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-   -   momfreeek's new magic item browser! (http://forum.shrapnelgames.com/showthread.php?t=48526)

momfreeek March 13th, 2012 05:11 PM

momfreeek's new magic item browser!
 
So, I've been making a new reference tool. Currently its just for browsing magic items but it could be expanded to view units and spells. Here's a rundown of the current features (intentional features anyway ;))

- Reads mod file dynamically (so it works with past and future mods effortlessly).

- Sort the full list of items on multiple columns, or search by name (there's no database backend so its instant search!).

- Shows item details on mouseover. Click to open draggable detail boxes to compare items.

- Displays linked weapon and armor details along with the item (including secondary effects). It reveals many hidden stats.. some clearly, some not so clearly. Unfortunately it doesn't include descriptions on most items (at least not yet).


Its online:

CBM 1.92
http://dom3-mod-inspector.googlecode...?mod=CB1.92.dm

Vanilla
http://dom3-mod-inspector.googlecode...unk/index.html


Its new, and made by me so there will be errors, inacuracies, and annoyances. Please be patient and report problems and wishes for improvement :).

<img src="http://i172.photobucket.com/albums/w36/momfreeek/d3mi_screen1.png" />


Technical stuff:
Its written in javascript (no dynamic server code). I extracted the base data from this project: http://code.google.com/p/dom3editor/. Perhaps thats not the most up-to-date or reliable source but it woudln't be a massive deal changing it. I understand a lot of work has gone into compiling databases and information, I'm trying to make a convenient viewer for that information.

I'm not a modder so I've not got a full understanding of the proper meaning of each variable or the quirks of mod-commands. I've tried to implement mod commands as detailed in the modding manual. Any insights would be appreciated

Shangrila00 March 13th, 2012 05:34 PM

Re: momfreeek's new magic item browser!
 
Wow, that's really nice. One of the big problems with the game is how you can't see items that your selected forger can't forge.

The only problem I see is that it doesn't give you the description, but for the most part, the raw stats are good enough.

bbz March 13th, 2012 06:08 PM

Re: momfreeek's new magic item browser!
 
Btw the CBM mod link doesn't seem to work.I don't know if its just me.

tratorix March 13th, 2012 06:10 PM

Re: momfreeek's new magic item browser!
 
CBM link works fine for me. Really cool reference momfreeek.

bbz March 13th, 2012 06:40 PM

Re: momfreeek's new magic item browser!
 
Allright so its just me I'll try and sort it out:)

momfreeek March 13th, 2012 06:48 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by bbz (Post 798475)
Btw the CBM mod link doesn't seem to work.I don't know if its just me.

What browser are you using?
Does it load then lock on "Loading mod.."?

Its cross-browser jQuery code and I tested on chrome, FF and IE but there's always something..

Shangrila00 March 13th, 2012 06:57 PM

Re: momfreeek's new magic item browser!
 
Hmm, the Wave Breaker entry doesn't mention that it casts friendly currents, its main purpose. Also Scutata Volturnus says it casts shocking grasp when I'm pretty sure it casts lightning bolt. Interestingly, the wiki makes the same error.

bbz March 13th, 2012 07:03 PM

Re: momfreeek's new magic item browser!
 
Yea Im using IE. And it locks on loading mod.

Stretch March 13th, 2012 07:41 PM

Re: momfreeek's new magic item browser!
 
Wow... this is really cool. Thanks for putting in the effort!

Edit: If it's cool, I'll list some things I see that are off with some of the magic items I used profusely last game, just to help you out. It's a wonderful resource and is very useful with zero fixes, but just in case you plan to do edits:
*****************************
Robe of Calius the Druid gives Magic Resistance +3 too. I remember liking that aspect of it a lot in the last game I played.

http://dom3.servegame.com/wiki/Robe_of_Calius_the_Druid
*****************************
I would check "Gift of Kurgi" since it's got some inaccuracies. The description in the mod inspector misses "Stormimmune" (can fly during storms), horrormarking +20% (I think it's 20% chance of getting a horror mark but not sure... was never enough to matter on the SC I put it on), Phasing 2% (2% chance of getting lost in the void maybe? not sure, it never came up). The insanity effect is that it gives you Insanity = 10 when you equip it, and then 2% every turn thereafter (although some turns I think it was only 1% for whatever reason).

