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 Post subject: Can't select GPU
PostPosted: Mon Sep 01, 2014 12:07 pm 
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Joined: Mon Sep 01, 2014 12:01 pm
Posts: 6
Hi,

I have a laptop, typical with integrated Intel GPU and a dedicated Nvidia GPU. I have my computer configured to run by default with dedicated GPU and never had a problem with any game, but, altough I also forced it in the Nvidia control panel, the configuration only lets me choose the integrated GPU, which also eats 1 CPU core at 100% while is running.

http://i.gyazo.com/4e4467eb01591b9d081c14c521d03c2e.png

http://i.gyazo.com/f963cd1abcd235c9b095b989da67fe97.png

http://i.gyazo.com/c167f7ef7b94ad3292f3d3e4547a1bde.png

The game acts equal. Eating 1 CPU core at 100%.

How can I force it to run with the dedicated GPU card?

EDIT: Forgot to say, I have Steam one under Windows 7 x64.


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 1:39 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Wish we had one of those laptops so we could test it ourselves. I remember having 1 or 2 e-mail discussions with similar setups, they both ended up without a confirmation from the players if the suggestions worked or not.

As you've got your system set to run on dedicated GPU by default, I'd expect RWR to use that one too.

You could verify which GPU is used despite what it is that's displayed in the config by taking a look in %appdata%\Running with rifles\rwr_game.log after you've run the game. There should be stuff like
Code:
01:08:31: RenderSystem capabilities
01:08:31: -------------------------
01:08:31: RenderSystem Name: Direct3D9 Rendering Subsystem
01:08:31: GPU Vendor: ati
01:08:31: Device Name: Monitor-1-AMD Radeon HD 6800 Series
01:08:31: Driver Version: 8.17.10.1172


It might be possible to choose the GPU to use when launching RWR by right clicking on the executable and making the choice in the context menu. You might have this kind of option on your PC: http://www.pcper.com/reviews/Mobile/NVI ... s-Customiz. You'd find the game files at C:\Program Files\Steam\SteamApps\RunningWithRifles (or similar, not in a position to verify it right now), you could try running rwr_config.exe from the context menu with the proper GPU, then rwr_game.exe in similar way. Not the best possible solution in a long run, but would be interesting to see how it behaves then.


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 3:34 pm 
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Joined: Mon Sep 01, 2014 12:01 pm
Posts: 6
I have this in the logfile:

Code:
13:59:48: RenderSystem capabilities
13:59:48: -------------------------
13:59:48: RenderSystem Name: Direct3D9 Rendering Subsystem
13:59:48: GPU Vendor: intel
13:59:48: Device Name: Monitor-1-Intel(R) HD Graphics 4600
13:59:48: Driver Version: 9.18.13.4052



And when I run it with dedicated graphics does the same: http://gyazo.com/cda6f343d4f200b370dcb4cf55857b04

Also, this is my config log file, from the last time run:

