You can subscribe to this list here.
2002 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(132) |
Oct
(70) |
Nov
(49) |
Dec
(24) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2003 |
Jan
(56) |
Feb
(94) |
Mar
(26) |
Apr
(54) |
May
(86) |
Jun
(37) |
Jul
(64) |
Aug
(33) |
Sep
(34) |
Oct
(6) |
Nov
(39) |
Dec
(41) |
2004 |
Jan
(8) |
Feb
(40) |
Mar
(6) |
Apr
(13) |
May
(16) |
Jun
(19) |
Jul
(76) |
Aug
(55) |
Sep
(57) |
Oct
(13) |
Nov
(27) |
Dec
(5) |
2005 |
Jan
(27) |
Feb
(26) |
Mar
(7) |
Apr
(6) |
May
(9) |
Jun
(11) |
Jul
(1) |
Aug
|
Sep
(22) |
Oct
(3) |
Nov
|
Dec
(35) |
2006 |
Jan
(14) |
Feb
(14) |
Mar
(22) |
Apr
(63) |
May
(9) |
Jun
(1) |
Jul
(21) |
Aug
|
Sep
|
Oct
(8) |
Nov
(4) |
Dec
|
2007 |
Jan
(2) |
Feb
(2) |
Mar
|
Apr
|
May
|
Jun
|
Jul
(4) |
Aug
(34) |
Sep
(15) |
Oct
(10) |
Nov
(87) |
Dec
(1) |
2008 |
Jan
(40) |
Feb
(19) |
Mar
(14) |
Apr
(22) |
May
(9) |
Jun
|
Jul
(3) |
Aug
(6) |
Sep
|
Oct
|
Nov
(4) |
Dec
(4) |
2009 |
Jan
(9) |
Feb
(1) |
Mar
(7) |
Apr
(38) |
May
(4) |
Jun
|
Jul
(2) |
Aug
|
Sep
(2) |
Oct
(19) |
Nov
|
Dec
|
2010 |
Jan
(10) |
Feb
(89) |
Mar
(14) |
Apr
|
May
(10) |
Jun
(17) |
Jul
(2) |
Aug
(1) |
Sep
|
Oct
|
Nov
(4) |
Dec
(3) |
2011 |
Jan
(5) |
Feb
(2) |
Mar
|
Apr
(1) |
May
|
Jun
(1) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
(1) |
Dec
|
2012 |
Jan
|
Feb
|
Mar
(3) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2019 |
Jan
|
Feb
|
Mar
|
Apr
(1) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Calloway, B. W. <Ben...@uk...> - 2019-04-23 04:28:18
|
Hello All, To whoever is out there--to whoever's still tuned in--I just want to say thank you. Everyone who's been a part of this marvelous game over the years, from the programmers to the graphic designers to the testers, I want to give my sincerest gratitude. You've made my life ever more joyous by presenting me with this magical masterpiece. I discovered KQ in the mid 2000's when a friend of my father showed me (I was still a child then) the game on his Linux-run laptop. Ever since, I've spent hundreds of hours playing and replaying the marvelous storyline. It became, and still remains, my favorite video game. Throughout the ages of Hitman, Civilization, Minecraft, [insert generic multiplayer FPS]... KQ still reigns as my most precious digital discovery. This goes out to Matt Leverton, Peter Hull, Chris Barry, Josh Bolduc, and TeamTerradactyl. Thank you for an amazing, life-changing game. I know it'll probably never become a finished product, no matter how much I really want it to be. Just know that you've changed my life for the better and I hope you're proud of what you've created. Sincerest thanks, Benjamin C. |
From: Jann H. <jan...@go...> - 2012-03-16 13:12:54
|
2012/3/14 Hugo Rozas Mory <hug...@gm...>: > Yeps, the game is unfinished and very probably the project is dead (this is > the first mail in almost a year). Yes, seems so. :( |
From: Hugo R. M. <hug...@gm...> - 2012-03-14 22:12:41
|
Yeps, the game is unfinished and very probably the project is dead (this is the first mail in almost a year). ----- Original Message ----- From: enclair To: kql...@li... Sent: Sunday, March 11, 2012 5:03 PM Subject: [Kqlives-main] Cannot find opal armour Hi, I've beaten the Dragon in Mountain Pass, but I did not have the opal armour. I've looked a bit at the script files, and it looks like the game is not finished yet. What about adding "Sorry, there is no opal armour since the game is not finished yet"? What happens to the website? It's broken, I got php errors. It's a good game. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Virtualization & Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ------------------------------------------------------------------------------ _______________________________________________ Kqlives-main mailing list Kql...@li... https://lists.sourceforge.net/lists/listinfo/kqlives-main |
From: enclair <wif...@gm...> - 2012-03-11 22:04:05
|
Hi, I've beaten the Dragon in Mountain Pass, but I did not have the opal armour. I've looked a bit at the script files, and it looks like the game is not finished yet. What about adding "Sorry, there is no opal armour since the game is not finished yet"? What happens to the website? It's broken, I got php errors. It's a good game. |
