Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Feature requests thread
Re: 1.13 Feature requests thread[message #11279] Thu, 22 September 2005 02:34 Go to previous messageGo to next message
Majek is currently offline Majek

 
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Registered:January 2003
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JA2 Reloaded sounds great (and it actually makes sense Very Happy ) :ok:

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Master Sergeant
Re: 1.13 Feature requests thread[message #11280] Thu, 22 September 2005 03:04 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Yeah I can even picture the new intro... (that we'll have to ask someone else to do Smile )

Enter Matrix mode with the green flowing symbols, a merc drops his empty pistol clip, and quickly (as quickly as he can in slomo anyway) pops in another, turns, and you get a close-up of the end of the gun barrel as he fires two shots... Now we pan the view to follow the bullets, still in slowmo, with the bullet trails, as we leave MatrixVision(tm) yet still in slowmo following the bullets, we pan around to watch them hit their target: An enemy with Spectra Armor, and the Words JA2 RELOADED written on the front of the vest... The two Bullets hit and as they flatten against the Armor, they form the Colon( : ) between JA2 and RELOADED. The Enemy starts to fly back in SLOWMO And then BAM real-time, Flat on his back Pan down and zoom in to the Main Menu with the JA2 : Reloaded Spectra Vest as the backdrop Smile

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First Sergeant

Re: 1.13 Feature requests thread[message #11281] Thu, 22 September 2005 03:57 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I have no problem with renaming the mod. I just called it 1.13 because it seemed like the next evolutionary step for the game, but I could forsee legal problems with the name. Put my vote in for JA2 Reloaded too Smile

To anyone and everyone who wants to mirror this thing: Go nuts. Host it everywhere. Just make sure you put a link back to the technical forum on this site, so that there's always a link to the latest updates and support.

Email me your mirrors and I'll add them to the main thread.

As for Source Control / CVS: Are we allowed to put this code on www.sourceforge.net (or a similar site)? Not sure if it legally counts as open-source.

Lynxnyl: Let me know what comes of your attempts to find some good source control.

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First Sergeant

Re: 1.13 Feature requests thread[message #11282] Thu, 22 September 2005 04:06 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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This doesn't qualify for sourceforge, it's not opensource. Anything on Sourceforge.net has to be usable by anyone in any code.

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First Sergeant

Re: 1.13 Feature requests thread[message #11283] Thu, 22 September 2005 04:12 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
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That's what I thought Sad

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First Sergeant

Re: 1.13 Feature requests thread[message #11284] Thu, 22 September 2005 04:36 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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Yep, same for other similar services (checked gna). SF was tried before, I've read about it somewhere in the whitehat area. Not free as in freedom ...
Regarding type, I was thinking of svn or perhaps darcs, but now I'd be happy with anything I could get. :help:

Well, everyone seems to like JA2: Reloded, so why not? Smile

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Sergeant
Re: 1.13 Feature requests thread[message #11285] Thu, 22 September 2005 07:09 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
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Here's an item idea. A leatherman muiti-tool as a small toolbox. Say 20% of a toolbox capacity. Yes? No? Maybe? Reloaded sounds good.

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Corporal 1st Class
Re: 1.13 Feature requests thread[message #11286] Thu, 22 September 2005 07:18 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
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That's actually one of the item ideas I was floating around too:

Different sized kits, like small toolboxes and big camo kits, etc.

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First Sergeant

Re: 1.13 Feature requests thread[message #11287] Thu, 22 September 2005 08:04 Go to previous messageGo to next message
Majek is currently offline Majek

 
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but what good would these small toolboxes bring? field repair?

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Master Sergeant
Re: 1.13 Feature requests thread[message #11288] Thu, 22 September 2005 08:07 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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Registered:September 2005
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free space in your inventory - a small one would fit into a normal slot. Kind of a bandages:medical kit thing.

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Sergeant
Re: 1.13 Feature requests thread[message #11289] Thu, 22 September 2005 08:25 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
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Not stackable though. With pockets in vests and pants for indiviual items, it seems ideal. You would rarely need it in combat anyway unless they had wire cutters as a feature.

