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[OF/ToV] ZombieMod - First Alpha Footage

  1. #901
    Member Angelic's Avatar
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    maybe its possible to put it on the hunter since its an deer/elk hunter and some on the marine sniper

    i remember there was a thread somewhere in the relic forums that was going about this

    i found something that looks like it http://forums.relicnews.com/showthread.php?t=177673

    than take the 3rd from above
    When the rich wage war, it's the poor who die.
    Jean-Paul Sartre

    I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
    Albert Einstein

  2. #902
    Looking good
    Last edited by sirpsychoj; 21st Jun 09 at 5:50 PM.

  3. #903
    Member Aidas2's Avatar
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    Anything new? and how are my models?

  4. #904
    Member Angelic's Avatar
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    i couldent do anything the last few days cuz i was bizy with school

  5. #905
    Hi guys, just a quick update.

    I have made a melle' action through the use of scripts and nis animations, its activated at moment by distance triggers to a specific squad to squad proximity, It certainly gives more of an appearance of zombies attacking you than what we have at present, and also a feeling this is best were gonna get for a make do animation(without uses of OE etc. which still seem along way of). I'll try and upload a video link to get feedback on it.

    Also some new maps in process that are close to finished, An island map with active Volcano, plenty of scripted triggers, mission objectives etc. enviromental sounds and active bird life. Nis begining sequences and trigger actived NIS scenes throughout the map. Another is an Industrial map from Burton that I've currently started on and will contain similar elements but obviously with a different atmosphere/scene and objectives for it. Any progress on how others are going?

    Edit:

    I also forgot to mention Ive made an ability to search houses. I would like some feedback on this to see if people would like this implemented into the game. It still needs some tweaking and a randomness inputed into it, I'll give you some insight to what I'm trying to achieve and your thoughts on it. At present you enter a house as normal, but the houses have an added abilty in slot 9 - Search. this takes a certain amount of time to activate whilst your in the house and will reward you with......nothing, zombies, civilians (that when you toggle them they become yours, send back to base to then add weapons to them) and other rewards maybe like weapons, money(mp) rations(that can give other ugrades like health etc.) ammo and other units or whatever really, also with the zombies an added task of then destroying the entire infected house. I kinda figured in most zombie movies theres always someone looking for someone or civilians in buildings and thought I'd try to make it actual fun to search houses for a purpose, anyway give us your thoughts plz
    Last edited by sirpsychoj; 1st Jul 09 at 9:46 PM.

  6. #906
    Member Barfusman12's Avatar
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    That sounds good, i'd like to see this video very much.

  7. #907
    Member Angelic's Avatar
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    sounds cool would love to see it impleted

  8. #908
    Member Niftyeye's Avatar
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    Great idea, Iv been wanting aggressive zombies for ages


    Search function also sounds epic.

    Great job

  9. #909
    SgtFluffster
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    I may be noobish, but I didn't see a link for DL anywhere? was I mistaken in thinking this mod was done?

    links?

  10. #910
    Yes this mod is still a work in progress, there is an old beta out for the prior patch versions but is very limited in any amount of new data, it in no way represents the current version we are running which has all new features, units/skins/maps and zombie site etc. We hope to have a beta up soon, and i hope to have some video up this weekend for comments on certain new abilities and melle'. Our main mod host (Burton) has been overseas for a few weeks and should be back this upcoming week, others are working on Doctrine trees and abilities.

  11. #911
    Woo. Can't wait . Will it be 2.600 compatible? Or just staying at the 2.502 mark?

  12. #912
    Member Angelic's Avatar
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    2.502, is for the most part 2.600 compatible, dang i keep forgetting to uploud the skins i will do it richt away within the hour sirpsycho you will recieve a pm with the skins

  13. #913
    Member Aidas2's Avatar
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    Wow awesome job sirpsychoj, cant wait to see the new animations and the house search thing! And where the heck is burton? And about the house search, maybe when you find zombies, the not destroy the house, but set it on fire, and a new weapon, maybe for survivors as upgrade a molotov, u know survivors are weak, but almost every1 today knows how to do a molotov :/ it would be a good weapon, since in this mod zombies are afraid of light and it would burn them, so it would do damage and would let the survivors escape, what do yo think about this?

