Bridgesounds
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Bridgesounds
How about bridgesounds? Railway bridges make this wonderful sound when a train drives over them... Now I suggested tram bells to ring when they approach a junction, and that was too difficult to achieve, it seems; but as trains know when they enter a tunnel, and whistle, I thought maybe they know or can be taught when they are on a bridge...
Looking through the savegame internals and the wiki, it seems that trains don't currently know if they're on a bridge. Everything else required for a train to play sounds (and possibly varied depending on the type of train, the speed, etc) is already possible with grf.
You're right, it doesn't seem to be there, but they do have to know somehow, since they obey bridge speed-limits.
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The bridge code for veh movement limits the engine speed. Aka if > as bridgespeed do engine speed = bridgespeed after the real speed was calculated.
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It wouldn't be particularly hard to add a variable telling whether a vehicle is on a bridge or not, but maybe this should be kept a little more general and also inform of other terrain types? If so, which ones?
Also, it'd be almost necessary to know the type of bridge, wood, steel and concrete would all sound different. However, if a bridge set is loaded you don't know which is which...
Also, it'd be almost necessary to know the type of bridge, wood, steel and concrete would all sound different. However, if a bridge set is loaded you don't know which is which...
Well, there are two different types of bridge sounds. One is the train whistle when entering the bridge, and the other is the running sound of the train going over the bridge.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
That would in principle probably be the better solution, except that bridges don't have action 1/2/3 yet and so can't support sound callbacks.Ramshill wrote:How about making the bridge detect the train
[edit] However, I could quite easily implement it as a generic callback for feature 06 for now.[/edit]
That could be a standard vehicle sound event, similar to entering a tunnel.DaleStan wrote:Well, there are two different types of bridge sounds. One is the train whistle when entering the bridge, [...]
I've got a question here. If it can easily be added so that the bridge detects a train, would it be able to detect also WHICH train? Because if it could, then it seems to me that possibly, a new disaster could be created: bridge collapse.
- If the bridge knows a train has just entered it, and knows which train it is, then there could be a random chance of a collapse.
- A collapse causes the train to crash in the usual way - is that just a trigger that can be poked to cause the normal "crash" graphic process?
- And, maybe get rid of the bridge, just as happens when you bulldoze on any one of the bridge squares, the whole bridge goes?
Or is this too far-fetched?
- If the bridge knows a train has just entered it, and knows which train it is, then there could be a random chance of a collapse.
- A collapse causes the train to crash in the usual way - is that just a trigger that can be poked to cause the normal "crash" graphic process?
- And, maybe get rid of the bridge, just as happens when you bulldoze on any one of the bridge squares, the whole bridge goes?
Or is this too far-fetched?
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> Care to inform us what the quickest incorporated request was that you made to Patchman, Michael?
Oh, there were many. Too many to write them down in a single post.
OTOH, there were also many newly introduced (or already removed before) bugs. Although, I´d have to dig my memory to say if there were more quick features or more quick bugs.
regards
Michael
Oh, there were many. Too many to write them down in a single post.

OTOH, there were also many newly introduced (or already removed before) bugs. Although, I´d have to dig my memory to say if there were more quick features or more quick bugs.

regards
Michael
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