Chat log from the meeting on 2011-06-21

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[10:01]  Dutchy Daredevil is Online
[10:03]  Justin Clark-Casey: hello folks
[10:03]  Nebadon Izumi: hello Justin
[10:03]  Dutchy Daredevil: hello alll
[10:03]  Richardus Raymaker: hi justin
[10:03]  Nebadon Izumi: hello Dutchy
[10:04]  Dutchy Daredevil: Hello Neb
[10:04]  Richardus Raymaker: hello otaku
[10:05]  Bri Hasp: Hmmm.. I'z slow here
[10:06]  Richardus Raymaker: hi bri
[10:06]  Bri Hasp: G'Morn
[10:06]  Andrew Hellershanks: Seems that Justin can't sit still today. :-)
[10:06]  Nebadon Izumi: heh hello Bri and Andrew
[10:06]  Bri Hasp: lag checks maybe...
[10:06]  Andrew Hellershanks: Hello, Nebadon
[10:07]  Justin Clark-Casey: yes, I was curious
[10:07]  Nebadon Izumi: sim stats look good
[10:07]  Bri Hasp: WP seems slower today
[10:07]  Nebadon Izumi: seemed ok when I logged in
[10:07]  youtube player button: You are not the owner of this screen!!
[10:07]  BlueWall Slade: Hello
[10:07]  Justin Clark-Casey: seems ok to me
[10:07]  Justin Clark-Casey: hi bluewall
[10:07]  Nebadon Izumi: hello BlueWall
[10:08]  Bri Hasp: 25-30 fps.. should be ok
[10:08]  Master Dubrovna: hummm I don't see Bluewall, Dutch or Bri
[10:08]  BlueWall Slade: it seems slow loading prims
[10:09]  Justin Clark-Casey: I don't see them either
[10:09]  BlueWall Slade: /wave
[10:09]  Richardus Raymaker: hi bluewall
[10:09]  BlueWall Slade: Hi
[10:09]  Nebadon Izumi: ya they are clouds
[10:09]  Nebadon Izumi: oh there is bluewall
[10:09]  Richardus Raymaker: I have a question/problem for you
[10:09]  Richardus Raymaker: sorry, lots of lcouds right now
[10:09]  Bri Hasp: I see all.. but me
[10:09]  Nebadon Izumi: i only see 2
[10:09]  Richardus Raymaker: or complete invisible
[10:10]  Justin Clark-Casey: bluewall appeared
[10:10]  Richardus Raymaker: ok i zoomed out and in 2 clouds remaining here to
[10:10]  Nebadon Izumi: ya generally rewearing your avatar/outfit fixes it
[10:10]  Richardus Raymaker: yes blue fine
[10:10]  BlueWall Slade: everyone is rezzing for me, just pretty slow
[10:10]  Richardus Raymaker: bluewall, you made the regionready.. i found a little problem.
[10:11]  Master Dubrovna: Bluewall has appeared but Dutch and Bri are still clouds
[10:11]  BlueWall Slade: I didn't make it, just added some things
[10:11]  BlueWall Slade: but, what did you find?
[10:11]  Justin Clark-Casey: yes, the sim thinks dutch and bri's textures haven't been updated properly
[10:11]  Richardus Raymaker: If you have 2 sims next to each other say SIm A and B, and i go stay in sim B and restart sim A. then after complete restart it dont appear back in world. i dont see it from sim B
[10:11]  Bri Hasp: will switch viewers brb
[10:12]  Nebadon Izumi: k
[10:12]  Nebadon Izumi: ya i saw the same thing Richardus did
[10:12]  BlueWall Slade: ok
[10:12]  Nebadon Izumi: its not sending the up signal to child agents or something
[10:12]  BlueWall Slade: restarting from the same instance?
[10:12]  Nebadon Izumi: no
[10:12]  Richardus Raymaker: no different ones
[10:12]  BlueWall Slade: ok
[10:13]  BlueWall Slade: I'll look into that.
