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 Post subject: Re: GarryG Does Stations
PostPosted: 27 May 2017, 05:30 
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How do these look?
Attachment:
Improved and new awnings.png
Improved and new awnings.png [ 113.62 KiB | Viewed 10033 times ]

Change colours to the awning supports and put a few extra in to give them extra support so winds no blow them away.

Also put some weatherboard on some .. this idea is from Broadmeadow Station in NSW.

Also had a go at a rusty roofing iron.

The new Central Awnings, those that are on single platforms forgot to finish putting posts in and the backing. Central Platforms been renamed City Platforms.

Country platforms didn't have white painted edges along the Platforms so did some without the white too.

I have room for 55 more platforms and waypoints in this set. If ok with you when I start the non-track tiles start a new set Part 2.

Only platform pieces I might do are end pieces with fencing on the ends. Only city platforms had these fences so not need many ID's to finish these. I think the rest of spare IDs I will put a few more Waypoints.

Cheers pal


Attachments:
Auzstations.rar [187.64 KiB]
Downloaded 326 times
AuzstationsSourceMay27.rar [2.2 MiB]
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 Post subject: Re: GarryG Does Stations
PostPosted: 27 May 2017, 10:58 
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Hi,

Michael Blunck left a message on my other forum might be what you looking for.
https://www.tt-forums.net/viewtopic.php ... 2#p1187041

Quote:
This is usually not done by 'animation", but by showing different sprites depending on amount of (passengers) waiting plus some randomisation. Something like this:


Code:
Code:
// single track platform
def(1) cbset(little(0,0,8,16,24,32,40,48), lots(56))
def(2) cbset(little(0,8,16,24,32,40,48,56), lots(64))
def(3) cbset(little(0,16,24,32,40,48,56,64), lots(64))
def(4) randomcb(__roofs, ARRIVE,16, ref(1), ref(2), ref(2), ref(3))


Is that what you needed?

Cheers

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 Post subject: Re: GarryG Does Stations
PostPosted: 27 May 2017, 13:33 
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Quote:
Shall work on those today and make a few more Waypoints .. been wondering what to put on other tracks for waypoint. Friend of mine suggested some rusty railway lines laying between the tracks or old railway sleepers.

I like the idea of making "fake" sidings, but I dont think Waypoints are the best way to create those.
Always try to think of Waypoints as single-tile things, their primary use is to direct trains to certain tracks and thus will mostly be used as multiple single tiles next to each other (each single tile is then a separate waypoint to direct a train to that certain track).
I believe that for fake sidings you need at least 2 tiles (to have enough room for the fake track in the middle), I would then advise to use the island-platform code and graphics to create those. Replace the island platforms graphics with the fake track and you have what you need ;-) The only thing a player needs to do then is set train-orders to go non-stop from point A to point B and the trains wont stop then at those fake sidings.

I do have some suggestions for waypoints, at least include those footpaths you have (with the white picketpoles and the ones with the lights) without the signalboxes. That way you can place a waypoint with signalbox on an outside tile and place separate waypoints (with just the footpath-graphics) next to those.
Another suggestion would be some simple signs, like I did with the Dutch set. Some common ones would be the sign to let a train driver know that he is approaching a station, or that he needs to reduce speed, etc etc.
Use waypoints just as little eyecandy things to make long stretches of tracks a bit more interesting, use stationtiles for larger things (like fake sidings).
Quote:
I will change the pylons to a dark red so they will stand out a bit better.

That looks very good!
Quote:
I have room for 55 more platforms and waypoints in this set. If ok with you when I start the non-track tiles start a new set Part 2.

Yes, I think that is a good idea. Fill this set up with platforms and waypoints and use Part-2 to get started on non-track tiles.
Quote:
Michael Blunck left a message on my other forum might be what you looking for.