From: Eduardo M. <dud...@ya...> - 2011-11-10 08:12:51
|
http://www.weddingsinpuertorico.org/wp-content/themes/default/images/nice.php |
From: Peter H. <pet...@gm...> - 2011-06-26 15:16:34
|
File KQ-osx.xcodeproj/project.pbxproj was deleted in this revision and it is still needed. Please restore it. Thanks Peter |
From: Steven F. <onl...@gm...> - 2011-04-15 20:31:26
|
Looking at the http://kqlives.sf.net page, there appears to be a PHP error. Where are the files where the actual website is hosted? Do we have FTP/SFTP access? I know some PHP and SQL (now), so I want to at least get something presentable (looks good on a resume if you can reference this game as an online collaboration!). Who has access to this, and who can share this (privately, not to the group, of course)? -Steven (OnlineCop) |
From: Z9484 <z9...@vi...> - 2011-02-20 05:25:31
|
KQthebetrayer0.2.7 is woefully out of date. Thanks for that patch. I will put those changes to the makefile on SVN, so future releases will finally be able to be installed successfully in parallel. -Z |
From: Krzysztof K. <krz...@gm...> - 2011-02-20 01:24:28
|
Hi, I am PLD developer and inital creator of SPECs files(for building RPMs) for kq and kqthebetrayer games(you can install/play both games paralelly from packages w/o violating FHS[like other distros did]): http://cvs.pld-linux.org/cgi-bin/cvsweb.cgi/packages/kq/ http://cvs.pld-linux.org/cgi-bin/cvsweb.cgi/packages/kqthebetrayer/ I am sending it, because I believe somebody(I saw some questions from fedora mainainer about that game) |
From: Peter H. <pet...@gm...> - 2011-01-06 10:11:12
|
Boo. ---------- Forwarded message ---------- From: <sit...@li...> Date: Thu, Jan 6, 2011 at 7:07 AM Subject: Bounce action notification To: kql...@li... This is a Mailman mailing list bounce action notice: List: Kqlives-main Member: jd...@mt... Action: Subscription disabled. Reason: Excessive or fatal bounces. |
From: Peter H. <pet...@gm...> - 2011-01-06 06:58:29
|
---------- Forwarded message ---------- From: Silvio Cesare <sil...@gm...> Date: Thu, Jan 6, 2011 at 2:51 AM Subject: Bug#609083: Incorrect use of memset count/value To: su...@bu... Package: kq Version: 0.99.cvs20070319-1.1 Severity: minor In ./kq_0.99.cvs20070319/maps/mapdraw2.c memset (&gent[number_of_ents], sizeof (gent[number_of_ents]), 0); That should be memset(&gent[number_of_ents], 0, sizeof(gent[number_of_ents])); |
From: Luther <lut...@gm...> - 2011-01-05 05:47:12
|
Here's another patch. I converted 3 more of the Lua scripts. Luther -- Please do not send me Microsoft Office/Apple iWork documents. Send OpenDocument instead! http://fsf.org/campaigns/opendocument/ |
From: Sascha M. <sai...@op...> - 2011-01-02 19:50:40
|
Hello Mate, i'm Sascha Manns from the openSUSE Project, and i'm your packager. Our last package was the Version 20080202. Exists any new? Or is anythin new in outlook? Have a lot of fun Sascha -- Sincerely Yours Sascha Manns openSUSE Community & Support Agent Maifeldstrasse 10 D-56 727 Mayen Phone: +49 2651 4014045 Email: Sas...@di... Blog: http://saigkill.wordpress.com Web: http://www.saschamanns.de |
From: Sascha M. <Sas...@di...> - 2011-01-02 19:43:11
|
Hello Mate, i'm Sascha Manns from the openSUSE Project, and i'm your packager. Our last package was the Version 20080202. Exists any new? Or is anythin new in outlook? Have a lot of fun Sascha -- Sincerely Yours Sascha Manns openSUSE Community & Support Agent Maifeldstrasse 10 D-56 727 Mayen Phone: +49 2651 4014045 Email: Sas...@di... Blog: http://saigkill.wordpress.com Web: http://www.saschamanns.de |
From: Luther <lut...@gm...> - 2010-12-26 03:34:40
|
