RokkuDayo Posted March 4, 2017 Share Posted March 4, 2017 What this tool does I convert map placement files like .ipl and .ide from a lot of types from different games to any other? Yes. Wow, that is really imrpessing, but the problem that there isn't a read-me or a tutorial, because for who dont have programming knowledge (like me) doint know how to use it, but it is a really interresting tool and really useful, i hope you do something like a gui or atleast a tutorial on how to use that tool. Link to comment Share on other sites More sharing options...
goodidea82 Posted July 4, 2017 Share Posted July 4, 2017 I'm developing a tool myself now so that I can customize it as I need it. Will publish it under SAxVCxLC/toolsForInstallation when it's finished. Thanks anyway. I could share the code for IDE and IPL.The only problem is that it lacks the documentation. That's why it's best if you can contact me on Skype, so you can ask me quickly about the code in case you don't know something. I have read the source code in the subfolders and files of "fastman92 limit adjuster 4.2\source code\fastman92 include\IDE_IPL\" and like what I see there. I'm considering to restart working on a tool using your code basis. However, if your processor tool is based on this source code or something similar, then it would make sense to continue working on your tool instead. Hope that Skype contact is not a prerequisite. The tool I started developing has some nice features (besides most tags of IPLs, also Radar and Water.dat movement). Unfortunately it is a bit messy (due to learning process about RW formats) and one major thing that is missing is support for Paths. I have read about the different path systems LC, VC, SA, including your own format and consider implementing them. Do you have developed a tool for working with paths already? Frank.s 1 Link to comment Share on other sites More sharing options...
Guest Jasker811 Posted May 10, 2018 Share Posted May 10, 2018 There is a new version of the program fastman92 processor? Link to comment Share on other sites More sharing options...
gta.bullet Posted October 13, 2019 Share Posted October 13, 2019 (edited) I converted binary ipls with your processor to extract parked car information, but i have problems with directions. Edit: Nevermind, they are in radians, problem solved itself. Edited October 24, 2019 by gta.bullet savidge 1 Link to comment Share on other sites More sharing options...
Clara Posted October 24, 2020 Share Posted October 24, 2020 .idb creation for Bully might not working correctly. Some .idb make the lamp posts project light even during the day. I tested with psc_rich.idb. I decompiled to .ide text, then recompiled to psc_rich.idb binary. Even though I din't make any edition in the file, still get the bug. decompile code: fastman92_processor.exe /file_type ide /input_type binary /input_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /input_filename "psc_rich.idb" /output_type text /output_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /output_filename "psc_rich.ide" /string_list data\bully_strings.txt compile code: /file_type ide /input_type text /input_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /input_filename "psc_rich.ide" /output_type binary /output_game GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC /output_filename "psc_rich.idb" /string_list data\bully_strings.txt Either way, I was able to create a draw distance mod for the game. Thank you. Also increased the 2dfx effects draw distance. It's incomplete since I can't edit some files due to the lighting bug I mentioned earlier fastman92 1 Link to comment Share on other sites More sharing options...
davidgames Posted January 24, 2021 Share Posted January 24, 2021 (edited) Please for instructions on how to convert img files to text and rewrite subtitles in another language at Bully Scholarship edition, Thank you Edited January 24, 2021 by davidgames RyanDri3957V 1 Link to comment Share on other sites More sharing options...
