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Gez
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There are three different map formats for Doom games. The Doom format, the Hexen format, and the Textmap format, or UDMF. Note that the Doom format could as well be called the Heretic format or Strife format, since these two other games use the same format.

At the moment, all three formats are supported by ZDoom, GZDoom, Skulltag and Vavoom. Eternity will eventually support them as well but is for now limited to the Doom format. I haven't heard of other ports interested in supporting formats other than their game's native format.

http://zdoom.org/wiki/Map_format

Old Post 02-01-10 18:41 #
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myk
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That would be how to define map formats according to ZDoom map theory or nomenclature. I'd say, form my perspective, that the different games each have their own map formats, because the format is simply the notational capabilities that the engine can read. Some line specials are different, the list of things varies, and a map layout made for Strife may cause a VPO if used with Heretic or Doom. In addition, ports have their own extended formats dependent on the games they run. For example, the Boom level format is different than Doom's but includes its capabilities, being derivative of it and for the same games.

Old Post 02-01-10 19:08 #
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rf`
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myk said:
That would be how to define map formats according to ZDoom map theory or nomenclature.

Eternity supports UDMF, and will eventually support hexen-format maps. (I think.)

Old Post 02-01-10 20:04 #
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esselfortium
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rf` said:

Eternity supports UDMF, and will eventually support hexen-format maps. (I think.)


Eternity *plans* to support UDMF. <_<

/me looks at Quasar pleadingly

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Old Post 02-01-10 20:08 #
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Gez
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It's simply a question of format. That some linedefs have different effects, or that some limits are increased or reduced, is irrelevant.

Format is stuff like "there's such data that's placed here, and it's written in this way, and then there's there's some other data that correspond to other stuff and they're written that way".

An A4 sheet of paper remains the same format (A4) whether you write on it in English, German, Italian, Japanese or whatever. It's the same format.

The Doom map format is defined by a marker lump followed by THINGS, LINEDEFS, SIDEDEFS, VERTEXES, SEGS, SSECTORS, NODES, SECTORS, REJECT, BLOCKMAP in this order. The Hexen map format adds BEHAVIOR to that list of lumps. A THING lump in Doom format contains 10 bytes per entry: a 2-byte WORD for X pos, another for Y pos, a third for the angle, a fourth for the thing type, and the last for the flags. A THING in Hexen format has 20 bytes per entry, on the other hand, starting with its TID instead of its X-pos, then the position, including Z-pos, and the last six bytes are for its action special and args. You write an editor that can only edit the Doom format, you feed it a Hexen-format map, it chokes on it. You give it a Heretic or Strife format map, it reads it without hassle. Sure, it might not interpret it correctly if the meaning of a flag is different; but that's not a question of medium, that's a question of message. It is about as relevant as the texture set available.


rf` said:
Eternity supports UDMF, and will eventually support hexen-format maps. (I think.)

Both are planned, though Hexen format will be considered deprecated anyway. I suppose if you want to use WadAuthor for making Eternity maps, that's what you'll have to use. Because WadAuthor supports the Doom format and the Hexen format, but not UDMF.

Old Post 02-01-10 20:21 #
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myk
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Gez said:
It's simply a question of format. That some linedefs have different effects, or that some limits are increased or reduced, is irrelevant.
If you're making a map for DOOM, assuming no optional or extra components, you need to know the specs you can use, a format for the level, or it won't work. You'll have to agree that the term Heretic map format makes sense because the words imply the specs for a map, much like those for DOOM in general structure, that uses Heretic things, lines and resources.

In any case, I'm not arguing there's nothing to the formats classification in the ZDoom wiki, which you outlined well enough, but that it's categorized according to the needs of ZDoom developers and users and expressed with a terminology they find suitable.

From my point of view, not having the same priorities as most ZDoom users, since I'll distinguish formats already due to required data, I could call those three categories classes of formats, since they only refer to the more global lump structure and notation, and not (at least generally) required data.

