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Shadow Warrior corner  "This thread has alotta Wangs! Discussions on Shadow Warrior only."

User is online   MetHy 

  • 1,569

#91

View PostRobman, on 19 April 2016 - 12:45 PM, said:

'S = Numerical value for wall/sprite shade increment in 3dmode. (Basic shading/lighting tutorial)


Yes I've seen this but it's not the same at all. Want to know a shade value? You have to point at the wall and press a key combination which brings up a sub menu showing the shade value and letting you change it by typing the number... In Mapster32 you just point at things around with the mouse and you get plenty useful info directly in the corner of the screen. It's much faster.

Quote

What do you mean by this? Do you mean right alt and or right shift select?

No I mean, in M32 in 3D mode you can lock at anything with right-click, so for instance let's say you want to change that sprite or sky's height, you can lock on it and keep editing it even if your mouse cursor doesn't point at it anymore. Very useful, especially when you edit things out of sight, when there are many things close to each other, when you want to see from a different angle how the things look while editing it, etc AFAIK this isn't possible in the original Build.

Quote

As for bugs and glitches, it's best to keep your map to a medium size.
The larger and more complicated your map becomes, I've found it to become problematic.


Yeah but maps which are around the wall/sector limit in DN3D have been common for the longest time and I don't believe this is an issue. Granted most of them were built in M32, and not in the original Build or JFBuild, but still.
Also at first I did want to maked a medium sized classic style map, but I got carried away until I've pretty much reach the sector limit :D

View PostHendricks266, on 19 April 2016 - 01:42 PM, said:

There is nothing in the data format that would break between the games, but it's possible Mapster is making some sort of cleanup pass on the map that breaks certain things it doesn't expect in Duke.

Is this the case? As in, load a stock SW map in Mapster32, save it back out, and it will be broken when you try playing it?


Well I guess I'll just try to stick to SWPBuild for finishing up the map, as for the other question, I could give it a try, but for me it never happened immediately, I just get random shit after a while; and then again it may have nothing to do with Mapster32.

Edit : Back to my map, now that I knew the issue came from the boat I was able to figure out in which backup save the issue triggered; and so I found that the glitch triggered after I changed the placement of the boat and turned it around, I just didn't notice it sooner because the issue didn't immediately trigger in SWP, even though it would in DOSbox and Redux, it took other factors as well in SWP (and I do most of my quick tests in SWP before doing more thorough testing in DOS).
Somehow when turning the whole structure around after selecting it with alt, it breaks it for some reason.... so I deleted all the effect sprites and tags, re-did them all and now it works. Thanks for the help!


This post has been edited by MetHy: 19 April 2016 - 11:51 PM

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User is offline   Daedolon 

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#92

View PostMetHy, on 19 April 2016 - 10:21 PM, said:

No I mean, in M32 in 3D mode you can lock at anything with right-click


I'm pretty sure you can still hold down the left mouse button to lock the selection when doing editing in 3D mode, even in the old versions of BUILD.

Lunick: I can't believe you can pre-order Duke Nukem 3D in 2016
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User is online   MetHy 

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#93

View PostDaedolon, on 20 April 2016 - 12:04 AM, said:

I'm pretty sure you can still hold down the left mouse button to lock the selection when doing editing in 3D mode, even in the old versions of BUILD.


Ah thanks, I didn't know that!

But I still wouldn't have used SWPBuild for most of the map, the thing keeps crashing on me and also due to a glitch you can't hold a key to move/stretch textures, you have to keep pressing the key repeatedly.

Anyone has experience with the "QJ" effect sprite? When you put this sprite somewhere, enemies with jump abilities are supposed to jump in the direction given. I'm trying to do this to have enemies jump down my RoR floor but it just doesn't work no matter how many of these sprites I put there.... I've tried with rippers and ninjas, and looking at the original game maps there doesn't seem to be anything more about it.

Also can you make Ninja spawn/activate directly in jump animation? and can you get rippers start against a wall?


