[FRS]=Freddy=

[FRS]=Freddy=

Joined Mar 2020 with 5 followers

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[FRS]=Freddy= Comments

[FRS]=Freddy=

Hi William, ok now some things are clear to me, I think then the error will probably solve itself :))

[FRS]=Freddy=

Hi William, that's strange because there is only one route which is actually used for both bots.
I don't play "Sandstorm" anymore, did NWI release a new patch ? :))

[FRS]=Freddy=

Hi B4NDO,
thanks for playing and testing.
I only test my maps on my (linux / windows) vanilla servers.
That's why I'm glad about such feedbacks.

HF
Freddy

[FRS]=Freddy=
Temple mod

Release Beta 11.0

· Landscape adjusted
· Blocking volumes added
  Jumping up on the tents is now no longer possible in the normal case
· More trees added to provide more cover (on the hill by the temple)

HF
Freddy

[FRS]=Freddy=

Hi, Basically , the map was intended for the map contest.
But since NWI did not deliver a patch for the texture error after months, the development was / is stopped for the time being.
In addition, the game crashes for some time again and again so that I can not test my maps properly.
Everything I have found and tried does not help permanently and by the way I am not a beginner in such things.
I play practically for weeks no more Sandstorm.

[FRS]=Freddy=

Hi,
when we play the map on our (vanilla) clan server we also have no issues with the map.

HF
Freddy

[FRS]=Freddy=
Temple mod

Hello thanks for the feedback, that innocent trees have to suffer has of course not been my intention :))
The subject of light is of course always such a thing, but I will follow up the hint.

HF
Freddy

[FRS]=Freddy=
Temple mod

Hello, thank you for your appreciative words.
Regarding the contest, no problem, I think the result is clear :))
But, what you describe is what my clan members and I feel when we play our map.
Yes, we lose a lot on this map, and yes the bots are hard to beat here, but what matters is that you get sweaty hands and wonder where the hell I'm getting shot at!
But that's the way it is in jungle warfare.
Something like that is much better than a map in which I can comfortably massacre all bots.
There is also already a version in which I have built in adjustments based on the hints here.

HF
Freddy

[FRS]=Freddy=
Temple mod

Hi, in the upcoming map version, the landscape has been adjusted.

[FRS]=Freddy=
Temple mod

Hi, blocking volumes have been added in the upcoming map version.
Jumping up on the tents is now no longer possible in the normal case

HF
Freddy

[FRS]=Freddy=

Hello, this is a good question, the next please... :)
I also had some good ideas when I started the map project, but currently me and my son (software developer with experience in game development) are preparing something new which unfortunately has nothing to do with Sandstorm. If my time allows it I will definitely continue.
But when I see how many new and great maps the contest has produced, I think the community will have enough material to play with for some time :))

HF
Freddy

[FRS]=Freddy=

Hi, thanks for the info this helps me a lot to optimize the map

HF
Freddy

[FRS]=Freddy=
Temple mod

Hello thank you for your feedback and for testing the map.
in the upcoming map version there will be more trees, (for example on the hill by the temple).
These will provide more cover.
Later I will add more cover options.

HF
Freddy

[FRS]=Freddy=
Oasis mod

On the subject: "I can not get the map to run"

I want to clarify again, the map "TempleHQ" Published by 𝕬𝖚𝖗𝖆𝖑♠ (mod ID: 598799)
causes a conflict here!
The real filenames are identical to this map. (Oasispakchunk.....)

My map "Temple" Published by [FRS]=Freddy= (mod ID: 175082) Released Nov 8th, 2020
does not cause any conflict!
The real filenames for my map are: The_Cartelpakchunk.....

[FRS]=Freddy=
Oasis mod

But again to clarify!!!
The map "TempleHQ"
Published by 𝕬𝖚𝖗𝖆𝖑♠ (mod ID: 598799)
causes the conflict because the real file names are identical to this map. Oasis.....

My map "Temple" Published by [FRS]=Freddy= (mod ID: 175082) Released Nov 8th, 2020
does not cause a conflict.
The real filenames for my map are: The_Cartelpakchunk.....

[FRS]=Freddy=
Temple mod

Hi, just tested the parameters on my Linux server and everything works as it should, the four game modes appear in the selection menu and can be started.
However, I always test my maps only with standard Linux / Windows servers without mods!
Do you have additional mods installed on the server? There are often strange problems.

