"Bad surface Type" error?????


(kIILLjOy) #1

[b]ok i did a test compile to see a few things, I wanted to make sure was right before I continue… Complie was juss -meta -vis, it compiled fine but when I devmap the bsp wolf starts to load the map but then disconnects and gives me this error message::

“Bad surface Type”

any Idea what causes this? I used the search forums function and came up with nothing…[/b]


(kamikazee) #2

Open the console by pressing the ‘~’ key on your keyboard, it should be the one right under your ESC key.

In the console you will probably find more info, maybe even what shader is causing this.

EDIT: Also, does only your map have this? If not, you’re not working in a “clean environment”.


(kIILLjOy) #3

[b]ya It’s only this map, I always use a clean install of wolf to test my maps…
I learned that lesson the hard way early on in mapping LmaO…

ok I checked the console after the error & there was a list of about 6 trouble shaders textures I used from ET, forgot to remove the “implicit -” param’s…
I fixed the shaders, reloaded, & the map. I got the same dam error, checked the console and there was no faulty shaders listed… So I removed the whole shader from scripts folder, & took the shader name out of the shaderlist.txt…
Reloaded the map, same error & no shaders listed in the console again…

I shouldnt have to recompile when changing a shader file should I?
any Idea’s?
here is a condump:::

Hunk_Clear: reset the hunk ok
…detecting CPU, found Intel Pentium III
Bypassing CD checks
----- Client Initialization -----
----- Initializing Renderer ----

Loaded 714 translation strings from scripts/translation.cfg
Loaded 97 translation strings from translations/rocket.cfg
Loaded 86 translation strings from translations/dam.cfg
Loaded 114 translation strings from translations/tram.cfg
Loaded 57 translation strings from translations/chateau.cfg
Loaded 54 translation strings from translations/keep.cfg
Loaded 73 translation strings from translations/icelab.cfg
Loaded 6 translation strings from translations/translation-1_4.cfg
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
…initializing QGL
…calling LoadLibrary( ‘C:\WINDOWS\system32\opengl32.dll’ ): succeeded
…setting mode -1: 1152 864 FS
…using colorsbits of 32
…calling CDS: ok
…registered window class
…created window@0,0 (1152x864)
Initializing OpenGL driver
…getting DC: succeeded
…GLW_ChoosePFD( 32, 24, 0 )
…101 PFDs found
…hardware acceleration found
…PIXELFORMAT 7 selected
…creating GL context: succeeded
…making context current: succeeded
Initializing OpenGL extensions
…using GL_EXT_texture_compression_s3tc
…using GL_EXT_texture_env_add
…using WGL_EXT_swap_control
…using GL_ARB_multitexture
…using GL_EXT_compiled_vertex_array
…WGL_3DFX_gamma_control not found
…ignoring GL_NV_fog_distance

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/AGP/SSE2
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel
GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint
WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1152 x 864 fullscreen hz:60
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
locked hardware. ok
DirectSound initialized successfully

----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0x8a88060 dma buffer
No background file.

Sound memory manager started
— Common Initialization Complete —
Winsock Initialized
Opening IP socket: localhost:27960
WARNING: UDP_OpenSocket: bind: WSAEADDRINUSE
Opening IP socket: localhost:27961
WARNING: UDP_OpenSocket: bind: WSAEADDRINUSE
Opening IP socket: localhost:27962
Hostname: kt-wolf-rig
IP: 71.197.97.187
Working directory: E:\Program Files\Return To Castle Wolfenstein
PunkBuster Client: PunkBuster Client (v1.228 | A0) Enabled
PunkBuster Server: PunkBuster Server (v0.996 | A0 C0.0) DISABLED
------ Server Initialization ------
Server: nice-p2
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
E:\Program Files\Return To Castle Wolfenstein\main\z_kill4money_soundmod.pk3
(137 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_skin_germanflags.pk3
(19 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_ruiner.pk3 (74 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps6.pk3 (81 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps5.pk3 (35 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps4.pk3 (52 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps3.pk3 (83 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps2.pk3 (47 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps1.pk3 (34 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pakmaps0.pk3 (21 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pak5.pk3 (77 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pak4.pk3 (5 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pak3.pk3 (76 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pak2.pk3 (3 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pak1.pk3 (308 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_pak0.pk3 (783 files)
E:\Program Files\Return To Castle Wolfenstein\main\mp_bin.pk3 (4 files)
E:\Program Files\Return To Castle Wolfenstein\main\Vweapon.pk3 (69 files)
E:\Program Files\Return To Castle Wolfenstein\main\Vsound.pk3 (5 files)
E:\Program Files\Return To Castle Wolfenstein\main c_base.pk3 (63 files)
E:\Program Files\Return To Castle Wolfenstein\main\scope.pk3 (5 files)
E:\Program Files\Return To Castle Wolfenstein\main\pak0.pk3 (4775 files)
E:\Program Files\Return To Castle Wolfenstein\main\mafioso.pk3 (53 files)
E:\Program Files\Return To Castle Wolfenstein\main\lights.pk3 (51 files)
E:\Program Files\Return To Castle Wolfenstein\main\FF_WILDWESTPANZERPACK.pk3
(647 files)
E:\Program Files\Return To Castle Wolfenstein\main\common-astro-spog.pk3 (80
files)
E:\Program Files\Return To Castle Wolfenstein\main\banisoundpack.pk3 (37
files)
E:\Program Files\Return To Castle Wolfenstein\main\baniminepack.pk3 (11
files)
E:\Program Files\Return To Castle Wolfenstein\main\banimine-2003-07-19.pk3
(11 files)
E:\Program Files\Return To Castle Wolfenstein\main\banimediapack1.pk3 (53
files)
E:\Program Files\Return To Castle Wolfenstein\main\banimedia-2003-07-19.pk3
(16 files)
E:\Program Files\Return To Castle Wolfenstein\main\astro-skies.pk3 (11 files)
E:\Program Files\Return To Castle Wolfenstein/main


