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| 00:37:29 | FlynnnNT | i think we're alone now |
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| 09:30:48 | raptor | good day |
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| 09:40:02 | watusimoto | howdy |
| 09:40:07 | kaen | hi! |
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| 09:40:13 | raptor | morning! |
| 09:40:14 | kaen | wow good timing guys |
| 09:40:30 | watusimoto | you lads saw my email? |
| 09:40:41 | raptor | uhh... checking |
| 09:41:05 | watusimoto | no hurry |
| 09:41:10 | bobdaduck | I didn't! |
| 09:41:14 | watusimoto | just a response to a checkin comment |
| 09:41:29 | raptor | ah good |
| 09:41:31 | raptor | hmmm |
| 09:41:32 | watusimoto | it just seemed interesting |
| 09:41:39 | raptor | so i don't remember seeing a static var.. |
| 09:41:48 | raptor | let me check again.. |
| 09:42:02 | watusimoto | well, it was, but in any case RTTI seems not to be used at all, so the issue is moot |
| 09:42:09 | kaen | agreed |
| 09:42:19 | raptor | that SO post seems ambiguous to me.. |
| 09:42:37 | raptor | oh hey... haha, you posted it |
| 09:42:41 | watusimoto | I'm going to refactor the const char * bit out tonight so that will make things .00000001% more efficient |
| 09:43:08 | kaen | surely this is all known at compile time |
| 09:43:09 | watusimoto | I think the questin is clear |
| 09:43:19 | kaen | that cppreference quote is unambiguous on the topic |
| 09:43:25 | watusimoto | yes, it can be known, and should be known, but the ference was is it known |
| 09:43:35 | watusimoto | sorry/... question is is it known |
| 09:43:48 | watusimoto | consensus seems to be yes, but not guaranteed by the standard |
| 09:44:02 | watusimoto | and I read sevearl sets of docs on this, and none answered the question clearly |
| 09:44:46 | raptor | that what i mean by ambiguous (not the question, the answers) |
| 09:44:46 | watusimoto | anyway, I found the issue interesting |
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| 09:45:20 | kaen | "When applied to an expression of polymorphic type, evaluation of a typeid expression may involve runtime overhead (a virtual table lookup), otherwise typeid expression is resolved at compile time." |
| 09:45:22 | watusimoto | in any case... even if it were using RTTI, it's much more efficient than a dynamic_cast |
| 09:45:30 | watusimoto | it's a simple lookup |
| 09:45:45 | kaen | the "otherwise" case answers our question |
| 09:47:58 | raptor | huh ok |
| 09:48:00 | raptor | well |
| 09:48:04 | raptor | that was a good question |
| 09:48:09 | raptor | fascinating |
| 09:48:30 | watusimoto | it pushed my reputation up over 500! |
| 09:48:46 | raptor | haha |
| 09:48:52 | watusimoto | the guy I was arguing with has 10K+, so I feel a little out classed |
| 09:48:52 | raptor | did you get some shiny new badges? |
| 09:48:59 | watusimoto | not that I know of |
| 09:49:16 | raptor | "argued with behemoth and lived to tell the tale" |
| 09:49:23 | watusimoto | we'll see |
| 09:49:41 | watusimoto | oh, since you're all here... I'll take this chance to tell you I am going away for yet another week |
| 09:49:54 | watusimoto | next week I'll be in Nottingham England attending a conference |
| 09:50:05 | watusimoto | I'll be around all weekend, then gone for 7 days |
| 09:50:29 | watusimoto | I may be online during that time, however, and I may even do some coding |
| 09:50:31 | raptor | some old, depressing disney cartoon song came to my head... |
| 09:50:50 | watusimoto | but this will be my last week off for a while :-) |
| 09:52:02 | raptor | oh yeah.. how was Norway? |
| 09:52:16 | watusimoto | awesome |
| 09:52:20 | watusimoto | really beautiful |
| 09:52:32 | watusimoto | most expensive week of my life |
| 09:53:48 | raptor | that 'Charles Bailey' guy has a superiority streak in his responses |
| 09:57:43 | raptor | kaen: were my responses on the LoadoutTracker on the polish list, sufficient? |
| 10:02:22 | raptor | 1 whole server is up |
| 10:03:10 | bobdaduck | Right! |
| 10:03:24 | bobdaduck | I think the DDD 2.5 attendance was greater than the DDD 2 attendance |
| 10:03:28 | raptor | we had 12 people on last night at one time! |
| 10:03:36 | raptor | did furbuggy show up? |
| 10:03:41 | bobdaduck | And lots of random different people |
| 10:03:41 | bobdaduck | no |
| 10:03:46 | raptor | hah |
| 10:03:46 | bobdaduck | but skylark did for about 2 minutes |
| 10:05:19 | bobdaduck | pretty crazy though |
| 10:05:30 | bobdaduck | played for 3 hours |
| 10:10:50 | bobdaduck | only managed to crash it once |
| 10:11:06 | bobdaduck | in the onMessageRecieved funciton, of all thing. (someone typed a blank message in chat) |
| 10:11:43 | | thread_ has joined |
| 10:12:44 | raptor | ha! DnD is becoming quite robust, then |
| 10:13:42 | bobdaduck | But its certainly still growing... |
| 10:13:45 | thread_ | I missed the DnD party yesterday |
| 10:14:12 | bobdaduck | I also found out last night that in DnD you can buy a wall. levelgen:addItem(barrierMaker) |
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| 10:14:22 | bobdaduck | ...Dunno what I was thinking but OKAY. |
| 10:14:46 | raptor | i just realized... |
