#bitfighter IRC Log

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IRC Log for 2012-01-19

Timestamps are in GMT/BST.

01:15:19raptorok, i did #2
01:15:28raptornow to home, that leaves #7?
01:19:30BFLogBot - Commit 6690130e27ed | Author: buckyballreaction | Log: Reduce passive sensor area, make full sensor require module activiation
01:26:55sam686i may be nearly done with doing #7
01:27:59raptoroh good
01:28:03raptori am heading home now...
01:28:14raptori'll be back later - maybe we should do more playtesting
01:28:41sam686ok
01:28:59sam686later..
01:29:05raptorbye
01:29:07raptor Quit (Remote host closed the connection)
01:29:32BFLogBot - Commit 1be4e883fdf7 | Author: buckyballreaction | Log: Fix active sensor indicator
02:09:36BFLogBot - Commit 7188227e2a14 | Author: sam8641 | Log: Fix robot touchdown on ZoneControlGameType, Fix robot's setOwner for RabbitGameType and possibly others.
02:55:35raptor has joined
02:55:35ChanServ sets mode +o raptor
02:56:08raptorhi sam686
02:58:30sam686|-| i R /-\ P -|- O R
02:58:39raptorhaha
02:58:53raptor#7 on that list done?
03:01:05sam686i think #7 is done now..
03:01:11raptorcompiling
03:01:13raptor..
03:01:17raptorwant to do more play testing?
03:04:42BFLogBot - Commit 1c06a6a2fdb7 | Author: sam8641 | Log: Fix Null ClientInfo
03:04:42sam686ok
03:09:57raptorWarning: Missing Team in level "Construction.level"
03:12:01sam686construction.level ?
03:12:13raptorsegfault: http://pastie.org/3211245
03:12:18raptoryes, that was the weird level
03:35:35raptorsegfault
03:35:45sam686there was a "Ship 0 0 0" in a level
03:36:35raptorhttp://pastie.org/3211323
03:49:01sam686crash?
03:49:31sam686when i upload an untutled map, it is "uploaded_.level"
03:49:39sam686i mean untitled map
03:50:22raptormy RAM went to 3.2 GB
03:50:32raptori stopped it and got a backtrace: http://pastie.org/3211366
03:51:10raptorthere are thousands of lines of moveObject:298 - still haven't found the end...
03:51:30sam686ok, let me guess, your linux likes to avoid stack overflow by allocating hugh amount of RAM?
03:51:38raptorprobably...
03:56:00raptorok restarting...
03:56:20raptorready
04:02:02raptorhaha
04:02:06raptorthanks for the shutdown
04:02:18sam686.. you game me admin, i can /shutdown 2
04:02:54raptorhere is bug list: http://pastie.org/3211401
04:03:15raptori'll do #3 right now since i've already been working with the code...
04:04:08sam686ok
04:05:13sam686the number 5, "uploading map -> uploaded_.level" only happens on untitled levels - the server doesn't know the client's filename level.
04:05:22raptorok, so not a bug?
04:05:45karamazovapyhas uploading levelgens been enabled for 016?
04:05:55sam686not much of a bug - people should title their maps anyway..
04:06:03raptorgreat! one down..
04:06:11raptornot sure about levelgens, karamazovapy.. sam686?
04:07:47sam686one problem with level gen, uploading a levegen that runs in endless loop, freezing server or eat too much memory (maybe due to louzy programmer)
04:09:24sam686in a second thought, maybe uploading levelgen could be limited to admins only...
04:10:23karamazovapyas a larger long term fix, could endless loop detection be programmed in?
04:10:37karamazovapyor at least annoyingly large loop detection?
04:10:44karamazovapyis that...possible?
04:10:46raptoryes it is
04:10:52raptorbut i can't remember how to do it
04:11:02raptorso long term, that is a good idea
04:12:24sam686It is possible to have levelgen take up 600 MB Ram, what might run fine for your computer won't work on cheap VPS with only 512 RAM
04:13:13raptormaybe put size or memory limits on levelgens?
04:13:46sam686i don't know about out of memory detection in LUA, but bitfighter itself don't check if a "new Object" was created successfully.
