DIARY

day by day the journey to complete Horns Of Canzo

by Sterlino

(Go directly to the begin)

DATES

2002

2003

2004

2005

2006

Dec

Apr

Jul

dec

 

dec 19 dec 12 dec 10 dec 06 dec 05

apr 20 apr 11 apr 9 apr 3

Jul12 jul11

Dec 30

 

November

feb

Jun - may

 

 

nov 30 nov 23 nov 20 nov 16 nov 12 nov 07 nov 05 nov 01

feb 24 feb 21

Jun06 May29 may23

 

 

october

genuary

april

 

 

oct 30 oct 28 oct 24 oct 21 oct 19 oct 18 oct 13 oct 11 oct 10 oct 09 oct 08 oct 05 oct 03 oct 01

gen 31 gen 23 gen 13

Apr20 apr02

 

 

september

 

Mar - Feb

 

 

sept 29 sept 27 sept 25 sept 23 sept 22 sept 15 - start of the diary

 

Mar17 Feb29 feb05

 

 

 

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Dec 30 2005 - it's been a long time since the last wroten, a small update, some screenshots about HOC2, I'm working like the hell to this mission - I never thought to quit the project - stay tuned for more update SOON. !

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Jul 12 2004 - Finally I decide to go on with the Dromed and HoC 2. It is just great and the work is at 30 percent. SlyFox give to me some wonderful samples of Garrett's voice, a new shop is just built and is very functionally, better than the 1st mission's shop, Sluggs promise me a customised object, Uncadonego is working on a couple of long voice samples too.... so as you can notice the best AS YET TO COME.

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Jul 11 2004 - after a month from the last release I decided to drop a deluxe version where some final details are now completed. Hearing from some of you I thought to set up these things:- the doors that can't be opened now are unfrobbable.- the keys disappears once used on the right door, so no more "dozen" or keys...- a couple of scroll added to help someone to find something you know...that's all. obviously is only a couple of details... so everyone has just played from the 1.03 version I suggest to not download it again.

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Jun 6 2004 - a detail about one objective that doesn't check off forced me to release another version of 1.03, the version 1.03 "b" it's just available from a week and you can find it out in the missions page. Biohazard offers to me the new spacehost in the Circle and I am proud to be present in that site.

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29 may 2004 - another bug fixed and another version uploaded. Now the version available is 1.03 and I really hope it will be the last. Anyway I decide to not use again the host of Epithumia cause it was too much used. Now I'm looking around searching for a new hosting and new possibility.

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23 may 2004 - The final release of 1st mission it is now available and uploaded on the site Host of Epithumia. Now I will take a little pause, then I will think about the possibility or not to build up the next chapter with the Thief III editor.. everything at this point is possible... we will see. By now thanks to all who has the patience to wait until now, good luck and good play to everyone... ! – Sterlino

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Apr 20 2004 - the very first release of HoC was a total disaster full of Bugs, now fixed I'm going to release a new version 0.95b. I'm not sure it will be the last, but it's more clean and functionally.

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Apr 2 2004 - Some news take me away to set up a new graphic solution for the sky details... Now with the .tga format I have success to create a really valid sky and distant art that surround the player. I think also this is the very last modification to the mission. Now it's ready to the beta testing... give me the time to post new screenshoots and to organise the final folder of the game.

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Mar 17 2004 - A new configuration for the site, ready to the drop of the 1st mission - A long way up - prepare yourself to download at least 92mb of file. features: mission and 2clips (credits and prologue)

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Feb 29 2004 - Some unexpected things pull me away from my major final develop of this mission. Now, finished the demo of a shop in game and a little fan mission for contest 5, I'm back to set all the necessary things to release HoC with a Big BOOM. I must get some hard decisions about the codec to use for the clips and some final adjustment on the mission.

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Feb 05 2004 - Hi people finally a new post. Sorry for the lack of time, but now we go to the final countdown for the 1 mission of three. "A long Way up" is ready and I'm going to test it all - Nightwalker helps me this last week to correct any mistake on scrolls and books. Lord Alan Promise me an help for the Hostspace where to put the mission. Warning it will be at least of 190MB. This first release contains a couple of Movie (the introduction clip and the credits). I suggest to take a look at the minimum system request cause I've set all a little up then the previous configuration. Another thing is the tutorial of "a shop in game". I've decided to release the demo of the tutorial only after the release of the mission. Next news, in few days, stay tuned...

