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Re: ArulcoVacations v12 BETA[message #362650 is a reply to message #362649] Fri, 12 March 2021 15:16 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
Location: Russian Federation
edmortimer wrote on Fri, 12 March 2021 18:02
So, no sense of me modifying ItemChoices_Enemy_Admin, ItemChoices_Enemy_Regular, and ItemChoices_Enemy_Elite anymore because what I put there is overridden. LBE is in those XMLs also - I'm not supposed to have to go into the editor and give every single enemy LBE . . . we have XMLs for inventory that we modify.

I don't object to gas masks, or grenades, or flashlights, or whatever else you decide they need . . . but there are XMLs for that, and if the incidence of the game choosing from the XMLs is too low (which I think it is, and obviously you think so also) then perhaps increasing the chance (equal to progress, I'd say) that each soldier gets an item from each category within those XMLs is a better way to go.
Gas masks and ceramic plates were never supposed to be assigned using itemchoices or other xmls, I didn't change that. For example, in stock 1.13 7609, 75% elites have gas mask and the rest will have hearing aid, it was always like that.
And nothing from ItemChoices is overridden, I have no idea where did you get that.

As for LBE, as I said it's not for AI, but for player only. AI has no NIV and has no idea what to do with LBE, they just carry it and then drop when killed only for the player to pick it up and equip.

Update: looking at the code, there was a bug in chance formula which resulted in enemy having armour attachments too often, it will be fixed in the next release.
As for gas masks, code works exactly as stock 1.13 7609, except AI doesn't wear gas mask from the start (as it may have penalties) and instead stores it in the inventory and puts on only when needed.

[Updated on: Fri, 12 March 2021 16:43]




7609+AI (r2093) | Experimental project | Modpack | Youtube | Trunk (r9014) | 1.13 Starter Docs | 1.13 How to get | Win10 fix | Discord


Re: ArulcoVacations v12 BETA[message #362660 is a reply to message #362650] Mon, 15 March 2021 13:29 Go to previous messageGo to next message
edmortimer

 
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Quote:
Gas masks and ceramic plates were never supposed to be assigned using itemchoices or other xmls, I didn't change that. For example, in stock 1.13 7609, 75% elites have gas mask and the rest will have hearing aid, it was always like that.

Then what are those "Armor Attachments", "Gas Masks" "Low Quality Face Items", "High Quality Face Items", "Hearing Aids", & 'Miscellaneous" entries in Itemchoices for?

Forget it.


Re: ArulcoVacations v12 BETA[message #362662 is a reply to message #362660] Mon, 15 March 2021 13:49 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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edmortimer wrote on Mon, 15 March 2021 16:29
Then what are those "Armor Attachments", "Gas Masks" "Low Quality Face Items", "High Quality Face Items", "Hearing Aids", & 'Miscellaneous" entries in Itemchoices for?
You can decide which items AI has access to, but not the chance for a soldier to have item. It always worked like that.



7609+AI (r2093) | Experimental project | Modpack | Youtube | Trunk (r9014) | 1.13 Starter Docs | 1.13 How to get | Win10 fix | Discord


Re: ArulcoVacations v12 BETA[message #362688 is a reply to message #362662] Thu, 18 March 2021 12:51 Go to previous messageGo to next message
edmortimer

 
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Quote:


edmortimer wrote on Mon, 15 March 2021 16:29

Then what are those "Armor Attachments", "Gas Masks" "Low Quality Face Items", "High Quality Face Items", "Hearing Aids", & 'Miscellaneous" entries in Itemchoices for?

You can decide which items AI has access to, but not the chance for a soldier to have item. It always worked like that.

No, as I said, it ain't working like you think it is. Ceramic plates are rare in AV, and to have 2 dozen ceramic plates and no Doron or nylon or steel or titanium plate means the AI ain't picking from the lists I made out.

