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IRC Log for 2012-09-19

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00:02:02Watusimoto Quit (Ping timeout: 252 seconds)
00:10:01raptor Quit ()
03:23:12raptor has joined
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03:27:12raptorgood evening
03:30:26sam686hi
03:31:35BFLogBot - Commit 990e6e562f96 | Author: sam8641 | Log: Some small TNL changes for better handling of receiving out of order or duplicate packets.
03:31:58raptorjust curious - do your TNL changes add any extra network overhead?
03:32:58sam686no, just make it so it properly drops the packet instead of trying to read and process the packet when that would cause severe corruption with connection..
03:33:19raptorok
03:33:47sam686as I was running into a corrupted connection when using "/lag 500 20"
03:34:00sam686my latest fix seem to have now fixed that
03:36:54sam686Most of my TNL changes doesn't break NetConnection and EventConnection compatibility, needed for master and older clients.
03:37:03raptoroh good
03:39:09sam686The only change I made that broke NetConnection compatibility is adding GuaranteedOrderedBigData, but that also when moving Bitfighter master to new vps..
03:39:25raptoryeah that was a while ago
03:39:42sam686more like, i think, a year ago..
04:35:12raptorheading to bed again - i find that i'm having a hard time coming up with things to code
04:35:17raptori think we need to release soon...
04:35:30sam686ok..
04:36:04sam686fix bugs is one thing to do...
04:36:14sam686if you look at latest code changes
04:36:19raptoryes - but not very exciting :)
04:36:20sam686latest bug list \
04:36:56sam686doing number 37 bug list, which is kindof easy..
04:47:16raptoris #38 really a bug?
04:52:17raptorwell, good night
04:54:04sam686ok, fixed it
04:54:34sam686the problem is, if you do /settime 0.2 and then bring up engineer menu
04:55:02sam686engineer was still up when it should not when level changes
04:55:14raptorah
04:55:26raptorok, falling asleep
04:55:27raptornight!
04:55:31raptor Quit ()
04:55:32sam686night
05:36:47BFLogBot - Commit 346d01b6c63f | Author: sam8641 | Log: Engineer menu go away on level change, Fix TNL from repeated disconnect from master.
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10:50:32KETEKhola!
10:50:37KETEKhola
10:50:46KETEKMe bajao el juego pa linux en la ofi
10:50:50KETEKalguien juega?
10:50:54KETEKsome one to play?
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15:09:25raptorhi watusimoto
15:10:01raptordo you really think the screenshot issue is a bug? I remember explicitly coding it so it would take a screenshot at whatever the windows size was
15:10:24raptori don't remember why that was chosen, though
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17:57:08raptor!bug
17:57:08BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
18:04:34raptorman wikis can be slow...
18:18:24raptorWatusimoto: did you add bug #38 on the running list?
18:25:41Watusimotohi
18:25:45raptorhello
18:26:09Watusimoto#38? is that screen shot size?
18:26:32raptoryes
18:26:55raptori remember explicitely shoosing to code it to do the window size, but i don't remember why
18:27:00raptor*choosing
18:27:50Watusimotoso the idea when I originally coded the screen shots was that all shots would come out a standard size and look, to make posting to our screenshot section easier\
18:28:28Watusimotoone thing I haven't tried is manually resizing to 800x600 and seeing how they look
18:28:44raptorwell, they'll look worse
18:28:47Watusimotobut if your window is smaller, scaling up will not work so well
18:29:03Watusimotoif you are at 1600x1200, they should look good
18:29:10Watusimotoor 1200x900
18:29:10raptordue to the nature of vector graphics -> raster -> resize
18:29:41raptorbecause the vector graphics have the same line width regardless of window size
18:29:41Watusimotowell, that's my reasoning -- all screenshots should be 800x600 to make them easier to use
18:29:51raptorok, i can probably due that...
18:30:00Watusimotoit did work that way at one point
18:30:17raptorscreenshots never worked for me until I coded in libpng
18:30:26WatusimotoI had to manually resize the window temporarily for one frame; it was a rather disjointed experience, though
18:30:35raptorah
18:30:46Watusimotoso I did some playtesting with the heat seekers
18:30:59raptoroh good! with Invisible and Zemmer?
