code logs -> 2013 -> Mon, 04 Feb 2013< code.20130203.log - code.20130205.log >
--- Log opened Mon Feb 04 00:00:23 2013
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03:48 * Vornicus fiddles with Aleph One, which now has the ability to create 'all-in-one' app-scenario packages. Wonders if this can be done with the various other ones out there.
04:11
<~Vornicus>
I do not however see any documentation on how this is done, which is a shame because you can't separate out saves by scenario otherwise.
04:48
<&McMartin>
AIUI Aleph One hates you and all you love
04:50
<~Vornicus>
it tends to, yes
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04:57
<&ToxicFrog>
Marathon is great, but A1 is (?translation context missing/speculation: obscenity)
04:58
<&ToxicFrog>
I didn't fully appreciate how bad it is until I played Doom (via gzDoom)
05:15
<@Reiv>
?
05:21
<&ToxicFrog>
Aleph One, the open-source version of the Marathon engine.
05:30
<~Vornicus>
It has... problems.
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05:32
<~Vornicus>
Nearest to my heart is that a save doesn't remember what scenario it came from, which means that you have to fiddle with preferences whenever you want to use a different scenario even continuing.
05:32
<~Vornicus>
Second nearest is that there isn't a way to access preferences et al while in the game.
05:34
<&McMartin>
CATERING TO CASUALS
05:35
<@Tamber>
"Preferences?! What are you, soft? Catering to the casuals by letting them change things!"
05:35
<&Derakon>
Real men modify .ini files!
05:35
<&Derakon>
And they complete their games in one sitting, so they have no need for savefiles!
05:36
<~Vornicus>
The best part about the first one is -- the save file /does/ contain (most of) the data about hte current level - the map is in there.
05:38
<@Namegduf>
It's a derivative of the original code, I thought.
05:38
<~Vornicus>
So you can't tell immediately. It's possible you can't tell until you hit a new level.
05:38
<@Namegduf>
Which was obviously designed only for a single game.
05:38
<&ToxicFrog>
Yeah, I generally just create a separate A1 install for each scenario.
05:39
<~Vornicus>
TF: I found that that doesn't really work as it still tries to put savegames in the same place.
05:39
<&ToxicFrog>
Also, my biggest gripe is that mouselook is fucked, my second biggest is the inaccessible prefs menu.
05:39
<&ToxicFrog>
It didn't last time I played
05:39
<&ToxicFrog>
Which was, um
05:39
<&McMartin>
Tamber: My understanding is that this is the official position of the A1 devteam
05:39
<&ToxicFrog>
pre-1.0?
05:39
<@Namegduf>
To be fair mouselook is asking for features which the original game didn't really have
05:39
<@Namegduf>
It was pretty awful there too
05:39
<&ToxicFrog>
Apart from miscellaneous co-op noodlings in M2
05:39
<&ToxicFrog>
Namegduf: the thing is, A1 has mouselook, it just sucks terribly.
05:40
<~Vornicus>
It has two sensitivities, one for vertical and the other for horizontal.
05:40
<&ToxicFrog>
When asked if there are any plans to improve this (or shear pitch or the options menu or or or), the response from the devs is twofold:
05:40
<@Tamber>
McM: ...oh dear.
05:40
<@Namegduf>
I get that, I just don't see why that should get gripe position #1 when having it turned off gives you what the original game did anyway
05:41
<~Vornicus>
Actually in 1.0 you can get true pitch
05:41
<&ToxicFrog>
(a) these features are tied into certain core assumptions in the terrible rat's nest that is the heart of the engine and will take a lot of effort to change;
05:41
<@Namegduf>
I don't remember if the original did mouse support but if it did it was probably no better
05:41
<&ToxicFrog>
(b) YOU SHOULDN'T WANT THIS ANYWAYS, ANYTHING THAT MAKES IT "MORE ACCESSIBLE" TO PEOPLE WHO AREN'T ALREADY DIEHARD MARATHON FANS IS ANTITHETICAL TO OUR VISION. BEGONE.
