Colin Posted June 4, 2006 Share Posted June 4, 2006 (edited) Technical Feed Back Only Added Components in this Issue. Game mode Deathmatch added. A new gametype Deathmatch(DM) has been added to the game, along with 3 new DM maps. New coop missions. Missions 1, 5 and 9 have been updated to work in Coop mode. You can now enjoy the full campaign in multiplayer. Server interface revamped. Numerous new server options are now available: Start match conditions ("All slots full", "All players are ready", "one player on each side is ready", and "server is ready"). Tactical points can be disabled. Any player joining a spawn limited server will only have as many spawns as the player with the least left, or 0 if the match has only 1 spawn. Players on a spawn limited server will be spawned automatically into the game after 60 seconds. An "Immortality at respawn" option has been added, and it can be from 1 to 10 seconds. Statistics screen for Domination has been updated. It now contains better overall match statistics, round statistics and keeps stats from round to round(for the duration of the match). You can now see the current match scores and time remaining in the ingame status screen, default "Tab" key. Weapon kits are now available. At the bottom of the Inventory you can now find 4 default kits, fully customizable. If a server is playing with the "Disabled tactical points" option, your selected kit will automatically be re-selected on every spawn. Better impact sensation. Some new sounds have been added for when you're hit or when hitting others. When hit, your reticule will be nudged off center. Character models have also been updated, so there's a generally larger area considered to be a "headshot". Weapons damage has also been updated, increasing the chance a single shot to the head will generate an instant kill. Colours have been added to the chat window. Your actions are represented by blue, while red is hostile activity. A yellow hue is used for s tatus messages and chat is still white. The chat window can now also be toggled in three modes, default key "u": regular, transparent or hidden. Anticheat server option has been added. When enabled this feature will run certain checks to match the client with the server. Note that this will affect any users with modded files, including the main GRAW.exe. If you wish to play using modified files, make sure the server configuration matches your own, or you will not be able to play (this includes all files in the ./local/ directory). Editor has been added. Grins own editor has been updated and is now released for public use. You can always reach the built-in help functions by pressing "F1". We've also included a basic tutorial document, which you can find in the "Support" directory where you installed GRAW. After you've made your map, press "Escape" and then "Export" to prepare the map for the game. This will allow you to set some options like lightmaps and level quality. Please note that for large maps rendering these can take a very long time. Once the process has been completed, a file with your maps name and extension .bundle can be found in the custom_levels directory of GRAW. This .bundle file can then be distributed, and is the only result file you need to share. All players wanting to play your map must have a local copy of it. Chat has been added to status screens. Chat Window now allows for more text in higher resolutions. A sticky leaning feature (enabled by default) has been added in the Game options. Primary weapon, secondary weapon, backpack, grenade launcher, frag grenade and smoke grenade can now be bound to hotkeys. Anti aliasing: Edge smoothing feature has been added to the graphics options. There's now a "Connecting to" dialog box when connecting to a server. This will display more information and possible error messages about why you cannot join a server. Custom context.xml files can now be loaded with a -o parameter on GRAW.exe. Screenshot button can now be bound from the Options screen. Default key "Ins". AI UPDATES AI now correctly identifies mounted weapons and gun nests as threat. AI will now attack vehicles with soldiers that they can harm (including helicopters). AI will now always go into combat mode if being fired upon. AI teammates are more prone to seek lower covers. They will sit down instantly when taking fire. AI teammates will try to avoid running in front of you when you are shooting, if you are close enough. FIXES Changed statistics screen for coop to contain more information for all. Fixed a bug where you could get stuck in ghost cam when the coop mission ended. Fixed a bug where AI statistics were lost when a player respawned. You can now aim down while lying down(in prone) where it's natural to do so. Strafing after sprinting will no longer instantly bring up your gun. Removed a small delay before being able to run after reloading. Amount of grenades have been tuned in multiplayer. Rust pipes have been fixed. Updated some graphics objects to display correctly. Regular weapons can no longer blow up barrels. MP02 (Warehouses) has been updated and some physics effects removed. Enemy markers now correctly appear on hostile tanks and helicopters. Fixed some minor crashes and bugs. Players can now correctly buy more ammo in MP. Weapons switch correctly synchronizes in MP. Fixed typo that caused the air condition sound to continue after being broken. General interface fixes. Game no longer crashes if you load a Domination map with no zones. GRAW PC – Q&A MP CONTENT Date: June 9th 2006 Answered by: Mathieu Girard / GRAW PC PRODUCER Q. First of all, why not include all this content from the beginning? A. Because GRAW PC would have then been released for Christmas 2006! Fans have been waiting for quite long for a sequel to the [Ghost Recon] and we have worked hard to offer them a great experience in terms of tactical FPS including a deep solo experience and two really exciting MP modes, both emphasizing on the strategic aspect of the game. But to make things clear, we planned from the beginning to provide additional content after the release of GRAW, and especially on the multiplayer part. Q. Does that mean that Ubisoft intend to support the game for a long time? A. Ghost Recon is one of those games that live through its fans and their support. Ubisoft have been supporting the first Ghost Recon and its community for a long time by providing patches and new contents regularly. That is probably one of the reasons why the [Ghost Recon] is still played on the net five years after its release! Be assured that Ubisoft intends to support GRAW the same way, and the additional content we plan to introduce during the next three months is the best proof of our aim to provide the best tactical shooting experience possible! Q. What can we expect in June in terms of additional content? A. I am pretty sure fans will be delighted with our first update. Here is what to expect: Deathmatch mode featuring 3 different maps Additional coop levels: campaign missions 1, 5, 9 are now playable in co-op Multiplayer map editor for domination and deathmatch Display driver check (to ensure the game is launched with correct display drivers) Anti-aliasing feature Anti-cheat modifications And this is only the beginning… Q. Lots of fans will be happy to see that deathmatch is back, what can they expect to see? A. I know, fans have been very demanding for this mode and we are very glad to provide a strong DM game experience. Three different maps will be available, including: Industrial > An army camp situated in an industrial area, close to a passing highway. Suburbs > This is a night map, in a typical "suburb" area. Some larger houses in the area and some shanty houses in the middle of the zone. Hollow > This is a valley based map with a central army base/fort like structure. It's got a custom terrain, so it's in a mountainous area. Be sure we have worked specifically on the level design of these maps to make sure the environment offer large possibilities in terms of strategy and tactic. Q. What can we expect in future updates? A. Lots of good things I promise! We will still fix what need to be fixed, propose several new options starting with new servers but our main focus is definitely to continue improving the multiplayer experience and on that side we have great modes on the way. At the end I am confident that GRAW will deliver one of the most exciting multiplayer experiences of all shooting games. When posting please make sure you give the following details. Computer Spec. GRAW Vesion/DVD/CDROM/DOWNLOAD Error log if saved. Detailed description of problem, with photo or video evidence and Verbal. And the circumstances prior to the problem occuring. Also check before posting Ubisoft Technicle Support, these issues as you may have realised are being dealt with as quickly as possible. The more precise the information the quicker a resolution can be found. If you would like just to comment on the Add On please post HERE Edited June 19, 2006 by Colin Quote Link to comment Share on other sites More sharing options...
