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What are the most important sounds for you while using JSRS?  

179 members have voted

  1. 1. What are the most important sounds for you while using JSRS?

    • The weapon sounds!
    • The vehicle sounds!
    • Environmental sounds!
    • Explosions, Soniccracks, Bullethits, the sound of danger!
    • The script features like the "distance sounds"!
    • Everything combined! The whole Mod itself is important.


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can someone please post a vid of this?

There you go.

Just a small silly vid to bring across the idea. No editing at all done there.

Shame it doesnt record surround sound.

wukjb1CJRJ8

Thanks AnimalMother ::)

Edited by Mc Speedfreak

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The problems seems to have been fixed (FFARs, swimming, running in water etc), except for environment. I'm still not getting proper ambiance on Chernarus/Utes; sea is missing, general wind in windless conditions near sea is missing. I.e. near the forest there is a loop playing, but not near the sea. Near the sea, there is no sound whatsoever - utter silence :p

I'll drop in the major file that I use in my own ambiance mod, but spare you the actual config details.

Using this method I get unique samples on Chernarus/Utes (based on default world), and Takistan/Zargabad. I'm also using unique animal sounds etc that belong only on certain islands. If you do this fully, be warned that you will end up in volume hell, it's a nightmare to get the configs right, 100% seems impossible. I'm also replacing the NAM sounds. This is just to give you an idea that I know does work. Due to using dubious sources myself, I can't share the actual sounds. I didn't check how you do it yourself.

class CfgPatches {
class BiB_Ambience {
	units[] = {};
	weapons[] = {};
	requiredVersion=0.100000;
	requiredAddons[] = {"CASounds","Takistan","Zargabad","MBG_Nam_C"}; //add "Desert_E" if putting Sand effects outside defaultworld
	version = "2010-10-04";
	projectName = "BIB - Replacement Ambient Sounds";
	author = "CarlGustaffa";
};
};
class CfgEnvSounds {
#include "bib_amb_forest.hpp"
#include "bib_amb_hills.hpp"
#include "bib_amb_meadows.hpp"
#include "bib_amb_rain.hpp"
//	#include "bib_amb_sand.hpp" //Activate for desert like islands
#include "bib_amb_trees.hpp"
#include "bib_amb_wind.hpp"
#include "bib_amb_houses.hpp"
#include "bib_amb_sea.hpp" //sea or lake, not both
//	#include "bib_amb_lake.hpp" //sea or lake, not both

#include "bib_sfx_forest.hpp"
#include "bib_sfx_forestwind.hpp"
//	#include "bib_sfx_hills.hpp" //Activate only for hilly islands
#include "bib_sfx_meadows.hpp"
#include "bib_sfx_insects.hpp"
#include "bib_sfx_rain.hpp"
//	#include "bib_sfx_sand.hpp" //Activate for desert like islands
#include "bib_sfx_trees.hpp"
#include "bib_sfx_wind.hpp"
#include "bib_sfx_housesday.hpp"
#include "bib_sfx_housesnight.hpp"
#include "bib_sfx_houseswind.hpp"
#include "bib_sfx_sea.hpp"

#include "bib_one_birdsing.hpp"
#include "bib_one_chicken.hpp"
#include "bib_one_cock.hpp"
#include "bib_one_cow.hpp"
#include "bib_one_crow.hpp"
#include "bib_one_dog.hpp"
#include "bib_one_forestlark.hpp"
#include "bib_one_frog.hpp" //Deactivate for desert like islands
#include "bib_one_hedgesparrow.hpp"
#include "bib_one_nightingale.hpp"
#include "bib_one_owl.hpp"
#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
//	#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
//	#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
#include "bib_one_skylark.hpp"
#include "bib_one_wolf.hpp"

