The International Simutrans Forum

Simutrans Extended => Simutrans-Extended paksets => Pak128.Britain-Ex => Topic started by: Milko on December 26, 2010, 05:56:58 PM

Title: Pak.Britain.Exp - how to compile.
Post by: Milko on December 26, 2010, 05:56:58 PM
Hello

After being able to build the simutrans experimental I'd also try building the latest version of pak.britain.exp.
I would therefore ask two questions.
Which version should I download from github? I typically see the jamespetts / simutrans-pak128.britain (master), but I saw that there are several forks .....
To compile the pak I'll use makeobj experimental version, I must also download and compile the code makeobj? In this case I do not know how and where to get the makeobj project.
I find the makeobj already compiled somewhere?

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on December 26, 2010, 06:04:30 PM
Giuseppe,

the correct repository for Pak128.Britain-Ex is this (https://github.com/jamespetts/simutrans-pak128.britain) one. You will need a Simutrans-Experimental specific version of Makeobj to compile Pak128.Britain-Ex: you can download a Windows version here (https://github.com/downloads/jamespetts/simutrans-experimental/Makeobj-experimental.zip).

I hope that this helps!
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 04, 2011, 01:17:27 PM
Hello

I downloaded the makeobj and the source of pak128.britain.

I would like to build the whole pack. I have to do directory by directory (eg for boats currently using the command "makeobj PAK. /. / boat") or is there an automatic procedure to run for the system to do it myself?
Using windows xp.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 04, 2011, 01:42:18 PM
I think that somebody set up a script to do it on Linux, but I'm not aware of any means of automating it on Windows yet (I build it manually in the way that you do).
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 04, 2011, 02:33:30 PM
Hello

Do you use makeobj pak or makeobj pak128?

I found an error, in old_school.dat, the png is in .\images\ but the old_school.dat point to .\

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 04, 2011, 02:47:37 PM
You need to use makeobj pak128 for most things, except:

(1) the 64 tile GUI parts in /gui/64;
(2) the 192 tile boats in /boats/192; and
(3) the 224 tile boats in /boats/224,

which need to be compiled with pak64, pak192 and pak224 respectively.

Thank you for the report about the school; the problem will be fixed in the next Github release.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 04, 2011, 04:43:32 PM
Hello


What about dir pak1file, have I to compile? What the dest pak name for it?

Edit: Solved  :)

Giuseppe


Sorry, double post
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 04, 2011, 05:17:08 PM
Hello James

What about dir pak1file, have I to compile? What the dest pak name for it?

Edit: Solved  :)

Edit2: Not solved....

What about dir pak1file, have I to compile? What the dest pak name for it?

I'm doing a batch file to compile the pak (see in attached). One problem the batch don't compile symbol.BigLogo.pak, how may I obtain the file? Using makeobj?

One question: directory grounds have to be compiled in BritGrounds-Ex or tha name is ground.Outside.pak?

Edit 3: Updated file in attach (the script appear to be ok exept symbol.BigLogo.pak and for boats224/192 that are not compiled)

Edit 4: script removed.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 04, 2011, 06:00:59 PM
Thank you for that - most helpful. But I don't understand the original question - what do you mean by "dir pak1file" here? To answer your other question, the grounds to indeed need to be compiled as ground.Outside.pak.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 04, 2011, 08:12:45 PM
Hello

In the repository there is a directory "pak1file", in the directory there is one file .txt that explain to compile the directory in a saparate pak.

This is the text in the .txt:

# This dir contains dat files to be packed in their own pak file.
# Unlike the standard directories where all pak files are packed
# into the same pakfile.

# Put files into subdirectories named after the pak size (e.g. 128).

# ground.Outside.pak is required by simutrans to determine the size
# of the paksets tile sets. The file has to be used with this exact
# name to allow the pakset to be detected.

