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Alsan Teamaro

Alpha Tester
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  1. Like
    Alsan Teamaro reacted to RJ_RodassonJenkins in Heyho people !   
    Greetings !
    I´m still on the way, soon to arrive at the Arkship and looking forward to see what you already managed to create down there.
    Good to know there´s a pub around - hope you´ve got a well sorted top shelve waiting for me to celebrate my arrival. 
    See you out there folks !
  2. Like
    Alsan Teamaro reacted to NoBark in Ohai   
    Hello, just got on the forums and I'm really excited about the game!
  3. Like
    Alsan Teamaro reacted to CoreVamore in Neutrality Signs?   
    "Politically Correct"..... stupidest modern phrase ever.... its either correct or it isn't - politics tends to make things incorrect by default.... food for thought.
  4. Like
    Alsan Teamaro reacted to Veld in Neutrality Signs?   
    It's true that firing at the red cross is a rather extreme example of scumbaggery. But acts of aggression to pretty much any organisation or nation that openly declares themselves as neutral is still technically scumbaggery.
     
    The question is can you get away with it or not: risk or reward. Pretty much everyone (apart from themselves) thought the communist Chinese were dodgy af. Thing is they had enough power to get away with annexing Tibet and they knew everyone hated them already. But still as a powerful nation they had to have the justification of Tibet being 'muh territory'.
     
    America couldn't get away with something like that because they're too 'muh freedom'. They need subtle justifications to attack people like pearl harbor, those damn commies, 911 or those damn middle eastern dictators.
     
    Same can be said for DU. Your org has its own 'muh <insert reason to screw each other over here>'. Or maybe it doesn't. Who knows.
  5. Like
    Alsan Teamaro reacted to Aaron Cain in Neutrality Signs?   
    Probably its better to organize Neutrals in Organizations like the https://community.dualthegame.com/organization/inter-neutral-assembly  And try to negotiate Non-aggression terms with the parties at war. For Tranquility I am already negotiating non-aggression treaties and what i noticed is that there is always a mutual reason that can bring you together and form such a treaty. Just need to have something to offer as neutral. But on the other hand, if you don't have anything at all to offer as organization, what is the purpose of the organization anyway?
     
    Anyway, if anyone is interested in non-aggresion or other treaties with Tranquility just give me a poke on discord.
     
    Greetz AC
  6. Like
    Alsan Teamaro reacted to Xetoxik in Hello fellows!   
    Hey everybody! I've been following this all for awhile now, but not really paid any attention to the forums. Just wanted to let everyone know that I'm here, and if anyone wants to get to know me, go ahead.
  7. Like
    Alsan Teamaro reacted to Deirdre Skye in About Organizations   
    You're right, but this obsevation also apply to democratic process, where people elect a small groupe of people to lead them. However time will tell what will happens in DU. We'll we have stratified and centralised organisation, or more decentralized and consultative organisation? I think this will be an interesting observation to make.
  8. Like
    Alsan Teamaro reacted to MaximusFireFight in .Penalty Of Death.Scaling Ideas.   
    I am a massive fan of the idea of this game, and I wanted to give some ideas to the devs on how dying could work out. Think of it like a scale of 1 to 10.
     
    1: Death had no penalties and is meaningless. When you die, you do not lose any stats or resources, etc.
    2: Death has microscopic effects. Perhaps a very small and short penalty on tasks such as combat, mining, etc.
    3: Now we could consider spawn delays, and maybe inventory losses. Very small and short lasting negative effects. No stats loss.
    4: By now, death might make a player hesitate before putting themselves on the line.
    5: Spawn delay perhaps? 50% inventory loss, lasting negative effects.
    6: Complete inventory loss, stat penalty.
    7: Long spawn delay, no recovery of an items. demoting perhaps. Permanent stat loss.
    8: Loss of any armor or skins on character at death, long delay in spawn. Loss of any ships that were destroyed.
    9: Loss of all items, ships, stats, and other set ups.
    10: Player's character wiped. They will have to start all over and completely lose all bases and ships. 
     
