Amnesia is now open source
frictionalgames.com
frictionalgames.com
It has over 15 different behavior states:
Idle, GoHome, Wait, Patrol, Investigate, Alert, Search, Eat, Hurt, Hunt, HuntPause, HuntWander, AttackMeleeShort, AttackMeleeLong, AttackRange, BreakDoor, Dead, Flee, Stalk, Track
States:
https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo...
Implementation:
https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo...
There's also naming gems like "mindfuckevents"
https://github.com/FrictionalGames/AmnesiaTheDarkDescent/blo...
Scary stuff.
Here's the GitHub the repo for Amnesia: The Dark Descent, https://github.com/FrictionalGames/AmnesiaTheDarkDescent — looks like a custom C++ engine called HPL using SDL for input, Newton Dynamics for 3d physics, and OpenGL for graphics? The engine also supports AngelScript for scriping in-game events & logic: https://www.angelcode.com/angelscript/
Heh, if I didn't know already that FrictionalGames was a Swedish studio, this would have given it away
(from Nyarlathotep by HP Lovecraft)
Still- major kudos to Frictional for doing this. It's 100% an appreciated move, and very much in the right direction. The choice of FBX SDK is just, in hindsight, unfortunate, but that doesn't diminish the helpful nature of what they've done here.
(fingers crossed - maybe FBX SDK is just needed for the editor? Hope springs eternal...)
Looks like the culprits are "MeshLoaderFBX.cpp" and "LowLevelResourcesSDL.cpp" - any workarounds for FBX SDK would need to rework and/or replace those.
GPL restrictions apply to you, since you're a third party, a licensee. You can only use the code in compliance with the GPL.
So, if YOU take Amnesia's source code, and redistribute a binary, you MUST redistribute the source code as well.
If you write a software "foo" that links to a GPL-licensed library, then "foo" must be GPL as well.
This old trick was (maybe still is? I don't know) used by QT. There was a free, open source GPL version of QT; and there was a commercial version.
You could develop and distribute QT-based applications as long as they were GPL; if you wanted to write a commercial, closed source applications, you needed to pay for a QT license.
GPL just sets a base level of permission that you get, the rights owner is still free to grant any exemptions they want.
However, the Amensia devs aren't distributing the compiled game under the GPL, they're only distributing the source code, which doesn't include FBX. You're free to distribute code under the GPL which can't actually be compiled/linked.
That said, what you wrote doesn't make sense to me anyway, maybe I misunderstood it.
If I fork it I think I could add a new proprietary dependency and release the code for it but once it is built the binary would be unsharable as you say.
What I was trying to say originally is that if I was writing proprietary code I would not be able to add a gpl library and distribute the binary but I could do it the other way around.
No, GP is right. Your GPL license covers software "foo". GPL says what can be done with "foo" and things that depend on "foo"; it says nothing about what "foo" can or should depend on. "foo"'s dependencies can (and should) have their own licenses.
TL;DR: If you're writing a software "foo", you can choose what people do with YOUR OWN software (either directly or by linking into it), not with upstream dependencies.
EDIT: I think that what you mean is that, if you're a GPL licensee (not the copyright holder) for "foo", you cannot add a proprietary dependency to it and redistribute the binary. But the copyright holder CAN do this, and it CAN add exceptions to the GPL (it's the copyright holder who can choose what to do with its code)
False, the GPL (when applied to binaries rather than source code) applies to entire copyrighted works -- entire programs, with the exception of "major essential components" of the OS (ie system libraries). No other limits are placed (unless the author adds them): it's designed to stretch as far as the concept of "copyrighted work" will allow, which is presumed to include dynamically linked dependencies, and commonly presumed to not include other binaries called by your program (e.g. calling the Steam API using RPC is GPL-compatible, doing it using the SteamWorks client library is not.)
I wrote "you can't distribute a binary under the GPL..." which is true regardless of whether you wrote the program. Of course if you own the software you can instead distribute it under a different license, or add exceptions to the GPL.
See https://www.gnu.org/licenses/gpl-faq.html#GPLIncompatibleLib...
(Would have edited my post to this, but the noprocast timeout got me)
I was trying to clarify the point that the GPL is binding for the licensee, not the copyright holder, since that seemed tonbe CursedUrn's doubt.
