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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

#1951

yea its both q ans w
0

User is offline   Mike Norvak 

  • Music Producer

#1952

Double tap F3, to see the orthogonal mode. Then "Q" and "W" will move the "camera" position...
0

#1953

double tap?
0

User is offline   Mike Norvak 

  • Music Producer

#1954

View PostJhect, on Dec 1 2010, 07:44 PM, said:

double tap?


I mean u need to press F3 two times, to change beetween normal 2d mode and orthogonal...

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

BTW it´s possible to move the walls in this mode, right click to see what we are selecting:

Posted Image

and then hold right click to move the point...

This post has been edited by Norvak: 01 December 2010 - 05:53 PM

0

#1955

yea but i dont have to double tap it xD the curser/pointer you are moving are very annoying. its so hard to find the real wall you are pointing at, if you know what i mean. the yellow X on your picture.

and maybe some time it will be possible to drag the vertics instead of the walls only? i mean the ceiling vertic or floor vertic if you know what i mean? that would give some great opportunities!

This post has been edited by Jhect: 01 December 2010 - 05:58 PM

0

User is offline   Micky C 

  • Honored Donor

#1956

The ability to view the map depends as we all know on the position of the camera, which is limited to the x-y plane on the grid square. This means that at some angles when sections of the map appear outside the grid, you can't have a close look at it.

Likewise, if you went purely side on, the camera can't be moved up and down, and it would be impossible to have a close up side on look at any part of the map which doesn't lie on or near the same plane as the grid itself at z coord 0. I.e I can't look at the main part of my map in the attached image.
Posted Image

Oh and Norvak's right, vertices can be moved, but it's the most awkward thing ever. I guess I shouldn't complain until Helixhorned has had more of a chance to work on the controls like he said.

This post has been edited by Micky C: 01 December 2010 - 08:58 PM

0

User is offline   djdori11 

#1957

the problems i have with lastest builds and polymer hrp:
1.this problem:
http://img408.imageshack.us/img408/2189/ed...20123041814.jpg
2.the game crashing randomly.
3.the game slow on my nice computer.
4.all other ati card problems (only liner and nearest textures filters work etc..)

when you will fix it? i really want to finsih the game with polymer hrp but this problems really annoy me.. (especialy the crashing problem) so.. yeah.. plz try to fix this problems and most important the crashing problem! thanks!
0

User is offline   Micky C 

  • Honored Donor

#1958

Answers:
1. That's known about, they're working on it. If you looked around you'd have known other people had posted about it.
2, 3, 4. ATI cards don't do well with openGL like what Duke uses. Plagman (eduke32 developer) has sent in bug reports to the official driver engineering team at ATI so it's up to them to do the rest. If you want to be more assured that the game will run smoother, get an nVidia.

Ok maybe points 2 and 3 were exaggerated somewhat against ATI. It helps if you post up your eduke32.log file which is created in the same folder as eduke32.exe after every game, so if it crashes, post up the log.
Oh yeah and as of this typing, polymer (the new 32 bit openGL renderer) is unoptimized and not even finished. It runs slow even on moderately decent computers, slower than you'd think at least. So even if you have a 'nice' computer you need a "nice" computer.
0