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April 20 2003 - looking all around and seeing some old and new missions to see a confront with HoC. Well, now my work looks very good, only Cosas, Calendra and a few more have the same graphic impact... Hmmm, there is something's wrong in here, we will see somehow. After a couple of messages me and Alexius (from the Hammerite's Empire) we decided to put a link on both sites and I am very grateful to him for the audience.... go and take a look of his project, it's very interesting....

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April 11 2003 Now the Inn has been rebuilt at all and with some compromise is well stable. The screenshot n°1 is confirmed and real.

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April 9 2003 the Inn in the 1st screenshot looks very interesting, but though I've push the Dromed to the limits cause the screenshot you can see it's only a little side, when I turn (in game) on the right it crash without mercy. sigh!

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April 3 2003 - totally revised bushes and trees with the help of the catalogue of Thorin Oakenshield. Thank you Thorin, this list is a great help for me. The inn looks very good, now I concentrate my work on the wallclif. A problem with the flowgroup, how to change that ?

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Feb 24 2003 - After the pause return to work. The mission of Alan tells me to do my best to make a better job. His fortress is very beautiful. Well finally I'm done the details of the distant art, a really hard passage but now is fantastic ! You can play and see all around to you the sky the sun (that is falling on the horizon) and the mountains. In some locations as the fall the result seems so wonderful, I'm happy.

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Feb 21 2003 - Then, after a couple of weeks behind the scenes I'm back with a good news about my friend Alan. He's near to complete his mission and ask to me to do a beta-tester. I agree and I'm impatience to see what he did. the work is really hard to me and the problems of the real life calls me without ending, need a little pause for HoC now.

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Gen 31 2003 - Ok. The friend of mine come to look at. This time He fortunately said: "very well now". And so after that I can tell to all the world that I'm done !! hmmm.....but not the whole work is done only the big initially bang, the rest is sooo far away :(. stay tuned for more news about - how much long you must wait to play this crazy mission. Next on this site.

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Gen 23 2003 - Here we go. Now the sky is just amazing, in perfect according to the atmosphere of the mission. Trying to catch a good set up for some traps. Next Monday the new examination by a friend of mine, wishing well....

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Gen 13 2003 - Welcome back my friends to the show that never ends..... Spend some time behind the scene to understand how to do something and some traps, the work still go on be patient and you will see. Sure I'm not in the state to participate to the Komag's contest anyway good luck to every DromederMaster.

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December 19 2002 - yesterday night came to my house a friend of mine, looking to my works he said: "hmm, I don't like that kind of walls with woods texture, seems too much fake, too bad...!". SGRRR, this kind of things make me mad. This is good, this is bad..... after 10 minutes a work of 2 months was destroyed by a lot of insolent critics. But he was in right, the texture I have got for the forest are not so good as I though on the start of the works. Some solutions, by some points of views, aren't really "at the top"..... so it begins to be a serious trouble cause I don't want to drop this mission, ….."there can be only one...." !!! and if this job doesn't kill me I will complete it someday and somehow. So, today I have start to re-arrange some things, saying goodbye at some textures and some walls... and here we go. I've put some lights in some place and they make some effects that I've though well before on paper projects... this is good. Creating a valley where some beautiful animals (I don't want tell you what kind) are starving, waiting for someone like Garrett to finally eat. (hehehe). Interesting. Dear friends, this project is not dead, still SERIOUSLY alive ! (look to the screens if you don't agree).

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December 16 2002 - WOW, Rebuilt the whole first part of the map(also the waterfall too), Incredible it's the 3rd time I rebuild the map and every time I retry this work I spend minus times than before, a sign of experience gained I presume. I've used more air brush than solid and I've reduce drastically the number of effects on the waterfall, from a part of 20 effects now I have 3 only effects !!! and the beauty of the fall remain the same as before!! The forum of TLLG have some trouble so I post some explanation of this great job tomorrow or early the next week before the holidays.

 

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December 12 2002 - A SHOCK, you won't believe this

This is really Incredible and Unbelievable: I found the real reason that made my job so hard just from the start !!! That revelation makes me jumps from my chair smashing directly to the ground !!! I've got a real KO for my mind.

