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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Inquisitor on March 02, 2003, 12:29:45 pm

Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 02, 2003, 12:29:45 pm
http://freespace.volitionwatch.com/fsscp/files.php (http://freespace.volitionwatch.com/fsscp/files.php)

Debug version available in the exe's folder:
http://fs2source.warpcore.org/exes/fs2_open_debug_3_5.exe (http://fs2source.warpcore.org/exes/fs2_open_debug_3_5.exe)


EDIT: These links are all dead. :(  A new Windows build has been uploaded at http://scp.indiegames.us/builds/WIN/fs2_open_3_5.zip

ReadMe available here:
http://fs2source.warpcore.org/readme/ (http://fs2source.warpcore.org/readme/)

As always, PLEASE report bugs on Bugzilla:
http://fs2source.warpcore.org/bugzilla/index.cgi (http://fs2source.warpcore.org/bugzilla/index.cgi)

Old 3.4 thread (http://www.hard-light.net/forums/index.php?topic=12325.0)
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 02, 2003, 12:36:40 pm
Nice! :)

This has the initial status bugfix in it, right?
Title: Official Release fs2_open_3_5
Post by: SKYNET-011 on March 02, 2003, 12:44:18 pm
W00000000000000000000000000tttttt!!!!!!!!111 :D

3.5! :) :yes:
Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 02, 2003, 12:52:50 pm
Yes, Goob, it does.

There might be a 3.51, someone just PM'd me about a bugfix that sounds good enough to do.
Title: Official Release fs2_open_3_5
Post by: Knight Templar on March 02, 2003, 01:22:19 pm
:D



yaaaaaaaaaayyyyyyyyy!!!!!!!!!!!11111111111111
Title: Official Release fs2_open_3_5
Post by: Stunaep on March 02, 2003, 01:22:50 pm
um... no fred3.5?
Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 02, 2003, 01:45:58 pm
Not yet, getting to is as we go...
Title: Official Release fs2_open_3_5
Post by: Galemp on March 02, 2003, 02:12:17 pm
Noooo! You included Bobboau's sucky 5-minute glowmaps!!

Please please please use these instead.
http://www.3dap.com/hlp/hosted/fsport/working/GEglowmaps.zip
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 02:16:09 pm
are the new functions in the read me automatically put or u have to do most of them manually for them to work?

also... good work.
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 02:18:48 pm
i thought the glowmaps was incorporated automatically into 3.5?
what about the launcher u guys promised?
Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 02, 2003, 02:26:58 pm
jesus, have some patience, working on it... I'm getting to the launcher, but i figured it would be better to release the bulk of it, would you prefer that I kept it back?

And what do you mean about the new "functions"?

And the sucky glowmaps I believe can be replaced at will, no, I'll take yours into consideration ;)
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 02:35:01 pm
Quote
Originally posted by Inquisitor
jesus, have some patience, working on it... I'm getting to the launcher, but i figured it would be better to release the bulk of it, would you prefer that I kept it back?

And what do you mean about the new "functions"?

And the sucky glowmaps I believe can be replaced at will, no, I'll take yours into consideration ;)


dont mind me got excited lol....

functions im refering to r in the 3.5 readme. such as the damage decals, balistic primaries etc...
Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 02, 2003, 02:59:11 pm
I bleieve you have to do what it says to do ;)

I guess I am still not understanding the question :)
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 03:05:24 pm
Quote
Originally posted by Inquisitor
I bleieve you have to do what it says to do ;)

I guess I am still not understanding the question :)


in other words, rather then type them in manually for some newbies it would be a problem, why not make like a flag for em somewhere like in fred or something?

also i go tthis error (i know the bugzillia thingy but i couldnt get in, my net sucks right now)..