User is offline   djdori11 

#1959

ok i played eduke32.debug until the game crashed and here is a log:
EDuke32 2.0.0devel 20100727
Using C:/Users/Dor/Desktop/eduke32_win32_20101201-1731/ for game data
Windows 7 (build 6.1.7600) 
Initializing DirectDraw...
Searching for game data...
Using C:/Users/Dor/Desktop/eduke32_win32_20101201-1731/DukePlus/ for game data
Using 'duke3d.grp' as main game data file.
Using file 'autoload/duke3d_sc55.zip' as game data.
Using file 'autoload/polymer_hrp162.zip' as game data.
Using file 'autoload/polymer_mhk.zip' as game data.
Compiling: EDUKE.CON (36 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (410671 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote settings.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (54304 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (58072 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26026 bytes)
DukePlus/dpcons/LIGHTS.CON: In state `paltoRGB':
DukePlus/dpcons/LIGHTS.CON:839: warning: duplicate case ignored.
Including: DukePlus/dukebike/DUKEBIKE.CON (88071 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (67064 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (125370 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (230388 bytes)
Found 1 warning(s), 0 error(s).
Resizing code buffer to 125726*4 bytes
Script compiled in 311ms, 125718*4b, version 1.4+
3011/11264 labels, 749/2048 variables
307 quotes, 46 strings, 40 events, 428 actors
Initialized 24.0M cache
Loading 'dukeplus.def'
warning: defined hightile replacement for empty tile 9000. Maybe some tiles???.art are not loaded?
warning: defined hightile replacement for empty tile 9001.
Definitions file 'dukeplus.def' loaded.
RTS file DUKE.RTS was not found
Initializing OSD...
Initializing DirectInput...
  - Enumerating attached game controllers
  - No game controllers found
Uninitializing DirectInput...
Executing "DukePlus/dp_settings.cfg"
Disabling desktop composition...
Setting video mode 1280x1024 (32-bit fullscreen)
Enabling ATI FBO color attachment workaround.
OpenGL Information:
 Version:  4.0.10317 Compatibility Profile Context
 Vendor:   ATI Technologies Inc.
 Renderer: ATI Radeon HD 5700 Series
gltexinvalidateall()
gltexinvalidate8()
Cache contains 47476 bytes of garbage data
Initializing Polymer subsystem...
PR : Initialization complete.
Initializing music...
Initializing sound...
gltexinvalidateall()
gltexinvalidate8()
Caching "highres/screen/menu/2503.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2953.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2944.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2962.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2946.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2940.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2952.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2954.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2955.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2959.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2948.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2958.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2951.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2943.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2947.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2942.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2957.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2956.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2960.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/menu/2813.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/menu/2817.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/menu/2816.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/3002.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2964.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2941.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2950.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2961.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/2945.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
Caching "highres/screen/fonts/redfont/3022.png"
Error: glGetTexLevelParameteriv returned GL_FALSE!
PR : Board loaded.
Loaded map hack file '/E1L1.mhk'

(the rest here)
oh and that crash is like the game freeze and than i do ctrl+alt+del and i have "eduke stopped working"..

This post has been edited by Mblackwell: 07 December 2010 - 08:41 PM

0

User is offline   Roma Loom 

  • Loomsday Device

#1960

djdori11
Not that log. You need to post the content of eduke32.crashlog

and please wrap it into "code" tags, I've just broke my mouse wheel while scrolling through you post

This post has been edited by Roma Loom: 02 December 2010 - 04:19 AM

0

User is offline   Micky C 

  • Honored Donor

#1961

Edit: damn too late, you can still go by my instructions which are probably clearer, and try the rest of my advice as well, it works for some people.

Wow, can you like edit that post. Choose 'use full editor' then on the left there are a bunch of options including the use of a 'codebox'. Can you cut the log and paste it into the codebox? That way it won't make the thread 100 times longer than it should be.

While I'm here I might as well throw in my two cents: find the textures and textures.cache files and delete them. Start the game, go into options and switch off the 'on disk texture cache' in renderer setup in video options. Make sure it's off and not just compressed. Finally, always make sure you have the latest eduke32 which can be found at the top of this page: http://dukeworld.duk...ke32/synthesis/

Happy Duking :blink:

This post has been edited by Micky C: 02 December 2010 - 04:22 AM

0

User is offline   djdori11 

#1962

ok i changed it to "code" tags and here is the .crashlog:
Failed to init bfd from (C:\Windows\system32\atioglxx.dll)
0x69aefcec : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll)
0x690cc43d : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers

sorry for ur mouse :blink:
0

User is offline   Roma Loom 

  • Loomsday Device

#1963

@Plagman

I've checked windowed mapster32 and eduke32 in win7 with GeForce card - the problems with infinite "not responding" are still here after few alt-tabs

The problem with multiple vidrestarts can't be reproduced on GeForce card.