    Edit maybe do a new runing animation for the zombies, liek in 28 days/weeks later ( for the fast ones )?
    Last edited by Aidas2; 4th Jul 09 at 6:33 AM.

  14. #914
    Speaking of burning, Ive actually made a fire zombie, I made some code to use a nis animation and then to reactivate/loop it so he stays on fire... Havent thought seriously of how to implement him, at present was going to use it around triggers where explosions are and then they appear(kinda gives reason why there on fire maybe) dunno...give us your thoughts

  15. #915
    Member Aidas2's Avatar
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    And what about the molotov?

  16. #916
    The engineer body works better than rangers or airborne for marines

    Marines using US Engie



    Volks cap probably looks better though

  17. #917
    Member burtondrummerNY's Avatar
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    Hey guys, just checking in quickly. I´m in germany on an exchange program for the next week. I´m coming back on the 12th, but will probably be AFK for some time to catch up on HW and USA stuff lol.

    Everything looks great guys! I can´t wait to mess around with the search feature.

    @Widow: would it be possible to get a wehrmacht helmet on the marines? If you notice, modern helmets have the same structure as the german stahlhelms. If not, that´s okay.

    Also, I´ve messed around with maps and planned out some missions, so if this all goes well, this mod will be great for singleplayer.

    Well, back to work.

    @ sirpsycho: did you get any models ingame?

  18. #918
    Nah not as yet m8, been doing other stuff, but hopefully we be able to relook at it again

    @ Aidas2, Burton's already made a molotov some time back

  19. #919
    Member burtondrummerNY's Avatar
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    Ok, alles klar. Good work guys

  20. #920
    burtondrummerNY'@Despite what you might originally think, the PASGT doesn't have 'angled sides' like the German helmet and therefore doesn't actually look like it from any angle. Hence why i said using the volks cap would work as it somewhat resembled the US one.

    In either case, these are just suggestions after working on my own Marine skin

  21. #921
    Member Aidas2's Avatar
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    The skin looks awesome, but I tihnk that for the engineer skin, maybe the USA airborne helmet ( without gogles ) would fit just perfect? and In the marine squad one soldier could have the hat and he would be liek a sergeant or something, the squadleader, u know. And I think that we should use engineers as marines, they look totaly awesome with the new paint job, but need a better weapon, maybe STG or garand, and I though that the Brit Lee enfield would look berfect for a shotgun for police, and maybe some survivors could use a kar 98 the German rifle, because its quite popular as a hunting weapon now. and what weapon will u use for Swat snipers?, most snipers use the m21 rifle its semi like garand and has 20 rounds so maybe do some weapon mixing? liek use garand for base, use G43 for the magazine( german sniper has g43) and use any sniper weapon for scope? I dont know how to mix weapons, but Angelic said it can be done? what about this?

    Then the Swat helmet, it looks quite like the German one: http://site.wonderhobby.com/greenhelmet1.jpg

    And the swat team could use the same helmet as marines, the airborne one without thegogles
    Last edited by Aidas2; 5th Jul 09 at 2:46 AM.

  22. #922
    Member Niftyeye's Avatar
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    Hmm.... I wonder how different the Swat and Marine sniper will be, I mean, they both seem to be idental.

    Maybe one should be faster moving but has a slower rate of fire, the other one being slower but having a quicker rate of fire? Similar to how the Wehr and US Snipers work.

    The Marines HAVE to have Helmets, would be cool if the Squadleader had a cap, but then again.. Helmets give more protection

    Maybe the Snipers should only have the Caps, with the rest having Hard-tops.

