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 > > > > _______________________________________________ > > L4Dmapper mailing list > > [email protected] > > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > > > _______________________________________________ > L4Dmapper mailing list > [email protected] > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > -- Eugenio "Motanum" Roman [email protected] http://twitter.com/#!/MotanumR http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium _______________________________________________ L4Dmapper mailing list [email protected] http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