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Corporal 1st Class
Re: 1.13 Feature requests thread[message #11290] Thu, 22 September 2005 09:39 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
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All-in-one kit! YES

Takes a large slot, but contains a crowbar, wire-cutters, lockpicks, can also be used as a toolbox, maybe some first aid and camo too, kind of a Field Kit.

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First Sergeant

Re: 1.13 Feature requests thread[message #11291] Thu, 22 September 2005 09:55 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
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There's also a tag in items.xml called PercentStatusDrainReduction that can be used to slow down (if +ve) or speed up (if -ve) the rate at which a kit is used.

Personally, I'd like to have a giant vat of camouflage goop that lasts for more than two applications. Wink

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First Sergeant

Re: 1.13 Feature requests thread[message #11292] Thu, 22 September 2005 10:06 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
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A Camo-Vat(tm) would definitely be useful Smile

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First Sergeant

Re: 1.13 Feature requests thread[message #11293] Thu, 22 September 2005 16:37 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Quote:
Originally posted by Kaiden:

And just to stay on topic Razz

Request 1 has more value, Request 2 seems infinitely easier. I'll consider both, but they may become irrelevant.
I just like to have all items at one central location - i rarely sell them - it feels good to be a collector of such a vast inventory.
so - i doubt that the options will become irrelevant. please please please and more please - do look into them Very Happy

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Sergeant
Re: 1.13 Feature requests thread[message #11294] Thu, 22 September 2005 16:41 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Quote:
Originally posted by Kaiden:
Yeah I can even picture the new intro... (that we'll have to ask someone else to do Smile )

Enter Matrix mode with the green flowing symbols, a merc drops his empty pistol clip, and quickly (as quickly as he can in slomo anyway) pops in another, turns, and you get a close-up of the end of the gun barrel as he fires two shots... Now we pan the view to follow the bullets, still in slowmo, with the bullet trails, as we leave MatrixVision(tm) yet still in slowmo following the bullets, we pan around to watch them hit their target: An enemy with Spectra Armor, and the Words JA2 RELOADED written on the front of the vest... The two Bullets hit and as they flatten against the Armor, they form the Colon( : ) between JA2 and RELOADED. The Enemy starts to fly back in SLOWMO And then BAM real-time, Flat on his back Pan down and zoom in to the Main Menu with the JA2 : Reloaded Spectra Vest as the backdrop Smile
:ok:

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Sergeant
Re: 1.13 Feature requests thread[message #11295] Thu, 22 September 2005 18:38 Go to previous messageGo to next message
wudu is currently offline wudu

 
Messages:56
Registered:September 2002
Even though I like the UB-style IMP creation, would it be possible to add something with which you could choose the personality of your mercs? I love my psycho IMPs Very Happy

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Corporal
Re: 1.13 Feature requests thread[message #11296] Thu, 22 September 2005 18:47 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Quote:
Originally posted by wudu:
Even though I like the UB-style IMP creation, would it be possible to add something with which you could choose the personality of your mercs? I love my psycho IMPs Very Happy
does UB-style IMP creating mean editing IMP.dat (using the IMP-editor provided in this release) and then using 90210 to creat the IMP? Or picking the attributes for your IMP using the JA2/UB laptop-IMP user interface?

I used the IMP editor to give psycho+optimistic personality to my IMPs Very Happy - works for me.

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Sergeant
Re: 1.13 Feature requests thread[message #11297] Fri, 23 September 2005 00:04 Go to previous messageGo to next message
wudu is currently offline wudu

 
Messages:56
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I meant adding something into the IMP creation process in the laptop which allows you to choose your merc's personality.

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Corporal
Re: 1.13 Feature requests thread[message #11298] Fri, 23 September 2005 04:37 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
It was an oversight, not sure if they will be selectable, but I'll fix it so it's not always "Normal"

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First Sergeant

Re: 1.13 Feature requests thread[message #11299] Fri, 23 September 2005 07:46 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
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I suggested something in the 'How do you play' thread. Probably a PitA to code, but here goes:

A 'command badge' armour attachment that would cause militia within a few meters of the merc wearing them (attached to armour pocket.) to stay in position or move within a small area around the merc. This would allow the militia to be controlled to a limited extent and prevent their massacre in night ambushes or terrain choke points while other mercs could set up a defense area and their own counter-ambushes against invading attackers.

