--- Log opened Tue Jan 08 00:00:39 2013 |
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04:48 | <~Vornicus> | okay. When I save, what I end up writing is an object that I can pass to Game as a ** unpack |
04:49 | <~Vornicus> | Which then in turn will have other things within - in particular, fleets planets and races need this - which will also get passed to their appropriate constructors as *8 unpacks. |
04:50 | <~Vornicus> | This means several things; in particular it means that if I'm passing things into Game to (say) make a new game, these things have to be dictionaries and not the model objects. |
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05:09 | <~Vornicus> | Okay. that means I have to rejigger the planet generation code so it produces a bunch of dictionaries. |
05:16 | <~Vornicus> | whee, zippity zip zip zip |
05:20 | <~Vornicus> | return [dict(zip(["name","location","size","owner","variant"],p)) for p in zip(names, locations, sizes, owners, variants)] |
05:22 | <&Derakon> | How is that better than just doing dict("name": names, "location": locations, etc.)? |
05:22 | <&Derakon> | Or am I misreading? |
05:22 | <~Vornicus> | you're misreading. |
05:23 | <~Vornicus> | this produces a list of dictionaries, one for each name-location-size-owner-variant tuple |
05:23 | <&Derakon> | Oh, I missed the outer comp. |
05:23 | <&Derakon> | I do think that's a bit too much to do in a list comp, though, stylistically. |
05:24 | <&Derakon> | List comps are sort of like Perl's implicit variables. Just because you can use them all over the place doesn't mean it's a good idea. |
05:24 | <&Derakon> | (Except that Python's list comps have actual valid use cases outside of commandline one-liners, unlike Perl's implicit variables~) |
05:36 | <~Vornicus> | The previous was actually building objects, which basically went [Planet(p) for p in...] |
05:44 | <~Vornicus> | And this is for the record nowhere near the amount of stuff I've done in a single listcomp. |
05:44 | <~Vornicus> | This is just two function calls and a big literal. |
06:00 | <&Derakon> | Hey, styles vary. |
06:00 | <&Derakon> | I'm just saying, if it were me I'd put it in a proper for loop. :) |
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06:10 | | You're now known as TheWatcher |
06:21 | < Syk> | i don't get 'flat is better than nested' |
06:21 | < Syk> | i like nested |
06:24 | <~Vornicus> | Nested can be difficult to follow sometimes. |
06:25 | <&Derakon> | The main advantage of the for loop is that it imposes visible structure on control flow. |
06:25 | | Kindamoody is now known as Kindamoody|out |
06:25 | <&Derakon> | It also tells you what you're iterating over at the start instead of at the end. |
06:26 | < Syk> | also |
06:28 | < Syk> | fff, there was an article about twisted callbacks |
06:28 | < Syk> | on this site |
06:28 | < Syk> | i swear that one of you guys wrote it or linked me to it |
06:31 | < Syk> | yay found it |
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07:13 | <~Vornicus> | Save: working. |
07:20 | <~Vornicus> | Load: working. |
07:20 | <~Vornicus> | Bang. |
07:28 | < Syk> | heh |
07:36 | <~Vornicus> | okay, okay, okay, okay. next up. next up... |
07:36 | <~Vornicus> | ...hm. |
07:36 | <~Vornicus> | what is next anyway? |
07:40 | <~Vornicus> | ui sidebar, and mouse picking. |
07:45 | <~Vornicus> | Which means More Art. |
07:56 | <@Tarinaky> | Okay... I have an opengl context... |
07:56 | <@Tarinaky> | Now how the hell do I do anything with it :/ |
08:08 | <@TheWatcher[afk]> | magic |
08:09 | <@TheWatcher[afk]> | alternatively, using opengl calls? |
08:11 | | * Syk cries over in the corner |
08:11 | < Syk> | " |
08:11 | < Syk> | "addCallbacks(self, callback[, errback, callbackArgs, callbackKeywords, errbackArgs, errbackKeywords])" |
08:11 | < Syk> | okay, now, this is nice and all |
08:11 | < Syk> | ...but how the fuck do I use it |
08:11 | < Syk> | twisted keeps going 'hee hee look at syka' and doesnt load |
08:13 | < Syk> | oh wait i think i got it |
08:16 | < Syk> | yaaay i got ti |
08:16 | < Syk> | it |
08:17 | <@Azash> | What are you working on? |
08:17 | <@Azash> | Also yay \o/ |
08:17 | < Syk> | my app thingie |
08:18 | | * Syk pokes at Twisted |
08:18 | <@Azash> | "Twisted is an event-driven networking engine written in Python" |
08:18 | <@Azash> | ^W |
08:18 | <@Azash> | :P |
