[RELz] Streamline 311

Post » Wed Sep 01, 2010 6:37 pm

This project is definitivly stopped.
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Wed Sep 01, 2010 3:21 pm

For those of you using Original Streamline in combination with Oblivion Stutter Remover, only using streamline to purge and save, plus a weather mod managing distant fog, the idea of a lite version of streamline I think is a good one, its working well on my system. I have just started using the streamfight option so not much testing yet, but future versions will expand on the configureability of this option.

Needs input from as many rigs/experienced people as possible to refine development.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Sep 01, 2010 2:23 pm

Having used OSR, Combat FPS Optimizer Updated along with kuertees Auto-save and time (for purge and save) I'm happy to see this since it means one esp less. Will definitely try it out! :)
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Wed Sep 01, 2010 11:03 am

Just took http://www.bild.me/bild.php?file=6951642Untitled.jpg chap for a run, I haven't done that for a while on the laptop because running around on that beast of a horse used to mean occasional lag when the machine had to catch up with so many cells going past at such a fast rate. So previously I have settled for the more sedate pace of Benjamin the donkey.

No more Donkey for me. I started at Aleswell, non-stop running following the road around the outside edge of the waters surrounding Imperial City, until once again back having travelled full circle end at Aleswell. No problems, good framerate (OSR kept me above 24 fps), no crashes and only one slight stutter just before the bridge crossing the Upper Niben going west. A lot of purges during the run in the debug output, set at the default mode 4, and 2 streamsaves occurred during the time taken.

This on a Core2duo laptop (cores @ 2ghz), 4gb ram, Geforce 8600, with a Sata II Hard drive. Its going on the desktop which is more capable next :)
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Wed Sep 01, 2010 8:58 am

For those of you using Original Streamline in combination with Oblivion Stutter Remover, only using streamline to purge and save, plus a weather mod managing distant fog, the idea of a lite version of streamline I think is a good one, its working well on my system. I have just started using the streamfight option so not much testing yet, but future versions will expand on the configureability of this option.

Needs input from as many rigs/experienced people as possible to refine development.

I'm not seeing how this does the fog - which to me is the main reason to use Streamline.

Am I missing that somewhere?
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Wed Sep 01, 2010 8:09 pm

It doesn't, the idea is to make this lite, being compatible with OSR so it just does streampurge and streamsave, with the addition of streamfight (adapted from Combat FPS Optimizer), leaving distant fog to be handled by a weather mod, nopanolator has All Natural as his choice of weather mod in mind, but it can be similarly used with Redbags fog for instance. I am using AN on the desktop, and Redbags fog on the laptop. I have no need for the original streamfog with these two setups.

I dont know if nopanolator will be incorporating streamfog in a future version for those that still use that, who will not be using a weather mod which can do the same.

----

@Nopanolator - Could the old distant fog feature still be a part of the new streamline, it is actually still one of the desired features and a popular one discussed many times especially for those who would not use a weather mod which can do a similar trick. It is often discussed in relation to setting distant trees and objects level of detail (LOD) at the same distance which was masked by streamline 3.1 mindistancefog and maxdistancefog settings in the ini.

From the original streamline installation I refer you to streamsight_fog_ranges.mht file to further understand this, which gave equivalent ugrid settings to match up with mindistancefog and maxdistancefog settings in 3.1 ini file

----

Pourriez-le brouillard lointain ancienne fonction encore une partie de la nouvelle streamline, il s'agit en fait toujours l'une des caractéristiques souhaitées et une populaires discuté à plusieurs reprises notamment pour ceux qui n'auraient pas utiliser un mod météorologiques qui peuvent faire un truc similaire. Il est souvent discutée en relation avec la mise arbres au loin et le niveau des objets de détail (LOD) à la même distance qui a été masqué par de streamline et de 3.1 mindistancefog maxdistancefog paramètres dans le ini.

De l'original de streamline l'installation je vous renvoie à streamsight_fog_ranges.mht fichier afin de mieux comprendre ce qui a donné les paramètres UGrid équivalent à correspondre avec mindistancefog et maxdistancefog paramètres de 3.1 ini
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Wed Sep 01, 2010 2:54 pm

It doesn't, the idea is to make this lite, being compatible with OSR so it just does streampurge and streamsave, with the addition of streamfight (adapted from Combat FPS Optimizer), leaving distant fog to be handled by a weather mod, nopanolator has All Natural as his choice of weather mod in mind, but it can be similarly used with Redbags fog for instance. I am using AN on the desktop, and Redbags fog on the laptop. I have no need for the original streamfog with these two setups.

