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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Wed, 6. Apr 05, 08:01 Post subject: Terradine: 2.1 |
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September 19th update from 2.0 to 2.1 and a nice chunky update full of good meatstuffs. Read the readme included in the download, as I'm a bit too lazy this late at night to update the readme displayed below.
Terradine Custom Galaxy Mod
Developed jointly both directly and indirectly by:
Admiral Tigerclaw
Milling Hordseman
Nuclear Eclipse
Deadly Da
Thalon Mook
Harlock 776
Burianek
Checker Two
and others.
| Code: |
############################################################################
Terradine Galaxy by TigerClaw - Version 2.0
Created by AdmiralTigerClaw
Packaged and Released by Nuclear_Eclipse
############################################################################
*Warning* - Do not use the Terradine galaxy without the mod enabled, and
do not use the mod without the Terradine galaxy. Doing so will cause
text errors and bugs to occur. You have been warned!
############################################################################
*SCRIPTS*
*Warning*
- Read the Readmes involving the included scripts prior to play for understanding of their functions.
- Do not attempt to use any of the Egosoft bonus add-on scripts without reviewing what they do.
- DO NOT EVER install the gunnery crews and Aegis bonus scripts. Those were designed specifictly for default X2, Terradine's major changes WILL result in problems in this area.
- Be cautious of some of Xai Corps scripts if you choose to download and install them, there ARE some minor conflicts in a few places.
- It is untested whether or not the Xai Corp mobile mining scripts will accidently destroy the trade lane nav becons. Use this with caution.
- Check for conflicts before using any scripts not included default with Terradine.
- *** -
If you do not wish to use the hand picked scripts for terradine, you may delete them. However, terradine REQUIRES three scripts to function correctly.
1: nuke.lib.timer <----- Required to fix pirates.
2: !fight.invasion <---- Required to fix pirates.
3: galaxy.terradine.initplayership <---- Required for initial galaxy setup.
############################################################################
ABOUT TERRADINE:
After the first Argon/Khaak conflict, the Powers that Be (Mainly a bunch or
derranged authors who thought it would be a kick to watch characters suffer
new plights...) decided to not only reconfigure the gate network, but
physically MOVE the gates and sectors around a little. This became known
as the Great Gate Upheaval, and the new layout of the X2 Universe was
startlingly different.
The major races now have to contend with a layout known as the Hub and Spoke
design, more emulating what a realistic trade route between cities on a
planet would be. Not only that, but the Authors decided to pull a new trick
from their hat, and crossed universes. The result has been named Terradine.
The central system of Argon space is now known as the Argon Federated
Galactic Union since it unites several human civilizations. Fifty Earth
Years later, yet another sector has been discovered on the frontiers of the
Terradine Galaxy. However, a strange phenomina was found in this new sector.
Curious, but cautious, the continuous march of Terracorp, now a leading
industrial agent of Terradine, has asked who would be brave enough to fly
into this Anomally and see what it does. A random pilot, you, the player,
stepped up to the challenge, figuring the reward would be worth it.
And if you got killed, well, so much for the reward. And thus, a pilot flew
a lone M5 Argon Discoveror into the heart of Irregular Point 0,1.
############################################################################
FEATURES:
- Start with a fully-loaded Argon Discoverer and 50,000cr.
- Hub and Spoke sector design, with clusters of race owned sectors
seperated by stretches of pirate affiliated sectors.
- Trade Lanes marked by navigation buoys crossing some of the longer routes.
- Spacedocks and other facilities that act as sink holes for the high end
products generated in the galaxy.
- Interesting sector layouts that vary from place to place.
- Asteroid Fields, super nebulas, empty sectors.
- A REAL feeling of open space with gates moved to oddball locations, such
as above, below, and off to the sides, as well as farther apart.
- Along with some reused X2 Sectors, you will find a myriad of over a
hundred unique sectors, each with their own names and information.
- Modified Pirate Invasion behavior to return any ships alive after an hour
of raiding back to the nearest Pirate Base to help keep the galaxy clear. (And your computer running, rather than melting down into a million slagged peices.)
############################################################################
INSTALLATION AND USAGE:
*NOTE* - Please ignore the installation instructions in the combat zone
