Author Topic: Current CVS Build 08/25/2005  (Read 12303 times)

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Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Current CVS Build 08/25/2005
There are a couple of reasons for changing existing code: intentionally changing an existing feature for one (such as multidocking) means you have to replace code that made the old way work, and try to make the new code work the same wherever the old code would have been used.  Then there's adding features, which cannot be done independently of the existing code and which carrys the innate chance of introducing bugs.  And finally, code gets changed because what may have been "good enough" when FS2 was written is no longer so, because of some other change in the way HTL handles things and the sudden need to have a :V: operate in a more resource-friendly or predictable manner.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Kazan

  • PCS2 Wizard
  • Moderator
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline eiszo

  • 25
Current CVS Build 08/25/2005
Kazan

What is the difference between redmenace en the kazan build. Both are numbered 905 because of the date, I know. I really would like to know. Has one build more features wirhin it or what?

 

Offline Kazan

  • PCS2 Wizard
  • Moderator
  • 212
  • Soul lives in the Mountains
    • http://alliance.sourceforge.net
Current CVS Build 08/25/2005
depending on when in the day they were build mine may have a pair of multiplayer fixes his does not
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline eiszo

  • 25
Current CVS Build 08/25/2005
In the 825 and 828 builds the shivan ships were flashing( the red parts). That looked cool and gave that metalic/organic feel of the species. Alive and cold.
In the recent builds, that feature is gone.I would like to see it back again. Maybe it is possible to put it on and of as a end user in the launcher.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Current CVS Build 08/25/2005
Quote
Originally posted by High Max
The file is corrupt and can't be opened.


Works fine for me. Download it again.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline phreak

  • Gun Phreak
  • Moderator
  • 211
  • -1
Current CVS Build 08/25/2005
delete the old one, clear your brower cache and try again.
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline F1gm3nt

  • 25
Current CVS Build 08/25/2005
I couldn't get DaBrain's Shockwaves to showup after trying a bunch of different builds. So I ran the debug build of this build I got a bunch of errors namely the file 2_energy2.ani is missing and it eventually crashed the debug build. Upon this I ran the other debug builds and got the same results, yet the non-debug builds don't crash, and the debug spew seems to load the pof's and textures for DaBrain's Shockwaves. It goes to load the first training mission and crashes when the load bar finishes. Here's the spew and errors.

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
AutoLang: Language auto-detection successful...
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 52.  DS reported 52.
GR_CPU: Family 15, MMX=Yes
Initializing opengl graphics device...
Res:1024x768x32
OPENGL INITED!

