I was referring to dynamic lights specifically.

On 17 June 2010 15:24, Adam Buckland <adamjbuckl...@gmail.com> wrote:
> You say that, I'm not sure it's that the lighting 'sucks', but more
> that it's a pain in the arse for modders because they don't have
> server farms to compile lightmaps unlike Valve.
>
> On 17 June 2010 15:20, Harry Jeffery <harry101jeff...@googlemail.com> wrote:
>> I noticed that too, lighting is one of the major things the source
>> engine sucks at. Hopefully Source 2011 will make the life of modders
>> 10x easier.
>>
>> On 17 June 2010 15:11, Adam Buckland <adamjbuckl...@gmail.com> wrote:
>>> Also, after looking at the Portal 2 gameplay footage from IGN:
>>> http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the
>>> only one that thinks that the lighting system has had to have a large
>>> overhaul to support how the levels change dynamically? (particularly
>>> obvious in the part 1)
>>>
>>> On 17 June 2010 14:58, Alexander Hirsch <1ze...@googlemail.com> wrote:
>>>> Mesa3D?
>>>>
>>>> On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne 
>>>> <fullmetalhar...@nimhlabs.com
>>>>> wrote:
>>>>
>>>>> This also adds a rather odd burden here, that allows Linux to get a better
>>>>> standing for gaming.
>>>>>
>>>>> It is not that unknown that without mixing, Linux generally does not
>>>>> require
>>>>> anywhere near as much over head to run as windows.
>>>>>
>>>>> The minimum requirements to run a GUI on Linux is about 256MiB of RAM. 
>>>>> This
>>>>> even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be 
>>>>> better
>>>>> if
>>>>> you really did only have 256MiB of RAM (well if you were using a DE... and
>>>>> not
>>>>> a slimmed down WM with only a few programs loaded into it)
>>>>>
>>>>> You can do just fine win 1GiB of RAM.
>>>>>
>>>>> Linux also, as an OS can run on some old Intel boards--that running an OS
>>>>> on
>>>>> would other wise be insane today. a Pentium 1 can still get (some) use 
>>>>> with
>>>>> Linux.
>>>>>
>>>>> Not enough to really be noteworthy as a desktop PC... but, this is a lot
>>>>> less
>>>>> than the least you will get Windows 7 onto.
>>>>>
>>>>> So we have a nice toss up here:
>>>>>
>>>>> 1: Linux requires Software Rendering in place. IE: how rendering was done,
>>>>> before we got silly things like TNT and Voodoo on the market.
>>>>>
>>>>> 2: Linux requires significantly less overhead to run, as far as OS goes.
>>>>>
>>>>> If we can get it so that we can show Steam running on Linux, using mostly
>>>>> Software Rendering, and getting it to run as fast as the same game on
>>>>> Windows,
>>>>> on comparable hardware...
>>>>>
>>>>> This will definitely sell Linux as an OS...
>>>>>
>>>>> Which in turn will get various Graphics Card makers on board to add their
>>>>> support.
>>>>>
>>>>> You know--I kind of want to see somebody work on that goal then. I am
>>>>> almost
>>>>> ready to dig up some old books that go over the theory of 3d programming,
>>>>> just
>>>>> to pull make a software rendering engine for this idea.
>>>>>
>>>>> On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote:
>>>>> > Yes, 3D drivers are definitely quite lacking on the GNU/Linux front,
>>>>> > but if Valve shows support for the development of these drivers, this
>>>>> > may prompt certain GPU manufacturers to step up their GNU/Linux driver
>>>>> > development.
>>>>> >
>>>>> > Darren L. VanBuren
>>>>> > =====================
>>>>> > http://theoks.net/
>>>>> > On Mon, Jun 14, 2010 at 18:35, Bob Somers <magicbob...@gmail.com> wrote:
>>>>> > > Something to consider, though, is that the 3D driver support is years
>>>>> > > behind from *ahem* a particular GPU manufacturer. I won't embarrass
>>>>> > > them by saying their name, so I'll just say their initials: ATI.
