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| 11:00:39 | bobdaduck | HELP |
| 11:00:50 | bobdaduck | kaen around? |
| 11:02:31 | bobdaduck | nope. Dang |
| 11:03:46 | bobdaduck | oh well. Um, raptor? |
| 11:06:46 | kaen | I'm here now bobdaduck |
| 11:06:50 | bobdaduck | oh |
| 11:07:08 | bobdaduck | Uh, backstory or just the facts? |
| 11:07:15 | kaen | facts first |
| 11:07:30 | bobdaduck | I'm trying to understand and change extrudezoneFromLine |
| 11:07:39 | bobdaduck | http://pastie.org/8330713 |
| 11:07:56 | kaen | oh, this beast |
| 11:08:48 | bobdaduck | currently it makes a diamondish shape and I want to use it to make a basic rectangle |
| 11:10:30 | kaen | ok |
| 11:14:34 | kaen | sorry girlfriend was making me watch "regular show" ... |
| 11:14:39 | kaen | back now |
| 11:15:26 | kaen | bobdaduck, the parts you need to modify are the `angleOffsetList` definition and the result[0] = ... |
| 11:16:40 | bobdaduck | right |
| 11:16:46 | bobdaduck | but I don't understand the math part behind it |
| 11:16:56 | kaen | you don't really need to |
| 11:17:01 | kaen | I wrote that function really badly, btw |
| 11:17:20 | bobdaduck | hah |
| 11:17:51 | bobdaduck | I don't know how to find the points mathmatically |
| 11:18:36 | kaen | it would be easier to show you geometrically |
| 11:19:07 | bobdaduck | twidda? |
| 11:20:37 | kaen | I'm working on it |
| 11:24:21 | bobdaduck | It would probably help if I gave backstory |
| 11:25:21 | bobdaduck | In DnD you can, um, buy walls |
| 11:25:23 | bobdaduck | but they're invisible |
| 11:25:24 | kaen | ok, since this is taking a nontrivial amount of time |
| 11:25:29 | bobdaduck | so I want to ring them with a line item |
| 11:25:37 | bobdaduck | so people know where the wall is. |
| 11:33:38 | kaen | http://www.twiddla.com/1310243 |
| 11:41:06 | bobdaduck | sec doing work stuff |
| 11:43:07 | raptor | hey ho the merry-o |
| 11:43:38 | kaen | hi raptor |
| 11:43:43 | raptor | hi |
| 11:43:56 | kaen | I got the polys through recast |
| 11:44:01 | raptor | oh really? |
| 11:44:06 | kaen | yeah, it works ok |
| 11:44:08 | kaen | not great though |
| 11:44:11 | raptor | if i remember right... recast was *ugly* |
| 11:44:42 | raptor | not only was it hard to hook into, but watusimoto changed it from 2d to 3d |
| 11:44:52 | kaen | from 3d to 2d |
| 11:44:56 | kaen | ? |
| 11:44:57 | raptor | err, yes... that |
| 11:45:03 | kaen | I found that out the hard way :P |
| 11:45:41 | kaen | while trying to reconstruct a Vector<Vector<Point> > from a rcPolyMesh ... |
| 11:45:51 | raptor | blech |
| 11:46:02 | kaen | which we now have a convenient function for :P |
| 11:46:06 | kaen | so |
| 11:46:19 | kaen | I'm actually going to expose three new methods to lua I think |
| 11:46:21 | kaen | clipPolygons |
| 11:46:22 | kaen | triangulate |
| 11:46:28 | kaen | mergeToConvexPolys |
| 11:46:54 | bobdaduck | aha |
| 11:46:57 | kaen | and if you make holes in clipPolygons, you get back the triangles |
| 11:46:58 | bobdaduck | I found the original rope.levelgen |
| 11:47:09 | bobdaduck | which used square links instead of diamond ones |
| 11:47:26 | kaen | (if you don't make holes, clipPolygons works great) |
| 11:47:31 | raptor | cool! |
| 11:47:31 | bobdaduck | Still wanna understand what's going on though |
| 11:51:34 | kaen | ok, well bobdaduck here's the short version: you find the direction from p1 to p2 (call it angle). for each corner you want to make, you need an angleOffset from the angleOffsetList. you find a unit vector pointing from the corner's root point (p1 or p2) in the direction of where the new point will be. You multiply that unit vector times `offset` so that it's offset away from its root, and you store the result. then, you add each result (which are cor |
| 11:51:34 | kaen | nerOffsets) to the corresponding root point, and you have your new corner's position |
| 11:53:29 | kaen | bobdaduck, you should try learning some vector math stuff, then this sort of thing will be simple to you |
| 11:55:00 | bobdaduck | right because I can just *do* that |
| 11:55:01 | bobdaduck | xD |
| 11:55:33 | bobdaduck | Well I mean I can but that takes efforts and stuff |