Maybe you should delete the mod ID folder "175082".
and download the map again.

Hope you can solve the problem to play the map :)

HF
Freddy

[FRS]=Freddy=
Temple mod

Hi, I never test my maps in local play, I only test them on my vanilla Linux / Windows servers, but try these command line parameters

Open Temple?Scenario=Scenario_Temple_PU_Sec

[FRS]=Freddy=
Temple mod

Hello thanks for your constructive feedback.
The Fanzied game mode I had not even considered :)
I think with a player blocking volume I can solve the problem :))

[FRS]=Freddy=
Temple mod

In the map is something for everyone :))

HF
Freddy

[FRS]=Freddy=

Hi, thanks for your feedback, since the map is large and has different zones, do you happen to know in which zones the error occurs. And another question how many bots were set as enemies.
This would help me to fix the issue.

HF
Freddy

[FRS]=Freddy=
Temple mod

Hello thanks for your constructive feedback.
I'm glad you like the map. Personally, I also think that there are enough city scenarios in this game :)
That's why my maps represent other scenarios if possible.
The location can be definitely in Asia and the USA often act with secret units all over the world :)

About your wish that it will be an official map....
Looking at the votes, I think you will be disappointed. :)))

HF
Freddy

[FRS]=Freddy=
Temple mod

Hi thanks for your constructive feedback.
If the problem with the "Landscape" is the only one, that can be easily solved later :)
The behavior with the river has actually something to do with the game.
There are several methods to create a river, but the method which I would have taken had a problem with the material.
It didn't look good, so I chose the method the developers used in the "Powerplant" scenario.
Not perfect but the river was acceptable.
I will address this point as well.

HF
Freddy

[FRS]=Freddy=
Temple mod

Release Beta 10.1

· Level Optimizing

HF
Freddy

[FRS]=Freddy=
Temple mod

Release Beta 10.0

· Skirmish Scenario added

Hf
Freddy

[FRS]=Freddy=

Hi, thanks for your feedback, I also like the mix of mysterious cave and the technology / lab spaces :)

[FRS]=Freddy=

Release Ver.1.12

· Testing Skirmish

hf
Freddy

[FRS]=Freddy=
Temple mod

Release Beta 9.0

· Push security Scenario added

Hf
Freddy

[FRS]=Freddy=
Temple mod

Hi,
thanks for testing.
Well jungle fights are more difficult than in the city :))

[FRS]=Freddy=

Relesae version: 1.4

· 1.9.0 ready
· Outpost added
· UICamera Player fixed
· Set up player start soundscape override

hf
Freddy

[FRS]=Freddy=
Temple mod

Release Beta 8.0

· Frontline Scenario added
· Map Overview added
· "Outpost" mode: Restricted areas added
· Temple ruins: standard textures replaced with original textures
· Added more cover possibilities (Rocks)

HF
Freddy

[FRS]=Freddy=
Temple mod

As I already wrote, I think so too. Thanks again for testing

[FRS]=Freddy=
Temple mod

Hi, thanks for the info.
I think this is probably due to the ISMC mod as the map does not cause any problems on standard servers as far as I know.
Unfortunately, I currently lack the time to test my maps with all mods. Sorry for that.

[FRS]=Freddy=
Temple mod

Hello, thank you for testing the map. I will release a new version in the next few days.
Since the texture bug has been fixed, I have added the temple ruins with their original textures.
After that I will officially submit this map to the Map Contest 2020.

hf
Freddy

[FRS]=Freddy=

Relesae version: Beta 0.7

· 1.9.0 ready
· UICamera Player fixed
· Set up player start soundscape override

[FRS]=Freddy=

Hi, thanks for the feedback, glad you like the map, then the work was worth it :))

[FRS]=Freddy=

Release Beta 0.7

· 1.9.0 ready
· Outpost added
· UICamera Player fixed
· Sandbag bunker object "I" height expanded for more coverage
· Set up player start soundscape override

hf
Freddy

[FRS]=Freddy=

Thanks for testing, I have added the Outpost parameters above in the description.

