Turns out if you use the files that the game won't precache in an event that doesn't happen in that level, the game will suddenly realize it's supposed to use these files and will precache them! Yay!
Example, in c2m1_highway_level_sounds:
//An event that isn't used in this level, but the game still sees it, and will precache the files this event uses.
And later in the script:
Posted by RndwaveIsMyFriend
I think I managed to work around it the first time by renaming the file to the one I was replacing and copying the directory path, but that won't work this time.
There are a handful of audio files that have a chance of playing when Nick says one of his pipe bomb lines. Using the old method would only allow one replacement file per line, which I suspect will grow old fast.
Currently, I'm only testing 2 per line, one with the voice line included (RuinBombVoice) and one that's just the song (RuinBomb). Interestingly enough, the game will always try to play RuinBombVoice and then give the "sound not precached" error in the console. Forcing it to play RuinBomb instead doesn't show an error in the console, but it is likewise nonfunctional.
I tried moving the mod folder to addons and using the suggested console command, but got the same results. Does anyone know why this message shows up and how to beat it?
Posted by Evil King SombraUnfortunately, that didn't work, either. You think maybe it's something that you just can't modify with sound scripts?
You haven't rebuilt your overall sound cache. Enter the game open the console type snd_rebuildaudiocache and wait for it to finish. Note that you cannot do anything while this is working.
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There are certain - .
My first attempt at help was a dead end, so I decided to try a different method altogether.
I have a handful of custom ubercharge sounds longer than 8 seconds, and unfortunately the game will...