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Killbot 3d -- Content Update :)


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#1 sub

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Posted 06 February 2010 - 08:10 AM

Killbot 3D [city destruction engine wip]
featuring Icuurd's 3D particle dll ™ on drums and saxamaphone
fullscreen
default resolution fullscreen setting. best viewed in 1024 resolution.
*HUD is scaling to varying resolutions (but still incomplete)

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WASD = move
MOUSE = look
mouse wheel - cycle equipment (weapon) slots
SPACE = lock / unlock mouse cursor +skip intro scenes
Lclick = shoot
C - toggle camera modes
F - debug tool make fire at nearest burnable object
K - debug tool spawn random vehicle
F10 - debug tool destroy all buildings
F12 - toggle debug mode [see fps/particle amount/etc]
F8 - toggle game speeds

DEMO .exe VISTA CONVERTED
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just extract it all to the same folder.. make sure you have the dll in the folder :GM074:
[@ 84 previous downloads]

the early source version. (feel free to use anything from it..)
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UPDATE INFO
a fair bit of new content (vehicles, enemies, etc)

game built on: P4 1.8 ghz CPU, 128mb Radeon GFX, 1.5gig RAM

Edited by sub, 03 June 2010 - 12:51 AM.

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#2 sub

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Posted 11 February 2010 - 12:12 AM

bump updated
can some1 post a screeny maybe? i brought one to my pc but when trying to upload, it reported 1kb file size and errored. :/

Edited by sub, 11 February 2010 - 12:13 AM.

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#3 Venomous

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Posted 11 February 2010 - 12:22 AM

This is actually pretty cool. :)
I like how peices of the buildings fall down when you shoot them.
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#4 sub

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Posted 11 February 2010 - 04:32 AM

ugh. took down source link accidently, will replace it when downloads finish.
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#5 Speedmaster

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Posted 11 February 2010 - 08:14 AM

Is that Mug on the dashboard a reference to the destruction sequence in Avatar?

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The Game itself looks very promising, and I like where the graphical style is going. Good Luck!
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#6 Watzels

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Posted 11 February 2010 - 09:00 AM

Its a good engine... A little glitchy but still good.

Obviously not much of a game but all in good time i suppose.
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#7 general sirhc

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Posted 11 February 2010 - 11:25 AM

Your file host gave me too many problems, 30 second wait time then it wouldn't download and ughhh please get a dif host
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#8 Watzels

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Posted 11 February 2010 - 11:41 AM

Agreed... trying to find a file download in amongst that many ads is annoying... even worse when it puts up a pop-up.
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#9 sub

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Posted 11 February 2010 - 07:19 PM

thanks for being here :) most of the glitches have been ironed out today, the next update will have the beginning of terrain [trees etc] and more varied buildings/destructions etc [done today] shooting the soldiers has been improved 110% and i love playtesting it now..

i'm looking for a cheap fast way to add textures to the ground level [via array?] instead of using tiles. i'd prefer to fix the tile problem and be able to use tile_layer_check function to emulate tile collisions [destroy road segments etc.. if anyone knows how?]

save/load functions will use in-game method. so no data structure use will be used in this game. i'd like to be able to use particles in 3D mode if this is at all possible?

i usually use host-a but lately when using it, as soon as i log in i just get a black empty page?? (i also had to install flash on this pc to use filefactory. sorry about the lame host i didn't know it spat so many popups)

i'll see if chaz13 or some other cool unit can provide a temporary mirror in the future..

the mug on the dashboard is a reference to my constant cup of tea on my computer desk :)
haven't see Avatar yet.. but i like the way your mind works.. you would probably enjoy this kubrik analysis of 'the shining' over at unexplainedmysteries.com forums [conspiracy & secret society section]
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#10 iluvfuz

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Posted 11 February 2010 - 09:29 PM

That's actually really cool; the building destruction is superb but it feels like a dark 9/11 joke. :) Perhaps creating more high-res images for the buildings (both undamaged and damaged) and the debris/fire.
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#11 loganGames

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Posted 12 February 2010 - 12:14 AM

This is deff my type of game. ^.^ Destruction with no limits..Muahahaha!
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The Golden Age
working title
Progress
Engine: 10%
Graphics: 10%
Sounds: 0%
Menus: 100%
Gameplay: 10%
Concept: 25%

Overall
8%

#12 stumlehb

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Posted 12 February 2010 - 04:48 AM

nice.. you should add more enemies, terrain, different weapons, and jumping,

edit: oops, didn't mean to quote everything..

