User:Andrew Linden/Office Hours/2010 05 11

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[10:58] Ardy Lay: Hi Simon
[10:58] Uni Ninetails: hiya Simon
[10:58] Simon Linden: Hello
[10:58] Sebastean Steamweaver: Hey Simon
[10:58] Arawn Spitteler: Hi, Simon.
[10:59] Arawn Spitteler: No mod boots? How are you supposed to leave tracks?
[10:59] Uni Ninetails: i hate no mod... takes me so much longer to fit
[10:59] Simon Linden: Andrew should be here in a few minutes ... I'm going to have to bail out early today due to an appointment
[11:00] Sebastean Steamweaver: Hehas appeared
[11:00] Ovaltine Constantine: Ooh, and he materialized right on top of me
[11:00] Ovaltine Constantine: Teehee
[11:00] Sebastean Steamweaver: Hey Andrew
[11:00] Andrew Linden: hello
[11:00] Ardy Lay: Hi Andrew
[11:00] Uni Ninetails: Hiya andrew
[11:00] Sindra Aquila: hi andrew
[11:00] Welcome to Linden office hours
[11:01] Andrew Linden: heh, I got ruthed yesterday and had to fall back to my backup outfit and skins.
[11:02] Uni Ninetails: oooo friend had that crossed a sim border and grew boobies.
[11:02] Rex Cronon: hello everybody
[11:02] Uni Ninetails: very odd
[11:02] Ovaltine Constantine: Hai guize
[11:02] Andrew Linden: I haven't been ruthed on the main grid for a long while.
[11:03] Andrew Linden: I thought maybe that problem had been eliminated. But I guess not.
[11:03] Uni Ninetails: was yesterday it happened... asset goof up?
[11:03] Sindra Aquila: i have a question too
[11:03] Rex Cronon: boobies for men still lives. lol
[11:03] Arawn Spitteler: I think it's a matter of Client Version, whether you're Avatar[0] or a cloud
[11:03] Ardy Lay: "Ruthed" is in the eye of the beholder.
[11:03] Andrew Linden: First news and announcements... which will be really short.
[11:04] Andrew Linden: I believe Lil is currently forking server-1.40, so that should be up on aditi later this week.
[11:04] Ardy Lay: Let's hope it's light an fluffy.
[11:05] Andrew Linden: I've been recruited to do some anti-grief and permissions work as a side project.
[11:05] Andrew Linden: Otherwise I'm going to start fixing bugs again.
[11:05] Andrew Linden: I'm going to try to work on region crossings, but there is also a mainland voice problem I might have to deal with.
[11:06] Skills Hak: oo nice
[11:06] Rex Cronon: some people really like to grief with blue dialog boxes. it would be good if the sim stopped their flow after the first 20 are sent...
[11:06] Skills Hak: can you elaborate some on the grief/perms fixing?
[11:06] Andrew Linden: I've got one dev (as I mentioned before -- Gulliver Linden) who may be helping me fix bugs for two weeks, starting soon.
[11:06] Andrew Linden: And that's about all the news I have.
[11:07] Sindra Aquila: will there be afix of the collision event problem on laggy sims i have a question about?
[11:07] Andrew Linden: No, I'm not going to go into details on the anti-grief and permissions stuff. Maybe later.
[11:08] Skills Hak: we just found a new animation crasher yesterday
[11:08] Skills Hak: soft should know about it
[11:08] Andrew Linden: Hrm. I'm interested in that animation crasher. I'll talk to soft about it.
[11:08] Arawn Spitteler: We never get told about the SEC stuff
[11:08] Rex Cronon: skill. shouldn't emerald be imune to anim crashers?
[11:08] Andrew Linden: I was talking to Soft yesterday about that problem.
[11:09] Skills Hak: it was 2 anims referencing each other in a loop
[11:09] Andrew Linden: Sindra, what is the collision event problem? Could you describe it? Or perhaps there is a jira # with info about it?
[11:09] Skills Hak: not possible to create these any more w/o legacy uploads and we got the fix and assetid
[11:09] Sindra Aquila: In laggy sims, the collision events dont work well anymore

and cause arrows to severily bounce off, some ppl have

[11:10] Andrew Linden: Hrm... this sounds familiar.
