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PostPosted: Thu Aug 10, 2006 8:20 pm 
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Albertosaurus
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Posts: 2087
Dinosaurs are so random. Like, for instance, this one gallimimus goes to a new place everytime i load the map. I like it for some dinos, but with other i want the dinosaur to be always in the same place.

For instance, I have a bunch of compies. I stripped as many bool Act??? as i could to try to make them eat a dead animal. But all they ever do is run to when when i walk by. After i leave, they go back to ther meal. I even made them with no anger, some fear, and no bravery. They still run up and bite me. any suggestions.


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PostPosted: Fri Aug 11, 2006 3:29 am 
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Brachiosaurus
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To keep a dino in one place, use an anchor. There are plenty of examples in the retail levels. Usually the anchor is an invisible, intangible object. Sometimes it is a rock. The anchor can be a moving object, like another dino or even Anne herself. Anchors are controlled through a dino's tscript (define an anchor, set the dino to be anchored to the defined anchor, choose a distance associated with the anchoring). You can use triggers to activate or deactivate anchoring, or to change an anchor. To some extent, setting ActWander to false will keep a dino near the same location. This is less exact. So if you absolutely, positively must keep a dino in a given location, use an anchor. One more thing you can do is to create a box of AI objects. The function of an AI object is to repel dinos. A more common use of AI objects is to keep a dino away from an object such as a rock that the dino might get "tangled" in, and to keep dinos away from cliff faces and such. The actual functionality of AI boxes is less than perfect.


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PostPosted: Fri Aug 11, 2006 12:55 pm 
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Albertosaurus
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ok, thanks.[/code]


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PostPosted: Tue Aug 29, 2006 5:24 pm 
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T-Rex Killer
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OK, I had made this list some time ago, but for some reason I didn't post it (I beleive it was when my cablemodem broke down). Now I don't remember where I intended to post it, possibly on this thread...

Well, here it goes. I rearranged the keywords in the proper order (inverted) and separated related groups (well, at least, I intend to).

These are for data types, I believe (only the first letter, the rest are what I believe each letter stands for)
Code:
b ool
c har?
i nt
f loat
s tring


These are object classes:
Code:
CInstance
CBackdrop
CLocationTrigger
CCollisionTrigger
CStartTrigger
CCreatureTrigger
CSequenceTrigger
CBooleanTrigger
CTimerTrigger
CVariableTrigger
CObjectTrigger
CMoreMassTrigger
Disturbance, CWaterDisturbance
CMagnet, MasterMagnet
SlaveMagnet
CAnimal
CGun
CMuzzleFlash
CHitSpang
CEntityWater
CTerrainObj
CSocket
IGNORE
CSubsystem
CEntityAttached
CSky
CLightDirectional
CTest
Settings
Player
Player Settings
AI Command
TerrainPlacement
Teleport, Marker
CParticles


Here begin the various values, starting with CInstance values:
Code:
Class
Mesh
Physics


CParticles groups:
Code:
Min
Max


Code:
InitialState
MinHighTime
MaxHighTime
MinLowTIme
MaxLowTime
Toggle


Code:
Close
Decay
SpangCount


Code:
Armour
DamageMultiplier
DamagePerSecond
Mass
Density
Elasticity
Floats
Friction
Frozen
File
Impulse
Location
Material
Moveable
Planted
Open
Ratio
RotationRatio
Reset
Shadow
Small
SoundMaterial
Substitute
Tangible
Target
Type
Value


ActionType 28:
Code:
HintID


Code:
Volume


ActionType 13 values:
Code:
Scale
MinScale
MaxScale
ScaleLimit
FogNear
FogFar
WindSpeedX
WindSpeedY
SubDivision
FillScreen


CAnimal (and Anne?) health:
Code:
CriticalHit
HitPoints
MaxHitPoints
Regeneration
ReallyDie
DieRate
Ouch
Fall


