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4sheetzngeegles

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Everything posted by 4sheetzngeegles

  1. There is another possible option, which could placate most. Copy each of the spear references in the xml. Rename the spears to Thrust and Tosser separately. Enable throw mechanic on the copies. They would use all of the same, prefabs just giving each player the choice of thrust or throw. No extra coding, just a copy and paste.
  2. I was in the process of testing my custom biome combos on my 8k map. When; a big mamma and a businessman got in the way. Sounds like the beginning of a bad joke, right? So I blasted them, with an explosive arrow. I got ready to continue my trek when an actual crawler came around the corner too. I couldn't resist filming this. How many times do you get to see, 3 levels of amputation at one time. The majority of the time they just die from leg wounds. So i DM'd and hovered to get them to gather, pretty interesting speed result.
  3. This may or may not help. My reference: from a clean first time install I would get that sort of error, if i did not pick a profile character. It would sometimes glitch out on me. My resolution was to set non singular profile then I would pick a profile character. The girl with the braids/dreads. basically start game, go to profile and pick one, go back to game preferences, change the default profile setting. Hit f1 to watch. Start game I hope its the same prob i had. Welcome to the forum 4Sheetz
  4. The only thing I would like with the predators, basically the animals is to add simple activity sounds. By this i mean, footsteps, brush rustling. I wear headphones with surround sound Dsp, and or 7 speaker surround though my stereo to add atmosphere, or AtmosFear as I walk. In one alpha the 3d sound and distance resonance was better. Then it seemed to go back to a more general singular volume and simple binary direction, and all sounds seem to be the same distance away no matter how far the entity is. If possible before completion can sound be added to the predators. I know they have padded feet, but they are not only walking on cloth. Under brush rustling, and the click of the nails, or the crunch of snow would add more intensity. Even with the humanoids, if there were less vocal sounds and more focus on the, footsteps it adds suspense. Even if its not to be added to vanilla , if you add the foot colliders, and postcard grass colliders, but left a null sound. Then posted a note in the xml.txt. I could personally add a sound without being intrusive to others game play. My first point is always in hunting small game. I see the neon pointer, but would also enjoy hearing the rabbits and chickens skitter through the grass.
  5. @Morloc Is that your trans or an AI. Either way, it was real close. Great reference. Cthulhu R'lyehian is a fictional language spoken by ancient cosmic dieties (the Great Old Ones, see F'igure 1) in Lovecraft's 1926 short story Call of Cthulhu [7] and in his later work. Below is an example sentence in R'lyehian: Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Now i know why I'm misunderstood so often. 🤣 The only missing piece of the puzzle was the end. "Dream On" was my reference to the lyrics from Aerosmith's song. 4Sheetz
  6. I've watched the the interview with Guns Nerds and Steel. "and others" Admittedly a few times. The main things I came away with referred to. One of my first posts, The Funpipmps attempted to condense an MRI volume of data into a 3d video game. While still maintaining play-ability, "High Hopes", using the now antiquated hardware of the time. I actually upgraded my pc based on wanting to play this game. It would have killed the hardware back then, to the point of being shelved, and it did for many. The first draw for me, to the game, was that it was Open. By this I mean, open to individual interpretation, playstyles, genre mashups, customization, etc. It prompted me to go to the great Wikipedia and look up game genre. That's one of the main reasons I still like the game, I want to see the extent and lengths to which they will go to add to a dream. Near the end of one of the videos, Joel expressed, and I'm paraphrasing, that this was partially his dream and goal. He looked at the games being produced by the mainstream production companies, and wanted to create, a masterpiece of playtime entertainment. That would rival their limited singular genre focus. Sort or a monkey wrench in the works, to show the possibilities. And maybe inspire, them to keep up or follow suit. Also to show all of this from an indie company position. If all of the things added to the game had been left in, and the game had been completed in a singular Alpha to gold back then it would have probably been a great "unknown and forgotten" work. Go to steam, pick a game title, gameplay, youtube it from first iteration to its completion. The things I see from the background, ten years equals multiple generations, hardware\software\engine advancements,changing public focus\opinion on what's popular or fun, and in a singular phrase "May I please have some more sir please". Do I like all of the changes, no, but I have the option, to play prior versions, adjust parameters to my preference, and once I learn Harmony rewrite the scripted game play. I really don't think that they expected to expand as much as it has, but there was always that possibility. Open Pandora's box or rub the genie's lamp and you can't put it back. They no longer had to compete with other games, just the forum of opinion, and extensibility of modding opportunity. It will never be perfect, but I have not seen any other games that have tried to be this expansive "yet". So to the Funpimps I say, "Dream on" and paraphrasing their tag line "que sera sera".
