Was ist das denn für ein Bus? Da werden meine Fahrzeugaugen GANZ groß!
Beiträge von Moe
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Zitat
JohnMcLane — heute um 12:46 Uhr
@everyone We will have an unplanned Deerisle Stable Update soon - with all the current fixes from Experimental.
Actually, the next stable update should include the "End Quest". But: Since the last stable update was a long time ago, I would like to bring the fixes & changes from the experimental as soon as possible to stable.
This means:
Stable will soon get the current content of the Experimental version to mainly fix the biggest known bugs.Furthermore, we want to bring Stable and Experimental a little bit closer together again, because the last DayZ 1.21 update showed that it is currently a little bit more difficult to update both versions - if the content differs too much.
After the stable fix update, work will continue on the "End Content" on the experimental version.
Unfortunately I can't give a fixed date for this yet, because I don't know which unknown problems might occur. But the plan is within "June"
Ich hoffe mal, dass das ohne Wipe abgeht.
Wir hätten eigentlich auf die Experimental switchen können zum Start dieser Season, dann wäre ein Update zwischendurch wie JMC es angekündigt hat, definitiv machbarer. Aber jetzt von Stable auf mit den vielen Changes...das könnte ne heiße Kiste werden. Notfalls müssen die Admins diverse Schwebezustände beenden.
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Können wir diesen Mod bekommen? - Strassenschilder für die Insel
Steam Workshop::DeerIsle Road Signs #2steamcommunity.comDas macht die Sache für die neuen zugänglicher. Reb HalfMoon
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Im Inventar. Ja, es ist ärgerlich. Aber die Welt geht nicht unter.
BTW OT:
15 Porsches auf Rockenheim sind echt smooth gefahren - zumindest wenn der Ping zum Server gut war. Allgemein würde ich die Fahrzeuge als eine echt tolle Sache dieser Tage bezeichnen, falls die Baselags nicht zurückkehren. Aber das sehen wir bald. Die Basen wachsen ja gerade.
Gestern hatte wir einen wunderbaren Crash mit 3 Toten, weil entweder der Server oder mein Client ein Hickup hatten. Da hat eventuell die Verschmelzung von 2 Network-Bubbles zu lange gedauert.
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Aus gegebenem Anlass noch mal der Hinweis: Geht ihr mehr als 100 (?) Meter von einem Auto weg, was mehr als 24 Stunden unter einem Car Cover gestanden hat, dann deckt es ab. Sonst despawnt es samt Inhalt. Das ist ein Verhalten was total unlogisch ist, ist aber so. Ich schau gleich mal bei Steam, ob das ein bekanntes Problem des Mods ist.
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Die Files liegen schon bei uns zur Einarbeitung
Ihr seid echte Helden! Danke dafür.
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Zitat
JohnMcLane — gestern um 23:03 Uhr
@everyone
New mission files for Deerisle Vanilla (DayZ 1.21) has been uploaded on mega downloadThis should include all missing items/types since DayZ 1.16 for a new clean vanilla setup.
Please report missing buggy stuff. (I left the old mission files up if something unexpected breaks so you can reverse in worst case.)aus dem DeerIsle Discord
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Bis auf die Kernel-Version ist es quasi die selbe Anleitung. Sollte also alles klappen.
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Vorsicht mit dem Auto am Ortseingang Ashville von Kushville kommend. Da crasht ihr in eine unsichtbare bounding box. Ich versuche zeitnah einen Fix mit dem Editor zu erstellen, kann aber 1-2 Tage dauern.
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Zitat
JohnMcLane — heute um 10:26 Uhr
@everyone
First Update incoming: Deerisle (Stable & Experimental) with...
removed old Crossbow stuff (which crashed on new DayZ Version)
removed SkyZ mod (you have to manually add it when you want to use it)
Mission files will get updated later this day (in the evening)
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Ich hab mal ganz kurz 1.21 auf Linux angeworfen. Es funktioniert noch genauso gut.
Scheinbar sind irgendwo Bugs behoben worden, so dass diverse Mikroruckler verschwunden sind. Das fühlte sich butterweich wie auf Windows an. Kann sein, dass es einfach die Grafiktreiber im Linux waren oder aber Steam proton update.
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Feedback: Ich bin Ende Season 1.20 zum ersten mal gereist. Ich fand das Erlebnis toll. Das hatte tatsächlich was von Abenteuer, die eigene Heimatmap zu verlassen. Und das beste ist: Ich hab das Kleingeld in der 1.21 zum Reisen schon gefunden!
