Nancy Remake Team.

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Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WolfWings+Oct 2 2003, 06:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 2 2003, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I could crank out such a webpage, but I want to get Nancy compiled in RC1 state at least by this weekend, so it's doubtful I'd get said webpage done before then.

    I'm on track though. I have the vents re-aligned and adjusted to the current geometry so I have a 'core map' with two 'CSG Subtract' maps I apply in sequence to add in the vents. Why bother, you ask? Simple. It lets me make a proper bi-colour minimap to mark off the vents seperately. :-) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No worries Wolf.

    Here you go everyone, the pictures page: <a href='http://www.chezworld.com/~riseofpower/scripts/Nancy%20Remake%20Pics/pics.htm' target='_blank'>http://www.chezworld.com/~riseofpower/scri...20Pics/pics.htm</a>

    ~ DarkATi
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Its so close I can smell the khraa blood as they tear into the marine start, pounding at the marine flesh. Sorry trailed into an English lesson there.

    ND

    *drools*
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    well done guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Omg, computer core looks absolutely boooooooooteeeeful!!!!!

    ND
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Wow, nice ati <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I coulda made a page myself, but a random dump of all the images works too :]
  • ShloomShloom Join Date: 2002-07-25 Member: 997Members
    Can't wait for this to get finished <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    nancy is a amazing map
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Anticipation..... killing me..... Must.... hold out....
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    <!--QuoteBegin--Shloom+Oct 2 2003, 08:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shloom @ Oct 2 2003, 08:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nancy is a amazing map <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You're just saying that because it's an entirely factual statement, and you want to play.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    edited October 2003
    Okay... since NS2.wad was released... we now have an important decision to make.

    Do we keep using the existing NS.wad textures exclusively, or do we and/or I take the time to re-texture the map, at least in some parts, and re-light it using these new textures?
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    edited October 2003
    Wolfwings, although I'm not part of the mapping team and my opinion means absoloutly nothing in the long run, I think it would be best that you guys stuck with the original plan of rebuilding it without changing anymore than necessary in the first build. If you guys want to retexture it after the first build, then go for it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--ANeM+Oct 2 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Oct 2 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wolfwings, although I'm not part of the mapping team and my opinion means absoloutly nothing in the long run, I think it would be best that you guys stuck with the original plan of rebuilding it without changing anymore than necessary in the first build. If you guys want to retexture it after the first build, then go for it <!--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-->
    Yeah, agreed after finding out how close the mapping-submission deadline is. =O.o=
  • OnepieceOnepiece Join Date: 2003-08-14 Member: 19706Members, Constellation
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> =D cant wait. missed this map soOooO much! Gj
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Finish the map with the current textures, take a break for a month or two, then if you think if the map needs improving in areas, go for retexturement/improvement for the next major patch.

    Take your time, consider what you do and dont rush. A well though, slowly formulated change is better then any rush job.

    Keep up the good work guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I just wanna see this thing ready to be made official. I can handle the texture updates later, it's no big deal right now.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Right now... I'm having to re-texture the entire god-forsaken map, unfortunately...

    The <b>entire</b> map is fubared for texture alignment and rotation, which means I'm having to go through face-by-face due to GtkRadiants incompatability with the 'align to X' stuff that Hammer does. The areas I rebuilt were easy, I just carved them right out of the map and replaced them with my pristine copies, but the majority of the map is turning out to be seriously messed up. =-.-=

    This bug MAY be fixed in newer versions of Radiant, but I can't use the newest release due the executable bombing out as soon as I try to start it in Half-Life mode. Ah... the joys of bleeding-edge support? =^.^=

    At this point, I'm just going to make a seperate file with the skulk-clipping in it, and send THAT back to you, Lazer. Sorry about this mess, I've just realized tonight that I simple can't 'fix' the file so Radiant can use it, so I'm going to just get the skulk-clipping done like I should have in the first place, and explain what I did to the other entities so you can duplicate it.

    Basically, anywhere there was a see-through grate that the aliens couldn't get into, I made a copy, set the original one to a func_illusionary along with any of the pipework and lighting blocks underneath, and made the copy into a func_seethrough with commanderAlpha set to 255.

    What this does, is make the commander-mode have a solid, opaque grate with black in the holes, blocking the view of the no-longer-visible pipework underneath, which lowers r_speeds by 50-100 each time it's done.

    And what does this mean for me? I'm not able to interoperate with anyone using anything except GtkRadiant for the foreseeable future, except as a 'build and hand the file to them' method I used with you earlier, Lazer. I can't load stuff in any usable format that you or DarkATi can hand me from Hammer, apparently.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The problem probably lies in GtkRadiants inability to handle the Valve 220 format.
    Fortunately QuArK can read and write every conceivable Half-Life map format, so you can probably use it to convert a 220 map to a map GTKRadiant can read (either Classic Quake, QuArK etp or Brush Primitives).
    You may have to play with the checkboxes "don't write comments in map files", "Don't write floating points" and "Use integral vertices as threepoints".