This post has been edited by MetHy: 20 April 2016 - 03:32 AM

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User is online   MetHy 

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#94

Well I'll be damned, now that the boat is fixed and I've added more enemies, I get ANOTHER crash. It crashes randomly in DOSbox and SWP, but I was able to play through the map in Redux no problem. I can't seem to pinpoint the reason of the crash, it's just a random crash that can happen anywhere, anytime.

Help please ? Here is the 2 error messages SWP gives me back to back

Attached File(s)

  • Attached File  DERP.jpg (26.99K)
    Number of downloads: 104

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User is offline   icecoldduke 

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#95

View PostMetHy, on 20 April 2016 - 06:18 AM, said:

Well I'll be damned, now that the boat is fixed and I've added more enemies, I get ANOTHER crash. It crashes randomly in DOSbox and SWP, but I was able to play through the map in Redux no problem. I can't seem to pinpoint the reason of the crash, it's just a random crash that can happen anywhere, anytime.

Help please ? Here is the 2 error messages SWP gives me back to back

I'm glad you figured out the boat issue :), you should do as the message box says and post the log on here.

PolymerRTX
PolymerRTX github
ICED Shadow Warrior Port
https://crozzbreed23...site.com/icedsw

This post has been edited by icecoldduke: 20 April 2016 - 07:21 AM

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User is online   MetHy 

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#96

Quote

---------------
Caught exception 0xC0000005 at 0x0047DE34: Access violation.
0x0047DE34 : C:\games\swp\SWP.exe : E:\source\SWP/Source/weapon.c (4970) : in function (SetSuicide)
0x00467D06 : C:\games\swp\SWP.exe : E:\source\SWP/Source/sprite.c (768) : in function (KillSprite)
0x0041AFDA : C:\games\swp\SWP.exe : E:\source\SWP/Source/game.c (1944) : in function (TerminateLevel)
0x00421B59 : C:\games\swp\SWP.exe : E:\source\SWP/Source/game.c (2059) : in function (NewLevel)
0x004B2320 : C:\games\swp\SWP.exe : E:\source\SWP/Source/jaudiolib/fx_man.c (1074) : in function (AudioUpdate)
0x00421BDD : C:\games\swp\SWP.exe : E:\source\SWP/Source/game.c (3557) : in function (Control)
0x0042233D : C:\games\swp\SWP.exe : E:\source\SWP/Source/game.c (4960) : in function (app_main)
0x7592F600 : C:\Windows\syswow64\msvcrt.dll : strcpy_s
0x77EAE3CC : C:\Windows\SysWOW64\ntdll.dll : RtlInitUnicodeString
0x77EAE132 : C:\Windows\SysWOW64\ntdll.dll : RtlAllocateHeap
0x75931162 : C:\Windows\syswow64\msvcrt.dll : onexit
0x0050745D : C:\games\swp\SWP.exe : /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/atonexit.c (53) : in function (mingw_onexit)
0x004F7616 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/osd.c (972) : in function (addnewsymbol)
0x0050747F : C:\games\swp\SWP.exe : /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/atonexit.c (58) : in function (atexit)
0x0050ED5D : C:\games\swp\SWP.exe : /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/crt0_c.c (20) : in function (main)
0x00401402 : C:\games\swp\SWP.exe : /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/crtexe.c (317) : in function (__tmainCRTStartup)
0x7726337A : C:\Windows\syswow64\kernel32.dll : BaseThreadInitThunk
0x77EB92E2 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain
0x77EB92B5 : C:\Windows\SysWOW64\ntdll.dll : RtlInitializeExceptionChain
Wed Apr 20 13:52:20 2016
---------------
Caught exception 0xC0000005 at 0x004DF228: Access violation.
0x004DF228 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/engine.c (5792) : in function (drawmasks)
Wed Apr 20 16:14:53 2016
---------------
Caught exception 0xC0000005 at 0x004DF228: Access violation.
0x004DF228 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/engine.c (5792) : in function (drawmasks)
Wed Apr 20 16:14:55 2016
---------------
Caught exception 0xC0000005 at 0x004DF228: Access violation.
0x004DF228 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/engine.c (5792) : in function (drawmasks)
Wed Apr 20 16:14:55 2016
---------------
Caught exception 0xC0000005 at 0x004DF228: Access violation.
0x004DF228 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/engine.c (5792) : in function (drawmasks)
Wed Apr 20 16:14:56 2016
---------------
Caught exception 0xC0000005 at 0x004DF228: Access violation.
0x004DF228 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/engine.c (5792) : in function (drawmasks)
Wed Apr 20 16:15:05 2016
---------------
Caught exception 0xC0000005 at 0x004DF228: Access violation.
0x004DF228 : C:\games\swp\SWP.exe : e:\source\SWP\Build/src/engine.c (5792) : in function (drawmasks)
Wed Apr 20 16:15:06 2016
---------------