When i change registry entry to Open GL - Primary Display etc. etc.

i got this:

Error: Software mode is unsupported, use hardware acceleration.  If not using software mode, then something was misspelled.  GET A PROGRAMMER!!
File:C:\fs2_open\fs2_open\code\FREESPACE2\FreeSpace.cpp
Line: 2464

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


me thinks someone spelled something wrong.
Title: Official Release fs2_open_3_5
Post by: Stealth on March 02, 2003, 03:17:19 pm
Testers are aware of this, (Email sent)  --->
Title: Official Release fs2_open_3_5
Post by: WMCoolmon on March 02, 2003, 03:27:14 pm
VP Media Pack (Art to enable certain features of fs2_open): http://fs2source.warpcore.org/mediavps/fs2_open35.zip

See the readme in the zip for details. It includes Bobboau's glows, though that can be changed if needed.
Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 02, 2003, 03:28:11 pm
Yeah, Deep, you probably misspelled the reg key.

And PLEASE post bugs to bugzilla, if you can post here, you can post there. It REALLY helps us keep track of things.

Cut and pased your reg key here, lemme look, I'll make sure the read me is clearer...
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 03:47:30 pm
Quote
Originally posted by Inquisitor
Yeah, Deep, you probably misspelled the reg key.

And PLEASE post bugs to bugzilla, if you can post here, you can post there. It REALLY helps us keep track of things.

Cut and pased your reg key here, lemme look, I'll make sure the read me is clearer...


dude i tried to but my net was acting up not loading the page. i woulda if i coulda...

but that is wierd cause i didnt mispell it... :wtf:

but i dunno this pc been actin up...
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 02, 2003, 03:54:39 pm
use GalacticEmperor's glow maps, I literaly spent five minutes per map, so his are undoubtebly better looking.
there shouldn't be that big a diference, but his should be just that much more pollished
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 04:42:21 pm
the colors r a tad better.

i have to go reDL the BWO demo just to use the lighting functions they use...
Title: Official Release fs2_open_3_5
Post by: Galemp on March 02, 2003, 04:57:10 pm
Something else: did you guys do something to the shield impact effect? It looks sloppier.
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 02, 2003, 05:07:35 pm
how so?
Title: Official Release fs2_open_3_5
Post by: StratComm on March 02, 2003, 05:32:59 pm
the impact animation is much too large, so if the ship is hit from multiple angles at once they can cross each other up.  I'll get a picture up sometime if I remember to snap it.  Also, the glowmap function does more to enhance the nebula atmosphere than I expected now that they draw correctly.  Awesome effect guys!
Title: Official Release fs2_open_3_5
Post by: Anaz on March 02, 2003, 07:18:53 pm
*waits impatiently for fred2 open 3.5*
Title: Official Release fs2_open_3_5
Post by: StratComm on March 02, 2003, 07:59:40 pm
ok, got a shot of that shield problem...  Were the animations applied to the actual shield model at one point?  Because they aren't now...
(http://www.geocities.com/cek_83/screen03.txt)
Title: Official Release fs2_open_3_5
Post by: Slasher on March 02, 2003, 09:41:44 pm
In your Options menu, is "Shield Hit Effects" set to full?  If it isn't the shield mesh for ships gets scaled down a bit, giving it a blockier look.  Might be something else entirely though.
Title: Official Release fs2_open_3_5
Post by: deep_eyes on March 02, 2003, 09:56:51 pm
Quote
Originally posted by StratComm
ok, got a shot of that shield problem...  Were the animations applied to the actual shield model at one point?  Because they aren't now...
(http://www.geocities.com/cek_83/screen03.txt)



i saw the same issue, the shields are more blocky. there not smooth around the crafts anymore...

also i got this other one. ima drop these in bugzzilla in a minute it works for me now.

"GTB Medusa Cannot Carry Trebuchets in bank 5/6."

:wtf:
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 02, 2003, 10:12:39 pm
"GTB Medusa Cannot Carry Trebuchets in bank 5/6."
daagnaraa, Goober was right, that's mine
:doubt:
maybe I forgot to take into acount the diferent ways banks were aranged
Title: Official Release fs2_open_3_5
Post by: Sesquipedalian on March 02, 2003, 10:21:42 pm
Quote
Originally posted by GalacticEmperor
Noooo! You included Bobboau's sucky 5-minute glowmaps!!

