Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Black Wolf on February 18, 2017, 12:06:29 pm

Title: WIP - Warehouse Station
Post by: Black Wolf on February 18, 2017, 12:06:29 pm
This is a project I took on late last year at the request of JCDNWarrior. He PMed me out of the blue with a really fantastic idea for what he called a "Cargo Missing Link" - essentially a space warehouse, where freighters could dock, drop off cargo, pick up new cargo etc. He sent me a little sketch that had the basic idea, except he wanted it to be a modular add-on for an existing station. What intrigued me, though, was a tiny element in the sketch - an internal box marked "Hangarbay?"which I saw as a hangar within a hangar - an idea that I loved. That and the obvious utility of the idea (and the fact that it was a cool new stiation idea I'd not thought of) got me hooked on the concept.

I quickly realised it would have to be standalone - it was too complex and big to be an addon - and that it would need to be toned down slightly from what he originally was thinking of. But I still think that what I'm working on will be useful in that "missing link" role - a nexus for cargo transfer, where cargo inside a container can be seen, visually and in game - to transfer to a destination, as opposed to just being dropped near it.

Here's where I'm at at the moment:

https://p3d.in/W9fFL

Obviously, lots still to add. The underside is largely barren, the top of the conning tower thing needs some greebles (probably sensor equipment) and most of the cut out gaps need more geometry in them so that they don't feel too sparsely populated. But a lot of the concepts are there. The sticking out docks will be animated, so they'll only extend when something docks, to grab the cargo container and the freighter separately. There are also the pits in the upper surface - the doors next to them will normally cover the pits, and will only slide back when a ship is bringing in some cargo.

I'm also really fond of the fact that this will have a huge "freighterbay" that the player will be able to fly inside of. It'll be designed so that Chronos freighters can fly inside and dock, which I think will be quite cool. You can also see there's a fighterbay in there, and a shuttlebay at the back. When you start a mission from this thing, you'll have to fly out the main bay. Of course, right now the geometry in there is far too sparse for that level of player proximity, so there's a lot of work to be done in there as well. Not as much as you might think though - the intent is that it will have plenty of cargo containers inside it when its ingame (there're a few in there now, but they're just for scale - the final model will be bare, and they'll be added with dockpoints) - that will have the effect of increasing the player's perceived detail without adding massively to my workload.

The current mesh is 69,000 polies, but a few thousand of them will be from the freighters and cargo containers in the mesh. The ultimate budget is somewhere around 90,000, but most of what's there has already been UVed, so I'd say I'm probably about 75% of the way to texturing.

Other than just showing the model to the community (I'd posted it in IRC, but was encouraged to post a topic here as well), I'm also looking for ideas, especially for internal geometry. I want to add a few more doors and make a low poly pseudo mainhall in the corner, plus some docking pads for a Chronos or two, but that wont fill it. Also, I'm going to substantially modify the conning tower looking thing (at the very least it'll be made substantially shorter - I don't really like it, but I'm not sure what would go better there).

This is probably my number two priority over the next little bit (I have another ship promised to someone else that I need to be cracking on with) but I'll try and post some progress as soon as possible.
Title: Re: WIP - Warehouse Station
Post by: Aesaar on February 19, 2017, 08:51:58 am
Looks good.  Always nice to see cool new stations.
Title: Re: WIP - Warehouse Station
Post by: Colonol Dekker on February 19, 2017, 09:07:12 am
Needs a crane on top or bottom?
Docks love a crane....
Title: Re: WIP - Warehouse Station
Post by: HLD_Prophecy on February 20, 2017, 09:08:21 pm
This looks fantastic! I love installations like this, they add so much realism and flavor.  :D
Title: Re: WIP - Warehouse Station
Post by: 0rph3u5 on March 09, 2017, 06:42:35 am
Awesome!