You are right that plain vanilla GPL (rightfully) places restrictions about what you can link to from your program.
It's complicated, but essentially yes, you can. But you may not be able to distribute the compiled work, just the source code, without bundling the closed source libraries.
FBX Python SDK Windows
FBX Python SDK Windows Mac
FBX Python SDK Mac Linux
FBX Python SDK Linux
My absolute favorite horror moment is in the original Silent Hill. You enter this giant hospital and you know its going to be a huge daunting task if its full of monsters, but its not. So you go through the elevator to floor one. It's empty. Floor 2 is empty. The final floor, floor three... is empty. So returning the the elevator you're feeling like you missed something and then, ta-dah, the elevator eerily has acquired a bloody fourth floor button letting you know you're about get shat on.
That silent hill example sounds cool. They used anticipation and your own imagination to scare you. Amnesia is like 95% this.
Silent hill games (the good ones...) aren't action games btw. Most people consider the second one to be best psychological horror game ever made.
Horror's pretty dope these days. Next Resident Evil lookin slick https://www.youtube.com/watch?v=JSapXD9vxYA
If I remember right, one thing they said was close to what you said about "you do not want to show the monster" -- but changed to "you do not want to show what happens when the monster gets you".
If the player dies, you either have a gamey consequence (you are set back a long way, you lose resources), or nearly no consequence (you restart quite close to where you died with the same resources). Either way though, the player's fear of this monster is now based on that game mechanic, and could be better described as annoyance than fear. You've lost the visceral suspension of disbelief where on some lizard-brain level the player still thinks "this thing is going to GET me".
So it leads to kind of an ironic balance where the devs are trying to come up with things that are very effective at scaring the player while not really being that difficult to evade for a reasonably competent player. Their ideal is for the player to get through the whole game always feeling like they're in danger and just barely surviving, but never actually dying.
Again, wish I could actually find the source, because it's been years, but the idea stuck with me. I want to say they gave an example of some trick they pulled on the memorable "water monster" level, to amp up the terror while not actually increasing the player's chances of failing. Maybe something like the water monster moves slower while you're looking away from it, so when you hear it behind you while you're turning a crank you think it's about to get you but you actually have enough time to succeed. I don't remember.
Letting the world end in Majora's Mask comes to mind for me. As a kid I was terrified of the ever present timer and never let it hit 0, even once. There's probably something about agency there. I wouldn't ever choose to let the monster get me in Amnesia, but when I did it was because I misjudged something and got myself into an unwinnable situation. If you're going for the strategy they're describing, I think you need to reduce the tree of possible mistakes that leads the player without them realizing they're taking a risk...
The "you better survive until you find your corpse or you lose everything" mechanism worked really well when I was new at the games.
Also in the "not horrified but anxious as hell" gameplay was the original Bioshock and seeing the Big Daddy character... still remember hearing him before he came around the corner... so cool. :-)
Dark Souls did have some good creepy moments though. The first time entering the catacombs with the giant skeletons, the first time you face the ghosts of anor londo especially if you stumble in there early, seeing the guardian at the top of sen's fortress and knowing you're going to have to face him after you get by the archers and giants after getting through that hellish trap filled nightmare. Going back to the undead asylum and falling through the floor to face that demon. The giant rat before blight town. There's more, Dark Souls had a lot of those that worked well on the first playthrough. The did lose some of their impact on subsequent ones though.
But it still works pretty well in spite of that. The emotional harm of loss stings.
It worked great for Limbo, Inside and I loved those. Just different tastes.
At first I was disappointed, but then I also vividly remember feeling fully immersed during those few hours since I basically did not run into checkpoints.
I REALLY enjoyed RE7. I felt like it kept me on my toes and I played it way faster than any other single player game in recent times.
What is the best entry point and order for the silent hill series?
Silent Hill struggled to get out of the original playstation and hasn't had anything good in years. Remakes and remasters of the originals are generally perceived to be lower quality. I would try to grab an emulator and just play the first 4 in order then pretend the rest doesn't exist. Number 1 and 2 are the treasures of the series.
3 and the constant pressure of the big bad guy is great too, the pace contrasting massively with 1 and 2. Code Veronica is really nice too. I don't like 4.
But the "tank controls" really are some relic of the past.