[11:10] Uni Ninetails: mmm ive noticed that...
[11:10] Andrew Linden: Someone else asked me about arrows getting knocked awry.
[11:10] Uni Ninetails: ground vehicles on a prim actings weird flat prim but its bumpy...
[11:10] Andrew Linden: They had a llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y, FALSE) that they were calling after the collision eventl
[11:11] Andrew Linden: I think the trick for their case was to set the rotations axes FALSE before the arrow was taken to asset.
[11:11] Andrew Linden: Sindra, are your arrows trying to use the anti-rotation trick?
[11:12] Sindra Aquila: no, the script simply stops for too long EZ weaponmaker and others have aletered the physics or whatever of the root prims as workaround, in soime secret way i like know about
[11:12] Andrew Linden: Hrm... well I'm not sure what trick they are using, not knowing much about the bullets in question.
[11:13] Rex Cronon: IMO bullets!=arrows
[11:13] Andrew Linden: Perhaps you could describe what the bullets/arrows are supposed to do. They hit and are supposed to stop immediately? Or something else?
[11:13] Sindra Aquila: it is maybe a form of prim torture or undocumented materila, flesh allready improves slightly
[11:13] Andrew Linden: arrows are long bullets from my perspective -- very similar tech as far as the backend of SL is concerned
[11:14] Sebastean Steamweaver: Sindra, I suspect it may be prim torture, but in my experience, there's no way to completely solve the problem.
[11:15] Andrew Linden: Hrm... well if they are relying on some hidden bug (misfeature) then it may very well break in the future
[11:15] Sindra Aquila: yes, as far as i can know the script seems to stop working a short time so anything done agter collison is too late, so the secret is in the root prims physics or material or some
[11:15] Andrew Linden: (such as in a physics engine upgrade, dunno)
[11:15] Sebastean Steamweaver: I was attempting to use bullets as a form of raycasting to determine where the surface of a prim was- when that failed me, I had to do it via math.
[11:15] Sebastean Steamweaver: Sindra, I don't think it's so much that the script stops working, as it is the physics is working faster than the script.
[11:16] Sindra Aquila: usinfg pos from landcollison is useless because it then first flies off meter away and only then returns
[11:16] Andrew Linden: Yes, I suspect Sebastean could be right.
[11:16] Faust Vollmar: Woops, I forgot what day it was. =o
[11:17] Andrew Linden: It may be that the scripts on their arrows are just written more efficiently, or the bullets have overall less scripts.
[11:17] Ater Earst: sakra !
[11:17] Dracula Aura: co sa stalo?
[11:17] Rex Cronon: btw, how many people here r ffamiliar with followers?
[11:17] Ater Earst: ved oni na nasej zakladni
[11:17] Faust Vollmar hears mention of weaponry and wonders what he missed.
[11:18] Sindra Aquila: no, aomeone used an arrow scripot in his own prim, and then it bounced,
[11:18] Dracula Aura: aha
[11:18] Andrew Linden: I'm not sure what a "follower" is.
[11:18] Rex Cronon: because there is a new way to fool them
[11:18] Faust Vollmar: Do tell
[11:18] Rex Cronon: a follower can be a cage that follows someobye around
[11:18] Rex Cronon: somebody*
[11:19] Faust Vollmar: They're not always cages, as things like the RPWN had demonstrated with the Weaken attack.
[11:19] Rex Cronon: or a sign above the head of somebody
[11:19] Arawn Spitteler: Scanner Followers or Object Detail Followers?
[11:19] Simon Linden: yeah, I've seen stuff like that used to harass people
[11:19] Sindra Aquila: is there a way to alter prims physics to experiemnt with on laggy sims with this problem like ENSLAVED
[11:19] Rex Cronon: there r also some that combine those, arawn
[11:20] Rex Cronon: anway it seems there is a specific way to fool them
[11:21] Rex Cronon: they no loger follow
[11:21] Sebastean Steamweaver: My very first experience with a follower was a griefer particle emitter that self-replicated and followed people I got close to. I was very new, a couple days, and thought it was a game. I started flying around the sandbox "giving" it to everyone else for the pretty green particle trail.