I know this is probably a little crazy to implement, just grist for the mill, so to speak.

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First Sergeant
Re: 1.13 Feature requests thread[message #11300] Sat, 24 September 2005 03:54 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Quote:
Originally posted by Kaiden:
No, what I meant, was casting your own slugs and casings, and dumping the powder out of one ammo type, into the new ammo type. I'm not talking taking 9mm ammo out of a pistol clip and putting each bullet into a 9mm SMG clip.

What I'm talking about is more involved, making a differnt kind of bullet using the powder from ammunition you no longer need such as 38 ammo, and any any mechanic that would specialize in cleaning and repairing fireamrs would not only know how to do it, but probably have the tools as well.
Could it be done that first you take gunpowder out of lets say .38 shells ... haveing pile of gunpowder .... and then merge it with, lets call it '7.62 shell container/kit', merging them gives us new type of ammo .... powder is used up ... kit loses some %, ....... powder could also be used to make some homemade nades and explosives Very Happy

Dunno how to do it... if you like it and find a way. .... I think it would be great

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Private 1st Class
Re: 1.13 Feature requests thread[message #11301] Sat, 24 September 2005 04:13 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Quote:
Originally posted by Kaiden:
All-in-one kit! YES

Takes a large slot, but contains a crowbar, wire-cutters, lockpicks, can also be used as a toolbox, maybe some first aid and camo too, kind of a Field Kit.
I would prefer to see some tactical tool ( cutters what contain also lockpics, and sqrewdrivers - stuff like that -> http://www.tacticalgearcommand.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=TGCOS&Product_Code=GMP600DET&Category_Code=02TTL ,is low bonus toolkit, locpick, acts as a wirecutter and gives bonus do disarming explosives/traps of all kind) Crowbar and camo stuff should be left out of it :nono:

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Private 1st Class
Re: 1.13 Feature requests thread[message #11302] Tue, 27 September 2005 16:12 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Savegames.

Can we rewrite the savegame handlers to make the savegames structure easier to decode? Maybe we can get rid of the encryption and define the mercs structures better.

I had to write a tool to extract certain information and even then I was not sure if i was reading the correct offsets.


Cheers!

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Sergeant
Re: 1.13 Feature requests thread[message #11303] Thu, 29 September 2005 05:21 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Ok mugsy... I've been thinking about that IMPItemChoices.xml
Only way that I could emagine is adding two more rows after each item number in array (XXX),
first would be a let's call it for example bItemTypeX with integer values ... if value is zero then item doesent conflict with any other items, but if it is graeter then zero it conflicts with other items with same bItemTypeX value.
second would be a priority value(bItemPrioX - or something).
If two or more item have same bItemTypeX value that is greater than zero then item with highest bItemPrioX value is given to IMP.
If two or more items have the same non-zero bItemTypeX value and the same bItemPrioX value, then only one of them is chosen by random.


So what you think of it, is it possible?

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Private 1st Class
Re: 1.13 Feature requests thread[message #11304] Thu, 29 September 2005 06:12 Go to previous messageGo to next message
Terces is currently offline Terces

 
Messages:8
Registered:March 2005
Location: Germany

doodidoo.....okey...my idea:

In the current mod you're able to see the hit chance with which you hit the enemy.
Now...how bout the same for yourself so you can see how good you're hiding, or how good your defense is?

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Private
Re: 1.13 Feature requests thread[message #11305] Thu, 29 September 2005 11:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
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Quote:
So what you think of it, is it possible?
I know what you're getting at, and it's doable, but it'd be really ugly in the current xml format. I'll get into it once I've streamlined and cleaned up the way the xml files are loading.

Quote:

doodidoo.....okey...my idea:

In the current mod you're able to see the hit chance with which you hit the enemy.
Now...how bout the same for yourself so you can see how good you're hiding, or how good your defense is?
Try holding down Delete to see the quality of available cover around your Merc given enemies visible to him. You can also hold down End to see your Merc's LOS.

