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  1. Here's a recent example that I've just run into: https://drive.proton.me/urls/TEDVJ2RAGW#xUPlKrSWj4Yp
  2. Yes, if you add: Required TDM Version: 2.13 To darkmod.txt is should warn players: https://wiki.thedarkmod.com/index.php?title=Packaging_Your_Mission Most authors don’t do it since many missions are still playable with broken assets and they don’t want to exclude folks who can’t upgrade (etc). Let me know and I’ll update the darkmod.txt in the mission database.
  3. every house in TDM has this samey diary book, the writing is illegible & hard to read but I try my best to extract as much information as possible. When i don't feel like doing the main mission , i just putter around looking at the surrounding objects
  4. hi @Bergante - Thanks I'll make a note of these for any future updates. Regarding getting stuck - do you save and reload at lot? There is a known TDM bug that causes AI to get stuck when doing this: https://bugs.thedarkmod.com/view.php?id=6276
  5. This mission is close to perfect. What can be done to make it perfect? I would remove the the option for buying our own equipment or would put 1-2 more water arrows on the map we can take. I bought 2 rope arrows and the lack of a single more water arrow made my run painful while I didn't need 2 rope arrows. The second one is a logic problem. Anyway, thanks for the mission.
  6. Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
  7. Oh! And the barred door at the top of the steps just above where the "good" rowboat is docked? Clueless how to get to the other side. The lock box at the gang's dock - clueless how to open it! And the barred door at the top of the stairs in the "run down" apartments or whatever the building is where the golden dagger was found. I'm having troubles with all those as well! All the help you'd be willing offer will be greatly appreciated!
  8. I've created a python script to make packing missions a bit more convenient. It zips everything into the pk4 for you, while auto-excluding unwanted files/folders that you list in a .pkignore file. You can also create the .pkignore using FM Packer, if you want. This script also allows checking for problems with files, and unused files and definitions. https://github.com/Skaruts/tdm_fm_packer/releases It's in an experimental state, so backup your mission before using it, and where possible double-check the results.
  9. A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
  10. Story: "Sir Barrington, as he likes to be known, enjoys a prestigious reputation of having lavish yet intimate dinner parties. I've heard the tales about what goes on in the noble's dining room, but I believed none of them 'till now. Orbach, a local shop-keep who makes special deliveries to the people of 'high stature' heard Sir Henry Hughbellow raving about Sir Barrington's special 'Elixir', It cures your ails and gives you vigor... By the Hammer, it extends your very life! he exclaimed. Orbach begged Sir Henry for a small sample, and after one sip he was sure that the potion was nothing more than mineral water and spirit. He asked Sir Henry if other folks were as fond of the elixir as he was, and he found out that folks are paying handsomely for these small vials on a weekly basis. Some lords pay for exclusive treatments and bathe in the tonic. Lord Barrington even brings in an occult expert every month, where supposedly the power of the elixir is renewed by the full moon. Never one to pass up the opportunity for a good scam, Orbach has decided to take a cut of this 'elixir' business. He has made an elixir of his own, but needs to convince Sir Henry that it's really the same as the 'magical' tonic that Lord Barrington has been selling. And that's where I come in. Its rumered that Sir Barrington's prized possession is a painting of the revolutionary inventor 'Guillermo de Sohase' the day after he won the Battle of Billinsdune. If I can steal this painting, Orbach can use it to 'prove' that he also got the elixir from Sir Barrington. Once Sir Henry tells all his friends that Orbach's stolen elixir is healing his heart, soothing his pains, and igniting his libido, they'll be lining up at his shop. Its time to go." Build Time: Version 1.0 was speed build of sorts, to build upon Springheels video's with the new modules. Took roughly 20hrs to build but this ended up happening over the space of a few months.http://forums.thedarkmod.com/topic/18808-bikerdudes-speedish-build-using-the-new-modules/?hl=%2Bspeed+%2BbuildThanks: Co-auther: Obstortte for all his custom entities, scripting and showing me a thing or two about perfing.Resource: Springheel - new modulesReadables: nbhor1moreTesters: Bienie, Judith, Abusimplea, Cambridge Spy, Gerberox, MayheM, Amadeus, Goldwell, nbhor1more.Download: - mega Info: Repeat after me, "Read and explore, Read and explore"Known issues: This mission has been heavily tweaked and worked on to provide a playable experience for even low end machines.For very low end PC's please make use of the in-game LOD slider, as not only are details reduced, but the ambient_world fog is removed at the lowest setting.The medium difficulty is partially broken, the mission wont end when the player gets to the exit location. As this is the only issue with that difficulty level, I will fix this when I next update it to include the intro.
