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You don't really need it. People talking about needing tracking for all these objects probably haven't tried using them in VR. I don't need to be able to see where all the buttons are on my steering wheel in VR, I just hit them. Same with using my mouse or grabbing the keyboard leaned up against the wall. I just know where they are.
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# ? Jan 10, 2017 00:48 |
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# ? Jun 8, 2024 06:26 |
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After fumbling my way through reloads in Onward, I am extremely glad the reloading is abstracted in Arizona Sunshine. I don't really want to be loving around with that when I have a horde of zombies breathing down my neck. Sometimes it's okay for a game to be, ya know, a game.
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# ? Jan 10, 2017 00:56 |
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AndrewP posted:After fumbling my way through reloads in Onward, I am extremely glad the reloading is abstracted in Arizona Sunshine. I don't really want to be loving around with that when I have a horde of zombies breathing down my neck. Sometimes it's okay for a game to be, ya know, a game. Haha there were a couple times where I panicked and even hosed up the basic "hit button, move hand to waist" reload mechanic. I can't imagine trying to do Onward type reloads in a somewhat fast action game.
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# ? Jan 10, 2017 04:37 |
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I quite honestly surprised by the bluetooth limitations where it can only pair with 2 devices. Also having a dongle that only pairs with one is weird too. 16 devices is also a weird thing because don't the devices report their own XYZ and azimuth and zenith to the game engine? or does SteamVR do the maths? 16 devices seems like overkill tho.
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# ? Jan 10, 2017 05:05 |
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w00tazn posted:I quite honestly surprised by the bluetooth limitations where it can only pair with 2 devices. Also having a dongle that only pairs with one is weird too.
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# ? Jan 10, 2017 05:28 |
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Poetic Justice posted:Haha there were a couple times where I panicked and even hosed up the basic "hit button, move hand to waist" reload mechanic. I can't imagine trying to do Onward type reloads in a somewhat fast action game. I never used grenades very much in the game for that reason, way too fiddly when you got a bunch of zombies closing in. More realistic gun mechanics would be super great in a DayZ-style survival game, though. Rifling through cupboards and whatnot in AZ reminded me of the simple joys of scavenging in H1Z1 and how much better VR and motion controls are for that.
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# ? Jan 10, 2017 06:30 |
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I finally played through The Gallery: Call of the Starseed after picking it up on summer sale months ago. Holy poo poo that's some good VR right there, I can't wait for the next episode. It seems weird to put to text, but it feels like lower level parts of my brain are really convinced I actually experienced that ending, it keeps popping up in my head. I bet I have some hosed up dreams tonight.
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# ? Jan 10, 2017 08:00 |
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AndrewP posted:After fumbling my way through reloads in Onward, I am extremely glad the reloading is abstracted in Arizona Sunshine. I don't really want to be loving around with that when I have a horde of zombies breathing down my neck. Sometimes it's okay for a game to be, ya know, a game. Honestly, if the game were balanced around it, I would love for AS and other games to have more realistic reloading. Nailing a fast reload in Bullets and More during a TDM shootout or even on the target range just feels really good.
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# ? Jan 10, 2017 08:07 |
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Yeah, I could go for a semi-realistic loading system for VR. Problem is that a lot of games fumble with grabbing magazines from the waist/chest + inserting it into the magazine well. In real life, it feels extremely fluid in the transitioning, but that could just be military experience talking.
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# ? Jan 10, 2017 08:13 |
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Thor-Stryker posted:Yeah, I could go for a semi-realistic loading system for VR. Problem is that a lot of games fumble with grabbing magazines from the waist/chest + inserting it into the magazine well. In real life, it feels extremely fluid in the transitioning, but that could just be military experience talking. I think Onward does it pretty well. Your hand doesn't need to be exactly grabbing the ammo to grab a magazine, and as long as you move the magazine to the general location on the gun where the ammo is stored, it will automatically pop itself in. You can reload quite fast with practice.
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# ? Jan 10, 2017 10:59 |
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Everything is about practice really. I can reload alot of the weapons in H3VR pretty goddamn quickly. My favorite being the AK series weapons where you can actually do this reload: https://www.youtube.com/watch?v=WDzyfEPYGsk&t=157s
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# ? Jan 10, 2017 12:33 |
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Even though I don't have the full range of sensors on my Rift, I've had an amazing time with H3VR despite the fact that I can't really access most of its features. Loading, reloading and unloading all the weapons feels goddamn amazing and I'll never stop feeling like a badass when racking a shotgun. I do seem to have a really annoying issue where I can't seem to interact with many of the gun's additional features: I can pick up and load magazines, pull the slide and charging handles on weapons, even adjust sights, but I can't seem to remove attachments, drop magazines on some of the assault rifles or turn on attachments. Whichever controller I'm using just doesn't seem to want to interact. I don't know if I'm missing something but on the tutorial videos it doesn't look like the developer is doing anything more complicated than just grabbing things.