    I hope you consider one of the higher ones. This is a massive game with loads of possibilities. You want death to count, you have to make it important to make the game more immersive and realistic. People have to strategist and think, and not be hot headed and kill everyone in sight. Now is number 10 too far? Most of you would probably think so, but in a game of this scale and this much possibility, you have to make death count so that some random user does not decided to kill just to have fun, everything has to be a risk, just like in real life. You don't see people everyday running around killing others...because there are consequences. You have to turn reality into the game for it to work better as a community. And of course, this is all purely my opinion, I am not saying this is fact and sealed. While the part about reality is slightly true, everything else is purely my thoughts on the matter.
     
    Thank you for reading my ideas
    Maximus
  9. Like
    Alsan Teamaro reacted to IceDown in This looks interesting   
    I just found out about this last week and I'm really interested to see where this goes.  I've played a game that appears similar to this but it is older and quite a bit slower in development.  I'm looking forward to how this game progresses.  My last two major prebuys have been major disasters but they were full releases.  I really am looking forward to third time is a charm situation.
  10. Like
    Alsan Teamaro reacted to Atterus in Greetings   
    Hello hello!
     
    New to the forums here but I've been interested in Dual Universe for a while now, just waiting for a more finished state. I have experience in other builders (most similarly Space Engineers), usually just messing around but occasionally more "RP" oriented games. Pretty laid back, mostly enjoy the designing and experimenting aspects of these kinds of games. When playing with friends I'm usually either in the "mad scientist" or "evil mad scientist" role. I have a particular enjoyment for building weapons systems in Space Engineers, I like to think they are effective.
     
    I've only uploaded one really old SE design to the workshop, but I've maintained similar designs that work with the latest version of SE. I'm hoping they'll work in DU if there are similar mechanics.
    https://steamcommunity.com/sharedfiles/filedetails/?id=737575033
     
    I don't know how similar the physics work in DU compared to SE, but I'm hoping that some of my more "innovative" designs are translatable. I'm looking forward to seeing what comes out of DU!
  11. Like
    Alsan Teamaro reacted to Aaron Cain in The Inter-neutral Assembly, Convention of Neutrality and Mutual Improvement   
    The Inter-neutral Assembly
    https://discord.gg/qRnDGmJ
    https://community.dualthegame.com/organization/inter-neutral-assembly
     
    Unite to the third force in DU: Join the INA

    The Inter-neutral Assembly (INA) is a common place and assembly for leaders of neutral organizations (each member, one vote), providing the proper, equalty and friendly enviroment to meet and colaborate together for common goals.
    Any type of neutral organization can become member through its leader, once he/she signs the Convention of Neutrality and Mutual Improvement (CONAMI), which is also the foundation charter of the INA.
    The INA has a clear vocation to promote, ease and coordinate actions, ideas and initiatives for the common goal of improvement, growing and development, in all areas (diplomatic, trading, industrial, building, tech, military, media, etc) between affine people.
    Belonging to the INA not implies administrative tasks or burden of any kind on the part of the members (leaders), being that INA has its own staff (its founders) to attend the server and keep the community page functional and updated. Thus, all members can come directly to the INA when they have any relevant affair to deal or any topic to propose or vote.
    So, if you run a neutral organization, you're very welcome to join us and, together, be that fresh, strong and healthy third force that we actually are, in Dual Universe.
     
    CONAMI
    Convention of Neutrality and Mutual Improvement
     
    We, the leaders of our respective organizations, freely declare and sign that:
    1. An organization is neutral, in terms of this Convention, if it doesn't support (4) or belong to any belligerent, aggressive, invasive or abusive organization, which arbitrarily use force as a mean to accomplish its objectives, satisfy its own interests or impose its will upon others organizations or individuals, and if
    2. Such a neutral organization only attacks in self-defense, for security reasons and as an ultimate means, to protect its members, properties and goods, or also to protect its partners (and his properties and goods) when those are attacked.
    3. A neutral organization uses fair and clean negotiation to deal any dispute or conflict of interest with another organization, solving them peacefully through diplomacy, according to goodwill, equality and integral respect towards all concerned parties.
    4. When an organization, through its members or policies, assists, facilitates, collaborates or let violent, abusive or aggressive actions or measures from non neutral organizations against neutral organizations, automatically ceases to be neutral in terms of this Convention.
    5. All organizations signing this Convention declare themselves as neutral in these terms and enter in the Inter-neutral Assembly (INA) as members through its leaders, manifesting aswell the common goal of peaceful, harmonious, respectful and mutual development, growing and improvement. Thus they will remain this way as long as they fairly meet the content of this Convention of Neutrality and Mutual Improvement, published by and kept under the custody of INA.
    6. The INA is a common place and assembly for leaders of neutral organizations (each member, one vote), providing the proper, equally and friendly environment to meet and collaborate together for common goals. The content of this Convention can be updated trough the INA, with the majority of votes from the members gathered in assembly.
     
