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kaedroho
18
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Location: Oxford,UK
Posted: 28th Jul 2009 17:04 Edited at: 28th Jul 2009 17:09
= Very good at
= Good at
= OK at
= Cant do it

Arrays
- DBPro
- Matrix1Utils

Memory allocation
- DBPro
- Matrix1Utils

Text
- DBPro
- D3D Func

Input
- Keyboard
- Mouse
- Joystick
- Force feedback
- Registry

Display commands

2D
- Drawing
== DBPro
== D3D Func

- Sprites
== DBPro
== Advanced Sprites

- Bitmaps

Sound
- 2D
- 3D
- Music

Images

Animation (video)

Lights

Cameras

World
- BSP

- Terrain
== Matrices
== Memblock
== .X
== Advanced Terrain
== BlitzTerrain

Particles
- DBPro
- Z particles

Basic 3D
- VertexData
== IndexData

- Animation
== Timer based

- Anti aliasing

- Shaders
== DBPro
== Dark Shader
== HLSL

3D Maths
- Vectors

- Matrices
== Vector Transformation

Memblocks
- General
- Meshes
- Images
- Sounds

Multiplayer
- DBPro
- Multisync
- Mikenet/Darknet

System

GameFX
- Static objects
- Lightmapping
- CSG

Optimisation
- Frustum Culling
- LOD (more than 3 levels)
- Octree culling

Modular Programming
- Module programming
- Module syncronisation

Timer based movement
- Smooth TBM

Engine Reloading (sounds simple, but its not)
- After lost device
- User exits and re enters game

AI
- Targeting

- Movement
== Basic (turn and shoot)
== Intermediade (can walk around)
== Advanced (can take cover, etc) (this is one of those things i can easily work out after a few hours on my pc)

- Path finding

Physics/Collision
- Sparkys
- Newton
- ODE



Feel free to add anything if I missed it.

Dared1111
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Posted: 28th Jul 2009 17:07 Edited at: 28th Jul 2009 17:23
I didn't add the part about AI controlling other squadmates in Singleplayer, but I'll put them in the next version tonight.

Monk
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Posted: 28th Jul 2009 17:10 Edited at: 29th Jul 2009 14:55
Kaedroho, AI please =)
Unless that was just you listing what you can do?

Dared1111, I think the doc covers most things we need to start, so I agree that its what we need. However, I will read it in proper detail when I get home.


I like work. It fascinates me. I sit and look at it for hours.
kaedroho
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Posted: 28th Jul 2009 17:11
Quote: "Kaedroho, AI please =)"


I couldnt think of anything else to write for AI, any ideas?

Monk
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Posted: 28th Jul 2009 17:15 Edited at: 29th Jul 2009 14:55
In dared's design doc, there was a point about noticing flashlights.
Bmaczero made a good drawing in this thread. http://forum.thegamecreators.com/?m=forum_view&t=154720&b=7

And just general stuff like some will run but some will shoot on sight. Some might sound the alarm, some might regroup and then ambush etc. Just think how a proper guy would react.


I like work. It fascinates me. I sit and look at it for hours.
kaedroho
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Posted: 28th Jul 2009 17:17
Quote: "Unless that was just you listing what you can do?"


Yes it was. If your programming, then copy it and fill it out. So thenerd can decide what we should do.

thenerd
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Posted: 28th Jul 2009 17:18 Edited at: 28th Jul 2009 17:39
nevermind....

BMacZero
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Posted: 28th Jul 2009 17:22
I'll plan out the AI tehn. I might pitch in on code when you get to pathfinding.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Potassium
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Posted: 28th Jul 2009 17:23 Edited at: 28th Jul 2009 17:28
I've tried to resurrect Nox, by making a Dark GDK port, but it was unsuccessful, because I couldn't get stable code. I even tried DBA-TO-CPP, but the code crashed my computer. Check my profle for a thread on that...

I don't use DBPro, I'm using Dark GDK, but anyways....

-You could add healing support, for teamwork
-To make a player invisible, you could set the alpha transparency, or use the ghost object command
-Teamkilling is peanlty?