# 2010-06-18 sdog


I do not understand if I have to compile this directory as indicated in the text.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 04, 2011, 08:54:50 PM
Hmm - I haven't had any involvement with that directory - it appears from the text that it was SDog who added that part. Because I only compile it manually, I have not had much involvement with that, and wouldn't know the answer any more than you would. The text indicates that these are specific files that need separate treatment (such as ground.Outside.pak), and so each .dat file in that directory should be put into a separate .pak file.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: sdog on January 04, 2011, 10:32:09 PM
Simutrans needs a ground.Outside.pak file in the pak directory to determine the pak size. In this pak1file directory is at the moment only a water square for the water outside the map which is packed into ground.Outside.pak. The name of this pak file is fixed and there should be nothing else in it.

The pak1file directory is there for other cases where only one dat file should be packed in it's own pak file, for whatever reason.

There are two ways to 'compile' a pakset automatically, a python scripte mose.py and Makefiles for linux. If you have a running linux installation the Makefiles are by far the easiest way to compile the pakset:

copy config.template to config.default

edit config.default (add your paths, extensions etc)

run make in the directory

wait half a minute or so
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 04, 2011, 11:24:14 PM
Do you know how to set up the Python script in Windows? It'd be useful for me to be able to compile using it.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: sdog on January 05, 2011, 12:05:26 AM
i'm afraid no, i don't know to do anything useful in windows. Anything related to script or programming languages seems particulary tedious. (last time i tried to, we installed Ubuntu as a dual boot in 20 minutes, after trying for 2 hours in vain to properly install MiKTeX.)

However i am certain the python scripts will work in windows, that's where they were they must have been made after-all, on linux (or BeOS afaik) gnu make is the much easier approach.

Unless someone posts something here, The Hood or Wernieman should know the mose.py devs, i think they had to sort out some problems when setting up the pak128.britain nightly.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 05, 2011, 08:44:44 AM
Hello all

@sdog

so if I'm not mistaken, I fill the contents of the folder pak1file/128 into a single file? You give a specific name to the pak you get? For me, the default name will be outside.pak

@james

I'm unable to compile symbol.BigLogo.pak, I don't know how to obtain could you help me?

@all
My simple script appear to work, the problems I have now are relate to the questions that I posed in this post ... if I get it to work fully and send it to you tell you how to use it.
I compiled the pak with the script (I had to add the file pak symbol.BigLogo.pak tacking it from official pak) and I was able to load without problems demo.sve.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 05, 2011, 09:39:00 AM
Hello

After several attempts I made a version of the script that (seems) to be fully functional.

I've probably answered the two questions that I did before:

symbol.BigLogo.pak (contained in the official pak 0.7.1) is not needed, since it is included in the file BritGUI128-Ex.

I compiled the folder Grounds in the file BritGrounds-Ex, and the folder pak1file/128 in the file ground.outside.pak.

Everything seems to work perfectly, and the demo.sve file is loaded without problems.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 05, 2011, 09:50:52 AM
Giuseppe,

thank you for that. Do you think that you could upload your script? Incidentally, it is important (on Linux systems) that the file be ground.Outside.pak, not ground.outside.pak (which will work only on Windows systems).
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 05, 2011, 10:05:03 AM
Hello James

Ok for Linux, file name is system.Outside.pak.

The script is in attach.

It's simple to use.

I put the script in c:\makeobj
In c:\makeobj I put also makeobj.exe and the needed dlls.
I put the pakbritain repository in c:\makeobj\pakdat (without first folder jamespetts-simutrans-pak128....)
I create a folder c:\makeobj\pakpak
in c:\makeobj (using windows shell) I run the command "pak pakpak pakdat"

You can change folders name.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: inkelyad on January 05, 2011, 11:24:33 AM
Quote from: sdog on January 05, 2011, 12:05:26 AM
However i am certain the python scripts will work in windows, that's where they were they must have been made after-all, on linux (or BeOS afaik) gnu make is the much easier approach.
Somebody should write 'How to build pack using MinGW'. I don't see much difference between installing python for Windows vs installing  MinGW.
And MinGW is more useful. One can build Simutrans with it too.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: neroden on January 07, 2011, 10:16:02 PM
Quote from: jamespetts on January 04, 2011, 11:24:14 PM
Do you know how to set up the Python script in Windows? It'd be useful for me to be able to compile using it.

You have to have python installed, for starters.  I think it has to be python 3.9 but I may be remembering wrong.

