I'm getting the same error with QE, Map 2, single player.

Warning:  Table soundprecache is full, can't add
ambient/levels/streetwar/city_battle19.wav
Host_Error: CEngineSoundServer::PrecacheSound:
'ambient/levels/streetwar/city_battle19.wav' overflow

I was able to run it five months ago.

This has been a problem for people in the past before this update (in
August), but it didn't affect me until now. I wonder what the actual cause
is....



On Mon, Oct 10, 2011 at 6:18 AM, ics <i...@ics-base.net> wrote:

> Sounds (oh the irony if you get the joke) like valve has decreased allowed
> limits as they prepare for bringing l4d maps to xbox. Fixing campaigns at
> this point by every author feels pointless to me. Valve just needs to
> increase table size to fix it
>
> -ics
>
> ----- Alkuperäinen viesti -----
> > Just letting everyone know that the recent patch seems to have broken
> > something in L4D2.   Effectively when a map with a certain number of
> > ambient entities are present is loaded, it'll do one of two things:
> > Remain stuck in the saferoom (if during a level transition) or get
> > booted to the main menu (if loading the map directly from the shell).
> > This apparently has impacted not just my campaigns but a number of
> > released ones, including Suicide Blitz, Questionable Ethics (map 2) and
> > I've heard reported I Hate Mountains among others.   The message will
> > appear similar to this, with a different sound file depending on the map:
> >
> > *Warning: Table soundprecache is full, can't add
> > ambient/atmosphere/crucial_indoor1.wav
> >
> > Host_Error: CEngineSoundServer::PrecacheSound:
> > 'ambient/atmosphere/crucial_indoor1.wav' overflow
> >
> > *I'm mostly throwing this out there so anyone with a campaign can check
> > to see if theirs has been effective, and submit a bug report/e-mail to
> > Valve to let them know this is not only an issue, but an issue effecting
> > a wide swath of custom content in the hopes it will get corrected
> > shortly.   The alternative will be map makers needing to release updated
> > versions with a huge number of sounds removed, then re-releasing them
> > after it's correction and that's definitely an unfortunate option to say
> > the least.
> >
> > Anyway, just bringing it to everyone's attention.   Again, deleting sound
> > entities (or simply hiding them for now) will allow the maps to remain
> > playable even if the solution is somewhat ugly for those of you hitting
> > this issue with test maps.   I hope this information helps!
> > _______________________________________________
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> > L4Dmapper@list.valvesoftware.com
> > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
>
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