Posted: 5th June 2006 23:16
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Thanks for pointing that out-- last I heard about it was last year sometime, and it was like 329843rd hand information, and so slightly more reliable than my roommate's word.
Script patches is kinda thinking too far ahead (I kinda view it as an end of game thing, once a SINGLE script has been entirely implemented...), but it would be simple enough to add, so you never know, I might throw that in (but it'll be low priority, methinks..) |
Post #118803
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Posted: 6th June 2006 03:46
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Okay everybody! Time for an update with screenshots! *dancemonkey*
These are some preliminary shots from in my modelling program of thy HQ version of Terra. This is the model (plus or minus) that I'll be using for cinematics (if I do any), and for the normal map that'll be used in game. Please note that this is not shot from within my game engine yet, as there's still a LOT of work to get it in there, but at least now it's mostly built! Some issues you may see, that I am aware of, and why they exist: 1) There's no textures! A) That's right. Just colors that approximate the textures. 2) You can't see her eyes very well with all that hair in the way! A) Once textures are applied, her hair will have a LOT of transparency, so her eyes will be WAY more visible. 3) There's kinks at the joints! A) Correct- that's what you get for quickie-I-wanna-get-it-out vertex weighting. The kinking is the most noticable in her hair. This will be fixed, but for the time being, I just wanted it to work, perfect or not. 4) Her shoulderpads are too big! A) Yes, I realized this as I started posing her for the shot. Rest assured that they will be revamped A LOT before she is finalized. 5) These are only shots of her upper body! A) Yeah, currently having issues with her legs going thru her dress-- not to mention the mess of things she has around her waist. Was too lazy to fix it before putting some shots out there. 6) There's a floaty thing in the background! A) Yup! Just to make you ask questions! It's some of the trim for the arms of her dress that I haven't weighted yet (so it doesn't move with the rest..) 6, version2) Her eyebrows/eyelashes are solid! A) Yah, again, with no textures, there's no transparency, and thus, the eyebrows/eyelashes look kinda bulky.. ;p 6.. again...) You took too long! A) Tough pickles. And so, without further adieu, les shots. ![]() ![]() ![]() ![]() This post has been edited by nyxojaele on 6th June 2006 04:05 |
Post #118836
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Posted: 6th June 2006 04:34
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![]() Posts: 2,154 Joined: 9/10/2005 Awards: ![]() ![]() ![]() ![]() |
I think it looks fine, for a preliminary model.
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Post #118838
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Posted: 6th June 2006 19:35
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![]() Posts: 470 Joined: 31/5/2006 Awards: ![]() ![]() ![]() |
I like it a lot, I have no experiance when it comes to 3D models and thus: I'm very impressed
I think the shoulder pads like alright, they don't seem to large |
Post #118905
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Posted: 7th June 2006 22:22
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Post #119073
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Posted: 7th June 2006 22:35
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![]() Posts: 744 Joined: 29/4/2006 Awards: ![]() ![]() ![]() |
Add another month to your calender!
Pretty good,the other ones are better but still nice. This post has been edited by Dragon King on 26th June 2006 23:50 -------------------- Kel'Thuzad: She is persistent. Reminds me of you, death knight. Arthas:Shut up you damned ghost. -Warcraft III Kel'thuzad comparing Arthas and Sylvanas Windrunner. |
Post #119074
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Posted: 8th June 2006 01:58
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
What other ones? The only other model I've made was that crappy low-poly version of terra I had in some of my screenshots way near the beginning.
@Narratorway: Thanks a lot-- that means a lot to me, coming from a fellow modeller. This is 1 of the highest poly models I've ever done- she clocks in at 165,956 verticies and 167,320 faces. @_@ 'Course many of these you don't see because they're the body under the clothing, and whatnot, but still, she's a bit of a heavyweight^^ |
Post #119124
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Posted: 8th June 2006 04:06
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![]() Posts: 1,796 Joined: 15/11/2003 Awards: ![]() ![]() ![]() |
Good job, this is very good. And just to let you know her shoulder pads are just fine, they look good.