[11:21] Simon Linden: I have to bail out early today ... thanks everyone for coming, I'll see you next time
[11:21] Simon Linden: bye
[11:21] Andrew Linden: What is the trick to fool them Rex?
[11:21] Uni Ninetails: kk cya simon
[11:21] Faust Vollmar: Take care Simon
[11:21] Sebastean Steamweaver: Later Simon
[11:21] Uni Ninetails: Rex your prolonging explain please
[11:21] Rex Cronon: tc simon
[11:21] Rex Cronon: and it seems that the sim is sending the wrong pos to the the follower script
[11:22] Rex Cronon: rotation:)
[11:22] Rex Cronon: +offset(maybe)
[11:22] Arawn Spitteler: Followers should already obtain Rotation
[11:22] Andrew Linden: I wouldn't expect a rotation + offset problem unless the avatar were sitting on an object
[11:23] Opensource Obscure: it's funny what happens if you sit on something that is following you
[11:23] Rex Cronon: yes. the ave is sitting
[11:23] Andrew Linden: Ok, so maybe a bug in the sensor code for sitting avatars?
[11:24] Faust Vollmar: Sensor + Seated Avs has been fubar for ages, so I dont think that qualifies as new.
[11:24] Rex Cronon: the sensore code is ok. the sim is faulty
[11:24] Opensource Obscure: agree w faust
[11:24] Andrew Linden: er... I meant the simulator implentation of sensors
[11:24] Sindra Aquila: is there any way to mess with the physics of a prim, or rather how they act on impact?
[11:24] Andrew Linden: implementation
[11:25] Rex Cronon: i haven't tried it so i am not sure how exactly it works
[11:25] Andrew Linden: Sindra give me a copy of your arrow so I can examine it.
[11:25] Sindra Aquila: ok i have a test one
[11:25] Rex Cronon: i should mention that particles still point to the ave
[11:26] Sebastean Steamweaver: Particles still point to the AV.... hips. We really need to be able to set particle target offsets :P
[11:26] Faust Vollmar: Speaking of projectiles and physics, a flag that completely kills deflection (as in it just stops immediately where it is) on collision would be neat.
[11:26] Andrew Linden: Well, if their were a bug with sensing the correct positions of seated avatars I'd expect to find some relevant bugs in jira. I'll look around later today.
[11:27] Sebastean Steamweaver: Faust: that's basically what I was attempting via script.
[11:27] Arawn Spitteler: STOP_ON_COLLISION?
[11:27] Sebastean Steamweaver: A flag would make that easier.
[11:27] Faust Vollmar: Sounds like a decent enoguh name, yeah.
[11:27] Faust Vollmar: enough*
[11:27] Rex Cronon: or turn physics off on collision
[11:27] Sindra Aquila: some people found a good workaround out
[11:28] Faust Vollmar: It still gets a good few meters movement before that kicks in, even turning off physics as the first thing in the event. =/
[11:28] Faust Vollmar: Its not a problem for the single target bullets but it gets annoying with the explosive ones.
[11:28] Sindra Aquila: this arrow does nothing else then see if it bounces
[11:28] Ater Earst: de si !!
[11:28] Faust Vollmar already does kill Rotate X/Y/Z and that helped a bit but straight backwards bounce still happens a fair bit.
[11:29] Andrew Linden: First of all Sindra I'd recommend that you disable the rotation not on_rez() but on_entry(), before you take the arrow to asset.
[11:29] Sindra Aquila: ok
[11:30] Sindra Aquila: i am pretty sure the secret is in altering the root prims state or physics
[11:30] office hours is half over
[11:30] Sindra Aquila: flesh improves slightly
[11:31] Andrew Linden: hrm... I dunno. The script looks ok, no obvious inefficiencies. The code is in the right order.
[11:32] Andrew Linden: You might try making the arrow heavier by doubling up the prim count or putitng some transparent bulk on it... dunno if that will work.
[11:33] Sindra Aquila: does not work that i tried allready also other forms of roor ptimn, BUT EZ arrows has a very odd root prim, it is not possible to make it normally
[11:33] Andrew Linden: people here at OH have asked for "zero restitution" (zero bounciness on collision) in the past. If we had that feature it might solve this problem.
