#pentagram@irc.freenode.net logs for 15 May 2003 (GMT)

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[10:41:28] <Cashman> hi
[10:41:45] <SB-X> yo
[10:52:19] <Cashman> sh what are the new options like!! I read the logs
[10:52:38] <Cashman> my latest copy of the cvs was 14th may - devon talking
[10:57:14] <-- Colourless has left IRC (Read error: 104 (Connection reset by peer))
[11:03:28] <Cashman> hmmm I'll update my cvs just now!!
[11:03:54] <-- Cashman has left IRC ()
[11:11:08] * DarkeZzz blinks. Pentagram is rather... greedy with the cpu. It's still getting close to 40ish FPS when there's compiler running as root in the background.
[11:12:53] <DarkeZzz> Scrolling takes about a second per section to move though. Which is interesting.
[11:17:17] <DarkeZzz> Though for some bits, it takes almost that long anyway. Curious.
[11:17:35] <DarkeZzz> (Without a compiler running in the background that is.)
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[11:52:38] <Cashman> yo in da house!
[11:55:05] <SB-X> yo yo
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[12:09:00] <wjp> servus: about fonts; we're not using the "real" fonts yet in pentagram
[12:09:20] <wjp> when we do, we'll get the font straight from the data files, so french/german versions should Just Work(tm) then
[12:09:37] <Cashman> hey evening - well good morning this end
[12:09:42] <wjp> afternoon :-)
[12:09:58] <wjp> (2pm here)
[12:10:48] <Cashman> shoot! it just shows?! when you are talking on pentagram in the afternoon its like 12am - 3am here
[12:10:56] <Cashman> hehe so I have to go to sleep soon!
[12:12:33] <Cashman> how just basically using the u8 font file
[12:12:51] <Cashman> how are the new usecode additions - reminds me I better download latest cvs
[12:13:00] <wjp> somewhat working
[12:13:04] <wjp> it's a bit hackish currently
[12:13:17] <wjp> but you can fish now if you want to :-)
[12:14:02] <Cashman> hehe thanks!
[12:14:22] <Cashman> coolz
[12:19:56] <Cashman> can now console scroll wiht page up/down!
[12:20:02] <Cashman> coolz
[12:20:44] <Cashman> I see colourless has worked on those misfigured lamps!
[12:20:51] <Cashman> he had them correct in /old
[12:21:06] <wjp> yeah, I screwed up somewhere
[12:21:28] <wjp> I think the tops of the lamp posts ended up somewhere far underground
[12:22:20] <Cashman> yeah makes sence
[12:26:06] <Cashman> recompiling....
[12:26:22] <Cashman> I haven't seen the changes yet! just read the changelog
[12:29:09] <Cashman> is some form of animation going to take place before part of the big transfer to the new formats or not
[12:29:26] <Cashman> obviously that change is gonna take a lot of time
[12:31:17] <Cashman> is it the aniversary yet!?
[12:32:48] <Cashman> aaah anniversary has two n's! bugger - I'm not good with english when it comes to such things
[12:56:27] <Cashman> hmm fish is good!!!
[12:56:59] <Cashman> I see you can "~" to esc from console! that wasnt documented was it, heheh I just tried because I'm so use to quake 3 etc have that option
[12:57:37] <Cashman> but wjp - the bedroll cant be reopened - hmm actually if I remember this is the same in the realgame for bedrolls
[12:57:38] <Cashman> you a
[12:57:45] <Cashman> you cant reopen them
[12:57:49] --- sbx|afk is now known as SB-X
[12:58:11] <Cashman> but there should be usecode somewhere so when you click on it you sleep for a selected period of time
[12:58:20] <Cashman> it looks good sb-x
[12:59:00] * SB-X looks at his clothes.
[12:59:02] <SB-X> Thanks!
[12:59:29] * Cashman asks why look at ur clothes - do you think ur a kool avatar or somthing!!
[12:59:51] <SB-X> yes, of course
[13:00:22] <Cashman> hehe
[13:01:38] <Cashman> "up in smoke, that's where my money goes" "in my lungs and sometimes up my nose, when trouble times begin to bother me!" "I take a toke, and all my cares go up in smoke"
[13:01:44] <Cashman> single along now..
