That is an interesting point. When I get home I will try my own campaign, it
was definitely working before the update.

On Mon, Oct 10, 2011 at 9:14 AM, Arthur Lin <[email protected]> wrote:

> 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 <[email protected]> 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
> > > [email protected]
> > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
> >
> > _______________________________________________
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> >
> _______________________________________________
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-- 
Eugenio "Motanum" Roman

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