Re: [Audyssey] Conceiving Level Maps

2010-12-31 Thread Jim Kitchen

Hi Phil,

Well that makes sense to check for a step away if you are going to play a 
warning sound or totally change the sound that is playing as a warning.

In Mach 1 the sound of the wall moves and gets louder the closer you get to it. 
 And then there are the marbles to let you know that you are that close to the 
wall.  They are actually an object themselves, But I do not play the marbles 
sound unless you are in the marbles, not a step away.  And the same with the 
wall I do not play the collision with the wall unless you collide with the 
wall, not a step away.  All the same in Homer on a Harley.  And of course in 
Puppy 1 I do not play the sound of the enemy plane being hit a step away.  I 
play that sound when the bullet actually hits the enemy plane.

So other than the warning sound etc I do not see the need to know a step away.  
But as I said, I am sure that it all works.

BFN

Jim

Any day can be the beginning of a new year.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Phil Vlasak

Hi Jim,
The GMA game engine checks if you are one step from a wall or object that 
would obstruct you.
Then it stops you if in automatic walking and plays a sound effect of your 
choice.

This allows you to know that a wall is near instead of you bumping into it.
In the Sarah game I have the walking sound go from stereo to mono to 
indicate that something is in front of you.

In Tank Commander you get the collision warning voice.
And in Shades of Doom you get the sound of a metal strip that borders the 
walls.


- Original Message - 
From: "Jim Kitchen" 

To: "Thomas Ward" 
Sent: Thursday, December 30, 2010 5:06 PM
Subject: Re: [Audyssey] Conceiving Level Maps



Hi Thomas,

Yeah, if I had an explosion or whatever take out part of a wall or 
whatever, I would just adjust the coordinates for the collision detection, 
which I'm sure is what you do.  But my question really was, why test to 
see if there is going to be, a collision in stead of testing to see if 
there is, a collision.  No big deal, I'm sure it all works out the same in 
the end.  It Just seems to be an extra bit of calculation and extra amount 
of complication to the code and thought process.


BFN

Jim

Nuthin' is simple sometimes...

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Jim Kitchen

Hi Thomas,

Yeah, if I had an explosion or whatever take out part of a wall or whatever, I 
would just adjust the coordinates for the collision detection, which I'm sure 
is what you do.  But my question really was, why test to see if there is going 
to be, a collision in stead of testing to see if there is, a collision.  No big 
deal, I'm sure it all works out the same in the end.  It Just seems to be an 
extra bit of calculation and extra amount of complication to the code and 
thought process.

BFN

Jim

Nuthin' is simple sometimes...

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Thomas Ward
Hi Jim,

The reason I do that is because I store everything like doors, walls,
fire traps, chasms, etc in a 3d array. Basically, how it works is I
take the current directionand coordinates and calculate a vector along
that direction x units away to find out where the player will be next.
I then check the array to see what is there and take whatever action
is necessary.

There is nothing specifically wrong with the way you do colision
detection, but I can think of some limitations. For example, in some
games a player might have to use explosives to blow a hole in a wall,
floor, etc to gain access to some secret area. If your colision
detection is hard coded like that it isn't going to be easy to remove
a section of the wall and leave part or most of it standing. With an
array all you need to do is calculate the blast radius of the
explosion and remove however many elements necessary to make that size
hole in the wall. Make sense?



On 12/30/10, Jim Kitchen  wrote:
> Hi Thomas,
>
> I am wondering why you need to know a step ahead.  Why not just detect an
> actual collision?  I have always found that to be good enough.  You know
> detect the collision and do what would happen for a collision like before
> doing what would happen if there was not a collision.  I E do not up date
> the graphics or in our case the sounds etc.
>
> I also have always found that square, rectangle or cube is good enough and
> thus do not do the circular or spherical detection that then requires trig
> or whatever.  Maybe if we were doing graphics one would be able to tell, but
> I do not believe that one would know the difference in our games.
>
> I just do collision detection like
>
> if hx > 32 and hx < 37 then
> if hy > 44 and hy < 47 then
> Bang! Homer ran into something.
> end if
> end if
>
> And of course for a three D just add the third check
>
> if hx > 32 and hx < 37 then
> if hy > 44 and hy < 47 then
> if hz > 22 and hz < 25 then
> Bang! Homer ran into something.
> end if
> end if
> end if
>
> I guess that I just like to keep things simple because that is the only way
> that I know how to do it with my limited math knowledge etc.
>
> BFN
>

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Re: [Audyssey] Conceiving Level Maps

2010-12-30 Thread Jim Kitchen

Hi Thomas,

I am wondering why you need to know a step ahead.  Why not just detect an 
actual collision?  I have always found that to be good enough.  You know detect 
the collision and do what would happen for a collision like before doing what 
would happen if there was not a collision.  I E do not up date the graphics or 
in our case the sounds etc.