Some questions are...
-Is their going to be multiplayer, and if so, anybody good with networking?
-Anybody good with cutscenes?
-File encryption? (though completely unimportant at this stage)

---------

For bullet detection, you could use projectiles or raycasting with Sparky's Collision, or you could use the "pick object" command.

For levels there should be LOD and maybe fog...

Code should be organized...


BMacZero
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Posted: 28th Jul 2009 17:27
Sparky's. Sparkysparkysparkysparkysparky.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Dared1111
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Posted: 28th Jul 2009 17:30
Quote: "In dared's design doc, there was a point about noticing flashlights."


Actually that was about the Munition belts in section 2.3, the part about requesting ammo or explosives.

Monk
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Posted: 28th Jul 2009 17:33 Edited at: 29th Jul 2009 14:55


I think thatll do - Thats a very comprehensive list Kaedroho.
Dared1111, section 2.2 talking about controls.
Quote: "The player may use the flashlight by pressing F (default), but if shone on an
enemy, they detect the player automatically"



I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 28th Jul 2009 17:36 Edited at: 28th Jul 2009 17:37
I can do basically anything someone throws at me...except memblocks. I hate them.

Monk
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Posted: 28th Jul 2009 17:38 Edited at: 29th Jul 2009 14:55
Quote: "why didn't it work?"

Smilies cant go in copde snippets so if you want it in snippets, use numbers.

You raise some good points Potassium, but I dont think were that far yet.

Quote: "I can do basically anything someone throws at me"

You and kaedroho both look pretty good... or stretching the truth ...oj

Quote: "...except memblocks. I hate them"

Youre the leader, get someone else to do it lol


I like work. It fascinates me. I sit and look at it for hours.
Dared1111
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Posted: 28th Jul 2009 17:48 Edited at: 28th Jul 2009 17:58
@Monk Haha. Forgot about the flashlight part. It suits the document anyway. I didn't notice as after about 10 documents I couldn't be bothered to type the whole thing again that I copy and paste the latest version of my movement design.
I've revised that section a little bit. The old version stated that there would be no flashlight for two handed weapons, that's sorted now.

New to this version
Addition to Ambiance section
Slight change of the weapons section
Section 5.0 titled Game modes, detailing the multiplayer game modes.
Slight change of section 2.4 to explain that the AI takes over the characters that the player has not chosen in single player.

kaedroho
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Posted: 28th Jul 2009 17:52
Quote: "I can do basically anything someone throws at me...except memblocks. I hate them."


Anything?? memblocks are quite easy in comparison to other things in DBPro. Like vector transformation with matrices.

Monk
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Posted: 28th Jul 2009 17:56 Edited at: 29th Jul 2009 14:56
Dared, did you forget the attachment? or is it somewhere else?

Kaedroho, Its only easy if you know how. I dont know how to do half of those things, but Im sure I could manage just from copying code snippets. I wouldnt know vector transformations, in fact I still dont understand them, but I have used them before in my game.


I like work. It fascinates me. I sit and look at it for hours.
Dared1111
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Posted: 28th Jul 2009 17:59 Edited at: 28th Jul 2009 18:03
I forgot again. When will my forgetfulness cease?

It's attached to where It should have been.

thenerd
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Posted: 28th Jul 2009 18:00 Edited at: 28th Jul 2009 18:11
Quote: "Anything?? memblocks are quite easy in comparison to other things in DBPro. Like vector transformation with matrices."

I just find memblocks hard...anyway if you are good at them, then you can do them.
once everyone is ready, we can start the engine.
=)

Potassium
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Posted: 28th Jul 2009 18:06 Edited at: 28th Jul 2009 18:11
Well design looks good, lets try to get some basics, by the end of the day or tomorrow.

What should the weapons be?

