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00:00:08 <xarick> but somehow it did 00:12:28 <xarick> how many tiles are in a 6 * 6 perimeter? 00:12:47 <xarick> 6 + 5 + 5 + 5 = 21 00:12:55 <xarick> somehow it only iterated 16 00:13:35 <xarick> oh, 6 + 5 + 5 + 4 my bad 00:19:50 <talltyler> Regardless of what you find though, you need to be able to compare before and after your change to know if it fixes the problem. 00:21:32 <talltyler> You should start by trying to reproduce the problem, testing your hypotheses by building airports and founding towns or rotating airports or whatever you want, instead of hypothesizing and then changing code — without any ability to test if your hypothesis even fixes the bug. 00:22:48 *** Wolf01 has quit IRC 00:24:16 <talltyler> Come up with consistent, reproducible steps, like a savegame with “place airport here” or “place town here” signs or whatever causes the bug. You want to avoid any ambiguity in reproducing the bug. Then we can actually have a productive conversation about why those steps cause the bug, and how to fix it. 00:24:29 <talltyler> Anything else is just wasting your own time. 🙂 00:27:57 <peter1138> Yes, the iterator is wrong. 00:28:46 <peter1138> Or rather the perimeter is wrong. 00:28:55 <peter1138> It assumes the first tile is the top corner. 00:29:20 <peter1138> But with an airport spec iterator, it could may not be. 00:29:29 <peter1138> Words. 00:30:11 <LordAro> it may could well have had hasn't not been 00:33:03 <peter1138> Okay, fixed it. 00:33:58 <talltyler> LordAro: I had to read that three times to make sure it was nonsense and I wasn’t just missing something 😛 00:34:48 <talltyler> I lived for a few years in the southern US where they used some creative grammar, like “y’all might could do X” to suggest a course of action 🤔 00:45:27 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11565: Fix: AirportGetNearestTown incorrectly assumed first TileIterator result was origin. https://github.com/OpenTTD/OpenTTD/pull/11565 00:45:54 <peter1138> Hmm, maybe I should keep the asserts. 00:52:57 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11565: Fix: AirportGetNearestTown incorrectly assumed first TileIterator result was origin. https://github.com/OpenTTD/OpenTTD/pull/11565 00:52:58 <peter1138> Yeah, let's do it :D 00:57:55 <peter1138> Anyway, airport noise with permissive local authority still needs to be fixed, but that probably isn't the cause. 01:32:50 *** HerzogDeXtEr1 has joined #openttd 01:37:36 *** HerzogDeXtEr has quit IRC 01:55:00 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #11565: Fix: AirportGetNearestTown incorrectly assumed first TileIterator result was origin. https://github.com/OpenTTD/OpenTTD/pull/11565#pullrequestreview-1773428248 02:20:57 <Rubidium> has anybody considered that changing the NewGRF that provides the airports can also cause underflows in the reached noise values? 02:24:03 <peter1138> Changing how? 02:24:42 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11565: Fix: AirportGetNearestTown incorrectly assumed first TileIterator result was origin. https://github.com/OpenTTD/OpenTTD/pull/11565 02:25:08 <peter1138> In general that fall under "don't change NewGRFs" right? 02:26:57 <Rubidium> a NewGRF can define the noise level. If you have a savegame with such an airport, and then change the NewGRF to tweak the noise level... problems. So someone might be chasing someone messing with NewGRFs as if it's a bug in OpenTTD. Ah well... get the savegame and you'll probably know 02:29:20 <peter1138> Noise levels are recalculated on load. 02:29:34 <peter1138> So the only issue is that you might end up with noise level greater 2023-12-09T06:28:58 *** keikoz has quit IRC 06:40:03 *** keikoz has joined #openttd 06:43:39 <andythenorth> Rubidium: OP on reddit mentions FIRS crashing aa the cause of their issue… 07:30:23 *** tokai|noir has joined #openttd 07:30:23 *** ChanServ sets mode: +v tokai|noir 07:37:01 *** tokai has quit IRC 08:09:48 <peter1138> Definitely. 08:12:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11555: Codechange: Simplify/self-contain DropdownWindow initialization. https://github.com/OpenTTD/OpenTTD/pull/11555 08:13:07 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11560: Codechange: Add compile-time saveload entry variable size check. https://github.com/OpenTTD/OpenTTD/pull/11560 08:18:08 <andythenorth> was it though? 08:18:40 <peter1138> Definitely. 08:38:36 <peter1138> Interest, non-DC_EXEC flags is called twice. 