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Jun 7, 2005, 11:57 AM
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Awesome bee pics!

EDIT: My second pageclaim on this thread! Pageclaim in the name of cool sketches!
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Jun 7, 2005, 11:59 AM
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Holy jumping jesus...page 18 !
i claim this page in the name of first time of claiming

(-)...im too late
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Jun 7, 2005, 11:59 AM
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Thanks everyone. =3
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Jun 8, 2005, 05:36 PM
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Hey folks a new update is up, and its pretty nice too !

New Features
============

* New collision system: Yup its more acurate than ever, now composed of a composite of both 'Nuclear Glory' and Sparky's awesome ray casting dll

* Stomp and shoot blocks: They are in to test as of now !...they give a fair hit to your processing power but optimisation is the next step.

* Resolutions Fixed: Due to a request we have now left windowed mode and so no more problems with hardware Anti-aliasing.
Also the 1280x960 resolution has been added but requires a hefty machine to run at this level well.

* Jazz Sped up: Another issue was Jazz and Spaz were too slow, that is now no longer a problem

* Jazz flight time increased

* Music added: The first music track from the original has been added , its taken from the 'Carrotus' level.


Bugs
====

* Occasional Collision bug, involving the camera sinking into the floor.

* FPS hit: not really a bug but serious optimizations are needed.

* Still not smooth running down hills...this is a high priority bug and will be fixed

====

Ok folks, Hit that update button !
Please post any comments you have here.
Enjoy
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Jun 8, 2005, 06:11 PM
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There's a small ledge in the brown-ish area. If you try to go under it you get stuck and can't move at all and such. Also, the way shoot bocks explode looks a bit funny, but I can't put my finger on it.
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Jun 8, 2005, 08:27 PM
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Quote:
they give a fair hit to your processing power but optimisation is the next step.
I bet you could speed things up by making it create less pieces when you destroy them.

Quote:
Also the 1280x960 resolution has been added
Could you add a 1280 x 1024 option too? That's my monitor's native resolution (It's LCD).

Downloading the new update now...
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Jun 8, 2005, 09:53 PM
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Risp: Would you mind taking a screenshot of the area that goes wrong ? other than that and the slight problem with the shoot blocks (?) was the demo ok ?!

EvilMonkey:
I bet you could speed things up by making it create less pieces when you destroy them.
Yup that will be customiseable, also the actual way they are run before exploding can be improved greatly...could also look into making all the blocks limbs of one object...would rescue some FPS here too. ... basically ive got a lot of areas to go through and speed up now the new collision system is in.

Could you add a 1280 x 1024 option too? That's my monitor's native resolution (It's LCD).
Sure thats easy....again youll need a powerful computer but I will make it be able to run in near any resolution your screen handles...itll be customiseable in the menus when i make them !
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Jun 9, 2005, 04:14 AM
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Sure thing.

Alright, this is where I got stuck.

It is actually rather hard to get stuck, you kind of need to try at it for a bit, and I'm not so sure exactly what makes you get stuck. However, once you do I find that if you turn towards or turn you back towards the cliff, the camera and your gun drop steadily, lowering under the ground and coming back if you turn.

Also, I found another bug.

As you see here, if you walk into this cliff you rise up it... sideways. The other, steeper cliffs you can't rise up, but this one appears to be just the right angle to rise up like that.

EDIT- Wrong screenshot. One moment.
EDITEDIT- Fixed. I should really avoid uploading multiple files under one name.
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Jun 9, 2005, 10:38 AM
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Haven't been here for a while.
Nice work Baggers! Keep it up!
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Jun 11, 2005, 02:35 PM
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DarkJazz23: Thanks

Risp: Thanks... im hunting that error, its an ellusive little blighter but i'll get him

All: Im working currently on speeding up the stomp block routines.
also the Rat is on its way to the project.
Enjoy !

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Jun 11, 2005, 03:18 PM
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Looks disturbing without a head.
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Jun 11, 2005, 04:13 PM
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Heey, just wondering, can the game/level editor have a large sandboxy area ala Mercenaries or GTA without causing too much slowdown or crashing? I'm sure there is a better way to phrase that I just can't think of the word.
EDIT- Despite not having a head, the labrat model looks good.
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Jun 12, 2005, 01:14 AM
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Heey, just wondering, can the game/level editor have a large sandboxy area ala Mercenaries or GTA without causing too much slowdown or crashing? I'm sure there is a better way to phrase that I just can't think of the word.
Um im not sure as im not sure what you mean....I know GTA..can you please describe the 'sandbox area' and i'll see if i can do that !
Thanks for the rat compliment, i'll let the modeler know !