Please please please use these instead.
http://www.3dap.com/hlp/hosted/fsport/working/GEglowmaps.zip


I've now complied GE's improved glowmaps into a convenient VP file (http://www.3dap.com/hlp/hosted/scroll/misc/glowmaps.zip) for ease of use.
Title: Official Release fs2_open_3_5
Post by: Terorist on March 03, 2003, 03:23:00 am
Quote
Originally posted by Bobboau
"GTB Medusa Cannot Carry Trebuchets in bank 5/6." daagnaraa, Goober was right, that's mine :doubt:
maybe I forgot to take into acount the diferent ways banks were aranged

I took a fresh start of the main campaign with a new pilot, and noticed I couldn't load Tempests on Myrmidon's first two secondary slots... Also, beta wing's primary banks are empty by default! They were in a world of hurt in the Iceni interception mission (scramble mission, no chance to load them any primaries... 10 Rockeyes and 120 Tempests against two cruisers and fighter escorts... :rolleyes: )
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 03, 2003, 03:33:30 am
The weapons system is messed up; it's being fixed. :)
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 03, 2003, 04:28:39 am
see if this (http://freespace.volitionwatch.com/blackwater/fs2_open.zip) works more like it should, see if all weapons are available to all ships in all banks that they are suposed to be, and see if default weapons a culled corectly,
oh crap, I forgot I never commited that one bugfix (goes and redoes fix, recommits)
the file should have this thing I'm talking about in it,
no bugs honest :)

bug hunting at 4:30 in the morning isn't a good thing
Title: Official Release fs2_open_3_5
Post by: Tiara on March 03, 2003, 10:42:53 am
:D This'll be in use for my campaign :D

:nod::yes:
Title: Official Release fs2_open_3_5
Post by: CptWhite on March 03, 2003, 10:56:48 am
hi a couple of questions, how do i set the fighter to "slide" i believe this has been enabled and is customisable in the contorls menu, cant seem to find it, whats its name ?


also ive made a test campaign to test the avi implementation and added the command line to activate it during play:

i'm obviously a complete newbie at this but what does:

You'll also probably need DX8 to use the EXE, and the DX8 SDK to compile the movie-specific code (in "movie" and "dx8show")

- ^ from the redme ^

what is this movie specific code? does this need to be a certain resolution / codec / colour depth ? also where should the movies be placed?


is it possible to set the exe so it runs with this features enabled automatically, i assume this is simple for the programmer !

in the case of glowmaps, how about a "-glowonly" tag for a map that is all glowmap, and how about the ability to use 2 colour and 16 colour maps for glowmaps to reduce the file size, would this reduce the amount of memory being used?  i'm assuming glowmaps can be pretty memory intensive, but can looks super!

would it be hard to enable an exe to specifically launch a mod, i assume this is dead easy, so the babylon project can have its own /freespace2/TBP/data/ folder. with an exe looking for the data there
Title: Official Release fs2_open_3_5
Post by: Galemp on March 03, 2003, 11:33:27 am
Quote
Originally posted by CptWhite
and how about the ability to use 2 colour and 16 colour maps for glowmaps to reduce the file size, would this reduce the amount of memory being used?  i'm assuming glowmaps can be pretty memory intensive, but can looks super!


