Beta Server Office Hours/Minutes/2013-01-10

From Second Life Wiki
Jump to: navigation, search
[2013/01/10 15:01]  Kallista Arliss (kallista.destiny): hi hi
[2013/01/10 15:01]  Latif Khalifa: hey Rex
[2013/01/10 15:01]  Yuzuru (yuzuru.jewell): Hello, Jonathan.
[2013/01/10 15:02]  SMILE (sigma.avro): hi M
[2013/01/10 15:02]  Yuzuru (yuzuru.jewell): Hello, Coyot.
[2013/01/10 15:02]  Rex Cronon: hi yuzuro, sigma, coyot, kallista, latif
[2013/01/10 15:02]  Jonathan Yap: hello Yuzuru
[2013/01/10 15:02]  SMILE (sigma.avro): aestro
[2013/01/10 15:02]  Rex Cronon: no more lag today:)
[2013/01/10 15:02]  Yuzuru (yuzuru.jewell): Hello, Maestro.
[2013/01/10 15:02]  Lares Carter: Hi Maestro
[2013/01/10 15:02]  Maestro Linden: Hi guys
[2013/01/10 15:02]  SMILE (sigma.avro): :)
[2013/01/10 15:02]  Yuzuru (yuzuru.jewell): Hello, Nalates.
[2013/01/10 15:03]  Maestro Linden: Let's get started
[2013/01/10 15:03]  Maestro Linden: https://wiki.secondlife.com/wiki/Server_Beta_User_Group
[2013/01/10 15:03]  Nal (nalates.sonnenkern): Hey Yuzuru
[2013/01/10 15:03]  fuse McGinnis: Hi All
[2013/01/10 15:03]  Rex Cronon: maestro. is it true that all the lag was because mice were chewing on your fiber:)
[2013/01/10 15:03]  Rex Cronon: hi
[2013/01/10 15:03]  I am not a furry (coyot.linden): everyone needs more fibre
[2013/01/10 15:04]  Rex Cronon: your mice must be filled with high quality fiber coyot:)
[2013/01/10 15:04]  I am not a furry (coyot.linden): ;)
[2013/01/10 15:04]  Maestro Linden: Yes, somebody let Meeroos in the server room again :)
[2013/01/10 15:04]  SMILE (sigma.avro): they have no more cheese ?
[2013/01/10 15:05]  Rex Cronon: somebody must have spread cheese on your fiber;)
[2013/01/10 15:05]  SMILE (sigma.avro): or pizza
[2013/01/10 15:05]  I am not a furry (coyot.linden): quelle fromage!
[2013/01/10 15:05]  SMILE (sigma.avro): camembert
[2013/01/10 15:05]  Maestro Linden: Alright, so
[2013/01/10 15:05]  Maestro Linden: all the channels got rolled this week
[2013/01/10 15:05]  Kallista Arliss (kallista.destiny): Rodents do not need cheese to attack network infrastructure
[2013/01/10 15:06]  Motor Loon: quite the anticlimax eh
[2013/01/10 15:06]  Maestro Linden: The main channel just got a small maint-server, which included a fix to a frequent crash mode
[2013/01/10 15:06]  SMILE (sigma.avro): frequent, impossible in sl !
[2013/01/10 15:07]  Maestro Linden: the roll went without much incident,
[2013/01/10 15:07]  I am not a furry (coyot.linden): \o/
[2013/01/10 15:07]  Maestro Linden: but then our Phoenix colo had some issues afterwards, unrelated to the roll
[2013/01/10 15:07]  Maestro Linden: which resulted in major packet loss
[2013/01/10 15:07]  Kallista Arliss (kallista.destiny): Rodentia
[2013/01/10 15:08]  Motor Loon: was that hardware or software caused?
[2013/01/10 15:08]  Maestro Linden: Hm, not sure. Coyot, do you know?
[2013/01/10 15:08]  I am not a furry (coyot.linden): A network link failed
[2013/01/10 15:08]  I am not a furry (coyot.linden): h/w
[2013/01/10 15:08]  Rex Cronon: thing were so bad for me that i thought my sl days were over:(
[2013/01/10 15:08]  Maestro Linden: so maybe a router went up in smoke or somebody cut the line
[2013/01/10 15:08]  Rex Cronon: how come i was the only one affected?
[2013/01/10 15:08]  Motor Loon: nods
[2013/01/10 15:09]  I am not a furry (coyot.linden): also, there was a problem with the redundant link
[2013/01/10 15:09]  Kallista Arliss (kallista.destiny): Rats peed on the copper to fiber converter?