[FRS]=Freddy=
Temple mod

Release Beta 7.19

· 1.9.0 ready
· UICamera Player fixed

hf
Freddy

[FRS]=Freddy=

Release Beta 2.0

· 1.9.0 ready
· Outpost added
· Player UICamera fixed
· More coverage at Object "F" (Missile Bunker)
· Bot Spawn points at at Object "F" adjusted
· Light adjustment at Object "F" (slightly more brightness, less bloom)
· Blocking Volumes added to the tanks
· Set up player start soundscape override

hf
Freddy

[FRS]=Freddy=

Release Ver.1.11

· 1.9.0 ready
· UICamera Player fixed
· Testing Outpost
· Set up player start soundscape override

hf
Freddy

[FRS]=Freddy=

Release Alpha 03

· Apparently there is a bug in the mod-tools again, bot paths are not always compiled.
Recompiled

hf
Freddy

[FRS]=Freddy=

Release Alpha 02

· 1.9.0 ready
· Player UICamera fixed

This release is only to give a preview of the map!

hf
Freddy

[FRS]=Freddy=
Temple mod

You're welcome, I am glad that you like my work.
Thanks also for your feedback regarding the local parameters.
The parameters of the other maps can always be found in the descriptions.

hf
Freddy

[FRS]=Freddy=
Temple mod

Hi Panzerschr,
I'm not testing my maps in local mode but the scenario name is wrong.
The parameters for the checkpoint modes can be found in the description above, they are listed there in detail.
The parameters are for the server mode of the map but I think the scenario names are also valid for the local mode

hf
Freddy

[FRS]=Freddy=
Temple mod

Hi Nomy, I am glad you like my map.
I think the night version has a dense atmosphere :)

[FRS]=Freddy=
Temple mod

Release Beta 7.0

· Additional jungle position created. If desired the checkpoint number can be increased
· Night map created
· Night "LoadingScreen" and "MapThumbnail" added
· FireFight added
· Fixed several small bugs

hf
Freddy

[FRS]=Freddy=

Hi, unfortunately no, I could definitely insert but at the moment I've stopped all work on my maps until NWI is patched properly. Only the map "Temple" is edited because it only uses Modtools own textures

[FRS]=Freddy=
Temple mod

Release Beta 6.0
· More coverage at Object "Camp" see picture
· More coverage at Object "Temple small" see picture
· More coverage at Object "Hamburger Hill" see picture
· Domination added
· Fixed several small bugs

[FRS]=Freddy=

Hi, as long as the modtools are not fixed I cannot release the map because 70% of the textures are not displayed.
By the way, I have stopped working on the map as described above.
I'm afraid, but this is just my opinion, that NWI has no interest to fix the bug.
If you only use the standard textures provided by the tool, the maps remain relatively small.
In my map "Temple" I only use such textures, even on external models.
This does not look very good but it works and the map has a small download size.
This is more in the interest of NWI.
The scenes in the video were recorded in the editor, here all textures are shown, therefore the hint, this is how it could look like....

[FRS]=Freddy=

Hello, unfortunately the moodtools are still not working for me. NWI has delivered two updates after 8 weeks but both don't work. Because of this, as mentioned above, I can't release any current versions of my maps. The only map that can be released is "Temple" because I don't use external textures here

[FRS]=Freddy=
Temple mod

Hello, thanks for your suggestion, but in this case the volume should have been inserted on the whole map because the grass was spread all over the map. The solution with the lower grass is not the best but it gives equal chances

[FRS]=Freddy=
Temple mod

Hello, thank you also for your feedback.
To point 1 and 3: As I already wrote D4 (see below) I will add more coverage.
To point 2: My clan members and I have a different opinion :)

[FRS]=Freddy=
Temple mod

Hello, surely there are :)

[FRS]=Freddy=
Temple mod

Hello Thank you for your feedback, the problem with the missing coverage was partly fixed in the last update, but I will look at it again.
You use "waves" on your servers, is that a mod?
If so, please understand that i only create and test my maps for servers without special mods.
The effort to test it with all possible mods is too much

[FRS]=Freddy=

Hello, thanks for your feedback, unfortunately the moodtools are still not working for me. NWI has delivered two updates after 8 weeks but both don't work. Because of this, as mentioned above, I can't release any current versions of my maps. The only map that can be released is "Temple" because I don't use external textures here

[FRS]=Freddy=
Temple mod

Thanks, unfortunately the ModTools still don't work properly for me, despite two updates of the ModTools.
There are still no external textures displayed.
It's a pity that NWI can't manage to provide reasonable updates.