It might make more sense to find and install a copy of 'make' for Windows, there are a bazillion implementations.  MinGW might be the way to go.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on January 11, 2011, 10:43:05 PM
Hello

I used the script that I made with the updated version of pak_britain today (January 11). To test I loaded the savegames of Sdog (152-162) and everything was ok. Can someone do some tests to confirm the validity of the script? I can not upload the packed file because of its size.
James, if it sees fit (because the script runs on Windows systems without installing any program) you can also put it (when I made the final version) in the official repository of pak_britain.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: sdog on January 12, 2011, 02:48:04 AM
Vladimir Slavik has 'pakmak.py' a quite good python script to build pak128. I think it's quite a bit clearer in it's operation than mos.py. It should be enough to install python to run it in windows.

Nice thing is it goes recursivley through dirs specified in a 'pakmak.tab' subfolderd to recurse too are specified there also the commands to be applied to the directory.

Perhaps you want to have a look on it too.


Giuseppe you can just upload the packed pak to a file hoster like rapidshare, hotfile etc.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: wlindley on January 28, 2011, 01:07:55 PM
Could someone please correct the  Simutrans-Experimental compatible paksets (http://forum.simutrans.com/index.php?topic=2313.0) thread?  

It currently points to the (old?) https://github.com/jamespetts/pakbritain-experimental instead of the (new?) https://github.com/jamespetts/simutrans-pak128.britain .

Actually if that old link is incorrect, can it be deleted or pointed to the new one?

And I presume that the correct (linux) command to sync with the remote source tree would be:

git clone -b 9.x git://github.com/jamespetts/simutrans-pak128.britain.git

Right? Much obliged.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on January 28, 2011, 01:18:43 PM
Thank you for pointing that out - updated the link!
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on April 06, 2011, 10:02:09 PM
Hello

pak.bat - update, now also airplanes are correctly packed.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on April 06, 2011, 10:08:00 PM
Thank you :-)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on September 26, 2011, 01:15:20 PM
Hello

pak128Britain.bat - update, now also narrowgauge is correctly packed.

@James: your pakBritainExp contain the file "BritNarrowGauge.pak", my script "BritNarrowGauge-Ex.pak".

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on September 26, 2011, 07:37:42 PM
Thank you for that. I don't use a .bat file, however, but a Python script (makeALL.mos), which I think is on Github. I have amended it accordingly, however.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on September 27, 2011, 09:00:58 AM
Hello

I use the Python file and translates it into the script that I publicly.  :)

Who wants to try a nightly version of pak128britainexp, he can use the script that I public, is generated in a simple manner.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on July 26, 2012, 11:30:54 PM
Hello

pak128Britain.bat - update, now also planes 192px and planes 256px are correctly packed.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on July 26, 2012, 11:40:14 PM
Thank you for that - I have pulled from your branch and the updated make file (and .mos files) are now in my Github repository.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Spartanis on July 27, 2012, 09:01:59 AM
Quote from: jamespetts on January 04, 2011, 02:47:37 PM
You need to use makeobj pak128 for most things, except:

(1) the 64 tile GUI parts in /gui/64;
(2) the 192 tile boats in /boats/192; and
(3) the 224 tile boats in /boats/224,

which need to be compiled with pak64, pak192 and pak224 respectively.

Thank you for the report about the school; the problem will be fixed in the next Github release.

wot.. wait...

you can have more than one pak size for your pak128 ex?!?!
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on July 27, 2012, 09:37:30 AM
Actually, one can have vehicles in a larger tile size if one accepts that they will spill over the boundaries into other tiles. Aircraft now also come in 128, 192 and 256 tile sizes.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Spartanis on July 27, 2012, 09:47:48 AM
Quote from: jamespetts on July 27, 2012, 09:37:30 AM
Actually, one can have vehicles in a larger tile size if one accepts that they will spill over the boundaries into other tiles. Aircraft now also come in 128, 192 and 256 tile sizes.

will THIS solves my Vehicle problem in my pakset!!!.. I shall explore this when the time comes :)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: MCollett on August 11, 2012, 03:02:47 AM
The Makefile as grabbed a couple of days ago from github fails to make the pak192 ships, the third line of

DIRS192 :=
DIRS192 += boats/boats192
DIRS192 :=
DIRS192 += air/air192

being rather counterproductive.