[2013/01/10 15:09]  Maestro Linden: plenty of people were affected
[2013/01/10 15:09]  Nal (nalates.sonnenkern): You weren't the only one Rex.
[2013/01/10 15:09]  Duckie Dickins: night crew unplugged it to plug in a vaccuum......... :)
[2013/01/10 15:09]  Motor Loon: pretty much the whole grid °͜°
[2013/01/10 15:09]  Rex Cronon: last week i was the only one
[2013/01/10 15:09]  Rex Cronon: on thursday
[2013/01/10 15:10]  Maestro Linden: anyway, that lasted until 5pm or so on Tuesday (at least that's when we declared it fixed, following a dropoff in issues)
[2013/01/10 15:10]  Maestro Linden: actually Rex, I think your issue in Morris last week may have been related to something else..
[2013/01/10 15:10]  Maestro Linden: For the RCs this week, we originally planned to have 2 projects
[2013/01/10 15:10]  Maestro Linden: region crossing and interest list updates
[2013/01/10 15:11]  Maestro Linden: however, we found some last-minute bugs in new the interest list code on Aditi
[2013/01/10 15:11]  Maestro Linden: which ruined its chances for RC this week
[2013/01/10 15:11]  Maestro Linden: the bug was...
[2013/01/10 15:11]  Maestro Linden: (well the main one)
[2013/01/10 15:12]  Maestro Linden: was that if you region-crossed in a vehicle several times, all of your non-rigged attachments would disappear from your viewer's view
[2013/01/10 15:12]  Rex Cronon: maestro. on monday i started having the same issues on main grid too. and on tuesday when everybody started to have problems on the main grid, thing were actually better for me
[2013/01/10 15:12]  Maestro Linden: and then your viewer would actually detach those attachments
[2013/01/10 15:12]  Maestro Linden: so when you relogged, you'd be attachment-less (possibly naked)
[2013/01/10 15:12]  Maestro Linden: so I later thought that you may have been seeing that bug if it was just on Aditi/Morris, Rex
[2013/01/10 15:12]  Maestro Linden: but if you saw it on Agni too, that's something else..
[2013/01/10 15:13]  Margithe: Actually, i had that happen to me without a vehicle.
[2013/01/10 15:13]  Motor Loon: and everybody being naked would be a bad thing? ;)
[2013/01/10 15:13]  Maestro Linden: just walking / flying across the sim border then, Margithe?
[2013/01/10 15:13]  Maestro Linden: Depends on the sim, Motor :)
[2013/01/10 15:13]  Rex Cronon: there r some people who u really don't want to see them naked:)
[2013/01/10 15:13]  Kallista Arliss (kallista.destiny): /me chuckles
[2013/01/10 15:13]  Margithe: yeah. But it might have been something else, since after crossing, i only saw myself mesh-less
[2013/01/10 15:14]  Margithe: others could still see my mesh.
[2013/01/10 15:14]  Maestro Linden: oh
[2013/01/10 15:14]  Maestro Linden: that may have been a rendering bug or something. I've seen some cases where my mesh clothes were stuck at a low LOD or something to me
[2013/01/10 15:14]  Maestro Linden: but others could see it just fine
[2013/01/10 15:14]  Margithe: But then again, there was so many different issues at the same time, that it was hard to tell what was doing what
[2013/01/10 15:15]  Maestro Linden: and relogging made it appear correctly
[2013/01/10 15:15]  Maestro Linden: also, they found a second bug with the interest list stuff, which went something like this..
[2013/01/10 15:15]  Maestro Linden: 1) UserA owns an object which is on the ground
[2013/01/10 15:15]  Maestro Linden: 2) userB looks at the object and userA, then turns his back to them
[2013/01/10 15:16]  Maestro Linden: 3) UserA wears the object as an attachment, then TPs away
[2013/01/10 15:16]  Maestro Linden: 4) UserB looks back again, and sees the object on the ground, still
[2013/01/10 15:16]  Maestro Linden: (whereas the object should be gone, since UserA took it away)
[2013/01/10 15:16]  Kallista Arliss (kallista.destiny): O-o
[2013/01/10 15:16]  I am not a furry (coyot.linden): such magic
[2013/01/10 15:16]  Maestro Linden: Yeah. Very tricky
[2013/01/10 15:16]  Margithe: good find. That would be a rare thing to encounter
[2013/01/10 15:17]  Rex Cronon: if usera returns and move around, does userb sees object on ground moving?
