Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Jul 25, 2015 11:11 am Post subject:
OpenRA Dev Blog
As some of you may or may not know, one of the reasons why TDX (and other projects of mine) are coming along so slowly is that I spend most of my available time on contributing to OpenRA.
For some time now my impression has been that - apart from changelogs so large individual items can easily be overlooked - modders might have a hard time keeping track of the engine's under-the-hood improvements, and therefore have yet to learn of the greatness that is OpenRA, even though the trend is clearly positive with people like Gangster, MigEater, GraionDilach and several others already converted.
Not everyone feels like frequently lurking around OpenRA's IRC channel or github repository, afterall.
Since it's admittedly hard to keep track of all the constant improvements we're making, I thought some kind of blog that previews upcoming improvements or highlights great, but currently unused* features would be nice. This will hopefully help modders to get a better impression of what awesome stuff already hides inside the engine or what great upcoming features and improvements are in the pipeline.
*The 3 currently shipping mods do not exploit every engine feature, sometimes because it's unsuited for a particular mod, sometimes due to lack of art, sometimes simply because nobody had the time to make the mod use it yet. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Jul 25, 2015 11:31 am Post subject:
#1: AI and harvesters
I'm starting with some stuff that will be featured in the next playtest/release, because in my opinion, it marks a major milestone in OpenRA history.
After ages of putting off modders and players alike, most show-stopper performance and AI issues will finally be gone.
- Performance of harvester resource search has been improved by a factor of over 10, eliminating one of the biggest performance issues affecting both human and AI players.
- AI now properly checks if a structure would put it on low power and in that case build a power plant instead.
- AI will no longer try to build naval structures when there isn't enough water available.
- AI will no longer endlessly try to build and place a structure if it has run out of build space.
- AI will now distribute orders to units over several 'ticks', instead of giving them out all at once causing one massive lag spike.
In summary, for the first time playing with multiple AIs (or lots of harvesters) will no longer result in painful slideshows.
There is no ETA on the next release yet, but at this point "some time in August" still seems realistic (fingers crossed). QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jul 25, 2015 2:19 pm Post subject:
I'm breaking more stuff than fixing with starting a long-planned refactor of the music code noone dared to do due to being aware of the above.
Best under-the-hood change. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jul 25, 2015 7:10 pm Post subject:
Re: #1: AI and harvesters
Reaperrr wrote:
I'm starting with some stuff that will be featured in the next playtest/release, because in my opinion, it marks a major milestone in OpenRA history.
After ages of putting off modders and players alike, most show-stopper performance and AI issues will finally be gone.
- Performance of harvester resource search has been improved by a factor of over 10, eliminating one of the biggest performance issues affecting both human and AI players.
- AI now properly checks if a structure would put it on low power and in that case build a power plant instead.
- AI will no longer try to build naval structures when there isn't enough water available.
- AI will no longer endlessly try to build and place a structure if it has run out of build space.
- AI will now distribute orders to units over several 'ticks', instead of giving them out all at once causing one massive lag spike.
In summary, for the first time playing with multiple AIs (or lots of harvesters) will no longer result in painful slideshows.
There is no ETA on the next release yet, but at this point "some time in August" still seems realistic (fingers crossed).
I'm really happy to know that somebody took care of these AI issues. It should definitely mark a major milestone in terms of macromanagement. I I just hope somebody makes AI become a bit smarter ion terms of macromanagement when patrolling a path and choosing the correct targets to fight against. QUICK_EDIT
Posted: Sat Jul 25, 2015 7:16 pm Post subject:
Re: #1: AI and harvesters
Banshee wrote:
I'm really happy to know that somebody took care of these AI issues. It should definitely mark a major milestone in terms of macromanagement. I I just hope somebody makes AI become a bit smarter ion terms of macromanagement when patrolling a path and choosing the correct targets to fight against.
Sometimes I have a swarm of mammoth tanks and the AI thinks some lone infantry is more of threat then the incoming wave of destruction. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jul 25, 2015 8:07 pm Post subject:
Re: OpenRA Dev Blog
Now that I reread the post, I'll also tell my impressions of the OpenRA engine and related, after a close ~2 months of working with.
It's really scalable for the most part, although it can't deny that there are many features which were written with a particular use-case in mind - thankfully, these are getting pushed out and generalized, like visceroid-spawning merged into husks, IronCurtain becoming a simple damagemultiplier:0 effect etc - which I'm strongly lobbying for.
There's another interesting aspect of this, due to the engine nature, I don't think a single mod can even reach the full depth of the possibilities the game have, this includes a custom mod even. On the other hand, the more mods, the more trait-combinations.
