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0ctane

Macintosh OS X port interest?

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I logged in using an Ibook with OS10.4.3. I couldn't start a new character because the <delete> key doesn't remove the letters in the default character's name. I then logged a new character in which I made on my pc and tried to trade with Molgor in votd. On a Mac you have to click the trade icon first to trade with an npc; this is different than a pc. I couldn't trade with molgor because the cursor wouldn't change to the trade icon when it was moved over top of molgor. It would become a sword or not change, and on one occasion it did show the correct icon, but i was pm'ed by someone asking me if i misclicked on them (a trade by accident). They were not within view when this happened. The number of other characters around Molgor makes all the difference on a Mac, they won't work around an npc when the npc is crowded.

 

I then went over to Tarsengaard with a friend and traded with the person and the npc at storage successfully.

Trading with a friend in a desolate place works fine, but I can't trade when there is a group of people around me.

 

All this was done between a pc and a Mac tonight. I'll try Mac to Mac when I get another ibook to fool around with.

 

gizz

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I logged in using an Ibook with OS10.4.3. I couldn't start a new character because the <delete> key doesn't remove the letters in the default character's name.

Yup, working on that.

I then logged a new character in which I made on my pc and tried to trade with Molgor in votd. On a Mac you have to click the trade icon first to trade with an npc; this is different than a pc. I couldn't trade with molgor because the cursor wouldn't change to the trade icon when it was moved over top of molgor. It would become a sword or not change, and on one occasion it did show the correct icon, but i was pm'ed by someone asking me if i misclicked on them (a trade by accident). They were not within view when this happened. The number of other characters around Molgor makes all the difference on a Mac, they won't work around an npc when the npc is crowded.

You should not have to use the "trade" button with a three button mouse. I just updated my CVS code, and I forgot to put back in the single mouse button options. Just fixed that, and I will get a quick update posted for that...done. Others have seen this NPC trade problem, and I have had it on a PC too (so I am not sure if it is Mac specific). I think this was mentioned by jammincollins a few posts above.

 

For those of you currently testing for me, you can get a new version at the same website that I told you of before. Small fixes, but all keys (except delete/backspace) should now work, including CTRL-*. Also, it is easier to have the game in a location other than /Applications, which the README explains.

 

I noticed that if I do not limit my FPS, I get ~140fps. However, if I limit to anything >~60fps, the best I get is ~50fps. So, for those with low FPS, you might want to unlimit it.

Edited by 0ctane

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Hi guys,

here are some the experiences with the Mac OS X client. I tested it on three machines:

1) iMac G5, 2Gb RAM

2) dual Tower G5, 2Gb RAM

3) G4 1.25Mhz Powerbook, 1Gb RAM

all three are running the latest Mac OS 10.4.4. I have tested the clients with an apple mouse and

a three button mouse (Logitech Cordless optical mouse)

 

On all three machines the client runs stable. I had no issues with crashes so far.

 

I ran across most of the already described issues:

bags look funny. It depends on the time of day whether they look funny. At one point I turned of

shadows and they turned normal, but when the time of day changed to evening they turned back into

stacks of rings.

The lamps look funny.

There are seemingly random planes, especially indoors and in mines. Maybe because of the lighting.

 

I had an issue with the storage in votd. Sometimes the client refuses to change the cursor to talk.

This can be resolved by walking into a store and coming out. I noticed that when I open the magic

window and perform a spell then the cursor does not change to talk. I have not figured it out,

but these problems are much more common than on the PC client.

 

I will keep on testing today.

 

Good job, 0ctane!

 

atavar

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I noticed that when I open the magic window and perform a spell then the cursor does not change to talk.
I am not quite sure what you mean here.

 

News:

The latest CVS (which these are built on) changed how shadow mapping gets initialized. An OpenGL call was put into the initialization (change_shadows) which OSX borks on. This is the same problem that occurs with change_projection_float when reading all the el.ini details. Why this happens in OSX and not in Linux is beyond my understanding. Anyhow, this is why you should not activate isometric or shadow mapping, FYI.

 

I fixed/hacked the backspace in chat problem. For some reason, text_input_handler (and root_key_to_input_field) was not recognizing SDLK_BACKSPACE. I think this is because on macs, SDLK_BACKSPACE is 8 while SDLK_DELETE is 127, and these functions were looking for SDLK_BACKSPACE as being 127.

