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tadd

Game File Mystery Hunt...

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cerevantis74

One of the early dissapointing things that I am seeing is completion % is only scripted for the UFO and Frank's new t-shirt, nothing more.

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ioloroberts

One of the early dissapointing things that I am seeing is completion % is only scripted for the UFO and Frank's new t-shirt, nothing more.

 

Could the UFO not be scripted by 100% and then other things scripted from seeing the UFO?

 

...oh god, even as I wrote that I realised I'm clutching at straws. Debunked?

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tadd

Well unless all the graffiti means anything then im not seeing anything too promising...

 

Bed for me now but will be back on it tomorrow.

 

Good job today guys thank you to everyone who has helped along the way :)

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cerevantis74

 

One of the early dissapointing things that I am seeing is completion % is only scripted for the UFO and Frank's new t-shirt, nothing more.

 

Could the UFO not be scripted by 100% and then other things scripted from seeing the UFO?

...oh god, even as I wrote that I realised I'm clutching at straws. Debunked?

I dont believe the game is scripted anywhere to merely track what you have seen. Opening this file up will show everything it does. As it stands, it is proving that you can do whatever you fancy once the game is complete, and it will have zero impact on the game world. Edited by [email protected]

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talkol

One of the early dissapointing things that I am seeing is completion % is only scripted for the UFO and Frank's new t-shirt, nothing more.

 

ok, I'm taking a look at the relevant part of completionpercentage_controller (I also have it in the pack tgas sent me)..

This is what goes on in the vicinity of the part we're interested in:

 

Game tries to access (via network I guess) the web address GTA5/checklist/index.json

The result is parsed and something in it is compared to 100

If it's greater or equal to 100, then:

1. if there's network access, a few unknown natives are called and then a function that uses the string "FB_HUND_PERC" and does something Facebook-related (does it post to FB that you've reached 100%?)

2. it places the value 1 in a global (86838:7793:3818)

3. calls a function that sets another global (86838:6711:99:57)

4. enables game world change 160 (franklin's progress_tshirt)

5. enables game world change 148 (chiliad ufo)

6. calls a couple of more functions that change various globals, check if the player reached some achievement and reward it if so

// end of 100 check

 

In a first look it seems you're right.. not a lot happening there, but the fact that globals are changing can influence other things in the game. For example, we've only seen here activation of the Chiliad ufo. The other ufo's (ambient_ufos - hippie/fz) are not mentioned directly but we know they are activated too.

 

But nevertheless it's pretty cool we found the exact point where the game checks for 100%..

Edited by talkol
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cerevantis74

 

One of the early dissapointing things that I am seeing is completion % is only scripted for the UFO and Frank's new t-shirt, nothing more.

 

ok, I'm taking a look at the relevant part of completionpercentage_controller (I also have it in the pack tgas sent me)..

This is what goes on in the vicinity of the part we're interested in:

 

Game tries to access (via network I guess) the web address GTA5/checklist/index.json

The result is parsed and something in it is compared to 100

If it's greater or equal to 100, then:

1. if there's network access, a few unknown natives are called and then a function that uses the string "FB_HUND_PERC" and does something Facebook-related (does it post to FB that you've reached 100%?)

2. it places the value 1 in a global (86838:7793:3818)

3. calls a function that sets another global (86838:6711:99:57)

4. enables game world change 160 (franklin's progress_tshirt)

5. enables game world change 148 (chiliad ufo)

6. calls a couple of more functions that change various globals, check if the player reached some achievement and reward it if so

// end of 100 check

 

In a first look it seems you're right.. not a lot happening there, but the fact that globals are changing can influence other things in the game. For example, we've only seen here activation of the Chiliad ufo. The other ufo's (ambient_ufos - hippie/fz) are not mentioned directly but we know they are activated too.

 

But nevertheless it's pretty cool we found the exact point where the game checks for 100%..

Great stuff. So the UFO file that is used for this call does not contain data for the other two ufos? Does the ambient_ufo file reference a particular global value? Edited by [email protected]

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Deadman2112

Wow

lots of new stuff to ponder

you guys rock keep up the good work

Edited by Deadman2112

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XMarqstheSpot

Do you guys remember the weird sound coming from north west of the map somebody posted a video of it and someone decoded it and what it showed was a view of helicopters gunner right ? Was it fake or not ? What if its real? I mean i looked closely and analyzed ufo models and stuff ANNND what i have in mind is that view from heli gunners view is actually a view from one of the UFOS beamer or camera and did you find out what was it aiming at i mean the decoded picture? Please reply and sorry for bad English. And im new

It wasn't "Proven" to be fake, as absence of evidence is not evidence of absence but, nobody else could ever find it, so..... most likely fake as all hell.

