The Star Citizen Thread v 3.0

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jcrg99

Banned
But why do you "care" so much about the hype now? Does it matter to you if someone else buys a package for the game? This is the thing I'm struggling most to comprehend about those not so enamoured with the concept of SC anymore.

Because its against the law a lot of the things that CIG is doing to convince people to give them more money. It's against the recommended practices for crowdfunding, as publicized by the consumer protection entities. It sets a bad standard that opens more space to fraud: "Wait! If CIG can deceive people, been high profile and nobody bother, why the hell shouldn't I do the same... I just have to keep been paid for optional subs to "release information", "fancy tech demos", giving the excuse that happens, regardless been my own decisions, supposedly with the "support of the community", and that's it"

So, yes, who cares with the future of crowdfunding, with its grow should combat such things, not waiting more and more people be let down and disappointed and never funding anything again, specially when is the biggest crowd-funded project of all times, setting a bad standard in how to treat consumers.
 

Mu77ley

Volunteer Moderator
It's like I said much earlier in the thread - certain people are now so heavily invested in seeing the game fail because they've been ranting against it for even longer than DS has. For them now, only the death of the game is a win. It's not hard to tell who feels that way.

Oh, please! You really have to stop with this victim complex stuff.

Nobody wants the game to fail. I certainly don't want to see my ~$600 investment go to waste.

There are just a lot of us who are willing to point out the big issues with the game as it stands, even in the face of open hostility from the fanboys and zealots who seem incapable of looking at the game with a critical eye. This is not because we want it to fail, but because we want it to succeed in its initial goals, and can see where it is drifting way off target.
 
They have a clear path to release as mentioned in the link and by Roberts at CitizenCon. This is not the same as an exact release date but it does not it clearly does not mean it's delayed "indefinitely".

We've been told to expect SC Alpha 2.0 coming after 1.3, at which point we'll have access to the working FPS and then Star Marine afterwards. Again, in no way can you call this an "indefinite" delay.

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I can imagine the storm that some people would try to create. Most people though will just look at the recent demos and say "well it seems to be working reasonably ok now at least".

LOL, again, you have nothing. All you have to do is post a link with a date, but you can't because there is not a single date, so in other words it is indefinitely delayed, do you not understand what indefinitely means?



Actually what they showed is more evidence that they had to throw out Illfonic's work. CIG could not show the Star Marine map, could not show the weapons room, could not show 0G, could not show Sataball, could not show "ender's game" rip off. Heck, they could not show crosshairs. All of these things were working before Illfonic left, oh did I miss the announcement that Illfonic is not even working on it anymore, I stopped watching their bad Hype videos when Wingman left.

I really don't understand how anyone can look at the recent demo and say "well it seems to be working reasonably ok now at least". I mean are your standards that low? Do you not compare it to what CIG have shown in the past? If you want I can link the past FPS demos to show just how bad the current demo was.

Even when Star marine drops, CIG have already stated that most of the things that I listed would not be in the initial release, so in other words CIG now have to remake it.
 
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Why don't they tell us what exactly happened with the FPS module and put it all to rest?

This being transparent development n' all ;)

Well it's open if you open your eyes.

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Greetings Citizens,

Last week, Chris Roberts updated you on the status of the Star Marine module. As part of our promise, we will be issuing weekly reports on our progress until the PTU release. This week, we’re updating you on the engineering tasks Chris outlined in his letter; as we approach release, we’ll provide specifics about the blockers QA discovers.

July 4th: https://www.robertsspaceindustries.com/comm-link/transmission/14815-Star-Marine-Status-Update

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Greetings Citizens,

Jason Hutchins, Senior Producer at Cloud Imperium Games Austin reporting from Illfonic. While Sean Tracy headed to sunny Wilmslow for a character summit and then over to meet with the guys at Foundry 42’s new Frankfurt studio, Steve Bender and I have remained in Denver to assist with the Star Marine process. Our overall goal is to keep the focus on our core gameplay systems and character locomotion.

July 14th: https://www.robertsspaceindustries.com/comm-link/transmission/14829-Star-Marine-Status-Update

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It’s that time again! As we promised, here’s your comprehensive review of what the Star Marine team (and those supporting it in this final push) worked on this past week. We’re going to format this update a little bit differently, more akin to the big Monthly Reports that the team puts together. Please join me as we walk through each of the different disciplines currently working to get Star Marine to the PTU!

