Doom Comic
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > 1994 tune-up challenge (*updated /idgames link*)
Is this a good idea?
Yay
Nay
View Results [Edit Poll (moderators only)]
Pages (63): « First ... « 7 8 9 [10] 11 12 13 » ... Last »  
Author
All times are GMT. The time now is 05:32. Post New Thread    Post A Reply
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04


Given how little of my map looks like the original, I don't think it's a huge problem to change it the way you did. The influence is pretty obvious while adding more detail to it.

Edit:
@CodenniumRed: Your map is looking good so far and is definitely in keeping with the rules of this community wad. :) Did you say your map was finished, or that you were uploading it for scrutiny? I noticed some areas were unchanged from the original.

@Lareman: Your map seems fine. I'll need to test it further, but good job.

@myk: I understand what you're saying. Given that most of the maps we're detailing are for Doom, I didn't see a problem with this project using Ultimate Doom textures. I'll think about it some more.

@all: Great work so far, guys! :D Keep it up.

I'll try to have my map done by today.

Last edited by Snarboo on 07-05-09 at 21:12

Old Post 07-05-09 20:39 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
NiGHTMARE
Forum Legend


Posts: 4954
Registered: 05-00



myk said:
Hold your horses, the text file doesn't give permission to use it as a base.


Hold on... I always thought Doom maps could be modified unless specifically stated otherwise, not that they COULDN't be modified unless specifically stated otherwise.

Old Post 07-05-09 23:25 #
NiGHTMARE is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Forum Regular


Posts: 775
Registered: 03-09


I'm still plugging away at Undersea:

Before
After

Before
After

Before
After

The lighting still needs some work in some of these areas.

Old Post 07-06-09 00:29 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14424
Registered: 04-02



NiGHTMARE said:
Hold on... I always thought Doom maps could be modified unless specifically stated otherwise, not that they COULDN't be modified unless specifically stated otherwise.
Not really. Copyright practice in general implies that if permission is not granted, there is none.

One reason people tend to get annoyed when their stuff is used by others without consultation is because their work is being taken for granted. Assuming that stuff can be used unless otherwise stated makes deliberate sharing unremarkable, when it's actually a gift.

I agree sharing is the best way to go with DOOM addons, but it must be voluntary.


Snarboo said:
@myk: I understand what you're saying. Given that most of the maps we're detailing are for Doom, I didn't see a problem with this project using Ultimate Doom textures. I'll think about it some more.
You can do that in a legit manner as LogicDeLuxe explained. All you need to do is prepare a TEXTURE1 lump with the info for both games. You can use the one from that texture-rip file as a base (might want to check whether it's buggy). Like that, people get the DOOM resources only when they have DOOM.

Old Post 07-06-09 00:36 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Super Jamie
Forum Staple


Posts: 2670
Registered: 03-08



myk said:
You can do that in a legit manner as LogicDeLuxe explained. All you need to do is prepare a TEXTURE1 lump with the info for both games. You can use the one from that texture-rip file as a base (might want to check whether it's buggy). Like that, people get the DOOM resources only when they have DOOM.

That would be insanely useful. Any PWAD could use both Doom and Doom 2 textures with no licensing issues. You'd just need to -iwad DOOM.WAD -file DOOM2.WAD PWAD.WAD or vice versa.

Of course, it would suck for people who don't actually own both games. Do different engines have different handling for non-present patches? I've seen some idgames reviews like "another level full of question marks" for the ZDooms missing textures.

Old Post 07-06-09 01:08 #
Super Jamie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14424
Registered: 04-02



Super Jamie said:
Of course, it would suck for people who don't actually own both games.
Well, people who don't have both games don't really have the right to use all those resources.


Do different engines have different handling for non-present patches? I've seen some idgames reviews like "another level full of question marks" for the ZDooms missing textures.
Some engines indeed allow you to run a WAD with missing resources. This isn't a problem for two reasons. For one, the user is still not getting the original resources he isn't supposed to have. Secondly, the engine is another third party, separate, game addon, and the makers of the PWAD are not responsible for what it does (unless they make their PWAD require that engine to do something unacceptable, of course, as that would imply the addon is doing it).