modification readme. They are unnecessary to install and use the
Terradine Galaxy.
*NOTE* - You need to have the 1.4 patch from Egosoft; it is available from
their website for all who have registered their game on the forums.
Installation should now be a simple extraction of all files from the .zip
into the X2 directory. As long as your unzip program keeps folder names,
everything should go where it belongs without a hitch.
*The two new sector music tracks will overrwrite the old ones. Rename the old ones in advance if you want.
Upon starting X2, you will need to click the 'Select Mod Package' button
and then click on 'terradine-combatzone' then click OK. Then you may start
X2 as you would normally.
Once you get to the main menu inside X2, choose 'Start' and then choose
'New game in a custom galaxy', then choose the 'terradine' galaxy.
############################################################################
VERSION HISTORY:
v2.0 August 30th, 2006
- (Tigerclaw/Nuke)
- Pirate Invasion script fixed and put back in place. Function tested and working.
- (Tigerclaw)
- New ship added using boron TL model.
- Two new songs that replace sector music.
- Packaged in personal pick of useful scripts with mod.
v1.8 August 10th, 2005
- (TigerClaw) Sound Changes:
- New alert klaxon sound added
- (TigerClaw) Ship Changes:
- Major change in fighter stats - more roll and pitch, less yaw
- Imperator II docking bug fixed
- Added the F-14 Fighter Jet
- Added the F-16 Fighter Jet
- Added the F/A-18 Fighter Jet
v1.7a July 24th, 2005
- (Nuke) Terradine Script Changes:
- Included Milling_Hordesman's wonderful Advanced Jumper 1.72 scripts
v1.7 July 22nd, 2005
- (TigerClaw) Terradine Map Changes:
- Fixed all stations that had incorrect ships or ship races
- Added NPC supercarriers to certain sectors
- (TigerClaw) Ship Changes:
- Adjusted fighter speed and rudder settings for better balancing
- Adjusted freighter speeds and engine tunings for more speed
- Updated the ISD with changes from DeadlyDa
- Added the A-Wing to Split Shipyard
- Added the B-Wing to Paranid Shipyard
- Added the Y-Wing to Teladi Shipyard
- Added the X-Wing to Argon Shipyard
- Added the YT-1300 to Argon Shipyard
- (TigerClaw) Sound Changes:
- Replaced engine sounds for ships to ones from jet fighters in AC4
- Replaced missile launch sounds to those from AC4
- Replaced PAC firing sounds to ones from Gundam
- (Nuke) Script Changes:
- Roll-back of the Pirate Behavior scripts until bugs can be fixed or
the script set can be re-written from the beginning.
v1.6a June 9th, 2005
- (Nuke) Included the new Pirate Invasion Behavior Modification
- Pirate Invasion script altered to send pirates home after 60 minutes
in the target sector. Hoping to solve the problem with many pirate
ships getting abandoned on attack all in a single empty sector.
Should help keep processor load and difficulty down on extended games.
v1.6 June 4th, 2005
- (TigerClaw) Terradine map changes:
- Minor nebula adjustments
- Fixed Split stations containing pirate ships
- Added some fighters to lacking sectors
- (TigerClaw) Ship Changes:
- Fixed laser tower and fighter drone firing issues
- Further modified rudder tunings on fighters from last update
- Adjusted shield recharge rates for balancing reasons
- (Nuke) Fixed the 'modified' tag to not appear (thanks to someone_else)
v1.5 May 27th, 2005
- (TigerClaw) Terradine map changes:
- Altered lighting for sectors to remove ambient glows where there
should be none.
- (TigerClaw) Ship changes:
- Added the MC85a Mon Calamari Super Carrier to Boron shipyards.
- Added the Sovereign Class Super Carrier to Argon shipyards.
- Modified rudder tunings to lessen the turning abilities of
fighters to make combat better and better balanced.
- (TigerClaw) Weapon changes:
- Modified Ion Disruptor to fire a beam weapon rather than
standard electric arc, allowing for better pinpoint use and less
friendly fire conditions.
v1.4 May 14th, 2005
- (TigerClaw) Modified the Terradine map:
- Modified suns in Irregular Point 0,1 to solve Nvidia texturing issue.
- Modified EQ Docks to no longer contain 3rd party wares causing
ReadText-58xx to appear in the purchase list.
- (TigerClaw) Added the Imperator II Class Star Destroyer to Terradine.
It can be found at a Split Shipyard.
- (Nuke) Modified starting conditions for the player.
The player now starts with a fully-outfitted Discoverer and 50,000cr.
- (Nuke) Created an HTML-based sector map for the Terradine galaxy.
- (Nuke) Made translational language files for all languages supported
by X2: The Threat. Translations right now are simple copies of 44.
v1.3 May 9th, 2005
- (TigerClaw) Modified the Terradine map:
- Edited some suns
- Removed some nebulas for performance reasons
- Added player purchaseable Equipment Docks, Shipyards, and Trading
Stations to race shipyards
- (TigerClaw) Added new sound files and changed some old ones
- (TigerClaw) Changed some graphical effects for better performance.
- (TigerClaw) Added 18 load screen images
- (TigerClaw) Mining Laser is now a beam weapon :)
v1.2 May 2nd, 2005
