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 Lurkers!!! 
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Unread post Re: Lurkers!!!
Cruncher wrote:
I keep trying... my entire involvement with TWGS was to help make it emulate the highly popular HVS MBBS version. But, somewhere in 2000 - 2002, players who prefered to write reactive trigger scripts to play the game for them convinced JP to make changes that allowed for that type of gameplay. (abort on space was NEVER a part of the HVS MBBS game)

So, I'm not the hypocrite you and others keep accusing me of being. I just enjoy playing an old text bbs game, and getting as close to the HVS MBBS model has always been my involvement with TWGS. It's really just that simple.

Selective Memory? Space abort has been in since the mbbs days and is not exclusive to Johns version. Specifically for instructions which if you remember back in the baud days of this game you could literally walk away and come back and it would still be scrolling by if you didn't abort.

Mongoose wrote:
My point is that you can't realistically work on software a few hours at a time. It takes at least a few hours just to get your head in the right mode and re-familiarize yourself with the last thing you were working on.

No. It's definitely not an implied service contract, and there's generally not even an implied warranty. I'm not sure if the TWGS license explicitly disclaims implied warranties (or if it even has a formal license at all). But you can try before you buy, and when you buy any software, it's always foolish to count on it ever being anything other than what it was the day you bought it.

Because in my world, that's what people do when they're not happy with the software they have. I remember you harping on it. I don't remember you ever explaining it. But I will search your post history.

And... so what? You haven't explained how that fundamentally alters the game. Why is one timing right and the other one wrong? Because software is never allowed to change? MMOs go through all kinds of changes, some of them quite radical. The players whine about it for a couple weeks, then they adapt their strategies and go back to enjoying the game. JP does not owe you an unchanging game. Get over it.


MMOs is a bad example because it is largely a far more robust community, game and platform vs. our little text based strategy shooter we have. But since you brought it up this "bug"/"flaw"/"issue" is akin to updating wow to now include the removal of pvp as the players know it and telling them they can still que for player vs. npc independantly.

Actually JP's site is devoid of any warranty statement or service statement. I still believe that unless explicitly stated otherwise a user can and should expect support of a game platform and if we were to utilize nexus lexus we would see I am on track.
Micro wrote:
Because they use scripts that depend on milliseconds accuracy and prefect timing to demolish their opponent before his script can attack back or even try to escape. I have no idea why the TradeWars community ever consider these types of tactics to be acceptable game play. Do you know of any other games that openly allow 3rd party helpers and/or full automation of game play?

Actually no, how it changes the game play is that it makes it impossible to fight other players either by hand or automated when both are online. Why is this such a hard concept for you guys to understand. While it does eventually have to do with microtiming the motivation has nothing to do with scripting. As has been pointed out by kavanaugh/mongoose I could just script/play v1 and be done with this.

It has to do with fundamental gameplay that has existed for 20 years in that prior to V2 pdrop, torpedos, and other timing sensitive functions worked differently. Specifically instead of being batched with the same delay they processed in a peeking order. That order dictated whether you could evade a pdrop, hit a gridder or invade a planet properly while the photon duration was in effect.

JP never intended on having the same delay across all functions but ran out of time to correct it becuase of his personal life and other functionality (bot-link) he was working on. He was however aware of it and has stated as much both here and via email when we were working it out with Singularity to correct the timings while still offering the core v2 "improvements".

Thats what you clearly dont understand and are unable/unwilling to process. I have no issues specifically with what Linda requested or the eventual v2. I take issue with making it unplayable for the entirety of his fanbase. And specifically her demeanor regarding the purposed changes/crusade to demonize scripters and our style of play.

For me personally (this crusade) this has never been a scripting vs. non-scripting thing that y'all have turned it into. I view most of you as hypocrits that will argue MoMbot is the bane of existance but then also complain they have to PPT by hand or transfer ore/colonize between planets by hand. None of you are pure macro and should really check your priorities in the script complaint department before you make yourselves look more dumb then you already do.