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Hi all,
some info regarding the Upcoming DayZ Update on 23th/May (Tuesday) for Deerisle & Alteria:
When DayZ Stable pushes its update, Deerisle & Alteria (Exp & Stable) will be tested for compatibility issues on the new DayZ Stable Build. If everything is fine we are good to go.
(since there where some broken stuff on the DayZ Exp Builds of the latest update).
There will also be complete new and fresh mission files with all the latest items in it - As for Deerisle Stable and Deerisle Exp. So no need for manually copy past old or missing stuff around when you start a fresh new server.
But note: Unfortunately, I am currently still on a business trip and will not be back home until Wednesday. So expect the Updates around this day.
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Externer Inhalt youtu.beInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.Externer Inhalt youtu.beInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. -
PC Stable 1.21 Update 1 - Version 1.21.156201 (Release on 23.05.2023)
NOTES
- Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
- Consider de-fragmenting your HDD after downloading large updates.
- In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q.
- You can help us to further improve the game by posting your feedback on the Feedback Tracker.
GAME
ADDED
- Crossbow and color variants
- Bolts and Improvised Bolt variants
- Sword
- Mace
- Chainmail
- Chainmail Leggings
- Chainmail Coif
- Norse Helm
- Chestplate
- Medieval Boots
- Wool Gloves with fingerless and color variants
- Feathers
- Game hints in the loading screen
- Added new game hints
- Thrown items and moving vehicles now move smoother on high refresh rate devices
- Status icon for mild leg injuries
- UI brightness can be adjusted in the settings
- The character now spawns with items pre-assigned to their quickbar
- Sound indicator when dying of thirst
FIXED
- Fixed further exploits to look through walls (https://feedback.bistudio.com/T170298 - private)
- Fixed an exploit to glitch through walls
- It was possible to execute a stealth kill even if there was an obstacle between the player and the target
- Several explosions were missing their tail sounds
- The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement
- The camera would glitch when swimming with a broken leg (https://feedback.bistudio.com/T170499)
- The action to refill a partially filled gasoline container would appear at water sources
- The Scout rifle reload sounds would echo (https://feedback.bistudio.com/T169535)
- Items ruined while in a container carried in hands would float in the air
- Fixed issues with several structures (https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T169537 - private)
- It was very difficult to reach the "Open trunk" action for the Olga 02 wreck
- Ruining handcuffs would not free the cuffed player (https://feedback.bistudio.com/T169831)
- Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator (https://feedback.bistudio.com/T169981)
- Links between remote detonators and explosives were not persistent
- The character could collide with items dropped from a thrown fireplace
- Interrupting of building by another player could result in desync
- On lowest FOV settings, the camera would zoom out instead of in when focusing the view
- Items inside the vehicle cargo were not drying or changing their temperature (https://feedback.bistudio.com/T163152, https://feedback.bistudio.com/T170216)
- Exhaling sound was missing when exiting ADS while holding breath (https://feedback.bistudio.com/T169869)
- The player could fall to their death when reconnecting while high on a ladder (https://feedback.bistudio.com/T156308)
- Infected could walk through specific base building objects
- Fire barrels did not have accessible cargo space when attached to a truck (https://feedback.bistudio.com/T170054)
- Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
- Weight of the heat pack was irrationally high
- It was not possible to purify water in a cauldron (https://feedback.bistudio.com/T170056)
- It was possible to purify an empty container
- Placing a tent inside a bigger tent could cause inventory management problems
- Thermometer was not displaying realistic temperatures in cases of sickness
- The character could get stuck when changing stances while dropping an item
- Player could desync and fall through the map by going prone or being attacked by infected (https://feedback.bistudio.com/T170823, https://feedback.bistudio.com/T170837, https://feedback.bistudio.com/T170747, https://feedback.bistudio.com/T170752, https://feedback.bistudio.com/T170854)
- Accessing ladders from crouch position could offset the character's collision
- PU scope reticle would glow slightly at night
- Heat comfort was not handled properly after reconnecting on elevated positions in buildings
- The tripwire could not be moved in the inventory in ruined state (https://feedback.bistudio.com/T170682)
