[00:15:10] <-- wjp has left IRC ("Zzzz...")
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[02:05:30] * servus looks in vain for a DOS screenshot program :)
[02:05:45] <Yuv422> why?
[02:06:48] <servus> to get a screenshot of uw1... there are key differences between uw1 and uwadv... viewpoint/perspective etc
[02:07:01] <servus> uw1, to my knowledge, doesnt have a builtin screenshot key like uw2 does :)
[02:07:03] <Yuv422> ah k
[02:07:29] <Yuv422> I'm sure there are loads of screencap TSRs for dos
[02:07:57] <servus> me too... ive been looking:) might just write my own, if i can remember how the heck to :)
[02:07:59] <Yuv422> I think that game wizard program had a screencap function.
[02:08:47] <Yuv422> just load the tsr, hook run dump memory from 0xa0000 or where ever the vide3o buffer is. ;)
[02:16:35] <servus> i cant run that version of game wizard on windows
[02:20:35] <Yuv422> :(
[02:24:02] <servus> no good with dos TSR programs... they all crash the virtual console when i try to load uw:)
[02:37:32] <servus> ah-ha, dosbox!
[02:37:40] <servus> works perfect in a window;)
[02:44:37] <Yuv422> :)
[02:48:12] <servus> first off, they are using the entirely wrong aspect ratio, and a seemingly incorrect FoV
[02:48:31] <servus> 640x480(1.3) is not the same aspect as the original 320x200(1.6) :)
[02:48:58] <Yuv422> video cards don't like 1.6 these days
[02:51:58] <servus> erm, what do you mean? :) in fullscreen mode, the aspect ratio isnt important, and in windowed mode, the aspect ratio can be anything, since it doesn't change the screen resolution
[02:52:34] <Yuv422> if you ask for 300x200 full screen
[02:52:46] <Yuv422> 320x200
[02:53:03] <servus> i've never met a video card that wouldnt do it
[02:54:46] <Yuv422> hmm from memory the xbox didn't like 320x200
[02:55:20] <servus> xbox? xbox!?! :P
[02:55:31] <Yuv422> hehe
[03:10:15] <servus> hmm... uw1 seems to use a different FoV for vertical and horizontal viewing
[03:14:10] <servus> or maybe the wall height multiplier is simply incorrect
[04:08:48] <Yuv422> maku added the advMame scaler to nuvie last night :)
[04:09:00] <Yuv422> or scale2x as it is commonly know
[04:09:05] <Yuv422> known
[04:35:47] <servus> thought you were doing it in opengl?
[04:36:59] <Yuv422> nope
[04:37:06] <Yuv422> that would be nice though
[04:37:27] <Yuv422> can you call stat() on the win32 platform?
[04:37:29] <servus> well why not? opengl is extremely easy to use? well you've already started it one way, i'm just rambling:)
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[04:38:56] <Yuv422> hi sbx
[04:39:40] <sbx> hi
[04:43:38] <sbx> there was a strange bug with the baker in britain who would use the wrong persons name when talking to you
[04:43:46] <sbx> but i found out its a bug from the original u6 :)
[04:43:57] <Yuv422> cool
[04:44:39] <sbx> i probably shouldve checked first before spending a while trying to find out what was causing it
[04:44:57] <sbx> only after trying to figure it out did i check to see if the original had it
[04:45:25] <Yuv422> have you tried the new scale2x mode?
[04:45:38] <sbx> when is that in nuvie?
[04:45:45] <sbx> if its new i havnt
[04:46:10] <Yuv422> maku put it in last night
[04:46:19] <Yuv422> Scale2x
[04:46:32] <sbx> oh
[04:46:34] <sbx> cool
[04:46:37] <sbx> he does a lot
[04:46:39] <sbx> no i havnt
[04:47:25] <Yuv422> brb just making some lunch
[04:55:54] <Yuv422> back
[05:10:23] --> maku has joined #nuvie
[05:10:40] <maku> hello all
[05:10:46] <Yuv422> hi maku
[05:11:01] <sbx> hi
[05:11:43] <Yuv422> I'm just fixing config loading in Nuvie
[05:12:22] <maku> I started last night reworking the GamePalette class
[05:12:24] <sbx> is it going to throw exception?
