Mapping problem

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Mapping problem

Postby Gishank » Sun Sep 11, 05 2:08 pm

i dunno y but some maps i have created don't work help me plz.
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Postby Dae » Sun Sep 11, 05 2:11 pm

Straight after your map didn't load post contents of editor.log file here.
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Postby Gishank » Sun Sep 11, 05 2:23 pm

ok here it goes

Log: Log file open, 09/11/05 10:45:50
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 5.1 (Build: 2600)
Init: Version: 1100
Init: Compiled: Jan 29 2001 16:45:52
Init: Command line:
Init: Base directory: C:DeusExSystem
Init: Character set: Unicode
Log: Bound to Editor.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Log: Cd Path: D:
Init: Computer: THREEGRACESPC
Init: User: LAWRENCE
Init: Memory total: Phys=261104K Pagef=641216K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2192.901272 MHz
Init: CPU Page size=4096, Processors=1
Init: CPU Detected: Unknown processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Loading: Package Editor
Log: Loading: Package Core
Log: Loading: Package Engine
Init: Unreal engine initialized
Log: Bound to Galaxy.dll
Init: Galaxy is using WinMM
Init: Galaxy initialized
Init: Transaction tracking system initialized
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Bound to IpDrv.dll
Log: Loading: Package IpDrv
Log: Loading: Package UWindow
Log: Loading: Package UBrowser
Log: Bound to Extension.dll
Log: Loading: Package Extension
Log: Loading: Package DeusExUI
Log: Bound to ConSys.dll
Log: Loading: Package ConSys
Log: Loading: Package DeusExConversations
Log: Loading: Package DeusExSounds
Log: Loading: Package DeusExItems
Log: Loading: Package Effects
Log: Loading: Package DeusExDeco
Log: Loading: Package DeusExCharacters
Log: Loading: Package MPCharacters
Log: Bound to DeusExText.dll
Log: Loading: Package DeusExText
Log: Loading: Package IpServer
Log: Bound to DeusEx.dll
Log: Loading: Package DeusEx
Log: Loading: Package Ambient
Log: Loading: Package MoverSFX
Log: Loading: Package DarkForce1
Log: Loading: Package StarWars
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Client initialized
Log: Bound to Render.dll
Log: Loading: Package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Init: Editor engine initialized
Log: Startup time: 8.418588 seconds
Cmd: HIDELOG
Cmd: APP SET ProgressBar=590250 ProgressText=918162
Cmd: APP HIDE
Cmd: MAP GRID X=16 Y=16 Z=16 BASE=ABSOLUTE SHOW2D=ON SHOW3D=OFF
Cmd: MAP ROTGRID PITCH=4 YAW=4 ROLL=4
Cmd: MODE CAMERAMOVE GRID=ON ROTGRID=ON SNAPTOPIVOT=ON SNAPDIST=10
Cmd: CAMERA OPEN HWND=852532 X=0 Y=0 XR=499 YR=0 FLAGS=1737 REN=13 NAME="Standard1V"
Cmd: ParseRightClick
Init: Input system initialized for Standard1V
Log: Opened viewport
Log: Bound to SoftDrv.dll
Cmd: SETPAUSE 0
Cmd: ParseRightClick
Cmd: CAMERA OPEN HWND=852532 X=508 Y=0 XR=0 YR=0 FLAGS=1737 REN=14 NAME="Standard2V"
Init: Input system initialized for Standard2V
Log: Opened viewport
Cmd: SETPAUSE 1
Cmd: SETPAUSE 0
Cmd: ParseRightClick
Cmd: CAMERA OPEN HWND=852532 X=0 Y=10 XR=499 YR=491 FLAGS=1993 REN=5 NAME="Standard3V"
Init: Input system initialized for Standard3V
Log: Opened viewport
Cmd: SETPAUSE 1
Cmd: SETPAUSE 0
DevAudio: Galaxy SetViewport: Standard3V