[11:33] Andrew Linden: Hrm... I wonder if they are using a Vehicle action on their arrows Sindra. The vehicle stuff has special tricks for preventing sideways motion.
[11:34] Andrew Linden: Or perhaps the creation of a "Move to" action.
[11:34] Sindra Aquila: no, someone told me he put the script in own prim, and then it bounced
[11:34] Sebastean Steamweaver: Andrew: it would solve it, yeah. as for the heaviness, I've also tried that, and it doesn't really help. In fact in some ways it seemed to make it worse because of more "momentum."
[11:34] Sebastean Steamweaver: The problem with any code that stops the prim, or tells it where to go, is getting an accurate point of collision.
[11:35] Sebastean Steamweaver: "Where" the bullet is, to the simulator, after the point of collision. It varies widely, especially on lag, because the physics occurs faster than the code executing.
[11:35] Sindra Aquila: it cant be the script stopping m,os bounce, it must be some in the root prim
[11:35] Arawn Spitteler: Even physics is too slow, for a fast bullet to collide at all.
[11:36] Sindra Aquila: well they succeeded, i am bit surprised it is not known how,
[11:36] Sebastean Steamweaver: Or that, yes. Basically it depends on the performance of the physics engine.
[11:36] Arawn Spitteler: Do we still shoot through walls, if the collision happens between frames?
[11:36] Sebastean Steamweaver: Sindra - their shape probably affects it's physics, you're right.
[11:36] Sebastean Steamweaver: And Arawn, it can, yes.
[11:37] Andrew Linden: I don't think the trick is in the root prim. I can't imagine how some quality of the root prim would fix things.
[11:37] Andrew Linden: yes Arawn, and we won't be having "continuous swept collisions" in Havok7 either -- too expenisve.
[11:37] Sebastean Steamweaver: Andrew, I ahve heard of prim shape affecting prim physics.
[11:37] Arawn Spitteler figures Interpolation would work
[11:37] Andrew Linden: The trick for really fast bullets is you have to make the bullets longer.
[11:38] Sebastean Steamweaver: As in, certain shapes being easy for the physics system.
[11:38] Sindra Aquila: i dont know if it is allowed to show someones arrow?
[11:39] Sebastean Steamweaver: Sindra, probably not in this case. weapon making is a very competitive field, and if they have an edge, I doubt they'd want it exposed.
[11:39] Rex Cronon: when u shoot an arrow ur r showing itto others:)
[11:40] Sindra Aquila: are there ay ways at all to alter a prim, maybe primtorture like?
[11:40] Uni Ninetails: thats sticking into the table and im just ressing it lol
[11:41] Sindra Aquila: are these arrows that like ez dont bounce in ENSL:AVED?
[11:41] Rex Cronon: there r some moded viewers that can make very weird prims
[11:42] Sindra Aquila: is there an undocimented material because flesh improves slightly?
[11:42] Andrew Linden: Hrm... the shayeah, I don't think they'd like to have their arrow dissected and secrets revealed.
[11:43] Andrew Linden: I'm about to crash.
[11:44] Andrew Linden: brb
[11:44] PulseBurst Flow: you missed
[11:44] Arawn Spitteler quickly mentions SVC-22 and SVC-93, to keep his hand in
[11:44] Uni Ninetails: i suck XD
[11:44] ROTATION and llSetRot incorrectly implemented for child prims
[11:44] Vehicles crossing region borders aren't always treated as vehicles and can get incorrectly returned if the destination parcel is no-entry or parcel-full
[11:45] Ardy Lay: "About to crash", how does that work?
[11:45] Arawn Spitteler: When your system gets laggier in some way, you might be coming up on going down
[11:46] Sebastean Steamweaver: Wb Andrew
[11:46] Sebastean Steamweaver: Andruth
[11:46] Uni Ninetails: pre-emptive manual crash
[11:46] Rex Cronon: wb
[11:46] Uni Ninetails: aww tony Linden returned an arrow. XD
[11:46] Andrew Linden: Thanks. I tried to rescale my SL window on Linux and then the screen started flashing
[11:46] Ardy Lay: Uni, any blood on it?
[11:46] Uni Ninetails: little brain *nomnomnom
[11:46] Ardy Lay: Hehe.... yuch
[11:47] Sindra Aquila: well, so this then, is there any undocumented material?