    Signatures (this list will be updated in regular intervals):
     
    - Aion
    - The Foundation of the Ancestral Flame
    - The City Tranquility
    - Tabula Rasa
    - Sovereignty Integral of Tilo
    - Non Dual Universe
    - Ace Tech
     

     
  12. Like
    Alsan Teamaro reacted to BreedLord in Hi   
    Hey everyone...
     
    I must be crazy to "invest" in this game. But i like the idea and hope de developers will achieve what they want...
    Aaand i hope i can improve my creativity ^^ hard to get on the screen whats in my mind...
     
    cya building...
  13. Like
    Alsan Teamaro got a reaction from TitanOfFire in Another New Guy   
    Well, this warm welcome actually costs 100 quanta (ingame money).
     
    Nooo, just kidding! Welcome!

  14. Like
    Alsan Teamaro reacted to TitanOfFire in Another New Guy   
    Hi Guys, just signed up to the forums, looking forward to alpha one whenever that may be so i can get stuck in with this, Iv'e heard nothing but good things, I cant wait!  
  15. Like
    Alsan Teamaro got a reaction from Aaron Cain in Purrrrrrrrrrr, we need petpet   
    A half-man, half-bird can enter?
  16. Like
    Alsan Teamaro got a reaction from Aaron Cain in Tranquility opens its hangar bays for all (RP)   
    They told me there are resorts for parrots, parakeets, agapornis, cockatoos and so on. So I'm packing.  
  17. Like
    Alsan Teamaro reacted to Hughesy in man I cant wait for this game   
    I'm so excited for this game, it has been on my radar for a while and only recently I have decided to investigate. What I have seen so far is something I'm going to be heavily addicted to
  18. Like
    Alsan Teamaro reacted to Shino_Lux in Purrrrrrrrrrr, we need petpet   
    Hiiiiiiiii, Us hybrids can do with some petpet so we purrrrrrr all day. If you love to be part of the hybrid protection and promotion have fun organization, click this link and come join us!!! I'll provide some boxes, small ones big ones, ones to bite, ooh and dont forget the catnip!
     
    https://community.dualthegame.com/organization/purrrrrrrrr
     
    Byeeeeeeee 
  19. Like
    Alsan Teamaro reacted to Shino_Lux in Tranquility opens its hangar bays for all (RP)   
    We found the ship but it needed a lot of rebuilding.
    For now we did the most important repairs and it is functional.
    And although we are still running from the war, this could be a safehaven,
    maybe not even for us alone but also for other refugees or maybe you are looking for a neutral flying city to make your home.
     
    So we opened the hangar bays and some rooms are now filled with beds so we have room for you.
    (needless to say this project will be mainly RP but the flying city will be build and it will have space for you)
     
    And now i sadly have to conclude this communication as i am needed to taste some of the cupcakes charlie made us   Numnum
     
    Byiiiiiiiii Shino
  20. Like
    Alsan Teamaro reacted to Morand in Tutorial: Voxelmancy Essentials   
    Tutorial: Voxelmancy Essentials
     
    This tutorial was made for Landmark. I didn't make the tutorial or play the game but, since it's based on the same technology, we can assume that it will work pretty much the same.
    It starts with the very basics and ends with some more advanced concepts.
     
    Whether or not you have already tried Dual Universe, this tutorial should be able to help you to understand this awesome (but very difficult to master) technology which is the Voxel.
     
    As a voxel beginner, I think I am not the only one who yelled at these crazy little voxels, "WTF happened?! I didn't ask you to do that!"
     
     
     
    The Inner Space of Voxelmancy
    Voxel Characteristics
    First of all…and this might hurt your brain a bit…a voxel is NOT a shape. It’s not the 1x1x1 cube shape you add with the smallest ADD brush.
     
    Actually, a voxel is a point. The different points (voxels) are connected to each other by lines (vectors). Those vectors form the outlines of the “cubes” that you see in the world when you use the ADD brush. (In other words, it takes many voxels to add enough vectors to make a shape.)
     