    Cannot wait for the release

  23. #923
    Member Angelic's Avatar
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    If you remove the engies backpack wont that cause trouble?
    i mean in the case of i heard something of models faults or something and does the back show up properly because thats my biggest worry with engies.

  24. #924
    Member Aidas2's Avatar
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    @Angelic
    check Widowmaker pictures theyr engies and dont have backpacks :\

  25. #925
    Well, there seems to be a small confusion here...I've made this model for myself really not the mod and based on my results. I'm simply making suggestions as I've seen the ones Angelic did that have the ranger hood and thought the idea might work better with Engie/model mix. When you need to alpha a lot of things on a model, make sure you change the file type to TGA rather than DDS as it eliminated 'lines' much better.

  26. #926
    Member Angelic's Avatar
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    Spoiler

    would this be cool as a new taskbar?


    thanks windowmaker didnt know that

  27. #927
    Member burtondrummerNY's Avatar
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    I hate to tell you this, but i am already working on a taskbar...sorry

    Anyways, the sharpshooter units will all be slightly different. I´m thinking:

    Hunter- can camouflage, but is slow and less accurate
    SWAT- can shoot quickly and doesn´t take long to reload, but isn´t as accurate
    Marines- very accurate, long range, but is slow when weapon is toggled and can´t camouflage.

    I had an idea for the snipers where when toggled, they prioritize accuracy over speed. They shoot slower but are more accurate. You can do this also when walking, so they can move faster when its not toggled.

    I think the marine skins you made are perfect for the mod. I think that they should all have helmets too.

  28. #928
    Member Aidas2's Avatar
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    And what about my m21 suggestion, and what type helmet there will be like, the ones the ariborne use or the infatry ones?

  29. #929
    Member Angelic's Avatar
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    dont tell me ure working with a poster because i have done that
    it was a experiment so it may not look that good i wanted to experment with propagenda posters

    Spoiler


  30. #930
    Member burtondrummerNY's Avatar
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    concerning the m21, i think a model mix would work. The springfield scope is wierd, so we will have to work hard on that.

    The posters are cool. When we´re getting close to release you can make some for the mod and we´ll spread them around.

  31. #931
    Member Aidas2's Avatar
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    Shoudlnt it be then start running? and for the scope maybe we could do another weapon scope, maybe g43 maybe enfield and what abaut reskined enfield to look like a shotgun? and the German rifle for some survivors, its quite popular as a hunting rifle And di any1 figure out how to change weapons? I heard that the Eastern front mod has some way around the to get the weapons ingame, they say its a cheating way!
    Last edited by Aidas2; 5th Jul 09 at 8:19 AM.

  32. #932
    Member Angelic's Avatar
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    I actually dont know lol...

  33. #933
    Member Aidas2's Avatar
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    You should change than to then and sirpsychoj when are u gonna post the new anims and house search thing, and if its possible, maybe to new runing animations for fast zombies, maybe like in 28weeks/days later?

  34. #934
    I should have the video up by tonight, had to reinstall some of my video editing programs, as fraps records in AVI. files which are HUGE. 30secs = 605mb, like wtf!, after conversion these come in at around 3mb to 6mb so there more community friendly, will look for a reasonable site to upload(any suggestions) or I'll just upload them to my youtube account with a posted link.

    Edit: btw Angelic, your skins look sweet ingame, thnxs for your efforts and hardwork on them and the team, and all the others who are participating with files or even suggestions, we do appreciate the effort and contributions from all.

    @ Widowmaker, I gotta say those marines look great and are very appealing, I find myself continually going back to look at them , when you feel there done and are ready for upload, I'm eagerly awaiting there arrival hehe.

