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Topics - Pecon

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1

AutoModerator is a server mod for utilizing publicly available machine learning models via API to automatically moderate your server's chat. You can even fine-tune what sort of things it is sensitive to, with 8 different moderation models to utilize. Contrary to what I might be implying in the title, this mod does not implement any machine learning in torquescript as that would be horrendous. Rather, this uses Google's Perspective API to brown townyze chat after it is sent. This mod obviously cannot completely replace human moderators, but it can help moderate chat in extremely hectic situations, and can help keep your server more peaceful when there are no moderators online.


Features:
  • Keep your server moderated to some degree 24/7. Give your fleshbag human moderators a break.
  • Unbiased and impeccable scrutiny.
  • Highly customizable sensitivity. Choose what moderation models to care about, what models to ignore, and everything in-between.
  • Keeps records separately from clients. Clients rejoining won't make the AutoModerator forget what they have done.
  • Accountable. Admins are always notified about the AutoModerator's decisions, and those notifications are also logged in the console for your record keeping.
  • Fault tolerance. In the case of a service outage, chat is cached and brown townysis re-attempted until service is available again.
  • Experimental mode. You can set AutoModerator into an 'experimental mode' in which it will never take actions, but will inform you of the actions it would take under its current settings. This makes fine-tuning your sensitivity values to fit your needs much safer.
  • AutoModerator will never betray you. Probably.


Installation:
  • Acquire a Google API key with the Perspective API enabled. Follow these instructions until you have created an API key and enabled the API.
  • Download Server_AutoModerator.zip
  • Place it into your add-ons folder.
  • Start a server with Server_AutoModerator enabled.
  • Take the API key from step 1 and do /autoModeratorSetKey <your api key>.
  • Shut down the server. This will ensure the package preloader is installed correctly and your API key saves.
  • (Optional) Open Server_AutoModerator.zip and edit settings.cs to configure your settings.
  • Host anything you like with Server_AutoModerator enabled!


Settings and configuration:

AutoModerator has a lot of settings. To edit the settings, you simply open settings.cs from within the zip file and edit the settings to suit your needs, then restart your server. The comments in the file explain what each setting does.

Of these settings, the sensitivity settings are probably the most important. These settings show the 8 models the AutoModerator can evaluate chat by. A higher value in a category will make the AutoModerator care more about that category and take action more quickly when a user's chat violates that category. A value of 0 will completely disable that category. As long as a value is lower than 11, it is impossible for the AutoModerator to take action based off of a single message, but it will take action when it sees a trend of violations in that category. How quickly it determines that trend is based off the sensitivity value.

Available moderation models:
  • Toxicity - A general model aimed at detecting behavior that will generally drive people away from discussions.
  • SevereToxicity - A general model also aimed at detecting behavior that will drive people away from discussions, but focused on much more 'severe' behavior which overlooks a lot of behavior that could be considered more acceptable in informal communities.
  • IdentityAttack - A model that detects language that attacks a person or group's identity.
  • Insult - A model that detects insults.
  • Profanity - A model that detects profane language. (Default configuration disables moderating this category)
  • Threat - A model that detects threats of harm or injury towards other people or groups.
  • loveuallyExplicit - A model that detects language that is highly loveual. (Default configuration disables moderating this category)
  • Flirtation - A model that detects flirtatious language, pickup lines, etc. (Default configuation disables moderating this category)

Default values for moderation models in settings.cs:
Code: [Select]
$autoModSensitivity["Toxicity"] = 1.5;
$autoModSensitivity["severeToxicity"] = 4;
$autoModSensitivity["IdentityAttack"] = 5;
$autoModSensitivity["Insult"] = 4;
$autoModSensitivity["Profanity"] = 0;
$autoModSensitivity["Threat"] = 2;
$autoModSensitivity["loveuallyExplicit"] = 0;
$autoModSensitivity["Flirtation"] = 0;

In addition to these, there are also settings for changing the AutoModerator's name, adjusting the time of mutes, writing custom warning messages, and configuration for running your own middleware if you so desire.