| 10:14:54 | raptor | you can make it so you could run code from chat |
| 10:15:18 | thread_ | hmm? like what? |
| 10:15:35 | bobdaduck | onMessageRecieved(message) |
| 10:15:36 | bobdaduck | lol |
| 10:15:40 | raptor | yep |
| 10:15:50 | raptor | then do some Lua magic on the string to convert it into runnable code |
| 10:15:55 | bobdaduck | lol |
| 10:16:07 | thread_ | Uhhh. I guess that would work |
| 10:16:57 | thread_ | better yet: use onMessageRecieved to take in lolcode, and then it interpenetrates that |
| 10:17:00 | raptor | unless you're careful, though, you could crash the script everytime... |
| 10:17:10 | bobdaduck | hah |
| 10:17:17 | bobdaduck | got this weird bug last night |
| 10:17:26 | bobdaduck | where something was doing something even though it was on the same team |
| 10:17:27 | raptor | you'd have to write an interpreter in Lua for lolcode |
| 10:17:46 | bobdaduck | if(value["team"] ~= ship:team) |
| 10:18:06 | raptor | ship:getTeam() ?? |
| 10:18:08 | bobdaduck | just found in my code: value["teaaeem"] |
| 10:18:21 | bobdaduck | when its declared xD |
| 10:18:24 | raptor | heh |
| 10:18:47 | kaen | ship:team |
| 10:18:56 | kaen | are you hanging data onto game objects? |
| 10:18:59 | bobdaduck | it doesn't actually say that I just get lazy typing all code out |
| 10:19:02 | kaen | and is it actually working? |
| 10:19:03 | kaen | oh |
| 10:19:07 | bobdaduck | lol |
| 10:19:16 | kaen | I've had the idea but never tried it |
| 10:19:22 | kaen | 99% sure it wouldn't work 018a |
| 10:19:28 | bobdaduck | lol |
| 10:19:35 | kaen | but in 019 I think we fixed lua to always return the same object... |
| 10:20:15 | thread_ | can I do ship:setTeam? That would bo really funny if I could |
| 10:20:23 | bobdaduck | I've tried it |
| 10:20:28 | bobdaduck | nothing happens |
| 10:20:33 | thread_ | oh... |
| 10:20:35 | bobdaduck | though it doesn't crash anything |
| 10:20:55 | bobdaduck | Anyway, should I make a turret that shoots mines? |
| 10:21:00 | kaen | that'd be nice if it worked |
| 10:21:00 | thread_ | yes |
| 10:21:06 | thread_ | yes again |
| 10:21:20 | bobdaduck | I'm already making something that generates a mine every five seconds |
| 10:21:23 | raptor | the issue is that ship != player |
| 10:21:29 | bobdaduck | I'm just wondering if I should make it shoot towards people? |
| 10:21:34 | kaen | ah, good point raptor |
| 10:21:47 | bobdaduck | I mean I already have sentinels that fire bursts |
| 10:21:50 | bobdaduck | mines seem redundant |
| 10:21:55 | raptor | so you could conceivably change the object's team, but not the player's |
| 10:21:58 | kaen | bobdaduck, I'm sure you're aware that mines go through walls |
| 10:22:07 | thread_ | Thats true, but I could see it being useful to change player's teams. |
| 10:22:16 | bobdaduck | yah |
| 10:22:26 | kaen | being able to control a player's team would be *really* nice |
| 10:22:31 | thread_ | dungeons for example, I could force everyone onto one team |
| 10:22:34 | bobdaduck | zombies! |
| 10:22:47 | thread_ | or I could make a zombie game |
| 10:23:00 | kaen | have to cook breakfast, guys |
| 10:23:02 | bobdaduck | I've already made a zombie game xD |
| 10:23:09 | bobdaduck | read that wrong |
| 10:23:15 | bobdaduck | "have to code breakfast, guys" |
| 10:23:15 | kaen | oh, raptor, yes your notes clarified things, but I still have to update the docs |
| 10:23:19 | thread_ | how to you change player's team? |
| 10:23:25 | bobdaduck | actually no, I didn't read that wrong, you wrote it wrong. |
| 10:23:40 | bobdaduck | you can't right now thread |
| 10:23:51 | thread_ | I thought you said you already made it |
| 10:24:19 | bobdaduck | I made a zombies map but not the team changing part |
| 10:24:19 | bobdaduck | sorry |
| 10:24:21 | raptor | ok |
| 10:25:07 | bobdaduck | um |
| 10:25:14 | bobdaduck | can I have player:setTeam() in 019? |
| 10:25:36 | thread_ | I endorse this idea, so long as it won't delay 019 further |
| 10:25:54 | bobdaduck | Everything will delay 019 further |
| 10:26:16 | thread_ | Last I checked most things were done except some of wat's work... |
| 10:26:37 | thread_ | !bug |
| 10:26:37 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 10:27:05 | thread_ | yea, ok there are still a few things |
| 10:27:27 | raptor | and: http://board.net/p/bf_019_polish |
| 10:28:32 | bobdaduck | logbot: Memo for release: "remind devs about the player notifier widget gadget thingies" |
| 10:29:59 | bobdaduck | logbot: add functionality for commands into yourself |
| 10:37:59 | bobdaduck | thecrap |
| 10:38:02 | bobdaduck | DnD code lol |
| 10:38:07 | bobdaduck | local bangbangbang = 600 -- most descriptive variable ever |
| 10:38:33 | raptor | growing pains of a programmer |
| 10:45:36 | bobdaduck | hm? |
| 10:49:11 | watusimoto | later guys!! |
| 10:49:18 | bobdaduck | LATER |
| 10:49:40 | Nothing_Much | l8r |
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| 11:05:47 | bobdaduck | oh bloody |
| 11:05:54 | bobdaduck | when you run over a mine it doesn't remove it from the game? |
| 11:07:18 | | LordDVG has joined |
| 11:09:17 | raptor | it should |
| 11:09:22 | bobdaduck | it doesn't |
| 11:09:23 | raptor | what behavior are you seeing? |