[05:12:40] <Yuv422> hehe exception
[05:12:51] <Yuv422> I've never thrown an exception.
[05:13:04] <Yuv422> it just returns false if it can't load the config
[05:13:07] <sbx> just check the return
[05:13:14] <sbx> ya ok
[05:13:14] <sbx> heh
[05:13:19] <Yuv422> from one of several locations
[05:13:26] <Yuv422> maku: cool how's that going?
[05:13:33] <sbx> but there are other places that have to load files and can fail
[05:13:39] <sbx> do you have to check them all?
[05:13:42] <sbx> or not yet
[05:14:12] <maku> fine, I think. I have the new interface ready and few methods implemented.
[05:14:38] <maku> Few minutes of work and it should do the trick
[05:14:51] <Yuv422> sbx: this is just loading the config class
[05:15:15] <Yuv422> maku: cool look forward to seeing it.
[05:16:46] <maku> It handles palette fades: fade_to_black, fade_from_black, fade_to(R,G,B)
[05:17:14] <Yuv422> cool how are we going to time that?
[05:17:29] <maku> they all have argument uint8 speed
[05:17:30] <Yuv422> do we just call a palette update method?
[05:17:37] <Yuv422> each cycle?
[05:18:10] <maku> I tought that fade routines don't return until they have done the work
[05:18:22] <Yuv422> hmm
[05:18:23] <Yuv422> ok
[05:18:57] <Yuv422> it might be nice to fade up/down while animating though
[05:19:21] <Yuv422> that's not needed now though.
[05:19:22] <maku> true. now I have to figure that out
[05:19:46] <maku> I think U6 doesn't fade while animation is running
[05:20:10] <Yuv422> hehe that doesn't mean we shouldn't ;)
[05:20:25] <maku> :)
[05:20:42] <maku> do you know if there is a function similiar to SDL_Delay but that returns when user hits a key
[05:21:05] <Yuv422> not to my knowledge
[05:21:26] <maku> it's needed for cutscenes
[05:21:44] <Yuv422> maybe you need your own micro event loop. ;)
[05:22:38] <maku> probably. I'll check the SDL_Delay source in libsdl cvs and grap some code
[05:30:29] <maku> maybe I'll just do it with SDL_WaitEvent and loop until a key or a mouse button is pressed
[05:30:51] <Yuv422> loop and delay
[05:31:06] <maku> that was what tried to say :)
[05:31:48] <maku> use SDl_GetTics to see if it's time to quit... but SDL_WaitEvent won't work
[05:32:05] <maku> I have to use pollEvent and wait like 2ms in every loop
[05:32:22] <Yuv422> yup
[05:33:33] <maku> I changed Palette interface a bit
[05:33:55] <maku> there is now methods bool fade_update and bool do_fade(uint8 speed)
[05:34:20] <maku> they return true when the fading is complete
[05:34:21] <Yuv422> cool
[06:30:06] <Yuv422> How's that palettte going maku?
[06:31:27] <maku> I am figuring out a fast way to do fading
[06:31:49] <maku> the easiest thing would be to use alphabelnding
[06:31:56] <maku> blending, I meant
[06:32:07] <Yuv422> ah k
[06:32:48] <Yuv422> we need that for the nighttime effect too.
[06:33:08] <Yuv422> well the new nighttime effect that is
[06:40:04] <Yuv422> I think I'll add a game select class now to
[06:40:11] <Yuv422> GameSelect
[06:40:16] <Yuv422> how does that sound
[06:40:26] <maku> how does this work?
[06:40:52] <Yuv422> well we need a menu for selecting which game to play
[06:41:09] <maku> like in exult. sounds cool
[06:41:21] <maku> have you tried nuvie with md yet?
[06:41:27] <Yuv422> so GameSelect would handle that and create a Bootup class to load the game porper
[06:41:32] <Yuv422> proper
[06:42:02] <maku> and bootup sets everything up correctly
[06:42:11] <Yuv422> yes
[06:42:25] <maku> and shows intro, menu etc.