SO

It was the basic law of ‘"building polygons with an editor"’ that I missed, this is what I suspected (see 22 Sept 2002) and that makes me fear a big mistake.(you will not believe this) From the start I opened the Dromed (don't ask to me why) with the grid rotated on 45 degree and it forced me to create all with that angle !! So everything I placed on the map didn't collide with anything !!!! It made me crawling into the madness...(see October)

Now I really feel like the master of Jackass, why the Lord madethis to me ??!Then... after an half hour to heal from that thunderbolt's shock something begin to moves in me, something like an incredible force of "revenge" with the Dromed. That force is possessing my soul and my arms begins to move with frenzy. Pushing all the buttons and creating all the things that I can with a speed and a power unknown until now I'm moving to rebuild all for the final time !!!

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December 10 2002 - the Winter's holidays are near and some hard decisions awaits me. I've put in order the side off of the water fountain near the village (see screen) after several hours of hard work now it looks very nice. The final question is: to rebuild or not the waterfall point ? (it will be the 3rd time!!) arghhh...

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December 6 2002 - FINALLY, after 2 months of work I've complete the ring ! the first map now is closed and 'complete-able'. ouch, what immense job to do for a single person. Now I can concentrate my strength to the buildings and various aspect of the gameplay. After seeing some screens from the fantastic Editors group ' Hammerite's Empire ' I try to build some interesting things. A new shot (6) demonstrate the little waterfall built on the wood, I think it's very nice. What do you think about ? the study about the true and imaginary dimension of garret in the real world lead me to think to resize most of some structure, cause they are not " appropriate " to the entrance of Garrett.

For now and the future message in this journal: excuse me for some inappropriate use of the English grammatical, but is the best that I can do in this conditions of work. (and yes, .....I am a classic Italian guy...).

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December 5 2002 - for a couple of days I've been busy to watch a new good acquire: star trek the motion picture director's edition dvd. It is so beautiful that take me away from anything for just 2 complete days. Then with the help of Tim Murray (that send me a particularly kind of texture needed) I begun to work on the mines. A new shot of the village is on the number 4.

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November 30 2002 - after a week of build external things like bushes and trees I've decided to finally start the way of the village. The first building seems to be very interesting (I've a paper artefact of that for reference).

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November 23 2002 - ok all the whole map is rebuilt now. The riverbed on the wood now works finally good. No more conflict, no more disturbing error messages, now all goes very very well. After all I've reach some experience to build in a more and faster easily way.

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November 20 2002 - At last I've begun to rebuild the whole project. Now, after two days of intense work, the waterfall zone is rebuild and looks different from the original idea but it works very good.

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November 16 2002 - terrible day. I am just a step to resign to build this mission. The problems are so big and bad that I've decide to rebuild the whole (my God) project once more again. My first trouble is to contain the water and sky texture in way that not tire the Dromed. Pray for my sanity...

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November 12 2002 - finally we got the new screenshots (go to the index). I've downloaded a new set of textures that make me feels sooo good, we will see how to use them well.

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November 7 2002 - I try to understand the nature of flash images to upload the screenshot by myself but I've made some disaster. If you look at 4th screen u will understand what I mean. Alan said that near Sunday he will give to me a better way to update the site and make it easy.

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November 5 2002 - After a big mistake on the low part of the fall I've rebuild a lot of things about a woodhouse. The 2nd guardpost is now up and the passage on down the water is now all relocated. I have some screen to post, may be after a couple of day....

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November 1 2002 - Death wish - Really I wish to be death after this: I've relocated all the parts on the 1st guardpost cause there where wrong with the way of the water... I begin to work it on, but it will take several days to be finished. pray for my sanity.

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October 30 2002 - It seems so hard, really hard. Today the desperation is endless. A new bug founded on the first passage of the wood forced me to rebuild for the 12th time (for really) all the set up of the objects and the position of all the polygons in that zone. Something about the light and the texture going in conflict. Anyway after a long night as result I've cut away the 50percent of objects with a good re-location of the older and all seems much better stable now.