July 18th: https://www.robertsspaceindustries.com/comm-link/transmission/14838-Star-Marine-Status-Update

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Outlaw_Heavy_Loadout_poses.jpg

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As you can tell, we’ve had a very busy day at Cloud Imperium! But the Merlin and Alpha 1.1.5 aren’t our only focus: work continues on the Star Marine FPS mode. This week, we spent a lot of time focused on general gameplay and the animation system. As Chris discussed on 10 for the Chairman, getting the animation matching the vision is one of our biggest challenges… and it’s important because the technology we premiere here is going to be used throughout Squadron 42 and the persistent universe. It may seem like a lot of extra work right now, but it will all be worthwhile down the road when we’re seeing smoothly animated NPCs and players living in the ‘verse.

We’ve broken this week’s updates down into Gameplay, Animation and Art sections, with information on both our progress and the blockers we’re seeing. We’re attaching two videos to the post to show you how it’s really going: an animation and weapons test above (check out those jukes!) and a Gold Horizon walkthrough below. Enjoy!

July 25th: https://www.robertsspaceindustries.com/comm-link/transmission/14857-Star-Marine-Status-Update

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It has been another big week for the Star Marine team! We’ve continued our focus on animation-related issues, as we see getting the unified first/third-person animation as our biggest goal. That’s one of the most important things that will carry over into the rest of Star Citizen, in Arena Commander, the Social Module, Squadron 42 and beyond. Other team members are using this time to continue perfecting other systems, including weapons and the general design of the Gold Horizon level. You can find details on our progress and ongoing blockers below. We’ve also included an updated video showing the recent lighting changes to the Gold Horizon level; it should show off the changes a little better than last week. Enjoy!

Please note that next week’s Star Marine update may come the following Monday (August 10 rather than August 7.) We expect it will be all-hands-on-deck to support the Gamescom presentation on Friday!

August 1st: https://www.robertsspaceindustries.com/comm-link/transmission/14873-Star-Marine-Status-Update

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As you can imagine, teams across the company were working very hard to support the Gamescom presentations (both the public event and the press demos at the show) in Cologne last week. As a result, the FPS update this week is a little lighter than usual: we slowed down in some places in order to achieve stability for the demos Chris Roberts used in Cologne, and we performed a stream lockout while we made sure we had solid demo builds in the oven.

That doesn’t mean we got a chance to rest during the lead up to the show, however! Here is a summary of what we finished, what we started and what issues we’re seeing. You can expect the standard bigger update at the end of the week. Also included are beauty renders of three of our weapons showing some of the update work they’ve received; enjoy!

August 11st: https://www.robertsspaceindustries.com/comm-link/transmission/14878-Star-Marine-Status-Update

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Greetings Citizens,

Today we’d like to give you a more in-depth peak behind the curtain at the sometimes dirty and confusing aspects of game development. The week after a major demo like Gamescom is always hectic and fraught with issues. When we make demos like that we lock down development streams so that we can focus on stability and last minute fixes. When we unlock the streams and merge changes back into our development streams… things break, builds break, people break (just kidding about that last one; the Gamescom demo energized us all!)

August 15th: https://www.robertsspaceindustries.com/comm-link/transmission/14903-Star-Marine-Status-Update

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Last week, you read about our thrilling battle with merge conflicts, the issues that came about as a result of our merging multiple game development streams following Gamescom. This week, we have continued dealing with these merge conflicts where they appear, both in the game’s code and the assets (artwork, animations, sounds, etc.) and this has resulted in lots of broken builds to test and iterate on! Unfortunately, while that’s good for the project it’s bad for an interesting news update: dealing with the merge means we avoided adding much or testing the new features. Features are coming back online as we resolve conflicts, but we expect that the merge will continue into next week.

August 22nd: https://www.robertsspaceindustries.com/comm-link/transmission/14911-Star-Marine-Status-Update

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This week’s Star Marine update is attached; we’re making good progress with the animation work needed to get the first release of the module finished, but as always it’s going to take time to make sure we’re doing it right. The effects of the great merge are also starting to subside; there’s plenty more work to do in that area, but we’re starting to see the light at the end of the tunnel. What follows are the details of the work performed this past week.