 

 

The ONLY thing that is still interesting to me about that particular sound/video is that the decoded message with the cockpit View seems to be looking at the asteroid from the game files.

 

At one point someone was trying to compare the asteroid found in the game files to the picture but, i have no idea where that lead to?...

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talkol

Great stuff. So the UFO file that is used for this call does not contain data for the other two ufos? Does the ambient_ufo file reference a particular global value?

It's not necessarily a UFO file that's used here, our big change_state_of_game_world() is called with the id 148. If you look at the list of 190 locations, the id 148 refers to the word "ufo" and contains the coords for the Chiliad ufo only. I'm not sure what "ufo" stands for inside change_state_of_game_world, maybe it's even an xmap name (I suspect this because ufo,ufo_eye and a couple of other strings match names of known xmaps). In any case, it seems related to the Chiliad ufo only due to the coordinates.

 

The ambient_ufo file did not check these globals on startup as far as i can recall, but I suspect that a script called main.xsc runs the script ambient_ufos and maybe main tests the global

 

We should definitely start tracking these globals around as they can lead to some very interesting places.

Edited by talkol

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Gforce

Congrats to tgascoigne and talkol, you guys are doing some amazing research in here.

as for those global events ingame, there are several changes that occur when Franklin moves into the Vinewood hills house after each of the follow up missions after he moves in, I counted around 3 changes there alone as you can see his house move boxes go from the kitchen to downstairs etc along with a few other things appearing and moving so you may want to look at his house coords.

 

for those people who are using xdr2obj by tgascoigne, when importing obj's into 3DS Max you do not need to rotate the obj coords by -90 on the x-axis, you just need to go into the OBJ Import Options and uncheck the "flip zy-axis" box, as in the picture below.

pkge.png

as you can also see I am working on a little import script for max, currently working on trying to make it easier to convert the xdr files to obj and import them "on the fly", it's a batch importer so as soon as I can start working on the xmap and xtyp files I should be able to easily make this script also place the objects in their correct coords positions, still early days for me and I have no way of removing the RSC7 stuff from definition and coords files yet as I also need to locate the shared parent xtd's for finding the commonly used textures that appear missing from some of the main map models.

the next job is to try and use some dotnet functions from the max script to access the functionality of xdr2obj for converting from within max, being a lousy coder it's going to take me a while to work it out.

 

if any of the researchers want to chat, you can usually find me on the gtanet irc gta channels.

 

keep up the great work guys :cookie: :cookie:

 

 

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talkol

as soon as I can start working on the xmap and xtyp files I should be able to easily make this script also place the objects in their correct coords positions

 

When you're working on xtyp and xmap be sure to take a look at the partial decoding scripts posted in this thread and keep us in the loop for any new file format discoveries you make Edited by talkol

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_CP_

@Gforce

Oh, that will be great, I'm waiting with curiosity.

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PerfectBlade

I want people to pay attention to this message! :) Is there any leftover file in game from Alpha/Beta versionof the game? I mean files about the hydra that was cut from the game and that patriot atv from warstock ad.

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Lead

I want people to pay attention to this message! :) Is there any leftover file in game from Alpha/Beta versionof the game? I mean files about the hydra that was cut from the game and that patriot atv from warstock ad.

Well i have seen file which has emblems of all weapons in game and removed weapons were SCAR , M27 , zippo lighter , XM25 airbust , P228 , laser sight attachment and dildo well they removed awesome weapons and kept boring ones of course what do you expect from Rockstar ?

 

I want people to pay attention to this message! :) Is there any leftover file in game from Alpha/Beta versionof the game? I mean files about the hydra that was cut from the game and that patriot atv from warstock ad.

Well i have seen file which has emblems of all weapons in game and removed weapons were SCAR , M27 , zippo lighter , XM25 airbust , P228 , laser sight attachment and dildo well they removed awesome weapons and kept boring ones of course what do you expect from Rockstar ?

