User:Andrew Linden/Office Hours/2008 07 17
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Transcript of Andrew Linden's office hours:
| [17:02] | Andrew Linden: | Hey Arawn |
| [17:02] | Arawn Spitteler: | Hey, Andrew. I was wondering, what other people knew |
| [17:02] | Andrew Linden: | ? knew about what? |
| [17:02] | Arawn Spitteler: | Don't we normally find people here, by now? |
| [17:03] | Andrew Linden: | yeah, but it varies I think |
| [17:03] | Andrew Linden: | also, I doubt my office hours are very exciting these days with Havok4 mostly done... but bugs to complain about |
| [17:03] | Arawn Spitteler: | I don't think I've seen it so spare, since you showed up on New Years |
| [17:04] | Arawn Spitteler: | Have you driven the roads of SL, yet? |
| [17:04] | Andrew Linden: | Yeah, I think there was one or two meetings that started with only two or three |
| [17:04] | Andrew Linden: | No I haven't used the roads lately. |
| [17:05] | Andrew Linden: | I suspect they don't work well, or are in horrible states of disrepair. |
| [17:05] | Arawn Spitteler: | They don't require much maintenance, but its easy to get Lag-Orbited |
| [17:05] | Andrew Linden: | I've been meaning to get back to fixing some vehicle bugs that will make them better |
| [17:05] | Andrew Linden: | but these horrible emergency bugs keep falling onto my plate |
| [17:06] | Arawn Spitteler: | I ofen find myself wandering about, wondering if I'll be back in my vehicle again. |
| [17:06] | Andrew Linden: | I successfully passed one off to another developer yesterday |
| [17:06] | Andrew Linden: | but today I finished this one bug in the latest simulator we wanted to deploy that took me two days to find |
| [17:07] | Andrew Linden: | so that was two days where I couldn't work on Havok4 bugs (like vehicles) :-( |
| [17:07] | Andrew Linden: | Hi Rex |
| [17:07] | Arawn Spitteler: | Take a ride on the roads of SL, sometime, just to relax, at hundreds of meters altitude. |
| [17:07] | Rex Cronon: | hello andrew, arawn |
| [17:07] | Arawn Spitteler: | Rex has ants in his pants |
| [17:08] | Andrew Linden: | alright Arawn, I'll try to follow your advice |
| [17:08] | Arawn Spitteler: | The road from Neumogen to Hector, is lots of adventure. |
| [17:08] | Andrew Linden: | Was that an avatar animation bug you were trying to show me Rex ;-) |
| [17:08] | Rex Cronon: | i have ants? |
| [17:08] | Rex Cronon: | that is llmovetotarget going crazy |
| [17:08] | Arawn Spitteler: | Your animation seemed agitated |
| [17:08] | Andrew Linden: | your avatar was twitching between two different stand animations |
| [17:09] | Andrew Linden: | ah... then toggling between walk and stand animations probably |
| [17:09] | Andrew Linden: | what do you use the llMoveToTarget() for when walking around? |
| [17:09] | Andrew Linden: | is it a push sheild of some sort? |
| [17:09] | Rex Cronon: | llgetpos+<0,0,001> |
| [17:09] | Rex Cronon: | yes a shield:) |
| [17:10] | Rex Cronon: | btw, that llvolumedetect doesn't seem to work with attachments |
| [17:10] | Rex Cronon: | the cubes were colliding with me |
| [17:10] | Arawn Spitteler: | Didn't they used to? |
| [17:10] | Andrew Linden: | Ah, non-attached cubes were firing? |
| [17:11] | Andrew Linden: | I wonder how they ever worked for attachments in Havok1 |
| [17:11] | Rex Cronon: | i was dropping them, but the collisions registered were with my body |
| [17:11] | Arawn Spitteler: | llVolumeDetect is the kind of bug a junior could be trained on. |
| [17:11] | Andrew Linden: | Sorry, my brain isn't working very well today... could you summarize that bug in one or two sentences? |
| [17:13] | Andrew Linden: | Ha! llVolumeDetect is a complicated implementation that threads its way through some pretty messy code (linked objects) |
| [17:13] | Andrew Linden: | and looks like it may also need to be threaded into attachments stuff too |
| [17:13] | Rex Cronon: | it would certainly maky like esier for shields |