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# ? Jan 10, 2017 16:22 |
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Songbearer posted:Even though I don't have the full range of sensors on my Rift, I've had an amazing time with H3VR despite the fact that I can't really access most of its features. Loading, reloading and unloading all the weapons feels goddamn amazing and I'll never stop feeling like a badass when racking a shotgun. I do seem to have a really annoying issue where I can't seem to interact with many of the gun's additional features: I can pick up and load magazines, pull the slide and charging handles on weapons, even adjust sights, but I can't seem to remove attachments, drop magazines on some of the assault rifles or turn on attachments. Whichever controller I'm using just doesn't seem to want to interact. I don't know if I'm missing something but on the tutorial videos it doesn't look like the developer is doing anything more complicated than just grabbing things. The controls for each type weapon are different - you can do it, you just have to learn how! This covers most of it besides locomotion & other random features that have been added since he made the video: https://www.youtube.com/watch?v=lAPkQ6_SrCg
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# ? Jan 10, 2017 17:24 |
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The H3VR controls are notoriously obtuse. For many guns you have to grab the magazine and then click the touchpad/stick to remove them. Attachments can be removed/repositioned by grabbing them and then pulling the stick down and clicking (as if you were dropping the magazine on a pistol). Attachments like lights/lasers are toggled on/off by grabbing them and then clicking the stick while pushing up.
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# ? Jan 10, 2017 17:31 |
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Are there any games which implement sword fighting against AI better than Vanishing Realms? In that game the AI don't attempt to parry your strikes, they just continuously attack until you manage to successfully hit them. Still fun but it shouldn't be that hard for someone to implement something a bit more nuanced.. right?
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# ? Jan 10, 2017 21:38 |
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El Grillo posted:Are there any games which implement sword fighting against AI better than Vanishing Realms? In that game the AI don't attempt to parry your strikes, they just continuously attack until you manage to successfully hit them. Still fun but it shouldn't be that hard for someone to implement something a bit more nuanced.. right? Sword master seems a bit better but I'm confused as to what counts as a strike. Also take a look at Gorn (Free on Itch).
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# ? Jan 10, 2017 22:50 |
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Stick100 posted:Sword master seems a bit better but I'm confused as to what counts as a strike. Also take a look at Gorn (Free on Itch). From videos, the enemies in Sword Master at least seem to have a shield you can beat out the way and then attack. But no parrying or dodging there either. Probably just a ton of variables for the player's sword position, orientation and movement direction which make it hard to have AI respond with appropriate parrying moves. But dodging should be easier to implement I'd hope.
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# ? Jan 10, 2017 23:33 |
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Helter Skelter posted:The H3VR controls are notoriously obtuse. For many guns you have to grab the magazine and then click the touchpad/stick to remove them. Attachments can be removed/repositioned by grabbing them and then pulling the stick down and clicking (as if you were dropping the magazine on a pistol). Attachments like lights/lasers are toggled on/off by grabbing them and then clicking the stick while pushing up. It is a bit obtuse but there's only so many controls you need to learn and then it comes pretty much standard. I think the having to click the stick in to remove a mag is like that on some guns since the unclip switch is next to the mag instead of near your dominant hand which use that controller to release the mag. Plus safety switches are near the quadrants of the where you have to move the stick.