>>>>> > >
>>>>> > > Their driver support for Linux is, frankly, pathetic at best. The
>>>>> > > Fedora team is trying to solve this with their new free drivers in
>>>>> > > Fedora 13 (which, I'll admit, are quite good), but it's still not up
>>>>> > > to par with what you need to run a game. For example, the new free
>>>>> > > drivers have very little (read: practically none) support for basic
>>>>> > > vertex and fragment shaders. It will be at least another year before
>>>>> > > the free drivers are up to what ATI's crappy proprietary drivers are
>>>>> > > now. Even worse, right now you can get the proprietary drivers running
>>>>> > > on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and
>>>>> > > not at all on Fedora 13. Literally, ATI's Linux drivers are at least
>>>>> > > 12 months behind, and the free ones are 12 months behind that.
>>>>> > >
>>>>> > > Unless somebody gives ATI a swift kick in the nuts the situation does
>>>>> > > not look good.
>>>>> > >
>>>>> > > --Bob
>>>>> > >
>>>>> > >
>>>>> > >
>>>>> > >
>>>>> > >
>>>>> > > On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren <onekop...@gmail.com>
>>>>> wrote:
>>>>> > >> Spoiler Alert. It's like the ratman drawing that says "She's watching
>>>>> > >> you." Canonical is she in that case.
>>>>> > >>
>>>>> > >> I'm personally a fan of Fedora, but if Steam on GNU/Linux is
>>>>> > >> distributed as a tarball, that'd be best in the interests of Valve.
>>>>> > >> Even if some people (mainly Ubuntu users) would be a bit stuck on the
>>>>> > >> concept of a tarball, it'd be minimal work for Valve, and maximum
>>>>> > >> cross-distribution compatibility.
>>>>> > >>
>>>>> > >> Darren L. VanBuren
>>>>> > >> =====================
>>>>> > >> http://theoks.net/
>>>>> > >>
>>>>> > >>
>>>>> > >>
>>>>> > >> On Mon, Jun 14, 2010 at 16:49, Harry Jeffery
>>>>> > >> <harry101jeff...@googlemail.com> wrote:
>>>>> > >>> It's all down to personal opinion, as long as it does what you need
>>>>> > >>> quickly and effectively then it's fine. I've yet to see the dark 
>>>>> > >>> side
>>>>> > >>> in cannonical so I honestly can't say much about their ethics.
>>>>> > >>>
>>>>> > >>> Either way, I <3 Linux and so should Valve.
>>>>> > >>>
>>>>> > >>> On 15 June 2010 00:19, Katrina Payne <fullmetalhar...@nimhlabs.com>
>>>>> wrote:
>>>>> > >>>> Well a few points:
>>>>> > >>>>
>>>>> > >>>> The commands in the Linux Commandline... and well those on any UNIX
>>>>> or
>>>>> UNIX
>>>>> > >>>> Workalike have not really changed since the 1970s. You could pick 
>>>>> > >>>> up
>>>>> a
>>>>> book on
>>>>> > >>>> BASH or TCSH from the 1970s, and still have most of what you should
>>>>> do.
>>>>> > >>>>
>>>>> > >>>> This kind of has allowed for tools to be put around these base
>>>>> functions, such
>>>>> > >>>> as autocomplete, history and well--quite a few other really handy
>>>>> tools, to be
>>>>> > >>>> added into the Linux CLI, to make its functionality go above and
>>>>> beyond
>>>>> > >>>> anything cmd.exe is capable of.
>>>>> > >>>>
>>>>> > >>>> I still have yet to look into Microsoft's PowerShell though.
>>>>> > >>>>
>>>>> > >>>> This is why most Linux users use the CLI. It has developed into an
>>>>> experience
>>>>> > >>>> that is completely unlike the root canal that is cmd.exe. You can
>>>>> actually go
>>>>> > >>>> in, and get some functionality from it. A lot of functionality too.