[11:47] Andrew Linden: Sindra, what do you mean "undocumented material"?
[11:48] Sindra Aquila: well because flesh improves this problkem slightly is there another undocumented material for prims
[11:48] Sebastean Steamweaver: Like Rubber, Metal, Flesh, etc. There are some "undocumented" tags for Particles you can set, and I think Sindra wants to know if there's any for llSetPrimParams for materials.
[11:48] Sindra Aquila: yes
[11:49] Sebastean Steamweaver: flags*
[11:49] Arawn Spitteler: You could experiment
[11:49] Sindra Aquila: but gow?
[11:49] Sindra Aquila: how?
[11:49] Sebastean Steamweaver: Using numbers instead of constants.
[11:49] Arawn Spitteler: Light is deprecated as a material, but the others all have defined integers?
[11:49] Uni Ninetails: mebbe theres a bullet material? *risks a guess
[11:49] Sebastean Steamweaver: The constants you use in the functions just represent numbers.
[11:49] Andrew Linden: No I don't think so. I'm guessing they are using some trick that we're not aware of.
[11:49] Andrew Linden: You'll just have to be clever and experiment.
[11:50] Rex Cronon: start counting from zero to max int:)
[11:50] Uni Ninetails: Have you tried just asking for a hint?
[11:50] Uni Ninetails: from someone thats cracked it
[11:50] Sindra Aquila: yes, precisely, but as far as i now found out it is in the root prim itself, NOT script
[11:51] Faust Vollmar is getting good results from playing with vehicle type sled and the linear/angular deflection strength/time right now.
[11:51] Sindra Aquila: i dont have contacts, and dont know if any of them sells this secret
[11:51] Sindra Aquila: but in fact it shouyld be a know workaround published
[11:51] Faust Vollmar: I know that has nothing to do with this but I figured I'd share.
[11:51] Faust Vollmar: =p
[11:52] Arawn Spitteler: As long as they don't tell you, you've no moral obstacle to publishing, when you've figured it out.
[11:53] Sindra Aquila: i meant i would buy it maybe, but thats it, but it is odd that no one else knows because it affect all use of collisons in lag
[11:54] Sindra Aquila: maybe cars and ll vehicles and other uses
[11:54] Andrew Linden: It is interesting to see a high level of competitiveness in SL arrow technology.
[11:55] Sebastean Steamweaver: Weapon devs are extremely competitive.
[11:55] Uni Ninetails: nod nods
[11:55] Andrew Linden: I shouldn't be surprised, I've seen similar races in other areas.
[11:55] Sindra Aquila: yes, sure, most is that i just want to know it
[11:55] Andrew Linden: But still, I forget sometimes.
[11:55] Uni Ninetails: oh ive seen the gnashing of teeth in rp sim dev.
[11:55] PulseBurst Flow is working on the ultimate spoon
[11:55] Sebastean Steamweaver: Hehe
[11:55] Faust Vollmar: You should have seen the rage I had come at me when I added a Gorean Meter plugin to my free set.
[11:55] Uni Ninetails: o/ Spooooon!
[11:55] office hours is almost over
[11:56] Faust Vollmar: I laughed my ass off cause people were raging when that API is already free to use.
[11:56] Andrew Linden: I'm not sure I want to know what a "Gorean Meeter" is.
[11:56] Faust Vollmar: Combat System
[11:57] Sindra Aquila: lol, well, ok, but are there any documented ways of messing with a prim i can read somewhere?
[11:57] Uni Ninetails: is torturing really going to have an effect? thought the prim type had a fixed physics shape *is dumb when it comes to phy
[11:57] Arawn Spitteler: Have you tried the LSLWiki, Sindra?
[11:58] Andrew Linden: I don't know of any good sources of arcane SL trickery, at least not off the top of my head.
[11:58] Andrew Linden: Best to google around for some.
[11:58] PulseBurst Flow: check out pimpmyprim.com
[11:58] Sindra Aquila: yes, but it is too abscure not clear to me, about normals of prims having effect on this
[11:59] Arawn Spitteler: Dictionary? Normal has different uses.