That's not a bad idea. All the glowmaps can be doe using a 16 color palette, I think.
Title: Official Release fs2_open_3_5
Post by: kasperl on March 03, 2003, 02:02:54 pm
Quote
Originally posted by CptWhite

would it be hard to enable an exe to specifically launch a mod, i assume this is dead easy, so the babylon project can have its own /freespace2/TBP/data/ folder. with an exe looking for the data there


that's alreadey in the SCP exe, just read the entire readme, it's in there, you do it with a command line.
Title: Official Release fs2_open_3_5
Post by: CptWhite on March 03, 2003, 02:36:43 pm
sorry i meant without a command line, thats the idea, so people playing TBP can just click a TBP.exe without the need for typing a command line :)
Title: Official Release fs2_open_3_5
Post by: kasperl on March 03, 2003, 02:40:44 pm
ypu can do this, make an shortcut to the exe file, and add the command line in the shortcut options, it think. and when the launcher is ready, it probably will have a nice interface for this.

sorry if i'm talking nocense here, i've got a headache like i just didn't "dive, dive, and hit your burner's pilot!" ravana's make a nice impact on your skull, you know.
Title: Official Release fs2_open_3_5
Post by: Zaxzon on March 03, 2003, 03:08:16 pm
You could always make a batch file. Make a file called TBP.bat. Inside type in the command string that you would from the console, save and close there you go. Double click on the file you just made and have fun. Oh, you should have the bat file in the same dir as the fs2 open exe. Could always make a short cut on the desktop. Sorry if this makes no sense.
Title: Official Release fs2_open_3_5
Post by: redmenace on March 03, 2003, 04:04:14 pm
how do we get -mod command line in conjunction with TBP and bobboas glow maps and tables and ect. I tried dumping all his stuff into the TBP folder. I have the data folder in the TBP\data. so far it goes into the program and just uses the usual files.
Title: Official Release fs2_open_3_5
Post by: Anaz on March 03, 2003, 04:30:56 pm
redmenace-
if I understand correctly you just re-name the data folder...

i.e.
freespace2\TBP\tables

etc...

rather than
freespace2\TBP\data\tables
Title: Official Release fs2_open_3_5
Post by: SKYNET-011 on March 03, 2003, 08:14:40 pm
3.5 kicks out at startup for me.
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 03, 2003, 09:23:17 pm
do you get to the pilot select screen?
if so make a new pilot
Title: Official Release fs2_open_3_5
Post by: redmenace on March 03, 2003, 10:47:06 pm
Ok i have replace the tables in the freespace2\TBPSCP\table, the PCX files in the maps dir. and  the pof in the model directorys with bobbouas glow maps for TBP. but for some reason it doesn't even recognize the mod anymore. I am not sure what to do. 3.5 works with BWO and other mods. I have gotten the VP(regular FS2 glow maps) files to work with a seperate directory treating it as a mod but not BWO.
Title: Official Release fs2_open_3_5
Post by: Carl on March 03, 2003, 10:55:53 pm
Quote
beam-free-all-by default mission flag



YEEEEEESSSSS!!!!!!!!
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 03, 2003, 11:48:36 pm
I beleve there is something lof a bug with the mod code in that it will not recognize files in VP files in mod folders, though this is probly not so much as a bug as it is a drawback to the entire file system used by FS, try placeing the VP in the root
Title: Official Release fs2_open_3_5
Post by: redmenace on March 04, 2003, 12:44:41 am
The problem is not with the VP files. they work fine. I am having problems with the glow mapping stuff and tables you released for TBP. I can't get them to work with the -mod option.
Title: Official Release fs2_open_3_5
Post by: Stunaep on March 04, 2003, 07:33:49 am
Added two bugs to Bugzilla. One of them is important.

The movies play in windows. not in fullscreen
Title: Re: Official Release fs2_open_3_5
Post by: Edwin on March 04, 2003, 04:44:27 pm
Quote
Originally posted by Inquisitor
http://freespace.volitionwatch.com/fsscp/files.php




where is the FRED2 3.5?
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 04, 2003, 04:50:12 pm
Not released yet.  Be patient.
Title: Official Release fs2_open_3_5
Post by: Kazan on March 05, 2003, 05:12:01 pm
are you aware that debug builds never work with TBP?
Title: Official Release fs2_open_3_5
Post by: SKYNET-011 on March 05, 2003, 06:05:39 pm
I'm getting low memory errors from 3.5 and 3.4, but 3.3 works fine...

