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| 00:46:06 | Fordcars | ok, night!!!!!! |
| 00:46:16 | Fordcars | going to bed, later |
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| 08:28:28 | watusimoto | kaen: when you have some time, take a look at this; do you think this would be helpful for us? it looks super easy to use |
| 08:28:29 | watusimoto | https://www.assembla.com/spaces/hippomocks/wiki/aUuNH-Lqur3Bj7ab7jnrAJ |
| 09:22:47 | | raptor has joined |
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| 09:24:21 | raptor | good mornign! |
| 09:27:05 | raptor | i should double check my changes last night to make sure I didn't commit bad stuff.. |
| 09:33:30 | bobdaduck | good morgnin! |
| 09:34:27 | raptor | bobdaduck: new scoreboard: http://sam6.25u.com/upload/3screenshot_25.png |
| 09:36:14 | bobdaduck | badges don't look good on it. |
| 09:36:49 | raptor | how so? black on black? |
| 09:38:17 | bobdaduck | yeah |
| 09:38:23 | bobdaduck | badges will need some sort of border |
| 09:40:33 | | thread_ has joined |
| 09:43:39 | bobdaduck | Sup thread |
| 09:44:11 | raptor | hmm |
| 09:44:19 | raptor | ok, how about the overall changes? |
| 09:45:42 | bobdaduck | to the scoreboard? |
| 09:45:45 | bobdaduck | Overall looks good |
| 09:46:11 | raptor | I'm not sure I like the font.. |
| 09:46:16 | raptor | too curvy |
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| 09:55:29 | bobdaduck | It fits with the other new fonts though |
| 10:08:42 | kaen | I agree on both points |
| 10:09:36 | kaen | it fits, but my gut says that a different font would be better for the scoreboard |
| 10:09:54 | raptor | monospace is all we ever need... |
| 10:09:59 | raptor | hi kaen |
| 10:10:05 | kaen | hello |
| 10:10:13 | kaen | and good day all |
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| 10:46:27 | raptor | should we re-font the server messages and make them smaller? |
| 10:46:38 | raptor | because in that screenshot, they look so ugly |
| 10:47:12 | bobdaduck | which server messages? |
| 10:48:33 | kaen | "robot added" etc |
| 10:48:39 | kaen | I like the font for those |
| 10:48:46 | raptor | http://sam6.25u.com/upload/3screenshot_25.png |
| 10:49:20 | kaen | I think the problem with tenby is that it feels more like an accent font |
| 10:49:38 | bobdaduck | maybe just the team names for that |
| 10:49:44 | bobdaduck | and everything else back in the other font? |
| 10:49:48 | kaen | than something you'd use as the central font in a design |
| 10:49:58 | kaen | I think it's be good to at least try that |
| 10:50:01 | raptor | yes, I think I agree |
| 11:10:52 | bobdaduck | Making a goalzone with 60 points crashes DnD |
| 11:11:24 | bobdaduck | or at least |
| 11:11:34 | bobdaduck | causing some REALLY weird behaviors before it crashes |
| 11:11:46 | bobdaduck | ...such as missing half its points and turning neon pink. |
| 11:12:03 | raptor | oooo... memory error! |
| 11:12:48 | bobdaduck | invalid bstream packet |
| 11:12:58 | raptor | hahaha |
| 11:13:10 | raptor | too much data for a single network packet maybe? |
| 11:13:25 | bobdaduck | I thought the game could handle up to 64 point goalzones technically |
| 11:13:41 | raptor | 62 |
| 11:13:50 | raptor | well, 63 |
| 11:14:06 | bobdaduck | yeah |
| 11:14:11 | bobdaduck | there's only 60 points... |
| 11:17:53 | bobdaduck | I guess I'll have to do something else then. Hm. |
