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SRB2 - Community Build! - Full color Edition! (PNG)
Version: 1.1, by Kalaron Kalaron is offline
Developer Last Online: May 2014

Version: SRB2 Rating: (24 votes - 4.67 average)
Released: 06-10-2011 Last Update: Never Installs: 25
Re-Useable Content Code Changes Sprites/Graphics Is in Beta Stage

What is it:
SRB2 Community Build is a source code mod that is both a refinement and extension of the game engine that powers SRB2.

SRB2CB's goal is to provide an alternative SRB2 engine that brings a new breath of fresh air into SRB2 for both players and modders alike.

NOTE: SRB2CB is more centered toward modders and level designers, there's features in here for everyone too, but I'll focus more on modding capabilities and adding new features to the engine

----

SRB2CB v1.1

Regular Version

Download (includes a bunch of example wads for modders)
http://www.mediafire.com/?b6z7rbe26gt0ege


Source code: (not needed to use SRB2CB, this is if you want to see how it works)
http://www.mediafire.com/?7e79k1y2addzskr


------

Special PNG Edition for modders ONLY


This version allows you to just go crazy on the textures, WAY easier texture adding, no color restrictions, and images size up to 2048x2048 are supported

Any modders should have no trouble using this release to make some cool levels, as always the source code is included for you to customize anything you want ;)

Download:
http://www.mediafire.com/?4k48bwc5t53it6y

Source code with PNG goodness:
http://www.mediafire.com/?qapzzdnluzx9q7e


New Extended PNG Texture Pack: More than 200+ community made textures

Replace srb2cb.wad with this new one, this wad is constantly updated between SRB2CB releases, so always make sure you're up to date so you can have all the latest textures and play mods that use SRB2CB and the texture packs that come with it.

http://www.mediafire.com/?2s5okms91p3pe9q

This a complete PNG conversion of all flats and textures in the game, PLUS 200 community-made textures from 2008 - 2011


Feel free to add any textures or sprites to this new texture wad, SRB2CB uses it to run, but it can be modified and added to independent of the SRB2CB version - so any new texture/sprite art content can be updated for any modders to use right away.

Again, Feel free to submit any textures or ANYTHING you want to this! It's a community effort!

Videos:
------

Full color texture support and easier adding

http://www.youtube.com/watch?v=P0_m4G1ljws
Breaking away from regular SRB2's image format, which was limited to 256 colors and handled resolutions of up to 256x256 - SRB2CB's new PNG feature allows modders to focus on adding art to their projects without worrying about color loss or image size restrictions, SRB2CB uses lossless color quality and can handle image sizes from 32x32 up to 2048x2048, with support for any non-power of two image size in between as well(You're not restricted to 64x64, 128x128, 256x256 and so on)

Easy texture adding:


The default SRB2 uses a fixed texture list: Before you had to manually edit the name and the resolution of a texture before adding it in and sometimes you even had to break up a texture into multiple parts, now you don't need to worry about that. Add a single texture image into your data file and SRB2CB lets you use it without a fuss.

You can also interchangeably use the same texture both on walls and floors too - no more worrying about corrupted floor and ceiling texture data like the old method had.



Frivilous extras!

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


http://www.youtube.com/watch?v=iphwFyA5Wjo

You'll find small little touches and differences from the default SRB2 in this mod, from new shields, new items, and console commands to random little easter eggs.



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

Feature list:


Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
  • OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
  • Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
  • Much richer colormap effects
  • Coronas are back and they also got a major speed boost!
  • New sprite shadows that stay in one direction (enabled using shadows 1 in the console)





Polyobjects render flats!
They are rendered by default, so now a whole new dimension of map-making is now possible!
Mappers can configure a polyobject's startline to render the top and or bottom of the polyobject, give the start line a flag of:
  • Bouncy - to make it not render the Bottom of the polyobject
  • Transfer line - to make it not render the Top of the polyobjects



Skyboxes
Ever wanted to make the sky a 3D background? Well now you can.
You can render another part of a map as the sky, it looks like this:





*** Slopes ***
…wait, what? Yes, slopes. WITH COLLISION AND PHYSICS
  • Roll down a slope to gain momentum
  • Jump while going up a slope and gain vertical momentum
  • Run off a slope and you go upwards a bit - so ramps are possible now
  • Floor and Ceiling slopes
  • Dynamic slopes that can change according to the height of a sector
  • Any sector of any shape or size can be sloped, no limits on how many vertexes!
  • Slopes are setup by linedef (ZDoom/GZDoom style for those who are familiar with slopes)
  • Even grass edges can be sloped!
  • Slope within slope support



NOTE:
  • Crazy physics like running on walls is not supported with slopes....(yet), but the physics included are decent enough to make functional ramps that you can catapult off of at high speeds



Mult-character MD2's
(Custom character MD2s are now supported)


Here's how you set them up:
In your MD2.dat file, use this format
Code:
Nameofcharacter md2filename.md2 scale 0.0
Example:
Code:
Sonic Sonic.MD2 3.0 0.0
Tails Tails.MD2 3.0 0.0
Knuckles Knuckles.MD2 3.0 0.0
The part with (name).md2 is the filename and can be changed.
The first word in the line is the name of the actual character.
Another example:

Code:
Cream Cream3D.md2 3.0 0.0
^ This will load an MD2 named "Cream3D.md2" for the character "Cream"
The character's name is the same name used when typing "skin" in the console.
MD2.dat is also no longer case-sensitive, so typing:
Cream, CREAM, cream, or even CReaM will still be recognized by the game.

New and improved bots - They use their abilities in Coop mode and are just a bit smarter in Match mode, they are also stable and are a lot less likely to crash the game.


A new kind of Motion Blur! - works with speed sneakers, hitting a red spring (try GFZ2), or when falling down at a fast speed (you have to see this for yourself, no screenshot :P )

Balloon fountains and particle fountains!


Other Nice Stuff:
You can take a screenshot without having a message flood your console
(clears console lines that are on screen too)

You can unspin while rolling by pressing the spindash button again
New "shield" command gives the player a shield from 1-8

Scale works up with 25-500 (and up to 5,000 when scaling other objects)

The camera auto-adjusts to slopes!

New Sonic 3 shields, Flame, Lightning, and Bubble shield!

Brand new multiplayer colors, including purple, dark red, dark blue, black, neon green, and hot pink.


New Linedef Effects:
  • 386 Slope Frontsector Floor
  • 387 Slope Frontsector Ceiling
  • 388 Slope Frontsector Floor & Ceiling
  • 389 Slope Backsector Floor
  • 390 Slope Backsector Ceiling
  • 391 Slope Backsector Floor & Ceiling
  • 392 Slope Backsector Floor & Front Ceiling
  • 393 Slope Backsector Ceiling & Front Ceiling
  • 80 - Spring Bouncer
    The length of the line determines the strength, this makes a sector tagged with this effect act like a spring!
  • 446 Set 2D Camera Distance"
    Linedef executor that changes how far the camera is from the player for 2D mode

New Objects:
  • 580 - Hang-glider
  • 582 - Skateboard
  • 572 - Bumper (works like a diagonal spring but doesn't put the player into a different animation
  • 570 - Yellow sideways spring
  • 573 - Balloon - like a spring except animated and floats!
  • 574 - Respawning Balloon - can be jumped on more than once
  • 571 - Red sideways spring
  • 575 - Big balloon fountain - activates a swirl of multi-colored balloons!
  • 576 - Small balloon fountain
  • 585 - Particle fountain!
  • 586 - Spiral particle fountain!
  • 790 - skybox viewer
  • 791 - skybox map center
  • 440 - Sonic 3 & K Bubble Shield
  • 441 - Sonic 3 & K Flame Shield
  • 442 - Sonic 3 & K Lightning Shield


For dynamic 2D mode, there are some special objects that allow mappers to more easily align the player to the 2D track!
  • These are triggered when a player enters a dynamic 2D sector, so these objects must be placed in an "Enable 2D mode" sector to work
  • Just place these objects to where you want the player to be
  • These objects automatically teleport the player and do not effect the player's speed.
  • 780 - Aligns only the players X axis
  • 781 - Aligns only the players Y axis
  • 782 - Aligns only the players Z axis
  • 783 - Aligns the players X and Y axis
  • 784 - Aligns the players X and Y and Z axis
  • 785 - Aligns the players Z and X axis
  • 786 - Aligns the players Z and Y axis