    @ Aidas2, not much has happend lately with the OE or your models, but in saying that, we love your models and every possible effort will be used to get them ingame, we have high hopes this will be the case and the end result should be very rewarding. As the Object Editor part of the mod is the most involved work of all, it will take some time to have all areas of this covered ie. models/skins/importing but time well spent and certainly our ambition to do so.
    Last edited by sirpsychoj; 5th Jul 09 at 7:04 PM.

  35. #935
    Member IronmanII's Avatar
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    Ok ive recently got back into this forum after some leave...
    I was thinking with all the discussion in this mod perhaps making it like a survival mod were you have a base or roughly what looks like some sort of stronghold and have to defend against waves of zombies...
    Now zombies come in varying speeds sizes and cannot be suppressed with mg fire..

    Also why does a zombie have to be killed with a Headshot??
    How usefull would a zombie be if its limbs were torn off by MG fire ??

  36. #936
    Well your kinda right, but its more complicated than one thinks, we can and have maps of the scenario you stated, defend against the hordes, these could be pumped out in the masses, and some will be....but if that is all this mod is going to offer, it will get boring quickly and needs different type based maps besides the defend type. So now comes solving the typical skirmish game coh offers, but with zombies, and with no guns.....??? if we had that just to offer, once again boring and lame....so now comes how do we incoporate our concept of zombies in coh, that can kill you, but yet cant really run fast and need to survive slightly so they can actually get to you to harm you(with no weapons) so its fun, and looks good and leaving you to at least want to play again and other maps also. ???

    With the skirmish game/map, we want this available for people and i'm sure they do too with the mod, we also want to offer a Campaign possibly and definately some Operation: Stonewall style maps, but to make this work properly, there where some hurdles, more or less everything has to have SCAR code incoporated with the mod to offer this, and as zombies offer new problems with typical coh gameplay, alot of planned thought needs to go into these scripts along with the modding to be fun. Its tedious work involving thousands of lines of scripts to activate multiple things throughout the game, and because zombies are going to behave differently to your typical soldiers, they need to be told to do different things along with the triggers or scripts. As of now though, everything is falling into place nicely, as you can see through the forum, some great skins are being made, most of my scripts and maps near completion, new modded attributes, new doctrine trees being made, so at present everything is coming together nicely. And seems all hurdles have passed and running for the line.

    As with your other questions, we may add a speed factor to a certain zombie possibly as it can help with variety amongst them if its done right, as maybe can certain other attributes. As for suppression, this doesnt stop the zombies from dying, trust me, they still die, they just dont instant laydown on the ground suppressed, as zombies aren't scared, and it would look silly overall imo.
    As for headshot, I'm sure this would be like an ability to add fun to the game I imagine, which it could be if done right. Either through DF or adjusting the one shot disable vehicle button. I'm more in favour of the DisableVehicle one being modified if this is going to be implemented as more things can be done with it, plus it shows a quick reward text on target, I had actually thought of trying to make a Tazer Gun for the cops with this abilty, so as to stun the zombie (paralyze) while your other men can kill it, maybe good for some boss zombie or something.
    So overall we are trying to offer a full working mod, with all game types available along with great looking skins and maps to accompany it, also some great ideas and useage of upgrades and abilities along with doctrines, and presently all these areas are highly active and progress is great.

  37. #937
    love the idea bout the tazer have you also thought about trying to implement zombie dogs? just a thought cos i reckon it wuld b awesome seeing rabid/zombiefied[not sure if thats a real word] dog running at u from a birds eye view.\
    "Float like a butterfly... Sting like a bee"
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    Zombie Mod Facebook grou.

  38. #938
    Member Aidas2's Avatar
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    1.I though of a new idea! Lets say maybe when u just run around the map with soldiers, u activate a trigger that spawns some zombies out of the range of sight of the soldiers and they just want to kill the ones that triggered them? What about this? and what about the survivor squads with few kar 98 its a popular hunting rifle now

    2.A new idea, u know when artilery hits a squad of soldiers, then theres a blody mess, body parts everywhere, and u knwo there ar eallie mg that have armor piercing rounds ability, so maybe when activated them and when theyr shooting at zombies, maybe make the zombies like explode u know to parts, liek heads, arms, legs flyin'around?

