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! > > _______________________________________________ > > L4Dmapper mailing list > > L4Dmapper@list.valvesoftware.com > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > _______________________________________________ > L4Dmapper mailing list > L4Dmapper@list.valvesoftware.com > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > _______________________________________________ L4Dmapper mailing list L4Dmapper@list.valvesoftware.com http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper