Jump to content

Petra

Member
  • Posts

    59
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Petra reacted to nasKo in Reloaded   
    Hey survivors! As stated last week, we will probably be slowing down on the ‘new stuff to show’ on the run up to build 41’s IWBUMs release, a big exception being the rotational blending stuff once that finally lands.
    So please be aware that Thursdoids may start to get a bit boring, but that this is good news as it means our work has gotten to the boring clean-up phase before release! In the meantime though, we’re not quite there yet, and we still have a few cool things to talk about!
    RELOADING
    RJ has been working on a rewrite for the current reloading system, to further help us improve the reloading system and its connection to anims. Eagle eyed survivors last week spotted that the reload animations didn’t actually correlate to what was happening during the reload. At present (outside hardcore reloading) we just have a timed action that runs through, speed dependant on panic and other factors, and once its complete the character chambers and is ready to fire. The problem here is when the animation contained the loading, and chambering, and if the player’s panic meant they took 3x as long to complete the reload, the anim would just loop repeatedly until the action was complete.

    The new system will inherently do all these actions separately, and we will have anims for fumbling or doing any of these actions slower. This not only allows us to sync the anims to the relevant action (chunk chunk of the shotgun being pumped synced to the anim should be rather satisfying) but also allows us to make panicked reloading make a lot more sense, say the character dropping a bullet on the floor, or fumbling to get it into the gun.
    This should hopefully lead to some tense moments, and allow good luck to sometimes combat the currently just universally slowed down reload time, (or terrible luck to make the situation even worse).
    VAULTING
    We’ve got the running and vaulting working and implemented. At the moment we only have the highest speed and finesse version implemented, but we’ll be looking now to adding more variants in for the less fit, athletic, graceful and clumsy people (though we do already have tripping in)
    While it still needs some balancing, and the speed and ease the character vaults shown here would probably be reserved for the very few who focused their entire build on athletic ability, it’s rather fun and fluid running about. Here’s a little vid to demo it:
    INVENTORY PLANS
    We’ve had a lot of discussion about how the clothing will tie into inventory during the past week. Please note there is no guarantee any of this will see the light before IWBUMs, or even this build. With the anticipation of this build we’re not going to mix anything in that will cause any delays to getting the build out.

    Our idea though is one we hope will both leverage clothing a lot more in terms of gameplay, as well as hopefully make our inventory system a little more intuitive and easy to use for players, particularly those familiar with a lot of other FPS survival games. Please note this is very fresh in the oven, in early discussion, and rough around the edges, but we’d be eager to hear others feedback!
    The main headlines:
    1) The system would require that ALL items need placing inside a container. The whole concept of the nebulous ‘top level inventory’ would be removed from the game. Characters would have inventory space inside clothing. We combine all pockets and other space to carry items into making all clothing into containers of varying sizes. Certain high value fishing jackets may allow for significant storage. Sewing and other skills could modify clothing to add pockets and increase their carry space.
    2) All current game actions that require an item be in the main inventory would be recoded to allow that action to work with the item in whatever inventory it is in. This is to counter balance the extra awkwardness of not being able to carry items in your top level inventory any more.
    3) The inventory item view will now contain a nested structure showing each equipped item, then everything inside that container, all within the same view.
    4) The buttons we currently have as tabs will serve as hyperlinks to move the inventory window to show that item in case it needs to be scrolled, as well as being a convenient drag/drop container to move items around as always. We’re also toying with the idea of these icons becoming always present ‘equip slots’ for hands, body parts, backpacks etc. It’s still unclear if this will be possible with these icons needing to behave in different ways depending on context, and if there’ll be conflicts. Say you have a bag in your left hand, should dragging a bat onto it put bat in the bag or equip the bat? We still need to think on how this part may work.
    Here is a mockup we quickly made during discussion to illustrate how it would work, but please don’t take any of the aesthetics as final:
    We’d be able to look into an ‘icon only’ version of the items within backpacks, for those who have played long enough to be able to recognise all the inventory icons, could optionally stack all the icons compactly in a grid under the container item heading, with stack sizes and tooltips, making the inventory system a lot more compact and reminiscent of other survival game’s inventories, without sacrificing the advantages of ours.
    This week’s image lazily reused from the blog. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  2. Like
    Petra reacted to Blake81 in Night Drivin’   
    Sees 4:23
     
    Good to see you added the Zed eating like dogs in the proper Zed fashion.
     
