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[Community Project] Cardinal Menu System | Instructions And Help

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    JC
    wrote on last edited by
    #21

    Great work! Will there be an update to UE version 4.15? Thanks!

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      JC
      wrote on last edited by
      #22

      Great work! Will there be an update to UE version 4.15? Thanks!

      ParvanP 1 Reply Last reply
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      • ? Guest

        Great work! Will there be an update to UE version 4.15? Thanks!

        ParvanP Offline
        ParvanP Offline
        Parvan
        First Cohort Moderator Sherpa
        wrote on last edited by
        #23

        JC said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

        Great work! Will there be an update to UE version 4.15? Thanks!

        AdvancedSessionsPlugin was reporting some problems with 4.15. Pretty soon 4.15 we will release a 4.15 version.

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          Pepito
          wrote on last edited by
          #24

          Hello it is possible to change Axis Mapping?
          Thank you.

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            Pepito
            wrote on last edited by
            #25

            Hello it is possible to change Axis Mapping?
            Thank you.

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              Guest
              wrote on last edited by
              #26

              I mean change keybinding with AxisMappings

              ParvanP 1 Reply Last reply
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              • ? Guest

                I mean change keybinding with AxisMappings

                ParvanP Offline
                ParvanP Offline
                Parvan
                First Cohort Moderator Sherpa
                wrote on last edited by
                #27

                Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                I mean change keybinding with AxisMappings

                I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

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                • ParvanP Offline
                  ParvanP Offline
                  Parvan
                  First Cohort Moderator Sherpa
                  wrote on last edited by
                  #28

                  The UE4.15 release includes some major changes. Here are some of the major ones.

                  The MainMenuLib was removed and blueprints only graphics settings were put into place using Mathew Wadstein's method.
                  Axis bindings are now possible.
                  Controllers (Xbox and Steam) are now supported.
                  And a UE4 intro video plays at the beginning.

                  0_1490647573286_binds.JPG
                  0_1490647558564_graphics.JPG

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                  • ParvanP Parvan

                    Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                    I mean change keybinding with AxisMappings

                    I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

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                    Guest
                    wrote on last edited by
                    #29

                    @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                    I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                    Wow! that's awesome work, never would have thought it so fast!
                    Thank you

                    ParvanP 1 Reply Last reply
                    0
                    • ? Guest

                      @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                      I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                      Wow! that's awesome work, never would have thought it so fast!
                      Thank you

                      ParvanP Offline
                      ParvanP Offline
                      Parvan
                      First Cohort Moderator Sherpa
                      wrote on last edited by Parvan
                      #30

                      Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                      @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                      I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                      Wow! that's awesome work, never would have thought it so fast!
                      Thank you

                      You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.

                      The input widgets can be found here -
                      /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                      In the arrays DefaultActionBinds_"control-scheme"
                      and
                      /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                      In the arrays DefaultAxisBinds_"control-scheme"

                      The default inputs are in:
                      \game\Config\DefaultInput.ini

                      And input mappings for PC are as follows:
                      +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                      +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                      +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                      +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                      +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                      +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                      +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                      +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

                      *Note the alphabetical order

                      I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                      ? 2 Replies Last reply
                      0
                      • ParvanP Parvan

                        Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                        @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                        I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                        Wow! that's awesome work, never would have thought it so fast!
                        Thank you

                        You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.

                        The input widgets can be found here -
                        /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                        In the arrays DefaultActionBinds_"control-scheme"
                        and
                        /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                        In the arrays DefaultAxisBinds_"control-scheme"

                        The default inputs are in:
                        \game\Config\DefaultInput.ini

                        And input mappings for PC are as follows:
                        +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                        +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                        +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                        +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                        +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                        +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                        +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                        +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

                        *Note the alphabetical order

                        I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                        ? This user is from outside of this forum
                        ? This user is from outside of this forum
                        PEPITO
                        wrote on last edited by
                        #31

                        @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                        You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.
                        The input widgets can be found here -
                        /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                        In the arrays DefaultActionBinds_"control-scheme"
                        and
                        /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                        In the arrays DefaultAxisBinds_"control-scheme"
                        The default inputs are in:
                        \game\Config\DefaultInput.ini
                        And input mappings for PC are as follows:
                        +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                        +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                        +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                        +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                        +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                        +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                        +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                        +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)
                        *Note the alphabetical order
                        I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                        You do not hope. YOU SAVE a lot of time of all people want use your project for prototyping game or something like that. For my mind since i played with ue4 i have seen many community helper giving some tuto you know complete solution to start with and this is very good because when you are indie or even student this type of project i guess "Cardinal Menu" is a gold mine and this can increase significantly your power!
                        I just want to say something last one for people looking for solide base fundation for starting game or any other. this is a MUST USE in his category.
                        Peace

                        1 Reply Last reply
                        0
                        • ParvanP Parvan

                          Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                          @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                          I'm releasing axis mapping and controller support today with the UE4.15 release! It took a while to work the bugs out.

