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RELEASED: Vehicle Test 41


RobertJohnson

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50 minutes ago, Tinos said:

i'm unable to launch a server to test multiplayer sync on vehicles branch ? is it normal (crash instant)

Seems to work far better in solo, but is it multiplayer not ready ?

 

ANy log in server's console?

 

Edit: Just did a small patch, should be good now

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5 hours ago, RobertJohnson said:

 

ANy log in server's console?

 

Edit: Just did a small patch, should be good now

Bonjour RobertJohnson, comme je constate la mention " French Developer " ce sera plus simple de l'écrire dans la langue de molière.

(I can translate this in english if u need)

 

Serveur démarré avec succès, mais nous avons du passer par le fichier "projectzomboidserver.bat" trouvé dans les fichiers du client.

Les fichiers dedicatedserver de steamCMD continuent de crasher au démarrage sans enregistrer de console logs.

 

Les clients peuvent voir le serveur dans l'onglet "En Ligne" uniquement lorsqu'ils démarrent SANS steam (steam off + lancement par "ProjectZomboid64.bat")

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8 minutes ago, Salviuks said:

I dont know what you mean by 1x textures but i have set everything to minimum settings (except resolution)

I meant the Double sized textures option :-D 

I think it would be safe to assume something about using 1x textures is making cars bigger, since I tried both and they look normal in 2x.

Sin título.png

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6 minutes ago, TheLeonBM said:

I meant the Double sized textures option :-D 

I think it would be safe to assume something about using 1x textures is making cars bigger, since I tried both and they look normal in 2x.

Sin título.png

That is a bummer. There is no way my pc could handle double-sized textures :-(:cry:

Edited by Salviuks
*my instead of may
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17 minutes ago, Salviuks said:

That is a bummer. There is no way my pc could handle double-sized textures :-(:cry:

 

We can get it back for you - this is a side-product of a fix for split-screen vehicles. It's been added to Yuri's tasklist. He's on objects put on the floor not syncing at the moment.

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7 hours ago, RobertJohnson said:

Build Vehicle 30:

 

[New]

  • Optimization to map streaming, removing locks between game threads when it comes to chunk loading.
  • WIP collision detection and damaged road furniture sprites. This work isn't complete, and we'd like any weird behaviour reported. Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed.
  • Outside temperature displayed on car dashboard.
  • Added books for mechanic skill.
  • Added Lug Wrench item. This is now required to remove/install tires.
  • Updated many icons.
  • Car key colour now matches the colour of the individual car they work in.
  • A car key icon appear on top of player's head if they are near a car that they have the key for.
  • Dashboard is now bit wider on-screen.
  • You can now use game speed hotkey (F3,F4...) while inside the Mechanic or crafting UI.
  • Added Muffler car part. This influences engine loudness, as most other parts, come in three varieties.
  • Added Repair Engine ability: Mechanics can get Spare Engine Parts from other engines - cannibalizing them and setting condition to 0. The number of Spare Parts retrieved depends on your skill level and the engine condition. These parts can then be used to patch up your own engine through a right click of the engine on the Mechanic Skills menu.
  • Now recaculate the general condition of the car after changing one of it's part.

 

[Balance]

  • Balanced how Mechanic XP is given. It is now dependent on the difficulty of what you're doing - so replacing a headlight won't give XP, tire changes will only give a small amount etc.
  • Lowered the chance to lower tire conditions.
  • Increased texture resolution when rendering a model.
  • Factorised vehicle scripts with templates.
  • Lowered the odds of getting random small car crash on the road.

 

[Bug Fix]

  • Fixed player entering the car onto the wrong rear seat.
  • Fixed bug with player temperature calculation.
  • Fixed uninstalling tire on some cars requiring a screwdriver instead of a jack.
  • Fixed middle seats appearing as shelves in inventory.
  • Clicking the heater icon on the dashboard now close the current heater UI instead of opening new one.
  • Fixed rear car door having the wrong seat.
  • Fixed some parts disapearing when installing them.
  • Fixed Van Special not having a name.
  • Fixed some vehicles having wrong rust texture.
  • Fixed being able to duplicate car item by stacking the install actions.
  • Fixed car parts not being updated if you're outside the vehicle doing Mechanics.
  • Fixed removing the car battery not turning off headlights.
  • Fixed rendering of railings caused by incorrect tile property.
  • Fixed shoved zombies being drawn behind walls.
  • Fixed walls obscuring the player when on a staircase.
  • Fixed amount of rotten spice used.
  • Fixed not being able to rotate furniture.
  • Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window.
  • Removed obsolete farming.Milk item from two recipes.
  • Fixed traps not catching animals.
  • Fixed lock up when exiting the game.
  • Fixed a bug when trying to operate certain parts (windows, seats, doors).
  • Fixed removing small car's battery not requiring vehicle key.
  • An engine with 0 condition will now make the ignition to fail.