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28ottobre2002 - sto completando la seconda guardiola ed il ricalcolo del percorso dell'acqua e' finito. Alan mi ha mandato via mail il font originale per gli screenshot del sito ma non riesco ancora a capire come fare... misteri del linguaggio flash. Il gazebo nel boschetto (di cui qui nel sito si vede uno screen quando ancora non lo avevo ultimato) e' da ingrandire, continuo a sperare che una volta finiti tutti i rifinimenti esterni il dromed regga tutto. Pregate per me. Per il fine settimana mettero' la storia in inglese e poi forse iniziero' il diario in inglese per la gioia (o disperazione) del mondo.

Oct 28 2002 - I'm finishing the second guardpost, the rebuild of the riverbed is done. Alan gives to me (with an email) the original font for the screenshots in flash format. I didn't yet understood how to make them by myself... mystery of the flash language. The gazebo in the wood is too small, at the end of the week i will put the story in English and then (maybe) I will start (for the joy or the desperation of all) the diary in English.

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24ottobre2002 - Esterni, esterni, esterni !! Sono davvero stanco di costruire ambientazioni esterne e sono solo a meta' lavoro..... vedendo i vari screenshot di Cosas non posso che sentirmi attratto da quelle architetture cosi' belle e luccicanti, davvero complimenti a Todd, Hollming e a tutti gli altri.

Oct 24 2002 - Outplaces, outplaces, outplaces !! I'm very tired to build only external places and i'm only at the half of the job ..... watching some screenshots from COSAS I felt in love with those so beautiful and brightly architectures, very compliments to the COSAS's team.

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21ottobre2002 - sono abbastanza soddisfatto di come stiano procedendo le cose (segnalazione di errori a parte) ho messo a posto tutta l'area1 (quella della cascata) e ora e' tutto dannatamente stabile, tanto che mi sono entusiasmato parecchio nel simulare la caduta... sono molto indeciso sulle texture definitive per la guardiola.

Oct 21 2002 - I'm enough satisfied about how the things are going on. (bad errors apart) I put in order all the whole 1st zone (the place with the waterfall) and now is incredibly stable, enough that I went to some fun testing the fall from the waterfall.. I'm a little undecided about the textures for the guardpost.

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19ottobre2002 - Warning!Didn't Grab Complanair Case ! questo messaggio mi ha sorpreso e chiedendo un po' sul sito dei TTLG ho capito che il mio metodo di costruzione dei poligoni non e' stato proprio per cosi' dire "appropriato" ed il dromed mi fa' intendere che continuando in questa maniera protrebbero verificarsi degli errori gravi, staremo a vedere, intanto ho pensato ad alcuni passaggi segreti che potrebbero dare un spessore interessante alla missione.

Oct 19 2002 - Warning! Didn't Grab Complanair Case ! that message surprised me at all, asking on the TTLG's forum I understood that my building method is not appropriate and the Dromed suggests to me that going on in that way it will compromise the final result, hmmm..... we will see... In the mean time I thought about some hidden places that would give more atmosphere to the mission.

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18ottobre2002 - Un'ennesimo problema di luci mi ha fatto arrabbiare al punto tale che ho tagliato due punti della mappa e li ho uniti in un modo "anomalo" tramite un piccolo passaggio nella roccia.Tuttavia non sembra male, magari lo lasciero'...Ho anche pensato di costruire una minimissione di preludio a Horns cosi' I tempi lunghi di lavorazione saranno piu' lieti con un antipasto.Prego solo di riuscire a finire ogni cosa prima di thiefIII altrimenti l'interesse ora alto dopo potrebbe affievolirsi.

Oct 18 2002 - Another hated problem with lights that made me so angry that I cutted off two points of the whole map and I tied them into a strange way. Anyway doesn't look so bad, may be i will leave it as it is. I also thought to create a small prelude's mission, I only prey to finish the job before the release of THIEF 3 !!

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13ottobre2002 - Un gravissimo problema di luci, provocato dal ritocco alle texture eseguito due giorni fa allo startpoint, mi ha costretto a cambiare alcune visuali e cosi' ho snellito anche la partenza. Poi sono impazzito nel cercare la texture giusta e capire quale misura sia piu' "leggera" da digerire per la cpu, dopo vari salvataggi e tentativi sono tornato alla texture principale che avevo piazzato gia' all'inizio della costruzione cambiandone pero' la misura globale da 16 a 17.