Thnx for asking, but its not exactly what I need :oops:
Firstly, Michael codes stations using the M4NFO-language (that one is relatively close to NML-coding), I code in NFO, so his code doesnt work for me ;-)
Secondly, I have already figured out the mechanics of showing the amounts of cargo, I already have it working for single-sided and island-platforms. I am just struggeling a bit with the normal OpenTTD-platforms, mainly with where platforms show up when you use drag&drop to create a station. They get mixed up then. I roughly know where the problem is and Frosch has already given me a pointer to the solution, I just not have had time yet to try that out or to ask him to help me a bit more (it is not really high on my priority list at the moment ;-) )
https://www.tt-forums.net/viewtopic.php?f=68&t=76309
No worries, I will get there eventually :twisted:


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 Post subject: Re: GarryG Does Stations
PostPosted: 27 May 2017, 14:31 
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Quote:
I like the idea of making "fake" sidings, but I dont think Waypoints are the best way to create those.


Not fake sidings .. make it look if fettlers been rerailing and left some rails and timbers laying along side the tracks. Just something different instead of pathways across the other tracks.

Basically I think all my Waypoints will be a signal box or staff hut and maybe a fettlers trolley shed.

Have to have a look at the Island Platform idea see what I can come up with.

Signs be idea to such as speed signs and even the Distance landmark I made for the object sets ,, it early warning to drivers a interlocking and signals are 2 km ahead.

Quote:
Thnx for asking, but its not exactly what I need Firstly, Michael codes stations using the M4NFO-language (that one is relatively close to NML-coding), I code in NFO, so his code doesnt work for me


That explains why it looked a bit different to what you shown me. I will leave him a message to thank him.

No big hurry about people on platforms .. that at bottom of my list too. Some to lok at when we bored and nothing else to do :)

Cheers

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 Post subject: Re: GarryG Does Stations
PostPosted: 27 May 2017, 15:37 
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Quote:
Not fake sidings .. make it look if fettlers been rerailing and left some rails and timbers laying along side the tracks. Just something different instead of pathways across the other tracks.

Ahhh, I understand, yes that would be nice!


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 Post subject: Re: GarryG Does Stations
PostPosted: 27 May 2017, 15:38 
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Here's the Fettlers Trolley Shed as a Waypoint.
Attachment:
Fettler Sheds.png
Fettler Sheds.png [ 13.88 KiB | Viewed 10029 times ]

Has the take off tracks right across all lanes.

Tomorrow almost here, so I head to dream world while the stars still shinning.

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 Post subject: Re: GarryG Does Stations
PostPosted: 28 May 2017, 04:59 
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A few more waypoints.
Attachment:
More Waypoints.png
More Waypoints.png [ 124.24 KiB | Viewed 10027 times ]

There are Facing and non-facing Waypoints.

Facing From left to right: Fettler Trolley Sheds, Broadmeadow South Signal Box, Muswellbrook Signal Box, Broadmeadow North Signal Box, Adamstown Signal Box and Weismantels Staff Hut.

Non-Facing are is same order except no Fettler Trolley sheds made in the non-facing direction.

Broadmeadow North Signal Box has used railway lines piled between the tracks.

Wondering if make these a separate Waypoints with used railway lines in all sections, and change the Signal Box and add a Pedestrian Crossings next to it.

This signal box I like to do shortly too. Maitland Signal Box is very high so the signalman could see over a road bridge near by.
Attachment:
Maitland_05.png
Maitland_05.png [ 214.16 KiB | Viewed 10027 times ]

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 Post subject: Re: GarryG Does Stations
PostPosted: 28 May 2017, 05:30 
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Those buildings all look very nice!!! :bowing:
Quote:
Wondering if make these a separate Waypoints with used railway lines in all sections, and change the Signal Box and add a Pedestrian Crossings next to it.

I would advise to have the buildings in combination with pedestrian crossings (also the Fettler Trolley Sheds), I think that looks the nicest.
Also have the pedestrian crossings available as separate waypoints (without the buildings).
And indeed, also have the tiles with used tracks and other materials as separate waypoints.
That way you can give a player a lot of choice to make his/her railways look more interesting!