 

I have also fixed the backspace problem with the New Character text input. There is apparently a key vs. unikey problem with OSX SDL which swaps delete and backspace keys. Anyhow, backspace should be working now for character creation. (at least it works for me) :omg:

 

el_osx1123b.dmg.gz is ready for the testers :)

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sorry 0ctane,

 

what I meant was that after I cast a spell I was not able to talk to the votd storage anymore.

I made some more observations about the issue with the cursor:

- the cursor position on the screen does not match what the client thinks it is

when I clicked "look" at the store character it said "you see a wolve". It also showed me the attack

cursor when pointing on the store character. Interestingly, it all resets when I go into a store and come back.

 

There are some more observations:

- steel shields look funny

- my clothes show dark stripes in the back (my character has a white shirt)

- in general the pictures are much more grainy than on the PC client. Why is that? Even when viewed at the same resolution.

- I had the same issue than someone before. A store bot refuses to trade with me on the Mac client. No problem on the PC.

 

Hope this helps. Still, the client is very stable. Run it all afternoon.

 

I am now going to test the new version. Do I just copy the new one over the old one?

 

atavar

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There are some more observations:

- steel shields look funny

- my clothes show dark stripes in the back (my character has a white shirt)

- in general the pictures are much more grainy than on the PC client. Why is that? Even when viewed at the same resolution.

- I had the same issue than someone before. A store bot refuses to trade with me on the Mac client. No problem on the PC.

I am now going to test the new version. Do I just copy the new one over the old one?

atavar

I was just about to mention the texture mapping problem....

Yes, pictures do look more grainy. Although, if you zoom in, they get more clear. But all the item icons still look grainy.

 

Yes, you just need to copy over the old one (or drag the old one to the trash first).

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logged in ok yesterday with ibook. The "a" version will not start up today, it quit with an "application el-osx quit unexpectedly" error. We downloaded the new "b" version and got the same result. They both quit unexpectedly. At this point we cannot log in with the ibook at all. I tried deleting all preferences etc and it made no difference. The application was downloaded directly to the desktop and run from there. Any ideas? We also tried downloading with Firefox and Safari and had the same problem after rebooting.

 

Crash log:

 

**********

 

Host Name: Macintosh

Date/Time: 2006-01-18 19:39:37.649 -0700

OS Version: 10.4.4 (Build 8G32)

Report Version: 3

 

Command: el_osx

Path: /Volumes/EL_OSX 1.1.2.3/el_osx.app/Contents/MacOS/el_osx

Parent: WindowServer [70]

 

Version: 1.1.2 (1.0a)

 

PID: 392

Thread: 0

 

Exception: EXC_BAD_ACCESS (0x0001)

Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000ab0

 

Thread 0 Crashed:

0 libGL.dylib 0x92e0a3e0 glDeleteTextures + 48

1 el_osx 0x0001fd80 change_poor_man + 124 (SDLMain.m:279)

2 el_osx 0x00020d88 check_var + 772 (SDLMain.m:279)

3 el_osx 0x00022a20 read_el_ini + 80 (SDLMain.m:279)

4 el_osx 0x00037c2c read_config + 212 (SDLMain.m:279)

5 el_osx 0x00038834 init_stuff + 52 (SDLMain.m:279)

6 el_osx 0x000426bc SDL_main + 60 (SDLMain.m:279)

7 el_osx 0x000058f4 -[sDLMain applicationDidFinishLaunching:] + 100 (SDLMain.m:197)

8 com.apple.Foundation 0x928e6018 _nsnote_callback + 180

9 com.apple.CoreFoundation 0x907844c4 __CFXNotificationPost + 368

10 com.apple.CoreFoundation 0x9077c5a0 _CFXNotificationPostNotification + 684

11 com.apple.Foundation 0x928d0420 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92

12 com.apple.AppKit 0x9366d5b8 -[NSApplication _postDidFinishNotification] + 112

13 com.apple.AppKit 0x9366d4a4 -[NSApplication _sendFinishLaunchingNotification] + 92

14 com.apple.AppKit 0x9366cfec -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 264

15 com.apple.AppKit 0x9366cb94 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 92

16 com.apple.Foundation 0x928e7024 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 380

17 com.apple.Foundation 0x928e6e84 _NSAppleEventManagerGenericHandler + 92

18 com.apple.AE 0x914b1960 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 208

19 com.apple.AE 0x914b17fc dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44