| [17:14] | Andrew Linden: | how so Rex? |
| [17:14] | Rex Cronon: | right now have to scan like quite a few times a second the surrounding area |
| [17:14] | Rex Cronon: | and that is not easy on the sim either |
| [17:14] | Andrew Linden: | trying to detect what? fast bullets or slower smart bombs? |
| [17:15] | Rex Cronon: | imagine more than 20 avatars each onel with their shield on |
| [17:15] | Arawn Spitteler: | VolumeDetect should be something useable for otherwise phantoms, and it would be nice, if it could detect phantoms, but those aren't on the physics engines. |
| [17:15] | Rex Cronon: | anything that intersects your avatar pos |
| [17:15] | Andrew Linden: | so an ideal shield would be a large cube or other shape that spans out far from your avatar? |
| [17:16] | Rex Cronon: | mine is on only for moving objects, but others push, even attach other avatars that get closer |
| [17:16] | Rex Cronon: | yes, like shpere |
| [17:16] | Andrew Linden: | s/attach/attack/ ? |
| [17:17] | Rex Cronon: | if something that is moving enters than the shield can take different actions based on what its owner wants |
| [17:17] | Rex Cronon: | yes attack |
| [17:17] | Andrew Linden: | well, in Havok1 the VolumeDetect used what Havok called a Havok::Phantom |
| [17:18] | Andrew Linden: | however, in Havok4 we had to change it because of some detail I can't remember... we couldn't use the Havok::hkPhantomWhatever class |
| [17:18] | Rex Cronon: | possibly using volumedetect will make shields faster to react |
| [17:19] | Andrew Linden: | so instead we do it using the regular object's RigidBody plus a special collision group, with a hkCollisionListner in place |
| [17:19] | Andrew Linden: | that figures out when to fire the collision_start() and collision_end() calls |
| [17:19] | Andrew Linden: | in short... the Havok4 implementation is significantly different from the Havok1... and requires an actual collidable RigidBody in order to work |
| [17:20] | Andrew Linden: | ... and attachments don't have RigidBody's |
| [17:20] | Andrew Linden: | I'm not saying it is impossible, just thinking out loud, and wondering if it can event be done... how to do it? |
| [17:20] | Arawn Spitteler imagines: Someday, we could have attachemnts with ghost prim followers, to carry riders and register collisions. | |
| [17:21] | Rex Cronon: | hmmm |
| [17:21] | Rex Cronon: | what if u can specify that only some attachments can detect things that enter their volume |
| [17:22] | Rex Cronon: | if u do that, their volume is added to the collision body of the avatar |
| [17:22] | Arawn Spitteler wonders why http://jira.secondlife.com/browse/SVC-2625 got so little attention: I've another physical object, that looks phantomish, when not phantom. | |
| [17:22] | Rex Cronon: | any object that enters that is checked if also is inside any attachemnts |
| [17:22] | Andrew Linden: | well... the avatar is a single-prim shape that has its own collision group |
| [17:23] | Andrew Linden: | if we could allow multi-prim avatars with per-prim collision groups then maybe attachments could be statically connected to the avatar somehow (that is the current animation state doesn't necessarily determine the attachment's world location) |
| [17:24] | Rex Cronon: | can the single prim shape used for avatar, have any shape? |
| [17:24] | Andrew Linden: | however... there are difficulties in making the avatar a multi-prim object... what to do when the avatar sits... we already make assumptions in the code that the sitting avatar contributes only one prim to the seat when it sits |
| [17:25] | Andrew Linden is tired... maybe I need caffeine | |
| [17:25] | Andrew Linden: | well, I'll think about it Rex |
| [17:25] | Rex Cronon: | sure, as a mind exercise:) |
| [17:26] | Andrew Linden: | fixing that bug (resurrecting the feature) doesn't sound easy... I don't know the solution yet |