You mentioned the format of a sheet or page, but think now of the format of a letter. Note how many of the parts are semantically conditioned. This is similar to editing in vanilla, where you need to use certain thing numbers or textures, or the like, unless you alter the resources or hack the executable.

Old Post 02-01-10 21:55 #
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Gez
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By your reckoning, every time you use a texture pack, you change the map format. :\ And also, given that Doom 2/Ultimate Doom has a few more linedef types (blazing doors, for example), there are two different Doom map formats...

To me, it looks like you jumped on a digression explaining to a newbie that Eternal Doom IV was not actually for Hexen the game, and used it as a soapbox to argue that ZDoom is not Doom.

Old Post 02-01-10 22:08 #
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printz
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Gez said:
By your reckoning, every time you use a texture pack, you change the map format. :\
For Strife, that's damn true, regarding the texture listing format though.

Old Post 02-01-10 22:17 #
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Gez
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printz said:
For Strife, that's damn true, regarding the texture listing format though.

Strife's TEXTURE1/TEXTURE2 format is different (which results in Slumped crashing when it tries to read it). This is not the map format, it's the TEXTURE1/TEXTURE2 format. Stop confusing everything.

Last edited by Gez on 02-01-10 at 22:26

Old Post 02-01-10 22:19 #
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Craigs
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myk said:
he has hardly matched Giulio's level of childish behavior.



My next map is called Pathological, and is inspired by these here people.

Sounds like something Giulio would say.

Old Post 02-01-10 23:02 #
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Cjwright79
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Craigs said:



Sounds like something Giulio would say.



Yeah, I'm past that now...

Old Post 02-01-10 23:05 #
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Hellbent
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Super Jamie said:

Heresy. It's intentionally made to be low on detail, uses only IWAD textures, yet still ends up looking better than most peoples' serious efforts at theming.

low on detail is fine.. I just thought the texture use was a bit on the safe side and became boring after awhile. In contrast, consider maps like E2M2, E3M3 or E2M7 for examples of creative texture usage. Maybe creative is not the right word. Point is, for me the brown or gray or monotexture theme is easy and thus a bit cheap, and gets monotonous for me. Seems id was the only people who could make maps like the ones I mentioned above as far as using medley of texture combinations that give those levels their abstract appeal. Don't get me wrong, Espi was one helluva talented mapper. I just got a bit tired of the texturing at times. The point was, I prefer the abstract texture themes when done well, like some of the parts of Animasse and the id levels mentioned.

EDIT: replayed Animasse. Level is even more fun second time around. Died at the spidermasterminds tho. But I secured the beginning area, which was pretty sweet. Awesome map. 5 stars. 1994 texturing aside.

Last edited by Hellbent on 02-02-10 at 01:11

Old Post 02-01-10 23:38 #
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myk
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Gez said:
By your reckoning, every time you use a texture pack, you change the map format. :\
The fact that it leaves infinite possibilities makes the word pretty pointless there, but the format does depend on optional data components.


And also, given that Doom 2/Ultimate Doom has a few more linedef types (blazing doors, for example), there are two different Doom map formats...
More linedef types, a bunch of extra things, differences in the default resources, and different level markers (which has the benefit of making each game ignore levels for the other, unlike when you try to run a Heretic level in DOOM.) With that in mind, indeed, these differences in the two games would be the main reason to talk about "map formats" in 1995 or so, among DOOM fans:
    Jack: Hey, I tried this WAD and unlike the others it didn't change any levels. I warped through the three episodes and nothing!

    Rick: Yeah, that's because the map is in the DOOM II format. You need the new retail game to run it, not the registered DOOM.


To me, it looks like you jumped on a digression explaining to a newbie that Eternal Doom IV was not actually for Hexen the game,
Your explanation of map formats was ZDoom-derived and I noted that, as it wasn't very clear in your post, even though the reference you used already supported my argument. I got the insight as I read your post and saw no point in letting it go to waste when I had the opportunity to sketch it out in text.