August 29th: https://www.robertsspaceindustries.com/comm-link/transmission/14925-Star-Marine-Status-Update

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Howdy folks!

Jason Hutchins, here. I’m working with Disco Lando on the update this week since Ben is in Atlanta for DragonCon! Have a great time, Ben! If you’re at DragonCon this weekend, you should go check out the various Star Citizen panels and tell Ben I miss him.

The Big Merge Update

As we wrap up the staging merge this week, we go into final integrations of the Global Instance Manager that was recently deployed with the Social Module update. Some folks are going to work on this final merge step this coming weekend in order to make ready a code review based on the merge. If all goes as planned, we’ll be on a single dev stream early next week! Great news for the overall project.

To date, the CryEngine 3.7 SDK has been integrated, and the dev stream we used for both the Social Module release and FPS development have been merged into the game development stream. One of the things this has done is point out some conflicts to us, which we are finding and addressing. Many of them require a manual review, as newer is not always better when streams diverge, but we’re getting it done, and pushing every day towards putting Star Marine in your hands.

And now, because we’re talking about our First Person Shooter… BULLET POINTS! (DL Edit: I’m so sorry…)

September 5th: https://www.robertsspaceindustries.com/comm-link/transmission/14939-Star-Marine-Status-Update

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The (Last) Big Merge Update

Jason Hutchins, reporting for duty.

It all went as planned! After the long weekend of manual merge conflict resolutions as well an enormous code review, we are now on a single dev stream this week! Great news for the overall project. As someone observed on the forums last week, this means the beginnings of persistence!

While the merge is done, there are still many challenges waiting to be conquered. Every day we’re finding blockers, fixing them, and finding new blockers, but we have both the team and the tools necessary to persevere, and we’ll be getting into playtest games and iterating on assets in short order.

You may have noticed that we rolled out a 1.2.1 patch to the PTU last night, the patch has bug and stability fixes for AC, and changes to the Generic Instance Manager. Our server team in Austin is merging that code into the dev stream today and will be cleaning that up next week. This will allow us to run more playtests in the near future.

And now it’s time for… BULLET POINTS! (JH Edit: Don’t be sorry, DiscoLando, that is some high quality punsmanship right there.) (DL Edit: Ugh.)

September 12th: https://www.robertsspaceindustries.com/comm-link/transmission/14948-Star-Marine-Status-Update

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[video=vimeo;140492032]https://vimeo.com/140492032[/video]

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Jason Hutchins, reporting for duty.

My production partner at Illfonic, David, sums it up well this week. “For the most part, this week has been spent stabilizing game-dev and getting everything back in order there after the merge, which is still ongoing.”

Across the company, people are working hard on stabilizing our development branch in order to get us back into the shape we were in for the release of 1.2.0. The unified development focus is a great thing, and necessary to carry us across the finish line. Nobody wants to play this module as much as I do. Well, maybe Tyler does. He just figured out how to double jump.

September 19th: https://www.robertsspaceindustries.com/comm-link/transmission/14961-Star-Marine-Status-Update

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Jason Hutchins, reporting for duty.

What can I say? Another week where devs across the company are working hard on stabilizing our development branch. Most of this week was fixing crashes, blockers, and continuing work on server stability. This morning ATX QA staff enjoyed the Star Marine Free Play mode on a release build connected to the very servers we hope you’ll soon be playing on! This is great progress, and another important step towards being ready to push to our Public Test Universe for all you backers to play.

September 26th: https://www.robertsspaceindustries.com/comm-link/transmission/14973-Star-Marine-Status-Update

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[video=vimeo;138360203]https://vimeo.com/138360203[/video]

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Greetings Citizens,

I wish I had a more exciting update for you! The past two weeks have been about fixing crashes, blockers and addressing issues with server stability. The biggest news this week is that Austin QA was able to play a Free Play practice match on a release build while connecting to internal servers! That’s a good indicator of progress, but there’s still work to be done.