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 Post subject: Re: GarryG Does Stations
PostPosted: 28 May 2017, 05:38 
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Another waypoint style is a simple subdivision sign.

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 Post subject: Re: GarryG Does Stations
PostPosted: 28 May 2017, 08:44 
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A few more Waypoints.

New Sleepers, Used Railway Lines and Farm Crossing.

The part of fence with Gate and the road from the gate to the railway line is part of the Waypoints. Rest of fences and roads are object pieces.


Attachments:
AuzstationsSourceFilesMay28.rar [2.32 MiB]
Downloaded 345 times
Even more Waypoints.png
Even more Waypoints.png [ 16.76 KiB | Viewed 10025 times ]

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 Post subject: Re: GarryG Does Stations
PostPosted: 29 May 2017, 02:42 
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:o That's great!


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 Post subject: Re: GarryG Does Stations
PostPosted: 29 May 2017, 11:19 
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Hi thinking to change the low Country Platforms that have the slope on them.

Remove the slope and make non track tiles of different types put add to the stations.

Get your lawn mower out again and I use it to make non-track grass tiles something like this.
Attachment:
Craven.png
Craven.png [ 5.27 KiB | Viewed 10021 times ]

This one of the stations I worked at called Craven. Platform wasn't sloped .. had brick foundation along the platform and cracker dust platform surface. Had ramps at each end, but I haven't made them yet for this image.

Also platform to high in this image .. need to lower it to 2 pixels.

The buildings from left to right are Staff Hut where had a 24 level frame and Electric Train Staff Instruments. Next building is booking office and waiting room and one on far end is a Lamp room. Here we kept drums Kerosene and signal lamps. (Once a week had to refill and replace the lamps in the signals). Just out of view past the lamp room was the thunder box.

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 Post subject: Re: GarryG Does Stations
PostPosted: 30 May 2017, 03:31 
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Lovely!


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 Post subject: Re: GarryG Does Stations
PostPosted: 30 May 2017, 17:32 
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Quote:
Hi thinking to change the low Country Platforms that have the slope on them.
Remove the slope and make non track tiles of different types put add to the stations.

I think that is a good idea!
But for that you need at least a couple of 1x1 non-track tiles, well... Alrighty then!! :twisted:

1x1 Non-track tiles

What is different from platformtiles:
- No need to split graphics up into front-of-track and back-of-track, everything drawn on just one full tile will suffice (the other tile is therefor empty)
- No pylons or wires when built from an electrified tracktype
- Trains cannot enter the tile
- Groundtile is now just grass (rather than grass with railtracks), this will automatically adapt to the grass used in the various climates (just like the grass in the platform- and waypointtiles), so no need to fill in the entire tile with structures and grass (except when you want the groundtile to look different, like fully covered with tarmac or mowed grass, etc etc, then you do need to draw that in, otherwise just leave it transparent)

This is the code example:

118 * 6 01 04 01 FF 06 00
119 c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_8bpp_EMPTY.png 8bpp 10 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_32bpp.png 32bpp 10 40 64 122 -31 -91 normal chunked
120 c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_8bpp_EMPTY.png 8bpp 90 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_32bpp.png 32bpp 90 40 64 122 -31 -91 normal chunked
121 c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_8bpp_EMPTY.png 8bpp 170 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_32bpp.png 32bpp 170 40 64 122 -0 -0 normal chunked
122 c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_8bpp_EMPTY.png 8bpp 250 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_32bpp.png 32bpp 250 40 64 122 -31 -91 normal chunked
123 c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_8bpp_EMPTY.png 8bpp 330 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_32bpp.png 32bpp 330 40 64 122 -31 -91 normal chunked
124 c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_8bpp_EMPTY.png 8bpp 410 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_nontrack_1x1_32bpp.png 32bpp 410 40 64 122 -0 -0 normal chunked
125 * 88 00 04 05 01 05 08 "AS03" 11 00 14 FF 15 FF 09 02
8D 0F 00 00 00 00 00 10 10 03 2D 84 00 00 00 00 00 10 10 03 2E 84 00 00 00 00 80 00 00 00 2F 44 22 03 80
8D 0F 00 00 00 00 00 10 10 03 30 84 00 00 00 00 00 10 10 03 31 84 00 00 00 00 80 00 00 00 32 44 22 03 80
126 * 7 02 04 00 00 01 00 00
127 * 7 02 04 01 00 01 00 00
128 * 10 03 04 01 05 01 FE 01 00 00 00
129 * 28 04 48 FF 01 05TEMPLATE NONTRACK 1x1" 00
130 * 35 04 48 FF 01 05AuzStations: Non-Track Tiles" 00