>>>>> It
>>>>> also
>>>>> > >>>> gives the feeling that the user has more direct control--without
>>>>> that
>>>>> Pesky
>>>>> > >>>> GUI in the way (though, technically, this just has a bunch of other
>>>>> items
>>>>> > >>>> typically in the way, such as init.d, bash, various bash
>>>>> extensions--
>>>>> maybe
>>>>> > >>>> screen... you are just trading one thing in the way, that is, a 
>>>>> > >>>> GUI,
>>>>> for
>>>>> > >>>> another thing, that is a CLI).
>>>>> > >>>>
>>>>> > >>>> Now, that said--there are plenty of Desktop Environments ('DE') 
>>>>> > >>>> that
>>>>> Linux can
>>>>> > >>>> make use of, that pretty much make requirement of CLI use
>>>>> unnecessary.
>>>>> That
>>>>> > >>>> is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux
>>>>> user
>>>>> > >>>> nearly never has to do anything on the CLI. Unless something has
>>>>> gone
>>>>> horribly
>>>>> > >>>> wrong. In which case, he should be able to get the local Linux 
>>>>> > >>>> Admin
>>>>> to
>>>>> fix it.
>>>>> > >>>>
>>>>> > >>>> As that technically is what he'd do if something went horribly 
>>>>> > >>>> wrong
>>>>> on
>>>>> > >>>> Windows. He'd get his local Windows Expert to fix it.
>>>>> > >>>>
>>>>> > >>>> The "required" use of the CLI rather than GUI to properly use 
>>>>> > >>>> Linux,
>>>>> is
>>>>> much
>>>>> > >>>> like how using Vi is "required" rather than EMACS for the proper 
>>>>> > >>>> use
>>>>> of
>>>>> Linux.
>>>>> > >>>>
>>>>> > >>>> Also, I use Fedora, and typically find it a LOT easier to work with
>>>>> than
>>>>> > >>>> Ubuntu. This maybe, because Fedora tries not to be a bunch of
>>>>> asshats
>>>>> to the
>>>>> > >>>> people upstream. The same cannot be said about Canonical, the 
>>>>> > >>>> owners
>>>>> of
>>>>> > >>>> Ubuntu. Where, from what I have seen on their policies by past
>>>>> actions...
>>>>> > >>>> their MAIN desire is to be asshats to the upstream.
>>>>> > >>>>
>>>>> > >>>> I have a long winded rant on why I do not like Ubuntu... I mostly
>>>>> just
>>>>> state
>>>>> > >>>> that nobody uses Ubuntu Linux. Typically most people go over to
>>>>> another
>>>>> Linux
>>>>> > >>>> Distro afterwards, generally agreeing that no matter what Linux
>>>>> Distro
>>>>> they go
>>>>> > >>>> to, be it Fedora, Puppy (well, prior to being based on Ubuntu),
>>>>> Arch,
>>>>> Slack,
>>>>> > >>>> Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either
>>>>> that, or
>>>>> > >>>> they return to Windows--only using Ubuntu as a rescue disk setup.
>>>>> > >>>>
>>>>> > >>>> Right, now then. Back to your regular discussion
>>>>> > >>>>
>>>>> > >>>> ~Katrina
>>>>> > >>>>
>>>>> > >>>> On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote:
>>>>> > >>>>> People like the command line because it's very fast to do what you
>>>>> > >>>>> want if you know what you are doing. So far ubuntu seems to be the
>>>>> > >>>>> most user friendly linux distro and what a majority of linux 
>>>>> > >>>>> gamers
>>>>> > >>>>> might use.
>>>>> > >>>>>
>>>>> > >>>>> Personally I'd just use arch-linux and optimize my system...a lot.
>>>>> As
>>>>> > >>>>> long as nVidia release decent linux drivers it's all good.
>>>>> > >>>>>
>>>>> > >>>>> On 13 June 2010 14:01, Adam Buckland <adamjbuckl...@gmail.com>
>>>>> wrote:
>>>>> > >>>>> > A couple of things:
>>>>> > >>>>> >
>>>>> > >>>>> > Elan Ruskin gave a good talk on porting to consoles at GDC08. 