#include "bib_one_forestbird.hpp"
#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
#include "bib_one_treebird.hpp" //Activate only for islands based on woods
#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
//	#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
//	#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
#include "bib_one_horse.hpp"
//	#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
#include "bib_one_pig.hpp"
#include "bib_one_sheep.hpp"
};
class DefaultWorld;
class Weather;
class CfgWorlds {
class CAWorld: DefaultWorld {
	class Weather: Weather {
		class ThunderboltNorm {
			soundNear[] = {
				"\BiB_Ambience\Thunder\Thunder",
				25.622801,
				1
			};
			soundFar[] = {
				"\BiB_Ambience\Thunder\ThunderFar",
				10,
				1
			};
		};
		class ThunderboltHeavy {
			soundNear[] = {
				"\BiB_Ambience\Thunder\ThunderHeavy",
				20.622801,
				1
			};
			soundFar[] = {
				"\BiB_Ambience\Thunder\ThunderHeavyFar",
				10,
				1
			};
		};
	};
};
class CfgEnvSounds;
class Takistan: CAWorld {
	class EnvSounds: CfgEnvSounds {
		#include "bib_amb_forest.hpp"
		#include "bib_amb_hills.hpp"
		#include "bib_amb_meadows.hpp"
		#include "bib_amb_rain.hpp"
		#include "bib_amb_sand.hpp" //Activate for desert like islands
		#include "bib_amb_trees.hpp"
		#include "bib_amb_wind.hpp"
		#include "bib_amb_houses.hpp"
//			#include "bib_amb_sea.hpp" //sea or lake, not both
		#include "bib_amb_lake.hpp" //sea or lake, not both


		#include "bib_sfx_forest.hpp"
		#include "bib_sfx_forestwind.hpp"
		#include "bib_sfx_hills.hpp" //Activate only for hilly islands
		#include "bib_sfx_meadows.hpp"
		#include "bib_sfx_insects.hpp"
		#include "bib_sfx_rain.hpp"
		#include "bib_sfx_sand.hpp" //Activate for desert like islands
		#include "bib_sfx_trees.hpp"
		#include "bib_sfx_wind.hpp"
		#include "bib_sfx_housesday.hpp"
		#include "bib_sfx_housesnight.hpp"
		#include "bib_sfx_houseswind.hpp"
		#include "bib_sfx_lake.hpp"

		#include "bib_one_birdsing.hpp"
		#include "bib_one_chicken.hpp"
		#include "bib_one_cock.hpp"
		#include "bib_one_cow.hpp"
		#include "bib_one_crow.hpp"
		#include "bib_one_dog.hpp"
		#include "bib_one_forestlark.hpp"
//			#include "bib_one_frog.hpp" //Deactivate for desert like islands
		#include "bib_one_hedgesparrow.hpp"
		#include "bib_one_nightingale.hpp"
		#include "bib_one_owl.hpp"
//			#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
		#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
		#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
		#include "bib_one_skylark.hpp"
		#include "bib_one_wolf.hpp"

		#include "bib_one_forestbird.hpp"
//			#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
//			#include "bib_one_treebird.hpp" //Activate only for islands based on woods
//			#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
//			#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
		#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
		#include "bib_one_horse.hpp"
		#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
		#include "bib_one_pig.hpp"
		#include "bib_one_sheep.hpp"
	};
};
class Zargabad: CAWorld {
	class EnvSounds: CfgEnvSounds {
		#include "bib_amb_forest.hpp"
		#include "bib_amb_hills.hpp"
		#include "bib_amb_meadows.hpp"
		#include "bib_amb_rain.hpp"
		#include "bib_amb_sand.hpp" //Activate for desert like islands
		#include "bib_amb_trees.hpp"
		#include "bib_amb_wind.hpp"
		#include "bib_amb_houses.hpp"
//			#include "bib_amb_sea.hpp" //sea or lake, not both
		#include "bib_amb_lake.hpp" //sea or lake, not both

		#include "bib_sfx_forest.hpp"
		#include "bib_sfx_forestwind.hpp"
		#include "bib_sfx_hills.hpp" //Activate only for hilly islands
		#include "bib_sfx_meadows.hpp"
		#include "bib_sfx_insects.hpp"
		#include "bib_sfx_rain.hpp"
		#include "bib_sfx_sand.hpp" //Activate for desert like islands
		#include "bib_sfx_trees.hpp"
		#include "bib_sfx_wind.hpp"
		#include "bib_sfx_housesday.hpp"
		#include "bib_sfx_housesnight.hpp"
		#include "bib_sfx_houseswind.hpp"
		#include "bib_sfx_lake.hpp"

		#include "bib_one_birdsing.hpp"
		#include "bib_one_chicken.hpp"
		#include "bib_one_cock.hpp"
		#include "bib_one_cow.hpp"
		#include "bib_one_crow.hpp"
		#include "bib_one_dog.hpp"
		#include "bib_one_forestlark.hpp"
//			#include "bib_one_frog.hpp" //Deactivate for desert like islands
		#include "bib_one_hedgesparrow.hpp"
		#include "bib_one_nightingale.hpp"
		#include "bib_one_owl.hpp"
//			#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
		#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
		#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
		#include "bib_one_skylark.hpp"
		#include "bib_one_wolf.hpp"