However I've just found eduke32.crashlog on my WinXP PC with GeForce card with the following content:
Failed to init bfd from (C:\WINDOWS\system32\nvoglnt.dll)
0x696d8250 : C:\WINDOWS\system32\nvoglnt.dll : DllMain

0

User is offline   djdori11 

#1964

View PostMicky C, on Dec 2 2010, 04:20 AM, said:

Edit: damn too late, you can still go by my instructions which are probably clearer, and try the rest of my advice as well, it works for some people.

Wow, can you like edit that post. Choose 'use full editor' then on the left there are a bunch of options including the use of a 'codebox'. Can you cut the log and paste it into the codebox? That way it won't make the thread 100 times longer than it should be.

While I'm here I might as well throw in my two cents: find the textures and textures.cache files and delete them. Start the game, go into options and switch off the 'on disk texture cache' in renderer setup in video options. Make sure it's off and not just compressed. Finally, always make sure you have the latest eduke32 which can be found at the top of this page: http://dukeworld.duk...ke32/synthesis/

Happy Duking :blink:

well i did what u said and the game works the same like before with crashes..
0

User is offline   Roma Loom 

  • Loomsday Device

#1965

Also a dozen of latest mapster builds crash after loading few original maps one by one (switching 2d/3d mode inbetween) after 2nd or 3rd map... And no debug crashreport is generated in this case :blink: [GF9600GT, WinXP]

This post has been edited by Roma Loom: 02 December 2010 - 05:09 AM

0

#1966

View PostMicky C, on Dec 2 2010, 05:57 AM, said:

Oh and Norvak's right, vertices can be moved, but it's the most awkward thing ever. I guess I shouldn't complain until Helixhorned has had more of a chance to work on the controls like he said.



micky i am a bit confused. is that post for me about what i said with moving the walls only and not vertics?
0

User is offline   Helixhorned 

  • EDuke32 Developer

#1967

View PostNorvak, on Dec 2 2010, 02:50 AM, said:

BTW it´s possible to move the walls in this mode, right click to see what we are selecting:

and then hold right click to move the point...

No, you still drag points with LMB.

View PostJhect, on Dec 2 2010, 02:56 AM, said:

yea but i dont have to double tap it xD the curser/pointer you are moving are very annoying. its so hard to find the real wall you are pointing at, if you know what i mean. the yellow X on your picture.

and maybe some time it will be possible to drag the vertics instead of the walls only? i mean the ceiling vertic or floor vertic if you know what i mean? that would give some great opportunities!


View PostMicky C, on Dec 2 2010, 05:57 AM, said:

The ability to view the map depends as we all know on the position of the camera, which is limited to the x-y plane on the grid square. This means that at some angles when sections of the map appear outside the grid, you can't have a close look at it.

Likewise, if you went purely side on, the camera can't be moved up and down, and it would be impossible to have a close up side on look at any part of the map which doesn't lie on or near the same plane as the grid itself at z coord 0. I.e I can't look at the main part of my map in the attached image.
Posted Image

Oh and Norvak's right, vertices can be moved, but it's the most awkward thing ever. I guess I shouldn't complain until Helixhorned has had more of a chance to work on the controls like he said.

Try the middle mouse button, it will change your z position. This is in contrast with RMB, which slides you in the (x, y) plane.
The aiming is determined with respect to the z position. As I said, it's a bit confusing right now.
Regarding dragging individual vertices, it can't be done straightforwardly simply because there are no separate vertices for the floor and ceiling as far as the map structure is concerned.
BTW, the dotted yellow line goes from your position to the nearest floor so that you have an indication of your elevation.

View PostRoma Loom, on Dec 2 2010, 02:07 PM, said:

Also a dozen of latest mapster builds crash after loading few original maps one by one (switching 2d/3d mode inbetween) after 2nd or 3rd map... And no debug crashreport is generated in this case :rolleyes: [GF9600GT, WinXP]

Maybe it's an infinite loop then? Is there a way to persuade you to install GDB?
0

User is offline   Roma Loom 

  • Loomsday Device

#1968

downloading...

