Pre-build 5!

Thats_EnoughThats_Enough USA Join Date: 2004-03-04 Member: 27141Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Hot off the Constie Forums :)</div> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again.
O Fixed bug that makes dead marines show up with 1 red health segment in the healthbar.
O Tweaked xenocide/gore pushback behavior to eliminate weird flying marines and cratering (WIP).
O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.
O Included cool coloured minimaps from JazzX.
O Fixed bug where a dead IP would not reset its respawn queue
O Commander hints will not play if cl_autohelp is set to 0

ns_metal
o General updates
ns_veil
o Reverted to the earliest version without clipping issues.
co_daimos
o Full visual rework
ns_eon
o Made some minor aesthetic improvements.
co_core
o made the new vent wider
ns_hera
o minor bug fixes
o lighting returned to previous states
o fixed ms door
ns_altair
o extended rim around water in Submarine Bay to connect the doorway in the northeast corner with the eastern platform
o combined two nodes to one in the center of the map
o moved node in Settling Tanks closer to MS (back to its former location)
o re-opened wall near Settling Tanks to allow faster travel between MS and the southern hive
co_sava
o General Updates<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

Enjoy. Now I go download and check it out.

<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
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Comments

  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    Not much new there... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    How about some Screenies of the minimaps?
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Never took the time to see the cool colored minimaps. Overall....not much changed.


    Woa, I need to see daimos.
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    Here's ns_lost's minimap.

    ((Clicking on the image opens a full-sized version))

    <a href='http://img.photobucket.com/albums/v198/AlKaholic/ns_lost0004.jpg' target='_blank'><img src='http://img.photobucket.com/albums/v198/AlKaholic/ns_lost0004b.jpg' border='0' alt='user posted image' /></a>
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    What's so different about that minimap?
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    <!--QuoteBegin-theclam+Feb 24 2005, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Feb 24 2005, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What's so different about that minimap?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Included cool coloured minimaps from JazzX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    So, to answer your question…the vents, that's about it.
  • GNSGNS Join Date: 2005-02-02 Member: 39476Members
    edited February 2005
    OMG MEH IES JUZ ASPLODED1! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

    <span style='font-size:8pt;line-height:100%'>Yes I know i posted the same thing twice in 2 differant threads.</span>
  • AudaxAudax Join Date: 2003-09-20 Member: 21025Members
    Should put some names on that minimap... save us all a lot of trouble.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    that would make sense considering they are already going through the trouble to color them. but oh well. im sure someone will make the named minimaps.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    The reason the location names don't go on the minimap is for localization issues. They don't want to have anything written that can't be localized.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-KungFuDiscoMonkey+Feb 24 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Feb 24 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The reason the location names don't go on the minimap is for localization issues. They don't want to have anything written that can't be localized. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What does this mean?
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ns_veil
    o Reverted to the earliest version without clipping issues.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Can someone elaborate? This seems concerning. =P
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin-typical skeleton+Feb 24 2005, 11:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Feb 24 2005, 11:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ns_veil
    o Reverted to the earliest version without clipping issues.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Can someone elaborate? This seems concerning. =P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There were some clipping issues at C12 (invisible walls).
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-im lost+Feb 25 2005, 12:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 25 2005, 12:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuDiscoMonkey+Feb 24 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Feb 24 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The reason the location names don't go on the minimap is for localization issues.  They don't want to have anything written that can't be localized. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What does this mean? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think he means that they will have to redo the minimap sprite in Photoshop, every time they update the map, whereas with any other piece of text, they just have to change a few words.
  • UnderDOGUnderDOG Join Date: 2003-04-05 Member: 15221Members
    Does that mean the vent on veil near cargo hive will be wide enough for skulks to get through?
  • c4tc4t Join Date: 2003-09-06 Member: 20619Members
    edited February 2005
    <b>O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again.
    O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>






    just what we needed.

    i hope they can somehow take the second one out for cal.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-Thats Enough+Feb 24 2005, 09:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thats Enough @ Feb 24 2005, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Finally an end to the server crashing.
  • DuoGodOfDeathDuoGodOfDeath Join Date: 2002-08-01 Member: 1044Members
    <!--QuoteBegin-c4t+Feb 25 2005, 06:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (c4t @ Feb 25 2005, 06:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again.
    O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>






    just what we needed.

    i hope they can somehow take the second one out for cal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hopefully
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin-DuoGodOfDeath+Feb 25 2005, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DuoGodOfDeath @ Feb 25 2005, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-c4t+Feb 25 2005, 06:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (c4t @ Feb 25 2005, 06:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again.
    O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>






    just what we needed. 

    i hope they can somehow take the second one out for cal. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hopefully <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    /retry and f1/f2 is faster.
  • TwelveTwelve Join Date: 2005-01-17 Member: 36044Members
    <!--QuoteBegin-UnderDOG+Feb 25 2005, 12:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UnderDOG @ Feb 25 2005, 12:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does that mean the vent on veil near cargo hive will be wide enough for skulks to get through? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This was one of the fixes in the first changelog I think ?
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Can the devs put in some code to generate names next to the locations in the minimap?
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2005
    That'd be an interesting feature, but likely quite work intensive. I'll have to bug the coders about a feasability estimate. Don't get your hopes up, though, we literally have truckloads of 'cool little things' that we'd like to get in with the next version, so I'll have the <i>fun</i> job of crushing lots of dreams in that regard.

