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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