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  • ===Add the volume=== ...lume button in the left [[Legacy:Toolbox|toolbox]] area and select type of volume you want. These are:
    3 KB (464 words) - 09:17, 4 December 2006
  • // Volume to handle adding and removing players from the affected array. return; // If there's no volume assigned, destroy this actor.
    3 KB (389 words) - 03:04, 7 December 2006
  • ...l show you the steps required to write a small mutator that will allow the volume of both the Power Core's initial explosion and the subsequent electricity s In order to change the volume of the Power Core's end of game sounds we must first find the code that is
    14 KB (2,039 words) - 11:36, 7 September 2004
  • 803 B (64 words) - 03:31, 28 May 2004
  • ...acy:UT2003|UT2003]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Brush|Brush]] >> Volume (Package: Engine)}} ...ectively make the whole Volume act like that Trigger. To do this, set the volume's AssociatedActor property to the Events -> [[Legacy:Tag|Tag]] of the trigg
    5 KB (648 words) - 04:35, 17 May 2006
  • Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it
    3 KB (311 words) - 10:11, 17 May 2008
  • Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it
    3 KB (305 words) - 10:11, 17 May 2008
  • {{UE2:Volume (UT2003)}}
    23 B (3 words) - 10:12, 17 May 2008
  • Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it
    3 KB (309 words) - 10:11, 17 May 2008
  • Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it
    3 KB (311 words) - 10:11, 17 May 2008
  • Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it
    5 KB (536 words) - 10:11, 17 May 2008
  • {{category subclasses|Volume|Brush|UE2}}
    4 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Volume|Brush|UE2}}
    6 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Volume|Brush|UE2}}
    3 members (1 subcategory, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Volume|Brush|UE2}}
    6 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Volume|Brush|UE2}}
    14 members (2 subcategories, 0 files) - 08:39, 23 May 2008
  • {{category subclasses|Volume|Brush|UE3}}
    17 members (3 subcategories, 0 files) - 08:40, 23 May 2008
  • {{category subclasses|Volume|Brush|UE3}}
    24 members (3 subcategories, 0 files) - 12:47, 6 November 2009
  • Volume: a bounding volume touch() and untouch() notifications to the volume as actors enter or leave it
    5 KB (560 words) - 07:04, 17 January 2010

Page text matches

  • ; bool bDestroyInPainVolume : Destroy this actor if it enters a pain volume. ; [[Legacy:PhysicsVolume|PhysicsVolume]] PhysicsVolume (const) : physics volume this actor is currently in.
    11 KB (1,436 words) - 11:56, 3 June 2006
  • ; to block players only in UT2004 : After doing the following, this volume will allow shooting and translocators but not the player. ''(Don't know abo *'''Blocking Volume > bClassBlocker = True'''
    7 KB (1,085 words) - 15:38, 15 August 2010
  • Identifies a unique convex volume in the world.
    2 KB (195 words) - 06:25, 12 February 2008
  • ...e of ambient sound as a value between 0 and 255 with 255 being the maximum volume. ; float TransientSoundVolume: Default sound volume used in the PlaySound method (see [[Legacy:Actor/Methods|Actor/Methods]]).
    1 KB (153 words) - 15:44, 17 December 2005
  • ...arest valid location. Note that because [[Legacy:Terrain|Terrain]] has no "volume" and is just a bent up sheet, the actor may not be moved in this manner whe ...nd( [[Legacy:Sound|Sound]] Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, op
    38 KB (5,274 words) - 21:14, 6 April 2016
  • ; TextToSpeech (string Text, float Volume) [native] : ; int PlayStream (string Song, optional bool UseMusicVolume, optional float Volume, optional float FadeInTime, optional float SeekTime) [native final]
    10 KB (1,248 words) - 09:41, 26 May 2006
  • var float Volume; ; PlayOwnedSound( sound Sound , optional ESoundSlot Slot , optional float Volume , optional bool bNoOverride , optional float Radius , optional float Pitch
    8 KB (1,074 words) - 16:18, 20 January 2006
  • ; float AmbientVolume (globalconfig) : Ambient volume multiplier. (scaling) #You can edit the radius and volume in the [[Legacy:Actor Properties Window|Actor Properties Window]].
