BA Chicken Defense V2.56 (BA7.81) - Page 5

BA Chicken Defense V2.56 (BA7.81)

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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: BA Chicken Defense V1.32 (BA641)

Post by el_matarife »

TheFatController wrote:1.33 Changelog
- Raised buildtime on the Bombardiers so they can no longer be instantly reclaimed
By the way, you may want to just set all chickens to no reclaim and no capture. (No capture unitdef is in .77)
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TheFatController
Balanced Annihilation Developer
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Re: BA Chicken Defense V1.33 (BA641)

Post by TheFatController »

I think capturing chickens causes lua errors in the current version, ill look to have this fixed.

I do like the ability to reclaim them as it makes dealing with the odd chicken with builders possible.

As for capturing I may even add some kind of mini easter egg if you manage to capture them (small bonus metal, chicken breeding! etc). I can't see it being a huge problem as only commanders can do it (aside from the obvious lua errors to be fixed!)
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BrainDamage
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Re: BA Chicken Defense V1.33 (BA641)

Post by BrainDamage »

the dodos being invisible to sonar screw up sea badly, now it's totally impossible to stop them for a sea player.

I think it's because you added radar jamming, if yes, please make them walk on water surface like hover or turn off jamming field when they enter water
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TheFatController
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Re: BA Chicken Defense V1.33 (BA641)

Post by TheFatController »

Brain Damage wrote:the dodos being invisible to sonar screw up sea badly, now it's totally impossible to stop them for a sea player.

I think it's because you added radar jamming, if yes, please make them walk on water surface like hover or turn off jamming field when they enter water
They've been stealthy for some time this was just an extra touch to try and help them get through defenses (ie avoiding doomsday ATAD's), it wouldn't really hurt just to turn stealth off i'll look into a better solution (It would be nice if there were two stealth tags, one for sonar and one for radar oh well...)
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: BA Chicken Defense V1.33 (BA641)

Post by el_matarife »

TheFatController wrote:(It would be nice if there were two stealth tags, one for sonar and one for radar oh well...)
There is in .77, check the changelog
- Added 'sonarStealth' unitDef tag.
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TheFatController
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Re: BA Chicken Defense V1.33 (BA641)

Post by TheFatController »

1.34 Changelog
- Queen difficulty can now be specified in mod options (note: Very Hard queen is supposed to be a near impossible challenge not something for every game)
- Dodo's are now effectively hovercraft (solving the issue of them being invisible underwater).
- Weavers are no longer amphibious.
- Enraged Lobbers buffed a bit.
- Fixed lua errors / game corruption when a chicken was captured (they now explode when captured!).

Download: http://spring.jobjol.nl/show_file.php?id=1513
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TheFatController
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Re: BA Chicken Defense V1.34 (BA641)

Post by TheFatController »

1.35 Changelog
- Now compatible with 0.77b2

Download: http://spring.jobjol.nl/show_file.php?id=1515
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pharoph
Posts: 408
Joined: 16 Jan 2008, 02:04

Re: BA Chicken Defense V1.35 (BA641)

Post by pharoph »

im getting a mod mailfunction where the map is speed ball 10x10 with the latest mod of chickens but when i play the chickens only have a commander but no barrows. fix this will ya?
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Hobo Joe
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Re: BA Chicken Defense V1.35 (BA641)

Post by Hobo Joe »

pharoph wrote:im getting a mod mailfunction where the map is speed ball 10x10 with the latest mod of chickens but when i play the chickens only have a commander but no barrows. fix this will ya?
Same here.
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TheFatController
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Re: BA Chicken Defense V1.35 (BA641)

Post by TheFatController »

Try this verison please:

http://spring.jobjol.nl/show_file.php?id=1518

Also ensure you're using the correct BA641.sd7 and also the correct otacontent files.
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Hobo Joe
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Re: BA Chicken Defense V1.35 (BA641)

Post by Hobo Joe »

Same problem. Commander, but no chickens.


Also, lots of desyncs.
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TheFatController
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Re: BA Chicken Defense V1.35 (BA641)

Post by TheFatController »

How strange, I don't get this issue..