  7. My only hope is that when activated, they adjust the accuracy algorithm and reload timing first. I played one of the mods that had the bandit ai activated. The melee bandits would never tire, and bam bam you to death with DPS constant swings. Playing with the pistol packing ones, was the equivalent of being Butch Cassidy at the end of the movie. They reloaded faster than John Wick, and never seemed to run out of ammo. Three or more, and you might as well start a new game. Medieval Mod and Fantasy Mod tempered them quite a bit to make them a good interation with a playthrough. Although I would like to see a band of them spawned in unsuspectingly on a PVP server. Bang bang bang, rage quit, bang, rage quit, rage quit, rage quit, There is no Git Gud scenerio. They had feral sense before there was any, and had a 100% accuracy ray trace mechanic. That would be a Gud litmus test, to balance adjustments.
  8. @Arez I like the thought in general, but specifically here...In this game...On this engine...and at this point in development, It might take a bit more resources and time than are willing to be invested, at least at this time. If you think of the way this environment and gameplay, has been cultivated\progressed\developed, "i'm trying to think of the right word" coupled with the voxlized ruleset, enforced by this unity build. Performance If it were a hybrid, meaning poly specific structures, with voxelized terrain that were microvoxel or atoms, it could probably work, gamewise. Availabilty of resources I did this once before when i first joined the forum, and GuppyCur invited me to the discord. I created graves that were basically 1 by 2 block sleeper volumes, and they would dig out if you came close enough. The problem was the voxel dimension ruleset. No matter whether there is a full block or a half or quarter, they all take up the same volume. 1m by 1m. The invisble air part is still solid. But also this was about 5 alphas ago, the animations were not available, median hardware was incapable of handling it, and the game dev was only it it's adolescent stage as far as direction, and inclusions or additions. Possibilities Now vs then There is a game that I have played that does what you speak of, and give a good visual example, "Zombie Army Trilogy". It could possibly be adapted here. It is as you said just an animation and VFX, of rising from the dirt but with out any destruction, and with a combination of crawler Zombie Steve now the half body crawler to the one block crawlers to standing position it could maybe work. HMMM, what if? It could also work on Horde night, a flat or low level interactive volume that recognizes vertical structures, and is centered on the player or players, would in theory negate the lost/stuck zombies, blocked by structures, and give a visceral visual of the horde onslaught. Basically a mobile spawning path for even if you are on the run. The things between this proposition and actuality, are timing here, and valuation from development standpoint. I realized this after watching one of the last A21 interviews with Madmole, and Richard. To the future If it doesn't make it to the Vanilla game, You might be able to propose it to the Modding community. Keep a positive outlook, because, you can bet one or more have looked at or will look at your post and go Hmmmmm, what if. That's how it starts, here. 👍 4Sheetz
  9. @Roland Attempting to join the club to receive update letters. I got an instant error, using the same email address that I use to log in here. I just read the illogika.com page. From what I read, is the Bloodmoons a combination, of TowerDefense like "Blockdefender modernized" and Gnamod. If so, then if they can squeeze out a single player version, It'd be an interesting play through.
  10. @Doomofman https://youtu.be/HyJHGXW3uUM?t=974 This may give a clue.