tauri123 Posted June 21, 2006 Share Posted June 21, 2006 (edited) first of all.... GREAT PATCH. i love it but while playing i had a strange problem.... i used to play on 1024x768 with 16:9 ratio. while playing the screen jumped back to standard ratio. after i die 16:9 again. tried on an other resolution (1440x900).... same thing here... with patch 1.10 no problems with it.... screen with 1024x768 and 16:9 (this is displayed right on my 16:9 dispay) http://img.photobucket.com/albums/v333/SGC...19-24-05-96.jpg screen with 1024x768 and 16:9 (this is displayed wrong on my 16:9 dispay) http://img.photobucket.com/albums/v333/SGC...19-24-44-09.jpg i know... the 2nd screen looks now right.. but ingame its for my display buggy and streched... Edited June 21, 2006 by tau'r! Quote Link to comment Share on other sites More sharing options...
TedSmith Posted June 21, 2006 Share Posted June 21, 2006 Got a bug for you folks. Playing on a deathmatch server, max lives=3, the last two people alive either dropped connection or quit and the game kept on going. No one could spawn as we'd already hit our max deaths, but the game didn't count the two people who dropped/quit as deaths to complete the round. Essentially the game just sat there with us staring at the stats screen waiting for the round time to count down to zero. Quote Link to comment Share on other sites More sharing options...
SillyHalfMexican Posted June 21, 2006 Share Posted June 21, 2006 (edited) I crashed when I was selecting my kit. I selected my primary. Went to select my secondary. The background turned into what seemed like the night vision. Then a few seconds later it crashed. I wasn't actually moving around, I was still selecting my secondary weapon. It was in the night map, DM. Got this error: Crash in application version: grpcrc1.16 data\lib\units\extensions\hudinventory.dsf(-1): cant find member: _unit_name in type <void> SCRIPT STACK data\lib\units\extensions\hudinventory.dsf(0) Hope this helps. No modded files what so ever, by the way. Edited June 21, 2006 by SillyHalfMexican Quote Link to comment Share on other sites More sharing options...
A4D_Mofoka Posted June 21, 2006 Share Posted June 21, 2006 I am having some incredible difficulty with the new patch. I load the game and it works flawlessly. I join multiplayer and it gets choppy even in the server list screen. I hit the update server button, the music stops and it takes 5 seconds and then it loads but my download rate is horrible. I have tried changing the speeds but it does not work. I jump into a multiplayer game (finally) and my ping is a average 470 to 500ms... I can play BF2 with a ping of 30 to 60, my connection is 3Mbps down and 512 up. I have a A8N32-MVP deluxe mobo and I have changed the ethernet cards because it came with two onboard cards cause it can run as a server. I still get the same thing.... I have turned down the sound setting and video card settings but still there is a connection problem. I have a netgear router, what Multiplayer ports do I need open? Quote Link to comment Share on other sites More sharing options...
Low Profile Posted June 21, 2006 Share Posted June 21, 2006 (edited) I crashed when I was selecting my kit. I selected my primary. Went to select my secondary. The background turned into what seemed like the night vision. Then a few seconds later it crashed. I wasn't actually moving around, I was still selecting my secondary weapon. It was in the night map, DM. Got this error: Crash in application version: grpcrc1.16 data\lib\units\extensions\hudinventory.dsf(-1): cant find member: _unit_name in type <void> SCRIPT STACK data\lib\units\extensions\hudinventory.dsf(0) Hope this helps. No modded files what so ever, by the way. I just had the same crash. Crash in application version: grpcrc1.16 data\lib\units\extensions\hudinventory.dsf(-1): cant find member: _unit_name in type <void> SCRIPT STACK data\lib\units\extensions\hudinventory.dsf(0) This happened while I was on the loadout screen messing around with the new "save" feature. It also needs to be noted that prior to installing the 1.16 patch I completely uninstalled the game, rebooted, reinstalled to a new directory, then installed the 1.16 patch. I also have no modded game files. In addition to this crash I noticed a few other things which I've listed below. 1) While in game I had noticed that I had both frag and smoke grenades which I found odd. I was running a "Domination" game just to test the new in game controls. After some more testing I noticed that I always had smoke grenades whether I choose them or not. Later on I found this wasn't happening anymore. Since original posting this I found similar things are happening in COOP gameplay. I loaded the mission "Ready for bear" this morning, and after hitting the insertion I noticed that I had both frags, and the Zeus. Not that I minded having both ), but this is certainly a game bug. 2) When going back to the loadout screen the first thing I noticed was that my current loadout was not showing on screen. I think your current loadout should be what's showing when you hit up the "Buy gear" bind. It shouldn't default back to the default loadout for the particular class you have chosen. 3) There is a problem with the "Select frag grenade" direct weapon bind. The bind does switch you to your frags properly if you have them. If you're not carrying frags however, it still tries to switch to them, lowering your current weapon, then raising it back up again. The other direct weapon binds don't do this if you don't have that particular weapon in your loadout. If I don't have a secondary weapon for instance and hit the secondary weapon bind nothing happens. The current selected weapon stays on screen. This is the way it should be. If I don't have frags however, and hit the frag bind my weapon lowers as if I'm switching to frags, than raises back up again. 