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Limits for everything

 
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L.C.
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PostPosted: Wed Mar 24, 2010 2:06 pm    Post subject: Limits for everything Reply to topic Reply with quote

Post every limit you know about Continuum, LVLs, LVZ, Subgame2, etcetera here. Essentially this is a thread about limits, maximums, and minimums; a compilation if you will (to be later organized).




[ASSS]
Supports a maximum of 512 players (more testing required to fully confirm).



[Continuum]



[F1 help]



[Subgame2]
Supports a hardcoded maximum of 1024 players.

Supports a maximum of 254 players per arena.

[server.ini]
[Directory] [Description] Maximum of 249 characters


[server.cfg]
You can only set a maximum of 255 for inventory items.

Maximum energy you can have is 65536 (only if you set maximum to -1), otherwise the maximum you can set is 38527.

Maximum burst shrapnel is 255.

Maximum ship radius is 127 pixels.



[template.sss]
Number of entries: (1398 - High value gets glitched), (1435 - Number of entries allowed to be able to login as SysOp) (1436 - Maximum number of entries shown in ESC+A, requires arena ownership past this point), (1439 - Number of entries allowed to still be able to connect to a billing server), (1760 - Number of entries Subgame2 can handle)

Category can be 12 characters (absolute max untested).

Function can be 35 characters (absolute max untested).

Low can be -2147483648.

High can be 2147483647.

Description can be a maximum of 248 characters.

Category cannot begin with a number, but can begin with + and * (unknown properties; found in template.sss from Subspace CD).

High and low are numeric.

Category and Function can use spaces.




GO!


Last edited by L.C. on Sat Jul 03, 2010 10:15 am, edited 5 times in total
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Dr Brain
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PostPosted: Wed Mar 24, 2010 3:01 pm    Post subject: Reply to topic Reply with quote

Where are you getting that 512 number for asss players? That's awfully specific. I think it's also wrong.
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L.C.
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PostPosted: Wed Mar 24, 2010 3:04 pm    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
Where are you getting that 512 number for asss players? That's awfully specific. I think it's also wrong.
Well liked I appended, it needs more testing. In my previous test (see experiment thread), I was never able to get past some number in the 500s, which is probably 512. I remember trying several tries in order to figure out exactly what number I could get to before ASSS would crash or whatever; everything is foggy right now and I did not document the player limit (at the time I was really more focused on weeding out problems that hampered my abilities to carry out the 1024-player test as straightforwardly and problem-free as I could with Subgame2).
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PostPosted: Wed Mar 24, 2010 4:35 pm    Post subject: Reply to topic Reply with quote

This should be wiki'd

Template.sss number of entries... you sure that doesn't depend on the length of each entry?
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JoWie
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PostPosted: Wed Mar 24, 2010 5:40 pm    Post subject: Reply to topic Reply with quote

Minimum's and maximum's for clientsettings
Code: Show/Hide

#define  u2_MAX (3)
#define  u5_MAX (31)
#define  u8_MAX (255)
#define  i8_MIN (-128)
#define  i8_MAX (127)
#define i16_MIN (-32768)
#define i16_MAX (32767)
#define i32_MIN (-2147483648)
#define i32_MAX (2147483647)

// i32_MAX / 1000
#define i32_MAX_FUNKY (2147483)