  11. This is a really long thought, i had about a future game. like (Soul Requiem- 7dtd2) Its way too late to think of it as a viable offering for now. (System) Progression:cooperative dependency: possible simplification In the save folder is a file for each of the players inventory. I will refer to it as their save "profile". With all of the back and forth pos/neg responses to RNG loot would it be possible to write subsystem that reads each players profile, and adjusts the loot container's rng percentages for each. This would contour what is yielded per player and play through. It would also limit the level of what is yielded. Basically an Int32 or Ulong. uses as multiplicand or divisor. It progress as the single player, or multi coop does. It would not be a gate but an actual progression of yielded resources. Although it would limit how high the tier yields would be and how fast it would progress. In single player it would be more direct, the dual file read, and a singular calculation. In multiplayer, the cumulative would be, adjusted by compiling all players of the group items, averaging them, then reducing by a marginal percentage. It could also be regulated by the attribute success rate to repair specific items. This means if your repair smith has a skill level to repair tier 3, then the looter has a higher percentage chance to find 3 and lower items. Rng would produce a higher tier item, but it couldn't be repaired and it would be used sparingly until the smith is up to level. "Codependency" as a necessity. It would be in the looter's best interest to provide "Books" for the smith, to increase intel, to be able to repair the items. "no one left behind" And each still plays the role they enjoy or choose. Items are then made to break, if so they yield a portion of the resources needed to build, or can simply be set to 0 health and a lower tier. At tier 1 health 0 it simply becomes crap resources. Or to regulate it even further, T1 to 0 health = resources, t2 to 0 = t1 random 16th scale or resources, t3 yields 2 or 1 or resources, t4 yields 3,2,or resources. t5 yields 4 3 or resources, t6 5 4 or resources. I know the following term is a sore topic but it is a form of LBD. Not the traditional min/max. It would use success/failure, but would be based on survival, days alive, deaths, and events and team score. So a person going out looting needs armor, weapons, food. They would find lowered level loot, depending on the success of the others in the group. Example: I loot, but don't want to cook and craft, I may learn to make armor but it will still only be as good as the weakest person in the group. intel regulates chance of success, and amount of additional resources used. The trader, would only supply needs. If i get a high tier weap or tool or armor, I would need a person with high tier Intelligence to repair it, with less chance of degradation or breaking it. The higher the int the greater chance of success. That may mean adjusting loot scale to a rounded amount of 16 per tier. The 16 scale would be invisible, so if you you had a tier 5 pistol and it was level 2, and you failed to repair it twice it would degrade to a tier 4 etc. until the person repairing it came to the level that they could succeed. Each weapon\arms\tool would have a set of attribute prerequisites so even if it could be repaired by player one, if they did not possess enough strength they couldn't wield it. Not enough dexterity and their hit point yield would greatly suffer. If used it would be detrimental to their ability to use it well. By this I mean, in regard to the aspects of survival, game play, fun, and progression. Could a system like this not do a one stop shop balance that is being sought, by both players and staff. It could weigh, need vs want, and include the trader system, reading, and looting. A player needs food and water, but wants a high tier tool, weap, armor, and learning. Inclusive, could be added a sadistic author script, i will call it the monkey wrench. This is the random chance of creating peril for survival. Basically RNG meets Murphy for the day. It would probable require using two files, Present inventory, and play through cumulative, for items acquired and dumped, either by happenstance or intent. The three main governing attributes: Strength,Dexterity,Intelligence. Each craft able Tier uses more resources to build, making it naturally heavier, also meaning more strength would be required to wield it, and more dexterity to yield efficient DPS. Strength ability to hold, and carry dexterity, DPS Int Craft, repair. The cumulative between the 3 would have to be less than 300 100 + 100 + 70. they can be multiplicative instead of ones. but the total depending on what a person chooses to do should be less than perfect for all three. So a true fighter would only be able to repair up to Tier 4 items, with a chance of breaking and reducing integrity or Tier 3 100%. The other attributes can govern, DPS for particular groups of weapons or abilities/perks. submitted just for writing sake😉
  12. @warmer For the caves it can probably go either way. The negative possibility comes from the removal of Libnoise "totally blanked now" This was probably what would have been used to generate cave system, or digger addon which has not be added. the only other way is prefabbed caves compiled by the artists, there are 5 presently. On the other side "positive possibilities" comes from the following video interview. Joel although not very verbose, talked about going toward conclusion, looking at older, systems and routines, as long as they fit in with their final vision. https://www.youtube.com/watch?v=HyJHGXW3uUM If you go back and look at each alpha, many people have posted that the game seemed to be different or changed per alpha. I just think of them and primers or testbeds, for what can be (in and ex cluded) from the final release. Some of the things may have been dropped initially, but may see the light of day again depending on the final idea. The video is interesting, and fills in a lot of the whys and what fors questions, that people have posted.