[10:13]  Nebadon Izumi: i have been next door at Orvonton
[10:13]  Richardus Raymaker: ok
[10:13]  Nebadon Izumi: and restarted Wright Plaza
[10:13]  Nebadon Izumi: and i never see it
[10:13]  Nebadon Izumi: i can Teleport
[10:13]  Nebadon Izumi: then its visible
[10:13]  Nebadon Izumi: otherwise i have to relog into Orvonton to see Wright Plaza
[10:13]  BlueWall Slade: ok, yeah, sounds like it needs to update the neighbor regions when it is enabled
[10:13]  Richardus Raymaker: relog fix it yes, but annoying :)
[10:14]  Nebadon Izumi: ya I think so BlueWall
[10:14]  BlueWall Slade: yeah, shouldn't have to relog - that sux
[10:14]  Richardus Raymaker: if thats fixt i can enable it :)
[10:14]  BlueWall Slade: I think it works with multi-region instances
[10:14]  Juicy Babii thanks the server for the textures coming in
[10:15]  Bri Hasp: oh well
[10:15]  Nebadon Izumi: have you tried rewearing your avatar Bri?
[10:15]  Bri Hasp: on Imp I did
[10:16]  Bri Hasp: on Kirsten now
[10:16]  Richardus Raymaker: it seems clouds are a bit less worse now..
[10:16]  Richardus Raymaker: but, thats what i saw on lbsa
[10:17]  Richardus Raymaker: question, why does opensim not have a command to change master avatar ? i fixt it other way now, and can change it easy from db, but still sounds usefull function
[10:17]  Justin Clark-Casey: the sim knows the uploaded textures have a problem in some way. but there isn't enough code yet to pin down the exact issue
[10:17]  Justin Clark-Casey: richardus: if you mean the esate manager then yes, there should be a command. It's just that nobody has done it yet
[10:18]  Bri Hasp: at least I get a map here on Kirsten V2
[10:18]  Richardus Raymaker: yes justin, i mean estate manager. sorry. still confuse both
[10:18]  Nebadon Izumi: I think you mean estate owner
[10:18]  Nebadon Izumi: its easy to change estate managers
[10:18]  Richardus Raymaker: wish he could write C#. maby someday
[10:19]  Richardus Raymaker: yes, the state owner.
[10:19]  Juicy Babii: C# is like java only sideways
[10:19]  BlueWall Slade: M$Java
[10:19]  Richardus Raymaker: ig program work dont come out anyway. hope it comes back/ neve rdone java :O
[10:21]  Bri Hasp: will switch off 3D.. see if that helps decloud
[10:21]  Richardus Raymaker: only bri is a lonly cloud
[10:21]  BlueWall Slade: Bri - do you see any of your textures blurred?
[10:21]  Bri Hasp: nope
[10:22]  Bri Hasp: just Avs.. grey or clouds
[10:22]  BlueWall Slade: in the past, I have found that if all the parts of the avatar do not get decoded/downloaded/baked, then viewer never sends an update
[10:22]  BlueWall Slade: your avatar
[10:23]  Richardus Raymaker: btw i think imporudence 1.4prebeta1 works a bit betetr to. only sad i dont have inworld sounds
[10:24]  Juicy Babii observed a weird bug with inworld sounds ... forget how it 'fixed itself'
[10:25]  Richardus Raymaker: its not PG setting, its set to pg/mature/adult already
[10:25]  Richardus Raymaker: or do i need to set it on pg ?
[10:25]  Richardus Raymaker: aha, its PG
[10:25]  Richardus Raymaker: <dump look>
[10:25]  Richardus Raymaker: ok, fixt
[10:27]  Justin Clark-Casey: nebadon: it's easy to change estate managers? From within the viewer?
[10:27]  Nebadon Izumi: yes
[10:27]  Bri Hasp: can add or delete managers
[10:27]  Nebadon Izumi: World > Region/Estate
[10:28]  Richardus Raymaker: Justin yoiu can easy add estate managers yes
[10:28]  Nebadon Izumi: Then the Estate tab
[10:28]  Justin Clark-Casey: ah ok, thans
[10:28]  Justin Clark-Casey: thanks
[10:28]  Nebadon Izumi: but its impossible to change estate owner without editing the database
[10:28]  Richardus Raymaker: right
[10:28]  Justin Clark-Casey: right
[10:29]  Richardus Raymaker: and 1 database for all region that store estate settigs is not a good choice to (i did) reverted back to old way now its easy to change the owner uuid in database
[10:29]  Bri Hasp: will try Hippo
[10:29]  Richardus Raymaker: oh hippo, need to install that one
[10:30]  Justin Clark-Casey: bri: I'm not sure it's a viewer issue. opensim is unhappy about one or more of your appearance items. Unfortunately, it's not possible to get more detail yet
[10:30]  Richardus Raymaker: best to wear the red cloud fix avatar and then try to go back
[10:30]  BlueWall Slade: Jucy is a cloud too
[10:31]  Richardus Raymaker: yes
[10:31]  Juicy Babii: aww I didn't mean to be cloudy! :)
[10:32]  Andrew Hellershanks groans
[10:33]  Andrew Hellershanks: I need to cut out of here a bit early today. I have a couple things I'm in the middle of doing for an SL8B exhibit.