X(Bullet,BulletDamageLevel, 0, i32_MAX_FUNKY)
X(Bomb,BombDamageLevel, 0, i32_MAX_FUNKY)
X(Bullet,BulletAliveTime, 0, i32_MAX)
X(Bomb,BombAliveTime, 0, i32_MAX)
X(Misc,DecoyAliveTime, 0, i32_MAX)
X(Misc,SafetyLimit, 0, i32_MAX)
X(Misc,FrequencyShift, 0, 10000)
X(Team,MaxFrequency, 0, 10000)
X(Repel,RepelSpeed, i32_MIN, i32_MAX)
X(Mine,MineAliveTime, 0, 60000)
X(Burst,BurstDamageLevel, 0, i32_MAX_FUNKY)
X(Bullet,BulletDamageUpgrade, 0, i32_MAX_FUNKY)
X(Flag,FlagDropDelay, 0, i32_MAX)
X(Flag,EnterGameFlaggingDelay, 0, i32_MAX)
X(Rocket,RocketThrust, 0, i32_MAX)
X(Rocket,RocketSpeed, 0, i32_MAX)
X(Shrapnel,InactiveShrapDamage, 0, i32_MAX_FUNKY)
X(Wormhole,SwitchTime, 0, i32_MAX)
X(Misc,ActivateAppShutdownTime, 0, i32_MAX)
X(Shrapnel,ShrapnelSpeed, 0, i32_MAX)
X(Latency,SendRoutePercent, 300, 800)
X(Bomb,BombExplodeDelay, 0, i16_MAX)
X(Misc,SendPositionDelay, 0, 20)
X(Bomb,BombExplodePixels, 0, i16_MAX)
X(Prize,DeathPrizeTime, 0, i16_MAX)
X(Bomb,JitterTime, 0, i16_MAX)
X(Kill,EnterDelay, 0, i16_MAX)
X(Prize,EngineShutdownTime, 0, i16_MAX)
X(Bomb,ProximityDistance, 0, i16_MAX)
X(Kill,BountyIncreaseForKill, 0, i16_MAX)
X(Misc,BounceFactor, 0, i16_MAX)
X(Radar,MapZoomFactor, 2, 48)
X(Kill,MaxBonus, 0, i16_MAX)
X(Kill,MaxPenalty, 0, i16_MAX)
X(Kill,RewardBase, 0, i16_MAX)
X(Repel,RepelTime, 0, i16_MAX)
X(Repel,RepelDistance, 0, i16_MAX)
X(Misc,TickerDelay, 0, i16_MAX)
X(Flag,FlaggerOnRadar, 0, 1)
X(Flag,FlaggerKillMultiplier, 0, i16_MAX)
X(Prize,PrizeFactor, 0, i16_MAX)
X(Prize,PrizeDelay, 0, i16_MAX)
X(Prize,MinimumVirtual, 0, i16_MAX)
X(Prize,UpgradeVirtual, 0, i16_MAX)
X(Prize,PrizeMaxExist, 0, i16_MAX)
X(Prize,PrizeMinExist, 0, i16_MAX)
X(Prize,PrizeNegativeFactor, 0, i16_MAX)
X(Door,DoorDelay, 0, i16_MAX)
X(Toggle,AntiWarpPixels, 0, i16_MAX)
X(Door,DoorMode, -2, 255)
X(Flag,FlagBlankDelay, 0, i16_MAX)
X(Flag,NoDataFlagDropDelay, 0, i16_MAX)
X(Prize,MultiPrizeCount, 0, i16_MAX)
X(Brick,BrickTime, 0, i16_MAX)
X(Misc,WarpRadiusLimit, 0, 1024)
X(Bomb,EBombShutdownTime, 0, i16_MAX)
X(Bomb,EBombDamagePercent, 0, i16_MAX)
X(Radar,RadarNeutralSize, 0, 1024)
X(Misc,WarpPointDelay, 0, i16_MAX)
X(Misc,NearDeathLevel, 0, i16_MAX)
X(Bomb,BBombDamagePercent, 0, i16_MAX)
X(Shrapnel,ShrapnelDamagePercent, 0, i16_MAX)
X(Latency,ClientSlowPacketTime, 20, 200)
X(Flag,FlagDropResetReward, 0, i16_MAX)
X(Flag,FlaggerFireCostPercent, 0, i16_MAX)
X(Flag,FlaggerDamagePercent, 0, i16_MAX)
X(Flag,FlaggerBombFireDelay, 0, i16_MAX)
X(Soccer,PassDelay, 0, 10000)
X(Soccer,BallBlankDelay, 0, i16_MAX)
X(Latency,S2CNoDataKickoutDelay, 100, 32000)
X(Flag,FlaggerThrustAdjustment, i16_MIN, i16_MAX)
X(Flag,FlaggerSpeedAdjustment, i16_MIN, i16_MAX)
X(Latency,ClientSlowPacketSampleSize, 50, 1000)

