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Mandelbulb
Jul 24, 2010

rm -rf /

I might have missed something, but how do you see what type a weapon is (other than to infer it from the name)? I stuck to my starting longsword because I didn't want to mess up my masteries.

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Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Tufty posted:

Thanks. I thought that might have been it. I'm playing a dodgy dagger-user so I equipped an Issachari Sun Veil for the +DV and now the colours seem to have gone a bit funny. Most things in the world are greyscale now and this doesn't go away when I take the veil off. Is this a bug?

Edit: And now I'm walking into walls which aren't revealed as wall tiles, they're staying black. The tiles I move over are converting from black into ground tiles though. Did I blind myself with the veil or something?

It might be night-time or a cave without a torch or other light source equipped?

Tufty
May 21, 2006

The Traffic Safety Squirrel

Unormal posted:

It might be night-time or a cave without a torch or other light source equipped?

Yeah, sorry. I unequipped my torch ages ago so I could use a second dagger and then went into a cave. The lack of a light source didn't seem to have any effect in there until I thought "Maybe a torch will increase my viewing distance in this cave?" and equipped one. When my viewing distance stayed the same I swapped the torch back for my dagger and at the same time used the veil. Thanks Unormal

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Mandelbulb posted:

I might have missed something, but how do you see what type a weapon is (other than to infer it from the name)? I stuck to my starting longsword because I didn't want to mess up my masteries.

Hmm, I guess it's not displayed anywhere, I'll include that in the next patch. Unless it's a "long sword" or obviously an axe or club/hammmer it's usually a short blade (daggers, kukris, etc are all short blades).

Maelephant
Aug 12, 2006

"Yer know, a herd of maelephants might be jus' wot we needs."

Tufty posted:

Thanks. I thought that might have been it. I'm playing a dodgy dagger-user so I equipped an Issachari Sun Veil for the +DV and now the colours seem to have gone a bit funny. Most things in the world are greyscale now and this doesn't go away when I take the veil off. Is this a bug?

Edit: And now I'm walking into walls which aren't revealed as wall tiles, they're staying black. The tiles I move over are converting from black into ground tiles though. Did I blind myself with the veil or something?

That's weird. Are you outdoors? It's possible that it's just night and that your site radius has been massively reduced (There's a day/night cycle). Try equipping a torch.

Edit: Beaten :-/

Tufty
May 21, 2006

The Traffic Safety Squirrel

Where can I see my total AV and DV?

Also, while I'm asking I have a question about Red Rock I left the town, went to the world map and headed North to Red Rock. On the local screen there I found some stairs down and inside are lots of snapjaws, a slime, a spider etc. Am I in the right place for the quest? Should I go deeper?

Edit: Can True Men use mutation points for anything?

Edit 2: gently caress. Killed by a Jilted Lover :/ I didn't notice my health was low.

Tufty fucked around with this message at Dec 18, 2010 around 00:30

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Tufty posted:

Where can I see my total AV and DV?

Also, while I'm asking I have a question about Red Rock I left the town, went to the world map and headed North to Red Rock. On the local screen there I found some stairs down and inside are lots of snapjaws, a slime, a spider etc. Am I in the right place for the quest? Should I go deeper?

Sounds like you're in the right place, it should trigger the completion of the first quest step when you get to the screen with the stairs down, and the rooms should be squareish. Make sure you get the quest from Mehmet. So yeah you should be able to go to the world map, walk 2 north, and go down and find the entrance on that screen as a stairs down amongst some rocks.

quote:

Edit: Can True Men use mutation points for anything?

No, it shouldn't really even be displayed.

Unormal fucked around with this message at Dec 18, 2010 around 00:32

Tufty
May 21, 2006

The Traffic Safety Squirrel

I just rolled a mutant with multiple arms, multiple legs and spinnerets That's 8 limbs in total. I am literally a spider-person.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


Found a minor bug: after completing Argyve's quest to bring him 200' of wire, the wire stays in your inventory.

You are a nerd
Apr 9, 2003

See?

Unormal posted:


What is the very first message that pops up? How much RAM do you have?


There are up to a dozen messages along the line: "Bad blueprint at table ruins creatures 1 chance = 5" then the big error dump.

System has 3G ram, and the task manager showed that the game executable was only using 250 M out of 1.8 G available at the time. I'm not much of a programmer, but I vaguely remember in Visual C++ that there was some setting you had to change to make the program grab more memory than the default of 100 M or whatever. Is there a similar option in working with .NET?

Anyway, the console version works.