    As I said in the CM forum, this is a decidedly smaller patch, which is why we didn't do a frontpage announcement about it. The main reasons for the release were the map updates and the cloaking cooldown, both of which we'd very much like to have tested on as large a scale as possible.

    C4t, Duo, I apologize for stealing those three seconds of your precious time, but I'd argue that it'd take longer to reconnect to a griefed server, anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin-Al Kaholic+Feb 24 2005, 10:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al Kaholic @ Feb 24 2005, 10:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-theclam+Feb 24 2005, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Feb 24 2005, 10:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What's so different about that minimap?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Included cool coloured minimaps from JazzX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    So, to answer your question…the vents, that's about it.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Its the vents and I cleaned up all of the stuff that you see on the default minimap but is wrong for one reason or another, usually because its detail work that you can see but not touch, or the area is under water. (Using Lost as an example take a look at that spot south of Eternal Reqium, but north of External Overlook. Normally the minimap displays the architecture that you can see from outside the windows, but you can't ever actually get to).

    They aren't labeled for one really big reason (and a whole ton of little ones), mainly I can't find a stylistic approach that I like for the labelling. I've seen lots of different sets that have been labeled but I've never found one that I personally like. So I did the technical part (cleaning them up and indicating the vents) and I assume that, as before, people who are interesting in labeling them will do so.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--QuoteBegin-theclam+Feb 25 2005, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (theclam @ Feb 25 2005, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-im lost+Feb 25 2005, 12:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 25 2005, 12:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-KungFuDiscoMonkey+Feb 24 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Feb 24 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The reason the location names don't go on the minimap is for localization issues.  They don't want to have anything written that can't be localized. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What does this mean? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think he means that they will have to redo the minimap sprite in Photoshop, every time they update the map, whereas with any other piece of text, they just have to change a few words.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If the names were included in the minimap, the minimaps would have to be changed for each language which would be a lot of work. All the other game text is stored in a text file so for localization, you have one place to translate all the text.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the names were included in the minimap, the minimaps would have to be changed for each language which would be a lot of work. All the other game text is stored in a text file so for localization, you have one place to translate all the text.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Whats spanish for ominous kismet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-UKchaos+Feb 25 2005, 11:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Feb 25 2005, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the names were included in the minimap, the minimaps would have to be changed for each language which would be a lot of work. All the other game text is stored in a text file so for localization, you have one place to translate all the text.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Whats spanish for ominous kismet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    heh.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-UKchaos+Feb 25 2005, 05:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Feb 25 2005, 05:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the names were included in the minimap, the minimaps would have to be changed for each language which would be a lot of work. All the other game text is stored in a text file so for localization, you have one place to translate all the text.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Whats spanish for ominous kismet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm in charge of the spanish translation (the localization of NS is a project that seems to be dead...) and we didn't translate locations or "important" gameplay elements for communication reasons.

    Now, Ominous kismet's translation would be "Siniestro destino"... or something
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm in charge of the spanish translation (the localization of NS is a project that seems to be dead...) and we didn't translate locations or "important" gameplay elements for communication reasons.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Exactly what i thought.

    So, does that mean minimaps can have proper labels?
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    I want me some spanish-version NS. LINKS

    <b>TU</b> ERES ESQUADO CINCO! VAMOS A "WAY-POINT" NOOBS. MY FAKE SPANGLISH WEARS THIN LIKE CERANWRAP.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-Swift Idiot+Feb 25 2005, 11:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Feb 25 2005, 11:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I want me some spanish-version NS. LINKS

    <b>TU</b> ERES ESQUADO CINCO! VAMOS A "WAY-POINT" NOOBS. MY FAKE SPANGLISH WEARS THIN LIKE CERANWRAP. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fired.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin-c4t+Feb 25 2005, 02:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (c4t @ Feb 25 2005, 02:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>O Added a cooldown for cloak. You have to wait 3 seconds after uncloaking before you begin to cloak again.
    O Limits how fast a player can re-join a team from readyroom. 3 seconds must pass before re-joining the game.</b>






    just what we needed.

    i hope they can somehow take the second one out for cal. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Oh its not like thats going to matter. omg 3 seconds *splode*
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