  11. Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
  12. Practically speaking, to get on to Steam you also need to formalize the team as a legal entity, which brings up stuff like tax filings, a board of directors and executives, reporting requirements, etc., that I think nobody was keen to take on or hand over to others to take on. To begin with, it'd change the whole character of the team & the project a lot, I think. I forgot the issues with GOG and Itch now. I think everybody admitted it sounds good in principle at least. It's just herding cats when you get into the details, and half the cats are missing. That's before you even get to the actual mess with all the licenses. --- I noticed in the credits of Blendo Game's Skin Deep, when I played it recently, that there's a credit for the TDM Engine, from which he evidently lifted some things for his game. Brendon has long been making his games with Doom engines, so there's a reason he did that. I'd say he's also a friend of the community. He's visited the forum & is known for his games & thinking on immersive sims. But the point is that there's an example of someone branching off the TDM engine for a commercial project (that's also on Steam BTW). So if you have questions about it, that's someone you can contact to ask about it. I'm sure it matters that probably none of the assets carried over, though, only the game engine, or parts of it.
  13. Thanks for playing! Let me re-iterate: I don't ever tweak the AI or the maps to make the hearing more difficult. I don't try to make it easier either. It's all stock TDM. You did the right thing by changing the difficulty settings to suit your preferred experience. Also, there are moss arrows and things to help with this that the entire player base seems to have forgotten about (e.g. for the marble floors). Regarding Clarice:
  14. I personally still feel it's now a lost cause without first getting clarification over the licence for the def and script files from the original Doom 3, which is why, until such clarification is officially made I'm not doing anything further towards it. I believe that while currently Microsoft may turn a blind eye to copy and pasted text from these files in TDM due to its' non-commercial nature, the moment it were to become Libre then the ability to use it commercially could lead to problems. However to answer your question (bearing in mind I have a very limited knowledge of Doom 3/TDM modding other than what I learnt attempting to get a compiled cut-down version running). In terms of the game scripts the following are the only non-GPL header game scripts and you can comment them out from being loaded in source code: tdm_grandfather_clock.script tdm_turret.script tdm_audiograph.script tdm_camgoyle.script tdm_safe_lock.script tdm_safe.script Also Grayman put the values as comments in code for these two files so they can be easily created: tdm_soundprop.def tdm_ai_base.def It would be easier to seek out Greebo and Springheel and ask them to GPL their work since that would open up all the base def files without the task of re-creating them. I suspect that it would take a very long time to recreate all the def files, also bear in mind that some functionality is copy/paste from Doom 3 eula protected files (func_static for example). As regards the work done by Grayman, that would always remain NC-BY, however access to the SVN commits would allow you to diff remove his non-GPL edits from the .def files. The UI function calls for TDM are all within the GPL source code, and as the UI is all a text based language it probably wouldn't take more than a couple of days to re-create a basic (though not pretty) UI. There are many comments within the source code relating to the UI string references, so a relatively complete UI string language file can be re-created as well.
  15. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
  16. Starting the Conversion with I18N.pl Folks have found that it is best to do the conversion only when an FM is complete, which is certainly the case here. As a prerequisite, I installed and tested Strawberry Perl on my Win11 dev box. It worked this time, unlike in the distant past on a different, Win10 machine, where I tried and failed for 3 days to get it to work. Then, as specified in our wiki’s I18N page, I set up a directory with the airpocket.pk4, and a copy of TDM 2.13 strings/english.lang. (The wiki specification missed that last step, which I corrected.) Running the I18N.pl script generated the expected results in its “output” folder: an altered airpocket.pk4 and new airpocket_l10n.pk4. Within both, a /strings/ folder was now present with just an english.lang file, with 28 #str_ entries, covering: maps/airpocket.map xdata/airpocket.xd xdata/mission_briefing.xd darkmod.txt readme.txt However, I believe #str_ support for the last 2 was never implemented (and the output version of those files don’t include #str_ s). So this will be lowest priority for me. Also, I don’t see any auto-generated #str_ for the 5 player “thought messages”. Probably need to add these. English text for these is in the .map file (found by searching for tdm_message_no_art).
