Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #313529] Tue, 25 December 2012 21:29 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
Flugente
Savegame compatibility was broken in r5744. No way around that, your savegame will be compatible up to r5743.

Surgery drains the medkit alot very fast. That is normal.

1): Which items exactly?
2): That is normal.
3): A few heavy guns, like LMGs, have the new 'heavy' tag - you will lose stamina fast when aiming with these while standing. Look for Sandro's recent thread about that, it should mention the corect option to switch it off.


it is ok for me if surgery drains a lot of med kit, but when it does it in a second - that is not good. It will be better if merc doctors use it for intance few % per minute.

it is not all that is missing. Should i download something else? or i picked the wrong ini?
http://s017.radikal.ru/i410/1212/4f/64f14f662eb6.png


P.S. keep up your great work. can you advice me how to capture enemy soldiers?
Re: BUGZILLA report all bugs here![message #313530] Tue, 25 December 2012 21:36 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
Surgery happens very very fast, like bandaging (instant if on assignment). Nobody would want to wait the time real surgery takes Smile

Regarding you picture: This can also happen if, for some reason, your IniEditor.xml (or similar name) is not up-to-date... Don't worry, the game always takes fitting default values. You can simply open the ini and look for these values manually.

You capture enemies by handcuffing them. This works best when they are unconscious. Simply put handcuffs in your man hand before clicking on them, the cursor will change. The other alternative is to speak to them and demand their surrender, but that will only work if they are in a hopeless situation.


Re: BUGZILLA report all bugs here![message #313620] Thu, 27 December 2012 15:36 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
I noticed that my merc with sniper trait had to pay a lot of AP to reload a Winchester Trapper, while other mercs without the trait did not. The trapper has no tag which is generally fine as it seems to be on by default. My guess is that there is a bug with the sniper trait where SwapClips is treated as off if not set, and they therefore have to pay the for each bullet as you would with magazine-less guns.

And talking about surgery, my mercs often max out their dexterity when performing surgery, some kind of bug there.
Re: BUGZILLA report all bugs here![message #313621] Thu, 27 December 2012 15:44 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3705
Registered:July 2009
The Trapper does not have a detachable magazine, everybody should reload it bullet by bullet.


Re: BUGZILLA report all bugs here![message #313624] Thu, 27 December 2012 19:59 Go to previous messageGo to next message
krux

 
Messages:62
Registered:June 2011
Hmm that makes me look pretty foolish. I'm pretty sure my other merc reloaded it for just 20 AP, but I'm most likely wrong then.
Re: BUGZILLA report all bugs here![message #313627] Thu, 27 December 2012 21:28 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3705
Registered:July 2009
If it was the last ~20 he had, he might have loaded it partially.


Re: BUGZILLA report all bugs here![message #313699] Sun, 30 December 2012 00:11 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

I don't know is this bug already reported or not.I have a big FPS downd during enemy\militia turns,when:
1.Enemy on roof during militia turn or player turn spotted militia\player mercs/
2.Militia on roof spotted enemy during their turn or during interrupt.

Tested on Gamedir 1578 with exe 5744.Installed Wf maps and AIMNAS Eastern release(yes yes i don't play on big maps and use older version of AIMNAs because it has not troubles with too much NADA items on maps).

Tested too on stock version of 1.13 mod,same bug appears.Such bug i saw in 5697 version too.
Re: BUGZILLA report all bugs here![message #313840] Thu, 03 January 2013 19:23 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
krux
And talking about surgery, my mercs often max out their dexterity when performing surgery, some kind of bug there.


(Hopefully) fixed in r5760. This also fixes the infamous exploit of training health and strength by overloading your merc, plotting a path in strategic view and then cancelling the order repeatedly.


Re: BUGZILLA report all bugs here![message #313850] Fri, 04 January 2013 00:03 Go to previous messageGo to next message
Clarkew

 
Messages:78
Registered:May 2011
Location: East Texas, USA
SVN Rv: 1582
EXE: 5754

Enemy's spawning with 3 crates of 9x18mm ammo causing them to collapse from exhaustion at the start of the battle. Thought reinstalling everything would fix it but it's still active.

[Updated on: Fri, 04 January 2013 18:33] by Moderator

Re: BUGZILLA report all bugs here![message #314930] Wed, 30 January 2013 13:04 Go to previous messageGo to next message
grunty77
Messages:2
Registered:August 2011
I have the v1.13 ja2 5840 4870 version and I encountered the Mike bug where there is a invisible Mike. So I used ctrl gabbi cheat and killed off the 2nd mike. Anyway, now I'm in Balime and I'm trying to steal chalice of chance, but I keep getting CTD's without any reason why from the game.