05:42
<&ToxicFrog>
This also means that anyone offering to submit a patch adding these features runs into (b) and is told to maintain their own fork or GTFO.
05:42
<@Namegduf>
I really feel that gripe #1 should more accurally be "The devs are all (b)" rather than the actual added feature
05:42
<&ToxicFrog>
Incidentally, (b) is - apart from the caps and "begone" - a nearly direct quote from one of the devs.
05:42
<@Namegduf>
There's original gameplay purist Doom engines, too
05:42
<&ToxicFrog>
And yet gzDoom remains the de facto official source port~
05:43
<@Namegduf>
Really?
05:43
<@Namegduf>
It isn't the one I played.
05:43
<&ToxicFrog>
And yeah, those gripes of mine were gripes about the program itself, not the development culture.
05:43
<@Namegduf>
I don't think it does, really.
05:44
<@Namegduf>
Right, but I'm saying that if your worst gripe about the program itself is "This feature which wasn't in the original and can be turned off doesn't work well." then that's a pretty good recommendation.
05:44
<&ToxicFrog>
Namegduf: everything Doom-related I've seen in the last, um, five years? More? has targeted either gzDoom or Skulltag/Zandronum, the latter of which is a multiplayer-oriented gzDoom derivative.
05:44
<@Namegduf>
Well, the first port I encountered was prboom-based.
05:44
<&ToxicFrog>
Or possibly zDoom, I forget how long ago it forked.
05:44
<@Namegduf>
And then I played that one.
05:44
<&ToxicFrog>
prBoom+ and Chocolate Doom get mentioned but only ever as an afterthought after gzDoom and Skulltag.
05:44
<@Namegduf>
By who?
05:45
<@Namegduf>
prboom works.
05:45
<&ToxicFrog>
The Doom thread on SA, the cacowards community, the doom mapping sites...
05:45
<&Derakon>
I find it a bit weird how there's still this fairly massive and vibrant community based on the original Doom.
05:45
<@Namegduf>
There's not AFAIK any real reason to be talking about its ilk aside for ports to new platforms.
05:45
<&ToxicFrog>
I can't remember the last WAD I played that even worked on "vanilla" doom ports.
05:45
<@Namegduf>
Well yeah they're vanilla Doom ports
05:46
<@Namegduf>
They're not going to be as popular for the modding community because they are just not that powerful
05:46
<@Namegduf>
That's not really what they're for
05:46
<&ToxicFrog>
Right, but I mean
05:46
<&ToxicFrog>
The Doom community is the modding community
05:46
<@Namegduf>
How about the player community
05:46
<@Namegduf>
The people who play the things presumably exist
05:46
<&ToxicFrog>
The people still playing Doom are playing the dozens of new WADs that are released every year, not obsessively replaying the original game
05:49
<@Namegduf>
Shrug. The vanilla portsC were pretty major for at least a fair while.
05:49
<~Vornicus>
A1 also now has a shader renderer
05:49
<&ToxicFrog>
(or, at least, if there is a community of people who are obsessively replaying the original game rather than Saturn X/Community Chest/Deus Vult/Reelism/Brutal Doom/Aeons of Death, I have yet to encounter them online)
05:49
<&Derakon>
I expect it's similar to the Super Metroid community.
05:49
<~Vornicus>
Which means among other things there is bloom, and it looks glorious, especially on Ne Cede Malis
05:50
<&Derakon>
Everyone in it has played the original to death already.
05:50
<&Derakon>
If they replay it, it's just because they have an hour to kill reliving old favorites.
05:50
<&Derakon>
But that doesn't generate any discussion or community activity.
05:50
<&Derakon>
It's the mods (or hacks, in this case) that do that.
05:50
<&ToxicFrog>
(apart from speedrunners, anyways, and even then original Doom has been speedrun to death)
05:50
<@Namegduf>
Derakon: That's kind of what I'd expect.
05:51
<&Derakon>
So it's not so much that the original isn't played as that the original isn't evidently played.