Hahahahaha, you might be shipping a hotfix earlier than you thought. Vehicles 30 ads some uh, larger than life mistakes. See the included screenshot. 

 

EDIT:Okay, so you added mufflers to be able to actually use cars sometimes without dragging hordes from march ridge to muldraugh, that's awesome n all, but you just made engines significantly more loud overall trying to balance it and they already are so freaking loud they're basically useless without altering the attraction multiplier. Were cars REALLY this loud in the 90's, so loud that you could be expected to hear them from over 3 blocks away? I wasn't very old in the 90's so I wouldn't know but I've been in a fair amount of old cars that were turned on and it wasn't this droning noise that could disturb everyone from miles away. 

 

Also, you heard me when I said headlights were unbalanced XP, but when I said that I didn't really mean nerf them to be zero xp, I meant maybe buff other parts around the xp they gave, how are you supposed to train from 0, taking tires on and off doesnt even give XP no more. Are we supposed to grab mechanics for beginners and roll 50/50 shots with taking the car seats off? Your being too sadistic with the mechanics xp man, this is terrible. 

 

EDIT 2:You get a 0.5 of an XP if you can manage to uninstall and install a car seat, and since tires don't give XP anymore amateur mechanic is almost totally useless.

image.png

Edited by TheZombiesPro115
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Got a lots of errors in MP and also a huge desync. Run correctly in SP but not playable in MP.

 

java.lang.IllegalArgumentException
    at java.nio.Buffer.position(Buffer.java:244)
    at zombie.iso.ObjectsSyncRequests.receiveGridSquareObjects(ObjectsSyncRequests.java:344)
    at zombie.network.GameClient.SyncObjectsReq(GameClient.java:4134)
    at zombie.network.GameClient.mainLoopDealWithNetData(GameClient.java:804)
    at zombie.network.GameClient.update(GameClient.java:301)
    at zombie.GameWindow.logic(GameWindow.java:594)
    at zombie.GameWindow.run(GameWindow.java:1282)
    at zombie.GameWindow.maina(GameWindow.java:1058)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:183)

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28 minutes ago, TheZombiesPro115 said:

Hahahahaha, you might be shipping a hotfix earlier than you thought. Vehicles 30 ads some uh, larger than life mistakes. See the included screenshot. 

 

EDIT:Okay, so you added mufflers to be able to actually use cars sometimes without dragging hordes from march ridge to muldraugh, that's awesome n all, but you just made engines significantly more loud overall trying to balance it and they already are so freaking loud they're basically useless without altering the attraction multiplier. Were cars REALLY this loud in the 90's, so loud that you could be expected to hear them from over 3 blocks away? I wasn't very old in the 90's so I wouldn't know but I've been in a fair amount of old cars that were turned on and it wasn't this droning noise that could disturb everyone from miles away. 

 

Also, you heard me when I said headlights were unbalanced XP, but when I said that I didn't really mean nerf them to be zero xp, I meant maybe buff other parts around the xp they gave, how are you supposed to train from 0, taking tires on and off doesnt even give XP no more. Are we supposed to grab mechanics for beginners and roll 50/50 shots with taking the car seats off? Your being too sadistic with the mechanics xp man, this is terrible. 

 

EDIT 2:You get a 0.5 of an XP if you can manage to uninstall and install a car seat, and since tires don't give XP anymore amateur mechanic is almost totally useless.

Coming on way too strong, dude.

 

Large cars were already addressed just above your posts. We're aware of them and Yuri is working on correcting the issue. 

 

I've noticed no difference in engine noise in this build and the previous few. They remain quieter than in early builds, that you can find on my YouTube channel.

 

You might have  noticed with other skills, but most really, really suck to train from zero. It's almost like if that's a really terrible idea, when a low-cost trait, skill books, .etc exist. None the less there's plenty of room for balancing. 