Commands (Super-admin only):
  • /autoModeratorSetKey <api key>
  • /toggleAutoModerator

Attack of the middleware

Unfortunately, the Perspective API requires an HTTPS connection to connect to. This means that Blockland cannot connect directly to it, and some 'middleware' is required which Blockland connects to via HTTP, and the middleware then performs the HTTPS connection to the API to request chat brown townysis. AutoModerator is pre-configured with a public middleware I am hosting, so really you don't have to do anything about this if you don't want to. However, if you wish and have the capability you may want to run your own copy of the middleware. The greatest benefit to running your own middleware would probably be that you don't have to rely on the uptime of my server for your AutoModerator. If you want to run your own copy of the middleware, you can download a copy of it here: https://leopard.hosting.pecon.us/dl/qeorw/middleware.php. Once you have set up the middleware, you can change the middleware settings in settings.cs to configure your AutoModerator to use it.


FAQ:

Q: How does the AutoModerator punish players?
A: When a player triggers the AutoModerator, they will first receive a warning letting them know that the AutoModerator doesn't approve of their chat behavior. Subsequent incidents that trigger the AutoModerator for the same category of behavior will cause mutes of increasing duration (the durations can be modified in the configuration). The AutoModerator will never ban/kick players.

Q: Can this prevent spam/moderate gameplay problems?
A: No. This is only a chat moderator. And, at least for the moment, it doesn't deal with chat spam either.

Q: Will this stop me from saying [...] on servers??
A: That will depend entirely on how the host decides to configure the AutoModerator. By default, the AutoModerator is fairly lienient and will let you do just about anything at least once without triggering; but the host could easily decide to change the behavior to be more or less sensitive.

Q: Is this an invasion of privacy? Will the AutoModerator remember everything I say forever and stalk me on myspace?
A: Chat sent to the brown townysis API is fairly anonymized. Usernames are not sent alongside chat, and typically lacks conversational context. Additionally, the fact that most AutoModerators will run through the public middleware means that the chat coming from your server will be mixed up with the chat coming from any other servers also using AutoModerator. Sorting through this information to track people or log their chat in any meaningful way would be basically impossible. That being said, all chat sent to the brown townysis API is recorded and used to further train the machine learning models; but it's anonymous data.



2
This userscript will hide your recent actions from public visibility in the "Who's Online" list by overwriting them with a view to the board index. This does not work 100% of the time, but it should be more than enough to keep your actions generally more private.

This userscript works by hooking the click event on all urls on the forum, and quickly requesting the board index before navigating to the link. Normally you might think it would be better to simply request the board index after each page load, but this does not work since there is a ~8 second cooldown before your last action can be updated again. Hooking only the urls also means that what you are doing could be revealed if you refresh the same page over and over again rather than navigating using the links on the page. As far as I can tell there isn't much of a better way to go about this due to the cooldown on last action updates.

To install this, you will need a userscript manager such as Greasemonkey (for Firefox) or Tampermonkey (for Chrome), or something equivalent since there are multiple others out there.

https://pecon.us/userscripts/incognito.user.js

3
Off Topic / oops ignore
« on: May 25, 2019, 08:49:00 PM »
.

4
Been a long time since I posted an update about this, because this design overhaul had me working on the forum system in a staging environment for over half a year before it was ready to be used publicly. This update adds a template-based theme system, which while still not 100% complete does at least give the forum the modern look and responsive design it's been in dire need of. Additionally, a number of new features have been added such as the ability to view the posts of users, a session manager that keeps people logged in between visits, and more minor things.

Previous topic: https://forum.blockland.us/index.php?topic=318994.0

Github repository: https://github.com/Pecon/Agora

Features:
 - Template-based theme system. (Similar to making themes for Wordpress)
 - Modern default theme with fully responsive design.
 - Session manager. (UI for users to control their sessions is planned but not done)
 - Avatar system that supports animated gifs and static images up to 100x100px, and with high quality resampling of larger avatars.
 - Uncomplicated code (No unexplained regex, things are generally written in a pretty straightforward manner)
 - All features supported without Javascript (Javascript still enhances some features)
 - Powerful BBCode parser written specifically for Agora (No regex used. Very straightforward to edit.)
 - Optional email address confirmation system
 - Private messaging system
 - Lack of feature bloat (or an excuse as to this list being short)

To-do:
 - Add more user preferences and controls
 - Add boards
 - Add more admin tools and further improve existing ones
 - Search feature

If you would like to help, the most needed things right now would be:
 - A default favicon.
 - A background image/texture, maybe.
 - Suggest a nicer (open source) font for the default theme? There have been some complaints about the current one.
 - You may also make a pull request if you would like to contribute code changes or submit a new default theme.