[13:02:08] <Cashman> and cashman is a cool avatar
[13:02:24] <Cashman> as well as sb-x and who ever else wants to call themselves a cool avatar
[13:04:52] * Cashman was just writing the lyrics to a song he was listen to above!!
[13:05:00] <Cashman> the up in smoke stuff
[13:09:26] * Cashman slaps DarkeZzz around a bit with a large trout
[13:09:28] * Cashman slaps SB-X around a bit with a large trout
[13:09:54] * Cashman thinks that he should have done that to darke! darke is soo catching up on sleep at the moment!!
[13:10:29] <Cashman> should should be "shouldn't" /should/not
[13:10:39] <Cashman> hehe should should
[13:10:43] <Cashman> oh what english
[13:11:52] * SB-X slaps Cashman around a bit with a large pointy stick.
[13:13:27] * Cashman turns sb-x into a frog
[13:14:48] * SB-X slaps Cashman around a bit with his large tongue.
[13:18:36] <Cashman> hehe
[13:18:43] <Cashman> l8er I have to go now
[13:18:57] <Cashman> and thats friggn discussting man!!
[13:19:09] * Cashman kills sb-x with a particle splitte
[13:19:11] <Cashman> splitter
[13:19:49] * SB-X notes that he is still here, in alive form.
[13:21:12] <Cashman> yeah man you need to be a channel operator to kick me sb-x
[13:21:15] <Cashman> I'm telling!!
[13:21:17] <Cashman> hehe
[13:21:21] <Cashman> messing
[13:21:31] * Cashman frags out on 5x5 teleport
[13:21:35] <-- Cashman has left IRC ()
[13:22:23] * SB-X caches himself and respawns into his normal form.
[13:32:13] --> Cashman has joined #pentagram
[13:32:20] * Cashman slaps SB-X around a bit with a large trout
[13:32:26] <Cashman> na naa naaa naaa naa
[13:32:41] * Cashman hides in Darkes fridge
[13:32:51] <Cashman> where its very darke and cold indead
[13:34:54] <Cashman> ?h hhe
[13:34:56] <Cashman> exult?
[13:35:00] <Cashman> date?
[13:35:06] <Cashman> ?date
[13:35:06] <exultbot> It is now Thu May 15 13:35:06 2003 (GMT).
[13:35:09] <Cashman> ?date
[13:35:09] <exultbot> It is now Thu May 15 13:35:09 2003 (GMT).
[13:35:10] <Cashman> time
[13:35:27] <Cashman> thanks
[13:35:33] * Cashman slaps exultbot around a bit with a large trout
[13:35:36] <Cashman> date
[13:35:39] <Cashman> date
[13:35:42] <Cashman> time
[13:35:45] <Cashman> website
[13:35:48] <Cashman> ?
[13:35:48] <Cashman> website?
[13:35:52] <Cashman> whats pentagram
[13:35:56] <Cashman> pentagram?
[13:36:01] <Cashman> exult talk to me
[13:36:04] <Cashman> bootttt
[13:36:11] <Cashman> wjp's big brother
[13:36:17] <Cashman> ehhe
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[15:38:55] <wjp> hi
[15:39:06] <Colourless> hi
[16:11:00] <wjp> animations... the NPC::doAnim() intrinsic takes 4 parameters
[16:11:06] <wjp> first is animation number
[16:11:14] <wjp> second is direction (1-8)
[16:11:29] <wjp> third is almost always 10000; not sure what it does
[16:11:37] <wjp> fourth is 0 or 1; some flag, don't know what it does
[16:12:13] <Colourless> fourth ii'm guessing repeat flag
[16:12:15] <wjp> my guess on the third would be speed
[16:12:28] <wjp> hm, repeat, good idea
[16:12:31] <Colourless> 10000 what though?
[16:12:38] <wjp> no idea :-)
[16:12:48] <wjp> just fiddle with it a bit until it looks right I guess :-)
[16:20:32] <wjp> hm, animation 0x38 is played here with that flag=1
[16:20:43] <wjp> which is apparently 'drowning'
[16:20:53] <Colourless> hmm, then i guess it's not repeat :-)
[16:20:57] <Colourless> maybe it's don't repeat :-)
[16:21:02] <wjp> heh :-)
[16:21:07] <Colourless> then again, maybe i just have no idea :-)
[16:21:13] <wjp> or maybe 0x38 is used for misc activities for other npcs
[16:24:22] <wjp> no, it isn't
[16:25:09] <wjp> hm, typical
[16:25:17] <wjp> it's used for 0x39 (burning) here
[16:25:21] <wjp> 0x0E (falling)
[16:25:41] <wjp> that 'falling' one also has a zero instead of 10000
[16:26:52] <wjp> ok, that's it
[16:27:16] <Colourless> yes?
[16:27:29] <wjp> as in "that's all" :-)
[16:28:07] <wjp> I think all 3 are death effects
[16:28:50] <Colourless> ah i see
[16:29:13] <wjp> not really sure about 0x0E, but it could be
[16:29:27] <wjp> 44 is falling too, and that one looks less serious
[16:32:33] <wjp> anyway, animation playing doesn't look like it will be too hard
[16:32:51] <wjp> just have a process that processes a sequence of frames
[16:33:23] <wjp> probably have a pointer to the process from the actor so we can terminate it (and prevent two animations from playing at the same time)
[16:33:53] <Colourless> yeah it does look like it would be pretty simple
[16:34:24] <Colourless> the original game actually had a different process for each type of animation... why they did that i don't think we'd ever know
[16:34:45] <wjp> which "types" do you mean?
[16:35:09] <Colourless> each animation number had it's own process
[16:35:41] <wjp> uh? doesn't anim.dat contain enough info or something?
[16:35:43] <Colourless> so there was a StandingProcess, a WalkingProcess, a RunningProcess, a JumpingProcess and so on
[16:35:46] <wjp> weird
[16:35:58] <wjp> or maybe that was just for the avatar?
[16:36:15] <Colourless> no idea, may have been
[16:36:50] <wjp> btw, how many tries does it take you to catch a fish? :-)
[16:37:12] <Colourless> not many
[16:37:14] <wjp> my PRNG doesn't like me :-)
[16:37:19] <Colourless> earlier today i got one first time
[16:37:36] <wjp> I should do Item::hurl so it jumps out of the water properly :-)
[16:38:02] <wjp> btw, did you ever figure out the meaning of 'legal' in legalCreate, legalMove, etc...?
[16:38:05] <Colourless> that time i needed 2 tries
[16:38:14] <wjp> my current guess is that it has to check for sufficient room
[16:38:28] <Colourless> not entirely, what i do know is there is 2 different methods of creating items
[16:38:37] <wjp> create/pop, createlegal?
[16:38:43] <Colourless> one of them appears to work a bit like u7's usecode creating items
[16:38:48] <Colourless> yeah create pop
[16:39:19] <wjp> does that mean we'll have to keep an item stack somewhere?
[16:39:29] <Colourless> honestly, i don't know
[16:39:51] <wjp> they're doing some weird stuff with push/pop
[16:40:09] <wjp> I'll have to look at a lot more usecode before I'll start on that :-)
[16:47:57] * wjp sighs
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[16:58:10] <wjp> animations are too much of an array-of-structs-inside-a-struct-inside-a-class
[16:58:40] <Colourless> you have a problem with that? :-)
[16:58:57] <wjp> just a bit :-)
[16:59:09] <Colourless> i think you missed an array there somewhere :-)
[16:59:13] <wjp> yeah, two
[16:59:51] <Colourless> is an array-of-structs-in-an-array-in-a-struct-in-an-array-in-a-class
[16:59:57] <Colourless> i think :-)
[17:00:11] <wjp> no, an array-of-vectors-of-structs-...