| 11:54:42 | bobdaduck | if I make a teamed health pack will it do anything? |
| 12:23:09 | bobdaduck | SOMEONE GIVE ME AN ETA ON 019 I'M SO EXCITED FOR IT |
| 12:23:30 | kaen | not soon |
| 12:24:03 | bobdaduck | has so much functionality that I need/want |
| 12:24:11 | kaen | that's why it'll take a while :/ |
| 12:24:36 | kaen | we added a bunch of junk and changed a lot of fundamental things and even the organization of the codebase |
| 12:24:52 | kaen | and there have been some weird bugs cropping up... |
| 12:24:55 | bobdaduck | yeah |
| 12:24:59 | bobdaduck | I know but like |
| 12:25:01 | kaen | F5 screen got broken |
| 12:25:10 | kaen | so that all it did was toggle the busy indicator |
| 12:25:13 | bobdaduck | lua things like onPlayerKilled(killer) is important right now xD |
| 12:25:39 | bobdaduck | Though I did think of a way I *might* be able to get around it. |
| 12:28:08 | bobdaduck | but I remember there being some bug |
| 12:28:20 | bobdaduck | raptor onshipenteredzone(zone) |
| 12:28:24 | bobdaduck | what is (zone)? |
| 12:28:34 | bobdaduck | Its the zone object right? |
| 12:28:38 | kaen | I would imagine |
| 12:29:06 | bobdaduck | I remember there being some bug with that not working though |
| 12:29:11 | bobdaduck | when we were first trying to get swords to work |
| 12:29:20 | kaen | doesn't trigger when the level starts? |
| 12:29:43 | bobdaduck | no it was like |
| 12:29:55 | bobdaduck | It was with the logic involving "is the zone a sword" |
| 12:30:22 | bobdaduck | What we're currently using is point count. If the zone has more than five points then its a sword |
| 12:30:36 | bobdaduck | and then we check if its on a different team then us |
| 12:31:31 | bobdaduck | I don't remember. There was just some problem with the zone. |
| 12:32:56 | kaen | probably the fact that you could "tag" the sword Zone objects with some property like zone["isSword"] = true, except that you actually get a reference to a different (but equivalent) table |
| 12:33:09 | kaen | each time the event is fired |
| 12:42:06 | thread_ | onshipenteredzone uses the parameters (ship, zone, zoneType, zoneId) right? if you are using onshipenteredzone(zone) I don't know what zone is |
| 12:42:49 | bobdaduck | yeah |
| 12:42:58 | bobdaduck | I'm talking specifically about the zone parameter though |
| 12:49:07 | bobdaduck | Kaen can you explain what you just said? |
| 12:49:20 | bobdaduck | We currently have an array of sword zones tied by player names |
| 12:49:45 | bobdaduck | and when I try to check if the ship entered a specific players sword zone I get nothing |
| 12:50:08 | kaen | okay |
| 12:50:13 | kaen | how are you checking that? |
| 12:50:28 | kaen | swords[player] == zone ? |
| 12:50:36 | bobdaduck | uhhh |
| 12:50:36 | bobdaduck | http://pastie.org/7921997 |
| 12:50:39 | bobdaduck | something like htat |
| 12:50:56 | kaen | okay, well basically if you're comparing the stored zone to the zone from the callback |
| 12:51:10 | bobdaduck | sounds like what I'm doing |
| 12:51:21 | kaen | it will always return false, because in lua two tables are equal if and only if they have the same memory address |
| 12:51:28 | kaen | i.e. they are the same chunk of physical memory |
| 12:51:43 | bobdaduck | So... How do I get around that? |
| 12:51:48 | kaen | now, the zone you create and store has its own memory address, and a set of info which describes the zone |