Best wishes,
Matthew
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on August 11, 2012, 10:59:09 AM
Hmm - I don't maintain the makefile and am not quite sure how it works, and The Hood, who does, seems to be away; are there any makefile geeks out there who might be able to assist...?
Title: Re: Pak.Britain.Exp - how to compile.
Post by: wlindley on August 11, 2012, 11:34:46 AM
Just remove that second DIRS192 := ..... which assigns an empty value, demolishing the boats/boats192 which was appended on the previous line.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: MCollett on August 11, 2012, 11:46:51 PM
Quote from: wlindley on August 11, 2012, 11:34:46 AM
Just remove that second DIRS192 := ..... which assigns an empty value, demolishing the boats/boats192 which was appended on the previous line.
... which is exactly why I described it as counterproductive.

Matthew
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on August 12, 2012, 12:26:27 AM
Ahh, I see now. Will be fixed for the next release. Thank you for the report!
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on August 13, 2012, 07:19:58 AM
Hello

I apologize, I have inserted those changes, I have the "copy" because I do not know makeobj and I can not do tests on my PC.

I think the problem is common to pkaBritain standards.

Giuseppe

Title: Re: Pak.Britain.Exp - how to compile.
Post by: greenling on August 13, 2012, 04:24:34 PM
James
did you update the Data on sourceforge.net too?
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on August 13, 2012, 09:02:24 PM
I don't have access to Sourceforge, I'm afraid: I only maintain the Experimental branch of Pak128.Britain.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: greenling on August 13, 2012, 09:14:04 PM
Ok.
Thank you for this info.
Than must i try to reconfig the data out the github.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on February 01, 2013, 04:54:07 PM
Hello

Update: now the script pak also the .\boats\holds folder.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on December 19, 2015, 11:10:29 AM
Update.

Add: now compile new signalboxes.

Edit: some fix.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Moe Ron on July 22, 2016, 07:54:22 AM
With the most recent file leading to a 404, I don't suppose we can get another compile from you, Milko?
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Milko on July 22, 2016, 03:49:23 PM
Hello Moe Ron

Sorry for my english.

Are you asking for the file to build from sources or are you asking for a built pakbritain file?

Now I don't have a pak built, I may build for you but not now.

I attach the file to build. You may use to build the pak.britain.experimental from sources.

Giuseppe
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Moe Ron on July 23, 2016, 04:10:55 AM
Quote from: Milko on July 22, 2016, 03:49:23 PM
Are you asking for the file to build from sources or are you asking for a built pakbritain file?

My intention is to find new versions of the PAK files, as github's files have dates from 3+ years ago.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Ves on July 23, 2016, 09:33:42 AM
Is this what you are looking for?

https://github.com/jamespetts/simutrans-pak128.britain/tree/half-heights (https://github.com/jamespetts/simutrans-pak128.britain/tree/half-heights)

Otherwise, I did upload a complete package to a dropbox folder a while ago with game and pakset. The pakset is a month old now, but using the makeobj you can make yourself the newest version.
Dont forget to read the README for instructions :)

https://www.dropbox.com/sh/sdzp4v1ds8jz862/AADDhXTaVtJ4EaG-LpLlQc9na?dl=0 (https://www.dropbox.com/sh/sdzp4v1ds8jz862/AADDhXTaVtJ4EaG-LpLlQc9na?dl=0)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on July 23, 2016, 09:52:06 PM
Quote from: Moe Ron on July 23, 2016, 04:10:55 AM
My intention is to find new versions of the PAK files, as github's files have dates from 3+ years ago.


If you build from the half-heights branch, you should be able to get the up to date dataset there; the master branch is now out of date (but retained as such as it is the one that is compatible with 11.35; the half-heights branch requires the build from devel-new).
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Moe Ron on July 23, 2016, 11:17:22 PM
Thanks, I now have a functioning version of SimEx 120.1.2. I've absolutely no clue of what to do with the various new forms of signalling, but a bit of Wikipedia and some trial and error should lead me the right way.

