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2.7.7 bugs
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Maxaxle
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PostPosted: Fri Apr 11, 2008 12:43 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Sorry for the double-post, but I couldn't fit all of my log into the last post Sad .
ANYWAY, here's part 2 (BTW, the "WARN: All sound channels..." thing repeats a billion times, so I cut it short):
Code:

WARN: All sound channels are currently in use. Sound is NOT playing.
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/naming.txt" in mode "w"
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/0.obj/naming.txt" in mode "w"
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/3.obj/naming.txt" in mode "w"
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/4.obj/naming.txt" in mode "w"
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/5.obj/naming.txt" in mode "w"
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/6.obj/naming.txt" in mode "w"
INFO: export_one_character_name() - fs_fileOpen() - successfully opened file "players/wibby.obj/7.obj/naming.txt" in mode "w"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0000.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0001.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0002.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0003.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0004.obj/data.txt" in mode "r"
SCRIPT ERROR FOUND: import/temp0004.obj/script.txt (122) - 3 odd number of spaces
SCRIPT ERROR FOUND: import/temp0004.obj/script.txt (122) - 5 odd number of spaces
SCRIPT ERROR FOUND: import/temp0004.obj/script.txt (122) - 5 odd number of spaces
SCRIPT ERROR FOUND: import/temp0004.obj/script.txt (122) - 5 odd number of spaces
SCRIPT ERROR FOUND: import/temp0004.obj/script.txt (122) - 5 odd number of spaces
SCRIPT ERROR FOUND: import/temp0004.obj/script.txt (122) - 5 odd number of spaces
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0005.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "import/temp0006.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/animate.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/book.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/bossplat.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/bosspork.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/brazier.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/breaker.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/cinq.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/claw.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/cobol.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/echest.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/enchant.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/fchest.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/fireball.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/fogb.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/fright.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/fshield.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/gate.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/gonne.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/halldoor.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/hatchet.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/hotdog.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/ichest.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/keya.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/lbow.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/lockdoor.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/lpotion.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/lumpkin.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/mchest.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/missile.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/moduletool.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/mpotion.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/rebirth.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/sbrace.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/shock.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/shutdoor.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/sordwall.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/spork.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/sword.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/thebait.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/toast.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/torch.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/tundra.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/unseen.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/warlock.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/watcher.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/whip.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/xbow.obj/data.txt" in mode "r"
INFO: load_one_character_profile() - fs_fileOpen() - successfully opened file "modules/palash.mod/objects/xchest.obj/data.txt" in mode "r"
INFO: setup_characters() - fs_fileOpen() - successfully opened file "modules/palash.mod/gamedat/spawn.txt" in mode "r"
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
WARN: Sound file not correctly loaded (Not found?).
INFO: ============ PROFILE =================
INFO:    resize_characters - 14.632092
INFO:    keep_weapons_with_holders - 13.488469
INFO:    let_ai_think - 222.788235
INFO:    do_weather_spawn - 2.510165
INFO:    do_enchant_spawn - 1.536115
INFO:    cl_unbufferLatches - 6.936185
INFO:    sv_unbufferLatches - 0.513097
INFO:    check_respawn - 3.100598
INFO:    move_characters - 189.100011
INFO:    move_particles - 55.519349
INFO:    make_character_matrices - 81.050120
INFO:    attach_particles - 5.395602
INFO:    make_onwhichfan - 61.640779
INFO:    bump_characters - 110.096005
INFO:    stat_return - 5.667629
INFO:    pit_kill - 0.615326
INFO:    animate_tiles - 0.727833
INFO:    move_water - 1.163661
INFO: ======================================
INFO:    figure_out_what_to_draw - 681.178601
INFO:    draw_main - 22867.782125
INFO: ======================================

INFO: Exiting Egoboo 2.7.7 the good way...
INFO: net_shutDown: Turning off networking.

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bgbirdsey
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PostPosted: Fri Apr 11, 2008 3:18 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Any time you see

Quote:
SCRIPT ERROR FOUND: modules/XXXX.mod/objects/XXXX.obj/script.txt (XX) - XXXXXX undefined


This is a significant error. It means that the script is using a keyword that the compiler does not understand and so the behavior fo the script is undefined

When you see the error
Quote:

SCRIPT ERROR FOUND: modules/catacomb1.mod/objects/XXXXXX.obj/script.txt (82) - XX odd number of spaces


it means that the number of spaces in the script is an odd number. Normally, Egoboo would just round this down to the smaller even number and call it a day. After looking at the scripts, this is really NEVER a good idea, hence the warning.


When you see the entry
Quote:

WARN: Sound file not correctly loaded (Not found?).


It means that the script/object definition file specifies a sound that is not in the XX.obj directory. THis is an error, but it will not break the game.

When you see

Quote:
WARN: All sound channels are currently in use. Sound is NOT playing.


It means that all 32 channels are being used for sounds and that the computer will can't allocate another channel to play the sound. There were some changes to the sound code that semi-permanently allocate sound channels for some sounds that are always on (like the mosquito's drone). This may be contributing to the problems.


-------------------------------------------------

In general, it seems that there are some script errors. I thought I uploaded fixes to all of these problems, but Zefz may be working from an older version of the SVN that does not yet have these changes posted.
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Zefz
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PostPosted: Fri Apr 11, 2008 9:27 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

A useful list of information on what the different errors and warnings mean. Maybe I should put the info in my FAQ.