Cmd: CAMERA OPEN HWND=852532 X=508 Y=10 XR=0 YR=491 FLAGS=1737 REN=15 NAME="Standard4V"
Init: Input system initialized for Standard4V
Log: Opened viewport
Cmd: SETPAUSE 1
Cmd: SETPAUSE 0
Cmd: SETPAUSE 1
Cmd: MODE CAMERAMOVE
Log: BspValidateBrush linked 0 of 6 polys
Cmd: MaybeAutoSave
Cmd: MAP LOAD FILE="C:DeusExMapsDXKP_Klop's_FiringRange_RPG_V1.01.dx" REDRAW=OFF
Log: New File, Existing Package (Package MyLevel, Package DXKP_Klop's_FiringRange_RPG_V1)
Log: Loading: Package MyLevel
Log: Loading: Package BatteryPark
Log: Loading: Package CoreTexDetail
Log: Loading: Package FreeClinic
Log: Loading: Package AM
Log: Loading: Package AMSounds
Log: Loading: Package Daft
Log: Loading: Package DeusExConAudioAIBarks
Log: Loading: Package FLClothes
Log: Loading: Package WeaponLord
DevAudio: Galaxy SetViewport: Standard3V
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Garbage: objects: 42673->42662; refs: 492227
Cmd: CAMERA OPEN HWND=852532 X=0 Y=0 XR=499 YR=0 NAME="Standard1V"
Cmd: CAMERA OPEN HWND=852532 X=508 Y=0 XR=0 YR=0 NAME="Standard2V"
Cmd: CAMERA OPEN HWND=852532 X=0 Y=10 XR=499 YR=491 NAME="Standard3V"
DevAudio: Galaxy SetViewport: Standard3V
Cmd: CAMERA OPEN HWND=852532 X=508 Y=10 XR=0 YR=491 NAME="Standard4V"
Cmd: SETPAUSE 0
Cmd: ParseLeftClick
Cmd: Fire
Cmd: ParseLeftClick
Cmd: Fire
Cmd: ParseLeftClick
Cmd: Fire
Cmd: ActivateAugmentation 5
Cmd: SETPAUSE 1
Cmd: MAP REBUILD
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: bspBuild built 6 convex polys into 6 nodes
Log: Found 33 coplanar sets in 183
Log: BspMergeCoplanars reduced 183->124
Log: Polys: 158 -> 158
Log: Nodes: 460 -> 187
Log: Points: 766 -> 119
Log: Vectors: 6 -> 6
Log: Polys: 158 -> 158
Log: Nodes: 132 -> 132
Log: Points: 289 -> 289
Log: Vectors: 6 -> 6
Log: bspBuildBounds: Generated 49 bounds, 452 hulls
Log: bspBuild built 124 convex polys into 132 nodes
Log: Polys: 158 -> 158
Log: Nodes: 132 -> 132
Log: Points: 289 -> 289
Log: Vectors: 6 -> 6
Log: Found 2 zones
Log: Polys: 158 -> 158
Log: Nodes: 324 -> 132
Log: Points: 376 -> 289
Log: Vectors: 6 -> 6
Log: bspBuildBounds: Generated 49 bounds, 452 hulls
Log: BuildZoneInfo: 0 ZoneInfo actors, 0 duplicates, 0 zoneless
Log: Portalized: 68 portals, 0 zone portals (0 fragments), 29 leaves, 132 nodes
Log: Lightsource Light0: 3 leaves
Log: Lightsource Light1: 5 leaves
Log: Lightsource Light2: 11 leaves
Log: Lightsource Light3: 18 leaves
Log: Lightsource Light4: 10 leaves
Log: Lightsource Light5: 3 leaves
Log: Lightsource Light6: 3 leaves
Log: Time = 3.923064 msec per light
Log: BspOptGeom begin
Log: MergeNearPoints merged 56/289, collapsed 0
Log: Polys: 158 -> 83
Log: Nodes: 132 -> 132
Log: Points: 289 -> 213
Log: Vectors: 6 -> 6
Log: BspOptGeom building sidelinks
Log: BspOptGeom end
Log: Processed 87 T-points, linked: 624/624 sides
Log: bspBuildBounds: Generated 49 bounds, 452 hulls
Cmd: BSP REBUILD GOOD BALANCE=15 ZONES OPTGEOM
Log: Bsp Rebuild
Log: Found 23 coplanar sets in 132
Log: BspMergeCoplanars reduced 132->124
Log: Polys: 83 -> 83
Log: Nodes: 132 -> 132
Log: Points: 213 -> 74
Log: Vectors: 6 -> 6
Log: Polys: 83 -> 83
Log: Nodes: 143 -> 143
Log: Points: 224 -> 224
Log: Vectors: 6 -> 6
Log: bspBuildBounds: Generated 54 bounds, 565 hulls
Log: bspBuild built 124 convex polys into 143 nodes
Log: Found 2 zones
Log: Polys: 83 -> 83
Log: Nodes: 338 -> 143
Log: Points: 283 -> 224
Log: Vectors: 6 -> 6