-------------------- "Have you ever seen a baby do that before?" |
Post #119131
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Posted: 8th June 2006 04:31
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![]() Posts: 1 Joined: 8/6/2006 ![]() |
/toggle fanboi_mode on
She's looking pretty hawt, nyx! Can't wait to see what the rest of her looks like. I have no objections to the shoulderpads. But I know you're being an accuracy monkey so I'll let you have your fun. Keep up with the awesome. This post has been edited by BulletproofPaladin on 8th June 2006 04:31 |
Post #119132
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Posted: 29th June 2006 23:00
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![]() Posts: 169 Joined: 8/3/2004 Awards: ![]() ![]() ![]() |
This is my first time reading this post and i gotta say what you are doing is brilliant!
-------------------- I'VE HAD AN ETERNITY TO PONDER THE MEANING OF THINGS. AND NOW I HAVE AN ANSWER... |
Post #121831
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Posted: 30th June 2006 20:29
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![]() Posts: 100 Joined: 21/6/2006 Awards: ![]() ![]() ![]() |
Awsome this is really cool.
-------------------- Cloud "let's Mosey" |
Post #121975
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Posted: 1st July 2006 21:43
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![]() Posts: 1,249 Joined: 25/5/2005 Awards: ![]() ![]() ![]() |
Haha, that's pretty cool for anime.
I looked carefully at her shoulder pads and they seem a little too high above the shoulders. Other than that, pretty fricken amazing! By the way, are you the only one working with 3D models and the remake? If you are, then it'll be tough road for you ![]() |
Post #122114
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Posted: 3rd July 2006 19:44
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![]() Posts: 639 Joined: 3/4/2005 Awards: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
It's beautiful, but it looks a bit spunky for Terra! I think it's the eyeliner-looking style. I don't know, but but it'll be surely interesting to see this turn out!
-------------------- You're telling me that there's no hope. I'm telling you you're wrong. |
Post #122459
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Posted: 3rd July 2006 23:16
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![]() Posts: 619 Joined: 2/4/2004 Awards: ![]() ![]() ![]() ![]() |
That's a really REALLY great model. Wow. I do have one suggestion or complaint, whatever you might want to call it. She looks a bit more tan than I thought terra to be. I had kind of imagined her a bit paler. Otherwise it looks completley perfect so far.
-------------------- "We're not tools of the government or anyone else. Fighting... fighting was the only thing I was ever good at, but at least I always fought for what I believed in." - Frank Yeager (a.k.a. Grey Fox) |
Post #122478
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Posted: 19th July 2006 21:56
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![]() Posts: 5 Joined: 19/7/2006 ![]() |
dude, that is an awesome model, you truly are multi talented... damn... my only crit is that she seems to have thinner, curlier hair in the game pics... but for someone coding, modeling and doing all the work themself, thats amazing! i mean you havent even started with the details yet!
btw, im wondering, which pieces of official art are you basing outfits off of? because theres so much variety. sabin has a beard in some pieces, but none in game, locke wears black in some pieces, but blue in others, etc etc.. .... forgive me for sounding like such a fanboy... ![]() oh and also, will you be adding any voice acting? or even additional battle sounds? anyways man, do you have a site or anything for this project? thanks |
Post #124928
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Posted: 21st September 2006 02:03
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Okay, I'm back! And good news to all: I [nor the project] = NOT DEAD!