X(Shrapnel,Random, 0, 1)
X(Soccer,BallBounce, 0, 1)
X(Soccer,AllowBombs, 0, 1)
X(Soccer,AllowGuns, 0, 1)
X(Soccer,Mode, 0, 6)
X(Team,MaxPerTeam, 0, u8_MAX)
X(Team,MaxPerPrivateTeam, 0, u8_MAX)
X(Mine,TeamMaxMines, 0, u8_MAX)
X(Wormhole,GravityBombs, 0, 1)
X(Bomb,BombSafety, 0, 1)
X(Chat,MessageReliable, 0, 1)
X(Prize,TakePrizeReliable, 0, 1)
X(Message,AllowAudioMessages, 0, 1)
X(Prize,PrizeHideCount, 0, u8_MAX)
X(Misc,ExtraPositionData, 0, 1)
X(Misc,SlowFrameCheck, 0, 1)
X(Flag,CarryFlags, 0, u8_MAX)
X(Misc,AllowSavedShips, 0, 1)
X(Radar,RadarMode, 0, 4)
X(Misc,VictoryMusic, 0, 1)
X(Flag,FlaggerGunUpgrade, 0, 1)
X(Flag,FlaggerBombUpgrade, 0, 1)
X(Soccer,UseFlagger, 0, 1)
X(Soccer,BallLocation, 0, 1)
X(Misc,AntiWarpSettleDelay, 0, u8_MAX)

X(Bullet,ExactDamage, 0, 1)
X(Spectator,HideFlags, 0, 1)
X(Spectator,NoXRadar, 0, 1)
X(Misc,DisableScreenshot, 0, 1)
X(Misc,MaxTimerDrift, 0, 1)
X(Misc,DisableBallThroughWalls, 0, 1)
X(Misc,DisableBallKilling, 0, 1)

X(PrizeWeight,QuickCharge, 0, u8_MAX)
X(PrizeWeight,Energy, 0, u8_MAX)
X(PrizeWeight,Rotation, 0, u8_MAX)
X(PrizeWeight,Stealth, 0, u8_MAX)
X(PrizeWeight,Cloak, 0, u8_MAX)
X(PrizeWeight,XRadar, 0, u8_MAX)
X(PrizeWeight,Warp, 0, u8_MAX)
X(PrizeWeight,Gun, 0, u8_MAX)
X(PrizeWeight,Bomb, 0, u8_MAX)
X(PrizeWeight,BouncingBullets, 0, u8_MAX)
X(PrizeWeight,Thruster, 0, u8_MAX)
X(PrizeWeight,TopSpeed, 0, u8_MAX)
X(PrizeWeight,Recharge, 0, u8_MAX)
X(PrizeWeight,Glue, 0, u8_MAX)
X(PrizeWeight,MultiFire, 0, u8_MAX)
X(PrizeWeight,Proximity, 0, u8_MAX)
X(PrizeWeight,AllWeapons, 0, u8_MAX)
X(PrizeWeight,Shields, 0, u8_MAX)
X(PrizeWeight,Shrapnel, 0, u8_MAX)
X(PrizeWeight,AntiWarp, 0, u8_MAX)
X(PrizeWeight,Repel, 0, u8_MAX)
X(PrizeWeight,Burst, 0, u8_MAX)
X(PrizeWeight,Decoy, 0, u8_MAX)
X(PrizeWeight,Thor, 0, u8_MAX)
X(PrizeWeight,MultiPrize, 0, u8_MAX)
X(PrizeWeight,Brick, 0, u8_MAX)
X(PrizeWeight,Rocket, 0, u8_MAX)
X(PrizeWeight,Portal, 0, u8_MAX)