[06:42:31] <maku> if needed
[06:43:32] <Yuv422> brb
[06:55:06] <Yuv422> back
[07:23:48] <Yuv422> the Introduction section looks quite simple
[07:24:21] <Yuv422> with the avatar on the altar
[07:24:32] <Yuv422> only 13 shapes
[07:26:33] <maku> yes. it shouldn't be hard
[07:27:10] <maku> raindrop things and gypsy's bottles are harder
[07:27:18] --- Eclair is now known as JAPANESE|learn
[07:29:10] <Yuv422> yes the gypsy looks quite intensive
[07:30:35] <sbx> Suteki Da Ne?
[08:03:51] <maku> nuvie crashes
[08:03:57] <maku> it cannot find ultima6 files
[08:04:07] <maku> yuv?
[08:14:01] <maku> older version works just fine
[08:14:27] <sbx> what would the changes be except what i added
[08:14:35] <sbx> which is not much
[08:15:24] <maku> I don't know. have Eric commited his changes?
[08:16:22] <sbx> some
[08:17:02] <maku> it's same kind of problem you had yesterday
[08:17:29] <maku> like nuvie cannot find u6 files
[08:17:35] <sbx> it looks for cfg now
[08:17:47] <sbx> bool Nuvie::initConfig()
[08:18:19] <maku> have you the most recent cvs version? does it work?
[08:18:46] <sbx> no i havnt gotten it
[08:18:51] <sbx> ill update
[08:18:52] <Yuv422> hmm
[08:19:16] <maku> yuv422, does it work for you?
[08:19:26] <Yuv422> it should do
[08:19:34] <Yuv422> I'm just adding a file. one sec
[08:19:43] <maku> it crashes during TileManager::loadTiles()
[08:20:02] <maku> which is called from Game::loadGame()
[08:20:05] <sbx> it deletes config
[08:20:09] <sbx> should it do that?
[08:20:16] <Yuv422> hehe nuvie.cfg
[08:20:20] <sbx> oh yeah thats if its not found
[08:20:34] <Yuv422> I changed it to somthing moer generic
[08:20:57] <Yuv422> maku: you'll need to add your path in
[08:21:12] <Yuv422> you might try putting it in ~/.nuvierc
[08:21:13] <maku> where?
[08:21:17] <maku> ok
[08:21:34] <Yuv422> or you could put it in /usr/local/share/nuvie/nuvie.cfg
[08:21:39] <sbx> i thought it would go in ~/.nuvie
[08:21:51] <Yuv422> a directory called .nuvie?
[08:21:53] <sbx> yes
[08:22:20] <sbx> then the config name is always the same
[08:22:34] <maku> it doesn't seem to be the problem. nuvie finds its configuration but it cannot find my u6 installation
[08:24:25] <Yuv422> have you changed it to the proper directory in nuvie.cfg?
[08:24:56] <maku> yep.
[08:25:16] <maku> what is really wierd is that it works when I change scaler to point
[08:25:22] <sbx> sorry my copy is not compilable atm so i cant test
[08:26:40] <Yuv422> does stat work ok for you?
[08:27:05] <maku> at least it has worked in my other programs
[08:27:09] <maku> it should
[08:27:50] <Yuv422> so is it working atm?
[08:27:56] <Yuv422> nuvie that is.
[08:28:21] <maku> I don't get this! If scaler is set to Point or SuperEagle everything works, but as soon as I change it to Scale2x
[08:28:29] <maku> nuvie crashes
[08:28:35] <Yuv422> maybe your faulting someware
[08:28:49] <maku> in TileManager::loadTiles()!
[08:28:50] <Yuv422> and it's showing itself in another area
[08:29:40] <maku> it shouldn't. Scale2x worked just fine last night and even this morning, before I updated my tree
[08:29:54] <Yuv422> it works fine for me
[08:30:03] <maku> have you touched scale.*?