    When you use the building tools to change the shape of the cubes you see in the world, what you’re actually doing is dragging one (or more) of those voxel points into a new location…and then all those connecting lines move too, thus changing the outline of the shapes you see.
     
    There are only TWO voxel characteristics that matter to builders.
    The position of the voxel The material applied to that voxel’s cube space Also, for the purposes of this document, there are only four terms that matter:
    Voxel : The point in space that is the end point of one or more vectors. Vector : Any line connecting two voxels together. Shape : Any collection of vectors that outline an area thus creating a contained shape. (The default shapes are cubes, but voxels are easily moved around to create almost any shape. See below.) Cube space: In game terms, the natural "cube space" around a voxel is the same volume of space used by the ADD brush when you place a 1x1x1 cube into the world. Voxels *usually* live within their cube space, but can also comfortably live outside of it. However, the voxel is *always* associated with that cube space.    
     
    What data is in a voxel?

    Imagine a grid of dots. (Each dot is a voxel.)



    Now imagine that each of those dots is connected to its neighboring dots by lines (vectors).



    Now, stack that up so that it’s in three-space. Voila. You have a decent representation of the voxel points in their natural “healed” cube-like state.


    NOTE: The positions of the voxels, in the rigid formation shown above, is the natural “healed” state of the voxels. The resulting shapes created by the vectors connecting them are what we normally see as “cubes” (and which, erroneously, we all have been calling voxels even though those shapes are actually composed of voxels instead.)
    When you move one of the voxels, the vectors connected to it also move. Thus, you change the shape of any cube seen as soon as you move a voxel.



    So just remember…everything is connected. You can’t move one thing without moving another. All the different welding, recopying, and smoothing tricks you may hear about are just different techniques to get these dots to end up in positions that make cool shapes.

    Last but not least: Cube space. The world is gridded out into cube space. (NOTE: Cube space is the same size as the smallest ADD brush when in cube mode.) By default, voxels live along the edges/corners of these cube spaces and the resulting vectors connecting them look like cubes.

    Normally, voxels need to stay within their cube space. However, there are building techniques that let a voxel wander out of its normal cube space. This is how shapes that are bigger than a cube are created. Voxels can also be smashed down into the center of that cube space, which allows the creation of smaller shapes as well. Roaming vectors let voxels wander WAY outside their normal cube space, but that gets pretty hairy to explain so we’ll discuss it some other time.
     
     
    What Material is on the Voxel?

    Material, in this case, is the material you chose from the Element Tray. (Example: Red Lumicite is a material. So is Hammered Gold or Raw Iron.) When a material is specified for a voxel, that changes its appearance in the world.

    That’s it. There’s only two special cases that might not be immediately obvious:
    Air. Yes, air is a material. Air voxels act *exactly* like regular voxels. They are just painted with a 100% transparent material, which is air. Default terrain. Everything in the world that has notbeen changed by a player is designated as “default terrain”. It has less data than a user-changed voxel so that we can optimize the heck out of stuff that players haven’t changed. The important characteristic about this default terrain is that it cannot be copied. (Its data structure is simpler and doesn’t have all the dots/vertices described earlier.) The other important thing to remember is that HEALing a voxel returns it to this “default terrain” material. And that’s why you can do nifty stuff with healed earth. These latter two special cases (Air and Default Terrain) cannot be directly selected with the selection tool. So the only way you can “grab” them is by also grabbing another nearby shape that’s painted with any of the other materials in the game.

    Side Note: What is a Roaming Vector?

    When we added Roaming Vectors to the game (6/26/2014), we increased the precision of lines and shapes quite a lot. This was done by “borrowing” nearby voxels and letting them “roam” outside of their normally allowed cube space. This means that nearby shapes sacrifice some of their own definition so that another shape can get one or more extra voxels added to it, thus providing more possible vectors, which enables that shape to have more detail.
     
     
    Pasting Dominance

    There is one thing to keep in mind as we go through the rest of this doc. Any item that you are pasting into the game is dominant. All the voxels within that copied area will keep their relative positions. This means that any shapes nearby are likely to change shape slightly as their voxels reconnect to these new voxels, and the vectors connecting them are changed.