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Last edited by Kaus on Thu Jan 22, 2015 10:00 am, edited 2 times in total.



Thu Jan 22, 2015 9:30 am
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Unread post Re: Lurkers!!!
Kaus wrote:
Actually no, how it changes the game play is that it makes it impossible to fight other players either by hand or automated when both are online. Why is this such a hard concept for you guys to understand.


Because I have fought other online players in v2. (Mostly been killed by them.) It may be different from v1 in some subtle way, but it is certainly not "impossible." So I know for a fact that you are exaggerating and blowing smoke.

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Unread post Re: Lurkers!!!
It's really simple, the ones that left didn't get the fixes they wanted in 1.03 so they left. But 1.03 is still the same game, nothing has changed just that now there are 2 versions. Isn't choice better than being forced one way or the other? JP lied is what we keep hearing, I say he just changed his mind. With all the negativity from the ones that left why would he bother fixing anything. Someone should just ask him to sell them the code for 1.03 but he can retain the name that JP think has the real value.

Xanos is writing scripts that work in both versions and doesn't seem to be complaining. Yes there are some scripts that MAY never work in 2.20b since they are compiled but that is only IF a sysop messes with the right timings to intentionally break them. I never personally found a script that wouldn't run but I'm sure there are some out there somewhere.

I never really played looking for loopholes/bugs to the game to exploit.... I'm just not that interested in winning to looking for weaknesses like that.

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Last edited by T0yman on Fri Jan 23, 2015 3:06 pm, edited 1 time in total.



Thu Jan 22, 2015 7:35 pm
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Unread post Re: Lurkers!!!
Mongoose wrote:
That's exactly the thing that makes TW interesting to me. But I still don't understand why people can't or won't adapt their tactics and scripts to suit the game.

Most of them are using scripts that other people wrote.

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Thu Jan 22, 2015 7:51 pm
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Unread post Re: Lurkers!!!
Mongoose wrote:
Kaus wrote:
Actually no, how it changes the game play is that it makes it impossible to fight other players either by hand or automated when both are online. Why is this such a hard concept for you guys to understand.


Because I have fought other online players in v2. (Mostly been killed by them.) It may be different from v1 in some subtle way, but it is certainly not "impossible." So I know for a fact that you are exaggerating and blowing smoke.


viewtopic.php?f=52&t=32582&p=231782&hilit=+timing#p231782

John Pritchett wrote:
I actually wrote a long response on this for Kaus, but thanks to Microsoft, it went into the bit bucket. I haven't had time to get back to it.

There are three considerations for timing now, and commands/cycle isn't one of them. That has been phased out. Instead, we have the command "sync delay", an actual delay, and simulated latency. Let me describe these a bit.

1) Every action in the game now has a "sync delay", which is different from a true delay in that the delay is only imposed as a minimum time between any two commands. So if the sync delay is 10 ms, if you attempt to issue the command a second time in less than 10 ms, you're forced to wait until 10 ms have passed before the command is processed. If you issue the command, then wait 10 seconds and issue the command again, no pause is imposed. So sync delays pace the commands, guaranteeing that they cannot be issued beyond a specified rate. The rate has been defined such that no single command, if repeated, will pull more than 5% of CPU. Many sync delays are as small as 2 ms, the minimum, though some are larger.

Sync delays are currently not configurable.

Code:
*Note* this is the part Singularity, myself and others have noticed as being whack


I am open to suggestions on which commands are running too fast or two slow.

Code:
*Note* This was provided years ago right before his last decision to take a hiatus


The goal is for everything to run at about the same pace as it ran on v1.03, but for the pace to be locked in so that it no longer continues to get faster with improvements in hardware and network speeds.