Sandbox style ...as in freeform playing where you dont have a set mission unless you find one but can just muck about?
Well i guess its possible, im sorting out some scripting for enemies soon so that custom eneimes can be made...so for a friendly character you could set a messge rather than an attack, and set up a few waypoints so they walk about...and animations of course. So if thats what you meant by sandbox...then yeah it can be achieved.

Risp: Yeah he does doesnt he !...should have some weird horror level with mutated enemies.
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Jun 12, 2005, 03:37 AM
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That labrat model rocks. Yes, despite the headlessness. How could it be different with that concept art?
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Jun 12, 2005, 04:46 AM
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Quote:
Originally Posted by Baggers
Sandbox style ...as in freeform playing where you dont have a set mission unless you find one but can just muck about?
Well i guess its possible, im sorting out some scripting for enemies soon so that custom eneimes can be made...so for a friendly character you could set a messge rather than an attack, and set up a few waypoints so they walk about...and animations of course. So if thats what you meant by sandbox...then yeah it can be achieved..
Yes, thats what I meant. Well it's nice to know that it will probrally work, since everyonce in a while I feel this urge to make one.
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Jun 12, 2005, 10:28 AM
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Looks really nice. Still Johnny or is it the other guy?
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Jun 12, 2005, 10:38 AM
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About that bug where you get stuck: That's not a bug. It's a limitation to the trial version of the Nuclear Glory collision system. After a set amount of time you can no longer move any objects that use the system. Buying the full version removes the limitation.
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Jun 12, 2005, 10:45 AM
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Quote:
Originally Posted by EvilMonkey
About that bug where you get stuck: That's not a bug. It's a limitation to the trial version of the Nuclear Glory collision system. After a set amount of time you can no longer move any objects that use the system. Buying the full version removes the limitation.
So that means every one has that bug? Risp seems to be the only one who has gotten it.
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Jun 12, 2005, 10:47 AM
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EvilMonkey: Nope its not that... thats an error I made, we have bought the full version of Nuclear Glory.
The bug is due to the fact that the built in gravity for nuclear glory sucks, so i used a ray casting system to check whether i was on the ground or not...it currently checks 3 places...the middle and then under each foot. The error occur when you directly face an objects edge and nuclear glory finds a collision but the ray casting doesnt...in effect half of him thinks he is on a ledge and the other half thinks hes falling.
A solution would be to include more rays for accuracy...but more rays means slower code so im trying to dream up another way.
Also this version of Nuclear Glory was clow and buggy compared to previous versions so I talked to Nuclear Glorys creator earlier and we are obtaining a backdated version from him.
Its nice to speak a little more technically on this forum sometimes !


Olsen: Its not Jonny or the other guy, this is the other, other guy... his name being Sspike, cool guy. He saw a random post I made on a friend's forum and offered to help.
He also animates which is fantastic, im hoping to hear from him tonight actualy with the full static model !....amazes me how good some people are at modeling that they can knock things up so quick and they still look good..
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Jun 12, 2005, 11:27 AM
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Quote:
Originally Posted by Baggers
Olsen: Its not Jonny or the other guy, this is the other, other guy... his name being Sspike, cool guy. He saw a random post I made on a friend's forum and offered to help.
He also animates which is fantastic, im hoping to hear from him tonight actualy with the full static model !....amazes me how good some people are at modeling that they can knock things up so quick and they still look good..
Ok, I see. Well then, ++Sspike
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Jun 12, 2005, 12:40 PM
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ahh managed to track this down, Baggers told me he had posted my work on a jazz forum so naturally I had to come looking . Thanks for the nice comments and Baggers you make me sound like a god or something lol...good job...I will pay you later

If anyone has any tips for the rat please let me know. I will proberly post up a completed picture of it tonight
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Jun 12, 2005, 02:18 PM
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Well here is a shot of the finished model. I just need to texture and get him rigged then its over to Baggers to work his magic

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Jun 12, 2005, 02:35 PM
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A, aaa awesome!
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Jun 12, 2005, 03:24 PM
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I second that ...thanks man !
he will probably need a mouth though .... you never got back to me though sspike, do you have Jazz2 or do you want the link to the demo...it has the rats in so you can see how they attack.
But great work man, those eye and feet changes sure saved a heck of a lot of polys !

