#bitfighter IRC Log

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IRC Log for 2012-02-02

Timestamps are in GMT/BST.

01:06:34raptor Quit (Remote host closed the connection)
01:14:16Watusimoto Quit (Ping timeout: 252 seconds)
01:53:55BFLogBot - Commit 545a3aa24ec2 | Author: sam8641 | Log: Voice chat now saves bandwidth if your option's voiceChat is mute, also added a way for server to disable a client from voice chatting
01:53:56BFLogBot - Commit c7a4ccb5899a | Author: sam8641 | Log: Fix a spawn shield pack / unpack timing problem by adjusting pack / unpack, works with existing 016 clients
02:04:41raptor has joined
02:04:41ChanServ sets mode +o raptor
02:08:31raptorsam686: you used the method prefix s2r for your voice chat fixes?
02:09:29sam686well, that means sender to requester?
02:09:52sam686you can rename it now, but not sure what else to use.. as the server or client could both use ut
02:10:09sam686c2s_and_s2c?
02:11:10raptordid you test it out?
02:11:54raptorof course you did - i mean across the internet, though
02:11:58sam686yes, but only works on the server that have that new functions, (rpc version 1 of GameConnection)
02:12:04sam686older clients simply ignore
02:12:14sam686older server simply ignore, too
02:12:18raptorok
02:12:31raptorwould you be willing to test with me? i am interested in seeing it in action
02:12:38sam686ok
02:13:26raptorinteresting you added a game connection version?
02:13:53sam686yes, it helps with pack / unpack versoning system
02:14:20sam686i added that versioning system, before the real 016 release
02:14:31raptorah ok
02:14:33raptorinteresting..
02:14:41raptoryou host?
02:18:02raptorgood work sam686
02:18:14raptornow to try and duplicate and fix those bugs mentioned in the forums..
02:49:30raptorcrash: http://pastie.org/3299883
02:52:00raptorn
03:02:39raptorhi sam686, ready to see the new buglist i just got from lots of players?
03:02:53sam686ok
03:02:55raptorhttp://pastie.org/3299935
03:02:59raptori'm working on the first one
03:07:14LoneWolfy Quit (Ping timeout: 245 seconds)
03:15:24raptordid someone say 'NickName=' doesn't work?
03:22:48raptorok fixed the first one...
03:22:53raptorsam686, are you working on one?
03:24:10BFLogBot - Commit 6d7b717e0f15 | Author: buckyballreaction | Log: Fix neutral/hostile Core destroyed event not updating team's score
03:24:29sam686i think i can look at the /ban problem, and maybe even add a /clearban
03:24:45raptorok, i'll look at the hosting crash..
03:36:58raptorsam686: could you join my test server to see if i fixed a bug?
03:37:29sam686ok..
03:39:54raptorthanks sam686
03:40:07raptorwould have any idea why Core explosion would lag on Hum~'s machine?
03:40:28raptormaybe he has software openGL and there are too many particles?
03:44:13BFLogBot - Commit c2995ebf43ec | Author: buckyballreaction | Log: Fix crash when hosting a game and exiting with people connected
03:46:43sam686kind of need more info on exactly what laggs the machine? might be something else..
03:50:02raptoryeah - it'd be really hard to figure out unless we had his machine
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04:49:22BFLogBot - Commit 5bac574f7a05 | Author: buckyballreaction | Log: Fix annoying assert
05:09:52raptorGL ERROR: 1284
05:24:28BFLogBot - Commit f6e8b072d84f | Author: buckyballreaction | Log: Fix clearing of nickname lists when toggling UIQueryServers and UIChat
05:30:55raptorsam686: are you still working on the ban crash/enhancements?
05:33:05sam686kind of,
05:43:18raptornone of LA's key problems exist in Mac OS 10.6
05:43:30raptori wonder if it's only in 10.4
05:46:28raptorwhen would it be good to increment the gameCOnnection version? on unpack/Pack changes?
05:49:22sam686probably yes, on pack / unpack changes, like I did
05:50:28sam686probably there might be other places that might be useful with GameConnection version...
05:54:34BFLogBot - Commit 8c7d7be7cbe5 | Author: sam8641 | Log: Fixed vote error, and a few other problems
05:55:31raptoroh haha, the crash was because the tests were out of order...