18:31:04Watusimotooverall, I think you guys really nailed them
18:31:07Watusimotothey work great
18:31:26WatusimotoI have a whole page of comments, but only one directly related to seekers
18:31:33Watusimotowell, maybe a couple
18:31:35raptorok
18:31:47Watusimotoso I think we should definitely include them in 018
18:31:55raptoryay!
18:31:59Watusimotothoguh they will really change the nature of the game, I think
18:32:16raptorso will the energy regen
18:32:22WatusimotoI also think we should include the energy regen
18:32:27raptor:)
18:32:32Watusimotoalso well received
18:32:41WatusimotoI like that it is very clear what is happening
18:32:55Watusimotothe previous round of energy changes were subtle, and no one knew they were there
18:33:01raptoryes - i was suprised at how balanced it seems
18:33:01Watusimotogames should have lots of exaggerated stuff
18:33:24WatusimotoI also noted that the teleporter engineering looks very slick
18:33:33Watusimotoso I think we have 3 major changes, all positive
18:33:44Watusimotooverall, I thought the game looks better than ever
18:33:48Watusimotoso I am very pleased
18:34:02Watusimotoso a couple of questions
18:34:05raptoryou say that like your an observer instead of a player :)
18:34:12raptorerr... developer
18:34:16Watusimototrue...
18:34:19Watusimotowhy is the outside of the core white?
18:34:24Watusimotois that an intentional change?
18:34:39raptoroh, that was intentional, but made a long time ago
18:34:56WatusimotoI seem to recall; the kids asked about it, I noted it
18:35:04raptorlooking up the reason - it had to do with not seeing the cores very well depending on the colors
18:35:11Watusimotook
18:35:17WatusimotoI'll cross it off the list
18:36:09Watusimotothough maybe after you kill a panel, the light pane line should be red (or blue or whatever). what do you think about that?
18:36:12raptori can change it back..
18:36:57WatusimotoI think seekers should leave some sort of trail
18:37:22raptori remember when i changed teh Core panels, the colors looked disjointed to have all the debris be the core color
18:37:32raptoroh wait, different question...
18:37:41raptoryes... i think that might be good
18:37:56raptor wonders where his reading comprehension went
18:37:58WatusimotoI'll play with that for a bit and see if I come up with
18:38:30Watusimotodebris should be white, but the faint line after panel is gone should (maybe) be original colr we used (faint team color)
18:38:53raptoryes, i think i like that
18:38:57Watusimotook good
18:39:05Watusimotoit will help reinforce the teamishness of the panel
18:39:08Watusimotorather core
18:39:09Watusimotook
18:39:17Watusimoto2. seeker trail -- I'll try some things
18:39:43Watusimotothe kids were dismayed that seekers sought cloaked players.
18:39:49raptorhaha
18:40:01WatusimotoI am less so, but it got me thinking that maybe there should be a module to avoid seekers
18:40:16Watusimotomaybe sensor, or some underused module
18:40:37WatusimotoI really like the seekers bouncing off shields, btw
18:40:43WatusimotoI didn't think I would, but it is great
18:40:45raptorhmm interesting idea with sensor...
18:40:57raptorhaha, yeah - it creates a bit of mayhem
18:41:09Watusimotothink about the module question
18:41:25Watusimotoit could be an existing or new module
18:41:29Watusimotoit could be active or passive
18:41:41Watusimotoit could merely hide you or actively repulse the seekers
18:41:44raptorso if cloak + sensor could make you immune to heat-seekers
18:41:58Watusimotothat might be an incentive not to use shield!
18:42:04raptoryep!
18:42:12Watusimotowhat if there were a mdoule to turn the seekers back on the attacker?
18:42:22Watusimotoa reprogramming module?
18:42:38raptorhmmm
18:42:46Watusimotowell, let that stew a bit
18:43:05raptormaybe a passive area effect that makes all projectiles deadly to anyone?
18:43:10WatusimotoI think when you are engineering a teleporter, you should see your big green lump in the cmdrs window
18:43:32Watusimotoand maybe be able to do all your placement there if you so wish
18:43:48raptorthats seems fine
18:43:49Watusimotoit offers no real advantage, but makes the experience less disjointed
18:43:58WatusimotoI'll add that to the bug list
18:44:04raptorok
18:44:23WatusimotoI think we should make mines and sbs a little less visible
18:44:33WatusimotoI know we're going to redo them, but they seem so obvious currently
18:44:34raptorsbs?