| 12:52:06 | kaen | the zone from the callback is the same information as the stored table, but it's a different chunk of memory |
| 12:52:09 | kaen | has a different address |
| 12:52:12 | bobdaduck | yeah |
| 12:52:24 | kaen | so it's never going to be equal, even though they're talking about the same zone |
| 12:52:31 | kaen | try comparing the zone IDs instead |
| 12:52:48 | bobdaduck | I'm pretty sure I can't do that |
| 12:52:50 | kaen | because those will be the same for the two tables |
| 12:52:54 | kaen | 99% sure you can |
| 12:52:59 | bobdaduck | I can pass in zone ID from the onshipenteredzone function of course |
| 12:53:01 | kaen | you get the zone ID in the callback |
| 12:53:06 | bobdaduck | but there is no zone:getID() function |
| 12:53:20 | bobdaduck | so I can't check the zone in the table |
| 12:54:30 | kaen | http://bitfighter.org/luadocs/class_bf_object.html#a7e44d4f26d1117327b81b853a96e9b4d |
| 12:54:35 | kaen | all objects have getId |
| 12:54:46 | kaen | all BfObjects anyway |
| 12:54:48 | bobdaduck | ohh |
| 12:54:50 | bobdaduck | excellent |
| 12:55:18 | bobdaduck | If this solves my dillema |
| 12:55:30 | bobdaduck | I'll be able to COMPLETE DnD |
| 12:55:59 | bobdaduck | okay maybe slight exaggeration |
| 12:56:23 | | thread_ has left |
| 12:56:25 | bobdaduck | Wow it worked. |
| 12:56:44 | bobdaduck | In case you didn't know kaen, you're a genius. |
| 12:56:47 | kaen | :) |
| 12:56:51 | kaen | glad to help |
| 12:59:20 | bobdaduck | Okay so do ships get EXP for capturing zones, and gold for killing players, or do ships get exp for killing players and gold for capturing zones? |
| 13:03:01 | kaen | exp for killing, gold for capturing |
| 13:03:53 | bobdaduck | Done and done |
| 13:04:09 | bobdaduck | DnD now has a working scoring system as well as a skeletal shop system. |
| 13:06:28 | bobdaduck | the real shop system will probably take several days... |
| 13:12:02 | kaen | the shop system seems straight forward enough |
| 13:12:06 | kaen | have zones represent items |
| 13:12:17 | kaen | onenter zone if the player has enough gold he buys the item |
| 13:12:25 | bobdaduck | Yes |
| 13:12:26 | kaen | the harder part will probably be the items itself... |
| 13:12:30 | kaen | themselves |
| 13:12:31 | bobdaduck | Now see |
| 13:12:36 | bobdaduck | I plan to let people buy speedzones. |
| 13:12:50 | bobdaduck | Among other things. |
| 13:12:54 | kaen | to follow them? |
| 13:13:00 | bobdaduck | nah |
| 13:13:13 | kaen | to deploy? |
| 13:13:16 | bobdaduck | yeah |
| 13:13:18 | kaen | oh |
| 13:13:25 | kaen | so that's an inventory system |
| 13:13:33 | kaen | good luck my friend. |
| 13:13:44 | bobdaduck | It will probably take several days |
| 13:13:44 | bobdaduck | xD |
| 13:21:56 | bobdaduck | Gotta think of something useful that exp can be used for though |
| 13:51:49 | kaen | class tiers |
| 13:52:03 | bobdaduck | hm? |
| 13:53:47 | kaen | like when you pass a certain level your weapon gets more awesome or something |
| 13:54:13 | bobdaduck | Cool except |
| 13:54:27 | bobdaduck | that that's a ton (more) arbitrary coding. |
| 13:54:33 | kaen | pfft |
| 13:55:14 | kaen | nah the hard part is making x * n more weapon graphics where x is the number of additional tiers and n is the number of classes |
| 13:55:34 | bobdaduck | uh, exactly. |
| 13:55:36 | bobdaduck | n is 20 |
| 13:55:38 | kaen | the coding is: when player passes some level -> change the weapon geometry it uses |
