Time Nick Message 03:30 VanessaE celeron55: is there any movement on that damn EmergeThread bug? It's making it all but impossible to run a decent server now. :-/ 06:12 hmmmm eh, no movement, sorry 06:12 hmmmm he made the fix for it, it's his problem now ;) 06:54 celeron55 VanessaE: the same reason for any complicated bug 06:55 celeron55 debugging it is almost like killing oneself 06:55 celeron55 nobody wants to do it as a hobby 06:55 celeron55 s/for/as for/ 06:58 celeron55 VanessaE: if you want to help, you could try doing a slow and painful bisect 06:58 celeron55 dunno if there is anything to be found that way, but as the problem hasn't existed always, it's likely 07:13 hmmmm i should probably add that it'll disappear when I add the multithread support 07:14 hmmmm ...and it's likely that new bugs will appear in its place! 07:43 hmmmm ugh, I just realized why mapgen_ aliases can't be used with the biome definitions in lua... nodedef aliases are updated after the lua scripts are initially run 07:44 hmmmm maybe someday in the future, nodedef aliases will be updated as soon as they are registered 14:18 PilzAdam thexyz, https://github.com/PilzAdam/minetest/commit/a27cdf16f40e3a3f4772b944ead8f1e4e5618359 14:19 sapier @celeron55 button handling isn't working for lua formspecs. I've simplified them too much. I've created a fix to make them work again but it'll require a new protocol version and new message number. If not using a new number it'll break compatibility. 14:20 sapier could anyone plz review this commit?: https://github.com/sapier/minetest/commit/e159443daa5fd328c9f92100b51d619dc5ed8d0a 14:22 PilzAdam why do you put so many whitespaces in front of the "="s? 14:23 sapier its to make assignments in one line to make them more readable 14:23 sapier I'll change 14:25 sapier oops .. no its a typo 14:26 PilzAdam just one " = " is enough 14:26 sapier are tabs allowed before =? 14:27 PilzAdam never saw this before 14:27 sapier e.g. scriptapi.cpp changes those whitespaces are tabs not blanks 14:28 sapier in order to make = verticaly aligned for those 3 values 14:28 PilzAdam http://www.minetest.net/wiki/doku.php?id=contrib see "Coding Style" 14:28 sapier hmm seems to be not common coding style in minetest I'll change it too 14:30 VanessaE PilzAdam: please stop being so anal about whitespace 14:30 VanessaE For some of us, it greatly improves readability to add a few spaces here or there 14:31 PilzAdam it has to fit Minetests conventions 14:32 sapier @vanessae I'm with pilzadam whitespaces are a big problem if more than one person is working on code 14:33 darkrose this isn't twitter, you don't need @ signs, and analness about whitespace is good 14:33 sapier i think coding style example needs some additions, the only occurance of multiple assignments is somehow strange as it's accidenally end aligned 14:34 PilzAdam "Refer to existing code written by celeron55 in case of stuff not shown here. If that does not help, refer to Irrlicht's code." 14:34 sapier I don't even have twitter account ;-) 14:35 VanessaE I can understand trying to stick to the conventions used in the main code, but there comes a point when you're being too picky. 14:35 VanessaE that's all I'm saying. 14:39 sapier is there something like githubs commit view for local usage? 14:39 PilzAdam gitk 14:39 PilzAdam what distro do you use? 14:39 sapier debian 14:39 PilzAdam apt-get install gitk should work 14:40 PilzAdam gitk without arguments show the current branch history 14:41 darkrose `git diff ' 14:41 sapier I know ;-) bit it's somehow ... inconveniant 14:42 PilzAdam git diff highlights whitespaces at the end of lines wich is pretty useful 14:42 sapier ok I think i got the whitespaces correct this time 14:43 sapier yes but githubs browser based diff viewer is much more comfortable 14:44 PilzAdam gitk is a nice GUI 14:45 sapier tcl is just a little bit oldfashioned 14:45 darkrose http://www.linuxjournal.com/content/convert-diff-output-colorized-html <- send output of git diff to that, then open in browser 14:46 sapier comforable ;-) 15:02 thexyz gitg 15:07 thexyz PilzAdam: doesn't work at all 15:08 PilzAdam what doesnt work? 15:09 thexyz hm.. not at all, it works at random moments of time 15:09 thexyz screen flashes instead of shaking 15:10 PilzAdam the flashing doesnt shake 15:10 PilzAdam shaking is just an addition 15:10 celeron55 sapier: hmm oh... yeah, indeed, there isn't a way to set callbacks to such temporary forms 8) 15:10 thexyz oh, I see, but it's hard (for me) to notice it 15:11 PilzAdam yea, maybe make the red less intense 15:11 thexyz btw, shouldn't lava be non-renewable? 