I dont know if nopanolator will be incorporating streamfog in a future version for those that still use that, who will not be using a weather mod which can do the same, or indeed if that was incorporated, would it be in accordance with the "streamsight fog ranges.mht" file included with streamline 3.1 which gave equivalent ugrid settings to match up with mindistancefog and maxdistancefog settings in 3.1 ini file.

I remember this conversation now - Have you found settings for AN fog that match Oblivion ini settings? I usually keep mine at:
uGridDistantTreeRange=18
uGridDistantCount=18

thanks for clarifying.
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Wed Sep 01, 2010 9:51 pm

I remember this conversation now - Have you found settings for AN fog that match Oblivion ini settings? I usually keep mine at:
uGridDistantTreeRange=18
uGridDistantCount=18

thanks for clarifying.


Reference http://www.gamesas.com/index.php?/topic/1140299-relz-weather-all-natural-thread-30/page__view__findpost__p__16678883 before the OBSE 19 a version array problem struck, and they released a fix in OBSE 19 b - I pretty much stayed with those settings and opened up UGrids to 16 for the desktop, which IIRC was just about right (I haven't played on the desktop for a while, the family tends to hog that machine more than I). I went back to RedBags fog on the laptop for a while to 'feel' the difference.... but I think AN will be going back in on the laptop soon ( the BAIN installer is sitting there just waiting for a right click :) ), missing real lights in particular, but AN's configureable fog after referencing RedBags fog again I think is the best of the two. And I want to try it with streamline 311 / OSR
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Wed Sep 01, 2010 11:19 am

Hy all,

The fog is a difficult part of the project for a question of compatibility with somes others popular mods than i don't have resolved. My reference in the matter being the AN bundle actually, for many reasons, but it's not the only one.

It's not at the program for the moment for its direct impact on performances (for the mecanical gain of FPS), wich can trouble my judgement about all the tweaks than i'm juggle with at the moment.
I'm more at the core if i can say, a good example is than i'm drawing actually a serial of tweaks to become Streamline a good partner of OSR depending on how many Cores have your processor and how many RAM is installed on your motherboard. It speak more about threads than particules.

The famous streamsight_fog_ranges.mht is the main reason of my prudency, and have served to refine the Streamfight module, i always have it under the hand when distance's problematics enter in count. To refine in speed a new Streamsight will award me with FPS gained easy, but will "fog" too all the optimization in progress behind. And many things are planned.

I don't reject the idea to make a special module like Streamsight for the ones wich don't use an environnemental mod, but i need more time for it at least for to finish a performant basis on wich it will run. In this vein i'm more for a dynamic code wich calculate itself the optimal distances regulary (in respect of all others mods possible wich use the fog trick) than a fixed one wich ask more to users than only click in one single button : activate. It wil permit a full compatibility with all environnemental mode, a notable gain of FPS, and to satisfy the users who want use Streamline as a all-in-one mod. If i do it, this will be more an hybrid of Streamsmooth and Streamsight focused on fog's matters.

Streamsight appear to be absolutly necessary for your performances Psymon, it interrest me a lot because you use Streamline 3.1 OB only for it. Can i ask what is your CPU/RAM/Graphic Card/Hard Drive types ?
Thanks for the interrest and good game !
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Wed Sep 01, 2010 11:57 am

For some reason, the game never returns to my normal oblivion.ini settings - it just stays at the combat fps mode all the time. If I change the ini and then fight again, it stays that way until I change the ini manually again etc. Obviously one simple solution is to just disable the combat fps mode, but I'm quite sure I must be missing something here. :)

The streamsave and streampurge options seem to work flawlessly however thus far.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Wed Sep 01, 2010 10:43 am

:) I was just popping in to report the same.

Just installed on the desktop family machine and enabled streamfight, after trying on the laptop I wanted to be sure it was not just the one machine - But I concur, using a18b12 English version, streamfight does not return the game back to oblivion.ini settings after a fight.

I have now turned off streamfight (SLv.FPSsmoothing) in the ini for now.

Additionally since then, we have had a message "coulmanene is un-responsive"
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed Sep 01, 2010 7:37 pm

I can confirm this as well. Settings do not revert to their previous state once combat ends.

Luckily I am obsessive compulsive when it comes to backups and have a few of the Oblivion.ini. Otherwise I would have had to reconfigure it again due to an error after combat. Something, I'm not sure exactly what, was changed that messed up my water settings. There would be a circle around NPCs and myself that was transparent. This was also true for statics in the water, such as rocks, but the transparent area was square. I compared a default ini and the 'messed' up one but couldn't find exactly which setting was causing this. I've never ran into this issue before but I'm sure someone has and knows exactly what setting could cause such errors. Although I'm fairly confident StreamFIGHT is to blame since this has never happened before and only occurred while testing StreamFIGHT.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Wed Sep 01, 2010 8:57 am

Thanks a lot for the reports.