As for things that make sense adding: Besides the crane already mentioned, a system to move containers around without having ships or drones fly in directly might be a cool addition. Think of a mag-lev- or rail-system; putting it on the underside of the station, away from ship traffic, would be logical and give you something to fill the empty space...
(plus a TTC 1 going rounds would make for a nice rotation subsystem :D)
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 14, 2018, 09:39:06 am
For those still interested:

(https://preview.ibb.co/hxcDVH/Warehouse_Tex1.jpg) (https://ibb.co/jFVYVH)

(https://preview.ibb.co/d9vBHx/Warehouse_Tex2.jpg) (https://ibb.co/fgWkcx)

(https://preview.ibb.co/e5KSqH/Warehouse_Tex3.jpg) (https://ibb.co/mHQNPc)
Title: Re: WIP - Warehouse Station
Post by: Nyctaeus on March 14, 2018, 10:32:52 am
Indeed I am...

Nice work :yes: !
Title: Re: WIP - Warehouse Station
Post by: HLD_Prophecy on March 14, 2018, 01:09:38 pm
Very cool! Looks like it could be from the T-V War era.
Title: Re: WIP - Warehouse Station
Post by: 0rph3u5 on March 14, 2018, 04:43:26 pm
Very cool, still want it  :yes:
Title: Re: WIP - Warehouse Station
Post by: Trivial Psychic on March 14, 2018, 07:13:30 pm
Looks like something that could have been a decommissioned carrier, converted to a station.
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 14, 2018, 11:34:03 pm
Glad to see people are still interested. :)

So the texturing is nearly done, but there is a boat load of work to be done on what will certainly be the most complex pof I've ever built. At this point I have at least a dozen or more translating submodels that need to be rigged, mainly to various dockpoints, of which there will be literally... I mean, not hundreds, but very plausibly 50, I think. Plus I still need to add a few greebles (some rotating dishes and the like) and pump up the interior (still need those landing pads for Chronos' and the pseudo-mainhall/observation stuff I talked about in my earlier post). It looks close, but there's still a ways to go. It's such a cool concept though that I definitely want to see it released.

All that said, none of this is actually new, just a little complicated, so it might take a little while. Still, texturing by my laborious methods has always been my biggest roadblock, so hopefully it won't be insanely long.

Additionally, all that animation means it's unfortunately going to be somewhat tough to use from a FREDders perspective, and somewhat restrictive. My plan as it stands is to optimise it to work with the Chronos (Amazon Advanced) and the Poseidon, maybe the Isis and Elysium too. It's important to preselect ships, as ship specific dockpoints will be critical for navigating ships to exactly where they need to go, whether that's to exactly the right point so that they look like they're resting on a landing pad, or positioning part of the ship in the right place for a docking tube to extend. With that in mind, can anyone think of a compelling reason for another ship to get integrated? A lot of the small ones won't need it (things like the Isis or Mercury will be able to use the fighterbay pretty well, I would think), while really big stuff like the Triton and Zephyus probably aren't at the right scale for this station anyway. But if there's an obvious ship I'm missing let me know now. :)
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 18, 2018, 10:08:17 am
Getting there. Still have to do the debris before I do the pof data and the animation. And probably going to updetail the floor texture a little bit.

(https://i.imgur.com/Ao70haJ.jpg)

(https://i.imgur.com/qwBuyxQ.jpg)

(https://i.imgur.com/SLFlluk.jpg)
Title: Re: WIP - Warehouse Station
Post by: Nightmare on March 18, 2018, 10:54:44 am
That's simply aswesome! :)
The detail of the hangar looks almost like a main hall. It's easy to think of a campaign where you land on this thing, then exit to the main hall and it looks just the same; the only thing missing would be the ability to walk around in it.
Title: Re: WIP - Warehouse Station
Post by: Spoon on March 18, 2018, 11:04:25 am
Very nice, more civilian utility type of ships are always really helpful to have around.
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 18, 2018, 11:17:36 am
That's simply aswesome! :)
The detail of the hangar looks almost like a main hall. It's easy to think of a campaign where you land on this thing, then exit to the main hall and it looks just the same; the only thing missing would be the ability to walk around in it.

Thanks. Truth be told, the level of detail is way down vs a proper main hall. But I'm considering upping the detail a little for exactly that purpose - well, not for walking around neccesarily, but a few more doors and things so it looks like a proper in game main hall. Maybe not though, once the debris is done the geometry will be locked down.