06:00:06sam686i have seen a player named " "
06:00:29sam686named, as just a space..
06:00:32raptoryes, i saw it happen little_apple
06:00:40raptoroh maybe that's different?
06:00:57raptorlittle_apple was logged in and his name showed up as blank in one game
06:01:03raptori have the screenshot..
06:01:57raptoralso look at all the games today: http://bitfighter.org/gamereports/
06:02:21sam686its not just a blank name, if you start bitfighter with a blank, one space, on nick name
06:03:40sam686maybe, the master errored on mysql error, in the middle of writing stats?
06:03:47raptorhttp://sam686.maxhushahn.com/upload/11screenshot_10.png
06:03:55raptoryeah stats are borken... :(
06:04:11raptori bet watusimoto broke the config
06:06:35sam686i dont think the config is the problem
06:06:42raptoryeah, it seems ok
06:06:47raptoris there a log?
06:07:33raptorFailure writing stats to database: Access denied for user '3> €œ= ¸^Q¡'@'localhost' (using password: YES)
06:07:41raptorhaha
06:10:07raptorwait wait
06:10:12raptorthat error was in dec
06:11:11sam686http://sam686.maxhushahn.com/bitfighter/1/index.php mine seem to have a php warning, but is otherwise working for me...
06:12:59raptormaster binary is gone...
06:13:09raptorit's running on what is in memory
06:14:36sam686master binary may be in exe folder
06:14:42raptorits gone
06:14:49raptori must have cleaned it somehow
06:15:04sam686did you do make clean ? that must of erased it..
06:15:18raptora while ago, yes
06:20:49raptorFailure writing stats to database: Unknown column 'switched_team_count' in 'field list'
06:20:52raptorgot the error
06:20:54raptorinteresting...
06:21:21raptoroh, i think i forgot to import the stats...
06:21:54raptoroh i did
06:28:01sam686read the first line of http://bitfighter.org/gamereports/ #!/usr/bin/php5
06:29:48raptorfixed it
06:30:10raptori mean the stats
06:31:55raptorok, removed the shebang at the top of the page
06:32:49raptorany idea with Little_apple's missing name bug?
06:34:37sam686missing name, like raming yourself " "?
06:35:14raptorno, he joined a server and his name under the ship disappeared: http://sam686.maxhushahn.com/upload/11screenshot_10.png
06:35:32raptorthe red ship is his
06:36:13sam686maybe, that happens when client gets a "Ship::unpack" and not yet a client info for player joined message
06:36:50raptorexcept none of us could see his name..
06:37:04raptorfor the entire time we were on the map
06:37:19sam686look at the bottom left chat, he was named " "
06:39:51sam686"players": [" "], in http://bitfighter.org/bitfighterStatus.json
06:40:24raptoryes...
06:40:39raptorwas that ok to do with 015a?
06:41:16sam686i don't think 015 had the problem, i think the client trims the ending spaces but not the starting spaces
06:41:26sam686but not 016
06:43:38raptorit trims both sides
06:44:41raptorwait..
06:46:11raptorha!
06:46:16raptorok, the trim method has a flaw
06:46:54sam686i don't think it is not trimming at all on master...
06:47:42raptorit is
06:47:44raptori tested
06:48:26raptorthe only case it fails is if it's all white spaces
06:48:51sam686i well need too get two sleep, good nite. maybe we could look at this problem tomorrow
06:48:58raptori'm fixing now
06:49:00raptorgood night
06:51:49sam686 has left
07:01:33raptorargh fail
07:04:16raptor Quit (Remote host closed the connection)
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11:31:32watusimotoThe next time someone complains about our graphics:
11:31:33watusimotohttp://www.ludumdare.com/compo/wp-content/uploads/2011/04/f_raster-300x277.png
12:21:37watusimotoThis is really what I want cores to be
12:21:38watusimotohttp://www.youtube.com/watch?v=8HHRCA6CS8k
12:21:49watusimotobut I think the timing issue might be too difficult
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17:31:01watusimoto Quit (Ping timeout: 248 seconds)
17:54:54Watusimoto has joined
17:55:04Watusimotohello
17:55:19Watusimotooff to german class in a few minutes
17:55:52Watusimotolater tonight I'll checkin a demo of killing cores by shooting their panels
17:56:08Watusimotoso far, I think it is very cool, and an improvement over the shrinking core
17:59:45Watusimotoback later
18:04:05Watusimoto Quit (Ping timeout: 248 seconds)
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18:24:45sam686umm, i think the players teams based on rating are screwed up.. it puts 0.33 and -1.00 on one team, -0.20 on the other team, in 3 players
18:25:27raptorit totally is
18:25:57raptorlast night i also failed to accound for the only-spaces-login name
18:26:05raptori was too tired to get the logic right..