No luck. I'm launching GDB, setting the needed dir, "file" eduke32.debug.exe, it reads symbols, "run" - it runs ok, and never hangs after dozens alt-tabs.

Launching eduke32.debug.exe outside the debugger makes it hang after few alt-tabs.

This post has been edited by Roma Loom: 02 December 2010 - 12:53 PM

0

User is offline   Helixhorned 

  • EDuke32 Developer

#1969

Right. Those are the most fun to debug. I'll boot to Windows and see if I can reproduce it myself since I didn't use Polymer earlier.


... no crash in 32-bit XP and Vista for me.
0

User is offline   Roma Loom 

  • Loomsday Device

#1970

as for vidrestart bug on my notebook with ATI HD4300 onboard GDB returnes this after r_hightile 0, restartvid, r_hightile 1, restartvid:

Starting program: D:\Games\Duke3D Polymer/eduke32.debug.exe
[New Thread 5916.0x1bec]
warning: `C:\Windows\system32\ntdll.dll': Shared library architecture i386:x8
warning: `C:\Windows\SYSTEM32\wow64.dll': Shared library architecture i386:x8
warning: `C:\Windows\SYSTEM32\wow64win.dll': Shared library architecture i386
warning: `C:\Windows\SYSTEM32\wow64cpu.dll': Shared library architecture i386
warning: Could not load shared library symbols for ntdll32.dll.
Do you need "set solib-search-path" or "set sysroot"?
warning: Could not load shared library symbols for WOW64_IMAGE_SECTION.
Do you need "set solib-search-path" or "set sysroot"?
warning: Could not load shared library symbols for WOW64_IMAGE_SECTION.
Do you need "set solib-search-path" or "set sysroot"?
warning: Could not load shared library symbols for NOT_AN_IMAGE.
Do you need "set solib-search-path" or "set sysroot"?
warning: Could not load shared library symbols for NOT_AN_IMAGE.
Do you need "set solib-search-path" or "set sysroot"?
[New Thread 5916.0x357c]
[New Thread 5916.0x33fc]
[New Thread 5916.0x3ffc]
[New Thread 5916.0x2cbc]
[New Thread 5916.0x26fc]
[New Thread 5916.0x43f0]
[New Thread 5916.0x21a4]
[New Thread 5916.0x3248]
[New Thread 5916.0x39ac]
[New Thread 5916.0x32dc]
[New Thread 5916.0x3db8]
warning: HEAP[eduke32.debug.exe]:
warning: Invalid address specified to RtlFreeHeap( 1E400000, 2DA3C230 )

warning: HEAP[eduke32.debug.exe]:
warning: Heap block at 2DA178F0 modified at 2DA1790A past requested size of c


Program received signal SIGSEGV, Segmentation fault.
0x0000002b in ?? ()


with eduke's crashlog with the following content
Failed to init bfd from (C:\Windows\system32\atioglxx.dll)
0x1db58eea : C:\Windows\system32\atioglxx.dll : DrvPresentBuffers 
Failed to init bfd from (C:\Windows\system32\atioglxx.dll)
0x1e00a3c7 : C:\Windows\system32\atioglxx.dll : atiPS 
0x5661ed : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
polymer.c (775) : in function (polymer_loadboard) 
0x565d29 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
polymer.c (620) : in function (polymer_init) 
0x5182a6 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
engine.c (8260) : in function (setgamemode) 
0x4d9c53 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/osdcmds.
c (364) : in function (osdcmd_restartvid) 
0x54ef21 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
osd.c (1776) : in function (OSD_Dispatch) 
0x54ebbd : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
osd.c (1619) : in function (OSD_DispatchQueued) 
0x426452 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32/source/game.c (10017) : in function (app_main) 
0x55df94 : D:\Games\Duke3D Polymer\eduke32.debug.exe : Z:\var\www\synthesis\eduke32\eduke32\build/src/
winlayer.c (494) : in function (WinMain@16) 
0x5b5a16 : D:\Games\Duke3D Polymer\eduke32.debug.exe : main.c 
0x4010db : D:\Games\Duke3D Polymer\eduke32.debug.exe : crt1.c 
0x401158 : D:\Games\Duke3D Polymer\eduke32.debug.exe : crt1.c 
Failed to init bfd from (C:\Windows\syswow64\kernel32.dll)
0x75d43677 : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll)
0x77259d72 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain 
Failed to init bfd from (C:\Windows\SysWOW64\ntdll.dll)
0x77259d45 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain

0

#1971

thanks helix. you explained a lot. so it is not possible to move the floor or ceiling vertic alone. maybe some time in the future? man i can see opportunities
0

User is offline   DavoX 

  • Honored Donor

#1972

You do realize that it would be best to make an entire new 3D bsp system for that?
0

User is offline   Piano Man 

#1973

View PostHelixhorned, on Dec 2 2010, 04:44 AM, said:

I'm not sure what you mean by "building on different axes" but there are no new inherent capabilities -- all you can do with the new mode you also could do before. The main goal is simply convenience for architecture that spreads wide in the z direction, for spritework, and the like.


The ability to not only create sectors from the ground... but to create sectors from the wall.

That's what I mean. The ability to actually start creating sectors from the walls horizontally. Sort of a true, room over room ability (actual 3D).
0

User is offline   Micky C 

  • Honored Donor

#1974

You can already do that, unofficially of course, and only in polymer. It's not perfect (I'm not sure about the clipping and it disappears when you can no longer see the wall that it's branched from, but that's not a big problem). Check out High Treason's videos on how to do that http://forums.duke4....?showtopic=2988.

View PostJhect, on Dec 3 2010, 11:38 AM, said:

thanks helix. you explained a lot. so it is not possible to move the floor or ceiling vertic alone. maybe some time in the future? man i can see opportunities


Just to clarify, walls can never EVER be made to slope, that's the nature of the engine. It's 2D. The closest thing to that will always be having a ridiculously vertical floor or ceiling.
0

User is offline   Piano Man 

#1975

I have seen it... I know it's unofficial... but I'm talking about a proper, official way to build proper room over room levels.

Maybe even room over room over room :rolleyes:
0

#1976

oh thats sad. i wonder what the next move will be then. how will you upgrade the mapster32. maybe you should start with the controlls of the 3d view
0

User is offline   djdori11 

#1977

View Postdjdori11, on Dec 2 2010, 01:46 AM, said:

the problems i have with lastest builds and polymer hrp:
1.this problem:
http://img408.imageshack.us/img408/2189/ed...20123041814.jpg
2.the game crashing randomly.
3.the game slow on my nice computer.
4.all other ati card problems (only liner and nearest textures filters work etc..)

when you will fix it? i really want to finsih the game with polymer hrp but this problems really annoy me.. (especialy the crashing problem) so.. yeah.. plz try to fix this problems and most important the crashing problem! thanks!

oh and i want u 2 know that this problems (except 4) happens only when i use polymer!
so.. hope you'll fix the problems soon!
0

User is offline   NUKEMDAVE 

#1978

My uncle just bought a laptop and I tried running Polymer on it. I didn't expect it to run it since it just has Intel graphics, but it did run it and quite well. Well, that was without using the maphacks and Polymer HRP pack. I tried it with those installed, too, but it lagged a bit. That was the only problem. Here's the specs:

Attached Image: DSC00106.JPG
1

User is offline   Stabs 

#1979

with stuff like this becoming more prevalent the intel graphics card can feast on penis
0

User is offline   Radar 

  • King of SOVL

#1980

I too can run Polymer on my Intel graphics accelerater from 2007. The lights don't have any brightness level between super bright and dark, so I'm not bragging I can get it running flawlessly, but I can at least load it and play a level. :rolleyes:
0

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