#bitfighter IRC Log

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IRC Log for 2012-12-31

Timestamps are in GMT/BST.

00:02:07sam686I tried to drop my resource item..
00:02:14raptorsegfault!
00:02:22raptorok join and try again
00:03:40raptorstack trace: http://pastie.org/5599883
00:03:47sam686ok, I think it happens if you hold resource item, it disappears, then try to drop..
00:04:23sam686oh and... what is your level and levelgen?
00:04:40Watusimotohey raptor: did you look at the process name on the windows machine where the update failed?
00:04:58raptorWatusimoto: yes, it was 'Bitfighter.exe *32'
00:05:09raptorbut on a vm, it still removed it OK
00:05:17Watusimotowith that capitalization?
00:05:21raptoryes
00:05:31Watusimotook, then I understand the issue
00:05:38Watusimotobasically boils down to this:
00:05:47Watusimotostrcmp(procname, "bitfighter.exe")
00:05:57raptorsam686: http://pastie.org/5599896
00:06:09raptorsam686: http://pastie.org/5599900
00:06:15raptorha!
00:06:17raptorstricmp
00:06:24Watusimotoit was probably Bitfighter at some past date, and updated bitfighter.exe didn't change that
00:06:31Watusimotosame problem on my machine that failed
00:06:37Watusimotoyes stricmp should fix it
00:06:41Watusimotoalready changed it
00:10:28raptorexcelletn..
00:10:56sam686ok, got just about the same crash as raptor..
00:12:03raptorduplicated?
00:12:12raptori don't think it has anything to do with kaen...
00:12:28kaenwha happen?
00:12:38raptorfound a crash testing your fix for a bug
00:12:48kaen:x
00:13:03raptorbut i don't think it has anything to with your fix, though
00:13:38raptorWatusimoto: i think your teleport idle -> collide change is doing funny stuff
00:13:50Watusimotolike what?
00:14:02raptorlike after i destroy a teleport, i can still use it for as long as the destruction sequence is running
00:14:13Watusimotoah, ok, that's easy to fix
00:14:29Watusimotojust need to put in a check in the collision method
00:14:39raptoralso, when a ship goes in and the particles are sucked in, it is still useable, too
00:14:59Watusimotohow do I tell if it has been killed (if you don't remember, I can find it)
00:15:11raptori don't remember...
00:15:14Watusimotook, I'll check that too
00:15:16Watusimotono worries
00:16:06raptorengineer a teleport, put the endpoint at the same spot, try to enter it
00:16:11raptoryou get this: http://sam6.25u.com/upload/2screenshot_23.png
00:16:33raptorwhich looks cool1
00:19:49raptordinner!
00:19:53kaenokay, so I have a Ship* and a LoadoutZone* ... how do I test if the ship is in the zone?
00:30:51kaennevermind, found it
00:43:19kaenraptor, I have a possible fix for #35 up in my bugfix clone
00:43:45raptorsam686: ok to merge kaen's last fix?
00:43:57raptornot for #35... for the teleporter crash with resource item
00:44:40kaenin the current hg version, I don't actually get a crash without the patch
00:44:48kaeninstead the teleporter can't be destroyed :x
00:44:59sam686ok, i guess..
00:46:37kaenalso, any thoughts on the cmake patch? I'm eager to use it in my bugfix clone...
00:46:38raptorcrash when playing on an 018 stock server: http://pastie.org/5600057
00:47:08kaendefinitely need to recompile the server too
00:47:17kaensince the issue is serverside
00:47:32Watusimotoraptor: those two teleport bugs now fixed
00:47:41raptorWatusimoto: by you?
00:47:46Watusimotoyes
00:47:48raptorbecause i think kaen fixed at least one..
00:47:52Watusimotooops!
00:47:59Watusimotowell it was a one liner
00:48:05Watusimotoso hardly a big deal
00:48:08kaenindeed
00:48:35Watusimotowell, I fixed both, so I'll rectify that
00:48:38Watusimotothanks kaen!
00:48:47kaenheh no sweat ^^;
00:49:19BFLogBot Commit: 21e5861f2a24 | Author: watusimoto | Message: Formatting
00:49:20BFLogBot Commit: f2d4a1170934 | Author: watusimoto | Message: Speculative fix for updating problem reported by raptor and me. This will (probably) fix the problem I saw; needs testing, will explore other more robust solutions.
