Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16)
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247483] Mon, 22 March 2010 12:01 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Yep that works. I'm doing this right now and so far I had no reproducable CTDs so far. But here are two things I ran into:

1)
I cheated myself to Troy(without teleport and auto oliberate) and I got this message a few times:
http://razer-design.de/tmp/ja2_error.png

2)
The ALT+CTRL+S combo (sell all) does not work with more than ~200-250 items in a single sector. Producing a runtimeerror (something about deleting button does fail) and Windows throws an exeption also, that says there is an error in vector.cpp or something. But I guess this is just 1.13 related.

Everything else works fine so far.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247537] Tue, 23 March 2010 01:45 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
sector P11 hangs at "choose entry positions". tried it about 3 times, then gave up :roulette:
and without swimming it is impossible to enter it from any other side but west...
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247589] Tue, 23 March 2010 15:45 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Good point about the crashes leading most people to stop playing the game. The two occurances of the game being completed were plagued by crashes and other game instability (such as sectors becomming non-returnable). Now if only more people would report them.

In original UC I could never enter I3, and it is only with the Hybrid that I've actually seen this map in-game.

Burzmali, do you have the option to spread the mercs across the edge of the map for P11, or does P11 hang earlier? I remember some problems with the island, but the workarounds did work eventually for me (I think I sent a different team to attack another sector first then went back to a certain island map afer tactical). I'm not sure if it was P11 specificlly, but it is more or less where I remember having problems with entering tactical. P11 is an original map, so I've done nothing to it directly.

It is problems like this that have me wanting to cut down the number of urban maps in Urban Chaos.

EDIT: speaking of 1.13 limitations. There is a 100 garrison limit, which means some of the countryside garrisons had to be left out.

[Updated on: Tue, 23 March 2010 15:49] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247617] Tue, 23 March 2010 19:56 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
strange enough, but it works - meaning, after a battle somewhere else at least "spread troops" works in P11. before that, i could try upper corner or lower corner or spread, the result - just hanging - was the same.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247902] Fri, 26 March 2010 20:04 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Good to hear that the fight somewhere else trick worked for you in P11. It did not work for me when I got stuck in Galileo, so I'm hoping the fixes in the garrison XML's solves that one.

In more certain news: I've corrected the missing range bonus for the H&K mount scope. Just a note, it has a narrower field of vision compared to the RIS mount 4x scope.

I've got some time on my hands so this is what I intend to get done:
- Finish up the XML Editor compatiblity stuff for RR, I know The Scorpion is not around, but it will be up to him as to how to redistribute it
- Put up a list of UC maps for the chop in UCC (removal of garrisons, downgrade to intermittent patrols, replacement and outright removal)
- See if the PNG stuff works with the SVN release, because I need it for the next thing I'm doing
- Finnally get around to fixing and updating DL-113FS


EDIT: UCC Map changes
M11 - Moved to Port Kip (E5)
M13 - Moved to Port Kip (E6)
J9(The Psychiatric hospital) - Moved to Galelio (H10), subway disabled/moved to Rudesea
F2 - Moved to Drake (I1)
F3 - Replaced with map with some kind of causeway theme, General moved to G4
F4 - Cut
M14 - Moved to Rudesea (L13)
A1 - Cut

[Updated on: Sun, 28 March 2010 21:08] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248160] Tue, 30 March 2010 14:50 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
Another small bug to report with the XMLs, Wil:

Claymore can't attach any detonators, remote or otherwise. Though it can be *attached* to remote detonator..
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248178] Tue, 30 March 2010 21:57 Go to previous messageGo to next message
Child

 
Messages:5
Registered:March 2010
Hey guys - I'd like to test and play the Urban Chaos 113.
First thin - I use a german ja2 version - will that cause any problems? Second - is the Urban Chaos 1.05 th most recent version?

Anyways it's kinda hard to find the original mod-files that seem to be neccessary to be able to installe the whole hybrid. Would be great if a link could be provided in this thread ... or wherever Smile
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248179] Tue, 30 March 2010 22:04 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
stay put, child. i'm just now zipping my uc-stuff (including german patches) - as soon as they are zipped i'll upp them

edith:

it will take about a quarter of an hour or longer - you just cannot trust megaupload

[Updated on: Tue, 30 March 2010 22:10] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248185] Tue, 30 March 2010 23:10 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
here you are urban chaos
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248234] Wed, 31 March 2010 18:52 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
Did you build that with the flexible merchant changes I made? I checked in a fix for that last night that my testing turned up.


