1. Post #1641
    Gold Member
    supersoldier58's Avatar
    August 2009
    1,523 Posts
    Could the halo system be taken advantage of for the doors? It could have a blue glow around them, with some crafty mapping and a little luck lua, it could work. We could have a customizeable option for the door so when we right click it we can turn it off client side. It would automatically be on, and heck garry could even add a hint for it.
    Reply With Quote Edit / Delete Reply Windows 7 Canada Show Events Agree Agree x 2Disagree Disagree x 1 (list)

  2. Post #1642

    May 2012
    54 Posts
    Could the halo system be taken advantage of for the doors? It could have a blue glow around them, with some crafty mapping and a little luck lua, it could work. We could have a customizeable option for the door so when we right click it we can turn it off client side. It would automatically be on, and heck garry could even add a hint for it.
    eh even with the halo system you still have to be close AND looking at the doors. that seems more complicated than just painting the wall
    Reply With Quote Edit / Delete Reply Mac United States Show Events Agree Agree x 1 (list)

  3. Post #1643
    Gamma746's Avatar
    June 2005
    89 Posts
    Steam Workshop posted:
    Sorry!

    An error was encountered while processing your request:

    That item does not exist. It may have been removed by the author.
    Is the workshop link not working for anyone else?
    Reply With Quote Edit / Delete Reply Windows 7 Canada Show Events Agree Agree x 1 (list)

  4. Post #1644

    May 2012
    54 Posts
    Is the workshop link not working for anyone else?
    You need to be logged in..
    Reply With Quote Edit / Delete Reply United States Show Events Disagree Disagree x 2 (list)

  5. Post #1645
    Gamma746's Avatar
    June 2005
    89 Posts
    You need to be logged in..
    I am. I've tried viewing the page in a web browser, the Steam client, and ingame and I get the error every time. I've tried logging in and out and restarting the Steam client.

  6. Post #1646
    Evil-Dog's Avatar
    February 2010
    225 Posts
    I am. I've tried viewing the page in a web browser, the Steam client, and ingame and I get the error every time. I've tried logging in and out and restarting the Steam client.
    stupid question are you using the same account you have gmod 13 on?
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 1 (list)

  7. Post #1647
    Kaliber's Avatar
    August 2008
    1,143 Posts
    i think in its current state this map looks really bad, i wouldn't use it if it was added to gmod13.

    the new skybox that is going to be added is over complicated and the hills have really bad repeating textures. get rid of some of them or find new textures.

    i do love the idea of having the buildings enterable, but they're really plain looking (specifically the big towers). find some different textures or a different design for them. the towers are also very oddly placed, since they're just sitting in the middle of the grass. you should have them off to the side as garry did, but still enterable.

    the mirror room looks bad too, you should have some spotlights or something on the walls that cast towards the center, rather than the plain white lights repeating over and over.

    http://i.imgur.com/ibfde.jpg
    please dear god fix the water here. it's very square and bad looking. make it more rounded and irregular, but not perfectly rounded either. it'd be nice if the dock was more thick (vertically) or if it had some kinda support.

    the tunnels idea is cool. keep that.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Disagree Disagree x 11Agree Agree x 8Dumb Dumb x 1 (list)

  8. Post #1648
    Gold Member
    HiddenMyst's Avatar
    June 2006
    6,516 Posts
    I think we need to make the sand at the water look more beachy. Perhaps also add a blendmodulate texture and make the line between the sand and grass more sudden as real grass tends not to fade transparently into sand.
    Reply With Quote Edit / Delete Reply Windows 7 Australia Show Events Agree Agree x 9Disagree Disagree x 2 (list)

  9. Post #1649
    Gold Member
    Lyoko774's Avatar
    October 2005
    6,119 Posts
    I think we need to make the sand at the water look more beachy. Perhaps also add a blendmodulate texture and make the line between the sand and grass more sudden as real grass tends not to fade transparently into sand.
    Completely unrelated but for some reason your avatar makes me grin everytime.

