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Re: Work is being resumed on scripts for Renegade [message #488438 is a reply to message #488346] Mon, 07 July 2014 20:27 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Another map with some pretty substantial visual glitches on 4.1 that I don't recall on 4.0 is deth_river. When exiting the tunnel by the nod refinery there is strange flickering and missing meshes. The obelisk fog thing can also be seen on here if you look towards nods base from nods tiberium field.
Re: Work is being resumed on scripts for Renegade [message #488442 is a reply to message #488436] Mon, 07 July 2014 21:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Sakura boss is really screwed up:


Re: Work is being resumed on scripts for Renegade [message #488443 is a reply to message #488442] Mon, 07 July 2014 22:12 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Dazzles no longer seem to be getting obscured by terrain.

Re: Work is being resumed on scripts for Renegade [message #488449 is a reply to message #488420] Tue, 08 July 2014 09:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Jerad Gray wrote on Tue, 08 July 2014 07:35


Also I feel like this key should be mappable:
index.php?t=getfile&id=14996&private=0
This pops up from the tab key.


It IS mappable, its defined as EvaMissionObjectives in the input*.cfg files. There is just no UI for it in the key config dialogs (like any number of other keys)



Jonathan Wilson aka Jonwil
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Re: Work is being resumed on scripts for Renegade [message #488467 is a reply to message #488346] Tue, 08 July 2014 19:19 Go to previous messageGo to next message
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https://www.youtube.com/watch?v=QdykC2LQwUc

When the Redeemer Nuke is launched it does not always award kills to the player that fired it.
If they died then it kills anything in its path both friendly and enemy.


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Re: Work is being resumed on scripts for Renegade [message #488476 is a reply to message #488415] Wed, 09 July 2014 01:59 Go to previous messageGo to next message
reborn is currently offline  reborn
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jonwil wrote on Mon, 07 July 2014 12:01

reborn wrote on Tue, 08 July 2014 00:45

Wow, massive thank you to White Dragon for continuing support. SSGM is back where it belongs. Smile

Hey, I am still here and doing a lot of work too (it wouldn't surprise me if I end up doing more work for 4.2 than Jerad and WhiteDragon combined Smile



I wasn't trying to diminish your own effort. Sorry.



Re: Work is being resumed on scripts for Renegade [message #488482 is a reply to message #488346] Wed, 09 July 2014 08:03 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Some more changes have been made:
Undo a change that was causing stuff to vanish when it shouldn't have vanished (not sure exactly, just that it fixes an issue the RA2:AR guys were having)
Make a change to the refinery logic such that if server and client are both running a new enough scripts build, the issue with the harvester not appearing on the "battle info" dialog box (the one you get when you press K) is fixed as is the issue with the harvester incorrectly counting towards the vehicle limit.
Fix the issue where the "KILL" animation mode for AccessiblePhys, BuildingAggregate, DamageableStaticPhys, DoorPhys, ElevatorPhys, StaticAnimPhys and DynamicAnimPhys was incorrectly being reset to "PUSH" by leveledit (this bug has existed since stock btw and so the "KILL" animation mode has likely never worked properly)
Fix animation glitches with DamageableStaticPhys objects (this issue would likely be what was causing the "twiching" people have reported)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
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Re: Work is being resumed on scripts for Renegade [message #488483 is a reply to message #488482] Wed, 09 July 2014 08:57 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Wed, 09 July 2014 09:03


Fix the issue where the "KILL" animation mode for AccessiblePhys, BuildingAggregate, DamageableStaticPhys, DoorPhys, ElevatorPhys, StaticAnimPhys and DynamicAnimPhys was incorrectly being reset to "PUSH" by leveledit (this bug has existed since stock btw and so the "KILL" animation mode has likely never worked properly)

It has, and its drove me nuts ever since I first noticed it.


I have noticed some bugs with the wide screen resolutions, I'm not going to report them as bugs, just make mention of them as its possible that not enough people care about it to have it fixed.
*When using a wide screen resolution, if you press the camera up against a wall the left and right sides of the camera can clip the wall camera collisions allowing you to see into world space.
*Vis was generated with standard field of view, thus lots of vis bugs show themselves while playing single player as its easy to get the camera at angles the auto generated vis didn't account for.


Re: Work is being resumed on scripts for Renegade [message #488487 is a reply to message #488346] Wed, 09 July 2014 09:47 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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>Make a change to the refinery logic such that if server and client are both running a new enough scripts build, the issue with the harvester not appearing on the "battle info" dialog box (the one you get when you press K) is fixed as is the issue with the harvester incorrectly counting towards the vehicle limit.