Edited by stumlehb, 12 February 2010 - 05:39 PM.

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#13 general sirhc

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Posted 12 February 2010 - 04:54 AM

use http://host-a.net for file hosting, they are very good

@stumlehb:
Why did you quote the topic creator??? There is a fast reply and add reply button at the bottom of the page
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#14 Watzels

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Posted 12 February 2010 - 07:41 AM

use http://host-a.net for file hosting, they are very good

Argh, he just said why he didnt use that hosting service!


@iluvfuz
I got the same feeling about the game :)
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#15 general sirhc

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Posted 12 February 2010 - 08:11 AM

Woops :) I completely missed that ha ha sorry buddy :)
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#16 sub

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Posted 14 February 2010 - 10:15 PM

the host-a problem was fixed [computer owner had security up too high]
[EDIT]
I'm attempting to use icuurd's 3d particle system in the game.. being my first real 3D wip.. this is a slow process resulting in quick hair loss..

Edited by sub, 15 February 2010 - 06:10 PM.

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#17 sub

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Posted 22 February 2010 - 05:32 PM

small update with start of icuurd's 3D particle system
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#18 iluvfuz

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Posted 23 February 2010 - 01:10 AM

small update with start of icuurd's 3D particle system


Haha, I noticed that. If you can, use a more realistically colored and shaped particles and add additive blend. Anyways, nice small update. Perhaps adding harmless soldiers/tanks firing upon you which you can destroy too? :D
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#19 sub

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Posted 23 February 2010 - 01:32 AM

there's some soldiers in this demo version.. they will garrison inside buildings and shoot from inside the building aswell as roaming the area.

thanks for checking it out. i hope to have some of the story features and mad scientist underground lair functional by next update :D
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#20 slayer 64

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Posted 23 February 2010 - 07:23 PM

interesting game
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#21 killbot

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Posted 24 February 2010 - 07:34 PM

Killbot 3D hmmm....I dont think thats a good name becose thats my username :) .
Anyway it looks cool.
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#22 BattleRifle BR55

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Posted 24 February 2010 - 09:20 PM

Killbot 3D hmmm....I dont think thats a good name becose thats my username :) .
Anyway it looks cool.

You just joined today, he has priority -_-
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#23 sub

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Posted 24 February 2010 - 11:27 PM

well.. at least that wasn't weird..
/back to pulling hair out about robot d3d transformations
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#24 koo294

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Posted 25 February 2010 - 07:29 PM

For some reason t only shows the top left section of the screen. It's done this before on other games, but i can't figure out what's causing it (i have a pretty big screen).
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#25 chaz13

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Posted 25 February 2010 - 11:04 PM

Awesome, sub, nice to see you're still working on projects :mellow:

I'm not certain if i'll have the time, but I'd be more than glad to do some graphics stuff if you'd like! come on msn more!

Edited by chaz13, 25 February 2010 - 11:09 PM.

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#26 sub

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Posted 19 March 2010 - 12:42 AM

For some reason it only shows the top left section of the screen. It's done this before on other games, but i can't figure out what's causing it (i have a pretty big screen).

whole screen or just HUD? (press C to toggle views)
if it's the whole screen, it seems to be on your end.. if it's only the HUD view, it may be due to a scaling error (default scaling is 1024x768.. if your rez is higher it may not work..) try setting rez to 1024x768 (or lower) before running game?

actually.. it'd be nice if somebody could test the game in higher screen rez than 1024x768 mode :)

update coming later today if all goes well (the model conversion is almost complete)
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#27 Watzels

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Posted 19 March 2010 - 07:36 AM

actually.. it'd be nice if somebody could test the game in higher screen rez than 1024x768 mode :)

Argh, when i played it how ever long ago it was then i was certainly running in a higher resolution then that. 1920x1080!