Note, if you want to make a theme that is just a color edit, I plan to make a separate functionality for themes to have different color schemes which users can individually choose to use. You shouldn't make a new theme just to change the colors, and if you want to make a color scheme for the Twilight (default) theme just let me know and I'll keep you updated for when color schemes are added. Making a theme is only for if you want to completely redesign the look and layout of the forum.

Additionally please keep in mind that if you wish to contribute, you cannot use any copywritten materials. So for example if you made a banner graphic, it can't feature any image or photo that isn't original work or in the public domain. Some good sources of public domain images can be found at creative commons, nasa, or a few other select places that produce content exclusively for public domain use.

Screenshots:

The thread index


A thread


A user's profile


If you're interested in testing out the forum system, a link to the testing forum can be found on the github page.

5
Modification Help / Boss Battles Content Dump
« on: January 27, 2019, 09:38:31 PM »
This is a dump of most of the add-on files in Boss Battles. Many things were redacted for various good reasons, but for the most part everything is here. This is from a snapshot of the server in 2017, so some small changes that were made since then are not reflected in this dump.

Do not release add-ons from this dump unless you know what you are doing. Lots of the add-ons in this dump have cross-dependencies, rely on some inherent feature of the Boss Battles server, or require special configuration which makes them unfit for release as-is. Some of the dependencies may have even been removed from this dump. Thoroughly test anything you decide to try to use from this dump.

https://pecon.us/storage/Boss_Battles_Add-Ons.7z

6
Add-Ons / Gag Mute
« on: January 26, 2019, 09:16:56 PM »
Gag Mute
Version 1.0




Commands:
/gag [name]
/ungag [name]

Translates all chat from the gagged player into ballgag.
Ballgag persists through deaths and won't get overwritten by other images. Filter and ballgag do not persist between reconnects.

Credits:
Pecon - Code.
Trogtor - Model.
Dominoes - Test subject. Probably consented to this.

Server_GagMute.zip

7
General Discussion / Boss Battles week (again)
« on: January 18, 2019, 08:15:42 AM »
It's that time again! For no particularly good reason whatsoever, I'm hosting boss battles again for the upcoming week. Be sure to drop by soon if you want to re-experience this horrendously overtooled gamemode!



In case you missed the last hosting event, here is basically what has happened:

- Boss Battles was hosted for a week on november 4th as a nod to the 'anniversary' event that used to happen every year at that time. Had Boss Battles been hosted through last year, it would have marked the 7th anniversary. I did not make a topic during this event, which is why you probably missed it.
- A lot of music has been improved and a few new tracks have been added.
- Players who originally donated $20 now have access to a small selection of tracks that used to be hidden. Obviously this is a highly exclusive privilege, since it has not be possible to donate for a very long time now. (And no, I won't be re-opening donations. It would be stupid to donate to a dead server.)
- The Rotondo boss is now the 1000 Degree Knife boss, which features a player model by Conan. It is effectively the exact same boss but just with a new appearance. Contrary to what people might tell you, even the hitbox of the boss is exactly the same as before.
- There are probably some other things but I don't really remember them. Bug fixes probably.

8
General Discussion / Boss Battles is up this week
« on: September 07, 2018, 05:22:47 PM »


It'll be up until about next sunday. Point earnings are 5x higher than normal so that you can make reasonable progression in the short timeframe.

9
The official mega.nz Chrome extension was compromised and updated maliciously to steal user's passwords to various online services including Google, Amazon, Microsoft, Github, and various cryptocurrency wallets. The extension has already been removed and disabled, but if you had it installed any time in the past few days you should immediately change your passwords for all the affected services. The Firefox extension was not impacted.

Quote
Unfortunately, Google decided to disallow publisher signatures on Chrome extensions and is now relying solely on signing them automatically after upload to the Chrome webstore, which removes an important barrier to external compromise. MEGAsync and our Firefox extension are signed and hosted by us and could therefore not have fallen victim to this attack vector. While our mobile apps are hosted by Apple/Google/Microsoft, they are cryptographically signed by us and therefore immune as well.

https://www.zdnet.com/article/mega-nz-chrome-extension-caught-stealing-passwords-cryptocurrency-private-keys/
https://thehackernews.com/2018/09/mega-file-upload-chrome-extension.html

10
Off Topic / 10 years ago I made an account
« on: September 04, 2018, 07:18:55 PM »
https://forum.blockland.us/index.php?action=profile;u=10369

I'm one day off but whatever. Time well spent.