  17. This might be a thing we can do with modding! I went digging through the source again because this was hanging in the back of my mind, and there is no actual use of the cvars that are defined in the c++ code for how the player reacts to the flashbomb. Seeing that, I followed that cvar through the scripts in my TDM install instead. As it turns out, the white flash that occurs when you flash yourself is defined as a gui element in tdm_gui01.pk4\guis\playertools\flashbomb.gui. Most of the lines of this script are defining color values to fade from and to, as vector4's that presumably represent RGBA values. Everywhere in that script that says something along the lines of transition backcolor "1 1 1 1" "0 0 0 0" "4000"; , "1 1 1 1" represents fullbright, fully opaque white. Changing that to "0 0 0 1" would be fully opaque black, and doing that across the whole script might just solve the problem. The going-all-the-way solution would be to change this color value to a cvar that you can set through a menu accessibility option, but it'd probably be simpler to mod it out in the shorter term
  18. This topic is intended to give each other tips on how to make TDM work well on DIII4a on Android. Githubpage: https://github.com/glKarin/com.n0n3m4.diii4a Android Package https://github.com/glKarin/com.n0n3m4.diii4a/releases https://f-droid.org/packages/com.karin.idTech4Amm/ Installation: download tdm 2.12 full package from moddb, extract the "darkmod"-folder, create a folder on the storage of your device, give it the name "diii4a" move the "darkmod" folder to that folder. Download the apk from the releases page, install the apk, accept the storage permissions. Running the game: open the app, select the profile for TDM and hit the start game button. After this you get a black screen and wait some seconds (8 or 10) until the tdm menu appears. Video: https://www.youtube.com/watch?v=ysLQTV8PZ-Q
  19. After doing loads of Thief Gold and Thief II missions in the last year or so, I decided to play a TDM mission again, for a change. I'm not sure if it has to do with this particular mission, and the loads of marble floors in it, but, wow... I had my issues with blackjacking before, but, now, even with the indicator on, I miss 9 of 10 K.O.'s, and I have no idea why. Really, this game seriously needs a revision of the hitbox/blackjacking system. It's the biggest crap anyone has ever invented. Maybe someone will tell the person responsible that these systems need a certain amount of tolerance one day. Like, why create a system which is THAT finicky with distances or the area you hit, when most people play on a single screen anyway, where you simply can't measure distance well? Back to Thief fan missions, I guess...
  20. I'm trying to run TDM on my android tablet (nexus 7, first edition, android 4.4.2). This is a topic to give you some instructions and status. I hope you can help me to fix several problems. Its not meant to change the development direction to change the standalone to a mod. Its just for fun! Installation: Install android app "DIII4a". Copy the "base"-folder (from doom 3) and the darkmod-folder (version 2.02) to the DIII4a folder on the sdcard. Run DIIII4a with the default settings. In doom 3, select the game in the mod section and load it. (its possible that the select-sound will loop) A loading screen (old watch) appears and at the bottom of this screen some error codes wil be displayed. Wait for a few seconds. You hear a Beeping sound and the TDM menu apears. TIP: Add the keyboard button to the DIII4A interface. Add Bind "l" "com_allowConsole 1" to doomcfg.cfg. In game hit, push the keyboard button, push the "l" and then the tilde-button for the console. Bugs/status: Got the interface running, but doesnt hear the background music and serveral menu-sounds belongs to D3. I dont see the trainingsmission in the "new mission" section. It cant also download the mission list. See the spoiler for the log
  21. This was doom3 not tdm though tdm might have a few textures above 1gb. Doubt tdm uses a lot of vram total but try entering the debug gui built into it, that should give you atleast some idea. Otherwise you need to setup a few things in afterburner which can show it.