It's creepy, weird, kind of funny, and ultimately an interesting game. Definitely recommend a play through.
But I still far preferred that to the classic weapons based horror games where the spookiness is derived from how tough an openent is in combat.
You should really, really try SOMA though. They dialed in the non-combat spookiness and even once you figure out how the monsters work, the few there are, it's the story and atmosphere that drives the spookiness anyway so it doesn't detract from the experience. Much less gamey, and quite a good mystery mixed with some existential dread.
I played a few games after that one in the next years (I was only 11 when I played Silent Hill) and nothing made me feel the same.
I think the people who enjoyed the games were the ones that could get sucked into that mental model early and didn't want to die in game.
Definitely takes the edge off the horror aspect when you figure that out. But then again, I like both the Penumbra series, Amnesia: A Machine for Pigs and SOMA more as exploration/puzzle games with a scary atmosphere than for the actual horror aspect.
Haha, same with Aliens vs Predator, where you had either radar or night vision, but not both at the same time.
The beeping made you crazy.
It was so bad, that I stopped playing games from thaz franchise
I had no motivation to play it after and ended in some entance hall right after start.
Kind of bums me out, because there aren't really any released projects from commercially successful Unity games. And then there is the legal ramifications of having your source out there. What's stopping a bad actor from trying to find something trivial they could sue you over because of vague patents?
For example DOOM, the thing ported to freaking everywhere, was released without working sound on DOS because of licenses ( https://github.com/id-Software/DOOM ):
> The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows.
And also without any game art assets - no textures, no levels, no sounds, no etc... Just the code, and just the code that wasn't covered by a license agreement.
I don't want to be in a situation where I want to do something with my game and can't because I would need to track down the rightsholder. As a consumer I want to have some semblance of ownership over the things I buy, but even more than that as a creator, I really want to own the things I make.
But I think this is an untenable restriction for a tiny indie team if you want to ship something across multiple platforms in a relatively short amount of time.
We were ten months from start to finish on PC SteamVR, a couple months to Oculus, and then four to PS4. With two people. My game is built on top of literally millions of man hours of development. This game would basically never have happened without a ton of proprietary software.
That all said, it's awesome to see when people have the opportunity to go full custom engine like they did with Amnesia or Noita.
Sure, starting from scratch will only be realistic for few projects but there is also millions of man hours worth of non-proprietary software that you can build on. If that would have been possible for you is impossible to say without knowing the specifics, but you should not jump to the conclusion that it is impossible for everyone. VR specifically is a field where this may be more difficult than elsewhere because it's new and niche so good open source solutions have not yet settled.
I think a policy like this changes the types of projects you undertake.
With my current game, I would have built a custom engine for it anyway, since the design of the game kind of requires me to have a lot of control over low-level details. So it wasn't a huge stretch for me to go from that decision to, "well, if I'm building my own engine, I sure as heck want to actually own it."
There are tradeoffs in both directions. I'm definitely conscious of the fact that there are things I want to take advantage of that I can't, and I already know console ports are probably going to be horrible to work on.
https://danshumway.com/blog/reset-hard-announcement/
On my phone, no time now to look closer but plan to soon.
Note that the release doesn't contain any assets. It's buildable in the sense that you can build the binary (and even then it looks like that doesn't actually work quite yet for any random setup).
IME this is common for OSS release of commercial games, generally you have to provide the game assets to get a playable artifact. Though I guess it's more complicated if building the game assets is part of your build pipeline.
At this point with my game I'd be happy to have the whole damn thing up such that people could build and play it, and even make new levels if they wanted to. The long tail on my PC sales have dipped enough that any potential loss of income would be irrelevant to me because of the cool stuff people might come up with.
A compromise I've seen (and what I do with my hobby projects) is to publish source code to github without a FOSS license, so at least the code I write has some value to others to look at, binary assets (including third party) are included in the project over git LFS so its possible to deny access to those by not providing LFS credentials.
An example along the lines is a project I follow a lot, the developer publishes their core gameplay mechanics code as MIT[1] and it's been very useful to me in a UE4 context (for things like understanding good practices re: building larger systems in UE4).
I guess I mean realistically impossible for you to release projects as FOSS but IMO there is still value if you can push any content you do have ownership to in an open way (at least for educational purposes for others).
