#bitfighter IRC Log

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IRC Log for 2013-07-29

Timestamps are in GMT/BST.

00:06:11bobdaduckAHH
00:06:28raptorvote! if you haven't...
00:06:35raptori'm still caught up on something..
00:17:35bobdaduckOh man
00:17:38bobdaduckVote changing to tie it up
00:17:45bobdaduckawesome xD
00:17:49raptorwhat
00:17:57bobdaduckSomeone changed their vote
00:18:00bobdaduckits a 3 way tie now
00:18:00raptoryou'll like this next commit..
00:18:10BFLogBot Commit: 3b978e6c4b6d | Author: buckyballreaction | Message: Lua API: Allow getting/setting the owner of a BfObject, like projectiles. Note that :setOwner() MUST be called after adding the object to the game (via addItem())
00:18:38bobdaduckhah, cool.
00:18:39raptoroops, capitalized MUST instead of AFTER
00:19:20raptorok, now to the vote page..
00:19:34raptor is not amused
00:19:44raptorwell...
00:19:56raptordoes this mean I do round 3 without vote changing?
00:20:04bobdaduckor give out three badges
00:20:21raptor8 votes?
00:20:35raptorbut we had 40 last time... which means min 10 people
00:21:31raptorwait another day?
00:22:10raptorpull rank and just say ZOMG BROWNIESS!!!111
00:22:12bobdaduckwe had 40 what?
00:22:17bobdaduckrofl
00:22:19raptor40 votes in round one
00:22:42bobdaduckwait what
00:22:51bobdaduckoh
00:22:55bobdaduckYeah but you could vote for multiple
00:23:02raptor40 / 4 votes each == minimum 10 people voted
00:23:25bobdaduckI blame LA
00:23:34raptormaybe vote changing was a bad idea..
00:23:43raptoryeah, bad idea
00:24:43bobdaduckIT WASN'T ME THIS TIME
00:26:31raptorwell... what should I do
00:26:37raptorI suppose my failure means another round
00:26:42bobdaduckpray
00:29:07Nothing_Much has joined
00:29:17bobdaduckYeah I dunno. Probably have to do another round of voting xD
00:32:54bobdaduck Quit (Remote host closed the connection)
00:33:35raptorok, round 3, sigh
00:35:19raptorok, good night all!
00:35:34raptor Quit ()
01:10:09Nothing_Much Quit (Quit: bye)
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09:03:27raptorgood morning!
09:03:40bobdaduckGOODMORNINGAZ
09:12:44bobdaduckWhat does setGeom() do for a point item?
09:13:32raptorI think just set the point
09:13:55raptorequivalent (or close to) doing setLoc()
09:28:31bobdaduckAUGH MY BRAEN
09:29:21bobdaduckSo I'm trying to work with this array
09:29:25bobdaduckand everything just short circuited
09:29:26raptortoo much candy?
09:29:30raptorfor breakfast?
09:29:38bobdaduckeverything I know about arrays is just gone
09:29:58raptorgood bye arrays
09:30:10bobdaduckI mean, not permanently
09:30:24bobdaduckbut like ow ow ow I have no idea why nothing is connecting
09:31:05raptorstand up, walk around the hallways, take deep breaths, drink some water, stare at wildlife - then you can figure it out
09:33:00bobdaduckAll my everything is fried and I have no idea whyyyy
09:33:58raptoryou forgot to eat breakfast
09:34:09raptoror it didn't have whole grains in it
09:34:13bobdaduckxD
09:34:34bobdaduckOkay things are starting to reconnect again. That was really weird.
09:50:42bobdaduckstupid errors that make no sense
09:51:03raptormostly solved by changing a . into a :
09:51:19bobdaduckno its saying that a variable isn't declared
09:51:26bobdaduckwhen I very clearly declare it two lines above
09:51:55raptorspelling!
09:52:02bobdaduckI COPY PASTED
09:52:03raptoror.. maybe it's already used elsewhere
09:52:47bobdaducknope...
09:55:17bobdaduckhttp://pastie.org/8187089#11,13
09:55:39bobdaduckboth the errors are about variables not being declared yet
09:56:23raptorthat's because they're not!