    3 KB (481 words) - 12:34, 3 June 2003
  • | +- [[Legacy:Volume|Volume]] >>
    19 KB (2,280 words) - 05:05, 19 May 2007
  • ...fault (for example [[Legacy:PlayerStart|PlayerStart]]s and [[Legacy:Volume|Volume]]s).
    6 KB (1,085 words) - 15:27, 10 February 2010
  • ===AntiPortalActor (the volume-ish kind)=== ...olbox|toolbox]] button and shows up as brown wireframe model, similar to a volume. Hiding volumes (key O by default) will hide AntiPortalActors as well.
    16 KB (2,582 words) - 13:58, 13 July 2007
  • ; bFilterByVolume : "Filter this sprite by its Visibility volume." Huh?
    3 KB (507 words) - 10:09, 12 October 2004
  • ; PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch): P :* Volume, Radius, Pitch: [[Legacy_talk:Actor_(UT)/Functions#Convert_sound_variables_
    18 KB (2,644 words) - 13:49, 2 May 2022
  • ...ndVolume : Volume of ambient sound. Ranges from 0 to 255. 255 is maximum volume. ...0 will not increase volume, but a multiplier less than 1.000 will decrease volume.
    2 KB (239 words) - 02:08, 14 August 2006
  • #You can edit the radius and volume in the [[Legacy:Actor Properties Window|Actor Properties Window]]. ...d Viewport]] to hear it. This helps in getting the right radius, pitch and volume for your effect.
    1 KB (225 words) - 01:48, 23 May 2003
  • ;playsound : '''''name sound [slot [volume [bNoOverride [Radius [Pitch]]]]]''''' plays sound through named actor (or s ;playsoundwait : '''''name sound [slot [volume [bNoOverride [Radius [Pitch]]]]]''''' plays sound through named actor (or s
    32 KB (1,956 words) - 15:27, 6 December 2005
  • * The blocking volume used to "cover" the ladder (for [[Legacy:Collision|collision]] purposes: qu ==Add a Blocking Volume==
    7 KB (1,229 words) - 13:27, 19 March 2008
  • ===Add the volume=== ...lume button in the left [[Legacy:Toolbox|toolbox]] area and select type of volume you want. These are:
    3 KB (464 words) - 09:17, 4 December 2006
  • This package provides a pair of classes that allow the mapper to place a volume that will trigger the firing of an [[Legacy:IonCannon|IonCannon]]. It allo ; maxFires : The maximum number of times this volume can trigger a firing. 0 = infinite
    6 KB (922 words) - 17:26, 17 November 2007
  • | +- [[Legacy:Volume|Volume]]
    9 KB (963 words) - 18:53, 24 May 2007
  • ...4]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Brush|Brush]] >> [[Legacy:Volume|Volume]] >> ASCriticalObjectiveVolume (Package: UT2k4Assault)}} ...matches this volume's Events->Tag. Then whenever an attacker enters this volume, those objectives will be marked as "critical", and the "critical objective
    3 KB (444 words) - 12:56, 16 December 2005
  • ...about it. We can add this functionality with what's known as a "critical volume". ...cy:ASCriticalObjectiveVolume|ASCriticalObjectiveVolume]] in the map. This volume should be big enough (and the right shape) to enclose any parts of the map
    14 KB (2,365 words) - 06:29, 31 January 2007
  • ...effects can also be interactive as to be triggered by an objective,switch, volume, or other type of actor/event. ...ambience is easy: goto view >> level properties. Then goto Audio. Specify volume and the "song" to be added. The song is just and .OGG file in your music di
    4 KB (646 words) - 14:22, 5 March 2007
  • [[Legacy:One Way Volume|One Way Volume]]
    879 B (120 words) - 04:56, 15 April 2007
  • ...ayers. Then add a volume '''DLaserfencevolume'''. You should see a pinkish volume appear when you move the builder brush away.