20 com.apple.AE 0x914b1654 aeProcessAppleEvent + 284

21 com.apple.HIToolbox 0x93190940 AEProcessAppleEvent + 60

22 com.apple.AppKit 0x9366b2dc _DPSNextEvent + 856

23 com.apple.AppKit 0x9366adc8 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116

24 com.apple.AppKit 0x9366730c -[NSApplication run] + 472

25 el_osx 0x00005854 CustomApplicationMain + 328 (SDLMain.m:177)

26 el_osx 0x00005c2c main + 388 (SDLMain.m:278)

27 el_osx 0x00004ce8 _start + 392 (crt.c:267)

28 dyld 0x8fe01048 _dyld_start + 60

 

Thread 0 crashed with PPC Thread State 64:

srr0: 0x0000000092e0a3e0 srr1: 0x000000000000f030 vrsave: 0x0000000000000000

cr: 0x22004422 xer: 0x000000000000000e lr: 0x0000000092e0a3b8 ctr: 0x0000000092e0a3b0

r0: 0x000000000001fd80 r1: 0x00000000bfffdd40 r2: 0x0000000000000000 r3: 0x0000000000000001

r4: 0x00000000000d40dc r5: 0x000000000000000a r6: 0x00000000a00022e0 r7: 0x000000000000006e

r8: 0x000000000000006e r9: 0x00000000000d23d0 r10: 0x0000000000000000 r11: 0x0000000044004422

r12: 0x0000000092e0a3b0 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000

r16: 0x0000000000000000 r17: 0x0000000000000000 r18: 0x0000000005511f90 r19: 0x00000000055159d0

r20: 0x00000000a3669130 r21: 0x00000000a0734364 r22: 0x0000000000000001 r23: 0x0000000000000000

r24: 0x0000000005505640 r25: 0x0000000000000000 r26: 0x0000000000000000 r27: 0x00000000a2e07004

r28: 0x0000000000000001 r29: 0x00000000000d40dc r30: 0x00000000bfffdd40 r31: 0x0000000092e0a3b8

 

Binary Images Description:

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0x941ec000 - 0x94364fff com.apple.QuartzCore 1.4.5 /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore

0x943ae000 - 0x943ebfff libsqlite3.0.dylib /usr/lib/libsqlite3.0.dylib

0x943f3000 - 0x94443fff libGLImage.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib

0x945e5000 - 0x945f4fff libCGATS.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGATS.A.dylib

0x945fc000 - 0x94608fff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib

0x9464e000 - 0x94666fff libRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib

0x9466d000 - 0x946f0fff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib

0x96a72000 - 0x96a91fff com.apple.vecLib 3.1.1 (vecLib 3.1.1) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib

0x972be000 - 0x972fefff com.apple.glut 3.3.8 (GLUT-3.3.8) /System/Library/Frameworks/GLUT.framework/Versions/A/GLUT

Edited by gizz

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logged in ok yesterday with ibook. The "a" version will not start up today, it quit with an "application el-osx quit unexpectedly" error. We downloaded the new "b" version and got the same result. They both quit unexpectedly. At this point we cannot log in with the ibook at all. I tried deleting all preferences etc and it made no difference. The application was downloaded directly to the desktop and run from there. Any ideas? We also tried downloading with Firefox and Safari and had the same problem after rebooting.

 

Crash log:

 

**********

 

Host Name: Macintosh

Date/Time: 2006-01-18 19:39:37.649 -0700

OS Version: 10.4.4 (Build 8G32)

Report Version: 3

 

Command: el_osx

Path: /Volumes/EL_OSX 1.1.2.3/el_osx.app/Contents/MacOS/el_osx

Parent: WindowServer [70]

 

Version: 1.1.2 (1.0a)

 

PID: 392

Thread: 0

 

Exception: EXC_BAD_ACCESS (0x0001)

Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000ab0

 

Thread 0 Crashed:

0 libGL.dylib 0x92e0a3e0 glDeleteTextures + 48

1 el_osx 0x0001fd80 change_poor_man + 124 (SDLMain.m:279)

2 el_osx 0x00020d88 check_var + 772 (SDLMain.m:279)

ARRRGGG!!!!! It is that same damn initialization problem. Many of the el.ini initializations call OpenGL stuff before a OpenGL context is setup. Again, I do not know why this is an issue with OSX versus other platforms. I manually turned on poor_man in my el.ini, and sure enough, the game will not start. After downloading the "b" version, did you make sure ~/.elc/el.ini was deleted? Alternately, just edit the el.ini and set #poor_man = 0.