[2013/01/10 15:17]  Maestro Linden: I think they have fixes planned for both of those interest list bugs
[2013/01/10 15:17]  Jonathan Yap: Is that why you are now sending Kill packets for everything that leaves the region?
[2013/01/10 15:17]  Maestro Linden: Not sure what happens if UserA comes back
[2013/01/10 15:18]  Maestro Linden: Andrew's really the best person to ask about those details, Jonathan
[2013/01/10 15:18]  Maestro Linden: I would expect that the kill packets wouldn't be sent if the object just crossed into another region that your viewer is connected to
[2013/01/10 15:19]  Maestro Linden: Speaking of region crossings, all 3 RC channels got the region crossing code
[2013/01/10 15:19]  Maestro Linden: But after a few hours, we saw that the crash rate was way too high
[2013/01/10 15:19]  Maestro Linden: so we disabled the new fancy region crossing code via a config update
[2013/01/10 15:19]  Maestro Linden: which made the crash rate return to normal
[2013/01/10 15:19]  I am not a furry (coyot.linden): This means no roll next Tuesday.
[2013/01/10 15:20]  Maestro Linden: Yep
[2013/01/10 15:20]  I am not a furry (coyot.linden): since both failed
[2013/01/10 15:20]  Maestro Linden: The new crossing code was active for ~5 hours yesterday
[2013/01/10 15:20]  Nal (nalates.sonnenkern): Is this server/region crashes or viewer crashes?
[2013/01/10 15:20]  I am not a furry (coyot.linden): server
[2013/01/10 15:20]  Maestro Linden: server crashes
[2013/01/10 15:20]  Nal (nalates.sonnenkern): thx
[2013/01/10 15:20]  Kallista Arliss (kallista.destiny): Oh it took the whole box down?
[2013/01/10 15:21]  Maestro Linden: just a single region at a time
[2013/01/10 15:21]  I am not a furry (coyot.linden): no, just he region
[2013/01/10 15:21]  Kallista Arliss (kallista.destiny): Ahh OK
[2013/01/10 15:21]  Margithe: ny idea what causes the crashes?
[2013/01/10 15:22]  I am not a furry (coyot.linden): I believe that Engineering has some ideas
[2013/01/10 15:22]  Maestro Linden: I know it has to do with heavily-scripted regions having region-crossing avatars
[2013/01/10 15:22]  I am not a furry (coyot.linden): around script serialization/deserialization
[2013/01/10 15:22]  I am not a furry (coyot.linden): yeah, what Maestro said
[2013/01/10 15:23]  Maestro Linden: We didn't see it much on Aditi before because the regions weren't running 'enough' scripts
[2013/01/10 15:23]  Kallista Arliss (kallista.destiny): n ods nods
[2013/01/10 15:23]  Maestro Linden: but now we've loaded the test regions with quite a few heavy scripts, and are seeing the crashes with some regularity
[2013/01/10 15:23]  Kallista Arliss (kallista.destiny): No markets or sex beds
[2013/01/10 15:23]  SMILE (sigma.avro): so, ideas for next beta testings...
[2013/01/10 15:23]  Maestro Linden: Kelly thinks he has a fix..
[2013/01/10 15:24]  Margithe: maybe it would be a good idea to set up a more current heavy load test region.
[2013/01/10 15:24]  Maestro Linden: yes, we have that now
[2013/01/10 15:24]  Margithe: Thanks. Are they open to the public?
[2013/01/10 15:25]  SMILE (sigma.avro): what is that region ?
[2013/01/10 15:25]  Rex Cronon: hopefully u will find out why llsetregionpos is so borked on sim crossings?
[2013/01/10 15:25]  I am not a furry (coyot.linden): I think we should call the region Hollywood
[2013/01/10 15:25]  Maestro Linden: it's the 'DRTSIM-184 ' regions
[2013/01/10 15:25]  I am not a furry (coyot.linden): because it is full of bad scripts
[2013/01/10 15:25]  Margithe: lol
[2013/01/10 15:25]  Kallista Arliss (kallista.destiny): Booooooooooooo
[2013/01/10 15:26]  Nal (nalates.sonnenkern): omg
[2013/01/10 15:26]  Duckie Dickins: mega bling scripts from 2004
[2013/01/10 15:26]  Maestro Linden: I think we still have them set up from the pile-on test, right caleb?