I took a bit of a break for a while there, as my work was getting all crazy (got a promotion/huge raise, started working 10hr days, learning new responsibilites, etc.. = STRESS!), but things have calmed down a lot, and I can concentrate on this a lot more now. To answer questions, and generally respond to everybody: Everybody talking about Terra's hair, remember that the shots I showed you of the model are completely untextured. The hair, and other parts, will have a lot of transparency applied to it, and will definately look more detailed/curly/etc.. That applies to her eyelashes/eyebrows as well. That also says that her skin color is only a rough approximation, as these colors you see now will have ZERO bearing on her final color composition. And yes, I realize this is one helluva road I've got laid out ahead of me, but hey- I love what I'm doing, so I see no reason to grow tired with it anytime soon^^ Official art I'm looking at, is generally the original stuff by Amano. Otherwise, I'm typically going by what the game itself originally looked like. I currently have no plans for voice acting, battle sounds are up for debate. I haven't really given huge amounts of thought to the sound portion of things, to be honest with you-- but I think it likely that I'll be creating new ones, as the old ones are just so .... old. I currently do not have a site for this project-- I guess the closest thing I have is this forum, at least for the time being. I've been biting my tongue for the past week or 2, despite how much I've wanted to share with the world, but now I feel it's finally time to tell people about the latest developments in the FFVI3D project. First off, it has now been renamed to the FFVI3DPSP project. 3 guesses as to what's changed, and the first 2 don't count. Hell, neither does the last 1. My game is now being ported over to the PSP. (For those who don't want to ask a silly question, that's a Playstation Portable^^) This also means a change of engine, which I've also been dealing with. That said, I am now no longer using the Ogre rendering engine. Don't get me wrong, it's an AMAZING engine, but it's uhm... overkill, for what this game will require. I'll definately keep it around for other projects tho, I love it to bits! The engine I'm now using is called LTE game engine. It's a PSP conversion of the wellknown "Irrlicht" engine for the PC. Since this is a (semi)fullblown GAME engine, instead of just a rendering engine, it'll also save me LOADS of time programming things, such as a sound driver, etc.. So, in the last 2-ish weeks, I've been porting my game into the LTE engine, and at the same time, porting it over to the PSP. All is going well, it's just taking time. I have a lot of the internal framework done now, and have started on something you can actually SEE. This is where the fun comes: I've recorded a video of me booting up my PSP, and playing a teaser trailer of my game. This serves 3 purposes: 1) It proves it's on the PSP. 2) It gives you some eye candy (yay!) 3) d^-^b So anyways, without further adieu: http://www.youtube.com/watch?v=TY3SX-mrcoA |
Post #131088
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Posted: 21st September 2006 05:41
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Aww! The first caps of this in motion and the sites down. That's gotta hurt. Oh well, I'll edit in a new comment once they get the site working again.
Edit Looks nice enough. Timing is pretty spot on. Lingers quite a bit though compared with the original if I remember correctly. Can't really tell much about it however since there's really not a lot involved beyond the background, camera move and the text appearing. This post has been edited by Narratorway on 21st September 2006 08:36 -------------------- |
Post #131096
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Posted: 21st September 2006 06:02
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![]() Posts: 102 Joined: 21/9/2005 Awards: ![]() ![]() ![]() |
Cool video, although if you are trying to keep this project out of Square's radar, uploading it to YouTube probably isn't the best move...
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Post #131099
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Posted: 21st September 2006 06:11
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![]() Posts: 619 Joined: 2/4/2004 Awards: ![]() ![]() ![]() ![]() |
Four words: In cre di ble
Of course the the movie is a bit lite on content, but I really think it's good to see someone finally moving forward with a project like this. I personally can't wait if this ever finishes. One question though: that clearly isn't the original format of the intro song, how did you get such good quality for the song? Was that an arrangement someone else had made? I'd be interested to know. This post has been edited by FallingHeart on 21st September 2006 06:12 -------------------- "We're not tools of the government or anyone else. Fighting... fighting was the only thing I was ever good at, but at least I always fought for what I believed in." - Frank Yeager (a.k.a. Grey Fox) |
Post #131100
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Posted: 21st September 2006 12:06
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Well yah, that's what I was thinking about YouTube as well, but hey-- it's a fan video just like anybody else's. I have, and will continue to, always give credit to Square-Enix for what they have done. If it wasn't for them, I couldn't do any of this- so kudos to them most definately!