    6 KB (1,040 words) - 13:15, 24 December 2005
  • This will play the provided sound and allows options for pitch, volume, etc.
    24 KB (3,321 words) - 11:17, 22 September 2006
  • ...gs move rapidly past the level, typically in the skybox. Usually a zone or volume is set up so the player will die if they leave whatever it is that is "movi
    5 KB (936 words) - 21:58, 22 October 2005
  • * [[Legacy:Add A Volume|Add a volume]]
    41 members (0 subcategories, 0 files) - 00:50, 30 July 2009
  • ...t]] >> [[Legacy:Actor|Actor]] >> [[Legacy:Brush|Brush]] >> [[Legacy:Volume|Volume]] >> BlockingVolume}} A Blocking Volume is a Brush that only provides collision. It replaces [[Legacy:UT|UT]]'s [[L
    3 KB (492 words) - 13:40, 30 November 2005
  • ; PlaySound( Sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch, op
    67 KB (8,400 words) - 21:20, 3 February 2006
  • ...Volume is a general term that could be anything from a damage volume to a volume that changes the physics within it. I imagine you're pretty much refering t Naming areas can be done in Zone Infos, or a volume can be dragged over an area that does nothing but change the location name.
    13 KB (2,312 words) - 02:48, 23 June 2004
  • ...forward and back. Bots need to be told where to enter and exit the ladder volume. This is done with Ladder actors. See also [[Legacy:Add A Ladder|Add A La
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...#02: [[Legacy:BaSCP Hot Water|BaSCP Hot Water]] - Shows how I made a Water Volume, with information on all aspects of its design, including '''Textures''' (m
    1 KB (161 words) - 13:47, 23 February 2008
  • ...refers to the technique of building up a three dimensional area of space (volume if you want to be more precise) from geometric shapes that either create sp
    4 KB (773 words) - 09:06, 15 October 2003
  • ''Or, how I learned to stop worrying and love my volume!'' ...f. What I'm going to focus on is how to link a control point to a capture volume and, using the two, get it to display icons onto the HUD.
    10 KB (1,368 words) - 11:01, 18 November 2007
  • ...the currently playing sound, astat detail adds some more information like volume etc. to astat audio. The only thing is that I don't know where I've to plac
    4 KB (575 words) - 18:56, 13 August 2005
  • Volume
    37 KB (1,854 words) - 16:01, 10 January 2005
  • This class represents [[brush]] and volume models as objects in the engine. Models are implicitly created and modified
    271 B (37 words) - 12:44, 15 November 2009
  • ...le people to be able to use this actor. Linking it up to a [[Legacy:Volume|Volume]] via AssociatedActor is probably the best way to use the ChangeViewTrigger
    2 KB (281 words) - 11:01, 18 November 2007
  • ...h a corresponding Sniping Volume having its tag set to the same name. The volume is the area to snipe '''to''', not from. The UnrealScriptedSequence's AIMa
    5 KB (791 words) - 23:20, 29 July 2006
  • ...ory serves me correctly) and they have nothing to do with ViewFlash or any Volume or ZoneInfo property. Also, I believe the difference between ViewFlash/Fog
    8 KB (1,029 words) - 06:40, 13 June 2006
  • ...player movement (like in FF games) and change the battle area based on the volume/area your in.
    3 KB (474 words) - 20:09, 19 January 2003
  • native function TextToSpeech( string Text, float Volume ); '''Seabreeze:''' what does the 'Volume' variable represent?
    12 KB (2,041 words) - 09:39, 6 November 2006
  • ...e same sounds twice in a row. Unfortunately you cannot alter the radius or volume of the sound.