4) When reaching an insertion and still in the helo you can still switch between weapons via the weapon list, but the direct weapon binds do not work. The new direct weapon binds only work after you've fast roped to the ground. I prefer to have my weapon of choice selected prior to hitting the ground. I'm sure others have the same perference. Sure I can use the weapon list, but the whole point of having direct weapon binds is so that we don't have to use the weapon list. 5) While hosting COOP now I'm always on my secondary weapon instead of my primary for the ride to the insertion. Prior to this patch I was always on my primary. Later this evening I decided to join some coop servers myself as a client player. The same thing is happening. I'm always on my secondary for the initial ride in to the insertion. Am I going nuts or is this happening to anyone else as well? It's only once in a great while now that I actually start a mission with my primary weapon out. 6) When running the direct weapon binds don't work. I regularly change weapons on the run using the weapon list. When I stop running it immediately takes me to the weapon I've changed to. This can't be done with the direct weapon binds however. If you are running the direct weapon binds are completely ignored by the game. This is a major drag as I've grown accustomed to changing weapons ahead of time while running. ( It's great to have the direct weapon binds now, but only being able to use them while walking or standing still has minimalized their usefulness for me. Please allow the direct weapon binds to be recognized by the game while running as it is now with the weapon list. 7) I like the new ability to peek as we could in Ghost Recon, but unfortunately this was not implemented as the "Zoom toggle" feature was. As a result, we can only peek one way or the other via this new game option. I was hoping to see a "Peek toggle" option added instead allowing us to peek boths ways in game. With the "Peek toggle" option turned off one would only stay in a peek while holding down the bind. When letting off the bind they would come out of the peek. With the "Peek toggle" option turned on one would still be able to peek the predescribed way, but also peek toggle where just tapping on the peek bind puts you into a peek, then requiring a second tap on the bind to take you out of it. Please consider revamping the peek function as I've suggested here. It makes too much sense not to do it. ) It would be the best of both worlds just as we have now with the "Zoom toggle" feature. 8) The new chat box display option is nice I guess, but there are still a few problems with chatting in general. Hopefully they are already on some official list of needed fixes. The items on my list regarding chat problems are below. a) My weapon still fires off one round when hitting up the chat binds. It's like sticking my finger in an electric socket. ( I've gone back and done further testing on this. It only happens if you hit either chat bind after having fired with full-auto selected. Set to single shot I can't replicate this bug. Set to full-auto, accessing TeamChat or GlobalChat will cause your weapon to fire off a single round each and every time if you had just fired your weapon prior. b) When zoomed in with any weapon and hitting either global chat or team chat the zoom blips off, then back on again. c) When hitting a resupply in MP COOP I can never see any of the chat I'm typing in the chat box until I hit enter. When hosting I often use the "resupply" loadout as an opportunity to make sure everyone is on the same page as to our approach on the next objective. It would sure help if we could see our text on screen as we are actively typing it. d) I would like to see access to the chat box while one has their tactical map up. 99% of the time I don't have access to the chat box when I'm on my tactical map. Every once in a while the chat box is there for whatever reason. When playing COOP games it's important to be able to actively communicate with your team members while working the tactical map. e) Since the 1.16 patch I've noticing a strange anamoly when hosting regarding the lower chat window in the pre/post game lobby. Let's say that I've just completed a COOP mission with 3 client players and we've exchanged various chat in the lobby. If I shut the server down and create a new server all of that chat blips back up on the screen in the lobby again after sending my first chat. Very strange. This was not happening prior to the latest patch. 9) I know these next two things weren't on the list of updates for this patch, but I really can't help but take the opportunity to mention them here again. In game controls are what impact my playing experience the most and these two things are sorely missed from GRAW in my opinion. a) Lack of an "Always Run" option. I do a ton of running from cover point to cover point over quite long distances at times. Once you know these missions inside and out there's no fun in creeping along when you know there is no threat between where you are and the next hostile area. I find it even more of a drag when playing MP Domination. Everyone is running their silly legs off, including myself through safe zones to assist in turning or neutralizing the next zone in the supply line. Please add an "Always Run" option in the next patch, so I can give my "run" finger a rest. ( For all that is holy! b) Lack of a "Shuffle" movement. This is a Tom Clancy game after all, not to mention the latest in the Ghost Recon series. Without this option there is no way to move slower than a walk which is crucial for these Urban type levels that require so much cornering slowly in and out of cover. It's always been an available option in the Tom Clancy series. I can't be the only one sick of having to tap constantly on my walk bind one nudge at a time to clear around corners and recon. Without the "Shuffle" movement we've also lost the ability to silence our footsteps in close quarters situations. Having a "Shuffle" movement would offer this if implemented as in the prior games. As it stands now in MP Domination for instance, if your the one walking in a close quarters area and an opposing player is standing still you're announcing yourself to them. It just drives me bonkers that I can't "shuffle" in these situations! Please carry on more of the Tom Clancy traditions. The "Shuffle" movement was a big part of that tradition and it needs to be brought back. *Update* Second new crash now. This time I was hosting the second of the new coop maps, "Mayday! Mayday!". Crash log is below. It occured just as I was C4'ing the 2nd target in the scrambled zone. Crash in application version: grpcrc1.16 data\lib\script_network\gametype\gametypelobby.dsf(-1): cant find member: _id in type <void> The additional notes below are unrelated to the above crash log. Just wanted to share as the below issue is getting more annoying by the day. When playing the new COOP mission "Contact!", my team was initially unable to get in the helo. I was, but not the client players. Luckily the helo finally appeared to them properly allowing them to get in so we could end the mission. I can't tell you how many times I've had to kill a team member or my whole team at the extraction zone, so that we could end the mission, because not all of us could get in the helo. Nearly half the time someone won't be able to get in the helo because it appears way off the ground to them and won't come down low enough. After spending 45 minutes on a mission with 3 other people online it's very disappointing to not be able to all load up in the helo together and fly off to the next assignment. It really sucks. Edited June 24, 2006 by Low Profile Quote Link to comment Share on other sites More sharing options...