[10:33]  Nebadon Izumi: i tried going to SL8B yesterday it was really slow
[10:33]  BlueWall Slade: you can take off all your clothes, change skin, eyes, shape, etc. then wear another outfit
[10:33]  Nebadon Izumi: you want to see a ton of clouds
[10:33]  Nebadon Izumi: go visit SL8B
[10:33]  Nebadon Izumi: lol
[10:33]  BlueWall Slade: I can imagine
[10:34]  Richardus Raymaker: hehe, need to try to look there. but SL is very bad with many things. i think all bugs moved from opensim to sl :)
[10:34]  Master Dubrovna: lol
[10:34]  BlueWall Slade: next year, they can host it on OpenSim servers and have the best one yet :)
[10:34]  Andrew Hellershanks: It usually is a bit slow at SlnB. Can be quite laggy. There is an article about SL8B about how to change viewer settings to minimize lag since a lot of lag can be client side.
[10:34]  Justin Clark-Casey: I imagine there are a lot of avatars on those servers
[10:34]  Nebadon Izumi: ya i was at one of those 4 sim corner spots
[10:34]  Andrew Hellershanks: yeah. There were 113 at one point in 4 sims just for opening ceremonies.
[10:34]  Nebadon Izumi: there was probably like 100+ avatars in view
[10:35]  Andrew Hellershanks: in 4 -> across 4
[10:35]  Nebadon Izumi: id say 50% of them were grey
[10:35]  Nebadon Izumi: and i saw atleast a dozen clouds
[10:35]  Richardus Raymaker: i never understand why (if the do) LL not get seperate servers for sl8b
[10:35]  BlueWall Slade: we didn't ask for a place to put up a display?
[10:35]  Nebadon Izumi: nah
[10:35]  Richardus Raymaker: but about birthdays. how's the OSG one going ?
[10:35]  Nebadon Izumi: i cant even be bothered in SL anymore honestly
[10:35]  Andrew Hellershanks: when is OSG's birthday?
[10:35]  Nebadon Izumi: 1 month
[10:35]  BlueWall Slade: heh, I didn't know it was on
[10:35]  Juicy Babii: nice
[10:35]  Richardus Raymaker: right nebadon, always asking myself what im doing there when i login..
[10:36]  Andrew Hellershanks: I don't spend a lot of time in SL but I'm editor for an SL magazine so I'm helping with an exhibit this year.
[10:36]  Nebadon Izumi: I dont mind exploring around SL once and a while
[10:36]  Nebadon Izumi: but i cant be bothered to participate in anything they do anymore
[10:36]  Richardus Raymaker: yes. its good to. then you know whats wrong :O
[10:36]  Nebadon Izumi: I was a bit disapointed that SL8B sim is identical to last year
[10:37]  Nebadon Izumi: they didnt change anything
[10:37]  Nebadon Izumi: the exhibits are of course different
[10:37]  Nebadon Izumi: but the base sim itself is 100% identical
[10:37]  Nebadon Izumi: i dont think they ever did that before
[10:37]  Richardus Raymaker: i think that never change
[10:37]  Nebadon Izumi: nah SL5 and SL6B were drastically different theme
[10:38]  Nebadon Izumi: but 7 and 8 are identical
[10:38]  BlueWall Slade: they should just have a giant money bag and let people walk by and throw huge handfuls of money into it
[10:38]  Richardus Raymaker: sl5 did have a complete landscape if i remember
[10:38]  Nebadon Izumi: they proabbly just dont have the same level of internal involvment they did previous years
[10:38]  Andrew Hellershanks: hm... I think sl8b is different this year but I missed a lot of SL7B. All parcels are 32x32 and there are several of the 21 sims that are mostly empty as they are used for some LL functions
[10:39]  Andrew Hellershanks: sl5 and sl6 were quite different
[10:39]  Nebadon Izumi: i also heard like a few days before SL8B 2 of the main organizers for it were fired/let go from LL
[10:39]  Richardus Raymaker: i think sl8b is a bit more based on sl2 crap :(
[10:39]  Richardus Raymaker: -
[10:39]  Andrew Hellershanks: 5 and 6 is was like desert land with three regions across the bottom
[10:40]  Nebadon Izumi: ya 6 had like a space theme
[10:40]  Nebadon Izumi: with the train
[10:41]  Nebadon Izumi: I might try going over to SL8B again later today
[10:41]  Nebadon Izumi: yesterday i didnt get very far i kept crashing
[10:42]  Richardus Raymaker: wich viewer ?