- (TigerClaw) Minor changes to the galaxy map:
- Found some map induced bugs with pirate bases in Paranoid space.
All the pirate bases were pirate owned, but the ships were paranid,
which causes people who were killing the paranid pirate ships to
really peave those paranid.
- Went through the sectors systematically and checked the suns, and
got rid of those stupid halo suns in prefference of the real suns.
- Removed some of the moving nebulas from Eagle Nebula
- (Nuke) Renamed the mod .cat and .dat files to better suit the mod.
- (Nuke) Packaged the 00749.pbd file into the mod .dat to improve
operability; sometimes X2 would not load the file otherwise.
- (Nuke) Packaged the new terradinemap.jpg from TigerClaw into the mod.
- (Nuke) Rewrote the readme files to look better / read easier, and
have updated information in them.
v1.1b April 30th, 2005
- (TigerClaw) Added in the Thalon ship modifications. Thalon's ships
are now available for purchase inside the Terradine galaxy.
- (Nuke) The first Terradine release offered in two flavors. One with
and one without the music.
- (Nuke) Cleaned up the installer zip files. Installation now is a
simple extraction of EVERYTHING into the X2 root folder.
v1.01b April 29th, 2005
- (TigerClaw) Small fix to address issues with sector names.
- (Nuke) Rewrote the scripts that came with Terradine. Now made into
galaxy scripts; the player no longer needs to enable the script editor
to see the proper sector names.
v1.0b April 29th, 2005
- (TigerClaw) Initial release
############################################################################
KNOWN BUGS / ISSUES:
- FIXED: with version 1.6a, the Pirate Behavior Modification scripts were
known to cause issues when capturing pirate ships. The scripts would
not properly terminate upon capture, and the newly acquired ship would
promptly return 'home' to a pirate base, no matter the commands given
to it by the player. The script has been recalled for the time being
until a proper fix can be worked up for the next release.
- FIXED: Imperator II unable to dock fighters and freighters as it should.
- FIXED: Pirate ships accumulating in empty sectors on invasion routines.
They should be set to return to the nearest pirate base after an hour
in the target sector. NOTE: In order to remove this feature for
normal X2 games, you must rename the included !fight.invasion.pck.old
and remove the '.old' from the file name. This is a copy of the
original pirate behavior, although the new behaviors should be
compatible with normal X2 games as well as with Terradine.
*FIXED*
- FIXED: Split stations owning Pirate ships instead of Split ships.
- FIXED: 'Irregular Point 0,1' with NVidia video cards
This sector has known issues with NVidia brand video cards. All
textures are rendered completely white. Cause is thought to be the
placement of two suns on top of each other. A fix is in the works.
############################################################################
CREDITS:
SCRIPTS
Milling_Hordesman
AdvJumper / FreeJump (Included)
Galactic Police / Pirate Guilds (Will never see the light of day/cancelled unless someone wants to try this.)
Carrier Upgrade Refit
Station Cap
Relocate Wares
Nuclear_Eclipse
Pirate Invasion Behavior Modification (Included)
Terradine Campaign Missions (On hold until scripter can be found.)
Shipyard Construction / Repair / Sales Modules (Partially made, on hold until new scripter can be found.)
Bounty Hunter License (Planned)
Xenon Invasion MkII (Planned)
DeltaWolf
Autodock
Adam00
AS Complex Software
MODS
AdmiralTigerClaw
Combat Zone Mod
Someone_Else / Burianek
No-Modified Tag Removal Tool
CheckerTwo and co.
Hacked .obj files for extended TShips, TLasers, and such
SHIPS
DeadlyDa
Imperator II Class Star Destroyer (Split Super Carrier)
MC85a Mon Calamari Star Cruiser (Boron Super Carrier) -JOINT-
A-Wing
B-Wing
Y-Wing
X-Wing
YT-1300
Harlock776
MC85a Mon Calamari Star Cruiser (Boron Super Carrier) -JOINT-
Sovereign Class Federation Starship (Argon Super Carrier)
ThalonMook
Thalon Flaggship (Super Carrier)
Thalon X-Trans
Redesigned Split Dragon
Nuclear_Eclipse
F-14 Tomcat
F-16 Fighting Falcon
F/A-18 Super Hornet
MUSIC
00025: Zeropoint OST: Peaceful Stars, Written by Admiral Tigerclaw himself.
00033: X3 Soundtrack, Peace 1
30000: Manuel Vanethian Marino: The PLAN *
30001: Love Hina OST: Track 12 'Showdown'
30002: Command and Conquer Generals: USA 9
30004: Manuel Vaenthian Marino: Far From Home *
30005: Manuel Vanethian Marino: Distant Suns *
30006: Sim City 4 Rush Hour: Track Nine
30007: Brash: A Long Way Home X2 Mix
30008" Brash: Starlife X2 Mix
*(Battlecruiser Generations or Universal Combat)
############################################################################
|
Download Terradine from this location:
http://muyo.org/atc/Terradine_2.1.rar
(77 Meg, Rar archive.)
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..."
Last edited by AdmiralTigerclaw on Wed, 20. Sep 06, 08:02; edited 9 times in total |
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3iff