| 11:09:29 | bobdaduck | I have a check for if mine == nil |
| 11:09:35 | bobdaduck | and its returning userdata. |
| 11:09:42 | bobdaduck | However, if I call mine:getLoc() |
| 11:09:46 | bobdaduck | that will be nil when it dies |
| 11:09:50 | bobdaduck | so I'll just use that. |
| 11:09:55 | raptor | hmmm... |
| 11:10:16 | raptor | I think this was part of the major Lua bugs we found, and overhauled for 019 |
| 11:10:19 | raptor | I hope it is fixed |
| 11:10:34 | raptor | i.e. c++ telling Lua that the object is for real dead |
| 11:13:34 | bobdaduck | else |
| 11:13:34 | bobdaduck | if(value["mine"] ~= nil) then |
| 11:13:34 | bobdaduck | if(value["mine"]:getLoc() == nil) then --mines are immortal and their userdata never dies |
| 11:13:34 | bobdaduck | value["mine"] == nil |
| 11:13:34 | bobdaduck | end |
| 11:13:34 | bobdaduck | elseif(value["mine"] == nil) then |
| 11:13:36 | bobdaduck | value["timer"] = value["timer"] - timeDelta |
| 11:13:39 | bobdaduck | end |
| 11:13:41 | bobdaduck | end |
| 11:13:45 | bobdaduck | lol this |
| 11:14:02 | bobdaduck | arbitrarily have to set it to nil |
| 11:14:12 | bobdaduck | but before that I have to make sure its not nil or else it will crash |
| 11:14:19 | bobdaduck | when all I want is to check if its nil in the first place |
| 11:14:25 | bobdaduck | In my head this looked something like |
| 11:14:37 | bobdaduck | if(mine == nil or mine ~= nil) then |
| 11:16:00 | raptor | yes |
| 11:16:14 | raptor | i *think* we fixed the userdata issue for 019 |
| 11:16:20 | raptor | it was a big issue |
| 11:16:25 | raptor | stale userdata |
| 11:25:03 | | Watusimoto has joined |
| 11:25:34 | bobdaduck | okay |
| 11:25:40 | bobdaduck | help me design an algorithm real quick |
| 11:26:10 | bobdaduck | I want to do a timer that repeats for a variable number of iterations |
| 11:26:51 | bobdaduck | would it be like... for i = 0, iterations do |
| 11:27:11 | bobdaduck | timer:scheduleOnce(function(), iterations * 100)? |
| 11:27:29 | raptor | no, that'll run once |
| 11:27:42 | raptor | you might want to use http://bitfighter.org/luadocs/class_timer.html |
| 11:27:57 | Watusimoto | raptor: I'm coming to the conclusion that I agree with you that tenbyfive font is not right |
| 11:27:59 | raptor | youc ould use scheduleRepeatWhileTrue |
| 11:28:10 | raptor | then the even you run must return true or it won't run |
| 11:28:13 | raptor | *event |
| 11:28:22 | bobdaduck | hm |
| 11:28:29 | raptor | Watusimoto: I'm starting to like teh droid sans mono |
| 11:28:40 | bobdaduck | That might work too |
| 11:28:42 | Watusimoto | it's too wide |
| 11:28:46 | raptor | but I don't think mono is good for a normal game |
| 11:28:49 | raptor | font |
| 11:28:54 | Watusimoto | I tried it in the instructions and it sucked |
| 11:28:59 | bobdaduck | Won't mine work though? if Iterations is 5, it'll set up 4 timers of times 100, 200, 300 400 right? |
| 11:29:17 | Watusimoto | in any event it's really curvy and way too conventional |
| 11:29:35 | raptor | http://www.google.com/fonts/ |
| 11:30:17 | raptor | bobdaduck: no, it'll just schedule the event iter*100 milliseconds later |
| 11:30:21 | raptor | once |
| 11:30:29 | Watusimoto | Aldrich looks interesting |
| 11:30:38 | bobdaduck | why? |
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| 11:31:32 | raptor | because you're using scheduleOnce |
| 11:31:46 | bobdaduck | but the for loop would schedule a bunch of timers Once, right? |
| 11:31:52 | raptor | oh.. |
| 11:31:54 | raptor | oops |
| 11:31:56 | raptor | yes |
| 11:31:58 | bobdaduck | xD |
| 11:32:02 | raptor | i didn't see that for statement you wrote |
| 11:32:17 | bobdaduck | okay phew |
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| 11:32:33 | bobdaduck | thought I was lacking basic knowledge of for loops for a second |
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| 11:34:27 | bobdaduck | I'm trying to make it so people can deploy objects in DnD over a delay, rather than just releasing them all at once |
| 11:34:29 | | LordDVG has joined |
| 11:34:41 | bobdaduck | but I can't figure out how to mash a repeater into the code |
| 11:34:59 | raptor | well... i'd use the scheduleRepeatingWhileTrue |
| 11:35:00 | bobdaduck | because then what happens if people don't want to repeat it they just want to run it once |
| 11:35:05 | bobdaduck | how do I run the code without the timer? |
| 11:35:26 | raptor | and use a function that returns true |
| 11:35:41 | raptor | hmm actually |
| 11:35:47 | raptor | in your case you might want something different |
| 11:36:26 | raptor | well maybe not, because you can force the method to return false (like using an incrementing integer against a limit) |
| 11:37:06 | raptor | then have the method return false after 1 iteration |
| 11:38:26 | bobdaduck | hm |
| 11:39:04 | kaen | bobdaduck, sounds like you want scheduleRepeatingWhileTrue |
| 11:39:11 | bobdaduck | yeah |
| 11:39:20 | bobdaduck | but how to wrap that around my current code |
| 11:39:24 | kaen | you would set your deployment function as the callback, make it return true when there's more to do |
| 11:39:32 | kaen | false when it's done |
| 11:40:00 | kaen | you *might* need to curry it into an anonymous function |