08:38:39 <peter1138> +ing 08:52:17 *** merni has joined #openttd 08:52:17 <merni> Could someone maybe merge OpenMSX PR #33 :) 08:55:14 <peter1138> I am not able to. 09:12:30 *** Flygon has joined #openttd 09:16:23 *** Zathras is now known as debdog 09:23:21 *** Wolf01 has joined #openttd 09:27:59 <peter1138> Wow, this old cold uses std::ptr_fun 09:34:15 <LordAro> pointers are fun 09:36:05 <peter1138> And also libgdk, which seems to have disappeared. 09:36:18 <peter1138> Maybe I should start from scratch :) 09:39:18 <LordAro> talltyler: my initial sentence accidentally made sense, so i had to add a few more words 09:44:35 *** nielsm has joined #openttd 09:46:32 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #11565: Fix: AirportGetNearestTown incorrectly assumed first TileIterator result was origin. https://github.com/OpenTTD/OpenTTD/pull/11565#pullrequestreview-1773655562 09:46:39 <peter1138> Yay, I got it to compile :D 09:46:44 <peter1138> But only by removing all the GUI code. 09:47:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11565: Fix: AirportGetNearestTown incorrectly assumed first TileIterator result was origin. https://github.com/OpenTTD/OpenTTD/pull/11565 10:03:59 <truebrain> tnx for the comment fix peter1138 🙂 A tile that is an origin tile that is the top-left, was not really a helpful collection of words 😄 10:05:38 <truebrain> and you can't merge OpenMSX PRs? That is fixable ... 10:07:16 <truebrain> there, now you can 10:09:25 <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #11545: Fix: Use newgame ending year on highscore table when not in a game. https://github.com/OpenTTD/OpenTTD/pull/11545 10:09:54 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #11545: Fix: Use newgame ending year on highscore table when not in a game. https://github.com/OpenTTD/OpenTTD/pull/11545#issuecomment-1848360659 10:11:53 <DorpsGek> [OpenTTD/OpenMSX] PeterN merged pull request #33: Better formatting, update and remove obsolete link in readme https://github.com/OpenTTD/OpenMSX/pull/33 10:11:54 <peter1138> \o/ 10:12:44 <truebrain> isn't it amazing?! 😛 10:16:17 <xarick> oh, thx for fixing my bug 😐 10:36:15 <peter1138> Heh, that desync savegame uses point-to-point lines :o 10:43:38 <peter1138> Last commands were CmdLevelLand, though. Hmm. 10:43:53 <truebrain> I hope that was not the one causing the desync 😄 10:43:53 <peter1138> How do you parse a desync debug command file? 10:44:16 <peter1138> cmd: 000ad467; 2a; 00; 00000065; 00000e66; 035d3f; 3F5D03003F5D03000001 (CmdLevelLand) 10:44:40 <truebrain> owh, with the new command parsing, that is an interesting question 😄 10:46:00 <peter1138> tile 00035d3f, start_tile 00032023-12-09T22:38:40 <DorpsGek> [OpenTTD/OpenTTD] PeterN opened pull request #11569: Change: Use sparse padding for start network server window. https://github.com/OpenTTD/OpenTTD/pull/11569 22:57:04 *** Wolf01 has quit IRC 22:58:40 *** nielsm has quit IRC 23:05:10 *** keikoz has quit IRC 23:17:55 <andythenorth> https://cdn.discordapp.com/attachments/1008473233844097104/1183185789241266337/image.png?ex=65876aa2&is=6574f5a2&hm=9760deae543393828707f17476ae30745fbc979368bb4b8a219e937157ae8715& 23:17:55 <andythenorth> diagonal roads eh 😛 23:18:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #11569: Change: Use sparse padding for start network server window. https://github.com/OpenTTD/OpenTTD/pull/11569#pullrequestreview-1773902784 23:18:35 *** NGC3982 has quit IRC 23:35:51 <DorpsGek> [OpenTTD/OpenTTD] PeterN merged pull request #11569: Change: Use sparse padding for start network server window. https://github.com/OpenTTD/OpenTTD/pull/11569 23:41:44 <Flygon> Diagonal roads would massively sate the aesthetic part fo me hahaha 23:46:51 <peter1138> I have no idea how the map array would have to look for that to work. 23:47:17 <emperorjake> https://cdn.discordapp.com/attachments/1008473233844097104/1183193180624138280/image.png?ex=65877184&is=6574fc84&hm=0e6b680385f2572bf0484d2f0feb2391e231e516af5cc797f9af222e0dbddda2& 23:47:17 <emperorjake> Like this? 23:48:19 <peter1138> Job done, we can go home. 23:49:12 <emperorjake> There is an experimental patch that changes the road vehicle movement code so that diagonal roads actually work, no changes to the map array needed 23:49:33 <LordAro> is there? 23:49:38 <emperorjake> the wall they ran into was with articulated vehicles disconnecting or something 23:50:46 <Flygon> The difficulty is having those diagonals work nicely with the cliffs :P 23:50:48 <Flygon> Hmm 23:50:53 <Flygon> I can see how articulated is a pain. 23:51:33 <emperorjake> https://github.com/JGRennison/OpenTTD-patches/pull/603 23:58:25 *** Flygon has quit IRC