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[04:42:40] <Yuv422> hi
[04:48:36] <SB-X> hello
[04:48:52] <SB-X> i got the key to work but you have to use it from the floor
[04:49:01] <Yuv422> hehe
[04:49:31] <SB-X> added a is_closed_door() check too
[04:49:48] <Yuv422> cool
[04:50:26] <Yuv422> I see you added another sherry bug to the list. :)
[04:50:32] <Yuv422> just as I removed one. ;)
[04:52:47] <SB-X> heh
[04:52:52] <SB-X> annoying little bugger
[04:53:15] <SB-X> you removed the one about her strange frames?
[04:53:21] <SB-X> turning into a gazer and such
[04:53:22] <Yuv422> yes
[04:53:33] <Yuv422> that should be fixed now
[04:53:36] <SB-X> oh nice
[04:53:44] <SB-X> did you test it with alt500
[04:53:50] <SB-X> i think thats fun even if your not testing
[04:53:58] <Yuv422> hehe yeah
[04:54:25] <Yuv422> I was walking around as ghosts, cyclopses et al last night
[04:54:50] <SB-X> sounds like something a mad mage would do in britannia
[04:55:02] <Yuv422> I going to start on multitile actors today
[04:55:20] <SB-X> cyclops?
[04:55:30] <Yuv422> atcually they are single tile
[04:55:46] <SB-X> oh
[04:55:48] <Yuv422> well actually single object
[04:56:18] <SB-X> i want to do something with vehicles
[04:56:25] <SB-X> but might wait to see what you do with actors
[04:56:30] <SB-X> because they could use the same concept
[04:56:48] <SB-X> tying the tiles together i mean
[04:56:52] <Yuv422> maybe a vehicle could be an actor type
[04:57:01] <SB-X> heh
[04:57:12] <SB-X> well I was just going to duplicate the table stuff that the actors used
[04:57:17] <Yuv422> so we just turn the avatar into a skiff
[04:57:21] <SB-X> multitile tables or whatever you have done
[04:57:22] <SB-X> lol
[04:57:38] <SB-X> actually it could work :)
[04:57:45] <Yuv422> actually I think that's how it is done in the game
[04:58:05] <SB-X> i thought #0 was your vehicle
[04:58:10] <Yuv422> try loading a game in the original then saving in the skiff
[04:58:24] <SB-X> what about swift?
[04:58:26] <Yuv422> the skiff comes off the map and becomes actor 0
[04:58:39] <SB-X> what happens when you reload?
[04:58:48] <Yuv422> if you load it in nuvie
[04:58:57] <Yuv422> everyon is standing on actor 0
[04:59:09] <Yuv422> then the skiff starts twitching. ;)
[04:59:17] <Yuv422> that was in the old system
[04:59:24] <Yuv422> it might fault in this system.
[04:59:28] <SB-X> i assumed it dragged the party at the same coords as the vehicle, but hid them
[04:59:32] <Yuv422> as I don't have a skiff entry in the table
[04:59:42] <Yuv422> yes
[04:59:44] <Yuv422> it does
[04:59:58] <Yuv422> but the boat isn't saved on the map
[05:00:01] <Yuv422> it is in objlist
[05:00:04] <Yuv422> as an actor
[05:00:34] <Yuv422> well the bigger boats will have objects on the map
[05:00:56] <SB-X> and they get dragged around by the center one, like a multitile actor
[05:01:04] <Yuv422> yes
[05:01:14] <Yuv422> but the center tile will be the actor object
[05:01:41] <Yuv422> can boats take damage?
[05:01:58] <Yuv422> they might have hp's like a normal actor
[05:02:12] <SB-X> i dont know if they do
[05:02:14] <SB-X> i know they did in u5
[05:02:21] <SB-X> but in u6 it might just dmg the party
[05:02:44] * SB-X usually moongated around the world.
[05:02:59] <Yuv422> I'll put the vehicles in the actor table
[05:03:07] <Yuv422> and we'll see what happens
[05:03:19] <Yuv422> you should be able to alt-500 the boat, right?