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Build Vehicle 30.1:

 

[New]

  • Players can now be injured by car accident, can also become a deep wound or a fracture. (amount depend on the speed, type of car and injuries related traits/sandbox options).
  • Added PlayerDamageFromCrash sandbox option, set it to false to stop taking damage from car accident, default is true.

 

[Balance]

  • Added a chance of getting some exp when operating a low level mechanic part.

 

[Bug Fix]

  • Fixed hitting some objects making them vanish.
  • Fixed the car station wagon missing glove box.
  • Fixed display of user name in MP.
  • Fixed seeing the key icon while inside a vehicle in MP.
  • Added missing Car Alarm Frenquency sandbox option.
  • Fixed alarm not setting off if you start the car with your keys.
  • Fixed MP players unable to see items dropped on the ground.
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42 minutes ago, EnigmaGrey said:

Coming on way too strong, dude.

 

Large cars were already addressed just above your posts. We're aware of them and Yuri is working on correcting the issue. 

 

I've noticed no difference in engine noise in this build and the previous few. They remain quieter than in early builds, that you can find on my YouTube channel.

 

You might have  noticed with other skills, but most really, really suck to train from zero. It's almost like if that's a really terrible idea, when a low-cost trait, skill books, .etc exist. None the less there's plenty of room for balancing. 

Yeah, coming on too strong is a bad personality trait of mine, and when I posted the whole bigger cars thing I couldn't actually see that other people had posted about it

 

Also, I'd argue that metalworking carpentry first aid cooking and electrical are all really easy to train from zero. 

 

For me, engine loudness was on average a little over 100 in vehicles 29, and now I'm seeing engine loudnesses of like 160 with the addition of mufflers. I mean, I know there's severe balance concerns with cars, but can you really hear a car from the early 90's from so far away? Like, when i left fully gassed up cars with as poor of an engine as I could find running, it would already bring the whole entire block and half of the neighboring one's to the car assuming nobody got stuck, now the engines are even louder, are we ever going to be able to sort out a car that's actually quiet enough to use? I feel like if you manage to find a high quality engine and muffler and repair it all to 100% with nice wheels n suspension and everything all decked out that you should be able to drive from one side of the city to the other and only alert maybe 3000 zombies at most.

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Hello friends!

 

So I downloaded this update (30.1) and now my game wont load :(
I had no issue when loading version 30.0

So I went and deleted all files that are PZ related and reinstalled the game and got the same issue.

Is this just me? I tried on my brothers computer and same thing happened. So I'm not sure whats going on.

 

This is what the console looks like when launching the game. then it just sits there with the main menu background loaded but nothing else.

 