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# ? Jan 10, 2017 23:45 |
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El Grillo posted:So, if you hit an enemy with your sword, they don't attempt to parry or dodge. Basically in Vanishing Realms enemies just attack almost constantly when in close quarters, because they don't have any defensive moves so attacking is all they can do. It means the fight isn't really a give-and-take, more just a one-sided situation with the player parrying the enemy attacks and riposting when possible. Any attacking initiative by the player is just met by more attacks from the AI, heedless of the damage they're taking. Fundamentally the problem is you can't have a satisfying sord fite game because your controller isn't going to stop when it hits the fake sord. Maybe someone will figure out something sweet or cool (I had a thought about a light-saber esque type game where you can duel people and your swords would both get destroyed at the point they hit one another, so the goal is to hit their sord as low as you can with the highest point of your sord to attrition them down until you can just nug them) to get around this but ultimately I don't think it's something that someone is going to be able to iterate on enough to solve at the indie level
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# ? Jan 10, 2017 23:48 |
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Lemming posted:Fundamentally the problem is you can't have a satisfying sord fite game because your controller isn't going to stop when it hits the fake sord. With some decent visual queues for when enemies take damage (which Vanishing Realms already has) it could work and provide far more interesting gameplay. I reckon. Maybe the above half-baked nonsense wouldn't worry but I'm sure there are ways to do this stuff better. Probably beyond indies though, you're right. e: put it this way - if you make an overhead attack and the AI enemy correctly parries, it doesn't really matter that your virtual sword then passes through your virtual enemy's sword and body, as long as their act of parrying has some impact (i.e. negates damage) and there are clear audiovisual indicators of what has happened. Preferably as well, in a game like a vanishing realms the size and strength of the AI enemy, as compared to your character's strength stat + the force (speed) of your attack, would dictate what happens. So a larger enemy would just parry, negating all damage, and immediately counterattack, whereas a smaller/weaker enemy might take some glancing damage, or be staggered, thus leaving itself open for a further attack by the player. El Grillo fucked around with this message at 00:12 on Jan 11, 2017 |
# ? Jan 11, 2017 00:02 |
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If this guy could build this out of home depot garbage, then I want my VR exoskeleton for sword fights: https://www.youtube.com/watch?v=aQsAHhRxwvw&t=233s
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# ? Jan 11, 2017 00:18 |
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Zero VGS posted:If this guy could build this out of home depot garbage, then I want my VR exoskeleton for sword fights: I hope I'm not killing your dreams by saying a vr exoskeleton will never exist (for a regular consumer, who knows what DARPA or whoever is doing) without some pretty substantially new technology, I'm sorry my friend
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# ? Jan 11, 2017 00:23 |
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Just get some strong guy in his own HMD that instructs him to oppose you.
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# ? Jan 11, 2017 00:25 |
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Lemming posted:Fundamentally the problem is you can't have a satisfying sord fite game because your controller isn't going to stop when it hits the fake sord.
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# ? Jan 11, 2017 00:52 |
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Helter Skelter posted:The H3VR controls are notoriously obtuse. For many guns you have to grab the magazine and then click the touchpad/stick to remove them. Attachments can be removed/repositioned by grabbing them and then pulling the stick down and clicking (as if you were dropping the magazine on a pistol). Attachments like lights/lasers are toggled on/off by grabbing them and then clicking the stick while pushing up. Excellent, this filled in all the gaps I needed to know. What a great little sandbox, the presence of the guns is absolutely spot on. Bought Audioshield and that game is amazing fun! As a fan of Audiosurf I had high expectations and this game met all of them, worked up a sweat playing it for about three hours straight. The translation of your music to a beat sheet is very solid and slapping the music around feels super satisfying, kind of wish there were some subtle impact noises like Audiosurf has that you can turn off if desired.
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# ? Jan 11, 2017 01:37 |
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homeless snail posted:I thought a fencing game might work well, fencing swords being so flexible. Even if your blade got deflected or caught up you'd be able to believably continue moving the handle and the blade would just bend appropriately. I've been far too lazy to actually prototype it though. Yeah, either that or with a rigid sword your in-game hand could just go limp-wristed, so every parried strike makes you look like you're only landing weak or glancing hits against their sword. I think Gorn might have been doing some of that. Lemming posted:I hope I'm not killing your dreams by saying a vr exoskeleton will never exist (for a regular consumer, who knows what DARPA or whoever is doing) without some pretty substantially new technology, I'm sorry my friend I can accept that, but I dunno, it doesn't seem like it would need to be super expensive. I feel like it could be in that expensive Kickstarter niche like the Omni treadmill. option 1) You could have an aluminum exoskeleton with miniature hydraulics that don't need to move you, they just need to lock up individual joints to restrict your range of motion when appropriate. option 2) This would actually be super cheap and hilarious.... just a full body suit with a shitton of electrical muscle stimulation pads. At an E3 I ran into one that ran from one end of your bicep to the other and simulated gun recoil on trigger pull very convincingly. Just uh, keep them away from your heart. Zero VGS fucked around with this message at 02:24 on Jan 11, 2017 |
# ? Jan 11, 2017 01:59 |
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JoeMB posted:It is a bit obtuse but there's only so many controls you need to learn and then it comes pretty much standard. I think the having to click the stick in to remove a mag is like that on some guns since the unclip switch is next to the mag instead of near your dominant hand which use that controller to release the mag. Plus safety switches are near the quadrants of the where you have to move the stick.
