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Log for #openttd on 7th December 2023:
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22:45:46  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11561: Fix: Disable airport noise if local authority control is disabled. https://github.com/OpenTTD/OpenTTD/pull/11561
22:45:52  <peter1138> I dunno, maybe not the right approach.
22:54:44  <xarick> the AirportNoise calculations seem flawed imo anyway
22:56:51  <xarick> Must investigate all instances of town->noise_reached, how is this being calculated
22:57:25  <xarick> and added up or so, there may be some inconsistency somewhere
22:59:27  <peter1138> If AirportGetNearestTown can return a different town between building and removing an airport, that'll go wonky.
22:59:47  <peter1138> Judging by the value of 6553something, that's more likely the issue.
23:01:11  <peter1138> I suspect it can, it's a very dynamic looking function.
23:02:36  <xarick> can a station still be considered an airport if the airport was removed?
23:02:50  <xarick> as a timeout sign or so?
23:03:00  *** keikoz has quit IRC
23:03:04  <xarick> that would end in an airport without tiles
23:05:18  <Eddi|zuHause> what would be the point of that?
23:06:33  <xarick> it would make AirportGetNearestTown return UINT_MAX then
23:06:52  <peter1138> It's a valid question, the airport facility will be removed from the station when the airport part is removed.
23:15:18  <xarick> CmdBuildAirport: I see `Town *nearest = AirportGetNearestTown(as, tile_iter, dist);` and `Town *t = ClosestTownFromTile(tile, UINT_MAX);`
23:16:00  <xarick> two different methods trying to determine the town which is supposedly to be the same, but they're not
23:16:23  <xarick> one takes the airport layout into consideration, the other just takes the top tile
23:17:25  <peter1138> Two solutions -- record which town was nearest when adding the noise, to ensure it removes from the correct town.
23:18:00  <peter1138> Or just recalculate noise for all nearby towns when adding/removing an airport.
23:19:23  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11517: Fix #11516: Changing interface scale makes resizeable windows larger but not smaller. https://github.com/OpenTTD/OpenTTD/pull/11517#pullrequestreview-1771282673
23:31:47  <peter1138[d]> https://cdn.discordapp.com/attachments/1008473233844097104/1182464502986453013/Screencast_from_2023-12-07_23-30-45.webm?ex=6584cae2&is=657255e2&hm=23986e84244425387c8cc38f5770faa86c78ce74126c08eb68f509ec901d9e75&
23:32:18  <peter1138> So, er...
23:35:43  <_glx_> requested vs actual size ?
23:35:57  <_glx_> that's interface zoom
23:36:14  <peter1138> No, it's the same in both cases.
23:36:35  <_glx_> yeah size has not effect for sprite
23:37:02  <peter1138> Okay, to be clear, I am changing the medium font, but it is affect the small font in the map window.
23:37:11  <peter1138> +ing
23:37:23  <_glx_> fallback mechanism maybe
23:37:32  <_glx_> it does weird things
23:37:55  <peter1138> It's not the fallback stuff, because that only applies if it was an invalid font.
23:38:09  <_glx_> like freesans missing glyphs for medium
23:39:02  <_glx_> hmm but if it was the case it would show the chosen font
23:40:53  <_glx_> hmm small text is a substring of a normal text string ?
23:41:12  <_glx_> could affect layout
23:42:56  <_glx_> but it looks like font size is changing, but the font style didn't
23:44:05  <peter1138> Font style is the same, but yes, it's because it's "{SMALL_FONT}string"
23:44:42  <peter1138> If I tell add FS_SMALL to the DrawString() it renders the same regardless of what the medium font is set to.
23:44:46  <peter1138> -tell
23:45:10  <_glx_> we did this change in some locations already
23:46:24  <_glx_> ma

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