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1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISSmashVehicleWind
ow.lua
1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISStartVehicleEngi
ne.lua
1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISSwitchVehicleSea
t.lua
1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISTakeEngineParts.
lua
1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISTakeGasolineFrom
Vehicle.lua
1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISUninstallVehicle
Part.lua
1513279837644 Loading: media/lua/client/Vehicles/TimedActions/ISUnlockVehicleDoo
r.lua
1513279837644 Loading: media/lua/client/XpSystem/ISUI/ISCharacterInfo.lua
1513279837654 Loading: media/lua/client/XpSystem/ISUI/ISCharacterInfoWindow.lua
1513279837654 Loading: media/lua/client/XpSystem/ISUI/ISCharacterScreen.lua
1513279837654 Loading: media/lua/client/XpSystem/ISUI/ISHealthPanel.lua
1513279837654 Loading: media/lua/client/XpSystem/ISUI/ISSkillProgressBar.lua
1513279837654 Loading: media/lua/client/debug.lua
1513279837654 Loading: media/lua/client/erosion/debug/ChunkReader.lua
1513279837654 Loading: media/lua/client/erosion/debug/DebugDemoTime.lua
1513279837654 Loading: media/lua/client/erosion/debug/Point2D.lua
1513279837664 OnLoadSoundbanks
1513279837664 texturepack: loading Tiles2x
1513279841164 texturepack: finished loading Tiles2x
1513279841164 texturepack: loading JumboTrees2x
1513279841514 texturepack: finished loading JumboTrees2x
1513279841514 texturepack: loading Tiles2x.floor
1513279841644 texturepack: finished loading Tiles2x.floor
1513279841644 texturepack: loading Characters
1513279842114 texturepack: finished loading Characters
1513279842114 LOADED UP A TOTAL OF 164 TEXTURES
1513279842114 [VOICE MANAGER] Any microphone not found
1513279842114 [VOICE MANAGER] Init: Start
1513279842114 [VOICE MANAGER] VoiceInit
1513279842114 znet: Java_zombie_core_raknet_RakVoice_RVInit
1513279842114 fmod: globalSystem = 0x20CCED8
1513279842114 [VOICE MANAGER] Error: FMOD_System_CreateSound return zero
1513279842114 [VOICE MANAGER] FMOD_System_CreateSound OK
1513279842114 [VOICE MANAGER] Init: End
COMMAND QUEUE stallCount = 0 peakUsage = 80
STATE: enter zombie.gameStates.AlphaWarningState
1513279842164 Screen resolution changed from 1920x1080 to 1916x1054 fullScreen=f
alse
1513279842164 MainScreen.onResolutionChange 1920x1080 -> 1916x1054
COMMAND QUEUE stallCount = 0 peakUsage = 96
STATE: exit zombie.gameStates.AlphaWarningState
STATE: enter zombie.gameStates.MainScreenState
1513279844286 ERROR: Missing translation "UI_optionscreen_binding_Vehicle horn"
1513279844386 -------------------------------------------------------------
1513279844386 attempted index: 2.0 of non-table: null
1513279844386
1513279844386 -----------------------------------------
1513279844386 STACK TRACE
1513279844386 -----------------------------------------
1513279844386 function: getSandboxSettingsTable -- file: ServerSettingsScreen.lu
a line # 2754
1513279844386 function: create -- file: SandboxOptions.lua line # 445
1513279844386 function: instantiate -- file: MainScreen.lua line # 765
1513279844386 function: addToUIManager -- file: ISUIElement.lua line # 918
1513279844386 function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 16
88
1513279844386 function: LoadMainScreenPanel -- file: MainScreen.lua line # 1647
java.lang.RuntimeException: attempted index: 2.0 of non-table: null
        at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
        at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
        at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
        at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java
:130)
        at zombie.Lua.Event.trigger(Event.java:37)
        at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
        at zombie.gameStates.MainScreenState.enter(MainScreenState.java:515)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:135)
        at zombie.GameWindow.logic(GameWindow.java:667)
        at zombie.GameWindow.run(GameWindow.java:1282)
        at zombie.GameWindow.maina(GameWindow.java:1058)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:183)
1513279844386
1513279844386 -----------------------------------------
1513279844386 STACK TRACE
1513279844386 -----------------------------------------
1513279844386 function: getSandboxSettingsTable -- file: ServerSettingsScreen.lu
a line # 2754
1513279844386 function: create -- file: SandboxOptions.lua line # 445
1513279844386 function: instantiate -- file: MainScreen.lua line # 765
1513279844386 function: addToUIManager -- file: ISUIElement.lua line # 918
1513279844386 function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 16
88
1513279844386 function: LoadMainScreenPanel -- file: MainScreen.lua line # 1647
COMMAND QUEUE stallCount = 0 peakUsage = 224

 

 

 

Also in another log file I saw these errors:

AngelCodeFont failed to load page 0 texture /Steam/steamapps/common/ProjectZomboid/media/fonts/zomboidDialogue.bmfc_0.png
AngelCodeFont failed to load page 0 texture /Steam/steamapps/common/ProjectZomboid/media/font/test_0.tga
AngelCodeFont failed to load page 1 texture /Steam/steamapps/common/ProjectZomboid/media/font/test_1.tga
AngelCodeFont failed to load page 2 texture /Steam/steamapps/common/ProjectZomboid/media/font/test_2.tga
AngelCodeFont failed to load page 0 texture /Steam/steamapps/common/ProjectZomboid/media/font/test_0.tga
AngelCodeFont failed to load page 1 texture /Steam/steamapps/common/ProjectZomboid/media/font/test_1.tga
AngelCodeFont failed to load page 2 texture /Steam/steamapps/common/ProjectZomboid/media/font/test_2.tga

 

These files appear to be missing an a RWMPanel file is not named correctly.