Going through the config files, I still can't seem to find a way to enable liveries while having use_timeline set to 0. Is it possible have liveries, but the entire timeline's selection of infrastructure?
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on July 23, 2016, 11:21:38 PM
Liveries do not currently work with the timeline disabled, as the livery system depends on the timeline to pick the correct livery. As to signalling, once the design is finalised (there may still be some changes to implement), I plan to complete the series of Youtube video tutorials on the topic (there are currently two tutorials: one on drive by sight and one on signals and signalboxes). It is encouraging that you were able to work out how it works even without this! Thank you for your feedback.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on July 24, 2016, 03:14:06 PM
This is a brilliant pack! I can play this all day long James! :)

The new version of Experimental is 5 stars, infact 10 stars! Thanks for giving us a very early insight to Sim Ex 120! #Itsworthit!
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Isaac Eiland-Hall on July 25, 2016, 09:25:28 PM
Please do not doublepost. I have again combined your posts.

I'm glad for your enthusiasm, however. Thank you for being a member of the community. :)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on August 04, 2016, 06:46:13 PM
James, is it possible to do a GNER livery and the new Eurostar livery for me please? :)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: jamespetts on August 04, 2016, 11:39:09 PM
It is theoretically possible, but there is a gargantuan queue of higher priorities.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on August 27, 2016, 05:38:49 PM
The dropbox site is expired.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Vladki on August 27, 2016, 05:51:03 PM
You can get the latest compiled pak here: http://server.exp.simutrans.com/
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on August 28, 2016, 11:01:19 AM
There's broken down trains, which causes delays.... :(
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Vladki on August 28, 2016, 11:21:58 AM
Quote from: fam621 on August 28, 2016, 11:01:19 AM
There's broken down trains, which causes delays.... :(
The server game is for testing new features. And at the moment the signaling is broken... If you want, find and empty corner of map and do your own testing.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on August 29, 2016, 07:14:24 PM
I would like to ask? Is it possible to do the South Central livery for the DC only class 375 and the class 313 please? :)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Vladki on August 29, 2016, 07:45:34 PM
Quote from: fam621 on August 29, 2016, 07:14:24 PM
I would like to ask? Is it possible to do the South Central livery for the DC only class 375 and the class 313 please? :)

This question should be probably in some other topic... But in general the answer is, yes, it is perfectly possible, and you can do it yourself. The sources are here: https://github.com/jamespetts/simutrans-pak128.britain
Find the planes you are interested in, download the relevant .dat and .png files, use some bitmap editor to add new livery to .png, and text editor to add it to .dat. Compile with makeobj (http://server.exp.simutrans.com/Devel-new-builds/), and use in your game. For even better results, you can try blender (3D render) And please share with us the result.
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on August 30, 2016, 01:40:51 PM
When I download the stuff, it does not work.
Title: Pak.Britain.Exp - how to compile.
Post by: Ves on August 30, 2016, 02:23:32 PM
Quote from: fam621 on August 30, 2016, 01:40:51 PM
When I download the stuff, it does not work.
What doesn't work? You can't download the sources? You can't install blender? You can't open the files in blender?
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on September 21, 2016, 04:41:29 PM
Can someone make compile the normal (Non-LU) platforms so that they can be uses Underground please? :)
Title: Re: Pak.Britain.Exp - how to compile.
Post by: Rollmaterial on September 21, 2016, 05:31:15 PM
Quote from: fam621 on September 21, 2016, 04:41:29 PM
Can someone make compile the normal (Non-LU) platforms so that they can be uses Underground please? :)
Luckily I happen to play with your requested modification ;)
Here's my .pak file: https://drive.google.com/file/d/0ByLSSg3gXTz-QmtOazZpSGh4eXc/view?usp=sharing
Simply replace it in the pak folder. It has the stone and concrete platforms, bare and with building, as well as the bare goods siding available underground.

Compiling the pakset is pretty simple actually, just follow the second part of this tutorial: http://forum.simutrans.com/index.php?topic=14254.0. To get something available overground, underground or both, you simply alter allow_underground in the .dat file (0=overground, 1=underground, 2=both).
Title: Re: Pak.Britain.Exp - how to compile.
Post by: fam621 on December 10, 2016, 06:39:47 PM
Can you compile this .dat file for me please? :)