| 11:40:25 | kaen | in fact, I'm sure you will |
| 11:40:55 | kaen | Timer:scheduleRepeatingWhileTrue(function() return deployObject(player, object) end, interval) |
| 11:41:06 | kaen | or similar |
| 11:41:23 | kaen | oh, actually.... |
| 11:41:29 | kaen | hmm |
| 11:41:37 | kaen | you'd want to pass in a list of objects |
| 11:41:52 | kaen | so after all, I think you do want scheduleOnce in a loop |
| 11:42:09 | kaen | using `interval * iteration` |
| 11:42:37 | kaen | but you'll still use the closure I showed you above |
| 11:44:50 | bobdaduck | so my hack |
| 11:45:12 | bobdaduck | does nothing for 1000 millisec |
| 11:45:14 | kaen | http://www.popularmechanics.com/science/environment/the-first-gear-discovered-in-nature-15916433 |
| 11:45:17 | bobdaduck | and then does everything at once |
| 11:46:19 | kaen | that is a hack indeed |
| 11:46:48 | bobdaduck | oh okay found it |
| 11:46:57 | bobdaduck | hm this might work |
| 11:46:57 | bobdaduck | xD |
| 11:47:32 | kaen | I'm sad that ranks won't ship in 019 :/ |
| 11:47:53 | bobdaduck | So this is what I did |
| 11:48:20 | bobdaduck | I wrapped the entire onMessageReceived code in a scheduleRepeatWhileTrue( function () |
| 11:48:35 | bobdaduck | and at the very end I have a toggle to return false if a player didn't say they wanted a delay. |
| 11:49:28 | bobdaduck | its working |
| 11:52:16 | Watusimoto | Going to try this font |
| 11:52:17 | Watusimoto | http://www.fontsquirrel.com/fonts/play |
| 11:52:40 | bobdaduck | Oh man I hard crashed the game though |
| 11:52:40 | raptor | hmm... i like that one |
| 11:52:44 | | thread_ Quit (Ping timeout: 250 seconds) |
| 11:53:02 | raptor | bobdaduck: i see your wrapping-the-entire-thing prone to serious problems |
| 11:53:21 | bobdaduck | well no |
| 11:53:31 | bobdaduck | its just trying to add objects at the ships location while the ship died |
| 11:53:34 | bobdaduck | among other things |
| 11:54:04 | Watusimoto | we'll see... it has lots of international chars |
| 11:54:40 | bobdaduck | ooh |
| 11:54:42 | bobdaduck | could I use "break" |
| 11:54:43 | bobdaduck | ? |
| 11:56:14 | kaen | Watusimoto, is there a way to get an error message out of clipper? |
| 11:56:31 | kaen | or any way to deduce the cause of a union failure |
| 11:56:33 | bobdaduck | what happens |
| 11:56:37 | bobdaduck | if I have return true |
| 11:56:39 | bobdaduck | and return false |
| 11:56:41 | raptor | kaen: I think you should browse the clipper code for that... |
| 11:56:43 | bobdaduck | on the line right below it? |
| 11:56:48 | kaen | :< |
| 11:56:54 | bobdaduck | serious question |
| 11:56:55 | kaen | return false never executes |
| 11:56:58 | raptor | I did most of the clipper integration, and I don't remember :/ |
| 11:57:01 | bobdaduck | perfect! |
| 11:57:11 | kaen | it stops as soon as it hits any return statement and leaves the function |
| 11:57:22 | kaen | ok |
| 11:58:04 | kaen | mercifully it's only one file |
| 11:58:08 | kaen | I always forget that |
| 11:58:17 | Watusimoto | kaen: what raptor said |
| 11:58:40 | bobdaduck | I think I fixed it! |
| 11:58:48 | raptor | Watusimoto: i like how that font has many intl' chars |
| 11:58:52 | bobdaduck | unless the ship dies on the same millisecond that the object is being created. |
| 11:58:56 | bobdaduck | BUT THAT WON'T HAPPEN, RIGHT? |
| 11:59:24 | kaen | ah, beautiful |
| 11:59:29 | Watusimoto | I have to say I don't love it |
| 11:59:32 | kaen | clipper has descriptive internal exceptions |
| 11:59:49 | kaen | it just swallows them all... |
| 11:59:59 | Watusimoto | i prefer it to tenby for the help, definitely like tenby better for the ui |
| 12:00:20 | raptor | Watusimoto: ok, then we can just use it for the help :) |
| 12:00:29 | Watusimoto | maybe! |
| 12:01:03 | raptor | so i've never actually known... what are the ffl and ffi characters anyways? |
| 12:01:21 | raptor | seem like fi and fl are olde english |
| 12:02:35 | raptor | i could use wikipedia, i suppose - but then i'd miss the opportunity to get opinions! |
| 12:03:34 | kaen | ligatures |
| 12:03:35 | raptor | it even has sub/superscript numbers! |
| 12:03:42 | raptor | (that font) |
| 12:03:53 | raptor | maybe a rank could be a superscript |
| 12:04:01 | kaen | it uses them with { text-rendering: optimizeLegibility; } in CSS |
| 12:04:16 | raptor | oh lovely |
| 12:04:21 | kaen | it just replaces the strings 'fi' and 'fl' with the ligatures |
| 12:04:33 | Watusimoto | funny thing is that I no longer really like orbitron |
| 12:04:39 | kaen | good! |
| 12:04:41 | kaen | :) |
| 12:04:42 | Watusimoto | I just swapped that in for comparison |
| 12:04:58 | raptor | that font wore me out a while ago... |
| 12:05:37 | kaen | except that I think it's great for the big text messages |
| 12:06:20 | kaen | hmm... why are there three calls to mergePolys when running 'j' against two selected polywalls... |
| 12:07:12 | Watusimoto | agreed |
| 12:07:24 | Watusimoto | especially outline! |
| 12:07:31 | bobdaduck | I'm concerned about DnD |
| 12:07:42 | raptor | memories: http://imagebin.org/270802 |
| 12:07:46 | bobdaduck | I'm beginning to expect it may be experiencing feature creep |
| 12:12:33 | bobdaduck | there are now four arguments to chat commands... |
