I *THINK* I've got that stuff sorted (I made a function to parse the
string that's read from the script to make sure only alphanumeric and /
and _ are usable, but knowing my luck that had nothing to do with it and
it would ocme back, since it did stop at one time, and ended up changing
to sound/d and then finally sound/i after I had put the validation func
in)
But now I have another problem.

I can't seem to precache any of these sounds, well rather, only one will
precache.

It seems that if I loop through all of them and call precache_sound on
each one, it ends up giving them all the same index!

Ie: right now, I load up a map, first thing that happens once the world
has been spawned is it parses all my scripts, calls precache on all the
sounds individually, then goes into w_precache, etc.

But, _all_ of those sounds are taking index 1, which is bad.

Anyone know of a way to dynamically precache stuff in this manner? I'm
going to continue at it till I figure it out, but I thought I'd ask
anyway, just incase I get stumped again.

-omega
http://www.frontline2.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stan
Bubrouski
Sent: October 21, 2003 11:28 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] SV_ReadClientMessage: unknown command char (255)

Jeffrey "botman" Broome wrote:

> Tony "omega" Sergi wrote:
>
>> This one is baffling me, the whole error is this:
>>
>> Resources to request: 0 bytes
>> Warning:  Unable to open sound/ for transfer
>
>
> This part... "Unable to open sound/ for transfer" looks like the
client
> is missing a resource file (specifically a sound file) and the server
is
> trying to send that file to the client.  There's no file name, just
the
> 'sound' directory, which is strange.  It's almost like you were able
to
> precache a NULL filename (i.e. sound/.wav) and the server is trying to
> send that file to the client since the client doesn't have it.
>

Could you compare the sounds that are successfully
loaded and see if there are any sounds you meant
to precache missing?

>> SV_ReadClientMessage: unknown command char (255)
>
>
> Not sure where the client command 0xFF (255) is coming from unless the
> above error caused the network stream become confused (not enough
stuff

Or just a corrupt packet,  Linksys style (far
more routers than just Linksys cause this problem;
just an example)

> was removed from the network stream after the "sound/" error occurred?
>

This was the same error I'd get behind routers
that incorrectly handled UDP packets.  This
has happened to me running client and server,
Some ethereal might be in order.

>> processing sound/
>
>
> Trying to process the non-existant "sound/.wav" file???
>
>> Bad command character in client command
>> Host_EndGame: Server disconnected

This goes along with the
SV_ReadClientMessage: unknown command char (255)

>>
>>
>> I can't for the life of me figure out why that I'm getting this
error,
>> furthermore, where that it's even getting "sound/" from.
>>
>> I've added debug output to PRECACHE_SOUND to see if I can find where
it
>> could be coming from, and everything looks correct. I've made a dump
of
>> the console here: http://omega.frontline2.com/condump.txt
>

Hmm I'll look in a bit.

>
> Wow!  You're precaching a LOT of sounds.  Could this be the problem
> (engine limit on the number of sounds that can be precached)???  Try
> removing a big chunk of them and see if the error goes away.  :)

But he's not precaching too many though...so something
else seems to be at play.

-sb
>
> --
> Jeffrey "botman" Broome
>
>
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