[10:42]  Nebadon Izumi: Imprudence
[10:42]  Andrew Hellershanks: Drop by SL8B Spellbound 24/151/22 if you want to see the display I'm helping with.
[10:42]  Nebadon Izumi: ok cool will do
[10:43]  Andrew Hellershanks: ok, have a good meeting everyone. See you next week.
[10:43]  Nebadon Izumi: see you Andrew
[10:43]  Justin Clark-Casey: bye andrew
[10:43]  Andrew Hellershanks waves
[10:43]  Nebadon Izumi: looks like we still have some work to do to get the new Mesh format working
[10:43]  Nebadon Izumi: Dahlia and I did a little testing last night
[10:43]  Nebadon Izumi: its still not working 100% yet
[10:44]  Justin Clark-Casey: she has test code?
[10:44]  Nebadon Izumi: well it sorta works in OpenSim
[10:44]  Nebadon Izumi: we can upload mesh now
[10:44]  Nebadon Izumi: and it creates the mesh object in your inventory
[10:44]  Nebadon Izumi: but you can not rez it
[10:45]  SinSeer.Discordia oh good, so what you're saying is when i tried it earlier today, it wasn't just me. phew.
[10:45]  Nebadon Izumi: I think were missing a cap and maybe something else
[10:45]  Nebadon Izumi: you just get some spew on the console when you try to rez it
[10:45]  Justin Clark-Casey: probably. I'm surprised any of that works at all
[10:45]  SinSeer.Discordia yah, a lot
[10:45]  Nebadon Izumi: well there was some work done
[10:45]  Nebadon Izumi: but its incomplete
[10:45]  Justin Clark-Casey: who did that? I don't remember seeing anything much recently
[10:46]  BlueWall Slade: I was wondering if the bulletsim has support for it
[10:46]  Nebadon Izumi:
[10:46]  Nebadon Izumi: BlueWall i think radams1 said that it probably wont work yet
[10:46]  Nebadon Izumi: but he didnt see any reason it wouldnt work eventually
[10:46]  Nebadon Izumi: Bulletsim has a lot of work needed still
[10:47]  Richardus Raymaker: did you read the mailing about the other psyic engine. ?
[10:47]  Justin Clark-Casey: nebadon: ah ok, that was a really tiny tweak if I recall
[10:47]  BlueWall Slade: and Teravus mentioned that he was doing some work on a nativeC# implementation of it
[10:48]  BlueWall Slade: I doubt he has a lot of cycles to throw at it atm though
[10:49]  Nebadon Izumi: ya, i did see that lkalif had posted information on IRC at one point
[10:49]  Nebadon Izumi: let me see if i can find it
[10:50]  BlueWall Slade: the cap?
[10:50]  Richardus Raymaker: juicy. i would try to flush your appereance later.. still cloud :(
[10:52]  BlueWall Slade: wheee, seems like assets are going pretty slow
[10:52]  Nebadon Izumi: ..