| 12:12:49 | bobdaduck | deployAsteroid 1 delay 1000 |
| 12:13:02 | | BFLogBot Commit: 83ee1bb2090b | Author: watusimoto | Message: Simplify typeid code |
| 12:13:04 | | BFLogBot Commit: f2922682c036 | Author: watusimoto | Message: Merge |
| 12:13:05 | | BFLogBot Commit: e9bee65eaf4d | Author: watusimoto | Message: Minor cleanup |
| 12:13:07 | | BFLogBot Commit: 55c272e5e059 | Author: watusimoto | Message: Warnings |
| 12:13:08 | | BFLogBot Commit: 9fb00246ad3e | Author: watusimoto | Message: Initialize BindingSet - ClientGame idle in tests |
| 12:13:08 | bobdaduck | 4020 lines of code... |
| 12:13:10 | | BFLogBot Commit: e4c5f7797c79 | Author: watusimoto | Message: Comments and fix trivial bug |
| 12:13:11 | | BFLogBot Commit: 26e021301126 | Author: watusimoto | Message: Try Play font for instructions |
| 12:14:00 | Nothing_Much | Hey guys |
| 12:15:26 | Nothing_Much | Did y'all get a chance to become a part of the official Debian repository or should I just shut up for now, seeing that you guys are busy? :P |
| 12:16:01 | raptor | i like my new nexus symbol |
| 12:16:37 | Watusimoto | good! |
| 12:16:42 | Watusimoto | I like it too! |
| 12:16:44 | raptor | ha |
| 12:16:49 | raptor | there's no goal zone in the instructions |
| 12:17:51 | Watusimoto | I know |
| 12:17:59 | Watusimoto | it should be added |
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| 12:20:30 | kaen | poor NM |
| 12:20:39 | | Nothing_Much has joined |
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| 12:20:59 | kaen | nothing_much, I haven't tried to get into debian for quite some time |
| 12:21:15 | Nothing_Much | curse my internet |
| 12:21:51 | kaen | wallabies? |
| 12:22:41 | kaen | oh, wait |
| 12:22:49 | kaen | I think platskies is the australian one |
| 12:22:59 | Nothing_Much | I'm from the US dude! |
| 12:23:07 | kaen | FL ? |
| 12:23:12 | kaen | also: |
| 12:23:13 | Nothing_Much | yeah lolol |
| 12:23:19 | kaen | FIXED THE POLGON MERGE BUG |
| 12:23:23 | Watusimoto | there's wallabies in FL |
| 12:23:27 | kaen | POL'GON |
| 12:23:28 | Watusimoto | great! |
| 12:23:29 | Nothing_Much | really? |
| 12:23:34 | Watusimoto | probably |
| 12:24:13 | kaen | GAH |
| 12:24:31 | kaen | I did it by increasing Geometry::MAX_POLY_POINTS |
| 12:24:41 | kaen | which is apparently used in allocations... |
| 12:25:05 | raptor | wallabies in FL?? |
| 12:26:19 | Nothing_Much | wow, they do exist here! |
| 12:26:29 | Nothing_Much | as pets maybe too |
| 12:27:20 | kaen | Watusimoto, how on earth did you know that? |
| 12:28:18 | Watusimoto | I posses a deep body of eclectic knowledge |
| 12:28:23 | Watusimoto | I'm fun at parties |
| 12:28:34 | Nothing_Much | lol |
| 12:29:51 | Nothing_Much | Well, here's something to look at whenever you guys get a chance, maybe after 019 is released: http://www.reddit.com/r/linux_gaming/comments/1mb3qw/debianubuntu_games_team_seeks_new_members/ |
| 12:33:36 | kaen | clipper's colinear vertex removal sucks... |
| 12:33:48 | kaen | my lua plugin does a much better job :) |
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| 12:35:14 | | BFLogBot Commit: ac770f9a6fcc | Author: kaen | Message: ignore vertex limit when merging polygons |
| 12:55:08 | kaen | good news! |
| 12:55:15 | kaen | WeaponInfo[Weapon.Phaser] is wrong |
| 12:55:24 | kaen | name: Bouncer |
| 12:55:41 | kaen | Bouncer gets me Triple's data ... |
| 12:55:47 | kaen | Seeker gets me Burst |
| 12:55:57 | kaen | off by one error, it looks like |
| 12:57:46 | Watusimoto | dinner! |
| 12:57:56 | kaen | have a good one! |
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| 13:20:03 | raptor | whaqt |
| 13:20:05 | raptor | what waht |
| 13:20:12 | raptor | i was sure I fixed those |
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| 14:43:04 | Watusimoto | man, trying to test some of this stuff is complex |
| 14:43:26 | Watusimoto | I'm now just trying to get a team name to propigate from client to server |
| 14:43:35 | Watusimoto | everything needs to be done in just the right order |
| 14:43:50 | Watusimoto | you need to idle for a few rounds to get past the level load stage, _then_ add the team |
| 14:44:07 | Watusimoto | adding the team too early results in getting default names and other garbage you don't want |
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| 14:45:39 | raptor | in other news today, I found out why java enterprise always uses the DAO/IMPL model |
| 14:46:13 | raptor | it's basically just interface/implementation and it's *always* 1 to 1 |
| 14:46:17 | raptor | which drove me crazy |
| 14:46:32 | raptor | until i realized that unit tests could implement their own implementation |
| 14:46:41 | Watusimoto | I have no idea what that is, despite my years as a professional Java programmer |
| 14:46:51 | raptor | DAO = data access object |
| 14:47:05 | raptor | it's an interface that provides methods to grab data |
| 14:47:14 | raptor | usually around a database table |
| 14:47:18 | Watusimoto | I guessed that, thoguh I don;t get the higher meaning ^^^ ok |
| 14:47:19 | raptor | but can be anything |
| 14:47:29 | Watusimoto | right a generic data getting thing |
| 14:47:34 | raptor | yes |
| 14:47:41 | Watusimoto | you plug a table in, or something else |