Whether or not you could have done what you have with a differently licensed software is a different question, which is about licensing of big companies and their ethics.
For example, in a game jam you might want to be able to push something to a public Git repo that anyone can pull from and build, and license it so people on the team have no question about whether they can share the code with other people. Easy way to do that is to have an agreement like, "Let's license our code under MIT and make the art CC BY 4.0. Agreed?" Then drop copies of the license text in the repo with everyone's name on it, and make the repo public.
As soon as you use third-party assets then you probably can't do that any more.
Just speaking from a practical perspective here... I'm working with people and want them to freely use the code that I've written and the assets I've made.
But almost all third party assets have restrictions, it's not like the assets can have DRM to prevent the paid for asset being redistributed and used in other works.
For instance I use heavily modified versions of:
- PuppetMaster from http://root-motion.com/ - Chronos from https://ludiq.io/chronos
Trying to fake the API surface area of these assets would be... hard. And without them the game is entirely non-functional.
Warzone 2100 had something similar happen and it gained a community revival.
Edit: I can't believe Amnesia is 10 years old!
But I think the assets are missing, so it is not everything. Maybe they released those somewhere else?
It's everything you need to build the game, which is different than everything you need to play the game.
> Maybe they released those somewhere else?
No, studios rarely to never release assets as OSS. In part because most artists don't sign off on this, and in part because especially smaller studios will license existing assets from stores and the like which they literally can not, legally, relicense.
When it comes to open sourcing game code, it is pretty standard.
I just think this is misleading and probably just a marketing act for the next release of their game.
Personally I find it great that they released their engine again, the more open source code the better, however they should have just been more careful with their press release. Some reporters that don't look to close to the code might think that Amnesia is now a open source game like 0AD or recently unvanquished, that actually tries to make their assets fully open source compliant.
It's hard to interpret that phrase but it certainly seems to apply to their art assets. You could ship a GPL reimplementation or total conversion mod of their game tomorrow and use the game assets, as long as the user already owns the game. Just like all the very popular Quake and Doom stuff, for starters.
You just won't get the free game that you want.
Building -> a functional exe is produced.
Playing -> Many EXEs expect a set of resource files to be in the directory to further their execution.
They don't actually state that you have to own the original game on their website.
Modders have been modding for years (Amnesia has over a thousand mods). They'll be happy for sure, and certainly are one of the targets:
> We are all really excited to see what comes out of it! The modding community has been incredibly creative over the years and it will be fun to see what it can do with the full source code at its disposal.
but they've never needed the code either.
It could also be useful to, well,
> anyone wanting to create their own engine or just wanting to learn more about game programming. While the code is not the greatest in places and the tech used is not the latest, it is a fully contained game engine in a fairly easy-to-understand package. It is also a testament that it is possible to do this sort of thing, even with a very limited team.
That's true, but having the code of a game usually makes modding it easier and allows mods to go even farther
> All code is under the GPL Version 3 license.
And the linked page:
> Very important note: This doesn’t mean that the game is suddenly free. It just means that people are free to use the source however they want as long as they adhere to the GPL3 licence. The game and all of its content is still owned by Frictional Games. Just like before.
> Here is everything you need to build Amnesia: The Dark Descent.
But as you said, the assets seem to be missing. Maybe they release them somewhere else?
This is also how the Doom 1, 2, and 3 sources were released. You get the code but you need to buy the game to legally get the other assets.
Along with the rest of their War Stories videos, for that matter. The interview with Andy Gavin on Crash Bandicoot is great, even though I never played the game: https://www.youtube.com/watch?v=izxXGuVL21o
Sci-fi horror usually focuses on relatively silly premises like "what if the monster gets out" or "what if we open a portal to hell." SOMA really rises above those tropes. It's legitimately unsettling to have a game confront you with troublesome implications of future technology that you had been subconsciously avoiding.
But it ended up being one of those experiences that you keep thinking about for a few days afterwards. And it's a rare video game that I think would have lost its impact as a movie or a book, despite not having much gamey stuff to do (it's practically in the walking simulator category).
The philosophical questions it brings up may not be anything new, but the game does an excellent job of putting the humanity in them and making you really consider what it would feel like to be in the circumstances of its characters -- not just the playable ones or the ones they interact with directly, but the ones you find audio logs and transcripts from.
