Problem When Testing Map With Other People
Machiavelli
Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">actions lag by 3 minutes</div> I recently tested a version of a map I have been working on with about 8 other people on a good server, but everything laged for extreme amounts of time (2-3 minutes normaly). Text would not apear until 2 minutes after it was typed, the hall of mirrors effect when joining a team stayed around for a long time. Player models didn't update, door sounds didn't play. Commander mode wouldn't start up when someone entered the chair. A few things did work, voice talk seemed to work fine, but that was about it.
I have no idea what caused this lag, but I know it wasn't the server. When I ran the map alone it seemed to work fine. THe r_speeds were below the 600 limit, the epoly was below the 2100 limit. The only thing that seemed to be poor was the frame rate.
The map uses only about 400 entities total, and when you take away the ones that don't count toward the 300 limit, it totals only about 200.
This is not my first half life map, but it is my first natural selection map. I figured I made some error in the compile set up. I am using xcagey's tools and hammer 3.5 beta.
I'll give more information if you need it, and I could really use some help on this. I can't seem to figure out why this happens, and all the faqs I have seen don't seem to answer any questions about this problem.
I have no idea what caused this lag, but I know it wasn't the server. When I ran the map alone it seemed to work fine. THe r_speeds were below the 600 limit, the epoly was below the 2100 limit. The only thing that seemed to be poor was the frame rate.
The map uses only about 400 entities total, and when you take away the ones that don't count toward the 300 limit, it totals only about 200.
This is not my first half life map, but it is my first natural selection map. I figured I made some error in the compile set up. I am using xcagey's tools and hammer 3.5 beta.
I'll give more information if you need it, and I could really use some help on this. I can't seem to figure out why this happens, and all the faqs I have seen don't seem to answer any questions about this problem.
Comments
HoM when joining a team? never seen that.
<!--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-->Player models didn't update<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->, why should they? Gordon Freeman skulks rock <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
<!--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-->The r_speeds were below the 600 limit, the epoly was below the 2100 limit. The only thing that seemed to be poor was the frame rate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's odd, your not like, running it without running RAD, for testing? It will seriously fuxxor your fps and cause stuttering, I haven't tested such a map with several people but I don't think it is unreasonable to get the problems described...
Did you get any compile warnings?(warnings do not halt compiling, they only tell you that there are non-fatal problems in there).
You didn't accidentally use the old ns 1.0x fgd or something?
Post the compile logs?
Have you tried any other compile tools(like merls build of ZHLT), same result? Maybe try cordoning of a part of the map at a time and compiling that and seeing if it runs well in mp? Then you might tell if it is a general problem of the map(IE problem with settings and stuff) or if it is some part of it causing the problems. Of course, that would mean wasting a few buddies and a servers time running different fragments and compiles of your map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> as well as downloading lots of stuff(I think .wad's and .bsp's compress well though....).
As for that play models not updating, I have screenshots of gorges and marines wall walking, a knife weilding egg, and and lerk that moved as an onos.
Dear god, i need screenshots of that.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Check if you have monster_furniture in your point entity list- it was removed in the 2.0 fgd.
I'm not sure how much using an old fgd could affect lag, though.
However my guess is bandwidth issues. I am on 512Kbps ADSL (theoretically 64 kb/s max download), connecting from Portugal. When I join servers back home in New Zealand the servers only transmit to me at around 3-4 kb/s, causing huge amounts of the same lag symptoms you mentioned.
I know that their servers aren't the problem, because back home in NZ I could easily get them sending at 7-8 kb/s from internet cafes. I know I'm not the problem because I can play with a ping of 30-40 on Portuguese servers. However the sheer distance and amount of crappy routers I need to pass through to communicate with NZ from PT means that playing with my old mates is almost impossible....
Make sure that all 8 of your players AND your server are on good, nearby, ISPs. Also check what kind of upstream bandwidth you server can handle. If each player downloaded on average 5 kb/s from your server as they played, then you server must sent 40 k/s total every second. That means it would require a minimum 320Kbps upstream for the entire time they are all connected to the server.
Anyway, I have a picture of my compile set up, I hope this will give you guys some hints if I forgot a line...
<a href='http://www.geocities.com/fakemaps/compilepic.gif' target='_blank'>http://www.geocities.com/fakemaps/compilepic.gif</a>
<span style='color:red'>*NOTE* its a geocities link, so just clicking on it <b>WONT WORK</b>. You'll have to cut n past it to the address bar</span>
I tried typing "numents" and "entityinfo" into the console to see the number of runtime entities, incase that was causing the lag, but the console didn't respond. It would accept the command, but nothing would happen (ei: it didn't say invalid command numents)
As for the "-chart" argument, it shows how much of each resource you are using (planes, clipnodes, etc)
Seriously, I'm 99% certain this is a bandwidth issue, I've had these symptoms MANY times, and it's always bandwidth. Either mine isn't big enough, or the server's isn't big enough, something inbetween is overloaded...