Eldest_One Posted June 21, 2006 Share Posted June 21, 2006 I get this crash every now and then. I restart the game and plays ok until next time. This has only started since patching to v1.16. Faulting application graw.exe, version 0.0.0.0, faulting module graw.exe, version 0.0.0.0, fault address 0x0018c073. Fault bucket 301811693. MadDog 550watt PSU MSI K8N NEO2 Platinum v1.8 Bios Athlon 64 3500+ .90nm/Thermalright XP90 2GB PC3200 Corsair TWINX Platinum(2x1024MB) ASUS DVD-E616A NEC DVD R/RW± 3550A 2x74GB Raptors Raid 0 Maxtor 120GB,Seagate 160GB Promise Ultra133 TX2 IDE Controller Western Digital 200GB Blaster X-FI BFG 7800GS 256MB AGP Windows XP Pro SP2 Quote Link to comment Share on other sites More sharing options...
BarmyArmy Posted June 21, 2006 Share Posted June 21, 2006 Main problem various disconnect issues on multiplayer servers. either "invalid-cd-key" or "modified-game-files", almost everytime this happens I get back in the server and its empty ie. it dumped everyone. however if the anti-cheat works, I for one can put up with this... BA Quote Link to comment Share on other sites More sharing options...
daztrek Posted June 21, 2006 Share Posted June 21, 2006 guns in menu are all black, AA apears to be covering more than just edges, the whole screen appears blured? Quote Link to comment Share on other sites More sharing options...
Low Profile Posted June 21, 2006 Share Posted June 21, 2006 (edited) I've got a second crash to document now, including another quirk with the "new" direct weapon binds. See post #6 of this thread for details. It's been updated throughout. Edited June 21, 2006 by Low Profile Quote Link to comment Share on other sites More sharing options...
Kakanater Posted June 21, 2006 Share Posted June 21, 2006 Bug at the insertion of contact! Quote Link to comment Share on other sites More sharing options...
viiiper Posted June 22, 2006 Share Posted June 22, 2006 BUG REPORT: CLICK PIC FOR FULL SCREEN: p.s. photoshop was opened after game crash. system os still running. sys spec: 3dmark06 thanks for feed back on 1.16 _______________________________________________________ Crash in application version grpcrc1.16 Could not load texture IDirect3D9::CreateTexture callfailed. Direct3D could not allocate sufficient memory to complete the call. _______________________________________________________ This has happened several times.... over 2 days normally after a map end. SystemInfo version 3.9 Stylesheet version 3.9 CPU Info Physical Processors 1 Logical Processors 2 CPU 1/1 AMD Athlon 64 FX-60 Dual Core Processor Manufacturer AMD Family AMD Athlon 64 FX-60 Dual Core Processor Architecture 64-bit Internal Clock 2.6 GHz Internal Clock Maximum 2.6 GHz External Clock 200.0 MHz Socket Designation SOCKET 939 Upgrade Socket 939 MultiCore 2 Processor Cores HyperThreadingTechnology N/A Capabilities MMX, CMov, RDTSC, 3DNow!, Extended 3DNow!, SSE, SSE2, SSE3, PAE, NX Version AMD Athlon 64 FX-60 Dual Core Processor Caches Level 1 64 KB Level 2 1 MB Level 3 0 B DirectX Info Version 9.0c Long Version 4.09.00.0904 -------------------------------------------------------------------------------- DirectDraw Version 5.03.2600.2180 Primary Device NVIDIA GeForce 7900 GTX Cooperative Adapters true Display Device 1/1 NVIDIA GeForce 7900 GTX Driver 8.4.2.1 Description NVIDIA GeForce 7900 GTX Manufacturer NVIDIA Total Local Video Memory 512 MB Total Local Texture Memory 689 MB AGP Aperture Size 0 B Driver File nv4_disp.dll Driver Version 8.4.2.1 Driver Date 3-9-2006 Driver WHQL Certified true Max Texture Width 4096 px Max Texture Height 4096 px Max User Clipping Planes 6 Max Active Hardware Lights 8 Max Texture Blending Stages 8 Fixed Function Textures In Single Pass 8 Vertex Shader Version 3.0 Pixel Shader Version 3.0 Max Vertex Blend Matrices 0 Max Texture Coordinates 8 VGA Memory Clock 0.0 Hz VGA Core Clock 0.0 Hz PCI Name NVIDIA GeForce 7900 GTX Vendor ID 0x10de Device ID 0x0290 SubSystem ID 0x209919f1 Revision ID 0x00a1 -------------------------------------------------------------------------------- Bus Type PCI Express Revision 1.0 Enabled true Rate 16 Sideband Addressing Not Supported Fast Write Not Supported -------------------------------------------------------------------------------- Texture Formats 32-bit ARGB [8888] 32-bit RGB [888] 16-bit RGB [565] 16-bit RGB [555] 16-bit ARGB [1555] 16-bit ARGB [4444] 8-bit A [8] 8-bit YUV [800] 16-bit AYUV [8800] FourCC [DXT1] FourCC [DXT2] FourCC [DXT3] FourCC [DXT4] FourCC [DXT5] Capabilities AGP Texturing, Hardware Transform and Lighting, Positional Lights, Subpixel Accurate Rasterizing, Stencil Buffers, Range Fog, Table Fog, Vertex Fog, W-Fog, Specular Gouraud Shading, Anisotropic Filtering, Bilinear Filtering, Point Sampling, Trilinear Filtering, Additive Texture Blending, Dot3 Texture Blending, Multiplicative Texture Blending, Subtractive Texture Blending, Environmental Bump Mapping, Environmental Bump Mapping With Luminance, Cube Mapping, Factor Alpha Blending, Vertex Alpha Blending, Texture Alpha Blending, Texture Clamping, Texture Mirroring, Texture Wrapping, Guard Band Support, Mipmap LOD Bias Adjustment, Projected Textures, Volume Textures, Point Primitive Support, Full-Screen Anti-Aliasing, DXT Compressed Textures, Two Sided Stencil Test, Mipmapped Volume Textures, Mipmapped Cube Textures, Texture Border Color, Spherical Mapping, Automatic Mipmap Generation, Hardware