Honestly, when I think of it, modding OpenRA (especially with a contributor's eye, because I do contribute back too, although I still concentrate more to my own projects than OpenRA codebase á lá reaperrr) is like a journey into the unknown, with noidea what comes up next.
P.S. reaperrr, Graion Dilach, please. Or Graion. Just because I omit the space where it's unavailable does not mean I really prefer that form. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Is there any reason the AI can't be made to use RA2/YR coding? Regardless if the syntax is changed for xml or whatever, but the same scripttypes abilities/functions... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jul 26, 2015 2:36 pm Post subject:
Coding the AI via Lua is a long-term plan... although no idea what needs to be done for it.
Honestly though, the current AI ain't that bad - it works quite okay.
There's also Phrohdoh's ModularAI which might also sound good. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Honestly RA2/YR AI coding is a mess and I'd rather see it more module (i.e. not separate teams for each difficulty, but 1 team with separate difficulty subtrees), still keeping the same capabilities of course. Cleaner code would be much nicer to add the new type of AI types to (see C&C3 and on {TS's [AIGenerals]}). _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jul 26, 2015 5:15 pm Post subject:
TS AIGenerals thingie already exists - you can have as many AIs as you want already, although right now they only differ in building/unit preferences and some minor differences in place of AI difficulties. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Honestly RA2/YR AI coding is a mess and I'd rather see it more module (i.e. not separate teams for each difficulty, but 1 team with separate difficulty subtrees), still keeping the same capabilities of course. Cleaner code would be much nicer to add the new type of AI types to (see C&C3 and on {TS's [AIGenerals]}).
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Aug 02, 2015 8:32 pm Post subject:
#2 Weapons
Another thing I've wanted to point out for quite some time (because OpenRA has had these features for quite a while):
You can have nearly unlimited weapons and unlimited turrets on any actor, and give some of these weapons their own pool of limited ammo.
You could make a battleship with two cannon turrets, a missile launcher, a half dozen smaller gun turrets at the sides, a depth charge launcher and a tesla coil, and assign multiple weapons to each turret, and let the main cannons run out of ammo after ~100 shots requiring the player to manually resupply them at a ship yard.
And yes, you can give each turret its own art, too. Turrets are upgradable as well, as are armaments, so you can turn a medium tank into a fully-fledged heavy tank via upgrades / veterancy, for example.
While we won't make it for the upcoming release, for the release after that we plan to have all actor body, turret and barrel render traits upgradable, so you'll be able to do some crazy stuff, if you want to (a TD T-Rex turning into a voxel mammoth tank after eating enough infantry while retaining veterancy? Will be possible). QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Aug 02, 2015 8:36 pm Post subject:
Re: #2 Weapons
Reaperrr wrote:
...
Yes, sr, thank you for making GLA Salvage visual upgrades possible! _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Aug 02, 2015 9:10 pm Post subject:
And one more feature related to weapons I forgot to mention:
Remember how only RA1 had a somewhat sophisticated explosion system, where flak.shp was used when air targets were hit, water splashes when water (but not a target) was hit, and normal explosions in all other cases? Something which TS/RA2 even regressed from?
OpenRA supports all 6 possibilities: hitting an air target, missing an air target, hitting a ground target, missing a ground target, hitting a water target, missing a water target.
You can have a different explosion and sound for each of them, meaning you can have dust kicking up when a ground target was missed, and an explosion if the target was hit. And since OpenRA supports tileset-specific varations for all art sequences, you can even have a different explosion art depending on the tileset. QUICK_EDIT
The code is set up in a way that supports turrets on turrets, but the configuration to define that isn't exposed to the yaml. If you had a serious use case for it somebody could add it. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Aug 03, 2015 5:07 pm Post subject:
Re: #2 Weapons
Reaperrr wrote:
Another thing I've wanted to point out for quite some time (because OpenRA has had these features for quite a while):
You can have nearly unlimited weapons and unlimited turrets on any actor, and give some of these weapons their own pool of limited ammo.
You could make a battleship with two cannon turrets, a missile launcher, a half dozen smaller gun turrets at the sides, a depth charge launcher and a tesla coil, and assign multiple weapons to each turret, and let the main cannons run out of ammo after ~100 shots requiring the player to manually resupply them at a ship yard.
And yes, you can give each turret its own art, too. Turrets are upgradable as well, as are armaments, so you can turn a medium tank into a fully-fledged heavy tank via upgrades / veterancy, for example.
While we won't make it for the upcoming release, for the release after that we plan to have all actor body, turret and barrel render traits upgradable, so you'll be able to do some crazy stuff, if you want to (a TD T-Rex turning into a voxel mammoth tank after eating enough infantry while retaining veterancy? Will be possible).