Code:
*Note* As I have stated before he is aware it is currently not allowing for similar paces and has promised a fix as he does allot of things. Timings were provided to him that were research on private/public servers prior to Sing leaving. Hundreds of samples were taken to give him the exact microsecond count above the below true latency so that he could implement the changes while keeping the spirit of the original PvP alive.


The speeds will be as-designed rather than whatever a gameop's system happens to provide. A faster machine will provide room for more players rather than faster play for its players.

2) True delays are always imposed no matter how much time has passed between two commands. These are meant to slow down certain actions relative to other players. Ship attacks/moves are one example. There is an editor that allows gameops to configure many other action delays in a variety of ways. The minimum move delay has been 250 ms for many years. I experimented with allowing a much smaller move delay, but it has been unstable. I believe that 250 ms is a good official minimum, because it has been well proven over the years, but I am willing to allow gameops to "overclock" their server to support faster move delays, as long as they know that it can create instability.

3) A major factor on command delays is the emulated latency setting. It defaults to 150 ms. If a single command is issued, there will be a 150 ms delay before that command is processed. If the player has a 50 ms latency, then only 100 ms additional delay is imposed. This tends to level the playing field for players in regard to ping time. Of course, players with > 150 ms ping will still have > 150 ms ping, but the difference in their performance over that of players with < 150 ms ping will be less than it otherwise would have been.

If a burst of commands is sent in a macro or whatever, only the initial command will have this 150 ms latency. The remaining commands in the burst will be processed without delay, just as you would expect with true latency.



In the previous version, the delay for any command was a random amount from 0 to 250 ms. Now it is a very consistent delay as defined by the three kinds of delays listed above. The game has the potential to be many times faster than it was before, but the new delay system is designed to give the game a fast, stable, reasonable pace.


More Reading
viewtopic.php?f=44&t=33057&p=235740&hilit=+timing#p235740
More Reading and eventual reason Sing left (I assisted with the timing via scripts on this)
viewtopic.php?f=52&t=32190&p=227649&hilit=+timing#p227649
And Again
viewtopic.php?f=52&t=30869&p=219672&hilit=timing#p219672

+Countless PM's (w/JP) and ICQ with Sing.

Keep telling me I don't know wtf I'm talking about.

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Last edited by Kaus on Thu Jan 22, 2015 10:10 pm, edited 2 times in total.



Thu Jan 22, 2015 9:31 pm
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Unread post Re: Lurkers!!!
Micro wrote:
Mongoose wrote:
That's exactly the thing that makes TW interesting to me. But I still don't understand why people can't or won't adapt their tactics and scripts to suit the game.

Most of them are using scripts that other people wrote.


Micro, personally the game holds a intrinsic value to me. "Letting go" of a game which I have varied from full-time to no-time since before the I-net as we know it is difficult. TW2002 holds allot of great childhood memories.

I am curious who the most of them in your above quote are though. I mean as far as I can tell outside the occasional Big D rant I'm the only one popping in here that still pushes against the tide.

For me 2.0 has features I want specifically bot-link,bug fixes (e.g. planet lift) and the customization within the platform delay-wise. As I have stated multiple times over the past few years, it's the perceived lack of support that continues to frustrates me. Why should any script writer continue to play given the community division and lack of player-base if there is no concrete plans to fix this version.

As a sysop, script writer and community member I was truly excited about V2. It took actual hands on experience with the current server to discourage me. I wanted to bring scripts like truce enforcer, everyone vs. aliens and others to the community once bot-link went live. Unfortunately without a stable version this will never happen.

I get it, JP takes allot of heat and people feel the need to defend the defenseless but please understand it is from love of a text based game that drives most of it. And frustration from lack of support and a premise (based off previous 8 year hiatus for v1) for never seeing fruition of a stable version.

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Thu Jan 22, 2015 10:10 pm
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Unread post Re: Lurkers!!!
Still waiting for an explanation of

1) Why the players who hate 2.0 can't just keep playing 1.03.

2) How any of the changes make player combat impossible as opposed to just different.