15:11 PilzAdam I noticed that you see nothing when its dark and you get the maximum alpha 15:12 thexyz yes 15:12 PilzAdam thexyz, its hard to find consensus here 15:12 PilzAdam (about the lava thing) 15:13 celeron55 why would lava be and water not be; it's inconsistent 15:13 PilzAdam lava is rare and shouldnt be that easy to get 15:14 celeron55 hmm, well, maybe 15:15 celeron55 sapier: your patch is interesting 15:16 sapier yes formname was already existing in code for future usage so why not use it 15:16 PilzAdam thexyz, https://github.com/PilzAdam/minetest/commit/d2b1210376f6cc52fe031ac41d3bf54720ebd356 15:17 celeron55 sapier: i think there must be an enforced modname:formname naming convention because they share the namespace 15:18 sapier I agree ... I'll have a look how to do this and push again 15:18 celeron55 also, don't change the protocol version, it doesn't matter for changes with only a day of time and no releases in between 15:18 sapier ok don't skip number too? if reusing it clients may crash 15:19 celeron55 doesn't matter 15:19 sapier ok 15:19 celeron55 if there was a release, or multiple days, before the last PROTOCOL_VERSION upping, then it would matter; not now 15:20 celeron55 s/before/after/ 15:20 celeron55 sapier: fix also the "create_detached_formspec_raw" comment above l_show_formspec 15:21 thexyz PilzAdam: seems ok 15:22 celeron55 hmm, somebody has removed the modname prefix checker from scriptapi.cpp 15:22 celeron55 it exists only in builtin/misc_register.lua now 15:22 PilzAdam thexyz, both, the shaking and the red screen? 15:22 thexyz yes 15:23 celeron55 sapier: well, rename minetest.show_formspec to minetest.show_formspec_raw and add a small wrapper that checks it in builtin/misc_register.lua 15:23 sapier I was just about to ask :-) 15:23 celeron55 it's just like everything else that needs to check the prefix then 15:23 PilzAdam celeron55, do you have any comments on this 2 commits: https://github.com/PilzAdam/minetest/commits/camera ? 15:24 celeron55 PilzAdam: i'm too lazy to check them 15:24 PilzAdam okay, I just push it 15:25 sapier is misc_register really correct place for show_formspec function? 15:25 celeron55 PilzAdam: you can do that if somebody else has agreed to it 8) 15:25 PilzAdam thexyz did 15:25 VanessaE damn it and I *just* pulled and built not 5 minutes ago. :) 15:26 celeron55 sapier: well, it's kind of odd but it doesn't make any sense to make a new file either or anything 15:26 sapier misc.lua maybe? 15:26 celeron55 no 15:27 celeron55 it's worse :P 15:27 sapier :-) ok I'm adding it to misc_register 15:30 celeron55 actually, it kind of could belong in builtin/detached_inventory.lua 15:31 thexyz celeron55: anything about my STL branch? 15:31 celeron55 just add "minetest.check_modname_prefix = check_modname_prefix" after "local function check_modname_prefix" in builtin/misc_register.lua and put it there 15:31 sapier ok 15:31 thexyz https://github.com/minetest/minetest/commits/stl 15:32 celeron55 thexyz: umm... i'm not going to go through that :-D 15:32 thexyz why? 15:33 celeron55 there's like 100000 lines of diff 15:33 celeron55 maybe we should make a competition of finding problems in it 15:33 PilzAdam heh 15:34 thexyz so, merge and wait for shitstorms?) 15:34 PilzAdam should work 15:34 PilzAdam have you tested it on windows? 15:35 celeron55 definitely needs a test on mingw and msvc first 15:35 celeron55 or, well, mingw is the same as gcc anyway 15:36 PilzAdam it works on ubunut 12.10 15:37 PilzAdam *ubuntu 15:37 sapier wow :-) you're marvelous i didn't even get my mouse working in ubuntu 12.10 :-) 15:37 thexyz huh 15:38 thexyz seriously, PilzAdam, why shouldn't it? 15:38 PilzAdam dunno 15:38 PilzAdam just some random testing ;-) 15:47 sapier is there any legit reason for get_current_modname not to return a value? 