We can say it goes beyond ZDoom now, although it's clear ZDoom started the idea of mixing them and interchanging the formats. For ZDoom, why would you need to differentiate between Doom and Heretic formats, for instance, when they can be easily mixed up? Other engines, like Doomsday (?) and Chocolate Doom, take this differently.


and used it as a soapbox to argue that ZDoom is not Doom.
Your words, not mine. I don't reduce specific observations to generic bywords.

Old Post 02-02-10 02:58 #
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Cjwright79
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Hellbent said:
1994 texturing aside.


Not sure what this means exactly -- please explain!

Old Post 02-02-10 03:29 #
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Craigs
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Cjwright79 said:


Not sure what this means exactly -- please explain!


I'm guessing he means things like this.
http://img193.imageshack.us/img193/...om201002011.png

1. that marble face texture you used looks kinda crappy when used in large amounts like that. It's best to use it in small amounts, like indented walls and shit like that.
2. That texture isn't even properly aligned.
3. The ceiling is too low, causing the texture to be cut off at the top.
4. The flat on the elevator is really messed up. That particular flat is more suitable for rectangular and square sectors as opposed to weirdly shaped sectors.
5. That platform flat looks pretty out of place amidst the mostly marble texture theme. It's generally more suitable for tech bases.
6. The textures on those wooden pillars seem to be a bit misaligned too.

Old Post 02-02-10 04:07 #
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Nems
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prdarkfox said:
...Can we just play Doom, guys?


No.

This is the internet. When there's an argument on the internet, someone has to be right and everyone involved in the argument must use every tactic to their advantage to be the one who's right.

Also, fuck yeah High/Low 4.

Last edited by Nems on 02-02-10 at 04:26

Old Post 02-02-10 04:20 #
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Super Jamie
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Cjwright79 said:
Not sure what this means exactly -- please explain!

Basically what Craigs just posted. When Doom was new in 1994, amateur authors with little-to-no guidance used alot of nonsensical textures and flats with clashing themes, little alignment or blatant misalignment and overuse of things which are supposed to be subtle detail.

In many early maps you can literally feel the sense of "omg i'm actually mapping for doom!!!11!" rather than any attempt to make a plausible, coherent or attractive environment. Some people feel Sandy Petersen himself was guilty of this, particularly with his usage of FIREBLU later in Doom 1.

As time has progressed, knowledge of how to make maps better has grown and authors produce arguably better looking levels these days. People often start out making maps which look like they are straight out of 1994 before they proceed to learn proper texture usage, and your levels so far are no exception.

Last edited by Super Jamie on 02-02-10 at 04:35

Old Post 02-02-10 04:27 #
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ArmouredBlood
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Super Jamie said:
Some people feel Sandy Petersen himself was guilty of this, particularly with his usage of FIREBLU later in Doom 1.


But I like FIREBLU ...

Old Post 02-02-10 05:58 #
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Super Jamie
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ArmouredBlood said:
But I like FIREBLU ...

I like everything Sandy ever did, except Nirvana.

Old Post 02-02-10 06:04 #
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Snakes
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I honestly think of his use of water. It's on the ceiling, he gives a -10 or 20% Damage effect, he borders a teleporter with it... Water in hell, it seems, has strange behavior.

Still, didn't that guy work on all of those maps for Doom in 10 weeks, so I'll cut the guy a little slack. Not to mention most of them were good fun.

Map21 on the other hand... *cringe*

Old Post 02-02-10 06:13 #
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printz
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Gez said:
Stop confusing everything.
I didn't confuse anything; I even put a "regarding the texture listing format though" for safety but it didn't work.

Old Post 02-02-10 07:45 #
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Csonicgo
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myk said:
Extensive argument over semantics


Not this again! Because being responsible for two stupid pointless arguments in this newstuff thread wasn't enough for you, you had to go for a third.