[11:59] Sindra Aquila: well it seem that prims have normalls point at things like
[11:59] Sindra Aquila: that might be why it works
[12:00] Faust Vollmar wishes for either the no bounce flag or just to have volumedetect pick up sl ground. >.>
[12:00] Sindra Aquila: yes
[12:00] Arawn Spitteler: Falling through the ground is a big problem with Volume Detect
[12:00] Sindra Aquila: and also talk o0f importing prims from 3dsmax and other 3d programs
[12:00] Andrew Linden: Hrm... you're suggesting that the "normals" (vectors pointing away from triangle surfaces) of the prim faces might be helping the object stop on collision instead of bouncing?
[12:00] Thank you for coming to Linden office hours
[12:00] Sindra Aquila: yes
[12:01] Andrew Linden ponders if there is any validity to that....
[12:01] Rex Cronon: sindra. meshes should be here soon:)
[12:01] Faust Vollmar: Arawn: Yeah, both that and the fact my bullets need to be able to react to land collision if they're in AoE mode.
[12:02] Sindra Aquila: that is it the normals seem to be used in this
[12:02] Uni Ninetails: and hows a mesh gonna help -_-
[12:02] Faust Vollmar: Uni: I heard meshes will actually have a correct physics presence? I could be wrong.
[12:02] Rex Cronon: "[12:00] Sindra Aquila: and also talk o0f importing prims from 3dsmax and other 3d programs"
[12:02] Uni Ninetails: I cant comment.
[12:03] Andrew Linden: Meshes will have more accurate shapes than sculpty, that is for sure.
[12:03] Uni Ninetails: ill say it in rl. if your nearby youll here.
[12:04] Andrew Linden: Well, sorry we weren't able to figure out the secret to stopping arrows Sindra.
[12:04] Sindra Aquila: odd thing also is that a scupt arrow only without able to see anything odd about it works too
[12:04] Sebastean Steamweaver: Andrew, do you think there would be a chance of getting a STOP_ON_COLLISION flag?
[12:04] Uni Ninetails: well a sculpty is just a sphere for collision
[12:04] Sindra Aquila: that us why i asked aboyt undocumented material
[12:04] Sebastean Steamweaver: Well actually, I take that back.
[12:04] Andrew Linden: No, no undocumented tricks that I know about for stopping bouncing.
[12:04] Uni Ninetails: that arrow i shot had a sphere at the end.
[12:05] Andrew Linden: They must be doing something clever with scripts.
[12:05] Sindra Aquila: does it have antibounce, it cant be stested on this fast sim
[12:05] Sebastean Steamweaver: If we get raycasting in the future, that would solve most uses for it, though I grant people would worry about the "laser effect"
[12:05] Faust Vollmar: STOP_ON_COLLISION flag, or VolumeDetect being able to raise land_collisos* would both be nice.
[12:05] Uni Ninetails: ive used that bow on a laggy DCS sim without issue
[12:05] Faust Vollmar: And yeah, Raycasting has its own issues, and I think we discussed that some things can't do raycasts anyway.
[12:05] Sebastean Steamweaver: The laser effect could be solved through a timing system.
[12:06] Sindra Aquila: well i saw more antibounbce arrows with a small shoere
[12:06] Andrew Linden: Well, I've got to go. Thanks for coming everyone.
[12:06] Rex Cronon: u know. the slower an object moves the less it bounces...
[12:06] Sebastean Steamweaver: Take care Andrew
[12:06] Rex Cronon: tc andrew
[12:06] Sebastean Steamweaver: Thank you for the hours
[12:06] Uni Ninetails: thanks Andrew
[12:06] Sindra Aquila: thanks andrew for youyr time
[12:06] Andrew Linden: If anyone has a copy of the full OH transcript I'd like to have a copy -- I crashed out in the middle of it.
[12:07] Sebastean Steamweaver: Take care all
[12:07] Faust Vollmar uses 80m/s and doesn't get too much bounce but still enough to be a slight irritance.
[12:07] Andrew Linden: You can send it to me via email: andrew@lindenlab.com
[12:07] Faust Vollmar: Take care Andrew, and everyone else.
[12:07] Sindra Aquila: have a nice time evtyone and thanks
[12:07] Andrew Linden: Ah, Ardy is here. He'll probably upload the transcripts.

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