>>>>> > >>>>> > The
>>>>> > >>>>> > slides are on Valve's website. There's something in there that
>>>>> may
>>>>> > >>>>> > help you here:
>>>>> > >>>>> >
>>>>> > >>>>> > #ifdef __GNUC__
>>>>> > >>>>> > #define MAXSI_THREADED_VARIABLE __thread
>>>>> > >>>>> > #else
>>>>> > >>>>> > #define MAXSI_THREADED_VARIABLE __declspec( thread )
>>>>> > >>>>> > #endif
>>>>> > >>>>> >
>>>>> > >>>>> > You may wish to use another define for windows rather than an
>>>>> else
>>>>> > >>>>> > statement in case you wish to port it somewhere else in the
>>>>> future.
>>>>> > >>>>> >
>>>>> > >>>>> > Also I agree, the Mac and Linux ports are incredibly similar. In
>>>>> fact,
>>>>> > >>>>> > on the Mac port a shell script is executed first to determine
>>>>> whether
>>>>> > >>>>> > it's running on OS X or Linux.
>>>>> > >>>>> >
>>>>> > >>>>> > Finally Linux could be a great consumer platform. Before it can
>>>>> become
>>>>> > >>>>> > this, it needs to learn that not everyone is a power user, and
>>>>> make
>>>>> > >>>>> > things simple. Learn from the Mac app bundles, and remove
>>>>> reliance
>>>>> on
>>>>> > >>>>> > the command line (for example the output is shown on the update
>>>>> > >>>>> > software). It scares normal users. That, and a lot of power 
>>>>> > >>>>> > users
>>>>> > >>>>> > (like myself), don't want to have to rely on the command line 
>>>>> > >>>>> > for
>>>>> > >>>>> > everything.
>>>>> > >>>>> >
>>>>> > >>>>> > On 13 June 2010 13:28, Jonas 'Sortie' Termansen <
>>>>> hlcod...@maxsi.dk>
>>>>> wrote:
>>>>> > >>>>> >> I'd like to share a few experiences about porting code and
>>>>> writing
>>>>> > >>>>> >> portable code. Scroll down, if you just want my thoughts on how
>>>>> portable
>>>>> > >>>>> >> the Source Engine is.
>>>>> > >>>>> >>
>>>>> > >>>>> >> Recently I've been porting my in-development digital
>>>>> distribution
>>>>> > >>>>> >> platform to GNU/Linux for the fun of it. Naturally, most of my
>>>>> code
>>>>> > >>>>> >> didn't work right out of the box. But it is worth that several
>>>>> > >>>>> >> subsystems actually worked at the first attempt, or with an 
>>>>> > >>>>> >> edit
>>>>> or
>>>>> two.
>>>>> > >>>>> >> For instance, my string system and parser classes/functions
>>>>> compiled
>>>>> > >>>>> >> right away.
>>>>> > >>>>> >>
>>>>> > >>>>> >> However, stuff like accessing the filesystem, multithreading,
>>>>> user
>>>>> > >>>>> >> interfaces, networking, and so on didn't work because it relied
>>>>> on
>>>>> the
>>>>> > >>>>> >> Windows API. The interesting part here is that POSIX does 
>>>>> > >>>>> >> things
>>>>> > >>>>> >> differently; but almost in the same manner as Windows. That
>>>>> means
>>>>> for
>>>>> > >>>>> >> each Windows API call you use, there is often one or more POSIX
>>>>> calls
>>>>> > >>>>> >> that does the same thing (if you add a little abstraction, that
>>>>> is).
>>>>> > >>>>> >>
>>>>> > >>>>> >> Now, some of you heavily suggested the use of #ifdefs all 
>>>>> > >>>>> >> around
>>>>> the
>>>>> > >>>>> >> code. You should not use #ifdefs each time you rely on platform
>>>>> specific
>>>>> > >>>>> >> behavior, but only in shared function calls or in headers. For
>>>>> instance,
>>>>> > >>>>> >> if you have to open a file. On Windows you can call the
>>>>> CreateFile
>>>>> > >>>>> >> function, while POSIX supports the open function. That means 
>>>>> > >>>>> >> for
>>>>> each
>>>>> > >>>>> >> file opening, you need to write something like.