  22. could be - I don't know if it's an 'official' TDM bug or not. Some would need to report it with a test map where you can reproduce it, etc.
  23. Hi @Skaruts. I thought I would try this out for my next release. It seems pretty cool and I'd be happy to use it, but I'm having some issues (maybe user error but let me know ) The .pkignore editor in the 'Files' tab doesn't seem to work. It just shows a screen with 'TODO' on it. It created the .pkignore file, but I can't edit it anywhere within TDM Packer 2. The 'Test' functionality doesn't seem to do anything. I packed my mission up OK, but when I pressed the 'Test' button it launched my Test TDM instance (a fresh install of TDM 2.13 in a different location), but it didn't copy the newly packed mission to it. (EDIT: this seems to be working now, not sure what happened before). Feature requests: I like to version my releases and note the release number and timestamp in darkmod.txt and readme.txt. I was previously doing this with a tokenized search and replace in my build script. Would you be able to add something like this? Just some config where you could record a version number and it would insert it into any file with some sort of configurable token like [VERSION] or the build time with [TIMESTAMP]. Actually, this is also useful to name the .pk4 file after the release (e.g. lt4-0.2-beta.pk4). This is especially useful during beta testing when there are loads of different versions of the file flying around. Some sort of user feedback when you pack the file would be helpful, even if it's just a pop up that says 'Pack complete' or something. (EDIT: nevermind, I just noticed the console there. I had it collapsed or something before I think) This is all with version a0.3.2 on Windows.
  24. Hey I just wanted to create a Thread where everybody can post his improvement wishes. I Personally love this mod. There are so many features in it, and because it is a mod created by a community, why not write what could be improved. My wishes are: Some special weapons. I loved T2X and the variety of weapons. Some really hard to find special weapons, like the confusion arrow or a special bomb would be cool. But they have to be very special, for example as a result of a side quest - or maybe a usable torch for easier killing the undead More enemies, I think there will be an improvement, we just got spiders and zombies, but a higher variety is always good. More (custom) conversation. Thats one of the main parts I'm missing - so much flair and atmosphere is getting lost without them. Also some comments from he main charakter would be nice. For example when a guard gets knocked out "hah, now who's the taffer" ... better AI when the hear a voice. They start looking for you, but most of the time I just sneak into another room or a higher area and just have to wait, they should at least get someone with a torch or call other guards for help These are only small parts of the game which could be improved and are only my points of view, maybe it's either not possible to create or it fits not in the design of TDM.
  25. The Dark Mod 2.13 has been released! A new era in accurate AI Vision! When id Software released the Doom 3 modding SDK, The Dark Mod team saw the potential for something more than a multi-player cops vs robbers game like Thievery UT. The sheer amount of access to essential game-play systems meant that a true Thief style experience could potentially be created. One of the first things the team did was to investigate how a light-gem system could be implemented. Having a good way for both the player and AI to know when the player is visible to others is a crucial part of the Thief experience so if we couldn’t build it then the dream of a Thief style experience was over. Fortunately, there were enough parts of the AI visual logic and more than a few stub pieces of the Render code that gave us the ability to build a robust system. The downside of the light-gem system was performance. Even though we did our best to limit the viewport and resolution of the light-gem image captures, often the light-gem would cut FPS in half ( or less ). This was pretty painful, especially since most computers could just barely run vanilla Doom 3 at acceptable FPS. After this system was fully functional, other aspects of AI vision were investigated. Obviously, we could not afford to run the light-gem render for every object or body the AI might see so it was decided that the AI would do a more simplified light-gem calculation for things other than the player. This meant that ( to the AI visual scan ) all light volumes would be either cubes or pyramids with perfect exponential falloff. We would run a line-of-sight check to the objects then ( if it hit ) calculate the pixel brightness by the location of the spot in relation to the center of the light(s). This was far cheaper than rendering the whole scene but heavily impacted accuracy. Many solutions were proposed to improve things but a solution evaded us for years. 