There is the settings changed by StreamFIGHT, i'm sorry for the problems and i invite you twice times to backup quickly you ini in a zip when you test StreamFIGHT:

con_setIniSetting "iMinGrassSize:Grass" 256
con_setIniSetting "fGrassEndDistance:Grass" 2500.0000
con_setIniSetting "fGrassStartFadeDistance:Grass" 1850.0000
con_setIniSetting "bGrassPointLighting:Grass" 0
con_setIniSetting "bDoCanopyShadowPass:Display" 0
con_setIniSetting "iCanopyShadowScale:SpeedTree" 128
con_setIniSetting "fSurfaceTileSize:Water" 256
con_setIniSetting "bUseWaterReflectionsMisc:Water" 0
con_setIniSetting "bUseWaterReflectionsStatic:Water" 0
con_setIniSetting "bUseWaterReflectionsTrees:Water" 0
con_setIniSetting "bUseWaterReflectionsActors:Water" 0
con_setIniSetting "iActorShadowCountInt:Display" 2
con_setIniSetting "iActorShadowCountExt:Display" 2
con_setIniSetting "fLODFadeOutMultItems:LOD" 3.0000
con_setIniSetting "fLODFadeOutMultObjects:LOD" 4.0000
con_setclipdist 100000


First thing to verify: The oblivion engine don't load everytime its ini, so be sure to walk a little around for to 'force" the engine to read its INI, then reload its initial settings writed on (over the ones charged in memory). The change of cell can be a little more long when in cave or interior than in exterior.

If it don't change anything, please give me theses details :

- Where happened the combat (interior, exterior,town,oblivion world) ?
- Is the location where StreamFIGHT stopped near or far from the point where beginned the combat ?
- Have you Shivering Island installed and active ?
- Is the combat happening in a special mod ? (like Kvatch rebuilt or somethings else in the same taste)?

If it's not just because the memory runned with old settings in waiting the new ones, the fact than the module don't come back in Explore mode or reload the initial settings is logically linked, because the procedure happend in the end of the script when the statut of the player "is not" in combat. Maybe the detection is too large, and continue to consider the player in combat just because your have an ennemy blocked around wich tempt to reach your location with pathfinding. All details are appreciated.

For the "coulmanene is un-responsive", i'm very interrested to known more about it, perhaps it's a path to follow for to find the core of the problem. It come from the console? It's an Oblivion's message? Have you a mod called "coulmanene" installed?

Thanks by advance and sorry one more time for the bug.

nop

edit : For the water, try it :
fSurfaceTileSize = 2048.0000
iActorShadowCountExt = 5
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Thu Sep 02, 2010 12:03 am

I'm just about to leave the apartment for dinner at my parents place, so will only make a quick reply now:

- I have SI installed and active.
- It happened in interiors and exteriors. Only tried it out on a fresh save so far, it happened inside the starting dungeon and again after I reset the .ini in the Ayleid Ruin just north of the Prison Sewer entrance.
- I ran around for a while after it happened in the Ayleid Ruins, and I changed cells once. Didn't help.

Will try to find out more later, but doubt I'll have much time tonight.
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Wed Sep 01, 2010 6:31 pm

It's enough to start a first investigation, thanks.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Sep 01, 2010 9:03 pm

First thing to verify: The oblivion engine don't load everytime its ini, so be sure to walk a little around for to 'force" the engine to read its INI, then reload its initial settings writed on (over the ones charged in memory). The change of cell can be a little more long when in cave or interior than in exterior.


Aah so there is a delay until cell change triggers reloading original oblivion.ini settings - When I noticed the problem I was in the gold coast area out in the exterior countryside North East of Anvil, on completion of the fight, and noticing that grass remained very widely distributed, I remained roughly in the same area waiting for things to return to normal. After a few minutes I closed the game and came to report. I should have tried walking on further.

I do have Shivering Isles installed.

Aah il ya donc un délai jusqu'au changement de cellule déclenche le rechargement des paramètres Oblivion.ini original - Quand j'ai remarqué le problème que j'ai été dans la région de la c?te d'or à l'extérieur campagne du Nord-Est d'Anvil, au terme de la lutte, et en remarquant que l'herbe est restée diffusé très largement, je suis resté à peu près dans la même zone d'attente pour que les choses reviennent à la normale. Après quelques minutes, j'ai fermé le jeu et est venu de faire rapport. J'aurais essayé de marcher sur les autres.