I also have always found that square, rectangle or cube is good enough and thus 
do not do the circular or spherical detection that then requires trig or 
whatever.  Maybe if we were doing graphics one would be able to tell, but I do 
not believe that one would know the difference in our games.

I just do collision detection like

if hx > 32 and hx < 37 then
if hy > 44 and hy < 47 then
Bang! Homer ran into something.
end if
end if

And of course for a three D just add the third check

if hx > 32 and hx < 37 then
if hy > 44 and hy < 47 then
if hz > 22 and hz < 25 then
Bang! Homer ran into something.
end if
end if
end if

I guess that I just like to keep things simple because that is the only way 
that I know how to do it with my limited math knowledge etc.

BFN

- Original Message -
Hi Kai,

Well, to help me draw level maps I actually created a level editor
that allows me to copy, cut, and paste things like walls, doors,
chasms, etc on a 2d or 3d grid. However, even without it it is not
that hard to actually draw or create a level such as you describe. To
create a room for a side-scroller all I need to do is something like
this.

// Draw the ceiling
for (x = 0; x < 51; x++)
   g_map[x, 10] = SURFACE_CEILING;

// Draw the floor
for (x = 0; x < 25; x++)
   g_map[x, 0] = SURFACE_STONE;
for (x = 36; x < 51; x++)
   g_map[x, 0] = SURFACE_STONE;

// Draw the chasm
for (x = 25; x < 36; x++)
   g_map[x, 0] = SURFACE_CHASM;

// Draw the left wall
for (y = 1; y < 10; y++)
   g_map[0, y] = SURFACE_WALL;

// Draw the right wall
for (y = 1; y < 10; y++)
   g_map[50, y] = SURFACE_WALL;

What we have here is a simple room 50 units wide and 10 units high. We
essentually created it by using surface constants and stored them in a
2d array. To figure out if we encountered anything all we need to do
is find out if the player's next x/y position will step into a chasm
or encounter one of the walls. Since my engine, G3D, actually deals
with a 3d array with an x/y/z position I have a set of trig formulas
to calculate the vector and figure out where the player's next x/y/z
position will be. However, since we are dealing with a simple
side-scroller we probably don't need anything that fancy. We can get
by just by adding or subtracting the player's velocity to or from x
and y. For example, here is some really really simplistic colision
checking. This isn't exactly the best collision detection method, but
it should work for a newbie like your self.

// Get the player's x/y coordinates
float speed = g_player.GetSpeed();
float x1 = g_player.GetX();
float y1 = g_player.GetY();
float x2 = 0;
float y2 = 0;


// If the player is moving left
// subtract the player's sspeed from x1
if (g_player.GetDirection() == -90)
   {
   x2 = x1 - speed;
   y2 = y1 - 1;
   }


// If the player is moving right
// add the player's speed to x1
if (g_player.GetDirection() == 90)
   {
   x2 = x1 + speed;
   y2 = y1 - 1;
   }

// Get the player's surface
int surface = g_map[(int)x2, (int)y2];


// Find out if the player encountered anything
int encountered = g_map[(int)x2, (int)y1];

// If the player stepped into a chasm kill the player
if (surface == SURFACE_CHASM)
   {
   KillPlayer();
   }

// If the player hit a wall
// stop moving
if (encountered == SURFACE_WALL)
   {
   HitWall();
   }

// Move forward
if (encountered != SURFACE_NOTHING && surface!= SURFACE_CHASM)
   {
   g_player.SetLocation(x2, y1);
   PlayStepSound();
   }

What we have here is a very simplistic colision detection system. It
basically tries to determine where the player will be when he/she
takes their next step and figures out if he/she hit a wall, fell into
a chasm, or moved safely to the new location. Does this make sense?

So if I wanted to add ledges etc to this room above all I'd have to do
Is draw them in by adding them to the array wherever I wanted them. I
might draw one in the middle of the chasm to jump/land on so the
player doesn't have to try the suicidal feet of jumping the entire
length of this chasm, or I could add ledges to either side. It really
is not that complex to create a level in this fassion.