I think you may be looking at it the wrong way. I believe the actual problem is that hist screen resolution is too small. eg he is using a small notebook (10" screen or somewhere around there) and his screen resolution is so low that it cannot be scaled down enough. Also, this laptop may have an unusual screen size... so instead of 3:4 or 16:9 or 16:10 it is something different.
I have seen this myself when i used a small notebook and the solution was to change the screen resolution to a screen resolution that did not match the screen size (so to 640x480 instead or 640x400 or something) and then the screen would scroll and i could then see 3/4 of screen but able to scroll it up and down.
The gm game i was playing was 640x480 which is why it worked but would explain why he can only see top left of screen.

All in all its not the games fault. Buy a bigger notebook.

Of course it could just be that his screen resolution is smaller then the games screen resolution (but not because of screen size). Solution, set your screen to a higher resolution. Next you will complain that everything is too small, solution, change it back after you play the game :)


Again, not the games fault!
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#28 sub

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Posted 19 March 2010 - 07:45 AM

i thought he said he had a very large screen??

(i have a pretty big screen).

..i'll look into this.
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#29 koo294

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Posted 19 March 2010 - 07:56 AM

Well, i've seen it do this before with another game, and changing the resolution doesn't effect it. My screen size is 1680 x 1050, so it should be big enough. eh, i'll see if i can fix it, probably my computer.
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#30 Watzels

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Posted 19 March 2010 - 11:38 AM

Well it would appear i did not read everything, there goes that theory, new theory.... might take it to the PMs just to keep the mods happy!
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#31 sub

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Posted 21 March 2010 - 08:54 PM

a small progress update.

most game objects are now models. robot only 50% converted.. and.. umm.. it doesn't yet have a head and an arm is missing.. (didn't they say the same thing about Reece witherspoon?)

intro has been stripped down [press space to skip it] robot is cranked and ready for destruction (albiet minus one arm.. and head)

please give FPS report .. this will give me an indication on how far i can push the game :)
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#32 Watzels

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Posted 23 March 2010 - 09:22 AM

Old PC (5 years or more old):
AMD 3700
ATI x800xl
4gb RAM

on the 60 fps setting i got 60 when i was not doing much.... 58-59 walking through trees at things.
55 when burning things while running around.
Lowest it got to was 50 but only once.

Hope that gives you indication of your games performance.

NEW PC:
Wont even bother because i know it will be 60 all the way.

Edited by Watzels, 23 March 2010 - 09:26 AM.

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#33 sub

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Posted 23 March 2010 - 01:21 PM

excellent mister simpson.. excellent.. (slobbers)
i'll add more stuff now :chikin

[EDIT]
4 gig ram..?? 3700 CPU..?? liver spots??
your 'OLD' pc seems better than my old pc..
swapsies? :)

i'd test it on this one (p3, 1000mhz umm.. 32 meg GFX) ..but it wont even load..

seems model conversion was the way to go :P

Edited by sub, 23 March 2010 - 01:25 PM.

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#34 Watzels

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Posted 24 March 2010 - 01:18 AM

excellent mister simpson.. excellent.. (slobbers)
i'll add more stuff now ^_^

[EDIT]
4 gig ram..?? 3700 CPU..?? liver spots??
your 'OLD' pc seems better than my old pc..
swapsies? ^_^

i'd test it on this one (p3, 1000mhz umm.. 32 meg GFX) ..but it wont even load..

seems model conversion was the way to go :P

It was a very high performance machine when i bought it... Even ran oblivion on high settings!
Its been converted into my media centre!

My new pc on the other hand...
e8500 3.16GHz duel core processor.
en9800 GTX+ x 3 (SLI'd for coolness) (1.5GB Ram total)
8GB ram
Its a year and a half old i think i should buy a new one! I bought it just before (or as) ATI took over nvidia as being the better video card maker!
Still runs all the new games... i just have to run them at 1600x900 resolution with everything on high instead of 1920x1080 like i can with slightly older games!