| [17:26] | Andrew Linden: | sometimes I can understand the solution and estimate the amount of work that it would take to implement |
| [17:26] | Arawn Spitteler: | It must have upset a lot of shield buyers |
| [17:26] | Andrew Linden: | but in this case I don't even know of a viable solution yet |
| [17:27] | Andrew Linden: | That and that other bug where shield llPushObjects() would integrate their forces before the objects own scripted actions |
| [17:27] | Rex Cronon: | it isn't usefull only for shields. imagine a sword, an warhammer, and shield, that can detect when it was hit:) |
| [17:27] | Andrew Linden: | that bug also broke a lot of effective shields |
| [17:28] | Arawn Spitteler: | Are Lightsabers still functional? |
| [17:28] | Andrew Linden: | ah right, event driven game elements |
| [17:28] | Rex Cronon: | i bet there are other uses too |
| [17:29] | Andrew Linden: | Yeah, that is how a lot of these features work. Someon clever out there can always come up with a new use. |
| [17:29] | Arawn Spitteler: | Does the physics engine se the primatar as anything but that basic zombie stance? |
| [17:29] | Rex Cronon: | but what it be even more interesting is if it would be possible to animate linked sets the way that avatars are |
| [17:29] | Rex Cronon: | i belive is call puppeteering? |
| [17:30] | Andrew Linden: | Yeah, the puppeteering project got shelved |
| [17:30] | Andrew Linden: | however, some puppeteering discussions were flying in the LL internal email lists a few weeks ago |
| [17:30] | Rex Cronon: | that is bad |
| [17:30] | Andrew Linden: | We'll probably implement it a different way. |
| [17:30] | Rex Cronon: | u see the thing on my shoulder? |
| [17:30] | Andrew Linden: | Too bad Richard Linden doesn't hold office hours |
| [17:31] | Rex Cronon: | it needs a script in each link in order to move |
| [17:31] | Andrew Linden: | he was the guy, as I recall, who was kicking around ideas on how to do puppeteering |
| [17:31] | Rex Cronon: | and quite a few times the parts are out of synch |
| [17:31] | Andrew Linden: | and he wrote most of the animation code, so he knows how it currently works |
| [17:32] | Andrew Linden: | hrm... are you talking about animations for attachments? |
| [17:32] | Sindy Tsure: | hiyas |
| [17:32] | Arawn Spitteler: | He looks like a trademark violation, from somewhere. How does he go out of synch, when his parts all get the same LinkedMessages? |
| [17:33] | Rex Cronon: | hi sindy |
| [17:33] | Andrew Linden: | That is, keyframed sequences of transfoms for the various bits that make up an avatar's attachment suit? |
| [17:33] | Rex Cronon: | no |
| [17:34] | Rex Cronon: | that thing on my shoulder is still one linked object even if is attached to me |
| [17:34] | Rex Cronon: | it would work the same way if it weren't |
| [17:34] | Andrew Linden: | Rex, so the idea you're suggesting is animations on the pieces of a linked set? |
| [17:34] | Rex Cronon: | yes |
| [17:35] | Rex Cronon: | i actually heard that at qarls office hour |
| [17:35] | Sindy Tsure: | oh.. that's using the Puppeteer Player scripts.. |
| [17:35] | Andrew Linden: | Would the positions of the sub-prims be "real"? That is, would they collide appropriately after moving if they were NOT attachments? |
| [17:35] | Rex Cronon: | i have no idea |
| [17:35] | Sindy Tsure: | oops |
| [17:36] | Rex Cronon: | i think they r relative to the root prim |
| [17:36] | Rex Cronon: | and i am not the root prim when is attached to me |
| [17:36] | Andrew Linden: | Right, but if the feature works for attachments... it would also work for non-attachments, right? |
| [17:37] | Sindy Tsure: | cartoonimals makes heavy use of the script that rex's thing uses.. some very cool stuff at their store - worth seeing if you haven't been |
| [17:37] | Rex Cronon: | when u say feature, u mean "the ablity of prims in a linked set to move in synch"? |
| [17:37] | Andrew Linden: | Yeah, or move accorrding to some scripted sequence. |