Edit: I should also note that I played The Talos Principle shortly after playing SOMA and was struck by a couple similarities they have. Talos is a much less story-driven game, you can almost ignore the story and just focus on the puzzles if you please. But playing it right after SOMA I couldn't help but enjoy how it almost covered the same type of scenario from another -- perhaps more optimistic -- angle.
There was an uncanniness to the Talos robots and the terminal entries which was really creepy to me though, I found them really unsettling at first.
What works for me is that it's a genuine scifi story, even with its horror motifs removed -- some people even prefer it that way! It's a nice scifi story with interesting existential questions and compelling characters. I like how key aspects of the ending are foreshadowed by previous events, and how it's completely consistent that the main character remains blind to the implications.
I was really, really impressed by SOMA.
SOMA feels very by the numbers horror-survival at first (think: Bioshock, System Shock, etc), but this begins to unravel after a while. The first few situations seem standard, you think you have the plot figured out, and there is one escape-from-the-monster situation which is infuriatingly difficult.
However, I'd say if you give it a chance you'll discover it's not really in the survival horror genre -- some people play it with monsters disabled! -- and is in fact an exploration of consciousness and the sense of the "self". And quite interesting, too. There are some pretty poignant moments I wouldn't expect from a videogame.
I know every game likes to say this about itself. I, for example, found the plot twist and self-proclaimed "deep" plot points about Bioshock very unimpressive. But SOMA feels closer to something like A Mind Forever Voyaging in my opinion...
But SOMA? Really, really great game. I'm considering repurchasing it on PS4 and replaying it in my home cinema setup for even more immersion. Though knowing the story beforehand probably takes quite a bit out of the experience.
If you're 5 minutes in and worry that you've figured it out and aren't impressed, don't worry, you haven't seen anything yet.
I think that's mostly a problem of expectations. TDD focuses on being a horror game while A Machine for Pigs is much closer to a horror-themed walking simulator. If you expect Amnesia II out of A Machine for Pigs then I can see how you would be disappointed but that doesn't make the game worse it just means using the Amnesia name might have been a bad choice since the games are in different subgenres and thus target somewhat different audiences.
I'm definitely interested to hear about similar games - I was never able to find anything that quite compared. Amnesia looked quite dated and unpolished by comparison after playing SOMA and I couldn't quite get into it.
I recently had another pleasant hard sci-fi surprise, though: Horizon Zero Dawn. I didn't expect it to take the backstory (or even the main story) seriously, but it did, and it did a brilliant job of it.
Obduction, The Talos Principle, Alien Isolation (some combat), INFRA (creepier than expected)
Although maybe the reason is that I find the Penumbra/SOMA setting to be much more believable and therefore unsettling.
After SOMA, I'd say they are good at sci-fi, period. Even with its horror elements removed, SOMA has some interesting scifi situations.
I do agree though, for what it's worth they have two projects in development right now so maybe one of them is more scifi.
Personally I prefer A Machine for Pigs over TDD for that reason too but I was always under the impression that it was mostly The Chinese Room's creation and that Frictional's involvement was limited to the more technical and publishing aspects.
And of course there were similar games going back in time, e.g. Realms of the Haunting [2] and i'm sure you can find many others.
[0] https://unbirth.frictionalgames.com/
SOMA was disappointing. It wasn't bad, but I don't think of it as horror, and its story and characters were the weakest in the lot. But maybe that's just because I'm too familiar with sci-fi covering the same things much better and with better characters, and there's even a non-fiction book analysis of a future which assumes the central tech comes about that's deep enough in exploring implications to put the sci-fi to shame on that metric.
I'll agree Penumbra and Amnesia don't have world-class stories either, but what they do have is told well with better characters, the horror aspect is better, and I more enjoyed the rest of the non-story elements that make up a video game. SOMA easily wins on graphics and slightly less clunky control, if it changed nothing else but its main character it may have even won me over, but as it is I can only call it not bad...
Self-delusion is one of the major themes of SOMA. Simon and Catherine partake. I can understand how it came across as annoying and lazy writing, respectively, but it's not. Well... if the writing was annoying or lazy, it wasn't for those reasons.