Is there any version of v1.13 where the Crepitus show up in the game. I've been playing various versions of v1.13 and the crepitus never show up. Since they never show up should i just play without the sci - fi version?

After 5840 when is the next stable version of v1.13 coming out?

[Updated on: Wed, 30 January 2013 15:57] by Moderator

Re: BUGZILLA report all bugs here![message #314936] Wed, 30 January 2013 14:30 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
Crepitus:
Check the ini if you inadvertently turned the crepitus off even with SciFi enabled.
If Crepitus is enabled, then you perhaps missed to trigger this quest?
IIRC you need to find and visit the small crepitus liar in Tixa basement to start this ...

And welcome to the pit! :cheers:

[Updated on: Wed, 30 January 2013 14:35] by Moderator

Re: BUGZILLA report all bugs here![message #314944] Wed, 30 January 2013 16:46 Go to previous messageGo to next message
grunty77
Messages:2
Registered:August 2011
Thanks, that worked.
Re: BUGZILLA report all bugs here![message #314980] Thu, 31 January 2013 08:51 Go to previous messageGo to next message
Panzerdraco
Messages:4
Registered:January 2013
SVN Revision: 1600
EXE: 5825

  • When assigning statistics using I.M.P, I can't click and drag on the sliders, I have to click the arrows (gets annoying really fast).
  • The speed of the enemy's turn is extremely fast - often less than a second for a dozen guys or more to all make a move. I have ENEMY_TURN_SPEED_UP_FACTOR set to 1.0. Resolved: Had "speed up AI turns" checked in options.
  • Sometimes when talking to the bartender in Drassen the game will crash, the error message stating that the selected merc isn't allowed to interact with the bartender.

Also this is my first post, woo. Hi guys!

[Updated on: Thu, 31 January 2013 13:54] by Moderator

Re: BUGZILLA report all bugs here![message #315165] Mon, 04 February 2013 23:15 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

exe 5825 on build 1597,you cant use hand grenades & 40mm grenades,this explosives makes wounded emeny imortal,you cant finish your batle ...

http://www.mediafire.com/?xi489plilf2d998
Re: BUGZILLA report all bugs here![message #315971] Tue, 05 March 2013 19:53 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
exe 5882
svn gamedir 1610

1)The bug I had in stable 4870 release is still present - sometimes when I try to attach trigger group - some error appears and shut downs the game
2)display bug 1366x768
http://s53.radikal.ru/i141/1303/57/9151e98e7263.png
3) G36 rails can be attached to M4 commando
4) sometimes dying enemy soldiers became invincible - easily fixed with save/load
5) I do not think that ruger mini supports trigger group - trying to attach crashes the game
[color:#FF0000]upd [/color]6) same as 5 but for calico pistol M950
7) sometimes if you try to reload all weapons in tactical (shift+R) you get Assertion failure error and game crashes. please find uploaded game save file
http://turbobit.net/kt49me47ko3q.html
I guess last one was partially my mistake - the game do not know what to do with 85 rounds magazine, so I change glock 18 mag capacity to 30 rounds - so 100 round mag works fine.

[Updated on: Thu, 07 March 2013 14:22] by Moderator

Re: BUGZILLA report all bugs here![message #316087] Fri, 08 March 2013 21:07 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
Not sure if this was reported here or somewhere else... there was recently a new bug that caused anyone being hit by an explosion to update animations for a long time, resulting in a significant time with the clock. This is fixed in r5908.


Re: BUGZILLA report all bugs here![message #316146] Sun, 10 March 2013 21:50 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
not sure if somebody mentioned it - if you use first aid kit merc first trying to pick something from ground similar to ctrl+ mouse click, then applies kit
Re: BUGZILLA report all bugs here![message #316154] Mon, 11 March 2013 00:40 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

Thank you Flugente for fixing this bug.Now it is work fine.It fixed the freeze bug if merc was hit by grenade on next turn he get up,but when bug was sometimes after explosion the merc not get up and player must use save\load for getting merc up.
Trigger group attachment CTD isolated.[message #316217] Tue, 12 March 2013 19:27 Go to previous messageGo to next message
Behrooz

 
Messages:8
Registered:March 2004
I have isolated E1vS' trigger group CTD from my 5845 install.