[05:03:28] <SB-X> it only works on npc numbers
[05:03:42] <Yuv422> but 0 is an npc number now. ;0
[05:03:52] <SB-X> ah
[05:03:53] <Yuv422> it is the vehicle actor
[05:04:01] <SB-X> hehe
[05:04:07] <SB-X> then we'll have to work that in
[05:04:24] <SB-X> so you want to hide everyone and set player control to npc 0
[05:04:26] <Yuv422> this should make vehicle's easy to implement
[05:04:29] <Yuv422> yes
[05:04:40] <SB-X> how do we decide what npc 0's frameset is?
[05:04:44] * Yuv422 is excited now
[05:04:46] <SB-X> we don't have a morph function yet
[05:04:52] <SB-X> or something like that, afaik
[05:05:00] <Yuv422> hmm
[05:05:18] <Yuv422> it will be given an actor_type
[05:05:25] <Yuv422> based on obj_n
[05:05:29] <Yuv422> like every other actor
[05:05:51] <SB-X> and the vehicle's usecode sets that?
[05:05:51] <Yuv422> it's obj_n will be skiff or balloon or what ever.
[05:05:58] <Yuv422> yes
[05:06:01] <SB-X> right
[05:06:04] <SB-X> great
[05:06:07] <Yuv422> :)
[05:06:23] <SB-X> try skiffs or rafts first though
[05:06:32] <Yuv422> hehe
[05:06:47] <Yuv422> rafts and balloons will be a bit tricky
[05:06:50] <Yuv422> as they drift
[05:07:03] <Yuv422> but we can handle that in U6Actor::move
[05:07:09] <SB-X> the balloon changes when you get it and drop it
[05:07:19] <SB-X> changes size and shape
[05:08:01] <SB-X> do we delete the vehicle objects from the map when the party has entered it?
[05:08:08] <SB-X> and put actor 0 in its place
[05:09:31] <SB-X> or actually, point actor 0's obj to the obj on the map
[05:09:35] <SB-X> instead of duping it
[05:10:44] <SB-X> actually, Actor doesnt point to an obj it just references an obj_n and frame_n ???
[05:11:08] <Yuv422> we delete the object from the map
[05:11:15] <SB-X> so we'd have to delete the vehicle objects from the map and store their quality somewhere
[05:11:24] <SB-X> we have to make sure to restore it the same at the destination
[05:11:26] <Yuv422> yes
[05:11:31] <SB-X> for deeds
[05:12:04] <Yuv422> another field in U6Actor for that won't hurt
[05:12:39] <Yuv422> I haven't looked at an inflated balloon
[05:12:47] <Yuv422> it might be a single object
[05:13:04] * Yuv422 looks at the tilelist
[05:13:16] <Yuv422> yeah it looks like a single object. :)
[05:13:23] <Yuv422> that makes it easier to implement
[05:14:24] <SB-X> i have the object numbers at hand if you want them
[05:14:34] <SB-X> for vehicles
[05:14:39] <Yuv422> ah k
[05:15:19] <SB-X> i noted them in a test vehicle.h
[05:18:19] <Yuv422> hmm
[05:18:32] <Yuv422> the ship is organised in front middle back order
[05:18:39] <Yuv422> in the tilelist
[05:18:55] <SB-X> next to the little ascii stick boat are frame nums
[05:19:13] <SB-X> and next to the names of the vehicles are the object nums
[05:19:45] <SB-X> i see i didnt get the frames for all directions written down
[05:19:49] <SB-X> oops
[05:20:00] <Yuv422> hehe
[05:20:10] <Yuv422> I can work it out from the u6tile.gif file
[05:20:23] <SB-X> ok
[05:20:50] <SB-X> ya what i was doing was using the different parts of the boat in nuvie :)
[05:20:52] <Yuv422> to start with we just need the obj_n's
[05:20:56] <SB-X> and looking at the debug output
[05:21:02] <SB-X> ok
[05:21:29] <SB-X> i assume your multitile actor tables are flexible enough to handle that easily
[05:21:43] <Yuv422> do we have support for hiding an actor
[05:21:53] <Yuv422> hehe I'll fit them in some how. :)
[05:23:15] <SB-X> no hiding in there now
[05:23:21] <SB-X> a simple bool should do it
[05:23:51] <SB-X> do you think we could get some Categories and Groups for the buglist?
