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TIGSource ForumsCommunityTownhallBrigador: isometric vehicle combat, a Space Tank Western
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Author Topic: Brigador: isometric vehicle combat, a Space Tank Western  (Read 41072 times)
EdFarage
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« Reply #100 on: November 22, 2014, 11:04:50 AM »

It looks solid, reminds me of good old PC games like Fallout, Twinsens Odyssey, Abes Oddysee and others
keep it up  Hand Thumbs Up Left Smiley
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HughSJ
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« Reply #101 on: November 22, 2014, 11:16:05 AM »

Cheers man-- we use a of the same sprite rendering techniques that those games used, hence the resemblance. Sprites allow you to cram as much detail into the source model getting baked out as you can manage, which is why some sprite based games, especially the ones you mentioned, have that really greebly aesthetic.
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HughSJ
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« Reply #102 on: December 21, 2014, 07:57:41 PM »

Brigador is coming along nicely. Shooting for a summer release-- we've got more weapons in, have redone the global coloration and many of the vehicles. Lots of new systems in play now; we've added a money system to the core gameplay loop that's also used for unlocks, and have some more colorful elements getting integrated as well. More on that later.

Mean time, here's some new stuff from the last few months of development:











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JobLeonard
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« Reply #103 on: December 21, 2014, 11:17:55 PM »



 Hand Any Key  Mock Anger Hand Joystick

Oh god I'm so looking forward to this
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HughSJ
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« Reply #104 on: December 22, 2014, 12:35:09 PM »

Cheers!

we've had to go over and over again on many of the gameplay elements until they really started to gel. The original game was just mechs, but then we realized there wasn't really a reason to keep it exclusive to mechs. Also the walking animations for mech legs are the most expensive thing in the game in terms of sprite cost, so we're limited in the variety of walking animations we were able to put in. For tanks and anti-grav vehicles on the other hand, we just needed the full turnarounds for the vehicle chassis (64 frames, 32 if symmetrical). As a result we expanded into those two additional vehicle types and started experimenting with how much variety we could build in. As of this post there are over 50 vehicles complete for the game, and if we stay on track then we anticipate a good 50 more to ship with the game on release.
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« Reply #105 on: December 22, 2014, 01:47:37 PM »

Looks good, if confusing.
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HughSJ
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« Reply #106 on: December 22, 2014, 11:24:04 PM »

It's real-time, isometric combat where you directly control (WASD+mouse) a single unit over a series of levels set in various parts of a city about to explode in factional violence. Every vehicle has two weapons mounts of varying sizes (you can choose what weapon for each slot) and a defensive ability (smoke, emp, stealth etc), and all vehicles fall under one of three major classes: mech, tank, or anti-grav. Each vehicle class also has heavy, medium, and light variants, so any people should be able to find their sweet spot for handling, armor, and firepower. What vehicles you pick as well as the set of missions you select and how you attempt them also determine the difficulty of a given run.

The cityscape is completely destructible, and all elements in a mission-- enemy units, objective structures, and the environment itself-- have monetary values attached to them. Bounties. All of these combine for your total earnings for a run, which you can then spend to unlock new runs, vehicles, weapons, and defensive abilities.

Once we shore up some more of the fx and gameplay elements, we hope to post more comprehensive footage / runthroughs of the game to help give a better idea of what a typical play session is.
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HughSJ
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« Reply #107 on: January 20, 2015, 12:03:10 AM »

Getting a stream up in ~15 minutes to integrate and show new units for the game, feel free to swing by and say hullo. The units I'm adding into the game are the full Spacer faction. Previously we had ~1/3 of them in but those needed to be rerendered for the new color grading and we also had a snafu with the weapon mounts, so the entire spacer faction is going in tonight.

twitch.tv/Stellarjockeys

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« Reply #108 on: January 20, 2015, 04:53:37 AM »

Looks fantastic. And it really reminds me Syndicate from 90s which was an awesome game.
I will keep an eye on this game.
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« Reply #109 on: January 20, 2015, 10:45:04 AM »

Cheers Arethrid. That's probably the most common comment we get, and we're happy to get it. I've logged more hours on Syndicate than most other games...
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HughSJ
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« Reply #110 on: February 26, 2015, 02:45:32 PM »

Big update.
--------------------

Bullets have penetration.
You can send a tank shell straight through a stand of trees or tin shacks without the bullet stopping, but only the railgun is going to pierce reinforced concrete security walls. Different weapons also have greater or lesser effectiveness against hull armor or shielding (to pull a page from Halo).

