Regarding the libraries scenefilecache and soundemittersystem:
Compile your dedicated server with -D_DLL_EXT=_srv.so instead of just
".so". The server (game) lib loads those SOs using the file ending
provided by the _DLL_EXT preprocessor define.
The loading of soundscapes is indeed broken. The
Found the issue. Turns out the dedicated server depot for SDK 2013 lacks 2
libs:
scenefilecache.so and soundemittersystem.so. While games as CS:S work fine
without those, mods complain about those missing files and server shuts
down with this message:
AppFramework : Unable to load module soundemit
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 de
It's probably the encoding of the txt file.
On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell 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_m
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
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