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Armed Assault Info Forums _ Mods _ Invasion 1944 - D-Day v1.0 released

Posted by: I44_John May 31 2009, 17:30



The Day of Days has arrived. Grab your gear and prepare to hit the beach!

The Invasion 1944 team is pleased to release it's D-Day project.

Things included in this release:If it isn't on the list, it's not included, i.e. there is only one usable aircraft (the P-51).

Installation:
Use the installer. The modfolder is named @I44, and will be created by this installer. You do not need to add it to the installation path. I.e.: C:\Program Files\Bohemia Interactive\ArmA.

There will always be bugs. If you find any, or just want to give us some feedback, please visit http://ofp.gamepark.cz/invasion1944/public/index.php?topic=154.

Information on how to use content from this release in your own ArmA1 addon/mod is included in the install folder in "DOCUMENTS". Ask for permission first, it doesn't hurt at all wink.gif

P.S. We hope you enjoy the release, as much as we enjoyed making it smile.gif

P.P.S We have already informed a newsposter, he is taking care of it.


Download:
ftp://ftp.armedassault.info/armad/addons/Invasion1944-ArmA_Mod_v1.0setup.exe
http://www.surfacezero.com/arma/Invasion1944-ArmA_Mod_v1.0setup.exe
http://www.armaholic.com/page.php?id=5767&a=dl
http://www.armaholic.com/page.php?id=5767&a=dl2
http://files.filefront.com/Invasion1944+ArmA+Mod+v1pexe/;13833914;/fileinfo.html


http://www.armedassault.info/ftp/pics/news/pics1/I44_21052009_1.jpghttp://www.armedassault.info/ftp/pics/news/pics1/I44_21052009_2.jpg

http://www.armedassault.info/ftp/pics/news/pics1/I44_21052009_3.jpg

Posted by: STALKERGB May 31 2009, 17:35

nice! Amazing work! Can't wait to start playing tonight!

Posted by: bdfy May 31 2009, 19:32

wow ! normandy! again ? )) everlasting source of inspiration biggrin.gif
i know you just could not get past it - no matter how buggy landing missions are on this engine.
anyway forgive my sarcastic tune - ciongratulations with the release !
i wonder if ew can get some more detailed vehicle list and screenies ?

Posted by: Ingeneer May 31 2009, 19:49

Congratulations, guys!

Also whait for detailed unit list.

Posted by: BiGFooT May 31 2009, 19:54

Any mirrors?

Posted by: I44_John May 31 2009, 20:22

QUOTE(BiGFooT @ May 31 2009, 20:54) *
Any mirrors?



Will be listed in the first post as they become available.

http://www.surfacezero.com/arma/Invasion1944-ArmA_Mod_v1.0setup.exe

Posted by: Molke2005 May 31 2009, 20:22

WOW!!! THANKS FOR THIS GREAT WW2 MOD!! thumbsup.gif

Posted by: jakethesnake? -Armaholic- May 31 2009, 20:39

Ahhh i've secretly been following the progress of this mod and.....FINALLLY A RELEASEEE w00t.gif

Posted by: Rewan May 31 2009, 21:07

Good job for the release guys...

Joffre, if you read me I need to talk to you on MSN wink.gif

Posted by: Snake Man May 31 2009, 21:44

QUOTE(I44_John @ May 31 2009, 23:30) *
Installation:
Use the installer. The modfolder is named @I44, and will be created by this installer.

Will you be adding normal archive to download?

Posted by: I44_John May 31 2009, 22:00

QUOTE(Snake Man @ May 31 2009, 22:44) *
Will you be adding normal archive to download?


No, we (probably) won't.

Posted by: D@V£ May 31 2009, 22:57

Looks awesome! Downloading now biggrin.gif

(Why the hell is my download speed fluctuating between 50kibs^-1 and 900kibs^-1!? tongue.gif Can't decide if it's going to take an hour or 5 minutes tongue.gif )

Posted by: Rewan May 31 2009, 23:37

Got a wrong .rvmat message when I started the first mission of the campaign...

Posted by: BiGFooT Jun 1 2009, 01:31

Oh finally got it DLed. I had same error message as Rewan. The first mission is looking great, but it eats huge ammount of fps (about 5-2). Gotta try it on the brother's PC (has better specs)

Posted by: joffre257 Jun 1 2009, 02:04

CITATION
Joffre, if you read me I need to talk to you on MSN

yes lol i read you and good luck for the mis 2 - assault ^^
CITATION
The first mission is looking great, but it eats huge ammount of fps (about 5-2). Gotta try it on the brother's PC (has better specs)

yes true lots of ram will be needed, a good CPU and a good graphic card are recommended of course but with all details low or off it should pass with a low or medium computer (mission 1 - landing were did with my mono core - 1 Ghz of Ram 400 Mhz and my graphic card ATI HD4870) like you can see only my graphic card were good but my settings were very very low.

Posted by: Marss911 Jun 1 2009, 06:31

QUOTE(Rewan @ Jun 1 2009, 00:37) *
Got a wrong .rvmat message when I started the first mission of the campaign...


Could you make a print screen of this error? Will help us fixing these kind of errors in the future wink.gif
Cheers

Posted by: OFPCAT Jun 1 2009, 06:46

Oh,any new host for downloading link? I've spent six hours and still only got 31% finished. The speed is just below 10KB/s and sometimes is 1 or 2 kb/s.

Posted by: sudden Jun 1 2009, 10:33

QUOTE(Rewan @ May 31 2009, 23:37) *
Got a wrong .rvmat message when I started the first mission of the campaign...


I had the same message.

Posted by: Ingeneer Jun 1 2009, 11:01

Do you overwrite the content of addons\addons\ to addons\ folder?

Posted by: Molke2005 Jun 1 2009, 12:23

http://s8b.directupload.net/file/d/1812/oz9civu5_jpg.htm
Error message Tiger fire

http://s11.directupload.net/file/d/1812/28tb7dpq_jpg.htm
And StuH 42

It's a great mod! I hope that maybe sometime other unities will follow:

Germany

- Panzerkampfwagen VI Ausf. B (Tiger II or King Tiger)
- Sd. Kfz. 186 Jagdtiger
- Jagdpanther
- Ferdinand/Elefant
- Nebelwerfer
- middle and heavy artillery

USA

- M26 Pershing
- M10 tank destroyer
- middle and heavy artillery

UK

- Churchill Mk IV
- Matilda
- Cromwell Mk VIII
- Crusader Mk VI
- Sherman Firefly
- 17pdr SP Achilles
- middle and heavy artillery
- motar

Continues in such a way! Am curious incredibly on other updates. It's compatible with Arma 2?

Posted by: joffre257 Jun 1 2009, 13:31

Panzerkampfwagen VI Ausf. B is ever in our mod wink.gif

http://img37.imageshack.us/my.php?image=tigerii.jpg

Posted by: I44_John Jun 1 2009, 13:36

There aren't going to be any new additions made in patch(es). The patch(es) will only contain fixes to problems. I've seen people posting their wishlists, and would like to say: Save yourselves the effort, they won't be looked at, and certainly not considered. Adding new content with the "global" release of ArmA2 so near is not worth the effort.

The mod is not usable in ArmA2 because we converted all of the models in the release to the ODOL-format for obvious reasons (to prevent theft & porting). "We" have only managed to get MLOD-format models to work in ArmA2 so far.

Posted by: OFPCAT Jun 1 2009, 13:50

Let's dont ask too much. Now the current things are more than I thought to be inclulded. But for german MG man, whether you missed the MG tool kit attached or just don't make for that? In addition, maybe could get american crews in future.

Posted by: zip Jun 1 2009, 13:55

Im suffering for a game crash sad.gif why does it keep crashing for me?!

I did as you told (copy the addons into the sub folder yammer.gif ) havent updated to 1.08 tough (still downloading) but can that be the issue?

Posted by: Ingeneer Jun 1 2009, 14:11

QUOTE(joffre257 @ Jun 1 2009, 16:31) *
Panzerkampfwagen VI Ausf. B is ever in our mod wink.gif

http://img37.imageshack.us/my.php?image=tigerii.jpg

Good work!

Posted by: Cappe! Jun 1 2009, 14:24

I have spotted some easter-eggs:
French Resistance fighters
Sten SMG
Bren LMG
Lee Enfield rifle
Flametrower (Found in the squads section only)
M10 tank file on the Addons folder
French civilians
Arhem island



Nice work guys i love this mod! thumbsup.gif

Posted by: xEnigmax Jun 1 2009, 14:25

great job on the release guys,
very impressive.

I don't have any such error on the dusts stream,\
The only error i got last night was regarding the Pak40 rvmat(i think)
Will check later and Screen shot if no one else confirms.

Posted by: zip Jun 1 2009, 14:27

Could someone please help me with my issues please? helpsos.gif helpsos.gif

Posted by: xEnigmax Jun 1 2009, 14:29

QUOTE(zip @ Jun 1 2009, 14:27) *
Could someone please help me with my issues please? helpsos.gif helpsos.gif


I would imagine the mod would run on the latest patched version of arma.
I get no trouble with crashing and such,
Only the RVmat.
Try it again after you've patched to 1.08.
If that still doesn't work patch your way upto 1.14 and try again.

Posted by: D@V£ Jun 1 2009, 15:59

Found some bugs:

1. Arhem always starts with messed up HDR with the default time/date settings. Takes a few seconds to get to normal lighting. Not a huge issue. (Didn't check with other time/date settings)
2. Flamethrower groups are included, but the units aren't finished.
3. Sporadic CTDs. I assume this is due to one of the new scripts. Don't know which.
4. Lots of vehicles don't have destroyed textures.

Concerning the injury system, is it really worthwhile? AI medics don't seem to be programmed to help incapacitated soldiers, meaning that they're effectively dead anyway. And I'll bet that given the choice players will just team switch if they get incapacitated. Seems to me to be a waste of system resources.

Posted by: Bastian Jun 1 2009, 16:42

Strange, for myself I have seen Medics engage in trying to heal-up soldiers.

Posted by: Cappe! Jun 1 2009, 16:54

Here is picture of the PAK40 rvmat error:
http://img3.imageshack.us/img3/9390/errorikuva.jpg
This error happens when i add the Pak40 bunker on editor or when i play the first mission of the campaign.

Posted by: D@V£ Jun 1 2009, 17:19

QUOTE(Bastian @ Jun 1 2009, 16:42) *
Strange, for myself I have seen Medics engage in trying to heal-up soldiers.


True, but this only happens when they're in range of the wounded soldiers. AI medics don't actively move towards injured allied soldiers unless they're on a support waypoint, otherwise they'll just sit around like lemons and expect injured soldiers to make their way to them.

Posted by: I44_John Jun 1 2009, 17:37

QUOTE(zip @ Jun 1 2009, 14:55) *
Im suffering for a game crash sad.gif why does it keep crashing for me?!

I did as you told (copy the addons into the sub folder yammer.gif ) havent updated to 1.08 tough (still downloading) but can that be the issue?


Could be it, Queen's Gambit is not required, but 1.08 might. We expect anyone that has the game to always keep their game up to date (either 1.08 or 1.14 since not all patches work right for everyone) through free patches, which is why there is no mention of it in the readme. It should work from 1.08 upwards.

QUOTE
1. Arnhem always starts with messed up HDR with the default time/date settings. Takes a few seconds to get to normal lighting. Not a huge issue. (Didn't check with other time/date settings)
2. Flamethrower groups are included, but the units aren't finished.
3. Sporadic CTDs. I assume this is due to one of the new scripts. Don't know which.
4. Lots of vehicles don't have destroyed textures.


1. The Oosterbeek island was imported by our coder just for the sake of importing it, and wasn't touched up by anyone else as far as I know.
2. Not a bug, just a placeholder that was never filled and not hidden.
3. Either it's due to the scripts, or insufficient RAM (or both).
4. Not a bug, just something that we didn't have time for.

The injury system will probably be simplified in the first patch, though not for the reasons that have been mentioned.

Posted by: zip Jun 1 2009, 20:22

QUOTE(xEnigmax @ Jun 1 2009, 15:29) *
I would imagine the mod would run on the latest patched version of arma.
I get no trouble with crashing and such,
Only the RVmat.
Try it again after you've patched to 1.08.
If that still doesn't work patch your way upto 1.14 and try again.


It worked biggrin.gif sorry for no replying, I have been inv44 busy all day

Posted by: BigglesTrevor Jun 2 2009, 00:31

LOL the first mission ate my computer for breakfast, turned down settings then was acceptable, i need some more RAM me thinks. Stunning work guys! really good fun so far!

Posted by: Canukausiuka Jun 2 2009, 03:04

I think there may have been some binarization errors in the final release, and I'd like to apologize for them (Quality Control was my lane, and I didn't check post-binarizing). And the buggy wounded script is also my lane, and whenever we get a patch out, it will include a toned-down version.

I'm surprised, tbh, by some of the errors being reported though. The RVMATs on the PaK should have been fixed unless an old version made it in by accident. The script error in the "dust trails", are y'all using the newest version? I do not have that error, although I can think of a possible cause (that script uses the OFP-style drop syntax, but it works fine for me). And I have no idea why the panzerfaust would cause a crash.

There are a few units (and weapons, and vehicles) that were "disabled" prior to release... as John explained, these were mostly my placeholders so I could try some code out. When I was still a student, I had time enough to code faster than I was getting addons (*sigh*, all that time, how I miss it...). I did not remove the files so that any missions that referenced them would not crash. I can't recall whether I "disabled" the resistance fighters, but again, you are looking at my handiwork, not an artist's. Those weapons were mostly me testing some British values in my config (that and I thought they'd be helpful for anyone trying to make an I44-Warfare mission... my attempt was abysmal!).

Some of the things folks have noticed are unfortunately limits placed by the engine. For instance, the mortars make you stare at the sky. Annoying as Hell, but that was a side effect of having the mortar actually function properly... the engine has you look along the barrel. The rifle grenades work like M203s, b/c the "mortar" feature of OFP doesn't work well in ArmA since the introduction of cfgMagazines. The weapon handling characteristics are all based on simplified geometries and formulas. This creates good results most of the time, but you will notice that full-caliber automatic weapons kick hard and don't turn quick. Go prone and things get nicer, at least recoilwise.

Since I am at my annual military training right now, please understand that the patch will be a few weeks at the earliest. But we will get one to you, and we will be back for ArmA2. Have fun in the editor, if nothing else. Oh, and our stuff looks quite nice on the CWR islands. If I get a chance, I may port some OFP missions to those islands, but no promises.

- Canukausiuka smile.gif

Posted by: zip Jun 2 2009, 07:18

The fixed mg42 posistions tripod/neast is f*cked too sad.gif the unit/man is forced into the ground so only his head and tousho is above ground. It also makes it a pain in the ass for the player to shoot with it lol

Posted by: OFPCAT Jun 2 2009, 09:11

Thank you for the above regarding your scripting work. Fully understand it's not an easy coding work for such a large Mod and only could work in freetime. Do appreciate all what've done really. By way, whether M10 tank destroyer was also disabled prior to the release?
Now I got two issues when playing it. One is unexpected crash from the game during play and the other is hard to control those rifles, especially for automatic ones, such as MG, BAR, Mp43,etc.. It seems the fire recoiling is very strong and almost couldn't shoot effectively to the enemy even in a not far distance. Sometimes, only after one or two shoots, then the following fire will let bullets fly to half-sky.
For animations, first impression is very similar to that of ACE Mod, but should be easier than play under ACE ( In ACE, would be very slow in moving when hold a MG and personally dont like that for degrading the gaming amusement ). All others are nice but just AI seems not very sensitive to engagment and sometimes always linger around the same place and dont move forward.

Posted by: fredoryan Jun 2 2009, 12:47


The errors in this version are acceptable rolleyes.gif , it remains an excellent job with beautiful textures.
Thank you. worship.gif

(sorry for my bad english)

Posted by: I44_John Jun 2 2009, 14:50

QUOTE(OFPCAT @ Jun 2 2009, 10:11) *
and the other is hard to control those rifles, especially for automatic ones, such as MG, BAR, Mp43,etc.. It seems the fire recoiling is very strong and almost couldn't shoot effectively to the enemy even in a not far distance. Sometimes, only after one or two shoots, then the following fire will let bullets fly to half-sky.


That is realistic. Today's NATO assault rifles use intermediate cartridges and have a straight stock, making them easy to control. Man-portable automatic weapons were still relatively underdeveloped in WW2. I.e. the US didn't have an easily controllable automatic until the M16 came along in the 1960's (replacing the M14 that suffered the same problems with automatic fire from heavy recoil due to the rifle cartridge it fired, and the bent stock as WW2 era weapons). The MP44 has an intermediate round, but being the first ever assault rifle is still subject to most of the other limitations of it's time.

Posted by: Ingeneer Jun 2 2009, 16:12

And american M1 carabine also.

Posted by: Bastian Jun 2 2009, 17:12

I personally can't complain about the recoil or handling of the guns. It takes a little time getting used to but it works fine in game.

Posted by: Call for WW2 Jun 2 2009, 20:00

hi, i got a very annoying problem, i cant load a saved game. Everytime i want to continue my landing at omaha, it crashes into desktop. Its really annoying to start it all over again every time. Can someone help?
btw. My Arma is patch 1.14
Ty

Posted by: tisse Jun 2 2009, 20:30

would be nice to have a warfare or evo/domination for this mod!

Posted by: joffre257 Jun 2 2009, 22:05

CITATION
hi, i got a very annoying problem, i cant load a saved game. Everytime i want to continue my landing at omaha, it crashes into desktop. Its really annoying to start it all over again every time. Can someone help?


Like this missions is done with lots of scripts and some in beta stage like the medic script (but not only this one), like this mission use some specifics functions like disableAI/dostop/domove/checkers... a savegame like for ofp for some of them will break these functions, so AI will not work properly like with defenders, i used disableAI move, if you load a savegame, this function will be deactivated, and you will see some german AI running on the beach (here limits of Arma 1)

About objects/units and they are really a lots hun, i doubt that after 10 mins of gaming, arma could reload this easier (again arma limits and machine limits maybe too)

So to avoid to launch again and again this mission and be forced to watch the intro of the mission, if you are kIA, you can switch ingame or after be KIA, for that press the key "T", you can use it when you want to switch between US soldiers from the GRP1 wink.gif, if you are killed, a switch button will appear, clic on it to use a new soldier to purchase the mission, this function allow you to respawn in fact in real time, it is the idea, like it you can come back from a LCVP/LCM or from the beach or anywhere in the battle zone wink.gif

So savegame here it is not needed really, you just need 0h45 - 1h30 to do this mission after that you will be safety we could say until mis 2 - assault lol

I know it is not easy but damn it is OMAHA lol, so good luck to you and i hope you have fun wink.gif

Posted by: BigglesTrevor Jun 2 2009, 23:33

Just played around with the Sherman for the first time. Stunning model, absolutly fantastic work.

Posted by: Jojimbo Jun 2 2009, 23:41

ok seein' as some of you poor raw recruits to the U.S. army havin probs gettin on that beach there heres a few tips.
1.when you arrive o that hellish beach theres 2 mg bunkers,go right and take it out by switching to a bangalore guy.
blow a hole in the wire and "take out that mg bunker soldier"
from that position you can quite easily dispatch the other mortar bunker behind it,
take out the enemy sandbag positions working right up to the ruins,
if the other beach mg bunker is still firing take it out.
go back to that mortar bunker before there is a "rabbit" drive up to the big 88mm on the hill.
circumvent the wire and kill all enemy,including the 88mm gun crew.
make your way to the road out which leads inland and meet up with some G.I's there.

Job done,

Posted by: zip Jun 3 2009, 15:25

more bugs found:

- the bazooka rounds are very weak
- when someone fires the bazooka it comes up with a script error .... (black box with text)
- the mg gunners are stuck in the ground, your only option is to aim for the head or their neck

Beside that it runs awsome! I dont get why anyone has flaws with the first mission, it runs like a virgin on my pc

Posted by: Benoist Jun 3 2009, 15:43

Wow, how you managed to make the armor to deflect some projectiles?

Posted by: I44_John Jun 3 2009, 16:43

QUOTE(zip @ Jun 3 2009, 16:25) *
more bugs found:

- the bazooka rounds are very weak


Well they were actually very weak. The Panzerschreck and even the Panzerfaust were much more powerful.

Posted by: zip Jun 3 2009, 18:50

QUOTE(I44_John @ Jun 3 2009, 17:43) *
Well they were actually very weak. The Panzerschreck and even the Panzerfaust were much more powerful.


Really? wow ... it took 2 rockets to take out a halftrack, I guess you just weapons_owned.gif me

Posted by: Marss911 Jun 5 2009, 16:22

QUOTE(BigglesTrevor @ Jun 3 2009, 00:33) *
Just played around with the Sherman for the first time. Stunning model, absolutly fantastic work.