    Edited:

    Also I really hope that skybox that was posted a while back is added to the official map, the current skybox is extremely lacking and just looks..meh.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 3 (list)

  10. Post #1650
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    the only think i don't support about the new skybox is the fact that it's only good looking from the ground level, and I thought we wanted to be able to have it look good from all angles.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 4 (list)

  11. Post #1651
    ElectricSquid's Avatar
    January 2010
    3,517 Posts
    the only think i don't support about the new skybox is the fact that it's only good looking from the ground level, and I thought we wanted to be able to have it look good from all angles.
    The old skybox only worked from ground level, and only barely. As soon as you flew up maybe 20 feet, you could see all the empty space; this looks like a major improvement.

    Edited:


    http://dl.dropbox.com/u/1707143/Rele...eday01_hdr.zip

    You should use this skybox, it's really cheery and could improve the overall aesthetic of the map. Suggested light ent settings are included with the zip.
    Whatever happened to using this sky texture?
    Reply With Quote Edit / Delete Reply Windows XP United Kingdom Show Events Agree Agree x 20Funny Funny x 2Disagree Disagree x 1 (list)

  12. Post #1652

    May 2012
    54 Posts
    The old skybox only worked from ground level, and only barely. As soon as you flew up maybe 20 feet, you could see all the empty space; this looks like a major improvement.

    Edited:


    Whatever happened to using this sky texture?
    regardless of whichever one we pick, for the love of satan, put some god damn grass down.
    Reply With Quote Edit / Delete Reply Mac United States Show Events Dumb Dumb x 3Agree Agree x 1Winner Winner x 1 (list)

  13. Post #1653
    MikuMikuCookie's Avatar
    October 2011
    35 Posts
    D: I really like the current one! But I do agree, there must be change...

    I was thinking of maybe re-introducing the hallway with small rooms in it. Of course, that's a feature I remember from construct... I just hope that isn't a false memory.

    But I also think maybe we should make the empty space more aesthetically pleasing.

  14. Post #1654

    May 2012
    54 Posts
    D: I really like the current one! But I do agree, there must be change...

    I was thinking of maybe re-introducing the hallway with small rooms in it. Of course, that's a feature I remember from construct... I just hope that isn't a false memory.

    But I also think maybe we should make the empty space more aesthetically pleasing.
    you mean the small colored booths?

  15. Post #1655
    BradenFase's Avatar
    February 2008
    329 Posts
    I haven't checked up on this thread in a long time. What is garry's opinion on this so far?
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 2 (list)

  16. Post #1656
    Mr. Chop's Avatar
    March 2010
    426 Posts
    Ok guys, so I want to get something off my chest as far as this whole map project goes: While I think gm_constuct worked for gmod up to this point, as far as an environment goes, it could be much more for the players. I have not played gmod in years, but I still think about these kinds of projects, what players want/need out of their environment, and how maps can provide that.

    If players of gmod want a space conducive to building, they'll play flatgrass, so while flatgrass exists, construct cannot compete by merely being some place to build. Gmod 13 needs a map with a fun and experimental atmosphere for players to actually play in, invent games, and interact using the environment as a guide. We need to design with fun in mind, and that's where this concept comes from.

    things gm_construct needs to be successful:
    open space
    sectors divided for privacy
    playful environment
    visual variance
    easy player transportation
    easily readable environment
    visual identity
    happy atmosphere

    One environment theme able to tick most any of these boxes is the outside of a typical highschool.

    (just a visual aid, not a layout or anything)


    open space-(parking lots/fields are great for building)

    sectors divided for privacy-(fences, gates, buildings(inside the gym, inside the garage))

    playful environment-(drivers ed lot outlines, football field, baseball field, soccer courts, basketball courts, pool/lake, running track, etc)

    visual variance-(grass qualities, parking lot spaces, astroturf, concrete sidewalks - all these elements help break up and detail the environment without adding useless noise, these elements help define space for its size and use as well)

    easy player transportation-(as long as the player knows the layout(maps can help guide) and there is a common path connecting sectors)

    easily readable environment-(everyone in our audience understands highschools, their general layout, and all that entails)

    visual identity-(this idea hasn't be done in gmod, to this extent at least)

    happy atmosphere-(bright sunny day, bugs/birds chirping, colorful lawns, high school memories)