I requested this around May 2011 and then the TT devs didn't want to add it. Is there any reason why it is geting fixed now? Is it because the TT dev has new members now?


Long time and well respected Renegade community member, programmer, modder and tester.

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Re: Work is being resumed on scripts for Renegade [message #488488 is a reply to message #488346] Wed, 09 July 2014 12:48 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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dblaney1 wrote on Sat, 05 July 2014 19:13

Mauler wrote on Sat, 05 July 2014 13:33

Just wondering if where at all any way possible to have per map camera ini's?

Would help with having custom cameras for new units.. Sometimes it can be a pain to use stock Renegade camera profiles..

Yeah. This would be great.


Also a global package list that loads for every map would be nice to have in the TT.cfg. I wrote a Perl script that auto generated a definition for every package in my ttfs for my tt.cfg. But it still leaves the issue where if someone sets the next Map to the full map name rather than the definition name, not all of the packages are loaded. This already exists for the objects file.

Ideally it would have two different fields. One for packages loaded before the map specific packages and one that loads after the map specific packages.



I'm lead developer for the RenDeploy project and am making every effort possible to keep this project on the main server and would greatly benefit from having the camera.ini and keys.cfg files (and others would be useful) to be automatically incorporated into client side downloads.

Please make every effort to include at least these in the next update!

Thanks.


Level edit is my play ground
Re: Work is being resumed on scripts for Renegade [message #488490 is a reply to message #488488] Wed, 09 July 2014 13:49 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I'd like to see the keys update be moved up if it looks like it'll take more than 6 months to fix the 4.2 bugs. I suspect building a new system would actually take less time than back porting and fixing the old code.

Re: Work is being resumed on scripts for Renegade [message #488499 is a reply to message #488346] Wed, 09 July 2014 21:54 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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What about the weird bug where sometimes when the obelisk shoots you don't see or hear the laser.
Re: Work is being resumed on scripts for Renegade [message #488505 is a reply to message #488346] Thu, 10 July 2014 15:14 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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How about a built in script that changes the team of any objects that spawn from a spawner on creation. I know this is already possible to write your own but for mappers this would be nice to have so that maps aren't tied to one particular server. I know you also can temp presets etc, but its nice to actually use the stock presets especially since it makes it easier for server owners to customize certain things.

Another one, same script but just attached to the object itself. Theres a change team on custom script but if a unit is spawned in the original teams enemy base the base defense shoot at it for a few seconds.


Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.


Maybe these exist and I am just missing them? If not they would be very useful.

[Updated on: Thu, 10 July 2014 15:14]

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Re: Work is being resumed on scripts for Renegade [message #488506 is a reply to message #488505] Thu, 10 July 2014 16:33 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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dblaney1 wrote on Thu, 10 July 2014 17:14


Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.


Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: Work is being resumed on scripts for Renegade [message #488511 is a reply to message #488506] Fri, 11 July 2014 01:12 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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Ethenal wrote on Thu, 10 July 2014 19:33

dblaney1 wrote on Thu, 10 July 2014 17:14


Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.


Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first.


Ya, don't be a retard like zunnie and make billions of script duplicates based on ones that already exist, which is probably one of the reasons his shit got taken out of the main build. Compiling is such a breeze now.


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Re: Work is being resumed on scripts for Renegade [message #488515 is a reply to message #488346] Fri, 11 July 2014 06:52 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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More changes:
Fix an issue where with downloaded maps it was possible that the "Server Info" dialog didn't display the correct map name. (thanks to WhiteDragon for fixing this)
Fix some issues with the radar and HUD caused when loading a single player save game.
Fix an issue with AI code for VTOLs (there are still other issues we haven't yet found though)
Fix up the M00_BuildingStateSound* clones to work identical to stock (since we dont have a way to know how the creator of those 2 scripts meant them to work, making them work like stock is the best we can do)
Fix an issue with Test_Cinematic
Some improvements to the chat code from WhiteDragon
Fix an issue causing AI soldier kills and deaths not to be properly registered with the relavent team in certain cases (it now works like stock did)
Fix an issue with certain things that can grant ammo (like powerups) not working correctly in single player or skirmish in some cases.
Fix an issue where soldiers would mistakenly play their "TAKE_DAMAGE_FROM_FRIEND" sound instead of their "TAKE_DAMAGE_FROM_ENEMY" sound and vice versa.
Fix an issue with the SH_DangerZone script
Add some new engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash
Add a new script JFW_Ion_Storm_Weather_2 to use the new engine calls and make the ion storm weather logic for TSR easier to use
Fix an issue with the dp88_remotecontrol scripts where it was possible for the soldier remote-controlling the vehicle to get squashed when the vehicle died.
Fix issues with muzzle flashes getting screwed up if a vehicle has its model or weapon changed.