EDIT: This gives me an idea. I will endeavor to convince Ty Halderman to replace the patch ripping WAD with one that contains only a TEXTURE1 lump with instructions on how to make it work with various engines plus the two IWADs, which I am ready to prepare (it's what I have planned for a WIP addon of mine, after all).

Old Post 07-06-09 01:18 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04



myk said:
You can do that in a legit manner as LogicDeLuxe explained. All you need to do is prepare a TEXTURE1 lump with the info for both games. You can use the one from that texture-rip file as a base (might want to check whether it's buggy). Like that, people get the DOOM resources only when they have DOOM.
Sounds reasonable. For those that own both games, I'll include the TEXTURE1 lump with the entries in the main wad and instruct users to load Doom or the Ultimate Doom as a pwad. For those that don't, a wad with suitable textures from Freedoom can be prepared and packaged along with the release.

Edit:
I've added gameplay to my map and finished it! Here it is: Helipad 2 final

Please let me know how you think it plays and any bugs you find.

Last edited by Snarboo on 07-06-09 at 01:48

Old Post 07-06-09 01:31 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


myk, I really don't like the sound of that. While the idea is fine and I would imagine that nearly every person here owns the relevant IWADs, every other wad I can drag and drop onto the sourceport of my choice. This I have to go through a whole song-and-dance in the command line to get three different wads loaded in the right order and with the intended one as the IWAD. And the fact that nearly everyone here owns the relevant IWADs anyway means the whole thing could have been avoided if they just included the 600kb texture wad.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 07-06-09 01:43 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04


That's why I wanted to include the textures with the final wad, as it would be easier on the end user. I'm curious how others feel about this. While it would be more legal to not include the textures, do you guys think the convenience outweighs that?

Edit:
I just tested my map in PrBoom using doom.wad as a pwad and it wouldn't load the map.

Edit:
Loading my map in GZDoom tells me that there are four unknown textures, named waterfl#. Do those textures not exist in the Ultimate Doom or Doom 2?

Last edited by Snarboo on 07-06-09 at 01:58

Old Post 07-06-09 01:50 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


I also don't really feel like including FreeDoom imitations of them would actually be any better, honestly. Yes, they're available for free and the iwad ones are not, but...while I don't feel that either textures-included setup would really replace a hypothetical person's desire to buy Ultimate Doom if they didn't already, using the FreeDoom versions of those textures would have basically the exact same effect to that end as using the actual IWAD ones. So, regardless of whether it's id textures or FreeDoom ones, someone who doesn't own the wad still doesn't need to buy it in order to play this.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 07-06-09 01:53 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
tatsurd-cacocaco
Member


Posts: 456
Registered: 07-08



Solarn said:

I'd change those STONE2 textures in the main room to STONE3. I think that would fit the general atmosphere of the castle better.


STONE3 textures look rusty, so it might match the castle style map better. However, I selected STONE2 textures in the castle. I'll mainly use STONE3 on exterior walls. It's because they are rusted easily.

Old Post 07-06-09 01:57 #
tatsurd-cacocaco is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
traversd
Member


Posts: 425
Registered: 01-09


Perhaps just drop Ultimate doom resources altogether?

Are there enough of the original Ultimate Doom textures in Doom2 for an author who wants to avoid the HOE texture set?

-t

Old Post 07-06-09 02:01 #
traversd is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


A whole bunch of pretty important ones are missing in Doom 2. Lots of really useful computer textures (like comp2, which is great because it can fit to so many different sizes), most importantly, as well as STARTAN1 and other stuff...

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 07-06-09 02:08 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04


There's also the fact that using Ultimate Doom textures makes the conversion process easier, as well as giving participants a few more choices when it comes to texture selection.