[17:00:21] <Colourless> oh, i see :-)
[17:00:33] <wjp> there's an animation frame
[17:00:41] <wjp> then a vector of frames to form an action
[17:00:49] <wjp> then an array of that for the directions
[17:00:57] <wjp> then an array of that to form all the actions for an actor
[17:01:01] <Colourless> oh, yeah i forgot about dirs :-)
[17:01:10] <wjp> and then the final list of all actors
[17:01:11] <Colourless> i was thinking pershape, per action, per frame
[17:01:34] <Colourless> but it's per shape, per action, per frame, per dir correct?
[17:01:44] <Colourless> that's 4D!
[17:01:50] <wjp> wow! :-)
[17:02:16] <wjp> per mainshapeflex ;-)
[17:02:22] <wjp> 5d! :-)
[17:02:43] <Colourless> per game!
[17:02:47] <Colourless> 6d!
[17:03:20] <wjp> hm, 10 minutes left before dinner
[17:03:53] * SB-X falls into another dimension and disappears!
[17:03:56] <-- SB-X has left IRC ("X-Chat [1.6.4]")
[17:04:21] <wjp> oh no! we lost sb-x because we have too many dimensions :-(
[17:05:05] <Colourless> oh no!
[17:05:23] <Colourless> his primitive mind just couldn't comprehend
[17:13:59] <wjp> bbl, dinner
[17:57:33] <wjp> back
[17:57:46] <Colourless> wb :-)
[17:57:55] <wjp> thanks :-)
[17:58:05] <wjp> so, back to arrays-of-frames-in-st..whatever :-)
[19:10:59] <wjp> you didn't put Direction.h anywhere yet, right?
[19:12:47] <wjp> (or its contents)
[19:14:08] <Colourless> not as far as i know
[19:15:07] --> Dominus has joined #pentagram
[19:15:39] <Dominus> hey ho
[19:15:41] <Dominus> this place seems to be where the action is :-)
[19:15:45] <Dominus> all other exultbot channels are quiet :-)
[19:15:54] <wjp> no, actions aren't done yet
[19:15:56] <wjp> (close, though)
[19:15:57] <wjp> ;-)
[19:16:03] * Dominus cheers
[19:16:41] * wjp just wrote the wonderfully-named ActorAnimProcess
[19:16:50] <wjp> (suggestions for other names are welcome :-) )
[19:16:52] <Dominus> what does that do?
[19:16:58] * Dominus is making fun
[19:16:58] <wjp> it animates an actor
[19:17:03] <wjp> obviously :-)
[19:17:20] <Colourless> hi
[19:17:26] <Dominus> AAProcess (to make it less obvious)
[19:17:57] <wjp> right, just in case we get a drunk process :-)
[19:18:12] <Dominus> he he
[19:18:49] <wjp> ok, seems to compile...
[19:21:21] <Dominus> yeah action
[19:21:25] <Dominus> camera
[19:21:27] <Dominus> lights
[19:21:30] <Dominus> revolution
[19:22:09] * wjp adds quick test case
[19:23:17] <wjp> seems to work
[19:23:28] <wjp> Devon can walk now :-)
[19:23:31] <Dominus> what did you animate?
[19:23:37] <Dominus> he he
[19:23:54] <wjp> only issue is that I don't move him to the right item list yet
[19:24:06] <wjp> so he disappears when he gets far enough away from the original position
[19:25:36] <wjp> framerate is far too high, though
[19:26:07] <Colourless> :-)
[19:26:15] <Colourless> what... we need speed limiting?
[19:26:25] <wjp> but I can't really determine how many 'ticks' each frame in the action should last
[19:26:29] <wjp> Colourless: nah
[19:26:33] <wjp> faster is always better
[19:26:44] <wjp> bigger! faster! more! *muahahaha*
[19:26:54] <wjp> *cough*... anyway....
[19:27:00] <Dominus> LOUDER!
[19:27:12] <wjp> audio... yes... need that too :-)
[19:27:25] <wjp> I can have it play some static if you want? :-)
[19:27:35] <wjp> real LOUD static :-)
[19:27:49] <Dominus> uh, sounds great!