So i guess you can tell its not the best pc for testing gm games performance because everything runs at full fps.

I shall be watching your topic for ur next update!
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#35 alex21

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Posted 25 March 2010 - 10:56 PM

60 FPS

Good programming. With so many stuff a good high speed.

Speed= A mirror+
Idea= A
Game play= A
Models= B
Graphics= C
Sound= Sorry mate my speaker is broke Edit: Accidentally I threw a glass of water on it.

Just improve the models to higher poly and texture to higher quality.

Goodluck

Edited by alex21, 26 March 2010 - 10:39 AM.

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#36 Venomous

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Posted 26 March 2010 - 01:02 AM

WOW. This game is coming along quite well,its a lot better since the first time I played it.
I like the second camera option. Good work. :P
I forgot to look at the FPS,but the game seemed to run smooth. I didn't get any lag.

Edited by XtraButter, 26 March 2010 - 01:03 AM.

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#37 sub

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Posted 26 March 2010 - 03:44 PM

something worth mentioning

With so many stuff a good high speed.

a large part of this comes from using models and Icuurd's great 3D particle engine, which handle the particles and models at lightning speed.
..when he adds more features (model animation, etc) it may well be the last word when it comes to GM 3D dll support.

i'm working on simple car physics and having them impact / bounce / etc properly with tree's, buildings, etc.. (it's difficult to get it right)

spawned lots of cop cars in room, game seems capable of handling many but lots of collisions at once require simple physics checks (laggy) :/

i don't have a good paint program (i use MSpaint) so i don't know if i can develop better textures.. (also going for a non-realistic look due to constant violent themes) if somebody can suggest anything to help? (besides Paint.net, mtpaint, gimp, blender) ??

thanks for the support. :P
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#38 sub

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Posted 18 April 2010 - 03:43 AM

just a small blurb as i continue development... slowly..

a persistant fatal game crash seems to have been addressed (something to do with the cars.. being destroyed? ..the error happens very infrequently now that i've been addressing what i think the problem is/was) - the next demo version will hopefully be free of that glitch.

i'm currently making giant TV-screens and advertising billboards for the city.. when you see them (next version) you'll have a good idea of what i'm trying to convey with this game - if anyone has any good ideas for mock brand / company names.. let me know! :D

probably have new demo up in another week..
birthday today (working on an RPG) :D
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#39 sub

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Posted 15 May 2010 - 11:05 AM

the vehicle crash/glitch was fixed. :P

took a small sabbatical for my sanity. have been developing on/off last few days. just a small post to confirm project is still alive. lots of new stuff coming in a few days.

i spend 1/4 the night developing and the other 3/4 playing and PMSL at cars landing on humans. :(
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#40 sub

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Posted 03 June 2010 - 12:43 AM

update (3/6/2010)

a lot of new content.

* some infrequent small bugs that can be ignored (not aborted) -- i'm ironing them out.
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#41 Venomous

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Posted 03 June 2010 - 12:15 PM

update (3/6/2010)

a lot of new content.

* some infrequent small bugs that can be ignored (not aborted) -- i'm ironing them out.

Nice! I love the phyisics for the vehicles.
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#42 sub

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Posted 03 June 2010 - 12:33 PM

i can't believe it's extra butter :) ..thanks for giving it a spin (i bet you spun a few vehicles too)
i managed to fix that bullet error 5 minutes after uploading (rolls eyes)

i get a steady 30 fps on my machine (specs in 1st post) ..i guess all you folks with computers 100x better than mine are having no problems with fps then? Icuurd's 3D particle system pwns! (using the old inbuilt GM d3d_draw methods, i was already lagging out.. now there is more content and LESS lag.. gotta like that.)

there's a few lag spikes during the first few minutes of the game, as non-pre-loaded sounds and sprites are accessed.

if all goes well.. there will be a LOT of content in this game.. if anyone has advice on how i may make good use of loading / pre-loading sounds / images / whatever.. PLEASE let me know. i'm out of my depth there..

does anyone know how i can fix that fog / transparancy issue? - the background color is being set to the sky color (so it cycles from light sky blue to black night and back again) ..at night (with black bkg) it looks sweet.. during the day (blue sky) everything seems to wash out.. wtf?

any ideas for TV commercials?, mock company names? (McMoloch's, Walt Dismal, etc)
where are all the anti-NWO peepz? :wacko:

happy guatamalean sinkholes to all :)
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#43 Watzels

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Posted 03 June 2010 - 01:08 PM

Your probably already aware of this error but ill post it for you anyways just incase...

