Daz Studio 5 development update

1141517192063

Comments

  • Silent WinterSilent Winter Posts: 3,721

    hjake said:

     but they have now added bridges which means Linux Blender users should be able to use their content.

     Don't you still need to run Daz Studio to use the bridge to Blender?

    Does anyone know, by O/S, the per user software spend rates? For example, how much does the median Mac OS desktop/laptop user spend on software purchases per month/year? Windows user? Linux user?

    I imagine Linux users use more free / open-source software on average (GIMP over Photoshop, Blender over Maya, etc) - but that doesn't speak to their content purchases. We might need to look at how much they spend on movies/games/other entertainment.

  • hjakehjake Posts: 894
    edited July 2021

    Silent Winter said:

    hjake said:

     but they have now added bridges which means Linux Blender users should be able to use their content.

     Don't you still need to run Daz Studio to use the bridge to Blender?

    Does anyone know, by O/S, the per user software spend rates? For example, how much does the median Mac OS desktop/laptop user spend on software purchases per month/year? Windows user? Linux user?

    I imagine Linux users use more free / open-source software on average (GIMP over Photoshop, Blender over Maya, etc) - but that doesn't speak to their content purchases. We might need to look at how much they spend on movies/games/other entertainment.

    You need to run DAZ Studio to export the content. Once it is exported you can open Blender separately and import the content. DAZ Studio does not have to be running. However I have not tried this with Blender for Linux to see if it can use the Blender Bridge.  The Windows version of Blender does work.  Here are some excellent instructions https://www.versluis.com/2021/06/installing-the-daz-to-blender-bridge/

    Honestly, I am not prepared to enter the quagmire of Linux users purchase just as much as Windows/Mac users.

    My point is that DAZ Studio exists to sell DAZ 3D content/assets.  If users really want a Linux version, then a presentation has to be made to management/investors that the high probability of increased sales of DAZ 3D content/assets would very much outweigh the risk of investment in developing DAZ Studio for Linux.

    DAZ 3D must have already made that analysis for Bryce, Hexagon, Carrara, and DAZ Studio for Mac. Their sales projections for how much MORE content/assets they would sell if they updated each of the those software, with their existing resources, is indicated by the frequency of the software updates. In order to obtain more investment to expand their development resources they would have to make a very strong case that a very large opportunity for content/asset sales will be missed if the don't do that development.

    If a user wants one of those software to get more development resources allocated, then they would have to make a business case to DAZ 3D (even through these forums) that would make DAZ 3D take notice and really consider the sales opportunity they are missing to sell more content/assets.

    I don't think they updated the DAZ Studio for Mac version just out of a love for the Mac or its users. The accounting/sales/marketing team were probably tasked with determining the impact on content sales if they did not update the Mac version and plan for the future of Mac users. Atleast that is what should have happened assuming that they track KPI, do SWOT, and are regularly performing forecasting and performance evaluations. Otherwise some of those investors are going to be at the DAZ 3D front door with pitchforks, torches, and ropes. laugh

    Post edited by hjake on
  • hjakehjake Posts: 894
    edited July 2021

    inquire said:

    hjake said:

    On this issue of making a Linux version fo DAZ Studio:

    In the end they would need to write new code for a different operating system. Initially it might be considered to re-use a lot of code but they would spend so much time re-writing parts to optimize for the new O/S that it would probably be less expensive to use the existing knowledge to create a new design document and code from scratch with reference to the existing code to see how certain problems were solved. In addition, DAZ 3D would then have to maintain 3 code bases for DAZ studio. Consider their history with maintaining Windows and Mac versions. Avoiding these problems by using a higher level solutions such runtime code, versus the current pre-compiled code, or a web based terminal server model would require higher system/network performance. These solutions would not be able to acheive the performance of pre-compiled code.


    According to a STEAM survey (December 2020) Microsoft Windows 96.41%, Mac OS 2.82%, Linux 0.78% is the of their surveyed customer base.

    source: https://en.wikipedia.org/wiki/Usage_share_of_operating_system

    I looked at the STEAM survey, but it doesn't indicate (unless I missed it) how many Mac OS users are using DAZ Studio, nor how many Windows users are doing the same. 