18:44:37raptoroh spybugs
18:44:37Watusimotospybugs
18:44:48WatusimotoI'll do that too if you agree
18:44:59raptorwell, i've had positive feedback about the passive detect
18:45:05raptorso maybe reduce the radius for those?
18:45:07WatusimotoI'm thinking of knocking them down by 10% or so
18:45:18Watusimotothere is already a reduced radious, no?
18:45:24raptoryes, about half screen
18:45:29raptorbut so are cloaked ships
18:45:32Watusimotook, that looked like a bug
18:45:50raptorcloaked ships, spybugs, mines all detected at about half screen - done on purpose
18:45:54Watusimototo make it look like not a bug, I think they should be partially transparent near the edges of detection
18:46:10Watusimotoso they fade on and off as you fly by, rather than blinking on and off suddenly
18:46:38Watusimotoso after some radius, we set the alpha based on distance beyond that radius
18:46:43raptoryeah, i coded it very simple
18:46:47Watusimotountil alpha hits 0 and they are invisible
18:46:54raptorthat sounds fine
18:46:58Watusimotoit would be easy to upgrade as well, and would look much more polished
18:47:11raptoryes, good idea
18:47:13WatusimotoI think we should rename heat seeker to just seeker
18:47:19Watusimotoshorter and more accurate
18:47:28raptorso are you thinking different radius for mines/spybugs than ships?
18:47:31Watusimotoor some other name altogether
18:47:46Watusimotowe can keep the radius -- I am not offering an opinion on the radius detection
18:47:58raptorok
18:48:12Watusimotomaybe the last 10% if the current radius can be the semi-transparent radius
18:48:25Watusimotothat would have the effect of slightly contracting the effective range
18:49:03WatusimotoSo do you like "seeker"?
18:49:25raptorsure
18:49:27WatusimotoAnd should seekers seek the shooter (not sure if they do or not)
18:49:41raptorthey target opposing players
18:49:46WatusimotoI like that with bouncers and mines you need to be somewhat careful where you use them
18:49:55Watusimotomaybe seekers should target opposing players + shooter
18:50:11raptorwell, we could have the seeker target anyone after it bounces on the shield?
18:50:11Watusimotothat would make bouncing off shields more dangerous
18:50:20raptorthat might be interesting..
18:50:30Watusimotomaybe, but no one likes friendly fire
18:50:30raptorsimultaneous idea..
18:50:58raptorbouncers do that, right? opposing player + shooter
18:51:01raptoroh wait
18:51:03raptorno
18:51:03Watusimotoyes
18:51:16raptorno <- i mean, seeker does hurt shooter already
18:51:17Watusimotomines are the only thing you can use to damage your teammates
18:51:32Watusimotobut will the seeker target the shooter?
18:51:53raptorno
18:51:59WatusimotoI'm suggesting they should
18:52:14Watusimoto95% of the time this will have no impact
18:53:12raptorthat makes shield more of a requirement, doesn't it?
18:54:08Watusimotonot sure
18:54:24Watusimotoit make seekers a tad more dangerous
18:54:31WatusimotoI think they really will be the weapon of choice
18:54:45raptorreally?
18:54:47Watusimotoand I think there shoudl be risk involved when using them
18:54:49Watusimotoyes
18:54:53Watusimotothey aer super powerful
18:55:01WatusimotoI think
18:55:08raptoryeah, four shots to kill
18:55:18WatusimotoI think phasers + seekers + shield + xxx will be the new combo of choice
18:55:39Watusimotobut we'll see
18:56:16Watusimotoseekers seeking the shooter is kind of like shooting a bottlrocket off in a small room
18:56:57raptorhaha
18:57:03WatusimotoInvisible had no badges on the scoreboard
18:57:07Watusimotohe was expecting two
18:57:16raptoroh?
18:57:17Watusimotoand Zemmer also had none, but was expecting one
18:57:22raptorwhich one?
18:57:25WatusimotoI'll test again now
18:57:29WatusimotoZemmer = participation
18:57:34raptori haven't given the BBB ones out yet...