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User is offline   Robman 

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#97

When you rotate sprites it changes the tag4 values ... that's why your boat broke and all you needed to reset.

Something else you should know is that copy and pasting effects from one map to another will reset the boolean flags to zero.
(Thats why the engine sound screws up when copying a tank/boat whatever)

Place QJ and QJD sprites very low so the actor will walk on them, point the sprite tail in the direction of the jump.
With QJ sprites the actors will try to jump as high as the height of the next sector they are pointed at.

Actors have a default jump height, but if you have the QJ sprite aimed at a very tall sector which is higher than the default jump height, the actors will try to jump just as high.

QJ= quick jump.
QJD= quickjump down.

This post has been edited by Robman: 20 April 2016 - 10:20 AM

2

User is online   MetHy 

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#98

Yeah I tried all that but nothing seems to happen. Maybe it's because the structures are too complicated and the actors don't know where they should jump? Although I did try QJD above a RoR ground and it just didn't work out, and the only thing in between the actor and the RoR sector below were sprites which I made unblockable.

It's funny how those things don't work like the devs intended even in the original game, like if you check the first map, they basically want actors on the street to first jump on the car; so that once on the car they can jump through the window. Most of the time they'll try to jump but they'll go over the car (the ninjas which jump through the window at the start were already on the car to begin with).


View Posticecoldduke, on 20 April 2016 - 07:19 AM, said:

you should do as the message box says


Do you mean I should ask the programmer of SWP? Is he still available?

Besides the issue doesn't come from SWP, but from my map. I'm just looking for someone compassionate enough to help with this issue.

The map is 98% done but I can't release if it constantly crashes...

Edit : ah! I think i've pinpointed the source of the problem. I noticed that in Redux the map wouldn't crash, however there were a few slopped sectors on which the screen would flicker black when walking across (including those on the boat). I've deleted those and I was able to play through the entire map (and more) with no crashing in DOSbox! Now hopefully I just didn't get lucky and the thing is fixed...


This post has been edited by MetHy: 21 April 2016 - 12:44 AM

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User is online   MetHy 

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#99

I've changed the boat with one of my own making, but now this kind of stuff happens

Posted Image

When I park the boat too close to some sectors, this kind of behaviour happens, the sector next to the boat tends to glitch out and part of it disappear. I fiddled with stuff and made it "less bad" but it still happens to some extent.

How can I fix this? How can I tell the boat to get blocked by other sectors at a greater distance, not so close to them? Am I not allowed to make the front of the boat "pointy" ? Any non told rules I should follow?


This post has been edited by MetHy: 21 April 2016 - 05:06 AM

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User is online   Hendricks266 

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  #100

Does SW have a cheat code like DNDEBUG that will dump the current state of the map to the file? If it does and you use it, you should be able to see the boat overlapping the dock sector.

I don't have any advice about your boat's construction. Try looking at the ones in one of the WD or TD multiplayer maps.
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User is online   MetHy 

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#101

Ah yes, there is such a function, should be SWSAVE.

Edit : nvm, me being me again.... there is the answer to the issue :

Quote

BOOL4= 1: Rectangular clipping - the outer 504 bounding
wall loop of the sector object serves as the
clipping box. The wall loop MUST be a 4 wall
rectangle. This is the only alternative to the
default clipping provided by the operational code.
This clipping is better behaved because it never
allows the sector object to cross sector lines.