What kind of issues are we talking about? Let me talk about one example of a complicated issue that we feel we need to resolve before the initial release. That is: something is causing weapon aim not to return to the center of the screen where it needs to go. There’s some type of lag that is keeping the aim offset from the center. We have been working on solutions involving modelling, animation, programming and scripting in order to address this and the team feels confident we’re close… it’s looking better than it had, and we hope to show you a ‘before and after’ video next week.

Issues like this are the reason we aren’t ready to release a playable build just yet. We are so eager to get Star Marine in your hands, but it doesn’t help us with development if we ship with issues we know we can solve… especially issues that prevent you from having fun. We want your feedback, but we want it to be valuable balance feedback rather than have you run into the same issues we’re seeing.

I’ve read the reactions to the “Thumb Wars” on the forums and I’m glad you liked my little joke. While we may not do Thumb Wars via thumb-stick any time soon, we will be using the system to add other actions into the game: motions to settle bets or make decisions. That’s coin flips, dice rolls and other RNGs… even an animated Ro-Sham-Bo emote setup (rock, paper, scissors, lizard, Spock, if you prefer.) After all, in the full game you’ll need to resolve your conflicts in ways beyond just shooting virtual people in the face!

Below you will find the weekly list of changes, updates, fixes and issues. We’re getting very close to release; those that remember the early days of Arena Commander will remember how frustrating it was that last minute blockers continued to pop up… and the same is true here. It’s part of the process, for sure, but a part we’ll be happy to be done with very soon.

October 3rd: https://www.robertsspaceindustries.com/comm-link/transmission/14981-Star-Marine-Status-Update

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Jason Hutchins here for the weekly Star Marine update.

It has been all hands on deck in all studios working towards all of systems and features of Star Citizen and the on foot first person experience is a no exception. Here’s the good news: I GOT TO SHOOT A SPACEMAN IN THE FACE! Earlier this week the build was stable enough to do some internal playtests. Unfortunately, I can’t tell you too much about what we were testing this week without ruining what we have in store for you at CitizenCon… so tune in tomorrow to see what we’ve been working on!

October 10th: https://www.robertsspaceindustries.com/comm-link/transmission/14997-Star-Marine-Status-Update

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Could you imagine the storm that would happen if CIG admitted they had to throw out most of Illfonic's work.

I think that in the eyes of so many SC backers, CIG can do no wrong.

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Well it's open if you open your eyes.

Please don't comment on what my eyes are doing. Thanks.




Also would you mind giving me a TLDR on what happened?.
I'm really not going to read all that.
 
Demonstrations matter. Because if they don't show what they are working on they are called a SCAM. For some reason? Also it shows how close they are to things. What they show are live demos with people playing. You just have to wait until it's release ready. It will come out when it's ready.

Just because you show something on a screen doesn't mean that it's going to be released. Point in case? Watch this:

[video=youtube;1sAusdCk6Zc]https://www.youtube.com/watch?v=1sAusdCk6Zc[/video]

They spent 10 years on this stuff, and in the end almost all assets were scrapped and an entirely different team went in and did the job in a fraction of the time. I'm not saying that CIG and 3D-Realms are on the same level, but do note that there's a lot of work in those trailers. It's just that none of that stuff ever became a game.

My estimate is by the end of December.

I'd figure something along the same lines. However, here's the rub: If it's not going to be December, but July 2016, or even September 2016, we have this weird situation where nobody can complain about it taking so long because they no longer give dates. Plus, they're again changing the plan. Do you see the problem?

It's ready when it's done is a valid point, to a degree. But if CIG keeps changing the target and move the goalposts, how are they ever to be held accountable for, well, anything? SC is a giant game! No it's now a series of modules! No actually it's coming in combined phases! What we're getting is a variable, the end date is a variable, and both can be altered at any time, just like they have been some years ago, and again just now.

Should we just pray they don't alter it any further?
 
Because its against the law a lot of the things that CIG is doing to convince people to give them more money. It's against the recommended practices for crowdfunding, as publicized by the consumer protection entities. It sets a bad standard that opens more space to fraud: "Wait! If CIG can deceive people, been high profile and nobody bother, why the hell shouldn't I do the same... I just have to keep been paid for optional subs to "release information", "fancy tech demos", giving the excuse that happens, regardless been my own decisions, supposedly with the "support of the community", and that's it"

So, yes, who cares with the future of crowdfunding, with its grow should combat such things, not waiting more and more people be let down and disappointed and never funding anything again, specially when is the biggest crowd-funded project of all times, setting a bad standard in how to treat consumers.

