00:05:17 <Sizzell> Unstable branch on crawl.s-z.org updated to: 0.12-a0-2079-gb4b4e47 (34)
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06:34:11 <Cheibriados> Unrand weapon tile tweaks and improvements (https://crawl.develz.org/mantis/view.php?id=6604) by roctavian
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10:31:10 <st_> so starcursed masses don't handle renaming too well
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10:32:48 <elliott> starcursed meat?
10:32:56 <st_> that's what I wanted
10:33:02 <st_> though I called it plague of meat
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10:33:25 <st_> lets see how jellies work??
10:38:27 <st_> I like how intense the starts out
10:38:32 <st_> it gets right to business
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10:51:56 <Cheibriados> 03Keskitalo 07* 0.12-a0-2080-g9f02e94: Start transferring the tutorial text for lesson 4 to database. 10(10 minutes ago, 2 files, 36+ 50-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=9f02e94207a4
10:53:50 <kilobyte> st_: meat jelly?
10:54:05 * kilobyte ponders lipid golems.
10:54:23 <st_> they don't actually do anything though, I was hoping they'd a least split a bunch eating stuff
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11:04:12 <st_> um wow
11:04:27 <st_> I didn't realise what quad damage did to things when they drop corpses...
11:05:17 <st_> this just made the map 1000x better
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11:08:37 <kilobyte> only if you deal massive damage to them, but with the axe you get in meatsprint, that's pretty guaranteed
11:10:52 <Grunt> fr: permanent quad damage in meatsprint <_<
11:11:52 <st_> hm, but too bad the chunks don't respect the renaming (corpses do)
11:12:58 <st_> does monster twisted res gather up chunks?
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11:16:24 <alefury> haha, meatsprint?
11:16:44 <alefury> is that gibsprint from yesterday? or something even more awesome?
11:17:02 <st_> it's gibsprint, though I'm not sure what form you knew it in
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11:17:14 <alefury> everything with +999 weapons
11:17:39 <st_> now only you have a big weapon, but it's an arena and there are hundreds of monsters
11:17:48 <st_> and you have makhleb
11:23:58 <alefury> haha, sounds much more fun
11:24:07 <alefury> without stupid random instakills
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11:26:01 <st_> it's ridic
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11:35:18 <st_> mesmerise doesn't seem to work too well in this enviroment
11:35:28 <st_> or maybe flesh golems just don't sing well enough?
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12:07:41 <Cheibriados> 03Grunt 07* 0.12-a0-2081-g435a894: "<foo> is cast into the Abyss! (it)" is cast into the Abyss! 10(7 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=435a89418d53
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12:18:02 <simmarine_> killing it one it at a time
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12:18:58 <Grunt> It vanishes!
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12:42:11 <Zannick> It mumbles some words of encouragement.
12:42:22 <Grunt> It crumbles away.
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12:48:07 <Cheibriados> Harold speech (https://crawl.develz.org/mantis/view.php?id=6605) by nicolae
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13:03:15 <Cheibriados> 03Grunt 07* 0.12-a0-2082-gaeee7ac: Vaults from nicolae (#6603). 10(2 minutes ago, 5 files, 629+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=aeee7accdb67
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13:13:23 <Cheibriados> 03Grunt 07* 0.12-a0-2083-g1f824cc: New Harold speech from nicolae (#6605). 10(3 minutes ago, 1 file, 107+ 17-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=1f824cca1af7
13:15:36 <ChrisOelmueller> what's the point in this hallway being three vaults
13:16:08 <ChrisOelmueller> same for rhombus
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13:28:34 <Cheibriados> 03Guy Halford-Thompson 07* 0.12-a0-2084-g70f9578: Four entry vaults and a feature vault from mrwooster (#6412). 10(2 months ago, 2 files, 74+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=70f9578a9ce8
13:30:27 <Grunt> ChrisOelmueller: all vaults have to be the same size, do they?
13:30:32 <Grunt> I could weight them less, theoretically speaking.