  13. @zztong There is a modification that I temporarily did, in A20 for myself. I posted about it once before. I decided to think of the roads, paths and grass as independent sources for events. Why, because of the tameness of the forest biome. If you walk on a path heat continually rises, causing more spawn, this spawn has the equivalent of feral sense. It increased by sectors about 30 to 50 meters square. Most of it was animals. Walking on the streets did the same thing with zombies. It was slow to cool down, to the point of generating screamers, if you linger too long in an area. If you just kept running around from area to area, you soon had a horde. The way I countered it was to fake stealth, I increased the height of a lot of the grass, to just about eye level, this added to the jump factor, as zombies walked through it. you couldn't see them. I also had light emission drastically lowered if you crouch near bushy trees. Added to the player, if they crouched, in the grass, the feral sense stopped in about 3-5 seconds. Visibility was lowered to almost 0, and hearing was lowered also just not that low. If you stood up or fought a zombie, it went to normal attributes until you crouch walked through grass again. Was kind of cool if you were an archer. So yeah if it were decided, then an event could be added to any block, texture, or item. But i was told it would get too intricate, and too much unnecessary processing. But I jacked it up, by accident. I had the grass disintegrate like the frames in houses, and increased the grass volume. So entities tore up grass, making crop circles, as they looked for you. The result was really cool as long as you didn't shoot an arrow or bullet through the grass. Then my game would freeze from memory overload. This proved to me what Faatal said. I may try again.
  14. Avalonia worked just like the original uabe for me. The version i am using is uabea-windows6 nightly build. So i guess any after that should work also. The file I viewed is below 7 Days To Die\7DaysToDie_Data\data.unity3d Its like a cumulative of all of the bundles. I made a folder on a separate drive to work with and exported there. To use the plugins is much like UABE. you must select at least 2 of the texture files then it will give an option for export format Basic starter instructions for anyone new to UABE modding. Tools used: UABEAvalonia, Krita to separate the png mask if the image appears blank in windows viewer, and photoshop to edit colors if needed. You can also use Krita to do so, I just like photoshop UI better. PREP WORK 1 Make a folder for Avalonia, and use an archive program to extract the release files there. 2 Make a working folder so you don't accidentally overwrite your existing game files. Copy the bundle or data.unity3d file you will be working with to the newly created folder. NOTE: The bundle may say it's compressed, do you want to extract to file or memory, I choose memory, as a preference its less confusion when saving the edited file to the created folder. Image Extraction: 1 double click UABEAvalonia.exe, in the window choose File,Open, Navigate to the copied bundle file or data.unity3d. select the file. 2 receive a message. "This bundle is compressed. Decompress to file or memory?" I choose memory. If you only have 8 gig ram you should choose File. FOR FILE Option Select File Navigate to your working folder give the new file a simple name hit save and wait for the cursor working ani to disappear, And for the name of the file to appear in the UABEA window. Below the name you will see Cab and a lot of letters and numbers, that means you are ready. Click info, the asset Info window opens. Stretch it to the right until you can see Type at top of window. Click Type and it will group sort the entries. Select the first Texture2D scroll down hold Shift and select the last Texture2D On right side of window select Plugins Plugins window Batch export textures OK PNG OK smaller window OK Depending on how many textures there were "Gotta Wait" Open your working folder to find textures there View Extra Large Icons, any that look blank means that the Alpha layer is blanking it out. To view and edit these, open with Krita. You will see a checkerboard or plain colored window. On the right of window you will see Layer 1 with an eye next to it Right click layer 1 come down to Split Alpha Select Alpha Into Mask Now you have two layers. Uncheck the eye next to transparency If you are going to edit the file then right click transparency layer select remove layer save file. now you can work with the file in the image editor of your choice. When you are ready to import back into the work file, """Even if you only changed 1 texture""" select at least that texture and another. go to plugins and the batch import option will appear. select folder with the textures they appear in left window, highlight each and the right window should show a matching file. If it doesn't its because you changed the texture name. Hit OK In the Small window File Compress Give it a name with compressed added to it. Example if it was umaplayer then name the compressed file umaplayercompressed to recognize it Save Messagebox for two save formats LZ4 and LZMA LZ4saves closest to original size, it your choice, just experiment to see which works better for you project. Once saved go to the 7 days to die folder that had the original file you copied. Rename that file by adding original. Example Umaplayer becomes Umaplayeroriginal. Copy the edited file to that folder and remove the compressed from the end. so Umaplayercompressed becomes Umaplayer. Start game. If all went according to plan you should see your edited texture where ever you did it. If any error pops up, then exit game, delete the copied file, and rename Umaplayeroriginal back to Umaplayer and start game with no loss. I only used Umaplayer as an example, each file you work with follows the same path to edit. Hope this helps 4Sheetz.