Joined: 23 Oct 2003 Posts: 1082 on topic Location: Birmingham, England

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Posted: Wed, 6. Apr 05, 09:20 Post subject: |
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Sounds impressive...I look forward to trying it.
_________________ ...locating mandolin strings in the middle of Austin. |
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Shanjaq
Joined: 03 Apr 2004 Posts: 344 on topic Location: near Seattle

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Posted: Wed, 6. Apr 05, 10:27 Post subject: |
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Awesome!!! Now we can REALLY explore deep space and make a living(or perhaps killing?) on the Final Frontier! =][
Can't wait 
_________________
SPACE HAS A TERRIBLE POWER |
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rustybucket
Joined: 02 Aug 2004 Posts: 310 on topic

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Posted: Wed, 6. Apr 05, 13:24 Post subject: |
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-Pirate owned stronghold.
I would love to see the equipment dock within a Pirate sector set up to hack up ships. The kind of place that you can go to to have extra shield and gun slots, or engine tunings, installed for the right price. The modified ship may no longer be up to official government specs (in some sectors the authorities might go after you just for having such a ship). But, such is the life of the successful pirate....
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Posted: Wed, 6. Apr 05, 13:49 Post subject: |
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just one thing ...
gimme gimme ...
looks fun .. lets us know when ure done/ need some Beta-testers ..
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Wed, 6. Apr 05, 15:52 Post subject: |
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| rustybucket wrote: |
-Pirate owned stronghold.
I would love to see the equipment dock within a Pirate sector set up to hack up ships. The kind of place that you can go to to have extra shield and gun slots, or engine tunings, installed for the right price. The modified ship may no longer be up to official government specs (in some sectors the authorities might go after you just for having such a ship). But, such is the life of the successful pirate.... |
That I can't do unless someone knows some scripting tricks.
Extra shield slots are hardcoded, and so are gun slots. In fact, gun slots are so hard coded, that to change them requires you to play with the actual models. While you can change the weapons that can be used, the number of slots, aren't such an easy task.
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..." |
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milling_hordesman

Joined: 01 Mar 2004 Posts: 371 on topic

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Posted: Wed, 6. Apr 05, 17:01 Post subject: |
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well, i was hoping there would be a pirate equipment dock anyways. that said, i might be able to script some expensive overtunings at the dock. let me look into it, after i've dealt with the other, more immediate scripts.
_________________ //----------------------------------
--the milling_hordesman
Me Mods |
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rustybucket
Joined: 02 Aug 2004 Posts: 310 on topic

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Posted: Wed, 6. Apr 05, 18:39 Post subject: |
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| Quote: |
That I can't do unless someone knows some scripting tricks.
Extra shield slots are hardcoded, and so are gun slots. In fact, gun slots are so hard coded, that to change them requires you to play with the actual models. |
No, you can actually do this by editing the T-ship file. You cannot physically change the appearance of the ship, nor can you alter all of the parameters, but you can change the types and numbers of shields installed, the types of weapondry mounted, and sometimes (depending on the number of guns installed) add additional guns at each hardpoint.
Unfortunately, doing this would change the entire class of ships. Not just the one ship at the dock. But, since this is a one-player game; does that really matter?
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Wed, 6. Apr 05, 18:56 Post subject: |
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That's called hard coded.
Anything that isn't dynamic working code in the game, is hard.
And yes, it does matter. There's no way to overtune a particular single ship as far as weapons or shields without messing with all ships. And then, where is the point of having that advantage?
Now sit back and relax, you'll get more than enough goodness when I'm done anyway. I'm a one man modification unit, not an Egosoft dev crew.
As for scripts, Milling's got those covered.
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..." |
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Galaxy613

