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OWA

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Posts posted by OWA

  1. wow...the Soviet bar is looking good ....cant wait to see it texture ...keep up the great work guys :D

     

    PS: i wantz my pod cast :)

    Cheers and keep waiting, it'll be here. :)

     

    How much will cost a phone call from that phone box? :v

     

    Also there's some reall mess in soviet barracks now :p sticks, barrels, hedgehogs even.. needs some more ammo crates/weapons stocks but I guess it was mentioned and it will be in next blargs. Keep it up.

    599 us dollars.

     

    Also, the ammo is put in the major weakpoint room, the ammo store, so putting it anywhere else would be kinda pointless.

     

    Can we use the phone booth to call in tactical nuclear strikes?

    Nope, but you can use it to turn into Superman! :)

  2. Welcome to the blog guys and girls! Sorry it's a bit late.

     

    <h3>Soviet Barracks Update</h3>

    dtrngd has completed the interior to the Soviet Barracks! Now I will attempt to finish off the statue before passing it on to TheBeerinator to texture!

     

    The exterior underwent a re-shape to accomodate the big sliding doors, It took some fixing, but we managed to do a pretty good job when re-shaping it and making it in-keeping with it's RA2 counterpart.

     

    Take a look at the images below!

     

    SovietBarracksDone-1.pngSovietBarracksDone2-1.png

    SovietBarracksInt1-1.pngSovietBarracksInt2-1.png

    SovietBarracksInt3-1.png

     

    <h3>Phone Box</h3>

    Brrring Brrring! Somebody answer that phone, but make sure that it doesn't self destruct after it gives it's message!

     

    Poggel has been modelling this English phone box for use on our british-themed maps! An international phonebox will also be made to put on other maps that are based in other countries, but this model is truly a treat for you english AR fans out there!

     

    Images below!

     

    fone1.pngfone2.png

     

    <h3>Soviet Door</h3>

     

    dtrngd has finished up modelling the generic Soviet Door. Nothing much to say about this one other than you will be walking through this a lot.

     

    SovietDoor-1.png

     

     

    <h3>Team Messages</h3>

     

    I've found a house for next year and I'm putting the deposit on it tommorrow!

     

    Pete is coming to stay tommorrow!

     

    dtrngd has an advanced english exam coming up soon, so he's going to practise by watching X-Men Evolution! Awesome!

     

    danpaul88 is adapting the vehicles slightly, in accordance with some values that I posted up. No more sliding Flak Track hopefully!

     

    <h3>OWA's Random Corner</h3>

    Dr Robotnik has a gameboy game dedicated to himself! Madness!

     

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=K1yneJSJx3E&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=K1yneJSJx3E&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=K1yneJSJx3E&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>Unreal 3</h3>

    Was used in the creation of Lazy Town, fact!

  3. barracks is epic.

     

    Now i might have missed something in the blog, or it might just be the GI thing, but did you say buyable sandbag sytem? I am intrigued...

    Yup, all will be revealed once we get it working.

     

    Ummmm...believe he said two...it's the swings and the green park bench in back.

     

    Barracks is freakin' hawt.

     

    and WHAR'S MAH PODCAST? :D

    Podcast will be coming when me and Lord Kane can sort out a time. It's tricky to find the time at the moment.

  4. Welcome to this week's blog. It's friday the 13th, so anything could happen!

     

    <h3>Allied Barracks Ingame!</h3>

    At long last, the Allied Barracks has been completed and rigged up ingame! dtrngd and TheBeerinator have done an astounding job to get things rolling in the buildings department recently, which is awesome. I got goosebumps just walking round this structure ingame, because everything felt right and in place.

     

    Here are a bunch of images of the barracks ingame! These screenshots have been taken using the latest build of AR.