Stormimmune: +1
Assassination attempts: Lesser Horror
Fear: +30
Horrormark: +20%
Phasing: +2%
Insanity: +10
Growinsane: +2
*****************************
For Magic lamp you might mention "Can be forged by other players once Djinn is summoned, losing Djinn".
*****************************
The Aegis - Petrification on attackers (magic resistance to resist)

*****************************
Flying Carpet says:
map army flight: 14
special: flytr points indicate total size

It gives army map move 3 in most cases (I think that rooted treants got map move 2 but not positive). 14 points total size I assume.

"This carpet can be used to fly through as many as three provinces per turn. It can carry 7 human-sized units, 4 mounted units, or 3 giants. "

Shangrila00 March 13th, 2012 07:54 PM

Re: momfreeek's new magic item browser!
 
Additional missing information:

Berserker pelt giving berserk

Snake Ring letting you cast poison touch

Lantern shield giving fear

Rat tail giving animal awe

Crystal shield autocasts Power of the Spheres instead of giving +1 magic in battle, ie you can't cast PoTS in battle to get +2 magic.

Armor of Twisting Thorns boosting blood and nature

Soul Contract doesn't list any of its effects except the devil bodyguard.

Lifelong Protection summons imps every round, not when previous imps die.

Shield of Gleaming Gold giving awe

Herald Lance letting you cast Solar Rays

Stone Bird stats are wrong, and also missing information.

llamabeast March 13th, 2012 07:58 PM

Re: momfreeek's new magic item browser!
 
This is amazing! The fact that you can't look up items in-game unless you can already make them is a huge problem for mods like CBM, so this is extremely helpful!

momfreeek March 13th, 2012 09:03 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by bbz (Post 798487)
Yea Im using IE. And it locks on loading mod.

Which version? Its a javascript error (not necessarily failing to get the data from the server but parsing the data). IE 8 & 9 have build in error consoles.. Developer Tools -> Scripts. errors output there will help.

Quote:

Originally Posted by llamabeast (Post 798495)
This is amazing! The fact that you can't look up items in-game unless you can already make them is a huge problem for mods like CBM, so this is extremely helpful!

wow, praise indeed! I've got time to work on this so input and ideas are appreciated.


thanks Shangrila00 & stretch for corrections.

I haven't touched the raw data at all yet... its infinitely easier to find the errors once the data is presented in a form that people actually want to look at so I've just concentrated on the front end :).

I've got to work out a usable way to edit the raw data. Corrections are invaluable and each one will be set right in time.

Hrum March 14th, 2012 12:54 AM

Re: momfreeek's new magic item browser!
 
First off, let me add to the chorus of thank yous momfreeek. This looks really great. Just the ability to column sort like that, and a booster column too! So awesome. :)

Quote:

Originally Posted by Shangrila00 (Post 798493)
Soul Contract doesn't list any of its effects except the devil bodyguard.

Lifelong Protection summons imps every round, not when previous imps die.

Good list of updates Shangrila00, but your phrasing here confused me. Soul Contracts don't provide bodyguards, it just auto summons Devils (1 per turn), but the item doesn't do anything in combat. And as you say Lifelong Protection has an onbattle casting (or 2 castings?) of summon Imps every round of combat (at least that's what the wiki says - I've never actually forged that one but now I'm thinking I should give it another look :) ).

The wiki appears to have the correct info:

http://dom3.servegame.com/wiki/Soul_Contract
http://dom3.servegame.com/wiki/Lifelong_Protection

bbz March 14th, 2012 04:45 AM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by momfreeek (Post 798502)
Quote:

Originally Posted by bbz (Post 798487)
Yea Im using IE. And it locks on loading mod.

Which version? Its a javascript error (not necessarily failing to get the data from the server but parsing the data). IE 8 & 9 have build in error consoles.. Developer Tools -> Scripts. errors output there will help.

Thanks that helped and now it works.