As for the book comparison, I also think that's slightly uncharitable. Books go far deeper because the written medium facilitates doing so, but interactive media have their own unique benefits: they can force you to make decisions, prohibiting the kind of lazy fence-sitting that's so easy with passive media. I wouldn't object if someone found the book analysis more valuable, or vice-versa, but without a specific disambiguating goal in mind I don't think it's fair to judge one by its strengths and the other by its weakness.
I agree that that was a weak point but not because it's unrealistic for Simon to be surprised - that continuity of Simon did after all jump along with every copy so he did not really experience the same thing before. Being so focused on getting on the Ark I find it quite believable that Simon would not think too much about that he would also be staying on the sea floor.
Forcing that reaction onto the player was a mistake though. I think it would have been better use of the medium if Frictional had not added the Ark ending and instead left the player stranded under the ocean with nothing to do and leaving you to come up with your own reaction.
For me that ending didn't take away from the rest of the game though.
> the horror aspect is better
As weird as it is to say about Frictional's games, the actual horror aspect is the least interesting part to me. I guess that also explains why I'm a bit biased against TDD. I do agree that the Penumbra games have great characters though - Red is one of my all time favorite video game characters.
There's some effort to port it to VR, I can't even begin to fathom the kind of feelings that could emerge from such an immersion (pun intended, the game sets stage on the ocean floor).
Cyan Worlds, makers of Myst, are releasing games again for those like me who are late to parties like this.
Loiste Interactive released a game called INFRA which I have replayed like 4 times already. There is no other game atmosphere like it, similar to how SOMA, Amnesia and Myst are without rival. There are games as good as them, but few if any games that are like them.
I was just a kid when Myst was a hit, and never finished it. But I remembered being fascinated by the strange worlds to explore in that game and the uncanny mix of fantastic and realistic elements within them. Obduction definitely hit that same tone. I was absolutely thrilled with the exploration side of it and most of the puzzles were pretty enjoyable too. I enjoyed the unique look of each world so much that I was really disappointed when one turned out a bit boring -- though of course it makes sense in context.
However, like Myst, its open-world puzzle style gets frustrating when you run out of obvious paths and aren't sure what to do next, and end up running around everywhere trying to find something you haven't played with yet. That's a double-edged sword because the freedom and discovery is part of the appeal of those games, and I would never want them to remove it. But it does get annoying sometimes and I wish they would have considered that and chosen NOT to have areas to find with stuff that NEVER becomes useful. Especially when one of them has switches to flip (that don't affect any of the games actual puzzles). I wasted probably half an hour trying to find some purpose to the submarine cave and tiki bar while stuck, thinking they would provide a path through what was blocking me when in fact I needed to look elsewhere.
The other thing is that the load times in Obduction are a little long. That's annoying given how often navigating between worlds is required to complete a puzzle. This is probably getting better with faster and faster SSDs these days.
It was great overall though and I wouldn't hesitate to recommend it to fans of the genre.
I'll have to check out INFRA.
I also very much enjoyed Gorogoa, Donut County, and What Remains Of Edith Finch. All very different (which is easier for a publisher than a studio), but all compelling in their own way.
I never got very far in that game, but it made quite an impression on me for the gritty reality in the game that wasn't present in other games of that era, with you having to beg or wash car windows for money in order to buy food.
There could be a market for a studio that licenses desktop games IP and makes mobile games out of them.
A phone is far far far more powerful than you think. And the new Snapdragon 865 are beasts.
In my experience, screen mirroring over WiFi to a Chromecast is barely good enough to watch a video (even then it stutters occasionally), so playing a game would be a bad experience. My phone and Chromecast are both severel years old though - perhaps it works better on newer models.
Probably why monkey island was released on ios only, so it has some drawbacks too.
For example, take Braid - that whole time skipping mechanic. I'm pretty sure there are ways to do that mechanic on the mobile...but you can't emulate.
It could make for a good business model. You are taking out the cost of design, story, art direction, everything.. because you're licensing it.
You are basically creating a game engine company that licenses assets, story and gameplay.
#define kLuxOnMessage(x) return true;} else if(aEvent == eLuxEnemyStateEvent_Message && apMessage && apMessage->mType == x){
Debugging misplaced braces, parentheses (or anything) in stuff like this was not fun.Why though?