13:31:31 <ChrisOelmueller> seeing as they have allow_dup too that'd probably help, yes
13:31:37 <Grunt> It's not particuarly viable to make one vault definition have multiple sizes with the current underlying code.
13:32:02 <|amethyst> %git
13:32:02 <Cheibriados> 03mrwooster * 0.12-a0-2084-g70f9578: Four entry vaults and a feature vault from mrwooster (#6412). 10(2 months ago, 2 files, 74+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=70f9578a9ce8
13:32:12 <|amethyst> mailmapped!
13:32:13 <Grunt> |amethyst is as on top of things as ever :)
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13:36:08 <Grunt> (This is where mumra either praises me or berates me for all of the extra vaults vaults.)
13:36:15 <Grunt> s/all/adding in &/
13:38:33 <mumra> aha ;)
13:38:42 <Cheibriados> 03Grunt 07* 0.12-a0-2085-g6d1da6e: Reweight a couple of vaults empty room vaults. 10(6 minutes ago, 1 file, 7+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=6d1da6e53f2d
13:39:30 <st_> perhaps making all the monsters in meatsprint red was a mistake
13:39:41 <ChrisOelmueller> volcanosprint
13:39:48 <st_> quite hard to actually discern anything when there is so much stuff everywher
13:40:06 <Grunt> A red film seems to cover your vision as you enter the sprint!
13:40:27 <Grunt> st_, if you're trying to discern things in this sprint, you may be thinking too hard :)
13:42:51 <mumra> Grunt: nicolae-'s diagonal vaults could all be code-generated once hypervaults gets merged (with a lot more sizes and variations possible of course)
13:43:20 <Grunt> They could be code-generated now, actually; it would just be a lot of work.
13:44:09 <mumra> it's probably fairly simple to code-generate multisized vaults in .des files using extend_map
13:45:03 <mumra> however the hypervaults code makes a lot of other things easy, like having access to layout-wide configuration, passing in different decor callbacks, etc.
13:47:14 <mumra> i was already going to experiment with a layout composed entirely of diagonal corridors / intersections
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13:54:52 <mumra> the problem is the code is working and producing great layouts (even better than newnewv) -- but there are 2 bugs that i can't figure out, i can only really see they're there with internal debugging tools, but they're stopping layouts connecting up in certain ways that woud improve things more
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14:19:10 <Cheibriados> 03Grunt 07* 0.12-a0-2086-gd1236e7: Vault batch from Lightli (#6524). 10(9 minutes ago, 7 files, 277+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=d1236e7715fe
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14:34:21 <Cheibriados> 03rwbarton 07* 0.12-a0-2087-g8704243: New city layout for Dis. 10(7 minutes ago, 2 files, 87+ 14-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=8704243e06d6
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15:32:36 <Grunt> http://pastebin.com/Aq5D7eeC
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15:42:01 <mumra> Grunt: 75% chance it generates partially sunk
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15:45:59 <Grunt> ...it generated fine in my tests?
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16:01:06 <mumra> no, i'm referred to "but the fourth one stayed up" ;)
16:01:13 <Grunt> Oh!
16:01:13 <mumra> s/referred/referring
16:01:14 <Grunt> Haha.
16:01:22 <ChrisOelmueller> The fire bat bites something. Something is engulfed in flames!
16:01:25 <ChrisOelmueller> Grunt: a case for you
16:01:28 <Grunt> I thought you meant a vault design bug. :b
16:01:33 <mumra> haha
16:01:34 <Grunt> ChrisOelmueller: that's not an "it" :D
16:01:43 <ChrisOelmueller> b"it"es
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16:02:45 <mumra> Grunt: i performed that scene on stage once in a drama group ...