09:56:32raptorsee: local normalizedDirectionVector
09:56:38raptorthat is inside an if/else block
09:56:42raptorit doesn't exist outside
09:57:21bobdaduckWell that's depressing.
10:17:00bobdaduckARG.
10:17:03bobdaduckI BLAME YOU.
10:17:06bobdaduckYOU AND YOUR TAU.
10:17:08bobdaduckYOU DID THIS TO ME.
10:17:23raptorbut it makes circles easy!
10:18:01bobdaduckITS NOT SYMETRICAL.
10:18:10bobdaduckIT LOOKS HIDEOUS.
10:18:40bobdaduckI'm trying to make 10 items in a circle
10:18:46bobdaduckAND ITS ALL OFFSET AND STUFF
10:40:58bobdaduckhey does anyone need some busy work?
10:44:02Skybax has joined
10:44:10SkybaxMerp
10:46:17bobdaduckNERP.
10:46:24SkybaxFLERP!!!
10:47:00kaensounds like your TAU isn't precise enough
10:47:30SkybaxWut
10:47:54kaenbob's having math problems.
10:48:29Skybaxbob, are you bad at the maths?
10:49:02bobdaduckNot necessarily
10:49:05bobdaduckI just never learned it
10:49:06bobdaduckxD
10:49:31raptorhe's finally learning that maths are useful... something our secondary school system doesn't always seem to teach..
10:50:00SkybaxI've always known maths are very important for coding xD which is why I didn't take a video game design class
10:52:38SkybaxThey did two weeks of just math worksheets
10:52:50raptorha
10:53:09bobdaduckI know maths are useful
10:53:21bobdaduckbut they aren't used until post-highschool
10:53:29bobdaduckSo like, I'm out of practise
10:53:32bobdaduckpractice
10:55:08koda Quit (Ping timeout: 268 seconds)
11:04:45watusimoto Quit (Ping timeout: 248 seconds)
11:06:34bobdaduckI strong-armed it into working
11:08:59SkybaxTime for Minecraft
11:10:50bobdaduckNO
11:10:56bobdaduckIT IS NEVER TIME FOR MINECRAFT.
11:11:12bobdaduckMINECRAFT IS THE EXACT OPPOSITE OF HAVING TIME FOR SOMETHING.
11:25:52bobdaduck Quit (Remote host closed the connection)
11:37:16thread_ has joined
12:01:39raptorhi thread_
12:01:45raptorsorry didn't see your PM
12:02:32raptorI wasn't party to that discussion (at least not mentally), but I know bobdaduck and watusimoto (and kaen?) were talking about it
12:02:41kaenabout which?
12:02:51kaener, what
12:02:54raptorLua API method to enable/disable engineer
12:03:20kaenmy compromise was toggling the ability to *deploy*, thread_
12:03:48kaenI'm not sure if that would satisfy your needs, but it would be a fraction of the effort to code
12:03:51thread_ah, ok
12:03:54thread_that works
12:04:05kaenstill have to see what wat says though
12:04:10thread_I knew in making that request is was going to get hairy
12:04:11kaenbut it should be easy
12:04:49kaenthat's okay. hairy requests are fine
12:04:56kaenthanks for using the google code tracker, btw
12:05:05kaenit's nice to have everything centralized and recorded
12:05:12raptorah ha! you're erinaarested!
12:05:20thread_yes
12:06:57thread_While I have your guy's attention, I should ask now: The reason I made that request is for a level, where I have a defined time period
12:07:01thread_for defending the base
12:07:14thread_after which, I would like to take all engineered items, and replace them
12:07:22thread_with their perminant counterparts
12:07:35thread_is this going to be possible? even in 019?
12:07:50kaenin 019 it should be
12:07:52raptorgood question!\
12:08:08kaenyou'll be able to query by item type, and the replacement is trivial
12:08:45thread_I just wan't sure since turrets and projectors are listed under EngineeredItem and if I make a new one, I don't know if it would be perminant or not
12:08:57kaenmaybe we could even have a setEngineered() method?
12:09:09thread_sure. want me to make another request in the bug tracker
12:09:46kaenthat'd be great :)
12:12:47bobdaduck has joined
12:15:07thread_done
12:22:23BFLogBot Commit: de91cc977537 | Author: watusimoto | Message: Save QueryServer sort column and order in INI -- does this satisfy issue 193?