Basically i spammed the k key :wacko:
Didnt lag 1 bit
Pic is a bit big!
Check out my particle count in that pic :)... and drawn count!

Edited by Watzels, 03 June 2010 - 01:10 PM.

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#44 sub

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Posted 03 June 2010 - 03:52 PM

over here in dial-up country, all we got to see was the top part of the pic before it crapped out completely..

700+ particles drawn, 1100 or so total amount.. and this is AFTER i put in a LOT of in_view checking and STOPPED particles drawing when not in_view.. (the latest version of particle dll has better functionality for that.. but refuses to work on my machine.. i still use the older dll) ..my machine starts to go under 30 fps when i have about 500+ particles drawn. i've had total particles up near 700 or so with choppy framerate.. (time to get a better gfx card i think)

i was unable to see the error message but will load the pic again when my download is complete (musta been hogging bandwidth) - thanks for the report. :wacko:

good to see WSO is back up again, watz, are you still involved in that? ..can't play it on this internet machine.

happy guatamalean sinkholes to all :)
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#45 sub

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Posted 09 June 2010 - 04:52 PM

in development for next update
[done]
road tiles, etc are now destructable. telegraph poles have wire. added birds, animals, etc. tweaked spawning system.

[developing]
save / load feature, structure HUD & interface, mad doc lair.
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#46 Watzels

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Posted 10 June 2010 - 08:48 AM

If you are still having trouble seeing my pic ive reduced it to only 300kb (from 760kb).. i cut half the image off from 1920x1080 to 1156x677 so it should even completly fit on your screen now!.. i hope
Because the resolution is still to big for gmcs happyness ill again just post a link
Reduced size image
Or as downloadable zip if that works better for you

As for WSO i have NOTHING to do with the game. And i have NEVER played it. Every time i try to play it theres some annoying reason why i cant play it such as not compatible with vista... or doesnt have 24/7 server.
Arrh well.

Edited by Watzels, 10 June 2010 - 09:15 AM.

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#47 sub

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Posted 20 June 2010 - 07:40 PM

i managed to download the error message screenshot some days ago (i didn't notice your new reply, sorry)

roger that on WSO, i got you confused with GMC member 'Wombat' >_<

killbot is currently on the shelf untill i get the save/load feature working.
due to the 'mission system' of the game, further development is not viable as i can hardly expect the user to play through the game in one sitting.
(i've tried several alternatives, but due to the use of the particle dll nothing i came up with worked successfully, as of now i've asked Icuurd if he can develop a save/load system.. i just have to wait)

i also tried changing to a new (blank-ish) room with no particle use, and saving in that room only, but re-loading the game caused issues with the particle system. there is maybe a final attempt i can try, but i'm all proggy'd out for now.. and will try that maybe next week.

thanks for trying killbot 3D out.. with some luck, killbot will be back again some day to wreak havoc on a town near you! :) (the source version was 'accidently' deleted from my host site, if anyone wants it just hit me up via PM)
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#48 theweirdn8

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Posted 16 July 2010 - 09:42 PM

hey can I use some of the models from this game?
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#49 Foxx of AK

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Posted 16 July 2010 - 09:58 PM

Dang, I hope this continues because I remember playing one of the earlier versions and I loved the concept.
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#50 FullmetalJak

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Posted 17 July 2010 - 12:09 AM

I gave it a try and it was pretty fun. Although I have to say...

1) Weapon was pretty weak.
2) Sound FX were very annoying.
3) Took a while to kick in.

However I did enjoy the mindless destruction, the graphics were pretty cool and the explosions were amazing. Would I be correct in saying the music is a MIDI version of "Dawn Patrol" by Megadeth?

-FMJ
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