- Advanced placement did not work as intended in the small factory building (https://feedback.bistudio.com/T170826)
- Some clothes, accessories, tools and car parts could not be shot through (https://www.youtube.com/watch?v=XVCXhVkur0M)
- A damaged Battery could lose quantity when being swapped
- A square shape was present when looking through the iron sights of the 4x ATOG optic (https://feedback.bistudio.com/T159711)
- UI tabs were resized when changing sliders in the settings (https://feedback.bistudio.com/T170570)
- The control when looking through binoculars and certain scopes in hands was very floaty (https://feedback.bistudio.com/T167629)
- Desync when reconnecting near a car or entering a running car's network bubble could result in the client showing a stalled state for the car
- Aiming while prone would not take the terrain surface into account normally
- The state of weapons would not be reflected properly when dropped to the ground
- The texture for bloody hands was darker on survivor model 11
- The action to wash hands was even available when gloves are put over the bloody hands
- Infected could walk through rocks
- Infected could walk through piles of wooden planks
- The NVG headstrap could be dropped on the ground upon reconnect
- Vehicle startup sounds were not synchronized with the animation (https://feedback.bistudio.com/T169846)
- Freelook could only turn the camera by 90 degrees (https://feedback.bistudio.com/T160427)
- Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters
- Bird and cricket ambient sounds would not react to explosion sounds
- Soft braking a vehicle with CTRL+S was not working as intended
- The player could get stuck in the load-in queue at position 0 while being kicked off the server
- Fixed a bug that could transform vehicles into unusual shapes
- Fixed an issue where players with poor network connection could influence the connection of other players
- Fixed several cases of items falling through the map when being thrown
- Reigniting a fireplace would not increase its heat again (https://feedback.bistudio.com/T171086)
- It was possible to glitch through a wall of the airfield tower (https://feedback.bistudio.com/T171454 - private)
- Vehicles stuck outside of the map would not despawn (https://feedback.bistudio.com/T170836 - private)
- M1025 tires were not properly aligned on wrecks (https://feedback.bistudio.com/T171065)
- Interrupting the unpacking action by jumping would spawn unlimited amounts of paper
- Fixed an instance of the blow torch causing desynchronization (https://feedback.bistudio.com/T170681)
- Eye zoom reduction would trigger in not-intended situations (https://feedback.bistudio.com/T170939, https://feedback.bistudio.com/T171809)
- It was not possible to repair certain masks with a sewing kit (https://feedback.bistudio.com/T171736)
- Water from animal troughs was not contaminated with cholera
- It was possible to shave a character's face while it was covered with a mask
- RPM of cars could jump up while entering
CHANGED
- Reworked falling damage impact depending on height
- Updated the falling animation for medium heights
- Removed the BattlEye license agreement prompt in-game (PC only - https://feedback.bistudio.com/T166065 - private)
- Tweaked sounds of doors with valve lock
- Changed the horn sound of the M3S truck
- Increased the audibility of explosions
- Allowed eye gear to spawn on infected (https://feedback.bistudio.com/T162844)
- Login timers are now also displaying in minutes and hours
- Zoom functionality is no longer reduced during fast movement in crouch or prone
- Applied minor visual tweaks to the Great Helm
- Reduced the weight of the plastic explosive by 60% (https://feedback.bistudio.com/T170175)
- Tweaked impact sounds for metallic objects depending on the targeted surface
- Ripened horticulture plants now stay for twice as long before they start to decay
- Increased the minimum amount of quick slots available to the player
- Reduced the amount of additional quick slots given by certain gear
- Interactions with a power generator now refresh the lifetime of it and all items connected to it (https://feedback.bistudio.com/T137688)
- Removed the "Loading..." text on the login timer
- Washing hands is now a continuous action
- Tweaked the width of all tire tracks
- Changed the animation for pill consumption
- Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
- Reduced the reflection on the glass of scopes
- Improvised fishing rod can now be dismantled
- Adjusted position/rotation of individual weapons when carried on the shoulder (https://feedback.bistudio.com/T165127)
- Distant lights are much dimmer
- Transition from close up light to distant is much smoother
- Slightly increased the damage the Sarka 120 takes from impacts
- The drying rate of items has been adjusted to correctly reflect item location and outside influences
- Increased the duration of the wringing action
- Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)
