be corrected after. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Did i even imply that it is easy. Anyways ok point noted on rad file.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Edgecrusher+Sep 16 2003, 04:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Sep 16 2003, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lazer+Sep 16 2003, 06:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Sep 16 2003, 06:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Time for me to comment:

    -We can't just do the lighting of our own parts. The rad file has to fit the whole map.

    -It isn't JUST integrating the marine start. I have to do the hallways and sub rooms that branch off of it. They are more complicated than you think.

    -In my many years of using a computer (most of my life) I have never had a HD crash. I'll send you a copy of the source once I get the marine start connected at at least one point WolfWings, it's just pointless when the source hasn't been completed yet.

    -DarkAti, I'll send you the .bsp and the .rmf file along with the current .rad I'm using. There are a few light values in there I don't want to see messed with because they work in most of the map, and too much change to it could ruin a lot of the hallways and various areas. Right now my biggest lighting concern is subspace, but that can easilly be corrected after. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Did i even imply that it is easy. Anyways ok point noted on rad file. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, however you were kind of correct, Lazer made some values and so did I, now I'm just tweaking them up and such, sure there may be a few textures that need complete overhauls, but most have the gist of the Nancy radiosity values.

    ~ DarkATi
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    And, to be honest, once XP-Cagey's new tools come out Radiosity <b>will</b> be done in a localized way, or at least be able to be done fully localized.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    that's a bit vague? what does the new rad tool do ?
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Edgecrusher+Sep 17 2003, 10:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Sep 17 2003, 10:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that's a bit vague? what does the new rad tool do ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's actually a whole new toolkit XP-Cagey's writing from the ground up. He's said it will allow for marking textures with light-styles without using entities, and we'll be able to make a skulk-friendly 'clip' texture, so, again, no entities used for clipping the little buggers and no hastles with Commander View working oddly because of it.

    There's very little other information out right now, though he has mentioned three possible ways of handling the new lighting-information stuff.

    The following is all from other threads Cagey has posted to, and I can link to them on request.

    One would be like decals, a removed-at-compile-time entity that you set as close to a surface as possible, and that sets the lightstyle and brightness of that texture as a light.

    Another possibility would be making a final 'replace all THESE textures with this texture over here, but keep the individual light-styles I've defined for each of them' step, which I personally think would be easiest on the mappers and would keep compatability with the existing lights.rad editors.

    The last possibility would be making it handle Q3A-themed 'shader scripts' that each say what actual texture they'll show in-game, and seperately provide lighting information, which seems like the best at first glance, but which is actually pretty cumbersome IMHO. Not likely needed, in other words. It would break pretty badly with everything except GtkRadiant and friends.

    And from what he's said, the new tools won't make a BSP file and keep modifying it. They'll use an internal format to let him completely over-ride the final BSP limits. A quick example, his planes-optimizer usually kills 1/3rd of the planes in a level, and there's a 'hard limit' in-game of 32k, right? So make it handle three times that, 96k... problem. The BSP file format only has space in it for up to 64k of planes. Solution: Use a larger storage type to store the planes internally, then write out a 'valid BSP' at any point during the compile with the optimized planes.

    It may do away with the funky 'hull building' and actually use the visible brushwork (and clip brushes) to just resize hull 0 into 1, 2, and 3. Meaning, no more funky clipping problems and no more messing around with wierd textures just to solve it.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited September 2003
    Sounds good. Although honestly some of that just was beyond my understanding <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . No planes limit sounds interesting, but i suppose that wouldn't effect the face limit would it? Sorry i'm a bit retarded. Not sure about the clipping stuff tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    your doing an AWESOME job guys. keep up the good work! i am looking forward to the new rendition of the map. it was a truly an awesome map and i hope it makes 2.1
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    edited September 2003
    <!--QuoteBegin--WolfWings+Sep 14 2003, 04:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 14 2003, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Marine Start is done. Assuming it integrated correctly with Lazers master-copy of Nancy, it's in his hands now until I get handed the final set of files to compile.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Did you fix the wall at the top of the ramp (make it wider) so that fades and lerks can't shoot up into the c0ckpit and hit things from the bottom of the ramp?
    That c0ckpit area was small and when things started to build up in there fades could smoke your whole base without ever getting near the top of the ramp.

    [edit] cockpit to c0ckpit[/edit]
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    Sooo Close, getting giddy
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin--Majin+Sep 18 2003, 07:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Sep 18 2003, 07:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+Sep 14 2003, 04:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 14 2003, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Marine Start is done. Assuming it integrated correctly with Lazers master-copy of Nancy, it's in his hands now until I get handed the final set of files to compile.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Did you fix the wall at the top of the ramp (make it wider) so that fades and lerks can't shoot up into the c0ckpit and hit things from the bottom of the ramp?
    That c0ckpit area was small and when things started to build up in there fades could smoke your whole base without ever getting near the top of the ramp.