Quote:
When you see the entry
Quote:

WARN: Sound file not correctly loaded (Not found?).


It means that the script/object definition file specifies a sound that is not in the XX.obj directory. THis is an error, but it will not break the game.


We should make the logger describe which object in the game is trying to play a nonexisting sound.
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bgbirdsey
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PostPosted: Fri Apr 11, 2008 12:08 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Zefz wrote:
We should make the logger describe which object in the game is trying to play a nonexisting sound.


Good idea, but it might take some work. Just print out the filename of the data.txt or the partXX.txt enchant.txt that is referenced?
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Zefz
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PostPosted: Fri Apr 11, 2008 6:03 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Yeah, I was already looking at the best way to solve this Razz
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Chainsaw
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PostPosted: Fri Apr 18, 2008 11:24 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Found a bug:
In the Rogue starter, if you move with the iron ball, instead of being dragged after you, it reappears directly beneath you, and you end up standing on it.

Edit: Some more...
1. In the fire palace, the cobols can climb on the walls.
2. In the fire palace, when I kill a hotdog and there is a cobol riding it, the cobol remains mounted on the dead hotdog and I can't kill it.
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Zefz
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PostPosted: Fri Apr 18, 2008 6:09 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Thank you for the report. The bugs should be fixed next release hopefully. Physics engine, scripts running when creatures die and some corrupt object handling seems to be the biggest problems that should be fixed.
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Chainsaw
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PostPosted: Mon Apr 21, 2008 1:09 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Another bug:
If you specify an object size lower than 1.0, it still counts as 1.0 when you hold the item, and turns into the appropriate size only if you drop it.
If you pick it up again, it resets to 1.0...
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Maxaxle
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PostPosted: Tue Apr 22, 2008 12:08 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Weapons get experience, they level up, they get bigger, they get more deadly (wtf? Confused ), so, Zefz, I don't think weapons should get any experience at all for sake of weirdness Rolling Eyes . Worst case scenario, we scale up a bunch of weapons (say, swords and shields) and put them in the game as big weapons that are better than the regular ones, but require something that lower-level characters don't have, say, a ton of strength for a Giant Sword that matches higher-level characters in max. size, and requires an insane amount of strength that only higher-level characters can supply.
WHEW!
But most ranged weapons will not be made in large and regular versions Rolling Eyes .
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bgbirdsey
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PostPosted: Tue Apr 22, 2008 12:26 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Quote:
Weapons get experience, they level up, they get bigger, they get more deadly (wtf? Confused ),


This is an idea that has been around in RPGs for a while. Normal weapons should not level, though.

With the current leveling system where there is really no max, objects with no int, str, dex, ... and no increase per level will probably "level" very fast...

Probably we should make a restriction that any object that has no int wis, dex, int, ... should not be able to accumulate XP. Any normal item will not have any of these attributes, so it could never get better.

Maybe we could introduce item decay, though? Since all objects have HP, when hp goes to 0, the item breaks...
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PostPosted: Tue Apr 22, 2008 12:30 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

On a completely separate topic, "scripts running on dead objects" has been listed as a bug.

Technically this is not a bug. I was intending that bumping into a killed character would be a way to loot the corpse. On death, the normal behavior would be to fall over and drop only the weapons/items in-hand. The items in the inventory and any money would not be dropped unless you bump into the killed item/NPC.

It is really the scripts that need to be modded so that they handle dead items/characters?
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Zefz
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PostPosted: Tue Apr 22, 2008 6:30 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Hmm, that may be. All the money, key and loot dropping stuff happens when IfKilled is run. And running the AI for all dead bodies would sap cpu speed that could be used elsewhere (It does increase let_ai_think). All other scriptfunctions such as timers, attacks, movement, spawning of particles, targeting, etc. would need to be disabled while creatures are dead.

Oh, and leveling up weapons so far only increases size, no other stat such as damage.
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PostPosted: Tue Apr 22, 2008 6:46 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Zefz wrote:
And running the AI for all dead bodies would sap cpu speed that could be used elsewhere (It does increase let_ai_think)


Yeah, I'm not sure whether this is a real problem. I haven't checked the profiling recently, but it seems that ai scripting was pretty far down on the list as far as a CPU hog. We could probably gain a lot more by optimizing the graphics! Smile

If scripts become a CPU hog, we could make sure that the script does as little as possible outside the IfTimedOut section of the script. Since many of the collision effects must be handled every update, we can't just make the scripts run every X frames.

I wanted to make dumber character's scripts run slower, but it doesn't work because of the bumping and other things that have to be happened immediately...
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Clonkinator
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PostPosted: Tue Apr 22, 2008 1:22 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Having weapons growing sounds annoying, as well as the idea of having normal weapons being able to break... ><
There already are means to destroy weapons and items, like gelfeet, pits, doors, sometimes water or fire... Isn't that enough?
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Zefz
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PostPosted: Tue Apr 22, 2008 3:13 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Problem is the AI do a LOT of things outside IfTimeOut too. Manage blips, sparkles, spawn particles, play music, sounds, etc.

I don't know how it would affect respawn and CleanUp either. Maybe have only one function work when objects are dead? (IfDead). The script will skip anything else until it reaches IfDead, then runs everything under IfDead.
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