Oct 13 2002 - A very bad problem with the lights, caused by some resetting of the textures two days ago, forced me to change some visual then I rebuilt also the startingpoint place. After that I went into the full madness into looking for the correct texture and understanding what is the best method to let the Dromed swallow them in the most easily way. Some saved tests and then I went back to the basic texture that I just used at the start of the work but changing the global size from 16 to 17.

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11ottobre2002 - Sono riuscito a ridurre del 40 per cento gli air brush nei punti piu' "caldi". Ora mi potro' concentrare sui dettagli. Ora ho bene in mente il fatto che la missione sara' composta da 3 distinte parti: I corni di giorno, di notte e l'assalto alla rocca.

Oct 11 2002 - Many of the useless Airbrushes are now deleted. At this time I can use all my energies on the details. I thought better about the size of the mission: it will be of 3 different parts, the horns by daylight, the horns at night and the final assault at the Fortress.

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10ottobre2002 - Ho completato il primo guardpost (di cui c'e' uno screen), oggi pero' non e' una bella giornata perche' ho capito che dovro' ridimensionare tutta la mappa perche' cosi' com'e' e' troppo ambiziosa, rischio di arrivare sul piu' bello e trovarmi senza piu' risorse disponibili.

Oct 10 2002 - The first guardpost is completed (I've made a screenshots of this), but today is not a good day cause i realised that the map is too much ambitious, the risk is to find myself at the top of it without more resources.

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9ottobre2002 - voglio riuscire a sistemare alcune cosette per fare altri screen da mandare, ora che il sito lo posso aggiornare anche da me sara' piu' semplice(imprevisti permettendo).

Oct 9 2002 - Want to set up some little things to upload some screenshots, now that the website is mine I can update it by myself without any problems.

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8ottobre2002 - Ho rincominciato a costruire la strada che porta verso il paese, dopo le solite difficolta' enormi sono riuscito a farla anche se e' tutta da "addobbare".

Oct 8 2002 - going back to the street building i found the usual huge difficulties but I successful made the way, I missed only the objects to add on it.

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5ottobre2002 - Mi sono riguardato il film: Excalibur e nelle prime scene appare una bellissima ambientazione boscosa con tanto di fiumiciattolo che scorre, ho perso tutta la giornata nel tracciare I punti salienti di quell'ambiente e riprodurli nella missione. Alla fine sono solo a meta' lavoro.

Oct 5 2002 - I saw (for the 1.000.000 time) the movie: Excalibur and in the first two acts there were a wonderful forest with a nice river that flows, i've lost all the day to understand how to build a place like that in Dromed. I'm only at the half of the job's done.

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3 ottobre 2002 - Rielaborato il cielo ho deciso di abbandonare la costruzione della strada finche' non avro chiarito alcuni aspetti del cielo. Proprio per quello mi sono dedicato allo studio del cielo con texture, I risultati ottenuti alla fine mi hanno davvero entusiasmato. In pratica ho ottenuto (per cause ancora da chiarire bene) due possibili effetti magici, la nebbia in una percentuale bellissima e mai vista ed il cielo di giorno come quello visto in Melian's Method. Implementero' entrambi.

Oct 3 2002 - I decided to drop the building of the street until I will not understand the problems about the sky. Just for that I begun a study of a tutorial of the Sky creation with textures, the results gained at the end were good and they excite me well ! In few words I gained two kind of magic effects: a perpetual fog and a daylight sky just like the one that I saw in the mission Melian's Method. I will use both of those effects !

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1 ottobre2002 - nel creare finalmente il tratto di strada che costeggia la cascata di un fianco e inizia a salire mi sono accorto dei primi problemi di conflitto luci con il dromed. Ho avuto cosi' tanti problemi ed errori che alla fine ho dovuto rivedere completamente il progetto iniziale della porzione di cielo, ridimensionandola e tagliando altre zone un po' sospette. Accidenti un primo e vero duro colpo che proprio non mi aspettavo.

Oct 1 2002 - in the mean time that I create the street that follow the left side of the waterfall I founded some first problems and errors. Those errors were so big that at the end I've been forced to revise the idea of a special kind of Sky. The part of sky makes the Dromed crash so I must resize it at all.Damn.. a first very bad thing that I never expected.