    I only used the STEAM numbers, instead of the Gartner group or others, because in my opinion gaining O/S marketshare with games is much easier than gaining marketshare with non-game software. Games have a much higher unit sales rate than other kinds of software. I believe Microsoft promotes games on Windows to prevent Windows from becoming a business software only platform. They could have gone all Games for Xbox years ago and ditched Windows for Games but then what would be their edge over Mac, Linux, iOS, and Chrome/Android? Why bother development DirectX for Windows when OpenGL and other APIs exist?

    Blender was able to develop a software that works on various Linux distributions so I think DAZ 3D could do the same. As mentioned in my other posting, is there a business case that shows DAZ 3D would sell sufficiently more content/assets if they developed a DAZ Studio for Linux? Not just enough to pay for the development and maintenance, but enough to attract investment to pay for the resources to develop DAZ Studio for Linux?

    I think the saying is "show me the money" or the "honey" if you are Winnie the Pooh. wink

    Post edited by hjake on
  • hjakehjake Posts: 894

    Just  to clarify my position, I am VERY MUCH in favor of DAZ Studio for Linux as a user, but understand that those persons responsible for the profitability of DAZ 3D would need to see compelling information in the risk versus reward evaluation of developing for Linux.

    We can hope that there are advocates internal to DAZ 3D that are working on that arguement. If anyone here has information that could help make the case then please bring it forward. Even in this forum it may filter to managment/investors at DAZ 3D. Over the years I have been in contact with some of DAZ 3D's management in reply to recommendations I have made. They want the best very DAZ 3D and are open to outside recommendations but they have many business considerations that are not public. Remember the "squeeky wheel gets the grease".

    I have read for years on these forums about users wanting a certain software to get more development time and other user chiming in to say they support that idea. That is great and speaking up for positive change should always be encouraged and welcome.

    You have probably heard the customer service rule-of-thumb that for every one complaint there are 5 to 10 silent complaints. I have found that to be true. Conversely, I have NOT found the opposite proposition to be true, namely, for every supportive customer request there are 5 to 10 silent supportive requests. For both, I mean that the spoken and silent requests turn into actions which effect sales volume.

  • hjakehjake Posts: 894
    edited July 2021

    One last comment and I will stop hogging the thread. I would like DAZ 3D offset to near-zero dollars for any plug-ins/scripts that were purchased within the 6 months previous to the release of DAZ Studio 5 and now must be re-purchased. Then starting from that near-zero they could incrementally increase the charge for re-purchasing plug-ins/scripts upto 24 months prior to DAZ Studio 5 launch date.

    As a cost of doing business, and an incentive to the artists to make the updates, they could re-imburse the artists at full value for every re-purchase and absorb the financial hit themselves. I am sure their accounting wizards could find some way to write down these charges. Other businesses done similar programs.

    This would really electrify the customer base to consider an immediate move to DAZ Studio 5. It would give DAZ marketing an opportunity to create buzz outside of DAZ Studio existing markleting base by demonstrating that the time/financial commitment to DAZ Studio  is not something that will have to be re-purchased every 2 years.

    Long live DAZ Studio. Hail to the king. Huzzah!!!  smiley

    Post edited by hjake on
  • Mark_e593e0a5Mark_e593e0a5 Posts: 1,594

    hjake said:

    One last comment and I will stop hogging the thread. I would like DAZ 3D offset to near-zero dollars for any plug-ins/scripts that were purchased within the 6 months previous to the release of DAZ Studio 5 and now must be re-purchased. Then starting from that near-zero they could incrementally increase the charge for re-purchasing plug-ins/scripts upto 24 months prior to DAZ Studio 5 launch date.

    As a cost of doing business, and an incentive to the artists to make the updates, they could re-imburse the artists at full value for every re-purchase and absorb the financial hit themselves. I am sure their accounting wizards could find some way to write down these charges. Other businesses done similar programs.

    This would really electrify the customer base to consider an immediate move to DAZ Studio 5. It would give DAZ marketing an opportunity to create buzz outside of DAZ Studio existing markleting base by demonstrating that the time/financial commitment to DAZ Studio  is not something that will have to be re-purchased every 2 years.