                          Wow! that's awesome work, never would have thought it so fast!
                          Thank you

                          You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.

                          The input widgets can be found here -
                          /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                          In the arrays DefaultActionBinds_"control-scheme"
                          and
                          /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                          In the arrays DefaultAxisBinds_"control-scheme"

                          The default inputs are in:
                          \game\Config\DefaultInput.ini

                          And input mappings for PC are as follows:
                          +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                          +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                          +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                          +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                          +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                          +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                          +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                          +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)

                          *Note the alphabetical order

                          I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                          ? This user is from outside of this forum
                          ? This user is from outside of this forum
                          PEPITO
                          wrote on last edited by
                          #32

                          @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                          You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.
                          The input widgets can be found here -
                          /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                          In the arrays DefaultActionBinds_"control-scheme"
                          and
                          /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                          In the arrays DefaultAxisBinds_"control-scheme"
                          The default inputs are in:
                          \game\Config\DefaultInput.ini
                          And input mappings for PC are as follows:
                          +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                          +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                          +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                          +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                          +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                          +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                          +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                          +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)
                          *Note the alphabetical order
                          I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                          You do not hope. YOU SAVE a lot of time of all people want use your project for prototyping game or something like that. For my mind since i played with ue4 i have seen many community helper giving some tuto you know complete solution to start with and this is very good because when you are indie or even student this type of project i guess "Cardinal Menu" is a gold mine and this can increase significantly your power!
                          I just want to say something last one for people looking for solide base fundation for starting game or any other. this is a MUST USE in his category.
                          Peace

                          ? 2 Replies Last reply
                          0
                          • ? Guest

                            @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                            You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.
                            The input widgets can be found here -
                            /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                            In the arrays DefaultActionBinds_"control-scheme"
                            and
                            /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                            In the arrays DefaultAxisBinds_"control-scheme"
                            The default inputs are in:
                            \game\Config\DefaultInput.ini
                            And input mappings for PC are as follows:
                            +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                            +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                            +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                            +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                            +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                            +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                            +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                            +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)
                            *Note the alphabetical order
                            I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                            You do not hope. YOU SAVE a lot of time of all people want use your project for prototyping game or something like that. For my mind since i played with ue4 i have seen many community helper giving some tuto you know complete solution to start with and this is very good because when you are indie or even student this type of project i guess "Cardinal Menu" is a gold mine and this can increase significantly your power!
                            I just want to say something last one for people looking for solide base fundation for starting game or any other. this is a MUST USE in his category.
                            Peace

                            ? This user is from outside of this forum
                            ? This user is from outside of this forum
                            Dasca
                            wrote on last edited by
                            #33

                            Pepito is right, never seen even a package like this.
                            FIVE STARS TO ALL THE MEMBERS!!!!

                            1 Reply Last reply
                            0
                            • ? Guest

                              @Thaddeus-Delude said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                              You're welcome. Hopefully this saves people a lot of time. Binding can be kind of difficult. The inputs require alphabetical order and sometimes after packaging the game you have to re-order the defaultinput.ini controls back into alphabetical order. The menu system is getting pretty complicated. I forget where things are if I haven't worked with it in a few months.
                              The input widgets can be found here -
                              /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/ControlsSettingsDetails
                              In the arrays DefaultActionBinds_"control-scheme"
                              and
                              /Game/Cardinal/MainMenu/Blueprints/UI/SettingsPanels/RAMA-AxisControls/AxisMain_ByRama
                              In the arrays DefaultAxisBinds_"control-scheme"
                              The default inputs are in:
                              \game\Config\DefaultInput.ini
                              And input mappings for PC are as follows:
                              +ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                              +ActionMappings=(ActionName="Menu",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
                              +AxisMappings=(AxisName="Backward",Key=S,Scale=-1.000000)
                              +AxisMappings=(AxisName="Forward",Key=W,Scale=1.000000)
                              +AxisMappings=(AxisName="LookDown",Key=None,Scale=1.000000)
                              +AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.000000)
                              +AxisMappings=(AxisName="TurnLeft",Key=MouseX,Scale=1.000000)
                              +AxisMappings=(AxisName="TurnRight",Key=None,Scale=-1.000000)
                              *Note the alphabetical order
                              I play tested it for a while. I think I fixed most of the bugs. If you see one, please let me know. Thanks