    I think this could be a great jumping-off point for facepunch's many designers, and something players of the game could use. I understand that this concept really sucks as far as content reuse goes, but I think the end result could be worth the effort. I really just want to motivate facepunch into making something better than a refreshed construct. Sorry for being a total ideas guy, I would actually be working on this project by myself if I didn't already have engagements. If you guys think it's a good concept to start with, go for it.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Winner Winner x 8Agree Agree x 4Useful Useful x 1 (list)

  17. Post #1657
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Garry Newman posted:
    "My worry is that if I add too much stuff people will get confused. Whereas as it is now people can pick and choose what they want to install, and I think that's probably the right way to go about it rather than everything you can possible get. That's why we only shipped with two maps."
    Quoted from: HERE. (Last Paragraph)
    Reply With Quote Edit / Delete Reply Mac Canada Show Events Dumb Dumb x 1Agree Agree x 1 (list)

  18. Post #1658
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    15,982 Posts
    Quoted from: [URL=http://www.pcgamesn.com/article/garry-steam-workshop-will-save-me-seven-thousand-pounds-month]HERE.
    Assuming you were responding to the Skybox suggestion above your post, the exterior skybox has nothing to do with the interior contents of the map. They remain unchanged.

    Though now I see he wasn't just suggesting the skybox.

  19. Post #1659
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    Quoted from: HERE. (Last Paragraph)
    imo you guys overdid the map at this point, the submarine room and tunnel system i think is just too much. That's something you find in a wire map, not base gmod.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 9Disagree Disagree x 2Funny Funny x 1 (list)

  20. Post #1660
    highvoltage's Avatar
    May 2009
    1,541 Posts
    I've been thinking that too. The lake should be deep enough for simple submarines and the tunnels are just unnecessary. There are plenty of water maps out there that will be more then enough for those who make massive submarines.

    Edited:

    Ok guys, so I want to get something off my chest as far as this whole map project goes: While I think gm_constuct worked for gmod up to this point, as far as an environment goes, it could be much more for the players. I have not played gmod in years, but I still think about these kinds of projects, what players want/need out of their environment, and how maps can provide that.

    If players of gmod want a space conducive to building, they'll play flatgrass, so while flatgrass exists, construct cannot compete by merely being some place to build. Gmod 13 needs a map with a fun and experimental atmosphere for players to actually play in, invent games, and interact using the environment as a guide. We need to design with fun in mind, and that's where this concept comes from.

    things gm_construct needs to be successful:
    open space
    sectors divided for privacy
    playful environment
    visual variance
    easy player transportation
    easily readable environment
    visual identity
    happy atmosphere

    One environment theme able to tick most any of these boxes is the outside of a typical highschool.
    [IMG ]http://www.onesource-eng.com/AERIAL%20BOARD%20MOUNT-Layout1b.jpg[/IMG]
    (just a visual aid, not a layout or anything)


    open space-(parking lots/fields are great for building)

    sectors divided for privacy-(fences, gates, buildings(inside the gym, inside the garage))

    playful environment-(drivers ed lot outlines, football field, baseball field, soccer courts, basketball courts, pool/lake, running track, etc)

    visual variance-(grass qualities, parking lot spaces, astroturf, concrete sidewalks - all these elements help break up and detail the environment without adding useless noise, these elements help define space for its size and use as well)

    easy player transportation-(as long as the player knows the layout(maps can help guide) and there is a common path connecting sectors)

    easily readable environment-(everyone in our audience understands highschools, their general layout, and all that entails)

    visual identity-(this idea hasn't be done in gmod, to this extent at least)

    happy atmosphere-(bright sunny day, bugs/birds chirping, colorful lawns, high school memories)