You are a nerd fucked around with this message at Dec 18, 2010 around 01:16

MacGyvers_Mullet
Sep 5, 2006

The guilty pay the price.


Team Black Zion posted:

Jilted lovers are easy to get away from/or kill if you aren't at like, 2 HP.

I really like how you can roll fun mutant combos, it starts you thinking on new character ideas. It's like, roll a dude with teleport/fly, decide to play an escape artist. Roll someone with horns and carapace, play a juggernaut. Really smooth character creation. Proselytize is fun because hearts explode everywhere when you convert someone.

I agree, my favorite thing about games like Crawl or ZAngband is the mutation system, and CoQ's is by far the most fun from what I've seen so far. I just love the idea of a four-armed axe wielding horned maniac charging into walls because of his nearsightedness.

Mostly though I'm impressed by how intuitive it is without actually being easy.

senae
Apr 3, 2010


One of the defects is spontaneous combustion, I'm calling game of the year right here.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

You are a nerd posted:

There are up to a dozen messages along the line: "Bad blueprint at table ruins creatures 1 chance = 5" then the big error dump.

System has 3G ram, and the task manager showed that the game executable was only using 250 M out of 1.8 G available at the time. I'm not much of a programmer, but I vaguely remember in Visual C++ that there was some setting you had to change to make the program grab more memory than the default of 100 M or whatever. Is there a similar option in working with .NET?

Anyway, the console version works.

That sounds like maybe a corrupt blueprints file, try deleting your folder and re-installing from the latest build. If it happens again as soon as you get the very first error, it's on your clipboard, before you hit OK just ctrl+v it into an e-mail or post.

E: FYI, new patch (unrelated just didn't want to useless bump)

*Added weapon skill to look description
*True Men no longer gain mutation points
*Mutation points are no longer displayed on the character sheet of True Men
*Updated the manual with AV and DV symbols
1.0.4003.38337

Unormal fucked around with this message at Dec 18, 2010 around 02:22

_jink
Jan 13, 2006


a brief history of my adventures so far:

Started as a True Man Child(lol) of the Deep, with stats weighted towards STR/AGI/toughness. Came equipped with some sort of massive jackhammer, an energy cell (which has since rusted (I probably should have stayed out of the water) ) to power it, and an axe.

Started going east and didn't find much except glowfish and crocodiles, though I did pick up a handy glowstone (torch that recharges in sunlight, afaik). Headed north instead to what I think are the red rock caves, and cleared out both levels. Met a named scavenger that threw fire seeds at me. Killed him and took his fire seeds. Axed a sleepy something to death. Had a close run in with a lizard man that forced me to use a few drug injectors. Emerged from the cave covered in lots of colored beads and shawls.

After leaving the cave I slotted my hard earned exp into axe skills and the ability to sprint for a limited time, which came in quite useful about 20 seconds later when I ran into a pair of salthoppers that hosed me up.

Going to go try using my jackhammer with the powercell now, I hope its exciting!!

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Hey Unormal. Loving your game so far, I just have one issue. I'm using laptop keys, and it's messing with how the inventory system works. For example, if I have an item in inventory slot j, it doesn't work if I hit j to access it, because j is bound to "move down," so it just moves the cursor down instead of selecting that item. And if I select an item and then try to hit l to (l)ook at it, nothing happens since l is bound to "move right." Is there any way you could make it so that the letter keys always work on the inventory screen regardless of the keybindings? It's not a huge deal since I can still play the game just fine, but it'd be nice as a convenience thing.

Also is there any downside to running in console mode instead of normal mode? I like console because I can screw around with the font.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

TheOneAndOnlyT posted:

Hey Unormal. Loving your game so far, I just have one issue. I'm using laptop keys, and it's messing with how the inventory system works. For example, if I have an item in inventory slot j, it doesn't work if I hit j to access it, because j is bound to "move down," so it just moves the cursor down instead of selecting that item. And if I select an item and then try to hit l to (l)ook at it, nothing happens since l is bound to "move right." Is there any way you could make it so that the letter keys always work on the inventory screen regardless of the keybindings? It's not a huge deal since I can still play the game just fine, but it'd be nice as a convenience thing.

Also is there any downside to running in console mode instead of normal mode? I like console because I can screw around with the font.

Yeah, the problem is figuring out when you want to move down with J and when you want to hit J to select by letter. I decided it's better to support cursor movement when a cursor direction conflicts with a letter hotkey since it's more generic. Otherwise you couldn't move down, just select by letter. Maybe the wrong choice, I dunno, but there's not a clear solution that I can see.