                              You do not hope. YOU SAVE a lot of time of all people want use your project for prototyping game or something like that. For my mind since i played with ue4 i have seen many community helper giving some tuto you know complete solution to start with and this is very good because when you are indie or even student this type of project i guess "Cardinal Menu" is a gold mine and this can increase significantly your power!
                              I just want to say something last one for people looking for solide base fundation for starting game or any other. this is a MUST USE in his category.
                              Peace

                              ? This user is from outside of this forum
                              ? This user is from outside of this forum
                              Dasca
                              wrote on last edited by
                              #34

                              Pepito is right, never seen even a package like this.
                              FIVE STARS TO ALL THE MEMBERS!!!!

                              1 Reply Last reply
                              0
                              • ParvanP Offline
                                ParvanP Offline
                                Parvan
                                First Cohort Moderator Sherpa
                                wrote on last edited by
                                #35

                                Thanks for the encouragement. We just released a new version that fixes the in editor's default binds being wrong out of the box. PIE PC controls should work fine now.

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                                0
                                • ParvanP Offline
                                  ParvanP Offline
                                  Parvan
                                  First Cohort Moderator Sherpa
                                  wrote on last edited by
                                  #36

                                  Steam friend avatars were fixed. They are not functioning correctly in UE4.15 until Cardinal Menu v170405_415.

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                                  0
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                                    Guest
                                    wrote on last edited by
                                    #37

                                    Hi, I'm triyng to make some test with Cardinal Menu and I found a strange behavior, If you launch 2 PIE windows and on the server windows start a network host and on the client window connect to the server (LAN, no STEAM) the gamemode is not passed to the client and you have olny the default one, just the camera.
                                    Could someone help me with this issue?
                                    thx
                                    Davide

                                    ParvanP 1 Reply Last reply
                                    0
                                    • ParvanP Offline
                                      ParvanP Offline
                                      Parvan
                                      First Cohort Moderator Sherpa
                                      wrote on last edited by Parvan
                                      #38

                                      Is the game instance set? Sometimes it becomes unset for some reason. Especially if you migrate project files.

                                      1 Reply Last reply
                                      0
                                      • ? Guest

                                        Hi, I'm triyng to make some test with Cardinal Menu and I found a strange behavior, If you launch 2 PIE windows and on the server windows start a network host and on the client window connect to the server (LAN, no STEAM) the gamemode is not passed to the client and you have olny the default one, just the camera.
                                        Could someone help me with this issue?
                                        thx
                                        Davide

                                        ParvanP Offline
                                        ParvanP Offline
                                        Parvan
                                        First Cohort Moderator Sherpa
                                        wrote on last edited by Parvan
                                        #39

                                        Guest said in Community Project | Cardinal Menu System Instructions, Help, and Discussion:

                                        Hi, I'm triyng to make some test with Cardinal Menu and I found a strange behavior, If you launch 2 PIE windows and on the server windows start a network host and on the client window connect to the server (LAN, no STEAM) the gamemode is not passed to the client and you have olny the default one, just the camera.
                                        Could someone help me with this issue?
                                        thx
                                        Davide

                                        Just for reference in case anyone else has the same problem: The issue was resolved in the discord channel. The problem was Auto Connect to Server being checked under PIE -> Advanced Settings -> Multiplayer options.

                                        1 Reply Last reply
                                        0
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                                          Zeroneus
                                          wrote on last edited by
                                          #40

                                          Hello there!

                                          In SettingsSubMenu, on Open Detail Container, in the comment Change Apply Settings And Defaults Names,
                                          There is a check if InGameMenu existe "Check If In Game Widget - Can't Use Defaults If In Game"
                                          But this check does nothing ?

                                          I would like to know if we can't do something if In Game VS in menu.

                                          Thanks

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