  Vendor     : NVIDIA Corporation
  Renderer   : GeForce 6600 GT/PCI/SSE2
  Version    : 2.0.0
  Extensions :
      GL_ARB_color_buffer_float
      GL_ARB_depth_texture
      GL_ARB_draw_buffers
      GL_ARB_fragment_program
      GL_ARB_fragment_program_shadow
      GL_ARB_fragment_shader
      GL_ARB_half_float_pixel
      GL_ARB_imaging
      GL_ARB_multisample
      GL_ARB_multitexture
      GL_ARB_occlusion_query
      GL_ARB_point_parameters
      GL_ARB_point_sprite
      GL_ARB_shadow
      GL_ARB_shader_objects
      GL_ARB_shading_language_100
      GL_ARB_texture_border_clamp
      GL_ARB_texture_compression
      GL_ARB_texture_cube_map
      GL_ARB_texture_env_add
      GL_ARB_texture_env_combine
      GL_ARB_texture_env_dot3
      GL_ARB_texture_float
      GL_ARB_texture_mirrored_repeat
      GL_ARB_texture_non_power_of_two
      GL_ARB_texture_rectangle
      GL_ARB_transpose_matrix
      GL_ARB_vertex_buffer_object
      GL_ARB_vertex_program
      GL_ARB_vertex_shader
      GL_ARB_window_pos
      GL_ATI_draw_buffers
      GL_ATI_texture_float
      GL_ATI_texture_mirror_once
      GL_S3_s3tc
      GL_EXT_texture_env_add
      GL_EXT_abgr
      GL_EXT_bgra
      GL_EXT_blend_color
      GL_EXT_blend_equation_separate
      GL_EXT_blend_func_separate
      GL_EXT_blend_minmax
      GL_EXT_blend_subtract
      GL_EXT_compiled_vertex_array
      GL_EXT_Cg_shader
      GL_EXT_depth_bounds_test
      GL_EXT_draw_range_elements
      GL_EXT_fog_coord
      GL_EXT_framebuffer_object
      GL_EXT_multi_draw_arrays
      GL_EXT_packed_pixels
      GL_EXT_pixel_buffer_object
      GL_EXT_point_parameters
      GL_EXT_rescale_normal
      GL_EXT_secondary_color
      GL_EXT_separate_specular_color
      GL_EXT_shadow_funcs
      GL_EXT_stencil_two_side
      GL_EXT_stencil_wrap
      GL_EXT_texture3D
      GL_EXT_texture_compression_s3tc
      GL_EXT_texture_cube_map
      GL_EXT_texture_edge_clamp
      GL_EXT_texture_env_combine
      GL_EXT_texture_env_dot3
      GL_EXT_texture_filter_anisotropic
      GL_EXT_texture_lod
      GL_EXT_texture_lod_bias
      GL_EXT_texture_mirror_clamp
      GL_EXT_texture_object
      GL_EXT_vertex_array
      GL_HP_occlusion_test
      GL_IBM_rasterpos_clip
      GL_IBM_texture_mirrored_repeat
      GL_KTX_buffer_region
      GL_NV_blend_square
      GL_NV_copy_depth_to_color
      GL_NV_depth_clamp
      GL_NV_fence
      GL_NV_float_buffer
      GL_NV_fog_distance
      GL_NV_fragment_program
      GL_NV_fragment_program_option
      GL_NV_fragment_program2
      GL_NV_half_float
      GL_NV_light_max_exponent
      GL_NV_multisample_filter_hint
      GL_NV_occlusion_query
      GL_NV_packed_depth_stencil
      GL_NV_pixel_data_range
      GL_NV_point_sprite
      GL_NV_primitive_restart
      GL_NV_register_combiners
      GL_NV_register_combiners2
      GL_NV_texgen_reflection
      GL_NV_texture_compression_vtc
      GL_NV_texture_env_combine4
      GL_NV_texture_expand_normal
      GL_NV_texture_rectangle
      GL_NV_texture_shader
      GL_NV_texture_shader2
      GL_NV_texture_shader3
      GL_NV_vertex_array_range
      GL_NV_vertex_array_range2
      GL_NV_vertex_program
      GL_NV_vertex_program1_1
      GL_NV_vertex_program2
      GL_NV_vertex_program2_option
      GL_NV_vertex_program3
      GL_NVX_conditional_render
      GL_SGIS_generate_mipmap
      GL_SGIS_texture_lod
      GL_SGIX_depth_texture
      GL_SGIX_shadow
      GL_SUN_slice_accum
      GL_WIN_swap_hint
      WGL_EXT_swap_control

USING REFRESH_RATE OF: 0
USING REFRESH_RATE OF: 0
  Found extension "GL_EXT_fog_coord", and function "glFogCoordfEXT()".
  Found extension "GL_EXT_fog_coord", and function "glFogCoordPointerEXT()".
  Found extension "GL_ARB_multitexture", and function "glMultiTexCoord2fARB()".
  Found extension "GL_ARB_multitexture", and function "glActiveTextureARB()".
  Found extension "GL_ARB_texture_env_add".
  Found extension "GL_ARB_texture_compression", and function "glCompressedTexImage2D()".
  Found extension "GL_EXT_texture_compression_s3tc".
  Found extension "GL_EXT_texture_filter_anisotropic".
  Found extension "GL_NV_fog_distance".
  Found extension "GL_EXT_secondary_color", and function "glSecondaryColor3fvEXT()".
  Found extension "GL_EXT_secondary_color", and function "glSecondaryColor3ubvEXT()".
  Found extension "GL_ARB_texture_env_combine".
  Found extension "GL_EXT_texture_env_combine".
  Found extension "GL_EXT_compiled_vertex_array", and function "glLockArraysEXT()".
  Found extension "GL_EXT_compiled_vertex_array", and function "glUnlockArraysEXT()".
  Found extension "GL_ARB_transpose_matrix", and function "glLoadTransposeMatrixfARB()".
  Found extension "GL_ARB_transpose_matrix", and function "glMultTransposeMatrixfARB()".
  Found extension "GL_ARB_multitexture", and function "glClientActiveTextureARB()".
  Found extension "GL_EXT_draw_range_elements", and function "glDrawRangeElements()".
  Found extension "GL_ARB_texture_mirrored_repeat".
  Found extension "GL_ARB_texture_non_power_of_two".
  Found extension "GL_ARB_vertex_buffer_object", and function "glBindBufferARB()".
  Found extension "GL_ARB_vertex_buffer_object", and function "glDeleteBuffersARB()".
  Found extension "GL_ARB_vertex_buffer_object", and function "glGenBuffersARB()".
  Found extension "GL_ARB_vertex_buffer_object", and function "glBufferDataARB()".