What are the specs of this server of yours?
I get this once in a while on offical maps.
Its upto the amount of players on the server, and how long u have been playing
EFTEL, optus, ausns, and many other servers show me the HoM, and effects such as yours
Its the NS version of CS' grand cl_flush, just lower your rate, until it clears up
amckern
We couldn't use the comm chair, like, the lag was enourmous, frame rates sucked...
Text wouldn't come in for like 2 min to 2 hours after you typed it, it was just... messed up.
Oddly enough, using HL voice chat worked fine.
Could you please tell us the internet connection of the server you were using? PLEASE?
One last idea I have is that the entities may be to big. In order to keep the total entity count low I would take 3 brushes that formed a catwalk and tied them all to one func_wall. Isn't their a size that if an entity is greater then it is "rendered" no matter where you are in the level? I also know that NS draws entities based on how far away from you they are (the commander mode sets it), could this in anyway effect the lag? I know these are stupid questions, and I am rambling, but I am desperate.
Anyway, here is the compile log....
<span style='color:gray'><span style='font-size:8pt;line-height:100%'>** Executing...
** Command: Change Directory
** Parameters: "C:\SIERRA\Half-Life"
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLCSG.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\VALVEH~1\HLCSG.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
Loading hull definitions from 'c:\Sierra\Half-Life\NS\nshulls.txt'
Entering c:\program files\valve hammer editor\maps\ns_depths.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ c:\Sierra\Half-Life\NS\nshulls.txt ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
54 brushes (totalling 319 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (103.04 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.43 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 0/400 0/25600 ( 0.0)
planes 21124/32767 422480/655340 (64.5)
vertexes 0/65535 0/786420 ( 0.0)
nodes 0/32767 0/786408 ( 0.0)
texinfos 8411/32767 336440/1310680 (25.7)
faces 0/65535 0/1310700 ( 0.0)
clipnodes 0/32767 0/262136 ( 0.0)
leaves 0/8192 0/229376 ( 0.0)
marksurfaces 0/65535 0/131070 ( 0.0)
surfedges 0/512000 0/2048000 ( 0.0)
edges 0/256000 0/1024000 ( 0.0)
texdata [variable] 0/4194304 ( 0.0)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 0/524288 ( 0.0)
0 textures referenced
=== Total BSP file data space used: 758920 bytes ===
Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 20 used textures, 22.22 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns.wad
- Contains 44 used textures, 48.89 percent of map (578 textures in wad)
Using Wadfile: \sierra\half-life\ns\ns2.wad
- Contains 26 used textures, 28.89 percent of map (296 textures in wad)
added 7 additional animating textures.
Texture usage is at 2.72 mb (of 4.00 mb MAX)
123.86 seconds elapsed [2m 3s]
----- END hlcsg -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLBSP.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\HLBSP.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_depths.prt'
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 281/400 17984/25600 (70.3)
planes 21124/32767 422480/655340 (64.5)
vertexes 20369/65535 244428/786420 (31.1)
nodes 8658/32767 207792/786408 (26.4)
texinfos 8411/32767 336440/1310680 (25.7)
faces 14180/65535 283600/1310700 (21.6)
clipnodes 26773/32767 214184/262136 (81.7)
leaves 5716/8192 160048/229376 (69.8)
marksurfaces 18511/65535 37022/131070 (28.2)
surfedges 65611/512000 262444/2048000 (12.8)
edges 34504/256000 138016/1024000 (13.5)
texdata [variable] 4272/4194304 ( 0.1)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 0/2097152 ( 0.0)
entdata [variable] 60066/524288 (11.5)
97 textures referenced
=== Total BSP file data space used: 2388776 bytes ===
28.51 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLVIS.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -full
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\HLVIS.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -full
2217 portalleafs
7506 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ off ] [ off ]
full vis [ on ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (114.46 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (947.03 seconds)
average leafs visible: 132
g_visdatasize:76998 compressed from 616326
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 281/400 17984/25600 (70.3)
planes 21124/32767 422480/655340 (64.5)
vertexes 20369/65535 244428/786420 (31.1)
nodes 8658/32767 207792/786408 (26.4)
texinfos 8411/32767 336440/1310680 (25.7)
faces 14180/65535 283600/1310700 (21.6)
clipnodes 26773/32767 214184/262136 (81.7)
leaves 5716/8192 160048/229376 (69.8)
marksurfaces 18511/65535 37022/131070 (28.2)
surfedges 65611/512000 262444/2048000 (12.8)
edges 34504/256000 138016/1024000 (13.5)
texdata [variable] 4272/4194304 ( 0.1)
lightdata [variable] 0/4194304 ( 0.0)
visdata [variable] 76998/2097152 ( 3.7)
entdata [variable] 60066/524288 (11.5)
97 textures referenced
=== Total BSP file data space used: 2465774 bytes ===
1062.15 seconds elapsed [17m 42s]
