4 fps

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thanks 4 the idea :D I'm usure it'll work ^^ as for the
dont break it and let it go on it's own
I would but it lasts about 4 hours to compile and in the end sometimes it pops an error and even if it dosn't my ram is full so sometimes my pc just restarts itself or i have to manualy restart after the compilation is over...i'll give it a try though.......thanks again :)
 
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then make you sure you use everything only ONE time not three ^^
 
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]V[Goten said:
thanks 4 the idea :D I'm usure it'll work ^^ as for the I would but it lasts about 4 hours to compile and in the end sometimes it pops an error and even if it dosn't my ram is full so sometimes my pc just restarts itself or i have to manualy restart after the compilation is over...i'll give it a try though.......thanks again :)
Um, even though I'm no mapper, what's your comp specs? If you close out all other programs, I don't see Hammer eating up every last system res. And yeah, compiles can take a hell of a long time.
 
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]V[Goten said:
thanks 4 the idea :D I'm usure it'll work ^^ as for the I would but it lasts about 4 hours to compile and in the end sometimes it pops an error and even if it dosn't my ram is full so sometimes my pc just restarts itself or i have to manualy restart after the compilation is over...i'll give it a try though.......thanks again :)
then that's your problem to your 4 fps.. you're not letting the compile fully take its time to calculate everythingl.. and like dj said you're running the compile tools 3 times? only run them one time each ^^

it looks nice but the way it's built might not have been too well.. a lot of the old tutorials links dont work so i can't show you some ways to optimize and help your compile time



all intersecting brushes try to do that to them

complex brushes that touch the ground (cylinders) tie them to a func_wall or put a one unit gap from the ground to the brush
 
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i made the 1 unit gap but i didn't know about the http://img363.imageshack.us/img363/3280/as1uo.jpg trick...hmm but if u ask me that thing only adds 2 extra faces to a brush..so then y do it ?..i'm not saying it's not correct..i'm just curious y ^^
ok ok i will w8 the 4-5-6-7-8-9 hurs 2 compile 8-|
@KarrdeKNR Well what i have will have 2 do because no1 would loose so many hourst just 2 compile my map ^^ :p
Thanks..well i'm going 2 remake the map...imkongkong can you give me some tips about how to construct it "better" exept the NULL texture on the faces that r hidden, the 1 unit gap between city elements and floor and the http://img363.imageshack.us/img363/3280/as1uo.jpg ?
ty.
 
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]V[Goten said:
i made the 1 unit gap but i didn't know about the http://img363.imageshack.us/img363/3280/as1uo.jpg trick...hmm but if u ask me that thing only adds 2 extra faces to a brush..so then y do it ?..i'm not saying it's not correct..i'm just curious y ^^
Imagine this. 2 extra faces here and there with all the brushes you have. And presto you are up to high numbers in no time.

Something thats laking in my tourny maps. Theyd lag a lot less if i had known that earlier. But since i didnt ^^
 
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I don't understand what you guys mean. o.0 do you mean that complex brushes should be one of the smallest block away from the ground or something? I'm confused, shoot me...

And null textures, is that like plain white or something, like if the texture is behind something, then you can see it, so then it switches to null texture to make lagging less, I hope I got this right, oh and is it one of the options you can enable in your compiler?
 
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OK ill tell you like this.

You have a field are on the botom made of one peace. And on that area you place a brush (cube). During teh compilation the area on the bottom will get cliped along the lines of the cube. Same goes for all meeting points of 2 brushes.

There are 3 ways to avoid this:
1: make the brushes cut on the same edge like in IKKs pucture
2: make the brushes that interact with the flor vund wall (but thisone shoots up the epoly count (not as mutch as models though))
3: Leave 1 unit (smallest amount) of space betwean the flor brush and the cube brush you put on it

I hope i said that right ^^
 
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only entities affect epoly. furthermore entities do NOT affect VIS so leaving 1 unit space between a brush and a func_wall will do ABSOLUTELY nothing :p

I suggest you stop mapping and learn how the hl engine works before you continue, or if you cannot find any specific info on that at least gain some general knowledge about portal based engines.

this are the only REALLY good articles I know about but they're in german so.. yeah
http://www.thewall.de/content/half-life:tutorials:die_quake_engine
http://www.thewall.de/content/half-life:tutorials:r_speeds
http://www.thewall.de/content/half-life:tutorials:hint-brushes

hl mapping isnt easy afterall if you want it to look pretty and when youre used to modern "omg this looks so awesome" engines. Just a matter of skill
and alot of pratice. no offense :p
 
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lol hell no! don't stop...dj...i think YOUR fist map was not better eh?
and if he stiops now he can't learn anything...
 
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baka, not completely stop, just take a break learn how stuff works then continue with new knowledge.
you should probably do the same, in fact, everyone should know how the engine works youre developing stuff for.
 
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ok...so i have 2 leave 1 gap unit and apply the null textures......