#define tSHIP(SHIP) \
X(SHIP,SuperTime, 0, i32_MAX) \
X(SHIP,ShieldsTime, 0, i32_MAX) \
X(SHIP,Gravity, 0, i16_MAX) \
X(SHIP,GravityTopSpeed, i16_MIN, i16_MAX) \
X(SHIP,BulletFireEnergy, 0, i16_MAX) \
X(SHIP,MultiFireEnergy, 0, i16_MAX) \
X(SHIP,BombFireEnergy, 0, i16_MAX) \
X(SHIP,BombFireEnergyUpgrade, 0, i16_MAX) \
X(SHIP,LandmineFireEnergy, 0, i16_MAX) \
X(SHIP,LandmineFireEnergyUpgrade, 0, i16_MAX) \
X(SHIP,BulletSpeed, 0, i16_MAX) \
X(SHIP,BombSpeed, 0, i16_MAX) \
X(SHIP,MultiFireAngle, 0, i16_MAX) \
X(SHIP,CloakEnergy, 0, 32000) \
X(SHIP,StealthEnergy, 0, 32000) \
X(SHIP,AntiWarpEnergy, 0, 32000) \
X(SHIP,XRadarEnergy, 0, 32000) \
X(SHIP,MaximumRotation, 0, i16_MAX) \
X(SHIP,MaximumThrust, 0, i16_MAX) \
X(SHIP,MaximumSpeed, 0, i16_MAX) \
X(SHIP,MaximumRecharge, 0, i16_MAX) \
X(SHIP,MaximumEnergy, 0, i16_MAX) \
X(SHIP,InitialRotation, 0, i16_MAX) \
X(SHIP,InitialThrust, 0, i16_MAX) \
X(SHIP,InitialSpeed, 0, i16_MAX) \
X(SHIP,InitialRecharge, 0, i16_MAX) \
X(SHIP,InitialEnergy, 0, i16_MAX) \
X(SHIP,UpgradeRotation, 0, i16_MAX) \
X(SHIP,UpgradeThrust, 0, i16_MAX) \
X(SHIP,UpgradeSpeed, 0, i16_MAX) \
X(SHIP,UpgradeRecharge, 0, i16_MAX) \
X(SHIP,UpgradeEnergy, 0, i16_MAX) \
X(SHIP,AfterburnerEnergy, 0, i16_MAX) \
X(SHIP,BombThrust, 0, i16_MAX) \
X(SHIP,BurstSpeed, 0, i16_MAX) \
X(SHIP,TurretThrustPenalty, i16_MIN, i16_MAX) \
X(SHIP,TurretSpeedPenalty, i16_MIN, i16_MAX) \
X(SHIP,BulletFireDelay, 0, i16_MAX) \
X(SHIP,MultiFireDelay, 0, i16_MAX) \
X(SHIP,BombFireDelay, 0, i16_MAX) \
X(SHIP,LandmineFireDelay, 0, i16_MAX) \
X(SHIP,RocketTime, 0, i16_MAX) \
X(SHIP,InitialBounty, 0, i16_MAX) \
X(SHIP,DamageFactor, 0, i16_MAX) \
X(SHIP,PrizeShareLimit, 0, i16_MAX) \
X(SHIP,AttachBounty, 0, i16_MAX) \
X(SHIP,SoccerThrowTime, 0, i16_MAX) \
X(SHIP,SoccerBallFriction, 0, i16_MAX) \
X(SHIP,SoccerBallProximity, 0, i16_MAX) \
X(SHIP,SoccerBallSpeed, 0, i16_MAX) \
\
X(SHIP,TurretLimit, 0, u8_MAX) \
X(SHIP,BurstShrapnel, 0, u8_MAX) \
X(SHIP,MaxMines, 0, u8_MAX) \
X(SHIP,RepelMax, 0, u8_MAX) \
X(SHIP,BurstMax, 0, u8_MAX) \
X(SHIP,DecoyMax, 0, u8_MAX) \
X(SHIP,ThorMax, 0, u8_MAX) \
X(SHIP,BrickMax, 0, u8_MAX) \
X(SHIP,RocketMax, 0, u8_MAX) \
X(SHIP,PortalMax, 0, u8_MAX) \
X(SHIP,InitialRepel, 0, u8_MAX) \
X(SHIP,InitialBurst, 0, u8_MAX) \
X(SHIP,InitialBrick, 0, u8_MAX) \
X(SHIP,InitialRocket, 0, u8_MAX) \
X(SHIP,InitialThor, 0, u8_MAX) \
X(SHIP,InitialDecoy, 0, u8_MAX) \
X(SHIP,InitialPortal, 0, u8_MAX) \
X(SHIP,BombBounceCount, 0, u8_MAX) \
\
X(SHIP,ShrapnelMax, 0, u5_MAX) \
X(SHIP,ShrapnelRate, 0, u5_MAX) \
X(SHIP,AntiWarpStatus, 0, u2_MAX) \
X(SHIP,CloakStatus, 0, u2_MAX) \
X(SHIP,StealthStatus, 0, u2_MAX) \
X(SHIP,XRadarStatus, 0, u2_MAX) \
X(SHIP,InitialGuns, 0, u2_MAX) \
X(SHIP,MaxGuns, 0, u2_MAX) \
X(SHIP,InitialBombs, 0, u2_MAX) \
X(SHIP,MaxBombs, 0, u2_MAX) \
X(SHIP,DoubleBarrel, 0, 1) \
X(SHIP,EmpBomb, 0, 1) \
X(SHIP,SeeMines, 0, 1) \
X(SHIP,SeeBombLevel, 0, u2_MAX) \
X(SHIP,DisableFastShooting, 0, 1) \
X(SHIP,Radius, 1, i8_MAX)