Inb4 someone makes a Baneblade for OpenRA QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Oct 05, 2015 5:01 pm Post subject:
Another update
While the latest release has only been out for two weeks, the release branch has been in feature-freeze since early August, so there's already a pile of new things added to the development branch to look forward to. The following list is by no means exhaustive, these are just among the more notable improvements over release 20150919.
FEATURES:
-------------
1) Gamespeed control
Often requested, this has finally become affordable in terms of performance. It cannot be changed mid-game (yet), but at least you're not forced to play at OpenRA's default 25 ticks/second anymore.
2) More traits upgradable
Several actor traits are now upgradable, and support multiple traits of their kind on a single actor.
- all (sprite and voxel) body, turret and barrel traits, which means you can change the visuals of an actor through upgrades, including switching between sprite and voxel.
- the Armor trait. That's right, you can now have more than one armor type on any actor. You can enable or disable them via upgrades, and if there's more than one armor type enabled, their effects stack.
- the Targetable trait. You can now create situations where an actor becomes targetable only by specific weapons. This is already used for differentiation between landed and airborne aircraft.
- the BlocksProjectiles trait. This can be useful for cases like laser fences.
These are just the ones I could remember, there are (or will be) a few more.
PERFORMANCE:
------------------
1) Massively reduced performance impact of giving orders to larger numbers of units
Previously the engine would perform a synchronization op for every order to every unit. This was actually a larger performance issue than pathfinding and the main reason why the game would become very laggy when ordering larger armies around.
Orders are now no longer sync'ed, so the overhead has gone away completely.
2) Improved pathfinding performance
It's not a major breakthrough yet (it's still too slow for our in-development TS mod), but pathfinding now takes only about ~60% of the CPU time it took before and has become acceptable in terms of performance (at least compared to what we had before).
3) Fixed AI base-builder performance issue
We've identified and fixed another major AI performance issue in the base building placement code that occasionally caused huge lag spikes.
Oh, and the next release will be what the first non-beta release of TDX will be based on. QUICK_EDIT
It is rectangular and round bar shaped hitboxes that you see in a developer overlay there. It also displays damage taken in the small numbers. What looks like a red lighting effect around the explosion is actually a visualisation of the damage fallout. Should assist in balancing the weaponry. QUICK_EDIT
Excellent idea and implementation.
Gameplay and modding wise this a very useful feature. thank you
I wonder if you could even go one step further and have a front,left,right,rear and top hit zone for units.
So you could create tanks which have significant more armor on the front than on their rear.
Would be great for certain assault units (strong front armor, but weak rear), which are very weak when retreating.
Or big ships which take more damage when a bomb hits the center on top than the side. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The latest unreleased development version now allows you to install mods into the user folder. The long neglected Red Alert 2 mod is the first one to make use of it https://github.com/OpenRA/ra2/wiki#installation QUICK_EDIT
#10841 adds support for oramod packages, which let you ship and install mods as a single file in the OpenRA support directory (similar to manual map installation). We eventually plan on adding mod support to the resource center, which will make mod discovery and installation as simple as selecting a server in the multiplayer lobby and pressing "install mod". QUICK_EDIT
tmsbrg has published a blog post introducing his final year university project to build a random map generator in OpenRA.
Earlier student projects have included developing a framework to easily port the original TD missions to OpenRA, and more recently Yellow/TheRaffy's work on weather particle effects. QUICK_EDIT
Weird, I notice units turn casually relative to their direction of travel, unlike RA2 where units have to explicitly turn first. Clearly I don't know the mechanics at play and this is good for something omnidirectional like a helicopter, this behaviour needs some ability to customize I think?
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 06, 2016 1:27 pm Post subject:
Turn-on-the-move and fire-on-the-move (at turrets) have no controls atm, they are permanently enabled. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Low bridges are currently static actors. Unlike the old Westwood games we use the layer approach only to change the terrain, but everything else will be able to interact with the existing traits and script interfaces for more flexibility.
In the future these will become destructible and repairable. What you see is a screenshot from the in-game map editor with the dead bridges drawn with transparency. The legacy map converter will automatically import these correctly now.
While this doesn't add much for new gameplay as you could already just paint road tiles over the water, this is another step towards Tiberian Sun's main feature. http://www.lofibucket.com/articles/tibsun_bridges.html =) QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Jun 04, 2017 9:44 pm Post subject:
Matthias M. wrote:
It is rectangular and round bar shaped hitboxes that you see in a developer overlay there. It also displays damage taken in the small numbers. What looks like a red lighting effect around the explosion is actually a visualisation of the damage fallout. Should assist in balancing the weaponry.
For various reasons it took much longer than I had originally hoped, but we're finally getting there.