[FRS]=Freddy=
Temple mod

Release Beta 5.0
· Map name changed from "The_Cartel" to "Temple" (new parameters see description above)
· Checkpoint Insurgents added
· CheckpointHardcore Insurgents added
· More coverage at Object "Hamburger Hill" see picture
· More coverage at Object "Forest Position A" see picture
· Fixed several small bugs

[FRS]=Freddy=
Temple mod

Hi, many things are possible... :))

[FRS]=Freddy=
Temple mod

Hi, thanks for the feedback. I already mentioned that mods often cause problems with custommaps.
Back when I created COD4 / COD 5 maps there were also a lot of mods.
They were great, only together with big custommaps the number of objects exceeded the maximum possible and the server crashed.
So you had to test your maps with the most popular mods and that with Windows and Linux servers.
I'm not doing that anymore, I'm too old for that **** :))

If everything works out I will release an update this week with more coverage and an additional PVP game mode.

[FRS]=Freddy=

Hi sry, I don't know if I understand you correctly but the current version is compiled with 1.71 but works on my 1.8.1 servers (Win/Linux) without problems.
So you could put it back in your rotation. :))
Maybe if NWI brings a ModTools fix, I can release the new version (Beta 07) with the Outpost game mode and several fixes.
The new version is compiled with 1.8 and works (tested on my servers and with my clan members).
Only no external textures are displayed!
With the size of the map I don't want you to download about 1.2 GB for a map that looks bad.

[FRS]=Freddy=
Temple mod

Hi, thanks, then maybe I should submit this map after all, but with my open (and also justified) criticism of NWI here, the map will definitely get a prize.... ROFL :))

[FRS]=Freddy=
Temple mod

Hi, as mentioned above, thanks for the feedback. Because of the difficulty of the maps, when were my maps easy to play? :)) Joking aside.
I'm sure I can solve that problem.
By the way, if the bots would work properly, you would have had enough coverage with the high grass.

[FRS]=Freddy=
Temple mod

Hi everyone, thanks for your feedback, somehow I suspected that not we (the mapers) are causing the problem but the modtools / map release process is causing a bug again.
On my test servers / computers it worked, because since release 1.7 I practically always proceed like "d4d330" and additional don't use mods.

[FRS]=Freddy=
Temple mod

Hi, thanks for playing / testing the map, we (FRS) like that map too. :)

[FRS]=Freddy=
Temple mod

Hi, thank you again for your feedback, I could just try to replace the mesh with another one or create one myself, it's worth a try and I'll do it. But as you may have noticed the map of D3M0N123 (Frost) has a similar problem with another standard StaticMesh (wall) from the ModTools. The error is almost identical:

"Fatal error: [File:Unknown] [Line: 2718] Missing Dependency, request for /Game/Environment/Props/Modular/Walls/SM_SetGeneric_Wall_01_100x40x400_Simple.SM_SetGeneric_Wall_01_100x40x400_Simple"

We (the mapers) are already using extra standard content and still there are problems.
NWI just watches and does nothing about it.
And have you noticed there are only 2 so far! Submissions for the Map Contest 2020
and one of them will probably not be accepted because the map was created before the contest started.
All are probably waiting for the modtools fix.
And when will it arrive, in January 27th, 2021? :))

[FRS]=Freddy=
Frost mod

Welcome to the Club. :))
I have already experienced a lot in my time as a Maper in different games but this tops everything. :(

[FRS]=Freddy=
Frost mod

Hi, I think the problem here is the additional mods on the server. d4d330 has a similar problem:
(Fatal error: [File:Unknown] [Line: 2718] Missing Dependency, request for /Game/Environment/Props/Modular/Citadel/SM_SetGeneric_Wall_01a_400x40x200.SM_SetGeneric_Wall_01a_400x40x200)
with my map "the_Cartel
I test my maps on 2 different Linux servers, a Windows server and 2 different strong PC clients.
Additionally test different clan members with their pc's. So far no problems.
The difference is that I don't use additional mods on my servers.
My experience e.g. as COD4 / COD5 maper taught me that additional mods often cause errors with custom maps.