Shivering Isles est installé

For the "coulmanene is un-responsive", i'm very interrested to known more about it, perhaps it's a path to follow for to find the core of the problem. It come from the console? It's an Oblivion's message? Have you a mod called "coulmanene" installed?


The message was an in game oblivion message, not in the console, and without tdt active, just a normal oblivion message. Coulmanene is a word I have never heard of, and I certainly have never seen this message in Oblivion before, there are no mods I can associate the word with.

Le message est un message en jeu Oblivion, pas dans la console, et sans tdt active, juste un message Oblivion normal. Coulmanene est un mot que je n'ai jamais entendu parler, et je n'ai jamais vu ce message dans Oblivion avant, il n'ya pas de mods que je peux associer le mot avec.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Wed Sep 01, 2010 6:35 pm

I've noticed than in some locations, you have to walk a little for to load the INI settings, but not a fews kilometers.
All the specific locations will be visited for to understand what is happening. Let's go.

For the "coulmanene", it's a mystery for the moment...
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Wed Sep 01, 2010 11:07 pm

I know I'm not going to make myself popular for asking this... but... it seems this is built from Jaga's mod, and it's using the same name as Jaga's Streamline, so... did anyone get permission to continue development? There's nothing mentioned in the OP...

The readme of the original mod specifically states
Its works and coding (and those of any other package in the
series by another version number) may not be altered or
repackaged unless express permission has been granted by said
author.


Vac

Edited for clarity
User avatar
Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Post » Wed Sep 01, 2010 9:38 pm

oh rats, popular or not.. its a good point I failed to check, this could be a bit of a fly in the ointment, which could mean stopping development.

Edit: Unless Nop has already gained permission that could be a hard thing to achieve. Is Jaga still active anywhere?
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Wed Sep 01, 2010 9:27 am

It's the very first point you should check before even thinking about releasing something based on someone else's work...

Vac
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Wed Sep 01, 2010 11:32 pm

Well, i tested and tested ... and i'm unable to reproduce the bug it's raging. I think about to entirely recode Streamfight in another way wich don't touch to Grass/Water parameters, and to more focus on others graphical parameters.

I can see the point for the name Vacuity, not for the virtual copyright. I've contacted them, they don't answered... i can't do more.
I consider theses starting points as a sandbox for learn how to code a mod, share it and work after the work in playing... i don't think than it's a referenced crime for wich i must avoid my manner to play oblivion in my free time. damned, it's a game dudes.

Dispositions will be taked for to preserve your sensibility of non authors, this mod will come back under another name and only when its code will reach a suffiscient level of freedom.

good game, and never forget it's just a game...
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Wed Sep 01, 2010 9:11 am

I've contacted them, they don't answered... i can't do more.


I wish I had noticed the oversight earlier to warn you of the problem with this, before encouraging you further along the path. Having been a long time fan of the series I should have seen it earlier, my sincere apologies.

Respecting the wishes of the original author is quite strict in the TES community, but mostly self policed by members because eventually even those who infringe on that etiquette realise even though they may not get legally pursued, they do cause talented authors to give up and lose more than they would gain, which makes everyone lose out.

There are mods that do similar things by different creators, which may even have found similar code routes to achieving the same aim, so long as it is not a direct rip of someone elses work, and you have permission for any parts that you borrow that is fine, even if the author has not been around for ages they may come back tomorrow... how can anyone tell. The best anyone can do is respect the wishes last posted, in this case....

Modification permission
You must get permission from me before you are allowed to modify my files to improve it

Asset use permission
You must get permission from me before you are allowed to use any of the assets in this file

I hope you do manage to code this with your own method, and name, and maybe even advance the functionality and efficiency of the original.

Take care Nopanolator, and I very much hope to see an original incarnation in future which you can call your own - I will be endorsing :)


Je voudrais avoir remarqué la surveillance plus t?t pour vous avertir de ce problème avec cela, avant de vous encourager le long du parcours. Ayant été un fan de longue date de la série, je l'aurais vu plus haut, mes plus sincères excuses.

Respecter les souhaits de l'auteur original est assez stricte dans la communauté TES, mais surtout de soi desservies par les membres parce que finalement, même ceux qui les enfreignent qui réalisent l'étiquette, même si elles ne peuvent pas obtenir légalement poursuivis, ils sont la cause de talentueux auteurs d'abandonner et de perdre plus que ce qu'ils gagneraient, qui fait perdre tout le monde.