Log: bspBuildBounds: Generated 54 bounds, 565 hulls
Log: BuildZoneInfo: 0 ZoneInfo actors, 0 duplicates, 0 zoneless
Log: Portalized: 65 portals, 0 zone portals (0 fragments), 28 leaves, 143 nodes
Log: Lightsource Light0: 3 leaves
Log: Lightsource Light1: 5 leaves
Log: Lightsource Light2: 11 leaves
Log: Lightsource Light3: 18 leaves
Log: Lightsource Light4: 10 leaves
Log: Lightsource Light5: 3 leaves
Log: Lightsource Light6: 3 leaves
Log: Time = 0.426829 msec per light
Log: BspOptGeom begin
Log: MergeNearPoints merged 0/224, collapsed 0
Log: Polys: 83 -> 83
Log: Nodes: 143 -> 143
Log: Points: 224 -> 224
Log: Vectors: 6 -> 6
Log: BspOptGeom building sidelinks
Log: BspOptGeom end
Log: Processed 90 T-points, linked: 668/668 sides
Cmd: LIGHT APPLY SELECTED=off
Init: Initialized moving brush tracker for Level MyLevel.MyLevel
Init: Input system initialized for WindowsViewport0
Log: Opened temporary viewport
Log: Occluded 42 views in 0.049479 sec (1.178080 msec per light)
Init: Shut down moving brush tracker for Level MyLevel.MyLevel
Log: 7 Lights, 83 Polys, 74 Pairs, 55277 Rays
Cmd: MaybeAutoSave
Cmd: MAP SAVE FILE="C:DeusExMapsDXKP_Klop's_RPG_V1.1.dx"
Log: Unloading: Package MyLevel
Log: Save=212.161928
Log: Moving 'C:DeusExMapsSave.tmp' to 'C:DeusExMapsDXKP_Klop's_RPG_V1.1.dx'
DevAudio: Galaxy SetViewport: NULL
Log: Closed viewport
Log: Closed viewport
Log: Closed viewport
Log: Closed viewport
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Editor.dll
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
Log: Unbound to Window.dll
Log: Unloading: Package Editor
Log: Unloading: Package Core
Log: Unloading: Package Engine
Exit: Editor shut down
Log: Unbound to Galaxy.dll
DevAudio: Galaxy SetViewport: NULL
Exit: Galaxy shut down
Exit: Transaction tracking system shut down
Log: Unbound to Fire.dll
Log: Unloading: Package Fire
Log: Unbound to IpDrv.dll
Log: Unloading: Package IpDrv
Log: Unloading: Package UWindow
Log: Unloading: Package UBrowser
Log: Unbound to Extension.dll
Log: Unloading: Package Extension
Log: Unloading: Package DeusExUI
Log: Unbound to ConSys.dll
Log: Unloading: Package ConSys
Log: Unloading: Package DeusExConversations
Log: Unloading: Package DeusExSounds
Log: Unloading: Package DeusExItems
Log: Unloading: Package Effects
Log: Unloading: Package DeusExDeco
Log: Unloading: Package DeusExCharacters
Log: Unloading: Package MPCharacters
Log: Unbound to DeusExText.dll
Log: Unloading: Package DeusExText
Log: Unloading: Package IpServer
Log: Unbound to DeusEx.dll
Log: Unloading: Package DeusEx
Log: Unloading: Package Ambient
Log: Unloading: Package MoverSFX
Log: Unloading: Package DarkForce1
Log: Unloading: Package StarWars
Log: Unbound to WinDrv.dll
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: Unbound to SoftDrv.dll
Log: Unloading: Package BatteryPark
Log: Unloading: Package CoreTexDetail
Log: Unloading: Package FreeClinic
Log: Unloading: Package AM
Log: Unloading: Package AMSounds
Log: Unloading: Package Daft
Log: Unloading: Package DeusExConAudioAIBarks
Log: Unloading: Package FLClothes
Log: Unloading: Package WeaponLord
Log: Garbage: objects: 42733->0; refs: 492227
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 0.074M / 0.434M
Uninitialized: Peak Memory 40.393M / 42.238M
Uninitialized: Allocs 15 Current / 208873 Total
Uninitialized: Log file closed, 09/11/05 10:48:19