Re: ArulcoVacations v12 BETA[message #362690 is a reply to message #362688] Thu, 18 March 2021 12:59 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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edmortimer wrote on Thu, 18 March 2021 15:51
No, as I said, it ain't working like you think it is. Ceramic plates are rare in AV, and to have 2 dozen ceramic plates and no Doron or nylon or steel or titanium plate means the AI ain't picking from the lists I made out.
Where in the game files this "rarity" is defined?
All you can do is put item in the xml lists, making it available to AI for choosing, and define coolness after which it becomes available.
After that the game picks random item from the list of available items with coolness.
It's not something I "think", it's the way the game code works, and it works like that since ancient 1.13 times.
I have no idea where those 2 dozen ceramic plates came from, and I have never seen that in any other mod.

Looking at the code, the only possibility to ignore certain armour attachments is if item is not legal (has coolness = 0, incorrect biggunlist or scifi, incorrect itemsize for new inventory, incorrect ubAttachmentSystem, food type, cleaning kit etc), but it doesn't seem to happen with Doron plates or other attachment plates.
Another possibility is if attachment cannot be attached to vest, from Attachments.xml, Doron Plates can be attached to Nails' Leather Jacket and M55 Flak Vest, don't know if these vests were used in that particular battle.
Apart from that, I don't see anything in the code that could prevent normal random choosing from attachments with required coolness.
Since for armour attachments the game doesn't try to find exact matching coolness, any item with coolness <= required may be used.

Another possibility to limit armour attachment choices is when created soldier has incorrect soldier class (not army or militia class of any level), in this case soldier class defaults to SOLDIER_CLASS_NONE which means default EnemyItemChoices.xml will be used instead of class specific item choices files.
And since your mod does not provide custom EnemyItemChoices.xml file, the game will use default file from Data-1.13, which only allows standard armour attachments:
183 (Ceramic Plates), 837 (Titanium Plates) and 838 (Tactical Knee Pads).
Tactical Knee Pads will not attach to vest.
If for some reason Titanium Plates is not legal item or cannot be attached to selected vest, then the only remaining attachment item will be Ceramic Plates.

[Updated on: Thu, 18 March 2021 14:28]




7609+AI (r2093) | Experimental project | Modpack | Youtube | Trunk (r9014) | 1.13 Starter Docs | 1.13 How to get | Win10 fix | Discord


Re: ArulcoVacations v12 BETA[message #362694 is a reply to message #362690] Thu, 18 March 2021 20:43 Go to previous messageGo to next message
edmortimer

 
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Quote:
Where in the game files this "rarity" is defined?
All you can do is put item in the xml lists, making it available to AI for choosing, and define coolness after which it becomes available.
Yes. Exactly. You have 50 slots to put items in. If you put a single item in multiple slots you increase the chance of it being selected. Correct? So if you have 5 slots filled and 3 are of one item you will expect 60% of the time that item will be chosen. That makes that item common, and whatever the other item(s) are will be less common.

There are no ceramic plates defined in armour attachments for regular soldiers in AV. Ceramic Plates are in 2 of 10 slots for Elites, and 1 out of 15 for Admin. That's how I define rarity.

Kevlar and Nylon Inserts, and Steel and Titanium Plates all are lower Coolness in AV than Ceramic, and all fit everything ceramic does.

So . . . how does a an incorrect soldier class happen? I can modify those default XMLs, but there seems to be something else happening if an incorrect soldier class is the problem here.

[Updated on: Thu, 18 March 2021 20:53]


Re: ArulcoVacations v12 BETA[message #362695 is a reply to message #362694] Thu, 18 March 2021 20:57 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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edmortimer wrote on Thu, 18 March 2021 23:43
You have 50 slots to put items in. If you put a single item in multiple slots you increase the chance of it being selected. Correct?
Only if all other items have allowed coolness/are legal/can be attached to particular vest.

Quote:
So if you have 5 slots filled and 3 are of one item you will expect 60% of the time that item will be chosen.
And it has zero effect on a chance that particular soldier will have any armour attachment, which was discussed here.