Also Attack Helicopter were removed from the game too its in warstock ad. Bottom right it makes me sad why they removed it if it comes in dlc i would buy it immediately

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Gforce

 

as soon as I can start working on the xmap and xtyp files I should be able to easily make this script also place the objects in their correct coords positions

When you're working on xtyp and xmap be sure to take a look at the partial decoding scripts posted in this thread and keep us in the loop for any new file format discoveries you make

 

like I say, it's still early days for me, I only started this on saturday, I'm still searching around to find the files and codes you guys are all using, one thing we really need is something that decodes the RSC7 stuff from multiple file types and leaves us with the raw data, some of the map files will have 2dfx lighting coords built into them like IV did.

 

and yes I will post any findings in here, I will also actively update the GTA modding Wiki in the same way I did with my GTA IV research :cool:

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tadd

@gforce... lev_des.xtyp is the only file it would seem that uses the asteroid and alien egg hash code... it may be a false pos, from the raw data and the grep found that... but its about the last hope we have for the alien egg and asteroid so if you see anything or want a place to start this would be good, thanks man :)

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PerfectBlade

Also, there is no file about vehicles?

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Darthwill

You think there is a Real time connection in GTA V? Rockstar added Snow on Christmas. So probably Online files would have Snow to be in the game. Even if Rockstar has seperate files for Online not on the disc. I think they are hinting at something also.

Rockstar knew no one could get 100% in 1 day. So has anyone thought Real time date September 17th 2014 could trigger the Event of UFO's, Jetpack etc? I mean think about it 1 year after release and most people should be at 100% by the 1st Year Annivarsy since launch. Is it in the files even?

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XMakarusX
0_e0fa7_e7d24da_XXL.jpg

 

Кривые текстуры! Как исправить???(((
Curves texture! How to fix??? (((
Edited by XMakarusX

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tadd

@tgas... was reading through the checklist of places...

 

On line 182... someone says appears to be an insignificant place at the docks... but the Z coord is at 7.04 which i though was below sea level? (Would be about 25ft below sea level)

 

Need to have a look at talkols list and see what it is...

 

Edit: just says mission_repeat_controller.xsc (prob to do with a mission down there)

 

We need to remind people to check the Z coord though just in case.

Edited by tadd

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talkol

If it's greater or equal to 100, then:

1. ...

2. it places the value 1 in a global (86838:7793:3818)

3. ...

 

In a first look it seems you're right.. not a lot happening there, but the fact that globals are changing can influence other things in the game. For example, we've only seen here activation of the Chiliad ufo. The other ufo's (ambient_ufos - hippie/fz) are not mentioned directly but we know they are activated too.

 

It seems to me that the main global for storing whether the player is at 100% is the one I labeled "86838:7793:3818" above. This global is normally 0, but after the player reaches 100%, it is changed into 1.

 

I checked all the places in all scripts that examine this specific global and these are the results:

 

1. completionpercentage_controller.xsc

Remember the entire 100%-reached process of 6 steps from my last post? right before it starts, the global is checked. If it's already 1, the entire process is skipped. This makes sure the process is performed once.

 

2. ufo.xsc

In the very beginning of the script, this global is checked, and if it's still 0 the script terminates. As you recall tgas posted the code for this script. In the beginning of the script code post there's a line remarked as "// this is probably a #define" - it has been analyzed incorrectly and this is actually the test of the global.

 

3. main.xsc

This script tests the global, and if it's 1, then the script takes the player's current position and it compares it to the hard-coded positions of the hippie ufo and the FZ ufo. If the player is close enough to either of them (distance below 210), the script ambient_ufos.xsc is loaded and executed.

 

4. player_timetable_scene.xsc

This is a very big script in general with lots of stuff inside, and somewhere in the middle of it all it also examines our dear global. It's not a standalone specific test like the other cases, but this global changes the greater flow.. It's very hard to figure out without more serious research. In general, it seems this script is in charge of "timetable scenes" which seem to be the random acts the main characters do during the day (like when you switch to them).