Spoiler:
Quote:
17:30:13: Creating resource group General
17:30:13: Creating resource group Internal
17:30:13: Creating resource group Autodetect
17:30:13: SceneManagerFactory for type 'DefaultSceneManager' registered.
17:30:13: Registering ResourceManager for type Material
17:30:13: Registering ResourceManager for type Mesh
17:30:13: Registering ResourceManager for type Skeleton
17:30:13: MovableObjectFactory for type 'ParticleSystem' registered.
17:30:13: OverlayElementFactory for type Panel registered.
17:30:13: OverlayElementFactory for type BorderPanel registered.
17:30:13: OverlayElementFactory for type TextArea registered.
17:30:13: Registering ResourceManager for type Font
17:30:13: ArchiveFactory for archive type FileSystem registered.
17:30:13: ArchiveFactory for archive type Zip registered.
17:30:13: DDS codec registering
17:30:13: FreeImage version: 3.13.1
17:30:13: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:30:13: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
17:30:13: Registering ResourceManager for type HighLevelGpuProgram
17:30:13: Registering ResourceManager for type Compositor
17:30:13: MovableObjectFactory for type 'Entity' registered.
17:30:13: MovableObjectFactory for type 'Light' registered.
17:30:13: MovableObjectFactory for type 'BillboardSet' registered.
17:30:13: MovableObjectFactory for type 'ManualObject' registered.
17:30:13: MovableObjectFactory for type 'BillboardChain' registered.
17:30:13: MovableObjectFactory for type 'RibbonTrail' registered.
17:30:13: *-*-* OGRE Initialising
17:30:13: *-*-* Version 1.7.2 (Cthugha)
17:30:13: : initializing graphics
17:30:13: : loading plugins
17:30:13: Loading library RenderSystem_Direct3D9
17:30:13: Installing plugin: D3D9 RenderSystem
17:30:13: D3D9 : Direct3D9 Rendering Subsystem created.
17:30:13: D3D9: Driver Detection Starts
17:30:13: D3D9: Driver Detection Ends
17:30:13: Plugin successfully installed
17:30:13: : initializing render system
17:30:13: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
17:30:13: D3D9 : RenderSystem Option: Floating-point mode = Fastest
17:30:13: D3D9 : RenderSystem Option: FSAA = 0
17:30:13: D3D9 : RenderSystem Option: Full Screen = No
17:30:13: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
17:30:13: D3D9 : RenderSystem Option: VSync = No
17:30:13: D3D9 : RenderSystem Option: Video Mode = 640 x 480 @ 32-bit colour
17:30:13: : render system initialized
17:30:13: : initializing render window
17:30:13: CPU Identifier & Features
17:30:13: -------------------------
17:30:13: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz
17:30:13: * SSE: yes
17:30:13: * SSE2: yes
17:30:13: * SSE3: yes
17:30:13: * MMX: yes
17:30:13: * MMXEXT: yes
17:30:13: * 3DNOW: no
17:30:13: * 3DNOWEXT: no
17:30:13: * CMOV: yes
17:30:13: * TSC: yes
17:30:13: * FPU: yes
17:30:13: * PRO: yes
17:30:13: * HT: no
17:30:13: -------------------------
17:30:13: D3D9 : Subsystem Initialising
17:30:13: Registering ResourceManager for type Texture
17:30:13: Registering ResourceManager for type GpuProgram
17:30:13: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES Launcher (c) Modulaatio Games 2014", 640x480 windowed miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
17:30:13: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES Launcher (c) Modulaatio Games 2014' : 640x480, 32bpp
17:30:13: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
17:30:13: D3D9: Vertex texture format supported - PF_L8
17:30:13: D3D9: Vertex texture format supported - PF_L16
17:30:13: D3D9: Vertex texture format supported - PF_A8
17:30:13: D3D9: Vertex texture format supported - PF_A4L4
17:30:13: D3D9: Vertex texture format supported - PF_BYTE_LA
17:30:13: D3D9: Vertex texture format supported - PF_R5G6B5
17:30:13: D3D9: Vertex texture format supported - PF_B5G6R5
17:30:13: D3D9: Vertex texture format supported - PF_A4R4G4B4
17:30:13: D3D9: Vertex texture format supported - PF_A1R5G5B5
17:30:13: D3D9: Vertex texture format supported - PF_A8R8G8B8
17:30:13: D3D9: Vertex texture format supported - PF_B8G8R8A8
17:30:13: D3D9: Vertex texture format supported - PF_A2R10G10B10
17:30:13: D3D9: Vertex texture format supported - PF_A2B10G10R10
17:30:13: D3D9: Vertex texture format supported - PF_DXT1
17:30:13: D3D9: Vertex texture format supported - PF_DXT2
17:30:13: D3D9: Vertex texture format supported - PF_DXT3
17:30:13: D3D9: Vertex texture format supported - PF_DXT4
17:30:13: D3D9: Vertex texture format supported - PF_DXT5
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
17:30:13: D3D9: Vertex texture format supported - PF_X8R8G8B8
17:30:13: D3D9: Vertex texture format supported - PF_R8G8B8A8
17:30:13: D3D9: Vertex texture format supported - PF_DEPTH
17:30:13: D3D9: Vertex texture format supported - PF_SHORT_RGBA
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT16_R
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT32_R
17:30:13: D3D9: Vertex texture format supported - PF_SHORT_GR
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT16_GR
17:30:13: D3D9: Vertex texture format supported - PF_FLOAT32_GR
17:30:13: D3D9: Vertex texture format supported - PF_SHORT_RGB
17:30:13: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
17:30:13: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
17:30:13: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
17:30:13: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
17:30:13: RenderSystem capabilities
17:30:13: -------------------------
17:30:13: RenderSystem Name: Direct3D9 Rendering Subsystem
17:30:13: GPU Vendor: intel
17:30:13: Device Name: Monitor-1-Intel(R) HD Graphics 4600
17:30:13: Driver Version: 9.18.13.4052
17:30:13: * Fixed function pipeline: yes
17:30:13: * Hardware generation of mipmaps: yes
17:30:13: * Texture blending: yes
17:30:13: * Anisotropic texture filtering: yes
17:30:13: * Dot product texture operation: yes
17:30:13: * Cube mapping: yes
17:30:13: * Hardware stencil buffer: yes
17:30:13: - Stencil depth: 8
17:30:13: - Two sided stencil support: yes
17:30:13: - Wrap stencil values: yes
