NewGRF running sounds continue after a train has crashed

Got a problem with TTDPatch? Get help here.

Moderator: TTDPatch Moderators

Post Reply
User avatar
WWTBAM
Moderator
Moderator
Posts: 3682
Joined: 02 Apr 2005 07:01
Location: Sydney NSW Antipodea
Contact:

NewGRF running sounds continue after a train has crashed

Post by WWTBAM » 05 Aug 2013 05:27

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.
Attachments
TRP00.SV1
(198.92 KiB) Downloaded 152 times
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/

User avatar
OzTrans
Tycoon
Tycoon
Posts: 1509
Joined: 04 Mar 2005 01:07

Re: NewGRF running sounds continue after a train has crashed

Post by OzTrans » 05 Aug 2013 09:25

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.

User avatar
WWTBAM
Moderator
Moderator
Posts: 3682
Joined: 02 Apr 2005 07:01
Location: Sydney NSW Antipodea
Contact:

Re: NewGRF running sounds continue after a train has crashed

Post by WWTBAM » 05 Aug 2013 11:56

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/

frosch
OpenTTD Developer
OpenTTD Developer
Posts: 979
Joined: 20 Dec 2006 13:31
Location: Aschaffenburg

Re: NewGRF running sounds continue after a train has crashed

Post by frosch » 05 Aug 2013 17:22

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
⢇⡸⢸⠢⡇⡇⢎⡁⢎⡱⢸⡱⢸⣭⠀⢸⢜⢸⢸⣀⢸⣀⢸⣭⢸⡱⠀⢰⠭⡆⣫⠰⣉⢸⢸⠀⢰⠭⡆⡯⡆⢹⠁⠀⢐⠰⡁

Post Reply

Return to “Problems with TTDPatch”

Who is online

Users browsing this forum: No registered users and 1 guest