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248235] Wed, 31 March 2010 18:55 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
those are standard uc - if you asked me, that is - if you asked will: don't think so
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248261] Wed, 31 March 2010 20:49 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Sorry SpaceViking, I have not had an opportunity to bring the merchants up to date with the SVN.

I'm still pondering wheter to proceed with another public release now, or finish the common UC/DL graphics folder (in PNG format first). And to be honest, I still need more testing on the two fixed maps and new garrison/patrol XML's. Being sidetracked by the UCC didn't help either, though I think I can accomplish the needed map edits myself now.

[Updated on: Wed, 31 March 2010 20:50] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248270] Wed, 31 March 2010 21:45 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
Still impossible
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248273] Wed, 31 March 2010 21:50 Go to previous messageGo to next message
Tango

 
Messages:106
Registered:July 2006
wil473

I'm still pondering wheter to proceed with another public release now, or finish the common UC/DL graphics folder (in PNG format first). And to be honest, I still need more testing on the two fixed maps and new garrison/patrol XML's. Being sidetracked by the UCC didn't help either, though I think I can accomplish the needed map edits myself now.


From a purely selfish point of view another release would be great :wrysmiley:

Anyway, from having not been around in a while keep up the good work.

Tango
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248279] Wed, 31 March 2010 23:19 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Is it possible that reinforcements arrive while entering a sector? Or can they just move if the player was noticed by the opposition.
And while I played with a debug exe I've never got any freezes but a lot of those "sector elite counters are bad" messages. Sometimes it was not possible to finish battle then. Just one time the game hung with the debuged exe. But this was in a while loop that was related to attachments.
Btw is it possible to get old svn versions? I have a buggy savegame but cannot debug it cause I have the wrong source code version.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248282] Wed, 31 March 2010 23:43 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Right, next version will have Reinforcements off by default. I'm also going to go through the army groups to ensure that the maximum size one is under 20.

Razer, try downloading one of the HAM3.6 version, that should take you back to pre-big maps SVN. Alternatively, you can see if your SVN client allows to revert to an earlier version.

[Updated on: Wed, 31 March 2010 23:45] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248289] Thu, 01 April 2010 01:40 Go to previous messageGo to next message
Child

 
Messages:5
Registered:March 2010
@Logisteric: Thx for the files - I appreciate it Smile Just to check that I got everything right: Am I supposed to install all of the additional patches/mods, too?

Next thing - I tried to play yesterday. After the whole thing was a bit reluctant to start on my Computer (gave a bunch of errors), it finally somehow worked. So I just played some time Smile But after a while it crashed back to desktop and I can't restart it. When I open the ini-editor alle the fields on the top are empty and I can't choose which ja2.exe etc. ...

Anyone an idea why that is?
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248290] Thu, 01 April 2010 01:47 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
to be honest - i don't know which you need (played it english)
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248378] Fri, 02 April 2010 00:53 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
ok, it was possible to kill the queen. but there were unusual problems on the way...
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248488] Sun, 04 April 2010 20:02 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Can anybody tell me where I can find the contact in the first airport map? I forgot to speak to him and now he seems to disappeared o.O
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248493] Sun, 04 April 2010 20:14 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
which one - the one you should give the voucher or that big-baby to recruit or carmen gabrenzki?
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248517] Sun, 04 April 2010 21:11 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Carmen I guess..the guy collecting cia heads
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248518] Sun, 04 April 2010 21:15 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
crepaton - officials, as the carmen (danzio) in vanilla he shows up in different bars all over the country
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248557] Mon, 05 April 2010 13:36 Go to previous messageGo to next message
Tango

 
Messages:106
Registered:July 2006
A couple of small points that I've just come across:

The to hit bonus on the OTS 39 (7.62 x 25mm SMG) seems a bit wrong. It doesn't become negative when the folding stock is totally removed. Thus when a deployed stock is added it gets put on top of a positive to hit thats already there.

With the AR15 upper receiver merges; should you not also get back the upper you merging the lower onto. I.e. merge a 10mm smg upper to a CAR15 and get back a CAR15 upper? Not a huge issue but the pedant in me couldn't resist.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248565] Mon, 05 April 2010 19:03 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Thanks Tango, I'll check the OTS39 stats when I have a moment.

As for the CAR-15, I didn't bother creating an upper as it represents the low point in-game. My thought is, why create an upper that nobody is going to want (see: Smitty's comments in-game). Yes, even the pistol ammunition AR-15's are meant to be better (reliablitiy, suppressor, RIS, and AET options). Every other AR-15 based weapon should give you an upper for the former calibre when you merge.