Bullets impart physical force.
I've already posted about how you can send smaller units reeling from a blast, or use specialized directed energy weapons to push and pull enemy units into killzones, but now weapons also have kick as well. Mount a huge cannon on a small powersuit and it shoots backward when you fire it:


Wider weapon selection.
We realized our guns were mostly variations on bullet throwers and lasers. We wanted a lot more tactical options, and now we're working on a huge array of guns for all of the mount types (which depend on what vehicle you are using). We expanded from 3 mount types to 5 in order to properly cater to the large vehicle variety.

Alarm system.
You can play pretty stealthily. moreso than before. The old alarm system had anyone being able to raise a global alarm, but turned the game into wackamole. We've switched that out limiting alarm calls to detector units and bosses--they can send up alarms to call nearby units to you. Which can work to your advantage, especially if you're going in with a heavy mech with area dispersal weapons in tow. Using heavy ordinance too liberally or against individual targets can leave you out of ammo real fast.

Radar.
The map system just wasn't working for us--gave you too much information, as well as too little in some ways. Use the radar to "ping" the location of enemies and objectives, but it's an active radar ping that enemies can detect if they're close enough. You can use this to your advantage too for kiting enemies.

A lot has changed, but the core story/gameplay conceit is the same: the Solo Nobre Concern (SNC) wants a very productive colony back under its control, but can't land troops from orbit, with all those orbital guns pointed at them. In order to do this, the SNC issues thousands of Contracts worth lucrative sums in order to destabilize the defenses and infrastructure of the city.

You play one of the military personnel in the city that takes up a contract. You're betraying your city, and your planet, for a lot of money and a ticket offworld.

So the first major change is structural: to reflect the theme, everything is unlocked in the game via a (nearly) flat unlock structure. You got the money for it, you can buy any of the guns, vehicles, defensive abilities in the game. You also buy off pilot characters, which represent unlocking trees for different vehicle classes and factions. The harder "runs" (strings of levels) also cost money. But because of the mostly flat unlock tree, we are not going to gate off a lot of content arbitrarily, forcing you to say, play a bunch of levels with an agrav just so you can go back to getting the vehicles/guns you really want. That's why we're not using a more traditional unlock tree, we don't want to force playstyles.

But in order to earn that money, you have to get off the planet alive. Each run/level set is at least three levels, harder ones are much more. Starting levels are randomized, and once you beat the first level, you get to pick the next level you travel to. Beating a level requires you to take out the orbital guns, or the occupying forces' command units, both of which will net you cash bonuses, as will general destruction and mayhem. After the first level, you can travel to the spaceport level, and if you beat the spaceport, the run is successful; you've gotten off the planet with your cash. But every level you play further, the enemy force strength increases. So it becomes a risk/reward scenario--are you going to take the money you have, or see just how much you can get before you try to escape?

So that's the general structure. The more levels/objectives you complete, the better the payout. Earn money by completing runs successfully, money can be used to unlock guns, vehicles, defensive abilities. And there are a lot of guns and vehicles. Three playable factions, fifteen playable vehicles per faction. Something for almost everyone, along the axes of firepower, speed, or stealth.

A word on unlocking vehicles: we think it stinks that in most games you unlock the most powerful guns etc at the very end of the game, when you are the best at playing the game, which usually just makes the game even easier. We know our game is hard enough to get to play well that we wanted to invert this dynamic. The all-rounders, the more powerful units are available early in the game. As you progress, you unlock the progressively more skill-intensive vehicles. The treadbikes and powersuits, for example, are absolutely the hardest to play well, so we want players to encounter them when they are going to enjoy the challenge, rather than be annoyed at how frustrating they seem (when first starting out).

Oh, and there really are a lot of units in the game. Current tally is just above 80 units, and that's not counting mixing and matching uppers and weapons on the chassis. Our newest faction, the Corvids, are most irregular and outlandish of the three. Makes them a lot of fun to build.


And another:


And a light and fast tankbike one with a chopped up car on it. This gives you an idea of how the sprites are made.


Everything in the game has been 3d modeled, not only because it is expedient, but so that everything has proper lighting information.
Why the detail in the hood ornament if it's only going to be a few pixels at most? Because we know it's there.


Here's a test gif of the spacer seeker units (suicide bomb units, gif is faster than real time):


Also, please watch out for the civvies.