00:49:22BFLogBot Commit: 781f05dad556 | Author: watusimoto | Message: Comment
00:49:23BFLogBot Commit: c8417e8dbefd | Author: watusimoto | Message: Merge
00:49:25BFLogBot Commit: 4b36e2ed428d | Author: watusimoto | Message: Dying teleports no longer teleport
00:49:26Watusimotoactually, I thought you'd already checked in... you'll have to rectify :-)
00:49:26BFLogBot Commit: 59ba6e315092 | Author: watusimoto | Message: Teleports need to cool down before being used again
00:49:28BFLogBot Commit: 15c39f4200ff | Author: watusimoto | Message: Merge
00:49:48raptori will fix...
00:49:53Watusimoto:-)
00:50:03raptorwait
00:50:07Watusimotoyou can't unless you have a patch
00:50:18kaenneither of those two are the one I fixed
00:50:19raptoroh
00:50:22raptornevermind
00:50:22kaenafaict
00:50:23raptoryes
00:50:24Watusimotooh?
00:50:28Watusimotowhat did you fix?
00:50:29raptorkaen fixed a different one
00:50:31raptoryay
00:50:34kaen\o/
00:50:51kaenI did #27 on the rbl
00:50:56kaenbut I'm gonna merge real quick
00:50:59kaenand retest
00:51:40Watusimotosam686: can you explain what your rabbit fix fixed?
00:52:11sam686the latest changes or which revision?
00:52:21sam686Had to make sure bots works..
00:52:52sam686before some of my fixes, there would be floating flag in the commander map when enemy far away picked up flag..
00:52:56Watusimotothe rabbit oe... "Fix the Robot not going to proper position of where the flag is in Rabbit"
00:53:02kaenlooks good to me, raptor. pushed
00:53:08raptorkaen: ok
00:53:20raptorhave to change my pull location...
00:53:26kaenalthough I don't know how you'll sort out the history...
00:53:26Watusimotowhat was the problem? renderpos wrong?
00:53:33sam686robot was only going to the old position of where flag was picked up, not where the enemy is..
00:53:45kaenI can drum up some patches if you need them
00:59:39kaenre #23, which ID is being referred to?
01:02:30BFLogBot Commit: 6964effc4d05 | Author: sam8641 | Message: Fix not removing ship's list of mounted items
01:03:11raptoraaach
01:03:16raptortoo many developers!!
01:03:21raptori mean, it's great!
01:03:24sam686what?
01:03:39raptorjust managing mercurial headaches at the moment...
01:03:43raptoreveryone keeps committing
01:03:59sam686both of us keeps commiting and pushing before you could?
01:04:12raptorbefore i can get kaen's commits in cleanly, yes
01:04:31raptorkaen: what are you working on?
01:04:42kaennothing planned for the moment
01:04:47kaenlooking at bugs
01:04:52kaenthinking about my game mode
01:04:55raptorok, haven't pushed anything in the last 10 min?
01:05:00kaennope
01:05:07raptorok, i'll merge you in...
01:05:13kaengroovy
01:06:02raptorok let's see how this goes...
01:06:09BFLogBot Commit: b2697f51b31c | Author: kaen | Message: fix #27 on RBL -- remove paranoid check on unengineered teleporters and add NULL check to releaseResource
01:06:10BFLogBot Commit: dfd5783de1a9 | Author: kaen | Message: Automated merge with https://code.google.com/p/bitfighter/
01:06:12BFLogBot Commit: dab25cbda6f3 | Author: kaen | Message: fix number #35 by checking if the player is spawning onto a loadout zone
01:06:13BFLogBot Commit: 7ec8bfcdcebd | Author: kaen | Message: Merge
01:06:15BFLogBot Commit: 2cc91b64798d | Author: kaen | Message: merge
01:06:16BFLogBot Commit: 2b0cd8766984 | Author: buckyballreaction | Message: Merge in kaen's fixes
01:06:30raptori gotta say this looks lovely!: https://code.google.com/r/bkconrad-kaen-bugfix/source/list
01:07:11kaenlol
01:08:20kaenbeautiful
01:08:58kaenand any thoughts on the cmake patch?
01:12:12raptoruhhh
01:12:20raptorlooking again..
01:13:15sam686most recent commit braking RPC compatibility? - Just tested that, looks like NO!, stock 018 client + latest server 018 appear to work fine, and stock 018 server + latest 018 client works fine too.. (tested rabbit and bitmatch)
01:14:01raptoroh good
01:14:05sam686I saw one difference in rabbit, mainly, the square background color in commander map (latest always does green, stock does team color)
01:15:30raptorok ok
01:16:20sam686on a non-team game, put some mines or spybugs, and let another player join - bye bie mines being yours?