| 11:57:26 | bobdaduck | Okay so |
| 11:57:32 | bobdaduck | p1 to p2 is angle |
| 11:57:52 | bobdaduck | and then angleOffsetList has an angle from that angle |
| 11:58:08 | bobdaduck | and then goes offset away from it |
| 11:58:14 | bobdaduck | from the point that is plussed to it? |
| 12:00:15 | kaen | exactly! |
| 12:00:33 | kaen | cornerPos is offset away from it's root point along (angle + angleOffset) |
| 12:01:00 | kaen | ^ that's the calculation being performed |
| 12:01:08 | kaen | I can rewrite that function to take a number of points to use |
| 12:01:45 | bobdaduck | what good would that be? |
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| 12:02:56 | kaen | it might actually make it clearer |
| 12:02:59 | kaen | if you don't care, I don't |
| 12:03:00 | kaen | also |
| 12:03:24 | bobdaduck | also! |
| 12:03:25 | kaen | you could write this function once you understand the material in this vector math introduction: |
| 12:03:26 | kaen | http://www.education.rec.ri.cmu.edu/roboticscurriculum/vex_online/lessons/mechanics/vector_math.pdf |
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| 12:03:43 | kaen | it's 7 pages with pictures |
| 12:03:54 | kaen | good pictures that actually make sense |
| 12:04:40 | bobdaduck | I took physics |
| 12:04:45 | raptor | wait until you get into cross products! |
| 12:04:47 | bobdaduck | in high school or whatever |
| 12:05:21 | bobdaduck | So like I probably know the stuff |
| 12:05:24 | bobdaduck | just not A) the terms |
| 12:05:28 | bobdaduck | or B) how to apply it |
| 12:05:35 | kaen | that will teach you the terms and how to apply it |
| 12:05:44 | kaen | it's a really good introduction/refresher |
| 12:05:51 | bobdaduck | I'll take a look at it after I get back from lunch |
| 12:06:24 | kaen | shows geometrically what the different vector operations mean (once you can visualize the vector math in your head, it's tons easier to think about) |
| 12:07:05 | kaen | I find most of my equations by drawing rather than symbolic manipulation because it's so much easier |
| 12:07:49 | bobdaduck | I still have trouble with tau |
| 12:07:59 | bobdaduck | and like in your extrudegeom function you only use half a tau |
| 12:08:02 | bobdaduck | so its even more confusing |
| 12:08:13 | kaen | yeah, it's poorly written |
| 12:08:29 | kaen | I guess you do have to know the basic trig functions to in order to do interesting things |
| 12:08:45 | kaen | or at least how to make vectors with them, which is a simple equation |
| 12:09:23 | kaen | I have to run an errand, I'll be back in probably an hour |
| 12:09:36 | raptor | all your questions answered in one graphic: http://upload.wikimedia.org/wikipedia/commons/thumb/9/9d/Circle-trig6.svg/338px-Circle-trig6.svg.png |
| 12:10:26 | bobdaduck | I'm not clicking that |
| 12:10:31 | bobdaduck | that's that circle picture, isn't it |
| 12:10:35 | raptor | it's because you know what it is... |
| 12:10:37 | bobdaduck | that ONE circle pic |
| 12:10:40 | raptor | :) |
| 12:10:45 | bobdaduck | ISN'T IT. |
| 12:11:01 | bobdaduck | Ah, what the heck. Its worth it if it answers all my questions. *clicks* |
| 12:11:11 | raptor | it brings a tear to my eye |
| 12:11:52 | bobdaduck | xD |
| 12:12:56 | raptor | bobdaduck: for tau: http://commons.wikimedia.org/wiki/File%3ACircle_radians_tau.gif |
| 12:13:01 | raptor | this one is different i promise |
| 12:14:19 | bobdaduck | WHAT EVEN. |
| 12:14:21 | bobdaduck | xD |
| 12:15:03 | raptor | and, of course, if you haven't read this: http://tauday.com/tau-manifesto |
| 12:15:06 | raptor | but it's long |
| 12:15:12 | raptor | and mathy |
| 12:18:04 | bobdaduck | I'm busy working and stuffff |
| 12:18:23 | raptor | say that again with a straight face as you ask for bitfighter help... |
| 12:18:36 | raptor | :) |
| 12:18:40 | bobdaduck | rofl |
| 12:19:06 | bobdaduck | Yeah, I recall telling someone that I'd add something to DnD if they programmed it themselves |
| 12:19:18 | bobdaduck | I was quite scared that day, but I've learned to accept my fate... |
| 12:19:25 | raptor | haha |
| 12:28:31 | bobdaduck | kaen when you get back take a look at the twiddla |
| 12:49:05 | kaen | bobdaduck, see my reply |