[19:28:08] <Dominus> we could always say we have the campfire sfx already enabled
[19:28:36] <wjp> ok, this is most likely quite buggy, but I'll commit anyway :-)
[19:46:38] <Dominus> looks nice
[20:02:39] <wjp> hm, I wonder if the distance moved per frame is correct
[20:02:43] <wjp> hard to tell at this speed :-)
[20:19:16] <-- Dominus has left IRC ("enough for now")
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[20:36:44] <Dark-Star> hi! so what's new? Working animation or something? ;-)
[20:38:38] <wjp> yeah, something like that :-)
[20:38:43] <Dark-Star> really?
[20:38:54] <Dark-Star> cool
[20:39:23] <Colourless> i should go
[20:39:28] <-- Colourless has left IRC ("casts invisibility")
[20:39:43] * Dark-Star admits that the question was actually meant as a joke or something like that...
[20:41:59] <Dark-Star> uh oh I think there are some errors coming up during compilation...
[20:42:17] <wjp> which?
[20:43:02] <Dark-Star> AnimDat.cpp #98: "AnimAction::frames": no access to private member declared in class "AnimAction"
[20:43:11] <Dark-Star> same in line #107
[20:43:18] <wjp> is animaction a class?
[20:43:48] <wjp> oh, typo here
[20:44:00] <Dark-Star> class should be struct, right?
[20:44:07] <wjp> well, it is a struct
[20:44:14] <wjp> but I forward-declared it as a class in one header
[20:44:43] <Dark-Star> in ActorAnimProcess.h ...
[20:44:50] * wjp nods
[20:44:55] <wjp> committed
[20:45:10] <Dark-Star> ok, got some more...
[20:45:36] <Dark-Star> Actor.cpp line #50: ActorAnimProcess: Instance of abstract class can't be created
[20:46:01] <wjp> hm
[20:46:34] <Dark-Star> that is strange... but I've even more, although they're only warnings:
[20:46:55] <wjp> try it now
[20:47:27] <Dark-Star> ActorAnimProcess.h line #33: "ActorAnimProcess::run": Overloaded virtual function differs from "Process::run" only by const/volatile qualifier
[20:47:37] <wjp> I just fixed that last one
[20:50:08] <Dark-Star> hmm the first one from AnimDat.cpp is back/still there...
[20:50:16] <Dark-Star> or maybe I just didn't do the cvs update properly, I'll try again
[20:51:07] <Dark-Star> AnimAction::frames : no access to private member...
[20:51:29] <wjp> but AnimAction doesn't _have_ any private members :-)
[20:51:45] <Dark-Star> in AnimDat.h there's another forward-declaration as class
[20:51:52] <Dark-Star> ...instead of struct
[20:52:20] <wjp> there's "struct AnimAction;" here
[20:52:26] <Dark-Star> nope sorry, that was something different...
[20:52:38] <Dark-Star> yes, /me got confused...
[20:53:19] <Dark-Star> very strange . . .
[20:53:23] <wjp> ugh, here's the one
[20:53:27] <wjp> try now
[20:54:22] <Dark-Star> hehe... just found it too, in ActorAnim.h :)
[20:56:52] <Dark-Star> ok, now there's only one small warning that, I think, can be ignored: AnimAction.h Line 31: 'int' variable set to boolean value
[20:57:35] <wjp> does it go away if you make that "return (flags & 32) != 0;" ?
[20:58:15] <Dark-Star> I'll try in a minute, I'm just rebuilding fully to check for other warnings
[20:59:30] <Dark-Star> but I think it should fix it. although it's arguable if that's 'clearer' or 'better' than just saying "return (flags & 32)"...
[21:00:45] <Dark-Star> yep, that fixes it. And except for the few warnings about things like "DCUnit */*unit*/" in the tools/fold/ dir it compiles cleanly now
[21:02:08] <Dark-Star> looks like Devon is the Pagan equivalent of Jesus, for he walks on water :-)
[21:02:23] <wjp> hm, didn't you play U8?