18:33:28LordDVGIs there bitfighter 016 buid for debian?
18:33:43raptoryes, for 6.o, i think
18:33:45raptor6.0
18:33:49raptorlet me confirm
18:34:04raptoryou're lucky a developer is also a packager... :)
18:34:47LordDVGcan you give me link, I can't find
18:35:30raptoryes looks like debian 6.0 built OK, there is a problem with 5.0
18:36:20LordDVGI'm using 6.0 :)
18:36:37raptorlok here: http://download.opensuse.org/repositories/games/Debian_6.0/
18:36:40raptor*look
18:36:58raptortell me if you have problems - it built, but creating DEBs is a little finicky...
18:39:07LordDVGraptor, it's work
18:39:13raptorgreat!
18:41:13LordDVGbut fullscreen dosen't work nice with gnome 2 and compiz
18:41:25raptorhow so?
18:42:25LordDVGi see gnome panels and that is very ugly :D
18:42:30raptorok
18:42:35raptorin the INI is an option
18:42:41raptorcalled 'fakefullscreen'
18:42:49raptorif it is set to 'yes'
18:42:52raptorchange it to 'no'
18:43:05raptoror vice versa
18:43:08raptorand try again
18:45:58LordDVGtnx ;)
18:46:19raptorit worked?
18:49:20raptor_k: did i crash your servers?
18:53:06raptorwe broke loads of dungeon/puzzle maps
19:00:38sam686well, that one dungeon was edited, but i had an older, unbroken dungeon..
19:03:23raptorah ok, nevermind then
19:42:39LoneWolfy has joined
19:43:04LoneWolfyGood afternoon everytbody.
19:43:33raptorhi
19:46:21sam686thats funny, the client sort of acks like a server, and will crash trying to make a GameConnection when one client /connect to another client (instead of server)
19:51:13raptorthat is funny
20:09:27Watusimoto has joined
20:09:38Watusimotohi\
20:09:43raptorhi\
20:10:15Watusimotodid anyone see the starcastle vid I linked to earlir?
20:10:23raptori did
20:10:30raptorthat was a cool star-castle
20:10:37Watusimotois that an awesom core?
20:10:46raptora 'living' fortress
20:10:49raptorawesome, yes
20:10:52raptordefinitely
20:11:14Watusimotothat was my original idea. but the timing of the walls is crucial
20:11:30raptoryes - the server/client architecture will be interesting...
20:11:36Watusimotonot sure with network if we could make it work
20:11:52Watusimotowe can start with one tier of shootable walls
20:12:01Watusimotowhich I hope to get in tonight, at least in prototype form
20:12:16WatusimotoI have it working enough that I can see it is pretty neat
20:12:43Watusimotowe could add those little mines from starcastle that come out and follow you around
20:12:49Watusimotothat might also discourage malingering
20:13:06raptorix ghzg ehssy youfg r
20:13:07Watusimotoslow and easy to dodge, if you keep moving
20:13:08raptorargh
20:13:24Watusimotobut deadly if you just sit and fire
20:13:30raptoris that where you got the idea for 'Circle'
20:13:36Watusimotono
20:13:46Watusimotothose came from GridWars
20:13:50raptorah
20:14:01raptori'm still looking for the source code to that..
20:14:06WatusimotoI have it
20:14:10raptorwhat>?!