These features aren't anything new. Sirtech added them to UB, and then to JA2 Gold. Did you mean something else?

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First Sergeant

Re: 1.13 Feature requests thread[message #11306] Thu, 29 September 2005 21:05 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Madd Mugsy:
Try holding down Delete to see the quality of available cover around your Merc given enemies visible to him. You can also hold down End to see your Merc's LOS.

These features aren't anything new. Sirtech added them to UB, and then to JA2 Gold. Did you mean something else?
i didnt know about that and when i accidentaly pressed Delete a while ago my eyes almost fell out and i felt so stupid for not knowing about this :biglaugh:

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Master Sergeant
Re: 1.13 Feature requests thread[message #11307] Thu, 29 September 2005 21:42 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Quote:
Originally posted by Madd Mugsy:
I know what you're getting at, and it's doable, but it'd be really ugly in the current xml format. I'll get into it once I've streamlined and cleaned up the way the xml files are loading.

No hurry, just something i would like to see in the game eventually. Smile

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Private 1st Class
Re: 1.13 Feature requests thread[message #11308] Thu, 29 September 2005 23:35 Go to previous messageGo to next message
Terces is currently offline Terces

 
Messages:8
Registered:March 2005
Location: Germany

mugsy...I ment that when I go with the cursor over the enemy a little bar appears with the chance of me hitting him.
I'd like that to see that bar over the heads of my mercs too, when someone tries to shoot him/her. That way I'd know if my cover is good and if someone actually is trying to shoot me

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Private
Re: 1.13 Feature requests thread[message #11309] Fri, 30 September 2005 14:01 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Is there some way to make the Rocket Rifle only available in Sci-Fi mode? It seems kinda out of place among the weapons in the realistic game...

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First Sergeant
Re: 1.13 Feature requests thread[message #11310] Fri, 30 September 2005 20:30 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
So here it comes..... anther grazy idea... sorry mugsy Razz

Dunno how to explain it exactly....
Ok, I dont like guns haveing maximum magsize... the should just have different mags( Not shure but I'm pretty shure that you just cant take a clip out of a Beretta and put it into Glock.. tough they both have 15 bullet 9mm clips), so I could use standard 30 bullet clips for MP5N, or I could buy some like that http://www.uws.com/CMAG/IMG/MP5.jpeg from BR Very Happy

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Re: 1.13 Feature requests thread[message #11311] Fri, 30 September 2005 21:36 Go to previous messageGo to next message
Majek is currently offline Majek

 
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Cmags are already in the game so you can have exactly what's in the picture.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11312] Fri, 30 September 2005 22:34 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
Quote:
Originally posted by Majek:
Cmags are already in the game so you can have exactly what's in the picture.
No, not just Cmags.
I mean that you can load 30bullet smg clip in to a MP5N for 5AP, loading a 15 bullet Pistol clip into same gun would cost 10AP.
What I want is that I could load both 30 bullet smg mag and ca. 100 bullet Cmag for AP cost of 5, but I cant load in more than 30 bullets using usual smg mags, but gun would support more bullets when cmag is used.
Dunno how is this doable....
Maybe useing some attachmnt, that changes gun mag size... allowing to use cmag with MP5N and other guns...(attachment would be somehow silently added when Cmag is loaded and silently removed when ordinary mag is loaded into gun)

Right now MP5 has 30 mag capacity.. if I load it with 100 Cmag... there is going to be 30 bullets in MP5, and the other 70 stay inside the clip, in your inventory, if I change MP5 to 100 bullet capacity, then I can load into it 3 1/3 30 bullet SMG clips and then take out 100 bullet cmag...
So I would like to see more clips( different clips for guns of different manufacturer, that use same ammo type), and I could load M16A2 with 15 bullet and 30 bullet M16A2clips, also with 100 bullet Cmag inteneded for use with M16A2...

Right now game assumes all mercs are carrying around loads of clips..... and one clip fits all manufacutrers product....
Somehow to change that?

I have some ideas about that but I don't no if you would like to hear them... so I shut up for now...