    Long live DAZ Studio. Hail to the king. Huzzah!!!  smiley

    Indeed, a very good suggestion.

    From a customer perspective, it would also be an advantage if, starting from DS5, every plug-in and utility script has to be also supplied as source version to DAZ. This would allow, if the creating PA cannot update the plug-in/script to supply a fix or hand it over to another PA to take care. This should be limited only to cases where e.g. the PA that created the original script/plug-in is no longer with us...

  • wsterdanwsterdan Posts: 2,347

    That might be a bit of a tough sell, asking a PA to turn over what's basically their intellectual property, there'd have to be an awful lot of trust there.

    An alternative might be to restrict plug-ins and scripts to full purchase as DAZ originals, perhaps with a base purchase price with a percentage of profits returened to the PA as royalties after x number dollars worth of sales has been reached, with the understanding that any ongoing updates would be handled by the PA for continuing royalties (after an initial "update" fee to do the actual update) unless the PA is no longer available or interested, at which point DAZ can find someone else to do the maintenance.

    -- Walt Sterdan

  • Kevin SandersonKevin Sanderson Posts: 1,643

    aaráribel caađo said:

    kyoto kid said:

    ...actually over the years I have invested a fair amount in Daz content plugins and utilities.  Dropping W7 support would change that significantly.  I looked at other solutions such as setting up a W7 VM on a Linux host, and, while it would be a bit of a financial stretch, it is doable (much more so than building a whole new system for moving directly to 11 Pro at this point).. However, it still doesn't solve the Nvidia driver issue as rendering would be performed on the VM under W7 so that is no longer an option.

    Off-topic: Are pre-owned systems just not a thing for Windows? I'm going to upgrade my MacBookPro the day the M-series version of the 16" MBP is released because I'm in a position to do that, but all my previous Macs have been used machines I got at a reduced price. I'd think you could get a 2-year old system that runs Win 11, has an OK card, etc., for fairly modest money. Of course, I've also been in a position where I had to wait until the bitter end to do an upgrade, too.

    You can buy a refurbished Windows machine many places, including Newegg and Micro Center. Many will install you choice of Windows 10 or Windows 10 Pro. Sometimes you can change the amount of memory and the GPU. Newegg has many different choices of refurbished workstations as well. I have had computers with refurbished and used parts. My last computer was refurbished and was around $900 and right now I'm upgrading it. My computer which I built over the years is doing internet stuff. I rarely touch my ancient Mac Mini. 

  • notiuswebnotiusweb Posts: 110
    edited July 2021

    Does the move to Daz 5 represent a move from 32 bit to 64 bit, or was it already 64 bit for both Win and MAC.  The 3rd post by DAZ Rawb had mentioned something being only 64 bit, but was this a changing of 32 to 64 in the case of either?

    Post edited by notiusweb on
  • LoonyLoony Posts: 1,817

    DAZ_Rawb said:

    Hi everyone. Drum roll please...

    [...]

    Details of the upcoming Daz Studio 5 early-access Pre-Beta:
    [...]
    - All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year. [...]

    Does that mean the wonderful and for me an absolute 100% standard tool, I use everyday in daz3d will not work in your Next released big Daz Studio? : Meshgrabber from Manfriday.

     

  • wsterdanwsterdan Posts: 2,347
    edited July 2021

    notiusweb said:

    Does the move to Daz 5 represent a move from 32 bit to 64 bit, or was it already 64 bit for both Win and MAC.  The 3rd post by DAZ Rawb had mentioned something being only 64 bit, but was this a changing of 32 to 64 in the case of either?

    DAZ Studio has been supporting both 32- and 64-bit for both Windows and Mac for a few years now (I run both on one of my machines), but as per the post you quoted DAZ Studio 5 will no longer have a 32-bit version.

    -- Walt Sterdan

    Post edited by wsterdan on
  • wsterdanwsterdan Posts: 2,347

    Loony said:

    DAZ_Rawb said:

    Hi everyone. Drum roll please...

    [...]

    Details of the upcoming Daz Studio 5 early-access Pre-Beta:
    [...]
    - All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year. [...]