Quote:
There are no ceramic plates defined in armour attachments for regular soldiers in AV. Ceramic Plates are in 2 of 10 slots for Elites, and 1 out of 15 for Admin. That's how I define rarity.
Looks like you somehow missed half of my post, since all you define for elites or admins will be completely irrelevant if soldier has incorrect soldier class or SOLDIER_CLASS_NONE defined in which case none of your xmls are used.



7609+AI (r2093) | Experimental project | Modpack | Youtube | Trunk (r9014) | 1.13 Starter Docs | 1.13 How to get | Win10 fix | Discord


Re: ArulcoVacations v12 BETA[message #362696 is a reply to message #362694] Thu, 18 March 2021 21:05 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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edmortimer wrote on Thu, 18 March 2021 23:43
So . . . how does a an incorrect soldier class happen? I can modify those default XMLs, but there seems to be something else happening if an incorrect soldier class is the problem here.
I have no idea, it's just the only reasonable explanation of high ceramic plate chance.
You probably can define it in map editor, check if you have detailed map placement for soldiers which soldier class they have if it's possible.
From what I see in the code, for army/militia soldiers the game should correctly set soldier class even if it was NONE.

As I can guess from the code, SOLDIER_CLASS_NONE is used for armed civilians, so if player who reported extra ceramic plates issue was fighting with/against armed civilians, they could probably drop all that plates since they have no access to army's xmls. Or there is some bug which results in army soldiers having SOLDIER_CLASS_NONE.

You can just copy, for example ItemChoices_Enemy_Regular.xml to EnemyItemChoices.xml and GunChoices_Enemy_Regular.xml to EnemyGunChoices.xml so the game would at least use these xml files and not default 1.13 which could have incorrect items.

If you want to check on particular map/battle which class enemy soldier has, enable EXT_TOOLTIP_AI = TRUE in [Extended Options] section of Ja2_options.ini and it will show something like Class: SOLDIER_CLASS_ARMY in tooltip.

[Updated on: Thu, 18 March 2021 21:17]




7609+AI (r2093) | Experimental project | Modpack | Youtube | Trunk (r9014) | 1.13 Starter Docs | 1.13 How to get | Win10 fix | Discord


Re: ArulcoVacations v12 BETA[message #362697 is a reply to message #362696] Thu, 18 March 2021 21:42 Go to previous messageGo to next message
edmortimer

 
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Quote:
If you want to check on particular map/battle which class enemy soldier has, enable EXT_TOOLTIP_AI = TRUE in [Extended Options] section of Ja2_options.ini and it will show something like Class: SOLDIER_CLASS_ARMY in tooltip.
Thank you. I will check for it.

Re: ArulcoVacations v12 BETA[message #362699 is a reply to message #362396] Fri, 19 March 2021 06:39 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
I do play on higher difficulty so there are more elites (I guess?). But even if enemies drop plates that still doesn't explain why there is four plates in the area I found Manuel. They are also "owned" by some faction and grayed out in inventory window.
Re: ArulcoVacations v12 BETA[message #362708 is a reply to message #362699] Sat, 20 March 2021 14:59 Go to previous messageGo to next message
edmortimer

 
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The extra plates seem to be from the civilian factions. I had no idea the civilian factions had access to item choice XMLs, or if I did I totally forgot along the way.

Re: ArulcoVacations v12 BETA[message #362723 is a reply to message #362708] Mon, 22 March 2021 13:26 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
Hello Ed,

another inventory glitch:

Lynx (Merc 2) hired with kit number 5 (the weatherby .460 magnum kit) arrives at omerta without the weatherby rifle in inventory. Only with his Ruger Redhawk revolver. Like Igor has he the scope in one hand and his camo kit in the other. His backpack is like Igors backpack empty. The game didn't use the inventory space from the backpack.

And Stogie has a inventory and another item dublication.

