SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Anyder on September 23, 2013, 03:11:00 PM

Title: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 23, 2013, 03:11:00 PM
I decided to finish the tsukuyomi mos, by adding the map fog and quitting (completely/100%) the sun (or if possibly make it BLACK or grey).
How can i add it fog (this is secondary) and make sun black (or remove it) ?
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Syyy on September 24, 2013, 09:47:26 AM
I once tried to quit my girlfriend, it was pretty hard. I hope you know what you're doing with the sun.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 09:57:04 AM
Quote from: Syrion on September 24, 2013, 09:47:26 AM
I once tried to quit my girlfriend, it was pretty hard.
Eing ????? x100

Quote from: Syrion on September 24, 2013, 09:47:26 AM
I hope you know what you're doing with the sun.
I do.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Carbon27 on September 24, 2013, 10:03:29 AM
Quote from: Syrion on September 24, 2013, 09:47:26 AM
I once tried to quit my girlfriend, it was pretty hard.

Uh...                 :mellow:               

I'm sorry?  :confused:

What does your ex gf have to do with a map...?
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: RepComm on September 24, 2013, 10:05:07 AM
Nvm Syrion, he always have something weird to say..
--
I am still confused as to what you're trying to do.
The most I got was you want to turn the sun black, and since this is in the Mod Factory Category, I imagine you're talking about a mod map? Changing the lighting of a planet perhaps?
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 10:42:17 AM
Quote from: Carbon27 on September 24, 2013, 10:03:29 AM
What does your ex gf have to do with a map...?
Idk lol

Quote from: -RepublicCommando- on September 24, 2013, 10:05:07 AM
The most I got was you want to turn the sun black, and since this is in the Mod Factory Category, I imagine you're talking about a mod map? Changing the lighting of a planet perhaps?

Im talking about mos. If u read the topic name, u understand the post information.
And yes, im saying to turn the sun black or remove the sun

EDIT: here u got a pic
[spoiler]
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fmemberfiles.freewebs.com%2F78%2F50%2F75505078%2Fphotos%2FBattlefront%25202013-09-22%252018-53-36-51.jpg&hash=b5c28e0dd9f7d79b377f5da2a6563064da90d813)
[/spoiler]
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Kishan on September 24, 2013, 11:42:12 AM
are those your textures or the mos twilight textures? hard to tell from pic
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 11:55:15 AM
Quote from: [FC]Kishan on September 24, 2013, 11:42:12 AM
are those your textures or the mos twilight textures? hard to tell from pic
mine lol
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: RepComm on September 24, 2013, 12:03:34 PM
Dang, its beautiful! I had no idea you modded.
--
The sun never seems to do what I want. I always try to get rid of it (deleting the lines in the *.SKY file) but that never works.. You can change the color of the sun in the *.SKY file as well:
Quote
SunInfo()
{
   PC()
   {
      Angle(130.000000, -55.000000);
      Color(242, 219, 95);
      ShadowColor(242, 219, 95);
   }

   Texture("");
   Degree(-50.000035);
   BackAngle(180.000022, 0.000000);
   BackColor(150, 150, 150);
   BackDegree(0.000000);
}
And the numbers represented are in "RGB" format, or Color(Red, Green, Blue)
So if you wanted it black, it would be Color(0, 0, 0); For 0 Red, 0 Green, and 0 Blue (meaning black, because of no color, white would be maximum of all; (255,255,255) )
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 12:27:01 PM
Quote from: -RepublicCommando- on September 24, 2013, 12:03:34 PM
Dang, its beautiful! I had no idea you modded.
--
The sun never seems to do what I want. I always try to get rid of it (deleting the lines in the *.SKY file) but that never works.. You can change the color of the sun in the *.SKY file as well:And the numbers represented are in "RGB" format, or Color(Red, Green, Blue)
So if you wanted it black, it would be Color(0, 0, 0); For 0 Red, 0 Green, and 0 Blue (meaning black, because of no color, white would be maximum of all; (255,255,255) )
i studied that long time ago, but it didnt seem to work before...
Edit: I modded time ago....
I Just downloaded the bf builder to finish cause a mate asked for it...
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: RepComm on September 24, 2013, 12:29:57 PM
Quote from: Kniescheibenzerschredderer on September 24, 2013, 12:27:01 PM
i studied that long time ago, but it didnt seem to work before...
I thought I was the only one..
--
Does anyone know how SK does it in his Bespin Zombie City mod?
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 12:34:02 PM
Ok, i tested it and it didnt work at all... map is darker yeah, but sun is still yellow