18:57:42WatusimotoInvisible = part + 2nd place
18:57:44Watusimotoah, ok
18:57:48raptorok - so we do want a participation one?
18:57:48Watusimotothen no worries
18:57:52WatusimotoI'll cross that off my list
18:57:58raptor'part' ?
18:58:05Watusimotoparticipation
18:58:13Watusimotothese badges are a big deal in this household
18:58:16raptoroh
18:58:16raptorok
18:58:16raptorquestion
18:58:23Watusimotook, then one more bug
18:58:37raptordo we want participation + gold + silver + bronze to all be acquireable?
18:58:50Watusimotowhat does that mean?
18:58:55raptori think i butchered that last word...
18:59:07WatusimotoI knwo the word, just not what you mean
18:59:08raptoror the opposite: mutually exclusive
18:59:14Watusimotoah, I see
18:59:17raptorso you can only have 1
18:59:18raptorof the set
18:59:23Watusimotogood question; yes
18:59:40Watusimotobecause we don't want an incentive to go for third if you have already finished first and 2nd
18:59:47raptorhahaha
18:59:52Watusimotoseriously
18:59:52raptorthat would be interesting...
19:00:07raptorthat might invite griefing
19:00:10WatusimotoThomas suggested having participation badges for each BBB -- they would be numbered
19:00:34WatusimotoThat might be too many, but it would encourage continued particiation
19:00:43raptorwe have only 32bit mask...
19:03:14Watusimotothat's 256 -- if we have 4 bbbs a year...
19:03:36raptor?
19:03:45raptori mean, 32 bits for 32 badges
19:03:50Watusimotoanyway, we don't need to decide now. everyone who gets a bbb can be upgraded to a bbb9 if we decide to go that route in the future
19:03:51raptortotal is what we send
19:03:56Watusimotooh, sorry
19:03:59Watusimotomisunderstood
19:04:15Watusimotoi thought we could have 256 badges, but you are right, only 32...
19:04:31Watusimotomaybe we could revoke participation badges before each bbb
19:04:40Watusimotoso you have to keep playing to remain current
19:04:53raptorhaha
19:06:42Watusimotoand then there was a bug where Ian was hosting and T was a levelchanger
19:06:56raptorask sam about that - he made some TNL changes recently
19:06:59Watusimotoon T's window, he had a + next to his name
19:07:09raptorlevel changer?
19:07:14Watusimotoand on I's window, T did not have a +
19:07:20raptorugh
19:07:23Watusimotolevel change permissions
19:07:26Watusimotough is right
19:07:39raptori've fixed that (I thought) at least twice now...
19:07:41Watusimotothat was exactly my reaction
19:07:51Watusimotowell, it's still a problem
19:08:05raptorand you tested with latest 018?
19:08:08Watusimotoyes
19:08:10raptorrats
19:08:13Watusimotocurrent as of last night
19:08:24Watusimotoso that's my new list of issues
19:08:31WatusimotoI'll fix some, and add the rest to the list
19:08:55raptorok
19:09:06raptori'm working on the screenshot one
19:09:28Watusimotook
19:10:01raptorugh, i have to resize the window...
19:10:44WatusimotoI think the Au + Ag + (Sn + Cu) badge exclusivity could be handled at the presentation level
19:11:16raptoryeah? code in a supersede order?
19:11:22Watusimotoyes
19:11:25raptorTin?
19:11:33WatusimotoTin + copper = bronze
19:11:37WatusimotoI think
19:11:37raptoroh duh
19:11:55raptoryep
19:12:27Watusimotobut it would be easier to code that way, I think, and we could just assign the badge without worrying who already had what
19:12:38raptoryes, i agree
19:13:55Watusimotowell, that was a good list of fixes, I think
19:14:02Watusimotonothing too hard
19:14:17Watusimotobut long enough to make it look like I paid attention
19:14:48raptor:)
19:25:19raptorok, everyone has participation badges now
19:26:35raptoran now Invisible has his silver
19:27:17Watusimotowonderbar!
19:43:17raptorblast - i guess i can't just change the canvas, i have to actually reshape the opengl window...
19:45:42raptorWatusimoto: how do you want screenshots of the editor handled?