- Reduced the chances of pristine weapons getting jammed when chambering a bullet
- It was possible to see under the map while driving with vehicles in 3rd person
- Reduced the view obstruction of the great helm
- Adjusted the sizes of several dialogue boxes to better fit their texts
- Items will now be placed to the side of vehicles when dropped
CENTRAL ECONOMY
- Fixed: Removed headtorches definitions from "cfgspawnabletypes.xml" and "cfgrandompresets.xml"
- Fixed: Humvee wheels were not marked as "vehicleparts" causing them to often spawn in sheds instead of on wrecks
- Fixed: Chickenfeather was missing from "types.xml"
- Tweaked: Adjusted spawning of gloves to accommodate for the new wool gloves
- Tweaked: Adjusted medieval loot spawns to accommodate new items
- Tweaked: Reduced amount of 7.62x54 mm and 9x39 mm ammunition spawning
CHERNARUS
- Fixed: Chernarus economy files included Livonia animal territories
- Changed: Updated the Chernogorsk football field
LIVONIA
- Added: Flags of the winners of the "Lights Out" event
- Fixed: Shifted police situation at Bielawa (https://feedback.bistudio.com/T170793 - private)
SERVER
- Added: Object spawner supports direct p3d spawning (Documentation)
- Added: Server config int parameter 'networkObjectBatchSend' (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame (https://feedback.bistudio.com/T169094) (Documentation)
- Added: Server config int parameter 'networkObjectBatchCompute' (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame (Documentation)
- Added: Optional logging for raising/lowering flags at flag poles (https://feedback.bistudio.com/T170287)
- Added: Object Spawner: "enableCEPersistency" which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
- Fixed: Script execution not functioning properly in certain situations depending on init.c (https://feedback.bistudio.com/T169822 - private)
- Fixed Several inconsistencies in the admin logs (https://feedback.bistudio.com/T170195)
- Fixed: It was not possible to spawn infected with functional head torches attached (https://feedback.bistudio.com/T162844)
- Fixed: Items spawned before CE Init were not persistent
- Changed: Shortcut for map toggling is not available if use3dMap option is enabled (https://feedback.bistudio.com/T170401)
- Fixed: Offline servers (in Favorites tab) now always appear after online servers
- Tweaked: Offline servers (in Favorites tab) are now faded to clearly indicate they are offline
MODDING
- Added: WORKBENCH define for script which should only compiled on Workbench launch
- Added: Defines Window to set up custom Workbench validation
- Added: "Compile Core Builds scripts" option to Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
- Added: Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox (https://feedback.bistudio.com/T168610)
- Added: Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
- Added: Class in CfgMods now auto generates a static (loaded before script compilation begins) script define (https://feedback.bistudio.com/T159481)
- Added: Class in CfgMods now supports "defines[]" text array which adds static script defines
- Added: Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass (https://feedback.bistudio.com/T159481)
- Added: CGame::CreateStaticObjectUsingP3D
- Added: 'Serializer.CanWrite'/Serializer.CanRead' to check if the serializer can be read or written to
- Added: 'IEntity.GetRenderTransform'
- Added: Variable 'DayZPlayerCameraResult.m_bUpdateEveryFrame' to change camera update behaviour from fixed tick to unlocked frame rate
- Added: Variable 'DayZPlayerCameraResult.m_OwnerTM' to override the transformation of the owner
- Added: Ability to set proxy (inventory slot) offset per item in item config
- Added: Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
- Added: "ignoregloballv" property flag to layout
- Added: 'HumanInputController.GetAimDelta' to get the frame independent aim change
- Added: ECE_NOPERSISTENCY_WORLD, ECE_NOPERSISTENCY_CHAR and ECE_DYNAMIC_PERSISTENCY flags to be used with CreateObjectEx
- Added: 'IEntity.AddChild' can use pivot points on RV animated objects
- Added: 'Object.GetBonePivot(level, component)' to retrieve the pivot index for the component in the shapes LOD
- Added: Moved 'GetBonePositionX', 'GetBoneRotationX' and GetBoneTransformX' to Object class, can be used on RV and Enfusion animated objects
- Added: 'DayZCreature.GetBoneIndexByName'
- Added: Ability to set inventory lighting from config (top-level InventoryLighting config class)
- Added: Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
- Added: 'IEntity.GetHierarchyPivot' to get the pivot point used when called with 'IEntity.AddChild'
- Added: CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
- Added: InventorySlotsOffsets config class (on item/weapon), which can define position and rotation offset of an item when placed into a slot on the character
- Added: Workbench: Defines: There is now a duplication check which will prevent the same define being present multiple times
