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LINK/2012

Railway Sounds

Recommended Posts

LINK/2012

 

Railway Sounds

by LINK/2012

 

 

This CLEO modification add sounds in the railways of SA. Source code included.

 

What exactly changes?

 

Here's a list of additions\changes:

  • Trains will horn when there's a obstacle in the way (Peds or Vehicles)
  • Trains will horn when coming to a station or exiting the station
  • Trains will horn when near to a crossing
  • Train crossings now emit sounds
  • Trains crossings are a bit smart now
  • You can use the train horn, like any other vehicle
Here's a funny (or not) video that I did that shows SOME of the additions:

Those yellow messages are debug text, you will not have this on your game

 

 

Download

 

Credits:

Script by LINK/2012

Thanks for Junior_Djjr for ripping the horn and crossing alert sounds smile.gif

Edited by Link2012

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riquenunes

It's a small, but nice addition. I liked it. Good job. icon14.gif

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Junior_Djjr
It's a small, but nice addition. I liked it. Good job. icon14.gif

looking out the complexity of the script, this is nothing "small"

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Silent

Just wow.

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SideStunt

Damn this is awesome!Thanks for making that Shifty41s_beerhatsmilie2.gif a cookie for the maker....and Mr.Stratum cookie.gif

btw does it work on SAMP?

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Silent

 

btw does it work on SAMP?

Unlikely. It's most probably going to be unsynced. However, trains driven by the other players MAY horn.

 

 

Offtopic:

The bad side of this mod is that I'm planning to release a simple, 95% scmy (no ASM nor memory hacking) remake of my own mod soon, and it might just look like done by a noob, compared to THAT complex CLEOs tounge.gif

Edited by SilentPL

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LINK/2012

Thanks for replying guys smile.gif

 

 

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Deji

That's some damn nice SCR usage there smile.gif

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Recevr999

I love it, awesome job cool.gif

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ThirteenAG

 

You need Deji's Scr Keywords To Compile That Script.

Huh, rebuilding scripts for cleo 3 gets a little bit trickier biggrin.gif

Nice work anyway! cookie.gif

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ALMOST610

Awesome work, a really long overdue mod. Someone needed to make something like this years ago.

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LINK/2012

Really good to see that people liked! When I showed the progress to a friend he just said "useless mod" dontgetit.gif

 

 

You need Deji's Scr Keywords To Compile That Script.

Huh, rebuilding scripts for cleo 3 gets a little bit trickier

That's the minor problem, Really hard to port since I used 3D Audiostreans that were added in CLEO4 with bass library biggrin.gif

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Michael-Knight1

nice work icon14.gif

 

P.S : The Hud did you used in the video is by your own ? where can i download it notify.gif

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Silent

 

P.S : The Hud did you used in the video is by your own ? where can i download it  notify.gif

 

The HUD is stock here dozingoff.gif

 

 

That's the minor problem, Really hard to port since I used 3D Audiostreans that were added in CLEO4 with bass library  biggrin.gif

 

Using bass.dll by explicictly calling the functions from CLEO3 script could be possible, but IMO not worth it. 3D audiostreams are one of the only reasons to make CLEO4-only scripts (text draws with custom, dynamic texts being the 2nd reason).

 

 

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LINK/2012

 

P.S : The Hud did you used in the video is by your own ? where can i download it notify.gif

You can download it from the original game tounge.gif

 

 

Using bass.dll by explicictly calling the functions from CLEO3 script could be possible, but IMO not worth it.

I thought in this when I replied ThirteenAG, but there's a little (or great) problem with this, memory would be leaked when there's a stream working and the player loads a new game, since the scripts has no control over when the current game is "exiting" (No hooks please biggrin.gif ). Fortunately CLEO4 has that control and free all audio-streams, allocated memory, dynamic GXT's, etc, when the current game "exits".

 

 

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ThirteenAG
That's the minor problem, Really hard to port since I used 3D Audiostreans that were added in CLEO4 with bass library biggrin.gif

Not a problem for me, since i'm using San Andreas Audio Player plugin, made by someone from gtamaps.net. Plugin is old, but working with cleo 3. Why i'm using cleo3? Many of scripts i have(and that is over a hundred), don't work with cleo4 properly, and i just don't want to delete them. I think cleo3 plugin with cleo4 opcodes will be best solution for this, but none exist. smile.gif

Back on topic: this script works for San Fierro tram too?

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LINK/2012

 

Back on topic: this script works for San Fierro tram too?

Nope

 

 

            IF AND               NOT IS_CAR_MODEL TrainHandle #TRAM               NOT HAS_TRAIN_DERAILED TrainHandle                       THEN

 

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LINK/2012

Let me share something that I saw reading a SA BETA mod:

 

 

At 0:03, the train honk! Just video editing or more one of R* cuts?

So, I did a SA Beta remake mod? tounge.gif

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Michael-Knight1

@Link2012 did you make the sound for Tram whatsthat.gif

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erickesau
kkjj

Isn't it's a very big url?

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erickesau
13 hours ago, kkjj said:

Isn't it's a very big url?

yes is too big i dont know why? is stored in my google pictures

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