Plans stalling... attraction of Civ 4 on a system finnally able to run it at full tilt too strong...

[Updated on: Mon, 05 April 2010 19:04] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248570] Mon, 05 April 2010 20:34 Go to previous messageGo to next message
Tango

 
Messages:106
Registered:July 2006
Another unfortunate bug. Using the latest single click installer (so not quite the latest SVN which woudln't work at all due to the ini file structure changes but with all the HAM changes). Along with the supplied HAMUC-113 VFS configuration file.

Happens in Gaileo:

http://img405.imageshack.us/img405/2199/gaileocrash.th.jpg

Any ideas about what I could do to temporarily fix it apart from downgrading to an earlier version?

Debug and just prior to entering sector saves avaliable as well if anyone wants to take a look at it.

[Updated on: Mon, 05 April 2010 20:35] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248812] Thu, 08 April 2010 19:36 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Game over for that game of Civ, ironically due to a surefire lockup, but that is the risk that comes with playing a mod.

I hope to be releasing an updated version by the weekend. Nothing major, but I plan on having:

1) Common graphic set VFS folder
2) Fixed F9 and G8 maps
3) Integration of the HAM stuff into the main mod
4) new .ini with reinforcements turned off by default
5) Reductions in garrison and patrol force sizes

The last two points are a bid to increase stability. Please do not adjust them, this release will still be a Beta test after all.

This revision of the UC-1.13 Hybrid will be built and tested for SVN revision current as of this post on April 8th 2010, revision 1220 (the one which added the Beretta Cx4 Storm).

[Updated on: Thu, 08 April 2010 19:37] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248814] Thu, 08 April 2010 20:14 Go to previous messageGo to next message
Anonymous
Will older save games be compatible?
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248822] Thu, 08 April 2010 20:43 Go to previous messageGo to next message
Tango

 
Messages:106
Registered:July 2006
wil473

This revision of the UC-1.13 Hybrid will be built and tested for SVN revision current as of this post on April 8th 2010, revision 1220 (the one which added the Beretta Cx4 Storm).


So you will be using the new INI file structure? Oooohhh Shiny Smile

Sorry for the tone of my previous post, wasn't trying to get at you at all. Indeed compared to certain other mods *cough* DBB *cough* the hybrid is by far the most reliable.

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248827] Thu, 08 April 2010 21:12 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
That new INI file structure is effectively a mod-breaker until the next release. Sorry, in reality the fixes I'm throwing together could/should have been put together (like that stuff I'm doing for The Scorpion) last week. I just needed a distraction for a week..

Then again, the longer I wait, the more stuff that may become available. I have yet to look at the new shopkeeper stuff in the SVN, or the New Attachment System stuff. The New Attachment System being worked on by WarmSteel in particular is offering quite a few things that my projects could use (Folding Stocks no longer using up a valuable limited attachment slot).

However for the reason that I do not want to field test too much stuff, the Graphics will still be in the STi format.

Other Notes:
- The next version will not be tested for backwards savegame compatibility. Some changes/fixes require a new game, so no effort/claims will be made on savegame compatibility.
- It will not be XMLEditor compatible out of the box (just copy the folders from the future Data-Graphics folder into Data-UC113 and/or Data-DL113 if you want to use the XMLEditor on the mod(s)).

EDIT:

Here is what is going into the documentation for the next version (tentatively v20100410)

[Updated on: Thu, 08 April 2010 22:35] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248847] Fri, 09 April 2010 01:25 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
I guess I found some bugs...

1) Talking to the NPCs in Callisto factory sector causes some strange log entries..

http://razer-design.de/tmp/ja2_error02.png

2) Eye animation of Miranda seems to be broken

3) Some NPCs, police and enemies did not work in Port Kip(C 6). They just stood lined up on the bottom of the sector and then somehow started to attack me when i reentered the sector again. Since then it says that there is an enemy left in the sector, but there ain't. I checked with cheats.

4) There's no buy/sell option in Tony's dialog but i guess there should be one.