XMDS Posted February 9, 2021 Share Posted February 9, 2021 (edited) I use them to convert the IPL file of the Android version of SA. When I modify the content of the ipl, I re-converted it, and the game crashes halfway through the reading. Conversion: fastman92_processor.exe /file_type ipl /input_type binary /input_game GAME_EXACT_GTASA_ANDROID /input_filename "law2_stream3.ipl" /output_type text /output_game GAME_EXACT_GTASA_ANDROID /output_filename "law2_stream3_text.ipl Switch back: fastman92_processor.exe /file_type ipl /input_type text /input_game GAME_EXACT_GTASA_ANDROID /input_filename "law2_stream3_text.ipl" /output_type binary /output_game GAME_EXACT_GTASA_ANDROID /output_filename "law2_stream3.ipl The progress bar crashes when half read: Game has crashed, here's a crash log: Current process ID: 9547 Current thread ID: 13363 Exception address: 0x00000000 (module not found) Exception signal: 11 (SIGSEGV) Exception code: 0x1 (SEGV_MAPERR) General registers: R0 : 0x00000000 (0) R1 : 0x000018F8 (6392) R2 : 0xCD03ACD1 (-855397167) R3 : 0x00000001 (1) R4 : 0xC94FF6B8 (-917506376) R5 : 0xC801FAF4 (-939394316) R6 : 0xCD5FD27C (-849358212) R7 : 0xC94FF6B0 (-917506384) R8 : 0xCD5FD27C (-849358212) R9 : 0xCD56CCB8 (-849949512) R10: 0x00000078 (120) R11: 0xCD494A74 (-850834828) R12: 0xCD2C2654 (-852744620) SP : 0xC94FF638 (-917506504) LR : 0xCD03C89D (-855390051) PC : 0xCD03ACF8 (-855397128) ["libGTASA.so"+0x3EBCF8] PSR : 0x60070030 (1611071536) Edited February 9, 2021 by XMDS Link to comment Share on other sites More sharing options...
Reyks Posted April 4, 2021 Share Posted April 4, 2021 @fastman92 I think something in the conversion process between binary IPLs and normal IPLs is quite a bit inaccurate, I did some tests using your tool converting every binary IPL in the game to normal IPLs and then back to binary, made 0 changes to the files but for whatever reason the map now has small cracks in places where different models meet. Comparison pics: savidge and StuntGames 1 1 Link to comment Share on other sites More sharing options...
Chillaxo Posted September 11, 2021 Share Posted September 11, 2021 (edited) IPL support for Bully: Scholarship Edition seems to be working incorrectly. The props are always spawned to the area 0. When you first convert the .ipb to .ipl, it shows this: inst 981, GamesRm01, 14, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e 982, HallWyDormDn, 14, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2 2588, DrmFirebell, 14, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4 When you convert this .ipl back to .ipb and then back to .ipl, it shows this: inst 981, GamesRm01, 0, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e 982, HallWyDormDn, 0, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2 2588, DrmFirebell, 0, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4 When converting files back to binary for some reason area id always defaults to 0. So, instead of spawning the objects in the interior/area 14 (used by the Boys' Dorm), it's spawning them in 0 (which is the main world). Steps to reproduce: Grab isc_dorm.ipb from World.img. Convert the file to .ipl. Without doing any changes to it, convert the file back to .ipb. Finally, convert the .ipb file back to .ipl. Using this .ipb in game would make the entire Boys' Dorm interior dissapear. Edited September 11, 2021 by Chillaxo explained why its broken with more details Link to comment Share on other sites More sharing options...
fastman92 Posted September 14, 2021 Author Share Posted September 14, 2021 On 9/12/2021 at 1:10 AM, Chillaxo said: IPL support for Bully: Scholarship Edition seems to be working incorrectly. The props are always spawned to the area 0. When you first convert the .ipb to .ipl, it shows this: inst 981, GamesRm01, 14, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e 982, HallWyDormDn, 14, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2 2588, DrmFirebell, 14, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4 When you convert this .ipl back to .ipb and then back to .ipl, it shows this: inst 981, GamesRm01, 0, -502.449, 325.686, 33.5091, 1, 1, 1, 0, 0, 0, 1, 0, hash_45316c0e 982, HallWyDormDn, 0, -502.584, 313.949, 33.3847, 1, 1, 1, 0, 0, 0, 1, 0, hash_322f7ba2 2588, DrmFirebell, 0, -484.619, 316.031, 34.2169, 1, 1, 1, 0, 0, 0, 1, 0, hash_1ecc7cf4 When converting files back to binary for some reason area id always defaults to 0. So, instead of spawning the objects in the interior/area 14 (used by the Boys' Dorm), it's spawning them in 0 (which is the main world). Steps to reproduce: Grab isc_dorm.ipb from World.img. Convert the file to .ipl. Without doing any changes to it, convert the file back to .ipb. Finally, convert the .ipb file back to .ipl. Using this .ipb in game would make the entire Boys' Dorm interior dissapear. I know about this bug. I need to release the new version. Chillaxo 1 Link to comment Share on other sites More sharing options...
