Development Blog Update - Meet the resource tower

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Comments

  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--quoteo(post=1699032:date=Jan 31 2009, 01:22 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 31 2009, 01:22 PM) <a href="index.php?act=findpost&pid=1699032"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's very... solid.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I guess that's the best thing that could be said about it.. nice try though.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    It's certainly better than the NS1 as far as looks go, but I can't get over those legs. They look VERY weak and wobbly. On top of that, the feet are all angled inwards... makes it look very unstable.

    Think about it, have you ever seen a girl make an insecure pose with her knees turned inward? That's seriously what it reminds me of. Could easily be tipped over with a good shove. It also looks like it would collapse if something heavy jumped on it - maybe two marines' worth of weight. The legs that are angled so oddly just don't seem like they can support much.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Its connected into the ground and supported by metal hydraulic legs. Please refer to some real life support systems... That bad boy isn't going anywhere (well I guess an Onos is a different story).
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <img src="http://www.freefoto.com/images/13/13/13_13_62---Crane--Port-of-Southampton_web.jpg" border="0" class="linked-image" />
    Damn look at those spindly legs. No way that could support any weight, let alone its own.
  • FrostFire626FrostFire626 Join Date: 2007-12-18 Member: 63207Members
    edited February 2009
    <!--quoteo(post=1699106:date=Jan 31 2009, 05:41 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Jan 31 2009, 05:41 PM) <a href="index.php?act=findpost&pid=1699106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Damn look at those spindly legs. No way that could support any weight, let alone its own.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That structure is designed by mechanical engineers to be absolutely efficient in distributing massive loads, since less metal = less money obviously. From my limited study of mechanical engineering, I believe that the triangle is <b>the</b> strongest geometrical shape possible (I'm an aerospace student). I would also guess that the base of the structure has deep foundations inside the concrete below it. Since margins of safety are built into every modern structure, that crane could probably support much more weight than it will ever need to.
  • IronFistIronFist Join Date: 2006-12-01 Member: 58805Members
    <!--quoteo(post=1699110:date=Feb 1 2009, 03:25 AM:name=FrostFire626)--><div class='quotetop'>QUOTE(FrostFire626 @ Feb 1 2009, 03:25 AM) <a href="index.php?act=findpost&pid=1699110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That structure is designed by mechanical engineers to be absolutely efficient in distributing massive loads, since less metal = less money obviously. From my limited studies of mechanical engineering, I believe that the triangle is <b>the</b> strongest geometrical shape possible (I'm an aerospace student). I would also guess that the base of the structure has deep foundations inside the concrete below it. Since margins of safety are built into every modern structure, that crane could probably support much more weight than it will ever need to.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am skeptical. After all, the image doesn't actually show the "crane" device bearing a load. I think there's a side to this story that has yet to be told...

    In regard to the RT, it looks like they're definitely going the "this looks kind of like a bug" route. I imagine with the bellows and some of that NS1 RT "humping" action going on, it'd start to look a little bit lively. I've got no problem with that.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Not that I ever give a damn about atmosphere but the legs look like temporary jacks to me - like they're only on the thing to lift it up and lower it down. They could easily do that assuming the core pipe is more load-bearing.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    <!--quoteo(post=1698955:date=Jan 30 2009, 11:44 AM:name=Max)--><div class='quotetop'>QUOTE(Max @ Jan 30 2009, 11:44 AM) <a href="index.php?act=findpost&pid=1698955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We don't want the structures to have to be rotated in NS2 (same as NS1) because it adds an extra level of complexity that doesn't add any value.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Amen on that. I have yet to see a game with rotation that I thought added a ******* thing.

    <!--quoteo(post=1699025:date=Jan 31 2009, 04:59 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jan 31 2009, 04:59 AM) <a href="index.php?act=findpost&pid=1699025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A WIP shot of a six sided res tower, It's not skinned yet, so it doesn't have all the detail of the UWE models...

    <img src="http://www.chromeangel.co.uk/Models/TripodResTower.png" border="0" class="linked-image" />

    to explain why:
    1) I am slave to my creative impulses, I felt compelled to make a variant on the official UWE design.
    2) 3 "sided" res nozzle with a 4 sided collector looked odd,so I thought I see how a 3 legged collector looked.
    3) I also wanted to see chunkier more stable looking legs.
    4) Left out the vulnerable looking pipe

    Looking at the variantion so far i'm thinking:
    1) glad I resisted the impulse to put dalek style bumps on the legs.
    2) 3 sided doesn't look starcraft/terran style any more (4 "sided" res nodes instead maybe)
    3) Might have gone a bit overboard with the chunkification, does look much more shielded now though.
    4) Looks fine without the tube, a central foot for the res collection look fine.

    am I just mad or what ? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    PS this version looks wicked from above.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nice ChromeAngel, looks very.. stout. While the legs do look sturdy enough to withstand damage, they now look like they'd also provide major shielding for skulks. Maybe less wide but more thick? Thanks for actually modelling up what everyone else (including me) just talks about.