15452 files in pk3 files
------- Game Initialization -------
gamename: main
gamedate: Nov 13 2002
Not logging to disk.
Gametype changed, clearing session data.
func_constructible doesn’t have a spawn function
info_train_spline_main doesn’t have a spawn function
info_train_spline_main doesn’t have a spawn function
info_train_spline_control doesn’t have a spawn function
target_explosion doesn’t have a spawn function
func_constructible doesn’t have a spawn function
func_constructible doesn’t have a spawn function
func_constructible doesn’t have a spawn function
trigger_ammo doesn’t have a spawn function
trigger_heal doesn’t have a spawn function
func_constructible doesn’t have a spawn function
info_train_spline_main doesn’t have a spawn function
info_train_spline_main doesn’t have a spawn function
info_train_spline_control doesn’t have a spawn function
target_explosion doesn’t have a spawn function
0 teams with 0 entities
22 items registered


PunkBuster Client: Game Version [Wolf 1.4-MP win-x86 Oct 28 2002]
PunkBuster Client: Connected to Server loopback
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/AGP/SSE2
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel
GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint
WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1152 x 864 fullscreen hz:60
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
LOADING… collision map
LOADING… sounds
voice chat memory size = 3264


Initializing Sound Scripts
…loading ‘sound/scripts/cutscene1.sounds’
…loading ‘sound/scripts/cutscene6.sounds’
…loading ‘sound/scripts/cutscene9.sounds’
…loading ‘sound/scripts/cutscene11.sounds’
…loading ‘sound/scripts/cutscene14.sounds’
…loading ‘sound/scripts/cutscene19.sounds’
…loading ‘sound/scripts/escape1.sounds’
…loading ‘sound/scripts/escape2.sounds’
…loading ‘sound/scripts/tram.sounds’
…loading ‘sound/scripts/village1.sounds’
…loading ‘sound/scripts/crypt1.sounds’
…loading ‘sound/scripts/crypt2.sounds’
…loading ‘sound/scripts/church.sounds’
…loading ‘sound/scripts/boss1.sounds’
…loading ‘sound/scripts/forest.sounds’
…loading ‘sound/scripts/rocket.sounds’
…loading ‘sound/scripts/assault.sounds’
…loading ‘sound/scripts/sfm.sounds’
…loading ‘sound/scripts/factory.sounds’
…loading ‘sound/scripts/trainyard.sounds’
…loading ‘sound/scripts/swf.sounds’
…loading ‘sound/scripts/norway.sounds’
…loading ‘sound/scripts/xlabs.sounds’
…loading ‘sound/scripts/boss2.sounds’
…loading ‘sound/scripts/dam.sounds’
…loading ‘sound/scripts/village2.sounds’
…loading ‘sound/scripts/chateau.sounds’
…loading ‘sound/scripts/dark.sounds’
…loading ‘sound/scripts/castle.sounds’
…loading ‘sound/scripts/end.sounds’
…loading ‘sound/scripts/ai.sounds’
…loading ‘sound/scripts/general.sounds’
…loading ‘sound/scripts/combat.sounds’
…loading ‘sound/scripts/movers.sounds’
done.
sound/weapons/flamethrower/fl_start.wav is a stereo wav file
LOADING… graphics
LOADING… maps/nice-p2.bsp