    That said, guys, seriously, aren't we already at the point where an IWBUMS is possible? We know there are bugs and all, but we've never expected you guys to release a fully bug-free upgrade from the start; the Vehicles Updated had plenty of bugs of its own (including the dreaded earworm that was the early engine sounds), but we still played the hell outta it. I know you guys don't give out ETAs, so I won't ask for that, but aren't we at a point where it's stable enough for at least an IWBUMS that's more IWBUMSier than usual? I think I speak for everybody when I say we all wanna play this...
  3. Like
    Petra reacted to Batsphinx in PZ Community New Outfit Thinktank   
    Following on from the question about whether we have a doctor's coat in the new system in the Thursdoid news piece (which we do, as seen below) here's a thread for community suggestions for the new clothing and outfit system.
     
    If you guys want to brainstorm other clothing we should have then feel free.
     
    Martin has probably got most of them covered, but it would be a good community exercise and a handy way of telling what's fallen through the cracks.
     
    Remember: 90s, Kentucky, zombie outbreak etc.
     

  4. Like
    Petra reacted to Budgiefalco in Craftable - A new tab in the crafting menu   
    Currently, and especially with mods; it is a pain knowing what things you can and cannot currently make.
    You have to check each and every crafting category tab in order to find out what you currently can craft.
     
    I would therefore like a new tab that only lists the "currently craft-able" items. The recipes that you currently do have the materials for.
  5. Like
    Petra reacted to nasKo in Higher Fidelity   
    Hey all, another busy week in Build 41 development – so here’s a few of the different things that people are up to.
    An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, this week we finally located a bug in the exported model data that explained it.
    Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and will, after re-exporting all the clothing, allow us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development.
    With that said, this Before and After shot should still be taken as WIP. We have a lot of the definition back, but we’ve still not balanced the colouring, saturation, definition and lighting. We’re now in a far better position to polish though, and future Thursday screens and videos should look MUCH improved. This screenshot is taken with evening light.
    Next up, a key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies.
    This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison.
    (Please note the following screens still have slightly wonky colours and lighting)
    Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them.
    This system will allow us to have many and varied different pockets of particular zeds – police in police stations, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular.
    (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case).
    RJ has been experimenting with this system while waiting for additional work on rotational anim movements and programmable anim-speed support in AnimZed from Zac and Turbo – but has also this week worked on knife attack animations, and tying survivors and zeds getting bloodied to them in-game.
    This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills.
    Elsewhere Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them, and Connall has continued to implement new timed actions. Yuri is finishing off adapting his water/puddles into Zac’s revamped shader system, and starting to make plans for fire improvement. The other Zac meanwhile, Young Zach, continues to deliver new South-tinged music, and Xeonyx is currently chasing map bugs in his now complete Kingsmouth Island challenge map.  
    We’ll try and get a gameplay video showing the improved lighting, blood and blade combat next week, have a good one until then!
    This week’s home on the range from Old Gregg. Bailey’s. Mmm… creamy. Soft creamy beige. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  6. Like
    Petra reacted to nasKo in Taking me Pyre   
    Hey all, this week has largely comprised of bug-fixing, optimization and general necessary busywork around what was discussed and shown last week, alongside the compilation anims vid.
    That said we have implemented zombies that get covered in blood, which can be seen below, and are continuing to tick items off the list from Connall and Turbo’s vast timed action spreadsheet. Screenshots of which can also be seen below.
    Please note that in Build 41’s final form blood will slowly accumulate on zombies and player through combat, though clearly a certain number will be gory from the word go.
    (It should also be underlined at this point that we’re now in the process of working out exactly which anims will be included in the first release, and which won’t – ducking behind fences and wall-hugging, for example, is a confirmed ‘not 41’ at this point as we want to get the fundamentals right first.)
    CONTROLLER BETA
    Stas has been going great guns with our public controller beta, and we’re now well into the bug fixing and polish stage. If you want to check out the latest version, number 14, details can be found here. We’re approaching the end of this work now, and would like to thank Stas and General Arcade for all the great effort that’s been put into this aspect of the code.
    MAP EXPANSION
    While the rest of the team works on Build 41, we currently have three people on map content. Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs don’t feel too cookie-cutter.
    Here’s a rare glimpse of a WIP urban location that’s been prised from Mash’s iron grip, shown with the understanding that the release will be a fair few builds into the future
    Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here,for example, is the main resort building on the fictional paradise island of Kingsmouth.
    This week’s parking lot pyre from David8 [FOR ALL]. A general list of stuff added to PZ, and vids of features being worked on, is kept here– so you don’t have to plough through endless dev blogs for info.The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
     