5) Main menu does not work with latest svn source code compiled in Release settings, as clicking any of the options causes the game to hang up. Works with Debug though (1sec of lag after the click)


btw: Reinforcements seem to work fine with the debug exe.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248850] Fri, 09 April 2010 03:01 Go to previous messageGo to next message
Tango

 
Messages:106
Registered:July 2006
As far as I know the log messages suffer from the same problem as the UBT webpage in that a fair amount of the laptop stuff hasn't been externalised yet. Your seeing the messages from the character number that was used by the Mod Squad along with the hacked .exe to make the original UC work.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #248980] Sun, 11 April 2010 06:10 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Yes, Tango is correct. The soon to be released version's documentation will be noting the log as a problem currently beyond the scope of the Hybrid project, as well as the missing miner bug from original UC.

Just as an advisement, I've moved the v20100201 to the Archives folder on esnips. The next version is just going though some final checks and should be up in a few hours.


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249165] Mon, 12 April 2010 15:25 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
I think I found out why the game hangs on the merc positioning screen...or at least I found where it hangs. It's a while loop located in the Items.cpp, around line 8200:
	while( !usNumMatches )
	{ //Count the number of valid launchables
		for( i = 0; i < MAXITEMS; i++ )
		{
			if ( Item[i].usItemClass  == 0 )
				break;
			//Madd: quickfix: make it not choose best grenades right away.
			if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
				usNumMatches++;
		}
	}


It works fine without this while loop surrounding the for loop. Can anybody explain to me why this while is there anyway? I mean if it doesn't work the first time the for finishes why should it work at all? Or should this be random based? Maybe the reinforcement bug is also related to this. Hopefully.

Btw the broken main menu I mentioned some posts above was related to the part where the terrorists are selected. Don't know why this should work with plain 1.13 but not with UC. Maybe my installation is broken.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249190] Mon, 12 April 2010 17:43 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Sorry Razer, I haven't seen any problems with the main menu, and I've done several full reinstalls of JA2 (from Gold CD) and 1.13 from the SVN as part of pre-release testing.

I am unfourtunatly seeing Crepaton officials stuck on the edge of the maps on the first visit (when there is a garrison to fight off), but they moved to their assigned location on the second visit. The problematic G8 map in particular (new version). So yes, this is a confirmed bug, but I don't remember this happening before, and based on the timing of your post Razer you were seeing this on the prior release not the one from this weekend.

[Updated on: Mon, 12 April 2010 17:45] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249199] Mon, 12 April 2010 19:00 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Yep this was the old release and I'll try to start a new game with the latest the next days.

The main menu should not be a problem but the code I posted above could be one. It may be the source of the game freezes that makes the mod unplayable so you should definitly talk to some 1.13 coder folks.

I also noted some of those inactive people standing around in the gun runners map west of D2. And this map did not have a loading screen. (Old release though)

And thanks for all your work!
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249204] Mon, 12 April 2010 20:02 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
@razer: I will take a look at the source and apply the fix. Thanks.


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249318] Wed, 14 April 2010 17:47 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Some minor stuff (still not latest release sorry)

1) AN-94 has +0 as default to-hit modifier, resulting in +25 with the extended stock attached. Don't know if this should be this way. AK-107 has -26 default

2) Didn't get the Hummer though I payed the 10k. Mail car works.

3) The amount of money Mirandas friend wants for the armor does not match with the amount in his text.

4) The Flex-C vest does not have a proper tiny image

[Updated on: Wed, 14 April 2010 17:55] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249319] Wed, 14 April 2010 18:06 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
No problem, the latest release didn't mess with the items.

1) The AN-94 is not supposed to take stocks anymore as it cannot fire with the stock folded. In cases where the folded stock is for storage only, and should never be fired folded it is treated as a fixed stock. In addition to the AN-94 this also applies to some of the sniper rifles. On reflection, I should remove the folding stock feature from the SVDS as well...

2) Did you wait a day+ before speaking to the manager again?

3) Yeah, that was due to balancing. However with the number of items availaible in 1.13 there is nothing to stop me from creating two commando vests, one for the quest (matching either the sound file or the text of the speech) and one for retail (with correctly balanced pricing).

4) I don't think Tbird supplied one. I can borrow a tiny image from the one of the kevlar vests, I think those are a good match in shape.

[Updated on: Wed, 14 April 2010 18:07] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #249331] Wed, 14 April 2010 23:49 Go to previous messageGo to previous message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Thx for your reply. I really forgot to wait for a day...should listen to the stuff people tell : D
And here would be an image for the flx vest if you still need one: http://razer-design.de/ja2/items/tmp/flx-c_tiny.bmp

Btw Tony still does not show any buy/sell option in his dialog. Has this been fixed in the new release or is this a problem in my installation?
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