File encoding was one of the things I looked at before posting here, in any
case I repeat that linux client is able to load sound scripts and
soundscapes when listen server is created. They are the same base sound
scripts, same game libs, etc. The SDK bin directory may differ a bit I
guess since dedicated servers require a few different libs.

I tried a gcc 4.8 compile just in case. No improvement, the stock SDK build
shows same issue. I don't really know what else to try.

To be honest, I'd not care anymore about this mess if it wasn't because the
current version of my mod on Steam is a nice engineered backdoor disguised
as game. It's not my fault, I merged the fixes the first day they were
available, I can't just ship a mod that gets near 2 million installs
without sounds working properly.

Thanks anyway.



It's probably the encoding of the txt file.
>
>
> On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell <rebel.y3ll at gmail.com 
> <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>> wrote:
>
> >* I decided to compile the stock SDK 2013 code today and the linux build
> *>* outputs the same error message when dedicate server is loading:
> *>>* CSoundscapeSystem::Init:  Manifest 'scripts/soundscapes_manifest.txt' 
> with
> *>* bogus file type 'ls/extinguish2_subrect', expecting 'file'
> *>>* Also note that these message errors appear no matter if
> *>* soundscapes_manifest.txt is present or not, it's like the actual file 
> isn't
> *>* used at all.
> *>>* My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the code 
> with
> *>* gcc 4.6
> *>>* Do you guys think there's an error in my setup or this engine build isn't
> *>* functioning properly?
> *
>
>
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