12:22:25BFLogBot Commit: 1ca063c4660f | Author: watusimoto | Message: Merge
12:23:40thread_Does it ever bother you guys that I'm always pushing the limit of what levelgens do?
12:23:48kaenehehe
12:23:50kaenhehehehheh
12:23:55kaenyou've seen dnd right?
12:23:59raptordefine 'bother'
12:24:20kaenat least your levels have some respect for the fact that bitfighter is a space game.
12:24:23thread_It just seems like every day I get on the IRC and ask how to do a new and probably not possible thing
12:24:34raptorheh
12:24:43raptorI have no problem with that
12:24:49kaenalso I generally think your levels are innovative, and I find your pushing of the limits very tasteful
12:26:10kaen(not hating on dnd by the way, it's just the level that made me start seriously considering what I'm okay with regarding levelgens)
12:26:35kaenand ultimately, since we exposed the API we really can't gripe about what you do with it :)
12:26:57thread_aaallright then. No complaining when I make a giant minesweeper level
12:27:03thread_:P
12:27:57kaenwait until you see what I'm about to release :)
12:28:55bobdaduckabout to?
12:28:55raptoruh oh...
12:28:57kaenI'm a minesweeper pro, btw
12:29:03thread_Awesome.
12:29:09kaenabout to ~= this week
12:29:27kaenhmm just realized that means "not equal"
12:29:30raptori used to restart minesweeper over and over again on 'beginner' until I got the one-click win...
12:29:37kaenI meant "approximately equal"
12:29:51kaenlol
12:29:53bobdaducklol
12:30:33thread_I hereby declare "about" to be the symbol ~~
12:31:24raptorshame on Lua!
12:33:13thread_btw, in 019 can I use levelgens to set player's energy level? It would be awesome if I can take away energy for taking the shortest path
12:36:10raptornot sure..
12:36:26thread_*marches back to the bug tracker*
12:40:52bobdaduckI'm pretty sure I've requested that multiple times.
12:41:37thread_well. Its been requested again
12:41:41thread_O.O
12:42:43raptorsetHealth/setEnergy
12:42:56raptoryeah that was requested... i don't remember what we said about ti
12:44:44bobdaduckI think you said "yes"
12:44:46bobdaduckand then ignored it
12:44:56LordDVG has joined
12:45:32raptorand by that you mean i said 'put it on the issues list' and you ignored it? :)
12:45:50raptor(I honestly don't remember...)
12:47:06bobdaduckNah I'm pretty sure I was just like "can I have this" and you were like "sure" and then neither of us spoke of it again
12:47:07bobdaduckxD
12:47:41raptorhaha
12:48:29raptordid watusimoto or kaen say anything on the matter? I remember vaguely that changing a player's energy/health might be an evil...
12:48:57raptorbut maybe it rested on the fact that Lua API should just let you do anything anyways..
12:50:21thread_Sorry another thing I would like: sometimes i make a zone of some type and don't want the text. Is it going to be possible to make a variable for that?
12:50:27thread_Or should I just live with it?
12:51:07raptora. probably live with it
12:51:12raptorb. we are replacing the text with icons
12:51:27thread_D: ok
12:52:52raptorbobdaduck: you should see my latest icon for goal zone: http://imgur.com/dQ0RsOd
12:54:06thread_When I use goal zones for coloring the level, icons are less preferable to text
12:54:08raptoralthough they look the same from the c-map: http://img560.imageshack.us/img560/1889/kjbf.png
12:54:43raptorcoloring the level, huh?
12:55:09thread_Yea. since all walls are the same, I have made a habbit of sometimes making colers via goalzones
12:55:23thread_though I'm still restricted to team colors
12:55:39thread_e.g. no yellow without a team Yellow
12:56:36raptorthis was always my favorite map (by Little_Apple) that used zones to color: http://imgur.com/BVcdvWx
12:57:17thread_yea, the text gets in the way, but you see what I mean by using color.
12:57:34bobdaduckoooh
12:57:55thread_Maybe you could add an attribute to walls so they han have color?
12:58:15bobdaduckthat icon for goalzones is good
12:58:48bobdaduckdoes look too similar to loadout zones though... But maybe that's okay?
