Elvas Tower: Intro to *SMS-files handling - Elvas Tower

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Intro to *SMS-files handling Rate Topic: -----

#1 User is offline   Weter 

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Posted 19 January 2023 - 06:46 AM

Hello.
The problem with *.sms-files handling was mentioned by ET member:

KS44 said:

I think it would be a good idea to do something about the .sms file format

Hello.
Let's sort it out:

Quote

.sms file format inherited from MSTS, which has been neglected practically since MSTS was released in 2001

*.SMS format is notable extended by hundred of new triggers.

Quote

even though I sorted the "Skip" commands within the "Streams" commands, it did not play the sounds assigned to the corresponding part of the passenger cars as it should

Please, tell more detailed, what's the problem. Sure, I can help.

Quote

make it easier to write .sms files associated with all types of vehicles

It's as easy, as write this post, believe me.

Quote

More transparent system should define the internal content of .sms files, which should be easier to modify and edit than at present.

On Steam4me there is very good description of format.
They say, there was another docunent in Spanish, but I didn't read it so far.

#2 User is offline   Laci1959 

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Posted 19 January 2023 - 07:46 AM

Hello

I'm sorry, but I have to disagree. Back in the MSTS days, I learned that a well put together SMS file works well. He doesn't miss a thing. I regularly use the "Skip" command. In the case of a larger "Stream", I had to number each line and it worked without error. At least it wasn't Skip's fault. Missing parenthesis already.
Although we don't have an SMS writing program (that would be necessary), ConBuilder has a checking function. There is even a utility called SMS_Checker among the downloads. I can recommend its use.
A couple of simple tricks. Silent route to control vehicle sounds. I always put the horn sound Stream last. If it sounds like that, then every sound will be good.

Sincerely, Laci 1959

#3 User is offline   Weter 

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Posted 19 January 2023 - 07:59 AM

Yes, numbering numerous blocks, as Lights() or Strams() is very useful.
It's simple to miss something, when having 30+ streams or lights.
I also name streams and lights.
Notepad plus, and before ConText are great assistance in editing *.sms-files

#4 User is offline   darwins 

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Posted 19 January 2023 - 10:31 AM

Laci's method is excellent for keeping track of things.
I have a different problem. The following gives excellent sound to player trains:

  Stream ( Skip ( **** 5 - Linebreaker **** )
   Priority ( 5 )
   Triggers ( 1
	Variable_Trigger ( Variable2_Dec_Past  0.1 PlayOneShot ( 2 File ( "linebreaker01.wav" -1 ) File ( "linebreaker02.wav" -1 ) SelectionMethod ( RandomSelection ) ) )
	)
   )

  Stream ( Skip ( **** 6 - Notching up Relays during acceleration **** )
   Priority ( 4 )
   Triggers ( 2
	Initial_Trigger  ( SetStreamVolume ( 0.6 ) )
	Variable_Trigger ( Variable2_Inc_Past 50 PlayOneShot ( 1 File ( "relay.wav" -1 ) SelectionMethod ( SequentialSelection ) ) )
	)
   )

Player train gives relay sounds when accelerating and linebraker when you close the throttle to coast or stop.
AI train however plays these sounds also when decelerating. It is a terrible sound effect.


#5 User is offline   Laci1959 

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Posted 19 January 2023 - 11:00 AM

Hello.

The problem (maybe not a problem) is that the AI train uses simplified physics. I think there is no Variable2 in it. Throttle is 0% at one moment and 100% at the next. And vice versa when decelerating.
In the MSTS days, the AI used the ScalabiltyGroup 0 setting. It wasn't the best, but I was able to adjust the engine sound to the speed.
Maybe AI should speed up on an exponential curve. Maybe?

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