Timing: The original took 18 seconds until the musical clash (and thus, the logo fading in). Because of the song I used for this, I could only edit it down to 25 (roughly) seconds until the musical clash in my version. So yes, a bit longer. It can & will be skippable. When I first created this, I had the SNES song playing, for timing. I obviously wanted a higher quality song, and when I got it on there, I had to adjust my timing in it as well. Haha, I have my SNES with FFIII in it, -right- next to my computer, cause I'm always using it as source material. It is, by FAR, my prime source material for influence on virtually -anything- in my version of the game. 2 Things still need to be done to it before it's really complete: 1) The sound blips. Occassionally you hear them because MP3 playback is expensive. Occassionally the PSP slips up. (it's only got a 200mHz processor!). I'm currently looking into AT3 playback (that is sony's audio format native to the PSP, or something...) Hopefully it'll run nicer. If nothing else, it appears to make smaller files, although I haven't messed with that portion of it extensively. 2) The logo. I want to clean up the logo so it appears sharper on the PSP screen. Right now, it's a scaled down direct rip from ... something. Something off the net- god knows. It's just a temp, anyways. Also, I want to have the logo appear for a second or 2 before the clouds thing starts, as that's what the original does. Heh yah, this, programming wise, doesn't show off much of anything. I'm aware of that. Like I said, most of my programming time went into the internal framework, recently. This intro sequence is just the initial visual progress I've made with this. Sources: The song played is a cropped & slightly edited (volume fade, etc..) version of FFVI opening theme (Tina) off of the FFVI Grand Edition CD. The graphics are freely available high res photos available on the net, and HEAVILY HEAVILY modified for the game. I -was- gonna take these shots myself, but we never get cool clouds like that here, and setting up a system (although not hard...) to take photos of lightning is kinda a lost cause here-- most of our lightning is up inside the clouds, and just appears as sheets of brighter clouds (read: boring!) |
Post #131115
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Posted: 22nd September 2006 15:06
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![]() Posts: 312 Joined: 25/3/2006 Awards: ![]() ![]() ![]() |
Dude, this is like awesome! I have known a couple of my friends, who are somewhat programers, that have tried to make a 3-D version of FF4 but failed to finish or got lazy and never did anymore than they felt like doing. You seem to have some knowledge of what you are doing and you are doing a very good job if I might add. I just have one word of advice for you, "Never give up!" I know you probably have a lot of people tell you that, but here is my way of looking at it. You can never fail at anything if you are trying to do something either with it or about it. The only failure, IMO, if quitting. You will never fail as long as you never give up.
Also, I know a couple things about 3-D programming, so put me up on the list if you need anything like info. or whatnot, ok? Check ya later. -------------------- Acts 2:38 Then Peter said unto them, Repent, and be baptized every one of you in the name of Jesus Chrsit for the remission of sins, and ye shall receive the gift of the Holy Ghost Acts 4:12 Matthew 28:19 Go ye therefore, and teach all nations, baptizing them in the name of the Father, and of the Son, and of the Holy Ghost |
Post #131195
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Posted: 22nd September 2006 17:19
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![]() Posts: 1 Joined: 22/9/2006 ![]() |
Hi there, just to let you know that news is spreading of your project - posted here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=36698
which is the news forum for http://psp-news.dcemu.co.uk/ A lot of PSP fans will be very interested in this release and good choice using the LTE Engine. Good luck with the Project wraggster |
Post #131200
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Posted: 22nd September 2006 21:00
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![]() Posts: 1 Joined: 22/9/2006 ![]() |
Quote (nyxojaele @ 21st September 2006 12:06) 1) The sound blips. Occassionally you hear them because MP3 playback is expensive. Occassionally the PSP slips up. (it's only got a 200mHz processor!). Wrong ![]() The PSP has a 333 MHz CPU, albeit being clocked at 200 by default. There's a function to change it though, so you can just set it to 333. There's also no risk whatsoever, since as I said the normal clock is 333 and Sony ships it underclocked by default to save battery life. Also, the PSP has a second CPU called the "Media Engine", which is just a second CPU also clocked at 333 like the main one. You can tell it to decode the MP3... or do whatever else you might think of. It can only be used in kernel mode though, and for that you need 1.5 firmware. Not that having anything above it is an excuse for anyone since they could just downgrade to 1.5 ![]() |
Post #131206
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Posted: 22nd September 2006 23:13
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
Whoa - my youtube video went from 50 views over 2 days, to over 500 views while I was at work for a day @_@ Wow, I honestly didn't expect this project to pick up as "news" on any fancy sites like that.
