NewGRF running sounds continue after a train has crashed
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NewGRF running sounds continue after a train has crashed
Crashing trains with running sounds leaves the running sounds going until the crash is cleared. T load the savegame you will need UKRS and enhanced tunnels on.
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- TRP00.SV1
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Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Re: NewGRF running sounds continue after a train has crashed
That seems to be the problem of the GRF and not the game; before using running sounds, a few bits have to be checked, among them are in tunnel, in depot, stopped and crashed.
Re: NewGRF running sounds continue after a train has crashed
I left a message for Pikkabird just in case he wants to fix it.
Formerly known as r0b0t_b0y2003, robotboy, roboboy and beclawat. The best place to get the most recent nightly builds of TTDPatch is: http://roboboy.users.tt-forums.net/TTDPatch/nightlies/
Re: NewGRF running sounds continue after a train has crashed
If you care: Checks for crashed, tunnel, depot and manually stopped were added to OpenTTD explicitly.
It makes no sense to impose these things onto NewGRF, esp. for stuff like "crashed": What sound would you want to play anyway? "running" or "stopped"?
Same holds for tunnels and depots: NewGRF do not have to check whether the vehicle is visible in a viewport either.
If you are looking into vehicle sounds, you might also be interested in http://www.tt-forums.net/viewtopic.php?f=68&t=65649
Edit: Btw., if you want to look into this, the relevant codepart is vehspri.asm:1149... "vehtickproc". To play the "stopped" sound for crashed vehicles instead of the running one, replace the "test byte [edi+veh.vehstatus],3" with "test byte [edi+veh.vehstatus],0x83". To suppress any sounds for depot/tunnel/crashed/... replace some of the jumps to .nomotion with jumps to .nocyclesound
It makes no sense to impose these things onto NewGRF, esp. for stuff like "crashed": What sound would you want to play anyway? "running" or "stopped"?
Same holds for tunnels and depots: NewGRF do not have to check whether the vehicle is visible in a viewport either.
If you are looking into vehicle sounds, you might also be interested in http://www.tt-forums.net/viewtopic.php?f=68&t=65649
Edit: Btw., if you want to look into this, the relevant codepart is vehspri.asm:1149... "vehtickproc". To play the "stopped" sound for crashed vehicles instead of the running one, replace the "test byte [edi+veh.vehstatus],3" with "test byte [edi+veh.vehstatus],0x83". To suppress any sounds for depot/tunnel/crashed/... replace some of the jumps to .nomotion with jumps to .nocyclesound
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