19:46:03Watusimotoah....
19:46:18raptorthis is getting more complicated by the minute...
19:46:20Watusimotoin that case, I think just use the current window size
19:46:26Watusimotoi.e. no change from current behaviour
19:46:37raptorotherwise the default size?
19:46:52Watusimotootherwise => not in editor?
19:46:59Watusimotodefault => 800x600>
19:47:03raptoryes, like in menus/etc
19:47:03Watusimoto?
19:47:05raptoror game
19:47:09raptorlobby
19:47:11WatusimotoI think so
19:47:27Watusimotonone of those screens show more than 800x600 pixels of info
19:47:35raptorok
20:11:16koda has joined
20:38:35BFLogBot - Commit c82504f08ff4 | Author: watusim...@bitfighter.org | Log: Upgrade documentation tool to include c sourcecode; put documentation for lua- vec into lua-vec c files; change "vec" to "point" at the c level for consistency and understandability (will break any scripts that use vec)
20:38:36BFLogBot - Commit 2e9d132f058f | Author: watusim...@bitfighter.org | Log: Update Point shortcut to use point instead of vec, add deprecation warning
20:38:38BFLogBot - Commit a95f04c36997 | Author: watusim...@bitfighter.org | Log: Added note about when we started warning folks
20:38:40BFLogBot - Commit 0a5bc9b39c7c | Author: watusim...@bitfighter.org | Log: Updated documentation
20:38:42BFLogBot - Commit e3dfce6fb38d | Author: watusim...@bitfighter.org | Log: Make mines a tad less visible.
20:38:43BFLogBot - Commit d2df4f07d880 | Author: watusim...@bitfighter.org | Log: I think this is clearer, though a tad more verbose
20:38:45BFLogBot - Commit 9a914351e551 | Author: watusim...@bitfighter.org | Log: Merge
20:44:31raptorI'm trying to figure out how to resize the opengl surface without touching the window...
20:44:49raptorotherwise screenshots will be very annoying
20:52:50WatusimotoI resized the window when I did it; and it was annoying
20:53:07raptorthere must be a better way...
20:53:35Watusimotohere's a thought -- if seekers are as popular as I think, maybe having shield module (activated or not) should attract seekers more as a penalty for having shield
20:53:49BFLogBot - Commit 1c83785ca36e | Author: watusim...@bitfighter.org | Log: Start changing HeatSeeker to Seeker, some formatting along the way
20:53:50BFLogBot - Commit 6156d837a87d | Author: watusim...@bitfighter.org | Log: Kill a magic number, restore seeker color
20:54:19raptoryou foudn my magic number
20:54:38raptorso if a seeker is within a certain proximity of a shield, it targets that instead?
20:57:42Watusimotoof someone who has shields... perhaps
20:58:19raptornot sure if that will change dynamic too much...
20:58:28Watusimotono, maybe not
20:58:39Watusimotothat's what I concluded about the heat portion of heatseeker
20:58:45Watusimotoand why I stopped pushing it
20:59:07Watusimotobut maybe it cuold make a sharper turn towards a shiedl player
20:59:41raptorwell, that would require adjustments to the targeting logic: right now, once it has a target it's locked
21:07:05raptorgetting into opengl a little deeper than i wanted...
21:09:23raptorWatusimoto: I think i've got openGL to resize itself without resizing the window and I'm doing it before I call the pixel capture function; however, the pixel capture function grabs the previous screen before resize
21:09:31raptorhave you run into something like that before?
21:09:39WatusimotoI never got that far
21:10:02WatusimotoWhen you are rendering 100 fps, being off by one frame is no big deal
21:10:31raptorbut the previous frame ends up being the old size...
21:10:37raptorwhich is my problem..
21:11:49raptormaybe i'll try swapping buffers a bunch
21:14:13Watusimotoah
21:14:30raptorthat doesn't do anything - maybe i'm missing something more fundamental
21:15:53Watusimotocould you try capturing the *next* frame, which might be the right size?
21:18:54BFLogBot - Commit 3efca05a5327 | Author: watusim...@bitfighter.org | Log: Fix sensor help
21:18:56BFLogBot - Commit ceef0a49f8ba | Author: watusim...@bitfighter.org | Log: Add flickering flame effect to seekers
21:18:57BFLogBot - Commit 4028ed712b63 | Author: watusim...@bitfighter.org | Log: Self documenting code!