Here's a list:
-Shotgun
-MP40
-AK47
-SMG
-Assault Rifle
-Sniper Rifle
-Colt45
-G36E
-Rocket Launcher?
-Flame Thrower
-Mas 36
-Enfield


thenerd
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Posted: 28th Jul 2009 18:21 Edited at: 28th Jul 2009 18:22
here is my list of weapons:
-Shotgun
-Sniper Rifle
-Rocket Launcher
-SMG
-Flame Thrower
-frag grenade
-thermal (explodes when it detects heat)

I will make a chart with weapon attributes in a minute.

Monk
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Posted: 28th Jul 2009 18:27 Edited at: 29th Jul 2009 14:56
Quote: "-Shotgun
-MP40
-AK47
-SMG
-Assault Rifle
-Sniper Rifle
-Colt45
-G36E
-Rocket Launcher?
-Flame Thrower
-Mas 36
-Enfield"


Old school. If we're aiming for more modern.

L85A1 (I think thats what its called. A.k.a SA80)
HM 416 (Marine issue)
RPG / Javelin
Browning or Glock
AK47 - M4 - XM8 `assault
M40 - M99 - M82 `snipers
M240 `machine gun
frags and smokes
shotgun
c4 - claymore - tripwires - laser activated c4


I like work. It fascinates me. I sit and look at it for hours.
Potassium
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Posted: 28th Jul 2009 18:32
Yeah I don't really know a lot of weapons.

http://i609.photobucket.com/albums/tt171/Maindric/avatar2.png
Monk
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Posted: 28th Jul 2009 18:45 Edited at: 29th Jul 2009 14:56
Theyre were alright, just a bit WWII ish...
I just looked on Wiki...


I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 28th Jul 2009 18:45 Edited at: 28th Jul 2009 18:45
Monk -
I started making a chart showing all the weapons and their
attributes, you can fill it in with the ones you want.

Monk
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Posted: 28th Jul 2009 18:48 Edited at: 29th Jul 2009 14:57
Excel might have been better to do it in, then copy it across to word if we need to pdf it.
Im not on my own pc, so Ill download it, add what I think should be on there and update you on it later.
Looks good though. I think Dared also covered a few categories about this in his Design Doc.

Monk


I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 28th Jul 2009 18:55
those categories are from Dared's design doc.

my excel is broken. It just exits on starting up. no crash, nothing. it just never appears.

Monk
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Posted: 28th Jul 2009 20:30 Edited at: 29th Jul 2009 14:57
Ive left it in word for now.
Finally back at my own pc =)

Which list of guns am I using to fill this table in?

Edit: I just used a general list. hope its ok. I added a zoom column.


I like work. It fascinates me. I sit and look at it for hours.
Dared1111
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Posted: 28th Jul 2009 21:11
I think we should put a Cornershot in.

Monk
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Posted: 28th Jul 2009 21:14 Edited at: 29th Jul 2009 14:57
Haha ace, there was one of those in Wanted.

It only uses a pistol though. Maybe we could have a separate bit where the player can buy upgrades ie larger health belt, cornershot attachment, run faster upgrade...


I like work. It fascinates me. I sit and look at it for hours.
Hockeykid
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Posted: 28th Jul 2009 23:01
Just my input but I think weapon jamming would be cool, add to the "realism." Anyways good luck.

How is it going
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Posted: 28th Jul 2009 23:09
@ Tom J
Quote: "Does anyone have an object placement editor, so that a level could have all the dynamic stuff loaded in with it? "


that's more what I'm making. You model segements, import them, then place them. Then you save that to a specific file name for example: level1.txt
then you have a load function in the game.
ex:
for x = 1 to 100
read from file ect...
next x
kaedroho
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Posted: 28th Jul 2009 23:12
Quote: "Just my input but I think weapon jamming would be cool, add to the "realism." Anyways good luck."


I prefer fun to realistic. I would be annoyed if my gun keeps jamming.

And its a game anyway, doesnt need to be realistic, only fun.

Monk
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Posted: 28th Jul 2009 23:23 Edited at: 29th Jul 2009 14:57
Quote: " "Just my input but I think weapon jamming would be cool, add to the "realism." Anyways good luck."

I prefer fun to realistic. I would be annoyed if my gun keeps jamming.