  15. I have a future request, before the end of the Dev cycle, and the game is completed. Please, if possible; 1 Reincorporate: the Sarek.png to allow for the import of default grayscale maps, that the game can use to generate custom terrain. This was a scripted part of Rwgmixer.xml. It was versatile enough to allow for user generated terrain to assimilate with the default lot\city layout\configuration. Also during its period of use a player could do an overlay from the splat map allowing for roads to match terrain. If you changed the splat layout for streets, in a pregenerated world folder, and had a terrain altitude change it would automatically contour a smooth altitude transition, for streets roads and paths. <!-- <terrain_generator name="vanilla2" base_height="32" water_level="38"> <module name="HM" type="NoiseFromImage"> <property name="metersPerPixel" value="15.14"/> <property name="imageFile" value="sarek.png"/> </module> <module name="BIAS" type="BiasOutput"> <property name="sourceModule" value="HM"/> <property name="bias" value="-30"/> </module> <output module="BIAS"/> </terrain_generator> --> namespace WorldGenerationEngine.Input { // public class NoiseFromImage : IModule { public string ImageFile { set { this.imageFile = value; this.heightData = Utils.ConvertDTMToHeightData(Utils.LoadTexture(Utils.GetGameDir("Data/Heightmaps") + "/" + this.imageFile), false); Utils.SmoothTerrain(1, this.heightData); 2 Write a script that allows for texture2darrays to be exported to and imported from sprite sheets, to be used in game. Prior, the spritesheet was the medium. This would allow for custom\modded layouts and visualizations long after the main goal is completed. The move to 2darrays was for performance, but a 2d array is formed from a spritesheet, or a folder of images. The only thing missing is a script for modders to use. 3 This ties into the first request. Please include in XML.txt. Instructions to initiate // public const int cMaxBiomes = 50; Presently it does not seem to work, beyond the vanilla default biomes. This would allow for the accurate re initialization of altitude controlled biomes, regarding weather. 4 Change back to the original .raw accepted format. Or allow for the original format to be used again. The new one is more of an obfuscated lateral image. This will allow for extended modding after TFP has finished and released the game. I understand that unity has adjusted over the dev cycle, and TFP has adjusted accordingly, but if the cycle ends then the specifics above can be reintroduced.
  16. Not to be the monkey in the cage throwing poop, but unless it was released by John Murphy its a non starter. That site may be a either unwittingly posting it, or a fly by night snatch and grab. In the House – In a Heartbeat "John Murphy" "28 days later" theme. https://youtu.be/DbwlGv9SWfY?t=24
  17. Riamus stated exactly what I was asking. I understand the need and drive for profit in business. The diversification is a smart thought, the industry "phones" is the hot sales media medium at this time. It may be thought of as a knee jerk reaction to the recent past losses. But, the CEO's history is directly influencing the fast paced acquisition. Unity is a company, and a company only survives from profit, and support. All of this I understand. But as Riamus pointed out. The manner is not economically feasible for many that elected the previous plan. If you received a grant, for Master of studies in Science, were beginning your third year of eight. Then the company that gave you the grant decided to convert it to a loan and wanted immediate interest payments for the past 3 years, in one lump sum. Would the average reaction be: Pfft, Ok i got this. Or How the #$%$% do I do this, I'm still a student. Now if you were one of the fortuitous ones that have support from home, or were hired to a well paying position, through nepotism. Its all good, but the majority or not so fortunate. And yes I know that is not how a grant is posted. It's a loose example of a contractual agreement, where one party enters into it because it allows them to progress, and this is what was offered. The only other time I've seen this done is by Loan sharks, and Dealers. You lure the clientele in,wait until they are entrenched/dependent, with few other choices, then call in the newly created balance. I'm mostly paying attention to the progress and outcome, because I'm hoping, as an entrepreneur, this type of model does not become the norm.