And FRED 3.4 crashes with modded ships.
Title: Official Release fs2_open_3_5
Post by: redmenace on March 05, 2003, 09:13:59 pm
Quote
Originally posted by Kazan
are you aware that debug builds never work with TBP?

I knew it. I knew it. I knew it. GRRRRRRRRRR

I am going to shoots some one with my giant Shivan slasher beam. :mad:
Title: Official Release fs2_open_3_5
Post by: fs2freak88 on March 07, 2003, 06:53:02 am
**Anxious to get fred_2 open** :D
Title: Official Release fs2_open_3_5
Post by: Fetty on March 12, 2003, 12:27:19 am
anybody else getting this
(http://www.hausmarik.de/fetty/screenie.jpg)
kill counter is within the text n stays there dunno about other versions of fs open
also warp effect green ? meh
Title: Official Release fs2_open_3_5
Post by: Galemp on March 12, 2003, 12:42:01 am
It's because you're using the German version. 'Abschusoe' is longer than 'Kills', so it spills over.
Title: Official Release fs2_open_3_5
Post by: RandomTiger on March 12, 2003, 07:28:56 am
Quote
Originally posted by Stunaep
Added two bugs to Bugzilla. One of them is important.

The movies play in windows. not in fullscreen


If thats DX8 movies then give me a shout by e-mail and tell me your gfx card type. That is a problem I struggled with for a long time, but I thought I had it fixed for everything except voodoo2
Title: Official Release fs2_open_3_5
Post by: Fetty on March 12, 2003, 12:22:39 pm
Quote
Originally posted by GalacticEmperor
It's because you're using the German version. 'Abschusoe' is longer than 'Kills', so it spills over.


well thank you i figured thatone out myself ;)
my question is why the diffrence betwen fs2 normal n fs2 open ?
Title: Official Release fs2_open_3_5
Post by: diamondgeezer on March 12, 2003, 02:20:27 pm
Any word on a new FRED version? I got Goober's texture replacement working OK in game, but a mission with texture replacement can't be loaded in FRED. Just slightly annoying, is all...
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 12, 2003, 05:40:40 pm
Unfortunately, FRED does not yet support texture replacement. :nervous: I'm not sure how to implement it.
Title: Official Release fs2_open_3_5
Post by: Bobboau on March 12, 2003, 06:06:09 pm
dialog from the ship edit dialog that has a combo box with a list of all textures used on the ship's model and an edit box with the replacement texture for the currently selected texture, a check or something could determine weather it uses model replacement or not
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 12, 2003, 06:23:32 pm
Yeah, that could work. :nod:

There would also have to be an option button for which type of texture replacement should be done (defaulting to the regular $Texture Replacement).
Title: Official Release fs2_open_3_5
Post by: diamondgeezer on March 12, 2003, 07:34:03 pm
Question for the SCP gods - I'm using ballistic primaries in both of my weapon banks , yet I still have a gun bar in my energy management system, and a gun reserve next to my reticle. Surely that's not right...


[EDIT] Wow, it's almost like the Oracle never went away... :devil:
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 12, 2003, 08:45:50 pm
We are not gods; we make mistakes. :p

Quote
Originally posted by diamondgeezer
I'm using ballistic primaries in both of my weapon banks , yet I still have a gun bar in my energy management system, and a gun reserve next to my reticle. Surely that's not right...


Probably because your weapons still consume energy.  Make sure that Weapon Eng is set to 0, and the bar should disappear.

EDIT: If that doesn't work, set your fighter's weapon energy capacity to 0 as well.  But you shouldn't need to do this - let me know if you do; it would be a bug. :)

Quote
[EDIT] Wow, it's almost like the Oracle never went away... :devil:


At Delphi? :lol:
Title: Official Release fs2_open_3_5
Post by: diamondgeezer on March 12, 2003, 11:05:13 pm
The weapons were both set to 0 energy. Setting the fighter's weapon energy to 0 got rid of the offending HUD stuff. So you have a bug :)


And did you never have a go with the Warpstorm Oracle?
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 12, 2003, 11:39:48 pm
Quote
Originally posted by diamondgeezer
The weapons were both set to 0 energy. Setting the fighter's weapon energy to 0 got rid of the offending HUD stuff. So you have a bug :)


Mph.  K, I'll have to fix that when I get back to school.  Have the ship set the OF_NO_LASERS flag when there are no energy-based weapons, in addition to when the ship doesn't have weapon energy.