For improved flexibility, hitboxes were moved from Health to a dedicated, conditional HitShape trait. This means that actors can have multiple hit-shapes at once, and that they can be turned on and off via conditions on the fly.
Additionally, you can now define custom targetable positions freely via offsets (relative to actor center). On top of that, we're about to fix our code so that these will not only be used for certain targeting and range calculations, but actually really for everything, so frontal attackers, turrets and weapons will really aim and shoot at the closest targetable position, instead of the target's center.
And while it might not be used by our TS mod, those customizable offsets work on the Z-axis as well, meaning you'll be able to make weapons shoot at the body of mechs, rather than their feet, make aircraft fire at the top of buildings, and so on.
Additionally, you can now define custom targetable positions freely via offsets (relative to actor center). On top of that, we're about to fix our code so that these will not only be used for certain targeting and range calculations, but actually really for everything, so frontal attackers, turrets and weapons will really aim and shoot at the closest targetable position, instead of the target's center.
And while it might not be used by our TS mod, those customizable offsets work on the Z-axis as well, meaning you'll be able to make weapons shoot at the body of mechs, rather than their feet, make aircraft fire at the top of buildings, and so on.
Very nice, I was always bothered of how this worked in the original games, and how it wasn't corrected until TW _________________
Can this be used to create different armour strengths at different locations on units, so if you shot a unit in the rear it will take more damage etc? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 05, 2017 10:21 am Post subject:
Not in the current shape, no. Probably possible at a later point, at the moment, this is unfinished and breaks the balanced-cellspread model (which was called as a hack but... bleh). Note that this requires that every building must have a manually set up hitbox. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Jun 05, 2017 8:31 pm Post subject:
Graion Dilach wrote:
Not in the current shape, no. Probably possible at a later point
Yeah, it's on my TO-DO list since I need it myself for my MechCommander mod.
Graion Dilach wrote:
at the moment, this is unfinished and breaks the balanced-cellspread model (which was called as a hack but... bleh). Note that this requires that every building must have a manually set up hitbox.
Well, it is a hack. It only works for rectangle shapes, and was always meant as interim solution.
For all the more common rectangular shapes, you can simply define a default (^2x2shape etc.) once in defaults.yaml and then inherit the matching shape for each building. And you'll be able to copy most of these default shapes from our TS mod.
But for the sake of modder-friendlyness, I'll see if I can fix the 'ApplyToAllTargetablePositions' instead of removing it, although that probably means I'll change it to 'ApplyToAllOccupiedCells', to untie it from targetable offsets. QUICK_EDIT
But for the sake of modder-friendlyness, I'll see if I can fix the 'ApplyToAllTargetablePositions' instead of removing it, although that probably means I'll change it to 'ApplyToAllOccupiedCells', to untie it from targetable offsets.
Please lets not. That will just encourage poor-performance practices if it doesn't bitrot, and like you said doing it properly is only barely more effort. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Jun 05, 2017 9:36 pm Post subject:
pchote wrote:
Reaperrr wrote:
But for the sake of modder-friendlyness, I'll see if I can fix the 'ApplyToAllTargetablePositions' instead of removing it, although that probably means I'll change it to 'ApplyToAllOccupiedCells', to untie it from targetable offsets.
Please lets not. That will just encourage poor-performance practices if it doesn't bitrot, and like you said doing it properly is only barely more effort.
Out of sheer curiosity I made a quick attempt locally, only to realize it wouldn't even be that easy to fix anyway. So yeah, not worth the effort & downsides. QUICK_EDIT
I like! Can it (stances) be set on factories types, so all newly built unit could have a appropriate default stance? _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jun 29, 2017 3:20 pm Post subject:
Gangster wrote:
I like! Can it (stances) be set on factories types, so all newly built unit could have a appropriate default stance?
No, but you can define default stances on the actors' AutoTarget trait themselves (although it's best to leave AI ones on AttackAnything).
pchote wrote:
Reaperrr wrote:
But for the sake of modder-friendlyness, I'll see if I can fix the 'ApplyToAllTargetablePositions' instead of removing it, although that probably means I'll change it to 'ApplyToAllOccupiedCells', to untie it from targetable offsets.
Please lets not. That will just encourage poor-performance practices if it doesn't bitrot, and like you said doing it properly is only barely more effort.
RenderSprites->Scale is still in, has been bitrot ages ago and nothing happens with that one. I find your argument invalid. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Can it (stances) be set on factories types, so all newly built unit could have a appropriate default stance?
IIRC C&C3 supported this, and it makes sense to add to OpenRA. This won't be done for the first release with the commandbar, but if somebody wanted to adopt the feature then I see no reason why we couldn't include it in a future release.
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