Note: Not sure if it helps, but here u got the SKY File

[spoiler]
SkyInfo()
{
   Enable(1559);
   PS2()
   {
      FogColor(128, 128, 128);
      FogRange(0.000000, 30000.000000);
      NearSceneRange(1.750000, 150.000000, 180.000000);
      FarSceneRange(3000.000000);
      AmbientColor(120, 118, 140);
      CharacterAmbientColor(130, 128, 150);
      VehicleAmbientColor(110,108,130);
      FogRamp(3);

   
   }
   XBOX()
   {
      FogColor(128, 128, 128);
      FogRange(0.000000, 30000.000000);
      NearSceneRange(1.750000, 150.000000, 180.000000);
      FarSceneRange(3000.000000);
      AmbientColor(120, 118, 140);
      CharacterAmbientColor(130, 128, 150);
      TopDirectionalAmbientColor(150, 150, 180);
      BottomDirectionalAmbientColor(110, 90, 60);
   }
   PC()
   {
      FogColor(128, 128, 128);
      FogRange(0.000000, 30000.000000);
      NearSceneRange(50.0, 150.0, 60.0, 200.0);
      FarSceneRange(150.000000, 1000.0);
      AmbientColor(128, 128, 128);
      CharacterAmbientColor(130, 128, 150);
      TopDirectionalAmbientColor(150, 150, 180);
      BottomDirectionalAmbientColor(110, 90, 60);

   }

}

SunInfo()
{
   Angle(130.000000, 120.000000);
   Color(0, 0, 0);
   Texture("");
   Degree(-50.000035);
   BackAngle(180.000022, 0.000000);
   BackColor(150, 150, 150);
   BackDegree(0.000000);
}


DomeInfo()
{
   Texture("SKY_Tatooine2.tga");
   Angle(-90.000000);
   Ambient(255.000000, 255.000000, 255.000000);
   Filter(1);
   Threshold(150);   
   Intensity(50);   
   TerrainColorDarkening();

   Softness(1);
   SoftnessParam(60);

   XBOX()
   {
      TerrainBumpTexture("tat2_bump", 1.0);
   }
   PC()
   {
      TerrainBumpTexture("tat2_bump", 1.0);
   }
   

   TerrainColorDarkening();
   
   AtmosphereColor()
   {
      on(0);
      color(0, 0, 128, 20);
      color(0, 0, 96, 20);
      color(0, 0, 64, 20);
      color(0, 0, 32, 20);
      color(0, 0, 10, 20);
   }

   DomeModel()
   {   
      Geometry("tat2_sky_dome");
   }
   DomeModel()
   {   
      Geometry("");
      Offset(100.0);
      MovementScale(0.995);
   }
   DomeModel()
   {   
      Geometry("");
      Offset(110.0);
      MovementScale(0.995);
   }
      DomeModel()
   {   
      Geometry("");
      Offset(120.0);
      MovementScale(0.995);
   }


   
   LowResTerrain()
   {
      Texture("tat2");
      PatchResolution(5);
      MaxDistance(3000);
      FogNear(200.0);
      FogFar(3500.0);
      FogColor(164,174,194);
   }
}



SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("cis_fly_fedlander_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("all_fly_moncalamari_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

[/spoiler]
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Syyy on September 24, 2013, 03:05:34 PM
Nah, forget that.
Maybe it has something to do with ZeroEditor. The sun could be an object placed during the map creation. This is pure theory from what i understood of the software. Advice from tirprider, Phobos, SleepKiller, Snake... all those awesome guys might help you more than my bad puns.