Granted, I can see how the changes might make combat impossible if you're limiting yourself to playing with old scripts written by someone else for 1.03, as Micro suggested. But if that's the situation, then you're just another skript kiddie and you don't have any real skill anyway.

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Thu Jan 22, 2015 10:53 pm
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Unread post Re: Lurkers!!!
Mongoose wrote:
Still waiting for an explanation of

1) Why the players who hate 2.0 can't just keep playing 1.03.

2) How any of the changes make player combat impossible as opposed to just different.

Granted, I can see how the changes might make combat impossible if you're limiting yourself to playing with old scripts written by someone else for 1.03, as Micro suggested. But if that's the situation, then you're just another skript kiddie and you don't have any real skill anyway.


Bottom line your being demanding,bullheaded and insulting because you have nothing else at this point. I provided links, quotes and statements addressing all your comments. Yet you still press on, are you mentally challenged or just intransigent?

Thanks for the chuckle on that last part.

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Last edited by Kaus on Thu Jan 22, 2015 11:10 pm, edited 1 time in total.



Thu Jan 22, 2015 11:00 pm
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Unread post Re: Lurkers!!!
Kaus wrote:

Thats what you clearly dont understand and are unable/unwilling to process. I have no issues specifically with what Linda requested or the eventual v2. I take issue with making it unplayable for the entirety of his fanbase. And specifically her demeanor regarding the purposed changes/crusade to demonize scripters and our style of play.



The point is, you can STILL have your style of play, what was lost was the ability for a great many players to play their style. Adapt or die....

Now, the thing that has broken a lot of v1 scripts that have been compiled is the base timing of the v2 game. That was never one of the "features" or changes I requested, that was a change that JP wanted to make. I'm presuming it was to help make the game more stable given that the processing speed and broad band became a little too fast for the game to run without becoming corrupt now.

I know, I work with Xanos testing his scripts. And Toyman is correct, these scripts run on both v1 and v2. Xanos is a TWXProxy wizard! Our bot has been modified to work on both.

I too now play the highly scripted games. But without Xanos or someone else to create custom scripts for different situations or edits, I'd never be able to compete. I do enjoy these games, but cannot play that intently over a long period of time.

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Thu Jan 22, 2015 11:09 pm
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Unread post Re: Lurkers!!!
Cruncher wrote:
Kaus wrote:

Thats what you clearly dont understand and are unable/unwilling to process. I have no issues specifically with what Linda requested or the eventual v2. I take issue with making it unplayable for the entirety of his fanbase. And specifically her demeanor regarding the purposed changes/crusade to demonize scripters and our style of play.



The point is, you can STILL have your style of play, what was lost was the ability for a great many players to play their style. Adapt or die....

Now, the thing that has broken a lot of v1 scripts that have been compiled is the base timing of the v2 game. That was never one of the "features" or changes I requested, that was a change that JP wanted to make. I'm presuming it was to help make the game more stable given that the processing speed and broad band became a little too fast for the game to run without becoming corrupt now.

I know, I work with Xanos testing his scripts. And Toyman is correct, these scripts run on both v1 and v2. Xanos is a TWXProxy wizard! Our bot has been modified to work on both.

I too now play the highly scripted games. But without Xanos or someone else to create custom scripts for different situations or edits, I'd never be able to compete. I do enjoy these games, but cannot play that intently over a long period of time.


I'm not going to address your script statements as I presume they are not directed at me given you were playing with me when Xanos and I/others made changes for V2 prior to SG's passing. Furthermore the changes are not that extensive from a script writing perspective; a extra return here and waitfor change there and wala V2.

If you take a deep breath and think about this for a second you might see what people have been saying. When you came back afew years ago you raised quite the ruckus about scripts (all forms, including building scripts).

You had the ear of the solitary developer and were crowned champion of the unheard masses. You identified scripts in general as the issue and guided the dev towards adding ways to stop said scripts. A short time later you changed your mind and said only attack/afk scripts were the issue.