[10:52]  Nebadon Izumi: here is one page he posted
[10:52]  Nebadon Izumi:
[10:53]  Bri.Hasp hehe got here via HG.. ok Avie]
[10:53]  Nebadon Izumi: and this
[10:53]  Nebadon Izumi:
[10:53]  Bri.Hasp Gawd.. what fun we have
[10:53]  Nebadon Izumi: that paste above Justin
[10:54]  acryline erin is Online
[10:54]  Nebadon Izumi: llkalif said "that's what the Linden Mesh sim replies"
[10:54]  Justin Clark-Casey: yeah, I saw that before
[10:54]  Nebadon Izumi: ok
[10:54]  Justin Clark-Casey: this all looks rather complicated
[10:55]  Nebadon Izumi: heh ya, well hopefully we can figure it out soon, LL is talking about having it live on their main grid by the end of the summer
[10:55]  Nebadon Izumi: interestsingly though the new viewer that has the new mesh format support
[10:55]  Nebadon Izumi: still also supports the old format
[10:55]  Bri.Hasp Blender mesh have been ok this week
[10:55]  Nebadon Izumi: which was quite a suprise for me
[10:56]  Richardus Raymaker: that go to be some weird time then. 50% see's everything fine and 50% see incomplete workd
[10:56]  Bri.Hasp Kirsten or newest Linden
[10:56]  Nebadon Izumi: ya you can view mesh Bri
[10:56]  Nebadon Izumi: but you can no longer upload mesh to OpenSim anymore
[10:56]  Richardus Raymaker: newest linden is nono. kirsten is nog really good with gui to. besides last time it did not install.
[10:56]  Bri.Hasp I did today
[10:56]  Nebadon Izumi: then your using the old viewer still
[10:56]  Justin Clark-Casey: I wouldn't rely on the old mesh always being visible
[10:56]  Bri.Hasp will recheck
[10:57]  Richardus Raymaker: but i now run opensuse
[10:57]  Nebadon Izumi: it seems unlikely that Kirstens is updated yet
[10:57]  Bri.Hasp I have several mesh makers working on my D2
[10:57]  Nebadon Izumi: and the Latest Mesh development viewer you will be unable to upload mesh into OpenSim anymore
[10:58]  Bri.Hasp they are on new Linden
[10:58]  Nebadon Izumi: its only a matter of time though before Kirstens stops working too
[10:58]  Richardus Raymaker: nebadon, offcorse i still need to learn blender. the mesh is seperate plugin for bl;ender ?
[10:58]  Bri.Hasp wow.. that will suck
[10:58]  Nebadon Izumi: they changed the format Bri
[10:58]  Bri.Hasp when?
[10:58]  Nebadon Izumi: its just a matter of someone updating the opensim code
[10:58]  Nebadon Izumi: week or two now
[10:58]  Bri.Hasp hmm
[10:59]  Bri.Hasp has been fine on D2
[10:59]  Bri.Hasp from Blender or Google
[11:00]  Nebadon Izumi: if you download the latest development mesh viewer you will still be able to view old mesh format
[11:00]  Nebadon Izumi: but anything new you upload will fail, wont be able to rez it
[11:00]  Us Vemo: why i mesh that hot.?
[11:00]  Bri.Hasp oki.. ty for info
[11:00]  Us Vemo: i hear they will introduce lots of primrestrictions for mesh
[11:01]  Richardus Raymaker: more info ?
[11:01]  Bri.Hasp many content creators are wanting to use opensim to build
[11:01]  Us Vemo: yes
[11:01]  Richardus Raymaker: what primrestrictios ?
[11:01]  Nebadon Izumi: honestly Us Vemo, 1 mesh wont = 1 prim yes
[11:02]  Nebadon Izumi: but you will be able to do vastly better quality content with mesh
[11:02]  Us Vemo: i have read about much fewer prims with mesh
[11:02]  Nebadon Izumi: especially avatars
[11:02]  Richardus Raymaker: but there must be some but.... whats max. size ?
[11:02]  Nebadon Izumi: yes 1 mesh wont = 1 prim
[11:02]  Nebadon Izumi: but again
[11:02]  Nebadon Izumi: 1 mesh can do the same as like 100 prims
[11:02]  Nebadon Izumi: or more
[11:03]  Bri.Hasp I have a home in work all mesh
[11:03]  Richardus Raymaker: means LL can put more regions on 1 server... ? :) :O
[11:03]  Us Vemo: if sl pute restrictions on the use... it will prohibit the development
[11:03]  Nebadon Izumi: no Richardus
[11:03]  Nebadon Izumi: it does not mean that
[11:03]  Bri.Hasp so far LL is very pro mesh.. helpful
[11:04]  Nebadon Izumi: i dont see how Us Vemo
[11:04]  Nebadon Izumi: they wont put restrictions on standard prims
[11:04]  Nebadon Izumi: they already are super restrictive
[11:04]  Nebadon Izumi: it honestly wont be anymore restrictive than it already is
[11:04]  Nebadon Izumi: quite the oposite
[11:04]  acryline erin is Offline
[11:04]  Us Vemo: i have read about fewer mesh prims than normal prims
[11:04]  Nebadon Izumi: they are allowing up to 64m prims now
[11:04]  Nebadon Izumi: its acutally becoming less restrictive
[11:04]  Nebadon Izumi: Us Vemo yes
[11:05]  Us Vemo: i will try to find it
[11:05]  Nebadon Izumi: did you read anything i said?