I'm getting pretty excited to see this completed. Watch this space. :)
Title: Re: WIP - Warehouse Station
Post by: Nightmare on March 18, 2018, 11:33:21 am
Yeah MJN wrote that his main halls have 6mio polies of so...
BTW, how many does this thing currently have?
Title: Re: WIP - Warehouse Station
Post by: Farkas on March 18, 2018, 05:39:05 pm
I need this. I don't know for what yet, but I need this! :D
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 21, 2018, 07:46:51 am
Yeah MJN wrote that his main halls have 6mio polies of so...
BTW, how many does this thing currently have?

Roughly 75000 in LoD0

So, the pof is done, textures too (although I forgot a tiny bit, but it's nothing I need to worry too much about I think in terms of shine maps and whatnot, just a tiny tweak to the diffuse and glowmaps). So  now I have the insanely painful task of animating everything. Turns out, the dockpoint animation code is all based on the dockpoint number rather than the name, which I did not realise. So that adds a little bit of complexity. But the rest is just... ugh.

I have twelve translating submodels, which each require three rotating submodels to work, so 36 animations to test.  I've basically given up on making it work with multiple classes, so it'll be Poseidons all the way. :P But I also need to fairly delicately make the docking paths work, which can be a massive pain. Everything then needs to be tested in-game, which takes as long as it takes. Luckily, repeating geometry means repeating animation data in the table file, but I can definitely see bugs from the wrong dockpoint numbers and such creeping in.

I honestly feel like I will need quite a long time to get this implemented and tested. I think it'll be worth it, but honestly, release is probably at best a couple of weeks away at this point. Wish me luck. :)
Title: Re: WIP - Warehouse Station
Post by: Nightmare on March 21, 2018, 07:57:03 am
I honestly feel like I will need quite a long time to get this implemented and tested. I think it'll be worth it, but honestly, release is probably at best a couple of weeks away at this point. Wish me luck. :)

So do I :)
It's absolutely worth it. :nod: :yes:
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 23, 2018, 02:28:06 am
Had a day off work, spent... quite a few more hours than I maybe should have working on this. Got most of the simple (non animated) dockpoints working, and one of the animated Poseidon dockpoints on the side. I ****ing love it. I fully admit I'm talking myself up a bit here, but it is cool as ****, one of the best little detail things I have ever done on a FS model. The poseidon docks, then the bridge dock extends so the polit can walk to the station, and another dock comes up to grab the cargo container. So cool! :D

The animation code is undeniably clunky and there's a little bit more FREDding involved than I would like to get some of the elements working (not the poseidon dock, but some other stuff, like getting a poseidon to drop a cargo container into one of those pits on the top, fly away and have the door slide closed over it - lots of slightly hacky sexping to make it smooth). But I don't care. It's awesome. :D

That's not much of an update, so what I do have is a name and a Tech Description.

Quote
GTI Veles

In the earliest days of interstellar travel, trade between systems was relatively limited by the simple expense of access, both to orbital and super-orbital space and to intersystem jump technology. As technology matured, however, and access to space became cheaper, commercial activity and interstellar trade grew rapidly, particularly as colonisation efforts – and later the 14 Year War – saw demand boom. Soon, the requirements of the ballooning trade network threatened to overwhelm the early Endymion class space stations of the time.

The Alliance’s response was two-fold. The first was the acceleration of the design and deployment of the earliest Arcadia class Installations in order to reduce the burden on existing Endymions in the largest populated system. The second was the development of the Veles, a smaller station and supply depot that could serve in a number of roles as a resupply depot, cargo or passenger transfer station or deep space storage facility in populated systems. Some were further adapted to provide refuelling capabilities or for maintenance and repair of the vessels they serviced.

Unlike the larger, more generalist Arcadia, the Veles demonstrates an almost spartan dedication to its role. Where an Arcadia can accommodate thousands, a Veles has an active crew of only a few hundred, and a maximum capacity of under a thousand people. Where an Arcadia has a cavernous fighterbay and was armed to defend itself during wartime, the Veles was very lightly armed (or in many cases entirely unarmed) and used its various landing bays primarily for shuttles, transports and small freighters rather than fighters. Despite these apparent shortcomings, the Veles was considered highly successful in its role, and the simple, robust design rapidly spread across Sol and the newly colonised systems of the GTA.