  18. This conversation is interesting, and has gotten me to go read more of the back story leading up to now. Loop the loop roller coaster. It has brought another question to mind if implemented. RE: ALPHA If Unity does use it's runtime as a gauge. Would it apply differently depending upon the stage of production. What I mean is, an alpha game such as 7dtd, has had many versions and sub versions as they have progressed, toward their end goal. Each time a new iteration is released, a new download is performed. Would this not mean other than the future potential revenue, but also that any game dev must complete their game in a single pass, bugs and all. No, alpha or beta test. That in turn could lead to lower quality and quantity of releases from indie co. Redistributing, or monopolizing, the gaming industry for AAA production or already established companies. Just as the analogy of grocery stores and pricing that meganoth touched on. If that same store is the only one around, then it becomes a monopoly regarding supply and demand. Basically if this plan sets a precedent would it not go against this. Regulatory measures to ensuring free and fair economic competition for markets while addressing monopolies, cartel agreements and other factors which might impact the growth and diversification of the economy.
  19. It would depend on the popularity of the game in question. as a singular purchaser, .2 or 20 cents is inconsequential. A game that has sold 10,000 copies if each player installed it only 1 extra time. that is a 4,000 dollar check. The more popular a game is the higher the instant return. 7DTD has sold 16,000,000 copies. If each person installed it 1 extra time, then that is $3,200,000.00 "million" dollars instant payout. As an example: i took "4" samples to get a numeric. Among Us 600,000,000 downloads be generous and say 30 percent is a secondary install. thats 180,000,000 This is just if a Single extra copy is installed. Its basically unregulated numeric s. Among Us: 180,000,000 *.2 = 36,000,000‬ 7DTD: 16,000,000 *.2 = 3,200,000‬ ape out: approx 200,000 *.2 = 40,000 Rust: 12,400,000 *.2 = 2,480,000‬ $41,720,000‬ instant back revenue owed by these game devs. There are 38 other games. It adds up to, a poor business model on Unity's part. To compensate, it is to be passed off on the game developers. An easier way to look at it is; If you didn't think ahead, got a woman pregnant, and then expected me to pay the child support just because i live in the same building. I hope it all works out
  20. So here is a question. If say I for instance have 7 days installed in my steam install default directory. And have an alternative hard drive with all, of the prior alphas on it. I, being a a compulsive technology hoarder of sorts, copy the version that I am going to play to the default directory and delete the other. No worries, I make copies once the game is verified, so no loss. Does that mean that i still am considered to have one installation? The reason I ask and why i archive the way i do is because, If you are doing an install and it is corrupted from steam download or a bad sector. if you have to re-download it then is that considered two installs?
  21. I agree with you and Bruce Lee "My childhood hero". Something is definitely flowing somewhere. 💦But, without a cup, bottle, teapot, or jar. In the end, its all just a fluid discussion.🙇‍♂️
  22. Some of the conversations remind me of the matrix. What is real? Welcome to the desert of the real. Player: Where do the empty jars go. TFP: Do not try and find the empty jars. That's impossible. Instead... only try to realize the truth. Player: MmHmm, What is the truth? TFP: There are no jars. Player: WTF, do you mean there are no jars? I've got one right here. SEEEEE!!!! TFP: You'll see: It is not the jars that are disappearing, it is only yourself. Player: Whuh Da..... Poof. TFP: Told Ya so
  23. This is neither a pick or a poke at the dew collector. I was doing some research on one of my older 3d art programs, "1996 Infini-D" and this was one of the projects that showed up. Cracked me up.
  24. uncheck the top one highlight and check the bottom one this is the one to edit When you open the raw file in PS it should have this setting.
  25. @faatal @TFP I have a question regarding spawning. More specifically respawndelay within the biomes. The respawn delay in xml has a decimal example 2.9. The type is Int, which doesn't include a decimal. Doesn't it just automatically round up to the nearest whole number. In order for it to work completely as intended would the int need to be changed to a float? A long conversation passed, I played with the spawn timing for a personal mod, had to jump through hoops to get float to be accepted in the place of the int. This came about because I was corrected and shown the difference, that I had missed. Is it possible for this to be changed by TFP? It would allow for the cascade onslaught in the city streets, while keeping a check on AI generation. 4SheetZ
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