    Does that mean the wonderful and for me an absolute 100% standard tool, I use everyday in daz3d will not work in your Next released big Daz Studio? : Meshgrabber from Manfriday.

    I'd say "yes", but that once D|S 5 has been released and the SDK working it will most likely be updated to be functional again; you do have the option of not updating until it is, or using your 4x version and new release together until everything you need has been updated.

    -- Walt Sterdan 

  • hjakehjake Posts: 894
    edited July 2021

    DAZ_Rawb said:

    Hi everyone. Drum roll please...

    As Director of Technology for Daz 3D, I wanted to give you some big news.  The Daz Studio team has been hard at work on a massive foundation change for Daz Studio that will be released as Daz Studio 5! Our project has been the #1 priority for the team for quite some time now, and it's almost done. Since we know how important getting a Mac version of Daz Studio is to all of you, we are switching up our release plans (from our normal releases) to get you a look at the upcoming Daz Studio 5 as soon as possible.

    Details of the upcoming Daz Studio 5 early-access Pre-Beta:
    - Release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August).
    - This will be a pre-beta release. Normally we wait until the software is completely finished before releasing it.
    - Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
    - All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year.
    - This release will work on at least x86 Macs (with both Filament and Iray). We are still investigating if this initial early-access release will run either natively or through emulation on M1 macs, but M1 support will come during the continued development of Daz Studio 5.
    - It will install into a new location, so you can run it along your current Daz Studio (release/beta) without problems.

    As for the final Daz Studio 5 release:
    - The timeline for this is to have it out near the very end of this year.
    - Features and enhancements will be rolling in through the rest of the year.
    - Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.

    I hope everyone is just as excited about Daz Studio 5 as we are.

    To DAZ_Rawb (or anyone else who could answer these questions)

    1) Will DAZ officially announce the chosen SDK scripting language as soon as is it chosen? Prior to its release.

    2) Will DAZ be using Qt 5 or Qt 6? If Qt 5, why not Qt 6?

     

    Post edited by hjake on
  • LoonyLoony Posts: 1,817

    wsterdan said:

    Loony said:

    DAZ_Rawb said:

    Hi everyone. Drum roll please...

    [...]

    Details of the upcoming Daz Studio 5 early-access Pre-Beta:
    [...]
    - All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year. [...]

    Does that mean the wonderful and for me an absolute 100% standard tool, I use everyday in daz3d will not work in your Next released big Daz Studio? : Meshgrabber from Manfriday.

    I'd say "yes", but that once D|S 5 has been released and the SDK working it will most likely be updated to be functional again; you do have the option of not updating until it is, or using your 4x version and new release together until everything you need has been updated.

    -- Walt Sterdan 

     I will then pretty sure wait on that update, for me is this absolute important, I work a lot with customisations and because I use only daz3d and no other 3D Software, is Meshgrabber my best way to model custom stuff in Daz3d.

  • AlmightyQUESTAlmightyQUEST Posts: 2,003
    You can have the pre-beta installed alongside your current installation, if you have any interest in seeing this through it's beta stages. Also you should never, ever be working on any important projects in the beta version of a software that's undergoing current development anyway. Beta versions will have bugs, that's the point.
  • inquireinquire Posts: 2,196

    wsterdan said:

    I'd say "yes", but that once D|S 5 has been released and the SDK working it will most likely be updated to be functional again; you do have the option of not updating until it is, or using your 4x version and new release together until everything you need has been updated.

    -- Walt Sterdan 

    I think I know the answer to this, but will the Mac version of DS 5 (the pre-beta) be able to run on a Mac using an Intel chip and running OS 10.15.7? I'm guessing it's NO to that. And if so, then it's only the Windows people who will be able to run DS 4 and DS 5 (pre-beta) together on one machine. Is that it? I'm guessing there's a Yes to that.

  • Richard HaseltineRichard Haseltine Posts: 100,905

    hjake said:

    DAZ_Rawb said:

    Hi everyone. Drum roll please...