    <!--quoteo(post=1699106:date=Jan 31 2009, 08:41 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Jan 31 2009, 08:41 PM) <a href="index.php?act=findpost&pid=1699106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://www.freefoto.com/images/13/13/13_13_62---Crane--Port-of-Southampton_web.jpg" border="0" class="linked-image" />
    Damn look at those spindly legs. No way that could support any weight, let alone its own.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, but make it 8 feet tall and hit it with a metric ton at 50 kilometers an hour. I don't think anyone thinks the RT wont hold itself up - and if it had a crane sticking out the top it might be able to lift a good bit - but the issue is whether it would hold itself up under the attacks which the marines <u>know</u> its going to come under. And whether it looks more stable - or overall better than - the original design as pertains to an in-gameworld engineering point of view.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1699117:date=Feb 1 2009, 07:15 AM:name=botchiball)--><div class='quotetop'>QUOTE(botchiball @ Feb 1 2009, 07:15 AM) <a href="index.php?act=findpost&pid=1699117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice ChromeAngel, looks very.. stout. While the legs do look sturdy enough to withstand damage, they now look like they'd also provide major shielding for skulks. Maybe less wide but more thick? Thanks for actually modelling up what everyone else (including me) just talks about.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <img src="http://www.chromeangel.co.uk/Models/QuadResTower.png" border="0" class="linked-image" />

    I went back to the original four legged UWE design, which naturally docent leave as much space for wide legs. It was also what botchiball was asking for. I happen to think this is looking like the best variation so far (and actually less tris than the tripod variation, damn those pistons).
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    Looks alright.. hehe, pretty "Meaty". How come you went back to 4 legs, I thought that was one of your biggest problems with it?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited February 2009
    <!--quoteo(post=1699265:date=Feb 3 2009, 02:29 AM:name=botchiball)--><div class='quotetop'>QUOTE(botchiball @ Feb 3 2009, 02:29 AM) <a href="index.php?act=findpost&pid=1699265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks alright.. hehe, pretty "Meaty". How come you went back to 4 legs, I thought that was one of your biggest problems with it?<!--QuoteEnd--></div><!--QuoteEEnd-->
    After posting the 3 legged version I concluded that 3 sided doesn't look like the starcraft/terran style any more. Since I was aiming to find a design that would satisfy the critiques as well as Cory's stated design goals and 3 legs seemed to clash with the marine styling it would be better to go back toe UWEs 4 legged design and make a 4 "sided" res node for it ti sit on instead. I only went to the 3 legged design because it seemed to make more sense to design the appliance to match the socket, rather than re-desgn the socket to fit the appliance.

    My main beef with the original design was that the legs looked so flimsy and unstable, which I think this fixes without breaking Cory's about increasing the "footprint" of the whole structure. It might not look as insectile, but I think it's more in-keeping with the terran styling.

    [edit]

    On a related topic, based on the concept art UWE have published I had imagined this ( <a href="http://www.unknownworlds.com/images/ns2/screenshots/envconcept04.jpg" target="_blank">http://www.unknownworlds.com/images/ns2/sc...nvconcept04.jpg</a> ) would be the new desgn for the NS2 Resource Nodes. A model like that for the resource node would show mappers how much room the have to leave above and around the node for resource collectors, so we wouldnt end up with collector models sticking into world geometry. I was inspired to have a go at modelling that too <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    <img src="http://www.chromeangel.co.uk/Models/H20_Reactor.png" border="0" class="linked-image" />

    [/edit]
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    <!--quoteo(post=1699303:date=Feb 3 2009, 02:54 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Feb 3 2009, 02:54 AM) <a href="index.php?act=findpost&pid=1699303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After posting the 3 legged version I concluded that 3 sided doesn't look like the starcraft/terran style any more. Since I was aiming to find a design that would satisfy the critiques as well as Cory's stated design goals and 3 legs seemed to clash with the marine styling it would be better to go back toe UWEs 4 legged design and make a 4 "sided" res node for it ti sit on instead. I only went to the 3 legged design because it seemed to make more sense to design the appliance to match the socket, rather than re-desgn the socket to fit the appliance.

    My main beef with the original design was that the legs looked so flimsy and unstable, which I think this fixes without breaking Cory's about increasing the "footprint" of the whole structure. It might not look as insectile, but I think it's more in-keeping with the terran styling.