I am in the process of adding per-team sidebar sounds (if you set these, they will be used instead of the current both-team sounds)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488516 is a reply to message #488346] Fri, 11 July 2014 07:01 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Ok, the following ini keywords have now been added:
SidebarRefillSoundNod
SidebarRefillSoundGDI
SidebarInfantrySoundNod
SidebarInfantrySoundGDI
SidebarVehicleSoundNod
SidebarVehicleSoundGDI

If the per-team sounds are set to valid items in the ini file, they will be used instead of the current
SidebarRefillSound
SidebarInfantrySound
SidebarVehicleSound
keywords


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488520 is a reply to message #488511] Fri, 11 July 2014 08:37 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Xpert wrote on Fri, 11 July 2014 01:12

Ethenal wrote on Thu, 10 July 2014 19:33

dblaney1 wrote on Thu, 10 July 2014 17:14


Both easy to write and if you want I can write them. It would just be nice to have these in the main scripts source code so mappers don't need the servers to put up custom scripts.


Just write it yourself and submit it, they've always accepted useful scripts over the years written by community members to be incorporated into the main scripts build. Doesn't sound too difficult, but I'd check and make sure it doesn't already exist first.


Ya, don't be a retard like zunnie and make billions of script duplicates based on ones that already exist, which is probably one of the reasons his shit got taken out of the main build. Compiling is such a breeze now.


I always try to use one of the built in scripts first if it exists.


jonwil wrote on Fri, 11 July 2014 06:52

More changes:
Fix an issue where with downloaded maps it was possible that the "Server Info" dialog didn't display the correct map name. (thanks to WhiteDragon for fixing this)
Fix some issues with the radar and HUD caused when loading a single player save game.
Fix an issue with AI code for VTOLs (there are still other issues we haven't yet found though)
Fix up the M00_BuildingStateSound* clones to work identical to stock (since we dont have a way to know how the creator of those 2 scripts meant them to work, making them work like stock is the best we can do)
Fix an issue with Test_Cinematic
Some improvements to the chat code from WhiteDragon
Fix an issue causing AI soldier kills and deaths not to be properly registered with the relavent team in certain cases (it now works like stock did)
Fix an issue with certain things that can grant ammo (like powerups) not working correctly in single player or skirmish in some cases.
Fix an issue where soldiers would mistakenly play their "TAKE_DAMAGE_FROM_FRIEND" sound instead of their "TAKE_DAMAGE_FROM_ENEMY" sound and vice versa.
Fix an issue with the SH_DangerZone script
Add some new engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash
Add a new script JFW_Ion_Storm_Weather_2 to use the new engine calls and make the ion storm weather logic for TSR easier to use
Fix an issue with the dp88_remotecontrol scripts where it was possible for the soldier remote-controlling the vehicle to get squashed when the vehicle died.
Fix issues with muzzle flashes getting screwed up if a vehicle has its model or weapon changed.

I am in the process of adding per-team sidebar sounds (if you set these, they will be used instead of the current both-team sounds)



Thank you so much for the weather stuff. It really helps a lot for some stuff I was working on.


Is there any way to add a ddb file that is read after the mapname.ddb file. I can overide that ddb by making a package with a file with an identical name in it but I have to do that for every map i want to overide it with. One that loads after the map.ddb would be great. So essentially it would load objects.ddb, mapname.ddb, then lastly load overides.ddb. On this server I enforce that all clients have the latest tt scripts so stock clients aren't an issue. I just would like to override temps etc. For example overriding the purchase terminals. This works already on maps without a temped purchase settings by including a package with a modified objects.dbb in the map definition in tt.cfg. However it doesn't let you override temps, which would open up a lot of possibilities for server wide mods.