     
  7. Spiffo
    Petra got a reaction from Kuren in Men with Ven   
    finally  i am so ready for this
  8. Like
    Petra got a reaction from Jason132 in Men with Ven   
    finally  i am so ready for this
  9. Like
    Petra got a reaction from Arsenal26 in Men with Ven   
    finally  i am so ready for this
  10. Spiffo
    Petra got a reaction from GoodOldLeon in Men with Ven   
    finally  i am so ready for this
  11. Like
    Petra reacted to Amenophis in Life : Another survivor mod   
    Hi! Sorry for my silence.
     
    I had to put this mod in standby for personal reasons. Now i can back to it.
     
    With the release of build 39 i had to rewrite some scripts. But i still motivated.
    I can't give you a deadline. I have others projects in progress and a lot of work. But a first version will be released in the coming weeks.
     
    I will post new screenshots and videos soon.
  12. Like
    Petra reacted to nolanri in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  13. Like
    Petra got a reaction from Elmore in Hydrocraft Mod   
    Enjoy
    https://mega.nz/#!hTpFxQDR!x06sEwfQqXSVyOv18ITSV0iVIuOFQvRLUwFfQVuZdVs
  14. Spiffo
    Petra got a reaction from Fenris_Wolf in Hydrocraft Mod   
    Enjoy
    https://mega.nz/#!hTpFxQDR!x06sEwfQqXSVyOv18ITSV0iVIuOFQvRLUwFfQVuZdVs
  15. Like
    Petra reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v9.7 has been released!
     
    Which includes ...
     
    - Can Wash Leather and Animal Skin Clothing now
    - Fixed dried Garlic and Onion Art
    - Fixed Chainsaw Bugs
    - Fixed Mussel Shell
    - Removed Zinc and Chromite Veins
    - Fixed Feed Cat
    - Fixed Irish Coffee and Black Coffee
    - Fixed Rice Flour
    - Fixed Feathers
    - Fixed Christmas Ham
    - Fixed Dried Fruit
    - Fixed Carrot & Beet
    - Fixed Boxes of Plastic Untizels
    - New Art for Some Dogs
    - New Ways of Making Poison
    - Fixed Tin Rod
    - Fixed Horse Saddle Recipe
    - Fixed Beta Blocker Recipe
    - Fixed Grape and Watermelon Yogurt
    - Fixed Cream Cheese
    - Can Make Glue from Bluebells
    - Added Paramedic Armor
    - Added Potassium Permagrade
    - Added Cigarette Butt
    - Added Fiberglass
    - Added Tank of Refrigerant and Cooling Rack
    - Added Fruit Leather
    - Added Dried Anemone and Daisy
    - Added Anemone and Daisy Tea
    - Added Fish Oil
    - Added Clay and Bronze/Brass Oil Lamps
    - Added Chaff, Bran, Kurtan, Momigalite and Thresher
    - Added Brown Rice
    - Added Sparrows Changes to Farm Animals!
    - Thanks to everyone who helped!
     