If there's a commander then lua gadget isn't being run for you at all, could you possibly post your infolog here please?
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pharoph
Posts: 408
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Re: BA Chicken Defense V1.35 (BA641)

Post by pharoph »

Video mode set to 1024 x 768 / 32 bit
[ 0] SDL: 1.2.10
[ 0] GL: 1.5.5
[ 0] GL: NVIDIA Corporation
[ 0] GL: GeForce4 MX 420/AGP/SSE
[ 0] GLEW: 1.4.0
[ 0] Connecting to local server using number 0
[ 0] Became player 0
[ 0] Using map Speed_Ball_10x10.smf
[ 0] Recording demo demos/20081010_231816_Speed_Ball_10x10_0.77b3.sdf
[ 0] Using script Commanders
[ 0] Using mod BA Chicken Defense V1.35b (BA6.41)
[ 0] Connecting to server
[ 0] Parsing unit icons
[ 0] Loading all definitions: 5.111000
[ 0] You are missing an OpenGL extension needed to use shadowmaps (fragment_program_shadow)
[ 0] Opening map file
[ 0] Loading Map
[ 0] Loading detail textures
[ 0] Creating overhead texture
[ 0] Creating ground shading
[ 0] Loading tile file
[ 0] Reading tiles
[ 0] Reading tile map
[ 0] Creating projectile texture
[ 0] Number of damage types: 43
[ 0] Loading weapon definitions
[ 0] Loading unit definitions
[ 0] WARNING: too many unit categories 33 missed fort
[ 0] Loading feature definitions
[ 0] Creating unit textures
[ 0] Initializing map features
[ 0] Couldnt find wreckage info in my ass xd
[ 0] Unknown map feature type in my ass xd
[ 0] Reading estimate path costs (1 thread)
[ 0] Analyzing map accessibility [8] (1 thread)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 0 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 1 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 2 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 3 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 4 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 5 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 6 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 7 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 8 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 9 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 10 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 11 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 12 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 13 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 14 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 15 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 16 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 17 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 18 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 19 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 20 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 21 of 23)
[ 0] Blocks 0 to 6400 (block-size 8, path-type 22 of 23)
[ 0] Reading estimate path costs (1 thread)
[ 0] Analyzing map accessibility [32] (1 thread)
[ 0] Blocks 0 to 400 (block-size 32, path-type 0 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 1 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 2 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 3 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 4 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 5 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 6 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 7 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 8 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 9 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 10 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 11 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 12 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 13 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 14 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 15 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 16 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 17 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 18 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 19 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 20 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 21 of 23)
[ 0] Blocks 0 to 400 (block-size 32, path-type 22 of 23)
[ 0] Pathing data checksum: 78025d56
[ 0] Loading LuaRules
[ 0] gf1 = LuaRules/Gadgets/areaattack.lua
[ 0] gf1 = LuaRules/Gadgets/cmd_nocost.lua
[ 0] gf1 = LuaRules/Gadgets/comiscontrol.lua
[ 0] gf1 = LuaRules/Gadgets/doesnotcount.lua
[ 0] gf1 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf1 = LuaRules/Gadgets/lups_manager_77.lua
[ 0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf1 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf1 = LuaRules/Gadgets/unit_direct_control.lua
[ 0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf1 = LuaRules/Gadgets/unit_spawner.lua
[ 0] gf2 = LuaRules/Gadgets/areaattack.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_nocost.lua
[ 0] gf2 = LuaRules/Gadgets/comiscontrol.lua
[ 0] gf2 = LuaRules/Gadgets/doesnotcount.lua
[ 0] gf2 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf2 = LuaRules/Gadgets/lups_manager_77.lua
[ 0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf2 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf2 = LuaRules/Gadgets/unit_direct_control.lua