To reproduce:

Start new game. Choose Stogie from Merc and hire with his kit nr. 5 (the Bazooka kit). Choose Lynx from Aim and hire with his kit nr. 5 (the Weatherby kit).
After the arrival cut scene. Got to the map and open the sector inventory. there are 2 bazooka rockets M28A2. Go back to sector and now back to map. Open
sector inventory again. now here are the inaccessible first 2 rockets and another 2 inaccessible rockets. Btw. Stogies Backpack and the whole inventory is full.

If it helps - my thoughts:

Could it be inventory related? Like the game handle the personal inventory? If not enough space in the personal inventory for some items and it didn't go to nirwana like the rifle in case of lynx or igor,
it can't get rid of it and throws that item at map inventory instead, but inaccessible and throw it out again and again every time when sector inventory is opened?

How is the character inventory at start and at entry of a new sector handled, if game choose there isn't enough space in character inventory and how get the game rid of the item in this case?
Is there a default behavior for this?

[Updated on: Mon, 22 March 2021 13:58]

Re: ArulcoVacations v12 BETA[message #362724 is a reply to message #362723] Mon, 22 March 2021 15:14 Go to previous messageGo to next message
edmortimer

 
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Thanks, I'm wrapping up some loose ends so I will attend to those before releasing the non-BETA v12.

The gearkits . . . well, the new inventory system seems to have thrown a monkey wrench into it from a human perspective, as I've been told that the program doesn't 'know' about NIV pockets but we see them and expect things to be put into them.

The problem of the missing weapons, however, is something different. I suspect it is indicative of an error in the XMLs somewhere but have been unable to isolate it. Some weapons just will not show up, yet a very similar weapon just a few slots away in the XML will show up. Or, in case of weapons very far away in the XMLs but almost identical and with nothing out of order, such as the AK-74 and AK-74M, only the AK-74 will show up.

As for inaccessible items after entry . . . your guess is as good as any.

[Updated on: Mon, 22 March 2021 15:15]


Re: ArulcoVacations v12 BETA[message #362725 is a reply to message #362724] Mon, 22 March 2021 16:50 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
A work a round for the Skyrider problem:

Edit:

Ed has this fixed.

[Updated on: Mon, 22 March 2021 16:59]

Re: ArulcoVacations v12 BETA[message #362726 is a reply to message #362725] Mon, 22 March 2021 16:57 Go to previous messageGo to next message
edmortimer

 
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Quote:
You want Skyrider as Pilot as in vanilla game?
I've fixed Skyrider. It works as in vanilla that once the escort quest is finished he stays as the helicopter pilot, with one exception: if you want to hire him you give him any amount of money in Tactical. Of course, he then is no longer the heli pilot.


Re: ArulcoVacations v12 BETA[message #362727 is a reply to message #362726] Mon, 22 March 2021 17:02 Go to previous messageGo to next message
Lynx2005

 
Messages:27
Registered:February 2021
Quote:

I've fixed Skyrider...
Ed, this is great!

Will there be an another patch before alpha version?

[Updated on: Mon, 22 March 2021 17:05]

Re: ArulcoVacations v12 BETA[message #362728 is a reply to message #362727] Mon, 22 March 2021 17:26 Go to previous messageGo to next message
edmortimer

 
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Quote:
Will there be an another patch before alpha version?
I'll make a patch from the Beta-refresh to the final v12 available for a short time. After that just the full v12 will be available, with a v13 tentatively scheduled for next year. Of course, fixes for any game-breakers will be available as they are found and fixed.

Re: ArulcoVacations v12 BETA[message #362749 is a reply to message #362396] Thu, 25 March 2021 12:17 Go to previous messageGo to next message
Moosees

 
Messages:7
Registered:March 2021
The entrances to San Mona mine seems to be bugged, the D4 entrance leads to A1 and the "secret" D5 entrance leads to the correct tile (I think), but you start in the middle of the wall and can't move your mercs.
Re: ArulcoVacations v12 BETA[message #362751 is a reply to message #362749] Thu, 25 March 2021 15:29 Go to previous messageGo to next message
edmortimer

 
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Thanks. I'll fix that . . . again. I wish i knew what resets those teleport grids because I have fixed that multiple times and it reappears.