Although it gave those errors.

LOG: ERROR: data not found
mod line: 8273
#selectweapon "Blow Pipe"
LOG: ERROR: data not found
mod line: 18542
#selectitem "Lychantropos' Amulet"
LOG: ERROR: data not found
mod line: 19294
#selectitem "Lightweight Scale Mail"
LOG: ERROR: data not found
mod line: 21618
#selectitem "Champion's Trident"

llamabeast March 14th, 2012 05:06 AM

Re: momfreeek's new magic item browser!
 
Okay, I have a suggestion: it would be very useful to be able to search for forgable items in the same way as snoddasmannen's spell database, here:

http://www2.onyx.nu/pb/dom3/spells.html

So, you could put in what paths you have available and see what you can forge. It sounds like a bit of a big UI addition though - I thought I'd just suggest it, then you can disregard it if it's not feasible!

llamabeast March 14th, 2012 05:06 AM

Re: momfreeek's new magic item browser!
 
Okay, I have a suggestion: it would be very useful to be able to search for forgable items in the same way as snoddasmannen's spell database, here:

http://www2.onyx.nu/pb/dom3/spells.html

So, you could put in what paths you have available and see what you can forge. It sounds like a bit of a big UI addition though - I thought I'd just suggest it, then you can disregard it if it's not feasible!

Soyweiser March 14th, 2012 11:50 AM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by Shangrila00 (Post 798486)
Hmm, the Wave Breaker entry doesn't mention that it casts friendly currents, its main purpose. Also Scutata Volturnus says it casts shocking grasp when I'm pretty sure it casts lightning bolt. Interestingly, the wiki makes the same error.

You are wrong! The spirit helmet casts lightning bolt.

momfreeek March 14th, 2012 12:18 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by bbz (Post 798538)
Thanks that helped and now it works.

it works now? IE is a strange beast.

the errors you see are issues handled gracefully by the mod parser (useful output rather than fatal errors).
javascript errors show up there in red and break the app silently (it just stops working).


@llama:
A checkbox for each path seems useful (numbers for each path seems unnecessary.. you can see that easily enough on the table). I'll add that below the search box.

Right now I'm neatening code structure to faciliatate further expansion and options (and avoid future confusion).
thoughts and possibilities:

- toggleable options pane (perhaps the top right pane could expand/contract). extra buttons and filter options and suchlike could be here without cluttering the basic view.

- more columns.. would be cheap and easy to add but what would be useful? Armor & weapons seem too reliant on a wide variety of effects and stats for this to give a good idea of their capabilities (pointless for sorting). could have optional columns selected from a larger list but its perhaps not worth the clutter. reinvigoration and magic resistance maybe?

- improved search. could perhaps search on effects or other fields.. but too much would get expensive (slow).

- more filters fields. I'll add path filters. and maybe a drop down type filter (including missile weapons). I think additional columns woudl be better for most things (filtering on stats that aren't visible on the table seems oblique)

bbz March 14th, 2012 01:09 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by momfreeek (Post 798553)
Quote:

Originally Posted by bbz (Post 798538)
Thanks that helped and now it works.

it works now? IE is a strange beast.

the errors you see are issues handled gracefully by the mod parser (useful output rather than fatal errors).
javascript errors show up there in red and break the app silently (it just stops working).

Yea I need to have the console on for the cbm version but thats not much of a problem.:) So thanks.

momfreeek March 14th, 2012 02:06 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by bbz (Post 798556)
Yea I need to have the console on for the cbm version but thats not much of a problem.:) So thanks.

So there is an issue with IE (which ideally needs fixing). But when you turn on the means to find out details of the problem.. the problem goes away :doh:. I hate IE.

Tarrax March 14th, 2012 07:02 PM

Re: momfreeek's new magic item browser!
 
This is really great. Excellent job!