  Max texture units: 4
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Texture compression enabled: YES

Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!ANI radar1 with size 106x106 (17.2% wasted)
ML Freespace Multi Log - Opened Mon, Sep 12, 2005  at 09:57AM
----
----
----


Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for MorningStar D
found ani Morningstar_Particle for MorningStar D, with 21 frames and 10 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for Maxim D
found ani Maxim_Particle for Maxim D, with 21 frames and 10 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find particle pcx for UD-D Kayser
found ani Kayser_Particle for UD-D Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
Wokka!  Error opening file (difficulty.tbl)!
Unable to parse 'difficulty.tbl'!  Code = 5.
Loaded modular ship table file ships.tbl
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
Wokka!  Error opening file (hud_gauges.tbl)!
Unable to parse hud_gauges.tbl!  Code = 5.
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
ML 09/12 09:57:56~   psnet_init() detected no connection
ML 09/12 09:57:56~   psnet_get_ip() reports IP : 0.0.0.0

ML 09/12 09:57:56~   Receive buffer set to 4096

ML 09/12 09:57:56~   Send buffer set to 4096

ML 09/12 09:57:56~   Error on IPX startup 10047

ML 09/12 09:57:56~   Network
ML 09/12 09:57:56~   Found 1 connections
ML 09/12 09:57:56~   Connection 0:
ML 09/12 09:57:56~   Entry Name: Datanet
ML 09/12 09:57:56~   Device Type: MODEM
ML 09/12 09:57:56~   Device Name: SoftV92 Data Fax Modem with SmartCP
ML 09/12 09:57:56~   IP Address: 69.67.230.102
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 71
Got event GS_EVENT_TEAM_SELECT (49) in state NOT A VALID STATE (0)
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_VIEW_CUTSCENES (38)
ANI mainwalk.ani with size 297x297 (42.0% wasted)
ANI mainflyby.ani with size 116x116 (9.4% wasted)
ANI maincrane.ani with size 73x73 (43.0% wasted)
ANI mainexit.ani with size 110x110 (14.1% wasted)
ANI mainbarracks.ani with size 105x105 (18.0% wasted)
ANI mainreadyroom.ani with size 86x86 (32.8% wasted)
ANI mainoptions.ani with size 131x131 (48.8% wasted)
ANI maincampaign.ani with size 124x124 (3.1% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 3815331129, IBX checksum: 1870731749 -- "fighter01.pof"
For "fighter01.pof" I couldn't find Fighter01-01c.ani but I did find Fighter01-01c.pcx.
For "fighter01.pof" I couldn't find Fighter01-01c-glow.ani or Fighter01-01c-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01c-shine.pcx
For "fighter01.pof" I couldn't find thruster01-glow.ani or thruster01-glow.pcx.
For "fighter01.pof" I couldn't find thruster01-shine.pcx
For "fighter01.pof" I couldn't find Fighter01-01a.ani but I did find Fighter01-01a.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-glow.ani or Fighter01-01a-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-shine.pcx
For "fighter01.pof" I couldn't find Fighter01-01b.ani but I did find Fighter01-01b.pcx.
For "fighter01.pof" I couldn't find Fighter01-01b-glow.ani or Fighter01-01b-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01b-shine.pcx
For "fighter01.pof" I couldn't find Fighter01-01a.ani but I did find Fighter01-01a.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-glow.ani or Fighter01-01a-glow.pcx.
For "fighter01.pof" I couldn't find Fighter01-01a-shine.pcx
Frame  0 too long!!: frametime = 0.252 (0.252)
Got event GS_EVENT_PLAYER_WARPOUT_DONE (58) in state GS_STATE_TECH_MENU (8)
Freeing all existing models...
Frame  0 too long!!: frametime = 1.146 (1.146)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MISSION_LOG_SCROLLBACK (21)
=================== STARTING LEVEL LOAD ==================
ANI Loading.ani with size 26x26 (18.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 25 frames at 30 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 4252971066, IBX checksum: 1418599850 -- "warp.pof"
For "warp.pof" I couldn't find warpmap-glow.ani or warpmap-glow.pcx.
For "warp.pof" I couldn't find warpmap-shine.pcx
 256
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum: 1432405424 -- "shockwave.pof"
For "shockwave.pof" I couldn't find shockwave3d.ani but I did find shockwave3d.tga.
For "shockwave.pof" I couldn't find shockwave3d-glow.ani or shockwave3d-glow.pcx.
For "shockwave.pof" I couldn't find shockwave3d-shine.pcx
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 3069302688, IBX checksum:  277250043 -- "fighter2t-05.pof"
For "fighter2t-05.pof" I couldn't find fighter2t-05A.ani but I did find fighter2t-05A.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05A-glow.ani or fighter2t-05A-glow.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05A-shine.pcx
For "fighter2t-05.pof" I couldn't find thruster01-glow.ani or thruster01-glow.pcx.
For "fighter2t-05.pof" I couldn't find thruster01-shine.pcx
For "fighter2t-05.pof" I couldn't find fighter2t-05B.ani but I did find fighter2t-05B.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05B-glow.ani or fighter2t-05B-glow.pcx.
For "fighter2t-05.pof" I couldn't find fighter2t-05B-shine.pcx
Loading model 'f_shockwave.pof'
IBX: Found a good IBX to read for 'f_shockwave.pof'.
IBX-DEBUG => POF checksum: 2618048572, IBX checksum: 1097969135 -- "f_shockwave.pof"
For "f_shockwave.pof" I couldn't find f_shockwave.ani but I did find f_shockwave.dds.
For "f_shockwave.pof" I couldn't find f_shockwave-glow.ani or f_shockwave-glow.pcx.
For "f_shockwave.pof" I couldn't find f_shockwave-shine.pcx
Starting mission message count : 203
Ending mission message count : 240
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
=================== LOADING GAME PALETTE ================
ANI lock1 with size 33x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
opengl_minimize
opengl_minimize