| [17:38] | Rex Cronon: | what is catoonanimals |
| [17:38] | Rex Cronon: | ? |
| [17:38] | Kooky Jetaime: | Hey all....... I got a question, sorry I'm late, but I'll wait till your done with the topic or topics of the day. |
| [17:38] | Rex Cronon: | hi kooky |
| [17:38] | Sindy Tsure: | it's a really cool store.. they just got a sim - search the map for cartoon and you'll find them |
| [17:38] | Sindy Tsure: | hi kooks |
| [17:38] | Andrew Linden: | We're just rambling Kooky. Go ahead and mention your question/topic. |
| [17:39] | Rex Cronon: | just talking about puppeteering:) |
| [17:39] | Kooky Jetaime: | The sliding ground |
| [17:39] | Kooky Jetaime: | I see we're not fall-floating anymore |
| [17:39] | Kooky Jetaime: | but ground slide seems worse than ever |
| [17:39] | Andrew Linden: | we-ell... the word "puppeteering" has special meaning in an SL context |
| [17:40] | Andrew Linden: | we were working on some real-time animation override features for a while... a year or two ago |
| [17:40] | Andrew Linden: | and we called that project "puppeteering", but it was a very avatar-specific feature |
| [17:40] | Andrew Linden: | it did not apply to normal linked objects |
| [17:41] | Andrew Linden: | oof, ground slide is broken again? |
| [17:41] | Sindy Tsure saw a video of it recently.. | |
| [17:41] | Andrew Linden: | this is the first I've heard about it (sigh) |
| [17:41] | Kooky Jetaime: | Like standing on rollerscates |
| [17:41] | Kooky Jetaime: | I can't even stand on my roof |
| [17:41] | Andrew Linden: | Kooky, if there are any jira items filed about it... I'll be needing instructions on how to reproduce the problem |
| [17:41] | Kooky Jetaime: | Uhm |
| [17:41] | Andrew Linden: | sometimes that means a specific location or collection of content |
| [17:42] | Kooky Jetaime: | Give me one second.. I don't know about jiras but its happened in a few places |
| [17:42] | Kooky Jetaime: | My roof for one |
| [17:42] | Kooky Jetaime: | Another sim that we're setting up, private island, did it too |
| [17:42] | Andrew Linden: | well, your roof might be a good example of some content that reproduces the problem |
| [17:42] | Andrew Linden: | where is your roof? |
| [17:42] | Kooky Jetaime: | one second, brb |
| [17:42] | Rex Cronon: | your roof has to be impounded for testing purposes:) |
| [17:42] | Arawn Spitteler: | I had a recent slide problem, when I was at redued weight. |
| [17:42] | Kooky Jetaime: | I'll go grab a copy of it |
| [17:42] | Sindy Tsure: | hopefully it's not one of the rainy sims |
| [17:42] | Kooky Jetaime: | then we can see if its multiple sims |
| [17:42] | Andrew Linden: | If there is a jira item on the sliding, if you could add a comment about it happening on your roof, and the location, that would help me fix it. |
| [17:43] | Arawn Spitteler: | Is Physics still turned off, in this sim? |
| [17:43] | Kooky Jetaime: | brb |
| [17:43] | Sindy Tsure does not think so | |
| [17:43] | Sindy Tsure tests by saying frog | |
| [17:43] | Andrew Linden doesn't see any frogs | |
| [17:43] | Sindy Tsure: | woah.. that's weird |
| [17:43] | Sindy Tsure: | ack! |
| [17:44] | Sindy Tsure: | don't say the plural! |
| [17:44] | Arawn Spitteler: | Looks okay, we were marvelling at an unfalling ball, a couple weeks ago |
| [17:44] | Sindy Tsure: | the plural gets you a rain of them.. usually anyway |
| [17:44] | Kooky Jetaime: | ffeff |
| [17:44] | Sindy Tsure: | is there some weird physics stuff running here? |
| [17:44] | Sindy Tsure: | the one frog i saw was pretty weird |
| [17:44] | Kooky Jetaime: | how much of a grade is too much for you to expect to slide? |
| [17:44] | Andrew Linden: | not that I know of Sindy |
| [17:45] | Sindy Tsure: | oh.. rex has a shield |
| [17:45] | Rex Cronon: | sorry |
| [17:45] | Rex Cronon: | i forget about it |
| [17:45] | Sindy Tsure: | no worries.. just wondered what was up with the poor frog.. |