    This “dominance factor” can be very useful when fixing any warpage that occurs, because any current data is overwritten by a paste. That lets you “re-weld” voxels and vectors by pasting in small bits that are the desired shape.
     
     
    Voxelmancy Techniques

    Okay. Now let’s talk about the various building techniques the community is using.

    Micro-shapes & Anti-shapes

    NOTE: Players have been calling them microvoxels and antivoxels, but that makes this discussion harder to follow when talking about voxels in conjunction with these shapes, so we’ll refer to the microvoxels as micro-shapes, and antivoxels as anti-shapes. (Sorry for the switch.)

    Both of these kinds of shapes are really just normal shapes that appear to be different. (It’s still useful to give them names for easy reference, but the point is…they’re still just normal shapes composed of voxels and vectors.)

    When you smooth a regular shape down into a micro-shape, you’re essentially just taking all the voxels the cube was composed of and squashing them down toward each other so that the resulting shape is a very small cube.

    Side note: Just to expand your mind, you’re also enlarging the air cubes around your brand new micro-shapes because you’re dragging those connected voxels away from the center of those shapes. Right? Everything is connected.

    Still, it’s cool, right? That voxel *looks* smaller and that make it useful for lots of building stuff.

    So what’s an Anti-shape? It’s exactly the same thing as a “micro-shape”. But its material is “air”. So it’s (currently) tricky to make, but it behaves in all other respects exactly as a smoothed-down (micro)shape. You just can’t see it or select it directly, because it’s made of air.

    Why do micro-shapes warp other nearby shapes?

    Remember how the voxels in a micro-shape are squished toward the center? Well, when you copy that micro-shape, you are really selecting the positions for the voxels that constitute that micro-shape.

    When you copy that shape into place near another existing shape, the vectors of the existing shapes are forced to attach to the voxels in your micro-shape. The game knows that what you *want* is for the thing you copied to paste as true as it can, so it connects the vectors from other nearby shapes toward the voxels you smashed into the center of your shape and this can cause warpage on the neighboring shapes. Make sense? Again, everything is connected.

    “Strings”

    So now let’s paste several of those new micro-shapes in a row, one cube space apart from each other. What happens? They stretch into strings! So cool!

    But no, that’s only what it looks like. What’s actually happening is that you pasted one micro-shape down (composed of a bunch of voxels and vectors) and then you copied another identical micro-shape in the cube space next to it. When you did that, the vectors from the previously pasted MV stretch out to connect to the voxels in the new one you pasted, and the resulting shape looks like a line. (Remember, the last shape pasted is dominant and everything else warps to it.)

    There is a convoluted process that force the end points of the string to align to the normal voxel borders. This technique creates “Antivoxel strings” and is Example 4 in the section below.
     
     
    Warping vs Non-Warping Shapes
     
    There’s a bunch of techniques designed to create objects that don’t warp neighboring shapes, but ultimately, there is only ONE way to avoid warping.
     
    That way is to ensure that the voxels in the shape you are pasting are aligned in such a way that they don’t cause the vectors of a neighboring voxel to move.
     
    That’s it. Just don’t make the vectors move and your shapes won’t warp.
     
    To make that seem simpler, here’s a few images. These images don’t show all the voxels. They show the shape instead and the normal “cube space” that the voxels for that shape live within.
     
    Ex 1: Micro/Anti voxel
    Regular “microvoxel” or “antivoxel”: This shape lives in the very center of its normal cube space. It will warp EVERYTHING IT TOUCHES because any neighboring voxel will extend its vectors out to reach the voxels in your micro-shape.
     
     
     
    Ex 2: Microvoxel strings
    Any “string” that is created by pasting two of these centered MVs together will still cause warpage everywhere it touches because the end points of that string are in the center of the cube spaces they represent.
     

     
    Ex 3: Any shape with a “normal border” flat edge
    This shape would not cause warpage *if* it is pasted onto something along its bottom side. (Example: If you pasted it onto a flat floor.)
    It would cause warpage if it was situated next to any shape above, or to the left/right of the shape, because those neighboring vectors would be forced to extend outward to connect.
     

     
    Ex 4: Antivoxel strings
    This is the shape that many people call an “AV string”. This is a useful shape because it still looks like a thin bar, but its ends are exactly at the “normal” cube space border and is in the center of the shape. Because it’s situated properly, any normal cube connected to either end of this string will not cause warpage of the block it’s touching.
     