08:19 | < Syk> | that is factually correct, yes |
08:19 | < Syk> | i am writing a webapp thing |
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10:49 | | * Tarinaky *glares* |
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10:54 | <~Vornicus> | what is being glared at |
10:54 | <@Tarinaky> | Python. |
10:55 | <~Vornicus> | why? |
10:55 | <@Tarinaky> | dll issues I think. |
10:56 | <@Tarinaky> | I'm nuking my python install again to see if that helps. |
10:56 | <@Tarinaky> | Otherwise I'll have to write a test case :/ |
10:56 | <~Vornicus> | oh. |
10:58 | <@Tarinaky> | Well, it isn't segfaulting now. |
11:02 | | * Syk gives Tarinaky the Microsoft-certified advice of 'dear god make a restore point before attempting to install any software' |
11:02 | < RichyB> | You can get Python to segfault by playing with ctypes or CFFI, by writing imperfect C extensions, or by calling sys.setrecursionlimit(1024*1024*20) and then running (lambda x: x(x))(lambda x: x(x)). |
11:02 | < Syk> | or, the better advice of 'Clonezilla your OS drive, just in case' |
11:03 | < Syk> | installers taking a dump on your C:\ is depressingly common |
11:03 | < RichyB> | It'll also segfault if you use certain methods and functions that happen to be written in C and can be tricked into recursing very deeply, either by passing them huge nested data structures, or parameters that are big in some way. |
11:03 | | * Syk stares at one piece of old software that she administered called SynergySoft |
11:03 | <@Tarinaky> | TL;DR Python can be segfaulted by calling C. |
11:03 | <@Tarinaky> | Oh, by the way, Python is written in C. Good luck! |
11:03 | <@Tarinaky> | :p |
11:04 | < Syk> | uninstall this software? hahahaha, it also removed a bunch of Office registry entries! |
11:04 | < Syk> | you want to deploy v 9.2? you have to uninstall 8.2, which has the deleting office registry entries bug, which sometimes isn't fixed by reinstalling office! |
11:04 | < Syk> | it came down to 'reimaging every computer' |
11:05 | < RichyB> | Most of the easy ways to make pure Python code segfault revolve around getting it to blow the C stack, which it isn't written to bother to bounds-check. CPython assumes that the C stack is effectively infinite. |
11:06 | <@Tarinaky> | Anyway. I'm no longer getting an error. |
11:06 | <@Tarinaky> | It's just not working now :p |
11:06 | <@TheWatcher> | Progess! |
11:08 | <@Tarinaky> | /Something/ is clearing the screen after I've drawn the thing... but before it's flipped. |
11:08 | <@Tarinaky> | And I can't, for the life of me, find any statement to that effect. |
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11:16 | <@Tarinaky> | Incoming test case! |
11:17 | <@Tarinaky> | http://pastebin.com/YQ41T0GP |
11:17 | <@Tarinaky> | The test case, currently, fails to draw the Quad. |
11:17 | <@Tarinaky> | Anyone have any clue what I'm doing wrong here? |
11:25 | <@Azash> | Is that the correct number of parameters? |
11:32 | <@Tarinaky> | Oh. A quad needs 4 vertexes :/ |
11:32 | <@Tarinaky> | Problem solved. |
11:39 | <@Tarinaky> | Oh /goodie/... |
11:39 | <@Tarinaky> | Half the functions seem to use the top-left corner as the origin and half the functions, in pyglet, use the bottom left as the origin. |
11:41 | <@TheWatcher> | Probably the ones going through openGL use lower left while the screenbuffer ones use upper left |
11:42 | <@Tarinaky> | This should be fixable by changing the projection matrix... I think... |
11:43 | <@Tarinaky> | Oh wait. |
11:43 | <@Tarinaky> | No. |
11:43 | <@Tarinaky> | I'm a derp. |
11:43 | <@Tarinaky> | Ignore me. |
11:43 | <@TheWatcher> | Well, if you insist |
11:43 | <@TheWatcher> | /ignore Tarinaky |
11:43 | <@TheWatcher> | Bah, blasted space |
11:44 | <@Azash> | /say /ignore works too |
11:46 | <@Tarinaky> | Connection keeps dying though. |
11:46 | <@Tarinaky> | I suspect the QoS monkeys are at it again. |
11:47 | <@Tarinaky> | You're not funny :/ |
11:49 | <@Azash> | Stalker always says the same thing but I never learn |
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14:05 | <@Tarinaky> | If it were any wetter out there you wouldn't know where the Irish Sea began. |
14:11 | <@TheWatcher> | 'tis trifle damp today. |
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16:25 | <@Tarinaky> | Yay. I have some working widgets and shit. |
16:28 | | Syk is now known as syksleep |
16:33 | <@Tarinaky> | Stupid question time... |