[2013/01/10 15:27]  Rex Cronon: caleb. did u find out what is wrong with "magic" red box:)
[2013/01/10 15:27]  Maestro Linden: world map search is acting up for me right now, but some regions are listed here: https://wiki.secondlife.com/wiki/Threaded_Region_Crossing_Beta_Tests#.232_Threaded_Region_Crossings
[2013/01/10 15:28]  test_llsetregionpos: Hello, Avatar!
[2013/01/10 15:28]  Maestro Linden: We hope that we can verify that the region crossing bug is fixed, so it can go back into RC
[2013/01/10 15:29]  I am not a furry (coyot.linden): \o/
[2013/01/10 15:29]  Maestro Linden: aside from that and the interest list project, we do have another maint-server scheduled for RC
[2013/01/10 15:30]  Rex Cronon: oops. forgot about clicking on it
[2013/01/10 15:30]  Maestro Linden: the maint-server project has some cleanup around the estate access code
[2013/01/10 15:31]  Maestro Linden: and also adds server support for 'neck' and 'avatar center' attachment points
[2013/01/10 15:31]  Rex Cronon: hey. come on. stop clicking
[2013/01/10 15:31]  Maestro Linden: which were added to the viewer about a year ago, but for some reason were never added to the server
[2013/01/10 15:31]  Maestro Linden: resulting in some errors
[2013/01/10 15:31]  SMILE (sigma.avro): kk, sorry Rex
[2013/01/10 15:32]  Kallista Arliss (kallista.destiny): I have a request from the FS devs team, could we have Server side bake on the snack RC?
[2013/01/10 15:32]  Rex Cronon: np. is just that is spammy
[2013/01/10 15:33]  Maestro Linden: I'm not sure what the state of that project is, but I can forward the request to that team, Kallista
[2013/01/10 15:33]  Kallista Arliss (kallista.destiny): That is all we can ask for
[2013/01/10 15:34]  Rex Cronon: AFK...............................
[2013/01/10 15:34]  Rex Cronon: afk for a few minutes
[2013/01/10 15:34]  Maestro Linden: In other news, the threaded mesh rez code from Baker is on Aditi now, in the 'DRTSIM-194' channel
[2013/01/10 15:34]  Maestro Linden: it's only on a few regions, such as 'CCMTEST26'
[2013/01/10 15:35]  Maestro Linden: so far, I've seen pretty good results, though there's at least one memory leak and crash mode that needs to be fixed
[2013/01/10 15:35]  Maestro Linden: sim performance totally smooth (always right around 45fps) when a 'stress test' rezzes objects on his sim, compared to ~35FPS on a main channel sim
[2013/01/10 15:36]  Maestro Linden: I think it will be a few weeks before it's ready for RC, though
[2013/01/10 15:36]  Nal (nalates.sonnenkern): awesome
[2013/01/10 15:37]  Maestro Linden: /me looks at the agenda
[2013/01/10 15:37]  Maestro Linden: that's about all the news I had
[2013/01/10 15:38]  Lares Carter: Any news about the state of Aditi?
[2013/01/10 15:38]  Motor Loon: "[15:30] Maestro Linden: the maint-server project has some cleanup around the estate access code" <-- fix for banned avatars getting into regions?
[2013/01/10 15:38]  Maestro Linden: with the inventory? I haven't heard anything, sorry
[2013/01/10 15:38]  Nal (nalates.sonnenkern): Yeah, I had to login with an alt today.
[2013/01/10 15:38]  Theresa Tennyson: Regarding what you just said - would sending a lot of mesh items to a lot of avatars at the same time cause the sim framerate to plummet?
[2013/01/10 15:38]  Maestro Linden: Yeah, that's the goal, Motor
[2013/01/10 15:38]  Nal (nalates.sonnenkern): What about the new hardware for the disk full problem?
[2013/01/10 15:39]  Motor Loon: Excellent
[2013/01/10 15:39]  Maestro Linden: I haven't heard about the aditi stuff
[2013/01/10 15:39]  Rex Cronon: back
[2013/01/10 15:39]  Nal (nalates.sonnenkern): :(
[2013/01/10 15:39]  SMILE (sigma.avro): wb
[2013/01/10 15:39]  Maestro Linden: Theresa: if you're talking about inventory offers, those would have the same performance impact (which isn't very much) as sending non-mesh objects
[2013/01/10 15:39]  Rex Cronon: :)
[2013/01/10 15:40]  Theresa Tennyson: I'm referring to when the server sends information about surroundings and avatars to someone arriving.