    What your map will look like after half a dozen conversions to get from hammer to Radiant and back is another story...
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--WolfWings+Oct 3 2003, 08:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 08:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right now... I'm having to re-texture the entire god-forsaken map, unfortunately...

    The <b>entire</b> map is fubared for texture alignment and rotation, which means I'm having to go through face-by-face due to GtkRadiants incompatability with the 'align to X' stuff that Hammer does. The areas I rebuilt were easy, I just carved them right out of the map and replaced them with my pristine copies, but the majority of the map is turning out to be seriously messed up. =-.-=

    This bug MAY be fixed in newer versions of Radiant, but I can't use the newest release due the executable bombing out as soon as I try to start it in Half-Life mode. Ah... the joys of bleeding-edge support? =^.^=

    At this point, I'm just going to make a seperate file with the skulk-clipping in it, and send THAT back to you, Lazer. Sorry about this mess, I've just realized tonight that I simple can't 'fix' the file so Radiant can use it, so I'm going to just get the skulk-clipping done like I should have in the first place, and explain what I did to the other entities so you can duplicate it.

    Basically, anywhere there was a see-through grate that the aliens couldn't get into, I made a copy, set the original one to a func_illusionary along with any of the pipework and lighting blocks underneath, and made the copy into a func_seethrough with commanderAlpha set to 255.

    What this does, is make the commander-mode have a solid, opaque grate with black in the holes, blocking the view of the no-longer-visible pipework underneath, which lowers r_speeds by 50-100 each time it's done.

    And what does this mean for me? I'm not able to interoperate with anyone using anything except GtkRadiant for the foreseeable future, except as a 'build and hand the file to them' method I used with you earlier, Lazer. I can't load stuff in any usable format that you or DarkATi can hand me from Hammer, apparently. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wow, all of that is way above my head...

    [O/T] What happened to your Avatar? It doesn't show up anymore... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    ~ DarkATi
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited October 2003
    I don't think that many of the new textures are actually that great, I prefer many of the textures in the original ns.wad. There are some gems in the new one, especially some of the 128x128s and 256x256s, but the first wad was a nice all rounder.

    I actually believe that Nancy SHOULD be re textured, but not necessarily with the textures in the new wad. There are plenty of textures in the original that could have worked and looked better in my opinion. I never liked the look of nancy (that's not to say that you guys haven't done a good job, you've done an amazing job...!), I just loved the way it played.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    SamR: They're talking about retexturing in that switching between the editors (GTKradiant and Hammer) The texture alignments were messed up. Hammer's method of handling texture alignment is evidently far different from GTK's, which makes for lots of problems. This is supposed to be an authentic remake, so all the texturing should be exactly the same as original. Just minor changes to optimize and get it up to 2.0 mapping guidlines.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--WolfWings+Oct 3 2003, 04:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 04:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay... since NS2.wad was released... we now have an important decision to make.

    Do we keep using the existing NS.wad textures exclusively, or do we and/or I take the time to re-texture the map, at least in some parts, and re-light it using these new textures? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No they're not. Check the quote.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Sorry, missed that one..... Hopefully they keep things the same. It's been an unbelievably faithful recreation thus far. If you're going to change textures you might as well rearrange some brushes too. At least that's my .02
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Wolv+Oct 3 2003, 06:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Oct 3 2003, 06:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem probably lies in GtkRadiants inability to handle the Valve 220 format.
    Fortunately QuArK can read and write every conceivable Half-Life map format, so you can probably use it to convert a 220 map to a map GTKRadiant can read (either Classic Quake, QuArK etp or Brush Primitives).
    You may have to play with the checkboxes "don't write comments in map files", "Don't write floating points" and "Use integral vertices as threepoints".

    What your map will look like after half a dozen conversions to get from hammer to Radiant and back is another story... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah... if I could understand how the heck to use QuArK... it's even more confusing to me than Hammer is. S'why I like Radiant, it's like every CAD/CAM program I've ever learned and used. There's no idea of 'modes' but just tools you can pick up and use. You don't have to worry about which setting you're running under, you just open a file, manipulate it, then put it down and pick up another file, like a 3D version of PhotoShop almost. =^.^=

    I'll try to figure that out though, it might work... but yeah, it's DEFINATELY due to not supporting the 220 format. *mutters*
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--SamR+Oct 3 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Oct 3 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+Oct 3 2003, 04:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 04:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--ANeM+Oct 2 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Oct 2 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wolfwings, although I'm not part of the mapping team and my opinion means absoloutly nothing in the long run, I think it would be best that you guys stuck with the original plan of rebuilding it without changing anymore than necessary in the first build. If you guys want to retexture it after the first build, then go for it  <!--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-->
    Yeah, agreed after finding out how close the mapping-submission deadline is. =O.o=<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No they're not. Check the quote. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, we are. Check the (corrected) quote from the post two entries below.