16:34 | <@Tarinaky> | How can I generate an image/texture in Python... |
16:36 | < RichyB> | There are a couple of ways, some sensible, others not. |
16:36 | <@Tarinaky> | Specifically to then use with Pyglet. |
16:36 | < RichyB> | There's a library called "PIL", the Python Imaging Library, which just about everybody uses. |
16:37 | < RichyB> | You want to procedurally generate a texture? |
16:37 | <@Tarinaky> | Basically. |
16:37 | < RichyB> | PIL is what everybody uses for spitting image files to disk. |
16:39 | < RichyB> | I think that you should be able to build a texture from an ordinary array.array('B'). |
16:40 | <@Tarinaky> | array.array('B')? |
16:41 | < RichyB> | The "array" module in Python gives you Python objects that contain arrays of primitive numbers. array.array() takes a single-char string that specifies which kind of primitive numbers to use. |
16:41 | < RichyB> | Uh, you know what numpy does? numpy started out as a fork of the array module with some mathematical operations added for using arrays as vectors and matrices. |
16:42 | <@Tarinaky> | I did not know that. |
16:42 | < RichyB> | *history may be slightly inaccurate, but it did start out as some kind of super-arrays thing. |
16:43 | <@Tarinaky> | Okay. So I use the array module for a pixelmap... then what do I do with it? |
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16:46 | <@Tarinaky> | Ah. |
16:46 | <@Tarinaky> | http://www.pyglet.org/doc/api/pyglet.image.ImageData-class.html#set_data Yes? |
16:47 | < RichyB> | Oh, I think that in pyglet what you actually do is call pyglet.image.Texture.create(...) and then call .get_image_data() on that, which gives you an ImageData whose .set_data() method can be used. |
16:47 | < RichyB> | Yes, indeedy. |
16:48 | < RichyB> | No need to screw around with arrays at all. |
16:48 | <@Tarinaky> | Don't you need the array to pass in to set_data? |
16:48 | <@Tarinaky> | Or, at least, a list or string... |
16:49 | < RichyB> | You'd use a byte string. |
16:49 | < RichyB> | In Python 2.x, that's str(), in Python 3 it's called bytes() or something. |
16:49 | <@Tarinaky> | Yeah, but isn't an array better for the actual procedural bit? |
16:49 | < RichyB> | Depends what you're doing with it. |
16:50 | < RichyB> | In CPython, the array module is actually really slow because CPython keeps boxing and unboxing numbers going in and out; you're better off using an ordinary CPython [] list. |
16:50 | <@Tarinaky> | Right. |
16:51 | < RichyB> | (and then converting it to a string, the fastest method for which is to call array.array('B', list_of_ints).tostring() on it) |
16:52 | < RichyB> | In PyPy... which, by the way, apparently runs pyglet just fine... the array module is really quite fast. Like, within 2-5x of C, fast. |
16:52 | <@iospace> | HUZZAH! |
16:52 | <@iospace> | I have successfully modified my code to [NDA] |
16:52 | <@iospace> | ^_^ |
16:53 | <@Tarinaky> | Texture::get_image_data() returns a copy btw, |
16:53 | <@Tarinaky> | Changes to the returned instance will not be reflected in this texture. |
16:53 | <@Tarinaky> | And I can't see what I'm typing >.< |
16:53 | < RichyB> | Aw, balls. |
16:53 | < RichyB> | Can you create a Texture from an ImageData object directly? |
16:53 | <@Tarinaky> | Hopefully my computer will start getting carrier pigeons again... |
16:54 | <@TheWatcher[afk]> | We don't want to know what you did with that rino, thanks all the same |
16:54 | < RichyB> | iospace: secret, unknowable victory! |
16:54 | <@TheWatcher[afk]> | *rhino |
16:54 | <@iospace> | RichyB: mabye |
16:54 | | * iospace checks one thing |
16:54 | < RichyB> | Secret, unknown and unknowable victory! |
16:54 | | ErikMesoy is now known as Harrower |
16:55 | < RichyB> | Arcane, so greatly so that even the innermost acolytes lack complete certainty! |
16:55 | <@TheWatcher[afk]> | I thought iospace used c, not perl~ |
16:55 | <@Tarinaky> | RichyB: Yes, there's a get_texture() method to turn it into a texture. |
16:56 | <@Tarinaky> | But no point starting with a blank texture, turning it into a raw format, writing and then turning it back again when you can just start with the raw format right? |
16:57 | < RichyB> | Tarinaky: of course. I just said start with Texture because I think that that's the order that you do it when working from C. |