>>>>> > >>>>> >>
>>>>> > >>>>> >> #ifdef linux
>>>>> > >>>>> >> int FileHandle = open(Path, Flags);
>>>>> > >>>>> >> #elif defined(WIN32)
>>>>> > >>>>> >> HANDLE FileName = CreateFile(...)
>>>>> > >>>>> >> #endif
>>>>> > >>>>> >>
>>>>> > >>>>> >> Naturally, this isn't very pretty. And if this was used all 
>>>>> > >>>>> >> over
>>>>> the
>>>>> > >>>>> >> Source Engine you would spend a lot of time writing #ifdefs and
>>>>> checking
>>>>> > >>>>> >> platform specific documentation. However, I am not saying
>>>>> #ifdefs
>>>>> are a
>>>>> > >>>>> >> bad idea. But instead of using them all over your code, you
>>>>> should
>>>>> move
>>>>> > >>>>> >> them to a shared class or function that simply implements all
>>>>> this
>>>>> once.
>>>>> > >>>>> >> In my code, I declared an abstract baseclass called
>>>>> MaxsiFileSystem
>>>>> that
>>>>> > >>>>> >> implements all the common functions to access the local
>>>>> filesystem.
>>>>> So
>>>>> > >>>>> >> now when I wish to open a file for reading, I would call:
>>>>> > >>>>> >>
>>>>> > >>>>> >> MaxsiHandle FileHandle = FileSystem()->OpenFile(Path,
>>>>> MAXSI_FILE_READ |
>>>>> > >>>>> >> MAXSI_FILE_SEQUENTIAL);
>>>>> > >>>>> >>
>>>>> > >>>>> >> This additional layer of abstraction makes it very easy to add
>>>>> support
>>>>> > >>>>> >> for new platforms as you just have to define a new child of the
>>>>> abstract
>>>>> > >>>>> >> baseclass. I have also added such a layer for my Window System.
>>>>> This
>>>>> > >>>>> >> means I call my own APIs in my actual code, and then it
>>>>> redirects
>>>>> it to
>>>>> > >>>>> >> the Windows API or GTK+ depending on your platform.
>>>>> > >>>>> >>
>>>>> > >>>>> >> You might also have noticed I implemented a FileSystem()
>>>>> function,
>>>>> in
>>>>> > >>>>> >> the same manner I have implemented a WindowSystem() function
>>>>> that
>>>>> > >>>>> >> returns the window system in use by the current function/class.
>>>>> This
>>>>> > >>>>> >> makes it easy to simply swap the window system on the fly. For
>>>>> instance,
>>>>> > >>>>> >> my source mod links against my distribution platform (LGPL) and
>>>>> my
>>>>> mod
>>>>> > >>>>> >> then implements some of these interfaces. It could implement 
>>>>> > >>>>> >> the
>>>>> > >>>>> >> MaxsiWindowSystem class using VGUI and then my programs could 
>>>>> > >>>>> >> be
>>>>> > >>>>> >> natively drawn ingame with mininal work.
>>>>> > >>>>> >>
>>>>> > >>>>> >> Other porting issues includes how the VS compiler breaks a lot
>>>>> of
>>>>> the
>>>>> > >>>>> >> C99 standard. To counter this, I have simply declared a lot of
>>>>> macros in
>>>>> > >>>>> >> my header files that replaces platform specific behavior.
>>>>> #defines are
>>>>> > >>>>> >> very powerful for this. For example, to declare a
>>>>> thread-specific
>>>>> > >>>>> >> variable, I would use this header define:
>>>>> > >>>>> >>
>>>>> > >>>>> >> #ifdef __GNUC__
>>>>> > >>>>> >> #define MAXSI_THREADED_VARIABLE __thread
>>>>> > >>>>> >> #else
>>>>> > >>>>> >> #define MAXSI_THREADED_VARIABLE __declspec( thread )
>>>>> > >>>>> >> #endif
>>>>> > >>>>> >>
>>>>> > >>>>> >> And then use the MAXSI_THREADED_VARIABLE macro to declare each
>>>>> threaded
>>>>> > >>>>> >> variable. My experience is also that the GNU Compilers throw
>>>>> much
>>>>> more
>>>>> > >>>>> >> errors and warnings than the Visual Studio compiler - and it is
>>>>> often
>>>>> > >>>>> >> right to do so. Visual Studio teaches you to write bad
>>>>> > >>>>> >> standards-breaking code, even if you just compile using MinGW
>>>>> you
>>>>> will
>>>>> > >>>>> >> get to fix a lot of issues that makes your code rather
>>>>> non-portable.