[08:30:04] <Yuv422> let me run nuvie in a malloc checker
[08:30:07] <Yuv422> nope
[08:33:39] <sbx> ok i built it
[08:33:41] <sbx> it works for me
[08:33:44] <Yuv422> I only changed Nuvie and MapWindow
[08:33:56] <maku> sbx, try with scaler set to Scale2x
[08:34:01] <sbx> thats what im using
[08:34:02] <Yuv422> it must be somthing in your build maku
[08:34:09] <sbx> its really good scaler :)
[08:34:17] <maku> I like that one too
[08:34:24] <maku> that's why I added it ;)
[08:34:46] <maku> I'll try make clean
[08:34:48] <sbx> yeah good idea
[08:34:50] <sbx> ok
[08:35:48] <maku> I want faster computer. it takes some 15 minutes to compile nuvie
[08:36:03] <Yuv422> Ouch
[08:36:33] <maku> yep. imagine my building XFree or even kernel
[08:36:49] <maku> exult took an hour and a half
[08:37:41] <servus> pats his array of gameboys that has been made into a beowulf compiler supercomputer!
[08:37:54] <sbx> grins
[08:38:01] <maku> :)
[08:38:05] <Yuv422> how many gbs in your cluster servus?
[08:39:05] <maku> I'll go now for a moment...
[08:39:20] <maku> or leave might be a better expression
[08:39:45] <sbx> bye
[08:40:25] * maku is away: eating etc.
[08:41:17] <sbx> Yuv422: also in ~/.nuvie we can have key config and game patches
[08:41:52] <Yuv422> a k
[08:41:54] <Yuv422> ah k
[08:41:58] <servus> just two gameboys... it's actually just a linked game of tetris *frowns*:(
[08:42:05] <sbx> lol
[08:42:37] <sbx> i remember that :)
[08:42:52] <sbx> it wouldnt compile nuvie
[08:42:59] <servus> gameboy had a compiler ?:P
[08:43:04] <sbx> heh
[08:43:14] * sbx shrugs.
[08:43:39] <sbx> time to go
[08:43:45] <-- sbx has left IRC ("bye")
[08:43:47] <Yuv422> cya
[08:46:27] <Yuv422> you can compile for the gb/a with gcc
[08:46:51] <Yuv422> you just need to have the arm/thumb toolchain
[09:04:02] * maku is back (gone 00:23:36)
[09:05:08] <maku> no. nuvie still crashes
[09:05:49] <maku> wait a sec. it works after all
[09:06:38] <maku> fountains are back
[09:07:46] <maku> yuv422, do you know how drawbridge is implemented in the original?
[09:25:57] --- JAPANESE|learn is now known as animeloe
[09:30:37] <Yuv422> hmm
[09:30:42] <Yuv422> it's probably hardcoded
[09:31:16] <maku> probably. but what happens when one uses the crank
[09:31:27] <maku> change some animation frames?
[09:31:44] <Yuv422> the crank rotates a bit then the drawbridge magically folds down
[09:32:02] <maku> I've read that the channels in MD are done using frames
[09:32:05] <Yuv422> it goes straight from up to down
[09:32:24] <maku> when they're filled their frame number is altered
[09:32:27] <Yuv422> do you have a copy of the U6 tile set as an image?
[09:32:33] <maku> no
[09:32:46] <maku> have you?
[09:32:57] <Yuv422> I'll get you the link
[09:33:10] <maku> that would be nice
[09:34:01] <Yuv422> http://red5.graf.torun.pl/~rackne/u6like.html
[09:34:10] <Yuv422> it doesn't want to go for me
[09:34:16] <Yuv422> maybe you have more luck
[09:37:21] <maku> it isn't going anywhere
[09:37:26] <maku> I try google
[09:42:19] <Yuv422> bbl dinner time
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[09:52:10] <wjp> hi
[09:58:05] <maku> hello
[10:00:19] <-- maku has left IRC (Remote closed the connection)
[10:31:39] <Yuv422> hi wjp
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[11:20:37] <maku> according to U6 tileset at http://red5.graf.torun.pl/~rackne/u6like.html there are six tiles representing the lowered drawbrigde
[11:20:46] <maku> or frames
[13:12:39] <Yuv422> yup
[13:12:54] <Yuv422> an object can be up to 2 tiles wide
[13:16:20] <maku> and drawdrigde even wider
[13:16:47] <Yuv422> nope
[13:17:00] <Yuv422> the draw bridge would contain multiple objects
[13:17:02] <Yuv422> :(
[13:17:08] <Yuv422> which is a bit of a hack
[13:17:13] <maku> of course. sorry
[13:17:16] <Yuv422> I'm just finding out the numbers
[13:17:18] <Yuv422> np ;)
[13:17:57] <Yuv422> hmm
[13:18:09] <Yuv422> well they have the same object number
[13:18:25] <Yuv422> but they have different frame numbers
[13:18:34] <maku> when up?