In modern times, the Veles continues to be popular, and most systems contain at least one or two of these versatile stations, either in public or private hands. Despite the considerable passage of time since their initial design, modern updates have seen very little change to the Veles’ basic look and layout. Newer models boast improved atmospheric shielding and vacuum sealing, more efficient reactors, slightly more advanced weaponry, and better compatibility with Vasudan ships, but are otherwise essentially identical to their older cousins.
Title: [RELEASE] - GTI Veles Warehouse Station
Post by: Black Wolf on March 24, 2018, 07:59:53 am
(https://i.imgur.com/OAPbmFg.jpg)

(https://i.imgur.com/xDLi5f8.jpg)

DOWNLOAD: http://www.mediafire.com/file/ihd56x5ir1ue737/Veles.7z

So that was actually easier than expected. Still plenty of squashed bugs along the way, but it all came together much quicker than I feared, though largely that was the result of unexpectedly having a couple of days I could mostly dedicate to the project.

I'm really happy with how the animation and things have turned out. I could have continued for ages adding more dockpoints and more compatibility with more ships, but I felt like I was hitting a point of diminishing returns. It's compatible with the main terran freighters and has space for dozens of cargo containers. Adding more is simple if anyone wants to along the way.

A few nothes before the pretty pictures. The download includes some tips for FREDders, but I am replicating that document here because it's important. Read this before you play with the model! Or you will either fail to use it properly, or FS will break it and you'll blame me for making a buggy model. So read before you FRED!

Quote
Hi! Thanks for downloading the GTI Veles. Hopefully this station will be exactly what you need for your campaign, but in order to use it to its full capabilities, there are a few things you should know.

Almost all of these notes are focused on docking - the Veles has nearly 100 dockpoints, and is designed primarily as a place to transfer cargo. First and foremost:

!!!!!!!!!!!!!!!!!!!!DO NOT TRY TO FILL ALL THE DOCKPOINTS!!!!!!!!!!!!!!!!!!!!

Many of them overlap, and will look bad, but also the sheer number of objects will cause FSO to slow down to a crawl. So avoid it. Use a sensible number of cargo containers and ships so that the station looks busy, but keep the number reasonable. Your players will thank you for it.

Second key thing - use the correct dockpoints for the correct ships/cargo containers. This will be explained in detail below.

========CARGO DOCKPOINTS========

Generally speaking, the docks are not generic, and are instead designed for specific ships and cargo containers. In most cases, a cargo dockpoint without a name in it is designed to fit a TAC-1, TC2 or TSC2. TTC 1 will work, but will probably be a bit sparse in most cases. VAC 5 and VAC 4 will generally also fit.

A few exceptions apply:

CargoDockShelf10 - Do not use a TAC 1 or similarly long container here or you will overlap the crane structure. a TC or TSC 2 will work fine.
CargoGas* - These are designed exclusively for the TGas-1. Anything else will clip badly into the geometry of the model.
CargoTCTRI* - These are designed exclusively for the TC-TRI. Anything else will just be sitting off in space randomly.
CargoSmall* - These are designed for the TTC 1. Other containers may or may not fit into the small spaces in which these dockpoints have been crammed.

========NON-CARGO DOCKPOINTS========

These are a bit more specific than the cargo dockpoints. Some are generic, and will work with a wide variety of ships. These are:

PadA, PadB, PadC - These are transport docks for ships landing on the pads on top of the main fighterbay.
Transport Dock* - These are the 4 normal looking dockpoints with the red and yellow lights leading to them on the angled side of the station.
DockingPoint* - These are the 3 normal looking dockpoints on the TC-TRI pad.
DockCPad* - These are the generic versions of the three Cronos exclusive dockpoints inside the main cargo bay.

The remaining dockpoints are ship specific, and must be used more carefully.