| [17:45] | Andrew Linden: | oh right... the shield we were just talking about |
| [17:46] | Kooky Jetaime: | Yep |
| [17:46] | Rex Cronon: | there needs to be a fast way to find what objects are moving in given area or radius(whatever is faster/easier) |
| [17:46] | Kooky Jetaime: | slides here too |
| [17:47] | Andrew Linden: | I'll try that out Kooky |
| [17:47] | Kooky Jetaime: | ok |
| [17:47] | Kooky Jetaime: | apparently I got a crappy script somewhere |
| [17:47] | Sindy Tsure heard that andrew put tape on his shoes.. he cheats | |
| [17:47] | Arawn Spitteler: | Looks like it's just Kooky |
| [17:47] | Free DCS Kung Fu Attachment WEAR ME: releasing controls | |
| [17:47] | Andrew Linden: | kooky, are you using any odd attachment pusher? or anti-pusher? |
| [17:48] | Kooky Jetaime: | must be |
| [17:48] | Kooky Jetaime: | racka frack blood..grrr. |
| [17:48] | Andrew Linden: | I'm not sliding |
| [17:48] | Rex Cronon: | try taking off everything |
| [17:48] | Rex Cronon: | don't need to takes clothes off too:) |
| [17:48] | Andrew Linden: | Arawn was sliding |
| [17:48] | Kooky Jetaime: | I'm not now |
| [17:48] | Sindy Tsure: | i do a little when i turn but not as much as kooy |
| [17:49] | Arawn Spitteler gave you Wings Flap. | |
| [17:49] | Arawn Spitteler: | Andrew now needs a copy of my wings |
| [17:49] | Kooky Jetaime: | Now I'm not |
| [17:49] | Andrew Linden: | yeah, Arawn's wings make me slide |
| [17:50] | Kooky Jetaime: | I'm back to my default attachments |
| [17:50] | Arawn Spitteler: | They're just llSetBuoyancy, as frar as I recall |
| [17:50] | Andrew Linden reads the script... | |
| [17:50] | Arawn Spitteler: | I don't know how they effect buoyancy, before the flapping was activated. |
| [17:51] | Andrew Linden: | the wings script use a partial buoyancy |
| [17:51] | Andrew Linden: | the buoyancy feature is what I call an Action... it applies a force every step of the physics engine |
| [17:51] | Sindy Tsure: | hi creem |
| [17:51] | Rex Cronon: | i have seen somebody using an attachment that was affecting physical prims, might be related to this |
| [17:51] | Creem Pye: | hey guys |
| [17:51] | Andrew Linden: | and it is those pushes that are keeping the avatar body active |
| [17:51] | Andrew Linden: | hrm... |
| [17:52] | Creem Pye: | weird, Andrew doesn't show up on my radar |
| [17:52] | Rex Cronon: | hi creem |
| [17:52] | Kooky Jetaime: | Must be in god mode |
| [17:52] | Sindy Tsure: | lindenz is stealthy |
| [17:52] | Rex Cronon: | he is in god mode |
| [17:52] | Kooky Jetaime: | so he can look at the scripts |
| [17:52] | Creem Pye needs to figure that hack out | |
| [17:52] | Andrew Linden: | that is because Andrew is always in admin mode |
| [17:52] | Kooky Jetaime: | what hack? |
| [17:52] | Creem Pye: | being invisible to LSL sensors |
| [17:52] | Sindy Tsure: | get a job at LL! |
| [17:53] | Kooky Jetaime: | thats not a hack |
| [17:53] | Creem Pye: | hehe |
| [17:53] | Andrew Linden: | LSL sensors will ignore Linden avatars that are in admin mode... unless the object is owned by them. |
| [17:53] | Andrew Linden: | thanks for the use of your wings Arawn |
| [17:53] | Andrew Linden: | I wonder how I'll fix that bug |
| [17:53] | Arawn Spitteler: | So, it's just the action, that makes us activish? |
| [17:53] | Sindy Tsure: | oh.. before i forget.. i mentioned a forums thread last week.. llTargetOmega stuff.. the latest RC viewers apparently fix the problem |
| [17:53] | Kooky Jetaime: | did you get the boyancy sink bug fixed? |
| [17:54] | Kooky Jetaime: | that was affecting the subs? |
| [17:54] | Arawn Spitteler: | We pull up Kooky's inventory, and type Worn |
| [17:54] | Andrew Linden: | yeah, any attachment that is making constant pushes to the avatar will keep it active |
| [17:55] | Andrew Linden: | please observe that Rex's rolling sphere eventually settled down and stopped |
| [17:55] | Kooky Jetaime: | ok |