    1 KB (219 words) - 04:23, 16 December 2015
  • class DarkCornerVolume extends Volume;
    2 KB (288 words) - 05:49, 21 August 2003
  • ...lar floor to destroy that floor. Also, I was thinking of using a custom 'volume' zone to, when enough damage has been done to the building inside that zone ...Or... 2. Split the height of the level up with volumes and when your in a volume that is in the same zone as in a floor of another building, the floor-map w
    10 KB (1,756 words) - 17:35, 13 June 2004
  • [http://sv3.3dbuzz.com/vbforum/unr_showthread.php?s=&threadid=54383 Killing volume without gibbing] [http://sv2.3dbuzz.com/vbforum/unr_showthread.php?s=&threadid=48299&highlight=volume Ted's watervolume and spacevolume chat with EDrW]
    8 KB (1,108 words) - 13:23, 19 August 2005
  • *# Can specify the locked and unlocked sounds and their respective volume, pitch, and radius
    7 KB (833 words) - 04:48, 25 December 2004
  • ...PhysicsVolume]]. The main difference is that only "Zone Fog" occludes, so "Volume Fog" can't be used for optimizing framerates. ===Volume Fog ===
    6 KB (1,010 words) - 01:03, 22 March 2008
  • # Close the window and go to your Volume's properties -> PhysicsVolume -> DamageType and in the drop down list yor n * [[Legacy:Add A Volume|Add A Volume]]
    3 KB (439 words) - 18:57, 16 July 2004
  • ...3]] :: [[Legacy:Actor|Actor]] -> [[Legacy:Brush|Brush]] -> [[Legacy:Volume|Volume]] -> [[Legacy:PhysicsVolume|PhysicsVolume]] -> DefaultPhysicsVolume (Packag The default physics volume for areas of the level with no physics volume specified. It is a native, not-placable actor.
    823 B (114 words) - 13:37, 31 December 2005
  • ...in a level and attached to volumes. To attach a list to a [[Legacy:Volume|Volume]], set its ''DecoList'' property to the desired ''DecorationList''. ''What does this mean? What will the volume do?''
    798 B (98 words) - 06:49, 9 April 2005
  • ...tControl1_0.zip : Control the bot's taunts without having to set the voice volume to zero.
    4 KB (684 words) - 09:40, 22 December 2007
  • ...thOpus:''' Well, its a great feature then. I afraid the 5 custom pressure volume classes that I made and didn't work would be stuck in the map forever.
    12 KB (2,037 words) - 17:26, 20 September 2007
  • ...ere's still loads of stuff I didn't cover - like the need for an announcer volume - but this isn't a "beat up on UT2003" comment. One of the CTF maps (the o
    13 KB (2,336 words) - 11:08, 5 November 2003
  • '''Power Core Volume Control''' ...s on the client" things so I might try a similar approach to my Power Core Volume Control mutator as see if that gives me any benefits.
    56 KB (10,109 words) - 10:44, 28 December 2007
  • ...d (slow)" is selected. Then click Ok. This allows you to turn the WinAmp volume all the way down, but still hear the music in other applications, including
    10 KB (1,676 words) - 00:33, 23 January 2007
  • ...volume, this will set the current volume. When you then leave the previous volume the above check fails, so the user must still be on track. ..."queued", if the volume was queued the player completed a lap. The finish volume is the only checkpoint that players could miss by racing off track, simply
    37 KB (6,710 words) - 01:32, 7 April 2006
  • ...n additional GroupLinkedTriggerVolume for TrialGroup Level Designers. This volume provides the L.D the ability to make more complex challenges for Group Tria
    17 KB (2,479 words) - 13:34, 25 September 2013
  • //Modified projectile bounce SFX volume
    10 KB (841 words) - 01:10, 5 November 2007
  • ...of the "fan" effect. (usually the fan itself) Then, set the gravity in the volume to an appropriate setting based on the power and facing of the fan. You can
    2 KB (372 words) - 01:55, 7 April 2006