    I think this could be a great jumping-off point for facepunch's many designers, and something players of the game could use. I understand that this concept really sucks as far as content reuse goes, but I think the end result could be worth the effort. I really just want to motivate facepunch into making something better than a refreshed construct. Sorry for being a total ideas guy, I would actually be working on this project by myself if I didn't already have engagements. If you guys think it's a good concept to start with, go for it.
    This map isn't intended to become another "Mega_ultra_flatgrass_water_construct_extended " map that are already out there. Its supposed to be a face lift of the classic gm_construct. I can admit the tunnels are going overboard but I think I'm going to remove them because they way they are planned to turn out doesn't match the feel of the original map at all.
    Reply With Quote Edit / Delete Reply Windows 7 Canada Show Events Agree Agree x 9Zing Zing x 1 (list)

  21. Post #1661
    Gold Member
    supersoldier58's Avatar
    August 2009
    1,523 Posts
    I've been thinking that too. The lake should be deep enough for simple submarines and the tunnels are just unnecessary. There are plenty of water maps out there that will be more then enough for those who make massive submarines.

    Edited:



    This map isn't intended to become another "Mega_ultra_flatgrass_water_construct_extended " map that are already out there. Its supposed to be a face lift of the classic gm_construct. I can admit the tunnels are going overboard but I think I'm going to remove them because they way they are planned to turn out doesn't match the feel of the original map at all.
    I dunno, I liked the tunnels. It expanded the map without making it bigger in my opinion. It just had design flaws, it needed to be patched up a bit is all. I hope you dont remove them, they added expansion and new ideas.
    Reply With Quote Edit / Delete Reply Windows 7 Canada Show Events Agree Agree x 6 (list)

  22. Post #1662
    Gold Member
    winsanity's Avatar
    April 2009
    1,744 Posts
    I think Garry should voice his opinion on the matter, he decides if it's going to be shipped after all.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 3Funny Funny x 2 (list)

  23. Post #1663
    PROPPER EVERYTHING
    GameDev's Avatar
    February 2010
    11,526 Posts
    I think Garry should voice his opinion on the matter, he decides if it's going to be shipped after all.
    We haven't heard from him since before the tunnel anyway.

  24. Post #1664
    kimr120's Avatar
    March 2010
    3,720 Posts
    Welp we scared him away.
    Reply With Quote Edit / Delete Reply Windows 7 Sweden Show Events Agree Agree x 5Funny Funny x 3Optimistic Optimistic x 1 (list)

  25. Post #1665

    February 2012
    5 Posts
    god i hope you dont remove the tunnels i love them they are really good for RPs and stuff
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Dumb Dumb x 12Disagree Disagree x 2Agree Agree x 1 (list)

  26. Post #1666
    kimr120's Avatar
    March 2010
    3,720 Posts
    god i hope you dont remove the tunnels i love them they are really good for RPs and stuff
    Play evocity or whatthefuck they're called. This is for building shit.
    Reply With Quote Edit / Delete Reply Windows 7 Sweden Show Events Agree Agree x 19Funny Funny x 1 (list)

  27. Post #1667

    June 2012
    9 Posts
    Ok guys, so I want to get something off my chest as far as this whole map project goes: While I think gm_constuct worked for gmod up to this point, as far as an environment goes, it could be much more for the players. I have not played gmod in years, but I still think about these kinds of projects, what players want/need out of their environment, and how maps can provide that.

    If players of gmod want a space conducive to building, they'll play flatgrass, so while flatgrass exists, construct cannot compete by merely being some place to build. Gmod 13 needs a map with a fun and experimental atmosphere for players to actually play in, invent games, and interact using the environment as a guide. We need to design with fun in mind, and that's where this concept comes from.

    things gm_construct needs to be successful:
    open space
    sectors divided for privacy
    playful environment
    visual variance
    easy player transportation
    easily readable environment
    visual identity
    happy atmosphere

    One environment theme able to tick most any of these boxes is the outside of a typical highschool.