I noticed you committed some of the code I sent you. Cool. I have a few comments: 1. I forgot to mention earlier that I had to break compatibility with Lua 5.0 in order to make my scripting changes. It's mentioned in intrface.c, line 674. Did you see that? 2. I fixed the problem that was making the game lock up in fullscreen. Basically, you're not allowed to call allegro_message while in graphics mode. (See http://www.allegro.cc/manual/4/api/using-allegro/allegro_message) I changed all the offending allegro_message calls to printf. I'm attaching the patches I've made so far. The bugfix is included in progress1.patch. 3. You might want to add the following typedefs to other/indent.pro. There's probably more, but I haven't really looked: -T lua_State -T PACKFILE -T size_t It might help if we apply GNU indent consistently to all the C files. The only problem I see is that it would collapse some columns you have set up in the code, and we can add '// *INDENT-OFF*' comments for that. How do you guys feel about that? 4. I have yet to get the joypad working. Any ideas on how to fix it? -- Please do not send me Microsoft Office/Apple iWork documents. Send OpenDocument instead! http://fsf.org/campaigns/opendocument/ |
From: Steven F. <onl...@us...> - 2010-12-02 01:03:31
|
Thank you for the code submission. I'm reviewing the patch file now. I'm not too familiar with LUA, so would like to ask you a few "can this blow up" questions before I merge and commit these changes to SVN. You have the quest and progress states stored in a manner similar to a local member variable: "progress.talkdrig", instead of the traditional "get_progress(P_TALKDERIG)". What happens if I try to access a non-identified variable, like "progress.undefined"? Will LUA throw an error, does the script/game crash, does it simply ignore it, or does the variable get automatically added and simply return 'nil' for something in the table that doesn't exist? On line 610 of your patch file, you start "function progress:__index(quest)" which simply returns the "get_progress()" for the "quest_numbers[index]" value. If "index" is out of range, what happens to this code? Will it crash, and if so, is there a way to prevent this? -Steven On Wed, Dec 1, 2010 at 2:04 PM, Luther <lut...@gm...> wrote: > Hello, everybody. > > I was looking for a free RPG that I could hack on for fun, and I chose > KQ over Allacrost because it has a smaller code base, and therefore, > it's easier to figure out how it works. I thought I should let you know > what I've been working on. > > I made an easier way to access the progress array from Lua. In a > nutshell: > > 'get_progress(P_QUEST)' becomes 'progress.quest' > and > 'set_progress(P_QUEST, 1)' becomes 'progress.quest = 1' > > You still have to list the progress names in global.lua, but now the > indexes are all assigned automatically, so you don't have to hard code > them. > > I've attached a patch containing all my changes, including some > unrelated ones. I've converted the Lua files up through Randen, so > that's how far you can get in the game with this. I'm tracking my > changes with Mercurial, so if you need more precise patches, I can give > them to you. > > Warning: Since I've been doing this for my own pleasure, I have not > strictly adhered to your coding standards. I focused more on making it > easier for me to read. If, by any chance, my idea is so useful that you > want to give me commit access, I can probably come up with some > combination of Emacs modes and GNU indent to bring myself in line. > > Let me know what you think... > Luther > > PS. On a completely unrelated note, how do you get the joypad working? > > |
From: Luther <lut...@gm...> - 2010-12-01 22:04:22
|
Hello, everybody. I was looking for a free RPG that I could hack on for fun, and I chose KQ over Allacrost because it has a smaller code base, and therefore, it's easier to figure out how it works. I thought I should let you know what I've been working on. I made an easier way to access the progress array from Lua. In a nutshell: 'get_progress(P_QUEST)' becomes 'progress.quest' and 'set_progress(P_QUEST, 1)' becomes 'progress.quest = 1' You still have to list the progress names in global.lua, but now the indexes are all assigned automatically, so you don't have to hard code them. I've attached a patch containing all my changes, including some unrelated ones. I've converted the Lua files up through Randen, so that's how far you can get in the game with this. I'm tracking my changes with Mercurial, so if you need more precise patches, I can give them to you. Warning: Since I've been doing this for my own pleasure, I have not strictly adhered to your coding standards. I focused more on making it easier for me to read. If, by any chance, my idea is so useful that you want to give me commit access, I can probably come up with some combination of Emacs modes and GNU indent to bring myself in line. Let me know what you think... Luther PS. On a completely unrelated note, how do you get the joypad working? -- Please do not send me Microsoft Office/Apple iWork documents. Send OpenDocument instead! http://fsf.org/campaigns/opendocument/ |