[05:29:47] <SB-X> btw once we have actor morphing, as in being able to set swift's obj_n:frame_n, we can add horses too
[05:30:19] <SB-X> because all that does is change the rider into person-on-horse (theres only one of those framesets for anyone who rides a horse)
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[05:32:41] <SB-X> eh, wb
[05:32:52] <Yuv422_> damn modem
[05:33:22] <Yuv422_> every 2 or 3 days it just jams up :(
[05:33:35] <SB-X> did you see my last messages?
[05:33:52] <Yuv422_> i assume your multitile actor tables are flexible enough to handle that
[05:33:52] <Yuv422_> easily
[05:34:02] <Yuv422_> that's the last message I got
[05:35:09] <SB-X> ill msg you what else i said since exultbot doesnt want to tell us what he is writing yet :)
[05:36:01] <Yuv422_> argh! BitchX is auto ingnoreing you now
[05:36:11] <Yuv422_> how do I turn that off
[05:37:42] <-- Yuv422_ has left IRC ("[BX] Check out the sexy BitchX pr0n at http://127.0.0.1/bx-pron.html")
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[05:38:00] <SB-X> haha
[05:38:02] <SB-X> :|
[05:38:02] <SB-X> sorry
[05:38:05] <SB-X> i remember that
[05:38:28] <SB-X> And now it is telling me to check out sexy BitchX pr0n. o_O
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[05:45:21] <Yuv422> damn net splits
[05:45:31] <Yuv422> I can't win today ;)
[05:46:17] <Yuv422> I'll have to add walk on water support for U6Move
[05:46:23] <Yuv422> U6Actor::move
[05:46:23] <SB-X> but we're much closer to vehicles now so thats good
[05:46:33] <Yuv422> yes
[05:46:37] <Yuv422> very close
[05:46:45] <SB-X> hmm
[05:46:58] <SB-X> right now you check map to see if a tile is blocked?
[05:47:13] <Yuv422> we'll need to check for water
[05:47:20] <Yuv422> or balloon boudary
[05:47:22] <Yuv422> boundary
[05:47:28] <Yuv422> based on their walk type
[05:47:35] <Yuv422> water, land or air
[05:47:42] <SB-X> ah ok
[05:47:47] <SB-X> do the tileflags have anything about this?
[05:47:52] <Yuv422> yes
[05:48:00] <Yuv422> that's how it is done
[05:48:29] <SB-X> okay, it feels like we are on the right track when its being done the same way the original did it
[05:48:43] <Yuv422> yeah
[05:49:05] <SB-X> basically earlier all i was saying is it will be easy to add horse-riding after actor frameset morphing is in
[05:49:23] <Yuv422> yes
[05:49:26] <SB-X> once you can change swift to any vehicle's object num, then you can change anyone else to the person-on-horse
[05:49:53] <Yuv422> well we change actors aleady for musicans and sleeping people
[05:50:11] <SB-X> i can see for the sleeping people
[05:50:20] <SB-X> shouldnt the bard-playing-lute be part of bard's frameset?
[05:50:27] <Yuv422> nope :(
[05:50:38] <SB-X> but you could do it that way now right?
[05:50:39] <Yuv422> same with farmers worktype
[05:50:45] <SB-X> with the new tables
[05:51:00] <Yuv422> yeah their is an entry for musican_playing
[05:51:08] <Yuv422> and will be for farmer_working
[05:51:24] <SB-X> perhaps i just don't know how it works yet
[05:51:30] <SB-X> i thought it would just be musician and farmer
[05:51:32] <Yuv422> they are actually next to each other in the tileset
[05:52:28] <Yuv422> they have different object numbers from farmers/ musicans
[05:52:44] <Yuv422> I'm going afk for a bit
[05:52:48] <SB-X> okay
[05:52:49] <Yuv422> be back later
[05:52:50] <SB-X> i also asked if we can get some Groups and Categories for the bugtracker?
[05:52:55] <SB-X> cya
[05:53:03] <Yuv422> cool
[05:53:11] <Yuv422> yeah I saw your forum post.