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16:03:05 <Grunt> :D
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16:37:27 <Gretell> newuser (L11 OpFE)  (D:10)
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16:44:06 <Grunt> !lm newuser x=cv
16:44:07 <Sequell> 4217. [2013-02-05 22:37:24] [cv=0.12-a] newuser the Arsonist (L11 OpFE) ? (D:10)
16:44:13 <Grunt> !lm newuser -log
16:44:13 <Sequell> 4217. newuser, XL11 OpFE, T:16725 (milestone): http://crawl.develz.org/morgues/trunk/newuser/crash-newuser-20130205-223724.txt
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17:26:16 <st_> well I've figured out a way to keep spawning stuff for meatsprint
17:28:10 <Gretell> magistern (L24 MfWz)  (D:26)
17:29:17 <ChrisOelmueller> !lm * crash -log
17:29:18 <Sequell> 4364. magistern, XL24 MfWz, T:76809 (milestone): http://crawl.develz.org/morgues/trunk/magistern/crash-magistern-20130205-232808.txt
17:29:37 <ChrisOelmueller> that looks bad
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18:27:12 <Cheibriados> 03dolorous 07* 0.12-a0-2088-g13ef564: Remove unneeded blank lines. 10(4 minutes ago, 1 file, 0+ 8-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=13ef5640903e
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18:39:43 <st_> can anyone help? how do I get dgn.create_monster to just place the monster in a random spot on the level
18:40:03 <st_> right now it places stuff next to a ring of teletraps, which works but I'd rather do it properly
18:41:29 <nicolae-> what parameters does it take
18:41:42 <nicolae-> maybe you can just do (random number) and then put it in as x and y
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18:42:23 <Cheibriados> Jelly can break through door covered in warnings for quick death (https://crawl.develz.org/mantis/view.php?id=6606) by rlbond86
18:42:25 <st_> right, I thought that too, though it seems like it can place monsters in the middle of rock if it gets eg 1, 1
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18:43:37 <nicolae-> is there a way to check if a position is rocky
18:44:22 <nicolae-> like, random x, y, check if they're open, if they are put it down, if not go back to the start, and if it goes more than like 10 or 20 times just say "eff this" and stop
18:45:10 <|amethyst> st_:  can't you pass 0,0 ?
18:45:25 <st_> it complains about being out of bounds
18:45:57 <|amethyst> oh
18:46:10 <|amethyst> I wonder if that is a bug in dgn_create_monster
18:47:14 <|amethyst> it does a bounds check with COORDS(c, 1, 2), but I believe dgn_place_monster works with (0,0)
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19:01:42 <st_> I'm not sure how to use that... is it supposed to be dgn.place_monster(0, 0, "monster")? it gives an error about a nil value
19:02:10 <|amethyst> it means arguments 1 and 2
19:03:15 <|amethyst> you'd need GETCOORD(c, p1, p2, in_bounds_or_origin)   where in_bounds_or_origin is a boolean function you write
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19:12:20 <HangedMan> http://pastie.org/pastes/6076141/text hehehe
19:12:42 <Grunt> Hey HangedMan.
19:12:43 <nicolae-> HangedMan: cool screenplay
19:12:54 <Grunt> http://pastebin.com/Aq5D7eeC
19:13:26 <ZChris13> hehehe nice
19:13:34 <HangedMan> four-way symmetry seems a little redundant for a swamp rune vault
19:13:34 <nicolae-> yes, nice
19:13:47 <Grunt> I like my symmetry. ;_;
19:13:53 <HangedMan> I like symmetry too!
19:14:00 <Grunt> xref: that Zot splat yesterday <_<
19:14:09 <HangedMan> but well I've kind of twisted symmetry as far as lots of other things I've twisted
19:14:23 <Grunt> That's because you're a twisted designer.
19:14:24 * Grunt flees.
19:14:26 <nicolae-> what zot splat?
19:14:33 <Grunt> !lg . zot:5 2 -tv
19:14:34 <Sequell> 2. SGrunt, XL27 HEGl, T:124217 requested for FooTV.
19:14:48 <Grunt> I guess it needs more context to understand the symmetry reference.
19:14:52 <Grunt> !lg . zot:5 2 -tv:cancel
19:14:52 <Sequell> 2. SGrunt, XL27 HEGl, T:124217 cancel requested for FooTV.