Steps to replicate:

1) Open the attachment screen for a gun able to take trigger group attachment in inventory or the sector. (I just used the Galil AR if you grab my save, but anything that'll take a trigger group works)

2) Left-click on an internal attachment slot (as if you were going to use the dropdown menu like for other slots)

3) Like any other time you click on an attachment slot, the game tries to open the dropdown menu of available attachments and the ammunition counter on the gun disappears while that is open, BUT:

4) Since all attachments for the internal slot are hidden, the dropdown menu does not appear and that [internal] slot appears to go into an invalid state. Ammunition counter remains invisible.

5) Attaching something to that internal slot while the slot is in an invalid state (trigger group ALWAYS, R&S or sling depending on where you click next?) will CTD with the following error:

Runtime Error - Press to exit
Assertion Failure [Line 1911 in file sgp.cpp]. Attempting to do save as savegame247.sav
Unhandled exception processing GameLoop unable to recover


Attaching items to other slots while the internal slot is in an invalid state doesn't cause problems.
Leaving the attachment window for that weapon and re-opening restores everything to normal.
Trigger group always CTD when attached to an invalid-state slot, R&S and Sling were sometimes successful, sometimes crashed-- probably depends which internal slot I clicked on initially.

v5845 savegame here: https://www.dropbox.com/s/7d5iutq27ann9sl/BuggedQuickSave.sav

[Updated on: Tue, 12 March 2013 19:30] by Moderator

Orta location bug[message #316420] Wed, 20 March 2013 22:13 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
exe 5917
svn 1620

Bug with Orta location is still present - general mentions Orta but location does not appear on map.

save file
http://turbobit.net/7xt914snzkwk.html

[Updated on: Wed, 20 March 2013 22:16] by Moderator

Re: Orta location bug[message #316429] Thu, 21 March 2013 02:04 Go to previous messageGo to next message
tbird94lx

 
Messages:689
Registered:April 2002
Location: ohhhhhh canada
current svn update as of march 20 2013 on new ja2 install
http://i1274.photobucket.com/albums/y428/Rob_Sykes/ja2booboo_zps79904709.jpg


Re: Orta location bug[message #316431] Thu, 21 March 2013 02:17 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
For the record.. you are really using https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir, right? With an exe built from https://ja2svn.dyndns.org/source/ja2/trunk/GameSource/ja2_v1.13?


Re: Orta location bug[message #316433] Thu, 21 March 2013 02:28 Go to previous messageGo to next message
tbird94lx

 
Messages:689
Registered:April 2002
Location: ohhhhhh canada
ummm..the first link is what i used..i used MM's instruction in the svn thread


Re: Orta location bug[message #316434] Thu, 21 March 2013 02:31 Go to previous messageGo to next message
tbird94lx

 
Messages:689
Registered:April 2002
Location: ohhhhhh canada
if all i used for my svn is https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir am i missing stuff? o.O


Re: Orta location bug[message #316435] Thu, 21 March 2013 02:31 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
looks like you forgot to get newest .exe (which is not coming with SVN), so get the according .exe from Depri's thread (in my sig).
Re: Orta location bug[message #316436] Thu, 21 March 2013 02:32 Go to previous messageGo to next message
tbird94lx

 
Messages:689
Registered:April 2002
Location: ohhhhhh canada
ahhh..okies..thankee Very Happy


Re: Orta location bug[message #316437] Thu, 21 March 2013 02:47 Go to previous messageGo to next message
tbird94lx

 
Messages:689
Registered:April 2002
Location: ohhhhhh canada
ok..games running..but..it wont allow alternate mods Surprised i cant add my iov guns or the aimnas guns..everything reverts to vanilla o.O

[Updated on: Thu, 21 March 2013 02:47] by Moderator



Re: Orta location bug[message #316438] Thu, 21 March 2013 03:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
grep through the dev centre here; some XMLs have moved recently and similar changes. So merging in some older mods may need some mcgyvering.
Re: BUGZILLA report all bugs here![message #316704] Fri, 29 March 2013 02:17 Go to previous messageGo to next message
weidox