Rasterization, Shading, Transform and Lighting, Scissor Test, Legacy Depth Bias -------------------------------------------------------------------------------- DirectShow Version 9.0c Long Version 4.09.00.0904 Registered DirectShow Filters .RAM file Parser AC3 Parser Filter AC3 Source Filter AC3Filter ACELP.net Sipro Lab Audio Decoder ACM Wrapper ASF ACM Handler ASF DIB Handler ASF DJPEG Handler ASF ICM Handler ASF JPEG Handler ASF URL Handler ASF embedded stuff Handler ASX file Parser ASX v.2 file Parser AVI Decompressor AVI Draw AVI Splitter AVI/WAV File Source BDA Slip De-Framer Color Space Converter Creative AC3 Source Filter Creative CDDA Source Filter Creative LiveRecording Filter Creative MLP Source Filter Creative MP3 Source Filter Creative NVF Filter Creative WMA Source Filter DV Muxer DV Source Filter DV Splitter DV Video Decoder Decrypt/Tag Default DirectSound Device Default MidiOut Device File Source (Async.) File Source (Netshow URL) File Source (URL) File stream renderer Indeo audio software Indeo video 4.4 Decompression Filter Indeo video 5.10 Decompression Filter InterVideo Audio Decoder InterVideo Audio Processor Fx InterVideo MPEG4 Video Decoder InterVideo Video Decoder Internal Script Command Renderer Line 21 Decoder Line 21 Decoder 2 MIDI Parser MJPEG Decompressor MPEG Audio Decoder MPEG Layer-3 Decoder MPEG Video Decoder MPEG-2 Demultiplexer MPEG-2 Splitter MPEG-I Stream Splitter Microsoft MPEG-4 Video Decompressor Microsoft Screen Video Decompressor Multi-file Parser NSC file Parser NVF Filter NVVPE Nero DVD Decoder Nero DVD Navigator Nero Digital Audio Decoder Nero Digital Parser Nero ES Video Reader Nero File Source (Async.) Nero File Source / Splitter Nero InteractiveGraphics Decoder Nero PresentationGraphics Decoder Nero QuickTime Audio Decoder Nero QuickTime Video Decoder Nero Splitter Nero Subpicture Decoder Nero Vcd Navigator Nero Video Decoder Nero Video Decoder HD Ogg Multiplexer Ogg Splitter Overlay Mixer2 QT Decompressor QuickTime Movie Parser SAMI (CC) Parser VBI Surface Allocator VGA 16 Color Ditherer Video Port Manager Video Renderer Vorbis Decompressor WM ASF Reader WM ASF Writer WMS Filter WST Decoder Wave Parser Windows Media Audio Decoder Windows Media Multiplexer Windows Media Update Filter Windows Media Video Decoder Windows Media source filter XML Playlist XviD MPEG-4 Video Decoder ffdshow MPEG-4 Video Decoder -------------------------------------------------------------------------------- DirectSound Version 5.3.2600.2180 Speaker Configuration Quadraphonic Primary Device USB Sound Blaster Audigy 2 NX Sound Device 1/2 Creative USB Sound Blaster Audigy 2 NX Driver Description USB Sound Blaster Audigy 2 NX Manufacturer Creative Technology Ltd. Driver File sbusb.sys Driver Date 8-19-2004 Driver WHQL Certified true Max Supported 3D Hardware Sounds 64 HD Audio Support false EAX Support Supported PCI Name Creative USB Sound Blaster Audigy 2 NX Vendor ID 0x0000 Device ID 0x0000 SubSystem ID 0x00000000 Revision ID 0x0000 Capabilities Continuous Rate, Primary Buffer with 16-bit Samples, Primary Buffers with 8-bit Samples, Monophonic Primary Buffers, Stereo Primary Buffers, Hardware-mixed Secondary Buffers with 16-bit Samples, Hardware-mixed Secondary Buffers with 8-bit Samples, Hardware-mixed Monophonic Secondary Buffers, Hardware-mixed Stereo Secondary Buffers Sound Device 2/2 Realtek AC'97 Audio Driver 5.10.0.5900 Description Realtek AC97 Audio Manufacturer Realtek Driver File ALCXWDM.SYS Driver Version 5.10.0.5900 Driver Date 8-19-2005 Driver WHQL Certified true Max Supported 3D Hardware Sounds 26 HD Audio Support false EAX Support Supported PCI Name Realtek AC'97 Audio Vendor ID 0x10de Device ID 0x0059 SubSystem ID 0x812a1043 Revision ID 0x00a2 Capabilities Continuous Rate, Primary Buffer with 16-bit Samples, Primary Buffers with 8-bit Samples, Monophonic Primary Buffers, Stereo Primary Buffers, Hardware-mixed Secondary Buffers with 16-bit Samples, Hardware-mixed Secondary Buffers with 8-bit Samples, Hardware-mixed Monophonic Secondary Buffers, Hardware-mixed Stereo Secondary Buffers Memory Info Total Physical Memory 2.00 GB Free Physical Memory 1.53 GB Total Pagefile Memory 3.85 GB Free Pagefile Memory 3.31 GB Memory Array 1/1 Max Module Capacity 8 MB Location System Board Use System Supported Speeds - Supported Types - Supported Voltages - Memory Slot 1/4 Installed Enabled Size 1.00 GB Form Factor DIMM Frequency 400.0 MHz Slot DIMM0 [bANK0] Manufacturer Manufacturer0 Type DDR Type Details Synchronous Enabled Size 1.00 GB Total Bit Width 64 b Data Bit Width 72 b Memory Slot 2/4 Installed Enabled Size 1.00 GB Form Factor DIMM Frequency 400.0 MHz Slot DIMM1 [bANK1] Manufacturer Manufacturer1 Type DDR Type Details Synchronous Enabled Size 1.00 GB Total Bit Width 64 b Data Bit Width 72 b Memory Slot 3/4 Installed Enabled Size 0 B Form Factor DIMM Frequency 0.0 Hz Slot DIMM2 [bANK2] Manufacturer Manufacturer2 Type Details - Enabled Size 0 B Total Bit Width 0 b Data Bit Width 0 b Memory Slot 4/4 Installed Enabled Size 0 B Form Factor DIMM Frequency 0.0 Hz Slot DIMM3 [bANK3] Manufacturer Manufacturer3 Type Details - Enabled Size 0 B Total Bit Width 0 b Data Bit Width 0 b Motherboard Info Supported Slot Types ISA, PCI, PCI Express Manufacturer ASUSTeK Computer INC. Model A8N32-SLI-Deluxe Version Rev 1.xx BIOS Vendor American Megatrends Inc. BIOS Version 1205 BIOS Release Date 04/28/2006 BIOS Properties Plug and