And its a game anyway, doesnt need to be realistic, only fun."


Far cry 2 does that and its damn annoying when you have to switch to a machete vs ak 47 because the gun has jammed and then exploded.


I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 28th Jul 2009 23:29 Edited at: 28th Jul 2009 23:32
I don't really think gun jamming is a good idea.

If someone can model a good cornershot, It can be in.

Monk, it looks like you are changing your aviatar daily!

if everyone agrees the design is final, we might be able to start programming the engine. I think it is ready...

Monk
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Posted: 28th Jul 2009 23:37 Edited at: 29th Jul 2009 14:58
Nah I just need to get one I like =)

I think we need to lay down some sort of standards for the programming bit else it will get messy. The design is good so far. We also need to allocate the programming before we start.

Monk


I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 28th Jul 2009 23:58 Edited at: 28th Jul 2009 23:58
OK: Standards!

for coding, you should always put a header at the top with the following info:



Also, some modules may be entirely functions, such as the collision module (ignore the messy code):

if your module is like this, you may need to add a section at the end using REMSTART and REMEND to explain the functions, or put the explaination in this thread.

For modules, the first two modules we should get working are simple movement/collision, and level loading. I will make a simple test level to use until we make real levels.

Collision, I can handle.
Movement, anyone who has the time to make it, but for now it may be just a move camera command. When it does get made into a final module, there should be one main function called handle_movement().

RiiDii
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Posted: 29th Jul 2009 00:06
Been playing with our old terrain maker and objects. Here is a simple sample terrain. A lot more can be done with it, but this is just a test to see if I could still put something together and perhaps to start a few conversations.

I tried to include various terrain features (grass, rough lands, a few trees, snow). The movement controls are very basic WASD and Sprint at x2. The movement is set to faster-than-normal speeds because I was getting tired of walking around forever. Ideal walk speed would be set to about .6 and Run speed would be set to about .8 (you can easily change these in the code).

It uses IanM's Matrix1Utils, but I have also included an executable.


Open MMORPG: It's your game!
thenerd
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Posted: 29th Jul 2009 00:20
a unique style, but I only get 37 fps, and the movement is jerky.8-

RiiDii
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Posted: 29th Jul 2009 00:35
The jerky movement is because the virtual frame rate of 60 is higher than the actual frame rate of 37. You can set the virtual frame rate to 30 (change the TimeFactor(60) to 30), and it should smooth things out (of course, movement will be slower as well).

As far as the low FPS, the water is probably the culprit there. I've never been able to make decent water. Take it out and the frame rate should jump up about 50% or so.


Open MMORPG: It's your game!
thenerd
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Posted: 29th Jul 2009 00:53
I made a quick demo to show the collision, I will make a real map and add gravity soon.

Monk
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Posted: 29th Jul 2009 01:08 Edited at: 29th Jul 2009 14:58
If you want some basic Movement, Ive got some on my fps that I was working on. It has moving, sprinting, crawling, crouching, and jumping and its pretty quick.


http://forum.thegamecreators.com/?m=forum_view&t=153466&b=1

If you think that could be suitable, Im rewriting it at the moment so that it is modular and I can use it separately in the future. It could well fit into this.

Monk


I like work. It fascinates me. I sit and look at it for hours.
kaedroho
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Posted: 29th Jul 2009 01:14 Edited at: 29th Jul 2009 01:16
Heres a little suggestion for standards.

NOTE TO PROGRAMMERS: THESE ARE NOT OFFICIAL STANDARDS JUST A SUGGESTION


layout:

layout should be as follows:


UDTS

CONSTANTS

GENERAL FUNCTIONS

ADDITIONAL FUNCTIONS

INTERNAL FUNCTIONS


Prefixing:

this is very important, you should use the following prefixes:

UDTs: ModuleName_UDTName
Constants: C_MODULENAME_CONSTANTNAME
Functions (general and additional): ModuleName_Functionname
Functions (internal): ModuleName_Intern_Functionname


Function types:

So I dont confuse anyone, these are the 3 function types:

General functions:

Most Modules should use these functions, They are as follows:

ModuleName_Start() - Allocates arrays and initialises module
ModuleName_Update() - Updates the module
ModuleName_End() - Deallocates arrays and zeros variables
ModuleName_Dump() (optional) - Incase of crash, make the module write everything to a dump file to help debugging
ModuleName_GetFunctions() (optional) - Adds all the function names, parameter info and pointers to an array for a scripting engine.