What do you need to change:

- X Paths/names to graphicsfiles
- X Station-IDs
- X Purchasemenu-ID
- X The hight of the boundingboxes (to the appropriate hight of the highest structure in the tile)
- X Name you want to give to the tile
- X Name of Purchase Submenu (see below for suggestions)

It is handy to create/reserve 2 purchase submenu's:
- one for non-track tiles (probably only 1x1 single tiles) not associated with a particular station (so universal tiles that may be used everywhere, like the tiles with walls, or waitingrooms that are used at various stations).
I would call that one: AuzStations: Non-Track Tiles
- one for all other non-track tiles (be it 1x1 or larger sizes) that have particular stationbuilding graphics (based on, or looking exactly like, certain excisting stations in reallife).
I would call that one: AuzStations: Non-Track Stations
This will make it a bit easier for players to search for the tile(s) they want, rather than everything piled up into one submenu ;-)

Here are the files you need (codeblock & graphics):
Attachment:
1x1NonTrack_Sources.rar [4.2 KiB]
Downloaded 375 times



This will keep you busy again for some time I think ;-)
I will also make templates for 2x1 and 3x1 non-track, that will hopefully be enough I think for now to cover most of the buildings you have made (or want to make ;-) ), if you eventually need other sizes, just ask, then I will make those for you on request.

Before I make the 2x1 and 3x1 though, I would like to ask if you also want to make bufferstops?
Those are almost similar to the 1x1 non-track tiles, so that would be a logic follow-up to those ;-)


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 Post subject: Re: GarryG Does Stations
PostPosted: 31 May 2017, 01:17 
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Thanks kindly for these.

Been experimenting with footbridges yesterday with stairs .. see if can shorten the stairs a bit and have something like in the British Station Platforms, but with a landing half way up the stairs .. or was that half way down the stairs .. can't remember which.

Buffer stops will make some but in Auz .. they a bit different at terminal stations. I'll make one up later and show you what I mean.

Some places in shunting yards the buffer stop could be a few sleepers across the end of the rail or a pile of dirt.

Let you know when I want 2x1 and 3x1 tiles .. Newcastle and Sydney stations I think are the only stations with large buildings that may need more then 1 tile and it be some time before I start on them. I want to go visit those stations again and get more photos .. last time only took photos of the awnings of some of the platforms as didn't have time to get any more.

I hope start on some of these later today when I get home from shopping.

Cheers pal .. time to get ready to go catch a bus.

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 Post subject: Re: GarryG Does Stations
PostPosted: 31 May 2017, 11:35 
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Here's the beginning of my non-track tiles.

I done a Goods Shed and put some awnings on the Goods Wooden Platforms.

Showing a few on their own so can see what look like, but they designed to go with the awnings as shown in other images.

Think I will leave the Freight Buildings with the Auzstations_01_v001 and when I start Passenger Buildings will place in new file. Hope to design on more good shed in brick and the gantry crane. So should be enough room and room left over.