If it made any sence at all.. I can try to go ower unclear parts again ..... if not.. forget all of it.

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Re: 1.13 Feature requests thread[message #11313] Sat, 01 October 2005 05:54 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I've thought about changing it so that clips determine the magazine size of weapons and only certain clips work with certain guns, but the code depends pretty heavily on having a specific size of magazine for each weapon. It'd take many days to change it all. It's very low on my list, and may never happen. It's easier just to work around it.

I've now externalized the Ammo Types (AP, HP, etc), so it should be possible to create all sorts of different calibers, clip sizes and ammunition types, just using the XML files.

Quote:

Is there some way to make the Rocket Rifle only available in Sci-Fi mode? It seems kinda out of place among the weapons in the realistic game...
That weapon in particular has been placed on the maps, which means I can't completely take it out. What I am thinking of doing is making the BigGunList tag become a realistic/sci-fi tag and making it so that the sci-fi weapons aren't available for purchase or used by enemies in realistic mode. I have a bunch of new sci-fi weapons on my todo list, so I'll probably get to this feature pretty soon.

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First Sergeant

Re: 1.13 Feature requests thread[message #11314] Sat, 01 October 2005 07:11 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
szultz i understand what you mean but IMHO that wouldn't improve anything it would cause more harm than good. that's one of those realistic things IMHO this game really doesn't need. you're free to do whatever you want of course once MM gets the ammo externalized.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11315] Sat, 01 October 2005 07:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
After reading gpmg's post in the war stories thread, and through my own playtesting, I'm inclined to change the way that interrupts work back to the original calculation.

On Insane, the enemies should be pretty high level. I was able to routinely interrupt high level elites with my level 1/2 IMPs. Seems kind of weird to me. It also turned taking sectors into a waiting game.

Maybe I'll make that extra option on the new game options screen a toggle between interrupt methods...

EDIT: Nevermind. It looks ok the way it is mathematically. Interrupts don't rely on agility nearly as much as level. I think the relative easiness may be due to the multiple interrupts. Maybe I should make that the option to toggle...

EDIT: I'll think I'll make the multiple interrupts an option, but I'll put it in the preferences screen. Which leaves me with the question: What option should I put in the current (9.23 release) "Drop All" spot in the next version?

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First Sergeant

Re: 1.13 Feature requests thread[message #11316] Sat, 01 October 2005 08:04 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
How about 'large militia garrisons' (36 troops)? Or maybe have them as automatic in insane mode?

Or how about making an option to toggle between 'crafty flanking' (more flanking AI) and 'normal flanking' (the current flanking AI)?

The stuff with Grizzly and Haywire was more to do with the enemy AI running into the light of the breaklights because they couldn't find a way into the perimeter without crossing an illuminated area, I think. The number of interrupts on the last fight was actually pretty low. My night ops tactic is almost a cheat against the limited AI. If the enemy were able to set out a perimeter of break lights they'd be almost unbeatable at night.

On a related note: is it possible to add in the star shell flares from UB?

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First Sergeant
Re: 1.13 Feature requests thread[message #11317] Sat, 01 October 2005 08:14 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

How about 'large militia garrisons' (36 troops)? Or maybe have them as automatic in insane mode?
No, that won't work Sad It'd have to override whatever's set in the ini file. It needs to be something that can't be changed anywhere else, and also impacts gameplay in such a way that it is most useful to select it when starting a new game.

Quote:

Or how about making an option to toggle between 'crafty flanking' (more flanking AI) and 'normal flanking' (the current flanking AI)?
Now this is an interesting idea. An option to toggle the "seeking" intensity of the AI. Cool... I could totally do this.

Quote:

On a related note: is it possible to add in the star shell flares from UB?
Probably. I haven't actually played UB too much, so I don't remember these. But I'll check it out.

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First Sergeant

Re: 1.13 Feature requests thread[message #11318] Sat, 01 October 2005 08:16 Go to previous messageGo to previous message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
LOL
[edit]
I was laughing because Mugsy and I were doing multiple simultaneous edits, it just seemed kinda funny...

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First Sergeant
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