 

In summary, even when we follow this global we still haven't discovered something big, but we're making progress :)

 

random acts the main characters do during the day (like when you switch to them)

 

Edit: as I was looking in player_timetable_scene.xsc I noticed that the switch scenes (switch to character cutscene) have meaningful names, so I pulled them all out. There are 120, maybe you can find anything interesting in the list:

http://pastebin.com/pEH3v5sz

Edited by talkol
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talkol

Here is the modifed version of the xmap script by Taikol, it now extracts rotations as well :) For anyone we needs it.

 

http://pastebin.com/qDpXNawG

 

Following several requests via pm, here is the placement file containing rotations (placement_v4):

http://www.sendspace.com/file/byqk5d

 

Line format is: x, y, z, rx, ry, rz, rw, hash, name

r* are the rotations

 

note:

there are still a few unknown hashes, probably from XDD models, or sub-models inside XDR, can anyone complete the list for us?

Edited by talkol
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Jestic

 

 

 

 

 

Here is the modifed version of the xmap script by Taikol, it now extracts rotations as well :) For anyone we needs it.

 

http://pastebin.com/qDpXNawG

 

Following several requests via pm, here is the placement file containing rotations (placement_v4):

http://www.sendspace.com/file/byqk5d

 

Line format is: x, y, z, rx, ry, rz, rw, hash, name

r* are the rotations

 

note:

there are still a few unknown hashes, probably from XDD models, or sub-models inside XDR, can anyone complete the list for us?

 

 

Great stuff. Yes, those missing names are LODs, thus XDD. But how do we get the names from the models inside XDD?? In GTA4 we got them from IDE, but since GTA5's XTYP is also in hex...how do we get the names??

Edited by MajesticNL

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talkol

Great stuff. Yes, those missing names are LODs, thus XDD. But how do we get models inside XDD names?? In GTA4 we got them from IDE, but since GTA5's XTYP is also in hex...how do we get the names??

 

I have two ideas..

 

1. Maybe it's a simple naming convention based on the XDD filename, so let's say an XDD holds 3 models inside and its name is plant.xdd then plant#1 or plant.1 or plant.01 or something.. (with numbers 1-3). You can test different conventions until you match any missing hashes. Then tell me the convention and I'll add it to the placement.

 

2. Ask tgascoigne. He is familiar with the XDD header..

 

And there's one more thing that isn't accurate in these placements - objects found inside interiors.. I guess a model inside an interior has a location relative to the interior and probably not relative to the world. We have the list of all interiors, so it shouldn't be too hard to separate their models into a different file

Edited by talkol

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Gforce

 

Here is the modifed version of the xmap script by Taikol, it now extracts rotations as well :) For anyone we needs it.

 

http://pastebin.com/qDpXNawG

 

Following several requests via pm, here is the placement file containing rotations (placement_v4):

http://www.sendspace.com/file/byqk5d

 

Line format is: x, y, z, rx, ry, rz, rw, hash, name

r* are the rotations

 

note:

there are still a few unknown hashes, probably from XDD models, or sub-models inside XDR, can anyone complete the list for us?

 

seriously nice work with this one.

 

like I mentioned earlier, I'm still playing catchup, currently on page 33 of this topic and not long gone past the xmap php tool discussion and was thinking to myself, where are the xyzw rotation coords and now here they are, great work.

 

I think I may be able to write a simple obj map-io maxscript with the output files, if you could you give me a command line example for running this php script it would be greatly appreciated.

 

also, would you be OK with me re-compiling the code into an xmap.dll so that I can use dotnet call ups from max ?

 

thanks for your hard work :^:

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talkol

I think I may be able to write a simple obj map-io maxscript with the output files, if you could you give me a command line example for running this php script it would be greatly appreciated.

also, would you be OK with me re-compiling the code into an xmap.dll so that I can use dotnet call ups from max ?

 

This php is very simple to run, install php on your machine and find the path to php.exe. Then just "php.exe script.php". This script doesn't take any special arguments. Also be sure to run it from the root of your game files. It will look for *.xmap recursively, so you will have to extract all of them from all RPF manually beforehand.

 

Regarding re-compiling the code - of course. Everything we publish here is public domain, you can use, alter, modify, embed as you like. I know that tgascoigne feels the same way about code he publishes. The only thing we ask is that if you make more discoveries, please share :)

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Scoobysrt

Edit: as I was looking in player_timetable_scene.xsc I noticed that the switch scenes (switch to character cutscene) have meaningful names, so I pulled them all out. There are 120, maybe you can find anything interesting in the list:

http://pastebin.com/pEH3v5sz

There are 3 i dont recognise,

108 not sure what or where the rand temple is. This is interesting.