01:17:19Watusimotojust a qucik reminder to remove items from the list when they're done... if you're not already doing that
01:17:34raptorkaen: how did you add your name to the runing list like that?
01:18:34sam686easy? kaen is already a forum, and the forum login can be used in wiki for everyone, i think..
01:19:05Watusimotoyou guys rock!
01:19:13sam686oh, is that doing this? ~~~~
01:19:33raptorah yes, i see it now
01:19:36raptorthat's a good idea!
01:19:59raptorkaen knows too much... we may have to keep an eye on him...
01:20:47bobdaduck has joined
01:21:58Watusimotofor some reason, perhaps the late hour, this line seems quite funny to me:
01:21:59Watusimoto static const StringTableEntry Your_Teleporter_Got_Destroyed("Your teleporter got destroyed");
01:23:34raptorhaha
01:23:40raptorGot -> Was
01:23:44bobdaducklol
01:23:50bobdaduckOkay guys
01:24:01raptorif anything the teleporter got death
01:24:15sam686I think I did that a long time ago fixing some problem with destroyed while engineering
01:24:15bobdaduckIdea of the whatever: Engineerable item (repairables, I call them) that detects stealth.
01:29:40Watusimotosam686: Looking at these two lines in MountableItem::idle():
01:29:46Watusimoto MoveObject::setActualPos(mMount->getActualPos());
01:29:51raptorbobdaduck: wait, you want MORE engineerables in the game??
01:29:51WatusimotosetRenderPos(mMount->getRenderPos());
01:30:01bobdaduckNo
01:30:03WatusimotoI see why you wanted to avoid setting the mask bits
01:30:18bobdaduckI use that termage for watusimoto, who refers to the object type as "engineerables"
01:30:25bobdaduckI call them "repairables"
01:30:53Watusimotodo you think it would work to remove those two lines as well, and override getActualPos and getRenderPos to return the coords of the mount?
01:31:06bobdaduckHey guys
01:31:10bobdaduckcan you fix the level editor?
01:31:19bobdaduckOr are you working on that right now.
01:31:31Watusimotobobdaduck: what are you referring to?
01:31:36raptorbobdaduck: define 'broken editor'
01:31:42bobdaduckThe part where when you open a level and the coords of repairables gets all messed up
01:32:05Watusimotorepairables == turrets and ffs?
01:32:08bobdaduckyeah.
01:32:20WatusimotoI think those should be called mountables, actually
01:32:24bobdaduckokay
01:32:24Watusimotobut I digress
01:32:26bobdaduckmountables.
01:32:47bobdaduckSometimes in the editor their coordinates get messed up
01:32:52WatusimotoI am unaware of that error
01:32:58bobdaduckmoved like .1 to the right or left or up or down or whatever.
01:33:05Watusimotothough I did fix a bug with snapping mountables earlier today
01:33:15Watusimotoso maybe that fixed it???
01:33:20bobdaduckMaybe.
01:33:22Watusimoto(he says hopefully)
01:33:43bobdaduckI haven't tracked down exactly what causes the bug
01:34:05bobdaduckI just know that occasionally I'll load a level and have to reposition every single mountable in the level
01:34:46raptorcould that be only happening with old levels?
01:35:02raptorlike maybe it's a migration problem? bitfighter 011 -> 018
01:35:28kaen> <raptor> kaen: how did you add your name to the runing list like that?
01:35:34kaentype four tildes
01:35:40kaenit makes a timestamped signature
01:35:52kaen~~~~
01:35:58bobdaduckno
01:36:03BFLogBot Commit: 43c604365da8 | Author: watusimoto | Message: Comments
01:36:04BFLogBot Commit: 9304b0457e5f | Author: watusimoto | Message: Merge
01:36:07bobdaduckits happened in completely new levels
01:38:20kaenbobdaduck, can you provide a test case?
01:38:27bobdaduckuhh
01:38:31bobdaduckgive me a minute.
01:38:34kaensure
01:38:42bobdaduckLike I said I haven't tracked down exactly what causes it or how to replicate
01:39:04kaenoh alright
01:43:40BFLogBot Commit: c526317fbcfd | Author: watusimoto | Message: Comment
01:48:54Watusimotogood night all!