The only real issue with console mode is that sometimes the code page/glyphs are wrong and I don't know how to ensure it's using a basic ANSI code page. Nothing I've tried to force the right code page ever works in all environments. So you may get the wrong symbols, which displeases me immensely! Other than my personal displeasure if you happen to have a machine that displays the wrong character set, and the fact that it will be harder to tell what is what, it won't actually break the game in any way.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


Looks like the quest items not being removed from your inventory affects more than just the wire: the gate guards outside what I assume is Grit "took" Argyve's data disk, but I still have it.

Also the previous quest (to find the Grit gates in the first place) hasn't checked off the intermediary steps. (Find the Grit Gate surface, enter the tunnels.)

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Tuxedo Catfish posted:

Looks like the quest items not being removed from your inventory affects more than just the wire: the gate guards outside what I assume is Grit "took" Argyve's data disk, but I still have it.

Also the previous quest (to find the Grit gates in the first place) hasn't checked off the intermediary steps. (Find the Grit Gate surface, enter the tunnels.)

Yeah, the items not getting removed is an issue insomuch as I'm incredibly lazy and haven't implemented it taking them from your inventory yet. You're free to drop the items once the quest is done.

I'll check out the grit gate quest issues.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.


Unormal posted:

Yeah, the items not getting removed is an issue insomuch as I'm incredibly lazy and haven't implemented it taking them from your inventory yet. You're free to drop the items once the quest is done.

I'll check out the grit gate quest issues.

Good to know. It looks like the same thing is happening with More Than A Willing Spirit, too.

While exploring Golgatha, I hit my first CTD:

quote:

Turn:System.NullReferenceException: Object reference not set to an instance of an object.
at XRL.World.Cell.Render(Boolean Visible, LightLevel Lit, Boolean Explored, Boolean bAlt) in X:\Documents\Programming\C#\XRL\XRL Application\World\Zones\World.Cell.cs:line 975
at XRL.World.Zone.Render(ScreenBuffer Buf, Int32 BufX, Int32 BufY, Int32 x1, Int32 y1, Int32 width, Int32 height) in X:\Documents\Programming\C#\XRL\XRL Application\World\Zones\World.Zone.cs:line 1063
at XRL.World.Zone.Render(ScreenBuffer Buf) in X:\Documents\Programming\C#\XRL\XRL Application\World\Zones\World.Zone.cs:line 1044
at XRL.Core.XRLCore.RenderBaseToBuffer(ScreenBuffer Buffer) in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1432
at XRL.Core.XRLCore.RenderBase() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1474
at XRL.Core.XRLCore.PlayerTurn() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.cs:line 1316
at XRL.Core.ActionManager.RunSegment() in X:\Documents\Programming\C#\XRL\XRL Application\Game Core\XRL.Core.ActionManager.cs:line 266

Incidentally, would you prefer bug reports like this here on the forums, over on the CoQ forums, or sent by email? If I'm cluttering up the thread here I'll switch over to the latter.

EDIT: Remembered my other question - what does a Droid Scrambler do, and how do you use it?

Tuxedo Catfish fucked around with this message at Dec 18, 2010 around 03:05

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

Tuxedo Catfish posted:

Good to know. It looks like the same thing is happening with More Than A Willing Spirit, too.

While exploring Golgatha, I hit my first CTD:


Incidentally, would you prefer bug reports like this here on the forums, over on the CoQ forums, or sent by email? If I'm cluttering up the thread here I'll switch over to the latter.

Probably best to post crashes on freehold forums, so people can just discuss the game here without me spamming the thread trying to fix bugs.

Though for this crash I've just posted a build that fixes it.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Unormal posted:

Yeah, the problem is figuring out when you want to move down with J and when you want to hit J to select by letter. I decided it's better to support cursor movement when a cursor direction conflicts with a letter hotkey since it's more generic. Otherwise you couldn't move down, just select by letter. Maybe the wrong choice, I dunno, but there's not a clear solution that I can see.

Maybe you could make it something you can set in the options menu? Not sure how hard that would be to implement.

Also, another quick question: how do I tell what kind of ammo goes in a gun? My dude is holding a desert rifle and the merchant in Joppa sells some ammo, but I'm not sure what I should be buying. The description for the desert rifle doesn't seem to tell me anything.

EDIT: Another question, what with your incredible speed in posting new builds (kudos on that, btw), what's the safest way to upgrade to the newest build? Can I just run the new installer and my saves and stuff will still be compatible, or should I just assume that with each new build I'm going to have to wipe everything?