Chillaxo Posted September 14, 2021 Share Posted September 14, 2021 (edited) Neat, cool to know. Also, could you add these to bully_strings.txt too? #Scripts GameStart 1_01 1_02 1_02A 1_02B 1_02B_Dummy 1_02C 1_03 1_04 1_05 1_06_01 1_06_02 1_06_03 1_06_04 1_06_07 1_06_08 1_07 1_08 1_09 1_10 1_11x1 1_11x2 1_11xp 1_11_Dummy 1_E01 1_G1 1_S01 1_B 2_01 2_02 2_03 2_04 2_05 2_06 2_07 2_08 2_09 2_G2 2_S02 3_S03 2_S04 2_S05 2_S06 2_S07 2_R03 2_R03_X 2_R11_Chad 2_B 3_01 3_01A 3_01C 3_01D 3_02 3_03 3_04 3_05 3_06 3_08 3_08_PostDummy 3_G3 3_XM 3_S08 3_S10 3_S11 3_R05B 3_R07 3_R08_Rich7 3_R08_Business4 3_R08_Poor2 3_R08_School1 3_R09_N 3_R09_P3 3_R09_G3 3_R09_J3 3_R09_D3 3_B 4_01 4_02 4_03 4_04 4_05 4_06 4_G4 4_S11 4_S12 4_B1 4_B2 5_01 5_02 5_03 5_04 5_05 5_06 5_07a 5_09 5_G5 5_B 6_01 6_02 6_03 6_B Chapt1Trans Chapt2Trans Chapt3Trans Chapt4Trans Chapt5Trans Chapt6Trans Mission_BMX Mission_PR CLIMBING Halloween1 Halloween2 Halloween3 PumpkinPost TombstonePost Christmas vote RL_rich1 2s07 nutcracker Rudy1 Rudy2 Rudy3 delivery Miracle geography GK_SR1 GK_SR2 GK_SR2 GOKART_GP5 C_Chem_1 C_Chem_2 C_Chem_3 C_Chem_4 C_Chem_5 C_Art_1 C_Art_2 C_Art_3 C_Art_4 C_Art_5 C_Wrestling_1 C_Wrestling_2 C_Wrestling_3 C_Wrestling_4 C_Wrestling_5 C_Photography_1 C_Photography_2 C_Photography_3 C_Photography_4 C_Photography_5 C_English_1 C_English_2 C_English_3 C_English_4 C_English_5 C_Shop_1 C_Shop_2 C_Shop_3 C_Shop_4 C_Shop_5 C_Dodgeball_1 C_Dodgeball_2 C_Dodgeball_3 C_Dodgeball_4 C_Dodgeball_5 C_Biology_1 C_Biology_2 C_Biology_3 C_Biology_4 C_Biology_5 C_Geography_1 C_Geography_2 C_Geography_3 C_Geography_4 C_Geography_5 C_Math_1 C_Math_2 C_Math_3 C_Math_4 C_Math_5 C_Music_1 C_Music_2 C_Music_3 C_Music_4 C_Music_5 C_Engllish_1 C_Engllish_2 C_Engllish_3 C_Engllish_4 C_Engllish_5 BUSTPREFNOCLASS BUSTPREFCLASS LOSEWEAPONS BUSTCOPS PASSEDOUT CLOCKTUTX KNOCKEDOUT REDX1 #end It includes plenty of mission names, alongside names used for things such as thropies, holidays, and objects being called in via scripts. I did also include extra ones, but that's just for extra compatibility. Edited September 14, 2021 by Chillaxo Link to comment Share on other sites More sharing options...
Chillaxo Posted September 17, 2021 Share Posted September 17, 2021 Also, in Bully: SE, Rails seem to not be included at all in the ipls. Same steps as before. Link to comment Share on other sites More sharing options...