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29sett2002 - Un giorno di pausa e mi sono rimesso di nuovo al lavoro, studiando un po' un sistema valido per la creazione di locazioni il piu' possibile credibili, per questo ho visionato alcune foto e filmati di boschi ed affini e poi mi sono messo a cercare delle texture, ho notato quelle forest e mi sono piaciute anche se non so' ancora come utilizzarle esattamente..vedremo.

Sept 29 2002 - A day of pause then I restart the work, studying a method to create more realistic place I watched some photos and movies about woods and forests then I begin to look for new textures, I noticed some default forest's textures in Dromed, I liked but I don't know yet how to use them exactly, we will see...

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27sett2002 - dopo due intense notti in bianco credo di aver ottenuto un risultato davvero entusiasmante di una spumante e fatale cascata a precipizio, vedremo in seguito di rilocare I vari punti chiave di questa trappola mangia-Garrett.

Sept 27 2002 - after 2 long blank nights I believe to have reach a very good result of a sparkling and deadly waterfall, we will see how to re-locate the various keypoints of that Eat-Garrett's trap.

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25sett2002 - Per l'idea della cascata (che avevo gia' in mente prima di iniziare) ho dovuto aprire altre missioni demo personali per studiare l'acqua e gli effetti ottenibili senza andare ad alterare cose troppo complesse dell'editor per non appesantire il pacchetto file finale. Filosofia che intendo tenere anche per tutte le altre cose (texture,poligoni,personaggi,ecc...)

Sept 25 2002 - About the idea of the waterfall (that I thought just before the beginning) I opened some other personal demo missions to study the water effects to understand a way to maximise the wonder without create a big file size. Philosophy that I want to use for any other thing (textures, polygons, AI, etc)

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23sett2002 - Mi sono reso conto che dovro' impiegare mesi solo per la stesura del terreno finche' non trovo un sistema di compilazione alternativo e piu' rapido dei poligoni.Intanto ho piazzato la base della gola con il letto del fiume principale piu' qualche sasso (oggetto).

Sept 23 2002 - I realised that I will spend months only to create the terrain map until a new alternative and faster method of editing will be understood. In the meantime I placed the first part of the valley with a riverbed and some Rock boulders.

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22sett2002 - Uno dei primi problemi che mi hanno tenuto impegnato in questi due giorni sono la disposizione dei cubi d'aria, e' molto difficile creare alterazioni del terreno, per fare un piccolo tratto di qualche metro virtuale ho impiegato 5 ore ! Se continuera' cosi' impieghero' 2 anni prima di arrivare a completare la prima mappa.Sospetto che ci sia qualcosa che non ancora non conosco e che mi permettera' in futuro di fare piu' in fretta e meglio.

Sept 22 2002- One of the first problems that holds me busy in those two days are the location of the polygons AirBrushes, seems to be very difficult to create some different level of the floor, to make a small track of some virtual Miles I've spent 5 hours ! If the difficulty will remains the same I will complete the first part of the map in 2 years !! I suspect there is something That yet I don't know and that will lead me in the future to build more fast and Better.

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15sett2002 - Oggi, nel giorno del mio 31esimo compleanno ho deciso di inziare quel progetto che tenevo chiuso nel cassetto da parecchi mesi: la creazione di una missione per thief2 the metal age. Pur non avendo nessuna conoscenza dell'editor di livelli Dromed confido nelle mie possibilita' di creare una missione che attiri su di se' tutta l'atmosfera e la magia che questo grande gioco riesce a trasmettere. E' anche un modo per testare le mie capacita' artistiche che troppo a lungo ho voluto censurare.

Sept 15 2002 - Today, in my 31st birthday, I decide to start a long delayed project: the creation of the most ambitious mission for THIEF II the metal age. As long as I haven't any idea how to work with the Editor "DROMED" I am sure about my possibilities to create a mission that owns the whole atmosphere andMagic that Thief2 could give. It's also a way to test my artistic skills too long time hidden in me.

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Please note: In the original version on this diary, from sept15 02 to october28 02, I wrote only in Italian, now I converted full in English but I also choose to leave the Italian version near the new parts, sorry – as usual – for the bad use of the grammatical.