11
Off Topic / Userscript - Please don't remove my avatar thanks
« on: July 23, 2018, 01:28:50 AM »
Simple userscript that prevents the update profile page from setting your avatar to nothing.

This is not infallible, double check that the radio box isn't present before updating your profile.
Credit to Jia for putting their avatar on the line to test this method initially.

https://pecon.us/userscripts/avatar_ductape_fix.user.js

Edit: I made a tiny mistake which caused the script to not run if you accessed the profile settings via a certain link. Make sure you're on v1.1.

12
Off Topic / Agora (forum system) development thread
« on: May 19, 2018, 09:31:28 PM »
The issues with the bbcode parser here at the BLF inspired me to resume work on this project of mine. Agora is a lightweight forum system focused on fast performance (both on the server side and for the client) and a small storage footprint. The design of the forum is somewhat inspired by SMF, but I plan to do a major overhaul of the theme structure in order to enable a much more device-aware design so that it works nicely on both desktop and mobile devices.

Old topic: https://forum.blockland.us/index.php?topic=309127.0

Github repository: https://github.com/Pecon/Agora

Features:
 - Robust bbcode parser (tables!)
 - Avatar system that supports animated gifs and static images up to 100x100px, and with high quality resampling of larger avatars.
 - Uncomplicated code (No unexplained regex, things are generally written in a pretty straightforward manner)
 - All features supported without Javascript (Javascript still enhances some features)
 - Powerful BBCode parser written specifically for Agora (No regex used. Very straightforward to edit.)
 - Optional email address confirmation system
 - Private messaging system
 - Lack of feature bloat (or an excuse as to this list being short)

To-do:
 - Add boards
 - Add more admin tools and improve existing ones
 - Overhaul visual design
 - Search feature

If you would like to help, the most needed things right now would be:
 - A default favicon.
 - A background image/texture, maybe.
 - You may also make a pull request if you would like to contribute code changes.

Keep in mind that if you wish to contribute, you cannot use any copywritten materials. So for example if you made a banner graphic, it can't feature any image or photo that isn't original work or in the public domain. Some good sources of public domain images can be found at creative commons, nasa, or a few other select places that produce content exclusively for public domain use.

Screenshots:

The thread index


A thread


A user profile


If you're interested in testing out the forum system, a link to the testing forum can be found on the github page.

13
Games / RogueType - An in-browser roguelike game (v2.1.3)
« on: January 04, 2018, 08:40:49 AM »

RogueType is a browser-based roguelike game created by yours truly, and features original music by Jazz Cat. The only system requirements are an ES6-compatible web browser, keyboard, and preferably a widescreen display. This game is 'finished' in the sense that it can be fully played through and is beatable, but in reality it's still pretty far from complete. After playing for a bit, scroll down and read about the additional features I plan to implement. I do not plan to make any money from this project, it's just for fun.


Out of both laziness and an odd desire to make my own map for the game, I opted to not use random map generation. However, most elements of the game are still randomized (e.g. potions, weapons, item drops, combat rolls...). Custom maps can be created manually through a relatively simple text file, and the game readily supports loading third party maps simply by entering the url of the map. Custom maps you've loaded will even persist in the drop down menu between reloads assuming you don't clear your cookies. There is currently only one guest map created for the game by Zeustal, but if other people contribute good maps I may make them default to the game. I know I'm not talking about the gameplay a whole lot here, I think it's best to just try it than try to explain it all here.

Planned additions:
 - Armor
 - Throwable potions
 - An extra boss or two for people to use in custom maps to make things less repetitive
 - Fountains and altars
 - Prologues / random character backgrounds, and epilogues.
 - Shops?
 - Quests, followers, and other friendly NPCs?
 - Vision?
 - Real pathfinding?