    [edit]

    On a related topic, based on the concept are UWE have published I had imagined this ( <a href="http://www.unknownworlds.com/images/ns2/screenshots/envconcept04.jpg" target="_blank">http://www.unknownworlds.com/images/ns2/sc...nvconcept04.jpg</a> ) would be the new desgn for the NS2 Resource Nodes. A model like that for the resource node would show mappers how much room the have to leave above and around the node for resource collectors, so we wouldnt end up with collector models sticking into world geometry. I was inspired to have a go at modelling that too <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    <img src="http://www.chromeangel.co.uk/Models/H20_Reactor.png" border="0" class="linked-image" />

    [/edit]<!--QuoteEnd--></div><!--QuoteEEnd-->

    this one looks cool. why not use this as RT?
    you'd probably have to put the "tower" into its centre so it always is the same RT and doesnt varify on each drop, but it really looks cool and makes sense
    it looks like the tower is digging it off the ground and irs shipping the nanites to the marines via underground pipelines
    now let some steam come out of the "dishes" and its perfect:D
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Thay cannot be an RT for many reasons. I think it's quite clearly a civilian map prop that fits in with the world and not with TSA designs.
  • OBhaveOBhave Join Date: 2003-03-13 Member: 14462Members, Constellation
    I think the RT looks fine. Some people here are really making too much of a big deal out of this...
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1699303:date=Feb 3 2009, 07:54 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Feb 3 2009, 07:54 AM) <a href="index.php?act=findpost&pid=1699303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On a related topic, based on the concept are UWE have published I had imagined this ( <a href="http://www.unknownworlds.com/images/ns2/screenshots/envconcept04.jpg" target="_blank">http://www.unknownworlds.com/images/ns2/sc...nvconcept04.jpg</a> ) would be the new desgn for the NS2 Resource Nodes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    While we appreciate the enthusiasm you clearly have for NS, to spend time modeling alternatives for the Resource Tower, I can tell you that it's really not that helpful to us at the moment. We have our hands full stuggling to get the game done with the limited amount of people we have, and, especially on the environment side, only having one artist is making it difficult to get as many environment props modeled and textured as we would like. If you and anyone else for that matter, would like to put the time and energy into creating some cool looking wall props, floor props, crates, whatever, preferably from the existing concept art, feel free to send it our way and we can see if it fits in with our look, quality level, and if so we might include it in map.

    That, would be a much more useful and constructive contribution to us, this community, and NS 2.

    Thanks.

    --Cory
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1699377:date=Feb 3 2009, 09:01 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Feb 3 2009, 09:01 PM) <a href="index.php?act=findpost&pid=1699377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you and anyone else for that matter, would like to put the time and energy into creating some cool looking wall props, floor props, crates, whatever, preferably from the existing concept art, feel free to send it our way and we can see if it fits in with our look, quality level, and if so we might include it in map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I doubt I have the right tools (or skills) to bring my H2 reactor model to the UWE look and quality level. If anyone else wants to take the model further PM me. I would love to see the model I built on a creative impulse made useful.

    Now I know it's not an NS2 res node, i'd love to know what it is I built. The concept art seems to be so clearly about that machine, rather than the vaguely rendered environment, I am left wondering what it's for. If it's not a res node it seems a bit big to be a re-usable prop...
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    You built an H2 reactor! It uses hydrogen to power subsystems of the space station. On Wednesdays it makes coffee if you put a quarter in.
  • QuasimetastabilQuasimetastabil Join Date: 2007-02-20 Member: 60031Members
    Hi!

    someone still remember the <a href="http://www.unknownworlds.com/ns2/2007/06/a_good_sign" target="_blank">Blogpost "a good sign"</a>?

    In my opinion this could be nicely integrated into the new RT concept. So with all these dynamic signs why don´t put some of them on the rts?


    <img src="http://wwwstud.fh-zwickau.de/~mickas/NS/rt/anzahl.jpg" border="0" class="linked-image" />

    This "ID" could show the number of that particular RT out of all NS2 rounds that have been played. Could create an astouninglishly Race for the "1000th RT built" or the "10000th RT built" and so on (encouraging building)



    <img src="http://wwwstud.fh-zwickau.de/~mickas/NS/rt/res.jpg" border="0" class="linked-image" />


    The Display at the RT could also show some neat infos about how much res the RT collected in his current lifespan. And maybe the name of the marine spending most of the time building it, like "Built by qms" oso :X. A friend of mine thought of playing tetris on that, lawl <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    I think that would greatly enhance the atmosphere and integrate gameplayrelevant information right into the atmosphere and universe of NS
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    edited February 2009
    <!--quoteo(post=1699379:date=Feb 3 2009, 04:45 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Feb 3 2009, 04:45 PM) <a href="index.php?act=findpost&pid=1699379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now I know it's not an NS2 res node, i'd love to know what it is I built. The concept art seems to be so clearly about that machine, rather than the vaguely rendered environment, I am left wondering what it's for. If it's not a res node it seems a bit big to be a re-usable prop...<!--QuoteEnd--></div><!--QuoteEEnd-->
    I get the feeling from the art that its HUGE, so you're probably right about it not being reusable. Looks more like a one-time use prop to individualize a map.