    Enjoy!
  16. Like
    Petra got a reaction from zerosleepless in Hydrocraft Mod   
    v9.6
    https://mega.nz/#!VaZkFQwD!fjRPs9LXZpAFqQ88D21LFJ0SMHiqkIP3y_YY_QH8oPk
  17. Like
    Petra reacted to Amenophis in Life : Another survivor mod   
    Thank you for your feedback and encouragement! It makes me want to continue!
     
    The UI is not complete changes are not excluded. For the moment I focus on "the engine" and not on "the body". But I take note of your feedback, thanks.
    For trading, hostiles, farming, etc... it's planned
     
     
    For now I'm focusing on the singleplayer but my way of coding should allow multiplayer porting easily. Thanks for you proposition. I'll think of you when I need a corrector
     
    I will try to release a first version in late November but I can't promise you anything.
     
    See you soon!
  18. Like
    Petra got a reaction from Amenophis in Life : Another survivor mod   
    WOW  i hope you release it soon
  19. Like
    Petra got a reaction from Legoland99 in Life : Another survivor mod   
    WOW  i hope you release it soon
  20. Like
    Petra reacted to Amenophis in Life : Another survivor mod   
    Hi!
     
    First, sorry for my bad english. Then, i know that NPCs are planned for future builds and that a mod already exists but I want to bring my vision to the game.
     
    I love the Nolanri mod that I have been using for a while. But I find it incomplete. So I decided to create my own mod.
    What will he do more than the Nolanri mod?
    Better AI. Explore, loot, eat, drink, sleep. Better survivors spawn handling. Better management of groups (yes with S) Talk with NPC. Become friends or.... ennemies Quest! Not a priority but i work on it. And more...  
    Currently the mod is only at its beginning but I already have a screenshot to show you!

     
    At left bottom of the screen you can see the interaction window. The available dialogs are below (yeah i have a deubg dialog lol) and the conversation history above. Still above is the status of the relationship. With "Let me see your equipment" (that changes in future) i can see the inventory of NPC in the window at right. I can drag and drop item like a normal container.
    The dialogs are like tree and each branch can contains other branches.
     
    I'll give you soon more news about development
  21. Pie
    Petra got a reaction from purpleprop in Hydrocraft Mod   
    Hydrocraft v9.5 
    https://mega.nz/#!RSYyHDCL!xpUhU-0wHea9PH_PAn_F1q-xAJ54Qdseg-hemER47oU
    Enjoy 
  22. Spiffo
    Petra got a reaction from Paul Redeker in Hydrocraft Mod   
    Hydrocraft v9.5 
    https://mega.nz/#!RSYyHDCL!xpUhU-0wHea9PH_PAn_F1q-xAJ54Qdseg-hemER47oU
    Enjoy 
  23. Like
    Petra got a reaction from bruntax in Hydrocraft Mod   
    Hydrocraft v9.5 
    https://mega.nz/#!RSYyHDCL!xpUhU-0wHea9PH_PAn_F1q-xAJ54Qdseg-hemER47oU
    Enjoy 
  24. Like
    Petra reacted to bruntax in Hydrocraft Mod   
    thank you
  25. Like
    Petra got a reaction from zerosleepless in Hydrocraft Mod   
    Hydrocraft v9.4b zip
    https://mega.nz/#!Ebo2BJxA!x94rj5pjYEPi8VNBUP227Ds2okoYSxbMYt0CvKNRmfE
    enjoy
×
×
  • Create New...