Error window pastes(The file 2_energy2.ani isn't in the hud directory)


Warning: Cannot load hud ani: 2_energy2
File:c:\fs2_open\code\hud\hudtarget.cpp
Line: 1659
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    HUD_init()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    

game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    

kernel32.dll 7d4e6e1a()
------------------------------------------------------------------

Warning: Cannot load hud ani: 2_energy2

File:c:\fs2_open\code\hud\hudtarget.cpp
Line: 1667
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    HUD_init()    game_post_level_init()    game_start_mission()    game_enter_state()    gameseq_set_state()    

game_process_event()    gameseq_process_events()    WinMainSub()    WinMain()    WinMainCRTStartup()    

kernel32.dll 7d4e6e1a()
------------------------------------------------------------------

Assert: instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames
File: c:\fs2_open\code\anim\animplay.cpp
Line: 671
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    anim_render_all()    cmd_brief_do_frame()    game_do_state()    gameseq_process_events()    WinMainSub()    

WinMain()    WinMainCRTStartup()    kernel32.dll 7d4e6e1a()
------------------------------------------------------------------

Assert: be->type != BM_TYPE_NONE
File: c:\fs2_open\code\bmpman\bmpman.cpp
Line: 2313
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    opengl_create_texture()    gr_opengl_tcache_set_internal()    gr_opengl_tcache_set()    gr_tcache_set()    

gr_opengl_tmapper_internal()    gr_opengl_tmapper()    g3_draw_poly_constant_sw()    g3_draw_2d_poly_bitmap()    

gr_bitmap()    gr_opengl_flip()    gr_opengl_cleanup()    gr_close()    doexit()    exit()    

WinAssert()------------------------------------------------------------------


I haven't posted it on mantis, cause I don't know if it's a bug or if it's the missing file. I'm running a fresh download from HOTU with all the FSSCP vp's but texture and adveffects. I also don't have the sparky_hi_fs2.vp installed so maybe thats it?(has to do with being on a 56k connection :doubt:  )  Any suggestions/Answers or should I post this on mantis?
In view of the fact that God limited the intelligence of man, it seems unfair that he did not also limit his stupidity.
-- Konrad Adenauer

See, the problem is that God gives men a brain and a penis, and only enough blood to run one at a time.  --Robin Williams

Try not to become a man of success, but rather try to become a man of value. --Alber Einstein

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Current CVS Build 08/25/2005
Quote
Originally posted by F1gm3nt
...So I ran the debug build of this build I got a bunch of errors namely the file 2_energy2.ani is missing and it eventually crashed the debug build.

...I also don't have the sparky_hi_fs2.vp installed so maybe thats it?(has to do with being on a 56k connection :doubt:  )  Any suggestions/Answers or should I post this on mantis?


Yup.  2_energy2.ani is in sparki_hi-fs2.vp, so that's the reason behind this error message.  As to your problems with DB's shockwaves... well, I can't help you there.
The Trivial Psychic Strikes Again!

 

Offline F1gm3nt

  • 25
Current CVS Build 08/25/2005
Thanks, I figured that. Ah well.
In view of the fact that God limited the intelligence of man, it seems unfair that he did not also limit his stupidity.
-- Konrad Adenauer

See, the problem is that God gives men a brain and a penis, and only enough blood to run one at a time.  --Robin Williams

Try not to become a man of success, but rather try to become a man of value. --Alber Einstein