I've spent a happy evening dubbing 80s pop epics and glam rock over
TF2's ubercharge sound, and it works perfectly when I use playgamesound.
But when I connect to a server, even if sv_pure = 0 the stock sound
plays. I have a horrible feeling it's because the path of the actual
sound file is passed to the client instead of the soundscript entry.
Here's what's on my client:
TFPlayer.InvulnerableOn
{
channel CHAN_STATIC
volume 1
soundlevel SNDLVL_120dB
rndwave
{
wave player/invulnerable_on_crimsontide.wav
wave player/invulnerable_on_darkness.wav
wave player/invulnerable_on_flashdance.wav
wave player/invulnerable_on_heart.wav
wave player/invulnerable_on_italianjob.wav
wave player/invulnerable_on_katebush.wav
wave player/invulnerable_on_marvingaye.wav
wave player/invulnerable_on_nightwish.wav
wave player/invulnerable_on_pirates.wav
wave player/invulnerable_on_queen.wav
wave player/invulnerable_on_strawbs.wav
}
}
Here's what's on all servers not started by me:
TFPlayer.InvulnerableOn
{
channel CHAN_STATIC
volume 1
soundlevel SNDLVL_120dB
wave player/invulnerable_on.wav
}
I'm not actually overwriting invulnerable_on.wav, so I can only conclude
that the soundscript is being bypassed.
Not only is this very irritating, but it must be a real waste of
bandwidth to network a string for every damn server-side sound (consider
vo\heavy_thanksfortheteleporter01.wav, 37 ASCII characters for that!).
Is there any way around it? Perhaps it's a good area to look at
optimising traffic in?
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