ERROR: Bad surfaceType


----- Server Shutdown -----
==== ShutdownGame ====

RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/AGP/SSE2
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel
GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels
GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB
GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint
WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1152 x 864 fullscreen hz:60
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
PunkBuster Client: Not Connected to a Server
Resolving wolfmotd.idsoftware.com
wolfmotd.idsoftware.com resolved to 192.246.40.70:27951
]/condump bad
Dumped console text to bad.
[/b]


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I’m going to bump the thread PRETTY WOMANPART 8INT. REX RESTAURANT - NIGHTVivian comes out of the ladies room. She walks forward pastthe MATRE’D’S station. She stops. She takes a breath… andthen walks forward.INT. REX - ANOTHER ANGLE - LOOKING DOWNVivian moves down a marble starircase, through the elegantrestaurant toward a far table. Her beauty and natural gracedraw approving stares. She is like a queen moving through aballroom.At a secluded table, Edward sits in conversation with two men.JAMES KROSS, in his early 70’s, a bulky self-made millionaireindustrialist. Sitting next to him is his son and second incommand, DAVID KROSS, a handsome man in his early thirties.All of them rise as Vivian comes to the table. David Krossholds out Vivian’s chair for her. Surprised, she nods herthanks. In front of her is an enormous placesetting. Shesmiles down at the utensils, filled with confidence.Waiters have placed a delicate salad down in front of each ofthem. Vivian proudly reaches for her salad fork. But then shesees that Kross has picked up the fork closest to his plate andis digging into his salad with that.Vivian looks to see what Edward will do. He doesn’t seeminterested in eating yet. Neither does David Kross. Feelinga sudden panic, Vivian puts her fork down.KROSSSo young man, I understand youare trying to take over mycompany.A moment. The abruptness of the question takes Edward back fora moment. But then he almost smiles.EDWARDPlease don’t patronize me, Mr.Kross. Our ages mean nothinghere.Kross and David look at each other.DAVIDMr. Harris, we know you’vepurchased at least twenty percentof our stock. We also know youplan to file a formal bid for amajority share.EDWARDTwenty-five percent.KROSSMr. Harris, I built KrossEnterprises myself. I know everyman who ever worked there by hisfirst name. I know their wives…and their children. If yourintention is to take over mycompany and turn it into aglorified real estate deal, thinkagain.Edward, thankfully, now reaches for his salad fork and beginsto eat. Relieved, Vivian picks up hers. They all eat for amoment.EDWARDWhat do you suggest, Mr. Kross?WAITERS approach, some to clear the salad plates, some to putdown the next course. Vivian, thinking she’s got to finish,quickly stuffs her mouth with the rest of her salad. She isreluctant to let the Waiter take her fork.KROSSWhat would it take to buy ourstock back? Name your price.EDWARDTo get me in a mood to sell --double what I paid. But yourcompany doesn’t have enoughcapital right now to buy anything.DAVIDWe’re on the verge of closinga large navy contract. Doubleis ridiculous but we can assureyou a healthy profit on yourshares. We would give you apromissory note…EDWARDYou’re not getting any navycontracts.Vivian can see that both father and son are stunned by thisnews.DAVIDThere’s no way you could knowthat.EDWARDBut I do know. I also know yourlines of credit are over-extended.If I don’t buy your company,someone else will…(looking up)Ah, the escargot.Escargot are put down in front of everyone. Vivian stares atthem dubiously. She picks up what she assumes is the next"right" fork. She picks up a snail. The two do not fit.Flustered, she doesn’t know what to do. No one else seems tobe eating. And now a Waiter comes and places escargot forksat each place. Vivian picks it up with a sigh of relief.VIVIAN(softly, to the Waiter)Scume me, what are these things?WAITER(bending to whisper)Escargot, mademoiselle.EDWARD(leaning close towhisper)Snails.Vivian stares at them, horrified. She, like James and DavidKross, no longer seem interested in eating. Edward eats withpleasure.EDWARDMr. Kross, I’m not here to sellyou my stock. On the contrary,I’m here to buy yours.KROSS(angry)You’ve got a lot of nerve.EDWARDNo. What I have is a lot ofmoney.KROSSI know all about you, Mr. Harris.When you buy companies, they havea way of disappearing. Even thepension funds are stripped clean.The last three companies you tookover were cut up in so manypieces, widows were left withouttheir retirement checks.EDWARD(calmly)What I did with those companieswas perfectly legal.KROSSI don’t question the legalityof