tSHIP(Warbird)
tSHIP(Javelin)
tSHIP(Spider)
tSHIP(Leviathan)
tSHIP(Terrier)
tSHIP(Weasel)
tSHIP(Lancaster)
tSHIP(Shark)

#undef tSHIP

#undef  u2_MAX
#undef  u5_MAX
#undef  u8_MAX
#undef  i8_MIN
#undef  i8_MAX
#undef i16_MIN
#undef i16_MAX
#undef i32_MIN
#undef i32_MAX
#undef i32_MAX_FUNKY


Last edited by JoWie on Sat Mar 27, 2010 7:46 am, edited 2 times in total
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L.C.
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PostPosted: Wed Mar 24, 2010 6:07 pm    Post subject: Reply to topic Reply with quote

Code: Show/Hide
X(Radar,MapZoomFactor, 1, 10000)
1 = Crashfreezes client and may BSOD operating system
Also, you can set it as high as you want, but anything greater than 48 and your radar will glitch to a zoom that isn't even the value you set it to (plus radar fails to render some things); the zoom appears to be a much smaller value than the 49+ value you might try setting it to ... (or I think it's just really hard to tell because the radar isn't rendering correctly! Anything past 48 = does not work.)

Code: Show/Hide
X(SHIP,Radius, 1, u8_MAX)
I tested 127 to be the maximum.

Code: Show/Hide
X(SHIP,InitialRepel, 0, i8_MAX) \
X(SHIP,InitialBurst, 0, i8_MAX) \
X(SHIP,InitialBrick, 0, i8_MAX) \
X(SHIP,InitialRocket, 0, i8_MAX) \
X(SHIP,InitialThor, 0, i8_MAX) \
X(SHIP,InitialDecoy, 0, i8_MAX) \
X(SHIP,InitialPortal, 0, i8_MAX) \
This is incorrect. 255 is max; I tested it.