| 13:55:45 | kaen | yeah but that's not coding |
| 13:55:46 | bobdaduck | Coding is easy |
| 13:55:47 | kaen | that's drawing |
| 13:55:57 | bobdaduck | its that its stupidly time consuming xD |
| 13:56:32 | bobdaduck | I've already done 500 lines of sword geometries so far |
| 13:57:07 | bobdaduck | I don't think I'd be willing to do that unless someone else did it for me. |
| 13:59:13 | bobdaduck | Quartz did some of that, he drew me the goalzones in the editor and such |
| 14:00:16 | bobdaduck | but I had to convert the geometry for it and add it. At the very least someone would have to do the geometry. Which I did make a sword editor to assist that slightly |
| 14:05:58 | bobdaduck | crap I'm becoming a dev |
| 14:28:31 | bobdaduck | Okay what's wrong with this line of code: newPlayer["Inventory"] = {"Insurance" = false, } |
| 14:28:42 | bobdaduck | error: '}' expected near = |
| 14:28:56 | raptor | remove comma? |
| 14:29:56 | bobdaduck | nope same error |
| 14:31:55 | bobdaduck | and removing the line completely the script runs fine |
| 14:33:25 | bobdaduck | Seperating it out works fine too. |
| 15:02:55 | bobdaduck | guys |
| 15:03:02 | bobdaduck | trying to math.random(0) crashes the script |
| 15:03:05 | bobdaduck | Just so you know. |
| 15:11:59 | bobdaduck | Okay so what's the most intuitive way to deploy an item? On module use? With chat commands? Timers? |
| 15:12:09 | bobdaduck | USING A RUNE DRAWING SYSTEM OFF OF SHIP ANGLES? |
| 15:15:52 | | Watusimoto has joined |
| 15:16:41 | bobdaduck | Watusimoto what do you think about a rune drawing magic system for bitfighter? |
| 15:16:54 | Watusimoto | awesome!! |
| 15:17:25 | bobdaduck | K I will probably implement that into DnD sometime next month |
| 15:28:16 | bobdaduck | Someone help. |
| 15:28:30 | bobdaduck | How do I add a value to an array at the end? |
| 15:29:05 | raptor | so you want order |
| 15:29:09 | raptor | order is important? |
| 15:29:21 | bobdaduck | Yes. |
| 15:29:25 | bobdaduck | iPairs |
| 15:29:42 | raptor | ok, you'd use this: table.insert(someTable, someValue) |
| 15:29:54 | raptor | but 'someTable' MUST be an array, not a dictionary |
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| 15:31:06 | bobdaduck | Say for swords |
| 15:31:13 | bobdaduck | if I want to add another point onto the sword geometry |
| 15:31:42 | raptor | yep, just use that |
| 15:32:32 | bobdaduck | Table expected, got userdata |
| 15:32:40 | bobdaduck | I THINK I DID SOMETHING WRONG. |
| 15:34:22 | raptor | you didn't pass in a table? |
| 15:35:19 | bobdaduck | Yeah pretty sure. |
| 15:43:11 | raptor | what does a sword point table look like again? |
| 15:44:11 | bobdaduck | Geom = { blah blah points} |
| 15:45:46 | raptor | like this?: { 0, 0, 1, 1, 1, 2} |
| 15:47:44 | bobdaduck | Okay I got the script running its just not doing anything... |
| 15:49:18 | bobdaduck | and yeah its like that |
| 15:52:33 | bobdaduck | registeredPlayers = {} |
| 15:52:33 | bobdaduck | registeredLineItems = {} |
| 15:52:33 | bobdaduck | Geom = { |
| 15:52:33 | bobdaduck | point.new(0, 0), |
| 15:52:33 | bobdaduck | point.new(100, 0), -- not an actual point I just added it to see if the line shows at all |
| 15:52:34 | bobdaduck | } |
| 15:52:36 | bobdaduck | function addObjectGeom(inputGeom, newPoint) |
| 15:52:39 | bobdaduck | local outputGeom = {} |
| 15:52:41 | bobdaduck | |