 
Messages:44
Registered:March 2013
I'm playing svn version with .exe gradually upgraded from 5921 to 5951 (minor changes). Already ran into a series of annoyances/issues which I'd like to list. First two are real annoyances, the rest just minor (for me).
1. Tooltips missing in weapon/attachment/ammo etc details in some cases. Tooltip for weapon APs to ready is always missing. Tooltips for some other things are missing too - cannot even tell what those are cause of missing description..
2. By reading 1.13 HAM wikia (which is supposed to be integrated in 1.13), I found that scopes below minimum distance (scope factor x 7 tiles) should give penalty. Though, taking M21 with 10x scope I get better CTH (without aiming) to the same enemy 23 tiles away than using 7x scope on same weapon. With max aiming, 7x scope reaches somewhere as 10x scope with aiming at those 23 tiles. That way 10x scope seems to be always better than 7x (guess similar for all scopes) - no fun to have obsolete scopes and not realistic.
3. 12 gauge ammo says to extend weapon range by 50% but actually it extends it by 5 tiles. That is, flat increase instead of percentage. Same for weapon barrel extender - says 100% but actually fixed 10 tiles.
4. If enemy takes drassen airport while helicopter is underway to automatically return with mercenaries inside, game crashes upon helicopter arrival to airport.
5. Using hand to hand stun I stole a lot of stuff from enemies, and noticed that black specialists (low level) are carrying comparably very good stuff - only colonels seems to be usually carrying better stuff. Sign of poor loot balance by enemy level.
6. Had once - started to create IMP character, abandoned in the middle. Not sure if did save/load. Then tried to create IMP, got the same character in progress (surprised) and finished creation. Then opened AIM site and noticed that my IMP character is between AIM mercenaries - don't know if it replaced any of AIM characters or was just added to AIM (did restart game immediately fearing further corruptions).
7. Possible to add silencer to a weapon (for example Calico M-950) in MP Holster so it doesn't fit in it anymore. Gun animation stays disabled, it's possible to take it away but not possible to put back in.
8. Crashes predictably after tens of save game loads.
Re: BUGZILLA report all bugs here![message #316705] Fri, 29 March 2013 02:41 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Confirming 3, I have noticed that earlier, some values are wrongly displayed as percentages. Not ammo specific but value specific, same with match ammo.

As for 7, the gun size gets increased by +1 and leaves the range of what can be stored in that "pocket" (holster). It stays there even if it can't be placed there, correct. This has always been the case and may be used as an exploit but with minor consequences. Solutions may include dropping the gun and displaying a message but I guess that considering the small gameplay impact (and the fact that mercs may have starting gear in non-existing pockets), this potential exploit has been left unattended. It's just not worth it.

Welcome to the Pit.
Re: BUGZILLA report all bugs here![message #316757] Sat, 30 March 2013 01:25 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:290
Registered:February 2011
Hi there...

I play AR 1.4 with 5744. I currently play around with the cover ops trait and I've noticed that lately when I get caught by soldiers and lose my disguise only the pants appear in my inventory, but no short. This is more than a minor inconvenience, because it means that I need to get new shirts all the time. Is this a known issue?
Re: BUGZILLA report all bugs here![message #316760] Sat, 30 March 2013 01:41 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
A) Quite a few fixes where made since 5744, so this might already be fixed in newer revisions if this is a bug. Though I don't remember on which revisions savegame compatibility was broken.
B) Does any helpful message appear? If no suitable shirt can be found in the xmls, a message should appear.
C) If you were shot in the torso while wearing the new clothes, you will not get the shirt back when being uncovered. It is now considered 'damaged' an unfit for future disguises, so it isn't spawned again.


Re: BUGZILLA report all bugs here![message #316775] Sat, 30 March 2013 13:35 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:290
Registered:February 2011
Thank you!
A) I could check if another revision would fix it, but since it happened half way through the game I don't think so
B) No, just the normal message when enemies see through your disguise.
C) I conquered Omerta, Drassen, Alma, Orilla and all through these battles whenever someone saw through my disguise I got my shirt and pants (both black btw) back to my inv. now roughly since I bought the Hummer and had to fight 120 enemies in that sector west of Balime whenever enemies see through my disguise I only get the pants back - I've gone through about a dozen of shirts since then, so I assume the "shot in chest, shirt damaged" thing got stuck somehow and the game thinks all new shirts are damaged as well - is that possible?
Re: BUGZILLA report all bugs here![message #316776] Sat, 30 March 2013 13:37 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
C) It could be. I remember there was some error related to those flags fixed a while ago.


Re: BUGZILLA report all bugs here![message #316777] Sat, 30 March 2013 13:38 Go to previous messageGo to next message
Vincent J. Claymore

 
Messages:290
Registered:February 2011
Okay, but there is no easy fix if I don't want to update my version, is there? Would it maybe help if I swapped from Elite to Redshirt-disguise?
Re: BUGZILLA report all bugs here![message #316778] Sat, 30 March 2013 13:45 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
That would not help. However, judging from the svn log, this might have been fixed in r5751, which is just a stonethrow from your current revision. See if you can get that exe and see what happens.