After having been taught how to use MoMbot/TWX by players like myself (w/SG) and Xanos you again flip-flopped and said oh AFK is fine. Meanwhile the solitary dev used all his time implementing delays for features you and the players you incited demanded.

Thus less available time for the issue with bugs and potential gameplay issues. His attention/time and capability was stretch across to many concurrent changes and as a result few if any are complete.

Now were stuck with our proverbial members in our hands with no real timeframe to completition which wouldn't be a issue had the majority of the members who played stuck it out. However like myself they had expectations that this current version fell far short of.

I like Xanos could modify my scripts, in fact I have done just that with afew of them prior to my retirement. That said I also found that the portion of the game I found the most enticing (gridding and warfare) had been changed for the worse and while the scripts worked the desired end state no longer existed with the unfinished timings.

TLDR: In some respect your uninformed interactions lead towards the perceived shortfalls vs. had you slowed down your crusade and looked at it from your current more developed/practical perspective.

It is the belief of many that without you at the helm, JP may have been more open to the suggestions of the more experienced players (Singularity, etc..) and a stable version would exist today.

E.g. No more waiting for years for him to maybe find time to correct the existing issues.

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Thu Jan 22, 2015 11:25 pm
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Unread post Re: Lurkers!!!
Kaus wrote:
I provided links, quotes and statements addressing all your comments.


You provided nothing of the sort. And it's utterly bizarre that you think you did.

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Fri Jan 23, 2015 5:49 am
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Unread post Re: Lurkers!!!
Kaus wrote:
I am curious who the most of them in your above quote are though. I mean as far as I can tell outside the occasional Big D rant I'm the only one popping in here that still pushes against the tide.


Most of them would refer to the average player. I visualize an average Permacorp having one or two programmers that can write scripts and 3-10 average players. I have to visualize that, because there are only two or three active permacorps left and I have no actual data. I would say that most of the people that used to be active on this forum were programmers that enjoyed scripting the game, not the average group of people.

I returned to TradeWars about a week after Space Ghost died. TWGS 2.xx had not yet been release, but many had already left this forum. I was excited about porting my helper to new technologies that are now available, but my enthusiasm died when I realized that there weren't really any players left to use it, and never finished porting it even though I was unemployed and had plenty of time.

I enjoy scripting only to a certain point. There are mondaine tasks in TradeWars that should be scripted to avoid boredom. These scripts should be "open source" and available to all players. I'm talking about a level playing field where the winner would be the most skilled player, not the player with the best scripts. IMO the scripts that were available were too advanced and used "Advanced Tactics" that should be considered bug use and/or cheating. Very few know how to use the scripts that are publicly available right now, and even less know how to fix them when there is a problem.

I will defend JP as best I can, but he is not perfect and he has made mistakes. The biggest mistake was splitting the community, and I think that could have been avoided if he had fixed the bugs in version 1.03 before adding any new features. I will keep any other speculations I have to myself, and I feel others should do the same.

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Last edited by Micro on Fri Jan 23, 2015 5:58 am, edited 1 time in total.



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Unread post Re: Lurkers!!!
Mongoose wrote:
Kaus wrote:
I provided links, quotes and statements addressing all your comments.


You provided nothing of the sort. And it's utterly bizarre that you think you did.

There are links Mongoose, perhaps you should look again.

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Fri Jan 23, 2015 5:57 am
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Unread post Re: Lurkers!!!
Micro wrote:
There are links Mongoose, perhaps you should look again.


I see a lot of information about the details of what JP has changed. None of which addresses either of the questions I asked in this comment.

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Unread post Re: Lurkers!!!
Mongoose wrote:
I see a lot of information about the details of what JP has changed. None of which addresses either of the questions I asked in this comment.

Because they play by the ms, and apparently adding a 10ms delay here or there makes it impossible for them to play, and they can't play v1 because there aren't any players left.

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