15:48 celeron55 it will return non-nil only at the time of the initial run 15:49 sapier ok then prefix checking can't be done this way 15:49 celeron55 and in that run, it returns "__builtin" for builtin/*.lua sutff 15:50 celeron55 hmm... indeed 15:50 sapier Im calling show_formspec from chatcommand resulting in an nil concatenation error as get_current_modname returns nil 15:51 celeron55 yeah, i didn't realize this 8) 15:51 celeron55 let's just mark it as a suggested convention in lua_api.txt 15:52 sapier ok I'm reverting the lua changes too 15:53 celeron55 there is no way to know what mod is responsible for some running code in any later part of execution, because everything is callback-driven 15:53 celeron55 (except for some cases, but this is not one) 15:54 sapier I've already missed this feature for profiling 15:55 celeron55 there are some things that could be done for profiling, but they are not useful for doing stuff like this 16:06 sapier celeron there's already a notice that any names should be modname:name do we need an additional one? 16:07 sapier wait its "registred names" only 16:20 sapier https://github.com/sapier/minetest/commit/91ef4df8213e3c99d2d8353a70d7d285dc1fa9d7 16:45 celeron55 nah, don't add it at that part; just add "^ formname should follow "modname:" naming convention" 16:46 sapier1 ok 16:47 celeron55 oh also, you failed the protocol message definition in clientserver.h 16:47 RealBadAngel hi all 16:47 celeron55 there is supposed to be a "u16 len" before u8[len] formname too 16:48 RealBadAngel celeron55, i dont want to argue again bout cave gen but i think you shall see this screenshot http://realbadangel.pl/clouds1.png 16:48 celeron55 RealBadAngel: i have already seen it many times 16:49 RealBadAngel you still thinkin im "plain against" cave gen? :) 16:49 celeron55 yes? 16:49 celeron55 i would have noticed you if i thought otherwise 16:49 celeron55 noted* 16:50 celeron55 umm... whatever word that is supposed to be 16:50 RealBadAngel it shall be fixed just imho, thats all 16:50 RealBadAngel if you got an idea how, tell. i will code 16:50 celeron55 it could be fixed, but not so brutally as you are doing it 16:50 celeron55 but i am not sure how 16:51 RealBadAngel lemme explain i thought it would be a quick fix before mapgen v7 16:51 RealBadAngel but then hmmm told me he wants to leave cave gen intact 16:51 celeron55 that doesn't make any sense 16:51 celeron55 what is a good fix good for if it would be replaced anyway? 16:51 RealBadAngel so i agree, for a long run, such fixes are not good 16:51 celeron55 eh 16:51 celeron55 bad fix* 16:52 celeron55 and then if it isn't replaced, then it is extra bad 16:52 celeron55 anyway 16:53 RealBadAngel it just means cave gen shall be fixed with style, not hacks as i tried to do 16:54 celeron55 there is no good solution because of a variety of reasons, i just thought of one and just deleted it because it was actually bad 16:54 RealBadAngel well, theres one good point to start with 16:55 celeron55 as far as i understand, the problem is that the cave generator can mess up trees when it edits ground slightly into nearby generated chunks just over the ground level 16:55 RealBadAngel compute avg height in a block based on perlin and some points in cross 16:55 celeron55 because trees aren't generated to the main chunk before the cave generator is done 16:56 RealBadAngel so allow cavegen replace only air/stone/dirt 16:56 RealBadAngel not the added contens 16:56 celeron55 so the solution would be to restrict it to not touching nearby chunks trees when it is in the area a bit over ground height where it matters for trees 16:57 celeron55 nearby chunks or trees* 16:57 celeron55 either or, any of those would work for you 16:57 RealBadAngel maybe just two groups of nodes 16:57 celeron55 no groups 16:58 celeron55 the mapgen already knows what is a tree node and what is not 16:58 celeron55 it knows because it generates trees 16:58 RealBadAngel how? 16:58 celeron55 how could it generate a tree if it didn't know what is a tree and what is not 8) 16:59 RealBadAngel we could have many kind of trees, plant life etc 16:59 