Essel explained to someone that hexen map-format zdoom levels don't require hexen the game. gez linked to a page explaining doom, hexen, and udmf formats. you said "THATS ZDOOM CENTRIC". From what I can gather, You're insisting that doom format and doom2 format are different map formats because they have some different specials, and boom format is a different map format, and eternity format is a different format from that, despite them being the same format with different specials added. That's like saying windows plaintext files and unix plaintext files are different because they use different line breaks.

This is merely a semantics argument. You are attempting to start an argument over the meaning of the word "format". In my opinion, it's creating an argument for the sake of having one. It's like in the argument settled by that one pragmatic philosopher when two of his friends got into a fight over how many times a squirrel ran AROUND a tree. they were both right, it just depended on from whose perspective "going around" was defined.

A format may or MAY NOT include specifications on the meaning of data contained inside specific fields. if you consider the DOOM map format to include the meaning of fields, then Doom and Heretic do have different map "formats". However, if you ONLY consider the *layout* of fields, then they do not.

And that isn't even the original question! Essel's response and gez's response answered that. Your response, however, had nothing to do with what was being discussed at all! Your post created a new and largely irrelevant, useless tangent, since it *became* what was being discussed as soon as you brought it up, of course.

So, I must ask, are you done derailing this thread yet?

Old Post 02-02-10 07:46 #
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Graf Zahl
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Csonicgo said:

A format may or MAY NOT include specifications on the meaning of data contained inside specific fields. if you consider the DOOM map format to include the meaning of fields, then Doom and Heretic do have different map "formats". However, if you ONLY consider the *layout* of fields, then they do not.



... plus if you consider that some engines make some of these fields depend on other user providable data makes it even less clear. So what if you use a Dehacked patch that maps all Doom2 things to different editor numbers so that they can be spawned in Doom 1? Would this make it a different format? I don't think so.

And in ZDoom you could add a DECORATE lump and a linedef translation table to make Heretic or Strife maps work as intended in Doom with all features or vice versa. So where would be the different format then?

And it's for reasons like this that UDMF completely left thing, sector and linedef types out of the specification. It makes no sense to hard code their definition if they have no fixed meaning.

Old Post 02-02-10 08:54 #
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printz
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I started this post before Graf Zahl's appeared, but I'm posting it anyway.

Indeed, from a programming perspective, the meaning of "format" is clear. A series of data arranged in such a way that only specific software can "decode" it. There's the WAD format, which is common to all these games. It starts with 'PWAD' or 'IWAD', and contains the main part and a lump listing, all described by their sizes and positions.

Now map format differs between DoomStrifeHeretic and HexenZDoom and newly UDMF. I don't know about the more technical data (nodes, ssectors and so on), but certain parts (things, linedefs) in the Hexen format are arranged differently, having records of different sizes to Doom's. Doom wouldn't recognize the Hexen linedef or thing format as such, and neither the other way, because they're not marked (except for existence of BEHAVIOR, but that's a port story), but certain distinct events may happen:

- crash or do undefined stuff, because when it reads the vertex and sidedef references, it reads them misplaced, with possibly out of bounds values.
- crash anyway, because the linedefs read are garbage, decoded wrongly, and they won't fit with the rest of the map linkings (nodes, segs...)
- the LINEDEFS/THINGS lump size from Hexen, divided by the LINEDEF/THING record length from Doom, won't be exact, so the data won't even fit.
- in any case, it will never read the intended parameters for each such unit, taking them from wrong places.

BUT, if I read a Heretic map with Doom, disregarding unimported textures/graphics or uncommon thing types (note that Heretic does have a few thing types common with Doom), the map may load completely. The LINEDEFS format is the same and Doom can read it. Same for THINGS. It may not understand all the doomednums or line effects, but it knows they're things or linedefs, and places/links them correctly, unlike what would have happened if it were a Hexen map and had all those extra args and stuff. It won't crash or blow up; it will know how to say no and quit with an error, or lock up while waiting for Playloop lol (but not crash with a screen garble).