[05:53:33] <Yuv422> dino posted our new forum on his website. :)
[05:53:42] <SB-X> nice
[05:53:52] <Yuv422> we get a lot of our hits that way
[05:53:59] <Yuv422> looking at the SF web logs
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[06:51:56] <Yuv422> looks like we should just overload check_move
[06:51:59] <Yuv422> in U6Actor
[06:52:06] <Yuv422> to allow water walking
[06:53:18] <SB-X> alright
[06:53:21] <SB-X> wb
[06:53:26] <SB-X> is any of the new actor code in cvs?
[06:53:26] <Yuv422> thanks
[06:53:32] <Yuv422> yes
[06:53:37] <Yuv422> not todays code though
[06:53:41] <Yuv422> I'm still working on that
[06:53:53] <Yuv422> I've just added a movetype field to the actor_type table
[06:54:08] <Yuv422> #define MOVETYPE_U6_LAND 1
[06:54:09] <Yuv422> #define MOVETYPE_U6_WATER 2
[06:54:09] <Yuv422> #define MOVETYPE_U6_AIR_LOW 3 // balloon, birds... this movetype cannot cross mountain tops.
[06:54:09] <Yuv422> #define MOVETYPE_U6_AIR_HIGH 4 // dragons
[06:54:31] <SB-X> dragons?!
[06:54:33] <SB-X> hehe
[06:54:52] <Yuv422> I'm just changing check_move now
[06:54:54] <SB-X> wonder what its like to ride one of those in the sky
[06:55:06] <SB-X> i've never seen them moving around
[06:55:07] <Yuv422> hehe
[06:55:20] <SB-X> i removed the delay on entering dungeons, using ladders now, so they start walking as soon as you use the object, instead of waiting a half second
[06:55:28] <SB-X> and you can exit caves now
[06:55:29] <Yuv422> cool
[07:11:24] <SB-X> hehe... never noticed the cyclops eye moving as he walks
[07:11:52] <Yuv422> :)
[07:12:20] <SB-X> thats really good
[07:12:25] <SB-X> forgot that cyclops only had 1 base tile
[07:24:30] * Yuv422 zooms around in a skiff. :)
[07:27:31] <SB-X> woo
[07:27:47] <SB-X> it's done already?
[07:28:11] <Yuv422> hehe not really
[07:28:20] <Yuv422> I saved a game in the skiff
[07:28:31] <Yuv422> then alt-500'd the 0 actor
[07:31:08] <SB-X> oic
[07:31:11] <SB-X> at least it works in theory
[07:31:32] <Yuv422> well I've fixed the walk on water at least
[07:32:33] <Yuv422> hmm let me get a ship and test that. :)
[07:36:17] <Yuv422> hehe
[07:36:31] <Yuv422> I'm riding around in a ship front. ;)
[07:39:59] <SB-X> sounds like something Owen built
[07:40:07] <SB-X> and you ran into a slight breeze
[07:57:25] <Yuv422> strange
[07:57:56] <Yuv422> looks like we'll need to alter the frame_n when setting the ship character
[07:59:07] <Yuv422> I wonder what the ship's worktype is.
[07:59:37] <SB-X> swift's?
[07:59:56] <Yuv422> let me check
[08:00:06] <SB-X> W_GO_FAST
[08:00:42] <Yuv422> 2
[08:01:01] <SB-X> oh like a party member
[08:01:13] <SB-X> the low nums
[08:02:30] <Yuv422> argh the ship needs an offset
[08:02:38] <Yuv422> for its frame_n
[08:03:01] <Yuv422> which means another field in the table
[08:03:13] <Yuv422> or maybe I could hard code it for obj_n 412
[08:03:33] <Yuv422> I guess the table field is better
[08:10:50] <Yuv422> ok that's fixed
[08:11:17] <Yuv422> now I have just got to worry about the two surrounding objects
[08:11:54] <Yuv422> I was thinking about having a vector of surrounding Obj pointers
[08:12:08] <Yuv422> then we just move them on the map as we move
[08:14:03] <SB-X> right
[08:14:14] <SB-X> thats what i had in my test Vehicle class
[08:14:20] <Yuv422> want to see a pic?