0ctane, what compiling flags are you using?

OPTIONS=-DOSX -DELC -DNEW_WEATHER -DATI_9200_FIX -DBUG_FIX_3D_OBJECTS_MIN_MAX -DNEW_TEX -DNEW_ACTOR_ANIMATION

Hey Entropy, can you PM me with instructions as to how to upload to CVS my changes? More specifically, then I could just upload my Makefile (I know Zep would appreciate this). And, do you know who is putting these glDeleteTextures calls in the initialization? We need to sit down and chat. :)

 

I was looking around VotD, and the lampposts look fine there. So, why are they messed up in PL?

while (conscience) { hit_head_against_a_wall; }

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Well, we can discuss that stuff on PM.

 

Small update ... I think I solved the application location issue. I am able to run the game, move the application, and run it again without problems. YMMV. This is the only change right now, so if you are happy with your location of the app, there is not an immediate need to get this version (although it would be nice if one person verfied my results). el_osx1123c at the same location as before.

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video problems are showing up in votd, there are trading issues with molgor too. The magic school in tarsengaard is impossible, there is so much video hash on the screen that you can't see anything in the school. This is on an ibook g3@600mhz.

 

Portland storage seems to be ok, I will continue to check things out.

 

I did turn poor man on on the original ibook i tried, this on (600mhz) only has el on it, i'm using it as a test machine for el only right now.

 

Is there anything you would like me to check in particular?

 

Gizz

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video problems are showing up in votd, there are trading issues with molgor too. The magic school in tarsengaard is impossible, there is so much video hash on the screen that you can't see anything in the school. This is on an ibook g3@600mhz.

 

Portland storage seems to be ok, I will continue to check things out.

 

I did turn poor man on on the original ibook i tried, this on (600mhz) only has el on it, i'm using it as a test machine for el only right now.

 

Is there anything you would like me to check in particular?

 

Gizz

Just keep looking around. Make notes of you see any more improper renderings, and what item is likely causing it. I will run over to TG and have a look.

600MHz...ouch. Yeah, looks like I will need a poor_man fix.

The just removed the -DNEW_TEX compiler flag, and the texture mapping seems to now be okay. I will wait to post an update.

In the MM sulfur/silver cave (and in TG), I noticed that a oil-lamp causes a similar graphics glitch as bags do. Also, the arrow sign at the North exit to PL displays improperly. OUCH, you were not kidding about TG Magic School. I think the problem there at least partly comes from the pillars. I wonder if some of the planes have wrong normals. So far, a common element seems to be cylindrical items, but there are barrels and containers that are just fine. Ghostly statues in FotF flash too. For whatever reason, OSX seems to be more picky about OpenGL. :D

 

[edit] I noticed that when bags are picked up, many graphics glitches go away. I hate to see what IP looks like with all those bags sitting around.

Edited by 0ctane

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Some more graphical oddities (some of these may already be known):

  • lamp post next to Raven (specifically the top portion)
  • the lower left teleporter on the White Stone map
  • sign post from White Stone to Morcraven Marsh
  • sign post from Morcraven Marsh to White Stone
  • the lamps at Fort Hallagan (Morcraven Marsh)

The lamps only appear to be a problem when they are lit. I have screen shots of the above if they would help, but it's late here and I'm heading to bed.

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Some more graphical oddities (some of these may already be known):

  •  
  • lamp post next to Raven (specifically the top portion)
     
  • the lower left teleporter on the White Stone map
     
  • sign post from White Stone to Morcraven Marsh
     
  • sign post from Morcraven Marsh to White Stone
     
  • the lamps at Fort Hallagan (Morcraven Marsh)
     

The lamps only appear to be a problem when they are lit. I have screen shots of the above if they would help, but it's late here and I'm heading to bed.

I put a correct update at the usual test site. I do not know why that disk image was messed up.

 

I have been playing around on the test server with the test_update.zip. This is all "daytime". With shadows off, and while outside, everything looks peachy. Lampposts are good. I can drop bags and they look okay. Bags dropped inside buildings look all messed up still.

 

I went to Aluwen's temple, and the statues looked okay outside. Stepped on teleport, flaming globe looked funny. Went back to WS, and the statues were messed up again. Sigh...

 

Some NPC do not respond correctly still. Sometimes moving around helps to get the talk bubble.