[11:05]  Nebadon Izumi: lol
[11:05]  Nebadon Izumi: 1 mesh does not = 1 prim
[11:05]  Us Vemo: yes
[11:05]  Nebadon Izumi: 1 mesh can literally equal 100's of prims
[11:05]  BlueWall Slade: prim cost
[11:05]  Nebadon Izumi: its actually much less restrictive
[11:05]  Nebadon Izumi: your basically repeating FUD
[11:05]  Richardus Raymaker: or 1 mesh => 1 prim, right ?
[11:05]  Bri.Hasp will visit Beta Grid and play with "new" format as around
[11:06]  Bri.Hasp ask ^
[11:06]  Nebadon Izumi: and like i said they are now going to allow up to 64m prims
[11:06]  Nebadon Izumi: no more 10m limit
[11:06]  Nebadon Izumi: how is that more restrictive?
[11:06]  Richardus Raymaker: its not... for many its a big improvement.
[11:06]  Us Vemo:
[11:07]  Us Vemo: i dont know if that is relevant
[11:07]  Richardus Raymaker: SL bad framerate ? my rate in opensim is lower then in sl
[11:07]  Bri.Hasp depends
[11:07]  Bri.Hasp WP yeah
[11:07]  Richardus Raymaker: ok, then im in the wrong places. lol
[11:07]  Nebadon Izumi: honestly Prims can be very inefficient overall
[11:07]  Nebadon Izumi: because you waste alot of the shame
[11:08]  Nebadon Izumi: i gaurantee you that quality of things is going to drastically improve
[11:08]  Nebadon Izumi: and you wont need nearly as many prims
[11:08]  Nebadon Izumi: most SL builders are just super wasteful
[11:08]  Us Vemo: that is an interesting blog post
[11:08]  Richardus Raymaker: ok, read that page later
[11:09]  SinSeer.Discordia lol thats just someone freakin out with no actual released information on how ll will handle the actual cost of said meshes
[11:09]  Richardus Raymaker: hmm, i started to use more prims. now its possible.. and i still preffer normal prims and not sculpts
[11:09]  Nebadon Izumi: honestly that article is nonsense
[11:09]  SinSeer.Discordia it really is
[11:10]  SinSeer.Discordia even i recognize that i'm sorry, i'm prety new, but it's fearmongering
[11:10]  Nebadon Izumi: they are assuming a lot
[11:10]  Nebadon Izumi: literally every video game on earth uses mesh format
[11:10]  Nebadon Izumi: lol
[11:10]  Nebadon Izumi: its like saying every game you played other than SL is doing it wrong
[11:11]  Nebadon Izumi: honestly its the opposite
[11:11]  Richardus Raymaker: would be better if the load the map before the display the prim inworld
[11:11]  Nebadon Izumi: LL has been doing it wrong dince day 1
[11:11]  Us Vemo: i agree
[11:11]  Nebadon Izumi: dince=since
[11:11]  SinSeer.Discordia ll imposed costs and limits mean nothing here... although probably good to keep in mind, since they are basing their costs on performance issues and data transfer costs
[11:11]  Us Vemo: but did you read theblog post
[11:11]  Nebadon Izumi: i did
[11:11]  SinSeer.Discordia yes
[11:11]  Nebadon Izumi: and i think its nonsense
[11:11]  Us Vemo: i think that was fairy critical
[11:11]  Justin Clark-Casey: ok, I need to go. See you guys around
[11:11]  Nebadon Izumi: see ya Justin
[11:11]  Bri.Hasp ciao JCC
[11:11]  Nebadon Izumi: oh justin
[11:11]  Nebadon Izumi: btw
[11:12]  Justin Clark-Casey waves
[11:12]  Nebadon Izumi: that IAR is in your home folder
[11:12]  Richardus Raymaker: bye justin
[11:12]  Justin Clark-Casey: ok, thanks
[11:12]  Nebadon Izumi: no problem, let me know when your ready for some testing
[11:12]  Justin Clark-Casey: sure
[11:12]  Nebadon Izumi: see yasecondlife://
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