Joined: 28 Dec 2004 Posts: 2511 on topic Location: USA, VA

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Posted: Wed, 6. Apr 05, 19:48 Post subject: |
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Can you keep up posted on hows the Galaxy map iteself is going? I would really like to play this. Not many people make an release new maps. 
_________________ 10,000 Lightyears of awesomeness |
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Wed, 6. Apr 05, 20:05 Post subject: |
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I can do better, here's my TODO list, in order of what I need to get done.
Terradine TO DO list.
-Test copy and paste entire sector from normal X2 Universe (Five minutes tops?) DONE: SUCCESSFUL
-Finish northern trade lanes (Only like, three sectors left. Fifteen minutes tops.) DONE
-translate old X2 locations over to Terradine locales. (A lot of old race sectors to translate to the new map if all goes well with the first test twenty minutes.) DONE
-Set up Khaak and Xenon Sectors (Easy) DONE
-Reconnect Jumpgate routs and position gates. (Twenty minutes to reconnect all the routs, and then another thirty to position gates around.) DONE
-Insert remaining custom stations and ships. (Hour, maybe two?) IN PROGRESS: Partially worked on previously
-Add special touches to certain stations in certain sectors.
-Add Goner owned NAVIGATION DATA BECONS
-Write Sector and object descriptions IN PROGRESS: Will do them back and forth as I go through each sector.
..
..
..
Run first test. (Gotta ensure the game will run more than five minutes.)
..
..
..
Package into Stand Alone Mod (Shouldn't take too long.)
Package into Combat Zone Mod (Ditto)
..
..
..
Draw up Galactic Map (An hour and a half)
Write Terradine Readme (An Hour)
All are tentative estimates, and are subject to my procrastination habits.
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..."
Last edited by AdmiralTigerclaw on Sat, 23. Apr 05, 23:00; edited 8 times in total |
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Wed, 6. Apr 05, 20:11 Post subject: |
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And when I'm done, I'll be making a few custom ldscrns for kicks. I've already got this funny:
"NOW LOADING..."
"MI TON"
: I made.
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..." |
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milling_hordesman

Joined: 01 Mar 2004 Posts: 371 on topic

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Posted: Wed, 6. Apr 05, 21:25 Post subject: |
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- let simple trade command scripts run in the background for a while and make sure it all works okay (negligable) Yo
- finish first rev pirate scripts (2 hours)
- debug pirate scripts (<= 8 hrs)
- make some modified pirate scripts to use as galaxy police scripts (2 hours)
- test galaxy police scripts (1 hour)
- make sure the balance is correct (1<= 4 hrs)
- figure out how to automatically run these scripts on pirate bases and GP bases (?)
keep in mind that i need to fit those in between exams, homework, etc
did i read correctly that you're going to include the freejump scripts? do you know what i could do, giving police and pirates freejump capabilities? <squeal-ish sound> oooooh, man, this is going to be interesting 
_________________ //----------------------------------
--the milling_hordesman
Me Mods
Last edited by milling_hordesman on Thu, 7. Apr 05, 17:49; edited 3 times in total |
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AdmiralTigerclaw

Joined: 27 Dec 2004 Posts: 2067 on topic Location: Subspace Office

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Posted: Wed, 6. Apr 05, 22:49 Post subject: |
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Before you squeal, I stated all scripts will be handled seperate from the mod. That way, if someone doesn't want to use them, they don't have to download ten thousand programs to uninstall them from the mix.
And I wouldn't really like the pirates and GP to have those abilities. The way they're set up, they would go everywhere with them, and you'd never really see them 'roaming' around.
EDIT: A few questions to the screeners.
-Should I include a bonus start M4 for the player hiding out somewhere?
*I'll pick an M4, give it to the player, and set it in a station somewhere, and kit it out with a basic weapon balance.*
-Also, should I include some of the more interesting piracy scripts, such as shipjacker and shield hacker?
_________________ Fleet Command
Galaxy Command Fleet Authority
"Escalating a war was NOT how I envisioned this vacation..." |
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milling_hordesman

Joined: 01 Mar 2004 Posts: 371 on topic

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Posted: Thu, 7. Apr 05, 00:00 Post subject: |
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oh, okay. never mind, then.
_________________ //----------------------------------
--the milling_hordesman
Me Mods |
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
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