what you do. It’s yourmorality that makes me sick. Iwill not allow my company to beraped by a man like you.EDWARD(angry now)It is not your company. It’s apublic company. And I am goingto acquire it. Either I buy fromthe other stock holders, or I buyfrom you.Vivian struggles with her escargot.EDWARD (cont’d)I would suggest that you and yourboard cooperate with me, ratherthan fight a battle you don’t havethe ammunition to win.Vivian suddenly ZINGS her snail across the table. Everyonelooks to her.VIVIANSlippery little suckers…Kross rises.KROSSIf you’ll excuse me young lady,Mr. Harris…(turns to David)Deal with this, David, you knowwhere we stand. I need to gosomeplace and puke.He rises. He exits.DAVID(to Edward and Vivian)Men like my father built thiscountry. He was no saint. Hescrewed people. But for everyguy he stepped on, he gave a hundred a good job.Edward is silent.VIVIANHe seems like a nice man.David looks at Vivian as if seeing her for the first time.EDWARDWe can reach an understanding onthis.DAVIDI don’t think so. You shouldknow we’re going to fight you withevery resource we have.EDWARDDo what you have to do. I don’ttake it personally.DAVIDI do. I take it all verypersonally.(to Vivian)Very nice meeting you, Vivian.David Kross gets up and leaves. Vivian and Edward sit insilence.EDWARD(a beat)And that’s the way the game isplayed.VIVIANSome game. Screwin’ some poorslob out of his retirement.Edward says nothing. But Vivian can see she’s hit a nerve.VIVIANSnails for dinner. No wondereverybody is in such a bad mood.A Waiter appears at the table.WAITERAre we ready for the next course,sir?EDWARDNo. Bring a check, please.INT. PENTHOUSE LIVING ROOM - NIGHTEdward’s face is pensive and thoughtful as he stares out of the glass window down at the city lights. He quickly drains his champagne glass. Vivian moves to stand next to him. She refills his glass from the bottle.EDWARDThank you.He drinks. Silence.VIVIANYou’re upset, huh?EDWARDUpset. No. I never get upsetabout business.VIVIANYou liked the guy, though.EDWARDWhether I liked him or not isirrelevant. It’s business.There’s no emotion involved inbusiness… if you want tosurvive.VIVIAN(excited)We’re the exactly the same! Kitkeeps telling me don’t getemotional when you turn tricks-- that’s why no kissing – it’stoo personal.The key is like you’re saying,stay numb, don’t get involved --when I’m with a guy, I’m a robot,I just do it.(realizing what she’ssaying and quicklyrecovers)Except with you. At your priceI give my all…Edward laughs.VIVIAN (cont’d)Let’s not talks about this heavystuff. Come on, relax.Vivian comes up behind him. She begins to rub his shoulders.EDWARDThat… is very good.A moment. Edward is silent. Turns him, unknots his tie,unbuttons his collar.VIVIANKnow what we’re gonna do in alittle while then? We’re gonnacall Domino’s and have’m delivera bigass pizza. We’re gonna eatit in bed. We’re gonna veg’ outand watch television.EDWARDTelevision?VIVIANYeah, it’s this box, it haspictures, sound. You don’t haveto use your brain at all.EDWARDI have work to do.VIVIANUh-uh. No work.Smiling, she softly kisses his throat.VIVIAN (cont’d)See… what you haven’t figuredout yet…She kissed his neck. She fumbles with his belt.VIVIAN (cont’d)Is that while you’re the bosseveryplace else… I’m the onein charge here.She kisses his chest.VIVIAN (cont’d)You… just think you are.She starts to kneel down. He stops her. They stare at oneanother for a moment. He releases her. She smiles. She starts to undress him Most of us take life for granted. We know that one day we must die, but usually we picture that day as far in the future, when we are in buoyant health, death is all but unimaginable. We seldom think of it. wow gold, The days stretch out in an endless vista. So we go about our petty task, hardly aware of our listless attitude towards life. The same lethargy, I am afraid, characterizes the use of our faculties and senses. Only the deaf appreciate hearing, only the blind realize the manifold blessings that lie in sight url=http://www.wowgoldvip.fr]wow gold. Particularly does this observation apply to those who have lost sight and hearing in adult WOW Power leveling life. But those who have never suffered impairment of sight or hearing seldom make the fullest use of these blessed faculties. Their eyes and ears take in all sights and sound hazily, without concentration, and with little appreciation. It is the same old story of not being grateful for what we conscious of health until we are ill. I have often thought it would be a blessing if each human being were stricken blind and deaf for a few days at some wow gold time during his early adult life. Darkness would make him more appreciative of sight; silence would teach him the joys of sound. WOW Power leveling Now and then I have tested my seeing friends


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