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  1. That sort of tone doesn't fly in our forums.
  2. I narrowed down this issue to the following line when msaa is "2" or greater: // Line 226:renderer/FrameBuffer.cpp qglRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, format, width, height); In the function, "FrameBuffer::AddRenderBuffer()": 217 void FrameBuffer::AddRenderBuffer( GLuint &buffer, GLenum attachment, GLenum format, const idStr &name ) { 218 if (buffer != 0) { 219 qglDeleteRenderbuffers(1, &buffer); 220 } 221 qglGenRenderbuffers(1, &buffer); 222 qglBindRenderbuffer(GL_RENDERBUFFER, buffer); 223 GL_SetDebugLabel( GL_RENDERBUFFER, buffer, name ); 224 225 if (msaa > 1) { 226 qglRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, format, width, height); 227 } else { 228 qglRenderbufferStorage(GL_RENDERBUFFER, format, width, height); 229 } 230 231 Bind(); 232 qglFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, buffer); 233 } As I stated in the first post, this issue is not present when "r_multiSamples 0". So, the following code path is fine: // Line 228:renderer/FrameBuffer.cpp qglRenderbufferStorage(GL_RENDERBUFFER, format, width, height); Also, if "qglRenderbufferStorageMultisample()" is called with msaa as "0", that is also fine. // Line 226:renderer/FrameBuffer.cpp qglRenderbufferStorageMultisample(GL_RENDERBUFFER, 0, format, width, height); I guess this is a bug in the Glad library. I found this by commenting out code related to "r_multiSamples" and narrowed it down. @duzenko @stgatilov What's a good next step?
  3. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  4. DarkRadiant 3.0.0 is ready for download. It took a while, but DarkRadiant 3.0.0 is finally available. Most of the time has been spent on improving DarkRadiant's renderer, which now features shadow mapping support of up to 6 lights. It's still not matching the engine's output (especially in terms of performance), but it should be faster and much more helpful than it was before. The effort that has been put into the renderer rewrite plus the bigger changes in the previous few releases make the jump to the next major version feel more than justified. Besides of that, a lot of non-renderer issues have been resolved in this release too, next to some fine usability improvements. For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.0.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! And I'll gladly repeat myself, by thanking all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.14.0 Feature: Realtime shadow mode Feature: Allow way to hide some entities in Create Entity list Feature: MD5 Animation Viewer: show current frame & total frames Feature: MD5 Animation Viewer: jump to frame Feature: DarkRadiant warns about missing .darkradiant file on load Feature: Ability to center 3D camera on selected entity Feature: Cut functionality to complement copy and paste Feature: Save user settings by application version Fixed: Free Rotation not working anymore, can only rotate along 3 axes Fixed: DR crash with combination of mouse buttons pressed Fixed: Git Sync Exception: too many redirects or authentication replays Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Fixed: Selected Skin not showing in ModelSelector Fixed: Reload Defs takes longer every time Fixed: ForceShadows materials are not casting shadows Fixed: Objective GUI doesn't display properly in some places Fixed: Crash on loading certain maps Fixed: Vertex colours do not show on models in lighting mode Fixed: Entity inspector shows inherited spawnargs of previous selection Fixed: DR overwrite order for defs is different from TDM's Fixed: X/Y and Camera View bindings don't save properly Fixed: Material Preview rendering Fixed: "Replace Selection with exported Model" sets classname to "func_static". Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant Fixed: Rotating a func_static result to random stretch textures Fixed: DR crashes when syncing with remote Git repository Fixed: Switching visibility of Github repo from public to private causes crash Fixed: Dockable window layout doesn't save new floating XY views Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg Fixed: Entity inspector considers inherited colors black Fixed: ReloadDefs moves def_attached light crystals to entity origin Fixed: Option to filter skins out of search results in the Choose Model dialogue Fixed: .lin files can't be opened if different case than .map name Fixed: Model chooser radio box selection issue Fixed: Changing multiple lights between omni/projected resets colours to black Improvement: Allow absolute paths for snapshots Improvement: Light diamonds and Speaker radii are transparent Improvement: Unify Declaration Parsers Improvement: Add "Create Particle" to right-click orthoview drop-down menu Improvement: Revisit Interaction Shader to get closer to the TDM looks Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs Improvement: UI for worldspawn-to-entity conversion Improvement: classname field should always be read-only, to force use of the "Choose entity class" button Coding: Update solution and build dependencies to Visual Studio 2022 The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  5. PLAYERS * Volumetric lights appeared late before the previous beta, so the quality of volumetrics in 2.10 was rather poor, and the dithering pattern was very annoying to look at. The feature received a lot more development, and now adheres to the standards of modern rendering. The dithering pattern is gone, performance should be much better, and now you won't miss volumetrics even if you prefer to play with stencil shadows all the time! (thread) * Thanks to a certain "AI-heavy" mission, the game code has received major optimizations. It is most noticeable in low performance conditions, when game modelling takes a lot of CPU time. Previously the game could easily descend into the "spiral of death" with FPS falling below 5, now it is way harder due to better scheduling of AI thinking. There is a variety of other game code optimizations which make our lives slightly better. * New version includes several optimizations for shadows, mostly stencil shadows. A long-standing inefficiency of stencil shadows with antialiasing is fixed, new tile-based optimization is added for soft stencil shadows (thread), small lights with large