Old Post 07-06-09 02:11 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
traversd
Member


Posts: 425
Registered: 01-09



tatsurd-cacocaco said:
Progress 30% now. (Yes, my mapping is very slow) I post new screen shots.


I might spent one or two week to finish the map.



Nice work TC. Only thing from those SS's I would suggest is to change the flat for the King's throne. It looks to be the same as the floor. Perhaps FLAT5_3 or FLAT10? For some reason I'd lean towards FLAT10.

-t

Old Post 07-06-09 02:13 #
traversd is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14424
Registered: 04-02


Snarboo, rest assured loading both IWADs works, as long as a proper TEXTURE1 handles both games. I've done it with the DOS executables, even.


esselfortium said:
I also don't really feel like including FreeDoom imitations of them would actually be any better, honestly. Yes, they're available for free and the iwad ones are not, but...while I don't feel that either textures-included setup would really replace a hypothetical person's desire to buy Ultimate Doom if they didn't already, using the FreeDoom versions of those textures would have basically the exact same effect to that end as using the actual IWAD ones. So, regardless of whether it's id textures or FreeDoom ones, someone who doesn't own the wad still doesn't need to buy it in order to play this.
This is a weasely argument. The issue is people using things they don't have a right to, not that they aren't giving money to id Software. You could start a discussion on whether Freedoom's resources are derivative or really free, but that's Freedoom's problem (though it might perhaps sway Snarboo one way or another in respect to including Freedoom resources), and not the addon's.


every other wad I can drag and drop onto the sourceport of my choice.
There are two easy solutions for this minor issue, if it exists as such (see below). A general one is to tell source port makers to add a loading option for multiple IWADs. The idea that owners of both games would like to mix resources should be dealt with in a reasonable manner by the engines made by the community.

I'm suspicious here, though, how is adding the DOOM IWAD as a PWAD different from adding the DOOM texture rip WAD? In both cases you'll have to add the same amount of additional WADs. I just dragged both IWADs onto ZDoom 2.2.0, chose DOOM II in the pop-up launcher, started Map01, then opened the console and went to E1M1.

Another is a personal solution, if you tend to use DOOM II PWADs that rely on all of DOOM's resources; prepare a PWAD that contains the DOOM resources, much like the illegal one, for personal use. Additionally, it should be easy to prepare a little batch or app that does this for a user, from their IWAD, making it easy for any such person to create the resource with extracted data.

Now that you mention this, I'll add these tips to the text file of this TEXTURE1 PWAD. I could even include the batch that creates a "rip" PWAD for personal use.

If you're going to argue only in terms of practical convenience due to the circumstances (habit and the makeup of ports supposedly make ripping other games more comfortable than loading them both) you might as well suggest we all warez games, too, as from a user's perspective it's more convenient to get stuff for free than to pay for it :p

Old Post 07-06-09 02:22 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04


The issue of porting textures between games isn't normally a big one, especially between similar games. There have been plenty of custom wads out there that use textures from Doom, Doom 2, TNT, Plutonia, Heretic, Hexen and other commercial games. This has yet to cause a problem for the related projects.

While I would like this to be as legal as possible, I also want this to be convenient for those that want to play it. Including a few textures from the Ultimate Doom doesn't seem to be a big enough problem to warrant using batch files and loading an iwad as a pwad, even though it does work.

Like I said, I'll think about this some more. Right now I'm more worried about maps being finished, then testing and compiling them so there aren't any imcompabilities. Given that most of the maps being worked on for this project were for the original Doom, I would like participants to have access to any textures from that game no matter how the those textures are loaded.

Old Post 07-06-09 02:32 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Super Jamie
Forum Staple


Posts: 2670
Registered: 03-08



myk said:
Some engines indeed allow you to run a WAD with missing resources.

I'm more concerned with people launching a map and seeing HOMs everywhere or something. Alot of people probably don't read textfiles. I know I usually just quickly scan them to see ExMx/MAPxx and read a story if it's less than ~5 lines.