Ok I can get that in-game no problem.
Be warned though people my exams are coming up over the next few weeks so brace yourselves for me taking leave from this for a few weeks....trust me i dont want to but i wont get grades atall if i have this much great stuff to add...I will be on the forums though !
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Jun 12, 2005, 03:51 PM
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I did get back to you I sent you n email along with the rat model file saying that I didn't have the game lol
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Jun 12, 2005, 03:54 PM
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hehe i didnt see it as you sent the actualy model data in the email not as an attachment...so i got like a 800 line email !
Thanks for the heads up though !
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Jun 12, 2005, 04:47 PM
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This is a public service announcement

Exams are impending folks …yep their coming in fast, and knowing me there’s no way I can tear myself from this project for more than a day. SO…all of the files of jazz have currently been removed from my computer by me and put on DVD and stored for later…also I have crippled DBP so I cant code anything else in this time either.
Little over the top… yes but I’m a resourceful bugger and I need to revise; hence there will be no code updates for 2-3 weeks. But when I get back there is no college just training for my gap year, so I can get more work done…don’t worry the deadline will be met.

I will still be on the forums and dealing with various bits and bobs but no coding for me.

Just thought I better let you know !
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Jun 12, 2005, 05:04 PM
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Good luck!
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Jun 12, 2005, 09:14 PM
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Yeah, good luck, Baggers.

While we're at it, nobody made any comments on my idea to insert JJ1 enemies into JJ3D.. I think those are a lot more fun than the JJ2 ones we're all used to.
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Jun 13, 2005, 01:24 AM
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Quote:
Originally Posted by Fawriel
Yeah, good luck, Baggers.

While we're at it, nobody made any comments on my idea to insert JJ1 enemies into JJ3D.. I think those are a lot more fun than the JJ2 ones we're all used to.
I second that.
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Jun 13, 2005, 02:54 AM
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..technically, we're even able to just make up our own enemies.
Of course, that would lead to anarchy, war, and complete destruction of the community.
Or a fun game.
... *rubs chin*
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Jun 13, 2005, 04:07 AM
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The game really needs a boss that's a turtle piloting a giant walking mech thing. That shoots missles and lunges with it's extendable chainsaw arms and stuff.
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Jun 14, 2005, 01:45 PM
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Quote:
The game really needs a boss that's a turtle piloting a giant walking mech thing. That shoots missles and lunges with it's extendable chainsaw arms and stuff.
Then it would run at you and try to shove you against a wall. After that, it would get stuck and you could shoot it's power source to take off a lot of energy.
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Jun 16, 2005, 12:49 PM
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Quote:
Originally Posted by Fawriel
While we're at it, nobody made any comments on my idea to insert JJ1 enemies into JJ3D.. I think those are a lot more fun than the JJ2 ones we're all used to.
Yeah, good idea. I'd love to see the giant Jazz clone back again.

I didn't like the JJ2 enemies as much because they were all so small. Maybe increase the Jazz 2 boss' size?

@ Baggers: The rat is comming along great.
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Jun 16, 2005, 05:00 PM
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Ah yes, before I forget Baggers, I think you should add in two things:

1. A delta time method. Not everyone has a computer that can run the game at 60 FPS non-stop. To keep the game running at the same pace even when it slows down, you need to use a delta-time formula. Here's one that I have:

Code:
do

` Calculate delta time.

delta# = (timer() - start#)*0.4
start# = timer()

` To prevent the game from locking up once the game has 
` been loaded, set a limit to delta#.

if delta#>50 then delta#=50

sync

for t=0 to delta# step 1

`Insert your loop code here!

next t
loop
For extra smoothing:

Code:
do

` Calculate delta time.

delta# = (timer() - start#)*0.4
start# = timer()

` To prevent the game from locking up once the game has 
` been loaded, set a limit to delta#.

if delta#>50 then delta#=50

` This adds a bit of smoothing to the delta time.

dsmooth# = dsmooth#+(delta#-dsmooth#)/1.5
if dsmooth#>50 then dsmooth#=50
	
sync
	
for t=0 to dsmooth# step 1

`Insert your loop code here!

next t
loop
2. Make the shots from your gun move faster if you're moving. That way they will travel the same distance from you when running and will be more effective that way, like in the original games.
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Jun 16, 2005, 10:37 PM
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Thanks evil monkey, yep i know how to do delta time. I used it for the particles...however at the time of conceptin i didnt fancy it in this project as i was limiting the fps.
I may put the delta time system in but its not priority at the moment as there are other areas I need to get working.
Primarily getting a faster collision system which I have been sorting out.
Seeya man, thanks for the ideas.
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Hi guys. I think I'm going to hang out in here again. The site is looking good Baggers! And to Fawriel: Nice piece of art(Splashscreen)! I'm considering to buy DarkBASIC too. Not PRO but the normal one. The demo looks good, but there is a lot to be upgraded.
I'm hoping to be helpfull sometime, sorry things didn't work out so well, I'm a bit to young for this project, I guess... Good luck and a lot of fun wished to you!