Ramses7 Posted October 14, 2021 Share Posted October 14, 2021 (edited) Hi Fastman, I have use your tool to convert one of bully ipb to ipl, but somehow the props is missing some of the variable. this is the prop with complete variable 10246, SCBell2, 0, 197.159, -73.4447, 46.4597, 1, 1, 1, 0, 0, 0, 1, 0, hash_09310e5f, 6_B, 2 but this railing props, somehow the variable is missing rail BLNC_scroofpath01, 0 190.639, -65.6937, 30.4519 202.66, -65.6937, 30.4519 end rail BLNC_scroofpath02, 0 205.682, -70.0328, 35.8645 205.682, -77.3237, 35.8645 end rail BLNC_scroofpath03, 0 186.762, -80.5137, 35.8297 197.45, -80.5137, 35.8301 end rail SCMainSlideRail01, 0 220.786, -75.4268, 9.46323 221.893, -75.6483, 9.43255 223.518, -76.0247, 8.41349 225.681, -76.5297, 8.35141 227.279, -76.936, 7.46724 228.109, -77.1784, 7.39939 end rail SCMainSlideRail02, 0 220.785, -70.7843, 9.44987 221.838, -70.5709, 9.46552 223.514, -70.1875, 8.45414 225.675, -69.6908, 8.4046 227.282, -69.2803, 7.50697 228.12, -69.0334, 7.3617 end can you give this a look, this is the ipb file https://www.mediafire.com/file/l727geyfsg3qhb1/tschool.ipb/file it cause problem, because when I convernt it back from ipl to ipb, and put in game, it crash my game because the railing is missing Edited October 14, 2021 by Ramses7 fastman92 1 Link to comment Share on other sites More sharing options...
fastman92 Posted October 24, 2021 Author Share Posted October 24, 2021 (edited) On 10/14/2021 at 1:16 PM, Ramses7 said: Hi Fastman, I have use your tool to convert one of bully ipb to ipl, but somehow the props is missing some of the variable. this is the prop with complete variable 10246, SCBell2, 0, 197.159, -73.4447, 46.4597, 1, 1, 1, 0, 0, 0, 1, 0, hash_09310e5f, 6_B, 2 but this railing props, somehow the variable is missing rail BLNC_scroofpath01, 0 190.639, -65.6937, 30.4519 202.66, -65.6937, 30.4519 end rail BLNC_scroofpath02, 0 205.682, -70.0328, 35.8645 205.682, -77.3237, 35.8645 end rail BLNC_scroofpath03, 0 186.762, -80.5137, 35.8297 197.45, -80.5137, 35.8301 end rail SCMainSlideRail01, 0 220.786, -75.4268, 9.46323 221.893, -75.6483, 9.43255 223.518, -76.0247, 8.41349 225.681, -76.5297, 8.35141 227.279, -76.936, 7.46724 228.109, -77.1784, 7.39939 end rail SCMainSlideRail02, 0 220.785, -70.7843, 9.44987 221.838, -70.5709, 9.46552 223.514, -70.1875, 8.45414 225.675, -69.6908, 8.4046 227.282, -69.2803, 7.50697 228.12, -69.0334, 7.3617 end can you give this a look, this is the ipb file https://www.mediafire.com/file/l727geyfsg3qhb1/tschool.ipb/file it cause problem, because when I convernt it back from ipl to ipb, and put in game, it crash my game because the railing is missing Thanks. I'm working on it. I have checked it. The code to write a binary section rail, perm and pois is missing. On 9/14/2021 at 4:52 PM, Chillaxo said: Neat, cool to know. Also, could you add these to bully_strings.txt too? #Scripts GameStart 1_01 1_02 1_02A 1_02B 1_02B_Dummy 1_02C 1_03 1_04 1_05 1_06_01 1_06_02 1_06_03 1_06_04 1_06_07 1_06_08 1_07 1_08 1_09 1_10 1_11x1 1_11x2 1_11xp 1_11_Dummy 1_E01 1_G1 1_S01 1_B 2_01 2_02 2_03 2_04 2_05 2_06 2_07 2_08 2_09 2_G2 2_S02 3_S03 2_S04 2_S05 2_S06 2_S07 