    NS2.wad is ignored. I'm dealing with the fact that I'm using a map-editor other than Hammer that barfs and hurls chunks when handed Hammer-format .map files. And no, don't even mention .rmf files, I don't support those. :-P
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited October 2003
    <!--QuoteBegin--WolfWings+Oct 3 2003, 06:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And what does this mean for me? I'm not able to interoperate with anyone using anything except GtkRadiant for the foreseeable future, except as a 'build and hand the file to them' method I used with you earlier, Lazer. I can't load stuff in any usable format that you or DarkATi can hand me from Hammer, apparently.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It's too late for this project, but for future collaboration, I believe "align to world" from 220 should load correctly outside of BP mode.

    <!--QuoteBegin--Wolv+Oct 3 2003, 06:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Oct 3 2003, 06:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What your map will look like after half a dozen conversions to get from hammer to Radiant and back is another story... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Passing the file through Quark will work OK if the textures aren't aligned to nonaxial faces -- if they are, there might not be an equivalent projection along an axis, and Quark will be forced to approximate when exporting to an axial format (because of the axial format's geometric constraint that the axes of projection are perpendicular, not due to a shortcoming on Quark's part). Once Quark has made the adjustments moving from 220 to axial textures, there shouldn't be any other programmatic adjustments needed unless the faces are manually aligned away from the world axes again in Hammer.

    <!--QuoteBegin--WolfWings+ Oct 3 2003, 08:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 08:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->S'why I like Radiant, it's like every CAD/CAM program I've ever learned and used. There's no idea of 'modes' but just tools you can pick up and use.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You have my sympathies -- I did some professional drafting while in high school (during the days of Doom II), I still want an AutoCAD-style command line in a mapping program <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    EDIT: If I recall, aren't you another LISP user? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • 2ed_2ebel2ed_2ebel Join Date: 2003-06-25 Member: 17697Members
    Okay i didnt read most any of the posts on this forum yet cause its 54 pages. ANYWAYS cant you get most of the map data from version 1.0 or the server version 1.04? Cause that would save a lot of time and effort.

    I really need to check out forums more cause I started working on this 3 days ago trying to find old patches to see if you can do that. Found a version 1.04 server on the main NS site and I know where a 1.0 can be found.

    does ANYONE know if you can get the map info from it and if so, is it THAT much diffrent in 2.0?

    -Red
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    I guess you don't understand what the problem with nancy was. Onos got stuck everywhere, or soemthin like that. And then the source is lost due to HD crash. So its being rebuilt, then the problems will be corrected.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--XP-Cagey+Oct 3 2003, 07:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Oct 3 2003, 07:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+ Oct 3 2003, 08:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 08:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->S'why I like Radiant, it's like every CAD/CAM program I've ever learned and used. There's no idea of 'modes' but just tools you can pick up and use.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You have my sympathies -- I did some professional drafting while in high school (during the days of Doom II), I still want an AutoCAD-style command line in a mapping program <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    EDIT: If I recall, aren't you another LISP user? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Believe me... a lot of the time I wish Radiant would let me just type in the coordinates for the command I want. It would be so much simpler then. =^.^= Then again... I've built a small multi-room map in notepad before... =O.o=

    As for LISP... um... *laughs* ...among others. Including Modula-2, Modula-3, FORTH, and various dialects of Assembly (x86, 6805, and 68k among others) along with C, more incarnations of BASIC than you'd believe, LOGO, JavaScript, DHTML, XML, and a few dozen scripting languages. I'm fluent in all of those, though known-rusty in LOGO, Modula-2, and 6805 Assembly. =^.^= Can you tell I started programming back when I was 4 years old? :-)
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    edited October 2003
    <!--QuoteBegin--WolfWings+Oct 3 2003, 03:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--SamR+Oct 3 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Oct 3 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--WolfWings+Oct 3 2003, 04:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Oct 3 2003, 04:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--ANeM+Oct 2 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Oct 2 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wolfwings, although I'm not part of the mapping team and my opinion means absoloutly nothing in the long run, I think it would be best that you guys stuck with the original plan of rebuilding it without changing anymore than necessary in the first build. If you guys want to retexture it after the first build, then go for it  <!--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-->
    Yeah, agreed after finding out how close the mapping-submission deadline is. =O.o=<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No they're not. Check the quote. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, we are. Check the (corrected) quote from the post two blah blah blah poo!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I PUT THE QUOTE IN TO SHOW HIM WHAT I WAS RESPONDING TOO! I DON'T CARE FOR YOUR LATER POSTS!!
    <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->!!

    *sam goes crazy <!--emo&::nerdy::--><img src='http://www.natural-selection.org/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> *
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    *bows* That many languages would totally confuse me. (Sticking with Java, Pascal/Delphi)
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