     

    ScreenShot21-3.pngScreenShot17-3.png

    ScreenShot20-1.pngScreenShot19-3.png

    ScreenShot16-3.pngScreenShot15-3.png

    ScreenShot14-3.pngScreenShot13-3.png

    ScreenShot12-5.pngScreenShot11-5.png

    ScreenShot18-1.png

     

    Pretty cool eh?

     

    <h3>IFV Update</h3>

    I've been doing some work on the new chassis for the IFV, since the old model was fairly inaccurate and riddled with errors. This model is now nearing completion, so unwrapping can begin soon after.

     

    IFV-2.png

     

    <h3>Poggel's Props</h3>

    Poggel has been busy whipping up some new props for us. These props include a set of swings, a redone set of pipes, some beach umbrellas and the tyre prop, all of which were featured in RA2!

     

    Here are some images below!

     

    post-917-1234362900-1.pngpost-917-1234109010-1.png

    post-917-1234108770-1.pngpost-917-1234108501-1.png

     

    See if you can find the two 3d models in this image :D

    post-917-1234362933-1.png

     

    <h3>Team Messages</h3>

    It was my birthday yesterday, so I'm now 19! I went out, got rediculously drunk and staggered back to bed to sleep. When I woke up I was covered in felt tip pen thanks to my uni friends :)

    A great night out!

     

    cfehunter is coming to visit next friday!

     

    danpaul88 released the lastest build of AR to the recently appointed testers. This new build features working sentry guns and the flak trooper amongst other things.

     

    dtrngd got the allied barracks ingame and semi-rigged. The only things left to do now are to get some new purchase terminals setup along with the buyable sandbag system and the weakpoints. Great stuff.

     

    Guywithawrench is texturing the allied harrier. More on this later.

     

    <h3>OWA's Random Corner</h3>

    Today in the random corner we have some ventertainment, courtesy of Mr T and a ventrilo server.

     

    <center><object width="425" height="344"><param name="movie" value="

    name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
    type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>This is the end of the road for you my friend...</h3>

     

    ...until next week that is.

  5. Interestingly there is no % completion for scripting and such..... :)

    I knew I'd missed something. :D

     

    Oh really...hmm would of never guessed that, well that's too bad for some since I call them Shock Troopers, just hope they know what I mean then.

     

    Anyway will Shock troopers be able to damage each other?

    Tesla Troopers will not be able to damage each other as long as friendly fire remains disabled.

  6. Welcome to this week's blog folks, I haven't got much to show but I'll do my best. Barrel scraping time!

     

    <h3>Apocalypse Rising Mentioned on C&C.com!</h3>

    Apoc and co. made a newspost over at the Command and Conquer website concerning the recent moddb awards and how several C&C-based projects had made it into the top 100.

     

    This newspost featured, Apocalypse Rising as well as A Path Beyond, C&C Reborn and Battle For Dune!

     

    Check out the news here.

     

    <h3>Shocking News! Lead Producer Cuts Hair!</h3>

    After a lot of thought, I have had my hair cut to a shorter length. This was a decision that I had to make on my own and have done. So look below for the "before and after" pictures.

     

    Before

    Areyousure.jpg

     

    After

    DSC00609.jpg

     

    <h3>Soviet Nuclear Reactor</h3>

    I couldn't think of anything else to put here, so I decided to re-render the Soviet Nuclear reactor so that it looked half decent and put it in here.

     

    Check it out below:

    NukeReactor01.png

     

    <h3>Team Messages</h3>

    It's my birthday next week, on thursday! I also scored a 1st in one of my games design modules in uni. The hard work payed off!

     

    cfehunter is coming to visit me at uni in a few weeks.

     

    Eggman891 is also coming to visit me (but not at the same time).

     

    dtrngd, danpaul88, Chevy787, TheBeerinator and drunkill were all mentioned on the EA site :D

     

    <h3>OWA's Falcon Punch Corner</h3>

     

    CAPTAIN FALCON!!!!!!!!

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=FFtw7qW7Vcw&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=FFtw7qW7Vcw&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=FFtw7qW7Vcw&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    Totally epic!