2_R03 2_R03_X 2_R11_Chad 2_B 3_01 3_01A 3_01C 3_01D 3_02 3_03 3_04 3_05 3_06 3_08 3_08_PostDummy 3_G3 3_XM 3_S08 3_S10 3_S11 3_R05B 3_R07 3_R08_Rich7 3_R08_Business4 3_R08_Poor2 3_R08_School1 3_R09_N 3_R09_P3 3_R09_G3 3_R09_J3 3_R09_D3 3_B 4_01 4_02 4_03 4_04 4_05 4_06 4_G4 4_S11 4_S12 4_B1 4_B2 5_01 5_02 5_03 5_04 5_05 5_06 5_07a 5_09 5_G5 5_B 6_01 6_02 6_03 6_B Chapt1Trans Chapt2Trans Chapt3Trans Chapt4Trans Chapt5Trans Chapt6Trans Mission_BMX Mission_PR CLIMBING Halloween1 Halloween2 Halloween3 PumpkinPost TombstonePost Christmas vote RL_rich1 2s07 nutcracker Rudy1 Rudy2 Rudy3 delivery Miracle geography GK_SR1 GK_SR2 GK_SR2 GOKART_GP5 C_Chem_1 C_Chem_2 C_Chem_3 C_Chem_4 C_Chem_5 C_Art_1 C_Art_2 C_Art_3 C_Art_4 C_Art_5 C_Wrestling_1 C_Wrestling_2 C_Wrestling_3 C_Wrestling_4 C_Wrestling_5 C_Photography_1 C_Photography_2 C_Photography_3 C_Photography_4 C_Photography_5 C_English_1 C_English_2 C_English_3 C_English_4 C_English_5 C_Shop_1 C_Shop_2 C_Shop_3 C_Shop_4 C_Shop_5 C_Dodgeball_1 C_Dodgeball_2 C_Dodgeball_3 C_Dodgeball_4 C_Dodgeball_5 C_Biology_1 C_Biology_2 C_Biology_3 C_Biology_4 C_Biology_5 C_Geography_1 C_Geography_2 C_Geography_3 C_Geography_4 C_Geography_5 C_Math_1 C_Math_2 C_Math_3 C_Math_4 C_Math_5 C_Music_1 C_Music_2 C_Music_3 C_Music_4 C_Music_5 C_Engllish_1 C_Engllish_2 C_Engllish_3 C_Engllish_4 C_Engllish_5 BUSTPREFNOCLASS BUSTPREFCLASS LOSEWEAPONS BUSTCOPS PASSEDOUT CLOCKTUTX KNOCKEDOUT REDX1 #end It includes plenty of mission names, alongside names used for things such as thropies, holidays, and objects being called in via scripts. I did also include extra ones, but that's just for extra compatibility. I'll see it. Edited October 24, 2021 by fastman92 Link to comment Share on other sites More sharing options...
chaosbginwenrealityend Posted October 28, 2021 Share Posted October 28, 2021 (edited) On 4/4/2021 at 3:15 PM, Reyks said: I think something in the conversion process between binary IPLs and normal IPLs is quite a bit inaccurate, I did some tests using your tool converting every binary IPL in the game to normal IPLs and then back to binary, made 0 changes to the files but for whatever reason the map now has small cracks in places where different models meet. It might be a bit late but I just found this. I noticed this too recently when I wanted to modify some things in Los Santos. I know why this does this. It is the same flaw Kams 3dsmax scripts had where the X and Y coordinates are being rounded up or down. Importing .ipl with Kams; no rounding occured. It was only on export .ipl then One would have to manually fix this. For example: 27.5679432 is rounded up after the second numeral after the decimal point like this: 27.57 and this subtile little difference is just enough to throw off the map pieces ever so slightly as shown above. I noticed it happens on decompile with this tool so compiling back with the rounded numerals creates the bug. Thanks for this tool. EDIT/update: This issue fixed with last update. Thank you very much Edited November 2, 2021 by chaosbginwenrealityend Report issue has been fixed in last update fastman92 1 Link to comment Share on other sites More sharing options...