![]() Earlier there was discussion on this, but I kinda glossed over it a bit, so this is to make things clear to those who have been keeping up with this, and is also something for all the visitors from dcemu.co.uk: THIS GAME IS CURRENTLY NOT INTENDED TO BE RELEASED TO THE PUBLIC. I DO NOT KNOW IF IT -EVER- WILL BE. MY LAWYER AND I ARE LOOKING INTO IT, AND WHEN WE HAVE A FINAL DECISION ON THIS, YOU WILL BE THE FIRST PEOPLE TO KNOW ABOUT IT, POSITIVE OR NEGATIVE. I HAVE NO DESIRE TO PISS OFF SQUARE-ENIX (I LOVE THEM!), SO I'M TRYING MY BEST TO MAKE SURE THAT ALL OF THEIR INTERESTS ARE LOOKED AFTER, -BEFORE- MY OWN. I RESPECT THEM A GREAT DEAL, AND HOPE THEY ARE WILLING TO TREAT ME WITH A SIMILAR AMOUNT OF RESPECT. ALSO NOTE THAT MY CURRENT GOAL IS TO ONLY MAKE A SMALL PORTION OF THE GAME. I'M THINKING SOMETHING ALONG THE LINES UP "UP UNTIL FIGARO CASTLE", OR THEREABOUTS. That said, this game, and everything short of screenshots/movie clips, will remain in my own home. And I know I'm going to sound like an *ss by saying this, but it can't be helped. This means no betas, no testing, and no outside help. This isn't to say that I won't be accepting any help, but the help I _do_ accept will be limited to only the kinds that do not involve my sending [even portions of] the game to somebody else. Oh, and a small clarification for our honorable visitors as well, it seems to be popular opinion that this is being done by a team, but it is not. It's only little ol' me, doing this in my free time after work most days. (On that note, don't expect overly fast updates, lol!) @Tinnus: You are correct. Yes it DOES have a 333mHz processor, and yes it can be set up to 333 safely, instead of the factory 200. This currently doesn't make a difference in my mp3 quality tho (I'm wondering if it might be how the engine handles it...?). Since I -currently- have no need to run at a faster speed, I'm still using 200mHz, and shooting for remaining that way, if possible. Shorter battery life while playing an RPG = um. bad. yeah. Also note, I'm developing for a 2.50 PSP (TA-082 motherboard) right now, so I have very limited kernel access. But I don't particularly want it anyways. I'm doing fine with user access, and I see no reason to desire more for my project, currently. Edit Apparently to play AT3 files without writing my own loader/player, I need access to the Media Engine. So I got it, and now all my music (and likely sound effects too!) will be played back via the 2nd CPU on the PSP, the Media Engine. This post has been edited by nyxojaele on 23rd September 2006 17:15 |
Post #131219
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Posted: 8th October 2006 17:40
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![]() Posts: 171 Joined: 8/10/2006 Awards: ![]() ![]() ![]() |
hey nice work
![]() I hope everything goes ok on the game, you have got a lot of people excited I've never played FF6 i've been holding off in hope of playing your 3d demo version ![]() i'm sorry i can't help you much but if you ever need guitar parts for the game sent to you in mp3 I'm a grade 8 so i could play anything you would want ![]() |
Post #132093
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Posted: 9th October 2006 02:59
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![]() Posts: 66 Joined: 12/7/2006 Awards: ![]() ![]() ![]() |
I can't believe some one is finally doing a project like this! This is a freakin' dream come true! FFVI is easily in my top 3 of my favorite games of all time, and seeing that someone is redoing it in 3-D is absolutely incredible! I saw your models of Terra and they look phenomenal! I'll be truthful: I know nothing about programing, but I'm extremely impressed by what you've done thus far. I would love to see a finished product if you ever decide to show us all here at CoN. At the very least, I'd love to see how you render Celes, seeing as how she's always been high in my list of hot FF chicks. Please show us when you finally get all the character renderings completed!