Wait, what...I know you, you're all over twitter, MMORPG.com, MOP, and Reddit and you're one of those conspiracy fanatics that trashes Chris Roberts and CIG in everything you say. It's like you have some kind of weird fetish on this topic. You spout off unfounded facts as if they are facts. It's quite unhealthy I would think to pursue something as you do - in the manner you do.

Also, I back CIG and Elite: Dangerous. Both these games are going to be awesome once they are finally complete. We gamers need people like Chris Roberts and David Braben to push the boundaries of game development. So I'll continue to support them - both.
 
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I think that in the eyes of so many SC backers, CIG can do no wrong.

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Please don't comment on what my eyes are doing. Thanks.




Also would you mind giving me a TLDR on what happened?.
I'm really not going to read all that.

Well so far that has been proven to be true. No matter how many times CIG lies, how many times CIG releases broken half finished work, no matter how many times CIG is unable to hit their OWN dates, no matter how many times Ben makes fun of the backers, nothing seems to change. And the responses don't even make any sense, CIG admits to rushing broken half finished work out the door, but you still have backers saying "CIG releases thing whey they are ready, so take your time CIG", as their excuse for the constant delays. There is this odd disconnect between what CIG does and what some of the backers thing it does. Not even talking about the major differences between what CIG says and actually does.
 

jcrg99

Banned
It's actually a bit more complicated since recently: http://www.bbc.co.uk/news/entertainment-arts-29408121

It would be down to a judge to decide if it is "funny" and if so, it should be protected as satire. I quite like these "mashups" when done well (see Cassette Boy). I make no comment on this particular video other than to defend her (moral) right to say whatever she wants.

Not so complicated when she confessed bullying in the end of the video, as I said. That was the key issue that she ignored. That message in the end screwed her, not the parody.
 
Just because you show something on a screen doesn't mean that it's going to be released. Point in case? Watch this:

https://www.youtube.com/watch?v=1sAusdCk6Zc

They spent 10 years on this stuff, and in the end almost all assets were scrapped and an entirely different team went in and did the job in a fraction of the time. I'm not saying that CIG and 3D-Realms are on the same level, but do note that there's a lot of work in those trailers. It's just that none of that stuff ever became a game.



I'd figure something along the same lines. However, here's the rub: If it's not going to be December, but July 2016, or even September 2016, we have this weird situation where nobody can complain about it taking so long because they no longer give dates. Plus, they're again changing the plan. Do you see the problem?

It's ready when it's done is a valid point, to a degree. But if CIG keeps changing the target and move the goalposts, how are they ever to be held accountable for, well, anything? SC is a giant game! No it's now a series of modules! No actually it's coming in combined phases! What we're getting is a variable, the end date is a variable, and both can be altered at any time, just like they have been some years ago, and again just now.

Should we just pray they don't alter it any further?

Not sure if you can compare Duke Nukem Forever with SC? SC is in development for 3 years now. They share everything. What did Nukem share? Also CIG has a lot of top industry professionals on board. Saying that CIG and SC are the same as Nukem is not the case yet. You could say that in 5 years when SC is not out yet. SC even has parts playable now. Did Duke Nukem release parts of their game?

I really don't see any kind of connection. Just because a lot of people are impatient and wanted a smaller product earlier doesn't mean that the project is doomed, cancelled or anything like it. If you don't think the game is developed look over their website and follow development then tell me this game is not being made at the maximum capacity. The proof is out there.
 

jcrg99

Banned
so I don't understand why it's always been "we're just months away from release" with Star Citizen.

The cynic in me thinks it's because they get more funding this way.

This is very obvious. They want money. If you say that is far away, many people move on, forget, don't will be looking to their offers of ships and other stuff constantly. They seem do not care with public satisfaction or care that are dealing with the niche. They want to bring as most as possible people earlier to try to produce more whales, and for the rest, they seem do not care.
You paid 45, you are nothing.
You paid 4500 you are something.
That's their mentality.