[13:18:42] <Yuv422> and down
[13:18:58] <Yuv422> 269 is the drawbridge object
[13:19:09] <maku> how about the water? in front of the brigde and near it?
[13:19:41] <maku> now I am getting somewhere: Origin presents -> A Lord British Production
[13:19:50] <maku> all in colors!
[13:20:00] <maku> but fading doesn't seem to work
[13:20:23] <Yuv422> sounds good
[13:20:38] <Yuv422> where is this code going?
[13:21:28] <maku> do you mean how ready it is?
[13:22:35] <Yuv422> is it in a new class?
[13:24:08] <maku> introduction stuff is in U6Intro class
[13:24:20] <maku> palette is the same old GamePalette
[13:24:20] <Yuv422> righto
[13:24:29] <Yuv422> is there a base intro class
[13:24:36] <maku> not yet
[13:25:23] <maku> I think we might not need it. intros can be called directly from xGame class
[13:26:08] <Yuv422> where are you going to put your generic drawing functions? and your event handling code
[13:26:52] <Yuv422> I guess graphic methods would go in screen
[13:27:53] <maku> well there is not much generic code. at least yet.
[13:28:11] <maku> currently the only generic function is wait()
[13:30:15] <maku> palette updates don't affect
[13:31:31] <maku> nothing happens on the screen, if the palette is changed (and screen->update()ed)
[13:32:05] <maku> how rotate palette works?
[13:37:29] <Yuv422> rotate palette in screen?
[13:38:44] <maku> never mind. it doesn't work either
[13:39:03] <maku> how is palette rotating animations done?
[13:39:25] <maku> are all tiles reblitted after palette is rotated?
[13:39:36] <Yuv422> yes
[13:40:04] <maku> this makes palette fading from GamePalette impossible
[13:40:51] <maku> this would be lot easier if we had an 8-bit surface on which all graphic operations take place
[13:41:11] <maku> the surface sould then be scaled on 16/32-bit surface
[13:41:36] <maku> could
[13:42:45] <Yuv422> I originally had an 8bit surface but changed it to 16/32
[13:43:47] <maku> why? for speed?
[13:44:19] <Yuv422> so we can do gradientated blending for nighttime.
[13:44:35] <maku> ok
[13:44:37] <Yuv422> and fading
[13:44:59] <maku> how you planned fading should be done?
[13:45:22] <Yuv422> not too sure ATM
[13:46:37] <Yuv422> the drawbridge seems to be constructed with single tile objects
[13:47:21] <maku> I try to implement fading with alpha blending and see how slow it is
[13:48:23] <Yuv422> well if it runs ok on your comp it should run great on most people's machines. ;)
[13:50:29] <maku> :)
[13:50:46] <maku> they have an 8-bit surface in exult
[13:51:07] <maku> could the maparea be own surface?
[13:51:19] <Yuv422> yes they said it caused all sorts of issues
[13:51:24] <Yuv422> I guess it could be
[13:51:28] <maku> the we could fade just its palette
[13:51:53] <maku> to get all kinds of fancy palette effects without affecting the rest of the ui
[13:52:14] <Yuv422> well we could draw it onto the main surface with a special virtual palette
[13:52:25] <Yuv422> wouldn't that achieve the same thing?
[13:53:24] <maku> I have to admit I have no idea
[13:53:47] <maku> I settle with alpha fades for now
[13:55:59] <Yuv422> are there any other drawbridges in britannia?
[13:57:27] <maku> I haven't seen any
[13:57:48] <Yuv422> so LB's drawbridge is a one off.
[14:00:01] <maku> have you found anything useful about the drawbridge yet?
[14:00:16] <Yuv422> yeah just looking at the crank object
[14:00:32] <Yuv422> it doesn't seem to have any connection to the drawbridge :(
[14:00:38] <Yuv422> so it might be hard coded
[14:00:45] <Yuv422> I'm just searching for other cranks
[14:05:26] <Yuv422> I've found the other drawbridge
[14:05:39] <maku> where?