19:14:55 <Grunt> !lg . zot:5 2 -tv:<10.0
19:14:56 <Sequell> 2. SGrunt, XL27 HEGl, T:124217 requested for FooTV.
19:15:08 <Grunt> ...that's still too late :|
19:15:12 <Grunt> Not by much though.
19:15:14 <Grunt> !lg . zot:5 2 -tv:cancel
19:15:15 <Sequell> 2. SGrunt, XL27 HEGl, T:124217 cancel requested for FooTV.
19:15:16 <Grunt> !lg . zot:5 2 -tv:<12.0
19:15:17 <Sequell> 2. SGrunt, XL27 HEGl, T:124217 requested for FooTV.
19:15:28 <|amethyst> Human flesh bag!  My blood pumper is wronged!
19:15:40 <|amethyst> http://www.ifwiki.org/index.php/Symetry
19:15:45 <Grunt> ...meh.
19:15:51 <Grunt> !lg . zot:5 2 -tv:cancel
19:15:52 <Sequell> 2. SGrunt, XL27 HEGl, T:124217 cancel requested for FooTV.
19:15:55 <Grunt> I'm not going to keep looking :b
19:16:06 <|amethyst> (there was a later game called "Rybread Celsius Needs a Dictionary")
19:16:08 <HangedMan> at any rate collapsing one of the quadrants inward would help make it look more... distinct? less orderly? even if parts are made into floor there will always be certain walls that will look conspicious
19:16:49 <nicolae-> maybe swamp needs a little order here and there
19:17:15 <HangedMan> it's been abandoned long enough there are plants all over the castle!
19:17:35 <Grunt> Castles are built to last rather longer than it takes for plants to start growing over them :b
19:17:52 <Grunt> Even if they are sinking into a swamp...
19:17:59 <HangedMan> plants and flooding and random statues crumbling into stones
19:18:26 <nicolae-> if it's sinking the floor should at least have some wet spots
19:18:26 <HangedMan> oh right that should be a singular large rock if only because the same kinds of statue becoming stone piles or large rock piles is clearly implausible [/nitpicking]
19:18:28 <nicolae-> oh nvm you got that
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19:18:54 <Grunt> ...doh, I missed that.
19:19:17 <HangedMan> could also do with a little more randomization in monsters placed
19:19:19 <Grunt> I did mean for it to be large rock q:1, but somehow left out the q:1.
19:19:39 <HangedMan> using =s instead of :s in NSUBST:  : = 7:1 / 7:2 / 7:3 / 10:4 / 16:5
19:21:14 <HangedMan> swamp doesn't regularly place bushes, does it? they seem weird anyway
19:21:25 <nicolae-> i've never noticed them
19:21:29 <HangedMan> and that's all I can think of from just looking at the source instead of playing it
19:21:45 <HangedMan> and I just spent too long testing out http://pastie.org/pastes/6076175/text myself
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19:25:38 <HangedMan> of course, the first thing I notice in generating it is teleport closets which I will hound you about forever
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19:26:44 <HangedMan> there are also no border doors because of the way that doors can only place when near a wall so it's pretty likely there's just this one part of the level that is nothing but monsters
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19:27:32 <nicolae-> well, that happens
19:28:48 <HangedMan> it's just the last time I remember seeing "lair rune of a part of the level being almost nothing but monsters" I remember a less intentional thing grunt did... :P
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19:29:40 <st_> mmm stuff is going together
19:29:49 <nicolae-> vault idea: rune vaults that are just a bunch of 000000s
19:29:53 <nicolae-> 0000000O0000000
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19:30:03 <nicolae-> thanks hangedman
19:30:04 <st_> at this rate I might actually be able to redo zigsprint to make it not broken to hell
19:30:22 <ChrisOelmueller> that'd be awesome
19:34:47 <Grunt> HangedMan: remind me of that :b
19:35:10 <HangedMan> grunt: layout_chaotic_city, snake
19:35:20 <Grunt> Oh right!