HTH


Jim

Simple enough for a weenie; enough power for a nerd!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Thomas Ward
Hi Kai,

Well, to help me draw level maps I actually created a level editor
that allows me to copy, cut, and paste things like walls, doors,
chasms, etc on a 2d or 3d grid. However, even without it it is not
that hard to actually draw or create a level such as you describe. To
create a room for a side-scroller all I need to do is something like
this.

// Draw the ceiling
for (x = 0; x < 51; x++)
g_map[x, 10] = SURFACE_CEILING;

// Draw the floor
for (x = 0; x < 25; x++)
g_map[x, 0] = SURFACE_STONE;
for (x = 36; x < 51; x++)
g_map[x, 0] = SURFACE_STONE;

// Draw the chasm
for (x = 25; x < 36; x++)
g_map[x, 0] = SURFACE_CHASM;

// Draw the left wall
for (y = 1; y < 10; y++)
g_map[0, y] = SURFACE_WALL;

// Draw the right wall
for (y = 1; y < 10; y++)
g_map[50, y] = SURFACE_WALL;

What we have here is a simple room 50 units wide and 10 units high. We
essentually created it by using surface constants and stored them in a
2d array. To figure out if we encountered anything all we need to do
is find out if the player's next x/y position will step into a chasm
or encounter one of the walls. Since my engine, G3D, actually deals
with a 3d array with an x/y/z position I have a set of trig formulas
to calculate the vector and figure out where the player's next x/y/z
position will be. However, since we are dealing with a simple
side-scroller we probably don't need anything that fancy. We can get
by just by adding or subtracting the player's velocity to or from x
and y. For example, here is some really really simplistic colision
checking. This isn't exactly the best collision detection method, but
it should work for a newbie like your self.

// Get the player's x/y coordinates
float speed = g_player.GetSpeed();
float x1 = g_player.GetX();
float y1 = g_player.GetY();
float x2 = 0;
float y2 = 0;


// If the player is moving left
// subtract the player's sspeed from x1
if (g_player.GetDirection() == -90)
{
x2 = x1 - speed;
y2 = y1 - 1;
}


// If the player is moving right
// add the player's speed to x1
if (g_player.GetDirection() == 90)
{
x2 = x1 + speed;
y2 = y1 - 1;
}

// Get the player's surface
int surface = g_map[(int)x2, (int)y2];


// Find out if the player encountered anything
int encountered = g_map[(int)x2, (int)y1];

// If the player stepped into a chasm kill the player
if (surface == SURFACE_CHASM)
{
KillPlayer();
}

// If the player hit a wall
// stop moving
if (encountered == SURFACE_WALL)
{
HitWall();
}

// Move forward
if (encountered != SURFACE_NOTHING && surface!= SURFACE_CHASM)
{
g_player.SetLocation(x2, y1);
PlayStepSound();
}

What we have here is a very simplistic colision detection system. It
basically tries to determine where the player will be when he/she
takes their next step and figures out if he/she hit a wall, fell into
a chasm, or moved safely to the new location. Does this make sense?

So if I wanted to add ledges etc to this room above all I'd have to do
Is draw them in by adding them to the array wherever I wanted them. I
might draw one in the middle of the chasm to jump/land on so the
player doesn't have to try the suicidal feet of jumping the entire
length of this chasm, or I could add ledges to either side. It really
is not that complex to create a level in this fassion.

HTH


On 12/28/10, Kai  wrote:
> Greetings Thom and Jim.
>
> Thank you for your responses to this subject.
> Thom: I do remember the in-depth discussion you,Kara, and crew were having
> about levels, vectors, and all that mind-boggling stuff. Most of it went
> right over my head however, as I'm horrible with math in all its forms.
> I guess my difficulty is in grasping spatial considerations. for example, in
> the game I'm envisioning, the player travels down a north/south corridor
> nine sectors wide. Assuming he stays in the center at sector 5 and walks
> down the corridor, once he encounters an obstacle (chasm, boulder, wall,
> etc), the obstacle may be at its widest point at that sector (in the example
> involving a chasm, therefore, that'd be where the chasm is widest across).
> In games where all obstacles are the same dimension (like Super Liam),
> there's no problem. But what if I want to make the obstacle taper off or
> have smaller points? (Perhaps a ledge that extends out into the chasm,, for
> instance.) Even in a two-dimensional environment, the implications of such
> calculations slightly baffles me. I understand the principle (make the array
> different at one or more coordinates), it's the actual perception of it in
> my head that throws me for a loop.
> and let us not even talk about adding a Z axis to such a game, wherein jumps
> and scalable obstacles can change the player's vertical position.
>
> Obviously, such a game of this magnitude is by no means going to be my first
> venture, but I would still like to comprehend the idea before I even attempt
> to make a foray

Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Kai

Greetings Thom and Jim.