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

TheOneAndOnlyT posted:

Maybe you could make it something you can set in the options menu? Not sure how hard that would be to implement.

Also, another quick question: how do I tell what kind of ammo goes in a gun? My dude is holding a desert rifle and the merchant in Joppa sells some ammo, but I'm not sure what I should be buying. The description for the desert rifle doesn't seem to tell me anything.

EDIT: Another question, what with your incredible speed in posting new builds (kudos on that, btw), what's the safest way to upgrade to the newest build? Can I just run the new installer and my saves and stuff will still be compatible, or should I just assume that with each new build I'm going to have to wipe everything?

Saves are usually compatiable between small builds. I don't bother to upgrade old saves if I change the data model though, so there's always a chance that a save will not load correctly in a new version. So if you're running a character you really don't want to stand a chance lose, don't upgrade till you're done with it. Otherwise, you're usually fine to just run the upgrade and it'll keep all your existing saves and settings if it can (which it usually can).

Most newbie guns use lead slugs. I'll update the look description to indicate what base type of ammo they use.

Illegal Username
Jul 20, 2007

You think that's illegal? Heh, watch this.


Seriously, are these loving boars supposed to spawn when i leave the Red Rock caves?

Second time i victoriously come up from the caves just to be raped by 4 boars.

maketakunai
Jan 11, 2006

What do you mean,
"it's only a game"?!


For purposes o' oiling snakes, clearly?



Also, is PgUp/PgDown supposed to work here (or in True Man creation) or are there just not enough subtypes made yet?

edit: Several skills' descriptions exceed the size of the box, too (Bows and Rifles:Rapid Fire, Self-Discipline:Meditate, Short Blades:Shank, Short Blades:Pointed Circle).

maketakunai fucked around with this message at Dec 18, 2010 around 04:26

E. Revenant
Aug 26, 2002

If the abyss gazes long into you then stare right back;
make it blink.

Well I'm already entertained. Rolled up a Esper with Temporal Fugue (time clone) and evil twin mutations, so noticing a duality theme I go with the name Sollux. Just screwing around I summon up the clone and what does he do first thing but use DISINTEGRATION ON A DRAGONFLY nearly killing me in the explosion. I'm going to get some more levels before I summon my homicidal and/or suicidal twin again. Wonder what pain my actual evil twin is going to do to me.

Sudoku
Jul 18, 2009


maketakunai posted:

For purposes o' oiling snakes, clearly?

Probably something along the lines of "snake oil salesman"

Mandelbulb
Jul 24, 2010

rm -rf /

If there's only one item in the square you're standing in, why does it bring up the loot selection menu when you press get? Also gently caress fire ants, gently caress them to hell.

One who is Rad
Mar 30, 2010


E. Revenant posted:

Well I'm already entertained. Rolled up a Esper with Temporal Fugue (time clone) and evil twin mutations, so noticing a duality theme I go with the name Sollux. Just screwing around I summon up the clone and what does he do first thing but use DISINTEGRATION ON A DRAGONFLY nearly killing me in the explosion. I'm going to get some more levels before I summon my homicidal and/or suicidal twin again. Wonder what pain my actual evil twin is going to do to me.

THE SAME THING happened to me, except I named myself Dave instead. I guess AI don't care about friendly fire yet.

TheOneAndOnlyT
Dec 18, 2005

Well well, mister fancy-pants, I hope you're wearing your matching sweater today, or you'll be cut down like the ugly tree you are.

Pffhahahahaha, I ran into a group of scavenger dudes in the Red Rock caves and one of them suddenly exploded and burst into flame. I thought my game had completely glitched out with the smoke flying everywhere.

Then I ran into another group of scavengers and killed one of them who was carrying a lit torch. The torch dropped to the ground and lit his possessions on fire.

This game rocks.

Noreaus
May 22, 2008

HEY, WHAT'S HAPPENING?

Game will not start up in any mode for me - Bug report sent. "RunSegment:System.IO.DirectoryNotFoundException" error.

Tyskil
Jan 28, 2009


I'm a little late here but jumping in to say that this game is amazing. The creators are pretty drat on the ball about listening to bug reports/suggestions and fixing them quickly too.

Also tinkerer superiority motherfuckers. Hold on, boss monster that has me down to 2 hp, just let me go around this corner here. What, why would you think I am dropping turrets and mines all over the place? That's silly. You're silly. Now come try to hit me

PureRok
Mar 27, 2010

Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.

I have a question:

Are the total points for your attribute rolls during character creation maxed at something, or is it possible to roll straight 22's (or whatever the max roll is)?