17:30:13: * Hardware vertex / index buffers: yes
17:30:13: * Vertex programs: yes
17:30:13: * Number of floating-point constants for vertex programs: 256
17:30:13: * Number of integer constants for vertex programs: 16
17:30:13: * Number of boolean constants for vertex programs: 16
17:30:13: * Fragment programs: yes
17:30:13: * Number of floating-point constants for fragment programs: 224
17:30:13: * Number of integer constants for fragment programs: 16
17:30:13: * Number of boolean constants for fragment programs: 16
17:30:13: * Geometry programs: no
17:30:13: * Number of floating-point constants for geometry programs: 0
17:30:13: * Number of integer constants for geometry programs: 0
17:30:13: * Number of boolean constants for geometry programs: 0
17:30:13: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
17:30:13: * Texture Compression: yes
17:30:13: - DXT: yes
17:30:13: - VTC: no
17:30:13: - PVRTC: no
17:30:13: * Scissor Rectangle: yes
17:30:13: * Hardware Occlusion Query: yes
17:30:13: * User clip planes: yes
17:30:13: * VET_UBYTE4 vertex element type: yes
17:30:13: * Infinite far plane projection: yes
17:30:13: * Hardware render-to-texture: yes
17:30:13: * Floating point textures: yes
17:30:13: * Non-power-of-two textures: yes
17:30:13: * Volume textures: yes
17:30:13: * Multiple Render Targets: 4
17:30:13: - With different bit depths: yes
17:30:13: * Point Sprites: yes
17:30:13: * Extended point parameters: yes
17:30:13: * Max Point Size: 10
17:30:13: * Vertex texture fetch: yes
17:30:13: * Number of world matrices: 0
17:30:13: * Number of texture units: 8
17:30:13: * Stencil buffer depth: 8
17:30:13: * Number of vertex blend matrices: 0
17:30:13: - Max vertex textures: 4
17:30:13: - Vertex textures shared: no
17:30:13: * Render to Vertex Buffer : no
17:30:13: * DirectX per stage constants: yes
17:30:13: ***************************************
17:30:13: *** D3D9 : Subsystem Initialised OK ***
17:30:13: ***************************************
17:30:13: DefaultWorkQueue('Root') initialising on thread 003EB2A8.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00408150 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00408180 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 004081E0 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00408240 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 004082A0 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00408300 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00408360 starting.
17:30:13: DefaultWorkQueue('Root')::WorkerFunc - thread 004083C0 starting.
17:30:13: Particle Renderer Type 'billboard' registered
17:30:13: : render window initialized
17:30:13: Added resource location 'media/textures_config' of type 'FileSystem' to resource group 'General'
17:30:13: Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'General'
17:30:13: Added resource location 'media/config.pak' of type 'Zip' to resource group 'General'
17:30:13: Parsing scripts for resource group Autodetect
17:30:13: Finished parsing scripts for resource group Autodetect
17:30:13: Parsing scripts for resource group General
17:30:13: Parsing script menusystem.material
17:30:13: Parsing script basic_font.fontdef
17:30:13: Parsing script basic_font_025.fontdef
17:30:13: Parsing script basic_font_050.fontdef
17:30:13: Parsing script basic_font_outline.fontdef
17:30:13: Parsing script basic_font_outline_025.fontdef
17:30:13: Parsing script basic_font_outline_050.fontdef
17:30:13: Parsing script input_font_outline.fontdef
17:30:13: Parsing script input_font_outline_025.fontdef
17:30:13: Parsing script input_font_outline_050.fontdef
17:30:13: Finished parsing scripts for resource group General
17:30:13: Parsing scripts for resource group Internal
17:30:13: Finished parsing scripts for resource group Internal
17:30:13: OverlayElementFactory for type TextArea2 registered.
17:30:13: Texture: config_background.png: Loading 1 faces(PF_A8R8G8B8,640x480x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,640x480x1.
17:30:14: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:30:14: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:30:14: : Config file load ok
17:30:14: : Render devices = 1
17:30:14: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:30:14: : Acceptable resolutions = 18
17:30:14: : application start done
17:30:14: : rendering the first frame
17:30:14: Texture: basic_font_outline_050.tga: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
17:30:14: : first frame rendered ok
17:30:14: : adding frame listener
17:30:14: : run simulation
17:30:14: : starting rendering loop
17:30:15: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
17:30:16: : render window closed - quitting
17:30:16: DefaultWorkQueue('Root') shutting down on thread 003EB2A8.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 004081E0 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00408240 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00408150 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 004082A0 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00408360 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 004083C0 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00408180 stopped.
17:30:16: DefaultWorkQueue('Root')::WorkerFunc - thread 00408300 stopped.
17:30:16: *-*-* OGRE Shutdown
17:30:16: Unregistering ResourceManager for type Compositor
17:30:16: Unregistering ResourceManager for type Font
17:30:16: Unregistering ResourceManager for type Skeleton
17:30:16: Unregistering ResourceManager for type Mesh
17:30:16: Unregistering ResourceManager for type HighLevelGpuProgram
17:30:16: Uninstalling plugin: D3D9 RenderSystem
17:30:16: D3D9 : Shutting down cleanly.
17:30:16: Unregistering ResourceManager for type Texture
17:30:16: Unregistering ResourceManager for type GpuProgram
17:30:16: D3D9 : Direct3D9 Rendering Subsystem destroyed.
17:30:16: Plugin successfully uninstalled
17:30:16: Unloading library RenderSystem_Direct3D9
17:30:16: Unregistering ResourceManager for type Material