Want to create a map for RogueType? I'd recommend playing the game through to the boss at least before attempting this, since it gives you a better feel for everything. Other than that, you really just need a text editor and an online text sharing site (ideally one you log in to so that you can update your map later if you want to), something like pastebin or github gist. Once you've got that download the standard map for reference so you can ensure you're doing things right. Simply use a text editor (or ideally ascii art software) to make your map, and use the table below for reference when placing things in your map. If you use a text editor, you'll probably find it's easiest to first fill the entire contents of the map with walls and then use the insert key to write over individual tiles within it.


x - A solid wall.
. - Open floorspace.
S - The starting point for the player, only one.
+ - A normal door
= - A stronger door
M - A common monster spawn
! - A high-level monster spawn
? - A common item spawn (mainly potions for now)
T - A rare item spawn (mainly weapons for now)
F - Boss stage trigger door (only place one of these, ideally the boss room should face southwards from the door)
B - The Boss.
P - Exit portal that finishes the game after The Boss is killed.
Note: Any characters in the map which are not recognized as valid types will display as errors in-game.


More information can be found on the Github page: https://github.com/Pecon/RogueType/

14
I know some of you here are somewhat of enthusiasts, anyone know what handguns would likely work best for both self defense and be easy to train with no prior experience? I plan to get safety classes, but need to bring an already owned weapon to them. I've already reviewed the requirements on buying in California, did the practice test with no issues since it's obviously mostly common sense. My eventually plan is to get a concealed carry permit, but that shouldn't be a factor in what I'm buying now since it's a long way off.

Some of the classes I looked at called for a .380 or greater caliber, so I'd probably want to look in that range? Also keep in mind that my arm-strength is pretty below average, so I'll need something with little recoil. Doesn't need to be something with a long life either, since I'll likely buy something more specialized later on.

15
General Discussion / Pecon's Technic Fortwars - Rules updated
« on: November 17, 2017, 08:18:05 PM »

Synopsis

Technic Fortwars aims to replicate much of the same appeals of traditional Fortwars minigames, with a few important differences. The main difference is that rather than all weapons being free to use, each player has 'resources' which regenerate over time and influence what weapons and items they can summon into combat. Generator and factory bricks influence the creation of additional resources, creating a path of progression where the player builds their base to be able to produce more powerful weapons and vehicles. Additionally, a system is in place which keeps players who are building separate from those who are fighting, allowing them to build stress-free and at their own pace. This style of gamemode is in stark contrast to something like Base Raiders, because it by design encourages artistic freedom going into people's bases rather than just quick and dirty builds.










Rules

1: Do not be a jerk. This includes using the difference in modes to annoy people in the opposite mode. (ie. don't go spraycanning people who are fighting, and don't annoy people who are building with weapons, etc.)

2: Don't build floating bases. If you have a raised sniper platform or something it should be reasonably possible to reach by walking. Towers are generally okay as long as they're a complete stucture. Floating/unreachable bases ruin the fun and force other people to sink to your own scummy tactics.

3: Do not build in a way that interferes with other player's builds. Building bridges/walkways into/onto other bases will get your bricks cleared.

4: Don't post links in the chat that aren't relevant to Blockland.

5: Don't utilize any exploits that circumvent the general game mechanics. Those exploits should be reported so they can be fixed.

6: Don't build on the mesas (similar to rule 3). I'd generally have liked that to be possible, but the mesas are partially floating so building on them didn't work out. If they get fixed in the future, maybe.

7: Be respectful in the chat. I feel like this should go without saying, but if you're verbally abusive or make very derogatory
remarks about other players you will be muted, at a minimum! Repeat offenses will result in a ban.



Frequently Asked Questions

Q: How do I fight?
A: When you first join you'll need to first build a base. You cannot fight until you have built a base and set a spawnpoint in it using the /setspawn command. Once you've done that, you're free to do /combatmode and start fighting other players in combat mode.

Q: How do I get weapons?
A: Once you are in combat mode, you will have a tool in your inventory that lets you buy weapons for resources. You cannot spawn items on bricks beforehand, as this would defeat the buying mechanic.

Q: What's the 'Technic' part of this?
A: Basically, there is a technic bricks tab in the brick selector which has generators and factories. When you have both generators and factories in your base, they increase the rate and limit of your resources. Generators also are used to power many events which require energy.

Q: How do I get more resources?
A: See above answer.

Q: How do I get more tech points?
A: You will earn approximately 1 tech point for each kill you get in combat mode. You also earn about 1/8th of a tech point for each enemy factory or generator you disable.