  • ==Adding a water volume== ...be. Place your red brush where the water should be and right click on the volume button [[Image:Legacy_volumebutton.jpeg|]] and choose '''[[Legacy:WaterVolu
    4 KB (709 words) - 00:25, 23 December 2007
  • ...le to study or understand. When you have the entire universe packed into a volume the size of a golf ball all the rules change. There could be physical force
    54 KB (9,451 words) - 07:01, 16 March 2006
  • ...lume around the carrier's hangar, and if there's any friendly ships in the volume, no ships will launch. Ideally I would have a big hangar with little stalls ...with projectile weapons, but maybe that's just a consequence of decreased volume of fire. I'm curious if maybe it's actually the slight "thickness" of proje
    177 KB (31,705 words) - 04:34, 28 May 2005
  • ; float Volume ...[Legacy:Actor|Actor]] Actor, string Song, float FadeInTime, optional float Volume, optional float Radius, optional float Pitch)
    6 KB (808 words) - 05:15, 18 October 2004
  • ; name AreaVolumeTag : Optional tag of a [[Legacy:Volume|Volume]] defining the base area around this objective. Used by the game to determ ...olume]] MyBaseVolume : Initialized with a reference to the [[Legacy:Volume|volume]] specified by the AreaVolumeTag property (see above). Used by BotNearObje
    14 KB (1,955 words) - 09:15, 27 December 2006
  • ...in the mod. I think that is one place where I went wrong- expecting a huge volume of traffic. When a team directly bases their product on the '''Matrix''' or
    6 KB (1,037 words) - 10:22, 16 April 2003
  • ** [[Legacy:Power Core Volume Control Mutator|Power Core Volume Control Mutator]]
    9 KB (1,295 words) - 20:56, 28 June 2007
  • * [[Legacy:Highlander/BallReturnVolume|Highlander/BallReturnVolume]] Volume that will Return the BR ball back to its base.
    2 KB (309 words) - 15:16, 20 June 2003
  • class BallReturnVolume extends Volume; //when the ball enters this volume it will be sent home
    452 B (64 words) - 10:34, 24 November 2002
  • Recently ive started work on a modular volume system to be used for defining Bases / objectives / control points or whate
    4 KB (598 words) - 03:49, 5 August 2003
  • ...ead maps that have used a Security Camera type thing, but had to install a volume that makes whatever enters it bAlwaysRelevant, so that you could monitor th
    51 KB (8,829 words) - 10:53, 3 May 2008
  • ...couldn't you use another object just to detect damage in that area, like a volume?
    33 KB (4,858 words) - 01:51, 9 June 2007
  • ...at is within solid space; conversely the ''Deintersect'' command keeps the volume that is in hollow space. (It's important to remember that the black "empty
    11 KB (1,901 words) - 13:56, 11 March 2005
  • ...images I need right now are the "static mesh browser" button, and the "add volume" button. '''Tarquin:''' They're already in. See [[Legacy:Add A Volume|Add a volume]] and [[Legacy:Static Mesh Browser|Static mesh browser]] :)
    10 KB (1,778 words) - 07:51, 23 June 2005
  • ...dius. But it would be possible to create an "IonCannonTrigger" or a custom volume which upon triggering selects an ion cannon and makes it fire at a specifie
    2 KB (352 words) - 21:08, 13 January 2005
  • ...umes, the most "important" of the special lights with the same tag as that volume will be the source of the player shadow. If you have multiple intersecting
    3 KB (459 words) - 09:20, 11 January 2005
  • '''Tarquin:''' For the first tutorial, I think I'll do a Volume that destroys incoming projectiles. It's fairly simple, but exposes some im
    24 KB (4,071 words) - 20:02, 31 January 2016
  • ...2]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Brush|Brush]] >> [[Legacy:Volume|Volume]] >> [[Legacy:PhysicsVolume|PhysicsVolume]] >> InterestVolume (Package: Pos ...ialState SightReaction : Type of reaction the dude gets from being in this volume.