     

    <h3>Fin~</h3>

    Until next week.

  7. Still raises the question that in remembrance he is holding a AK-47 and yet in RA2 they use a older, weaker weapon.

    Maybe so, but who says that the PPSH that the conscripts use, isn't some new dreamt up version that can keep up with modern assault weaponry.

     

    Here at Bluehell Productions we like to kick reasoning and realism to the curb.

  8. good blog.

     

    But if i remember in RA2 the statue was not holding an AK-47 but it looked like a mosin nagant.

    yeah why would he be holding an AK-47... isn't it supposed to be a conscript? and well you are using the PPKM for conscripts

    I'm making the statue hold an AK-47 to link back to Red Alert 1/APB. There was no Moisin Nagant in RA1 so the link cannot be made that way.

     

    I think the statue soldier is for remembrance that's why he is holding the mosin nagant.

    In rememberance of the first war, against the Allies, is my personal take on it.

     

    yeah w/e I am no weapon expert..., but was AK-47 even present in RA2?

    Not officially.

  9. Then can you add something to turn off chat?

    Or at least discourage the F-word?

    Just so us under 15 can play.

    Sorry if i sound to demanding.

    If you want to turn off the chat, hit f8 and type "chat" (without the quotes) ingame before hitting Enter. This will disable the chat box if you feel this strongly about it.

  10. Welcome to this week's blog. I don't have much, but here we go!

     

    <h3>Soviet Barracks Statue</h3>

    I scanned in my own face and put it a top this lofty statue. This statue was destined for the Soviet Barracks so it could watch over the battlefield and inspire the troops with it's hard communist exterior.

     

    All that is missing is the statue's AK47, which is being modelled ready for next week.

     

    Who knows, maybe the statue will appear as a playable bonus character :D

     

    The statue was modelled by me!

     

    Comrade03-1.pngBarracks01-1.png

     

    Now Recruiting!

    We are now officially recruiting new testers! Chronojam has more details.

     

    We've got somewhere between 10 and 15 new tester slots we'd like to fill for Bluehell Productions. You'll be assigned to work on both of our projects, and possibly whatever random stuff we're trying out at the moment.

     

    Before you apply, know that testers are:

    • Responsible for staying in touch with the team, largely through forums & IRC
    • Prohibited from sharing testing content with any outside parties without permission
    • Responsible for giving detailed reports when you find a problem to enable us to repeat your steps
    • Responsible for testing both alone and in groups on LAN, plus by connecting to an FDS
    • Prohibited from sharing testing content with any outside parties without permission
    • Likely to keep more than one copy of APB installed
    • Held to a higher standard of behavior
    • Expected to be able to remain a tester for several months. Don't apply if you're moving in a week and will be gone.
    • Hired regardless of actual talent at playing the game. We need competent cannon fodder!

    If you feel like applying, please send Chronojam a PM with the subject "BHP Tester" or something similar so that he can easily spot it in his inbox. Please include your in-game name, how much time you think you can give us, what days/hours are good for you, the specifications of your video card and RAM, and how good you are at the game. It's not really required but it will help if you write down why you want to be a tester or why we should take you on as a tester.

     

    Don't forget to vote for us!!!

    post-14-1230914144.png

    Just another gentle reminder, but AR and APB both made it into the Top 100 at ModDB and need your help for a chance to win Mod of the Year! Actually, we're both nominated for Indie Game Of The Year 2008; AR is in the Upcoming category, and APB is in the Released category.

     

    Tell everyone you know and support our projects: Vote for APB and AR at ModDB! Don't forget to register or login if you haven't already prior to voting, to be sure your vote gets counted. The sompetition looks really tough this time, so every vote counts!

     

    Please note that because APB and AR are both Indie Games in different categories, you can actually vote for both of them without competing with each other or your favorite mods on other engines! Now that's convenience!