so can u help? :)
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Postby Magus » Sun Sep 11, 05 2:47 pm

klop3 wrote:Cmd: MAP SAVE FILE="C:DeusExMapsDXKP_Klop's_RPG_V1.1.dx"


I suggest you change the file name to something a bit shorter...

Maybe 'DXKP_KlopRPG_v1-01.dx'?
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Postby Alistair » Sun Sep 11, 05 2:49 pm

Or Kloprpg

:]
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Postby Gishank » Sun Sep 11, 05 2:52 pm

ok i will change it but i don't see how it will work
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Postby Magus » Sun Sep 11, 05 2:58 pm

DX has some wierd shit that happens whenever there's more than one . in a filename.
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Postby Gishank » Sun Sep 11, 05 3:03 pm

it isn't that i changed the name and it didn't work
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Postby Dae » Sun Sep 11, 05 3:15 pm

Hell...
rename DXKP_Klop's_FiringRange_RPG_V1.01.dx to something shorter... like DXMP_FiringRange101.dx

Oh and yes, theres no strong need in adding your initials (KP) and name (Klop's) in the map's file name. In my opinion this is stupid + your map has less chances to be hosted.
+ RPG means "Role Playing Game" and not a fancy word that everyone uses, as you think.
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Postby Snakey » Sun Sep 11, 05 3:20 pm

Just DXMP_FiringRange would be nice.
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Postby Gishank » Sun Sep 11, 05 3:28 pm

wat if DXKP_RPG.dx don't work?
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Postby Alex » Sun Sep 11, 05 3:30 pm

Mate, do you even know what a RPG is?
If so, please explain what it is.
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Postby Gishank » Sun Sep 11, 05 3:47 pm

it's a role playing game it is an RPG game i have a weapon shop police base clothes shop a firing range for players to use ffor money cos i edited an ATM so it takes the money and gives u 1 of 3 weapons each weapon has a diff mode and your idea Dae on this didn't work but thx though.
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Postby ~ô¿ô~Nobody~ » Sun Sep 11, 05 4:38 pm

owned XD
Nobody is perfect...
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Longc[A]t wrote:I still think Dae is a russian spambot.

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Postby Magus » Sun Sep 11, 05 5:56 pm

Someone care to translate?
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Postby Krieg » Sun Sep 11, 05 6:06 pm

he should use this button to make it more readable :arrow: ,
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Postby Gishank » Sun Sep 11, 05 7:07 pm

it's a role playing game it is an RPG game i have a weapon shop police base clothes shop a firing range for players to use ffor money cos i edited an ATM so it takes the money and gives u 1 of 3 weapons each weapon has a diff mode and your idea Dae on this didn't work but thx though.And for u noobs i got majin to translate it for me: duh RPG=role playing game i have a weapon shop police base clothes shop a firing range for players to use ffor money cos i edited an ATM so it takes the money and gives u 1 of 3 weapons each weapon has a diff mode and your idea Dae on this didn't work but thx though.
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Postby clyzm » Sun Sep 11, 05 7:19 pm

(AW)SG)klop wrote:it's a role playing game it is an RPG game i have a weapon shop police base clothes shop a firing range for players to use ffor money cos i edited an ATM so it takes the money and gives u 1 of 3 weapons each weapon has a diff mode and your idea Dae on this didn't work but thx though.And for u noobs i got majin to translate it for me: duh RPG=role playing game i have a weapon shop police base clothes shop a firing range for players to use ffor money cos i edited an ATM so it takes the money and gives u 1 of 3 weapons each weapon has a diff mode and your idea Dae on this didn't work but thx though.


1. Majin never did translate that.
2. I bet you stole the clothes mod from [A].
3. You're a noob and I still can't read it.

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Postby Gishank » Sun Sep 11, 05 7:26 pm

firstly i have never heard of [A]'s clothes mod all the clothes on it are darkk forces clothes and others.
secondly i am not a noob.
and thirdly he did translate it.
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Postby ~ô¿ô~Nobody~ » Sun Sep 11, 05 10:00 pm

you heared the man, atomsk 8) :lol:
Nobody is perfect...
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Postby Magus » Sun Sep 11, 05 10:31 pm

Evidently, Majin did not translate that text. It reads in exactly the same manner as the old version.
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Postby clyzm » Mon Sep 12, 05 1:31 am

(AW)SG)klop wrote:firstly i have never heard of [A]'s clothes mod all the clothes on it are darkk forces clothes and others.
secondly i am not a noob.
and thirdly he did translate it.


When did he translate it?
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Postby Gishank » Mon Sep 12, 05 8:56 am

in a pm i put an= sign where it translates
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Postby Alistair » Mon Sep 12, 05 6:40 pm

Your an utter idiot drowning in your sheer idiocity
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Postby Gishank » Mon Sep 12, 05 6:44 pm

look can some one just help me with my mapping problem :?:
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Postby AgentSmyth » Mon Oct 10, 05 6:28 pm

is there an error message?
what exactly doesnt work in the maps,??????????????
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Postby Gishank » Mon Oct 10, 05 6:30 pm

oh for god sake woman read the other mapping problem topic plus i dunno what u can do all your movers are fucked up
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Postby AlexDenton » Mon Oct 10, 05 10:03 pm

(kcw)L)klop wrote:oh for god sake woman


OMG ROFLMAO
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