114 + 115 bear, Floyd, smell, face? Neither ring a bell in my mind.

 

 

Can i ask a quick question to those in the know, the glyphs have been found, can i ask has the jetpack man at the altorists camp been found?

If so whats its name and if not then why wouldn't it be a file like the glyphs?

Edited by Scoobysrt

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Gforce

 

I think I may be able to write a simple obj map-io maxscript with the output files, if you could you give me a command line example for running this php script it would be greatly appreciated.

also, would you be OK with me re-compiling the code into an xmap.dll so that I can use dotnet call ups from max ?

 

This php is very simple to run, install php on your machine and find the path to php.exe. Then just "php.exe script.php". This script doesn't take any special arguments. Also be sure to run it from the root of your game files. It will look for *.xmap recursively, so you will have to extract all of them from all RPF manually beforehand.

 

Regarding re-compiling the code - of course. Everything we publish here is public domain, you can use, alter, modify, embed as you like. I know that tgascoigne feels the same way about code he publishes. The only thing we ask is that if you make more discoveries, please share :)

 

thanks for the help, I'm very rusty atm, been out of the coding/modding loop a couple of yrs.

 

still a bit dumb on my part with this, I have the following line in a .bat file in a folder containing a few xmap files, can you tell me if I have it right as I can't seem to get it working.

C:\Program Files (x86)\PHP\v5.3\php.exe xmap_inst_v4.php

I realise it's basic stuff to you but my brain is a little slow, the answer could help others watching but having the same problems.

 

btw, my max scripts are mainly for helping people locate things using Max to import and view the locations, who are otherwise unable to mod using their consoles, like myself.

 

thanks

 

Edit: total php n00b here, realised I could set it to run from the php script properties, seems to be working but not outputting a txt file for me

 

t5gu.png

Edited by Gforce

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talkol

I want to share the next thing on my todo.. Following tgascoigne's clever idea, we will search for files and scripts of interest based on game-world location coordinates. For example, we want to find what's referencing the hatch (and playing its morse code midi) - and we'll try to do it by checking who's referencing the hatch's position within some radius.

 

To do this effectively and reduce false positives, we need super exact coordinates - and that's what I set out to get:

 

1. hatch: 4285.0361, 2967.6392

should be perfectly exact, based on the model placement of cs5_1_sea_hatch

 

2. altruist camp sacrificial stone: -1170.9800, 4926.6780
exact, opened the static collisions with .black and moved the cam to the stone's center
3. fz ufo and bunker light: -2052.0000, 3237.0000

exact, both light and ufo have the same x,y model placement (dt1_tc_dufo_lights)

note: ambient_ufos in ambient.ipl mentions the position -2366.379, 2962.758

 

4. hippie camp ufo: 2490.0000, 3777.0000

exact, based on model placement (dt1_tc_ufocore)

 

5. hippie camp moon glyph on mound: 2457.2730, 3733.544

exact, opened the static collisions with .black and moved the cam to the glyph's center

 

6. hippie camp rain glyph on platform: 2513.9460, 3778.4570

assuming I got the right spot, exact, opened the static collisions with .black and moved the cam to the glyph's center

7. chiliad ufo: 487.31, 5588.3857
not sure this is accurate, used the position found under "ufo","ufo_eye" in our 190 locations state of game world.
note: the placement of model dt1_tc_ufo_pivot uses the position 501.5287, 5593.8647
8. chiliad observation deck: 501.5000, 5604.5000
exact, opened the static collisions with .black and moved the cam to the deck
If you have any other interesting locations you'd like to add to this list, let us know..
Edited by talkol
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lxxv

There are 3 i dont recognise,

108 not sure what or where the rand temple is. This is interesting.

114 + 115 bear, Floyd, smell, face? Neither ring a bell in my mind.

 

 

I'm not 100% certain what 108 could be referring to, either..

However, the bear in association with Floyd refers to the session of the game in which Trevor lives in Floyd's apartment and sexually assaults and mutilates Floyd's (or Floyd's girlfriend's) teddy bear. You can find Trevor waking up with the bear that he "reuses" from time to time (hint: it's another masturbation reference).

 

Hope that helps!

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