Timestamps are in GMT/BST.
| 00:03:29 | Watusimoto | every char looks to be missing a vertex |
| 00:07:26 | | Watusimoto Quit (Read error: Connection reset by peer) |
| 00:08:43 | | Watusimoto has joined |
| 00:11:18 | Watusimoto | fixed the missing vertex... better! |
| 00:11:19 | Watusimoto | http://img22.imageshack.us/img22/6522/screenshot6qy.png |
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| 00:22:09 | raptor | OOOooo |
| 00:22:12 | raptor | new font! |
| 00:25:50 | Watusimoto | yeah, it works ok |
| 00:26:00 | Watusimoto | so far only with letters with no holes |
| 00:26:09 | Watusimoto | but it does not scale well |
| 00:26:18 | Watusimoto | the edges need to be antilaliased |
| 00:26:25 | Watusimoto | and I can't figure out how to make that work |
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| 00:28:43 | Watusimoto | I'm falling asleep |
| 00:28:49 | Watusimoto | if you are curious, here is a patch |
| 00:28:50 | Watusimoto | http://pastie.org/6633936 |
| 00:28:58 | Watusimoto | I'll poke a little more tomorrow |
| 00:29:31 | Watusimoto | you can see the new font on a goal object |
| 00:29:33 | Watusimoto | i should probably make it show up on a text item, as that would make testing easier |
| 00:29:47 | Watusimoto | basically, if we can get antialised polygons working, the font will look pretty good |
| 00:30:04 | Watusimoto | if not... well... not sure |
| 00:30:18 | Watusimoto | maybe textures |
| 00:30:32 | Watusimoto | btw, the patch is extremely iniefficient -- my computer gets all hot when I run it |
| 00:30:59 | Watusimoto | kaen: i gave you super admin rights in the forums |
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| 00:31:08 | Watusimoto | whether you want them or not |
| 00:31:29 | Watusimoto | ok, good night all! |
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| 04:30:47 | | BFLogBot Commit: 637572f36cad | Author: buckyballreaction | Message: Fix Linux compile |
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| 12:37:20 | koda | gusy guys |
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| 15:20:40 | bobdaduck | is onTick() necessary for the levelgen to run? |
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| 16:25:02 | watusimoto | hi |
| 16:25:21 | watusimoto | onTick is not necessary for levelgens, unless you subscribe to the tick event |
| 16:26:13 | bobdaduck | okay |
| 16:27:26 | bobdaduck | thanks |
| 16:27:41 | watusimoto | it's not even necessary for bots, except you are subscribed to onTick automatically, so if you want to omit it, you need to unsubscribe to it |
| 16:28:21 | bobdaduck | That's what I suspected |
| 16:28:54 | bobdaduck | For whatever reason I have an empty onTick function in all my levelgens xD |
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| 18:10:23 | bobdaduck | |
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| 18:54:28 | bobdaduck | hee hee |
| 18:54:55 | raptor | is that the little brother to a cackle? |
| 18:55:04 | bobdaduck | yeah |
| 18:55:23 | bobdaduck | Exactly |
| 18:55:41 | bobdaduck | I was going to try to make a rotating speed zone using levelgen |
| 18:55:53 | bobdaduck | But then I had no idea where to start or what calculations to make |
| 18:56:00 | bobdaduck | ...So I made bitfighter a platformer game instead. |
| 18:56:06 | raptor | what |
| 18:56:26 | bobdaduck | Need help though. |
| 18:56:37 | bobdaduck | Trying to get the ShipSpawned() event working |
| 18:56:52 | bobdaduck | Can you tell me what args to put in it? |
| 18:57:10 | raptor | yeah... man, we need to document those... |
| 18:57:14 | bobdaduck | A platformer! You know, like mario. Or sonic. |
| 18:58:08 | raptor | yay sonic! |
| 18:59:38 | bobdaduck | It runs really choppy though. |
| 18:59:42 | bobdaduck | Not sure what to do about that. |
| 18:59:55 | raptor | performance improvements |
| 19:00:06 | raptor | it's where logic skills come into play |
| 19:00:20 | raptor | ok |
| 19:00:36 | raptor | it looks like you get the 'Ship' object |
| 19:01:42 | bobdaduck | hm? |
| 19:02:13 | raptor | function onShipSpawned(ship) |