Try these maps. i just fixed them again. Included is D4 surface and mine map, and D5 surface and mine map.

Unzip into the main game folder overwriting 2 files each in MAPS & RADARMAPS folders.

[Updated on: Thu, 25 March 2021 15:31]


Re: ArulcoVacations v12 BETA[message #362778 is a reply to message #362602] Mon, 29 March 2021 15:47 Go to previous messageGo to next message
edmortimer

 
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Quote:
Murray "Pops" McGillicutty has an completely empty inventory window,
Finally found the problem with Pops' gearkits. Later today I will see if there are a few very quick things I can fix before compiling the release version of AVv12. I also want to clear out a few more map sectors of random weapons in enemy inventories (they are the weapons that eat ammo). The eating ammo issue will still be present in v12 until I go over every map sector and clear out the random weapons from enemy inventories. I suggest that after battles go to the strategic inventory screen and use the "unload all ammo" button. The weapons that do not unload will eat ammo. You can sell them off (ALT-RMB), get some money for them and not worry about them. AV is full of weapons everywhere, and all random weapons can be bought or found elsewhere easily enough.

Re: ArulcoVacations v12 BETA[message #362789 is a reply to message #362778] Wed, 31 March 2021 22:26 Go to previous messageGo to next message
edmortimer

 
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Here is a patch for the AV v12 BETA to bring it up to AV v12 release. It will only work for the AV-v12-BETA, and not any version of AV before that. Later today I will post a link to the full version AV v12 (it takes a bit longer to upload).

This patch does not include Seven's latest +AI executable. I encourage you to download his latest creation from his page.

Re: ArulcoVacations v12 BETA[message #362790 is a reply to message #362789] Thu, 01 April 2021 00:07 Go to previous messageGo to next message
edmortimer

 
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A big OOPS on my part, and an apology to the person who has already downloaded the full version. I did not use the correct copy to make the full download It can be patched using the BETA to v12 Patch, so no need to re-download the full version.

I will post the correct link momentarily. This is the correct link.

There is still more to do, of course, but there's always more. I will update the main AV forum thread very soon (real life calls). If there's anything amiss you can post here.

The file is 956MB, and includes Sevenfm's +AI_r2037 executable.

[Updated on: Thu, 01 April 2021 05:28]


Re: ArulcoVacations v12 BETA[message #362989 is a reply to message #362790] Sat, 24 April 2021 23:17 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:89
Registered:December 2015
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Arisaka Type 38 and Ross Rifle Mark 3B are making ammo disappear. I will post more if I found.



Born, play JA2, die, reload, die again, reload again.
Re: ArulcoVacations v12 BETA[message #362990 is a reply to message #362989] Sun, 25 April 2021 01:06 Go to previous messageGo to next message
edmortimer

 
Messages:1484
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Quote:
Arisaka Type 38 and Ross Rifle Mark 3B are making ammo disappear. I will post more if I found.

The sector is more important as the problem is in the maps not the XMLs anymore.

Re: ArulcoVacations v12 BETA[message #362991 is a reply to message #362990] Sun, 25 April 2021 04:26 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:89
Registered:December 2015
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edmortimer wrote on Sat, 24 April 2021 19:06
Quote:
Arisaka Type 38 and Ross Rifle Mark 3B are making ammo disappear. I will post more if I found.
The sector is more important as the problem is in the maps not the XMLs anymore.
How!? Well, should I report the guns AND the sector where the bug happened then?



Born, play JA2, die, reload, die again, reload again.
Re: ArulcoVacations v12 BETA[message #363100 is a reply to message #362991] Mon, 03 May 2021 04:34 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:89
Registered:December 2015
Location: Brazil
Man, I... I recruited Kingpin. Is that supposed to happen!?