[ 0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf2 = LuaRules/Gadgets/unit_spawner.lua
[ 0] Loaded gadget: BA Chicken Spawner <unit_spawner.lua>
[ 0] Loaded gadget: DirectControl <unit_direct_control.lua>
[ 0] Loaded gadget: NoCost <cmd_nocost.lua>
[ 0] Loaded gadget: Shockwaves <lups_shockwaves.lua>
[ 0] Loaded gadget: lups_wrapper.lua <lups_wrapper.lua>
[ 0] Loaded gadget: Area Attack <areaattack.lua>
[ 0] Loaded gadget: C Is For Control <comiscontrol.lua>
[ 0] Loaded gadget: Does Not Count v2 <doesnotcount.lua>
[ 0] Loaded gadget: Team Com Ends <teamcomends.lua>
[ 0] Loaded gadget: LupsManager <lups_manager.lua>
[ 0] Loaded gadget: LupsSyncedManager <lups_manager_77.lua>
[ 0] Loaded gadget: Mex Upgrader Gadget <unit_mex_upgrader.lua>
[ 0] LUARULES-MAIN (GADGETS)
[ 0] gf1 = LuaRules/Gadgets/areaattack.lua
[ 0] gf1 = LuaRules/Gadgets/cmd_nocost.lua
[ 0] gf1 = LuaRules/Gadgets/comiscontrol.lua
[ 0] gf1 = LuaRules/Gadgets/doesnotcount.lua
[ 0] gf1 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf1 = LuaRules/Gadgets/lups_manager_77.lua
[ 0] gf1 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf1 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf1 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf1 = LuaRules/Gadgets/unit_direct_control.lua
[ 0] gf1 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf1 = LuaRules/Gadgets/unit_spawner.lua
[ 0] gf2 = LuaRules/Gadgets/areaattack.lua
[ 0] gf2 = LuaRules/Gadgets/cmd_nocost.lua
[ 0] gf2 = LuaRules/Gadgets/comiscontrol.lua
[ 0] gf2 = LuaRules/Gadgets/doesnotcount.lua
[ 0] gf2 = LuaRules/Gadgets/lups_manager.lua
[ 0] gf2 = LuaRules/Gadgets/lups_manager_77.lua
[ 0] gf2 = LuaRules/Gadgets/lups_shockwaves.lua
[ 0] gf2 = LuaRules/Gadgets/lups_wrapper.lua
[ 0] gf2 = LuaRules/Gadgets/teamcomends.lua
[ 0] gf2 = LuaRules/Gadgets/unit_direct_control.lua
[ 0] gf2 = LuaRules/Gadgets/unit_mex_upgrader.lua
[ 0] gf2 = LuaRules/Gadgets/unit_spawner.lua
[ 0] Loaded gadget: BA Chicken Spawner <unit_spawner.lua>
[ 0] Loaded gadget: NoCost <cmd_nocost.lua>
[ 0] Loaded gadget: Shockwaves <lups_shockwaves.lua>
[ 0] Loaded gadget: Area Attack <areaattack.lua>
[ 0] Loaded gadget: C Is For Control <comiscontrol.lua>
[ 0] Loaded gadget: LupsManager <lups_manager.lua>
[ 0] Loaded gadget: LupsSyncedManager <lups_manager_77.lua>
[ 0] Loaded gadget: Mex Upgrader Gadget <unit_mex_upgrader.lua>
[ 0] error = 2, LuaRules/draw.lua, error = 2, LuaRules/gadgets.lua, [string "lups/lups.lua"]:47: attempt to call global 'select' (a nil value)
[ 0] Loading LuaGaia
[ 0] Loading LuaUI
[ 0] Using LUAUI_DIRNAME = LuaUI/
[ 0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 0] LuaUI: bound F11 to the widget selector
[ 0] LuaUI: bound CTRL+F11 to tweak mode
[ 0] Hardware is incompatible with Xray shader requirements
[ 0] Hardware is incompatible with Xray shader requirements
[ 0] ahoj
[ 0] Loaded widget: MexUpg Helper <helper.lua>
[ 0] Reloaded ctrlpanel with: LuaUI/Configs/ctrlpanel.txt
[ 0] Loaded widget: BA Layout <gui_ba_layout.lua>
[ 0] Loaded widget: Commander Name Tags 1.6 <unit_comm_nametags.lua>
[ 0] Loaded widget: HealthBars <unit_healthbars.lua>
[ 0] Loaded widget: Chicken Panel <gui_chicken.lua>
[ 0] Loaded widget: Eyes <gui_eyes.lua>
[ 0] No SidePic in the mod for side core.
[ 0] No SidePic in the mod for side arm.
[ 0] No SidePic in the mod for side arm.
[ 0] Loaded widget: AdvPlayersList <gui_advplayerslist.lua>
[ 0] Loaded widget: DGunLimit <gui_limit_dgun.lua>
[ 0] Loaded widget: BuildBar <unit_buildbar.lua>
[ 0] Loaded widget: DoLine <cmd_doline.lua>
[ 0] Loaded widget: ReclaimInfo <gui_reclaiminfo.lua>
[ 0] Loaded widget: IdleBuildersNEW <gui_idle_builders_new.lua>
[ 0] Loaded widget: Defense Range v4.11 <gui_defenserange.lua>
[ 0] Loaded widget: Start Point Remover <init_start_point_remover.lua>
[ 0] Loaded widget: Take Reminderv2.2 <gui_take_remind.lua>
[ 0] Loaded widget: DontMove <unit_dontmove.lua>
[ 0] Loaded widget: NoDuplicateOrders <cmd_no_duplicate_orders.lua>
[ 0] Loaded widget: Attack AoE <gui_attack_aoe.lua>
[ 0] Loaded widget: take com control too <takecomcontroltoo.lua>
[ 0] Loaded widget: Select n Center! <gui_center_n_select.lua>
[ 0] Loaded widget: LupsManager <gfx_lups_manager.lua>
[ 0] Loaded widget: Lups <lups_wrapper.lua>
[ 0] Loaded widget: CustomFormations <unit_customformations.lua>
[ 0] LuaUI v0.3
[ 0] Finalizing...
[ 0] Spring 0.77b3
[ 0] false
[ 0] Error in DrawScreen(): [string "C:\Documents and Settings\Brown Family\My D..."]:249: attempt to call field 'mod' (a nil value)
[ 0] Removed widget: Eyes
[ 0] New connection established in 0 (wanted number was 0)
[ 0] Player [TOS]pharoah joined as 0
[ 0] GameID: 3b2cef4804b79ee9e9f490211e335c26
[ 199] Speed set to 1.5 [[TOS]pharoah]
[ 205] Speed set to 2.0 [[TOS]pharoah]
[ 213] Speed set to 2.5 [[TOS]pharoah]
[ 228] Speed set to 3.0 [[TOS]pharoah]
[ 2683] Team0 ([TOS]pharoah) got smeared
[ 2683] Team1 ([TOS]pharoah) inspired a new "Warning" label
[ 2689] <Take Reminder> Spectator mode. Widget removed.
[ 2699] Game over
[ 2704] <DefenseRange> Spectator mode. Widget removed.
[ 2858] Game has ended
[ 3050] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 3050] Sorting roster by Allies
[ 3050] Path cache hits 0 0%
[ 3050] Path cache hits 0 0%
[ 3050] Statistics for local connection:
Received: 4534 bytes
Sent: 30884 bytes