05:51
<&ToxicFrog>
Going back to <Namegduf> Right, but I'm saying that if your worst gripe about the program itself is "This feature which wasn't in the original and can be turned off doesn't work well." then that's a pretty good recommendation.
05:51
<&ToxicFrog>
Part of the problem is that mouselook adds a huge amount for ease of play. Lack of mouse control in a shooter is something I find really unpleasant.
05:52
<~Vornicus>
I got my mouselook to work all right.
05:52
<&ToxicFrog>
And the mouselook is at a point where it would almost be better if it weren't there, because it almost works but no matter how many hours you waste fiddling with it it will never work right.
05:52
<~Vornicus>
I had to turn off acceleration
05:52
<@Namegduf>
If I want mouselook I go play Halo.
05:52
<&ToxicFrog>
I mean, it'll be playable, but it'll always be kind of wonky and floaty compared to the mouselook in any Id or 3DR sourceport.
05:53
<&ToxicFrog>
And the actual fiddling process is really frustrating and tedious because of gripe #2.
05:53
<@Namegduf>
Well I don't have Halo.
05:53
<@Namegduf>
I go play another FPS.
05:53
<&ToxicFrog>
And of course Marathon has a really low cap on how far you can look up and down, despite having no reason to have that if (as Vorn says) they've finally given it an r-pitch option.
05:54
<&ToxicFrog>
That's, um, kind of missing the point
05:54
<@Namegduf>
Point is that I'm happy playing the old games as old games and I don't think that the other features of Marathon are so stellar they really need to make a reimagined Marathon game as if it had modern tech at the time it was made.
05:54
<&ToxicFrog>
It's not that I "want mouselook", it's that I want to play Marathon and wish I could play it with less aggravating controls.
05:54
<@Namegduf>
I think it'd be too easy
05:55
<&ToxicFrog>
Yes, I could play Halo or Call of Duty or, you know, a good game, but then I wouldn't be playing Marathon.
05:55
<&ToxicFrog>
Fuck that entire line of argument in the eye socket with a S'pht'Kr Defender.
05:55
<@Namegduf>
No, seriously
05:55
<&Derakon>
A sphincter defender?
05:55
<@Namegduf>
Artificial difficulty is a crappy UI approach
05:56
<&ToxicFrog>
Yes
05:56
<@Namegduf>
But if you take an existing game with it and throw it out
05:56
<&ToxicFrog>
It is
05:56
<@Namegduf>
You *need* to rebalance
05:56
<@Namegduf>
Or the difficulty will be wrong
05:56
<@Namegduf>
And Marathon had rather a lot of it
05:56
<&ToxicFrog>
Also, I have exactly zero patience for the bullshit "other people playing the game in ways I don't approve of or think makes the game too easy ruins the ~purity~ of my ~singleplayer experience~" argument
05:56
<&ToxicFrog>
It can fuck off, die, and catch fire
05:57
<~Vornicus>
I just finished playing through the trilogy. I'd forgotten how much spare ammo I end up with
05:57
<&ToxicFrog>
(also, even with mouselook, Marathon on Total Carnage is plenty hard, and would still be hard even with non-shit mouselook)
05:57
<@Namegduf>
I'm not making that argument, although I would say that most of the challenge of Marathon for me was learning to manipulate the control scheme precisely enough to fight powerfully
05:57
<@Namegduf>
Strafing and keeping aimed right and whatnot
05:57
<@Namegduf>
So if you dropped the "learn to use the control scheme" challenge I think it'd wind up pretty different challenge-wise
05:58
<&ToxicFrog>
Then what argument are you making? Because it sure sounds like you're saying "it shouldn't have this feature because I, personally, think it makes the game too easy and wouldn't use it"
05:58
<@Namegduf>
You're saying you're playing Marathon because it's Marathon even though you could have a better game in all kinds of other respects
05:59
<@Namegduf>
But you want it changed in what seems to be a hugely substantial way gameplay wise
05:59
<@Namegduf>
And I'm wondering why Marathon with that extensive a change is preferrable to just going to one of those other newer games which have sane control schemes to begin with
06:00
<@Tamber>
"Because it's Marathon", presumably.