20:14:12raptorHOW
20:14:14Watusimotobut you need BlitzBasic to run it
20:14:19WatusimotoI downloaded it
20:14:24Watusimotoit comes with the game, I think
20:14:48WatusimotoI actually was modding it before I started with bitfighter
20:15:27WatusimotoI was originally gong to write my tank fighting game in Blitz Basic
20:15:39Watusimotothe search for a network library led me to TNL, C++, and Zap
20:16:44raptorinteresting
20:16:52raptorwell, i bet we can get the timing done
20:17:03raptorthere is a synchronized clock between client/server, right?
20:17:17raptorwe'd just have to render based on it
20:17:28raptormaybe gametime clock
20:17:40Watusimotono clock that I know of
20:17:40-mrmist- [Global Notice] - It's a happy birthday to our favourite gay staffer Gary today. In celebration do stop by and read http://announce.freenode.net/turing.html and remember to drop Gary a happy birthday message!
20:18:06Watusimotohappy birthday, gary!
20:18:34raptori can't sing the song or timewarner might come after me
20:19:33WatusimotoI have this fn:
20:19:34Watusimotovirtual GeomType getGeomType();
20:19:42raptorha
20:20:07Watusimotoand can't figure out why this one doesn't override it:
20:20:08WatusimotoGeomType getGeomType();
20:20:18raptorin the same class?
20:20:28Watusimotothe first is in bfObject, the second is in EditorPointObject
20:20:38raptorah
20:20:39Watusimotowhich is a child of EditorObject, child of bfObject
20:21:02raptorhttp://bitfighter.org/~raptor/doxygen_016/class_zap_1_1_editor_point_object.html
20:21:26raptorthere is a getGeomType in PointGeometry
20:21:31Watusimotoif I can solve this stupid problem, that chart may be obsolete
20:21:33raptorit's probably grabbing that one instead
20:21:47Watusimotoit's grabbing bf's getGeomType
20:21:57raptorare you sure?
20:22:02Watusimotoit's asserting
20:22:22WatusimotoI also tried putting it in EditorObject just as a test
20:22:25Watusimotoalso ignored
20:22:40WatusimotoI'm going to try making those fns return an S32 and see if that fixes it
20:22:58Watusimotomy latest theory is the enums are confusing something somehow
20:23:11raptori think inbreeding is the problem
20:24:04Zoomber Quit (Ping timeout: 272 seconds)
20:25:49Watusimotothat diagram no longer applies in Luxembourg
20:25:58raptorha! ok
20:26:13raptori made that diagram right at 016
20:26:15WatusimotoI want to get this working so I can show off my new cores
20:26:27Watusimotoright, well, I ripped it apart last night
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20:31:51raptori've found that enums are evil
20:37:06Watusimoto!!!
20:37:11Watusimotosame problem with S32s
20:39:04Watusimotowhy would that not override?
20:39:14Watusimotogoogle time
20:42:37raptoryou want the child to overrid, correct?
20:42:51raptorEPO -> EO -> virtual BFO?
20:43:23Watusimotoyes
20:43:43Watusimotoam trying a non-standard keyword in vc++ to figure out the problem
20:44:06raptorand there are no other parents that have getGeomType? (i.e. PointGeometry is not a parent anymore?)
20:44:41Watusimotocorrect
20:44:47Watusimotono other parents
20:44:50raptorthen...
20:44:53Watusimotosimple hierarchy
20:44:53raptorclean compile?
20:44:58Watusimotonever!
20:45:12Watusimotowill try that if this fails
20:45:30Watusimotovc++ has an override keyword that won't compile a fn if it doesn;t override something
20:45:33raptorbecause i gotta tell you - from my perspective a clean compile has solved a lot of things over the months working with you windows vc++ types and your 'smart analysis'
20:45:47raptor:)
20:45:50Watusimotoyes, well. once or twice maybe
20:47:26Watusimotook
20:47:29Watusimotoclean rebuild
20:48:08raptoroh also i found something - multiprocess build is disabled when you have /Gm flag on, whatever that is
20:48:28raptorso you can build a lot faster by turning that off (but granted only with a clean build)
20:54:21Watusimotorebuild failed
20:54:32raptoras in, the build failed, or failed to solve the problem?
