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Valve, can you please comment on this being broken?

On 7/28/07, Jeremy <[EMAIL PROTECTED]> wrote:
>
> Right. Including them in the manifest is a bad solution. You can't expect
> all 3rd party maps to keep building up on the global sound cache, or require
> the user to add include lines to their manifest. Sounds like they are
> broken. That sucks. According to some forum history for our mod they worked
> at some point.
>
> Jeremy
>
> On 7/28/07, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> >
> > No, the whole point of the custom level soundscripts is that you don't
> > have
> > to include them in the manifest, they only load for a specific map, and
> > are
> > removed/reverted when the map changes.  The normal soundscripts still
> > work
> > fine.
> >
> >
> > >From: "Matt Stafford" <[EMAIL PROTECTED]>
> > >Reply-To: hlcoders@list.valvesoftware.com
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: Re: [hlcoders] Broken custom sound scripts?
> > >Date: Sat, 28 Jul 2007 18:02:09 +1000
> > >
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >I don't think we've had a problem with them. You are including them in
> > the
> > >sound manifest files, right?
> > >
> > >On 7/28/07, Hyperjag 3 < [EMAIL PROTECTED]> wrote:
> > > >
> > > > I can confirm this.  I had used some custom soundscripts in a map a
> > >while
> > > > ago, and they worked fine, but when I tried the map again a week or
> > so
> > > > ago,
> > > > the sounds weren't loaded.  I however did see a devmessage the first
> > >time
> > > > a
> > > > sound from a custom script was called, but it was just a generic "
> > > > sound.name
> > > > entry not found" message.
> > > >
> > > >
> > > > >From: Jeremy <[EMAIL PROTECTED]>
> > > > >Reply-To: hlcoders@list.valvesoftware.com
> > > > >To: hlcoders@list.valvesoftware.com
> > > > >Subject: [hlcoders] Broken custom sound scripts?
> > > > >Date: Fri, 27 Jul 2007 22:05:49 -0700
> > > > >
> > > > >--
> > > > >[ Picked text/plain from multipart/alternative ]
> > > > >Can anyone else confirm if the custom sound scripts are broken for
> > them
> > > > or
> > > > >if it is just us.
> > > > >
> > > > >Sounds definitions in maps/mapname_level_sounds.txt should work,
> > but is
> > > > not
> > > > >in our mod. Apparently it did at one time for us.
> > > > >
> > > > >I can confirm the file is being found in LevelInitPreEntity, and
> > being
> > > > >passed to soundemitterbase->AddSoundOverrides( scriptfile ); The
> > > > >ShouldPreload check after that fails on every iteration of the
> > loop(if
> > > > that
> > > > >matters), and we don't hear the sounds we're defining.
> > > > >
> > > > >We're precaching them, and there are no devmessages about the sound
> > >when
> > > > >EmitSound is called, so in theory it looks like its loaded in some
> > >form.
> > > > >It's not on the soundlist (console command)
> > > > >
> > > > >Thanks
> > > > >Jeremy
> > > > >--
> > > > >
> > > > >_______________________________________________
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> > > > >please visit:
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> > > > >
> > > >
> > > > _________________________________________________________________
> > > > http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07
> > > >
> > > >
> > > > _______________________________________________
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> > > > please visit:
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> > > >
> > > >
> > >
> > >
> > >--
> > >Matt Stafford (Wraiyth)
> > >http://www.wraiyth.com
> > >NightFall HL2 Mod - http://www.nightfallmod.com
> > >--
> > >
> > >_______________________________________________
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> > >please visit:
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> > >
> >
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> >
>
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