You gotta be caref--

(In space, nobody can hear the Geneva Convention.)



Out of 40 or so so total for each faction 15 are playable, for a total of about 45 playable vehicles. No mutually exclusive unlocks, you can complete the entire tree on a single profile. Once you buy off a pilot from a given faction, you can purchase vehicles from that faction. More detailed explanation as follows.

There are 3 main vehicles classes, with three subclasses:

Mechs - generally power/damage focused. CTRL to crouch, SPACE stomps.

-Heavy Mechs: devastating stomp attack, good firepower, but quite tall
-Light Mechs: decent stomp, faster/lower profile
-Powersuits: low profile, crouch actually extends up to peek over buildings. (IMO most difficult but also most rewarding mech class to play.)


Agravs - generally speed/maneuverability focused. CTRL to toggle high/low hover, SPACE to ground pound.

-Gravtanks: fixed low hover height, holding CTRL instead locks forward orientation (tank mode)--best of tanks and agravs.
-Agravs: speed and maneuverability oriented. Front always orients to the reticle, so this is the class to play for circlestrafing/agility players. Pretty steep learning curve.
-Gravbikes: even smaller, faster. When in low hover, they are fairly low profile. Probably the most fragile of all classes, but also the fastest.


Tanks - generally armor/toughness focused, hold SPACE to bullrush (overdrive speed and trample damage)

-Heavy Tanks: exactly what you think. Big guns, tough armor, decent profile. Can soak up a lot of damage.
-Light Tanks: Picture Napoleon from Tank Police or of course the tank from Metal Slug. Faster, lower profile, but still a tank.
-Treadbikes: Small, fast, lightly armored. With the bullrush speed boost, one of the most fun (and challenging) classes to play as--get in, get out. For the speedfreaks.


Every playable vehicle in the game has two mount points and a defensive ability (LMB= gun 1 RMB= gun 2 MMB=defensive) and there are 5 mount types in descending size: heavy, main, auxiliary, turret, small arms. We wanted to make sure each faction had at least one of every single combination of the mount types (eg heavy/heavy, heavy/main, etc), which is how we ended up with 15 playable per faction.

I know some people are thinking "boo, another two-gun game" but it's a very different thing when you can fire both of them at the same time in 3-space (you can overshoot or undershoot targets), as well as operate a defensive ability, and manage your mech's torso facing while moving in an opposite direction. There are also battlefield pick-up guns, which you can either re-assign to a mount, or cannibalize for ammo, or just stock back up from an ammo depot. But be careful, those explode.


Speaking of weapons, here's a new one we just added-- and yes, we're huge fans of Descent: Freespace and Homeworld if that's what you were wondering:


So the cool thing about our rewrite of the weapons implementation is that learning from our mistakes the first time through, this time we tried to embed as much flexibility as possible into the parameters for weapons. When designing the new guns, what we think will be fun and what actually is fun don't always line up, so it helps to be able to fiddle around. For some guns, like this explosive laser (watch

- the "A Farewell to Weapons" short if you haven't, it's fantastic), the idea pops up while working on other stuff, and so you just switch over as quickly as possible to hack together a basic version before you lose it. Since we can edit data in-game now (part of the recent re-write) it only took a few minutes, and now I think it's my favorite weapon.


The main point here is that it's pretty easy to make new guns now-- I'm hoping that once the game launches (finally) people will have fun fiddling about with the weapons and come up with their own. To give you an idea, this is what the debug panel looks like in-game when i'm live editing the data, in this case working on the weapons. Would be nice to go back and sort through / pretty up these menu systems when the game is done, but for now they'll stay functional chic. (large image)


To finish off the post, some more vehicles. Chopped up copter as seen before, plus an agrav hotrod and a tank roadster.


Tank technicals and truck mechs guarding a beetle (beetles drop a ton of shielding).


Did we mention the Tuk-tuk technical? Because that's going to be a playable unit (right). The one of the left is a suicide bomb unit.


If you made it through the post, even for just the pictures, cheers. We're working hard on the game, hope it'll have something exciting for everyone.
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JobLeonard
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« Reply #111 on: February 27, 2015, 01:03:48 AM »

 Mock Anger @ TITANIC UPDATE


Just watching that OOMPH from the knockback feels so good. I'll read the rest of the update later, but for now I'm just going to be mesmerized by that GIF for a while.
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HughSJ
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« Reply #112 on: March 12, 2015, 02:53:53 AM »

@JobLeonard -- cheers man. We've been quiet for a while, but that's just 'cause we've been working like mad.