I've just realized I've became what I dislike: instead of searching the answer to my questions where I should, I fiddle with stuff and ask other people, when the answer is right there. Sorry about that, I'll (re)learn to think twice.


This post has been edited by MetHy: 21 April 2016 - 05:34 AM

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User is offline   icecoldduke 

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#102

View PostMetHy, on 20 April 2016 - 10:57 PM, said:

Do you mean I should ask the programmer of SWP? Is he still available?

No but your asking for help, and the message box says there is a log of some kind. Its always worth while to post the log :).

PolymerRTX
PolymerRTX github
ICED Shadow Warrior Port
https://crozzbreed23...site.com/icedsw
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User is online   MetHy 

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#103

I'm pretty sure that crash is fixed, ever since I changed the faulty slopes it hasn't crashed in either DOSbox and SWP.

Also, remember in another thread I complained about not being able to build a turret with too many sectors, or it would glitch out? What would happen is after more than about or 3 or 4 sectors for the thing, the next sectors wouldn't be considered as part of it and wouldn't move with the rest of the turret.

I figured what was wrong with that. When using Mapster32, that glitch happens. When using SWPBuild, it works no problem. M32 doesn't seem to like some of SW's effects (which is totally understandable...).
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User is offline   t800 

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#104

View Posticecoldduke, on 21 April 2016 - 05:38 AM, said:

No but your asking for help, and the message box says there is a log of some kind. Its always worth while to post the log :).

I remember reading post from Hendricks, that ProAsm discontinued any work on his source ports and he returned to his former hobby - radio amatuerism. So I dont think there is any point in contacting him regarding that.
MetHy, could you next time when posting crash logs use spoiler tags or Pastebin? BTW just letting you know latest Hendrick's build is Beta 3. (But IIRC only added thing was support for animated voxels.)

View PostMetHy, on 21 April 2016 - 05:43 AM, said:

Also, remember in another thread I complained about not being able to build a turret with too many sectors, or it would glitch out? What would happen is after more than about or 3 or 4 sectors for the thing, the next sectors wouldn't be considered as part of it and wouldn't move with the rest of the turret.I figured what was wrong with that. When using Mapster32, that glitch happens. When using SWPBuild, it works no problem. M32 doesn't seem to like some of SW's effects (which is totally understandable...).

What? We cant look forward to APC fully covered with roof? :P (in style of that one from SW v.0.9 Unfriendly skies map)
But joking aside, I think this is not possible to achieve in SW, right? I mean you have to limit "sky cieling" to hieght of vehicle to achieve illusion of it, because sprite roof cant be build on vehicle?

AMC TC Walktrough < On hold indefinitely :(
You one ugly motherf*cker, say "Hasta la vista" to my little friend!
Download here new fixed version of SWP made by Hendricks266 (latest build: Beta 3)

This post has been edited by t800: 21 April 2016 - 07:47 AM

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User is offline   icecoldduke 

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#105

View Postt800, on 21 April 2016 - 07:44 AM, said:

I remember reading post from Hendricks, that ProAsm discontinued any work on his source ports and he returned to his former hobby - radio amatuerism. So I dont think there is any point in contacting him regarding that.
MetHy, could you next time when posting crash logs use spoiler tags or Pastebin? BTW just letting you know latest Hendrick's build is Beta 3. (But IIRC only added thing was support for animated voxels.)

I wasn't saying to contact ProAsm, the fact is there was a message box that says there are logs. When asking for help on a crash its in everyone's best interest to provide as much detail as possible. It really should be standard on here that if you experience a crash you post the logs, despite if the original author is still working on the project or not.

PolymerRTX
PolymerRTX github
ICED Shadow Warrior Port
https://crozzbreed23...site.com/icedsw
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User is online   Hendricks266 

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  #106

It's for the benefit of the public record that you post any crash logs you encounter, even if I never get around to fixing them in SWP. I am seeing many repeats of the same handful (which is good), likely in places where EDuke32 had encountered these bugs and fixed them in the past.
1

User is online   MetHy 

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#107

Honestly I hadn't even realize the message talked about the crashlog to begin with, or else I would have posted it.