Snarboo said:
Given that most of the maps being worked on for this project were for the original Doom, I would like participants to have access to any textures from that game no matter how the those textures are loaded.

How about making the final product a Doom 1 PWAD instead?

Old Post 07-06-09 02:37 #
Super Jamie is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14424
Registered: 04-02


Super Jamie, you might as well make releases of user made levels as IWADs, with all the necessary original content to make sure all players have, to make sure all the poor souls out there have all they need to play them.


Snarboo said:
The issue of porting textures between games isn't normally a big issue, though, especially between similar games.
The use of a few textures is one thing. A wholesale systematic rip of set of graphics in a game is another. That should ensure the users have the game those resources are being taken from, when the company treats each game as a separate product.

Besides, doing it as I suggest, we would be improving something in the community itself, which could have a good impact even beyond the project itself. In any case, I'm going to try to get the DOOM textures WAD nuked from idgames, with my solutions.

Old Post 07-06-09 02:37 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02



myk said:
This is a weasely argument. The issue is people using things they don't have a right to, not that they aren't giving money to id Software (for a PWAD that id didn't make?). You could start a discussion on whether Freedoom's resources are derivative or really free, but that's Freedoom's problem (though it might perhaps sway Snarboo one way or another in respect to including Freedoom resources), and not the addon's.

You're likely to have more problems with sourceports that aren't ZDoom, and that don't ask you which IWAD you want to use on launch. Windows is weird about the order of drag-and-drop behavior (it doesn't seem to just go in the order you click them in, like you'd expect it to), so you're just as likely to get it trying to load Doom.wad as the IWAD with Doom2.wad as an addon, which of course wouldn't work.


I'm suspicious here though, how is adding the DOOM IWAD as a PWAD different from adding the DOOM texture rip WAD? In both cases you'll have to add the same amount of additional WADs. I just dragged both IWADs onto ZDoom 2.2.0, chose DOOM II in the pop-up launcher, started Map01, then opened the console and went to E1M1.

In addition to what I said above about most ports not asking which one you want to treat as the IWAD, and about weird drag-and-drop order in Windows making a difference in this case (whereas if the textures were either included in the wad, or the texture wad was included in its folder, the order wouldn't matter), there's also some other issues. For wad organization, it'd mean that in order to drag and drop them together, you'd need to keep your iwads in the same folder as any pwads that need to be loaded with multiple iwads. There's also the fact that, if only one iwad was being used, the sourceport would default to Doom2.wad and you wouldn't need to drag multiple wads at all. Put the textures in the same wad with the maps and all you have to do is drag and drop that single wad (or, depending on how you have things set up, just double-click).


Another is a personal solution, if you tend to use DOOM II PWADs that rely on all of DOOM's resources; prepare a PWAD that contains the DOOM resources, much like the illegal one, for personal use. Additionally, it should be easy to prepare a little batch or app that does this for a user, from their IWAD, making it easy for any such person to create the resource with extracted data.

That's all well and good, if such an idea catches on. It wouldn't make any difference to the 15 years' worth of existing wads that didn't bother with it, but that goes without saying.


If you're going to argue only in terms of practical convenience due to the circumstances (habit and the makeup of ports supposedly make ripping other games more comfortable than loading them both) you might as well suggest we all warez games, too, as from a user's perspective it's more convenient to get stuff for free than to pay for it :p

The difference here is that nearly all of us already own the iwads, so rather than making any meaningful difference it's just adding several layers of inconvenience and hassle to something that's been done without the end-user (the player) having to know or care about it for years now.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 07-06-09 02:40 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14424
Registered: 04-02


Drag and drop works pretty well. Any issues can be sorted by minor adjustments to the TEXTURE1 PWAD (maybe include 1 or two resources that might get overwritten, if there are any) and by fixing bugs or issues in source ports.


esselfortium said:
That's all well and good, if such an idea catches on.
Ideas catch on as people take initiatives or support them, as opposed to making an effort to get in their way.