     
    So What’s a MegaShape?

    Honestly, it’s just the exact opposite of a microvoxel or antivoxel. Players have been calling this a Megavoxel. (And again, for the purposes of this document, we’re going to start calling this a “Megashape” instead to avoid conflict with “voxel” conversations.)

    Instead of crushing the voxels in your shape down toward the center, you’re stretching them outside the normal cube space borders of your voxel instead. (In other words, you’re making all the neighboring air voxels smaller so that your current voxel can seem bigger.)

    That’s it.

    But the shapes are still useful because they create the appearance of behavior that you normally can’t achieve.

    So how on earth do you go about stretching the voxels of a shape outward? Answer: You don’t really. Instead, what you do is you crush in the voxels of a neighboring shape, thus dragging the voxels outward in the shape you want to enlarge. That’s why people create a megashape by pasting micro-shapes nearby. They are forcing the voxels to drag outward toward those micro-shapes.
     
     
    Warpage in General
     
    Isn’t it annoying that you can create a really cool shape, it looks totally awesome, but then it deforms the heck out of stuff when you paste it near anything?
     
    Well, the truth is…you’re just *seeing* the warpage for the first time when you paste it in next to the new shape. That same warpage was occurring originally also. You just couldn’t see it because when you made the shape, it was surrounded by air. Those nearby air shapes *did* warp, but you couldn't see them.
     
    Voxels always connect to other voxels via vectors. When one voxel gets dragged outward or inward, it tends to drag neighboring voxels along with it slightly to smooth out the “curve” of a voxel face as much as possible. And that’s just about it. But it’s happening on EVERY voxel all the time every time you smooth shapes or paste shapes or even when you remove shapes.
     
     
    Inlay Technique

    The last major building technique to cover here is the “Inlay Technique”. This is probably the coolest trick that any builder can learn, as it allows you to do a ton of curvalicious detail that's not possible to do otherwise.

    We won’t take the time to describe applications of this (there are many player tutorials), but here are some details of how the process works:

    Step 1: Select any-sized area of non-air shapes as long as that area is only one cube space thick.
    Step 2: Take any other area of any design and paste it once above your object from Step 1, and then once again below it.

    This forces the “sandwiched” object to realign its vectors and voxel positions to match the object that was pasted above and below.

    Why? Because the game is trying to preserve the data of the object that you are pasting. It’s NOT trying to preserve the shape you created in Step 1. Thus, the sandwiched object in Step 1 gets all its voxels realigned to match the object above and below and when you copy that slice out of the sandwich, you’ll see that it has been transformed accordingly.

    Make sense?
     
    Sources : Smokejumper, forums.daybreakgames.com
     
     
     
  21. Like
    Alsan Teamaro reacted to Aaron Cain in Tranquility opens its hangar bays for all (RP)   
    With new partnerships, non aggression treaties and commercial deals we are on track with Tranquility.
    The future looks bright, Tranquility will fly.
     
    If you are interested in any of our businesses or want to know what we can offer, please let us know
  22. Like
    Alsan Teamaro reacted to clonewars222 in DU will have "one of the most complex crafting systems players have seen in gaming"   
    LOL crafting world be nice but hopefully  rewarding!!  ??
  23. Like
    Alsan Teamaro got a reaction from clonewars222 in DU will have "one of the most complex crafting systems players have seen in gaming"   
    Crafting, crafting, OMG, just give me more of that....

     
  24. Like
    Alsan Teamaro reacted to Agilulf in Novean Almanac - issue 4 out now   
    Issue 2 is out now!
     

    (pdf, 2 mb)
     
    Contents: War on the Battlefield & War in the Arena, Non-English-speaking communities
  25. Like
    Alsan Teamaro reacted to Zedian in Zedian's Introduction   
    Hello i am known as Zedian in-game (Jordan RL),
    i'm 24 years old and from the Netherlands.
     
    I played a wide variety of games in the past:
    EvE online War Thunder League of Legends Project Cars 2  
    And plenty more while always keeping the need for multiplayer preferably online.
    I am really excited about the potential of this game and to see you guys all in the universe out there!
     
    Feel free to ask questions if you have them.
     
    Over and out.
    Zedian (Jordan)
     
     
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