RealBadAngel even maybe later some dungeons, other structures 17:00 RealBadAngel that if one piece of code uses some nodes doesnt mean other part is aware of it 17:00 celeron55 well, then make it such way that it will touch only things it knows is ground 17:00 celeron55 that it knows 100% because it is the one who makes all ground 17:00 sapier1 https://github.com/sapier/minetest/commit/40578c7fb1cf5480957f77bdc53e87ad6d5ca700 17:00 RealBadAngel most simple? define group mapgen_basic or somethin like that 17:01 celeron55 never 17:01 hmmmm do a check to see if it's mapgen_stone or mapgen_dirt before replacing the block 8) 17:01 celeron55 we don't need any groups 17:01 RealBadAngel so we do need multiple checks 17:01 PilzAdam hmmmm, also mapgen_desert_{sand, stone} 17:01 hmmmm ya 17:01 celeron55 yes, just an std::set or something 17:01 RealBadAngel for air/stone/dirt/sand/desert sand/desert stone 17:01 RealBadAngel like this 17:02 celeron55 to which you put the stuff the mapgen knows at the start of the mapgen 17:02 RealBadAngel i agree, but then imagine biomes introduced 17:02 celeron55 the mapgen knows of them 17:02 RealBadAngel with own stuff 17:03 celeron55 mapgen always makes the ground 17:03 PilzAdam so in mapgen v7 it needs to check every node that is passed to every biome= 17:03 PilzAdam *? 17:03 hmmmm bool MapgenV6::isGroundNode(content_t cid) { return m_groundnodes.find(cid) != NULL; } would work for Mapgen V6 fine 17:03 PilzAdam (as ground node) 17:03 hmmmm MapgenV7 on the other hand will definitely do something smarter 17:04 hmmmm MapgenV6 already does some relatively dumb stuff that's needlessly complex so I say let it burn 17:04 hmmmm muwahah 17:04 RealBadAngel :) 17:05 celeron55 as long as we don't have any viable alternative to it, maintaining it well is important 17:05 hmmmm but mapgen v7 is my problem 17:06 RealBadAngel and since all miners loves caves its our common problem ;) 17:06 RealBadAngel just got an idea 17:06 hmmmm I am going to figure out how to handle the boundary size better 17:07 RealBadAngel cave gen already tries to mark air as cave air 17:07 hmmmm really that's the core reason for the unlit tree problem, and the problem with the trees getting cut into 17:07 RealBadAngel but its not workin right 17:07 celeron55 hmmmm: if you want to look into generating caves that are consistently continuable based on the seed with only noise lookup, see 0.3's cave generator 17:08 RealBadAngel what if we could introduce to kinds of air simply? 17:08 RealBadAngel *two 17:08 hmmmm I probably will, but I don't remember 0.3's cave generator well, how nicely were the caves it generated? 17:08 celeron55 but there will always be such problems if the world is generated in pieces, UNLESS we do the exact same thing as minecraft does 17:09 hmmmm s/nicely/nice/ 17:09 RealBadAngel when cavegen will reach regular air it will be forced to stop 17:09 celeron55 that is, use very solid seeding, generate everything near the generated area that could touch it and discard everything that does not go into the generated area 17:09 celeron55 it's well multithreadable and needs to touch in only the generated area 17:09 celeron55 there is a bit but to that though 17:09 celeron55 lighting. 17:09 celeron55 big* 17:10 celeron55 it's inherently non-linear 17:11 hmmmm oh by the way 17:11 hmmmm do you mind if i remove the now-redundant m_seed member of ServerMap? 17:12 hmmmm i have a MapgenParams * in it 17:12 celeron55 why would i care 17:12 hmmmm I don't know, maybe you liked it or something 17:13 RealBadAngel celeron55, i will finish today update for l-systems trees and then will start to work on cave gen, im pretty sure now how to do it right 17:14 celeron55 RealBadAngel: just remember, the key is to never stop it, just discard results on a node-by-node basis 17:15 RealBadAngel yup, cave can end in another cliff 17:15 RealBadAngel just skip above ground contens 17:16 RealBadAngel btw, completely offtopic 17:17 PilzAdam -> #minetest 17:17 RealBadAngel i watched recently videos on weekly snapshots of minecraft 17:18 RealBadAngel this game is goin general direction of barbie and ken toys 17:19 RealBadAngel those guys are tottaly burnt with ideas 17:20 iqualfragile just one question: was minetest or minecraft first with give_initial_stuff? 