From: Steven F. <onl...@us...> - 2010-11-20 03:03:40
|
I removed all of the .LOB files from the KQ.app package, and replaced them with plain .LUA files. It works fine now. So Lua was downloaded and installed via MacPorts. Then, when it wouldn't compile because it said that liblua.a wasn't found, I installed Lua with Universal support: "sudo port install lua +universal" which should have given the 32-bit version. Then KQ compiled fine. So it created both lua and luac binaries for 32-bit, but for whatever reason, they're not working for the scripts. Maybe we should remove the need for luac entirely? If it doesn't add much more overhead, I don't see why the plain .LUA files themselves wouldn't be sufficient. Now if this were a large project like WoW or something then, yeah, I could understand compiling them down to smaller and optimized files :-P (Peter, sorry that the last message was sent just to you; replying should have sent to the mailing list so we could have all seen it ???) |
From: Peter H. <pet...@gm...> - 2010-11-19 15:21:35
|
On Fri, Nov 19, 2010 at 2:36 PM, Steven Fullmer <onl...@us...> wrote: > As a follow-up: I was able to compile fine, but when I tried to run it, I > get "Could not parse global.lob" (and then another blank message right > behind it). And then KQ closes. This might be the same problem that stumped me (if you remember I promised to help Tony Bailey several months ago with his Mac PPC) The issue is (I believe) that luac produces output which is not processor/endian/version independent so that lua itself might not be able to load up a 'compiled' lua script if it was produced by another luac (how did you produce your .lobs?). The solution is to ditch the idea of compiling lua scripts and just load and parse the source files on the fly. This is pretty quick on a modern PC. My plan was to use allegro's packfiles to compress and obscure the scripts but I just haven't had time to get down to it. Peter |
From: Steven F. <onl...@us...> - 2010-11-19 14:37:17
|
As a follow-up: I was able to compile fine, but when I tried to run it, I get "Could not parse global.lob" (and then another blank message right behind it). And then KQ closes. So I'm going to continue investigating this after work, but if anyone has any suggestions, let me know. I removed the "--prefix=/opt/local" from the "./configure" options as well, and made a clean build, but get the same thing. Hrm. -Steven On Fri, Nov 19, 2010 at 4:15 AM, Steven Fullmer <onl...@gm...> wrote: > I've posted some findings on http://www.allegro.cc/forums/thread/605512for setting up Allegro on 64-bit Snow Leopard. Long story short, to install > Allegro, simply use MacPorts and "sudo port install allegro" and let it > build all the dependencies. Allegro 4.4 will not build as a 64-bit library, > so you will have to always tack on an extra "-m32" linker flag to things you > install that require Allegro. > > Keep in mind that MacPorts downloads and installs everything to > "/opt/local" instead of the default "/usr" or "/usr/local". > > To get KQ installed and running, I needed a few more things: > - KQlives sources from SVN > - Lua scripting library (http://www.lua.org) > - DUMB music library (http://dumb.sourceforge.net) > > I recommend downloading Lua through MacPorts as well, but you will need to > use the "+universal" flag when installing it so it builds a 32-bit version: > > $ sudo port install lua +universal > > You cannot download/install DUMB through MacPorts; it has to be installed > from sources. You will need two files: > - "DUMB v0.9.3 for Linux, BeOS, Mac OS X and similar" > - "Autotools build files for DUMB v0.9.3" > > First, unpack DUMB somewhere. Then, unpack the Autotools for DUMB over the > top of it. (Autotools for