Q: Do generators do anything other than power factories?
A: Yes, generators are needed to power most events.

Q: Can you refund/move generators and factories?
A: No. Be very careful with your placement.

Q: How do I fix a generator/factory that is on fire?
A: Use a repair wrench on it. You get one for free while you are in build mode.

Q: Do things save when I leave?
A: All things you have built and your tech points are saved and loaded.




Quick-start guide

Step 1: Build a baseplate to start your base.

Step 2: Build a base. (optional)

Step 3: Place a generator and factory in your base (from the technic bricks tab). The strongest start using the 15 tech points is one Basic Factory, a Gas Generator 1, and a Gas Generator 2. You need both generators and factories to increase your resource production.

Step 4: Set a spawn in your base with the /setSpawn command.

Step 5: Enter combat mode with /combatmode

Step 6: Open your tools and buy a weapon(s) using the 'buy weapon' item in your inventory.

Step 7: Kill players to earn tech points.

Step 8: Return to build mode with /buildmode

Step 9: Build more generators and factories to unlock more resources, ability to buy new weapons (and eventually) vehicles.

Step 10: Repeat from step 5!




In-depth explanations

Generators
Generators have three values: their tech point cost, their energy production per tick, and their armor. Obviously, when you plant a generator it'll deduct it's tech point cost from your tech points. Every tick (5 seconds) all your generators will recharge and contain energy () equal to their energy production stat. This energy is used by factories and events, explained in the next section. When a generator takes damage from a bullet, the damage is reduced by it's armor stat. The player who shot it will get a message that their attack was ineffective if the armor fully mitigates the damage. When a generator is destroyed, it will break like any other brick for 30 seconds and then respawn. After respawning, it will be on fire and the owner will have to hit it with a repair wrench to make it work again.

Factories
Factories have four values: their tech point code, their load, their capacity (not shown on brick image), and their armor. Planting a factory buys it for it's tech point cost. Every tick (5 seconds), all the energy that was not used from your generators in the previous tick is pooled and then processed by the factories. The total amount of energy that can be processed is equal to the combined load values of all your factories. Processed energy becomes resources () at a rate of 1% (ie. 100 energy becomes 1). Factories also passively increase your total resource capacity by their capacity value. When a factory is destroyed, it will break like any other brick for 30 seconds and then respawn. When a factory takes damage from a bullet, the damage is reduced by it's armor stat. The player who shot it will get a message that their attack was ineffective if the armor fully mitigates the damage. After respawning, it will be on fire and the owner will have to hit it with a repair wrench to make it work again.

Events
Most events require energy () from generators to work. Players can also provide some of their jet energy to power small events if there are no generators around. The amount of energy used by an event depends on the effect and scales significantly with certain things such as spawnProjectile, heal, zap, and rechargePlayer.

Brick damage
In technic fortwars, all bricks have a health value proportionate to their volume. When hit with a projectile weapon (anything other than melee and the Sniper) or within an explosion, they lose health if the owner of the brick is in combat mode or is offline. This means that players in build mode cannot have their bricks destroyed. When a larger brick drops below 30% health, it'll make a crumbling sound to indicate that it's close to being destroyed. Destroyed bricks respawn after 30 seconds with full health. Baseplates connected to the ground have a massive health boost that makes them very hard to destroy. Any brick that has taken damage can have the damage reversed with a repair wrench.

Teams
Players can generally team up by giving each other build trust. Players with trust won't damage each other or their bricks, can set spawns on each other's bricks, can ride vehicles together, and obviously can build bases together as well. Teamed players cannot share resources, items, or generators/factories, as this could defeat the progression of the game. Players can also create 'guilds' to organize themselves and have their own private teamchat. Guild commands: (As non-guild member) /createguild [guildname] (As guild leader) /invite [playername] /dismiss [playername] /promoteleader [playername] /disbandguild (As any guild member) /leaveguild /listguildmembers. Players within a guild have a private teamchat that can be accessed with the normal teamchat key. Guilds are only a grouping/communication mechanisim, you still need build trust for the game to treat you like teammates.

Credits:
Conan - Custom bricks and models, built mesas
Zeustal - Thread logo, built lots of roads, Cat.
Swollow - SWeps
Tophat - Seemingly infinite patience and administration

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