>>>>> > >>>>> >> (Like avoiding Microsoft-specific extensions to the C Library,
>>>>> in
>>>>> some
>>>>> > >>>>> >> cases.) But Microsoft did break the standard enough that you
>>>>> might
>>>>> need
>>>>> > >>>>> >> to use some of the above methods for porting, just to get your
>>>>> code
>>>>> > >>>>> >> compiling using MinGW.
>>>>> > >>>>> >>
>>>>> > >>>>> >>
>>>>> > >>>>> >> Now to return to the Source Engine. In my experience a lot of
>>>>> stuff
>>>>> in
>>>>> > >>>>> >> the SDK code is already defined using interfaces, classes, and
>>>>> such.
>>>>> > >>>>> >> That means the actual porting issues have been outsourced to 
>>>>> > >>>>> >> the
>>>>> Engine.
>>>>> > >>>>> >> This, in turn, means that the SDK code will be rather easy to
>>>>> port
>>>>> > >>>>> >> compared to the Engine. Fortunately, as the Source Engine
>>>>> already
>>>>> is
>>>>> > >>>>> >> highly modular using interfaces, it is easy to just swap a DX
>>>>> renderer
>>>>> > >>>>> >> with OpenGL. As such, they already have the framework to make
>>>>> their
>>>>> code
>>>>> > >>>>> >> work on new platforms - all they have to do is implement their
>>>>> > >>>>> >> interfaces using the local system calls. If you start to do 
>>>>> > >>>>> >> this
>>>>> on
>>>>> the
>>>>> > >>>>> >> low-level interfaces and move upward, then soon your program
>>>>> starts
>>>>> > >>>>> >> working in all its glory.
>>>>> > >>>>> >>
>>>>> > >>>>> >> As for a Steam Client for GNU/Linux. It exists. I lost the 
>>>>> > >>>>> >> link,
>>>>> but it
>>>>> > >>>>> >> seems that Valve uploads nightly builds of their Steam Client,
>>>>> and
>>>>> each
>>>>> > >>>>> >> day it works just a bit better. Last I heard, the Steam Client
>>>>> actually
>>>>> > >>>>> >> logged on and the actual UI was partially drawn. I am not sure
>>>>> why
>>>>> Valve
>>>>> > >>>>> >> is so silent about this - perhaps it's just experimental, or
>>>>> they
>>>>> they
>>>>> > >>>>> >> to make a big deal about it, like they did with the Mac.
>>>>> Seriously,
>>>>> when
>>>>> > >>>>> >> are they gonna shut up about it? Last I saw was that they made 
>>>>> > >>>>> >> a
>>>>> funny
>>>>> > >>>>> >> TF2 comic about it.
>>>>> > >>>>> >>
>>>>> > >>>>> >>
>>>>> > >>>>> >> Porting programs to Linux hasn't been very hard for me, though
>>>>> it
>>>>> is a
>>>>> > >>>>> >> lot of work, if you want to do it properly. It seems that the
>>>>> Source
>>>>> > >>>>> >> Engine is already highly portable and GNU/Linux build doesn't
>>>>> seem
>>>>> too
>>>>> > >>>>> >> difficult, as it seems from the nightly builds. There is no
>>>>> doubt
>>>>> about
>>>>> > >>>>> >> whether we need a client for GNU/Linux, it is just a matter of
>>>>> time
>>>>> > >>>>> >> before they announce and release it.
>>>>> > >>>>
>>>>> > >>>>> > Bucky
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>
>>>
>>>
>>> --
>>>
>>> Bucky
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>
>
>
> --
>
> Bucky
>
> _______________________________________________
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> visit:
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>
>

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