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ahmedjbh
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Registered: May 2002
Location: Palestine
Posts: 88

Ultimate Rf2 Wish-list, Todd+developers Please Note

This is VERSION 2.0

RF2 has a lot of potential, but games like Timesplitters 2, US SOCOM are going to own the FPS market unless RF2 is a serious step forward, I have outlined many ideas about how Volition can do this. I Have purposely put games that already have many of these ideas in, to show that they are all quite possible.

Remember that players/customers play the multiplayer more than the single player in a good game, so much so that some games now are released with just multiplayer support.



Multiplayer


1)
Modes:-

Capture the flag , Hunted (from tfc) , Assault (from UT), King of the hill, Deathmatch, Multiple hill king of the hill. Creditz (kill people or plant bomb and you get X number of credits to buy weapons/body armour/vehicles (basically counter-strike)), Death Race with (racing around a course with vehicles, if you die, you lose race as well, can be played with several people in one vehicle)



Teams-

X number of teams, Bots Vs Humans, Bot Human Pairs, Custom



Game type -

Rounds (X number of 1-10min rounds, if you die, you have to wait till next round to get back in, or you only have X number of lives per round) , Continuous (keep playing until map rotation, when die, have to wait X number of seconds before respawn)



Map rotation time(time until change map and play on new map with same settings)-

0 to infinite


Weapons:-

pistols, explosives, custom, limited number of weapons, eg max 2 per player, or start with 2 weapons and none are given in the map you can only get them from dead players.


Weather:-

Sunny, Foggy, rain, storm, Random, Unpredictable


Realism:-

ARCADE (run around quite fast, take loads of damage, doom style)
MEDIUM ( balance, similar to rf1, but running slightly slower and slowing if shot in leg, and lower accuracy when shot in arm)
SIMULATION (Counter-strike stylee, shot in the face and your down, 2/3 shots anywhere and game your dead, shot in the leg, and then you can barley move, you have to rely on your teammates to cover+ drag you to safety)
CUSTOM- Exactly what it says on the tin.


Day Cycle( time taken for a day -night period to elapse):-

10mins - 24 hours, or off


Vehicles :-

select which vehicles and how many per side.


Bots:-

number of 0-100 (well, 100 may be to much, but we want to have as many players as possible in really large maps)


Type:-

define character, health, accuracy, favorite weapon, etc

Player Edit:-

change your clothes, write a slogan/tag/your name on your characters back, change your name, health, run speed, accuracy etc etc


Map:-

select the map, if in rotation you should be able to select the maps which you want to rotate in.




2) Vehicles in multiplayer, with some vehicles having room for 2, 3 , 4 players, and mounted weapons.

3)Female characters in multiplayer (female friend " I want a girl with a nice hair style and thin legs, sporty looking, but pretty at the same time, not a man with long hair " ) . Ah well, increase the target market. Why not make it so you can make your own character, and have your name on your shirt or a clan tag etc, and have a scan of your face on the model of your character.

4) Ability to give orders to your bot team mates in multiplayer.

5)Online battles, such as SOCOM's with ladder and clan support.

6)The game should keep track of all statistics such as, kills, accuracy, distance etc like perfect dark did. A Rank would be good also, one that takes a long time to get as well, just like Perfect Darks.

7) Random map generator such as in Soldier of Fortune 2, this basically makes the game last so much longer, and you can also get favorites back if you want them.

8) Challenges such as in Perfect Dark and Timesplitters, such as how long can you stay alive against waves of enemies, or how many can you kill in 2 mins etc, etc








Weapons

With better models (not boxes with colourful textures on) and sounds, why not actually listen to some real guns and record those.
Also the animation when firing should be better, the shutter that covers the hole where empty casings shoot open when a empty flies out the hole, and close when the next shot is fired.

2 pistols - one 9mm, one high calibre magnum stlye, second option is a pistol whip


2 submachine guns - Uzi/mac 10 and a fn p90 or mp5 .