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| 16:00:34 | amgine123456789 | sup |
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| 16:09:50 | bobdaduck | hi |
| 16:10:17 | amgine123456789 | bob what do you think of the music files i found |
| 16:10:26 | amgine123456789 | for BF trip to blue and the other one |
| 16:10:39 | bobdaduck | I didn't look at them |
| 16:10:46 | bobdaduck | you had to like download or something |
| 16:13:50 | YoshiSmb | hi. |
| 16:15:49 | amgine123456789 | bob do you have vlc? |
| 16:15:59 | bobdaduck | no |
| 16:16:05 | amgine123456789 | can you get vlc? |
| 16:16:06 | bobdaduck | At home but not here at work |
| 16:16:13 | bobdaduck | And I don't want to download anything anyway |
| 16:16:31 | amgine123456789 | i found some cool music for BF |
| 16:16:41 | YoshiSmb | VLC media player? |
| 16:16:54 | bobdaduck | I knwo |
| 16:17:33 | amgine123456789 | yeah |
| 16:17:33 | YoshiSmb | not to you bobdaduck, to amgine. :3 |
| 16:17:53 | YoshiSmb | i have it. |
| 16:18:10 | amgine123456789 | as far as i know i cant show oyu the files wihout permission i dont think your on the dev team |
| 16:19:09 | YoshiSmb | i know, just saying i got VLC, nothing more, im not asking to see the musics. |
| 16:19:35 | amgine123456789 | its ver y likely they will be added to BF not garenteed though |
| 16:19:38 | bobdaduck | You can show the files to whoever you want assuming your website allows it |
| 16:19:39 | | YoshiSmb *SIGH* |
| 16:20:08 | amgine123456789 | cookie to whoever can solve this Here's what I remember: ________d___ _________. Maybe I can remember more later!! |
| 16:20:25 | amgine123456789 | somthing by somone |
| 16:24:18 | amgine123456789 | cookie for the one who solves it ^_^ |
| 16:24:37 | amgine123456789 | the word by fits there somewhere |
| 16:24:41 | amgine123456789 | by |
| 16:24:51 | amgine123456789 | title by username |
| 16:24:58 | bobdaduck | I have no idea. |
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| 16:45:45 | thread_ | If I'm writing a bot script, how do I test it? |
| 16:46:39 | raptor | /addbot <scriptname> |
| 16:47:05 | amgine123456789 | raptyor what do you think of hte other music file for Bf i gave? |
| 16:47:44 | raptor | i still haven't looked at them - I only have two written down here though: http://board.net/p/bf_019_polish |
| 16:51:41 | amgine123456789 | yeah those are it |
| 16:51:51 | amgine123456789 | kaen me and nothing much all like them |
| 17:04:03 | amgine123456789 | hey raptor i had a few ideas for the LE that i think wouldnt be to hard to do |
| 17:04:19 | Nothing_Much | Hi everyone |
| 17:04:27 | amgine123456789 | a save as option on the menu and a laod map option on the menu |
| 17:04:43 | Nothing_Much | brb |
| 17:05:27 | amgine123456789 | you can save as by renaming the file with save but thats confusing i think a save as option and a load map option would be efficent as you wouldnt have to quit LE then go back in to get to another map |
| 17:05:41 | amgine123456789 | for the load option |
| 17:14:38 | thread_ | hey so there isn't a lot of documentation in the lua docs for bots. is setReqLoadout() for setting a bots loadout? what parameter do I give it? a table of modules? |
| 17:15:54 | amgine123456789 | Hey i added 2 new issues in the ideas section a load map and a save as option for the level editor.... |
| 17:18:19 | amgine123456789 | and a new map option in the level editor. |
| 17:18:49 | raptor | thread_: that API is completely rewritten for 019 |
| 17:18:53 | raptor | and it is documented |
| 17:19:07 | raptor | the loadout stuff was also mostly broken in 018 |
| 17:19:20 | raptor | but you can see an example of me using it in RepairBot (in the forums somewhere) |
| 17:19:27 | thread_ | raptor: http://bitfighter.org/luadocs/class_robot.html only documents one method :/ |
| 17:19:31 | amgine123456789 | raptor if i wanted to test a song for BF would i jsut add it to the music file in BF? |
| 17:20:00 | raptor | amgine123456789: yes, you can, but it needs to be a module (tracker) format or ogg format |
| 17:20:28 | raptor | thread_: that has been resolved for 019 - i think it was good it wasn't documented in 018 because it was very broken anyways :/ |