Born, play JA2, die, reload, die again, reload again.
Re: ArulcoVacations v12 BETA[message #363105 is a reply to message #362991] Mon, 03 May 2021 13:38 Go to previous messageGo to next message
edmortimer

 
Messages:1484
Registered:January 2015
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Quote:
Arisaka Type 38 and Ross Rifle Mark 3B are making ammo disappear. I will post more if I found.

The sector is more important as the problem is in the maps not the XMLs anymore.

How!? Well, should I report the guns AND the sector where the bug happened then?

Just the sector.

Re: ArulcoVacations v12 BETA[message #363106 is a reply to message #363100] Mon, 03 May 2021 13:40 Go to previous messageGo to next message
edmortimer

 
Messages:1484
Registered:January 2015
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Quote:

Man, I... I recruited Kingpin. Is that supposed to happen!?
If that's what you wanted to do.

Re: ArulcoVacations v12 BETA[message #363116 is a reply to message #363106] Wed, 05 May 2021 01:53 Go to previous messageGo to next message
BETEP

 
Messages:14
Registered:May 2021
посмотрел ролик ваш слушайте обалденно получилось а общее количество наемников так же как в ориг?

Уже каким то образом можно сделать точнее поставить ваш моды и поиграть ? кто поможет
Re: ArulcoVacations v12 BETA[message #363117 is a reply to message #363106] Wed, 05 May 2021 03:58 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:89
Registered:December 2015
Location: Brazil
edmortimer wrote on Mon, 03 May 2021 07:40
If that's what you wanted to do.
It wasn't until it is.

[Updated on: Wed, 05 May 2021 04:02]




Born, play JA2, die, reload, die again, reload again.
Re: ArulcoVacations v12 BETA[message #363156 is a reply to message #363117] Sat, 08 May 2021 20:05 Go to previous messageGo to next message
BETEP

 
Messages:14
Registered:May 2021
Подскажите , пойдет ли этот мод на 1.13 7609
А также где скачать цельный файл - так как у Вас с сайта не произвести скачивание вашей версии обрывается загрузка. на 15 % ... (((( ( скачивал ваш релиз от 2019 года
Re: ArulcoVacations v12 BETA[message #363157 is a reply to message #363156] Sat, 08 May 2021 20:15 Go to previous messageGo to next message
BETEP

 
Messages:14
Registered:May 2021
Tell me, will this mod go to 1.13 7609
And also where to download the whole file - since you do not download your version from the site, the download is interrupted. by 15 % ... (((((downloaded your release from 2019
Re: ArulcoVacations v12 BETA[message #363173 is a reply to message #362396] Sun, 09 May 2021 06:05 Go to previous messageGo to next message
PFCParts

 
Messages:46
Registered:November 2019
Nice,

BTW where do you get the STIs for BigItems?
Do you make them yourself or get them from somebody else?
Your Type-64 Howa looks better than mine.
Re: ArulcoVacations v12 BETA[message #363178 is a reply to message #363173] Sun, 09 May 2021 21:08 Go to previous messageGo to next message
BlueWarrior

 
Messages:98
Registered:May 2019
Stella's M2 Carbine isn't in her inventory
Re: ArulcoVacations v12 BETA[message #363179 is a reply to message #363178] Sun, 09 May 2021 23:33 Go to previous messageGo to next message
edmortimer

 
Messages:1484
Registered:January 2015
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Quote:

Stella's M2 Carbine isn't in her inventory
Thanks. I'll modify her gearkits.

Re: ArulcoVacations v12 BETA[message #363188 is a reply to message #363179] Tue, 11 May 2021 03:59 Go to previous message
Victor_Tadeu

 
Messages:89
Registered:December 2015
Location: Brazil
My game keeps freezing at day 18 exactly at 4:59AM. I hear a *blep* like I received a message but the game just freezes. I tried changing a lot of what my mercs are doing, but doesn't seen related to any action I do at all. Does JA2 have any crash log or something I can use?



Born, play JA2, die, reload, die again, reload again.
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