I am a programmer myself so if you need any help with anything I'd be happy to help. I haven't looked at your source code yet but I am guessing your IE problem is:

You are using the console object in your JS to do debugging but the console object doesn't exist in IE by default so it crashes the JS. Try removing or commenting out console.log() statements. This is just a wild guess without even looking at your source code of course! :)

momfreeek March 14th, 2012 09:58 PM

Re: momfreeek's new magic item browser!
 
ahhh.. that makes sense! thx
I've added the following assuming that'll take care of it:
Code:

if (!console) var console = { log:function(){} };
You're welcome to look at and work on the code. The structure is still forming atm though so I'm moving things around a lot. I hope its not toooo messy ;) I'm new to google code but I assume its easy enough to allow permissions.


UPDATES:

- Added filters for path, item type and construction level below the search box.
- Added a little 'id' checkbox that displays ids on everything (and an 'id' column) - useful for editing the raw data and perhaps; modders.

Might need to press Ctrl-F5 to force reload the page.. might need to wait a while and try it again.

bbz March 14th, 2012 10:09 PM

Re: momfreeek's new magic item browser!
 
Yea now it works:)

jotwebe March 14th, 2012 11:17 PM

Re: momfreeek's new magic item browser!
 
Very nice.

Two things I noticed: (for CBM)

* Lycanthropos' Amulet: costs 5N (not 10), in addition to regen it gives +5 strength and berserks (+0) the wearer, and it is cursed

* Horned Helmet: grants extra gore attack (dam 0/len 0)

elmokki March 15th, 2012 05:05 AM

Re: momfreeek's new magic item browser!
 
This should've been implemented ages ago already by someone :D

Thanks a lot!

Spell browser would be interesting too, even if those are easier to browse without going through files.

momfreeek March 16th, 2012 12:32 AM

Re: momfreeek's new magic item browser!
 
UPDATES:

- Trying out a different layout with boxes on the left of the table. perhaps its easier to read item details while browsing the list.. or is it ugly? Easily changed back.

I've got the data working live in a nice format. Can edit in open-office calc and save it directly. I started making edits. Stopped at "Soul Contract" on 1st page.

jotwebe March 16th, 2012 03:58 AM

Re: momfreeek's new magic item browser!
 
I liked the old layout sliiiightly better. I think I'm sort of used to have the info on the right, with the menu on the left. It's definitely not a big difference though.

jotwebe March 16th, 2012 04:51 AM

Re: momfreeek's new magic item browser!
 
Addendum: Just noticed the pin functionality - nice, and taking it into account I like the new design better.

Also noticed another data oversight: Boots of Long Strides give +3 defense in addition to their main thing...

llamabeast March 16th, 2012 07:05 AM

Re: momfreeek's new magic item browser!
 
Hmm yes, in CBM 1.92 the Boots of Long Strides grant a misc armor piece which gives a defense bonus (a bit like Bracers of Protection). That's quite a subtle thing for your program to pick up on though!

llamabeast March 16th, 2012 07:06 AM

Re: momfreeek's new magic item browser!
 
New interface is fantastic by the way! Extremely useful.

llamabeast March 16th, 2012 07:07 AM

Re: momfreeek's new magic item browser!
 
As a random observation, the "Paralyzing Poison" on "The Sharpest Tooth" seems to have a great many tags it shouldn't have. Maybe indicative of some mod-reading bug.

Edit: Also weapons associated with other items don't seem to have all their stats. The Stone Bird, for example, doesn't indicate that it has multiple attacks.

momfreeek March 16th, 2012 11:19 AM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by jotwebe (Post 798704)
Addendum: Just noticed the pin functionality - nice, and taking it into account I like the new design better.

It always had the pin functionality ^^

Quote:

Originally Posted by llamabeast (Post 798711)
Hmm yes, in CBM 1.92 the Boots of Long Strides grant a misc armor piece which gives a defense bonus (a bit like Bracers of Protection). That's quite a subtle thing for your program to pick up on though

Ah, it was only accepting a number for attached weapons, but apparently name works too. fixed next update.

Quote:

Originally Posted by llamabeast (Post 798711)
As a random observation, the "Paralyzing Poison" on "The Sharpest Tooth" seems to have a great many tags it shouldn't have. Maybe indicative of some mod-reading bug.