    2k8vote5.PNG

    2k8vote3.PNG

     

    <h3>Team Notices</h3>

    I've been contructing my own 2d, sprite-based, side scrolling fighting game based on the game Mugen. This will allow me to have Solid Snake fight Ronald McDonald and M Bison fight a Metroid. I can even have Homer Simpson fight Peter Griffin. It's so fun!

     

    Still no podcast as Lord_Kane and I have been really busy and unable to sort out a time to record this podcast. We aren't sure when we will get the time, so some more planning will have to be done.

     

    <h3>OWA's Random Corner</h3>

    I was going to use a random video that may or may not have the ability to cause a seizure, but then theta123 came to me with this video about Donald Duck and Nazis, which is much cooler.

     

    Enjoy.

     

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=mZiRiIpZVF4&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=mZiRiIpZVF4&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=mZiRiIpZVF4&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>Ciao!</h3>

    Until next wednesday!

  11. how intelligent will the AI ore trucks be? Given they have a little more functionality than in APB, how will the AI decide what's best?

     

    Chrono-miner - Will it auto-teleport when under heavy attack (like 25% health or something)

     

    War-Miner - Will it target Light vechs and infantry in preference of heavy targets?

    - Will it get promoted by killing things? If yes, when elite will it auto-target heavy vechs in preference?

    AI Miners will have more functionality, but the AI in w3d-based games has always been fairly dumb, so there's not much we can really do. The War Miner will be able to prioritise targets though!

     

    I realy wana play this game but i cant find it anywere. Can someone plzzzzzzzzzzz tell me where to get AP i realy wana try it :D. it would help if u added the like. THank you very much

    It's not out. Wait a while.

     

    Can you guys add something so that you can block out bad words?

     

    Since the shock trooper has all that metal armor will dogs be able to kill him?

     

    can you give me an estimate of how far you are done? (Like 40% 28% ect)

    1. Nope.

     

    2. Yes.

     

    3. Look on the website at http://www.apocrising.com

     

    lol it would be weird if a attack dog could kill a shock trooper, unless the dog "marks" its territory on the armor and somehow it gets the circuits wet and the suit overloads and explodes :p

    They did it in RA2 :)

  12. I think it would be a nice touch :)

     

     

    heh if that the case the soviet barracks would be my PRIMARY target NO MATTER WHAT :p

     

     

    Well I'll be glad if I'm playing soviets when you're on the enemy team then. Just have to wait for you to run into my gun to rack up points an promotions. Easy game :).

    Where's the love? :D

     

    Very nice.

     

    Will the knife be a one hit kill...or two, maybe three?

    We'll take a look and see what works best.

  13. Gurren Lagann... also has one of the fanciest soundtracks out there :D.

     

    The storage room and the fence kinda remind me of HL1 for no good reason.

     

    One question to OWA, will the head of the statue fall off when the Barracks go down, and will you hestitate to make the killing-blow if it does :)?

    I agree. The soundtrack is certainly fancy.

     

    I'm unsure, on the the whole disemboweling my good self, we'll have to see how it plays out :)

  14. Heya guys, not much to view this week but hopefully we should have some more stuff next week. Anyway, read this!

     

    <h3>Soviet Barracks</h3>

    dtrngd has been working a lot on the soviet barracks and has it nearly completed. All he needs now is some barbed wire and the statue for the top. Talking about the statue, we are thinking of doing something cool with it in terms of map types. On snowy maps, we could give the statue a scarf or something just for fun of it. Also, you'll have the pleasure of seeing my face as everytime you look up at the statue, since I'm putting my own head onto it. Trippy huh?