		#include "bib_one_forestbird.hpp"
//			#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
//			#include "bib_one_treebird.hpp" //Activate only for islands based on woods
//			#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
//			#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
		#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
		#include "bib_one_horse.hpp"
		#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
		#include "bib_one_pig.hpp"
		#include "bib_one_sheep.hpp"
	};
};
class MBG_Nam: CAWorld {
	class EnvSounds: CfgEnvSounds {
		class Default {
			sound[] = {
				"\BiB_Ambience\NoSound",
				0,
				1
			};
			soundNight[] = {
				"\BiB_Ambience\NoSound",
				0,
				1
			};
		}; //Clears the default, I hope...
		#include "bib_amb_jungleforest.hpp"
		#include "bib_amb_hills.hpp"
		#include "bib_amb_jungleclearing.hpp"
		#include "bib_amb_rain.hpp"
//			#include "bib_amb_sand.hpp" //Activate for desert like islands
		#include "bib_amb_trees.hpp"
		#include "bib_amb_wind.hpp"
		#include "bib_amb_houses.hpp"
//			#include "bib_amb_sea.hpp" //sea or lake, not both
		#include "bib_amb_lake.hpp" //sea or lake, not both

		#include "bib_sfx_forest.hpp"
		#include "bib_sfx_forestwind.hpp"
//			#include "bib_sfx_hills.hpp" //Activate only for hilly islands
		#include "bib_sfx_meadows.hpp"
		#include "bib_sfx_insects.hpp"
		#include "bib_sfx_rain.hpp"
//			#include "bib_sfx_sand.hpp" //Activate for desert like islands
		#include "bib_sfx_trees.hpp"
		#include "bib_sfx_wind.hpp"
		#include "bib_sfx_housesday.hpp"
		#include "bib_sfx_housesnight.hpp"
		#include "bib_sfx_houseswind.hpp"
		#include "bib_sfx_lake.hpp"

		#include "bib_one_birdsing.hpp"
		#include "bib_one_chicken.hpp"
		#include "bib_one_cock.hpp"
//			#include "bib_one_cow.hpp"
		#include "bib_one_crow.hpp"
		#include "bib_one_dog.hpp"
		#include "bib_one_forestlark.hpp"
		#include "bib_one_frog.hpp" //Deactivate for desert like islands
		#include "bib_one_hedgesparrow.hpp"
		#include "bib_one_nightingale.hpp"
		#include "bib_one_owl.hpp"
//			#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
//			#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
//			#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
		#include "bib_one_skylark.hpp"
//			#include "bib_one_wolf.hpp"

		#include "bib_one_forestbird.hpp"
		#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
		#include "bib_one_treebird.hpp" //Activate only for islands based on woods
		#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
		#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
		#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
//			#include "bib_one_horse.hpp"
//			#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
		#include "bib_one_pig.hpp"
//			#include "bib_one_sheep.hpp"

		#include "bib_one_snakes.hpp"
		#include "bib_one_gnatcatcher.hpp"
		#include "bib_one_gibbon.hpp"
		#include "bib_one_macaw.hpp"
	};
};
};

Disclaimer: I'm very much into sounds, with some background in sound design, multimedia, composing and remixing, but I'm not really a sound modder as such.

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Yeah and when touching bushes the sound... well it isn't there. I mean take CSM2 for example. Chernarus there sounds good. The same goes for Utes. Here they don't.

Other than that the weapon sounds are lush. Me likes.

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So here are the "few" things for the next Patch I have already fixed so far:


  • A10 - GBU Config fix (missing sounds)
  • Environment Config fix (missing Sounds)
  • Radiochatter Config fix (Conflicting addon)
  • Charge Config fix (from cfg-patches entry)
  • Grenade Config fix (too much space)
  • Smoke Config fix (too much space)
  • Mi17 Config fix (Conflicting addon)
  • Ka52 Config fix (Conflicting addon)

So thats it for the first. I gonna adding some new Bulletbysounds or change them a bit and make them a bit louder. After that I gonna take my full attention for upcoming DLC's.

Jarhead

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A bullet by is when you hear the bullet flying past you and a sonic crack is the bullet making a sonic boom (breaking sound barrier) and you hear this after you fire:)

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Any chance you will fix/add the XM8 sounds?

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UPDATE:

So, here is the Patch 1.0 to 1.1 for J.S.R.S.. Its fixing only some of the problems so please tell me what is now working and what not! (If you cant Download this, try the Link with Morzilla or even Internet Explorer)

I now that not all problems are fixed so far, so don't tell it was an mistake to release the mod in RC Version... I know it was a fault...