    As Director of Technology for Daz 3D, I wanted to give you some big news.  The Daz Studio team has been hard at work on a massive foundation change for Daz Studio that will be released as Daz Studio 5! Our project has been the #1 priority for the team for quite some time now, and it's almost done. Since we know how important getting a Mac version of Daz Studio is to all of you, we are switching up our release plans (from our normal releases) to get you a look at the upcoming Daz Studio 5 as soon as possible.

    Details of the upcoming Daz Studio 5 early-access Pre-Beta:
    - Release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August).
    - This will be a pre-beta release. Normally we wait until the software is completely finished before releasing it.
    - Major Update will be Daz Studio release running for Macs, no other major features in the Pre-Beta.
    - All Plugins and some scripts will be broken. The SDK won't be available with this first release, but will be following it up at a later date. Some other less used features won't work at launch, but will be coming online throughout the year.
    - This release will work on at least x86 Macs (with both Filament and Iray). We are still investigating if this initial early-access release will run either natively or through emulation on M1 macs, but M1 support will come during the continued development of Daz Studio 5.
    - It will install into a new location, so you can run it along your current Daz Studio (release/beta) without problems.

    As for the final Daz Studio 5 release:
    - The timeline for this is to have it out near the very end of this year.
    - Features and enhancements will be rolling in through the rest of the year.
    - Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.

    I hope everyone is just as excited about Daz Studio 5 as we are.

    To DAZ_Rawb (or anyone else who could answer these questions)

    1) Will DAZ officially announce the chosen SDK scripting language as soon as is it chosen? Prior to its release.

    2) Will DAZ be using Qt 5 or Qt 6? If Qt 5, why not Qt 6?

    The SDK will continue to be C++, the Scripting engine will still be ECMAscript. Both will, of course, have updates and changes.

  • inquire said:

    wsterdan said:

    I'd say "yes", but that once D|S 5 has been released and the SDK working it will most likely be updated to be functional again; you do have the option of not updating until it is, or using your 4x version and new release together until everything you need has been updated.

    -- Walt Sterdan 

    I think I know the answer to this, but will the Mac version of DS 5 (the pre-beta) be able to run on a Mac using an Intel chip and running OS 10.15.7? I'm guessing it's NO to that. And if so, then it's only the Windows people who will be able to run DS 4 and DS 5 (pre-beta) together on one machine. Is that it? I'm guessing there's a Yes to that.

    I'm also running Catalina (macOS 10.15.7) on my Intel i9 MacBook Pro and believe that DS 5 pre-beta will run on it, unless DAZ developers are targeting Big Sur and newer versions of macOS in their builds.  We'll likely see what the pre-beta holds for us pretty soon. :)

    Lee

     

  • RobinsonRobinson Posts: 751

    A UI screenshot would be nice.  I just want to see what the new widgets look like.

  • kyoto kidkyoto kid Posts: 41,054

    hjake said:

    One last comment and I will stop hogging the thread. I would like DAZ 3D offset to near-zero dollars for any plug-ins/scripts that were purchased within the 6 months previous to the release of DAZ Studio 5 and now must be re-purchased. Then starting from that near-zero they could incrementally increase the charge for re-purchasing plug-ins/scripts upto 24 months prior to DAZ Studio 5 launch date.

    As a cost of doing business, and an incentive to the artists to make the updates, they could re-imburse the artists at full value for every re-purchase and absorb the financial hit themselves. I am sure their accounting wizards could find some way to write down these charges. Other businesses done similar programs.

    This would really electrify the customer base to consider an immediate move to DAZ Studio 5. It would give DAZ marketing an opportunity to create buzz outside of DAZ Studio existing markleting base by demonstrating that the time/financial commitment to DAZ Studio  is not something that will have to be re-purchased every 2 years.

    Long live DAZ Studio. Hail to the king. Huzzah!!!  smiley

    ...+1.

    A big part of the reason I stopped at G3, just couldn't see purchasing all the same characters, morphs, and resource content all over again.  it just became ridiculous having to do so every 2 years since Genesis 1.. 

  • almahiedraalmahiedra Posts: 1,351

    Richard Haseltine said:

     

    The SDK will continue to be C++, the Scripting engine will still be ECMAscript. Both will, of course, have updates and changes.