| 14:47:46 | raptor | and with 'continuous integration' systems becoming more prevalent |
| 14:47:46 | Watusimoto | and the interface remains the same |
| 14:47:55 | raptor | you can be hitting a live system anymore |
| 14:48:12 | raptor | so the unit tests will provide a completely different implementation with a dummy data source |
| 14:48:20 | Watusimoto | that's what I need |
| 14:48:33 | Watusimoto | a dummy level file instead of reading from disk |
| 14:48:50 | raptor | we could do: BfObjectDAO and BfObjectImpl and BfObjectTestImpl |
| 14:48:59 | Watusimoto | that looks pretty sweet! |
| 14:49:05 | raptor | it's amazing! |
| 14:49:12 | raptor | what was once 50 files, now is 150! |
| 14:49:23 | Watusimoto | each with 2K of boilerplate code! |
| 14:49:27 | raptor | yes! |
| 14:49:34 | bobdaduck | lol |
| 14:49:36 | Watusimoto | we'll use eclipse! |
| 14:49:38 | raptor | and everytime you click on a method, it goes to the interface! |
| 14:49:44 | Watusimoto | hooray! |
| 14:49:48 | bobdaduck | xDD |
| 14:49:52 | Watusimoto | we'll build with ant! |
| 14:50:07 | raptor | ooo yes! and the ant script can be 10000 lines long! |
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| 14:50:24 | Watusimoto | awesome! and we can mix in some xml! |
| 14:50:29 | bobdaduck | That's longer than DnD! |
| 14:50:40 | Watusimoto | and make it all enterprise tier! |
| 14:50:51 | Watusimoto | DnD Enterprise |
| 14:51:06 | | Nothing_Much has joined |
| 14:51:50 | raptor | oh yes! then we can have a middleware later that manages all the resources! |
| 14:52:07 | raptor | and classes like BfObjectDAOFactoryManagerFactory |
| 14:53:21 | Watusimoto | Factories for everything! |
| 14:53:41 | Watusimoto | I veritable worker's paradise! |
| 14:54:17 | Watusimoto | someday I'll be awseome enough to create a factoryFactory class |
| 14:54:21 | raptor | hahaha |
| 14:54:34 | Watusimoto | it will create itself |
| 14:54:39 | raptor | it's only a few steps away from the singularity, i hear |
| 14:54:46 | Watusimoto | damn -- that was my joke |
| 14:54:55 | raptor | hehe |
| 14:55:32 | Watusimoto | well, as long as we can run all this stuff as scriptlets I'll be satisfied |
| 14:55:45 | raptor | all this came about when i asked one coworker: why are you splitting tiny classes into a DAO and IMPL |
| 14:56:02 | raptor | he resonded: "i've just been doing it the same way I see everyone else do it" |
| 14:56:05 | raptor | *responded |
| 14:56:09 | Watusimoto | perfect! |
| 14:56:17 | raptor | so i had to ask other people |
| 14:56:24 | raptor | and someone actually provided a use case |
| 14:56:32 | Watusimoto | you know the story about the 12 monkeys, right? |
| 14:56:43 | raptor | if, you know, we had time to actually write extensive tests to abuse the DAO |
| 14:56:53 | raptor | which story? |
| 14:57:16 | Watusimoto | sorry, there were only 5 |
| 14:57:24 | Watusimoto | http://skeptics.stackexchange.com/questions/6828/was-the-experiment-with-five-monkeys-a-ladder-a-banana-and-a-water-spray-condu |
| 14:58:38 | raptor | ha |
| 14:58:45 | raptor | i hadn't seen that before |
| 14:59:31 | Watusimoto | that's why your coworker is splitting tiny classes into a DAO and IMPL |
| 15:00:53 | raptor | i like the quote form the anthropology professor: If you have bananas on a pole, you'll lose your bananas. |
| 15:00:57 | raptor | *from |
| 15:02:19 | raptor | my main issue is that i'm a 'clean room coder'... i picked everything up on the job and didn't learn it from certification courses or school like almost everyone else has |
| 15:02:23 | Watusimoto | I thought that was pretty funny |
| 15:02:42 | raptor | so I think I might annoyingly question a lot of things |
| 15:02:44 | Watusimoto | certifications are worthless. surely you know that |
| 15:03:05 | raptor | yes, but i'm not JEE certified like the others! |
| 15:03:09 | Watusimoto | it's all about how many lines of bitfighter code you've written |
| 15:03:19 | raptor | heh |
| 15:03:28 | Watusimoto | and you're rockin' that metric! |
| 15:03:39 | raptor | I'm not sure how I feel about certifications, but it seems like they're becoming less of a 'thing' |
| 15:03:51 | raptor | changing newlines is the secret! |
| 15:04:02 | Watusimoto | the further you get from entry level, the less they mean |
| 15:04:21 | Watusimoto | it's a bit like your college grades. helpful perhaps for that first job, less so later |
| 15:05:02 | raptor | makes sense |
| 15:05:34 | Watusimoto | so I was somehwat shocked when my current employer asked for my college transcript |
| 15:05:41 | raptor | oh really? |
| 15:05:45 | Watusimoto | indeed |
| 15:06:00 | raptor | actually, that fits with what I hear from my European colleagues |
| 15:06:13 | raptor | might not apply though |
| 15:06:14 | Watusimoto | they also asked for statements from all previous employers attesting to the accuracy of my resume |
| 15:06:34 | Watusimoto | I said "you've got to be kidding' |
| 15:06:52 | Watusimoto | I figured I could probably get 1 |
| 15:07:08 | Watusimoto | which would account for less than 10% of my jobs |
| 15:07:12 | raptor | there's apparently a comparatively huge amount of worker-related bureaucracy |
| 15:07:17 | Watusimoto | there is |