    [edit] cockpit to c0ckpit[/edit] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I could never understand why people only built in the cockpit, some comms would build arround the airlock area, and essensially have a dbl res base, with nice open corridors to defend, instead of that cramped space. Easier to defend that area at the bottom of the ramp (or was <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    could we get some screenies, please?
    i loved nancy, thanks guys!
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    I've checked this thread since it started, never read anything but just looked at the pictures. Hehe, that probably sounds really shallow, but there's too much to read here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Reason I'm posting, is because the picture scene has dried up... Let's see some more <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Good work and keep it up.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Geez, stop bumping this thread. I have seen it bumbed so many times for no good reason. If this was a real effort all the people working on it would be in e-mail/im contact with eachother and wouldn't need to use this thread (I'm not saying this isn't...). If they had screen shots they would make their own thread for that. This <b>was</b> a recruting thread, <b>not</b> a continuly updated screenshot thread. For those of you who want screenshots go look at some of the other maps out there while you wait. There are good maps being made other then the same old nancy. Don't think posting here will get you more screenshots. Mapping is hard and takes a long long long time. Just wait for the glorious return of nancy to come...later....in its own thread. Until then, enjoy the maps other people are working on, they deserve some of your viewing time too.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    edited September 2003
    <!--QuoteBegin--Machiavelli+Sep 18 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Sep 18 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If this was a real effort all the people working on it would be in e-mail/im contact with eachother and wouldn't need to use this thread <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--Edgecrusher+ Sep 7 2003, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Sep 7 2003, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->why don't you two give each other msn adresses or whatever.  Wouldn't that make it easier to communicate and be far quicker for discussing things?  And mean nancy will get here quicker <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--WolfWings+Sep 7 2003, 04:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Sep 7 2003, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nah, just as easy to let everyone else on the forums have a peek into the development process. Stops people from asking 'What's the holdup' when they can see all the nitty-gritty details out in the open, IMHO. =^.^=<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • FANoelsonFANoelson Join Date: 2003-04-01 Member: 15104Members
    <!--QuoteBegin--Machiavelli+Sep 18 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Sep 18 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Geez, stop bumping this thread. I have seen it bumbed so many times for no good reason. If this was a real effort all the people working on it would be in e-mail/im contact with eachother and wouldn't need to use this thread (I'm not saying this isn't...). If they had screen shots they would make their own thread for that. This <b>was</b> a recruting thread, <b>not</b> a continuly updated screenshot thread. For those of you who want screenshots go look at some of the other maps out there while you wait. There are good maps being made other then the same old nancy. Don't think posting here will get you more screenshots. Mapping is hard and takes a long long long time. Just wait for the glorious return of nancy to come...later....in its own thread. Until then, enjoy the maps other people are working on, they deserve some of your viewing time too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    were all just cheering the team on! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i haven't seen anyone really asking for screenies. just posts to lift their spirits. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Machiavelli+Sep 18 2003, 04:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Sep 18 2003, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Geez, stop bumping this thread. I have seen it bumbed so many times for no good reason. If this was a real effort all the people working on it would be in e-mail/im contact with eachother and wouldn't need to use this thread (I'm not saying this isn't...). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Okay, time to correct you. As Fluffy Bunny pointed out already, we specifically are doing <b>all</b> our work that we can on this thread, specifically to prevent any claims of 'hiding' things from people. Also, so people can see what really goes into an effort like this, a distributed mapping team working collectively on a creation.

    Second, you specifically <i>are</i> saying this isn't a real effort. You say, point blank, <u>if this was a real effort</u> with restrictions that we are very definately not doing, for very well-documented reasons we've said publically in fact. Believe me, I wouldn't have put in upwards of 12 or more hours of work on this if it wasn't a real effort, and that's not even counting the aborted attempts to rebuild some of the map previously to this collective effort.

    And now... screenshot madness of the 'main' cockpit area! *cackles* Crosseyed stereogram image first, parallel-viewing for my favorite Mod and RL friend Talesin in the next post...
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    The promised 'parallel-viewing' version...
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    3d <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    OMG the lines don't match <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    J/k, good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    thats new nancy so why did you show 2 pics of new nancy?
    If you were going to compare the old to the new I could understand, but thats the same set of pics doubled?
    Why did you do it doubled?
  • CutedgeCutedge Join Date: 2003-09-13 Member: 20808Members
    There's another thread that says if you make two similar pics that are different slightly in angle, and then cross your eyes and look it and then uncross them, the picture shows up in 3d.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I can't do it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    yay, I have infected yet another thread with the leet stereo 3-d pics trend <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Soylent green+Sep 19 2003, 12:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Sep 19 2003, 12:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yay, I have infected yet another thread with the leet stereo 3-d pics trend <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually... I'm an author of a 'crosseyed/parallel' 3D Quake3Arena mod. S'my own perogative, I just figured it was time to Spread The Love around, seeing all the other threads about 3D images. =^.^=
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited September 2003
    <!--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-->Actually... I'm an author of a 'crosseyed/parallel' 3D Quake3Arena mod. S'my own perogative, I just figured it was time to Spread The Love around, seeing all the other threads about 3D images. =^.^= <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    LOL, neat. What's it called? gimme gimme gimme gimme gimme gimme <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
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