| [17:55] | Andrew Linden: | I had to manually tweak things so that those implicit spheres would actually slow down |
| [17:55] | Andrew Linden: | they used to roll... forever |
| [17:55] | Sindy Tsure: | sounds like it might be fun!! |
| [17:56] | Sindy Tsure: | maybe not as the default behaviour, tho |
| [17:56] | Rex Cronon: | should a cube slide on a acute angle? |
| [17:56] | Kooky Jetaime: | still got the floating problem |
| [17:56] | Gravity check: | Touched. |
| [17:56] | Andrew Linden: | yeah, it was kinda weird... in a little bowl in the terrain the balls might orbit inside the bowl with uncanny lack of friction |
| [17:57] | Sindy Tsure: | space sim! |
| [17:57] | Andrew Linden: | use a flatter box Rex, so it doesn't tumble |
| [17:57] | Andrew Linden: | are you trying to measure the coefficients of friction? |
| [17:57] | Kooky Jetaime: | who? |
| [17:58] | Rex Cronon: | just to see if it works |
| [17:58] | Andrew Linden: | I was wondering what Rex was trying to demo. |
| [17:58] | Gravity check: | Touched. |
| [17:58] | Rex Cronon: | i wasn't trying to demo. i was trying to see what happened |
| [17:58] | Rex Cronon: | :) |
| [17:59] | Gravity check: | Touched. |
| [17:59] | Rex Cronon: | works |
| [17:59] | Andrew Linden: | btw, the aforementioned bug I was trying to fix on Tuesday was fixed this morning... the next simulator deploy will probably be pushed out to a hundred or so regions tomorrow and then sit over the weekend with the rest of the deploy happening on Mon and Tues |
| [17:59] | Andrew Linden: | that's the plan anyway |
| [18:00] | Sindy Tsure: | then 2 weeks until we all get mono? |
| [18:00] | Gravity check: | Touched. |
| [18:00] | Andrew Linden: | Yeah that is also the plan ... 2 weeks to MONO |
| [18:00] | Arawn Spitteler: | Oh, Has there been a glance at this? http://jira.secondlife.com/browse/SVC-2625 |
| [18:00] | Kooky Jetaime: | Just in time for our opening |
| [18:01] | Arawn Spitteler: | As a megaprim bug, it's low priority, but I'm also noticing a normal sized draw-bridge with undocumented phanomness. |
| [18:01] | Andrew Linden: | No, I haven't seen that bug yet Arawn. |
| [18:01] | Andrew Linden: | When you say the megaprim remained phantom... did you ever walk completely out of the megaprim? |
| [18:01] | Sindy Tsure: | when avatars are involved or in-general? |
| [18:01] | Andrew Linden: | Or did you wander around on the inside only? |
| [18:02] | Arawn Spitteler: | Yes, and walked back in, through the side |
| [18:02] | Andrew Linden: | Hrm... yeah that sounds like a bug |
| [18:02] | Andrew Linden: | Arawn, if you come up with a consise and reproducible recipe for causing the bug, perhaps you could enter it as a comment in that jira item. |
| [18:02] | Arawn Spitteler: | It's a hollow- profile cut- path cut tube, but the only fix for its phantom behaviour, was to leave the sim |
| [18:03] | Andrew Linden: | I'll be needing to know how to duplicate it... and it isn't clear what the megaprim looks like exactly. |
| [18:03] | Creem Pye: | for your avatar? |
| [18:03] | Arawn Spitteler: | I just pushed myself through the bridge, with another prim, that somehow did not become phantom |
| [18:03] | Gravity check: | Touched. |
| [18:03] | Gravity check: | Touched. |
| [18:03] | Gravity check: | Touched. |
| [18:03] | Gravity check: | Touched. |
| [18:04] | Creem Pye: | try a script with something like llSay(0,llList2CSV(llGetPrimitiveParams(PRIM_TYPE)))) |
| [18:04] | Creem Pye: | to get all the exact parameters together |
| [18:04] | Andrew Linden: | Well, I'm going to have to run. |
| [18:04] | Andrew Linden: | thanks for coming |
| [18:04] | Rex Cronon: | bye andrew |
| [18:04] | Sindy Tsure: | cya, andrew! ty! |
| [18:04] | Creem Pye: | have a good evening |
| [18:04] | Rex Cronon: | i am going too |
| [18:04] | Kooky Jetaime: | bye Andrew |
| [18:04] | Sindy Tsure: | bye, folks |
| [18:04] | Rex Cronon: | bye everybody |
| [18:05] | Kooky Jetaime: | Bye Andrew, sorry for the false alarm |