[FRS]=Freddy=
Temple mod

Hi, I just saw that your server / client has a similar error with the map "Frost" of D3M0N123.
This indicates that the additional mods started on your server / client are causing the problem.
I am testing my maps on 2 different Linux servers, a Windows server and 2 different strong PC clients.
Additionally test different clan members with their pc's. So far no problems. The difference is that I don't use additional mods on my servers.
My experience e.g. as COD4 / COD5 maper taught me that additional mods often cause errors with custom maps.
Please be patient that I do not test all compatibilities with various mods.

[FRS]=Freddy=
Temple mod

With pleasure.

[FRS]=Freddy=
Temple mod

Hi, thanks for the detailed feedback. This static mesh (wall) is a standard mesh from the ModTools, so it should not cause any problems, it should, but here I am not surprised anymore.
I have a question, does the server crash or do you play it locally on the client?

[FRS]=Freddy=
Temple mod

Release Beta 4.0
· The height of the high grass was changed to smaller or maximum player height.
· Fixed several small bugs

[FRS]=Freddy=
Temple mod

Hi, the height of the high grass was changed to smaller or maximum player height.
See also the pictures above.
The thing with the crashes is strange, all the people who tested the map before including me, had / have no crashes.
I also test with an older PC.

[FRS]=Freddy=
Temple mod

Hi, thx for the feedback. You're right, but if the bots worked properly this game would be much more fun.
They also see you through smoke or through walls.
While creating the map I already knew this problem would occur, but i Think, if I remove to mutch grass the map loses its atmosphere.
More cover would be an option but the bots will see you anyway.
Lower grass I must test
Let me see what I can do.

[FRS]=Freddy=
Temple mod

Hi, I had the same error on my servers some time ago. It affected all Outpost Maps, also the Vanilla Maps.
But I noticed that if I deactivate this mod "MOTD(Reworked) for Insurgency: Sandstorm , (mod ID: 148369)" the waves are displayed and the Outpost mode works again.
On my video you can also see that the mode works correctly

[FRS]=Freddy=
Temple mod

Release Beta 3.0

· Checkpoint added
· CheckpointHardcore added
· Added more cover possibilities in the camp
· Terrain sound settings adjusted
· Fixed several small bugs

Have fun

Freddy

[FRS]=Freddy=
Temple mod

You can find the info above, under the map name

[FRS]=Freddy=
Temple mod

OK, Both errors found.
The first one was my fault, there was a "Scenario=" missing in the start command line :)
Parameters in the description Corrected.

The second error is again / another ModTool error.
keyword directory: "Mods" vs. "Plugins" :((

Test Linux / Windows Server: (start of the map, short match, selection in the map overview)
were all right so far. No texture errors!

Have fun

Freddy

[FRS]=Freddy=
Temple mod

Release Beta 2.0
· Start and map selection error, fixed
· LoadingScreen and MapThumbnail images added
· No texture errors!

[FRS]=Freddy=
Temple mod

Hi, I just noticed that the map does not start, always the same. Everything is ok in the editor.
The start parameters should also be correct.
I will set them to Hidden

[FRS]=Freddy=

unfortunately i have stopped this map at the moment, makes no sense. You need the external materials and as long as that is not patched I will not continue. Parallel I started with a jungle map, here I try to use the standard materials and textures. Let's see....

[FRS]=Freddy=

Hi exactly the same scenario appeared in my mind's eye when I started with the map :))

[FRS]=Freddy=

Hi folks, thanks and sorry, I didn't mean to put you in a bad mood, and I am relaxed. :)
But like many others here, I want to contribute to the game, but you get slowed down all the time.
Example since almost 3 weeks can most mappers including me not release their maps (e.g. with the new Outpost mode) due to the known bug in the mod tool.
Of course I could start to replace everything with standard material and textures, but I don't have the time to do that.
The smart mappers also use the standard components of the game. :)
And this is actually correct, and I understand NWI even if it stays that way, because then the maps are relatively small and anyone can download them quickly.
But I am of the opinion that then many maps always look the same.

[FRS]=Freddy=
Sheds mod

Releasing the maps, that is a good idea. :)
But some of my maps are quite big, that would be unfair to the users here.
It's not their fault that NWI doesn't do its job properly.
Whereby the "test-stand" is not very big compared to the other maps of mine.
But I think NWI doesn't care about that or they would test their update more conscientiously.
Their maps are displayed correctly.