Code: Show/Hide
X(SHIP,BurstShrapnel, 0, i8_MAX) \
Nope. I counted 255 by screenshot.

How accurate do you think that file is? icon_confused.gif



I don't know if THIS would be worth mentioning, but...
Code: Show/Hide
X(Repel,RepelSpeed, i32_MIN, i32_MAX)
Everything else that deals with speed uses i16, NOT i32.



I think it is safe to say that there are some inconsistencies as well as inaccurate limits in that file; I doubt it has all been actually tested and confirmed, and are based on haste guesses and some copy-and-pastes from existing template.sss files. Therefore I cannot accept or use anything from this file, for all I know it could all be totally incorrect from actual tested values.



Samapico wrote:
This should be wiki'd

Template.sss number of entries... you sure that doesn't depend on the length of each entry?
I poked around at that when trying to find the maximum number of entries just to make sure, but it doesn't appear the length matters. However, I will specifically test this again and fill in the category, function, low, high, and description to the maximum values I tested (except category and function will only be the visible maximum, not the absolute -- only so that it would be a little practical).

During my test I did have a thought that maybe, for whatever reason, the contents of server.ini are being factored in. O_o Not sure why I thought this -- maybe because after a certain point I couldn't login as SysOp (but I could still login as VIP, which is set to use the very same password!). Then after a certain point after that, I couldn't login to VIP either. And it would demand I be arena owner (but without billing connection, what's your userid? icon_wink.gif ).

I suppose that's why the thought that maybe (even though unlikely) server.ini is factored into the entry limit somehow is because of the symptoms noticed on sysop, vip, and billing connection. Or it just might be Subgame2 glitching up simply because I'm going too high. I don't know.
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JoWie
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PostPosted: Sat Mar 27, 2010 7:43 am    Post subject: Reply to topic Reply with quote

Of course it was not 100% tested, that would be crazy.
Most of those values are pulled out of the client set packet and template.sss.

the whole block with InitialRepel, etc was supposed to be u8, bad copy paste job.

Repel:RepelSpeed is 32 bits in the settings packet however, just like Rocket:RocketSpeed and Shrapnel:ShrapnelSpeed. All other speed stuff is indeed 16 bits.
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PostPosted: Sat Mar 27, 2010 4:05 pm    Post subject: Reply to topic Reply with quote

I know bomb max speed is 12000.
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L.C.
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PostPosted: Sun May 16, 2010 9:23 pm    Post subject: Reply to topic Reply with quote

[Subgame2] [server.ini] [Directory] [Description]
Maximum of 249 characters or 255? SSCV Sector Eight's description breaks with a total of 249 characters displayed. icon_confused.gif Will have to test this later.
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Cheese
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PostPosted: Mon May 17, 2010 2:24 pm    Post subject: Reply to topic Reply with quote

thats because the last char of every string is a \0.
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PostPosted: Mon May 17, 2010 4:25 pm    Post subject: Reply to topic Reply with quote

/0 doesn't take 6 characters....
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PostPosted: Mon May 17, 2010 5:42 pm    Post subject: Reply to topic Reply with quote

idk, could be reserved then, or just 250 is a nice round number...
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PostPosted: Tue May 18, 2010 6:15 am    Post subject: Reply to topic Reply with quote

Could be related to the max length for chat messages being 250 (with \0) as well. That way the max size for a chat packet is 255. (packet type + chat type + sound + player id + chat message)
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L.C.
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PostPosted: Fri Jul 02, 2010 2:54 pm    Post subject: Reply to topic Reply with quote

This should be pinned.
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Dr Brain
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PostPosted: Fri Jul 02, 2010 9:28 pm    Post subject: Reply to topic Reply with quote

Now you're testing our limits.

BTW, I still think that number is wrong.
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