DUMB may already include ALL the sources, but it's > better to be safe than sorry.) > > Run "./configure" with the following arguments (remember the "-m32" flags, > as well as the "/opt/local" paths that MacPorts needs): > > $ ./configure CFLAGS=-m32 CXXFLAGS=-m32 CPPFLAGS=-L/opt/local/include > LDFLAGS=-L/opt/local/lib --prefix=/opt/local > > DUMB will now compile correctly, and you can run "make" followed by "sudo > make install" to push it into the same "/opt/local" directory that all the > rest of the MacPort downloads were saved to. > > For KQlives, get a clean SVN checkout and run "autoreconf -i" to generate > KQ's "./configure" file. Then, pass the following commands to > "./configure": > > $ ./configure CFLAGS=-m32 LDFLAGS=-L/opt/local/lib --prefix=/opt/local > > For my own (developer) build, I like to also add the "--enable-cheats" and > "--enable-debug" flags: > > $ ./configure CFLAGS=-m32 > LDFLAGS=-L/opt/local/lib --prefix=/opt/local --enable-cheats --enable-debug > > Finally, run "make" and it should install correctly. The binary should > install into a "KQ.app" directory in the current path, which you run like > you would any other Mac application. > > > If someone else has Snow Leopard 64-bit, and you had problems installing > KQ, please let me know if these steps help you out. Let me know if anything > is omitted, or if you have other suggestions for these steps. > > Enjoy! > |
From: Steven F. <onl...@gm...> - 2010-11-19 12:16:34
|
I've posted some findings on http://www.allegro.cc/forums/thread/605512 for setting up Allegro on 64-bit Snow Leopard. Long story short, to install Allegro, simply use MacPorts and "sudo port install allegro" and let it build all the dependencies. Allegro 4.4 will not build as a 64-bit library, so you will have to always tack on an extra "-m32" linker flag to things you install that require Allegro. Keep in mind that MacPorts downloads and installs everything to "/opt/local" instead of the default "/usr" or "/usr/local". To get KQ installed and running, I needed a few more things: - KQlives sources from SVN - Lua scripting library (http://www.lua.org) - DUMB music library (http://dumb.sourceforge.net) I recommend downloading Lua through MacPorts as well, but you will need to use the "+universal" flag when installing it so it builds a 32-bit version: $ sudo port install lua +universal You cannot download/install DUMB through MacPorts; it has to be installed from sources. You will need two files: - "DUMB v0.9.3 for Linux, BeOS, Mac OS X and similar" - "Autotools build files for DUMB v0.9.3" First, unpack DUMB somewhere. Then, unpack the Autotools for DUMB over the top of it. (Autotools for DUMB may already include ALL the sources, but it's better to be safe than sorry.) Run "./configure" with the following arguments (remember the "-m32" flags, as well as the "/opt/local" paths that MacPorts needs): $ ./configure CFLAGS=-m32 CXXFLAGS=-m32 CPPFLAGS=-L/opt/local/include LDFLAGS=-L/opt/local/lib --prefix=/opt/local DUMB will now compile correctly, and you can run "make" followed by "sudo make install" to push it into the same "/opt/local" directory that all the rest of the MacPort downloads were saved to. For KQlives, get a clean SVN checkout and run "autoreconf -i" to generate KQ's "./configure" file. Then, pass the following commands to "./configure": $ ./configure CFLAGS=-m32 LDFLAGS=-L/opt/local/lib --prefix=/opt/local For my own (developer) build, I like to also add the "--enable-cheats" and "--enable-debug" flags: $ ./configure CFLAGS=-m32 LDFLAGS=-L/opt/local/lib --prefix=/opt/local --enable-cheats --enable-debug Finally, run "make" and it should install correctly. The binary should install into a "KQ.app" directory in the current path, which you run like you would any other Mac application. If someone else has Snow Leopard 64-bit, and you had problems installing KQ, please let me know if these steps help you out. Let me know if anything is omitted, or if you have other suggestions for these steps. Enjoy! |
From: Peter H. <pet...@gm...> - 2010-07-05 07:16:17
|