01:49:04raptornight
01:49:16Watusimotokaen -- I looked at a could of your fixes... they look awesome!
01:49:21Watusimotogood work everyone!
01:49:33kaenthanks and good night!
01:52:56sam686check the number 33 again in running bug list...
01:53:42Watusimoto Quit (Ping timeout: 244 seconds)
01:55:04kaenthere we go
01:55:06kaenthanks sam686
01:55:33sam686it happens randomly, for some odd reason..
01:56:28sam686it also sometimes happens on a levelgen in contest level, but umm.. I don't want to show that code until the contest voting ends,,,
01:56:52kaenheh
01:57:05kaenthis is fine, I'm able to replicate
02:08:26bobdaduckOkay
02:08:43bobdaduckSo I made a minor change to a level and now the script isn't running at all.
02:08:44bobdaduckWhat do?
02:08:58raptori promise i'll add to the conversation as soon as i resurrect my wife's laptop..
02:09:14bobdaducklol
02:11:06sam686look at bitfighter.log or bitfighter_server.log (not sure which one it goes) or press ctrl+/ or just / in editor.
02:12:17raptora dremmel, that's what i need
02:13:29bobdaduckthanks
02:13:54bobdaduckfixed it
02:14:39bobdaduckk now to figure out the mountable position bug
02:20:59bobdaduckokay
02:20:59bobdaduckso
02:21:06bobdaduckif a forcefield is mounted inside a wall
02:21:15bobdaduckloading it in the editor will force it outside the wall
02:21:33bobdaduckFor example layered barriers
02:21:51bobdaduckif you put a forcefield off of one it'll force it to the outside if you ever load it in the editor again
02:22:14bobdaduckalso
02:22:22bobdaduckyou can mount turrets into open space for no reason
02:22:37bobdaduckthey won't snap to any wall, they'll just be facing right and float there
02:22:57bobdaduckin Zap! they would snap to the closest wall or snap to (0,0)
02:24:00raptori have reduced the radius of a screw head by chopping off the edges bit by bit with pliers
02:25:29bobdaduckCongrats
02:25:32bobdaducklol
02:27:38bobdaduck Quit (Quit: Page closed)
02:30:04kaenI'll have to remember that for next time...
02:35:43raptorok, what have i missed? (laptop fixed)
02:41:04kaenI was able to get an error \o/
02:41:42kaenand also I made hamburgers.
02:41:49raptorhamboogers!
03:17:15raptoron level load, can you guys spawn at a hostile spawn?
03:18:42kaennot on my build.
03:18:58kaeneven deleting the friendly spawn just puts me at 0,0
03:19:07raptorhuh
03:19:15raptorok, recompiling from scratch...
03:20:03raptorha!
03:20:23raptorif you do '/showids', you can manipulate the level directly
03:22:14raptoror.. not
03:22:16raptornevermind
03:22:35raptorlevelgens don't seem directly accessible by the Lua console (i thought they were)
03:23:44raptorhuh
03:23:50raptori guess it's fixed with a full recompile
03:24:03raptorignore me.. thanks for testing
03:24:13raptorkaen: what are you using to code in again?
05:09:52raptornight!
05:10:07sam686night..
05:10:41raptor Quit ()
09:52:14watusimoto has joined
09:52:14ChanServ sets mode +o watusimoto
11:16:04-RichiH- [Global Notice] As New Zealand and the islands east of it are already firmly planted in 2013, we would like to wish you all a happy 2013! The usual spammery and random discussion can be found in #freenode-newyears and wolfgame is in #wolfgame
12:53:33DonnyMitsov has joined
12:54:20DonnyMitsovkaen could you tell me where I can find the code for the chatbox in bitfighter?
13:19:27DonnyMitsov Quit (Ping timeout: 245 seconds)
13:26:00LordDVG has joined
13:52:44watusimotohi
13:53:07watusimotohi DonnyMitsov
13:54:22watusimotosorry, dude!
14:35:48Watusimoto_ has joined
15:25:55raptor has joined
15:25:55ChanServ sets mode +o raptor
15:28:32watusimotohello
15:28:37raptorgood morning!
15:29:05watusimotolooks like we lost donnyMitsov
15:29:41raptorawww
15:29:47watusimotoc'est la vie
15:29:52raptorand i never even got to say hello...