04:21:07raptoralmost done with #3
04:26:54sam686i think i found a problem that may fix number 6, moveObject.cpp line 300 = move(.., ..., TRUE!!! not false, ...);
04:27:37raptorweird
04:28:15raptorwhy do you think that is the reason?
04:28:56karamazovapya stupid post in the off-topic forums has me looking for the first video game I ever played
04:28:58sam686if "isBeingDisplaced" is false, then it doesn't check if one of the previous objects was checked..
04:29:12karamazovapyhttp://www.virtualapple.org/baseballstrategydisk.html
04:29:49BFLogBot - Commit a8ec6587a92e | Author: buckyballreaction | Log: Had to revert some sensor changes to fix erratic zoom behavior upon respawn
04:30:08raptorha!
04:30:12raptorold game
04:30:17karamazovapythat's not the right one
04:30:23karamazovapybut it was definitely apple IIe
04:30:23raptorok fixed #3
04:30:38karamazovapyzork II was the first game I ever illegally copied
04:30:41raptori have an apple 2e emulator somewhere with oregon trail...
04:30:54karamazovapythis site claims to have every apple II game ever
04:31:00karamazovapybut I declare shenanegans
04:31:02raptor1/2 my family always died of diptheria
04:31:25karamazovapythey've got oregon trail - you could see if you do any better as an adult
04:31:43raptori tried last year...
04:31:53karamazovapystill no good?
04:32:06raptori lost one family member and made once... after sinking my wagon a million times
04:32:21raptortook me about 6 tries to beat it
04:33:05karamazovapythe first game I ever played was on my dad's work computer
04:33:18karamazovapyyou typed in "jackass" and drove a car down a two or three lane road
04:33:30karamazovapyand donkeys would pop up
04:33:55raptorhaha
04:34:08raptori think the first game i played was 'nibbles' for visual basic on dos 5.0
04:34:10raptormonochrome
04:34:20karamazovapythis was monochrome
04:34:29raptorgo hercules graphics!
04:35:01karamazovapythe close second/first game I ever played was this weird rumpelstiltskin/tic-tac-toe game that I can't seem to find any record of online
04:37:29karamazovapyI made some pretty awesome QBasic games back in the day
04:37:49raptoryes qbasic - that was it
04:37:54raptornot visual..
04:39:41karamazovapyI also got a lot of those old game cds with 20 DOS games for $20
04:39:46karamazovapythat kind of stuff
04:42:44karamazovapyoh shi- we totally had this game!!! http://www.virtualapple.org/microleaguebaseballdisk.html
04:44:51BFLogBot - Commit 039714addea9 | Author: buckyballreaction | Log: Fix random typo
04:47:39karamazovapyall the "adult" games for the apple II seriously crack me up
04:56:05raptorsam686: still working on #6
04:56:06raptor?
04:56:14raptori started 4
04:57:05sam686i think i got done with number 6, and almost done with number 5
04:57:15sam686i think i got done with number 6, and almost done with number 4 i meant
04:57:58sam686a problem i found in the process is the editor doesn't like "Ship" in the level, due to missing "Clone" and missind "toString"
04:58:58raptorah ok
04:59:03raptori'll look at 1
05:03:22raptori can't duplicate #1...
05:13:34raptordidn't watusimoto say we should support Ships as objects?
05:13:41raptor*shoudn't
05:13:46raptorshould NOT support them
05:16:03sam686maybe not in the editor...
05:17:18sam686but then, how would I make objects like resource item move forward in a speed zone and teleport, like ships do?
05:17:36raptorare you proposing to do that?
05:17:45raptorthey don't now, do they?
05:18:02sam686want to still have "Ship 0 0 0" allowed in level?
05:18:07sam686maybe not in editor?
05:18:22raptordefinitely not in editor
05:18:41raptorwell, at least not able to add it in the editor
05:18:46sam686also, i wonder about the "Robot" lines in very old levels?
05:19:09raptorI've never see those...
05:34:56BFLogBot - Commit 2045d752dfb1 | Author: sam8641 | Log: Fix a problem with MoveObject crash, fix killing "Ship 0 0 0" in level.
05:47:20raptorok, i never want to look at sensor module again...
05:48:05raptorsam686: for #2 woudl that be because the loading level function is failing to mark it as a bad level?