meshes work faster due to BVH efforts (thread). On the side of shadow maps, the rules for distributing the resolution budget are changed: small distant lights no longer steal precious bandwidth for themselves. * There are several improvements on gameplay side as well. The core mechanics of blackjacking enemies has received subtle, yet helpful improvements (thread). Now you can grab many close pieces of loot by holding down the frob button, instead of picking up each item individually. There are several improvements to crouching, making it more responsive (thanks to @Daft Mugi). The in-game downloader now supports "sort by release date" ordering. * There were a ton of small bugfixes for issues like: bow stuck after load, wrong strafe-walk sound, crash when saving shortly after the death of an elemental, melee combat crash, issues with leaning onto doors, missing fracture sounds after loading a save, X-ray glitch in the first frame, toggling solidity/visibility, lightgem on game load, etc. MAPPERS * The engine now supports OBJ model format. This format is much more popular than ASE and LWO. The engine loading code is very lightweight: it will use your model exactly is as, and load it very quickly. The OBJ format is preferred for large meshes due for faster loading times. The only possible downside is somewhat larger download size compared to LWO, although not much and not always (thread). * Renderer should deal with large meshes much faster, thanks to BVH optimizations. Recall that idTech4 was made for very low-poly models. When renderer frontend sees a "surface" in a model, it always treats this surface as an atomic piece, doing all computations for all of its vertices and triangles. This is very good for low-poly models, can heavily drag performance down with large meshes, as several recent missions noticed during beta. The BVH data structure breaks every surface into smaller chunks, allowing renderer to quickly cull away whole chunks. This makes a big difference in case of large meshes (e.g. terrain) lit by many small lights (thread). * You no longer have to write frob-highlight stages in materials, since they are added implicitly. The problem with these stages was that were very easy to forget, which resulted in no highlight on frobable items. Also it increased cognitive load and scared mappers away. While writing frobstages is no longer necessary, the old stages work just fine. So mappers can still customize frob-highlighting if they really want to (thread). * It is now legal to override a single decl of core game in your mission. Recall that "decl" means a material, a skin, an entityDef, a particle, etc. Note that overriding a whole file from core game always worked as expected, but overriding a single decl from a file did not work reliably before (despite the common belief that it should). * The major cleaning of shaders resulted in some changes in lighting model. The aim was to make TDM lighting closer to the standard Phong model, and make it more logical in general. The changes should rarely make a big difference, aside from probably stronger specular (thread). * Added error-reporting to the GUI scripting engine. Implementing GUI scripts is very hard, error-prone, and confusing. Aside from surprising differences in Doom 3 GUI behavior compared to e.g. Javascript in DOM, a lot of confusion was caused by total lack of any error handling whatsoever! In the new version, all possible errors should result in easy-to-understand console warnings, so writing correct GUI is much easier. Also, we fixed a few features, and added a few new ones to the GUI engine (thread). * dmap command received minor improvements. Yet another big rewrite happened for T-junctions fixing code, since it took tremendous amount of time on one mission. Also a few precision improvements were made. * Other small fixes and additions: added script functions getAnimRate / setAnimRate for tweaking animations added script function setObjectiveNotification for silent objective change added script function getCurInvItemCount for interaction with inventory added script variable "AI_ENEMY_TACTILE" to the base AI scriptobject, which is true whenever the AI is in tactile range of an enemy added spawnarg absence_alert_increase for loot items as a proper substitute for absence_alert, giving control over how much an AI gets alerted if that piece goes missing added spawnargs allow_idle_anims / allow_random_headturning for customization during a running mission, useful i.e. for cutscenes AIs notice broken fracture entities trigger_multiple now works on stationary AIs almost doubled tracemodel limits, raising the restrictive limits for making collision meshes for moveable items door movers can now call "used_action_script" whenever something like a key, lockpick or other item is used on them, if they have the spawnarg "call_used_action_script" "1". ASSETS * Many new assets from capable creators in our community have been incorporated into the core assets. These include: Loot assets: Detailed coins and ingots with accompanying lore. Link Ancient loot items suitable for museums, collectors and ancient sites, first seen in the Volta series. A tiling treasure hoard texture for those with unimagineable wealth. 6 detailed book skins including 3 that are lootable, a first for TDM. Link Security assets Highly detailed standing and wall safes - with or without an accompanying combination lock. Link The combination "safe lock" is now part of core assets and can be operated by either scrolling or frobbing. Mappers no longer need to track down this asset and include it with their FM files as a custom asset. Wall-mounted locks in the style of those commonly found in the original Thief games. Camgoyle sentry, a magical stone guardian based on the security camera shooting magical projectiles at the player, first seen in Written in Stone. The prefab also includes a power source pedestal. Link Fully useable audiograph for playing recorded sounds, first seen in the Accountant and Shadow of Northdale missions. A new full-featured scriptobject makes them easy to implement and control via spawnargs. Wiki Furniture assets Posh upholstered armchairs and sofas for the wealthiest nobles. Link A new high-detail grandfather clock with a working scriptobject and a mantle clock. Link A gothic-style cabinet. Link Office assets Including bundled stacks of paper, blueprints, a letter, crumpled paper, waste bins, an end table and an ornate table. Nautical assets Full-scale modular ship prefabs with interiors, allowing anyone to assemble a ship for a nautical mission in a matter of seconds. 