     

    Here are some images:

     

    major_wproom1-1.pngmajor_wproom2-1.png

    office_updated-1.pngtransformer-1.png

     

    <h3>Ivan's Knife</h3>

    TruYuri has rigged up Crazy Ivan's knife. It's currently rigged up to the Renegade arms, but we'll be doing something new with the arms sooner than you think, so keep watching this space. It's ingame, but positioning IS NOT FINAL. I hate hiding behind that excuse, but we wouldn't have anything to show otherwise :)

     

    KnifeWIP-1.png

     

    <h3>Podcast</h3>

    The podcast has been put on hold, until we all get time to record it. I was particularly busy this last week, so I was unable to partake in the venture, so yeah. Keep waiting for that one.

     

    <h3>Team Messages</h3>

    I've been beginning to learn Unreal 3.

     

    dtrngd has revealed a few of his ideas for future maps. One that he wants to get in for the first release is Fort Bradley, which will be a mission map, "RA2_Fort_Bradley.mix (RC1)". After Freezing Straits he is either going to map Fort Bradley OR Blood Feud followed by Fort Bradley.

     

    danpaul88 is gearing up and waiting for art assets to get Alpha 7 out to the testers.

     

    Eggman891 could be coming to visit me to check out stafford uni :D

     

    TheBeerinator is doing lots of cool things that will be revealed later.

     

    Don't forget to vote for us in the MODDB TOP 100. We made it thanks to you guys!

     

    <h3>OWA's Random Corner</h3>

    Here's the intro to one of the greatest animes that I have had the pleasure of watching recently.

     

    Gurren Lagann!

     

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=AgKSjUOrgQQ&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=AgKSjUOrgQQ&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=AgKSjUOrgQQ&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>End</h3>

    Until next time.

  15. Welcome to this week's blog. Sorry there's not much AR news, but we've been bottling up the information to use in the podcast to answer your questions with!

     

    Anyway, lets hit into the updates.

     

    Drill Ingame

    We got tired of waiting for the new gun hands to come along, so TruYuri rigged up the Allied Impact Drill for use ingame. The rig comes complete with a reload/check animation which should fit nicely into game.

    More on this when we get more weapons into game to test.

     

    ScreenShot03-2.pngScreenShot04-3.png

     

    Doors

    Here is what an allied door looks like! This was modelled by dtrngd and textured by TheBeerinator.

     

    There's not much else to say, so check out the image!

     

    teamdoor-1-1.jpg

     

    New Logic

    danpaul88 has been working on an expansion to his building damage script that should make attacking structures more interesting.

     

    This script will implement the weakpoint (and, potentially, strongpoint) system in AR for all buildings. It is designed for use with buildings which have controllers, but should technically also work on other things too, such as stationary defences setup as turret type vehicles or simple objects for garrisonable buildings so long as they have the dp88_AR_Building script attatched to them.It is no longer named dp88_AR_Building_Weakpoint due to the potential to use it for strongpoints as well, the new name more accuratly describes it's functionality.Upon the creation of an object with this script attached the script looks for the closest building controller instance matching the preset name given as one of it's parameters. This allows for multiple copies of the same building controller to work properly (although I am not certain that the engine supports multiple copies of the same building without using seperate presets for each controller and unique mesh prefixes for each one...). Upon finding said controller it sets the objects max health, max shield strength, health and shield strength to match those of the controller, eliminating problems arising from updating the controller or one of the weakpoints in LE and forgetting to update the others. It then sends a custom event to the controller to inform it of the weakpoints existance so that it knows to replicate damage done to it to the weakpoint.Upon taking damage the weakpoint calls the Apply_Damage script function to pass the same amount of damage along to the main building with the correct damager. It requires that the none warhead exists and has a damage scale of 1.000 against the building controllers shield and skin types (which it should do, since none is a generic damage type). Using Apply_Damage means the damager gets all the appropriate points for damaging (or potentially killing) the building.When the controller takes damage it loops through it's list of known custom damage zones and updates their health and shield levels to match it's own, so that they are all synced with the controller. It does NOT use Apply_Damage to prevent a loop condition where the controller and custom damage zone scripts would continually apply damage to each other until both are dead.The custom damage zone script can also include animation frames for as many damage states as we want (we have to decide this in advance however, once the parameters are done it's fixed), for example we could have animation frames for 20%, 40%, 60%, 80% and 100%, all of which would be optional. 0% damage would be assumed to be frame 0.