05:49:59BFLogBot - Commit 74965b17637d | Author: buckyballreaction | Log: Nice zoom when equipping sensor module
05:53:36sam686what level does that have?
05:53:39karamazovapy Quit (Read error: Connection reset by peer)
05:53:46sam686i can't seem to show that bug you had..
05:54:00raptorcreate an empty file with .level extension
05:54:09raptorthen start a server
05:54:13raptorload that empty file
05:54:32raptorthe previous level's objects stick around and a weird stuff happens
05:54:35sam686its empty, but not the alful going through walls problem we had...
05:55:02raptorthat happened after loading empty level after 'Cold Storage'
05:55:39sam686now the bug shows up after loading other levels...
05:56:16raptoris this because of lazy level loading?
05:56:28sam686its kind of funny if load a level gen, then load empty level...
05:56:38raptorso uploaded levels will be available right away
05:56:46sam686yes
05:57:46sam686can't use the full level loading when uploading, because that will modify or destroy the existing gameplay...
05:58:02sam686plus, the lazy way is much faster..\
05:58:06raptoryes
05:58:13raptorthe lazy way is good
05:58:49sam686got tired of waiting a few minutes (in debug mode) just to host, due to lots of levels..
05:59:19raptorjust tested with 015a - looks like the level is cleared out properly from before
05:59:26raptorso empty level is just empty
06:01:23raptorlooks like the check for gametype is missing? from 015a:
06:01:25raptorif(!getGameType()) // loadLevel can fail (missing file) and not create GameType
06:01:26raptor {
06:01:28raptor logprintf(LogConsumer::LogWarning, "Warning: Missing game type parameter in level \"%s\"", gServerGame->getLevelFileNameFromIndex(mCurrentLevelIndex).c_str());
06:01:29raptor GameType *g = new GameType;
06:01:31raptor g->addToGame(this);
06:01:32raptor }
06:03:51raptorno it's there... maybe it isn't being hit?
06:05:08raptoryes that's the problem: getGameType() returns true when loading the new level
06:05:27raptorat game.cpp:2306
06:09:31raptorwould you know why gameType isn't null at that check?
06:09:48sam686is the old GameType being deleted or not?
06:10:05raptori can't find it being deleted anywhere... 015a didn't delete it either
06:10:13raptoractually i don't know...
06:10:31sam686015a had GameType as part of ObjectList, which was deleted together..
06:10:41raptoraahhhh
06:10:47raptor016 doesn't?
06:12:00raptorit says it is a child of NetObject
06:12:26sam686it is not a GameObject anymore in 016
06:12:37sam686it is a GhostObject / NetObject
06:15:24sam686maybe delete old gameType problem that fixes some random "seeing multiple robots in score board that isn't in the game" problem
06:15:59raptori'm not sure how to delete it: I added 'delete mGameType' to ServerGame::cleanUp() and i get weird crashes
06:16:25sam686i think i put it at the right place... if you "PULL"
06:16:28sam686hg pull
06:16:30raptormaybe just set it to null?
06:17:23sam686setting to NULL is not deleting it, the destructor of GameType won't run
06:18:21raptorok - i wasn't sure how a SafePtr reacted..
06:18:56sam686all a SafePtr does is set the pointer to NULL when something delete the pointer SafePtr holds
06:19:10raptorit didn't fix the empty level problem...
06:19:23raptoroops
06:19:27raptorhave to update to tip
06:19:30raptorhad two heads
06:20:02BFLogBot - Commit 093c1ff57428 | Author: sam8641 | Log: Don't forget to delete the old GameType... That fixes some problems.
06:20:40raptorit works! good fix
06:20:49raptori think we already did all the bugs for tonight
06:20:54sam686ok
06:20:57raptor(because I can't duplicate #1)
06:21:18raptortime for bed i think
06:21:21sam686who knows, bug 1 might have randomly happened due to not deleting old GameType....
06:21:28raptoryeah
06:21:39raptorgood hunting tonight
06:21:45sam686ok, night.
06:21:46raptorwe're getting more and more stable...
06:21:50raptornight
06:25:54raptor Quit (Remote host closed the connection)
06:26:38sam686i am by myself with only a log bot...
06:32:05zoomber_mbp has joined
06:32:11zoomber_mbphey sam686
06:32:22sam686?