19:35:21 <Grunt> <_<
19:35:40 <nicolae-> hey, what's the aesthetic policy on encompass vaults for non-rune levels of branches
19:36:24 <Grunt> Last I heard, encompass vaults outside of the dungeon on non-rune branches was discouraged, but I think those responsible for the discouraging aren't around at present.
19:36:33 <DracoOmega> Hmmm... ARE there even any non-end encompass vaults that aren't D?
19:36:49 <ChrisOelmueller> who opposes a Blade encompass for V instead of a branch
19:36:52 <ChrisOelmueller> and how can i bribe them
19:37:00 <st_> the main problem is upstaging the rune vault
19:37:07 <nicolae-> good point
19:37:22 <nicolae-> blade... what a weird branch. why isn't it a portal?
19:37:42 <DracoOmega> Legacy? It's there mostly because it's always been there, I think
19:37:59 <nicolae-> ah, like an appendix.
19:38:21 <ChrisOelmueller> DracoOmega: like that kept hive alive
19:38:21 <Grunt> todo: figure out exactly when Blade turned up...
19:38:21 <DracoOmega> Mind you, this doesn't mean I'd actually want to get rid of it. But it would be nice to see something more interesting done with it, whatever that might be
19:38:36 <DracoOmega> Grunt: Well, it's pre-DCSS, so....
19:38:49 <nicolae-> what if it got moved upward in the dungeon
19:38:59 <DracoOmega> nicolae-: So even more people can not do it?
19:39:03 <nicolae-> yes, exactly
19:39:13 <DracoOmega> At the moment, entering it isn't very tempting for nearly any character, which is a problem
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19:39:37 <ChrisOelmueller> entering is very tempting
19:39:44 <ChrisOelmueller> just the exiting immediately afterwards is a problem
19:39:58 <DracoOmega> Okay, how about I say 'clearing it', then
19:40:05 <ChrisOelmueller> that's fine :0
19:41:16 <nicolae-> what are the main discouraging factors of blade
19:41:46 <DracoOmega> It is highly dangerous and doesn't have much loot anyone is likely to care about
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19:42:04 <HangedMan> obviously have a tiny chance for slaying to spawn :P
19:42:11 <DracoOmega> The odds of the special weapon being something you want are fairly slim
19:42:29 <DracoOmega> And probably by the point you are comfortable doing the place, most people already have something fine enough anyway
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19:42:58 <nicolae-> well, that's why i suggested moving it up, so you'd have more reason to want to upgrade your weapon.
19:43:28 <ChrisOelmueller> moving it up would kill even more people attempting it
19:43:28 <HangedMan> and a better chance to die
19:43:39 <DracoOmega> Well, I think if it was actually somewhat early, actually trying to GET that weapon would be incredibly risky (and not worth it, barring odd circumstances)
19:44:32 <DracoOmega> Maybe just stick a scroll of acquirement at the end? :P
19:44:57 <nicolae-> maybe make it a little smaller and cut down on the number of weapons so it's not quite as deadly... i dunno.
19:46:28 <DracoOmega> The place was actually less dangerous when it was larger
19:46:31 <DracoOmega> Since there were corridors
19:46:58 <nicolae-> ah.
19:47:23 <DracoOmega> Maybe it wouldn't hurt to have more than one 'special' weapon at the end? Though I wonder if having even a few of them would do much to help the place. It might, though.
19:49:25 <HangedMan> my plans for hall of blades were for a seriel vault with three or four halls and each hall would try to circle around a given brand or weapon class, with good weapons (but not reliably so) weapons at the end of each "hall"
19:49:27 <nicolae-> could be worth a shot.
19:49:39 <nicolae-> oh, i like that too.
19:49:46 <HangedMan> unfortunately mumra shot down all serial vaults for V
19:50:36 <HangedMan> the most immediate changes I can think of is to just make the encompass vault mirror itself with the special weapons and stairs in the center
19:50:49 <nicolae-> yeah that sounds cool
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20:00:14 <nicolae-> so which branches are in most need of vaults now, hangedman
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20:03:42 <HangedMan> hells, still shoals
20:04:14 <nicolae-> got it
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