Rendering and visibility:
Code:
Culling
ShadowCulling
CullMaxDist
CullMaxRadius
CullMaxDistShadow
CullMaxRadiusShadow
Priority
HardwareOnly
SoftwareOnly
NoLowRes
CameraFOV
PixelError
SubdivisionLen
AltPixelError
AltSubdivisionLen
AlwaysFace
NoCache
NoCacheAlone
CacheMul


ActionType 18 values:
Code:
TeleportDestObjectName
HeightRelative
OnTerrain
SetPosition
SetOrientation


CBooleantrigger values:
Code:
FireDelay
FireCount
FireExpression
Probability
FireAtZero
ResetFire
ProcessStyle
RepeatPeriod
BoundVol
SequenceDelayMin
SequenceDelayMax


CCollisionTrigger values:
Code:
Element1
Element2
SoundMaterial1
SoundMaterial2
MinVelocity
MaxVelocity


CCreatureTrigger values:
Code:
CreatureDie
CreatureWake
CreatureSleep
CreatureCriticalDamage
CreatureDamagePoints
EvaluateAll


ActionType 0, 1, 2, 3 (audio) values:
Code:
MasterVolumeMin
MasterVolumeMax
ActionType
Sample
SpatialType
StopAfterFade
Attenuation
BoundaryVolume
MaxVolDistance
Emitter
Frustum
Mute
OutsideVolume
Looped
LoopCount
MaximumDistance
VolumeFader
Attach


ActionType 4 values:
Code:
Bitmap
Center
Discard
XPos
YPos


ActionType 5 values:
Code:
FogType
FogPower
FogHalf


ActionType 6 values:
Code:
AmbientLight
FarClipPlane
NearClipPlane


CObjectTrigger values:
Code:
UseObject
PickUpObject
PutDownObject


ActionType 27?
Code:
TriggerName


ActionType 7 values:
Code:
TrrPixelTol
TrrPixelTolFar
TrrNoShadowDist
TrrNoTextureDist
TrrNoDynTextureDist
TrrMovingShadows


ActionType 12 values?
Code:
NearTolerance
FarTolerance
NearZ
FarZ
FarZNo
SortPixelTol
MaxNumToSort
Sort2PartAt
Sort4partAt
TerrNearTolerance
TerrFarTolerance
TerrNearZ
TerrFarZ
UseSeperateTol


ActionType 8 values?
Code:
PixelRatio
MinPixels
CacheAge
CacheActive
CacheIntersect


CLocationTrigger values:
Code:
CreatureEnterCount
CreatureLeaveCount
PlayerInTrigger
PlayerLeaveTrigger
PlayerEnterTrigger
ObjectInTrigger
ObjectLeaveTrigger
ObjectEnterTrigger
CreatureIntrigger
CreatureLeaveTrigger
CreatureEnterTrigger
TriggerActivate
PointTrigger


Code:
ObjectName
Enable
Query


ActionType 16:
Code:
LevelName


ActionType 26:
Code:
AnimationName


CSequenceTrigger values:
Code:
SequenceListenNames
SequenceOrderNames
SequenceEvalNowNames
SequenceFalsetriggerName


Code:
X
Z


CMagnet values:
Code:
Breakable
BreakStrength
Delta
Drive
Delay
AngleMin
AngleMax
CMagnet
Instance
Gender
Magnet
MasterObject
RestoreStrength
SlaveMagnet
SlaveObject
XTFree
YTFree
ZTFree
XFree
YFree
ZFree
HandPickup
ShoulderHold


CEntityWater values:
Code:
ResolutionRatio


CWaterDisturbance values:
Code:
Strength
Interval
Radius


ActionType 29 values:
Code:
AudioEnvironment
ReverbVolume
ReverbDecay
ReverbDamping


Object rendering:
Code:
Bumpiness
Bumpmaps
CacheIntersecting
Detail1
Detail2
Detail3
Detail4
DetailShadow
Diffuse
Emissive
Texture
Merge
Normals
Curved