Quote
And did you never have a go with the Warpstorm Oracle?


Nope.  Qu'est-ce que c'est?
Title: Official Release fs2_open_3_5
Post by: diamondgeezer on March 13, 2003, 08:34:43 am
Quote
Originally posted by Goober5000
Have the ship set the OF_NO_LASERS flag when there are no energy-based weapons


Er... in the ship's flags, I assume?


Quote
Nope.  Qu'est-ce que c'est? [/B]


Basically, you asked the gods a question and they answered if they felt like it. Answering personalities included DivX: The Angry Drunken DVD Player, Mr T, Alpha 2, God, a Shivan and Richard Simmons, among many others... And for the most part they all hated each other...
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 13, 2003, 12:49:09 pm
Quote
Originally posted by diamondgeezer
Er... in the ship's flags, I assume?


I was talking to myself. :D That's what I have to do when I get back to my computer at school. :nod:
Title: Official Release fs2_open_3_5
Post by: fs2freak88 on March 13, 2003, 01:12:08 pm
What are ballistic primaries? :confused:
Title: Official Release fs2_open_3_5
Post by: Hudzy on March 13, 2003, 01:32:12 pm
A primary weapon that instead of using replenishable energy uses non replenishable ammo. eg bullets.
Title: Official Release fs2_open_3_5
Post by: Solatar on March 13, 2003, 02:38:40 pm
Like a secondary weapon.
Title: Official Release fs2_open_3_5
Post by: Taristin on March 13, 2003, 04:14:23 pm
Has anyone requested false sensor readings?

Like if you are 30k from your target, or in a nebula, and the target vessel is unable to be seen, your sensors will show another ship, like a Hecate would show a poseidon to throw off enemies...?

Could be useful for plots where the pkayer is sent to investigate, and such... no?
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 20, 2003, 04:58:26 pm
For future reference...

I moved the ballistic primary reload sounds from 165-166 to 171-172 in order to avoid conflict with extra sounds people might put in their sounds.tbl.  This should be updated in the readme.
Title: Official Release fs2_open_3_5
Post by: Rampage on March 22, 2003, 08:33:29 pm
Looks like to me that FS2_OPEN 3.5 is quite buggy.  I'll just wait for FS2_OPEN 3.6, if you guys are done with playing Freelancer and are planning to move back.
Title: Official Release fs2_open_3_5
Post by: IceFire on March 23, 2003, 10:08:04 am
Quote
Originally posted by Rampage
Looks like to me that FS2_OPEN 3.5 is quite buggy.  I'll just wait for FS2_OPEN 3.6, if you guys are done with playing Freelancer and are planning to move back.

Aye...its still crashing for me sometimes although I can't quite place it, there are still phantom missile trails or missing missile trails, and it absolutely hates the TBP EA Olympus.  I have no idea why.
Title: Official Release fs2_open_3_5
Post by: Inquisitor on March 23, 2003, 01:54:46 pm
More or less than 3.4?
Title: Official Release fs2_open_3_5
Post by: Goober5000 on March 23, 2003, 02:55:13 pm
Maybe someone should upload an interim DX8 build.  So far it hasn't crashed for me.  The missile trails still sometimes don't show up, though.
Title: Official Release fs2_open_3_5
Post by: Inquisitor on April 02, 2003, 08:52:10 am
I just compiled one yesterday, about to compile fred again.

I need to test multi, anyone around after about 4pm EST? Otherwise it waits till I get home and have 2 PC's handy :)