06:32:29zoomber_mbpoh just saying hi
06:32:45sam686|-| E |_ |_ O
06:33:36zoomber_mbpoh actually, i do have a question, maybe you can help me. I'm setting up a minimal php chess page, but am not sure as to remembering what my mysql credentials are? do you know where mysql stores them? http://176.31.145.34/chess/index.htm
06:35:37zoomber_mbpjust thought you might know, since you recently helped set up the bit fighter master server, which records mysql too
06:35:54zoomber_mbpi know they gotta be stored somewhere, just don't know where
06:36:46sam686i don't know... and i can't log into your 176 server...
06:37:17zoomber_mbpoh, thats right
06:37:29zoomber_mbpi had to wipe the server because it was having real difficulties hosting my minecraft server
06:37:53zoomber_mbpi screwed around and downloaded too much stuff / plugins, loads were hevaey, it would ping spike and shutdown often
06:37:58zoomber_mbpnow it seems problemless
06:38:20zoomber_mbpi can remake your user if you want, just pm me what you want me to do, (like giving it root permissions)
06:38:58sam686it seems that... that vps may be placing some into swap into hard disk.. as if that vps provider is over selling the RAM...
06:39:17sam686thats the main problem with VPS - no control of SWAP system..
06:39:24zoomber_mbpi think its overselling alot
06:39:46zoomber_mbpthough, the problems aren't that bad anymore…maybe other people just got frustrated and stopped using their server
06:39:47sam686if it was dedicated server , then we have control of SWAP
06:40:31zoomber_mbpoh wow, the minecraft server jar doesn't even start, looks like it says its corrupt or incompatible
06:40:34zoomber_mbpprobably corrupt
06:41:55sam686the only best vps server that is yours, that i know of, is the 96.44.134.x server, it have the least number of problems and nearly no lag pariods
06:43:06zoomber_mbpyeah
06:43:16zoomber_mbpexcept for that one time it was down for ~2 weeks
06:43:38zoomber_mbphey sam, i wonder if i should get this: http://googleblog.blogspot.com/2009/07/introducing-google-chrome-os.html
06:44:11sam686that was only one time, still better then... several random lag problem like the 74.122.
06:44:16zoomber_mbpyeah
06:44:19zoomber_mbpso much better
06:44:27zoomber_mbpwe could make a support ticket for 74.122 server
06:44:41zoomber_mbpif you want access to my 74 comfort host control panel, i can pm it to you
06:45:21sam686that random lag problem happens on 216.231. too, at the same time as 74.122
06:46:07zoomber_mbpyeah, they're on the same host
06:46:19zoomber_mbpi bought two of them, one intended for bit fighter use, and one personal
06:46:23zoomber_mbpthough now i use both bitfighter
06:47:31sam686what is your 176.31 web page provider?
06:47:43zoomber_mbpwww.redstonehost.com
06:47:57zoomber_mbpnote: they may be in blackout for soap, i don't know when
06:49:04zoomber_mbpits weird, many vps "live chat" pages are "Offline"
06:49:14zoomber_mbplike, they all use one service and that service collapsed
06:53:58sam686i will need to get to sleep...
06:55:04zoomber_mbpok night
07:21:07zoomber_mbp Quit (Quit: zoomber_mbp)
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16:17:37raptorgood day!
16:19:34watusimotohi
16:19:39raptorhello
16:19:50raptori think 016 is almost becoming stable now.... :)
16:20:14watusimotoI was thinking about this again: http://199.192.229.168/~raptor/zap_doxygen/class_zap_1_1_editor_point_object.html
16:20:28watusimotothat stupid double-inheritance
16:20:44watusimotothat prevents us from doing static casts between dbobjects and editorobjects
16:20:45raptoroh yeah
16:20:59watusimotowhich in turn forces a whole host of performance-driven complications
16:21:05watusimotosuch as creating an editordatabase
16:21:11watusimototo hold editor objects
16:21:15watusimotoand so on
16:21:20raptori think i purposefully forget about this because I didn't want to get into another refactor...
16:21:58raptorwait - you mean you created the editor database in response to this?