CAnimal stuff:
Code:
NumDoubleJoints
NumJoints
PRadius
PVA


Object lighting:
Code:
Reflect
Refract
RefractIndex
Specular
SpecularAngle
Split
Visible
Wrap
Unlit


Color Look-Up Table:
Code:
ClutStartColor
ClutStopColor
ClutReflectionColor
DefaultClutStartColor
DefaultClutStopColor
DefaultClutReflectionColor


ActionType 14 values:
Code:
AlphaWaterProperties
NonAlphaWaterProperties


$ boxes for CAnimal objects and Anne:
Code:
Body
Foot
LeftFoot
RightFoot
LeftRearFoot
RightRearFoot
Hand
Head
Neck
Tail
ReverseKnees


Code:
SubMaterial(00-99)
SubMaterialEnd


Animation values:
Code:
Anim(00-99)
AnimB(00-99)
PLACEHOLDER
Frame
FreezeFrame
TrackTwo
DeltaX
DeltaY
AnimSubMaterial


Code:
Vertex(000-999)
VERTEX_PLACEHOLDER
Model(00-99)
MODEL_PLACEHOLDER
A(00-99)
A_PLACEHOLDER


CSky values:
Code:
Height
Alpha
R
G
B
AlphaChannel
MipMap
SkyFlatColour
Intensity


CGun values:
Code:
Ammo
MaxAmmo
ROF
AutoFire
AltAmmoCount
AmmoPickup
AmmoAlmostEmpty
AmmoHalfFull
AmmoFull
AmmoReallyFull
Damage
TranqDamage
EmptyClipSample
RingSample
Range
Kick
Push
Barrel
RecoilOrg
RecoilForce
MFlashOrg
MFlashDuration
RandomRotate
MFlashObject(0-?)
MUZZLE_PLACEHOLDER
BOGUS


CAnimal (dinosaur) activities:
Code:
ActEat
ActBite
ActJumpBite
ActFeint
ActRam
ActDrink
ActShoulderCharge
ActTailSwipe
ActOuch
ActHelp
ActHowl
ActSnarl
ActCroon
ActDie
ActLookAt
ActTaste
ActSniffTarget
ActCockHead
ActMoveToward
ActJump
ActMoveAway
ActDontTouch
ActWander
ActStalk
ActCircle
ActPursue
ActFlee
ActStayNear
ActStayAway
ActJumpBack
ActGetOut
ActDash
ActApproach
ActMoveBy
ActRearback
ActBackAway
ActCower
ActGlare
ActSniff
ActLookAround
ActNothing
ActTestHeadCock
ActTestHeadOrient
ActTestWagTail
ActTestHeadPosition
ActTestMouth


CAnimal (dinosaur) values:
Code:
Action(00-99)
Fear
Love
Anger
Curiosity
Hunger
Thirst
Fatigue
Pain
Solidity
Archetype
AIType
AIMass
Danger
HumanFear
HumanLove
HumanAnger
HumanCuriosity
HumanHunger
HumanThirst
HumanFatigue
HumanPain
HumanSolidity
DamageFear
DamageLove
DamageAnger
DamageCuriosity
DamageHunger
DamageThirst
DamageFatigue
DamagePain
DamageSolidity
Bravery
Team
Speed
Mouth
AI
Climb
Dinosaur
Pathfind
Vocal
TerrainPathfinding
SenseTerrain
SenseObjects
SenseAnimates
WakeUp
Sleep
StayNearMax
StayNearOK
StayNearTarget
StayAwayMin
StayAwayOK
StayAwayTarget
BiteTargetDistance
FeintTargetDistance
Width
HeadReach
TailReach
ClawReach
JumpDistance
JumpUp
JumpDown
WalkOver
WalkUnder
JumpOver
CrouchUnder
MoveableMass
UpAngle
DownAngle


Code:
NodesPerSec
MaxNodes
TimeToForgetNode
TimeToForgetInfluence
MaxPathLength
MaxAStarSteps


CParticles values:
Code:
Solid
Dust
Log
Number
Velocity
Lifespan
Size
Length
Gravity
StuckGravity
Spread
Threshold


ActionType 34 values:
Code:
TextPosition
TextDisplayTime
TextAtTop
OverlayText
ResourceID

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Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Last edited by machf on Sat May 12, 2007 4:39 am, edited 11 times in total.