PosTACDock* - These are the animated dockpoints in the cutaway section above the main cargo bay. Use these dockpoints -only- when a Poseidon class freighter carrying a TAC 1 cargo container wants to dock. This ensures that the docking tube underneath the dock extends to the correct height and doesn't clip the geometry of the cargo container.
PosTCDock* - As above, these are the animated dockpoints in the cutaway section above the main cargo bay. Use these dockpoints -only- when a Poseidon class freighter carrying a TC 2 or a TSC 2 cargo container wants to dock. This ensures that the docking tube underneath the dock extends to the correct height and doesn't clip the geometry of the cargo container.
DockCronos* - These are the dockpoints which allow Cronos freighters/Amazon Advanced drones to land on the three large cargo pads in the main bay. For any other ship, use the DockCPad dock.
PoseidonDockA and PoseidonDockB - These dockpoints are used when a loaded Poseidon wants to drop cargo into the pits marked A and B on the top of the station. Docking is simple. Undocking is complex - simply using the Undock AI command will cause a lot of grief. Instead, to undock, the following is recommended.
1. Use the jettison-cargo sexp on the Poseidon to sever the link between the freighter and its cargo. Make sure to set velocity at 0.
2. Set the cargo and the Poseidon to the same collision group using the add-to-collision-group sexp.
3. Use the set-object-speed-y sexp to give the Poseidon a push up away from the cargo container. I've found an initial speed of around 120 moves it far enough up, but alternately use the every-time sexp to have a lower speed for a few seconds.
3. Have the Poseidon follow a waypoint up and forwards, away from the dockpoint.
4. Once the Poseidon has cleared, close the door. This is done using three copies of the trigger-submodel-animation sexp, using the following arguments:
      1. <GTI Veles Name>
      2. scripted
      3. 0
      4. 1
      5. false
      6. <relevant submodel name>

To close the door over Pad A, the three <releavant submodel name> entries are C1-A1, C1-A2 and Cover01.
To close the door over Pad B, the three <releavant submodel name> entries are C2-A1, C2-A2 and Cover02.

========GENERAL TIPS========

The Freespace docking system is messy, and has been since retail. The potential for screwy behaviour (small transports swinging huge stations around, for example, or stations smashing into the player and exploding) is enormous. Therefore, there are a number of things that are of great significance that you should do every time you use the Veles.

1 - Jettison Cargo at the start of the mission.

Ideally, the Veles' dockpoints should be used in FRED to easily position cargo containers. Then, insert a sexp that jettisons all docked cargo from the Veles at speed 0. This means that a maniac with a morning star can't shoot a docked cargo container and send the entire station flying. Same goes for an errant cargo explosion or whatever. The fewer ships you have docked, the better.

There is one caveat here. Unfortunately, at present, there is no way to only jettison cargo - if you jettison a ship docked to one of the dockpoints linked to an animated submodel, that submodel will retract. You can either manually extend the submodel using the animation sexps or manually jettison just the ships (i.e. cargo) that you choose.

2 - Make use of the set-immobile sexp.

Even using a jettison-cargo sexp, you should set the Veles to immobile, either using a sexp or using the "Does not Move" checkbox in the misc settings. More importantly, however, any ships docked to the Veles also need to be set immobile as soon as they dock. This is important. Otherwise, a docked Poseidon that has its cargo shot out from under it will throw the Veles hundreds of metres away, and often spin it around enough to hit and kill the player. This is bad. Therefore, as coon as a ship has docked, use the "set-immobile" sexp to keep it in place. It can be "set-mobile" again as soon as it undocks.

3. Be careful about Bay Paths

The Veles has 7 "bay" subsystems corresponding to its main bay (inside the cargo bay), it's rear secondary shuttlebay and its four drone bays on the side of the installation. FSO only really recognizes a single type of fighterbay, so in theory any ship can exit or enter from any bay. In practice, this will lead to some pretty bad clipping/collisions if a larger fighter or bomber attempts to enter/exit through a small bay. Therefore, all ships using the docking bays should have their bay paths restricted.

Bay*DB - Will direct the ships to enter/exit through the Drone Bays on the side of the installation. Use these solely for very small ships - repair drones such as MJN's Phidias, Dark's drone (3301 on the wiki) or the Amazon will fit, as will the Mercury class shuttle. There are 4 of these paths.
Bay*SB - Will direct the ships to enter/exit through the Shuttle Bays at the rear of the installation. These were designed for the Mercury class shuttle, however, in practice, most strikecraft up to and including some bombers will fit. There are 4 of these paths.
Bay*FB - Will direct the ships to enter/exit through the main bay inside the installation. This was intended to be the bay used by large transports, heavy bombers etc. There are 3 of these paths.