New Sector Effects:
15 - Spring Sector (works with spring sector linedef)

**More detailed documentation coming soon to the SRB2wiki**

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


NOTES:
  • SRB2CB is OpenGL based, so nearly all of these new features have been designed for / can only be feasibly done in OpenGL.
  • The OpenGL system has undergone some changes, so even if your computer couldn't run OpenGL mode before, it might work with SRB2CB.
  • SRB2CB requires data files from SRB2 v2.05 or later
  • SRB2CB is still under development, so not all features may work perfectly yet
  • When in doubt, SOFTWARE MODE IS UNSUPPORTED KTHNXBYE
  • Also, to experienced mappers, feel free to add any SRB2CB mapping tips to the wiki for things such as slopes or skyboxes


OpenGL tips:
  • Turning fog mode on is EXTREMELY recommend, it's almost required for things to look nice
  • Fog density of at least 64 is also recommended
  • The game automatically starts in OpenGL mode
  • If the game gives an error when you start it up in windowed mode, try running it in full screen, or try changing SRB2CB's resolution in your config.cfg file or autoexec.cfg file

Credits
Special thanks to Nev3r, ZTurtleman, and a bunch of other people on srb2's IRC channel!


-Kalaron

Download Now

File Type: zip SRB2CBWin32a.zip (2.08 MB, 7326 views)
File Type: zip SRB2CBPNG.zip (8.16 MB, 5515 views)

Show Your Support

  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 06-23-2011   #202
Snowyfox
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Woah! This thing is cool. But for bots, I tried them out on Mystic Realm and in one of the homing attack gaps, all of the bots fell except Cream and
Tails. So could you make a bot-back feature? Like, Kirby Super Star.
If you go too far without your partner, they instantly teleport back to you.
(They actually had decent AI :O)
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Old 06-23-2011   #203
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Quote:
Originally Posted by Snowyfox View Post
Woah! This thing is cool. But for bots, I tried them out on Mystic Realm and in one of the homing attack gaps, all of the bots fell except Cream and
Tails. So could you make a bot-back feature? Like, Kirby Super Star.
If you go too far without your partner, they instantly teleport back to you.
(They actually had decent AI :O)
They already do that. :/
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Old 06-23-2011   #204
Snowyfox
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I just found that out playing SRB1.
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Old 06-24-2011   #205
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So, is there any way of playing this in Ubuntu?
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Speeding off to level...
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Old 06-24-2011   #206
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Quote:
Originally Posted by bob_the_flying_monkey View Post
So, is there any way of playing this in Ubuntu?
yes, but you have to compile your own copy for your system

Sent from my HTC Vision using ********
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Old 06-25-2011   #207
ashtheman14
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Default Community build DB cfg problem

The config isn't picked up by doom builder 2, and believe me, I've put it in the configurations folder. Hell, I've even tried to install the SRB2 Doom Builder with the 2.0 config-that file of which I can't find anywhere even on a search engine. Otherwise this mod looks like it has amazing potential for level editors.
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Last edited by ashtheman14; 06-25-2011 at 04:28 PM. Reason: Nothing positive said in my first post
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Old 06-25-2011   #208
Cyan rose
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I've played this before....
The online needs to be fixed...
Plus ITS SO AWESOME!
Thank you for the new open gl!
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<Cyan Pose> O_O!
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Old 06-25-2011   #209
Ezer.Arch
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Quote:
Originally Posted by ashtheman14 View Post
The config isn't picked up by doom builder 2, and believe me, I've put it in the configurations folder.
Because the available cfg is incompatible with DB2. It was made for SRB2DB.