[08:14:26] <SB-X> i thought you might have been doing something like it for multitile actors
[08:14:33] <Yuv422> they will
[08:14:43] <SB-X> ya
[08:15:07] <Yuv422> http://nuvie.sourceforge.net/ship_weird.png
[08:16:36] <SB-X> heh heh
[08:16:41] <SB-X> it *is* one of Owens ships
[08:16:57] <Yuv422> actually it's one of arty's ships
[08:16:59] <Yuv422> ;)
[08:18:14] <SB-X> i just noticed another funny thing
[08:18:22] <SB-X> go stand up against a clock
[08:18:27] <SB-X> and look at yourself
[08:19:22] <Yuv422> in the original?
[08:19:24] <Yuv422> or nuvie?
[08:19:28] <Yuv422> let me guess
[08:19:32] <Yuv422> you see a clock? ;)
[08:19:49] <SB-X> nuvie
[08:20:49] <SB-X> what i see is "Look-Thou dost see Nuvie. It weights 25.5 stones. The time is 10:52 A.M." ;)
[08:21:07] <Yuv422> hmm
[08:21:12] <SB-X> and it shows the avatar's picture
[08:21:24] <Yuv422> is your avatar called Nuvie?
[08:21:39] <SB-X> yep
[08:21:51] <SB-X> Nuvie is the big blonde nordic type dude
[08:21:59] <Yuv422> hehe
[08:22:08] <Yuv422> with a name like Nuvie!?
[08:22:25] <Yuv422> Isn't Nuvie a girly name for a nordic warrior?
[08:22:32] <SB-X> heh
[08:22:44] <SB-X> well i think in my U6 game she is the redhaired girl that looks like nicole kidman
[08:23:07] <Yuv422> ;)
[08:24:05] <SB-X> theres probably another joke somewhere around here, but i wont go there
[08:24:15] <SB-X> hehe
[08:24:26] <SB-X> you think we will have eggs soon?
[08:24:27] <Yuv422> yeah lets keep the channel PG
[08:24:38] <SB-X> seems like the next step
[08:24:47] <Yuv422> yes
[08:25:28] <Yuv422> not too sure how to handle temp object removal though
[08:25:35] <Yuv422> I'll have to think about it some more
[08:25:51] <SB-X> do you know what EFF is yet?
[08:25:59] <Yuv422> poison
[08:26:02] <SB-X> effect
[08:26:05] <Yuv422> yeah
[08:26:20] <Yuv422> have a look at the chest in LB's private dressing room
[08:26:40] <Yuv422> it is for booby trapping chests doors etc.
[08:26:40] <SB-X> we should make containers display their contents when you search them (and we should put searching in too, just by looking)
[08:26:44] <SB-X> ya
[08:26:54] <Yuv422> true
[08:27:02] <Yuv422> Dino asked me for that awhile ago
[08:27:04] <SB-X> also the chests near the hideout of that thieves guild member, pheonix
[08:27:04] <SB-X> ok
[08:27:12] <Yuv422> want to do it?
[08:28:34] <SB-X> yeah sure
[08:29:04] <SB-X> i don't know exactly how the original does it, the delay between pulling out each object and printing its name seems irregular
[08:29:17] <SB-X> and then it only prints a few names, pauses, then dumps more objects when you hit a key
[08:30:48] <Yuv422> hmm
[08:31:13] <Yuv422> maybe we should just start by dumping all objects
[08:31:31] <Yuv422> then when we fix the timer we'll add the timed events
[08:31:38] <SB-X> you mean the names?
[08:31:50] <SB-X> the objects are already all dumped out, but you have to use the container
[08:32:02] <SB-X> the timer should work fine :)
[08:32:06] <Yuv422> from look?
[08:33:15] <SB-X> i guess search could be a usecode event, called on objects you look at that are right next to you
[08:33:38] <SB-X> if there is no search event or it returns false, it prints "...thou dost find nothing."
[08:33:56] <Yuv422> yeah
[08:35:22] <Yuv422> there are some rendering issues I've got to fix with ships.
[08:35:31] <Yuv422> the middle sale
[08:35:35] <Yuv422> sail
[08:35:37] <Yuv422> ;)
[08:55:37] <SB-X> what do you think of a common object-type/class that obj and actor inherit?