Play, Flash AGP Available Rate 0x00000000 Selected Rate 0x00000000 Aperture Size 0 B Sideband Addressing - Fast Write - PCI Devices PCI standard host CPU bridge Manufacturer (Standard system devices) Location PCI bus 0, device 24, function 0 PCI standard host CPU bridge Manufacturer (Standard system devices) Location PCI bus 0, device 24, function 1 PCI standard host CPU bridge Manufacturer (Standard system devices) Location PCI bus 0, device 24, function 2 PCI standard host CPU bridge Manufacturer (Standard system devices) Location PCI bus 0, device 24, function 3 Texas Instruments OHCI Compliant IEEE 1394 Host Controller Manufacturer Texas Instruments Location PCI bus 4, device 11, function 0 PCI standard ISA bridge Manufacturer (Standard system devices) Location PCI bus 0, device 10, function 0 NVIDIA nForce PCI System Management Manufacturer NVIDIA Location PCI bus 0, device 10, function 1 Standard Dual Channel PCI IDE Controller Manufacturer (Standard IDE ATA/ATAPI controllers) Location PCI bus 0, device 15, function 0 NVIDIA nForce4 Serial ATA RAID Controller Manufacturer NVIDIA Corporation Location PCI bus 0, device 16, function 0 NVIDIA nForce4 Serial ATA Controller Manufacturer NVIDIA Corporation Location PCI bus 0, device 17, function 0 NVIDIA Network Bus Enumerator Manufacturer NVIDIA Location PCI bus 0, device 19, function 0 Realtek AC'97 Audio Manufacturer Realtek Location PCI bus 0, device 13, function 0 Standard OpenHCD USB Host Controller Manufacturer (Standard USB Host Controller) Location PCI bus 0, device 11, function 0 Standard Enhanced PCI to USB Host Controller Manufacturer (Standard USB Host Controller) Location PCI bus 0, device 11, function 1 PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Location PCI bus 0, device 18, function 0 PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Location PCI bus 0, device 22, function 0 PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Location PCI bus 0, device 23, function 0 nForce4 HyperTransport Bridge Manufacturer NVIDIA Location PCI bus 0, device 9, function 0 nForce Memory Controller Manufacturer NVIDIA Location PCI bus 0, device 0, function 7 nForce Memory Controller Manufacturer NVIDIA Location PCI bus 0, device 0, function 6 NVIDIA GeForce 7900 GTX Manufacturer NVIDIA Location PCI bus 6, device 0, function 0 NVIDIA GeForce 7900 GTX Manufacturer NVIDIA Location PCI bus 3, device 0, function 0 PCI standard RAM Controller Manufacturer (Standard system devices) Location PCI bus 0, device 0, function 0 nForce Memory Controller Manufacturer NVIDIA Location PCI bus 0, device 0, function 3 nForce Memory Controller Manufacturer NVIDIA Location PCI bus 0, device 0, function 4 nForce HyperTransport Bridge Manufacturer NVIDIA Location PCI bus 0, device 0, function 1 PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Location PCI bus 0, device 4, function 0 PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Location PCI bus 0, device 2, function 0 PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Location PCI bus 0, device 3, function 0 nForce Memory Controller Manufacturer NVIDIA Location PCI bus 0, device 0, function 2 nForce Memory Controller Manufacturer NVIDIA Location PCI bus 0, device 0, function 5 Marvell Yukon 88E8053 PCI-E Gigabit Ethernet Controller Manufacturer Marvell Location PCI bus 2, device 0, function 0 AGEIA PhysX PCI Card Manufacturer AGEIA Technologies, Inc. Location PCI bus 4, device 7, function 0 Card Slots PCI Express Slot Order 1 Designation PCIEX1_16 Type PCI Express Characteristics 3.3V, Shared, PME Signal Data Bus Width 32 b Details In Use, Short IRQ 0 PCI Express Slot Order 2 Designation PCIEX2_16 Type PCI Express Characteristics 3.3V, Shared, PME Signal Data Bus Width 32 b Details In Use, Short IRQ 0 PCI Express Slot Order 3 Designation PCIEX3_4 Type PCI Express Characteristics 3.3V, Shared, PME Signal Data Bus Width 32 b Details Available, Short IRQ 0 PCI Slot Order 4 Designation PCI4 Type PCI Characteristics 3.3V, Shared, PME Signal Data Bus Width 32 b Details Available, Short IRQ 0 PCI Slot Order 5 Designation PCI5 Type PCI Characteristics 3.3V, Shared, PME Signal Data Bus Width 32 b Details In Use, Short IRQ 0 PCI Slot Order 6 Designation PCI6 Type PCI Characteristics 3.3V, Shared, PME Signal Data Bus Width 32 b Details Available, Short IRQ 0 System Devices Name PCI standard host CPU bridge Manufacturer (Standard system devices) Name PCI standard host CPU bridge Manufacturer (Standard system devices) Name PCI standard host CPU bridge Manufacturer (Standard system devices) Name PCI standard host CPU bridge Manufacturer (Standard system devices) Name PCI standard ISA bridge Manufacturer (Standard system devices) Name NVIDIA nForce PCI System Management Manufacturer NVIDIA Name Standard Dual Channel PCI IDE Controller Manufacturer (Standard IDE ATA/ATAPI controllers) Name NVIDIA nForce4 Serial ATA RAID Controller Manufacturer NVIDIA Corporation Name NVIDIA nForce4 Serial ATA Controller Manufacturer NVIDIA Corporation Name NVIDIA Network Bus Enumerator Manufacturer NVIDIA Name Realtek AC'97 Audio Manufacturer Realtek Name Standard OpenHCD USB Host Controller Manufacturer (Standard USB Host Controller) Name Standard Enhanced PCI to USB Host Controller Manufacturer (Standard USB Host Controller) Name PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Name PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Name PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Name nForce4 HyperTransport Bridge Manufacturer NVIDIA Name nForce Memory Controller Manufacturer NVIDIA Name nForce Memory Controller Manufacturer NVIDIA Name PCI standard RAM Controller Manufacturer (Standard system devices) Name nForce Memory Controller Manufacturer NVIDIA Name nForce Memory Controller Manufacturer NVIDIA Name nForce HyperTransport Bridge Manufacturer NVIDIA Name PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Name PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Name PCI standard PCI-to-PCI bridge Manufacturer (Standard system devices) Name nForce Memory Controller Manufacturer NVIDIA Name nForce Memory Controller Manufacturer NVIDIA USB Devices Description USB Root Hub Driver Date 7-1-2001 Driver Version 5.1.2600.2180 Device Class Universal Serial Bus Controller Description USB Root Hub Driver Date 7-1-2001 Driver Version 5.1.2600.2180 Device Class Universal Serial Bus Controller Description USB Composite Device Driver Date 7-1-2001 Driver Version 5.1.2600.0 Device Class Universal Serial Bus Controller Description Creative USB Sound Blaster Audigy 2 NX Driver Date 8-19-2004 Device Class Sound, Video or Game Controller Description USB Mass Storage Device Driver Date 7-1-2001 Driver Version 5.1.2600.0 Device Class Universal Serial Bus Controller Description Generic USB Hub Driver Date 7-1-2001 Driver Version 5.1.2600.0 Device Class Universal Serial Bus Controller Description Generic USB Hub Driver Date 7-1-2001 Driver Version 5.1.2600.0 Device Class Universal Serial Bus Controller Description Serial On USB Port Driver Date 8-26-2002 Driver Version 2.60.826.2 Device Class Port (COM/LPT) FireWire Devices Description 1394 Net Adapter Driver Date 7-1-2001 Driver Version 5.1.2535.0 Device Class Network Adapter Monitor Info Monitor 1/2 Name Default Monitor Manufacturer (Standard monitor types) Max Width 0 px Max Height 0 px Monitor 2/2 Name Plug and Play Monitor Manufacturer (Standard monitor types) Max Width 1600 px Max Height 1200 px Operating System Info Name Microsoft Windows XP Version 5.1.2600 PlatformId 2 Service Pack Service Pack 2 (v2.0) Suite 256 Product Type 1 Media Center false Windows Environment 32-bit Locale GB Desktop Width 1920 px Desktop Height 1200 px Desktop BPP 32 b Internet Explorer Version 62900.2180 DEP Hardware Support true Applications Protected true Drivers Protected true User Option On for essential Windows programs and services only Open Processes Name PID Memory Usage 3DMark06.exe 6036 14 MB alg.exe 2624 224 KB AluSchedulerSvc.exe 1348 464 KB AnyDVD.exe 3416 876 KB awhost32.exe 1388 764 KB CCAPP.EXE 3212 18 MB CCEVTMGR.EXE 876 6 MB CCPROXY.EXE 976 8 MB CCSETMGR.EXE 1884 3 MB csrss.exe 1148 2 MB CTDVDDET.exe 3840 636 KB ctfmon.exe 4008 880 KB CTSVCCDA.EXE 1492 88 KB CTSysVol.exe 3884 1 MB DUMeter.exe 3304 3 MB E_S4I2F1.EXE 3368 680 KB explorer.exe 820 16 MB IEXPLORE.EXE 1368 22 MB IEXPLORE.EXE 6116 18 MB IEXPLORE.EXE 5468 5 MB jusched.exe 3020 108 KB lsass.exe 1232 1 MB msnmsgr.exe 4088 2 MB MsPMSPSv.exe 2112 108 KB NAVAPSVC.EXE 1736 180 KB NSCSRVCE.EXE 3284 1 MB nSvcAppFlt.exe 2156 3 MB nSvcIp.exe 1972 11 MB nSvcLog.exe 456 576 KB nTrayFw.exe 2964 692 KB nvraidservice.exe 2840 512 KB nvsvc32.exe 508 336 KB PhotoshopElementsFileAgent.exe 720 188 KB PhotoshopElementsFileAgent.exe 768 444 KB qttask.exe 3800 452 KB rapimgr.exe 536 576 KB realsched.exe 3512 160 KB rundll32.exe 3904 688 KB rundll32.exe 3924 532 KB services.exe 1220 3 MB Skype.exe 548 11 MB smss.exe 1076 64 KB SNDSrvc.exe 988 2 MB SOUNDMAN.EXE 3968 448 KB SPBBCSvc.exe 1064 2 MB spoolsv.exe 1784 2 MB svchost.exe 1392 2 MB svchost.exe 1452 4 MB svchost.exe 1624 12 MB svchost.exe 1712 1 MB svchost.exe 1816 1 MB svchost.exe 3976 312 KB svchost.exe 364 1 MB symlcsvc.exe 1516 204 KB System 4 40 KB System Idle Process 0 28 KB TeamSpeak.exe 2568 7 MB TrayIcon.exe 3784 452 KB unsecapp.exe 280 192 KB wcescomm.exe 344 556 KB wdfmgr.exe 2056 104 KB winlogon.exe 1172 1 MB wmiprvse.exe 1312 7 MB wmiprvse.exe 5972 6 MB Open Applications 1.16 and Coop issues - Ghost Recon.net Forums - Microsoft Internet Explorer 3DMark06 DU Meter Ghost Recon.net Forums -> Replying in GRAW ADD ON PACK AND UPDATE 1.16 - Microsoft Internet Explorer TeamSpeak 2 viiiper - Photobucket - Video and Image Hosting - Microsoft Internet Explorer Logical Drives Letter Label Type Capacity Available A: Floppy 0 B 0 B D: Raptor3-installs Hard Disk 139.73 GB 116.49 GB E: WD400-FTP Hard Disk 372.61 GB 140.88 GB F: Maxtor120-Downloads Hard Disk 114.49 GB 97.57 GB G: PCA_12 CD-ROM 396 MB 0 B I: Raid-0 Hard Disk 279.46 GB 263.51 GB J: WD 120 Hard Disk 111.79 GB 104.77 GB L: GRAW CD-ROM 2.49 GB 0 B M: xp service packs CD-ROM 477 MB 0 B R: Floppy 0 B 0 B S: Floppy 0 B 0 B T: Floppy 0 B 0 B U: Floppy 0 B 0 B ---EOF--- Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted June 22, 2006 Share Posted June 22, 2006 Main problem various disconnect issues on multiplayer servers. either "invalid-cd-key" or "modified-game-files", almost everytime this happens I get back in the server and its empty ie. it dumped everyone. however if the anti-cheat works, I for one can put up with this... Confirmed however it didn't kick everyone on our server, about half of them, me included. I have 2 cd's as i bought a 2nd for the server and both have valid keys, and run the game off the cd Quote Link to comment Share on other sites More sharing options...