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PostPosted: Tue Aug 29, 2006 8:07 pm 
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Albertosaurus
Albertosaurus

Joined: Mon Jan 10, 2005 10:13 pm
Posts: 2087
Wow, you took some time making that list I'm sure. I wonder what the "Amour Value" for "CInstance" is.


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PostPosted: Tue Aug 29, 2006 8:19 pm 
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T-Rex Killer
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Machf... that is very cool. Just finished going through them. I may end up testing some on my own... want to see what "TextAtTop" could do. :) Also, char???! Wow! I don't think anyone knew trespasser supported that datatype. There might not be any known values that currently use it... and one might as well just use int anyway, which is why I think we've never seen char used. But, it's possible BR could use chars in one of his new action types...? Would be interested to see what he has to say about that (hoping he reads this).

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PostPosted: Tue Aug 29, 2006 9:51 pm 
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T-Rex Killer
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Well, 'c' meaning 'char' is actually a guess (hence the '?' at the end). The other datatypes (b, i, f, s) are evident, as they are used everywhere.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Aug 30, 2006 12:04 am 
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Impressive...that took some time digging through the exe, eh?

I'll tell you right now, that some of those values are only used internally by Tres, and we don't have access to them.

@chronzerg - Anne has the armor value, it's used in $AnneBody.

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PostPosted: Wed Aug 30, 2006 4:50 am 
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T-Rex Killer
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I think these ones I listed are the ones which are accessible... at least judging by the way they're grouped. I skipped other parts which didn't relate. You'll notice that most of the ones listed here appear also in Andres' t-script reference (which I used as a guide/roadmap).

Now, my idea is that any so far unidentified ones may be related to unused (in the retail game) actiontypes. I was trying to see if there was any relation between the order in which the various classes are listed and the order teh various values are grouped. I also attempted to get an idea of what some unused values might be used for by looking at other values grouped right before or after it.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Aug 30, 2006 5:03 am 
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T-Rex Killer
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Code:
ResolutionRatio
Strength
Interval
Radius

BTW I believe these are for CEntityWater, CWaterDisturbance, or both. I know the first one goes to water, and the next two are for the disturbance, perhaps the third is an unknown one from disturbance.

Code:
ObjectName
Enable
Query

These must be for ActionType 15. It was discovered by Big Red I believe, we never figured out exactly what it was for... I tried using it to make objects in the RapValley pond start floating around before you got there but it didn't work.
Code:
group Trig_EnableFloaters00 = {
    string Class = "CLocationTrigger"
    bool PlayerEnterTrigger = true
    int FireCount = 1
    group Action00 = {
        int ActionType = 15
        string ObjectName = "PylwFuelBarrel00-02"
        bool Enable = true
    }
...


Slugger could you point out which values you think are internal? I thought I recognized basically all of them....

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PostPosted: Wed Aug 30, 2006 1:04 pm 
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Quote:
Machf... that is very cool. Just finished going through them. I may end up testing some on my own... want to see what "TextAtTop" could do. Also, char???! Wow! I don't think anyone knew trespasser supported that datatype. There might not be any known values that currently use it... and one might as well just use int anyway, which is why I think we've never seen char used. But, it's possible BR could use chars in one of his new action types...? Would be interested to see what he has to say about that (hoping he reads this).


Yes, char is a valid data type (class CCharValue), but it's not used by any of the original code. It's rather trivial, a case of String of size 1... so you wouldn't do much with it, except maybe for an input system which we know is pretty freeform in the game. They probably included it as a C++ novelty.