[21:02:57] <Dark-Star> no, not played through it
[21:03:00] <wjp> ah :-)
[21:03:04] <Dark-Star> why, IS he really Jesus? ;-)
[21:03:11] <wjp> no, but he _can_ really walk on water :-)
[21:03:19] <Dark-Star> oh. ok :)
[21:04:02] <Dark-Star> I got bored after a few hours of playing U8. A friend of mine even broke his hand (and in a very nasty and painful way, too) because of U8...
[21:04:17] <Dark-Star> ...that was before the patch came out that made jumping a lot easier ;-)
[21:05:02] <wjp> how can you break your hand because of u8?
[21:05:41] <Dark-Star> he got mad because he fell down somewhere after playing for a very long time, and the last save game was somehow corrupted. So he decided to hit the chair next to him really hard. And that was a Bad Idea(tm)...
[21:06:05] <wjp> ouch
[21:07:00] <Dark-Star> the next thing I remember was him lying down on his bed, holding his hand... When we brought him to the hospital they said that he broke multiple bones in his hand...
[21:07:26] <Dark-Star> he can still get very mad if some game pisses him off, but he never hits anything anymore ;-)
[22:55:33] * DarkeZzz ugs. Slept though his alarm again. All these 9 to 10 hour days must be starting to get draining on him. He even went to sleep at around 9pm the previous night, only to awaken around 9am today. *grin*
[22:58:02] <wjp> morning
[23:00:44] <Dark-Star> good morning, and good night ;-)
[23:00:53] <wjp> hm, yes, it is kind of late
[23:00:57] <-- Dark-Star has left IRC ("ZZZzzzz...")
[23:01:09] <DarkeZzz> On the plus side, the boss kinda happy since I'm swinging past one of the chinese takeaways on the way to work and grabbing myself 'breakfast' so will be acquiring him lunch on the way. *grin*
[23:01:12] <DarkeZzz> Night!
[23:01:18] <wjp> hehe :-)
[23:01:32] <wjp> animations are in, btw :-)
[23:01:46] <DarkeZzz> Yeah I noticed. *grin* Yay!
[23:01:54] * wjp heads off to bed; bye :-)
[23:02:00] <-- wjp has left IRC ("Zzzz...")
[23:02:03] <servus> were you actually considering doing a real update of the u8 graphics or was that just idle talk?
[23:02:32] <DarkeZzz> Umm... who? What? Why? Where? *blink*
[23:02:46] <servus> i thought you or someone else mentioned making u8 3d or something outrageous like that
[23:03:49] <DarkeZzz> Hmm... yeah, there's some code in the pemtagram cvs module that loads 3d models, isn't used at all though.
[23:05:23] <servus> but are you interested in doing that? or a plot update? personally i loved the original u8 but i think im a loner on that respect ;-)
[23:07:32] <DarkeZzz> I'm just interested in getting stuff working. I've never played u8 so at least I don't think I'll get bored testing to easily. *grin*
[23:08:04] <servus> youve never played u8? well i hope youre making the remake after the patched version, not the original :)
[23:10:41] <DarkeZzz> Erm, why? I've been playing computer games for long enough that jumping puzzles are normal. I like the concept of a rpg with 3dplatform game aspects. *grin*
[23:14:11] <servus> before the patch, jumping was... erratic... the patch makes jumping much easier, primarily, though i beat the game before the patch
[23:15:02] <DarkeZzz> Yeah, but the patch moves all the shifting tiles and such which actually make it challenging too. *grin*
[23:15:26] <DarkeZzz> s/moves/removes/
[23:16:45] <servus> well the patch fixes some minor plot issues too
[23:17:39] <servus> "The Avatar no longer falls when taking a heavy blow. He will only fall when taking a mortal blow." which made fighting too easy, i think!
[23:17:40] <DarkeZzz> Replacing the shifting tiles is easy anyway. One of the benefits of well-encapsulated usecode.
[23:22:42] <DarkeZzz> Erf. That's probably be handled in the executable, we'll find out just how much we need to talior things to different versions in time I suppose.
[23:28:02] <DarkeZzz> Anyway, work to do. Bye!
[23:28:50] <servus> bye.