I still wonder how you can be in bad terms with the sun, though.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 03:26:43 PM
I cant use zero editor

Quote from: Syrion on September 24, 2013, 03:05:34 PM
I still wonder how you can be in bad terms with the sun, though

huh ?
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Sereja on September 24, 2013, 03:48:11 PM
Well, ex-girlfriend, could be a very important factor. After meet my one, I can't see the difference, between sun and fog at all:wacko:.
Actualy, black, it isn't a color at all. It's no any color. So, the RGB parameters, realy should be about "0,0,0,255".
But, they are need to be placed in .fx, not in .sky file. The .sky file, responsible only for casted sun light, not for color of the sun itself.
So, in .fx file, you have to edit this lines:
[spoiler]SunFlare()
{
Angle(121.000000, -70.000000);
Color(140, 140, 184);
Size(9.0);
FlareOutSize(10.0);
NumFlareOuts(6);
InitialFlareOutAlpha(35);
HaloInnerRing(0.0, 60, 60, 255, 160);
HaloMiddleRing(20, 140, 140, 255, 80);
HaloOutterRing(40, 210, 210, 255, 0);
SpikeColor(120,120,255,128);
SpikeSize(16.0);
}
[/spoiler]
If you do not need sun at all, just delete all of those lines.

I know only about 5 types of fog:
1. It is just a color of the horizont, and it's can be edited by this .sky file lines.
[spoiler]    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
[/spoiler]2. It is a various msh sky objects, which may represnt fade and cloud scroll. They are should lines in sky file like this:
[spoiler]    DomeModel()
    {
      Geometry("foggy");
Offset(200.0);
        MovementScale(0.995);
       
       }
[/spoiler]
3. The most usual type of fog, it's an effect, and it's should be added as lines, in .fx file:
[spoiler]Effect("FogCloud")
{
Enable(1);
Texture("fx_fluffy.tga");
Range(30.0, 60.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.0);
Height(10.0);
ParticleSize(20.0);
ParticleDensity(30.0);
}
[/spoiler]
4. Another version: ".odf fog". This one, should have EDITOR_prop_cloud.msh; bes1_prop_cloud.odf:
[spoiler][GameObjectClass]

ClassLabel = "dusteffect"
GeometryName = "EDITOR_prop_cloud.msh"

[Properties]

MinPos = "-60 -15 -60"
MaxPos = "60 15 60"
MinVel = "-5 0.0 -5"
MaxVel = "10 0.0 10"
MinSize = "100"
MaxSize = "180"
MinLifeTime = "50"
MaxLifeTime = "80"
Alpha = "0.5"
NumParticles = "6"
MaxDistance = "850"
//MinDistance = "10"
Texture = "cloud"
RadiusFadeMin = "60"
RadiusFadeMax = "70"
HeightScale = "0.5"
SpawnSound = ""
[/spoiler]
And lines in the sky file:
[spoiler] CloudLayer()
{
// Odf("bes1_prop_cloud_cluster");
Odf("bes1_prop_cloud");
Height(15.0);
}
}
[/spoiler]
5. This effect also need odf, one visible (for ZE) and one ivisible arrow.msh, but it should be placed in ZE. It needs only lines for own .fx file:
[spoiler]ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(30.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(-6.0000,-6.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(-2.0000,-2.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(2.0000,2.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
ParticleEmitter("DryIce")
{
MaxParticles(-1.0000,-1.0000);
StartDelay(0.0000,0.0000);
BurstDelay(1.5000, 1.5000);
BurstCount(1.0000,1.0000);
MaxLodDist(1000.0000);
MinLodDist(800.0000);
BoundingRadius(5.0);
SoundName("")
NoRegisterStep();
Size(1.0000, 1.0000);
Hue(255.0000, 255.0000);
Saturation(255.0000, 255.0000);
Value(255.0000, 255.0000);
Alpha(255.0000, 255.0000);
Spawner()
{
Spread()
{
PositionX(-0.1000,0.1000);
PositionY(0.0000,0.0000);
PositionZ(-0.1000,0.1000);
}
Offset()
{
PositionX(-8.0000,8.0000);
PositionY(0.0000,0.0000);
PositionZ(6.0000,6.0000);
}
PositionScale(0.0000,0.0000);
VelocityScale(0.0000,0.0000);
InheritVelocityFactor(0.0000,0.0000);
Size(0, 2.0000, 2.5000);
Red(0, 255.0000, 255.0000);
Green(0, 255.0000, 255.0000);
Blue(0, 255.0000, 255.0000);
Alpha(0, 0.0000, 0.0000);
StartRotation(0, 0.0000, 0.0000);
RotationVelocity(0, 0.0000, 0.0000);
FadeInTime(0.0000);
}
Transformer()
{
LifeTime(8.0000);
Position()
{
LifeTime(8.0000)
}
Size(0)
{
LifeTime(1.0000)
Scale(2.0000);
Next()
{
LifeTime(2.0000)
Scale(2.0000);
}
}
Color(0)
{
LifeTime(1.0000)
Move(0.0000,0.0000,0.0000,160.0000);
Next()
{
LifeTime(7.0000)
Move(0.0000,0.0000,0.0000,-160.0000);
}
}
}
Geometry()
{
BlendMode("NORMAL");
Type("PARTICLE");
Texture("dag1_mist");
}
}
}
}
}
[/spoiler]
And odf:
[spoiler]
[GameObjectClass]       