| 19:02:25 | raptor | you'd have to subscribe to the event, too, of course |
| 19:02:30 | bobdaduck | Did that |
| 19:02:36 | bobdaduck | function onShipSpawned(ship) |
| 19:02:42 | bobdaduck | subscribe(Event.ShipSpawned) |
| 19:02:49 | raptor | yep |
| 19:02:58 | raptor | then add the 'function onShipSpawned(ship)' |
| 19:03:01 | raptor | end |
| 19:03:21 | bobdaduck | Its throwing "could not find event handler function" |
| 19:04:19 | bobdaduck | lol can I just throw the script at you and say "here polish this please"? |
| 19:05:09 | raptor | not at the moment... |
| 19:05:22 | raptor | maybe later tonight |
| 19:05:36 | bobdaduck | alright |
| 19:06:31 | bobdaduck | What does this part do: |
| 19:06:33 | bobdaduck | for i, v in ipairs(playersInWell) |
| 19:08:07 | raptor | got it working |
| 19:08:53 | bobdaduck | hm? |
| 19:09:23 | raptor | this is working with the event: http://pastie.org/6642001 |
| 19:09:27 | raptor | you can reference that |
| 19:10:31 | bobdaduck | alright |
| 19:11:06 | bobdaduck | arg |
| 19:11:11 | bobdaduck | that's exactly what I have |
| 19:11:12 | bobdaduck | xD |
| 19:11:36 | raptor | and everything is exactly CaSe SenSitivE? |
| 19:11:48 | bobdaduck | Yeah |
| 19:11:52 | raptor | clear cache? |
| 19:11:59 | raptor | saved the file? |
| 19:12:09 | raptor | umm sacrificed to the Lua gods? |
| 19:12:17 | bobdaduck | Check check check not yet. |
| 19:12:45 | raptor | then something else is wrong with your script? |
| 19:12:55 | raptor | if you want to pastie it, I can look at it breifly |
| 19:14:14 | bobdaduck | sure |
| 19:14:14 | bobdaduck | http://pastie.org/6642034 |
| 19:14:19 | bobdaduck | Tell me what's wrong with this. |
| 19:14:27 | bobdaduck | (I mean, other than what the script actually does.) |
| 19:14:55 | raptor | scheduleRepeating is waaaay too fast... 1 millisecond?? |
| 19:15:20 | bobdaduck | Yeah |
| 19:15:37 | bobdaduck | but it's not adding the value every millisecond for whatever reason |
| 19:16:04 | raptor | that' because the game runs at like 100FPS which is 10ms per frame |
| 19:17:53 | raptor | um, your script works for me! |
| 19:18:04 | raptor | logprint and everything! |
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| 19:18:50 | bobdaduck | really? ugh |
| 19:20:07 | bobdaduck | Clearcache and restarting things does nothgin |
| 19:20:36 | bobdaduck | closed game and reopened |
| 19:20:44 | bobdaduck | Throws no error but doesn't logpring |
| 19:21:33 | raptor | i see the logprint on stock 018a and my ships starts moving under effects of gravity |
| 19:21:54 | bobdaduck | I'm using the projector levelgen patch |
| 19:22:05 | raptor | although there is a bug: ship spawned doesn't work on first spawn |
| 19:22:14 | raptor | if you kill y ourself, it works |
| 19:22:23 | bobdaduck | ...wo. |
| 19:22:35 | bobdaduck | So that's the issue then. |
| 19:23:55 | raptor | huh, that's weird... |
| 19:26:40 | raptor | event is being called... |
| 19:26:46 | raptor | it's suppressed!? |
| 19:26:59 | raptor | wait wait |
| 19:27:07 | bobdaduck | I have no idea what you just said. |
| 19:29:32 | raptor | ok, i foudn teh problem |
| 19:29:51 | raptor | it *only* happens if you are client and server |
| 19:30:05 | raptor | anyone else that comes on your server will hit the event on first spawn |
| 19:30:12 | bobdaduck | lol |
| 19:30:32 | raptor | but if you are the host, then there is some weird out-of-order problem with the events not getting set up in time when your ship spawns |
| 19:30:59 | bobdaduck | lol |
| 19:31:02 | raptor | ok, and with that, i need to focus at work now |
| 19:31:14 | bobdaduck | doit |
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| 19:38:50 | raptor | bobdaduck stop finding bugs!! |
| 19:39:00 | bobdaduck | Sorr |
| 19:39:03 | raptor | our list is getting long again.. |
| 19:39:13 | raptor | no, actually, it is a good thing |
| 19:40:05 | Watusimoto | hi -- marginal font improvement can be had by stroking the text with .5 width line (bloats text a little, but gives a slightly anti-aliased look0 |