The RenderSystem is the same as the game.

EDIT: Also found this: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=66688 Going to read about it.


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 5:30 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Llorx wrote:
EDIT: Also found this: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=66688 Going to read about it.

That's an interesting one.

I could add this
Code:
extern "C" {
_declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
}

in a build for you to try if it would help. According to the thread it doesn't work in all cases, but it's definitely worth a try.


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 6:03 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Here's the config tool with the Optimus enabler, would be interesting to know if it displays the Nvidia GPU in the list of devices. Download and copy it to C:\Program Files (x86)\Steam\steamapps\common\RunningWithRifles overwriting the old one.

http://modulaatio.com/runningwithrifles/rwr_config.exe


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 6:20 pm 
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Posts: 6
Thank you for your fast reply :-)

I tried it and shows the same name with the same CPU consumption.

I searched a lot about this and seems a problem in Ogre without solution, because all the posts that I saw about "uses integrated GPU altough I force dedicated one" ends without solution, and I saw posts from year 2010 :-/

Going to search more but I guess I have to play with minimum quality settings. What a pity :-(

EDIT: How can I use OpenGL instead of DirectX? I saw that the game comes with the dll RenderSystem_GL.dll.


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 6:59 pm 
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Posts: 2856
Llorx wrote:
EDIT: How can I use OpenGL instead of DirectX? I saw that the game comes with the dll RenderSystem_GL.dll.

You can enter opengl as a command line parameter, or in Steam like this https://support.steampowered.com/kb_art ... -JWMT-2947. Just opengl, no dashes or anything.


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 7:04 pm 
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Posts: 6
lol, is worse. It says "no render devices found", and also eats CPU as hell xD

EDIT: Btw, in the log still uses Intel graphics:
Code:
21:01:24: *** Starting Win32GL Subsystem ***
21:01:24: GLRenderSystem::_createRenderWindow "RUNNING WITH RIFLES Launcher (c) Modulaatio Games 2014", 640x480 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=0 gamma=false vsync=false vsyncInterval=1
21:01:24: Created Win32Window 'RUNNING WITH RIFLES Launcher (c) Modulaatio Games 2014' : 656x518, 32bpp
21:01:24: GL_VERSION = 4.2.0 - Build 10.18.10.3412
21:01:24: GL_VENDOR = Intel
21:01:24: GL_RENDERER = Intel(R) HD Graphics 4600


I saw that Ogre 1.7.2 is outdated. I don't know if I'm asking too much but I want to pay this game so badly... is factible to update it to 1.9? I tried downloading the SDK and changing OgreMain.dll and RenderSystem_Direct3D9.dll but when I open the exe it crashes (Obviously, but I had to give it a try xD).


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 8:35 pm 
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Posts: 6
OMG with pay I mean *play xDD I already bought it :P


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 Post subject: Re: Can't select GPU
PostPosted: Mon Sep 01, 2014 10:03 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Hm, that's unfortunate. I'd expect upgrading Ogre3D at this point would be a nasty chore to go through, I'm fairly sure the API has changed a lot.

What about the context menu method? Like this:
http://cdn8.howtogeek.com/wp-content/up ... -HQi_-.png


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