    This is intended to simply implement areas of the building with the exact same HP and such as the building itself, but which take more or less damage from weapons. We could even update the armor.ini to define different material types, like wood, concrete, metal, glass etc and have different weapons affect them differently, for example a bullet might be effective against wood and glass, a flamethrower very effective against wood and a tank shell very effective against wood, metal and glass or something like that. Different shell types could also be used on different units too, like armour piercing shells on the tank destroyer which are highly effective against vehicles and metal building sections but not against concrete sections, and explosive shells for siege weapons which are more effective against concrete areas.Would force people to change their attack plans based on what units they have, since some units would do more damage in different areas than others.

    Team Messages

    I'm back at uni now and I have passed my driving test! It's been a busy week getting back into the swing of things, but expect more updates next week.

     

    We shall be recording the podcast ready for the next blog, so be on the watch for that!

     

    dtrngd will hopefully be joining me for the podcast, to answer all of the mapping queries and the questions that even I'm not too sure on :D

     

    TheBeerinator has completed the Allied Barracks now, so that's going to be sent afor rigging!

     

    danpaul88 has been working on the new test build and expanding on some neat ideas which were tried out last time around. We'll need to test these ideas before we make up our minds on what we want.

     

    OWA's Random Corner

    Have a McRoll!

    Next

    Wait and you'll see.

  16. Excellent blog. Good to know Allied Barr is basically complete now. Any chance of fully seeing it both outdoors and indoors in the next blog?

     

    Just out of curiousity, how many times have you guys done, undone and redone the Flack Truck's model and textures by now?

    These will be your last moments.

    We redid the model once and now the texture once.

  17. Welcome to this week's blog. We've got some stuff to show off to you this week that I think it pretty exciting. Keep reading to find out.

     

    <h3>New Camoflages</h3>

    TheBeerinator has been working on getting the camoflages for the soviet side finalised. This will make everything easier to texture later on. With this, the terror drone will be recieving some model updates a new texture, although it may just have one camo (urban) compared to the other units which boast four.

     

    Here is an image of the newly fixed up camos, sported by the Flak Track!

     

    flak-1.jpg

     

    <h3>Allied Barracks Textured</h3>

    TheBeerinator has also finished up the Allied Barracks! This building being completed signifies a major milestone in development as we actually have our first fully textured structure! Expect to see it in upcoming tests and such as well as in the final release.

     

    Images below.

     

    cabinets.jpgfusebox.jpg

    trunk.jpg

     

    <h3>Mystery Vehicle Revealed!</h3>

    Remember the mystery vehicle from a few days ago? Well the wait is over, and I am happy to tell you that it is the base for our new IFV model, modelled by me.

     

    The old model had quite a nasty mesh, so I decided to redo it. It's looking more like the RA2 IFV as well as featuring a fully-rotating turret now!

     

    Image below.

     

    NewStuff6-1.png

     

    <h3>Team Messages</h3>

    My pc is finally working as it should so I am back to normal as work goes. I'm back at uni on sunday.

     

    cfehunter is back to college this week or next.

     

    Lord_Kane and I will be attempting the podcast this week, if not next week.

     

    Remember to vote on the moddb page!

     

    Congrats to Chronojam who just had a really good job interview! Fingers crossed that it all shows up good. :D

     

    <h3>OWA's Random Corner</h3>

    The intro to one of the most rediculous animes known to man!

     

    Fist of the North Star!

    <center><object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=9nnGDQYGBYg&hl=en&fs=1"></param><param'>http://www.youtube.com/watch?v=9nnGDQYGBYg&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=9nnGDQYGBYg&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></center>

     

    <h3>Ka-Cha</h3>

    Next week, my friends, next week!

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