| 15:07:35 | Watusimoto | we finally agreed I would sign a statement saying my resume was accurate and we'd leave it at that |
| 15:07:41 | raptor | hahaha |
| 15:08:02 | raptor | it's because they can't fire you that quickly if you decide to vacate one morning |
| 15:08:26 | Watusimoto | I'm on a temporary contract, so they can let me go when the cotnract renews |
| 15:08:34 | Watusimoto | but not before without a huge amount of work |
| 15:08:45 | Watusimoto | unfortunately, I'm not the type to exploit that |
| 15:09:16 | raptor | yeah... I have some German coworkers who say it takes at least 6-12 weeks to get rid of someone when they decide to stop showing up... and they have to keep paying them |
| 15:09:39 | Watusimoto | interesting! but believable |
| 15:10:12 | raptor | i'd use that 6 weeks to work on bitfighter! |
| 15:10:20 | Watusimoto | exactly! |
| 15:10:29 | Watusimoto | then show up for a week to reset the clock |
| 15:11:20 | raptor | hahaha |
| 15:12:07 | raptor | i'm living in the wrong state |
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| 15:34:06 | thread_ | BFLogBot |
| 15:34:07 | BFLogBot | What's the point of wearing your favorite rocketship underpants if nobody ever asks to see 'em? -- Calvin |
| 15:35:17 | raptor | amen |
| 15:36:10 | thread_ | BFLogBot has the best advice |
| 15:36:10 | BFLogBot | Why waste time learning, when ignorance is instantaneous? -- Calvin |
| 15:36:30 | bobdaduck | rofl |
| 15:37:05 | thread_ | aaaaaaannnd: I'm out of time already :/ cya guys later |
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| 15:46:48 | raptor | 3 whole minutes! |
| 15:52:30 | Canseco | i tried to compile from mercurial, with sdl2 and gles |
| 15:53:11 | Canseco | but fails with oglconsole, shame |
| 15:53:30 | kaen | I think raptor's been working on this exact issue? |
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| 15:54:50 | raptor | yes |
| 15:54:54 | raptor | and hello Canseco |
| 15:55:13 | raptor | I've actually got the rest of the code working in GLES except for oglconsole |
| 15:56:47 | Canseco | i see |
| 15:57:20 | raptor | ah, i see the problem |
| 15:57:35 | Canseco | tested performance with wrapper, wit 3 bots, 38-50 when limited to 60 |
| 15:57:35 | raptor | which code are you copmiling? |
| 15:57:52 | raptor | *compiling |
| 15:57:54 | Canseco | just pull latest source from hg |
| 15:57:59 | raptor | ah ha! |
| 15:58:30 | raptor | you can define "BF_NO_CONSOLE" |
| 15:58:45 | raptor | to exclude oglconsole |
| 15:59:10 | raptor | but the latest source is in heavy development so it can break at any time... |
| 16:03:29 | kaen | should compile at the tip right now |
| 16:04:09 | Canseco | will try and see what happens |
| 16:04:42 | kaen | :e luadoc.pl |
| 16:04:55 | kaen | ^ sure sign that I'm going to have a fun night |
| 16:05:39 | raptor | hahaha |
| 16:10:08 | | Nothing_Much has joined |
| 16:10:54 | Nothing_Much | Hi guys |
| 16:12:47 | kaen | hi |
| 16:12:48 | | amgine1234567890 has joined |
| 16:12:55 | amgine1234567890 | yo whats up everyone |
| 16:13:04 | Nothing_Much | Hey amgine1234567890 |
| 16:13:09 | amgine1234567890 | raptor kaen wattisimo nothing much |
| 16:13:43 | amgine1234567890 | so what do you htink of underwater and tyrip to blue |
| 16:14:25 | Nothing_Much | For me those are the two best ones for the theme/level editor respectively |
| 16:15:17 | amgine1234567890 | maybe ioll go tourgh a few more songs |
| 16:15:52 | amgine1234567890 | one or two more |
| 16:16:20 | amgine1234567890 | what do raptor and wattisimo and kaen think of those |
| 16:16:52 | kaen | I can't listen to give my opinion, sorry |
| 16:17:16 | raptor | I'd say find a few then post links to them so we can listen later (I cannot do so now) |
| 16:17:37 | amgine1234567890 | lol i posted like 50 songs yesterday |
| 16:17:51 | amgine1234567890 | but there are 2 me and nothing much agree on are good |
| 16:18:05 | amgine1234567890 | trip to blue and this other one..... let me get the link |
| 16:19:13 | amgine1234567890 | er which one is it i have to many songs in my downloads..... |
| 16:20:30 | amgine1234567890 | uh shoot i cant find it care to give me a hand nothing much? |
| 16:20:42 | | BFLogBot Commit: 9138a426d56c | Author: kaen | Message: Fix WeaponInfo table and add documentation |
| 16:22:18 | raptor | ha! I missed one |
| 16:22:26 | amgine1234567890 | lol found one similar |
| 16:22:34 | kaen | it was tricky |
| 16:22:47 | kaen | had to find the comment within the xmacro |
| 16:22:53 | amgine1234567890 | that oines 31 seconds im looking for the 21 second one |
| 16:23:34 | raptor | good find... and thanks for cleaning up my mess |
| 16:23:35 | raptor | :) |
| 16:23:44 | raptor | (again... and again) |
| 16:23:48 | amgine1234567890 | arg i cant find the better 21 second version of hte song only the lesser not as good 31 second one |
| 16:23:58 | amgine1234567890 | is there a way to post a file? |
| 16:24:04 | Nothing_Much | it was underwater amgine1234567890 |
| 16:24:20 | amgine1234567890 | i know that nothying much but there are like 10 underwaters |
| 16:24:33 | amgine1234567890 | i found the same one but its 31 seconds but different |
| 16:24:58 | amgine1234567890 | is there a way to post a file kaen raptor wattisimo? |