Old Post 07-06-09 02:44 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04



Super Jamie said:
How about making the final product a Doom 1 PWAD instead?
That causes problems for participants, too. First of all, you have fewer monsters to choose from, as well as not having access to Doom 2's texture set. That would also limit participants to maps for the original Doom, where as I think there are plenty of great maps for Doom 2 that could easily be included under the category of 1994 maps.

Old Post 07-06-09 02:47 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Csonicgo
This post is probably useless


Posts: 3960
Registered: 03-04



myk said:
In any case, I'm going to try to get the DOOM textures WAD nuked from idgames, with my solutions.


Why stop there? Just nuke the whole archives while you're at it. Purge the unclean!

http://i302.photobucket.com/albums/nn118/webloglearner/deleted.jpg

Old Post 07-06-09 02:48 #
Csonicgo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pavera
Senior Member


Posts: 1318
Registered: 07-08


Why don't we just eliminate the usage of Ultimate Doom textures all together? I'm sure those who have them in their maps could find suitable alternatives in Doom 2's texture set.

Old Post 07-06-09 02:49 #
Pavera is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04



Krispavera said:
Why don't we just eliminate the usage of Ultimate Doom textures all together? I'm sure those who have them in their maps could find suitable alternatives in Doom 2's texture set.
I don't want to force participants to retool their maps if they have chosen to use Doom textures. I also feel it is in keeping with the original maps if we can use textures that they used.

Old Post 07-06-09 02:50 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Pavera
Senior Member


Posts: 1318
Registered: 07-08


Yeah, I really don't want to have to have people change their maps at all. This has all gotten so complicated!

Old Post 07-06-09 02:52 #
Pavera is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


I'm just voicing my concern over an idea that I don't think is in the best interest of the community at all. It adds a significant level of extra hassle to loading wads without any real benefit to the community. I don't feel any guilt over including a few (I say "a few" because it's not the entire wad -- far from it, it's only the ones that aren't in Doom2 already) textures from another IWAD because we all own it already anyway. It's just adding several layers of inconvenience to something that has no actual benefit.

Also, where would edits and variants of Doom.wad textures fall under this new plan? For example, NiGHTMARE's versions of COMP2 that have different colored computer screens. Unless you want to write code that takes your Doom.wad and generates those variants from it programatically and puts them into a texture wad for you, I think I'm going to just keep including it in my wads. Actually, even if such a thing existed I doubt I would want to bother messing with it to be able to run wads. There's a good reason why we don't make people use DEUSF and DEHACKED.EXE and the like to prepare wads for playing anymore (yes yes, I know, sourceports don't require them, that's not my point).


Krispavera said:
This has all gotten so complicated!

See?!

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 07-06-09 02:54 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
myk
volveré y seré millones


Posts: 14424
Registered: 04-02


Nope, all I see is that he wouldn't want to exclude the use of DOOM resources in the levels, and that he might not yet understand the full implications of what we're discussing. Which is not what we're deliberating on.


esselfortium said:
It adds a significant level of extra hassle to loading wads without any real benefit to the community.
No, it doesn't add hassle, and it encourages that we respect each other's work. As for the rest of your post, see below.


Csonicgo said:
Why stop there? Just nuke the whole archives while you're at it. Purge the unclean!
Because this is a blatant example of a deliberate and unnecessary rip where people uploaded something that isn't even their work. Most WADs just peck here and there for resources, or at least use them directly.

Old Post 07-06-09 02:56 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04


I've updated my map with some last minute fixes and uploaded it here. It does not include the texture pack for size reasons, but it does need it to play.

Old Post 07-06-09 02:58 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Forum Regular


Posts: 775
Registered: 03-09


I don't really want to get involved in this argument over textures, but I just wanted to say that I would have no problem with loading doom.wad as a pwad if that was required.

Old Post 07-06-09 03:00 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 05:32. Post New Thread    Post A Reply
Pages (63): « First ... « 7 8 9 [10] 11 12 13 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > 1994 tune-up challenge (*updated /idgames link*)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory