rjinswand // User Search

rjinswand // User Search

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Fighting

Feb 14, 1999, 9:57am
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Just finished watching the HS gang movie "187"... boy you remind me of =
the gangbangers in there. Macho, macho man. :)

Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990214T115719Z
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=?Windows-1252?Q?Anyone_every_wonder_what_the_sum_of_=22Eep=B2=22_actua?=

Feb 14, 1999, 6:16am
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[View Quote] Heheh, QA... the bottom of the technology food chain. :) Been there, =
done that, out of that scene.

>And the thing about most HTML posts is that they are bloatier than =
non-HTML posts, usually have very small text which is impossible to =
>increment-quote in (at least with Netscape Messenger), and they have =
blaring white backgrounds. That HURTS my eyes.

They don't have to have blinding white backgrounds... some people just =
insist on using them :P As for the small text... that's a pain in the =
butt cause Outlook changes back to 10pt every carraige return!


Rjinswand

--=20

NOW ACCEPTING CREDIT CARDS! WorldOne is a humongous selection of =
models and avatars on cd-rom for one low price. Gandtech and Rjeneration =
have fused forces to bring you everything you need to start (or restart) =
your world. In one box.
http://www.gandtech.com/worldone=20


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<!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN">
<HTML>
<HEAD>

<META content=3Dtext/html;charset=3Diso-8859-1 =
http-equiv=3DContent-Type><!doctype html public "-//w3c//dtd html 4.0 =
transitional//en">
<META content=3D'"MSHTML 4.72.3110.7"' name=3DGENERATOR>
</HEAD>
<BODY bgColor=3D#f0f0f0>
[View Quote] scene.</FONT></FONT></DIV>
<DIV><FONT color=3D#000000 face=3D""><FONT size=3D3><BR>&gt;And the =
thing about most=20
HTML posts is that they are bloatier than non-HTML posts, usually have =
very=20
small text which is impossible to &gt;increment-quote in (at least with =
Netscape=20
Messenger), and they have blaring white backgrounds. That HURTS my=20
eyes.<BR></FONT></FONT><FONT size=3D3></FONT></DIV>
<DIV><FONT size=3D3>&nbsp;<FONT color=3D#000000> They don't have to have =
blinding=20
white backgrounds... some people just insist on using them&nbsp; =
:P&nbsp;&nbsp;=20
As for the small text... that's a pain in the butt cause Outlook changes =
back to=20
10pt every carraige return!</FONT></FONT></DIV>
<DIV>&nbsp;</DIV>
<DIV><FONT size=3D3><FONT color=3D#000000></FONT></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>&nbsp;&nbsp;&nbsp; <FONT=20
size=3D3><STRONG><EM>Rjinswand</EM></STRONG></FONT></FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2><BR>-- =
<BR></FONT><BR>&nbsp;&nbsp;&nbsp; NOW=20
ACCEPTING CREDIT CARDS!&nbsp; WorldOne is a humongous selection of =
models and=20
avatars on cd-rom for one low price. Gandtech and Rjeneration have fused =
forces=20
to bring you everything you need to start (or restart) your world.&nbsp; =
In one=20
box.<BR>&nbsp;&nbsp;&nbsp; <A=20
href=3D"http://www.gandtech.com/worldone">http://www.gandtech.com/worldon=
e</A>=20
<BR></DIV></BODY></HTML>

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990214T081622Z
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=?Windows-1252?Q?Anyone_every_wonder_what_the_sum_of_=22Eep=B2=22_actua?=

Feb 14, 1999, 10:11am
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Sorry Eep, "looser" is the correct spelling outside of the US. =
Loosing/Losing the second 'o' is one of Webster's little changes to the =
English language to Americanise/Americanize it.

Rjinswand

[View Quote] [View Quote] > LOL, FUCKING LOOSER EVEN FINDS TIME TO MAKE COMMENTS ABOUT HIS OWN =
PATHETIC PROBLEMS... Nice TRY...
>
[View Quote]
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BEGIN:VCARD
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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990214T121152Z
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Freqs

Feb 14, 1999, 6:19am
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[View Quote]
Another good application of the SDK! Make a bot that manages groups =
of people and passes whispers along to everyone in the group!

Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990214T081942Z
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3D

Feb 14, 1999, 10:16pm
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[View Quote]
How would you build if you don't have the object properties box =
though?

Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990215T001611Z
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3D

Feb 14, 1999, 11:38pm
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Exactly, you need the object properties box, which is a windowing =
element... if you went to a fullscreen 3d mode (which would support a =
lot more 3d cards were it feasable) you'd not have access to the object =
properties box. The only way you would is if the dialogue code was =
rewritten from the ground up to be rendered by the 3d engine. Not a =
quick job, developing a new interface system.
It would sure be nice tho.

Rjinswand

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BEGIN:VCARD
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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990215T013800Z
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Telegrams

Feb 14, 1999, 10:18pm
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[View Quote]
I just zip up my telegram.dat and telegram.idx every now and then... =
then start afresh.

Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990215T001846Z
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Change Chat Text Size

Feb 15, 1999, 11:43pm
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[View Quote] *cackle* can't resist an opening like that.
Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990216T014342Z
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Change Chat Text Size

Feb 17, 1999, 9:32am
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[View Quote]
heheh sorry... yes, the ability to change the chat text size would be =
VERY nice for those of us who use high resolutions.

>*Notice* the change in my signature file. I did this to avoid such =
witty=20
>comments (such as yours) in the future. LOL
>Hope you like this one better.
>If not, that's ok...because I do :-)


heheh yeah... I am Pagan but I like to see anyone with strong enough =
beliefs that they can have a sense of humour about them! :)

>I can do all things through Christ who strengthens me.

Yesirree foks steprightup, getcher Holy Saviour MegaVitamins! Builds =
strong bones and beliefs! Guarn--that's right, I said guar-an-teed to =
defend against osteoperosis, arthritis and Lucifer, Prince of Hades!

*grin*

Goddess bless,
Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990217T113221Z
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Rolu's page?

Feb 21, 1999, 10:16am
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Welcome to the Real World Eep. Windows is fairly unique in the server =
world in that it treats upper and lowercase as the same. That server is =
obviously running some breed of UNIX, therefore upper and lowercase are =
two different URLs.

Rjinswand

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BEGIN:VCARD
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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990221T121650Z
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movement animation proposal

Feb 23, 1999, 9:49pm
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There's a thing that's been on my personal AW wishlist for almost 3 =
years. *grin*

Roland told me in Dec 96 that he really hates the whole action concept =
as he wrote it... however reimplimenting a whole new action system is =
going to require some careful thought. Hopefully it'll eventually =
involve server-side action of some sort, ala quake2. That involves the =
use of a lot more bandwidth per user, however. Not to mention a =
substantial amount of complexity in design and implementation... so in =
short don't hold your breath on this. I think there are a lot more =
important time-consuming issues, such as 3d card support, that require =
immediate attention.

Rjinswand

[View Quote] Why not have a way for AW to remember where the object is to go instead? =
Have one (1) object and the "movement path". To do this, one way would =
be to move the object for each "step" (frame) of the movement animation =
and have a way of recording that step/frame. Each step/frame position =
would be added to, say, the object's action field in the first =
step/frame. A new movement animation command would probably need to be =
created (perhaps called "move"). Positions could be recorded relative to =
the start position, with "a" (altitude), negative (-) numbers =
designating left/backwards/down, and "r" (rotation). So if I wanted to =
make a simple rotate animation, the step movements could be something =
like "create move me 24r" (never did like how that lame "me" is =
necessary; the current object should be assumed by default) would rotate =
the object 24 rotations (r) whereas "create move me 24" would move the =
object 24 movements (half-meters), or 12m. Repetition would be default; =
stopping the animation could be done with a "stop" argument or =
something.

OK, well, this system needs more thought but hopefully you get the idea. =
However AW records the steps/frames, it would be a lot easier to just =
move the object to each step/frame and hit a record/remember button, =
similar to how a macro recorder works.


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BEGIN:VCARD
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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990223T234946Z
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movement animation proposal

Feb 23, 1999, 10:01pm
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Oh just another note here Eep... when objects are "visible off" they =
are removed from the scene... therefore you do not spend cpu time =
rendering them. Actual object animation would not improve on this. It =
would probably improve on the pauses and certainly the limit of what you =
can do.

Rjinswand

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ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990224T000102Z
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Why not use OpenGL instead of direct 3d, or have better Direct3D support

Mar 3, 1999, 9:16pm
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What we truly need is when Roland gets the go-ahead to start the long =
process of untying AW from Renderware, that AW should no longer be tied =
to ANY particular api!. We need a standard of describing a virtual =
world system that stands the test of time and API changes.

Rjinswand

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BEGIN:VCARD
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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990303T231611Z
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Why not use OpenGL instead of direct 3d, or have better Direct3D support

Mar 4, 1999, 9:27pm
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VRML went about it backwards however. It started with a 3d object and =
scene description... then they said okay we need something to display it =
for individuals, okay now we need a multiuser aspect to it and the =
ability to have multiuser interaction.
AW started more or less from the middle, with the display... and that =
display choice encompassed the basics of the first issue as well.
What we need is something that starts with the multiuser shared =
database environment and then interface that underlying structure to a =
rendering API.

Rjinswand


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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990304T232735Z
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Why not use OpenGL instead of direct 3d, or have better Direct3D support

Mar 5, 1999, 1:28am
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BING!
Actually there is an OS that does just this... one of the original VPL =
team (Marc DeGroot) is behind it. MEME.

MEME is a multiuser VR Operating System (the first) that runs as a =
single process under windows 95, unix... or any potential platform. =
Right now it uses Renderware, but it's not tied to it in any way. Marc =
says it would take only a couple of months to interface MEME to another =
3d system such as OpenGL or the N64 console.
All content in MEME are programs which run under it (written in a =
derivative of Forth at the moment). Multithreading is handled =
internally within the MEME OS.
It is totally feasable within MEME to write an application such as a =
modeler which would be shared by many people in realtime.
Since it's not tied to a particular interface, it's practical to =
create display drivers that use headgear or other advanced user I/O =
devices.

Sounds exciting. Unfortunately the demos Marc has do not demonstrate =
what is possible in the slightest. :( MEME has been at its current =
state for a couple of years now (ready to go but with no vehicle).
I've considered dropping AW to work on promoting MEME for a long =
while. I have an NDA signed to develop with it... I just haven't had =
the time.

Rjinswand

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BEGIN:VCARD
VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990305T032833Z
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Why not use OpenGL instead of direct 3d, or have better Direct3D support

Mar 6, 1999, 12:31am
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Well the point is moot now with Renderware 3.0 finally in the =
finishing stages. :) It will support OpenGl, glide, and some others. =
Not sure about d3d... their web server makes my winsock knock offline =
and even locks up my system sometimes. :/ That's with both NS3 and =
IE4.

Rjinswand


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N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990306T023127Z
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Why not use OpenGL instead of direct 3d, or have better Direct3D support

Mar 9, 1999, 6:09pm
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Cool thanks for the info.

Hope they get the web server problems sorted out... not to mention =
put the old 2.1 info back up! :P

Rjinswand

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VERSION:2.1
N:;Rjinswand
FN:Rjinswand
ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990309T200936Z
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render only in-view objects into scene

Mar 3, 1999, 9:18pm
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Yep it's done with yaw, as it has been for as long as I've been in AW =
(3 years this month)... however I don't believe that they're removed =
vertically above and below the viewport. That's one reason why vertical =
building like towers gets so sluggish.

Rjinswand


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VERSION:2.1
N:;Rjinswand
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ORG:Rjeneration
URL:
URL:http://table.jps.net/~rjins/rjeneration
EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990303T231832Z
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Teleport/url text-2-link transformer

Mar 10, 1999, 10:14pm
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Wow no wonder there was never a Hungarian version of Captain Kangaroo.

Rjinswand

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N:;Rjinswand
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EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990311T001447Z
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frame rate-based proportional turning

Mar 9, 1999, 10:47pm
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I totally agree with them, we need proportional turning. There's a =
problem when your frame rate is too low as well... I first felt we =
needed proportional turning back when I first logged on 3 years ago with =
a 486-66. Now the problem is at the other end of the spectrum. 720 is =
great for blading, but sucks when you're just trying to wander around. =
:)

Rjinswand

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EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990310T004721Z
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frame rate-based proportional turning

Mar 10, 1999, 10:13pm
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Yep agreed. Roland and I were discussing at AV98 this very topic... =
in conjunction with reworking the avatar actions scheme. What would you =
think of having the camera follow the avatar's head as you turn or nod? =
I think it could get nauseating at times unless you had configurable =
limitations (like whether to roll or pitch or just yaw, and side to side =
extremes).
Any similar or opposing ideas?

Rjinswand

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AlphaWorld "Wishlist"

Mar 17, 1999, 10:33pm
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Shamus doesn't have any part of the censoring actions of =
Activeworlds.com. He's an artist like me. He happens to be getting on =
with his usual business instead of getting mired in the quicksand of =
debate. Please don't attack him for being responsible in his duties. =
That would be like calling up the US Post Office and complaining that =
they were spending all their time distracting people by delivering the =
mail instead of doing something about the Iraq situation.

Rjinswand

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EMAIL;PREF;INTERNET:bcnu at psicorps.com
REV:19990318T003352Z
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AlphaWorld "Wishlist"

Mar 17, 1999, 10:45pm
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[View Quote]
I don't see how it's strange. Censorship has been a hot issue in AW =
for a very long time (since the picture object was introduced)... and =
socially poor COF/AWLD actions have been taking place regarding it for =
well over a year.

Rjinswand

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EMAIL;PREF;INTERNET:bcnu at psicorps.com
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