 

Lot of graphics errors (like in Magic school) when going to Sarma (NPC for ferry to C2) and the counterpart return cave.

 

This all makes me think that there is a state change when going inside that foobars stuff. Explored a bunch of C2, and everything outside looks good...bags, lamps and all. [edit] Nighttime, the problem crops up again. I will have to look at the lighting code for day vs night vs inside. [/edit]

 

People textures look okay, but the shield still has an issue.

 

New graphics look great. I like the mushrooms.

 

Although not previously discussed, there is no rain...but there is lightning. Had it working at one point....

Edited by 0ctane

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Well there is a map flag called Dungeon, and it is used for all inside maps. It allows you to set a static RGB value for the lighting. Maybe that's what you're missing?

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Well there is a map flag called Dungeon, and it is used for all inside maps. It allows you to set a static RGB value for the lighting. Maybe that's what you're missing?
Thanks for the tip...it will make my life easier. With just a quick inspection I found:
#grep dungeon *
...
3d_objects.c:   if (is_selflit && (!is_day || dungeon))
...
gamewin.c:			  if (dungeon || !is_day){
gamewin.c:			  if (!dungeon && shadows_on && is_day){
...

These look promising since they have the characteristics (inside, cave, night, lit lamps) that are related the trouble. I will have to do some code exploring...

 

[edit]I think I found it. 3d_objects.c on line 259. By disabling the OpenGL calls in the statement, the bags (inside a house and outside) and lampposts at night do not have the glitch. Of course, I only had 3 minutes till the next day to check it. Now, to figure out why these calls are bad....

 

looks like the glDisable(GL_LIGHTING); on line 260 is the culprit.

Edited by 0ctane

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yes the flag "dungeon" doesn't literally mean it has to be a dungeon. It means just as i explained it, static lighting for inside maps :) So all inside maps/caves have that.

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Okay testers! Please grab the latest. On my machine, the bag/lamp/lampost glitches are gone. Magic school looks clean too. Woohoo! :D 1124a

 

[edit] I managed to get the old weather working... it will be in the next release. I am not sure why the new weather has not been working. [edit2] and this gets thunderclaps working too. yea!

Edited by 0ctane

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Just a minor suggestion...

 

It'd be good if we had some sort of forum for the beta testers to document bugs. Perhaps someone could set-up a phpbb site or something for this, and we then have 1 post per issue with the post being marked as resolved or open, depending on the status of it.

 

I've been trying to follow what bugs are documented and what bugs aren't, and I'm getting lost.

 

Whatever happens, we need some sort of OSX Beta Bug reporting system for the beta testers.

 

As a side not, apart from some graphics problems and a few issues with trading and communication with NPCs (which I seem to be able to work around anyway), the OSX port looks to be coming along nicely.

 

To the people who are waiting for this OSX port to be released, can I suggest you offer to beta test it. Beta testing means that you get an early version of the game, agree to update it regularly with any new test versions, and that you report any bugs you find. Personally I find that beta testing is rewarding in that I feel I have given something back to the community, I still get to play my favorite game, and hopefully I will improve the experience for others.

 

Oooops, I'm waffling again.... time to stop typing :D

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I set up a forum...not sure we will use it though :evilgrin:

Edited by Atlantis

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Well, I am trying to maintain my OS X beta website with "Known Issues" and what not. So, it is probably just easiest to PM me with additional problems. Plus, that would get this thread back to "interest" rather than "bugfix".

 

BTW, I have tested the client on the Test Server (after adding new maps, graphics, and what-not) and have found no additional problems. So, I feel confident that we can get a general OS X release out when the new client is generally released. Hopefully I can coordinate this with Entropy.

 

To submit bugs now, go to the bugs threads here : http://www.eternal-lands.com/forum/index.p...howtopic=22115#

Edited by 0ctane

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0ctane,

I wanted to congratulate you to your latest version. I have been recording bugs, locations, times etc

for a while trying to figure out what triggers what artifacts. I remember we talked about some of the

issues in the game. The latest version took care of any issues that I had identified.

The latest version 1.1.2.4b took even care of the NPC bug that prevented one from speaking to the character.

How did you take care of that?

 

Anyway. Thanks a bunch. Tell me if you need anything in terms of EL stuff. My manu is limited (25)

but I can already make a lot of useful things. pm me.

 

Thanks again and good work

 

atavar

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