16:21:59watusimotohint taken :-)
16:22:14watusimotoessentially
16:23:02watusimotoif we could get rid of the dual inheritance path, we could do static casting, and get rid of the editorobject database class
16:23:51raptorthere are triple inheritances: http://199.192.229.168/~raptor/zap_doxygen/class_zap_1_1_item.html
16:24:16watusimotoit seems that pointgeometry class exists to provide point-specific impleentaitons of methods like addVert(), getVertCount(), etc. that are defined in the geometry class
16:24:34raptori think the first step is to not have point geometry interit from BfObject
16:24:36watusimotoso we need a way to provide that functionality without inheriting it
16:25:15raptorso maybe PointGeometry -> Geometry
16:25:27watusimotomy thought is to create a delegate class called PointSomethingOrOther, have that implement Geometry and then
16:25:28raptorand then everything that needs Geometry should inherit directly
16:25:55watusimotohave bfobject (or whatever) call the geometry object to do all the goemtry stuff
16:26:19watusimotowe would assign that geometry delegate at the time of instnatiation, depending on what sort of object it was (line, point, polygon, etc.)
16:26:56watusimotobut it would take geometry out of the hierarchy, and would, I think , resolve this double intheritance
16:27:10raptorsam686 suggested removing BfObject completely...
16:27:22watusimotonot sure we can
16:27:24watusimotocan we?
16:27:34raptori think eventually, if we're smart, yes...
16:27:35raptormaybe
16:27:38raptorpossibly
16:27:52watusimotothat defines methods that are used in both editor and in game
16:28:10watusimotowhere else would those methods go?
16:28:44raptori guess we have two double heirarchies: the geometry one and the Object one
16:28:48watusimotoalthough render() may not actually be used in the editor
16:28:59raptori'm sure we can solve the geometry one...
16:29:08watusimotowell, we should work to simplify this situation
16:29:11watusimotoafter 016
16:29:14raptoryes
16:30:11watusimotoI guess I never checked in my code from last night
16:30:16raptoruh oh..
16:30:58watusimotothat starts to solve the wall-rendering issue of items stored in a different database (i.e. those coming from the levelgen script)
16:31:17watusimotoby adding the wallsegmentmanager to the grid database
16:31:24watusimotowhich kind of makes sense
16:31:25raptorshould we just ignore bug #21.1 on the wiki?
16:31:29raptorfor now?
16:31:32watusimotowhich is that?
16:31:39raptorthe levelgen rendering
16:31:53watusimotowell, if this works, it will fix the problem
16:32:02raptorohhh.... you changes coming up?
16:32:17watusimotothe problem is that all wall edges and segments are stored in a single place
16:32:40watusimotoand what we need are two places -- one for regular editor objects, one for temporarily imported ones
16:32:53watusimotoso that means two wallsegmentmanagers
16:32:56watusimotowhich is fine
16:33:38watusimotoexcept that we pass around parts of the wsm (like the segment database), and keeping track of which segment database we want is a pain
16:34:02watusimotoso my idea was to make the wall seg manager live on the database
16:34:20watusimotoso three would always be one for each database, which is logical
16:34:34watusimotosince the wsm just manages parts of the walls that are stored in the database
16:34:50watusimotodoes any of that make sense?
16:35:30raptorthree... as in the three separate wall pieces stick together as a group?
16:35:48watusimotowell, there are only 2, but yes
16:35:52watusimotoexactly
16:35:55raptoroh... *there not *three
16:36:11raptorthen yes, that makes sense
16:36:16watusimotoexcept
16:36:22watusimotothat the wsm itself contains two databases
16:36:36watusimotoso I got a stack overflow the first time I tried instantiating a database
16:36:56watusimotothat instantiated the wsm, which in turn created two more dbs, which created two more wsms...
16:37:11watusimotothough that problem was trivially fixed
16:37:33raptoryay for stackoverflow
16:37:39watusimotothe only real downside I see to all this is that the editor uses databases for undo
16:37:53watusimotoso if dbs are now heavier, that's more memory burden on the undo system
16:38:25raptoryou rewrote the undo system to be lighter than 015a, no?