[FRS]=Freddy=
Sheds mod

Hi, do you think NWI fix it? :)) Replace materials in all my maps, so the next update won't work again, no chance.
Sorry my time is too limited.
Most of my maps now also have the outpost mode but they look bad. :)

[FRS]=Freddy=

Hi, in principle it does not matter what the reason is.
After every update the mod tool does not work properly anymore.
Why is something like this not tested before?!
This has nothing to do with professionel anymore!

[FRS]=Freddy=

This error occurs with myself, after the 1.8 update cooking was again not possible.
About 1 day later there was another update, now you can cook the maps, but all materials and textures that are not standard in the game are not shown (in the editor they are shown).
During the cooking process the files are stored in the folder "CookedMods", but if you play the map on a server (linux or windows doesn't matter) only the standard materials / textures that were used are displayed correctly.
On "Meshes" with external materials / textures the developer material / texture is displayed.
I have checked some config files but can't find anything concrete.
Maps that were cooked before the 1.8 update are ok.
I also deleted the directory "Insurgency/Intermediate/" as described in the release notes "(you will may to delete your Insurgency/Intermediate/ folder for these changes to apply)".
That does not help either. In any case, I won't waste any more time for troubleshooting a bug that is probably again NWI.

I have the feeling that NWI wants to prevent external content from being used. Be it from a rights of use or that the custommaps (then only with standard material) will not be as big anymore.
If this is the case I will withdraw completely from the community and the game.

[FRS]=Freddy=

Hi, thanks for the words of encouragement.
I manage 2 community servers and can also feel your frustration.
After each update the question, do the servers still work (with custom maps)?
I wonder if they test something before a release.
The bugs are sometimes so obvious that they can't be overlooked during a test.
But you got it right, if the bugs are not fixed in time I'm probably not the only one who knows how to use the time left for his hobby in a different way

[FRS]=Freddy=

Hi, I'm glad that you like the map, i like it to. :)
The props and Material are also great, but unfortunately you can't say that about NWI's mod tool. :((
After the update it doesn't work anymore, otherwise I would have uploaded a newer version with some bug fixes

[FRS]=Freddy=

Well, the number of bot seems to vary. But correctly recognized, not all of them set them. That's why it's difficult for us to create a layout for all possible bot settings. Either too few or too many bots spawn. Not to forget that the Bot-AI also influences the gaming experience.

[FRS]=Freddy=

Except an adjustment of the rocket bunker (light, more coverage) there will be no layout changes. Possibly an increase of the capturepoints

[FRS]=Freddy=

Hi, thanks for your comment.
Since I create the maps primarily for our clan (and they like them) I will discuss your suggestions for changes with them.
Btw. "der Riese" has no bunkers except for the small entrance area after the cave, you are confusing it with "Pruefstand_7". It has bunker areas and a rocket launch bunker.

[FRS]=Freddy=

There you go, this hint sounds better and was already mentioned below so I put it on my todo list

[FRS]=Freddy=

Relesae version: 1.3

· Two checkpoint scenarios "L" added (Standard / Hardcore), Insurgents as attackers

· Scenario Checkpoint "M", "L" and "XL", adjusted some security spawn points

· Added several blueprints (e.g. launching V2 rocket)

hf

[FRS]=Freddy=

GER// Das Thema mit der Größe der Maps ist mir bekannt, und von mir gibt es nicht täglich updates wie von anderen, das sollte mittlerweile bekannt sein.

ENG// The topic with the size of the maps is well known to me, and there are not daily updates from me like from others, this should be known by now.

[FRS]=Freddy=

Thanks a lot :) but the competition here is very strong :))

[FRS]=Freddy=

Hi, hmm, that's not nice, all testers (all without NASA PC's) including me actually had at least 60 FPS. But optimization is on the to-do list anyway.

[FRS]=Freddy=

Hi Thanks for the info, we need the input. The problem can be solved for sure :)
But please be patient, because meanwhile I have some maps and there is still work to be done.
And eventually I should start with a map for the contest :))

[FRS]=Freddy=

Hi, if mod.io does not cause problems again, there will be a version with Insurgens as attacker at the end of the coming week.
The map has been extended and is currently running on our clan test server

[FRS]=Freddy=

Hi, no problem, I am glad that you like the map.
But even more praise is due to the creators of the environment props and Material

[FRS]=Freddy=

40 Bots! OK. The main thing is that you have fun:))