Il ya des mods qui font des choses similaires par différents créateurs, qui peuvent même avoir trouvé des routes de code similaire à atteindre le même but, tant qu'il n'est pas un rip direct de quelqu'un d'autre travail, et vous avez l'autorisation de toutes les pièces que vous empruntez que est très bien, même si l'auteur n'a pas été autour pour des ages, ils peuvent revenir demain ... comment peut-on dire. Le meilleur tout le monde peut faire est de respecter les dernières volontés affichées, dans ce cas ....

l'autorisation de modification
Vous devez obtenir la permission de moi avant que vous êtes autorisé à modifier mes fichiers pour l'améliorer

permission utilisation des actifs
Vous devez obtenir la permission de moi avant que vous êtes autorisé à utiliser les actifs dans ce dossier

J'espère que vous parvenez à ce code avec votre propre méthode, et le nom, et peut-être même avant la fonctionnalité et l'efficacité de l'original.

Prenez soin Nopanolator, et j'espère vraiment voir une incarnation originale à l'avenir que vous pouvez appeler votre propre - je serai approuvant :)
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Wed Sep 01, 2010 8:04 pm

One can respect an author's wishes. However, as this is not about money and authors come and go, as RL patents (and maybe copyrights) expire, and for this game to evolve, there should be a limit on the amount of time after a mod is released, before one can improve on it without an author's consent, provided all attempts to reach the author were made.

It is bad enough we put up with this in the RL, carrying it to this extreme in this forum, is ..... ! As nonpanolator said "this is just a game".

This forums is not a governing body, it cannot control what players and modders do everywhere. These forums only control these forums. There are other avenues for development and distribution on non-legally produced material that are used. I hope you do not abandon this development as I think in this case your concience should be clear, as you made the attempt to contact the author, and continue this work and release in another location. I am sure players will be googling for any future developments. I only encourage you to make sure you credit the original author with what is due them.
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Wed Sep 01, 2010 6:10 pm

One can respect an author's wishes. However, as this is not about money and authors come and go, as RL patents (and maybe copyrights) expire, and for this game to evolve, there should be a limit on the amount of time after a mod is released, before one can improve on it without an author's consent, provided all attempts to reach the author were made.

It is bad enough we put up with this in the RL, carrying it to this extreme in this forum, is ..... ! As nonpanolator said "this is just a game".

This forums is not a governing body, it cannot control what players and modders do everywhere. These forums only control these forums. There are other avenues for development and distribution on non-legally produced material that are used. I hope you do not abandon this development as I think in this case your concience should be clear, as you made the attempt to contact the author, and continue this work and release in another location. I am sure players will be googling for any future developments. I only encourage you to make sure you credit the original author with what is due them.


I absolutely agree and hope Nopanolator keeps up the good work!
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Sep 01, 2010 11:47 pm

I'm more passionated to code useless things the night than usefull things the day for CEO's wich don't understand nothing if it's not about money, but i see than i have touched a relic with (trademark) for a first mod. I will burn in oblivion's lava, it's a promise, but after to have finished the work on it.

Near to 500 downloads in less than a week... i can't believe than no veteran of the TESCS haven't continued it for to let it in the hands of the first beginner. It was hard to understand and debug but not impossible, and for me.
If it's for to don't broke the laws of the virtual guild of virtually perfect modders, well... i can play for them the role of the bad dremora because apparently i'm not the only one wich want a lifting of this old concept. Aged of twos years, it's usually the lifespan of a game in the business not of a mod lol.

So, if you want to join the sect of the damned gravediggers you're welcome and I will help (for free if you give me somes organs to sell, see the 5th pages of the readme for the details) in the limits of my knowledge.

The only one rule : enjoy and share.
Advantage : when you take the plane and script a FPS benchmark for (Trademark)fight, your neightborough believe than you work hard for your company with respect.
Disadvantage : you're damned for ages, ask Vacuity the necromancer, defensor of sacred relics.
Particular sign : you stink like a gobelin, your eyes are globulous, your face the morning is scaring for a liches, and your concentration of cafein in the blood can kill an astronach
Salary : you're paid in readme's
Skills : madness +5, patient wife +20, be-flexible-like-at-work-for-learn-everything-on-ask +10, and one time per day you can use the spell "alarm clock fly" with the option gamestart
Leveling : being useless because all you do is virtual, you're at the top of the alimentary chain... it's a point.

More seriously, before to go to my slavery, it can be interresting to develop a wishes list... for Jaga for sure (dieterweb appear to be a gouls).

good game
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Next

Return to IV - Oblivion