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# ? Jan 11, 2017 03:48 |
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Zero VGS posted:Yeah, either that or with a rigid sword your in-game hand could just go limp-wristed, so every parried strike makes you look like you're only landing weak or glancing hits against their sword. I think Gorn might have been doing some of that. This would be absurdly expensive, that's the point. Not to mention it would take forever to put on and you'd need help.
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# ? Jan 11, 2017 03:52 |
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One thing I haven't seen much of is haptic feedback gloves that use bladders of air or liquid to restrict hand movement. It could conceivably be cheaper to produce than a bunch of mechanical components. As an example, putting a bladder under the knuckle of each finger would result in the joints being forced to open as the bladder expands. SCheeseman fucked around with this message at 04:02 on Jan 11, 2017 |
# ? Jan 11, 2017 03:59 |
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SwissCM posted:One thing I haven't seen much of is haptic feedback gloves that use bladders of air or liquid to restrict hand movement. It could conceivably be cheaper to produce than a bunch of mechanical components. Pneumatics are pretty slow to respond and not incredibly cheap. Especially if you're talking about multiple joints.
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# ? Jan 11, 2017 04:08 |
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You wouldn't need a full exoskeleton, just something to lock your hands and feet into. Something like this (only gif I could find in short notice. But now you, too, could VR as McMahon)
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# ? Jan 11, 2017 04:15 |
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Lemming posted:Pneumatics are pretty slow to respond and not incredibly cheap. Especially if you're talking about multiple joints. I haven't really looked into it so you're probably right, but I still feel that some kind of variation on that technology is more practical than most of the other concepts I've seen being demoed.
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# ? Jan 11, 2017 04:30 |
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Zero VGS posted:Yeah, either that or with a rigid sword your in-game hand could just go limp-wristed, so every parried strike makes you look like you're only landing weak or glancing hits against their sword. I think Gorn might have been doing some of that.
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# ? Jan 11, 2017 14:59 |
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So for grins, I hooked up my android phone via an app called riftcat, which emulates an openvr headset in steam. Now I only have an HD4000 "GPU" in my 2012 era laptop, but I was indeed able to get steam VR games to load, if only at 2-3fps I'm kind of curious to try some really low end wireframe VR stuff to see if I could approach 30fps on a 2012 era laptop. The unity logo seems to track at around 20-25fps before the main game loads.
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# ? Jan 11, 2017 18:12 |
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Hadlock posted:So for grins, I hooked up my android phone via an app called riftcat, which emulates an openvr headset in steam. Now I only have an HD4000 "GPU" in my 2012 era laptop, but I was indeed able to get steam VR games to load, if only at 2-3fps Godspeed on your journey to Vomittown, in the county of Barfsville, my friend
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# ? Jan 11, 2017 19:03 |
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I don't think 2fps in a seated position is enough to trigger your inner ear, but I'll give it a try
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# ? Jan 11, 2017 19:29 |
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Hadlock posted:So for grins, I hooked up my android phone via an app called riftcat, which emulates an openvr headset in steam. Now I only have an HD4000 "GPU" in my 2012 era laptop, but I was indeed able to get steam VR games to load, if only at 2-3fps Thats awesome. Even if it's useless, you gotta love that you can pump Elite into your phone in 3D
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# ? Jan 11, 2017 19:38 |
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There's support for 6dof head tracking using the free version of TrackIR, and apparently (haven't tried this yet) someone wrote a vive wand driver for the leap motion had tracker. It's like 1" precision, rather than submillimeter precision, but hot dang you can cobble together a very barfy Steam VR compatible seated experience for under a hundred bucks if you know what you're doing. Now that proof of concept works, I have a lot more inventive to finally update my laptop to something with a pascal GPU in it.
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# ? Jan 11, 2017 19:51 |
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Hadlock posted:I don't think 2fps in a seated position is enough to trigger your inner ear, but I'll give it a try If the image sticks to your face it absolutely is I know I started feeling it pretty quick when I was playing job sim and filled my gas station counter with slurpee cups until my FPS was in the single digits, that was not a good feeling
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# ? Jan 11, 2017 19:56 |
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# ? Jun 8, 2024 06:26 |
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Yeah it's not ideal, but given what you can do with a five year old laptop with no GPU and $100 in hardware, coded by a couple of Russians who don't know the difference between the words look and lock, I'm pretty excited to see what happens with the Microsoft creators update in April with the new $300 VR headsets on a modern laptop with direct driver support from Microsoft. Here's hoping that third party lighthouse wands make it to market this year.
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# ? Jan 11, 2017 20:07 |