[08:55:55] <Yuv422> hmm
[08:56:16] <Yuv422> what's your reasoning behind that?
[08:56:23] <SB-X> i just thought of it
[08:56:25] <SB-X> not for now
[08:56:33] <SB-X> but i guess for passing either an actor or object to a method
[08:56:56] <SB-X> but not knowing which it is when your passing it, so an overloaded method wouldnt be sufficient
[08:57:15] <SB-X> say, because you just pulled whatever was at a location on the map
[08:57:49] <Yuv422> maybe we can implement that when we go through and clean all the code
[08:58:02] <Yuv422> brb just getting something to eat
[08:58:35] <SB-X> oh that will be fun huh?
[08:58:46] <SB-X> heh
[08:58:46] <SB-X> okay
[08:59:14] <SB-X> i put the searching in
[08:59:25] <SB-X> but as of now nothing useful will be found by searching
[09:04:38] <Yuv422> what about the map in the lion
[09:06:58] <SB-X> yeah that would be something but can't find it until we make a function for the lion
[09:07:09] <SB-X> is the lion a container
[09:07:15] <Yuv422> yes
[09:07:20] <SB-X> ?
[09:07:26] <Yuv422> it should be anything that is a container
[09:12:27] <Yuv422> the ship is picking up its objects on init now :)
[09:12:42] <Yuv422> now to move them as the actor moves
[09:13:19] <SB-X> i thought it only picked them up on move
[09:21:15] <Yuv422> yes
[09:31:34] <Yuv422> hmm moving these objects might be harder than I thought
[09:34:32] <SB-X> :\
[09:34:46] <SB-X> because of blocking tests?
[09:34:52] <Yuv422> yes
[09:35:09] <Yuv422> we need to ignore the objects while checking the actor movement
[09:35:29] <Yuv422> I think I've got a solution
[09:36:16] <SB-X> move the vehicle first?
[09:36:28] <SB-X> or always force move if actor is hidden (in boat)
[09:36:58] <Yuv422> ignore objects that have the same obj_n and are quality == 0
[09:36:59] <SB-X> i was going to put searching secret doors, but i forgot if that even happened in the original
[09:37:09] <Yuv422> or what ever the actor id_n is at the time
[09:37:15] <SB-X> oh
[09:37:22] <SB-X> the balloon is multiple objects
[09:37:30] <Yuv422> is it
[09:37:40] <Yuv422> did you check
[09:37:42] <SB-X> the basket and the balloon
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[09:41:07] <Yuv422> do == don't
[09:43:48] <SB-X> ah i see
[09:44:33] <Yuv422> hmm I've got to ignore a specific obj_n, quality when doing my passable checks.
[09:44:38] <Yuv422> :(
[09:44:51] <SB-X> why not move vehicle first?
[09:44:57] <SB-X> each part from the front
[09:45:08] <Yuv422> hmm
[09:45:13] <Yuv422> yeah
[09:45:15] <Yuv422> hehe
[09:45:20] <Yuv422> doh!
[09:45:23] <Yuv422> thanks
[09:45:39] <SB-X> woo
[09:45:56] <SB-X> well i dont *know* how well that will work but we will see
[09:46:02] <SB-X> I've need to go to sleep now
[09:46:08] <SB-X> I've goT*
[09:46:13] <Yuv422> righto
[09:46:19] <Yuv422> cya SB-X
[09:46:29] <SB-X> i'll commit something to CVS tomorrow, depending on how many merge conflicts there are
[09:46:32] <SB-X> cya
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[12:30:10] <Yuv422> hi KtJ
[12:30:19] <KtJ_Dragon> Hi.
[12:31:31] <KtJ_Dragon> How is your Towns U6?
[12:31:43] <Yuv422> It hasn't arrived yet. :(
[12:32:06] <Yuv422> It's being shipped from Sweden.
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[13:13:07] <Yuv422> Yay! I can sail around in a ship :)
[13:42:14] <Yuv422> now I've just got to figure out how to tell if the party is in a ship when the game was saved
[13:42:22] <Yuv422> and what ship it is.
[13:59:20] <Yuv422> time for bed
[13:59:21] <Yuv422> cya
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