[2013/01/10 15:40]  Maestro Linden: the main change with threaded rez is just about the performance impact when rezzing complicated meshes
[2013/01/10 15:40]  Maestro Linden: Ah, that would be the interest list
[2013/01/10 15:41]  Maestro Linden: I think it's about the same for a mesh object as regular prims, though the viewer will have to download the mesh if it didn't have it cached
[2013/01/10 15:41]  Maestro Linden: actually, mesh objects are probably better in that case than prims
[2013/01/10 15:41]  Maestro Linden: if you have like 1 mesh object vs 100 regular prims that approximate the same shape
[2013/01/10 15:42]  Maestro Linden: in the mesh case, the server only needs to mention the 1 prim, but in the high-primcount case, the message is much larger
[2013/01/10 15:42]  Theresa Tennyson: There are times when a steady stream of avatars arriving in a region that is already fairly crowded will cause physics framerate to go into the single digits and cause the net time to explode.
[2013/01/10 15:43]  Theresa Tennyson: And it SEEMS like it happens more in meshy places.
[2013/01/10 15:43]  Lucia Nightfire: when that happens look at pending downloads and uploads
[2013/01/10 15:43]  Margithe: even if the mesh itself is 600-800 LI?
[2013/01/10 15:43]  Lucia Nightfire: physics/net timing swings bad when pending dl's/ul's are present
[2013/01/10 15:44]  Maestro Linden: well, if you have a giant mesh, rezzing it will be more impactful than rezzing a simple box
[2013/01/10 15:44]  Margithe: 600-800 isn't a giant mesh, it's the equivalent of an avarage jacket/pants/clothes
[2013/01/10 15:45]  Rex Cronon: in theory a prims data is small(even 100prims should require around 1mb) while a mesh can be a much bigger file, thefore it would be logical that an object made of many prims should be faster to transfer than a mesh that can be a huge blob. isn't that so?
[2013/01/10 15:45]  Maestro Linden: well, the asset downloads aren't on the main simulator thread
[2013/01/10 15:46]  Maestro Linden: so the sim isn't paused while you're downloading the mesh asset
[2013/01/10 15:46]  Maestro Linden: it's about the same as having big textures on the object
[2013/01/10 15:48]  Rex Cronon: u could restrict the max size a texture can have to 512x512
[2013/01/10 15:48]  Maestro Linden: Yeah, but I'm not sure how well that would go over
[2013/01/10 15:48]  Kallista Arliss (kallista.destiny): Probably not very well
[2013/01/10 15:49]  Margithe: There could be a cap on texture size per worn object.. but yeah, nm.
[2013/01/10 15:49]  I am not a furry (coyot.linden): like a lead zepplin
[2013/01/10 15:49]  Maestro Linden: the download filesize for a mesh or texture isn't really important for CPU performance on the sim, but of course it impacts the overall scene loading time when you connect with your viewer
[2013/01/10 15:49]  Kallista Arliss (kallista.destiny): exactly
[2013/01/10 15:49]  Rex Cronon: i mean the viewer can send a msg to server saying resize all textures that u r sending me to this size
[2013/01/10 15:49]  Margithe: speaking of things not going over well, i have a can of worms that i'd like to open, but it's just vaguely related to groups. Mind if i do?
[2013/01/10 15:50]  Rex Cronon: i mean shrink them
[2013/01/10 15:50]  Maestro Linden: it would be interesting if the unique count of textures and resolutions on an object impacted LI
[2013/01/10 15:50]  Nal (nalates.sonnenkern): That would be interesting
[2013/01/10 15:50]  Margithe: I think thats an interesting idea too.
[2013/01/10 15:50]  Maestro Linden: but I don't think that'll happen
[2013/01/10 15:51]  Rex Cronon: hope springs eternal:)
[2013/01/10 15:51]  Nal (nalates.sonnenkern): I haven't heard that there will be LI changes with the addition of the Materials System. That would be the time to do it.
[2013/01/10 15:52]  Lucia Nightfire: yeah, a little late in the game to add LI behavior based on num of textures or resolutions, lol
[2013/01/10 15:52]  Margithe: Agreed. There are already worn objects inworld that crash me due the texture load.