    1 KB (191 words) - 03:31, 10 October 2004
  • |Toggle volume visibility in the current viewport
    5 KB (726 words) - 23:19, 9 June 2010
  • ; float ImpactVolume : Volume of the impact sounds
    1 KB (175 words) - 21:20, 8 April 2005
  • ...ct for Karma physics. This is not absolute mass! Rather, the ratio of mesh volume to mass. In this way, you can have two totally different meshes, but have t ...are the appropriate factor of the gravity as specified by the zone/physics volume. Negative values are possible and will cause the object to gravitate in the
    10 KB (1,708 words) - 23:45, 17 December 2006
  • ...ed [[Legacy:ChangeViewTrigger|ChangeViewTrigger]] which can be linked to a volume or other trigger to change the player's viewpoint to another camera, player
    6 KB (921 words) - 06:12, 9 November 2004
  • When you use custom scripts in your levels to make volume, capture points, whatever, the level you're working on becomes linked to th ...ay to limit whether the player can access it or not. I've tried using the volume trick I used to track player position, but that dosen't seem to be working
    22 KB (3,908 words) - 17:31, 14 February 2008
  • ...[[Legacy:ZoneInfo_(UT)|ZoneInfo_(UT)]]'s ZoneName property within a local volume. This is a sphere whose size is given by the Radius property; its [[Legacy:
    1 KB (233 words) - 17:06, 10 July 2003
  • ...3]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Brush|Brush]] >> [[Legacy:Volume|Volume]] >> [[Legacy:PhysicsVolume|PhysicsVolume]] >> LadderVolume (Package: Engin The ladder volume is a volume that allows vertical travel by a player pawn.
    989 B (136 words) - 13:32, 30 November 2005
  • ...ts points or polygons lying inside or outside that volume. (There are two volume modes, one which counts things that lie on the border as being "inside", an
    10 KB (1,662 words) - 20:26, 13 January 2005
  • ...4]] :: [[Legacy:Actor|Actor]] >> [[Legacy:Brush|Brush]] >> [[Legacy:Volume|Volume]] >> LimitationVolume (Package: XWeapons)}} ...to specify an effect to play when one of these comes into contact with the volume. LimitationVolumes are generally used to line the bounds of an outdoor map
    1 KB (148 words) - 17:14, 16 December 2005
  • ; bool bDestroyInPainVolume : Destroy this actor if it enters a pain volume. ; PhysicsVolume PhysicsVolume : physics volume this actor is currently in.
    54 KB (7,693 words) - 04:06, 20 February 2007
  • '''ZxAnPhOrIaN:''' Maybe make an actor or volume that kills the translocator beakon when you try to teleport out, killing th ...appers to put in special zones or volumes. (Right now jails work with any volume or zone a mapper places -- [[match these tags|attaching]] them to a JBInfoJ
    92 KB (15,242 words) - 07:57, 3 December 2009
  • *** use a [[Legacy:Volume|Volume]] to delineate the arena
    2 KB (277 words) - 10:33, 10 May 2006
  • ...a|corona]] makes the flame look more realistic and gives the impression of volume.
    1 KB (237 words) - 06:14, 5 April 2011
  • ** Lower Volume on TransExplosion
    13 KB (2,053 words) - 04:27, 8 February 2004
  • ...layers visible using that method. Also, if you use zone fog (as opposed to volume fog) you're going to end up clipping players who are out of view in the "da ...r zones in UT2003. If you make distance fog by setting the fog values in a volume, it colors things based on how far they are from the camera. Anything past
    30 KB (5,402 words) - 01:47, 6 July 2010
  • ...to actually "fire" the ball into the pool. Then track the enter and exit volume events to add and remove the team's points.
    7 KB (1,205 words) - 08:23, 24 June 2006
  • ...onent up so that it's triggered (or area of effect) lie within a specified volume on the map.
    4 KB (651 words) - 23:06, 27 July 2006
  • ...tokens; if he is hit for X damage, he drops one. (If tokens land in a kill volume – eg lava – they'd have to respawn elsewhere.)
    3 KB (497 words) - 08:00, 17 November 2003
  • * A new volume could be used to define the ''ceiling'' height for these vehicles or maybe
    4 KB (700 words) - 22:11, 13 June 2003
  • This is basically a custom volume in which when you walk or enter the volume, the music changes into the
    382 B (61 words) - 21:59, 11 September 2003
  • ...obability, strike the victim or projectile. If the player is in water, the volume, zone, or actor will have a greater probability to get struck (like in real
    1,020 B (172 words) - 21:37, 3 July 2007

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