So now I try to safe what I can to bring this into real RC Version and brings you an nice gaming... so its again a long night to work and fix... :rolleyes:

So please do me a favor and play a bit with the patch and tell me if something still missing in the RPT or some errors appears. Please only on CO because when playing this in OA Alone or Arma Alone some of the "requirements" are missing of course.

Also try the new XM8 and the MRLS ... I reworked that, so now its a bit more Reallife-like^^

Sry for this mess I was releasing. I know how long some of you was waiting for this...

Jarhead

PS:

Changelog

---------------------------------------------------------------------------

------------------------------------

Patch v1.1 12/07/2010

------------------------------------

Fixed: Missing Bullethits

Fixed: Missing WaterstepsFixed: Missing Swimsounds

Fixed: FFAR/Hydra configFixed: M110 Config Fixed: T72 Config

Fixed: SCAR H Config

Fixed: SCAR L Config

Fixed: Environment Config

Fixed: Explosions Config

Fixed: Radiochatter Config

------------------------------------

Reworked: AKM Config

Reworked: AK47 Config

Reworked: AK107 Config

Reworked: AK74 Config

Reworked: AKS74 Config

Reworked: AKSU74 Config

Reworked: BIZON Config

Reworked: CZ500 Config

Reworked: G36A Config

Reworked: G36C Config

Reworked: G36K Config

Reworked: G36MG Config

Reworked: LeeEnfield Config

Reworked: M4A1 Config

Reworked: M4A3 Config

Reworked: M4AIM Config

Reworked: M4RCO Config

Reworked: M14 Config

Reworked: M40 Config

Reworked: M110 Config

Reworked: M240 Config

Reworked: M249 Config

Reworked: MK48 Config

Reworked: RPK Config

Reworked: PKM Config

Reworked: SA58 Config

Reworked: SCAR_H Config

Reworked: SCAR_L Config

Reworked: M2HMG Config

Reworked: DSHK Config

Reworked: AK74GL Config

Reworked: DMR Config

Reworked: Glock17 Config

Reworked: M4SD Config

Reworked: M9 Config

Reworked: M9_SD Config

Reworked: M24 Config

Reworked: M107 Config

Reworked: M230 Config

Reworked: M240COAX Config

Reworked: PKT COAX Config

Reworked: MP5 Config

Reworked: MP5_SD Config

Reworked: PM Config

Reworked: SA58 Config

Reworked: SPR Config

Reworked: STINGER Config

Reworked: STRELA Config

Reworked: SVD Config

Reworked: SVD_Camo Config

Reworked: YakB Config

Reworked: BulletBys

Reworked: M240 COAX Sounds

Reworked: PKT COAX Sounds

Reworked: MRLS Sounds

Reworked: Abrams Config

Reworked: BMP Config

Reworked: T72 Config

Reworked: AAVP Config

Reworked: Mi17 Config

Reworked: AH64 Config

Reworked: MH60 Config

Reworked: STRYKER Config

Reworked: LAV25 Config

------------------------------------

Added: XM8 Sounds

------------------------------------

great love it , adds alot , keep up the great work, :):yay:

---------- Post added at 08:31 PM ---------- Previous post was at 08:30 PM ----------

great job,love it, keep up the great work im injoying,

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Any chance you will fix/add the XM8 sounds?

oh, I almost forget! Of course... I gonna fix that XM8 and make one for the ACE mod plus HK417...

Could some one with new XM8 please tell me his version of Arma? I mean, if its Arma alone or CO or OA... on my side, the XM8 works fine so far (CO).

Jarhead

PS: Reworked the Explosions Config because of too far/loud explosions from Grenades and small Rockets. Added some new "class SmallSecondary: HelicopterExploSmall" explosions (the explosions appearing by burning Tanks/Vehicles sometimes).

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oh, I almost forget! Of course... I gonna fix that XM8 and make one for the ACE mod plus HK417...

Could some one with new XM8 please tell me his version of Arma? I mean, if its Arma alone or CO or OA... on my side, the XM8 works fine so far (CO).

Jarhead

PS: Reworked the Explosions Config because of too far/loud explosions from Grenades and small Rockets. Added some new "class SmallSecondary: HelicopterExploSmall" explosions (the explosions appearing by burning Tanks/Vehicles sometimes).

I don't think mine is working, I have CO + BAF + PMC. (Edit: Maybe mine is working, slighty bassier than BIS' with a different reload sound. Is that right?}

Also, I don't think you saw my last post, are you planning on doing the Kord/KPVT?