In the medium/long term they will screw themselves because they let more and more 45 folks of. And they are the absolute majority. With their disappointment and bad perception, less people to promote the game, less people to say good things about the game, more to bad mouth the game.

It's a nice tactic to get easy money, but suicide for the company's future, due the nature of the project... focused for hardcore niche players, hardware demanding, etc.

In the end, they can kept themselves for a long time, but will be considered a total flop and a joke in the entire gaming community, due the challenges that they made along the entire campaign, unnecessary challenges. They just hype people that are hyped by default, while making all the rest looking to them with more suspicious (and that changes perception... that makes people to find that the game is bad, even if its not so bad).
 
Just because you show something on a screen doesn't mean that it's going to be released. Point in case? Watch this:

https://www.youtube.com/watch?v=1sAusdCk6Zc

They spent 10 years on this stuff, and in the end almost all assets were scrapped and an entirely different team went in and did the job in a fraction of the time. I'm not saying that CIG and 3D-Realms are on the same level, but do note that there's a lot of work in those trailers. It's just that none of that stuff ever became a game.



I'd figure something along the same lines. However, here's the rub: If it's not going to be December, but July 2016, or even September 2016, we have this weird situation where nobody can complain about it taking so long because they no longer give dates. Plus, they're again changing the plan. Do you see the problem?

It's ready when it's done is a valid point, to a degree. But if CIG keeps changing the target and move the goalposts, how are they ever to be held accountable for, well, anything? SC is a giant game! No it's now a series of modules! No actually it's coming in combined phases! What we're getting is a variable, the end date is a variable, and both can be altered at any time, just like they have been some years ago, and again just now.

Should we just pray they don't alter it any further?

So from that video (6.09) 3d realms tagline is "when its done", is int CIG's tagline "when its ready"?
 
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jcrg99

Banned
@Zyll: Yup. People complained about how buggy and unpleasant to fly things were in AC Alpha and Chris Roberts claimed that the reason AC was released in a buggy state was because of the fans being so impatient.

Now, we don't get any dates whatsoever, because we gave him prandial byproduct for giving dates.

In the past the guilty was of the publishers... then Fox... then Kevin Costner... then backers... then the press... then backers again...then Derek Smart... then press... then backers again...
noticed the trend?
 
I think it's probably aimed to be satirical - she is probably trying to make a point about continuing taking things out of context to get attention and make things sound like something they are not, and continually threatening to sue anybody who disagrees or criticizes.

At least someone gets it! +rep for that sir!
 
Derek Smart tweeted a link to the excellent lengthy post a few pages back, so hopefully it gets some exposure. It's really good!

Frontier developed its game right. Started with the basics and is expanding from there.

The catastrophic star citizen did it the other way. No basics, no fundamentals, no foundations, just promise after promise, "would it be cool if..." fanfic after fanfic.

You sell a message that amounts to "every dream will come true," and you package it right and hype it right, you're going to get a response, even one as big as SC has. But then you've got to make every dream come true, and that's not easy. It's not easy even for the most truly brilliant talented people, and there is precious little reason, given his prior career and now what's gone so wrong with SC, that Chris Roberts of all people is that guy.

I got my money out of star citizen, you probably should too. If they turn things around somehow, you can always pre-order stuff again. But confidence is so important, and SC has lost my confidence completely.

Whether it's the shocking lack of progress given their time and funding, the bizarre behavior of Roberts and his wife, the fixation on making a movie-game instead of the MMO people want, or the scurrilous intensity with which they push more and more potentially larcenous "concept sales," I have lost confidence.

And E:D is just getting better and better.
 
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jcrg99

Banned
Why don't they tell us what exactly happened with the FPS module and put it all to rest?


This being transparent development n' all ;)

Rumors says that they are now paying (with backers money) a private investigator to avoid/supress information of been leaked, so the backers know about them.
Interesting paradigm.
lol
 
Indeed, hope everyone that tought otherwise has opened their eyes now.

Have a laugh folks!

Enjoy life, enjoy satire, dont feel offended to fast.

:D

Good point...though, I didn't think it was funny.

I just think roasting DS could have been done a lot better than that and with much more substance. Anyone can "poke fun at an idiot," just look at any group of 5th graders in a school yard.
 
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