A bug I introduced in the last update. fixed next update

On the subject of damage types, can a weapon have more than one? Currently I'm reading it that 'dt_poison' means the weapon does only poison damage. If it has 2 damage types does it do both or will the latter overwrite the former?

Quote:

Edit: Also weapons associated with other items don't seem to have all their stats. The Stone Bird, for example, doesn't indicate that it has multiple attacks.
Tricky.. it was reading the mod fine but it turns out the weapon number in the base data was 458(Spectral Fire) not 176 (Stone Bird). Now displays weapon and armor name next to id.

Will continue making edits and upload later today.

momfreeek March 16th, 2012 01:39 PM

Re: momfreeek's new magic item browser!
 
I just committed the updates. Corrections are on hold, I had an idea..

momfreeek March 17th, 2012 08:38 PM

Re: momfreeek's new magic item browser!
 
so I spent yesterday learning perl (:confused::banghead:idea:) and writing an interactive scraper to scrape the wiki for descriptions and item properties (I asked Ich but he's not got back to me yet and in my extreme impatience I went ahead anyway :o).

updates:

- item descriptions on everything (except one case I think)

- lots (LOTS!) of data corrections gleaned from the wiki. There's still some stuff to resolve. generated changelog here:
http://dom3-mod-inspector.googlecode.../itemedits.txt

I should point out that it didn't delete any properties. there may be duplicate spells in 2 fields on some items.. hopefully this sort of thing is easy to spot.

- link on every item to the wiki page for that item. Strategy hints and stuff beyond raw stats and description don't really belong on this browser.

swuu March 18th, 2012 03:58 AM

Re: momfreeek's new magic item browser!
 
You freaking rock, dude!

Soyweiser March 18th, 2012 02:44 PM

Re: momfreeek's new magic item browser!
 
Added your stuff to the wiki. Thanks!

momfreeek March 18th, 2012 09:10 PM

Re: momfreeek's new magic item browser!
 
np guys :). I'm enjoying making it.

note to modders:
If you want it to work with your mod you can:

(a) link me a copy of the mod file to upload. If you're familiar with svn I could give you permissions to upload your own mods.

(b) download it and serve it yourself. Its free & open source. Currently you'll need to use svn or contact me for a zip. It needs no particular software but it does need to be served from a webserver. It won't work from the file system on recent browsers as ajax calls from the file system are considered a security risk.


usage:
Once the mod file is alongside the html page its just a matter of referring to it in the url.
eg: blahblahurl?mod=mymodfile.dm

it supports loading multiple mods:
eg: blahblahurl?mod=mymodfile.dm&mod=anothermod.dm


no guarantee:
It might not work as intended. Please report issues in this thread.

jimbojones1971 March 18th, 2012 09:56 PM

Re: momfreeek's new magic item browser!
 
Nice work, momfreek! I love this sort of mod, makes a big difference.

momfreeek March 20th, 2012 06:55 AM

Re: momfreeek's new magic item browser!
 
update:
Final edits from wiki (all the less simple things). All corrections posted in this thread are fixed. Fixed a few broken descriptions and improved item formatting somewhat. Summons are still unclear (with potential errors) but thats for another day.

There's no guarantee everything is correct now. Report inaccuracies pls.

A few unresolved things. Can anyone explain these?:

http://dom3.servegame.com/wiki/Rime_Hauberk
Iceprot
Is Iceprot additional protection in cold province? Just a guess

http://dom3.servegame.com/wiki/Bone_Armor
soul vortex
from item description: "runes that leech the life force from living beings". Rather vague.

http://dom3.servegame.com/wiki/Flesh_Ward
http://dom3.servegame.com/wiki/Pebble_Skin_Suit
Cannotwear: 1073741824
(bitmask for units that can't equip the items (see unitflagsX)). What units does this represent?

lch March 22nd, 2012 06:12 AM

Congratulation and thanks for the magic item browser. It's especially nice to see that you could use pre-existing information, tools and code from earlier projects to develop it, that's why I have always recommended to other people to share their stuff instead of keeping it for themselves - that way others can pick it up later when they're long gone.