12:58:57bobdaduckforce you to explore the level to orient yourself
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13:00:17raptorkaen: what do you think of my goalzone icon?
13:00:17raptorthread_: coloring of walls has been a topic of the past...
13:00:43raptortrying to find the forum thread on it..
13:00:50bobdaduckI think my solution is the best
13:01:23bobdaduckAllow people to put teams to the "Zone" object.
13:01:32bobdaduckand then if there's a team make it show up.
13:01:44raptoryou mean trigger zones?
13:01:53bobdaduckYeah.
13:01:56raptorinteresting...
13:02:02bobdaduckIf there's a team, it shows up. No text.
13:02:35bobdaduckStill restricts people from abusing it, but also allows people to make art without the text and icons
13:04:19LordDVG has joined
13:12:08bobdaduck"Any of your scripts can print a stack trace with the _stackTracer() command"
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13:35:03kodahi people
13:35:51raptorhello
13:37:52bobdaduckhai
13:38:07raptorkoda: I took a look at your log and I didn't see anything special that would describe your problem; although this line "Unable to find a valid protocol line or build_version in config file" seems that you compiled in some classes you shouldn't have
13:38:16raptorin fact
13:38:19raptorin fact...
13:38:33koda:O
13:38:37raptorI wonder if you compiled in a different main() (like from the 'master' directory)
13:38:45koda checks
13:39:14kodaumh
13:39:16kodazap/main.cpp
13:39:22raptorthat's good
13:39:25kodaok
13:39:36raptorsee here for the correct client sources: http://code.google.com/p/bitfighter/source/browse/zap/CMakeLists.txt
13:40:17raptoryou do *not* want to compile anything from the 'master' subdirectory except the two classes mentioned in that CML.txt
13:40:30raptorlines 96/97
13:42:25kodaok so no MASTER_PHPBB_SOURCES
13:42:49kodawhat else
13:42:52kodano atobscroller...
13:42:57raptortaht is client
13:43:00raptorthat is ok
13:44:50raptoryou need: lua-vec, tnl, tomcrypt
13:45:09raptor'alure' if you're doing sound, but i don't remember if we disabled it for now..
13:45:17raptorprobably
13:45:43kodai have them all in place
13:47:17kodaso both graphics and sources seem correct :\
13:47:35raptorok
13:50:59kodayeah it's like it's compiling the server rather than the client
13:51:47raptormake sure you're not setting the 'ZAP_DEDICATED' flag
13:54:54kodaumhhhh
13:55:05kodai added a breakpoint in main.cpp main()
13:55:12koda(the one next to zapmain)
13:55:15kodaand it didn't stop...
13:55:18kodawth
13:55:38kodahm
13:55:48kodabt says it's at master/master.cpp?
13:56:03raptorare you sure you're not compilng in another main() somewhere like master/master.cpp?
13:56:07raptorheh
13:56:54kodaall master/* stuff should _not_ be compiled in right?
13:57:10raptoraccording to the CMakeLists.txt, only compile in 2 classes from master/ : database.cpp and masterInterface.cpp
13:57:19raptoryeah, nothing else
13:58:11kodayay it works
13:58:14bobdaduck_ has joined
13:58:24raptora different type of 'it works' ?
13:58:39kodayes :D
13:58:44kodano games online
13:58:47raptorhooray!
13:59:15kodastrange though, why didn't i get a two _main symbols defined
13:59:16koda:s
13:59:32kodaaugh, the keyboard pops out immediately
13:59:40raptorheh
13:59:50kodaand most importantly it doesn't work :\
14:00:17kodasince when the music changed? :o
14:00:26raptor:)
14:00:34raptorlast release? a nice menu music
14:00:38raptor*nicer
14:00:43kodawho reintroduced the quit message!
14:00:54raptorquit message?
14:00:57kodaLOL the credits sources
14:01:01kodamusic
14:01:01bobdaduck Quit (Ping timeout: 264 seconds)
14:01:03raptor:)
14:01:06koda:D
14:01:14raptoryou're the first one who noticed!
14:01:15kodacan i vote for the old music for the credits? :p
14:01:28raptorwhat was the old music? no music?