06:00
<@Namegduf>
"If you're not at least partially wanting to play original-style gameplay, why are you screwing with an ancient and hideously designed game engine?"
06:00
<&ToxicFrog>
I'm playing Marathon because I like the story and the setting and the level design and the enemies and the weapons.
06:00
<@Namegduf>
Okay.
06:00
<&ToxicFrog>
I do not consider the control scheme a vital part of this experience.
06:01
<&ToxicFrog>
I enjoy it more - marginally - with shitty mouselook than keyboard-only (and yes, I have played it both ways). I would enjoy it more still with non-shitty mouselook.
06:02
<&ToxicFrog>
The parts of Marathon I enjoy are not the engine. I would be equally happy with an improved A1, or a port of Marathon to another, better engine.
06:04
<@Namegduf>
That makes sense.
06:11
<&ToxicFrog>
For me this is true of most games. The engine is the least important part and I generally feel that if it can be upgraded without otherwise affecting the game*, it should be
06:12
<&ToxicFrog>
* for example, a port of Marathon to gzDoom would not qualify, despite gzDoom's vastly better UI, because it can't replicate all of the spacefolding tricks that some Marathon levels rely on it
06:12
<&ToxicFrog>
*rely on
06:17
<~Vornicus>
I still want to see marathon levels remade in newer engines
06:19
<@Namegduf>
I want to see Bungie make a new Marathon-style series
06:19
<@Namegduf>
In a new engine.
06:20
<@Namegduf>
This isn't contradictory with wanting a remake of the original, though.
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06:23
<@Namegduf>
Surreality and extremely powerful rockets are both underused elements in new games.
06:25
<~Vornicus>
Most of my far Cry 2 run was played with a grenade-launcher-equipped jeep I found somewhere.
06:25
<~Vornicus>
It was ridiculously broken
06:28
<~Vornicus>
"oh look there's a patrol coming, I'd better get off the road and hide before they --wait, no, that's just silly. *k'chunk, BOOM*
06:30
<~Vornicus>
TF: well, the no-really-high-look thing I can understand still, because there are quite a few levels where it's built so that looking way up or way down would sort of break the level
06:36
<~Vornicus>
There are also still some issues with the engine regarding that - look low enough or high enough and you can see the, uh. It only renders stuff that's actually in front of you, so you see black corners if you look low enough.
06:41 * Vornicus plays Siege of Nor'Korh, discovers a little tiny bit of genius.
06:42
<~Vornicus>
there's an elevator, right. All the usual elevators in marathon are done by having an open vertical corridor and the platform moves within it.
06:43
<~Vornicus>
Engine limitations, etc. Not this one. This one appears to have a floor and ceiling that move together. This cannot be done straight up in the engine.
06:45
<~Vornicus>
How's it done? The walls themselves are platforms and move to give the appearance of movement. More verisimilitude comes from the fact that you can see a room up on the second floor from the first, and it matches up in the map... but the door is locked.
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07:55
<~Vornicus>
Hm. Javascript: I need a (shallow, if you care) copy of an array.
07:58
<@TheWatcher>
var foo = new Array(); var bar = foo.slice();
07:58
<~Vornicus>
ah, that's the ticket. thank you.
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08:25
<@Alek>
Hm. If Marathon requires spacefolding tricks, could it be done in whatever the original Serious Sam engine was? NOT Serious Sam HD, though, that one's a different engine that lost the spacefolding tricks. -_-
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08:40
<~Vornicus>
Alek: Unreal can do it, Source cando it
08:40
<~Vornicus>
I'm not sure how Unreal does it or if modern versions don't; Source does and the support is explicit.
08:43
<~Vornicus>
(Source thinks with portals)
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08:44
<@Alek>
mmkay.