2 assault rifles - Ak-47 look a like, m4a1


2 sniper rifles - 1 shot one kill AWM style or the 50 calibre barret type thats was in rf1 and a semi automatic scoped rifle such as the sig sg552


1- belt fed heavy machine gun 30-50 calibre 100 round belts.


1 rocket launcher - RPG 9 style, or stinger


1 grenade- second option should be able to stick it to a wall, and a laser trip wire come out, when the laser path is broken = bang


1 remote explosive- this should be a large satchel of explosives that can destroy a tank or vehicle, only carry 1 at a time, second mode should be that you can make it a proximity mine


1 shot gun - second option should be auto fire


1 Flame thrower- should shoot further than rf1 . second option should be molotov cocktail

Last edited by ahmedjbh on 05-31-2002 at 11:30 AM

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ahmedjbh
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Graphical / cosmetic


1)Real time lighting, so environment and player light up when there is an explosion or weapon fire etc.

2)Magazine clip on the main rifle, (in the first image on website) needs to be slightly longer.

3)More and slightly faster tracer fire, there was no tracer fire in RF1, other than NPC asaualt rifle. I think about 1 in 5 bullets should be tracer, but depends on balancing. Tracer fire should be on all rifles.

4)When aiming using the UP D pad button, the gun should come closer and you should be able to use the gun sights to aim the gun

5) More realistic recoil animation, the assault rifle in RF was a bit crazy on the recoil.

6)The rocket launcher should be shoulder mounted, and do way more damage, but have less ammo. The rocket should be green not purple, and should travel MUCH faster with a should light source at the back of the rocket, much like RF1 tracer fire, but should move faster. RPG- 9 style

7)submachine gun looked crap and was seriously under powered.

8)Fusion Rocket launcher was to big, he would never be able to carry it in real life, well, not at the speed he runs around.

9) There should be a "woosh" sound when bullets fly near you, such as in DOD 2.0 (half life mod).

10) There was only 1 run animation in RF multiplayer for running forwards backwards sideways, it was always as if you were running forwards, looked silly.

11)Should be more shrapnel when theres an explosion, each causing damage.

12)There seems to be no empty bullet cases coming from the guns(so far in RF2), I would also like to see the bullet cases rotate/spin , instead of just going from the gun to the side of the screen in a static fashion, in RF1 , they seemed to travel to far and fast to the left.

13)When theres an explosion, there should be a quick bright flash, followed by a proper explosion sound, then a cloud of dust, way more dust/smoke than was in rf1. If you are near the explosion it should shake your screen, and a player in your view should duck there head.

14)The muzzle flash sprites, these need to be improved, they dont look right, look at counter-strikes, they look great. Also, you need about 5-10 of them , and rotate them randomly for each gun, instead of showing the same sprite each time a bullet comes out.

15)The impact sprite of when a bullet hits a wall , is wrong,there shouldn't be one, when a bullet hits the wall, there should be sparks and a lighting up of the area.

16) More blood, when I shoot some one in the head with the sniper rifle, i expect his head to implode, his brains should be all over the floor, obviously gore mode should be a players choice, so the ability to turn it off as well.

17)When there is an explosion and some one is blown to pieces , it would be nice if those pieces stuck into any walls they hit, and if they hit a character, it should do damage, just like shrapnel.

18) Bullet holes should stay for longer amount of time.

19)When players run in deathmatch, there legs move at a set speed regardless of how fast they are actually moving, it looks silly. They also always walk forwards regardless of which direction you are going.

20) A moving/ dynamic sky.

21)There should be sound environments, such as if you fire a gun in a cave, it should sound different to that when you fire it in an open space, much like Half Life.

22) Explosions should be volumetric, eg, if you lay an explosive charge in a small vent, it will explode along in side the vent. The explosion should take the shape of the area. Explosions generally feel like they have no force, they need to through the shrapnel out faster, and have a bright flash.

23) Empty bullet casings should not fall through the floor, but bounce of walls and floor, and remain there for a couple of seconds, such as counter strike.

24)When there is an explosion near an enemy, and he is blown to pieces, if the player is close by, his screen should have a splash of blood, or just a couple of drips, not every time, but sometimes.