ClassLabel      =   "prop"
GeometryName    =   "effect_arrow_ed.msh"


[Properties]       

GeometryName            = "effect_arrow"

AttachEffect            = "dag1_mist"
AttachToHardPoint       = "hp_fire"
[/spoiler]

Perhaps, there is exist more of them, but I only start to explore ths.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 24, 2013, 10:33:17 PM
k thx sereja, ill try that this evening
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Roxas on September 24, 2013, 11:54:29 PM
That looks pretty cool. Would it be possible to add a sandstorm or something? Having a bunch of grit in the air would make the map much cooler.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 25, 2013, 03:28:21 AM
Im sorry but im not gonna add a sandstormor whatever...
I just wanna finish the tsukuyomi mos
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 25, 2013, 10:24:28 AM
Well sereja, nothing against u, but map seems horrible....
If u wanna try urself, i can send u the map Data folder

I've moved the sun(s)
So if u want the folder, just add them again =P
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Sereja on September 25, 2013, 01:49:11 PM
Hmm... I just try to imagine a sky, with the black sun... :blink:
Oh, well, I guess it's cud be enough if you post your .sky and .fx files.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 25, 2013, 03:40:32 PM
Maybe red, like it should be.. (Or like the dawnguard mod of Skyrim)
http://youtu.be/RvAAVJKVMh4?t=13m36s
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Sereja on September 26, 2013, 08:01:42 AM
Ah, I rememember it, and it calls Black Hole Sun:
http://www.youtube.com/watch?v=3mbBbFH9fAg (http://www.youtube.com/watch?v=3mbBbFH9fAg)
Well, anyway, the best result I got:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi59.fastpic.ru%2Fbig%2F2013%2F0926%2Faa%2F172ed5431ae34c92ff223aa5fa9e0aaa.jpg&hash=79def71a480330ac860d92220808432b28381cd7)[/spoiler]
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Anyder on September 26, 2013, 09:13:34 AM
Yeah, thats perfect.
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: RepComm on September 26, 2013, 08:56:42 PM
Quote from: Sereja on September 26, 2013, 08:01:42 AM
Ah, I rememember it, and it calls Black Hole Sun:
http://www.youtube.com/watch?v=3mbBbFH9fAg (http://www.youtube.com/watch?v=3mbBbFH9fAg)
Well, anyway, the best result I got:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi59.fastpic.ru%2Fbig%2F2013%2F0926%2Faa%2F172ed5431ae34c92ff223aa5fa9e0aaa.jpg&hash=79def71a480330ac860d92220808432b28381cd7)[/spoiler]
Now if there was only a way to have a vacum in swbf, that sucked you into your doom (maybe something like a sarlacc grab.. But straight, or circular, and a slow animation rate.)
Title: Re: Tsukuyomi Mos (Help Needed)
Post by: Sereja on September 27, 2013, 12:32:56 AM
Yes, it's possible, you just need to figure out, how to make new animation for animatedprop traps, and tornado will be done.
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