    3.and upload to gametrailers the best, the community is very great there, u will sure get some attention and atrackt more ppl to our mod!

    4.maybe add some zombies, that are fast and have low health, and when not killing they slowly die ( they need blood to survive )

    5.and maybe for some squads of survivors, maybe the advanced one, do ability to put mines u know like engies, but change the model maybe to grenade, u knwo a grenade trap? for those told you so squads maybe?
    Last edited by Aidas2; 6th Jul 09 at 2:55 AM.

  39. #939
    Member IronmanII's Avatar
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    i like the idea of the grenade trap
    it would be the mine equivalent for the survivors ....
    Perhaps we could use the commandos charge model but use a grenade strength explosion
    ??

  40. #940
    Member Aidas2's Avatar
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    yeah rly, or the sticky bomb, but it should be layed down like the mines but in much bigger radius, because grenades near each at 1m distance
    Last edited by Aidas2; 6th Jul 09 at 6:10 AM.

  41. #941
    Member Aidas2's Avatar
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    I have made a new logo, header in free time, maybe we could use it somewhere?
    http://img20.imageshack.us/img20/3402/zmmod.jpg

  42. #942
    Member Niftyeye's Avatar
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    Wow, awesome ideas.

    Stop telling us awesome things, you're tortueing us!

    I just cant wait to have squads of Marines gunning down massive swarms of zombies that slowly get closer and closer.. its never been done before in an RTS.

  43. #943
    I like the header Aidas2, I'd certainly like to use it for member tags or signature plus forum header, as I tried to modify the mods logo for same purpose but unfortunately more work was needed and I didnt have the time. Also, about the triggers you mentioned, they are exactly what we are doing at present, lots of different triggers to activate numerous actions, the standard game type needs lots of these in the maps to make it a more exciting gameplay and overcome the standard build/search/kill COH gameplay. Heres an example of 1 trigger, you enter an area close to (but not to close) a building, it gets activated and you are alerted zombies are in the house for you to clear, but, if your within a certain area also, a few squads of zombies will leave/exit the building ( But 1 or more will always stay in the house to occupy it and make you clear it) and search and protect the area, if you leave the triggered area, the zombies will return to the house and regarrisson. At the moment with these triggers, I feel that maybe we need to remove the active aurora(red icons etc.) the enemy has on it and its buildings, as I think it would be better suited for the zombies and add a certain element of suprise, maybe also remove there health bars altogether as well.

    Anyway, Ive done some video footage to show many aspects of new units/buildings triggers etc. I'm just rendering them all at present and it will be up today for ppl to look and give there opinions and feedback along with more ideas, thnx all

  44. #944
    Member Aidas2's Avatar
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    @sirpsychoj what about the grenade traps, or you have already did this, and the kar 98 for the weak survivors? And what about a new runing animation for fast zombies?
    Last edited by Aidas2; 6th Jul 09 at 11:40 PM.

  45. #945
    Okay, heres a link for some video

    http://www.youtube.com/watch?v=CmCP8vjLYhM

    I apologise for the quality, I had to render it right down to get it under limit( i do have better but 40mg d/l)....

    ....anyway leave your comments.

    EDIT: Im dissapointed in the video quality, so I will reupload later, this link is much better quality but its shorter and only shows half the video, but is alot better to see skins....

    Link: http://www.youtube.com/watch?v=XvXeTYnKTN4
    Last edited by sirpsychoj; 7th Jul 09 at 4:09 AM.