20:54:39Watusimotofailed to solve
20:56:53Watusimotowait
20:58:52Watusimotosomewhere along the line, it started triggering a different assert
20:59:02raptoryay for clean recompile
20:59:07Watusimotothis problem I can fix
20:59:12Watusimotonot sure if it was the compile or not
21:00:03Watusimotonow back to the original probelm
21:03:52Watusimotopolywall is a editorPolygon is a gameObj and EditorObj which are both bfObj
21:03:54_k is now known as karamazovapy
21:04:19karamazovapyI'm still not excited about the "panels" idea, but then I don't really care for shrinking either
21:05:24Watusimotoyou will liek the panels
21:06:41Watusimotothey make the object feel much more intricate
21:07:24Watusimotowhat do you think about short range slow guided shots that keep attackers from lingering
21:08:11Watusimotook, maybe found the probelm
21:08:45karamazovapyI understood the concept from the first time you brought it up, I just don't really like it
21:08:55WatusimotoI knwo how to fix this
21:09:12WatusimotoI know you understand it, but you haven't seen it!
21:09:19Watusimotoseeing is believing
21:09:47karamazovapyokay, to be fair, I won't comment any more until I've tried it
21:09:49raptoryou're getting my hopes up...
21:10:25Watusimotorats, that soltion won't work
21:11:06Watusimotoso what I think is happening is the getGeomType fn is being called from bfObject's constructor, and when bfObject calls getGeomType, it seems to get its own, rather than the child class'
21:11:49WatusimotoI wanted to pass geomType in to the constructor, but that won;t work with TNL, which requires a 0-arg constructor
21:12:05karamazovapyI have an alternate idea for making cores easier to defend - what if cores were "radioactive" and drained the health or energy of ships in a tight radius?
21:13:02karamazovapyi.e. - if you park yourself right next to a core, it will drain your energy to 0 and you won't be able to fire your weapons
21:13:21Watusimotodid you see the starcastle video?
21:13:25karamazovapyI did
21:13:38Watusimotothat thing is perfect!
21:13:40raptorhostile loadout zones?
21:13:42karamazovapyit was pretty much the way I thought your idea would work when you mentioned it
21:13:57karamazovapyalthough I hadn't invisioned multiple rings
21:14:13Watusimotoif I had my way, we would have the multiple rings, but I fear the timing is to delicate
21:14:28karamazovapyI really wasn't a fan of the object in the starcastle video
21:14:28Watusimotoa little off, and what appears to line up doesn;t
21:14:49Watusimotoyou obviously didn;t play star castle at your favorite pizza place as a kid
21:14:56karamazovapyI clearly did not!
21:15:02karamazovapyI don't think it's bad for that game
21:15:14karamazovapybut the game it makes me think of is tempest
21:15:37karamazovapy(realizing that those two have totally different mechanics)
21:20:52karamazovapyfor some reason, I think it's too much to hope that people will just completely ignore this ridiculous idea: http://bitfighter.org/forums/viewtopic.php?f=4&t=1233&p=11051
21:20:57raptorhmmm... hostile loadout only drain energy when not moving or shooting
21:21:05raptori think it should just be not moving
21:22:14karamazovapyI think hostile loadouts should drain no matter what you're doing
21:23:00karamazovapyif the point is to keep people from lingering, the zones need to do damage whether people are circling or sitting
21:23:10raptorok
21:23:17karamazovapythat's just my view of it, though
21:26:10Watusimotostarcastle guided mines
21:26:14Watusimotoit;s the only way
21:29:13raptori am detecting an amount of nostalgic giddiness
21:31:17Watusimotoasteroids were a hit
21:31:58WatusimotoI want to integrate as many oldschool arcade elements into the game as possible
21:32:14Watusimotounfortunately, I think starcastle is the only real element left
21:32:15karamazovapyasteroids is one of the most famous classic games of all time...I had never heard of starcastle until you linked to it
21:32:38Watusimotoall the better -- we look original
21:32:46Watusimotoand cutting edge
21:33:02karamazovapyI'm still not sold, but I said I'd withhold judgement until I play it, and I will
21:33:10Watusimotoyes
21:33:13Watusimotohopefully soon
21:33:21Watusimotoif this #$%^& code will just work
21:33:45sam686i am getting rid of gServerGame in GameConnection.cpp, replacing it with mServerGame
21:36:12raptorsam686: what?
21:36:22raptorjust a name change?