    <!--quoteo(post=1699382:date=Feb 3 2009, 05:02 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Feb 3 2009, 05:02 PM) <a href="index.php?act=findpost&pid=1699382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You built an H2 reactor! It uses hydrogen to power subsystems of the space station. On Wednesdays it makes coffee if you put a quarter in.<!--QuoteEnd--></div><!--QuoteEEnd-->
    haha ; ).

    <!--quoteo(post=1699377:date=Feb 3 2009, 04:01 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Feb 3 2009, 04:01 PM) <a href="index.php?act=findpost&pid=1699377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While we appreciate the enthusiasm you clearly have for NS, to spend time modeling alternatives for the Resource Tower, I can tell you that it's really not that helpful to us at the moment. We have our hands full stuggling to get the game done with the limited amount of people we have, and, especially on the environment side, only having one artist is making it difficult to get as many environment props modeled and textured as we would like. If you and anyone else for that matter, would like to put the time and energy into creating some cool looking wall props, floor props, crates, whatever, preferably from the existing concept art, feel free to send it our way and we can see if it fits in with our look, quality level, and if so we might include it in map.

    That, would be a much more useful and constructive contribution to us, this community, and NS 2.

    Thanks.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd love to have a go at some sort of environmental props work. Sadly I can't start for a couple months, but you can definately expect for me to start hounding you in the beginning of April. Any particular stats you'd like people to shoot for? Polygon count, type of model file, program to work in, resolution of skins, etc. I see from your "Jobs" site that you use 3D Studio Max and Photoshop, but specific models stats you're looking for would be helpful.

    Seriously, you'll probably get more than you want from me.. or you'll be turning down a lot, lol.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    <!--quoteo(post=1699377:date=Feb 3 2009, 04:01 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Feb 3 2009, 04:01 PM) <a href="index.php?act=findpost&pid=1699377"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you and anyone else for that matter, would like to put the time and energy into creating some cool looking wall props, floor props, crates, whatever, preferably from the existing concept art, feel free to send it our way and we can see if it fits in with our look, quality level, and if so we might include it in map.

    That, would be a much more useful and constructive contribution to us, this community, and NS 2.

    Thanks.

    --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm jobless for a month and do fairly good texture work. If someone wanted to model and UV map some concept art I'd be dedicated to textuing it as close to their style as possible. To that end it might be too much to ask but would the dev team consider releasing a basic texture map so we can see what we're aiming for.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    <!--quoteo(post=1699392:date=Feb 3 2009, 07:17 PM:name=Quasimetastabil)--><div class='quotetop'>QUOTE(Quasimetastabil @ Feb 3 2009, 07:17 PM) <a href="index.php?act=findpost&pid=1699392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi!

    someone still remember the <a href="http://www.unknownworlds.com/ns2/2007/06/a_good_sign" target="_blank">Blogpost "a good sign"</a>?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Attaching a sign entity to a physics model would be a lot of server load, and would take quite awhile to do. Leave them alone and ###### about graphics when the things that actually matter are done.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    <!--quoteo(post=1699540:date=Feb 5 2009, 04:46 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Feb 5 2009, 04:46 PM) <a href="index.php?act=findpost&pid=1699540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Attaching a sign entity to a physics model would be a lot of server load, and would take quite awhile to do. Leave them alone and ###### about graphics when the things that actually matter are done.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I liked his idea, and I don't like the way you bash his post.
  • QuasimetastabilQuasimetastabil Join Date: 2007-02-20 Member: 60031Members
    edited February 2009
    i really doubt it would create serverload because you could do it 99% clientside.
    the server only needs to transmit the ID of the RT and the time its built (which it needs to send anyway!).

    so what amount of "serverload" do we need to talk about? 500 playerbytes/rt maybe? Oh and of course the 500byte to the masterserver for every built RT. thats NOTHING nowadays. Getting the latest IDs from the masterserver shouldnt be a problem too. I mean come on, we´re talking about a single longint variable, which is virtually nothing!

    i even doubt it would take much of a work for a programmer. Noone said it has to be an entity. that entire thing could be hardcoded at all!

    I smiled at your post <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    p.s. i don´t talk about graphics. i talk about atmosphere and immersion. Don´t know about you, but for me this actually does matter.

    [edit]
    I really like the way you think of the sign as an entity since the blogpost cleary states its "just" a texture procedurally generated in run-time. Also in the blogpost they talk about using the system on player- and weaponmodels. Don´t tell me these aren´t physics models. just go read the last paragraph of the blogpost and be relieved *g*
    [/edit]

    cu qms
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    Looks very good!!! I can't wait to play with NS2 :-)
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