2.13 changes things! Now we have a "stochastic sampler" model that does regular measurements of the actual light volume pixels and builds a "running average" of how illuminated different entities are. The days of seeing knocked-out AI in the middle of a bright spotlight get ignored are over. Now all AI and loot entities (etc) essentially have their own light-gem and it performs excellently! Magnificent Mission Management! Daft Mugi has drastically improved the GUI menus for mission management. The Dark Mod mission list and in-game downloader now have a search filter window that follows modern conventions of reducing the listed items as each new letter eliminates a possible matching mission name. Both lists can be sorted by actual name ( The Rats Triumphant ) or Chicago Style ( Rats Triumphant, The ). Additional mission details ( readme data ) can now be scrolled so players can see more information about the mission without having to navigate to the darkmod/fms folders. The menus have also been tuned with smaller font sizes for more practical mission listing and have been hardened against buggy order of operations issues so that you will be far less likely to encounter strange issues or crashes when downloading and installing missions. Parallax Occlusion Mapping! Stgatilov has added the oft requested POM feature to the latest Dark Mod release! WellingtonCrab has coordinated with him to provide examples and check the functionality and quality. Now The Dark Mod is ready to offer a quantum leap in perceived geometric detail with all sorts of surfaces realistically showing 3D parallax rather than the flatter looking normal maps we usually offer. WellingtonCrab also created many texture variants that are tuned to look better with POM enabled. Other Graphics Goodies! Now cubemaps \ environment maps respect more stage keywords. This means that faked reflections on water shaders can now move in relation to the water texture movement offering a more convincing illusion! Subviews ( cameras, portals, mirrors, xray, etc ) can now be nested. You can now have a skybox render in a camera view, etc. Volumetric lights and particles now render in mirrors! Alpha-tested surfaces get alpha shadows in Shadow Maps mode. Tone-mapping now supports range compression to prevent unwanted overbright areas. Arcturus has introduced some new metal materials that use improved cubemaps as well as skyboxes with clouds that use POM! Stability and Performance! The console variable system ( CVAR ) has been improved to be thread safe. This should resolve some rare crashes that involve weapon scripts that rely on CVAR values. We now automatically detect the number of CPU cores and allocate Jobs based on the detected specifications. Level loading has been given more parallel execution optimizations including optimizations for loading audio samples in parallel. Uncapped FPS is enabled by default so Linux players will not have a poor first time experience and many audio and video playback timing bugs that occur only in classic capped mode are avoided. Finally, Linux vsync support has been greatly improved. Improved Training Mission! The Training Mission is supposed to help players understand the basics of Dark Mod game-play and controls. It was created to coincide with The Dark Mod v1.0 and was not significantly altered until TDM v1.08 ( when Bikerdude did some texture replacement for 2.0 standalone and improved the overall visuals ). As such, many new game-play features that were added since 1.0 were never included in the mission. Now the mission has been upgraded to include more game-play features such as the Vine Arrow as well as getting further visual upgrades and EFX Reverb! Drunken AI! Now that the AI have better visual accuracy, Amadeus decided to balance things out by fixing many of the broken behaviors of Drunken AI so that they are more reliable and consistent for use in missions by default ( no need to extensively customize the defs or use scripting to improve them ). Potions! Dragofer and Amadeus have completed the work on the Slowfall potion originally prototyped by VanishedOne. They also incorporated the invisibility potion by Kingsal ! These now have pre-defined slots in the gameplay menu as well as the default shop menu design. Assets Galore! Along with new POM textures, we now have: A new modular pipe set A new Lampion entity Some new Factory Machine entities Ornate wood and stone relief textures A new AI praying animation A new AI smoking animation And many fixes or improvements to existing assets EFX Reverb Location Preset! Frost_Salamander took some time away from his continued work on the excellent “The Lieutenant” series missions to make EFX reverb setup easier for himself and other mission authors. You can now add EFX preset spawnargs to location entities rather than having to use the EFX def file. Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. That meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archives of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Also Nolok contributed a brand new Catalan menu translation! Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. A detailed list of changes can be seen here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13 To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.13, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.13 may need to be updated so they will be playable in 2.13. Before upgrading, set TDM to use one of the built-in missions ( Training Mission, A New Job, Tears of St Lucia ) then use the in-game mission downloader to check for updates
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