 

Edited by Hobbton
more information for issue
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Menuber isn't displayed (30.1)

 

20171215045259_1.thumb.jpg.0b0ec16ed85d0b00f79c087f588cde55.jpg

Spoiler

1513281369127 Loading: media/lua/client/erosion/debug/Point2D.lua
1513281369131 OnLoadSoundbanks
1513281369135 texturepack: loading Tiles2x
1513281379163 texturepack: finished loading Tiles2x
1513281379164 texturepack: loading JumboTrees2x
1513281380148 texturepack: finished loading JumboTrees2x
1513281380148 texturepack: loading Tiles2x.floor
1513281380506 texturepack: finished loading Tiles2x.floor
1513281380507 texturepack: loading Characters
1513281382043 texturepack: finished loading Characters
1513281382043 LOADED UP A TOTAL OF 176 TEXTURES
1513281382046 [VOICE MANAGER] Init: Start
1513281382047 [VOICE MANAGER] Disabled
COMMAND QUEUE stallCount = 0 peakUsage = 80
STATE: enter zombie.gameStates.AlphaWarningState
1513281382241 Screen resolution changed from 1366x768 to 1366x749 fullScreen=false
1513281382243 MainScreen.onResolutionChange 1366x768 -> 1366x749
STATE: exit zombie.gameStates.AlphaWarningState
STATE: enter zombie.gameStates.MainScreenState
1513281387023 -------------------------------------------------------------
1513281387024 attempted index: 2.0 of non-table: null
1513281387025
1513281387026 -----------------------------------------
1513281387027 STACK TRACE
1513281387028 -----------------------------------------
1513281387028 function: getSandboxSettingsTable -- file: ServerSettingsScreen.lua line # 2754
1513281387030 function: create -- file: SandboxOptions.lua line # 445
1513281387030 function: instantiate -- file: MainScreen.lua line # 765
1513281387031 function: addToUIManager -- file: ISUIElement.lua line # 918
1513281387033 function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 1688
1513281387033 function: LoadMainScreenPanel -- file: MainScreen.lua line # 1647
java.lang.RuntimeException: attempted index: 2.0 of non-table: null
        at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
        at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
        at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
        at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
        at zombie.Lua.Event.trigger(Event.java:37)
        at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
        at zombie.gameStates.MainScreenState.enter(MainScreenState.java:515)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:135)
        at zombie.GameWindow.logic(GameWindow.java:667)
        at zombie.GameWindow.run(GameWindow.java:1282)
        at zombie.GameWindow.maina(GameWindow.java:1058)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:183)
1513281387050
1513281387052 -----------------------------------------
1513281387053 STACK TRACE
1513281387054 -----------------------------------------
1513281387054 function: getSandboxSettingsTable -- file: ServerSettingsScreen.lua line # 2754
1513281387055 function: create -- file: SandboxOptions.lua line # 445
1513281387056 function: instantiate -- file: MainScreen.lua line # 765
1513281387057 function: addToUIManager -- file: ISUIElement.lua line # 918
1513281387058 function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 1688
1513281387059 function: LoadMainScreenPanel -- file: MainScreen.lua line # 1647
COMMAND QUEUE stallCount = 0 peakUsage = 192

 

Edited by halkaze
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44 minutes ago, TheZombiesPro115 said:

Yeah, coming on too strong is a bad personality trait of mine, and when I posted the whole bigger cars thing I couldn't actually see that other people had posted about it

 

Also, I'd argue that metalworking carpentry first aid cooking and electrical are all really easy to train from zero. 

 

For me, engine loudness was on average a little over 100 in vehicles 29, and now I'm seeing engine loudnesses of like 160 with the addition of mufflers. I mean, I know there's severe balance concerns with cars, but can you really hear a car from the early 90's from so far away? Like, when i left fully gassed up cars with as poor of an engine as I could find running, it would already bring the whole entire block and half of the neighboring one's to the car assuming nobody got stuck, now the engines are even louder, are we ever going to be able to sort out a car that's actually quiet enough to use? I feel like if you manage to find a high quality engine and muffler and repair it all to 100% with nice wheels n suspension and everything all decked out that you should be able to drive from one side of the city to the other and only alert maybe 3000 zombies at most.

 

I know almost nothing about cars, but I could say two things: older cars were definitely louder, and considering that there's no noise pollution (since currently you are the only living human being that remains) in such quiet you can hear things more clearly and possibly (correct me if I'm wrong) from farther away.

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