Still chipping away at the game.

Given that Brigador has been in full time development for over two years, it's no surprise that some of the assets produced early in that cycle needed to be replaced. Over the last several months we've done piecemeal replacements and additions to fill in gaps that became apparent. The most recent changes came in a few days ago for the rubble spites. If you compare the old and new versions shown here, other than some variations in height the most important aspect is that the new tiles spill out from a single tile. Since we have really solid depth sorting thanks to the use of zdepth maps, there's no issue with props spilling into each other, and so we realized that we can have interconnecting props or in this case, rubble that spills out from the tile of destruction in which it's placed. It's a seemingly small thing but it goes a loooong way towards breaking the visual grid-- if everything is too rigidly aligned then environments can feel stiff.
OLD v NEW:


In addition to the new rubble we've added farm related tiles-- crops, balers, fences, even a red barn. We all grew up in rural Illinois so it'd be remiss of us not to include a little slice of home into Brigador. The crops and hay bales have their own destruction states, so yes you can drive your tank through a cornfield and create a flat path through it now.



These little setpieces turned out to be easy and very fun to put together:




I've also been working on new guns for the game-- here's one I struggled with for a while but now I believe is quite fun.

The 15MW Maser, aka the Microwave Gun, aka "Mr. Crispy"

Against structures and shielded targets, it's next to useless:




However, against unshielded targets like infantry, civilians, (cows), or targets that have had their shielding depleted...






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JobLeonard
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« Reply #113 on: March 12, 2015, 06:30:41 AM »

Finally gotten around to reading all of this.

Fantastic that you can redesign the guns and stuff on the fly in the game - iterative design is needs its feedback cycle to stay as close to the action as possible. And the new guns look like fun!
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HughSJ
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« Reply #114 on: March 12, 2015, 07:44:42 AM »

 Gentleman

We think so too. Still way too much work left to do, but the guns are almost there.
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« Reply #115 on: March 22, 2015, 09:46:54 AM »

I’m exceptionally exited to see this game moving towards completion! Everything about the music, visuals and overall design philosophy seems right up my alley. The art style reminds me a lot of the early MechCommander games, and that alone makes me feel rather giddy Smiley
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HughSJ
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« Reply #116 on: March 22, 2015, 11:16:04 PM »

Cheers @Guildencrantz! I loved the Mech Commander games, and it's certainly an influence. So are Crusader & Syndicate, though with Brigador we're trying to take those influences and synthesize something new.
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HughSJ
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« Reply #117 on: April 02, 2015, 11:27:14 AM »

Another big progress update. Someday I'll be better at regular posting  Facepalm

For starters, we're getting the last units of the last faction finished out. Really exciting to close in on having all art assets finished. Units are 95% of the way there, as are environment elements. The biggest art gap that remains are FX sprites-- we realized that we were blowing our sprite budget on big, high frame explosions, which look nice enough the first few times they're used, but when you have only a handful of explosions for every effect in the game it gets old reeeeal fast. So instead we're redoing all those sprites to consist of individual elements: shockwave, dirt kick, smoke plume, explosive blast, whatever else we think of. I'll show the new system off here as soon as we have enough of the new component sprites finished.

In the mean time, new vehicles and other stuff! Like these two!




These are both Corvid units, the guy on the left being a late game brawler you can go up against, and the 'killdozer' on the right is designed to box the player in like the pink demons of olde (doom). We have directional armor in the game that works well, but realized we hadn't built enough units that really took advantage of that system.

--------------------

I'm still plugging away at getting all the guns in; the various mines (4 out of the total 50 weapons) won't be going in for a while yet-- they're prototyped but the code needs to get cleaned up before going in permanently-- but everything else should be up soon. UI is still a ways out from us embedding proper breakdowns for these weapons into the game itself; the whole UI was hacked in to begin with and as such needs to be completely rewritten (which we're moving onto after the volumetric lighting gets tidied up, so if all goes well new UI should start going in towards the end of April). In the mean time, here's a sampling of the new guns...