| 19:40:06 | Watusimoto | http://img805.imageshack.us/img805/4224/screenshot8da.png |
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| 20:05:02 | Watusimoto | this showing the same (nonesense) text at roughly the same size in roman and orbitron |
| 20:05:03 | Watusimoto | http://img707.imageshack.us/img707/7373/screenshot9ka.png |
| 20:05:13 | Watusimoto | this is with the extra stroke removed |
| 20:07:45 | Watusimoto | Same scene with a 0.35 pixel stroke |
| 20:07:46 | Watusimoto | http://img23.imageshack.us/img23/4549/screenshot10i.png |
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| 20:30:16 | raptor | hi Watusimoto |
| 20:30:24 | Watusimoto | hi |
| 20:30:34 | raptor | i actually looked at the patch you pastied |
| 20:30:46 | Watusimoto | ugly stuff |
| 20:30:51 | raptor | and tried several opengl changes to get it to smooth |
| 20:30:54 | raptor | no luck |
| 20:30:56 | raptor | but |
| 20:31:03 | Watusimoto | me neither |
| 20:31:17 | Watusimoto | it sounds like polygon antialiasing is a bit of a hit or miss affair |
| 20:31:33 | raptor | I'm thinking you may want to spit the font into Trangle/recast, get a list of convex polys then try again |
| 20:32:14 | Watusimoto | I'm already using triangle... what do you think recast will bring to the party? |
| 20:32:17 | raptor | also, i had an idea right before bed - look at how the Barrier wall fill is drawn, since it uses the Triangle:process method, too |
| 20:32:21 | raptor | you're not using triangle |
| 20:32:25 | raptor | sorry |
| 20:32:30 | raptor | you are-ish |
| 20:32:39 | raptor | there are two methods: process() and processComplex() |
| 20:32:50 | raptor | the Trianlge library is only used in processComplex() |
| 20:32:58 | Watusimoto | I didn't realize that |
| 20:33:06 | raptor | the normal process() method uses an in-house built triangulation thingy |
| 20:33:16 | Watusimoto | interesting |
| 20:33:29 | raptor | and is only used for drawing the Barrier fill (I think) |
| 20:33:31 | Watusimoto | processComplex won't work though... it assumes a rectangular bounding box |
| 20:33:50 | raptor | it will let you pass in a 'holes' list though |
| 20:34:01 | Watusimoto | but, regardless, that wouldn't fix the render quality issue |
| 20:34:09 | raptor | well |
| 20:34:48 | raptor | if we drew the barriers without the outlines would it show the same problem? |
| 20:35:03 | raptor | if not, we can see what the difference is.. |
| 20:35:25 | Watusimoto | it might; the issue with the text is mainly that the polygons we're rendering are so thin |
| 20:35:39 | Watusimoto | that even a 1px adjustment makes them look too thin/thick |
| 20:35:40 | raptor | are you sure? |
| 20:35:49 | raptor | hmm |
| 20:35:54 | Watusimoto | there are many degrees of surety |
| 20:36:02 | raptor | heh |
| 20:36:05 | raptor | i'm with you |
| 20:36:14 | Watusimoto | I possess the lowest of them |
| 20:36:30 | raptor | haha |
| 20:36:38 | Watusimoto | take a look at the no-stroke pic I posted aove |
| 20:36:44 | Watusimoto | (9ka?) |
| 20:37:00 | raptor | huh |
| 20:37:10 | raptor | it's like AA is working with lines, but not polys... |
| 20:37:15 | Watusimoto | and look at the E |
| 20:37:36 | Watusimoto | the top two horizontals are thicker than the bottom or the vertical |
| 20:38:04 | raptor | yeah, it looks like there is no pixel hinting going on for the polys |
| 20:38:27 | Watusimoto | there probably isn't |
| 20:39:50 | Watusimoto | AA is working with lines but not polys |
| 20:39:59 | Watusimoto | and that seems to be the way it works |
| 20:40:23 | raptor | we may want to start using more advanced features of opengl.. like the shader extensions |
| 20:40:34 | Watusimoto | it seems that it is entirely a function of the graphics card |
| 20:41:23 | Watusimoto | does sdl have text handling functions? |
| 20:42:12 | raptor | it does, i think - but it has an SDL_ttf extension library |
| 20:42:27 | Watusimoto | yes, just discovered that |
| 20:42:28 | raptor | i'm curious, does this look like it isn't AA'd?: http://sam6.25u.com/upload/6screenshot_8.png |
| 20:42:33 | raptor | (I know its dark) |