Cheers pal


Attachments:
AuzstationsSourceFilesMay31.rar [2.3 MiB]
Downloaded 382 times
NonTrack Tiles The Beginning.png
NonTrack Tiles The Beginning.png [ 54.5 KiB | Viewed 10010 times ]

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 Post subject: Re: GarryG Does Stations
PostPosted: 31 May 2017, 21:06 
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First of all, I would like to compliment you with the way you are handling all the information I have given and with what you have managed to produce, its stunning!!
Quote:
I done a Goods Shed and put some awnings on the Goods Wooden Platforms.

I think that is a very clever design!! :W Making the shed in such a way that it perfectly links up with the awning on the platform!! :o
Quote:
Some places in shunting yards the buffer stop could be a few sleepers across the end of the rail or a pile of dirt.

Those two ideas will already make it worth to explain bufferstops!
So here we go:

BUFFERSTOPS
Basically they are the same as platformtiles, except that trains cannot enter the tile and that you can now draw stuff on the railtracks. (they will also show pylons and powerlines when built using an electrified railtype)
This is how this template will look ingame:
Attachment:
Example262.png
Example262.png [ 23.62 KiB | Viewed 10006 times ]

The area inside the purple lines (the purple lines included) is what you normally should leave clear for the tracks.
Now you can use this area too to put in bufferstops, dirt, materials, a cross-over platform, structures, whatever ;-)
You can also ofcourse use the areas next to that for other things (like platforms, structures, etc etc), just like with normal platforms.

Just like with everything before, you need to change the:
- Paths/names to graphicsfiles
- Station-IDs
- Purchasemenu-ID
- Name you want to give to the tile
- Name of Purchase Submenu (If you dont want to name it "AuzStations: Bufferstops")
I dont think will need to change the hight of the boundingboxes, except when you draw structures in that are higher than the powerlines.
These you will know where to find by now, so I wont highlight them with colors ;-)
Here are the files you need (codeblock & graphics):
Attachment:
Bufferstops_Sources.rar [4.57 KiB]
Downloaded 383 times

And here are the graphics I used to create the various bufferstops in the Dutch Station Addition Set, just to give you an idea of how those look and how I cut up the stops into front-of-track and back-of-track pieces:
Attachment:
Bufferstops_Examples.png
Bufferstops_Examples.png [ 28.21 KiB | Viewed 10006 times ]



I will be a bit busy again with work the next couple of days, when I have some more free time I will work on examples for 2x1 and 3x1 non-track stations.
I will be following this thread though, so any questions can always be asked ;-)


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 Post subject: Re: GarryG Does Stations
PostPosted: 31 May 2017, 23:11 
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Thanks for every thing you been doing to help me .. appreciated very much.

I won't get much done next few days.

This morning have medical appointments. So hope do some more to stations this afternoon.

Tomorrow I hope go train riding and get some more photos to help me with my designs, that be all day outing.

No hurry for the 1x2 and 1x3 codes as I will concentrate on the 1x1 designs for a while. Al the stations I have in the object sets will need some work as most to small for my awnings. Good things most station awnings only had a few designs in real and the platform surface under the awnings was mostly tar.

I go get breaky and get ready go see the quack .. cheers

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Last edited by GarryG on 01 Jun 2017, 06:08, edited 1 time in total.

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 Post subject: Re: GarryG Does Stations
PostPosted: 01 Jun 2017, 06:06 
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Something I like to try for a non-track tile to go near stations .. there are several car parks with other sets, but what about in the 1800s and early 1900s before cars took over.

Hope to use some Polroad horse and carts see if can put these on a few tiles. Players can always change them to car parks from other sets later. Just need some 2 wheel sulkies and passenger type wagons.

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 Post subject: Re: GarryG Does Stations
PostPosted: 01 Jun 2017, 07:35 
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My latest creation .. a Gantry Crane

One tile is a non-track tile and other tiles is a normal platform tile.

Have a glitch with the Gantry where the brake van is on the train as I forgot to divide the gantry with both platform tiles .. will leave a copy of source after I fix that glitch.


Attachments:
Gantry Cranes.png
Gantry Cranes.png [ 32.67 KiB | Viewed 10004 times ]

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