EDIT: I tried DarkBASIC and I think it is to hard. I don't have time to create my own program with it, so I'll look for 3D Gamestudio A6 Extra Edition.

DarkJazz23
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This game is just great! It looks really cool! I downloaded the updator, it looks messed-up... but it works, I found out how to Update... The game doesn't work, the demo-updater (winRAR self-extractor) doesn't work, the level editor crashes... but on those screenshots and movies it looks really nice!

I see we haven't talked about weapons since page 3, so here I am... I made a full list of all ideas posted here... its a big one, you can ask for it if you don't remember these things... I have made a
(great) info-bar for your game, if you want to change it, you can do it, I made it all Jazz-green as you can see... with red (spaz!) boxes and yellow (Lori!) text. Preview, click here (quality is too bad in JPEG)
With info of what everything is, click here!

[@Baggers, if you want to have it with all the text, just say! If you want to know why: the text gets blended with the background it is placed on (that looks better too), so I made a list of all text on the right background already, how you want to place it in the game, if you want to, is a bit of a problem, or it might be... becouse the whole bar is made out of different pictures put together and changing all the time while playing...]

Well, that was reading, searching, writing, drawing, explaining and all the stuff in one! Let's see what you find of it...

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Jun 27, 2005, 06:52 AM
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Hi man, thanks for all the work,
A few tips though,
Ive just spent a minute watching that pic load on 2meg broadband (and its still loading), itll take forever for people who have 56k, please pose jpgs or other low filesize media (tga is lossless compression)
Thanks for the bar concept, however it does not fit in with jazz style and also is very obtrusive in what is meant to be a fast paced game. Id rather keep the interface a crossbreed between a FPS (halflife) and Jazz2. Jazz2's unontrusive interface combined with halflife's multiple weapon select function.

Im sorry I really tore your work appart, its so hard especially knowing the effort you must have put into it scouring the sites. Trust me i do appretiate it, but speaking from experience I dont think its a viable interface....though if youd like i'll put it up on the gamemaker forums and let them say what they think of it and what can be improved ?

Thanks again for your interest, i'll be on Jazz soon ! Seeya then.
(Now please change those bmp's for jpg's !)
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Didn't knew you were looking every 5 minutes! Planned to change the bmps while I was uploading them (took a bit too long...) but the problem was my browser crashed and I cant edit my previous post... I'll really do it tomorrow... Oh, did it now! (mo 27-6 18:05 CET) It works again!

next thing, I dont really understand... is Jazz3D getting the weapon system of JJ2 or the weapon system of ?JSZ¿ JazZz! ?? (I like the last one better, it is a lot more fun while playing...) also, the targeting-idea is great!
oh, yea, my system specs too...

PC: Packard Bell
+-Processor: Intel Celeron CPU 2.60GHz
+-Windows: Windows XP Home (SP2)
+-Free disk space: 2,17 GB of 33,2 GB (hmm have to clean I see...)
+-RAM: 224 MB
+-DX version: 9.0c (4.09.0000.09.04)
+-CD-Rom drive: Combo drive CD/DVD rewriter (it reads and writes)

Videocard: SiS 650_651_M650_M652_740
+-Chiptype: SiS 651 Rev 00
+-Memory: 32 MB

Next thing is the error message (yes this one is JPEG)


I'll keep the pictures of the jazz bar on my harddisk... if you might change mind or if you want it edited by me, for the weapon system you are going to use also, it is no problem if I have to make icons for your weapons, how and where they are going to be showed in the game, I can do some real drawing too (think you don't like the bouncer-icons on my pics...) and I am bored too so I have lots of time! I have a good idea for the keys too. (This is the place where you have to say: "You're in the credits")

Now, if you still want to see that full list of weapon types, weapons, ammo and updates (to see if it is hard to code or something), I can always PM it you

Oh yea, almost forgot: If you are starting creating bosses for your game (not soon I think), PLEASE let Tweedle live! PLEASE! He isn't worth to be just an not-used animation! All currently found pics of him are here, in my sig! I can't rip every animation frame out of the animating gifs, but I can give you the gifs! (I already did in my lost post!) Hope you can do it! Go Baggers!
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Last edited by Jerrythabest; Jun 27, 2005 at 08:07 AM.
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