08:44
<@Alek>
what kind of spacefolding tricks are we talking about, with Marathon?
08:45
<@Alek>
Serious Sam had, besides portals, variable gravity, both in strength and direction.
08:46
<@Alek>
but not null grav, though that may be possible and they just didn't put it in.
08:49
<&McMartin>
Essentially, broken room geometry~
08:49
<&McMartin>
I don't think Marathon did anything else; basically, if you did dead-reckoning 3D inertial compass you could find yourself in two rooms with identical coordinates because each room exit was effectively a teleport.
08:50
<&McMartin>
(And therefore there was no requirement that going east from the room to your west would lead to the same place as going west from the room to your east)
08:56
<~Vornicus>
McM: that last one not quite
08:56
<~Vornicus>
Polygon edges are all undirected, however, polygons were allowedto overlap and the game kept track of what polygon you were in.
08:57
<~Vornicus>
(and also you global coordinates, but collision takes into account polygon id)
08:58
<&McMartin>
I'm not sure how that doesn't mean "each edge is a link to another poly (that is, a teleport), not a dead-reckoning shift in coordinates"
08:58
<~Vornicus>
(And therefore there was no requirement that going east from the room to your west would lead to the same place as going west from the room to your east) <--- this is false.
09:00
<&McMartin>
OK, so, instead it would be no guarantee that going north-east-south-west would get you the same place as south-east-north-west.
09:00
<&McMartin>
Which means the statement "the room to your east" is in fact ill-defined here.
09:02
<~Vornicus>
basically. You and walk all the way around a pillar on level ground and find yourself somewhere else.
09:08
<~Vornicus>
Some places used this for effect; most of the time in the 1st party scenarios though it was either sloppy design or "ha ha look what I can do"
09:08
<~Vornicus>
Though there were at least some multiplayer maps that used it.
09:10
<~Vornicus>
the polygon-id collision requirement meant some funny things too: explosions were entirely contained within the polygon its source was in; this meant that, for one concrete example, using a rocket launcher on teleporting-in enemies in the diamond rooms in Begging For Mercy Makes Me Angry would only hit the front guy or two.
09:12
<~Vornicus>
Because the very ends of the room, where most of the enemies teleport in, are separate polygons from the main section.
09:15
<&McMartin>
Ew
09:21
<~Vornicus>
Other fun things: the skybox was actually a single large texture pasted onto walls and ceilings and floors, with uv mapping based on the relative location of the player. Pretty pedestrian, but at least one level (Eat The Path, in Marathon Infinity) this was used to make a place appear out of 'nowhere'.
09:22
<~Vornicus>
--there was a platform poly with a visible wall painted "skybox" and it would, when you hit a switch, drop into the floor and reveal the next segment of level.
09:24
<@Alek>
what
09:24
<@Alek>
ok, that IS pretty whack.
09:24
<@Alek>
and is pretty much Thinking With Portals.
09:26
<@Alek>
walking around a pillar to find yourself elsewhere. this is Faerie, boyo!
09:26
<~Vornicus>
remember that this was back when my really awesome computer ran about 30MHz and had 4MB of RAM
09:26
<@Alek>
heh
09:27
<~Vornicus>
Not having to figure out what the floor was is kind of a big deal.
09:27
<@Alek>
ok, I don't know of any other engine that can do those kinds of spatial tricks. well, maybe Serious Sam.
09:27
<@Alek>
maybe.
09:29
<~Vornicus>
Contemporaneous engines included DOOM (no polygon could overlap another, so a 2-floor complex was impossible) and System Shock (same thing as DOOM in this respect but you could collide with objects vertically -- holy shit -- and so they used entities as floors in select contexts to give you virtual multi-floor stiff)
09:31
<~Vornicus>
(System Shock used this ability Sparingly because entity collisions were expensive and terrible and just keeping them around was a lot of work)
09:31
<@Alek>
Serious Engine was developed for long view distances and high model counts, and the spatial tricks (gravity, portals, teleports) were bonuses, I think. I don't know about Serious Engine 2 (Serious Sam 2), but Serious Engine 3 (HD remake) lost some of the spatial tricks. they MAY or may not be back in 3.5 (Serious Sam 3).