15:30:50watusimotoso I did some thinking this morning; many of the recent bugs involved bad things happening when we dropped an item -- eiterh it showing up in the wrong place, or something weird going on
15:31:09watusimotoso I started looking at how all that stuff worked, in some detail
15:31:32watusimotowe have 3 basic dropping functions that an item can implement: onMountDestroyed, dismout, and onItemDropped
15:32:14raptorthat many>
15:32:27watusimotoeach of these call the others in different circumstances; some call one function on the server, and the calls are reversed on the client, some objects call their parent, others don't, and it's really a huge mess
15:32:31watusimotoa really huge mess
15:32:48watusimotoI sat down at lunch with a large sheet of paper and tried to map out what called what when
15:33:12watusimotoand I filled the sheet and ended up furstrated because I couldn't make any sense of it
15:33:36raptoroh man
15:33:48watusimotoso I think I understand why there have been so many bugs -- it's a huge nest of special cases and twisted logic; everything is completely inconsistent
15:33:56watusimotoso I'm going to fix that tonight
15:34:12watusimotoThe actual logic of what should happen is pretty clear
15:34:14raptori bet it started with soccer pickup..
15:34:24watusimotothat certainly made it worse
15:34:48watusimotobut having a different method for dropping things when you die vs. when you do not die predated soccer, I think
15:35:04raptorblech
15:35:15watusimotoand the gameTypes have an onObjectDropped method (or some such) and an onFlagDropped (or similar)
15:35:23watusimotoboth get called in different ways
15:35:45watusimotoso I think if I can clean this up, make the logic clear, it will help a lot with this class of bug
15:36:00watusimotoeven the stuff sam was working on yesterday is in some ways an outgrowth of this mess
15:36:42watusimotoI'll bet I can reduce the code, elminate a bunch of functions, and make the thing perform better while also making in comprehensible
15:37:00watusimotoI think we can reduce bandwidth as well
15:37:58watusimotothe nice thing is that there really are a limited number of use cases to test
15:38:40watusimotodrop flag; drop resource; drop nexus flag; die when holding the 3; deposit flag in goal; deposit nexus flag in nexus; quit game holding the three; etc.
15:38:41raptorso plan of attack - create one or two superclasses that every thing inherits?
15:39:11watusimotothat's already done -- mountableitem
15:39:32watusimotoflags and resources are both mountable; nexusflags are just flags
15:39:48watusimotoI don't think we need any new classes
15:39:49raptorhuh
15:39:58raptorok
15:40:06watusimotothough, later, I want to look into whether it makes sense to "mount" flags in goal zones
15:40:37watusimotoif so, we could create a mountee class, or something that represents things that other things can be mounted on
15:40:51watusimotobut I think for now, that's not necessary
15:41:12watusimotoI think it's just a case of combining all those different functions and figuring out the logic
15:41:34watusimotoand I think that's pretty straightforward; I'll start by manually inlining all the logic, then simplifying
15:42:47raptori wish you best of luck :)
15:42:54raptoron your quest
15:43:02watusimotoI am confident
15:44:47watusimotobtw, the debian install works great on mint
15:44:52raptoroh good
15:44:55watusimotoI updated the ubuntu instructions on our download page
15:45:05raptorok
15:45:34watusimotoit's nice to have it not crash!
15:45:39raptor:)
15:45:56watusimoto(017 would take my system down so hard the only recovery was a hard boot)
15:46:02raptorreally?
15:46:05watusimotoyes
15:46:06raptorfrom a package?
15:46:08watusimotoit was awful
15:46:12watusimotoI don't recall
15:46:29watusimotobut I tried to demo it for a friend on my work machine, and it was rather... embarassing
15:46:32raptoroh, kaen has the problem sometimes now - it has to do with the video drivers
15:46:54raptori wonder if we're doing something evil with openGL somewhere that certain drivers don't like
15:48:07watusimotoI doubt it, but it's possible
15:48:23watusimotois there an evil log anywhere?
15:48:37raptori am curious - were you using ATI graphics driver 'fglrx' on Linux?
15:48:53watusimotocan't say -- I've since upgraded mint
15:49:04raptorsame hardware, though?
15:49:10watusimotoyes
15:49:13Watusimoto_ Quit (Ping timeout: 255 seconds)
15:49:15raptor(and what driver now?)
15:49:16Watusimoto__ has joined
15:49:22watusimotohow would I tell?
15:49:47raptorummm
15:49:50raptorhmmm
15:49:54watusimotoI tried those
15:50:09watusimotohey look; someone logged onto bitfighter as... me!