Peace Posted June 22, 2006 Share Posted June 22, 2006 Main problem various disconnect issues on multiplayer servers. either "invalid-cd-key" or "modified-game-files", almost everytime this happens I get back in the server and its empty ie. it dumped everyone. however if the anti-cheat works, I for one can put up with this... Confirmed however it didn't kick everyone on our server, about half of them, me included. I have 2 cd's as i bought a 2nd for the server and both have valid keys, and run the game off the cd After installing 1.16 patch I recieve the error message "CD key was rejected" between map switches then I'm kicked from the server It occurs almost persistently between map switches, and I have to rejoin all the time... Quote Link to comment Share on other sites More sharing options...
Iggy. Posted June 22, 2006 Share Posted June 22, 2006 Main problem various disconnect issues on multiplayer servers. either "invalid-cd-key" or "modified-game-files", almost everytime this happens I get back in the server and its empty ie. it dumped everyone. however if the anti-cheat works, I for one can put up with this... BA same here Quote Link to comment Share on other sites More sharing options...
Slow Posted June 22, 2006 Share Posted June 22, 2006 (edited) Main problem various disconnect issues on multiplayer servers. either "invalid-cd-key" or "modified-game-files", almost everytime this happens I get back in the server and its empty ie. it dumped everyone. however if the anti-cheat works, I for one can put up with this... BA same here Same, Same. Some times it dumps half the people in the sever. Slow Edited June 22, 2006 by Slow Quote Link to comment Share on other sites More sharing options...
Blaster Posted June 22, 2006 Share Posted June 22, 2006 I solved the screen pinch problem. Change the aspect ratio from auto, to 4:3 or whatever your monitor uses. Worked for my CRT. Quote Link to comment Share on other sites More sharing options...
fedayn Posted June 22, 2006 Share Posted June 22, 2006 i've same problem: "modified-game files" with many servers... there's a fix? Quote Link to comment Share on other sites More sharing options...
GI-Hoe-808 Posted June 22, 2006 Share Posted June 22, 2006 i've same problem: "modified-game files" with many servers... there's a fix? I've experienced the same problems as well. The only way I could join servers was go in and remove my Local folder out of GRAW. I tried joining and it worked like a charm. When I updated, it automatically wrote over the existing Multicam skin by DiGiTALLY-TC which bummed me out. I was afraid to try reinstalling it due to file scanning when entering a server. DM was pretty neat at first but then became quite frustrating with everyone spawning so close to each other. Even 10 people seemed as if it were too much to handle. Hopefully GRIN will make some changes to that aspect of the game. Quote Link to comment Share on other sites More sharing options...
Forrester Posted June 22, 2006 Share Posted June 22, 2006 I've had two issues 1 the game starts up, black screen, but behind that a notification from my firewall, I can't see it so I couldn't click the allow button, trial and error (pushing the windows button/ctr alt del) after a couple of times i could fix it 2 I got a bug during gameplay The mission Quarterback after I found the dead team I went and sniped my way down to my new waypoint but during tha I got a message that something could not be rendered (havent got the textfile here, will post that later after a couple more attemts to get beyond that point) Online haven't tried yet..... that day will come after I finish SP a couple of times (dont want to get shot immediately .....) Quote Link to comment Share on other sites More sharing options...
Joseph_Q Posted June 22, 2006 Share Posted June 22, 2006 Some graphic bug in wepon selection screen. Quote Link to comment Share on other sites More sharing options...
waldelf_ Posted June 22, 2006 Share Posted June 22, 2006 still "neverending" blackscreen after loadingscreen when joining coop-game or mapchange in dominationmode!!! only "esc" and back to mainmenu works!!! after that connection to same dominationserver is not possible! firewall and portforwarding checked! o.k.! found one server that works for mapchange in dominationmode! (servername:"german ghosts") others don't work! today i will test official ubiservers! (are there any official dominationservers???) yesterday the ubiservers were on v1.10 that's my only problem with this game (since release) and i love it more and more but: don't show users a black screen, show them what is happening even if it's highly technical! if the blackscreens are a serverproblem, catch the error and give some response like "server is too busy" or something else... thanx in advance and thanx for a really great, great game Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted June 22, 2006 Share Posted June 22, 2006 Some graphic bug in wepon selection screen. Seen the exact bug once during deathmatch.. Quote Link to comment Share on other sites More sharing options...
Peace Posted June 22, 2006 Share Posted June 22, 2006 Some graphic bug in wepon selection screen. Seen the exact bug once during deathmatch.. me too Quote Link to comment Share on other sites More sharing options...
pexcer Posted June 22, 2006 Share Posted June 22, 2006 Crash bug in ready for bear, only happens with the 1.16 patch, if i uninstall the patch i can play through the mission. I uninstalled the game reinstalled game and patch and still got the crash, the crash happened several times in the same place. I get the following text when it crashes: Crash in application version: grpcrc1.16 data\lib\units\ai\soldier\scontrollogics.dsf(-1): cant find member: damage_data in type <Unit> SCRIPT STACK data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\levels\mission06\mission06.dsf(0) this happens between checkpoint nine and the mission end on the level "ready for bear". After gaining control of the two tanks and sending them out to kill the first tank, to the NW if I remember right. After killing that tank and starting to move the tanks towards the tank north of that spot the game crashes, each time it crashed I was either in the tac screen or it crashed when I tried to exit the tac screen. It seems to have something to do with enemy AI. Whats happened at and around the crash time is an enemy tank to the east leaves through the tunnel you enter the area through, also the friendly tanks are usually firing on people in the guard towers in the area, I'm in the tac screen ordering one tank around the western route to flank the northern tank. Thats when the crash happens. Some graphic bug in wepon selection screen. It's funny, that graphic bug is exactly what a new, empty map looks like in the map editor. Although without the gun floating there obviously. Quote Link to comment Share on other sites More sharing options...
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