Quote:
These must be for ActionType 15. It was discovered by Big Red I believe, we never figured out exactly what it was for... I tried using it to make objects in the RapValley pond start floating around before you got there but it didn't work.


I have a list of all the 36 AT class names somewhere... I'm documenting stuff at the moment, so when that's done I'll put up the list along with other info. I don't think that "Query" goes with AT15, though.

edit: Ah, I had put the list of the ATs in the ATX docs after all...


"
These are the names of the 36 default Trespasser ActionTypes
as they would have appeared in the Trespasser source. They
are, in truth, the names of the classes of each ActionType.

AT00 - CVoiceOverAction
AT01 - CAmbientAction
AT02 - CMusicAction
AT03 - CFadeMusicAction
AT04 - CShowOverlayAction
AT05 - CSetFogAction
AT06 - CSetRendererAction
AT07 - CSetTerrainAction
AT08 - CSetImageCacheAction
AT09 - CSetAIAction
AT10 - CSetPhysicsAction
AT11 - CSubstituteMeshAction
AT12 - CSetSortAction
AT13 - CSetSkyAction
AT14 - CSetAlphaWaterAction
AT15 - CWaterOnOffAction
AT16 - CLoadLevelAction
AT17 - CSetAnimatePropertiesAction
AT18 - CTeleportAction
AT19 - CSaveLevelAction
AT20 - CMagnetAction
AT21 - CAnimateTextureAction
AT22 - CHideShowAction
AT23 - CSoundEffectAction
AT24 - CWakeAIAction
AT25 - CDelayAction
AT26 - CScriptedAnimationAction
AT27 - CSetVariableTriggerAction
AT28 - CSetHintAction
AT29 - CAudioEnvironmentAction
AT30 - CSubstituteAIAction
AT31 - CEndGameAction
AT32 - CControlPlayerAction
AT33 - CAISystemAction
AT34 - CTextAction
AT35 - CWaterDisturbanceAction
"

It would be possible to get an exact list of which values are associated with which AT by looking through the assembly code; that's what I did with the list of unknown AT values, get all the value names and types the game "officially" scans for and uses in the code itself. However, it just happens to be a horribly long process which I doubt anybody would truly want to take part in, even if I explained it thoroughly (you'd also have to know assembly).

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PostPosted: Wed Aug 30, 2006 2:50 pm 
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Time to update the t-script reference documentation, I guess...

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Aug 30, 2006 4:55 pm 
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OMG Big Red that's awesome.... CWaterOnOffAction?!! Whoa! Fascinating, I'll have to look into some of this.

Machf I agree, we need a new t-script reference page. Some things on the original page are just plumb wrong, such as "PlayerExitTrigger" which should be "PlayerEnterTrigger" and a few other things, not to mension all the discoveries about new ATs...

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PostPosted: Fri Sep 01, 2006 8:56 pm 
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T-Rex Killer
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I bet these are for ActionType 8, "Set Image Cache":

Code:
NearTolerance
FarTolerance
NearZ
FarZ
FarZNo
SortPixelTol
MaxNumToSort
Sort2PartAt
Sort4partAt
TerrNearTolerance
TerrFarTolerance
TerrNearZ
TerrFarZ
UseSeperateTol
PixelRatio
MinPixels
CacheAge
CacheActive
CacheIntersect

Some may be additional parameters for ActionType 7.

And these may be for ActionType 4, "Show Overlay":
Code:
Attach
Bitmap
Center
Discard
XPos
YPos

Sounds to me like this would display a bitmap on the screen? Useful for some type of HUD?

@BigRed: I'm listening, in case you want to give more details about the process...

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Sat Sep 02, 2006 4:24 am 
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machf wrote:
Sounds to me like this would display a bitmap on the screen? Useful for some type of HUD?


I tried this (I was attempting to get "Round #" to flash up on the screen) and Tres crashed whenever I entered the trigger. Granted, it could've been scripted incorrectly. Perhaps with these new values, and some free time, I'll try it again (although anyone else is welcome to beat me to it :) ).

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