Additional functions: these are just ordinary functions that do stuff which can be called by other modules.

Internal functions: these are functions that will only be executed by the module. Only required if you have a future C++ port planned.


Indenting and Commenting:

I think the best way to code is in blocks. Like this:

Basics:


loops:


repeating the same action multiple times:



Sorry its a bit rushed, but from experience i think thats the best way to make modules. if you have any questions then please ask. If you want an example, then please ask.

thenerd
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Posted: 29th Jul 2009 01:44
good ideas!
I will be making a few modules for collision, level loading, and movement, to get the programming part of the project taking off.

kuljot
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Posted: 29th Jul 2009 02:20 Edited at: 29th Jul 2009 02:32
Hey guys. I will be able to record some sounds but not all. I dont have any insturments or anything. Also i dont have any expensive mike just a normal mike. For programming ill be able to contribute a little but i sort of suck right now. Though i do have hands ok dark basic pro 1 and 2 incase you guys have a question. I might be able to model some very very basic stuff. Some sounds i might be able to record are electrcity, footsteps, gunshot. SO just be warned i am sort of a noob.

Gateway GT5628 Quad Core Desktop Intel Core 2 Q6600 2.4GHz Quad Core 3072MB RAM / 500GB 7200 SATA II Hard drive DVD RW 18X multi dual NVIDIA GeForce 8500GT ....
BMacZero
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Posted: 29th Jul 2009 04:50 Edited at: 29th Jul 2009 04:52
Quote: "If someone can model a good cornershot, It can be in."

Noted . So how do you want to do the weapons, anyhow? I suggest FPSC-style (hands, animated with fire, reload, scope, etc animations), but I thought I'd throw it out there.

I also have a movement engine sitting around that works with BlitzTerrain and includes running, crouching, falling damage, and jumping, which might be a good supplement to Monk's shooting and collision code.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
zaxer thawl
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Posted: 29th Jul 2009 05:50
well, for gameplay, i was really hoping to have some sort of alternative events. I mean, you start out as a bad guy or good guy, and can run a completely different path of levels. anyway, thats just a thought. i've never really written stories. i hope i can keep up with things on this project...

Coreldraw Graphics suite X3 >>>>> Yes
Darkbasic pro >>>>> Yes
BMacZero
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Posted: 29th Jul 2009 05:55
Ooh, we could throw a moral conundrum/alternate endings into the end - what do you do with the bomb when you capture it? Permanently disable it? Or try to steal it for your own country's uses? Could be an interesting plot twist - what if someone else tried to steal it? What? The game isn't over yet?!



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
kuljot
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Posted: 29th Jul 2009 06:34 Edited at: 29th Jul 2009 09:20
OK i recorded a general reload sound. Its in .wma format and if you guys like it ill convert it too wav later. Its attatched. This is a reload sound i made with my air rifle.

Gateway GT5628 Quad Core Desktop Intel Core 2 Q6600 2.4GHz Quad Core 3072MB RAM / 500GB 7200 SATA II Hard drive DVD RW 18X multi dual NVIDIA GeForce 8500GT ....
wickedly kick it
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Posted: 29th Jul 2009 07:04 Edited at: 29th Jul 2009 07:06
If you wish i can share some of my source code/methods of evil Everything is done using types and functions.
my engine so far has:

weapon system so you can add/remove weapons with ease

weapons have their own sound effects, animation frames, and bullet holes

Physics and an easy way to add object with files or primitives

10 weapons, including melee weapons, all set up near perfect

sprinting system in place with radiation system if you wish to add that extra variable the user has to look after

things im going to add:
Timer based animations and movement.

Level editor


Just tell me what part you need, ill post it

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