[2013/01/10 15:52]  Maestro Linden: Ah, Nal, the only change is that if your object has a material on it, it will use the new accounting system. Kind of like using custom physics shapes on non-mesh linksets
[2013/01/10 15:52]  SMILE (sigma.avro): i render only 10 non impostors
[2013/01/10 15:53]  Rex Cronon: iron man pumping iron:)
[2013/01/10 15:54]  Nal (nalates.sonnenkern): Well, that is something. BUt, it is an opertunity to add a cost for a new feature to control how it is used.
[2013/01/10 15:54]  Lucia Nightfire: what abotu existing textured mesh assets?
[2013/01/10 15:54]  Margithe: everyone ruuun >.<
[2013/01/10 15:54]  Rex Cronon: nice way to end the meeting;)
[2013/01/10 15:54]  Lares Carter: That's one way to end the meeting..
[2013/01/10 15:54]  Maestro Linden: they always use the new accounting system, Lucia
[2013/01/10 15:54]  SMILE (sigma.avro): :( this region does not respect meeting time
[2013/01/10 15:55]  Maestro Linden: ah perfect timing
[2013/01/10 15:55]  SMILE (sigma.avro): no it was 2 minutes in advance
[2013/01/10 15:55]  Lucia Nightfire: test
[2013/01/10 15:55]  Maestro Linden: /me blames Coyot
[2013/01/10 15:55]  SMILE (sigma.avro): sinchronising clocks
[2013/01/10 15:55]  Lares Carter: I would vote for limits for avatars: maximum number of scripts and memory as well as per avatar prim limit.
[2013/01/10 15:56]  SMILE (sigma.avro): or aborting shut down
[2013/01/10 15:56]  Margithe: So anyhow, the can of worms- maybe you can answer this- Howcome that groups without any donated tier can hold land, for motnhs, possibly years?
[2013/01/10 15:56]  I am not a furry (coyot.linden): /me blames andrew
[2013/01/10 15:56]  Margithe: months*
[2013/01/10 15:56]  Maestro Linden: sounds like a loophole
[2013/01/10 15:56]  Lucia Nightfire: I was referring to what happens to already existing rezzed mesh if li is changed based on texture res and num of textures
[2013/01/10 15:56]  SMILE (sigma.avro): dont penalize more the avatars
[2013/01/10 15:56]  Margithe: It's not much of a loophole if people have been using it for over 2 years, and it's wide-open
[2013/01/10 15:57]  Rex Cronon: it can hold land and not pay for it? interesting
[2013/01/10 15:57]  Margithe: Yes you can.
[2013/01/10 15:57]  Lucia Nightfire: finally it went through, somethign is screwy
[2013/01/10 15:57]  Lucia Nightfire: getting repeated "denied action" sounds
[2013/01/10 15:58]  Rex Cronon: i like to say i glad the lag was fixed:)
[2013/01/10 15:58]  Rex Cronon: tc everybody and have a nice day:)
[2013/01/10 15:58]  Lares Carter: Thanks for the meeting.
[2013/01/10 15:58]  Nal (nalates.sonnenkern): Thx Lindens
[2013/01/10 15:58]  I am not a furry (coyot.linden): cya
[2013/01/10 15:58]  Rex Cronon: and have fun too:)
[2013/01/10 15:58]  Maestro Linden: Well, thanks for coming everybody
[2013/01/10 15:58]  Margithe: The reason for bringing it here, is that there seems to be no automated way of determining if a group has enough donated tier, and kicking them out eventually
[2013/01/10 15:58]  I am not a furry (coyot.linden): have a good week
[2013/01/10 15:58]  Lucia Nightfire: ok, regionsrestart now I see...
[2013/01/10 15:58]  SMILE (sigma.avro): yes, and thanks for warmings Morris
[2013/01/10 15:58]  Lucia Nightfire: sneaky
[2013/01/10 15:58]  Maestro Linden: Yes, that seems like it would be a good thing to add
[2013/01/10 15:58]  I am not a furry (coyot.linden): I am a ten second bomb
[2013/01/10 15:58]  Nal (nalates.sonnenkern): bye all
[2013/01/10 15:59]  SMILE (sigma.avro): nice day Lindesn, thks for time
[2013/01/10 15:59]  I am not a furry (coyot.linden): I am a nine second bomb
[2013/01/10 15:59]  I am not a furry (coyot.linden): I am an eight second bomb
[2013/01/10 15:59]  Maestro Linden: See you next week..
[2013/01/10 15:59]  Inara Breen: ciao all