21:36:54sam686not a global name change, but by adding a mServerGame in GameConnection
21:37:04raptorhow come?
21:37:08sam686maybe, incase of running multiple server in one process
21:38:36Watusimotoso gServerGame will be gone?
21:38:52Watusimoto(I hope)
21:38:56sam686maybe soon it will be gone, if I find all of it..
21:39:15WatusimotoI hear VC++ has a search function now :-)
21:41:33Watusimotogreat
21:41:41Watusimotowhen I drag items off the dock, they just come off
21:41:47raptorahhaha
21:43:40Watusimotoah, I'll bet our copy operation isn;t copying the geometries, only their pointers
21:57:51WatusimotoI really don't want to write copy constructors for all our objects
21:58:03raptordon't do it!
22:04:13Watusimototrying to make geometry object a reference so it will be properly copied
22:04:25Watusimotonever used polymorphic references before
22:04:52Watusimotosupposedly the work somehow
22:08:44Watusimotobuilt!
22:08:59Watusimotocrashed
22:09:51raptordo we need Geometry members as pointers?
22:11:58LoneWolfyThanks fror releasing 016! Its awesome
22:14:54WatusimotoI think we do
22:14:59Watusimotowhich is a problem
22:15:26Watusimotoreferences work, sort of, but not really
22:16:40WatusimotoI write a really ugly mishmash class that handled everything with ifs rather than polymorphically
22:16:49Watusimotoso we would only have one geometry class
22:17:06Watusimotothat was really all geometries mixed together
22:18:06raptorthe problem i see now is that there are Geometry-like sub-classes, then there is the Geometry class itself that seems to be separated
22:18:32Watusimotoor maybe a geom container class that hold a geom pointer and has a copy constructor for it; the container class could be a reference on bfObject so no copy constr needed ther
22:18:55Watusimotogeometry is the parent class for our 5 geometry implementations
22:19:05Watusimotois't basically an interface
22:19:16raptorbut it isn't
22:19:25Watusimotowell, c++ has no interfaces
22:19:26raptorit's the parent of BfObject, not those other classes
22:19:45raptorbrb
22:30:54raptorback
22:37:04BFLogBot - Commit 3519e5302224 | Author: sam8641 | Log: Get rid of gServerGame in GameConnection.cpp, fix possible crash when some other client tries to connects to this client (instead of server)
22:37:48raptordid you kill compatibility with 016 yet?
22:38:11sam686raptor, can't compile because of forward declare enum? game.h "HostingModePhases hostingModePhase;"
22:38:19sam686it is still compatible to 016
22:39:08sam686i know that, because of others can connect to my test server, and i can connect to any 016 server
22:40:11raptorenums cannot be forward declared unless we want to use the c++11 spec
22:43:16sam686i don't see where the "HostingModePhases hostingModePhase" is used, anywhere..
22:44:30sam686Oh really? i see that enum defined in game.h ServerGame, but again as forward declare..
22:44:41raptorlet me compile..
22:45:05raptorsome enums are declared in multiple spots..
22:45:15karamazovapyOKAY. NEW GAMETYPE. http://xkcd.com/569/
22:45:28raptori compiled just fine..
22:45:39sam686i see, HostingModePhases hostingModePhase; is a variable
23:02:12Watusimotoraptor, how can I check in what I've got without polluting the main branch?
23:03:11raptori usually do work on a clone
23:03:47raptorcreate a clone: http://code.google.com/p/bitfighter/source/clones
23:04:07raptorwork int he clone
23:04:28raptoryou'll have to pull your local committed changes then strip them from the main branch
23:05:23raptoralternatively, you could do a branch
23:05:27raptorand push that
23:06:30raptorbut i'm not sure how to open/close a branch in hg - probably similar to git
23:09:21raptorhere looks helpful: http://mercurial.selenic.com/wiki/NamedBranches#Create_a_Branch_From_an_Older_Revision
23:21:36Watusimototrying a different approach
23:21:44Watusimotoa little ugly... but not too terrible
23:24:08raptoroh yeah, publicity: http://happypenguin.org/
23:24:15raptormy entry made it
23:24:21raptor(5 down)
23:48:13raptorgotta go
23:49:58raptor Quit (Remote host closed the connection)

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