| 20:42:56 | raptor | because the wall fill is done using triangled polys also |
| 20:43:04 | raptor | brb |
| 20:43:44 | Watusimoto | I don't think it is |
| 20:43:53 | Watusimoto | when I zoom in on the diagonals I see steps |
| 20:44:58 | Watusimoto | though with the colors it's hard to be sure |
| 20:50:00 | bobdaduck | Found a new crash |
| 20:50:20 | raptor | here's a zoomed picture: http://sam6.25u.com/upload/5screenshot_9.png |
| 20:50:39 | bobdaduck | pushing a neutral ship into a levelgen'd zone. |
| 20:50:49 | raptor | lovely |
| 20:51:10 | raptor | writing it down |
| 20:51:36 | raptor | what type of zone? |
| 20:53:19 | bobdaduck | I used a goalzone |
| 20:53:22 | bobdaduck | I doubt it matters. |
| 20:53:29 | raptor | thanks! |
| 20:53:38 | bobdaduck | oh, it was in the level I'm doing |
| 20:53:47 | bobdaduck | so the zone had attributes it applied to the ship. |
| 20:54:00 | Watusimoto | looks like no AA |
| 20:54:01 | raptor | ha |
| 20:54:29 | raptor | Watusimoto: so our barrier fill gets around the problem by applying trickery of the eye with color/light |
| 20:54:57 | Watusimoto | and with an AA line drawn on top |
| 20:55:23 | raptor | i keep forgetting how dark barriers really are... |
| 20:56:09 | Watusimoto | I'm going to try sdl_ttf |
| 20:56:18 | Watusimoto | unless there's a reason to eschew it |
| 20:56:52 | raptor | 1st reason - not sure how it'll work across SDL2 / SDL |
| 20:57:08 | raptor | 2nd reason - another library |
| 20:57:15 | raptor | for all platforms |
| 20:57:24 | Watusimoto | it's based on 1.2, so it may be not an option |
| 20:57:31 | raptor | 3 - I think I need to be better educated on text drawing |
| 20:57:48 | raptor | because we have stroked text, textured text, bitmap text |
| 20:58:26 | raptor | stroked == vector |
| 20:58:43 | Watusimoto | well, the console text can/will be replaced |
| 20:59:05 | Watusimoto | and maybe the stroked text could be replaced if we had a good font renderer |
| 20:59:19 | Watusimoto | we can get a font that looks like roman if we want it |
| 21:01:21 | Watusimoto | I found a demo program claiming to use sdl_ttf with sdl 2.0 |
| 21:02:05 | Watusimoto | it looks like it might leverage textures |
| 21:03:32 | raptor | ttf would use textures |
| 21:03:37 | raptor | and it would be size-constrained |
| 21:03:46 | Watusimoto | I googled sdl texture evil and opengl texture evil and found nothing interesting |
| 21:03:54 | raptor | haha |
| 21:04:48 | raptor | http://stackoverflow.com/questions/2071621/opengl-live-text-rendering |
| 21:04:56 | Watusimoto | we've concluded that they are, but seem to be alone in this conclusion |
| 21:05:56 | bobdaduck | lol |
| 21:11:25 | raptor | Watusimoto: that SO post is super informative |
| 21:11:44 | Watusimoto | I'm currently sidetracked on some of the linked resources |
| 21:11:46 | raptor | i wasn't giving it as a solution to anything, but it has a number of really good links... |
| 21:11:50 | raptor | haha, me too |
| 21:11:55 | bobdaduck | How do I use getClassId? |
| 21:12:28 | raptor | getClassId is the 'ObjectTypeNumber' |
| 21:12:44 | bobdaduck | Can I use it to make all objects of a type have a script apply to them? |
| 21:12:55 | raptor | yes |
| 21:13:01 | raptor | wait, maybe |
| 21:13:04 | raptor | yes |
| 21:13:22 | bobdaduck | I can't figure out how. |
| 21:13:53 | raptor | see the big table here: http://code.google.com/p/bitfighter/source/browse/zap/BfObject.h |
| 21:14:28 | raptor | take a look at s_bot.bot |
| 21:14:34 | raptor | it has classId stuff all over it |
| 21:14:44 | raptor | local classId = obj:getClassId() |
| 21:14:49 | raptor | if(classId == ObjType.Turret or classId == ObjType.ForceFieldProjector) then |
| 21:14:52 | raptor | ... |
| 21:14:54 | raptor | end |
| 21:16:03 | Watusimoto | the common answer is... textures! |
| 21:19:47 | Watusimoto | can you remind me why we hate textures? |
| 21:22:11 | raptor | vectors are fast |
| 21:22:14 | raptor | and resizable |
| 21:22:20 | raptor | without much computation |
| 21:26:33 | Watusimoto | true |
| 21:27:09 | Watusimoto | but that's more an answer to why do we love vectors? |