  46. #946
    OMG PLZ TELL ME THERE IS GNNA BE A MULTIPLAYER VERSION AND LET ME AT IT I WANNA KILL ZOMBIES

  47. #947
    Member Aidas2's Avatar
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    lol Jesus is a zombie, that was my suggestion for shirts for survivors theres just to much Jesus zombies, htey all have the same shirt? was it a some rock consert of a jesus is a zombie group and all the fans have those tshirts and then zombies attacked? the marine sniper team looks useles, I think only the swat should have a sniper, marines should have some heavy power, and the mine shaft itsa mixed builing? yes? looks awesome, all the objects looks cool, the map is nice, but 2 engie squads agains 1 zombie squad look useles, they mostly dont kill anything, and they die easily, another con, the zombies shouting in German when they should be supresed, the attack animation look good to, but only when very near the survivors, othervise theyr trowing grenades, could be new survivors peasents, do dirty closes for weapons do rocks and molotovs xD, and if u mixed the building liek that, is it possible to mix some weapon to look modern, etc like m21 rifle? the menu looks great btw.
    and another thingm the unit markings, logos, like the police have airborne over them heads sign and the picture is airborne to. If I could get the mod work, I could do pictures for every soldier, and if some1 could tell me logos, the blue ones in the taskbar, u know like engineer is the wrench tool I could change them if u would give me the dimensions!

  48. #948
    Yeah, alot of these things are temps for testing, so your right about certain groups all having same skin, as I'm mainly doing maps and the code for this mod, I've just gathered a few of the skins into some groups for my tests. Your also right about the attacking, its a grenade animation activated in code, I understand it aint the best, but without it theres no attacking at all except the damage they do. No icons have been used as yet, so your right again, all of them dont suit or fit there unit/squads, along with speeches, once these are introduced though, it will certainly add to the mod. As with the new units, I put them in as is, so no weapon changes or attribute changes are active on them, but they will be balanced, same as the map, its a test map for my scripts, the real ones are and will be much better, thnx for your input, I agree totally with you, but i'm sure once the changes are all made, it should be a fun balanced mod offering something slightly different.

  49. #949
    Member Aidas2's Avatar
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    The grenade trowing looks awesome, but it looks lame when theyr like 3 m away, and for the unit icons, how should they be? I know they turn to yellow/orange when in danger and red when supressed, so should I do like 3 for each if say police squad has 3 soldiers, so 3 normal 3 yellow and 3 red, because of the number? or does it work differently?

    Edit and what about the grenade traps? maybe do like this, survivors plants one grenade, like the mines, but just one and the grenade has a radius thing if zombie enters it the nade explodes, but with bigger radius, its a grenade u know and maybe more power, cuz the mod is modern so nades are to and what about the m21 mixing?

    And wanted to ask, what is used to create new animations, builidngs? mix buildings, weapons, change weapons for soldiers, helmets?

  50. #950
    No probs, the distance is adjustable, I think its on 4m at present, I'll try it lower but they still do occassionally get there directions wrong once its activated, i originally had it so they did 2 melle's in an action, but i thought it went slightly to long and left more room for error. Yeah your skins I made for a laugh a while back, there too clean anyway and as you said, way to many transfers for my likening as well, I prefer them ripped/rugged and bloodied, as for icons(above heads), I'm sure you need to only modify there main one, we also need to make new ones for when they show on panel as well(there picture), not when buying them, although these also need to be made. I was thinking before to try to take pics of there heads in WB and photoshop them and see how they look, as for the zombies, I'd prefer they had no icons(above heads) at all or health bar, and to possibly remove the aurora when there in occupied buildings, for there pics for the icon panel, we could do same in WB or d/l some cool looking pics that would fit well with this layout. As for the mines, I made them from an assortment of objects, no mixed buildings used, Ive not tried that yet. Traps sound great to me, and there is a molotov already, although it needs to be updated as its not working at present. With some of the new skin units, I'm sure Ive accidently left the ones with the helmets out, as they were in the pics, but i had so many files overall to compile I didnt just wanna trhow it all in there, as some were named the same as previous units, so things had to be swapped/saved.

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