| 16:25:39 | raptor | just add the links somewhere |
| 16:26:51 | amgine1234567890 | cau8se i found a epic nedw BF theme |
| 16:27:07 | amgine1234567890 | but i can find the blasted link in the mdoarchive |
| 16:28:28 | amgine1234567890 | and i igve you the new BF theme ;) http://modarchive.org/index.php?request=view_by_moduleid&query=58753 |
| 16:32:02 | amgine1234567890 | so how is it raptor wattismo kaen? |
| 16:32:13 | raptor | amgine1234567890: I do not have time to listen right now, sorry |
| 16:32:45 | amgine1234567890 | ok but if you can later i think you will like me and nothing much bolth agree on its fitting BF perfectly |
| 16:38:52 | amgine1234567890 | kaen wattismo if you are afk post somthing if your not dont post |
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| 17:02:50 | amgine1234567890 | raptor i have a question |
| 17:03:12 | amgine1234567890 | what happened to the create a server BF shortcut in my 1`9 beta version |
| 17:13:33 | kaen | UIInstructions is a good candidate for the gui revamp, too |
| 17:13:39 | kaen | I actually might start there |
| 17:14:06 | kaen | it'll definitely prove or disprove the "using bitfighter render functions" theory |
| 17:14:23 | raptor | gotta go! |
| 17:14:23 | | raptor Quit () |
| 17:14:28 | kaen | too fast |
| 17:19:17 | amgine1234567890 | kaen did you try teh music file i gave you? |
| 17:25:56 | amgine1234567890 | hmm |
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| 18:08:30 | | BFLogBot Commit: e19a0df454ba | Author: kaen | Message: add goalzone to instructions |
| 18:34:49 | amgine1234567890 | kaen do you have a moment |
| 18:42:40 | kaen | sure amgine1234567890 |
| 18:43:05 | amgine1234567890 | is there a way to play the msuci files i find in the game as a test |
| 18:43:21 | amgine1234567890 | for exmaple iu found a epic new theme for BF lobby |
| 18:43:26 | amgine1234567890 | I |
| 18:45:26 | Nothing_Much | amgine1234567890, I tested it out yesterday, just replace the menu.ogg with another with the same name! |
| 18:45:40 | Nothing_Much | make sure you rename the original one first |
| 18:45:45 | Nothing_Much | menu.ogg.orig |
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| 18:48:37 | amgine1234567890 | didnt work? |
| 18:48:45 | Nothing_Much | I mean |
| 18:48:53 | Nothing_Much | you have to rename the underwater to menu.ogg |
| 18:49:45 | amgine1234567890 | i did |
| 18:50:08 | Nothing_Much | it should work |
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| 19:01:52 | Nothing_Much | Hey Platskies |
| 19:02:27 | Platskies | Hi |
| 19:02:52 | Nothing_Much | What's up? |
| 19:03:08 | Platskies | haven't tried Bitfighter in ages |
| 19:03:21 | Nothing_Much | Really? |
| 19:03:31 | Nothing_Much | I could say the same thing lol |
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| 20:30:43 | | SolumnMushroom has joined |
| 20:31:02 | SolumnMushroom | Hello all you lovely people |
| 20:43:21 | Nothing_Much | Hey there |
| 20:44:58 | Nothing_Much | SolumnMushroom, I think I recall you being here at one point |
| 20:45:02 | Nothing_Much | Am I correct? |
| 20:45:42 | SolumnMushroom | I can't recall... Probably though |
| 20:49:15 | kaen | hi SolumnMushroom ! |
| 20:52:47 | SolumnMushroom | Since this is a new install of Win7, I had to reinstall Bitfighter. |
| 20:55:02 | Nothing_Much | SolumnMushroom, Where did you install it from? The official website? |
| 21:01:33 | SolumnMushroom | Yup |
| 21:01:46 | SolumnMushroom | Worked perfectly. |
| 21:01:51 | SolumnMushroom | :) |
| 21:02:58 | Nothing_Much | Nice, I've been trying my hand at recruiting some people |
| 21:03:17 | Nothing_Much | I've got an idea for it somewhere on a website I found that's strictly free indie games. |
| 21:04:22 | SolumnMushroom | Once I start producing videos on my youtube channel and streaming stuff on twitch, I will promote and stream this game very often. ;) |
| 21:05:57 | Nothing_Much | Awesome! |
| 21:06:18 | Nothing_Much | I've been thinking of making a sorta trailer with possibly new music for a level editor/theme song. |
| 21:07:49 | SolumnMushroom | That would be cool |
| 21:08:12 | Nothing_Much | Amgine picked out some pretty cool themes |
| 21:08:35 | Nothing_Much | Honestly they're pretty sweet |
| 21:08:57 | SolumnMushroom | I think we should have like an animation of a ship being deployed |
| 21:09:06 | SolumnMushroom | Like at the begining |
| 21:09:30 | Nothing_Much | I'm not so sure about that |
| 21:09:41 | Nothing_Much | Perhaps some backgrounds when you're selecting a server |
| 21:09:58 | SolumnMushroom | I meant for the trailer |
| 21:10:03 | Nothing_Much | There could be ships firing at each o- Ohh |
| 21:10:18 | Nothing_Much | That'd be difficult since I know of no programming |
| 21:16:58 | Nothing_Much | Oh dear |
| 21:17:29 | Nothing_Much | Hope that 13.10 doesn't have a regression. >.> |
| 22:40:37 | | SolumnMushroom Quit (Read error: Connection reset by peer) |
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| 22:42:13 | Nothing_Much | Wb SolumnMushroom |
| 22:42:49 | SolumnMushroom | I have no idea what happened |
| 22:43:27 | Nothing_Much | Your connection might've been bad |
| 22:51:45 | | SolumnMushroom Quit (Quit: Leaving) |