| 17:20:41 | thread_ | oh |
| 17:23:48 | amgine123456789 | raptor robots still are unable to locate paths to flags in polywalls |
| 17:24:02 | raptor | that was never a bug |
| 17:25:04 | amgine123456789 | couldnt a function to have a priority of teles somkwherfe fix this perhaps if dis to flag is less then cur distance take tele? |
| 17:25:05 | raptor | it is a feature that would take *a lot* of work - it involves coding in 1-way directional navigation zone joins |
| 17:25:22 | raptor | no, it's a big deal |
| 17:25:36 | raptor | it has to do with the auto-navigation zone creation system |
| 17:25:44 | amgine123456789 | robot code is all in lua correct? |
| 17:25:59 | raptor | the engine code is in c++ |
| 17:26:42 | amgine123456789 | erg if only it was easy as having hte game looking at hte initinal nav zone the tele is in and seeing if it leads closer to the flag.... |
| 17:26:51 | amgine123456789 | a closer nav zone |
| 17:26:56 | raptor | yeah, if only.. |
| 17:27:20 | amgine123456789 | you would have to reprogram teh whole engine to do that probably. |
| 17:30:29 | kaen | >> <amgine123456789> kaen me and nothing much all like them |
| 17:30:35 | | kaen has never heard them |
| 17:30:38 | amgine123456789 | raptor can i try to change ships to a global varible in BF to see if that makes the bots smarter they will attack enemys on the map even if its not in sight? |
| 17:31:04 | amgine123456789 | kaen try listening to those songs with vlc |
| 17:31:11 | kaen | they can do that already, you don't have to change anything |
| 17:31:18 | kaen | I have no computers with working audio |
| 17:31:30 | Nothing_Much | kaen, wait what?! |
| 17:31:34 | Nothing_Much | no speakers? |
| 17:31:42 | kaen | southbridge is burnt out |
| 17:31:42 | amgine123456789 | uh no take the normal Bf enemy on my build it will hover in place if it cant see you |
| 17:31:53 | amgine123456789 | on the standard Bf map |
| 17:31:56 | amgine123456789 | bitmatch |
| 17:33:12 | kaen | you would have to change it to use bf:findAllObjects(t, objtype) |
| 17:33:20 | kaen | instead of bot:findVisibleObjects |
| 17:34:16 | kaen | and s_bot is purposefully written to follow the rules of a normal player ship |
| 17:35:15 | amgine123456789 | thats seems less efficent after all it is a robot |
| 17:35:41 | kaen | if it can see things a player can't, then why not make it have perfect aim too? |
| 17:35:58 | kaen | it would be unbeatable... so we make it miss and not see things a player couldn't |
| 17:36:09 | kaen | thread_, have you seen this yet: http://aem1k.com/world/ |
| 17:36:12 | amgine123456789 | well its a robot it should be semi inteligent jsut not unbeatable |
| 17:36:53 | kaen | that change wouldn't make it more intelligent in general (wouldn't fix the flag in a polywall stuff) |
| 17:36:59 | thread_ | what is this?!? does it have a purpose |
| 17:37:19 | kaen | it's a quine |
| 17:37:21 | kaen | http://en.wikipedia.org/wiki/Quine_(computing) |
| 17:37:42 | kaen | which also happens to be an ascii animation of the globe |
| 17:37:59 | amgine123456789 | like this? bot:bf:findAllObject)(items, ObjType.Bullet, ObjType.Seeker, ObjType.Asteroid, ObjType.Mine) |
| 17:38:34 | kaen | bf:findAllObjects(items, ObjType.Bullet, ObjType.Seeker, ObjType.Asteroid, ObjType.Mine) |
| 17:39:24 | kaen | amgine123456789, if you start playing with bots you have be extremely careful when you type. a single letter out of place, or backwards parenthesis, and the script won't run right (if at all) |
| 17:40:07 | amgine123456789 | yeah i did that whne i tried some value changes on the shooting |
| 17:44:40 | amgine123456789 | lol i made a typo so bad somwhow i caused all of BF to crash XD |
| 17:44:47 | amgine123456789 | on a bot |
| 17:45:01 | amgine123456789 | no c++ for me XD |
| 17:45:40 | amgine123456789 | heres a idea could you add a cycle bots with tab like you can with names when sending pms |
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| 17:50:26 | thread_ | bots can type messages, but can they put in commands? can I make a foobot that will "/addbot foobot"? |
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| 17:50:57 | amgine123456789 | lol a bot spamming bot |