Last edited by printz on 02-02-10 at 09:12

Old Post 02-02-10 09:00 #
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myk
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Csonicgo said:
You're insisting that doom format and doom2 format are different map formats because they have some different specials, and boom format is a different map format, and eternity format is a different format from that, despite them being the same format with different specials added.
You say it's just semantics, but to some source ports, the differences I'm calling formats are included in one class that can be messed with in general and in a mixed bag, while in earlier engines and offshoots the differences require separate treatment. Not only that, but some of the stuff I called format classes are pretty much irrelevant or off-field to these more rudimentary engines or specs. "Just semantics" would be something that has no impact on practical use.


That's like saying windows plaintext files and unix plaintext files are different because they use different line breaks.
Perhaps! I do recall this phenomenon. Every time I try to open a Unix plain text document in Notepad it is only half readable because the formatting is not adequate in the old Windows program. I have to either open it with something else, replace those black blocks with valid breaks, or annoy myself reading a mess.


Your post created a new and largely irrelevant, useless tangent, since it *became* what was being discussed as soon as you brought it up, of course.
It's irrelevant or useless to those to whom it serves no purpose or opposes their purposes. As far as I'm concerned, it started with Gez's more pedantic post because essel had already noted that ZDoom uses the Hexen format.


So, I must ask, are you done derailing this thread yet?
I can't help you with your question, as it assumes an agreement with your opinion or conclusion.


Graf Zahl said:
Would this make it a different format? I don't think so.
It's similar to asking oneself whether the original executable is still the original executable once it has been hacked, or the game is the game once a patch WAD has been applied. The executable has been hacked, the data set has been changed, the format has been modified. The base vanilla formats (DOOM, DOOM II, Heretic, Hexen, Strife) are easily identifiable and rather universal in their game context, while any modifications are unique to each mod or to related mods, and potentially infinite. If we really wanted to define these alterations, we could call them subformats. In biology we have subspecies for variants or offshoots that are different but could still interbreed. Instead of the interbreeding possibility, we have the opportunity to hack or change required data.


And in ZDoom you could add a DECORATE lump and a linedef translation table to make Heretic or Strife maps work as intended in Doom with all features or vice versa. So where would be the different format then?
Indeed, this and other reasons explain why ZDoom development has defined formats differently than in the vanilla approach I'm describing.


printz said:
Now map format differs between DoomStrifeHeretic and HexenZDoom and newly UDMF.
Another way of putting it, in vanilla terms, is that some of these formats (DOOM, DOOM II, Heretic) are largely compatible, but not really compatible without tweaking. Comparatively, the Hexen format is incompatible, on the other hand.


Indeed, from a programming perspective, the meaning of "format" is clear.
It's good to see you're working from a context. However, formats vary in application, if I'm not mistaken. For example, the BMP and HTML formats are pretty different in the level of information they specify. In any case, format here can also be considered from a level design perspective, not just programming. In a vanilla-only environment, the source is fixed or irrelevant, while newer source port specifications tend to merge these two disciplines to make more general and generous usage possible:

Graf Zahl said:
And it's for reasons like this that UDMF completely left thing, sector and linedef types out of the specification. It makes no sense to hard code their definition if they have no fixed meaning.

Old Post 02-02-10 14:35 #
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Xaser
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This argument makes little sense to me because all it really boils down to is a difference in the definition of "format." The way myk is using it is different than the sense that it's used in contexts like "Doom in Hexen Format." I can't see the reason for arguing anything at all. *shrugs*

[/peacemongering]

Old Post 02-03-10 06:02 #
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http://cache.kotaku.com/assets/resources/2008/02/xkcdwrongoninternet.jpg

Last edited by Abyssalstudios1 on 02-04-10 at 23:03

Old Post 02-03-10 22:32 #
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