Re: BUGZILLA report all bugs here![message #316832] Sun, 31 March 2013 00:09 Go to previous messageGo to next message
Clarkew

 
Messages:78
Registered:May 2011
Location: East Texas, USA
Gamedir 1636
Exe 5963 (and 5966)

Turtle and Dyno showing up in M.E.R.C. with no bio or picture, recruiting them gives you the gear and a merc with a blank portrait.

Never mind, recopyed to faces dir and the portraits came back. Bio's are still empty but I'm thinking I just need a reinstall

[Updated on: Sun, 31 March 2013 00:21] by Moderator

Re: BUGZILLA report all bugs here![message #316836] Sun, 31 March 2013 04:16 Go to previous messageGo to next message
GrimTheWanderer
Messages:1
Registered:March 2013
Running a base game patched to gold with SCI_Unstable_Revision_5945_on_GameDir_1624 installed. Noticed something odd, the weapon attachments only appear to give, with a very few exceptions, bonuses in standing position. At most there will be a CTH bonus for prone. A search of the forums and a review of the bug topic didn't illuminate me as to if anyone else was experiencing it or noticed it. It may be that the bonuses are applying across the board and only displaying differing values as applicable. Any information appreciated.
Re: BUGZILLA report all bugs here![message #316879] Mon, 01 April 2013 14:40 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

new added merc from ja dg,i runing sci 1635/5966 exe there is no speech action or face animation for these merc ...
Re: BUGZILLA report all bugs here![message #316881] Mon, 01 April 2013 15:28 Go to previous messageGo to previous message
weidox

 
Messages:44
Registered:March 2013
Another bunch of bugs (continuing numbering), in addition to the list I wrote earlier. Will anyone ever fix them?..
Major bugs:
9. Laser sight no effect at night NCTH (didn't check day).
10. Removing armor has no effect on accuracy NCTH. Not sure all other items, didn't check. I get a feeling that there may be general problems with accuracy & items in NCTH.
11. Strange aiming NCTH in few occassions - radius reduced drastically after 2 or 3 aim clicks but other clicks (prior or subsequent) have no visible effect.
that I once tried to turn off ADVANCED_REPAIR with game in progress.
12. Impossible to exchange places with civilians/NPC - this was possible in vanilla and wildfire.
13. In addition to wrong or missing tooltips - tunnel vision icon once said just "property icon, mouse-over to reveal property name".
14. Sometimes negative AP after doing action. If I remember correctly, happens when wounded merc tries to drop something.
15. Try to steal from unconscious enemy when another enemy sees - only enemy inventory buttons painted, he gets an interrupt and game usually freezes (except once when game moved forward, then another my merc got interrupt but I couldn't access his inventory etc. then I figured that those painted inventory buttons do work and i can actually click and get inventory closed so game then released from freeze).
16. When some merc is moving at night, there's repaint problems when scrolling screen - flicker and paints the same position like not scrolled. When scroling finished then finally paints correct position after scroll.
Minor bugs:
17. While there's pretty good game balance with better weapons having increasing AP cost, one place where it falls flat is bolt action rifles. They're very similar to non-bolt ones except for requiring manual reload after each shot, and thus being useless in game. That's in addition that I got my both types of rifles in my game at same time.
18. 1024x768 resolution (don't know about others) - when attacking, sector left bottom part shows list of unassigned mercs, and information here is unaligned in various ways.
19. Clean guns special action: effect is current merc cleans single gun. Clean guns team special action: current merc cleans all guns. That is, what is actually done differs from button name.
20. Minor - disarming mine in realtime with enemies in sector shows AP cost.
21. Is this right that sun goggles can be attached to zylon combat vest?
Bugs/questions for features:
22. Camo types - possible to get more than 100% totals by changing equipped items. And whole idea I think is not more realistic than vanilla as having even wrong camo should give some benefit. Personally for me also too much hassle in changing camo to actually use it - it's enough hassle already with changing/managing weapons. Can there be option for vanilla single type camo system?
23. Inability to wear tactical pack and backpack at the same time is just annoyment because it's possible to put one in another and achieve similar capacity. Only takes inventory management time before combat to sort this out. It's already enough that backpacks are inaccessible and slow down character in combat. Removing restriction would make TIMS set a bit obsolete but that's not a big issue comparably I think. And if needed maybe then add some bonus instead to tims set.
24. In vanilla I think towns were becoming hostile if player was advancing too slowly during campaign. This was removed in wildfire 6. Is this happening in 1.13? I hoped to find configuration entry for this (as I personally don't like time limit however realistic it could be. Sometimes it's just fun to wander around the lands).
25. And pure question for feature - game mode where save is disabled while in turn based mode (similar to silent storm and probably to JA 1). Kind of bronze man vs iron man.
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