- Added: Workbench: Defines: "Combo" defines are now visible in defines window
- Added: Object.GetShapeName to get full path of shape( https://feedback.bistudio.com/T171777)
- Added: 'Car.SetBrakesActivateWithoutDriver' to disable the handbrake while there is no driver inside the vehicle (https://feedback.bistudio.com/T147126)
- Added: 'Car.GetClutch' to get the value of the clutch
- Added: 'Car.SetClutchState' to set if the clutch is disengaged
- Added: 'Car.EngineRPMMin' to get the minimum rpm constant of the car engine
- Added: 'Car.EngineRPMIdle' to get the idle rpm constant of the car engine
- Added: Sample for driver-less cars (https://github.com/BohemiaInte…tree/master/Test_SmartCar)
- Added: New config class EnvironmentWetnessIncrements for wetting and drying parameters that can be defined on any item (see Inventory_Base config class for the default settings)
- Fixed: Transformation synchronization for script class 'Transport' when the vehicle is inactive (https://feedback.bistudio.com/T153234)
- Fixed: EntityAI which were previously reported as Object in script will now be properly reported as EntityAI (https://feedback.bistudio.com/T168610)
- Fixed: 'typename.GetVariableValue' would not check inheritance
- Fixed: Crash when calling methods on inventory owner in GameInventory.Init
- Fixed: Crash on DayZCreatureAIInputController::GetMovementSpeed() (https://feedback.bistudio.com/T171426)
- Fixed: ClientConnectedEvent not giving the proper UID
- Changed: CGame.CreateStaticObjectUsingP3D, EntityAI.SetObjectMaterial and EntityAI.SetObjectTexture now disallows absolute paths and support '$' prefixed paths
- Changed: Man.SetFaceTexture and Man.SetFaceMaterial now disallows absolute paths and support '$' prefixed paths
- Changed: Moved 'EntityAI.IsDayZCreature()' to 'Object' class
- Changed: Ignore detection of dropped items has partially been moved to script through overridable method 'Object.CanBeIgnoredByDroppedItem'
- Changed: 'IEntity.AddChild' (and 'Human.LinkToLocalSpaceOf') now synchronize the pivot and position only flags to clients (https://feedback.bistudio.com/T167549)
- Removed: Obsolete sound config parameters: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
- Removed: 'Protected' keywords from PPEMatClassParameter* Update method variables (https://feedback.bistudio.com/T171246)
KNOWN ISSUES
- Player position on server can be desynced while combat with Infected
- Falling through terrain\object structure when going prone near objects
- Other players can hear character's groan when landing from a small height
- Arrow disappears right after removing from Crossbow
- A bolt is missing from Crossbow after reconnecting
- Bolt stuck in an AI can be picked up into your inventory but not taken into hands
- Bolt stuck in an item sometimes disappears when taken into inventory
- String is not stretched when Crossbow is on shoulder or in the inventory
- Minutes and seconds values are swapped while logging out with French set up
- Cancelling the pulling back of the crossbow string will show it as loaded
- Plants, Rocks spawned by Object Spawner are deleted after interaction
- Loot spawned with Object spawner does not despawn if moved (https://feedback.bistudio.com/T172579)
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Keine DOT flagge , da bin ich aber entäuscht
Hätte mal einer eine rüber gebracht. Platz war da.
Die Idee mit den Flaggen kam spät, wir haben erst spät angefangen zu sammeln. Das wäre was für die nächste Season.
Ich hab auch einen kleinen Clip vom Rennstart gemacht.
Krass, wieviel Latenz hat den dein Internet? Ich habe die Kollisionen ohne Abstand gesehen. Maximal 20 cm clipping, aber keinen Meter Abstand. Gut DSL am Sonntag abend mit packet loss kann sowas machen. Danke für den Clip!
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Endlich wieder Abenteuer. Ich habe mein Gespartes zusammengekratzt und mich mal aufgemacht, das andere Land zu besuchen. Mein Ziel war Gorka, aber der Weg zu lang. Außerdem bin ich immer wieder an Stellen stehengeblieben, um sie zu studieren und zu verstehen, was dort passiert sein könnte. Den Fotoapparat hatte ich wie immer dabei.
Startpunkt der Reise auf Deer Isle
Nur kein falsches Ziel wählen!
Ganz schön übel dort. Aber immerhin enthielt das erste Zelt eine M98 und das zweite die passende Munition
Der verließ mich das Licht langsam
Seltsame Schrift, aber mit Karte kam ich locker zurecht.
Ich habe mir gleich mal die Buchstabentabelle reingezogen!
Biofluoreszenz? Seltsamer Kollege, den will man mit Stun-Muni auf Abstand halten
Die Augen leuchten weiter, hat der Nachtlichtbakterien am Start?
Ich nehme an, die Insassen dieses Fahrzeugs sind durch den Kofferraum ausgestiegen. Alle 4 Türen waren hart blockiert.
Sonnenaufgang in Lopatino
Überwuchertes VMC
Notgewassert bei Kabanino
OT: Man merkt deutlich, wie viel mehr Arbeit in Chernarus als in Deer steckt. Die ganzen kleinen Details und Szenen überall!
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