| 15:52:43 | bobdaduck | for index, value in ipairs(inputGeom) do |
| 15:52:45 | bobdaduck | table.insert(outputGeom, point.new(newPoint.x, newPoint.y)) |
| 15:52:48 | bobdaduck | end |
| 15:52:50 | bobdaduck | |
| 15:52:52 | bobdaduck | return outputGeom |
| 15:52:54 | bobdaduck | end |
| 15:52:56 | bobdaduck | function doLines() |
| 15:52:59 | bobdaduck | for index, value in ipairs(registeredPlayers) do |
| 15:53:01 | bobdaduck | if value ~= nil then |
| 15:53:03 | bobdaduck | -- The 'value' here is PlayerInfo |
| 15:53:05 | bobdaduck | local playerName = value:getName() |
| 15:53:07 | bobdaduck | local playerTeam = value:getTeamIndx() |
| 15:53:10 | bobdaduck | local ship = value:getShip() |
| 15:53:12 | bobdaduck | |
| 15:53:14 | bobdaduck | if registeredLineItems[playerName] == nil then |
| 15:53:16 | bobdaduck | local newLine = LineItem.new() |
| 15:53:18 | bobdaduck | newLine:setGeom(Geom) |
| 15:53:21 | bobdaduck | newLine:setTeam(-1) |
| 15:53:23 | bobdaduck | levelgen:addItem(newLine) |
| 15:53:25 | bobdaduck | registeredLineItems[playerName] = newLine |
| 15:53:27 | bobdaduck | end |
| 15:53:29 | bobdaduck | local line = registeredLineItems[playerName] |
| 15:53:32 | bobdaduck | |
| 15:53:34 | bobdaduck | |
| 15:53:36 | bobdaduck | local ship = value:getShip() |
| 15:53:38 | bobdaduck | if ship ~= nil then |
| 15:53:41 | bobdaduck | local shipLoc = ship:getLoc() |
| 15:53:43 | bobdaduck | local newGeom = addObjectGeom(Geom, shipLoc) |
| 15:53:45 | bobdaduck | --table.insert(line, shipLoc) |
| 15:53:47 | | bobdaduck was kicked from #bitfighter by raptor |
| 15:55:35 | | bobdaduck has joined |
| 15:55:48 | bobdaduck | .... http://pastie.org/7923006 |
| 16:06:05 | bobdaduck | be back later |
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| 16:07:40 | | raptor Quit () |
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| 18:48:29 | raptor | hello all |
| 18:48:37 | raptor | and there's two Watusimoto_s |
| 18:48:48 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 18:54:22 | kaen | greetings |
| 18:54:30 | raptor | hi |
| 19:00:18 | Watusimoto_ | and they're both going to bed |
| 19:00:23 | Watusimoto_ | good night! |
| 19:00:25 | raptor | night! |
| 19:00:31 | raptor | nothing to commit? |
| 19:05:36 | | Watusimoto_ Quit (Ping timeout: 264 seconds) |
| 19:07:50 | raptor | I always get scared when watusimoto has committed for a couple days... |
| 19:07:54 | raptor | *hasn't |
| 19:23:44 | kaen | hehe |
| 19:26:35 | | BFLogBot Commit: 6b73e9a274e9 | Author: sam8641 | Message: Fix robot's module not working right. |
| 19:29:29 | sam686 | on 3 teams and LineItem, it looks like any selected LineItem is in team yellow... |
| 19:30:06 | raptor | LineItems can be 'Global' now |
| 19:31:15 | raptor | there is a crash with lineitems |
| 19:31:46 | sam686 | All line item looks like yellow when you select every LineItem in editor |
| 19:31:46 | raptor | http://pastie.org/pastes/7923907/text |
| 19:32:04 | sam686 | I haven't gotten a crash on me yet.. |
| 19:32:20 | raptor | oh... |
| 19:32:22 | raptor | when selected |
| 19:32:26 | raptor | yes |
| 19:32:55 | raptor | that has always been the case because a selected object with a spine has the spine turn yellow |
| 19:32:58 | sam686 | its hard to tell which team is which when selected.. |
| 19:37:02 | raptor | yeah... i'm not sure what would be a good solution.. |