Thanks BigglesTrevor! I've enjoyed working on it and i'm very happy with the result. cool.gif

Posted by: OFPCAT Jun 6 2009, 01:09

Really very good sherman,Marss. For future release in ARMAII, will you make a 76mm long gun Sherman? By way, it seems could add more kits on this tank, such as sandbags, wheels in front of the armor, just giving more historical atmosphere in battle.

Posted by: communistbastard Jun 14 2009, 21:48

I installed this mod the other day after not having played Arma in almost 4 months, it was quite fun. I haven't played the campaign because my computer is horrible and can barely run Arma in the first place. One thing which is interesting but at the same time a little bit annoying is the wound system. For some reason the Medics don't want to heal me while I am rolling around on the ground and vice versa (when I am playing as a medic they won't heal people rolling around on the ground). Is there any way around this issue?

Posted by: Jojimbo Jun 19 2009, 05:34

we are looking at updating this issue with a patch.for now youll have to "T" out to another player.

Posted by: I44_John Jun 23 2009, 19:58

First and foremost, we would like to thank everyone that has expressed an interest in our mod, and has helped with, or responded to, the release in any way, including providing mirrors, posting feedback and reporting bugs.

Secondly, we'd like to inform the community about the road ahead a bit.


ArmA1

We plan to wrap up the work on the ArmA1 D-Day project after the release of the patch (1-3 weeks) we have planned. The patch will mainly contain bugfixes, and most importantly, will hopefully improve performance for most people. No new content will be added other than that which was planned already (new Sherman variants including the Firefly, and the M5A1 Stuart), with the exception of support trucks for the Americans to increase the multiplayer possibilities (German ones won't be added until ArmA2). After this we hope to move on to ArmA2.

ArmA2

For ArmA2, we do plan to port over the current ArmA1 content, and extend the map further into Normandy, but the D-Day project will not be expanded into Normandy in terms of extra content being added. Some missions, or even a campaign might be made, but other than that, the Normandy era is over.

We are planning a new project which will mainly be focused on MP as opposed to the SP focus we have had until now. The campaign will be designed for multiplayer Coop (but also playable in single player) with a dynamic storyline (i.e. secondary objectives), which will be at least partially fictionalized to suit gameplay requirements.

To create this campaign, we're looking for talented mission makers that are willing to dedicate themselves to the development of what we hope will be a unique taste of WW2. If you're interested, please register on http://ofp.gamepark.cz/invasion1944/public/index.php?topic=100.0, and apply!



Pictures can be found at http://www.armedassault.info/index.php?cat=news&id=2611&newlang=eng.

Posted by: I44_John Sep 10 2009, 14:35

The last (as tests so far appear to indicate) release-candidate version of the 1.1 patch is currently undergoing tests on a dedicated server to improve multiplayer compatibility and track down any remaining critical issues (crashes, error messages). We hope to release the patch in 5-12 days time.

Posted by: Ingeneer Sep 10 2009, 14:49

It's right dessision to continue supporting for Arma, i think.

Posted by: FlyingSpaghettiMonster Mar 28 2010, 20:19

Great Work Guys! worship.gif

As said before, Landing Mission grills my graphics card (Radeon HD-2600 XT with 256 MB GRAM-DDR3) with lagging...and the recoil of the guns is like getting kicked by a donkey boppin2.gif

As i got wounded by MG rolling on the floor I switched to Bangalore Soldier...when i triggered the weapon on the barbed wire I didn't see any texture change...where is the bomb? After some felt 1-2 seconds waiting for the detonation the game crashes to desktop weirdsmiley.gif

For the graphic lagging I will follow your guides to reduce quality to below zero cry3.gif

anyway...great work!

BTW. ArmA crashed also to desktop when I tried out the so called "armory"...just been curious what kind of vehicles you've had included...maybe it's about the scripting for the build-in "challenges" in the original off-mod game....

Posted by: CeKay Oct 11 2010, 16:46

Hey, guys.
I have loaded and installed the Mod, i can choose the campaign, but if I press the "Start"-button, the screen freezes and i can only move the mouse. So i killed Arma with the Task-Manager, restart the Game and now i can choose between Itro and first Mission. if i choose the first Mission, same freeze again....

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