1 merchant galleon and 2 smaller sailing ships are available. Link Link Link A large galleon ship wreck in 2 pieces for those sailors who have met an unfortunate end. Decorative assets An impressive multi-tiered wall fountain, first seen in the mansion in Noble Affairs. A new pair of marble lion statues. Link A standing stone menir with carved symbols on it, ideal for pagan missions. Link Stone pedestal with purple cloth for presenting valuable items. Textures High-resolution cobblestone textures for detailing the streets of TDM. Link Starry wallpaper. Lamps A set of 6 bronze vintage lamps has been added for particulary posh establishments. Link Thief-style charge post streetlamp. A new open-top carriage, the barouche. Link Miscellaneous other models, including: wall planter, 7 small "foliage" herbs, 2 mine carts, 6 shop signs, equippable feather duster and 5 decor plates * We fixed all loading warnings on all existing assets. This became possible after creating an automatic map generator which forces the engine to load all assets from every group. All the references to missing files are fixed too, which means a variety of assets have become available: Old noblewoman skin, plain mage robes skin, moor helmet, electrical arcs, stone window decals (5178), yellow banner skin (5563), wine barrel (Link), grass particles (5689), lampion lights and more graffiti decals. PROGRAMMING Under the hood, we updated third-party libraries, and moved to Visual Studio 2022. The "Debug With Inlines" configuration was split into "Debug Editable" (with hot-reload support) and "Debug Fast" (fastest debuggable). Marking the final step in transition to tdm_installer, the old tdm_update program is finally removed, with TDM packaging code extracted to standalone program.
  6. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  7. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  8. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  9. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  10. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  11. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  12. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  13. This is something I wanted to try implementing myself more than an year ago, but ultimately figured it's overly advanced engine stuff for me: If no one else wants to I may still attempt it someday, in the meantime I wanted to write and ask about it at least. I don't know if this was previously discussed and I hope I'm not repeating something old: I've been seeing all the amazing changes done recently like volumetric lights... watching how far TDM has come makes me excited to see it get even further and become even more amazing. One of the last remaining renderer features I feel we're missing is the Depth Of Field effect. I do believe having this would make every environment in each FM even more incredible and realistic, while bringing TDM even closer to having top notch visuals on par with most modern engines (if we exclude PBR materials). Existing shaders and tutorials for the GLSL implementation are out there possibly even an existing idTech4 port; Initially I hoped it might be as easy as grabbing a freely licensed shader and integrating it in the engine, but usually things are always harder in reality. For starters I'm curious if others are with me in wanting this, if there are any plans for adding the feature, and if there remain any major roadblocks in the engine preventing it... engine wise I know the shader just needs access to the Z-buffer and can typically work its magic from the depth map. The best implementation I'm hoping we can get is the dynamic one, which smoothly adjusts focus based on where the player is looking (distance of the center pixel in the middle of the screen). By default the effect definitely shouldn't be excessive, only blurring distant or near things very slightly unless you're looking at a surface right in front of you. I don't believe it needs to be enabled by default as long as it's in the menu, like the sharpness filter it shouldn't bother anyone who doesn't want it and make things look beautiful for those that do.
  14. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  15. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  16. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  17. I don't know if this has been reported before but: in my options menu I can choose between a 16 bit and a 32 bit renderer. However the context help says that I should choose between a 32 and 64 bit renderer. 64 to make bloom work. And no matter if I select 16 or 32 the bloom settings never become greyed out anyway.
  18. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
  19. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  20. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  21. So, I'm not sure how much changes you have made to the renderer and it's integration with the rest of the engine, so I do not know if this is at all feasible even, but a Vulkan renderer for the Doom 3 Engine has been released Open Source and perhaps it would be a good idea to integrate this in the future. Here's the article, it includes links to the Github Repo etc. http://www.phoronix.com/scan.php?page=news_item&px=Vulkan-Doom3-Available I understand that this might be quite an undertaking, and I do not at all expect this to be a feature in the near future, I just thought I'd share this information, and perhaps you could make use of it ^-^
  22. Time to prank Duzenko. Let's see if we can sneak GL_POLYGON_SMOOTH into the renderer somewhere...

    1. Show previous comments  1 more
    2. AluminumHaste
    3. nbohr1more

      nbohr1more

      Duzenko: I'm gonna get rid of all legacy OpenGL in TDM. (months of work) nbohr1more: what's the oldest and most buggy OpenGL feature...?

    4. duzenko

      duzenko

      And I just read this 🤣

  23. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  24. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  25. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
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