| 19:37:09 | raptor | maybe stripe the lineitem? |
| 19:39:38 | sam686 | weird memory bug? (the comments in lineEditor.h) |
| 19:40:03 | raptor | oh yeah - I added that to prevent this exact memory issue in 018a |
| 19:40:11 | raptor | it worked, sort of... but it's back again |
| 19:40:24 | raptor | which means that my solution wasn't really a fix and I just got lucky |
| 19:52:59 | fordcars | hehe |
| 19:53:22 | fordcars | brb in around 25.47 minutes |
| 19:57:39 | | fordcars Quit (Ping timeout: 250 seconds) |
| 20:46:12 | | fordcars has joined |
| 20:48:09 | fordcars | hi |
| 20:48:20 | | raptor Quit () |
| 21:08:11 | | Platskies has joined |
| 21:33:54 | kaen | 018a runs at 30.2 fps for me |
| 21:33:58 | kaen | 019 runs at the framecap |
| 21:34:04 | kaen | (60fps) |
| 21:36:52 | fordcars | nice! |
| 21:46:37 | | bobdaduck has joined |
| 21:46:43 | bobdaduck | SUP BROSKIZ |
| 21:52:55 | kaen | adding a plugin panel |
| 21:52:57 | kaen | and shiz |
| 21:53:02 | bobdaduck | Awesome |
| 21:53:07 | bobdaduck | come play dnd with my sister and I? |
| 21:53:13 | kaen | okay |
| 22:06:49 | | BFLogBot Commit: 38ac33c428b0 | Author: sam8641 | Message: Added some TNLAssert for team cast |
| 22:06:51 | | BFLogBot Commit: 53ac2e75b537 | Author: sam8641 | Message: Fix double delete crash from having Turret, CoreItem, or any movable objects in editor Clipboard when quitting. |
| 22:39:35 | fordcars | kaen: setReqLoadout() what does this use as input? (loadout) |
| 22:51:03 | kaen | it takes a LuaLoadout object |
| 22:51:14 | kaen | which apparently has not docs, but here's the interface: http://pastie.org/7924440 |
| 22:51:23 | kaen | (although that's from 019, so ymmv) |
| 22:51:58 | kaen | fordcars, ^ |
| 22:52:08 | | BFLogBot Commit: bcbbd53ade5c | Author: kaen | Message: Add plugin dock to editor (press F8 and F9 to switch docks) |
| 23:02:33 | | BFLogBot Commit: 04d06ffe38fe | Author: kaen | Message: sort plugin dock alphabetically |
| 23:03:21 | fordcars | ok thanks :) |
| 23:30:52 | | raptor has joined |
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| 23:31:26 | raptor | kaen: nice dock! |
| 23:31:35 | kaen | thanks! |
| 23:31:46 | raptor | we could probably remove the stupid INI stuff... |
| 23:32:01 | raptor | unless you're using that.. |
| 23:34:23 | kaen | well, I was thinking it would be could to keep the keybindings |
| 23:34:35 | kaen | I was actually going to display them in that dock on the right side |
| 23:34:38 | raptor | oh yeah.. that's true |
| 23:34:55 | kaen | "it would be could" |
| 23:35:03 | kaen | hmm... should probably sleep soon |
| 23:35:43 | raptor | would we need page 6 of the editor help?aaaaaaaaaaaaaa |
| 23:35:47 | raptor | uh |
| 23:35:49 | raptor | yeah, me too |
| 23:36:12 | kaen | the part that list the bindings and filenames? |
| 23:36:13 | kaen | nope |
| 23:36:24 | raptor | yeah, and the script titles |
| 23:36:42 | kaen | I'll actually list the script titles instead of the file names |
| 23:37:22 | kaen | and then I'm thinking about some sort of button for toggling the dock mode |
| 23:37:32 | kaen | so that someone who's never used the editor has a chance to find it |
| 23:37:58 | kaen | anyway, good night |
| 23:39:00 | raptor | night! |
| 23:59:02 | bobdaduck | raptor did you take a look at the code I pastied before I left? |
| 23:59:47 | raptor | no, sorry, i had to leave too |
| 23:59:59 | raptor | i don't remember what was wrong? |