View Postt800, on 21 April 2016 - 07:44 AM, said:

What? We cant look forward to APC fully covered with roof? :P (in style of that one from SW v.0.9 Unfriendly skies map)
But joking aside, I think this is not possible to achieve in SW, right? I mean you have to limit "sky cieling" to hieght of vehicle to achieve illusion of it, because sprite roof cant be build on vehicle?


Not sure what you mean exactly, but I'm pretty sure it's possible to have sprites ceilings above vehicules. The boat in my map goes under two sprite bridges no problem.
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User is offline   Robman 

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#108

It's ok, ask questions. You found out what I was going to tell you anyway about the tank clipping boundary.
It takes me awhile to respond because I'm sleeping when you're up... France/Canada.

"drawmask" seems to be part of the reoccurring error.

I think the APC in the beta just had the ceiling lowered to look like a roof, but I'd imagine something could be built using RoR also.
Yes, you can also make a roof out of sprites for a vehicle.

I've made actors jump down from the upper level of an RoR structure with a QJD sprite so I'm not sure what's messing yours up.

This post has been edited by Robman: 21 April 2016 - 02:21 PM

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User is online   MetHy 

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#109

Couple of crashes in SWPBuild

Spoiler



Edit: forget what I said about being able to do my turret/boat in SWPBuild versus the same thing glitching in M32.
While it's true that you can barely do anything turret/boat related in M32, I still can't quite get the shape I want for my turret in SWPBuild.
I'll get it done with enough fiddling and trickery but I still can't graps the concept of how your sectors can be, and how they can't be.

Edit2: is Redux's workshop gone? I remember you have to use the beta version for it to work, but now I don't see anything anymore. I tried switching to the normal version, then to "_sdl1" (whatever that is) and then back to beta, but still nothing.
I can still access the map I uploaded there if I go through my personal files, but nobody's downloaded it in a month.


This post has been edited by MetHy: 22 April 2016 - 08:39 AM

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User is online   MetHy 

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#110

Oh my god I can't believe this. The map crashes again, I thought it was another series of slopes but apparently not. Help please?

The sector it crashes in, I think it used to be fine, that's what scares me. I wonder if it means that anytime I fix a crash somewhere it will just crash someplace else?

It says "Error setting gamma ramp: DDER_SURFACELOST"

Crashlog :
Spoiler


Besides those redundant crashes I only have very minor things left to do in the map.

I have some parallax ceilings sloped all around the map (made to make the mountains look more natural and so that not every ceiling is at the same height so it doesn't look flat all around).
I'm sure those are fine but when I check in Mapster32, it tells me there is "one" corruption but if I look into it, it tells me all those slopped skies are the issue.
However, the 1 corruption was there before i made those slopped skies, iirc the one corruption was from a wall in an underwater section and I could never fix, so I'm thinking the skies are not the problem and M32 just doesn't udnerstand what's wrong with it because it's a SW map.

I can't seem to find that corrupted wall anymore though. Any idea?

The issue seems fixed after redoing the glitchy sector, it no longer crashes anymore although I still get a small flicker where part of the decor disappears when entering the sector, sometimes.

Now I just hope it didn't carry over to another sector.


This post has been edited by MetHy: 23 April 2016 - 12:54 AM

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User is offline   Robman 

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#111

I personally have no idea about the programming side of things, I'm no help for that stuff. I'd imagine Hendricks would be the guy to field those questions.

All of this covered tank talk led me to creating a decent covered tank tonight, the back opens up to let you in and you see through a little slit sort of like the real deal.
I made translucent water that drains and fills back up tonight also, kinda neat.
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User is online   MetHy 

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#112

View PostMetHy, on 22 April 2016 - 10:52 PM, said:


The issue seems fixed after redoing the glitchy sector, it no longer crashes anymore although I still get a small flicker where part of the decor disappears when entering the sector, sometimes.

Now I just hope it didn't carry over to another sector.


Nope; Not fixed. Just a bit less likely to happen, but it still crashes even after I re-did the sector. What the fuck?

