code logs -> 2013 -> Tue, 08 Jan 2013< code.20130107.log - code.20130109.log >
--- 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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06:21
< 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
06:32 ErikMesoy|sleep is now known as ErikMesoy
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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
18:10 Attilla [Obsolete@Nightstar-9e7fa2b2.range86-162.btcentralplus.com] has joined #code
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
19:14 Kindamoody|out is now known as Kindamoody
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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~
21:18 Rhamphoryncus [rhamph@Nightstar-cc6253d6.abhsia.telus.net] has quit [Ping timeout: 121 seconds]
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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
21:52 Harrower is now known as ErikMesoy
21:55 KOulampam [home@Nightstar-94f440dd.home.otenet.gr] has joined #code
21:55 * KOulampam THE BEST NEW NETWORK IN WORD /SERVER GOLDENHOPE.ZAPTO.ORG
21:55 Derakon [Derakon@Nightstar-a3b183ae.ca.comcast.net] has quit [NickServ (GHOST command used by Derakon_)]
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
21:58 mode/#code [+b *!*@Nightstar-94f440dd.home.otenet.gr] by Vornicus
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?
22:06 mode/#code [+o ErikMesoy] by Azash
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22:12
<&McMartin>
Man, I'm still sticking with WordStar
22:19 ToxicFrog [ToxicFrog@2D9871.281A35.EFF15E.934154] has quit [[NS] Quit: ZNC - http://znc.in]
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23:22 ErikMesoy is now known as ErikMesoy|sleep
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--- Log closed Wed Jan 09 00:00:54 2013
code logs -> 2013 -> Tue, 08 Jan 2013< code.20130107.log - code.20130109.log >

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