We're pretty sure that these files are restricted due to the new sv_pure
convar introduced around the time this issue was reported. We have all
been too busy on shipping The Orange Box to look into this. Sorry about
that.

Please try this experiment:

1. Check the value of 'sv_pure' on the dedicated and listen servers; I'm
guessing the value will be '0' on the server that is working
2. If 'sv_pure' is '1' on the listen server then set it to '0' and try
reloading the level
3. If custom sounds now work, set it back to '1' and make sure that the
'pure_server_whitelist.txt' file has the location of your sound files
with the 'allow_from_disk' attribute associated with that path. Refer to
http://developer.valvesoftware.com/wiki/Pure_Servers for more info on
that file.

Please let me know if this problem is fixed by modifying the whitelist
file.

-Mike
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
Sent: Tuesday, August 28, 2007 7:55 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Broken custom sound scripts?

I did more testing on this myself after the last series of emails, and
the
only thing I found was that the custom soundscripts still seem to work
on
dedicated servers, just not listen servers.  I don't know if this is
something about my mod or not though, but I figured it might be able to
help
pinpoint the problem.


>From: Jeremy <[EMAIL PROTECTED]>
>Reply-To: hlcoders@list.valvesoftware.com
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] Broken custom sound scripts?
>Date: Tue, 28 Aug 2007 18:21:41 -0700
>
>--
>[ Picked text/plain from multipart/alternative ]
>Any followup to this? It looks like we're going to have to release our
mod
>with the sounds for all maps pre-cached all the time for now by
referencing
>them all in the manifest. It's not ideal, especially once the influx of
3rd
>party maps start coming in. It's not very workable to expect users to
edit
>their manifest files to add references to new 3rd party maps they
download,
>or even overwrite their manifest file. Would be great if this issue
were
>addressed asap.
>
>Jeremy
>
>On 7/30/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > We think it may have something to do with the sv_pure changes to the
> > engine that we've made in the last month. We are investigating more
-
> > thanks for bringing this to our attention.
> >
> > -Mike
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> > Sent: Sunday, July 29, 2007 5:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Broken custom sound scripts?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Valve, can you please comment on this being broken?
> >
> > On 7/28/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > >
> > > Right. Including them in the manifest is a bad solution. You can't
> > expect
> > > all 3rd party maps to keep building up on the global sound cache,
or
> > require
> > > the user to add include lines to their manifest. Sounds like they
are
> > > broken. That sucks. According to some forum history for our mod
they
> > worked
> > > at some point.
> > >
> > > Jeremy
> > >
> > > On 7/28/07, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> > > >
> > > > No, the whole point of the custom level soundscripts is that you
> > don't
> > > > have
> > > > to include them in the manifest, they only load for a specific
map,
> > and
> > > > are
> > > > removed/reverted when the map changes.  The normal soundscripts
> > still
> > > > work
> > > > fine.
> > > >
> > > >
> > > > >From: "Matt Stafford" <[EMAIL PROTECTED]>
> > > > >Reply-To: hlcoders@list.valvesoftware.com
> > > > >To: hlcoders@list.valvesoftware.com
> > > > >Subject: Re: [hlcoders] Broken custom sound scripts?
> > > > >Date: Sat, 28 Jul 2007 18:02:09 +1000
> > > > >
> > > > >--
> > > > >[ Picked text/plain from multipart/alternative ]
> > > > >I don't think we've had a problem with them. You are including
them
> > in
> > > > the
> > > > >sound manifest files, right?
> > > > >
> > > > >On 7/28/07, Hyperjag 3 < [EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > I can confirm this.  I had used some custom soundscripts in
a
> > map a
> > > > >while
> > > > > > ago, and they worked fine, but when I tried the map again a
week
> > or
> > > > so
> > > > > > ago,
> > > > > > the sounds weren't loaded.  I however did see a devmessage
the
> > first
> > > > >time
> > > > > > a
> > > > > > sound from a custom script was called, but it was just a
generic
> > "
> > > > > > sound.name
> > > > > > entry not found" message.
> > > > > >
> > > > > >
> > > > > > >From: Jeremy <[EMAIL PROTECTED]>
> > > > > > >Reply-To: hlcoders@list.valvesoftware.com
> > > > > > >To: hlcoders@list.valvesoftware.com
> > > > > > >Subject: [hlcoders] Broken custom sound scripts?
> > > > > > >Date: Fri, 27 Jul 2007 22:05:49 -0700
> > > > > > >
> > > > > > >--
> > > > > > >[ Picked text/plain from multipart/alternative ]
> > > > > > >Can anyone else confirm if the custom sound scripts are
broken
> > for
> > > > them
> > > > > > or
> > > > > > >if it is just us.
> > > > > > >
> > > > > > >Sounds definitions in maps/mapname_level_sounds.txt should
> > work,
> > > > but is
> > > > > > not
> > > > > > >in our mod. Apparently it did at one time for us.
> > > > > > >
> > > > > > >I can confirm the file is being found in
LevelInitPreEntity,
> > and
> > > > being
> > > > > > >passed to soundemitterbase->AddSoundOverrides( scriptfile
);
> > The
> > > > > > >ShouldPreload check after that fails on every iteration of
the
> > > > loop(if
> > > > > > that
> > > > > > >matters), and we don't hear the sounds we're defining.
> > > > > > >
> > > > > > >We're precaching them, and there are no devmessages about
the
> > sound
> > > > >when
> > > > > > >EmitSound is called, so in theory it looks like its loaded
in
> > some
> > > > >form.
> > > > > > >It's not on the soundlist (console command)
> > > > > > >
> > > > > > >Thanks
> > > > > > >Jeremy
> > > > > > >--
> > > > > > >
> > > > > > >_______________________________________________
> > > > > > >To unsubscribe, edit your list preferences, or view the
list
> > > > archives,
> > > > > > >please visit:
> > > > > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > >
> > > > > >
> > > > > >
> > _________________________________________________________________
> > > > > >
http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07
> > > > > >
> > > > > >
> > > > > > _______________________________________________
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > > > > please visit:
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> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > >--
> > > > >Matt Stafford (Wraiyth)
> > > > >http://www.wraiyth.com
> > > > >NightFall HL2 Mod - http://www.nightfallmod.com
> > > > >--
> > > > >
> > > > >_______________________________________________
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> > archives,
> > > > >please visit:
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> > > > >
> > > >
> > > >
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> > > >
> > >
> > --
> >
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