----- END hlvis -----
** Executing...
** Command: C:\PROGRA~1\VALVEH~1\HLRAD.EXE
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -nomatrix -smooth 60 -extra -lights c:\Sierra\Half-Life\ns\nslights.rad -bounce 1
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\VALVEH~1\HLRAD.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -nomatrix -smooth 60 -extra -lights c:\Sierra\Half-Life\ns\nslights.rad -bounce 1
-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
vismatrix algorithm [ NoMatrix ] [ Original ]
oversampling (-extra)[ on ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]
smoothing threshold [ 60.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]
texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]
global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]
opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]
colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]
custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]
[Reading texlights from 'c:\Sierra\Half-Life\ns\nslights.rad']
[102 texlights parsed from 'c:\Sierra\Half-Life\ns\nslights.rad']
14180 faces
Create Patches : 81822 base patches
70 opaque faces
863644 square feet [124364736.00 square inches]
6324 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4358.50 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (7353.87 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (150.11 seconds)
Transfer Lists : 47695316 : 47.70M transfers
Indices : 27680032 : 26.40M bytes
Data : 190781264 : 181.94M bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (55.20 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (29.06 seconds)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 281/400 17984/25600 (70.3)
planes 21124/32767 422480/655340 (64.5)
vertexes 20369/65535 244428/786420 (31.1)
nodes 8658/32767 207792/786408 (26.4)
texinfos 8411/32767 336440/1310680 (25.7)
faces 14180/65535 283600/1310700 (21.6)
clipnodes 26773/32767 214184/262136 (81.7)
leaves 5716/8192 160048/229376 (69.8)
marksurfaces 18511/65535 37022/131070 (28.2)
surfedges 65611/512000 262444/2048000 (12.8)
edges 34504/256000 138016/1024000 (13.5)
texdata [variable] 4272/4194304 ( 0.1)
lightdata [variable] 2975562/4194304 (70.9)
visdata [variable] 76998/2097152 ( 3.7)
entdata [variable] 60066/524288 (11.5)
97 textures referenced
=== Total BSP file data space used: 5441336 bytes ===
11978.15 seconds elapsed [3h 19m 38s]
----- END hlrad -----
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.bsp" "C:\SIERRA\Half-Life\ns\maps\ns_depths.bsp"
** Executing...
** Command: Copy File
** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.pts" "C:\SIERRA\Half-Life\ns\maps\ns_depths.pts"
** Executing...
** Command: C:\SIERRA\HALF-L~1\HL.EXE
** Parameters: +map "ns_depths" -dev -console -game ns</span></span>
Could you please tell us the internet connection of the server you were using? PLEASE? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is NOT A BANDWIDTH ISSUE, FFS. The server runs fine with EVERY SINGLE other map except this one--test the server for yourself, 67.39.161.11:27017
If you still want them, I'll try to get the server specs up here....but trust me, its not the server.
also: why are you using -nomatrix? this wouldn't cause the lag, I'm just wondering.
The 'bug' you're speaking of occurs even in the existing stock maps. It's something new to the 2.x series, that I've had happen to me on more than one occasion. Just restart the server, and the problem should go away. You just got a bad roll of the proverbial dice.
And yes, voice-chat still works for some reason I still haven't figured out, when this bug occurs. I'm not even going to try to guess why that happens, but it does. When you noted that, I immediately knew it was the same bug I've had hit a server at semi-random on Bast and Hera at the very least, along with other maps that I can't recall the name of. (Nothing, I think, but don't quote me on that one.)
You had me worried about some bizzare new problem in one of my later tool builds until I saw your log -- you're using Merl's tools (1.7, Dec 9 2002), which mine are based on.
Soylent Green for example asked if you are using the old entity file for Hammer.
I proposed to remove all entities temporarily until you find one that starts the lag.
Please let us know what the results are and try every solution before going on. Else people will just double post what they already said (and get a bit frustrated.) I don't mean to sound rude, just want to help the helpers help you with your help request.
Could you please tell us the internet connection of the server you were using? PLEASE? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Xzliens server is a kickass server which I play on all the time, and IT DOES NOT LAG!!! DO YOU THINK WE WOULD HAVE NOTICED SOMETHING AS SIMPLE AS BANDWIDTH ISSUES??
[/major ventage]
Could you please tell us the internet connection of the server you were using? PLEASE? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Xzliens server is a kickass server which I play on all the time, and IT DOES NOT LAG!!! DO YOU THINK WE WOULD HAVE NOTICED SOMETHING AS SIMPLE AS BANDWIDTH ISSUES??
[/major ventage] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Why are you venting? I know Xzilen's server is excellent, some may not know this. Feedback is essential. No reason to get all <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> on us. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
~ DarkATi
(Never trust a Gorge.)
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> = <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> = <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->