try and fix it soon!
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: BA Chicken Defense V1.35 (BA641)

Post by Satirik »

you can use the "sections" now in the options to group the custom AI ones
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.35 (BA641)

Post by TheFatController »

Right, that all looks okay, I'm guessing the chicken team is not being correctly identified for some players for some reason, this could also explain the initial desyncs..

I'll have to write a debug version and upload that this evening I guess if anyone with this issue will be willing to test it for me and pinpoint where it's going amiss.
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TheFatController
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Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: BA Chicken Defense V1.35 (BA641)

Post by TheFatController »

This may or may not fix the desyncs!

I'm not sure why you can see the chicken commander on radar in the middle of the map, it has been set to stealthy by lua, ill try to resolve this some other way next version (may just destroy the chickens com and give it another unit specifically set to stealth)

http://spring.jobjol.nl/show_file.php?id=1523
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pharoph
Posts: 408
Joined: 16 Jan 2008, 02:04

Re: BA Chicken Defense V1.35 (BA641)

Post by pharoph »

ok, the chickens come at and attack you from the burrows which is fine you but theres still the matter of the arm commander waiting on the oppiosite side of you.
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pharoph
Posts: 408
Joined: 16 Jan 2008, 02:04

Re: BA Chicken Defense V1.35 (BA641)

Post by pharoph »

oh and as soon as i got playing the game, like wave 12 i think it crashed. :roll: :roll:
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TheFatController
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Re: BA Chicken Defense V1.35 (BA641)

Post by TheFatController »

I have crash issues too, not sure if it's related to the mod or not yet.

I don't get why the arm com is visible as the code is quite clear:

Code: Select all

  Spring.MoveCtrl.Enable(unitID)
  Spring.MoveCtrl.SetNoBlocking(unitID, true)
  Spring.MoveCtrl.SetPosition(unitID, Game.mapSizeX/2, 4000, Game.mapSizeZ/2)
  SetUnitHealth(unitID, {paralyze=99999999})
  Spring.SetUnitNoDraw(unitID, true)
  Spring.SetUnitStealth(unitID, true)
  Spring.SetUnitNoSelect(unitID, true)
I'll have to look into a workaround for this :?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: BA Chicken Defense V1.35 (BA641)

Post by imbaczek »

wrote a quick article that may help you debug sync errors: http://spring.clan-sy.com/wiki/Debugging_sync_errors
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