17:20 celeron55 RealBadAngel: my intention is to steer clear of that as much as i reasonably can 8) 17:20 RealBadAngel celeron55, i understand. and please dont go barbie way ;) 17:21 iqualfragile celeron55: do you actualy recive donations? 17:21 RealBadAngel yikes i can shoot a firework with a creeper smile on it 17:22 RealBadAngel *milions of kids screams loudly* 17:24 celeron55 iqualfragile: very little, barely to pay the few tens of dollars of hosting per year 17:24 celeron55 i received somewhat more than that in 2011 though 17:25 hmmmm minecraft is old and boring 17:25 Calinou minecraft is boring and old, +1 17:25 hmmmm i say we all quit minetest and start a call of doody clone 17:25 RealBadAngel lol 17:25 RealBadAngel no way 17:26 celeron55 if somebody feels like quitting minetest to do something else, i have a closed project that could interest such people 8) just ask if interested 17:26 RealBadAngel im not askin :P 17:26 RealBadAngel stayin here 17:27 iqualfragile Calinou: actualy minetest is quite boring to play, but nobody just plays minetest, everybody writes mods/is a server-admin/does some other random stuff 17:27 sapier1 celeron is my latest commit fine? 17:27 celeron55 (i haven't intended to let any random people work on it though, but i'm open to opportunities :P) 17:27 Calinou iqualfragile: redcrab's server has a lot of players 17:27 Calinou iqualfragile: if we want a funnier minetest, we need to make it actually hard 17:28 RealBadAngel iqualfragile, it needs more contens just 17:28 Calinou almost everyone but tablet users like hard games 17:28 Calinou we need hard to beat mobs, more dangers 17:28 RealBadAngel hard but not to the square 17:28 Calinou but of course there should be a mode where there is almost no danger 17:28 Calinou (but not creative) 17:28 celeron55 one thing that would be interesting would be to make a minetest fork with a non-linear single-shot darf fortress like map generator 17:28 Calinou keep 3 separate modes maybe 17:28 celeron55 it'd basically just need a good name 17:28 Calinou 2D minetest? heh :p 17:29 iqualfragile thats gona be an interesting discussion (harder minetest, content, game-mechanics) but i dont think that it belongs in here 17:29 celeron55 (or, well, it could even just be a separate program to generate a minetest world) 17:29 darkrose dwarftest 17:29 iqualfragile maybe we should just join -delta and discuss about it for some minutes? 17:29 Calinou people use -delta? 17:30 RealBadAngel i thought once of makin a game mode, post apocalyptyc map, like in terminator movies, give players lasers, make two teams: humans vs machines, add some freakin music 17:30 RealBadAngel and multiplayer team shooter ready 17:31 iqualfragile Calinou: no, they dont, that why we could use it for this discussion/brainstorming 17:33 sapier1 https://github.com/sapier/minetest/commit/40578c7fb1cf5480957f77bdc53e87ad6d5ca700 sorry for spaming but I've got only about 30 minutes left and would like to have this commit in shape by time being 17:34 RealBadAngel sure, lets stop spammin, some are codin here :) 17:34 * RealBadAngel signs off, need to rest a bit 17:42 hmmmm celeron, i think i mentioned this sometime before, but I intend to have a mode of minetest that'll just generate the map 17:43 hmmmm like minetest --mapcfg map_parameters.conf --outfile map.sqlite 17:43 hmmmm it's actually quite trivial to do 17:44 Calinou map generation settings in some .conf file would be cool 17:45 Calinou sea level, frequency of lava and non-lava caves, terrain height... 