Edited by aeggwards1

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I have a little problem when i connect on my mission i receive an error : JSRS_M230 impossible play-edit this mission depend on download contant has been deleted. But when i make my mission i do it with stock Arma2CO

version=11;

class Mission

{

addOns[]=

{

"cacharacters_e",

"shapur_baf",

"CATracked_E_M2A2_Bradley",

"CATracked_E",

"CAAir_E",

"camisc3",

"caweapons_e",

"ca_modules_functions",

"CAWheeled_E",

"camisc_e_wf",

"ca_l39",

"caweapons_e_ammoboxes",

"CAWheeled_E_BTR60",

"cawheeled_e_brdm2",

"CACharacters_BAF",

"CATracked_BAF",

"cawheeled_d_baf",

"CAAir_BAF",

"ca_missions_alternativeinjurysimulation",

"ca_missions_battlefieldclearance",

"ca_missions_firstaidsystem",

"caweapons_baf",

"ca_baf"

};

addOnsAuto[]=

{

"CATracked_BAF",

"CATracked_E",

"CACharacters_BAF",

"cacharacters_e",

"CAAir_E",

"CAAir_BAF",

"caweapons_e",

"ca_modules_functions",

"CAWheeled_E",

"CAWheeled_E_BTR60",

"cawheeled_e_brdm2",

"ca_missions_alternativeinjurysimulation",

"ca_missions_battlefieldclearance",

"ca_missions_firstaidsystem",

"camisc3",

"camisc_e_wf",

"ca_l39",

"caweapons_e_ammoboxes",

"shapur_baf"

};

Your help would be very appreciate Thx you.

Sry for my english im french Canadian :D

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I don't think mine is working, I have CO + BAF + PMC. (Edit: Maybe mine is working, slighty bassier than BIS' with a different reload sound. Is that right?}

Also, I don't think you saw my last post, are you planning on doing the Kord/KPVT?

Maybe PMC is changing the config entrys. I play with CO and its fine. Hmm, check this later though...

I have a little problem when i connect on my mission i receive an error : JSRS_M230 impossible play-edit this mission depend on download contant has been deleted. But when i make my mission i do it with stock Arma2CO

Your help would be very appreciate Thx you.

Sry for my english im french Canadian :D

Hmm, strange. When editing the mission without JSRS and save it, it should work fine so far. Maybe an error with the config on m230... I check this

Jarhead

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Big question... So if im only using ARMA 2 Standalone, do i need the 1.1 patch or just 1.0rc??????????

and if it turns out i need the patch. what do i do, just copy paste 1.1 folders contents into the 1.0 or load both er..?

Edited by A_Blunt_Rifle

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the Patch is fixing serveral errors and issues... it would be better to install the patch, but I can only repeat that this is only on CO based content. It will fix some of the errors, but there will still the error message of missing addons.

Jarhead

EDIT: I trying to use several sound for Placeholder, so there will be no BIS sound anymore in the Game. My biggest wish is, to change even the Radiochatter sounds (The Voices, not the noises^^) but this would be a work of... months......

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Keep the goods going, cant wait to see the BAF sounds. Also for the Environment fix there is to be an environment pbo file in the patch right? Cause i dont have the Environment pbo or the

Radiochatter pbo in the dl patch.

Edited by 1in1class

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Will come with the next Patch ;) Environment, Radiochatter, Explosions, Grenades, Smoke, Charge, Mi17, Ka52, Gbu.

Jarhead

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Hmm, strange. When editing the mission without JSRS and save it, it should work fine so far. Maybe an error with the config on m230... I check this

Jarhead

Thx and take your time i can play :D

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@LordJarHead,

----About the missing XM8 sound, cause most people now use the 1.56 pathes or PMC DLC, so just add the Value "CAWeapons_pmc" into the "RequireAddons" Parametr, then it will works fine.

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Will come with the next Patch ;) Environment, Radiochatter, Explosions, Grenades, Smoke, Charge, Mi17, Ka52, Gbu.

Jarhead

omg, my radiochatter is missing aaaaaaahhhhh...only kidding hehehe just take your time as darkeclip already said!!

again, thanks 4 your work and time that you put into this mod m8

keep up the good work soldier and...in rock and mods we trust

nice weekend @ll

ps: where the hell did u say is the new donation button or link?!?!

pps: in v0.99B i noticed, that i hardly could hear the radiochatter in ground and air vehicles cause of its "low volume". any chance of tuning that up a bit more!? or could it be possible that everyone sets his on volume in a *.hpp or *.sqf file in userconfig like in GL4 for example!? that would be more than sweet.

over and out

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