25)Water should react to explosions in them , and ripple more when things move in it.

26)When an enemy has been caught with the flame thrower, he should look burnt when hes dead, also the flames out the the flame through should scorch the walls that they touch.

27)More realistic death animations, such as Half lifes, or Counter-Strikes. If there shot in the head, they should just drop.

28)Geo-Mod should give rise to more natural shapes, and some times geo-mod just gets it wrong, like sometimes when you have blown a hole in wall, and then put a remote charge underneath that, it doesn't make the hole any lower.

29)When players are running, there guns should face the way they are aiming, eg when running with the sniper rifle, it appears like his shoot toward his shoulder, but hes actually shooting forwards.

39)The rail driver (which should be removed anyway) light flash, bounces off walls in a strange way.

40)The belt fed machine gun, when its out of ammo, there shouldn't be any bullets on the belt, sounds silly, but thats how it was in RF1.

41)When a player or enemy dies near a wall, they should not fall through it, but slide down, and lay so that they are not in the wall.

42)Shrapnel shut be able to cut players limbs/ head off. If they are caught bang in the center of the explosion the should just turn into 100's of pieces of flesh and a cloud of blood.

43)Water should be semi-reflective.











Gameplay


1) i-link modes, Co Op , multiplayer etc

2) Co Op mode through missions.

3) Gore, when i shoot some body with a rocket launcher I expect pieces. Blood should poor out of neck shots, and dead bodies should have blood trickling out of them.

4) Fully customisable controls

5)All characters should move slightly slower, as sniping in rf1 was so hard, that people ran around with the sniper rifle and used it like a rail gun.

6) Throw the rail driver in the bin, quake has died, we have evolved, lets not re hash old stuff that wasn't good any way.

7) A map editor similar to RED, but with plenty of prefabs, so that we can get a decent map going real quick, with plenty of tutorials as well, so that we know where to put unbreakable material etc etc

8)Some of the phrases and screaming from the NPC was unrealistic and not varied enough. Especially when u set them on fire, there screaming was like they had only got a D in the report card, i want gut wrenching sizzling noises. I mean, if im shooting a man in the face, i wouldn't expect him to say, "Just you and me miner", I want them to talk with each other like in half life eg "I hear something" " Grenade !! " etc etc

9)Auto save at points throughout the map, or just make the whole saving process much quicker.

10)NPC team mates should provide covering fire, as well as give verbal reports on things, eg "Grenade !! ", " Hes got a m249, dont get screwed" etc

11) Grenades took to long to throw (animation was to long), also underpowed, needs more shrapnel

12)Faster, more clear way to change guns.

13) Should be able to pick up health packs, and use them at a time of your choosing, not just when you walk over them.

14) When in a vehicle only explosives should do damage to you, unless your in some convertible style thing.

15) I would like the ability to go prone (lie on floor).

16)It would be cool, if , say you were caught up in an explosion, but not right in the core, you should just be blown back on to the floor.

17)How cool would it be, say, You just gone round a corner, and got shot badly, when you run out of health, you slouch dead on the floor, but your team mates can drag you back round the corner and try to administer a heath pack. I really like the idea of being able to drag/pull your team mates around wen they are lying on the floor (as they are being dragged, blood smudges on the floor). I think in the light of the new squad thinking, this would really want to help keep each other alive, it would be so cool, to drag your team mates out, while another gives covering fire .

18)Instead of populating the level with all the enemies at the very beginning, save the memory, and populate just the ones that the player can see, always make sure that the enemies cant be seen to spawn, so always make them come from around a corner etc, but this frees up memory to have so many more enemies on screen at a time.

19)The main vehicle should be the jeep, and this time, the mounted gun on the back, should have more recoil, and react to the direction that the jeep is moving in, like in Halo. It should also have better suspension.

20) Cone of fire aiming system, such as Counter strikes and Planetsides, this means that accuracy is effected by player stance, gun weight, health, amount of recoil , players movement speed.