| 17:51:40 | thread_ | is it possible? |
| 17:52:00 | thread_ | (I don't hesitate to ask since bob isn't here) |
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| 17:52:40 | amgine123456789 | idn ask raptor |
| 17:54:19 | thread_ | I have to go guys. bye |
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| 17:59:48 | amgine123456789 | is there a obj.teleport? |
| 18:06:20 | amgine123456789 | is it obj.tele or obj.teleport |
| 18:07:46 | kaen | you just have the bot move to the teleport |
| 18:08:19 | amgine123456789 | no its for something esle im working on is it obj.teleport? |
| 18:08:24 | kaen | you can do obj:setPos() if you want to just move something a to point |
| 18:09:40 | amgine123456789 | no its somthing esle im working on i want bots to target teleports so they will target engeneerged teles |
| 18:10:18 | kaen | use ObjType.Teleport in findAllObjects |
| 18:10:25 | amgine123456789 | ah ok |
| 18:10:45 | kaen | hey |
| 18:10:50 | amgine123456789 | its just a small fix im doing so bots dont get stuck in engenerred tele loops |
| 18:10:57 | kaen | let me put up some docs for you to look at |
| 18:11:04 | amgine123456789 | ok thanks |
| 18:11:15 | amgine123456789 | im jsut starting to learn LUA so...... |
| 18:12:10 | kaen | you're using 019 for all this right? |
| 18:12:21 | amgine123456789 | well a beta of 19 yes |
| 18:12:28 | kaen | (you really should because lots of things changed since 018a and we're almost to the point of release) |
| 18:12:31 | kaen | ok perfect |
| 18:12:40 | amgine123456789 | i i think my 19 beta is outdated |
| 18:12:56 | amgine123456789 | since !latest is down |
| 18:15:01 | amgine123456789 | the obj.teleport gos in fireatobjects() right |
| 18:22:38 | amgine123456789 | lol what i bot killed me and i thought i saw atext pop up that said osmthing like sinarow |
| 18:23:50 | amgine123456789 | test 50% sucesfull the robot killed the engeneered tele but..... |
| 18:24:25 | amgine123456789 | its movement program overrided the kill tele program any way to fix it? |
| 18:24:57 | kaen | don't tell it to move after you tell it to kill something? |
| 18:25:30 | amgine123456789 | i put the obj.teleport in the fireatobject() maybe it should go somwhere esle? |
| 18:26:32 | kaen | probably not, but fireatobject isn't a part of the api |
| 18:26:40 | kaen | it's defined in the bot script |
| 18:27:06 | amgine123456789 | yes im looking at the bot scrpit |
| 18:27:13 | kaen | so that means 1. I don't know about it and 2. you have to figure out how to use it by reading its definition |
| 18:28:27 | amgine123456789 | well im in the bot script and i got the bot to shoot the engenerrd teles but it wil move into the tele like 50 times before destroying it |
| 18:30:51 | kaen | s_bot is really complicated |
| 18:31:02 | raptor | gotta split! |
| 18:31:04 | kaen | and bots can be really hard when you're just starting |
| 18:31:05 | | raptor Quit () |
| 18:31:06 | kaen | later ra |
| 18:31:08 | kaen | :< |
| 18:31:35 | Nothing_Much | How's everybody right now? :D |
| 18:32:23 | amgine123456789 | good |
| 18:32:37 | amgine123456789 | kaen cant you buy some new speakers or use some of your super old ones? |
| 18:33:05 | Nothing_Much | amgine123456789, his southbridge is fried |
| 18:33:22 | Nothing_Much | meaning his sound won't work at all, even with a new sound card |
| 18:35:13 | kaen | indeede |
| 18:35:24 | kaen | in fact, my USB and SD card reader don't work either |
| 18:35:47 | kaen | which is why I play bf with a trackpad even though I'm staring at a $60 wireless USB optical mouse |
| 18:35:54 | kaen | amgine123456789, http://bitfighter.org/luadocs019/annotated.html |
| 18:36:25 | kaen | especially look at Robot and LuaScriptRunner |
| 18:36:35 | kaen | bot: is a Robot, bf: is a LuaScriptRunner |
| 18:46:25 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
| 19:15:46 | amgine123456789 | what letters can come after d as in _____de |
| 22:50:51 | amgine123456789 | goodbye |
| 22:50:59 | amgine123456789 | gl on BF |
| 22:51:33 | Nothing_Much | g'night amgine123456789 |
| 23:01:39 | | amgine123456789 Quit (Ping timeout: 250 seconds) |