21:18:59BFLogBot - Commit 60f1ae48f285 | Author: watusim...@bitfighter.org | Log: Dial down the flames a bit in the help
21:26:27raptorif this works i'm an idiot
21:29:46raptorheh, i'm an idiot
21:30:38raptori just needed to call render() on the UI once and swap the buffers twice
21:37:34Watusimotoheh
21:41:09raptorha! it works!
21:44:05BFLogBot - Commit d0cd5c9397ec | Author: watusim...@bitfighter.org | Log: Add trails to seekers
21:44:06BFLogBot - Commit 916cc062a595 | Author: watusim...@bitfighter.org | Log: Formatting
21:44:32Watusimotoso... when you get a chance, take a look at seekers now
21:44:41raptorok, one moment...
21:44:55WatusimotoI want to dial down the effect a little, but I wanted to see if you hated it before I go too much further
21:46:57raptori kind of like it, but the streak needs to be toned down
21:47:17raptorlike half of what it is when traveling at normal speed
21:47:27raptorcomparable to the ship
21:49:30WatusimotoI want it fainter and smaller
21:49:57raptormaybe that's it - it needs to be fainter
21:53:21raptorwell, it's correctly taking screenshots without resizing the window, but there is a flicker
21:53:34raptori wonder if i can do buffer magic...
22:07:37raptorok Watusimoto, i pushed my screenshot changes
22:07:52raptortell me if it works on windows (there is a slight flicker of 2 frames)
22:09:12BFLogBot - Commit 2cf37d3895fe | Author: buckyballreaction | Log: Screenshots are now always taken at the default canvas size (800x600) unless in the editor
22:09:19raptori wonder if i can draw off screen somehow...
22:09:32WatusimotoI looked into that
22:09:37Watusimotoa long while back
22:09:40Watusimotono luck
22:09:43Watusimotothen
22:12:02raptorlooks like i have to create another window?
22:12:10raptorlooks messy
22:20:27raptoryuk
22:20:35raptor goes off to do something else
23:18:34sam686 has joined
23:18:34ChanServ sets mode +v sam686
23:23:33raptorall right, going home
23:23:36raptorlater!
23:23:43raptor Quit ()
23:47:26Watusimotoheading to bed myself... I implemented the seeker trails. see what you think. give me feedback tomorrow. feel free to alter the params. they are in the seeker profile in void FXTrail::render()
23:47:55Watusimotoyou can control the color and the rate of fade (and hence the length) by futzing with the params there
23:47:57Watusimotogood night!
23:49:22BFLogBot - Commit c6131e643f11 | Author: watusim...@bitfighter.org | Log: More keys to ignore
23:49:24BFLogBot - Commit dab2efb45a4f | Author: watusim...@bitfighter.org | Log: Fix lua crash
23:49:25BFLogBot - Commit 8fbab2e46a45 | Author: watusim...@bitfighter.org | Log: Vastly simplify seeker trails
23:49:27BFLogBot - Commit ba3316dd9f74 | Author: watusim...@bitfighter.org | Log: Variable case
23:49:28BFLogBot - Commit 704d2625449d | Author: watusim...@bitfighter.org | Log: Formatting
23:49:30BFLogBot - Commit 83f3742a81a7 | Author: watusim...@bitfighter.org | Log: Formatting
23:49:31BFLogBot - Commit d36a06e43e19 | Author: watusim...@bitfighter.org | Log: Fix compile error
23:49:34BFLogBot - Commit 4d40bea3a99d | Author: watusim...@bitfighter.org | Log: Formatting
23:49:36BFLogBot - Commit 6fd00e8a33a7 | Author: watusim...@bitfighter.org | Log: Start conversion of FxTrail to a "profiles" model
23:49:37BFLogBot - Commit 8d3793e66490 | Author: watusim...@bitfighter.org | Log: Spark manager works on a system of profiles now; implemented a seeker profile
23:49:39BFLogBot - Commit 75ac3fc4589e | Author: watusim...@bitfighter.org | Log: Merge
23:53:15Watusimoto Quit (Ping timeout: 252 seconds)

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