16:58 | <@Azash> | iospace: Congratulations on attempting to read these corporate secrets has alerted the federal authorities to your activities |
16:58 | < RichyB> | AIUI you allocate a texture, (possibly bind it?) then call glTexImage2D(...) to fill it in. |
16:58 | < RichyB> | Of course that doesn't need to have any bearing on which way around the pyglet API makes it easiest to do things. |
16:59 | < RichyB> | Azash: OH SHIT I'MA GET V&! :( |
16:59 | <@Tarinaky> | I need to tear myself away from this and do some revision tomorrow now >.< |
16:59 | <@Azash> | RichyB: :b |
17:00 | <@Tarinaky> | I guess if I write down this in my Task List I should be able to pick up on Saturday or Friday or something. |
17:03 | <@iospace> | Azash: actually the stuff i'm working with has "<COMPANY> SECRET" in big red letters on it |
17:03 | | EvilDarkLord is now known as Maze |
17:04 | <@Tarinaky> | I have my first exam Monday. Stress Stress Stress |
17:04 | <@Azash> | iospace: I hope the password isn't the name of one of your close relatives |
17:04 | <@iospace> | good luck getting ot my box |
17:07 | <@iospace> | http://sourceforge.net/mailarchive/forum.php?thread_name=50EA04F9.5040003%40xes- inc.com&forum_name=edk2-devel |
17:08 | <@iospace> | Alex Becker would be me who made that fix XD |
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17:36 | <@iospace> | (Yeah it's not much, but still, it means i actually have evidence that i've worked on UEFI :3) |
17:36 | <@Azash> | Most bueno |
17:37 | | * RichyB giggles at "/r/n" instead of "\r\n" |
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17:40 | <@iospace> | :P yeah |
17:42 | <@iospace> | ... this is why i love vim more and more each and every day |
17:42 | <@iospace> | not having to take my hand off the home row |
17:42 | < RichyB> | Ah. |
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17:55 | <@gnolam> | http://scriptedamigaemulator.net/ |
17:56 | <&McMartin> | Nice |
17:56 | <&McMartin> | I've actually never used Amiga Workbench, I don't think. |
17:58 | <&McMartin> | The Amiga has always sort of been this outsider piece of hardware to me that influences everything else but remains behind the scenes. |
17:58 | | * McMartin may have some careful recreations of Zool's platforming logic over here. |
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18:00 | <@gnolam> | Some places had a higher Amiga density than others. |
18:03 | <@gnolam> | (IIRC, Sweden was #1 for both C64 and Amiga ownership per capita.) |
18:05 | <@TheWatcher[afk]> | .... an amiga emulator in javascript/html5, what |
18:06 | | You're now known as TheWatcher |
18:07 | <@Azash> | TheWatcher: Not bad |
18:07 | <@Azash> | I've only seen a Gameboy one |
18:07 | <@Azash> | Also someone did C&C in JS/HTML5 |
18:07 | <@TheWatcher> | That's neat and all, but I'll just stick to using WinUAE |
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18:10 | | * Azash feels compelled to link this anyway http://www.adityaravishankar.com/projects/games/command-and-conquer/ |
18:12 | | * TheWatcher vaguely wonders what happend to some of the Swedes he knew back towards the end of the Amiga days |
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18:30 | <&McMartin> | gnolam: The part that blows my mind is that the C64, while popular (and my "home micro") in the US, was still clearly an also-ran compared to the massive popularity it had in Europe... |
18:30 | <&McMartin> | ... but the 1541 disk drive had a *huge* North America slant. |
18:30 | <&McMartin> | I have this horrifying vision that the US took CBM's full name at its word and was using C64s for *actual data processing needs* |
18:33 | | * McMartin really ought to resume development on Ophis, given the various crippling bugs in its 65c02 support. |
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18:58 | <@gnolam> | <McMartin> ... but the 1541 disk drive had a *huge* North America slant. |
18:58 | <@gnolam> | ? |
18:59 | <&McMartin> | My understanding, admittedly now vaguely recalled, is that disk drive ownership in the US amongst C64 owners was much higher |
18:59 | <&McMartin> | Basically nobody used the Datasette |
18:59 | <&McMartin> | Even in the 80s |
19:07 | <@Tarinaky> | Azash: So much ninties in that... |
19:07 | <@Tarinaky> | C&C that is. |
19:11 | <@Azash> | A good decade |
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19:56 | <@froztbyte> | TheWatcher: the chance is high that they're all animators or gamedev people now |