[Updated on: Sun, 13 July 2014 11:57]

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Re: Work is being resumed on scripts for Renegade [message #488581 is a reply to message #488346] Sun, 13 July 2014 16:15 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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How about adding the ability in level edit to manually enter in a script name and its parameters, for scripts that are in plugins etc or are not loaded client side.
Re: Work is being resumed on scripts for Renegade [message #488597 is a reply to message #488346] Mon, 14 July 2014 21:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Extra ddb file that overrides per-map ddb isn't going to happen at this point.
Nor is manually entering scripts into LE (we dont know anything about the UI for editing scripts in LE or in fact much at all about the UI in LE)

Some more changes:
New script JFW_Time_Remaining_Sounds_2 that is like JFW_Time_Remaining_Sounds except it allows for per-team sounds.
Detect buffer overflows in the netcode and quit with an error (and a dump of the offending packet) instead of crashing in a hard-to-debug way (like it does now)
Small improvement to the code related to ladders and collision when you exit the ladder (the code that makes sure you dont collide with stuff blocking the ladder exit). More work may be done to this once I find out how to reproduce an issue the TSR guys are having.
Fix broken environment mappers (the test case from Jerad now works the way it should)


Jonathan Wilson aka Jonwil
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Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488607 is a reply to message #488597] Tue, 15 July 2014 05:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Mon, 14 July 2014 22:18

Extra ddb file that overrides per-map ddb isn't going to happen at this point.


I would like to see it happen in the future, it'd be nice to be able to add .pkg files into a map rotation if that's what is causing me to have to set the package file in svrcfg_cnc.

jonwil wrote on Mon, 14 July 2014 22:18

Fix broken environment mappers (the test case from Jerad now works the way it should)


Excellent, I'll retest later, in addition I think I'll have another mapper for you to test, but I need to double confirm the issue.


Re: Work is being resumed on scripts for Renegade [message #488608 is a reply to message #488607] Tue, 15 July 2014 05:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I've noticed another issue that didn't previously exist in 3.4.4.

This was in 4.2 last night, I exited a ladder last night, there was one guy on the ladder (near the top) and one guy was standing right on the exit zone. When I got off the ladder it did that shit where you end up being de-synced from the server, I can't remember how it showed itself, but basically I had to hold back and spam e until my solder managed to land on the ladder again, and then I was able to climb back down and off the ladder and then it all cleared up. In stock Ren you can pass through infantry on a ladder, and I assume you can also pass through infantry standing right in the transition zone of a ladder. I bring this up because last night I think I actually collided with an AI that was stuck on a ladder at one point, which never happened in 3.4.4 (camera collides with them but that was it).




[Updated on: Tue, 15 July 2014 05:58]

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Re: Work is being resumed on scripts for Renegade [message #488609 is a reply to message #488607] Tue, 15 July 2014 05:57 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Jerad Gray wrote on Tue, 15 July 2014 22:33

Excellent, I'll retest later, in addition I think I'll have another mapper for you to test, but I need to double confirm the issue.

We have made some improvements to the texture mapper code so do re-check any that were broken to be sure the changes haven't fixed it.

As for the .pkg file stuff, how exactly do you configure the packages in the configs (I know the svrcfg_cnc.ini stuff but what are you doing in tt.cfg etc?)

I will investigate how we can deal with this and no it has nothing to do with objects.ddb, it has to do with the fact that the game has one global concept of the current "mod package". We just need to figure out how best to store the link between maps and .pkg files and where the right place to put the "Set_Mod_Package" call it so we dont break the existing functionality (backwards compatibility is very much a TT priority)


Jonathan Wilson aka Jonwil
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Work is being resumed on scripts for Renegade [message #488610 is a reply to message #488609] Tue, 15 July 2014 05:58 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Also on this map I have telepads that the player can place and use to teleport back to the spawn room, all they do is create a script zone after create, this script zone has a script attached that really does nothing more than Commands->Set_Position(enter). In 3.4.4 it works flawlessly, but in 4.x it seems that I get put into blue hell until after I walk a few steps, then it shows me at where I was teleported to (I have the suspicion that it doesn't update my client until I walk off the telepad). All the telepad is is a decophysics vehicle and it does have physical collisions.

I will disable its physical collision tonight and see if that magically fixes it.


[Updated on: Tue, 15 July 2014 06:08]

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Re: Work is being resumed on scripts for Renegade [message #488611 is a reply to message #488609] Tue, 15 July 2014 06:01 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Tue, 15 July 2014 06:57


As for the .pkg file stuff, how exactly do you configure the packages in the configs (I know the svrcfg_cnc.ini stuff but what are you doing in tt.cfg etc?)


In the tt.cfg I put the lsd file name. For Example if I had a package named "package" and this package had a map named "map", in tt.cfg I put
rotation:
[
	"map"
];

I also noticed one other thing about this, with the stock system Westwood on-line would display "Package/Map" for map name, and this doesn't occur UNLESS you have the actual package in your data folder. If you don't have the package in your data folder you just see the map name listed on Westwood on-line, but for some reason if you do have the package name it lists it as package/map... its odd.


[Updated on: Tue, 15 July 2014 06:07]

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