With that done, here are some more pictures. :) Enjoy the Veles!

(https://i.imgur.com/TC1viwa.jpg)
(https://i.imgur.com/aNmdmN6.jpg)
(https://i.imgur.com/0hkUuGf.jpg)
(https://i.imgur.com/V1UyRRw.jpg)
Title: Re: WIP - Warehouse Station
Post by: bomb3rman on March 24, 2018, 08:42:00 am
Oh boy... This really comes in handy :) Very nice!
Title: Re: WIP - Warehouse Station
Post by: 0rph3u5 on March 24, 2018, 08:49:04 am
Nice!

This has been one of the assets I've been most eagerly anticipating...
Title: Re: WIP - Warehouse Station
Post by: Nightmare on March 24, 2018, 09:06:26 am
Wow, such a wonderful thing :)
Title: Re: WIP - Warehouse Station
Post by: Goober5000 on March 26, 2018, 03:41:08 am
Wow, this is great! :yes:
Title: Re: WIP - Warehouse Station
Post by: bomb3rman on March 26, 2018, 04:46:29 am
I recognized one odd problem: The station gets pushed around when Hit by mass drivers. Do i have to change density or $damp in the table?
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 26, 2018, 05:21:47 am
I recognized one odd problem: The station gets pushed around when Hit by mass drivers. Do i have to change density or $damp in the table?

I increased the model's mass by a couple of orders of magnitude from the generated figure, and tested it against bombers, though not mass drivers - are those BP?

That said, before I make any changes associated with the station getting pushed around... Did you read (and follow) the instructions for FREDders? Because this kind of sounds like the behaviour you'd get if you didn't follow the instructions for FREDders.

I'm not saying that I couldn't have made a mistake - I make mistakes all the time. But make sure nothing is docked to it and test it again to tey to replicate the behaviour before you change too much in the tables or pof. There's also the "set-immobile" sexp that you probably should be using.
Title: Re: WIP - Warehouse Station
Post by: bomb3rman on March 26, 2018, 06:03:40 am
Ah, that's it. I only set the Veles to immobile, not it's containers. I also needed to include the jettison-cargo-sexp. Now it's solid like a rock ;)

Thanks! I read about the cargo-dockpoints, but not the General tips ;)
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on March 26, 2018, 09:41:06 am
Haha, thought so. This is one mod where you really, really do have RTFM. ;) I've been messing with multi-docking one way or another basically since it was implemented. It's still, IMO, one of the single best things the SCP have ever done (shoutout to Goober IIRC). But the FSO docking code means it needs to be handled with great care, especially on an immobile structure. Something like the Atlantis is fine cruising along woth a few dozen cargo containers docked to it, but a static structure can go crazy pretty easily.

Anyway, glad it's working for you. I never tested it with any BP stuff (just assuming that's where the mass drivers are coming from) so if it looks cool with UEF stuff or whatever, post pictures. It's pretty photogenic! :P
Title: Re: WIP - Warehouse Station
Post by: bomb3rman on March 26, 2018, 12:09:28 pm
Yes the mass drivers are coming from BP (originally, changed the values a bit), but I already changed the mission so the gunboats aren't shooting at the station anymore. It's floating close to a cargo depot I created with the construction kit for a mission. The new containers even fit at some docking points :)

Nevertheless, it looks nice in space without gunboats shooting at it, too :)

(https://img3.picload.org/image/daiowolw/1.jpg) (https://img3.picload.org/image/daiowolw/1.jpg)

(https://img3.picload.org/image/daiowocr/2.jpg) (https://img3.picload.org/image/daiowocr/2.jpg)
Title: Re: WIP - Warehouse Station
Post by: Black Wolf on April 02, 2018, 03:37:21 am
So I made a foolish mistake which I should have picked up in all the screenshots - that glowing metal band on the side (very obvious in my second screenshot) shouldn't be glowing. I have changed the glowmap and re-uploaded the model. All the links are the same if you want a new version, or just eliminate the metal textured part from WHDD-glow.dds (it's pretty obvious it doesn't belong  if you're looking for it).

Sorry gents, I will try to make fewer silly mistakes in future! :)