21) I really liked using the remote mine as a excellent ambushing weapon, it would be nice if we could plant more than one at a time, Anti- vehicle warfare should feature more in RF2, as its fun.

22) A level select screen, showing you the levels you have completed, so that you can play any section of the game again.

23) The game should have a realism option; arcade, medium or simulation.

24)Localised hit damage, so if you shoot someone in the leg, they cant move as fast, and drag the leg that they are shot in. If you shoot them in the arm that they are holding their gun in, their accuracy should be reduced, this should only be in Realism :SIMULATION

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Old Post 05-31-2002 11:15 AM
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Brando
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wow, that is a really big wishlist. You got some real good stuff in there (bots/vehicles are a plus).

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Old Post 05-31-2002 06:21 PM
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PsiWolf
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like any of that is going to happen. RF2 is being made for the ps2.

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Old Post 05-31-2002 06:25 PM
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ahmedjbh
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Perfect Dark

Psiwolf, Perfect dark has most of those things including real time lighting and most of the multiplayer modes, and thats on the n64, so I think its quite possible, it would obviously require excellent programing skills and a great art team.

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Old Post 05-31-2002 06:29 PM
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ahmedjbh
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Any ideas?

Any one have any other ideas, any one from [V] want to comment on my list? Todd maybe ?

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Old Post 05-31-2002 07:09 PM
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Fafner
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Uhhmm, yea, I got a wish. How about RF2 for PC?

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Old Post 05-31-2002 10:24 PM
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ahmedjbh
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I dont think V will ever release rf2 on pc, not unless they add all the features on my wish list, as there are to many AAA FPS being released when rf2 will be out, DOOM 3 , UT 2003, Planetside, unreal 2, Battlefield 1942, SOF 2 the list goes on.

Out of the list i mentioned, I think doom 3 will be amazing first time round, but as it has only deathmatch multiplayer may dieout unless MOD makers make the CS clone. Its so funny, why dont developers just release the skelteon of a CS clone with the SDK they release, because its always the CS clones MODS that ive these kind of games the longivity. U2003 could be good, is multiplayer is vast, and i think it will be easily mod'ed. Planetside will own tho, IMO, it just has it all.

Against those games [V] would have to put in amazing amounts of work, which i just dont think will happen, based on rf1, which i beleive was released early, very early.

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Old Post 06-01-2002 11:42 AM
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F S W
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That is one HELL of an unrealistic list, and would increase the already bad lag problem if RF2 ever goes online.

Some nice ideas, though.

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Old Post 06-01-2002 12:08 PM
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ahmedjbh
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Completely wrong fSW, as most of these things are client side, and cpu dependant , the net performance is not effected. Unlinke the PC, PS2 can have most things client side and not worry about cheaters adjust models etc etc.

As shown with rf1, the massive proccesor hit when geo mod is being calculated does hit gameplay, as it drops frames. This could be fixed/ botched by having way more smoke to cover the geo mod process, and give it longer to calculate it, so it wont max out the system.

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Old Post 06-01-2002 12:32 PM
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ahmedjbh
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First off its a wish list, so it can have anything you want in it. But i think it is realistic to have most of those features in, as they are in most other games, such as Perfect Dark (N64), and Halo (Xbox). Dont worry about the chances of getting te features in, just say what features you would like in the game, and let V work there magic.

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Old Post 06-01-2002 12:35 PM
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Regulator
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It’s apparent that you have no clue what it takes to make a video game. Some of your Idea's are "neat" but you really don't know what it takes to do them. Also, you have to ask yourself, do the things you are asking for REALLY improve your game play experience?

For instance, spent casings staying on the ground for a couple seconds. This is cool and all but how many times are you really going to be looking as the shells hitting the ground during a fire fight? You might look at them once or twice and say "oh, cool” but that’s probably it. Some of your ideas are blatant copies of other games, if you want to play counter-strike, GO PLAY COUNTER-STRIKE! This is RF; you talk about how you want everything to be so realistic. Tell me where the hell I can find some nano tech enhanced super soldiers?