![]() ![]() ![]() -------------------- One to be born from a dragon hoisting the light and the dark arises high up in the sky to the still land. Veiling the moon with the light of eternity it brings another promise to mother earth with a bounty and mercy. -Mysidian Legend, FFIV The love of a woman is a warrior's ultimate weapon! |
Post #132105
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Posted: 2nd November 2006 02:09
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
What's going on:
For all of October except 2 weekends, I've been in Minneapolis for work. (I was flown back home for Canadian thanksgiving, and then again at the end of the month to take care of personal bills/etc/halloween). So I bought a laptop, and brought it/my development PSP with me, and work on the game pretty much the whole time I'm not working out here. Which is a lot of the time. This is great, because there's no distractions, like at home, to pull me away from this. I don't have my equipment to give more videos/screenshots with me, but I can at least tell you what I've been working on: I've got the GUI system virtually complete. In itself, it works 100%, but with any interaction to anything else (changing equipment, etc...), it's not working yet, because I don't have anything implemented for inventories/etc yet on the PSP version. All the GUIs in the game are loaded via XML files, so it'll be easy to create/change layouts until I'm happy. Also, I've created a new way to input text, for character naming. If a person practiced, s/he'd likely get upwards of 30ish (as a guess?) WPM typing speed, on a PSP^^ But since the only time you type in this game is during character creation, it's not like it's a major feature. Note also, that I can't take full credit for the text input system. The -idea- was somebody else's. I used it once in some other homebrew, loved it, and created a heavily modified version for my game. Like, stupidly modified. Heh. With that part completed, I want players to be able to name their characters in Japanese, so I'm using this time to implement Japanese support to the game. It's proving to be a slightly more difficult task than I thought, but I think I can get it working well enough, but likely with extremely limited kanji support. At the very least, hiragana, katakana, and english will be supported. I'm not about to create my own Japanese IME for this game. Heh. Other things I've done aren't nearly as visible: Input management. I can send button presses/analog movements to wherever I want, so the appropriate part of the game can handle it (layman terms: When you press the up button, now the game knows whether it should move the GUI cursor up, or move your character up on the screen, etc..) Slowly creating a custom GUI skin system, to allow the player to select different skins for the GUI (just like the real game!), Improved the intro sequence slightly, to make it more authentic. (there's a couple seconds of a simple FFVI logo at the beginning before the clouds start rolling, etc..) Small graphical improvements. I've been spending a lot of time coding, so much of the stuff I have complete don't look very pretty as I've put some "coder's art" temporarily in place just to make it work, and haven't replaced it yet. |
Post #134095
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Posted: 11th November 2006 01:31
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![]() Posts: 1 Joined: 11/11/2006 ![]() |
Hi my name is Jon, and I am from Spain. I have read in internet about a remake of Final Fantasy VI for PSP. I have not PSP but i think that it is an interesting proyect. If you want I can put my arts on your hands. I have studied Fine ARts and i love to draw manga. Think about it, ok?
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Post #134971
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Posted: 11th November 2006 06:48
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![]() Posts: 141 Joined: 19/10/2006 Awards: ![]() ![]() |
this sounds so awesome. when youre done will it be on ps2 or ps3.
-------------------- moetsuki moetsuki motoranai yakusoku no basho jouzu ni habataku watashi wo mitsumete |
Post #134985
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Posted: 12th November 2006 00:55
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![]() Posts: 79 Joined: 11/2/2006 Awards: ![]() ![]() ![]() |
@kajikun:
Thank you for the offer, but I'm currently not accepting help from outside sources. The thought is appreciated tho. @chou: I don't see any ports of this (other than possibly back to the PC) project occurring in the future. I've just recently all but finished the main part of the GUI in the game off, and since I have support for Japanese in character names, I suspect it shouldn't be even close to difficult to have Japanese support for the script of the game as well. In thinking about the script, I've taken to looking around passively for a direct dump of ALL the text from the game, so far with little success. Since I have to head out a lot over the next couple of days, I thought I'd pose the request to the forums: Does anybody know of a place where I can get a direct dump (this means spelling/grammar errors and everything!) of ALL (including random citizen babble, shopkeeper talk, etc..) the text from the game? I'm looking for both English, and Japanese versions. I currently have copies of both versions of the game, and in theory could go and get it myself, but as everybody is probably aware, that would be a LOOOOOOOOOOONG arduous task, so I'm hoping there's something out there. |
Post #135045
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