Thank you for your responses to this subject.
Thom: I do remember the in-depth discussion you,Kara, and crew were having 
about levels, vectors, and all that mind-boggling stuff. Most of it went 
right over my head however, as I'm horrible with math in all its forms.
I guess my difficulty is in grasping spatial considerations. for example, in 
the game I'm envisioning, the player travels down a north/south corridor 
nine sectors wide. Assuming he stays in the center at sector 5 and walks 
down the corridor, once he encounters an obstacle (chasm, boulder, wall, 
etc), the obstacle may be at its widest point at that sector (in the example 
involving a chasm, therefore, that'd be where the chasm is widest across). 
In games where all obstacles are the same dimension (like Super Liam), 
there's no problem. But what if I want to make the obstacle taper off or 
have smaller points? (Perhaps a ledge that extends out into the chasm,, for 
instance.) Even in a two-dimensional environment, the implications of such 
calculations slightly baffles me. I understand the principle (make the array 
different at one or more coordinates), it's the actual perception of it in 
my head that throws me for a loop.
and let us not even talk about adding a Z axis to such a game, wherein jumps 
and scalable obstacles can change the player's vertical position.


Obviously, such a game of this magnitude is by no means going to be my first 
venture, but I would still like to comprehend the idea before I even attempt 
to make a foray into this region.


Kai

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, December 27, 2010 7:16 PM
Subject: Re: [Audyssey] Conceiving Level Maps



Hi Kai,

Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are different
ways of doing this. Which way you choose probably depends on how good
your math sskills are.

Most professional game developers use bounding boxes to mathematically
calculate when and where two objects meet in 3d space. This is
obviously more accurate, but requires some skill with trig and
geometry to pull off correctly.

Fortunately, there is a less complicated way that I use to draw 2d and
3d maps. I simply use a 2d or 3d array and fill it with predefined
objects like a wall, door, spikes, fire, etc and then save it to a map
file. This works quite whell for me, and the method I have chosen for
the G3D engine.

As for saving map files I'm not sure how you would do it with
something lilike BGT, but with G3D it is very straight foward and
easy. Essentially, what I did is created a global world object, which
contains the map array, and I fill it with objects like walls, doors,
the floor, ceiling, etc. I then serialize that world object, and write
it out to a *.map file. When I load a new level all the G3D engine
needs to do is load that *.map file into memory and we are off. Make
sense?

Cheers!


On 12/27/10, Kai  wrote:

Greetings list.

I've a question for you game developers who've made games involving 
mapped
out levels. the short of it: How do you do it? Is your map just an array 
of

coordinates with conditional statements that place obstacles at certain
points? Or, for games  that have levels stored in files, how does that 
work?


I'll admit that in this area, I'm a complete newbie, and therefore don't
really understand how to conceptualize it in my head.

I'm trying to plan out a game, and the prospect of having to design a 
level

map hurts my head.

Kai


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Re: [Audyssey] Conceiving Level Maps

2010-12-28 Thread Jim Kitchen

Hi Kai,

In my current game Homer is running.  Say I use the variable h for where Homer 
is at.  So if Homer is running I do h = h +1.  So h is getting larger and 
larger as Homer runs.  I then have a series of if questions such as

if h > 123 then
start bird
end if
if h > 217 then
start chain saw
end if

How ever you also need to know if you have already started the bird or saw, so 
it is more like

if h > 123 and d = 0 then
start bird
d = 1
end if

I did a similar thing in Mach 1 tts in that the car was moving forward the 
amount of spaces of the speed of the car and I set up loop areas depending on 
the variable number of the cars place such as

l1:
cp = cp + speed
do straightaway stuff
if cp < 3000 then goto l1
l2:
cp = cp + speed
do curve stuff
if cp < 5000 then goto l2
l3:
cp = cp + speed
do straightaway stuff
if cp < 7000 then goto l3
l4:
cp = cp + speed
do curve stuff
if cp < 9000 then goto l4
cp = cp - 9000
goto l1

So that is a very simplified set up of how I did an oval track.

In my live action games I have a timing loop to keep everything from happening 
at once, so once every timing loop is when the h and cp variables get added to 
etc.

I really do not know how that works in BGT.