Apparently when I keep it simple it works but when I add too many walls it glitches out? Then again if I cut it into several sectors afterwards it still glitches...
I think I may be able to avoid the glitch by building it a certain way.

Edit : yep, seems to work now... Fingers crossed that nothing else has glitched out in the process, 'cause this sector used to be fine, I even checked in older map backups.

I'm not touching the map anymore outside of enemy/items and maybe shade values. I don't want anything else to break.


This post has been edited by MetHy: 23 April 2016 - 03:12 AM

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User is online   MetHy 

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#113

How do you change the startup command line when using the DOSbox version of the game available through Steam?

The game tells you to launch the game using "SW -?" to get a list of commands.

There is the file dosbox_swarrior_single.conf which launches the game, ok?

Here are the following lines inside

Spoiler


I've tried changing the "bmouse.exe launch sw.exe" by "bmouse.exe launch sw.exe -cam", by "bmouse.exe launch sw.exe -?", by "bmouse.exe launch sw -?", by "bmouse.exe launch sw.exe -map [MYMAP].map" and by "bmouse.exe launch sw -map [MYMAP].map" ; but it always crashes at startup... is it not possible to use command lines this way?

I've tried doing my own .conf file but the same thing happens... I might be getting the command line screen for half a second before it crashes back to desktop.

Edit :
Is it possible to turn on demo recording, playing by using the demo cameras, and changing difficulty when in game?


This post has been edited by MetHy: 25 April 2016 - 03:35 AM

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User is offline   Daedolon 

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#114

Try making a batch file with the SW.EXE -stuff and doing BMOUSE launch STUFF.BAT

Lunick: I can't believe you can pre-order Duke Nukem 3D in 2016
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User is online   MetHy 

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#115

That's a good idea but it just won't run. bMouse runs, then it says "configuration file: sw.cfg" then "mouse initialized"; then it stops there.

I just can't seem to get the No Pain No Gain in DOS; and can't get the demo cameras working anywhere.

It really sucks you can't change difficulty settings with a cheat; and that you can't turn on demo recording in game. You could in DN3D.

BTW I've released my map in another section of the forum


This post has been edited by MetHy: 26 April 2016 - 02:03 AM

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User is online   MetHy 

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#116

Wow I had no idea Fernando made maps for SW ! Gonna check them out now.

... but, making a CTF map in 2015 ?! Who's going to find enough players to play it? There doesn't seem to be any SP map in there though.

Speaking of CTF, I know the first incarnation of it was a Quake mod, but was Shadow Warrior the first non-mod "official" gameplay type CTF ?

Edit : These maps look great and have good use of effects and RoR, like that bridge in the first screenshot.

Posted Image

Posted Image

Posted Image

Posted Image

Fernando should make a SP map.


This post has been edited by MetHy: 26 April 2016 - 03:27 AM

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User is offline   Lunick 

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#117

I would really like to try out the CTF mode some time.

LeoTCK - EDIT: Jimmy, Blow it out your ass!
http://duke3dmaps.tumblr.com/
Posted Image
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User is offline   Robman 

  • Asswhipe [sic]
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#118

That's where your map will go, I'm back to work again, been quite busy with other life things also.
Just running off phone tether for internet at the moment which has limited/expensive data so I'm just forumming it and little else.
Probably late next week I'll have my normal connection back and post Suzhou up.

(I could be wrong but I think that last screenshot is copied spinning things in the green ooze stuff from the retail maps, not a bad thing but an observation.
I do it too sometimes, I mean who wants to make a tank over and over again :D )

Posted Image
crude oil.

This post has been edited by Robman: 28 April 2016 - 02:07 PM

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User is offline   DustFalcon85 

  • 517

#119

Hey Robman I got an idea/suggestion. You should add this slogan/tagline in your signature and your website like this below. Whadda think? Lo Wang says this in Shadow Warrior 2013 when he's slicing and dicing enemies w/ his sword. :D

Choppin, dudes to bits again since 1999!




This post has been edited by DustFalcon85: 22 May 2016 - 12:45 PM

1

User is offline   Robman 

  • Asswhipe [sic]
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#120

LW in SW2013 says 1999?
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