Quote:
Originally Posted by ashtheman14 View Post
Hell, I've even tried to install the SRB2 Doom Builder with the 2.0 config-that file of which I can't find anywhere even on a search engine.
Did you know we have a wiki? :x

EDIT:

I'd like to ask Kalaron, or someone capable of, to upload the most updated config to SRB2Trac. The one that's there is outdated, and I'd like to put a download link for cfg in the wiki.
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Last edited by Ezer.Arch; 06-25-2011 at 07:36 PM.
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Old 06-25-2011   #210
zephyr
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Ngl, I'm not so excited about slopes as I was. I've got used to mapping without them..
obtw: It'd be cool to have tag-it and tag-hider starts...doesn't sound like much but I had some things in mind
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Old 06-25-2011   #211
ashtheman14
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Quote:
Did you know we have a wiki?:x
Yeah I knew we had a wiki thank you, and I knew the location of the srb2 doom builder, but I was looking for the normal srb2DB config. So lets say that finding the srb2DB config is impossible (which it most probably ain't) would this community build config provide srb2's objects and it's new ones? because that would mean I wouldn't have to search for the srb2 config anymore. (this post isn't confusing at all is it?

EDIT: oh god, sorry, didn't see your edited post there ezer.arch
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Last edited by ashtheman14; 06-25-2011 at 07:58 PM.
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Old 06-25-2011   #212
Ezer.Arch
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Quote:
Originally Posted by ashtheman14 View Post
but I was looking for the normal srb2DB config.
No problem. :)

Normal SRB2DBCFG: http://mb.srb2.org/showthread.php?t=30752
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Old 06-25-2011   #213
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If my mind serves me correctly, SRB2DB's 2.0 config can be found in the src folder. I can't remember the path though (On Wii Opera at the moment) . Try searching on the forums. I think I got mine off of a post from Oogaland.
EDIT: OH, and the original config
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Old 06-25-2011   #214
ashtheman14
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Quote:
Originally Posted by Ezer.Arch View Post
No problem. :)

Normal SRB2DBCFG: http://mb.srb2.org/showthread.php?t=30752
Thanks, I was looking for this for ages. sorry for being rude in my previous post, im gonna go recycle bin the hell out of doom builder 2 >:D
Spoiler: evil laugh
MWAHAHAHAHAHAHAHA! WEHEHEHEHEHHH! (ERZ3 boss style)
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Current Project: Twilight realm
Overall= 15%
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1 Race map... 12%
Just testing the water really, seeing what I'm good at...
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Old 06-25-2011   #215
Ezer.Arch
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Quote:
Originally Posted by zephyr View Post
obtw: It'd be cool to have tag-it and tag-hider starts...doesn't sound like much but I had some things in mind
SRB2CB still have them. Still. Better if they weren't removed from SRB2 at all.

I'd like to make my co-op maps tag compatible. If the server starts a tag game, the IT-player should spawn in the center of the map (where I'd put a tag start), not in the player start.

(...or they could make one of Match starts a Tag IT start)

EDIT:

Quote:
Originally Posted by ashtheman14 View Post
Thanks (...) sorry for being rude in my previous post
You're welcome.
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Last edited by Ezer.Arch; 06-25-2011 at 08:44 PM.
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Old 06-26-2011   #216
Kalaron
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Hey, another small progress update. Progress is going good, still working on adding some new features and fixing up the issues mentioned in this topic. Here's a small list of stuff coming in the next version:
  • FOF slopes are coming (for lightblocks too!)
  • PNG texture support in wads (for MD2s and such)
  • Centered window in OpenGL mode
  • Fixes and stability improvements
  • Better slope code
  • New test wads for SRB2CB's features (like rippling floors made of slopes!)
  • Fixes to the menu and an update to 2.0.6


I also want to affirm that SRB2CB stands for Community Build, this is a collective share of people's ideas on improving the game. This is how it was always intended to be since the mod first started.

Even though I started the idea, I'm not the sole owner of this project. This mod couldn't have been done without the original SRB2, the old 1.0.9.4 mods that made me want to start a mod, other source code projects such as GZDoom & PRBoom, and of course SRB2's Community :P


Random tidbits:
  • You can start the mod in software mode with typing -software in the launch parameters.
  • There's a low-end hardware mode for OpenGL. It's in the menu's options->OpenGL options
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Old 06-26-2011   #217
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I have a question, are mirrors available in OGL?
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Old 06-27-2011   #218
Ezer.Arch
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Default SRB2CB Bug Report 27.Jun.11

SRB2CB Bug Report 27.Jun.11

1. Player in spinning animation after being bounced off by object/effect still gets hurt by enemy


Quote:
<EzerArch> Well, that's the bug: the player is in spinning animation; hits a balloon; he keeps in spinning animation (as intended); then he hits an enemy => gets hurt.
(...)
<SRB2DBMonster> Heh
<EzerArch> the game "forgets" to check the animation on enemy x player collision.
This happens with any object or sector special that bounces the player: player is spinning; steps into spring sector; he bounces up in spinning animation; falls onto an enemy. Gets hurts even though in spinning animation.