17:45 hmmmm it kind of already exists with my branch 17:45 Calinou setting sea level as minetest.conf setting would be very easy 17:45 Calinou i'd just like to see that in default game :p 17:45 hmmmm dude calinou 17:45 hmmmm i've got that holmes 17:46 hmmmm i haven't pushed this to my fork yet but 17:46 hmmmm http://ideone.com/CKZJDz all of this is configurable from the .conf 17:50 hmmmm i originally had it configurable from lua but i decided to get rid of it completely because it was so complicated and messy 18:59 PilzAdam thexyz, https://github.com/PilzAdam/minetest/commit/3acc3df46d6b394643724842985868d8e9193176 19:00 thexyz aww, not this shit again 19:00 thexyz PilzAdam: I mean, I dislike that idea in general 19:00 PilzAdam its really handy 19:01 thexyz at least, you should make it configurable 19:04 iqualfragile i have got to admint: i dislike that idea, too 19:05 iqualfragile its cloned from minecraft 19:05 PilzAdam I actuall copied it from Terasology 19:05 PilzAdam *actually 20:34 PilzAdam thexyz, https://github.com/celeron55/minetest/pull/385 looks ok to me 20:35 celeron55 what is the point of such 20:36 PilzAdam such little things make minetest look like an real game 20:36 celeron55 why does it make it look like a real game 20:36 thexyz yes, same thoughts 20:37 celeron55 it's not like that would happen when you run, or anything 20:37 PilzAdam a static camera makes the game look unfinished 20:37 thexyz >Greater FOV when running or using free_move 20:37 celeron55 like, in real life 20:37 thexyz oh 20:38 PilzAdam game creators add such effects to make the animations/camera look more interesting 20:38 celeron55 but whatever, as long as you don't add cotton, i'm good with things you both agree to 8) 20:38 PilzAdam such as blur when turning arround and such things 20:38 hmmmm yeah, i think you're thinking of motion blur close to the corners of the screen 20:39 hmmmm not changing the fov 20:39 hmmmm i personally think it's ridiculous 20:40 PilzAdam Terasology has it and it looks nice 20:40 PilzAdam (only for free_move though) 20:42 hmmmm terasology's mapgen looks sort of similar to that of minetest 20:42 * hmmmm investigates 20:42 PilzAdam they have 4 different types of mapgen IIRC 20:43 hmmmm and it's java of course 20:43 celeron55 what's this trend for java and C# these days 20:43 hmmmm man.... OOP already decreases the signal to noise ratio enough, but when you use java, it's way worse 20:44 celeron55 can't people code in native languages anymore 20:44 hmmmm it's like 20% of the code in the codebase actually does stuff 20:44 hmmmm i mean look at this https://github.com/MovingBlocks/Terasology/blob/develop/src/main/java/org/terasology/world/WorldProvider.java 20:44 hmmmm they use an entire file and 120 LoC for basically nothing 20:44 celeron55 i started laughingg at "WorldProvider" 20:45 celeron55 -g 20:45 hmmmm that's the same terminology that Minecraft uses 20:45 hmmmm it's likely they just used the decompiled classes from Minecraft 20:46 celeron55 WorldProviderCore 20:46 thexyz and AbstractWorldProviderDecorator.java 20:46 hmmmm "I had a problem, so I thought to use Java..." 20:46 celeron55 WorldProviderFactoryAbstractorCore 20:47 celeron55 EnterpriseCodeFactoryFactoryFactoryFactory 20:47 hmmmm we use factory methods in minetest 20:47 celeron55 i don't see any factories there though 20:47 celeron55 i know, but not excessively :P 20:48 hmmmm the problem with Java is that it encourages the bullshitty parts of OOP; that is, overengineering your program that's actually about as complex as the little clicky thing on the end of ink pens 20:48 celeron55 but yeah, java is designed for making huuuuuuuge corporate programs using stupid code monkeys 20:48 celeron55 and you can see it in everything java does 20:48 hmmmm it turns out a couple months later that those abstractions you made weren't too efficient and you end up having to recode it all 20:48 hmmmm so how much work does that save in the long run. hah. 20:49 hmmmm you know why unsigned types were excluded from java? 20:49 celeron55 i think that is one of the few good things 20:49 hmmmm gosling himself said "they would confuse programmers" 20:50 celeron55 they remove the stupid implicit unsigned-signed conversion bugs that C(++) programs are full of 20:50 hmmmm for a language like C/++, though, a lack of unsigned types is simply unacceptable 20:50 celeron55 unsigned types are needed for bit operations 20:50 hmmmm of course 20:51 celeron55 for anything else, not *that* much 20:51 celeron55 or, that one goes without the ** too 21:00 hmmmm oh wow wait a minute, did you actually have a "generate the whole thing at once" generator in previous versions when ServerMap.m_chunksize == 0? 21:08 celeron55 nope