    (just a visual aid, not a layout or anything)


    open space-(parking lots/fields are great for building)

    sectors divided for privacy-(fences, gates, buildings(inside the gym, inside the garage))

    playful environment-(drivers ed lot outlines, football field, baseball field, soccer courts, basketball courts, pool/lake, running track, etc)

    visual variance-(grass qualities, parking lot spaces, astroturf, concrete sidewalks - all these elements help break up and detail the environment without adding useless noise, these elements help define space for its size and use as well)

    easy player transportation-(as long as the player knows the layout(maps can help guide) and there is a common path connecting sectors)

    easily readable environment-(everyone in our audience understands highschools, their general layout, and all that entails)

    visual identity-(this idea hasn't be done in gmod, to this extent at least)

    happy atmosphere-(bright sunny day, bugs/birds chirping, colorful lawns, high school memories)

    I think this could be a great jumping-off point for facepunch's many designers, and something players of the game could use. I understand that this concept really sucks as far as content reuse goes, but I think the end result could be worth the effort. I really just want to motivate facepunch into making something better than a refreshed construct. Sorry for being a total ideas guy, I would actually be working on this project by myself if I didn't already have engagements. If you guys think it's a good concept to start with, go for it.
    and dont forget as soon as this map gets released people are gonna start making new versions of it.
    Reply With Quote Edit / Delete Reply Mac United States Show Events Agree Agree x 2Disagree Disagree x 1Winner Winner x 1 (list)

  28. Post #1668
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Are you back to working on this HighVolage? or are you still really busy…?
    Reply With Quote Edit / Delete Reply Mac Canada Show Events Agree Agree x 5 (list)

  29. Post #1669
    Gold Member
    PotcFdk's Avatar
    June 2009
    139 Posts
    Is the workshop link not working for anyone else?
    Same problem here :(
    Maybe the Workshop servers are in maintenance mode or something.
    I guess I have to wait...

    Edit:
    Steam Workshop is experiencing problems at the moment:
    http://forums.steampowered.com/forum...php?p=31293878

  30. Post #1670
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Are you back to working on this HighVolage? or are you still really busy…?
    I don't particularly know of what his schedule is, but our backups go back as far as the 23rd of March.
    I say this because in relation to the previous discussion, if we revert back to pre-tunnels, we have a saved copy of the map at that point in time exactly, so we wouldn't need to waste any time undoing our work.

    If I get the go ahead from HighVoltage and the community as a whole, I will revert, and incorporate the skybox proposed by stinger (the really epic skybox) into the main branch.

    Edited:

    But as I said, if the community prefers not having the tunnels, then the map might have to be split into one with, and one without, the one without being the stock gm_construct map.

    This all does mean that if we take out the tunnels, that the map is much closer to being done than it was before. But nothing is set in stone as anything can change at a moment's notice if garry wants something changed before he will include it.

    Edited:

    It would seem that the closest map to before we added the tunnel system, was right before garry's initial map suggestions, so I guess we would have to destroy the tunnels after we already made them, which would not be impossibly hard to do. I will work on a quick iteration of it in case we come to need it.

    Edited:

    No doubt there will be people who are bored, so to feed those hungry souls, you can watch me as a destroy the tunnel systems in a special copy of the map specifically meant for if we remove the tunnels and keep them removed. There won't be much to see.

    http://www.livestream.com/colesserverstream

    Edited:

    The map has been isolated in it's own workable copy, with the new skybox implemented. Screenshots will be up in a bit once HDR gets up and running.

    Edited:

    Here are some screenshots of the new-skyboxed non-tunnel version with the most recent updates. I had to manually remove the tunnels and fix the leaks created as a result.

    If you want the tunnels removed, vote .
    If you want the tunnels to stay, vote .

    Keep in mind, the ambient lighting will be adjusted.






    In the case that people still want the tunnel system, we can simply swap out the skybox of the version of the map you see in the screenshots above with the tunnel-ified version of the map.
    Reply With Quote Edit / Delete Reply Windows 8 United States Show Events Useful Useful x 30Zing Zing x 13Optimistic Optimistic x 1 (list)

  31. Post #1671
    Being a man is too mainstream
    Coolboy's Avatar
    February 2010
    229 Posts
    Nice work, it was entertaining watching your stream.