2. Trying to load another map just after one that has spring or trampoline effects will crash the game


Quote:
<EzerArch> Speaking of more bugs, if I load up a map with bounce/spring/trampoline effects, and I try to load another map afterwards, the game will crash horribly. Almost had to restart the computer.
(...)
<MonsterIestyn> EzerArch: Ouch
<MonsterIestyn> That sounds like bug that really needs to be fixed right away
(...)
<EzerArch> Even though reading the code, I couldn't get trampoline linedef working.
3. Balloon get stuck under the ledges

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Old 06-28-2011   #219
ForgiveThisNewb
Default Compiling from source in Linux

I'm attempting to compile from source in Linux, specifically Linux Mint 11. So far, I was able to get it to compile, but it segfaults (crashes) on start. I am able to successfully compile and run the original version (after fixing comptime.c), so it's likely that one of the changes made in CB broke Linux compatibility.

Over the past several hours I've been attempting to find the source of the segfault. I was finally able to narrow it down to when V_DrawScaledPatch() is called from V_DrawCreditString(). This is the point in the program where the text, "Sonic Team Jr. Presents" would show up on screen. I have not been able to narrow down the problem further. Hopefully someone much more familiar with SRB2's code will be able to do so, because I'm all out of ideas.

Interestingly, I did a backtrace with gdb (a debugger), and here's the results of a backtrace performed when the segfault occured:
Code:
#0  0x003ecf03 in ?? () from /lib/i386-linux-gnu/libc.so.6
#1  0x003ea850 in strtod () from /lib/i386-linux-gnu/libc.so.6
#2  0x00000000 in ?? ()
Yes, there's absolutely nothing related to SRB2CB in there. I hope that this doesn't mean that there's an internal libc error.


EDIT: Forcing software mode allows the game to start and at least get to the menu. This is definitely an OpenGL issue.
EDIT2: Also, considering that OpenGL works in the original, the problem is with CB's updates to the OpenGL renderer.

Last edited by ForgiveThisNewb; 06-28-2011 at 02:55 AM. Reason: New info!
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Old 06-28-2011   #220
AlamGBC
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Quote:
Originally Posted by ForgiveThisNewb View Post
I'm attempting to compile from source in Linux, specifically Linux Mint 11. So far, I was able to get it to compile, but it segfaults (crashes) on start. I am able to successfully compile and run the original version (after fixing comptime.c), so it's likely that one of the changes made in CB broke Linux compatibility.

Over the past several hours I've been attempting to find the source of the segfault. I was finally able to narrow it down to when V_DrawScaledPatch() is called from V_DrawCreditString(). This is the point in the program where the text, "Sonic Team Jr. Presents" would show up on screen. I have not been able to narrow down the problem further. Hopefully someone much more familiar with SRB2's code will be able to do so, because I'm all out of ideas.

Interestingly, I did a backtrace with gdb (a debugger), and here's the results of a backtrace performed when the segfault occured:
Code:
#0  0x003ecf03 in ?? () from /lib/i386-linux-gnu/libc.so.6
#1  0x003ea850 in strtod () from /lib/i386-linux-gnu/libc.so.6
#2  0x00000000 in ?? ()
Yes, there's absolutely nothing related to SRB2CB in there. I hope that this doesn't mean that there's an internal libc error.


EDIT: Forcing software mode allows the game to start and at least get to the menu. This is definitely an OpenGL issue.
EDIT2: Also, considering that OpenGL works in the original, the problem is with CB's updates to the OpenGL renderer.
SRB2CB only support Win32, and I do want to spend any time fixing it for other systems if Kalaron does not use the Subversion repos so I can keep the Linux support in line with Window's
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Old 06-28-2011   #221
ForgiveThisNewb
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Well, thanks for at least saying something.
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