HTH

BFN

Jim

I like Visual Basic 6.0 because I can not C.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Conceiving Level Maps

2010-12-27 Thread Philip Bennefall

Hi there,

BGT can definitely save and load files in the same manner. You can also 
encrypt your files to avoid them being looked at, and that also provides 
integrity verification. If the file has been messed with, it will not 
decrypt to the serialized content and so you know that something went wrong. 
Also, with the pack_file object you are able to pack more than one level 
into a given data file. In fact, you can even put the levels and the sounds 
etc into one big data file making it even harder for someone to get to.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 28, 2010 4:16 AM
Subject: Re: [Audyssey] Conceiving Level Maps


Hi Kai,

Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are different
ways of doing this. Which way you choose probably depends on how good
your math sskills are.

Most professional game developers use bounding boxes to mathematically
calculate when and where two objects meet in 3d space. This is
obviously more accurate, but requires some skill with trig and
geometry to pull off correctly.

Fortunately, there is a less complicated way that I use to draw 2d and
3d maps. I simply use a 2d or 3d array and fill it with predefined
objects like a wall, door, spikes, fire, etc and then save it to a map
file. This works quite whell for me, and the method I have chosen for
the G3D engine.

As for saving map files I'm not sure how you would do it with
something lilike BGT, but with G3D it is very straight foward and
easy. Essentially, what I did is created a global world object, which
contains the map array, and I fill it with objects like walls, doors,
the floor, ceiling, etc. I then serialize that world object, and write
it out to a *.map file. When I load a new level all the G3D engine
needs to do is load that *.map file into memory and we are off. Make
sense?

Cheers!


On 12/27/10, Kai  wrote:

Greetings list.

I've a question for you game developers who've made games involving mapped
out levels. the short of it: How do you do it? Is your map just an array 
of

coordinates with conditional statements that place obstacles at certain
points? Or, for games  that have levels stored in files, how does that 
work?


I'll admit that in this area, I'm a complete newbie, and therefore don't
really understand how to conceptualize it in my head.

I'm trying to plan out a game, and the prospect of having to design a 
level

map hurts my head.

Kai


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Re: [Audyssey] Conceiving Level Maps

2010-12-27 Thread Thomas Ward
Hi Kai,

Smile. Interesting enough you might recall Cara, Willem, and I were
discussing this at length almost a month back. There are different
ways of doing this. Which way you choose probably depends on how good
your math sskills are.

Most professional game developers use bounding boxes to mathematically
calculate when and where two objects meet in 3d space. This is
obviously more accurate, but requires some skill with trig and
geometry to pull off correctly.

Fortunately, there is a less complicated way that I use to draw 2d and
3d maps. I simply use a 2d or 3d array and fill it with predefined
objects like a wall, door, spikes, fire, etc and then save it to a map
file. This works quite whell for me, and the method I have chosen for
the G3D engine.

As for saving map files I'm not sure how you would do it with
something lilike BGT, but with G3D it is very straight foward and
easy. Essentially, what I did is created a global world object, which
contains the map array, and I fill it with objects like walls, doors,
the floor, ceiling, etc. I then serialize that world object, and write
it out to a *.map file. When I load a new level all the G3D engine
needs to do is load that *.map file into memory and we are off. Make
sense?

Cheers!


On 12/27/10, Kai  wrote:
> Greetings list.
>
> I've a question for you game developers who've made games involving mapped
> out levels. the short of it: How do you do it? Is your map just an array of
> coordinates with conditional statements that place obstacles at certain
> points? Or, for games  that have levels stored in files, how does that work?
>
> I'll admit that in this area, I'm a complete newbie, and therefore don't
> really understand how to conceptualize it in my head.
>
> I'm trying to plan out a game, and the prospect of having to design a level
> map hurts my head.
>
> Kai
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] Conceiving Level Maps

2010-12-27 Thread Hayden Presley
HI,
Well...you don't need conditionals for basic obstacles. If you were, say,
making a simple sidescroller, you could create an array of integers and
assign them all the value of 1 via a for loop. Then, you could assign
selected ones other numbers, representing obstacles. I can't say about more
complex systems, but that's how you'd handle a simple one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, December 27, 2010 4:56 PM
To: Gamers Discussion list
Subject: [Audyssey] Conceiving Level Maps

Greetings list.

I've a question for you game developers who've made games involving mapped 
out levels. the short of it: How do you do it? Is your map just an array of 
coordinates with conditional statements that place obstacles at certain 
points? Or, for games  that have levels stored in files, how does that work?

I'll admit that in this area, I'm a complete newbie, and therefore don't 
really understand how to conceptualize it in my head.

I'm trying to plan out a game, and the prospect of having to design a level 
map hurts my head.

Kai


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