    ¿JavaScript?

  • margravemargrave Posts: 1,822

    Robinson said:

    A UI screenshot would be nice.  I just want to see what the new widgets look like.

    The UI might not change at all, since AFAIK this is all backend stuff.

    rbtwhiz's release notes state:

    • Changes made should have no discernible impact on use of the application
  • kyoto kidkyoto kid Posts: 41,054

    AlmightyQUEST said:

    You can have the pre-beta installed alongside your current installation, if you have any interest in seeing this through it's beta stages. Also you should never, ever be working on any important projects in the beta version of a software that's undergoing current development anyway. Beta versions will have bugs, that's the point.

    ..interesting, I have been running with the 4.12.0.47 beta since it was released and found it to be more stable than the 4.12 general release and particularly 4.15. 

  • ghastlycomicghastlycomic Posts: 2,531

    Will we finally get proper FBX and DAE import as well as export?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,213

    64bit only so no lipsync?

     

  • TaozTaoz Posts: 9,940
    edited July 2021

    kyoto kid said:

    hjake said:

    One last comment and I will stop hogging the thread. I would like DAZ 3D offset to near-zero dollars for any plug-ins/scripts that were purchased within the 6 months previous to the release of DAZ Studio 5 and now must be re-purchased. Then starting from that near-zero they could incrementally increase the charge for re-purchasing plug-ins/scripts upto 24 months prior to DAZ Studio 5 launch date.

    As a cost of doing business, and an incentive to the artists to make the updates, they could re-imburse the artists at full value for every re-purchase and absorb the financial hit themselves. I am sure their accounting wizards could find some way to write down these charges. Other businesses done similar programs.

    This would really electrify the customer base to consider an immediate move to DAZ Studio 5. It would give DAZ marketing an opportunity to create buzz outside of DAZ Studio existing markleting base by demonstrating that the time/financial commitment to DAZ Studio  is not something that will have to be re-purchased every 2 years.

    Long live DAZ Studio. Hail to the king. Huzzah!!!  smiley

    ...+1.

    A big part of the reason I stopped at G3, just couldn't see purchasing all the same characters, morphs, and resource content all over again.  it just became ridiculous having to do so every 2 years since Genesis 1.. 

    Well general quality has improved for every generation, that's why people keep paying for upgrading and so far it has been worth it IMO.  But the closer you get to perfection the more difficult it gets to make improvements that justify the costs of adopting a whole new generation of everything.

    Post edited by Taoz on
  • Richard HaseltineRichard Haseltine Posts: 100,905

    GiGi_7 said:

    Richard Haseltine said:

     

    The SDK will continue to be C++, the Scripting engine will still be ECMAscript. Both will, of course, have updates and changes.

    ¿JavaScript?

    Javascript (and ActionScript, and others) are ECMA scripts, so close but not identical.

  • RobinsonRobinson Posts: 751

    margrave said:

    Robinson said:

    A UI screenshot would be nice.  I just want to see what the new widgets look like.

    The UI might not change at all, since AFAIK this is all backend stuff.

    rbtwhiz's release notes state:

    • Changes made should have no discernible impact on use of the application

    Usually some style changes between UI versions, not sure but I think this is incrementing a few versions too.

  • wsterdanwsterdan Posts: 2,347

    WendyLuvsCatz said:

    64bit only so no lipsync?

    Sadly, no. It's the only reason I have an iMac set aside running Mohave, so that I can use the 32-bit, built-in lip sync that I'm having a hard time findign a replacement for. It's frustrating, since it's a feature I'd glady pay to have in 64-bit, and doubly frustrating that the Carrara plug-in does have a 64-bit version.

    -- Walt Sterdan

  • kyoto kidkyoto kid Posts: 41,054

    Richard Haseltine said:

    GiGi_7 said:

    Richard Haseltine said:

     

    The SDK will continue to be C++, the Scripting engine will still be ECMAscript. Both will, of course, have updates and changes.

    ¿JavaScript?

    Javascript (and ActionScript, and others) are ECMA scripts, so close but not identical.

    ...however most sites are dumping JavaScript  

Sign In or Register to comment.