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PostPosted: Mon Aug 05, 2013 5:27 am 
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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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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/
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PostPosted: Mon Aug 05, 2013 9:25 am 
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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.


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PostPosted: Mon Aug 05, 2013 11:56 am 
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I left a message for Pikkabird just in case he wants to fix it.

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PostPosted: Mon Aug 05, 2013 5:22 pm 
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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 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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