Now i'm making another map xD that can't be properly compiled..after 20 sec it pops an error
The map has no errors
here's the .log
Code:
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlcsg -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-estimate -high -nowadtextures -hullfile "C:\Valve Hammer Editor\hulls.hul""C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"
Loading hull definitions from 'C:\Valve Hammer Editor\hulls.hul'
Entering C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [    High ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [ C:\Valve Hammer Editor\hulls.hul ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (3.22 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (6.61 seconds)

Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\esf.wad
 - Warning: Larger than expected texture (348972 bytes): 'CHAOS-01'
 - Warning: Larger than expected texture (348972 bytes): 'CHAOS-02'
 - Contains 3 used textures, 33.33 percent of map (73 textures in wad)
Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\tempdecal.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\city1.wad
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING6'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING7'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING8'
 - Warning: Larger than expected texture (207532 bytes): 'ZTV-A'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING12'
 - Contains 3 used textures, 33.33 percent of map (37 textures in wad)

Warning: ::FindTexture() texture SKIP not found!
Warning: ::FindTexture() texture HINT not found!
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Warning: ::LoadLump() texture HINT not found!
Warning: ::LoadLump() texture SKIP not found!
Texture usage is at 0.27 mb (of 4.00 mb MAX)
10.38 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-high -estimate "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [    High ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5071 (0.33 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7163 (2.64 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7408 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7249 (1.53 seconds)
Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush.  Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-high -estimate -fast -maxdistance 10000 "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.log for the cause.

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-high -estimate -sparse -extra -bounce 10 -smooth 80 "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.log for the cause.

-----   END   hlrad -----
Could it be that the map has 9000 faces ? o_o :scared:
And thanks 4 the link DJ but I can't understand german :(
So..how can I
learn how stuff works then continue with new knowledge
 
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Ready.....thanks for the articles, but like above, I hardly know german, just every 10th word can be understood by me. But I understand what you mean grega, thanks!
 
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for every mapper with problems:
post your problems on the forums on this side: www.gimli-maps.de
gimli is THE god in mapping and will be able to help you out^^
 
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]V[Goten said:
ok...so i have 2 leave 1 gap unit and apply the null textures......

Now i'm making another map xD that can't be properly compiled..after 20 sec it pops an error
The map has no errors
here's the .log
Code:
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlcsg -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-estimate -high -nowadtextures -hullfile "C:\Valve Hammer Editor\hulls.hul""C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"
Loading hull definitions from 'C:\Valve Hammer Editor\hulls.hul'
Entering C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [    High ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [ C:\Valve Hammer Editor\hulls.hul ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (3.22 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (6.61 seconds)

Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\esf.wad
 - Warning: Larger than expected texture (348972 bytes): 'CHAOS-01'
 - Warning: Larger than expected texture (348972 bytes): 'CHAOS-02'
 - Contains 3 used textures, 33.33 percent of map (73 textures in wad)
Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\tempdecal.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\city1.wad
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING6'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING7'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING8'
 - Warning: Larger than expected texture (207532 bytes): 'ZTV-A'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING12'
 - Contains 3 used textures, 33.33 percent of map (37 textures in wad)

Warning: ::FindTexture() texture SKIP not found!
Warning: ::FindTexture() texture HINT not found!
Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Warning: ::LoadLump() texture HINT not found!
Warning: ::LoadLump() texture SKIP not found!
Texture usage is at 0.27 mb (of 4.00 mb MAX)
10.38 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-high -estimate "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [    High ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5071 (0.33 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7163 (2.64 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7408 (0.56 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7249 (1.53 seconds)
Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush.  Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-high -estimate -fast -maxdistance 10000 "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.log for the cause.

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-high -estimate -sparse -extra -bounce 10 -smooth 80 "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.map"
>> There was a problem compiling the map.
>> Check the file C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\grrrrr.log for the cause.

-----   END   hlrad -----
Could it be that the map has 9000 faces ? o_o :scared:
And thanks 4 the link DJ but I can't understand german :(
So..how can I

Error: Exceeded MAX_LEAF_FACES
Description: This error is almost always caused by an invalid brush, by having huge rooms, or scaling a texture down to extremely small values (between -1 and 1)
Howto Fix: Find the invalid brush. Any imported prefabs, carved brushes, or vertex manipulated brushes should be suspect


----- END hlbsp -----
 
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I've got a problem with my one map when I want to add a brush, they give me the MAX_PATCHES error, I know what causes this and all, but I really want that brush in my map, I tried raising the "chop" and stuff, the brush is fine and all, I just get problems as soon as it gets resized a little bit, can someone please help me, I really want to add that, but the map should then work...

Oh and that gimli.maps place is also in german, lol.
 
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are you using zhlt or xp-cagey?
cuz with xp-cagey you can use the double amount of faces in your map^^
it is fixing some other errors too^^
 
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OH really? well is this so called xp-cagey easy to use and stuff? please give me a link, I'd really appreciate it! :)

Oh and sorry for going off-topic, I forgot the title of this thread, won't happen again, lol.
 

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