14:02:04kodathe psyco synth music of 17a
14:02:20kodathe menu one is nice indeed
14:02:28raptorheh
14:04:45kodacalmer and quieter
14:04:54kodaraptor: does the android version work at all right now?
14:05:09raptorit needs to be updated like iOS
14:05:13raptorwith missing clases, etc..
14:05:24kodai c
14:05:27raptorbut
14:05:35raptorit actually would crash
14:05:41raptorit had some openGL + threading issue
14:05:47raptorI could never solve it
14:05:53kodamaybe with the newer sdl it is fixed
14:06:14raptoroh yeah... i didn't try with SDL2..
14:06:23kodaso what should be done for polygons?
14:06:38kodacan i send broken stuff hoping that someone can fix it? :D
14:06:50raptorheh
14:07:06raptoryou mean a patch with any client source changes?
14:07:27kodano i split my patches in several parts
14:07:40kodathe only one that changes rendering in a wrong way is the polygons one
14:09:03bobdaduck_Why are we working on an android version?
14:10:03kodabobdaduck_: if you use opengles on desktop your performance will skyrocket
14:10:25bobdaduck_ is now known as bobdaduck
14:12:33raptoryes, being GLES compliant is a good thing
14:12:48raptorbut we'll still have the issue of not actually being able to move the ship...
14:12:52raptor:)
14:13:50raptorkoda: send me the diff with any graphics changes
14:14:05raptorI'll take a look... maybe getting the android build to compile will help out..
14:22:10bobdaduckraptor did you ever figure out what caused Robbie the Resource to disappear to -1, #IND?
14:23:29bobdaduckI'm trying to use it in a level...
14:23:44raptori think kaen may have... it had something to do with the NaN number
14:24:21raptori don't remember, did you narrow it to a particular test case with some Lua API method?
14:24:31bobdaduckI didn't
14:26:22bobdaduckhow do I get objType?
14:26:55raptorsomeObject:getClassId()
14:27:40bobdaduckuhhh
14:29:06bobdaduckNo that's not it
14:29:09bobdaduckthat returns a number
14:29:27raptor"my responses are limited. you must ask the right questions"
14:29:37bobdaducklike, ObjType.GoalZone
14:29:42bobdaduckhow do I test for that?
14:29:43raptoryep
14:30:00raptorif someObject:getClassId() == ObjType.GoalZone
14:31:33bobdaduckah.
14:38:21kodaraptor: so i'll push my changes except the polygon stuff
14:38:29kodait will help you in the android stuff too
14:38:42raptorokey doke
14:39:01kodahttp://dl.dropbox.com/u/24468/somepolygons.patch
14:41:38koda2336 changesets found
14:41:47kodai haven't been pushing for a while :D
14:41:48raptorwe've been busy!
14:59:18kodastill uploading...
15:03:22raptorwait waht? Are you added a large size?
15:03:28raptor*adding
15:11:08raptoroh hey Watusimoto is here..
15:11:19raptorWatusimoto: do you ever get this bug?: http://code.google.com/p/bitfighter/issues/detail?id=207
15:12:29WatusimotoI never have... I can try it later when I'm done debugging this megafrustating case
15:12:50raptormegafrustating... sounds intense
15:13:12WatusimotoI wish
15:13:24WatusimotoI'm trying to fix the editor snapping bug
15:13:35Watusimotoand I'm seeing things I just don't understand
15:14:09raptorah... I wanted to ask you if you thought that bug even needs fixing...
15:14:57raptorkoda: what have you done to my .plist?
15:15:03Watusimotoapparently I do
15:15:50raptoryou're talking about this one?: http://code.google.com/p/bitfighter/issues/detail?id=205
15:16:01kodaraptor: umh nothing important i read, just moved a few sections?
15:16:17kodaactually i didn't do it manually, it got changed on its own :|
15:20:15Watusimotoraptor: yes, that one
15:21:28raptorwhat did you decide was the fix? disabling snapping with multiple items being moved?
15:22:02Watusimotono; move the items normally (i.e. no special snapping) then snap each item at its new destination
15:22:14Watusimotowell, that's not quite right
15:22:20Watusimotobasicaly snap everything
15:23:11Watusimotoand it works quite well excpet in one situation that defies all logic and debugging
15:25:29bobdaduckxD
15:25:38bobdaduckWhat situation is that?