I'm just curious, as I never know if games with rolled stats do that or not, and I figured since you're here it'd be a good time to find out.

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


Unormal posted:

Try running the "Open GL Filtered" version,
How do I do that?


Also how do I tell how much something weighs before picking it up? When I'm skating the edge of my carrying capacity it would be nice to know if that shiny thing weighs a little or a lot, and also how much I have left.

EDIT: All I have is this "XRL.exe" file

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

PureRok posted:

I have a question:

Are the total points for your attribute rolls during character creation maxed at something, or is it possible to roll straight 22's (or whatever the max roll is)?

I'm just curious, as I never know if games with rolled stats do that or not, and I figured since you're here it'd be a good time to find out.

We place tight restraints on the total overall modifier so characters are statistically similar overall, you can't (don't have to) hold out for a mega-roll, just one that's a character you want to play.

Zereth: There's a shortcut in your start menu that adds the "-filter" paramater to xrl.exe. (or just make your own shortcut with the -filter parameter)

VVV True 'dat

Unormal fucked around with this message at Dec 18, 2010 around 06:36

Zereth
Jul 8, 2003

Would you think I was playing if I did...
THIS!


No there isn't, I got the coq.zip version.

Maelephant
Aug 12, 2006

"Yer know, a herd of maelephants might be jus' wot we needs."

Zereth posted:

No there isn't, I got the coq.zip version.

I never use the zip version, but worst-case scenario, you can just create a shortcut with a target similar to the following:

"C:\Games\Caves of Qud\XRL.exe" -opengl -filter

gibbed
Apr 10, 2006



Tuxedo Catfish posted:

EDIT: Remembered my other question - what does a Droid Scrambler do, and how do you use it?
It makes certain types of droids not be hostile to you. Especially handy for passing through some areas. I think the ones that don't hostile you had 7 for icons. Or 2.

StringOfLetters
Apr 2, 2007
What?

I am mostly loving this game! I made a Chimera mutant, and ended up with Regeneration, Two Hearts, and that Quill armor thing. I got to level eight or so; a pyrokinetic snapjaw warlord lit me on fire while a couple of brutes and warriors started beating the poo poo out of me. Between a naturally high toughness and the huge loving Second Heart bonus, I had like 70hp, and my regeneration was nearly fast enough to counteract me being on fire, so I mostly stood there and dude after dude would run up to impale themselves upon my quills. I even manged to kill the purple-colored, unique-named Baboon King. Also I had a battery-powered FIRE HAMMER which was pretty cool. Then, wandering around, I found some presumably randomly generated 'ruins,' and got a prompt asking if I'd like to check them out, to which I said, hell yes. Then I wandered around a swampy area for a few minutes before the game froze up; I didn't even get an error log, it just kinda hung there. I tried loading the backup save, and... it immediately hung again, no error logs to speak of. Then I discovered that this thing deletes your save files as soon as you open them up again, and so I lost my spiky murderbeast man forever.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!

E: ^^^^ If this happens again, send the saved game file to support at freeholdentertainment

Noreaus posted:

Game will not start up in any mode for me - Bug report sent. "RunSegment:System.IO.DirectoryNotFoundException" error.

Make sure to run it as Administrator and/or install to somewhere other than program files. I'm trying to create saved games/directories under Vista/7 which is a bit of a no-no if you install it to program files (as it does by default )


VVVVV Thanks for these reports I posted a build that fixes them. (Except for the red color for hostiles, that's just not implemented yet)

Unormal fucked around with this message at Dec 18, 2010 around 08:36

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maketakunai
Jan 11, 2006

What do you mean,
"it's only a game"?!


Man, I'm really bad at this so far. Go off a couple screens to attempt the Red Rock quest, oh, a tortoise. Well, I'm already dead, let's try that again. Goddamnit tortoise, leave me alone.

Stumbled across some ruins on my latest save which shot me straight up to level 5 from level 1. Oh, I still died to the next enemy I saw.

The only things I can kill reliably (trying for some sort of agility build) so far are glowfish, I even have to heal up while trying to kill a glowpad

Unormal posted:

*Mutation points are no longer displayed on the character sheet of True Men
Still displays M - Buy a new random mutation for 3 MP, rather pointlessly maybe? (Your type of creature may not buy mutations.)

The manual also states that the alt-overlay will display hostiles as red, but it doesn't - they're still green.

Skill description for Tactics:Run has "movement" misspelled as "movent".

Left a crash report on your forums too, which one of you responded to within three minutes with a "thanks, this is fixed."

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