09:33
<~Vornicus>
Variable gravity's been available for a long time. System Shock and Quake 1 both used it.
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09:36
<@Alek>
haven't played SS or Quake yet (Quake IV actually I have)
09:36
<~Vornicus>
Psychonauts I know had variable-direction gravity where the camera followed, and that came out before Mario Galaxy.
09:36
<@Alek>
heh.
09:37
<~Vornicus>
Others may have had that but I don't know them.
09:38
<@Alek>
Sam had stuff like a pool you dive into, go to the bottom, and fall into an air room under the water. oh, there was also a room with supposedly high-power fans blowing from the sides, strong enough to push you - probably a variant of the gravity.
09:38
<~Vornicus>
The pool one I know I've seen elsewhere.
09:39
<@Alek>
speaking of pushing, werebulls. rocket-jumping has nothing on them. XD
09:39
<~Vornicus>
The fans thing, Half Life 1 did that, and you had to switch it on~
09:39
<@Alek>
but that was from below. XD
09:39
<@Alek>
in Sam, it was from the walls, vents not fans actually, and variable in strength depending on where in the room you were.
09:40
<@Alek>
anywho.
09:40
<~Vornicus>
Quake 1 had at least a few tunnels where gravity would push you funny directions.
09:41
<@Alek>
Prey had gravity and portals also.
09:41
<~Vornicus>
Gravity weirdness is kind of de rigeur. It's so easy to do.
09:41
<@Alek>
and its special gameplay mechanic (spirit form) obeyed different gravity rules than your body. XD
09:41
<@Alek>
suppose so.
09:41
<@Alek>
spatial weirdness is harder to do, especially to do right.
09:46
<~Vornicus>
"spatial weirdness"?
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09:57
<@Alek>
starting with portals and moving through faery pillars, to I don't know what.
09:57
<@Alek>
well, I think.
10:02
<~Vornicus>
I don't know what faery pillars are
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10:05
<@Alek>
[03:03] <~Vornicus> basically. You and walk all the way around a pillar on level ground and find yourself somewhere else.
10:07
<~Vornicus>
that comes free with portals.
10:20
< ReivDriod>
Holy shit. Nuclear explosions up till 1998: https://www.youtube.com/watch?v=LLCF7vPanrY
10:20
< ReivDriod>
That is done clever, presumably coded, presentation.
10:23 RichyB [richardb@Nightstar-3b2c2db2.bethere.co.uk] has joined #code
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13:01
<@Tarinaky>
So...
13:02
<@Tarinaky>
The lecturer who's supposed to be giving this lecture is on extended leave, nobody has said anything about this lecture being cancelled.
13:02
<@Tarinaky>
But there's a lack of people (10 minutes to lecture).
13:02
<@Tarinaky>
So,who knows.
13:02
<@Tarinaky>
Usually the department is pretty belt and braces about this sort of thing.
13:03
<@RobinStamer>
"belt and braces"?
13:03
<@Tarinaky>
Redundant.
13:04
<@Tarinaky>
Braces as in trouser suspenders.
13:04
<@Tarinaky>
Both are devices for holding up one's slacks.
13:04
<@RobinStamer>
Ah
13:06
<@Tarinaky>
Yay, peeople.
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15:51 You're now known as TheWatcher[d00m]
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16:08 mode/#code [+ao Derakon Derakon] by ChanServ
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16:47 You're now known as TheWatcher[afk]
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20:57 You're now known as TheWatcher
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21:42 * TheWatcher eyes some of this documentation, sighs as he decides it needs Serious Work
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23:41
<@Syloq>
Burn it all.
--- Log closed Tue Feb 05 00:00:38 2013
code logs -> 2013 -> Mon, 04 Feb 2013< code.20130203.log - code.20130205.log >

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