19:56 | <@froztbyte> | that seems to be the evolutionary path there |
20:04 | <@TheWatcher> | Well, one works for Mag+, doing stuff with Javascript and Ruby from the looks. Can't remember the other's real names well enough to check now, I'd have to dig out my old mail archives |
20:05 | | * McMartin has a strange urge to reinvent terrible old demoeffects |
20:06 | <@Azash> | Why old? https://www.youtube.com/watch?v=UbBgEwxoUkM |
20:06 | <&McMartin> | Well, because it's an old standby |
20:06 | <&McMartin> | (Specifically, to mix IRQ triggers and cycle counting to do arbitrary horizontal wavy effects on tiled character data) |
20:07 | <&McMartin> | Well, arbitrary within the smooth-scrolling capability of the VIC-II, which isn't very far, but the rest of that particular effect is "boring" |
20:08 | <@Azash> | Sounds pretty neat actually |
20:08 | <&McMartin> | (The rest is rotating screen memory during VBLANK so that you can get scroll amounts larger than 4 pixels in either direction) |
20:08 | <&McMartin> | It's kinda neat, but I'm saying "terrible" here because it's more or less the first trick an 80s democoder would learn |
20:09 | <@Azash> | Ah :P |
20:09 | <&McMartin> | It's roughly the equivalent of writing your first plasma fractal |
20:09 | <&McMartin> | During the era of GLORIOUS VGA |
20:09 | <&McMartin> | I've written plasma fractal demos too~ |
20:09 | <&McMartin> | Though actually that was a "make a landscape using vertex shaders" demo with the plasma fractal just being the source of terrain |
20:10 | <&McMartin> | Also, I shouldn't be doing that because I *should* be focusing development on either Dapper Delver or its Monocle Engine. |
20:11 | <@Azash> | I should be revising probability.. |
20:13 | <&ToxicFrog> | Plasma fractals gave us so many good xscreensaver modules~ |
20:13 | <&McMartin> | The ivory-tower name for them are "midpoint displacement fractals" and they really are pretty much The Shiznit. |
20:13 | <@froztbyte> | I accidentally discover plasma-esque effects |
20:14 | <@froztbyte> | it was multiple concentric circles -> moire effect -> throw some colourisation in -> make the colours also split out from a central point |
20:15 | <@froztbyte> | only much later did I cover the actual plasma stuff |
20:15 | | * McMartin nods |
20:15 | <&McMartin> | http://hkn.eecs.berkeley.edu/~mcmartin/ground.zip was the program in question |
20:15 | <@froztbyte> | s/discover/discovered/ |
20:15 | | * McMartin had been talking about it in here in the past |
20:23 | <&McMartin> | Hrm |
20:24 | <&McMartin> | If you used sprites instead of the scroll register you could get something to go wavy to arbitrary degrees of dislocation |
20:24 | <&McMartin> | Basically mimicking the Atari VCS's display kernel on the VIC-II |
20:27 | <~Vornicus> | I for one am glad I no longer have to do that kind of bullshit to draw things |
20:28 | <&McMartin> | Well, the reason it's interesting is because this isn't for drawing things, it's for mutating arbitrary already-drawn images. |
20:28 | <&McMartin> | Screen filters still suck even in the modern age~ |
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21:37 | <@Reiv> | Hey, McM |
21:37 | <@Reiv> | Did Sable ever get the texturepack upgrade thingy? |
21:41 | <&McMartin> | No, because Sable doesn't use textures~ |
21:43 | <@Reiv> | but you were /gonna/ |
21:43 | <@Reiv> | (weren't you?) |
21:44 | <&McMartin> | I was considering rewriting it to use different shading models |
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21:55 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
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21:56 | < ErikMesoy> | Please terminate spammer with prejudice |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
21:56 | | * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG |
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21:58 | | KOulampam was kicked from #code by Vornicus [Vornicus] |
22:00 | <@iospace> | thank you :P |
22:00 | <@iospace> | Vornicus: you k-line them? |
22:00 | <~Vornicus> | Bob did. |
22:00 | <@iospace> | kk |
22:05 | <@Azash> | The best network in word! |
22:05 | <@Azash> | But what about us who use OOo or LO? |
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22:12 | <&McMartin> | Man, I'm still sticking with WordStar |
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