Lorca767676 Posted October 29, 2021 Share Posted October 29, 2021 Hello bro how to decompress a mod that has been compressed using your fastman92 IMG console ? Please help. Link to comment Share on other sites More sharing options...
fastman92 Posted October 30, 2021 Author Share Posted October 30, 2021 (edited) Version 1.9 released. - Bully SE, IPL:2dfx section, properly loaded text entry now - Bully SE, IPL:inst section, interior ID properly saved now - Bully SE, IPL:rail section, writing to binary file implemented. - Bully SE, IPL:pois section implemented - Now all sections are implemented in all games except the path and 2dfx (2dfx only supported for Bully SE) - Problem with floating-point precision should be solved now. - List of possible games can be seen, if application executed without arguments. List of possible games: GAME_EXACT_GTAIII_PC GAME_EXACT_GTAIII_PS2 GAME_EXACT_GTAIII_XBOX GAME_EXACT_GTAIII_ANDROID_ARM32 GAME_EXACT_GTAVC_PC GAME_EXACT_GTAVC_PS2 GAME_EXACT_GTAVC_XBOX GAME_EXACT_GTAVC_ANDROID GAME_EXACT_GTASA_PC GAME_EXACT_GTASA_PS2 GAME_EXACT_GTASA_XBOX GAME_EXACT_GTASA_ANDROID GAME_EXACT_GTALCS_PS2 GAME_EXACT_GTAVCS_PS2 GAME_EXACT_GTAIV_PC GAME_EXACT_GTAIV_PS3 GAME_EXACT_GTAIV_XBOX360 GAME_EXACT_GTAV_PC GAME_EXACT_BULLY_SCHOLARSHIP_EDITION_PC Works properly with files for GTA IV on PC, PS3 and Xbox360 platform. New link can be found in the first post. On 10/24/2020 at 2:22 PM, Clara said: .idb creation for Bully might not working correctly. Some .idb make the lamp posts project light even during the day. I tested with psc_rich.idb. I decompiled to .ide text, then recompiled to psc_rich.idb binary. Even though I din't make any edition in the file, still get the bug. @Clara, this problem is solved now in the 1.9 version. Problem solved now in the 1.9 version. By the way in case of Bully SE it might be a better idea to open text files instead of doing the decompilation of binary files. These files can be found at Objects\ directory. Naturally, after editing the file file needs to be compiled into binary version and placed in the IMG archive to be loaded. It's not to decompile binary IDB files for a very simple reason - text files may contain valuable comments, while binary files do not. While the original IDE files are available in one directory. Edited October 31, 2021 by fastman92 RyanDri3957V 1 Link to comment Share on other sites More sharing options...
Chillaxo Posted November 18, 2021 Share Posted November 18, 2021 Oh, finally, nice! Link to comment Share on other sites More sharing options...
Philips_27 Posted November 19, 2021 Share Posted November 19, 2021 Hello, fastman! Thank you for this great tool. Are you aware about the problem when you are converting IPL to Binary IPL (San Andreas) and it's breaking parked vehicles angles. Seems to be a common issue when I'm using your processor. At least GUI version. Link to comment Share on other sites More sharing options...
fastman92 Posted November 20, 2021 Author Share Posted November 20, 2021 (edited) 18 hours ago, Philips_27 said: Hello, fastman! Thank you for this great tool. Are you aware about the problem when you are converting IPL to Binary IPL (San Andreas) and it's breaking parked vehicles angles. Seems to be a common issue when I'm using your processor. At least GUI version. Do the simple check: Create from original text IPL the binary IPL. Create from that binary IPL the text IPL. Compare original text IPL and decompiled text IPL. If results are interesting (there's a difference in data), then post the details in the post. By the way, please replace fastman92 processor in the GUI version. That package has got an old version of my tool. GUI version is not my project and hasn't been updated for a long time. Edited November 20, 2021 by fastman92 Link to comment Share on other sites More sharing options...
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