| 21:27:19 | raptor | yes! |
| 21:27:27 | raptor | do we want resizeable text? |
| 21:27:37 | Watusimoto | well... maybe not |
| 21:27:40 | raptor | going from windows -> full screen |
| 21:27:44 | raptor | windowed |
| 21:28:39 | Watusimoto | the only real dynamic text we have is the floating messages (like nexus scores and the like), and perhaps textItems |
| 21:29:05 | Watusimoto | the floating text I would probably choose to leave as is (i.e. with vector outline rendering) |
| 21:29:18 | Watusimoto | so that leave stuff like menus, ui text, etc. |
| 21:30:12 | Watusimoto | I think ideally, I'd like to do HUD text (not menus) in orbitron, menus in OCR or as/is, and console in whatever |
| 21:30:36 | Watusimoto | chat would have to be in some compact readable font |
| 21:31:20 | Watusimoto | so when going to full screen, we need to rebuild all the textures? |
| 21:33:16 | Watusimoto | and why do we use fake full screen again? I know you spent forever on it, and there must have been a compelling reason |
| 21:38:49 | bobdaduck | I dunno why raptor did but I see its use |
| 21:38:56 | bobdaduck | Fullscreen stretches the screen sideways |
| 21:39:09 | bobdaduck | So you have to adjust your aiming angles a little bit to compensate |
| 21:39:20 | bobdaduck | But in windowed mode, I keep accidentally clicking outside the game window |
| 21:39:38 | bobdaduck | In fake fullscreen its the right ratio without the accidental changing of windows |
| 21:52:12 | raptor | fakefullscreen is not needed with SDL2 |
| 21:52:30 | raptor | it was a workaround for slow full screen switching |
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| 21:53:16 | raptor | Watusimoto: yes, all opengl textures need to be rebuilt when switching to full screen |
| 21:53:48 | raptor | most Linux systems wisely holds onto the opengl context, but windows, osx don't... |
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| 22:17:18 | raptor | so you lose all textures |
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| 22:42:07 | bobdaduck | Raptor can you help me with some maths |
| 22:42:15 | raptor | 2 + 2 == 5 |
| 22:42:24 | raptor | ok |
| 22:42:36 | bobdaduck | I want to give an object velocity towards a certain point |
| 22:42:50 | bobdaduck | and have it adjust velocity if you push it around |
| 22:43:06 | raptor | see orbit bot |
| 22:43:32 | raptor | do you understand vectors? |
| 22:44:23 | bobdaduck | Technically, I understand vectors. |
| 22:44:43 | raptor | thins of velocity as a vector |
| 22:44:50 | raptor | (it is one...) |
| 22:44:52 | bobdaduck | Right |
| 22:45:00 | raptor | so you add a vector to something |
| 22:45:10 | raptor | say vector of (1, 2) |
| 22:45:21 | raptor | to make it go twice as fast, you'd do: (2, 4) |
| 22:45:30 | raptor | the slope is the direction |
| 22:45:36 | bobdaduck | Right |
| 22:45:37 | raptor | hmmm orbit bot is ugly.. |
| 22:47:44 | raptor | so all you need to do is find the directional vector from the object to the point, then multiply it by the velocity |
| 22:50:42 | bobdaduck | Yeah see |
| 22:50:46 | bobdaduck | I understand what you're saying |
| 22:50:51 | bobdaduck | no idea how to actually do it. |
| 22:51:09 | raptor | ok, i'll give youa quick documented code snippet... one moment |
| 22:55:27 | bobdaduck | My physics class mostly dealt with real life stuff like the coefficient of gravity, and the last time I took a geometry class was 6 years ago... I'm a bit rusty xD |
| 22:59:45 | raptor | ok here you go - http://pastie.org/6644208 |
| 22:59:49 | raptor | read read read |
| 23:00:13 | raptor | and please ignore grammar mistakes :) |
| 23:02:28 | bobdaduck | YOU SPELLED SOMETHING WRONG |
| 23:02:46 | raptor | probably... |
| 23:05:21 | raptor | i hope all of those concepts make sense |
| 23:05:26 | raptor | math review |
| 23:05:49 | raptor | ok, heading home |
| 23:05:51 | raptor | later! |
| 23:06:04 | bobdaduck | later! |
| 23:07:21 | | raptor Quit () |
| 23:09:50 | Watusimoto | good night |
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