[14:06:02] <Yuv422> 0x313 0x3c2 0x0
[14:06:48] <maku> oh
[14:07:58] <Yuv422> so it looks like there is only two drawbridges
[14:11:10] <maku> not many, at least
[14:11:17] <Yuv422> true
[14:11:27] <Yuv422> I'll need to implement levers too
[14:11:30] <Yuv422> and keys
[14:12:58] <maku> keys will be easy
[14:13:16] <Yuv422> you think so
[14:13:29] <maku> just check doors quality == keys quality
[14:13:37] <Yuv422> ah k
[14:13:44] <Yuv422> that is simple. ;)
[14:13:51] <maku> yep :)
[14:13:58] <maku> simple thingies are nice
[14:14:20] <Yuv422> I guess the same goes for levers?
[14:14:51] <maku> probably. but their actions are most likely hardcoded
[14:15:49] <Yuv422> did levers control things other than portculises?
[14:16:30] <maku> I don't remember. so long time I last played U6
[14:17:06] <maku> there are drawbridges in MD also. they could give more hints
[14:17:59] <Yuv422> I think drawbridges in u6 were hardcoded
[14:18:14] <Yuv422> or maybe a proximity check
[14:18:25] <Yuv422> if draw bridge near crank use it
[14:18:48] <maku> may be.
[14:20:17] <Yuv422> just fixed virtical secret doors
[14:21:40] <maku> cool
[14:21:50] <maku> compiling alpha fade in
[14:21:57] <Yuv422> nice
[14:31:30] <maku> alpha is working
[14:31:37] <maku> a bit slow, tough
[14:31:38] <Yuv422> :)
[14:32:03] <Yuv422> where are you doing the blending?
[14:32:16] <Yuv422> on the scaled surface
[14:32:17] <Yuv422> ?
[14:32:28] <maku> screen->sdl_surface
[14:32:34] <maku> from GamePalette
[14:32:49] <maku> I made screen->sdl_surface public -- just for testing
[14:33:16] <Yuv422> is the fade smooth?
[14:33:51] <maku> well, not on my computer. but it will be. I try to do little optimizations
[14:34:05] <maku> it takes 1/3 seconds to update
[14:37:33] <maku> now it's much faster
[14:37:44] <Yuv422> what did you change?
[14:38:23] <maku> bit depth of the alpha surface, which is blitted on sdl_surface, and used SDL_RLEACCEL
[14:38:55] <Yuv422> are you running 16 or 32 bpp
[14:39:22] <maku> this alpha surface is now 8bit and my display is 16bit
[14:39:45] <Yuv422> how many iterations in the fade?
[14:39:47] <Yuv422> 256?
[14:40:08] <maku> yep full. I know lower these and it won't take so long
[14:40:32] <maku> but I am thinking of the speed of one blit
[14:40:49] <maku> most computers today have HW accelarated alpha blits, tough
[14:41:20] <Yuv422> I think we'll do nighttime with alpha blending what do you think?
[14:41:36] <maku> that's probably the easiest way
[14:41:53] <maku> and it's possible to fade only a part of the screen
[14:42:00] <Yuv422> was could blit light circles onto an alpha channel for the light sources.
[14:42:27] <Yuv422> so a candle will have a smaller light area than say a street lamp
[14:42:58] <maku> coool
[14:43:28] <Yuv422> we might even work it into the boundary detection so light is constrained within walls. ;)
[14:43:43] <maku> I was just writing that. :)
[14:43:55] <Yuv422> hehe
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[14:44:42] <maku> now my fade has 16 steps
[14:44:51] <maku> but it's too slow!
[14:44:59] <maku> jumpy
[14:48:52] <maku> I have an alternative (faster) idea for fading: create a new 8bit surface with faded palette, blit an are from the screen to this surface and blit it back to the screen
[14:49:02] <maku> an area
[14:49:12] <maku> now I have all your typos
[14:49:13] <maku> ;)
[14:50:30] <maku> I'll try it tomorrow. I have to go out now
[14:50:38] <Yuv422> righto
[14:50:41] <maku> bye
[14:50:45] <Yuv422> cya
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[14:50:55] <Yuv422> I might go now too
[14:55:09] <Yuv422> time to go
[14:55:12] <Yuv422> cya
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