16:38:38watusimotobut, to resolve our other problem, the evil bug, I'm thinking of reverting to a simpler undo system based on just keeping a vecotr of objects instead of whole databases
16:38:42watusimotoyes, I did
16:38:50watusimotono wait, I did not
16:39:25raptorsorry, not lighter - quicker
16:39:27watusimotoin 015a, undo was based on vectors of editor objects (a wholly independent representation of an object, very light and fast)
16:39:52raptorah
16:39:57watusimotopart of the refactoring for 016 was to get rid of those objects and unify them with gameObjects
16:40:19watusimotoin order to share things like ProcessArguments() and other methods they had in common
16:41:02watusimotoin 015a, to add a new obj to the editor, we needed to implement a editor-centric reading function, and redo all the rendering, and basically recode the object just for the editor
16:41:36raptordid you see this?: http://www.geekwire.com/2012/coding-fun-microsofts-visual-studio-badges-leaderboard
16:41:53raptorthat's right - you wanted to unify the objects
16:45:19raptorhaha Job Security badge: Write 20 single letter class level variables in one file
16:46:03watusimotofanstastic
16:46:12watusimotowell, off to a work function
16:46:16raptorok
16:46:18raptorchecking in?
16:46:20watusimotofree beer and a chance to meet the ceo
16:46:31watusimotono, later
16:46:34raptorok
16:46:39raptorlater
16:55:14raptor Quit (Remote host closed the connection)
16:58:11watusimoto Quit (Ping timeout: 245 seconds)
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19:19:11raptorIc an't seem to start this issue: http://code.google.com/p/bitfighter/issues/detail?id=69
19:19:41raptorit feels like an undesirable task that I keep putting off to the end
19:34:49Watusimoto_ Quit (Ping timeout: 260 seconds)
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21:10:59raptorLoneWolfy?
21:11:33LoneWolfyHi
21:11:37LoneWolfyIm Lone Wolf
21:11:43raptorhi
21:11:45raptori'm raptor
21:12:05LoneWolfyI just got an irc app so now i can be connected 24/7
21:12:14LoneWolfyBut g2g at school
21:12:21LoneWolfyErr AFK
21:12:22raptorlater
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21:41:16BFLogBot - Commit 884139acf729 | Author: sam8641 | Log: move TriangluationDisabled to PolygonGeometry
21:41:31raptorhi sam686
21:41:38sam686hi
21:42:10raptorwatusimoto says he forgot to commit a bunch last night... i'm trying to convince him not to start another refactor until after 016
21:42:46raptorspecifically, the refactor of Geometry so we don't have two double-inheritance trees: http://199.192.229.168/~raptor/zap_doxygen/class_zap_1_1_item.html
21:46:24sam686there is a class that doesn't use GameObject (Spawn)...
21:46:54raptorwow, you're right
21:46:57raptoris that bad?
21:47:45sam686not sure yet...
21:47:55sam686but Spawn is needed for editor
21:48:27sam686outside the editor, the ServerGame just reads Spawn and puts it in the list of available spawn
22:08:12LoneWolfyToo bad i have no idea what that means
22:09:25raptori think after 016, we need to try and make it so PointGeometry -> Geometry without BfObject in the middle
22:09:43raptorand then remove Geometry as a parent of BfObject
22:14:03LoneWolfie has joined
22:14:21LoneWolfieTee hee hee
22:15:06LoneWolfie Quit (Client Quit)
22:15:36LoneWolfy has left
22:15:45LoneWolfy has joined
22:15:56LoneWolfy is now known as LoneWolf
22:16:14LoneWolf is now known as LoneWolfy
22:16:34LoneWolfyHow do i register a nickname?
22:16:52raptorgo to freenode.net - there is an FAQ there
22:16:58raptor(I don't remember...)
22:17:38LoneWolfyK thanks
22:22:29LoneWolfy Quit (Ping timeout: 255 seconds)
22:22:58LoneWolfy has joined
22:28:26LoneWolfyI got it registered. Yay!
22:44:45LoneWolfy Quit (Remote host closed the connection)
22:44:59LoneWolfy has joined
22:47:20LoneWolfy Quit (Remote host closed the connection)
22:47:32LoneWolfy has joined
23:01:52raptor Quit (Remote host closed the connection)
23:34:49Guest12901 has joined
23:37:59Guest12901i finally got here on my PC
23:38:04Guest12901AH
23:38:13Guest12901it me Lone Wolfy
23:40:27Guest12901meh.
23:41:48Guest12901 Quit ()
23:53:10LoneWolfy Quit (Remote host closed the connection)

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