If somebody else wants to use the Wiki data, then please don't scrape the Wiki page for page, please, but use the built-in Export functionality of MediaWiki. I can make the data dumps that I used for the Wiki available upon request, too. Thanks!

Shangrila00 March 22nd, 2012 01:03 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by momfreeek (Post 799079)
Is Iceprot additional protection in cold province? Just a guess

Yes, and less protection in hot by however much the value is per tick.

Quote:

from item description: "runes that leech the life force from living beings". Rather vague.
The Bone Armor just acts as if you cast the soul vortex spell. It's wierd how with items that grant spell effects, sometimes it autocasts the spell turn zero, like the crystal shield, while othertimes like bone armor, it just grants the effect without actually casting. In practice the effect is exactly the same, with the only difference being that autocasting items can autocast into forced communions with master and slave crystals, which realistically is way too expensive to actually do. I don't know why the game bothers having 2 ways of handling the same thing.

Soyweiser March 22nd, 2012 11:34 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by momfreeek (Post 799079)
A few unresolved things. Can anyone explain these?:

http://dom3.servegame.com/wiki/Rime_Hauberk
Iceprot
Is Iceprot additional protection in cold province? Just a guess

Question, how is this:

"This item gives ice protection 1. So protection is increased in cold provinces, and decreased in warm provinces."

not clear?

momfreeek March 23rd, 2012 12:45 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by Shangrila00
The Bone Armor just acts as if you cast the soul vortex spell. It's wierd how with items that grant spell effects, sometimes it autocasts the spell turn zero, like the crystal shield, while othertimes like bone armor, it just grants the effect without actually casting. In practice the effect is exactly the same, with the only difference being that autocasting items can autocast into forced communions with master and slave crystals, which realistically is way too expensive to actually do. I don't know why the game bothers having 2 ways of handling the same thing.

I see, thanks. I guess "onebattlespell: Soul Vortex" is close enough. I'll put a note in the data that its not actually cast but it doesn't seem distinct enough to warrant displaying.

@Soyweiser: seems I missed that. I'd already mentally filed it under 'unexplained' once I got round to checking pages manually.


project status
I consider the item browser to be stable (just bugfixes and corrections).

I started a new branch with support for spells and units. Neither are useful as a reference yet, mod commands are not yet implemented at all and progress will be slower. Its here if you want to take a look:
http://dom3-mod-inspector.googlecode...s-u/index.html

The idea is that you can switch between the 3 tables with some shared search options. pinned overlays persist across all tables and it should be simple enough to cross reference between tables (so summon spells will link to the monster summoned, etc).

If anyone knows where I can find a list of spell effects that extends those in the modding manual that'd be very useful.
The spreadsheet on this page was useful for decifering flags: http://forum.shrapnelgames.com/showthread.php?t=33588

Soyweiser March 23rd, 2012 10:13 PM

Re: momfreeek's new magic item browser!
 
Right, I feared my description was a bit off. I can construct very odd sentences at times.

Gandalf Parker July 25th, 2012 10:42 AM

Re: momfreeek's new magic item browser!
 
WONDERFUL program. I am greatly enjoying the IRC Bot link to it also. Thanks to all involved.

I do have a request. This is more about the Units portion of the browser.
It has all of the indept units, but is there an indept key?
I cant figure out how to browse indepts. Setting it to EA and nation Independents would be sweet.

Redeyes July 25th, 2012 11:18 PM

Re: momfreeek's new magic item browser!
 
Quote:

Originally Posted by Shangrila00 (Post 799282)
The Bone Armor just acts as if you cast the soul vortex spell. It's wierd how with items that grant spell effects, sometimes it autocasts the spell turn zero, like the crystal shield, while othertimes like bone armor, it just grants the effect without actually casting. In practice the effect is exactly the same, with the only difference being that autocasting items can autocast into forced communions with master and slave crystals, which realistically is way too expensive to actually do. I don't know why the game bothers having 2 ways of handling the same thing.

Did the slaves any magic paths? You actually need that for buff spells to carry over to the slave.

Fantomen July 27th, 2012 01:25 PM

Re: momfreeek's new magic item browser!
 
Bone armour does not carry over.


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