15:25:38raptor!bugs
15:25:38BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
15:27:09Watusimotomoving away from a wall
15:27:15Watusimotosomeimtes the objects shift around weirdly
15:27:27Watusimotowhen they really should stay in the same relative position
15:27:36raptorbecause the snap doesn't 'release' soon enough?
15:28:15WatusimotoI'm really not sure
15:28:34WatusimotoI did some printfs that prove that what I'm seeing on the screen differs from what the code is saying
15:28:40raptorI think you have to move a certain distance from the walls before the snap gives way
15:33:28Watusimotoyes, of course; that's not the issue
15:38:06bobdaduckDang, I can't get the machine time.
15:38:10WatusimotoI wish I could explain it because it's really odd
15:38:12bobdaduckJust had the idea for a clock level...
15:40:03raptoryou can use os.time
15:43:04Watusimotohere's a patch
15:43:05Watusimotohttp://pastebin.com/MZBCKMSB
15:44:02Watusimotobasically, I record the original location of each item
15:44:08Watusimotoand we are already calculating an offset
15:44:36Watusimotoso if I am moving two items, the difference between their original locations should always be fixed
15:44:47Watusimotoand they should aways move in tandem
15:44:59Watusimoto(assuming they are both selected)
15:45:12Watusimotoand my elaborate printfs show that is true
15:45:32Watusimotobut when I apply a constant offset to both of them, they sometimes move relative to one another
15:45:40Watusimotoand this makes no sense
15:51:50raptorim sorry, i have to go!
15:51:52raptor Quit ()
15:57:12LordDVG Quit (Read error: Connection reset by peer)
16:04:07kodaumh can i has merge?
16:04:50WatusimotoYes, I suppose so
16:04:59WatusimotoI'm about to checkin if this test works
16:05:25Watusimotoso hold on just a sec and we'll see if I'm ready
16:07:29Watusimotook am checking in
16:08:14BFLogBot Commit: 4c9e83553a03 | Author: watusimoto | Message: Fix bug when moving multiple engineered items in editor
16:08:18Watusimotokoda: my checkins are in
16:08:25WatusimotoI'm not planning anything else for a while
16:08:35Watusimotoso go and do your stuff in peace!
16:10:01bobdaduck Quit (Ping timeout: 264 seconds)
16:16:14kaenkoda do you have push access?
16:16:31kaenor do you need someone to merge your work?
16:17:33kodai don't have push access but i have a nice clone
16:18:02kodahttps://code.google.com/r/vittoriogiovara-bitfighter-again/source/browse
16:18:52kodagn
16:18:54koda Quit (Quit: koda)
16:28:21thread_ Quit (Ping timeout: 250 seconds)
16:29:42Watusimotofor raptor:
16:30:32Watusimotoin the latest build, I cannot reproduce htat error. I set WindowMode=Fullscreen and it starts up, though it does do some weird screen mode stuff. But works.
17:23:58Little_Apple has joined
18:01:42Watusimoto Quit (Ping timeout: 245 seconds)
18:38:50Flynnn has joined
18:44:05Little_Apple Quit (Quit: Page closed)
18:46:37raptor has joined
18:46:37ChanServ sets mode +o
18:51:46Flynnn Quit (Ping timeout: 264 seconds)
18:57:49Flynnn has joined
19:20:25raptor"You are VERY VERY VERY farty" is online
19:20:30raptorfavorite name of the month
19:20:37SkybaxAwesome
19:37:32raptorlooks like farty comes from the same IP as 'Toshiba'
19:38:04raptorand 'DadPC'
19:38:14raptorand 'Player2'
19:38:24raptorwe might have a family playing!
20:48:24SkybaxExcept player2 never plays lol
21:05:40bobdaduck has joined
21:26:40raptorhi
21:29:09bobdaduckhi
21:29:25bobdaduck"hi" he said again, just because he knew it would annoy the reporters.
21:34:47SkybaxIntruiging
21:49:49raptorok, on to Lua API fixes!
21:55:40Flynnn Quit (Quit: Leaving)
22:31:08bobdaduck Quit (Remote host closed the connection)
22:45:02Flynnn has joined
22:53:24raptor Quit ()
22:58:53Skybax Quit (Quit: Skybax)

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