This game while trying to remain an immersive gaming experience is not about complete realism.(Hello, the first one was on mars) This game is about fun. If you want an ultra realistic game, like I said, go play CS. The thing is you don't realize the amount of time it takes to actually make a game. You don't just spew out code and slap some levels together and then apply textures and effects. It’s a tedious process of trial and error. First you need a concept. Then you need a story. You have to come up with features that you want to put into the game, decide how to implement them and then test them after implementation. Every part of a game is revised through out production, no part is final until the game is on the shelf and even then its not really final. The testing and fixing process takes a long time. Games are made by humans, and no human is perfect. While some of your Ideas would be nice to see, most are just extra eye candy that would unnecessarily prolong the development of the game.

You have been Regulated. Goodbye.

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Old Post 06-01-2002 08:16 PM
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Admiral LSD
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I only want one feature: USB support. If they give me that then to hell with a PC version.

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Old Post 06-01-2002 08:58 PM
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Regulator
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Admiral, Volition has already announced keyboard and mouse support.

You have been Regulated. Goodbye.

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Old Post 06-01-2002 09:02 PM
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Admiral LSD
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quote:
Originally posted by Regulator
Admiral, Volition has already announced keyboard and mouse support.

You have been Regulated. Goodbye.



Then it official then: I do not give a **** whether they release a PC version or not.

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Old Post 06-01-2002 09:53 PM
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ahmedjbh
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lol

Regulator, you are the funiest thing I've seen all day, thanks for making me laugh on this boring day.

First off, if you had the read the post directly above yours, you would have realised how stupid you look. Your implying that these features could never be in a game

quote:
It’s apparent that you have no clue what it takes to make a video game. Some of your Idea's are "neat" but you really don't know what it takes to do them.


As i posted just before your ost, most of these features are in the n64 powered Perfect Dark, which kind of makes it quite possible on PS2. So that argument is now in the bin,

You then claim that fine details dont improve games, take a look at metal gear solid 2 please, or half life or perfect dark, and then tell me details dont matter, lol@ u .

The funniest thing about your post is the way you say
quote:
This game while trying to remain an immersive gaming experience
A couple of lines after saying details that make the experience immersive dont matter !!! arghahahahah

Your post then goes on about your impression of the games industry, well, whats your point? , did you expect them to make games in a day? obviously it takes time and testing, no one said otherwise.

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Old Post 06-01-2002 10:28 PM
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ahmedjbh
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Why dont others try putting up some of their ideas they would like to see in rf2, that was the reason for this thread, regulator, what would you like to see in the game?

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Old Post 06-01-2002 10:59 PM
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PsiWolf
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Re: Perfect Dark

... a li'l more immersive.. like.. morrowind? oh, it's on the pc?

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Old Post 06-02-2002 07:38 AM
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Princess_Iorek
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Ahmedjbh, your ideas and stuff are good I completely agree with what you've put on your list, especially the multiplayer options. I especailly like the idea of two people operating a vehicle like in Halo.

I also noted that when firing the rail driver into the wall, the hole that you made disappears almost immediately after you've fired.

Also I think that the little details are important, maybe not when you play it once or twice but after a while you begin to notice all the cool stuff, like ripples in water etc, and how the glass shatters. I think it's cool when you reach a stage where trying not to get shot is not your only objective you notice these things more and more and it would be cool if everytime you played you noticed something different. If the ideas that ahmedjbh mentioned were included, it would make the game way better.

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Old Post 06-02-2002 09:05 AM
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ahmedjbh
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quote:
Originally posted by Regulator
While some of your Ideas would be nice to see, most are just extra eye candy that would unnecessarily prolong the development of the game.



You probably made this comment after only skimming my "graphical/cosmetic" section, I have a whole section called gameplay, so yet again your arguments in the bin.

You also go on to say how it would make the game longer to produce, well lets think, they already have the engine, so they just going to re-make new makes and tweak the engine, add some particle effects etc etc .
SO it makes sense to give them ideas about what to put in, as now they may have the opportunity, as they have the engine nearly finsihed.

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Old Post 06-02-2002 09:13 AM
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