15:50:26raptordo 'lsmod' and look for 'radeon' 'fglrx' 'nv' 'nouveau' or 'nvidia'
15:50:44raptorside note: voting is up!
15:51:27watusimotonone of those have any hits
15:51:34watusimotowait
15:51:52watusimotolsmod |grep nouveau
15:51:52watusimotonouveau 774571 1
15:51:52watusimotottm 76949 1 nouveau
15:51:52watusimotomxm_wmi 12979 1 nouveau
15:51:52watusimotodrm_kms_helper 46978 2 nouveau,i915
15:51:52watusimotodrm 242038 7 nouveau,ttm,i915,drm_kms_helper
15:51:52watusimotoi2c_algo_bit 13423 2 nouveau,i915
15:51:53watusimotovideo 19596 2 nouveau,i915
15:51:59watusimotoI mispelled it
15:52:03raptornouveau
15:52:16raptorok, so you have an nvidia chip with the opensource driver
15:52:48raptormakes sense that it'd crash on older distro - it isn't as good as the proprietary driver from nvidia, but nouveau is getting better
15:53:18watusimotoupgrade distro == upgrade video driver?
15:54:29raptorit's more like 'time has passed == open source zealots' alternative to already fully functioning and faster nvidia driver, gets less crashy
15:54:39watusimoto:-)
15:54:52raptorso newer distro = more time has passed
15:54:57raptor==
15:54:59watusimotoyes
15:56:55Watusimoto__ Quit (Ping timeout: 265 seconds)
16:24:36raptortrying an official ubuntu build! the folks at the OBS gave me a clue as to how to insert the missing packages
16:25:03raptorwatusimoto: do you think I need to compile for ubuntu if the debian packages works fine?
16:25:16raptoranda re there other distros i should try and build?
16:52:00Watusimoto_ has joined
16:54:24watusimotoraptor: not sure. If it works on mint, is it guraranteed to work on ubuntu? How much effort is required to build for ubuntu? And would having a specific ubuntu build install easier or look like it would install easier?
16:54:48raptorwork on mint = works on ubuntu
16:54:51raptor==
16:55:01watusimotoas for other distros... how much effort is required?
16:55:33raptornot too much, the OBS can do it all automatically as long as the control files are set up properly
16:56:01raptorbut, for ubuntu/mint, the OBS doesn't have all the packages imported - i had to do these manually on my machine
16:56:12raptorand the install would not really be any easier
16:56:17watusimotomanual == bad
16:56:24raptoryes
16:56:43raptorthe debian package instructions would be identical for ubuntu/mint
16:57:25raptorthe only worry is that the final binary is linked to some debian library that may be incompatible on newer ubuntu/mint
16:57:52watusimotowell, repeat, manual == bad; what other easy options are available?
16:58:12raptornone at the moment :(
16:58:28watusimotook, then that's that!
16:58:42raptoralthough 'manual' with OBS, just mean run the one-line command locally and wait as my computer does the compiling; then i'd have to uplaod the output DEBs somewhere
16:58:48raptorso it's not too manual
16:59:28watusimotowell, it sounds like it doesn't get us anything we don't have
16:59:59raptorcorrect.. until the debian build doesn't work
17:00:22raptorso i'll just sit tight for now; but at least i have got building for ubuntu/mint working now
17:01:47watusimotoyes, those are the critical ones
17:02:44watusimotoI keep thinking a freebsd port would be good -- not too many freebsd games. But then freebsd people might not be frivolous and might disdain games
17:03:22raptorhaha
17:03:38raptoractually, that might be agood idea... i wonder if OBS supports freebsd
17:06:34raptornot finding much...
17:07:33raptorsdl compiles for freebsd... and haiku!
17:07:38raptorheh
17:07:50watusimotoha!
17:08:06watusimotohow about os/2?
17:08:14raptorhttp://buildbot.libsdl.org/waterfall
17:08:36raptorsimpler: http://buildbot.libsdl.org/grid
17:13:36raptorok, time to do vacation chores!
17:13:43raptorback later
17:42:21Watusimoto_ Quit (Ping timeout: 245 seconds)
17:57:16watusimoto Quit (Ping timeout: 265 seconds)
19:01:23Watusimoto has joined
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20:54:20sam686hey kaen, fell asleep with you hosting the #33 bug overnight? you still hosting as of now...
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23:49:10-mquin- [Global Notice] As we are approaching midnight fST (UTC), we'd like again to wish you all a happy new year 2013 and invite you to join us in #freenode-newyears

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