Here's a shot of the heavy mount MIRV artillery doin some damage. Long time to target, but deals the most damage of any weapon in a single volley:




Heavy mount, flamethrower type. Notice how the unit doesn't ignite while the shield is still up. This weapon has the smallest AoE size of the flamethrower type weapons, but targets hit with the weapon will continue to burn for high damage if you managed to land sustained fire. This was a fun one to design and build:




Heavy mount, another launcher/artillery type (we'll be sure the final art makes for an impressive light show, and sufficiently meaty bass when firing). It's a blunt instrument-- hit practically anything with it, and it is no longer there. It's loud, but that's probably not something you'll be worrying about if you're packing one of these. Just watch your ammunition; large shell size means a relatively small magazine. Difference between this and the MIRV is that you fire at a much shallower arc-- much shorter time to target, but you don't get the same high clearance over the environment. Which is fine, because you'll just blow up any environment in the way anyway:




Heavy mount MG. We've already got a couple weapons that are ostensibly flechette based (need new art and sound to help reinforce that), but we've yet to do a canister round variant. I'd been reading about how US forces in Vietnam deployed a "Beehive" round. From the wiki:

"Intended for direct fire against enemy troops, the M546 was direct fired from a near horizontally leveled 105 mm howitzer[2] and ejected 8000 flechettes during flight by a mechanical time fuze."

We can't handle 8000 projectiles, but we can approximate. Extremely high velocity, and the flechettes go through practically anything. Plus, it's fun to turn infantry to mincemeat with it:




Last one of the heavy mount weapons-- I've showed this beam weapon here before, but now we've got a nice new sparking effect added in. We realized we could tie gib spawning in to weapon impacts. By creating a secondary memory cache for those that's separate from what's used for spawning gibs off destroyed vehicles and props, we can maintain a very high cycle rate and not totally wipe environment destruction:




Moving down to the main mounts, the 240mm Siege Mortar fires Disruption rounds, aka "glitter bombs". Shells packed with a mixture of various magnetic filaments and a small explosive charge (LORE ALERT) can completely disrupt even hardened shielding with a single volley (uses the same gib spawning effect as the laser above). A favorite for combating Spacers who eschew heavy armor plating in exchange for stronger shielding and armament, though still very effective against these heavy Loyalist units:




Also, rockets. Main mount, launcher/artillery type. Art is temp, borrowed the old MG muzzle flash to differentiate it from the cannons and MGs until we render new FX sprites. It can sustain the rate of fire shown in the gif with only moderate accuracy bloom. Very high DPS, but you'll empty your entire magazine very quickly-- the idea is that you're trading total magazine damage output for really high burst damage. Great for hit and run, or if you plan on swapping out for a new weapon soon. It's possible to use it efficaciously though, esp. if paired with with a high total magazine damage weapon like an MG:




--------------------

Ok, enough guns. Let's talk about lights.

Here's an old screenshot of the game (click for a full size version):




If you look at the lights, you can see that there's no atmospheric scattering-- in this old model, you could have a really bright light shining, but if no surface is hit then there may as well be no light there at all. The lights only lit other surfaces, and not the air. Compare that with our new model:




Thanks to the scattering effect, you can actually see the shape of the light in space. This gives us a whole lot more flexibility with how we light spaces, and what kind of global lighting conditions we can support in the game. Also it just looks way cooler  Cool

Here's an early test for the new effect. As we redo the game's lighting to account for this new effect we'll continue to refine it (again click image for full size):




Something that's been a known issue but which we hadn't thought of an easy solve for was how the 'bulbs' of lights aren't actually bright, even with the new volumetric lighting in place. Take a look here (click for full size):




The image on the left is what the lights currently look like. When you look at oncoming traffic at night you can see the beams and most particularly the headlights themselves-- we didn't have that. What we realized though is that we could just attach a tiny fill light to the same mount points as the conical beams, which illuminates the headlights themselves. The only extra step we need to take is make sure that the small fill light is color matched to the main light-- if it's just white light you get the middle example.

--------------------

So that's all the progress of the last ~4 weeks. AI, UI, sound, maps, and unit balancing remains. Lots of code, lots of content authoring, but a whole lot less than we used to have. Thanks for reading  Smiley
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HughSJ
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« Reply #118 on: May 07, 2015, 03:50:07 PM »

For anyone who wants to get a look at Brigador or see how we make maps, about to go live on twitch:

IT IS TIME TO BUILD THE SPACEPORT.

http://www.twitch.tv/stellarjockeys/

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Christian
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« Reply #119 on: May 07, 2015, 04:04:08 PM »

Quick question: is this game pixel art? I had started a thread over on NeoGAF about pixel art games, and had included Brigador, but I wasn't 100% certain.
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