  32. Post #1672
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    To clear up any possible confusion, this is the structure of the main branch of the map project.


    As you can see, in the main branch, it has two folders for the new skybox version of the map (one with, and one without the most recent tunnel system), and a copy of the old map with the old skybox and tunnel system.

    Edited:

    Also:
    This is what the map looks like after I moved the physical skybox to a different part of the map on both tunnel and non-tunnel versions of the map.

    Very small differences, but just thought it a good excuse to throw more media out there.


    Reply With Quote Edit / Delete Reply Windows 8 United States Show Events Artistic Artistic x 3Winner Winner x 1 (list)

  33. Post #1673
    Being a man is too mainstream
    Coolboy's Avatar
    February 2010
    229 Posts
    Keep up the good work, hope the tunnels stay
    Reply With Quote Edit / Delete Reply Windows 7 Germany Show Events Agree Agree x 9Disagree Disagree x 1 (list)

  34. Post #1674
    Gold Member
    cbale2000's Avatar
    May 2007
    528 Posts
    Frankly I don't mind having the tunnels but if it's inhibiting progress on the rest of the map I wouldn't be broken up about not having them. Also, the map looks really good with the new skybox.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 8 (list)

  35. Post #1675
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Forgot to link the changelog.
    https://docs.google.com/document/d/1...zWoyTUKgc/edit

    Edited:

    Also I have to head off to work an hour early, they need me because a coworker is sick and not able to come in on time, so I have to cut this short, hopefully HighVoltage gets back with some input. See everyone again in several hours. I have off work tomorrow and the day after that, so I will see what I can do those days if HighVoltage tasks me with anything.

    Edited:

    Also keep in mind, there are the old tunnels which are complete, and the new dirt/rock tunnels that are inhibiting some progress, so try to decide which of those you want to have.

  36. Post #1676
    highvoltage's Avatar
    May 2009
    1,541 Posts
    Okay guys, I apologize for the lack of updates. I have been busy with my new job and with school as this is my last year and my exams have been going on.
    Tuesday is my last day of school and I hopefully don't work till Friday so that will give me time to start up on the map again. But unfortunaly I work all weekend and almost everyday next week and I'm heading up to my cottage next Friday for a few days so I can't do any work then.

    My plans with the map are probably going to be to remove the tunnel system and possibly the submarine room because like I said before they are good ideas but aren't practical for most players and are currently just cluttering up the map. After that my focus with be aimed towards finalizing up the lighting and optimizing as much as I can.

    If anyone doesn't want me to remove the tunnels or the submarine room here are some more reasons I have to why I'm doing so:
    The submarine room: The lake provides more then enough water to build underwater contraptions, if you your in need more room then you should be building it in a made made for that.
    The tunnel system: They served no practical propose. All they did was make a path to room that can easily be accessed in other ways. The only reason I have heard to keep them was because they are good for roleplay, and this isn't even a roleplay map.

    Please voice your opinion on the removal of the tunnels and sub room, because the voting system is just giving mixed results.
    Reply With Quote Edit / Delete Reply Windows 7 Canada Show Events Informative Informative x 1Disagree Disagree x 1Agree Agree x 1 (list)

  37. Post #1677
    Skerion's Avatar
    November 2010
    2,338 Posts
    What are you going to do with the staircase that leads to the darkroom?
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 1 (list)

  38. Post #1678
    Chase827's Bitch
    SexualShark's Avatar
    January 2012
    943 Posts
    For Tunnels and sub room.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 2 (list)

  39. Post #1679
    highvoltage's Avatar
    May 2009
    1,541 Posts
    What are you going to do with the staircase that leads to the darkroom?
    I think I'll keep that part

    For Tunnels and sub room.
    Why?

  40. Post #1680
    Chase827's Bitch
    SexualShark's Avatar
    January 2012
    943 Posts
    I think I'll keep that part


    Why?
    Its useful?
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 3Informative Informative x 1Disagree Disagree x 1 (list)