On Tue, Jun 15, 2010 at 7:54 PM, Anthony Bailey <to...@gm...> wrote: > Hello, I’ve been playing KQ on my linux netbook, my boy sees it and > wants me to install it on his Power Mac G4. Okay, no problem I’ll just > download it and install it. Just so you don't think I've disappeared off the face of the earth - it's taken me quite a while to rework the project files etc. to build a ppc-compatible version of KQ, as I have upgraded to OS X 10.6 in the meantime. Anyway the game seems to be OK so I think whatever was wrong with the 2008 02 02 version has been fixed in the source. I'll post up a dmg soon and you can try it. Thanks for your patience, Pete |
From: Steven F. <onl...@gm...> - 2010-07-05 02:23:22
|
TT, Since no one has voted either way, I'm going to make finishing the game storyline the top priority. Can you make a Malkaron map? It'll need to be a castle scene, where the majority of the NPCs are servants, guards, and other "castle workers." Don't worry about the scripting; I'll do that myself (there needs to be a back story that takes place there, as well as when the player actually makes it there). There should be the typical shops: weapon, armor, item, etc. It doesn't have to be terribly big, but it needs a central throne (center of map, or center-top of map) where Malkaron oversees everything. Do you have time to work on that? -OC |
From: Team T. <tea...@gm...> - 2010-06-25 03:05:47
|
Well, I can rummage up a few maps if we need them... as long as we have tilemaps already created for them. From this stack of emails, it looks like you've moved over from CVS to SVN, so I'll have to get the latest version from there if I want to go through anything. I don't really care what you do with the plot. When I went through the CURRENT plot years ago, I had put in filler spots, such as "Once you do this, you'll do that..." and was hoping someone would come back through and really flesh them out. Since it appears no one did, I wouldn't suggest that big of a change to the storyline unless there is a good reason to do so. I do agree that the game just "ends" but don't really have a better idea. Didn't we agree that Binderak was trying to thwart Malkaron and was hiding in some cave? Is Nostik a bad guy after all, or was he good? Or is he currently good and it's being proposed that he should BE bad? And, since I'm already responding and don't want to have to write a new email just to ask about the music... I frankly haven't listened to it in years; I've had the sound disabled, because I had heard the music so often. So whatever you decide to do about getting new stuff, or whatever all that talk is about, is fine by me. But I'm willing to help, as long as you're not going to be held up waiting for me, if I'm unable to do stuff (which has happened in the past and then the group just stagnates while everyone waits on everyone else). Maps can be easy, so maybe I'll work on that. Unless you had something better in mind? -TT On Jun 24, 2010, at 12:21 AM, Peter Hull wrote: > Nothing up in particular, we are talking once again about finalizing a > plot and I was wondering if you were available to participate! > > Pete > > > On Wed, Jun 23, 2010 at 1:04 AM, Team Terradactyl > <tea...@gm...> wrote: >> Wow; I haven't checked my email in a while. >> >> Yes, kinda busy. Kids keep me running at full-steam all day. Haven't >> had a chance to sit down and program for quite a while. Anyway... >> what's up? >> >> -TT >> >> >> On Jun 22, 2010, at 3:55 AM, Peter Hull wrote: >> >>> Is TT still around or is she too busy these days? >>> >>> Pete >> |
From: Peter H. <pet...@gm...> - 2010-06-24 07:21:09
|
Nothing up in particular, we are talking once again about finalizing a plot and I was wondering if you were available to participate! Pete On Wed, Jun 23, 2010 at 1:04 AM, Team Terradactyl <tea...@gm...> wrote: > Wow; I haven't checked my email in a while. > > Yes, kinda busy. Kids keep me running at full-steam all day. Haven't > had a chance to sit down and program for quite a while. Anyway... > what's up? > > -TT > > > On Jun 22, 2010, at 3:55 AM, Peter Hull wrote: > >> Is TT still around or is she too busy these days? >> >> Pete > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Kqlives-main mailing list > Kql...@li... > https://lists.sourceforge.net/lists/listinfo/kqlives-main > |