Marysia Feb 15, 2014 @ 1:33am
sound.cache colliding
Well, I tried to add some custom music to my L4D, so I created .vpk with sounds. Few of them didn't work at all, so I generated a seperate sound.cache for them. But then in "Add-Ons", game tells me that I have to check in console for colliding files, and I see something like this:
File sound/sound.cache collides in VPKs:
Some Dubstep/Nintendo games sound replacements
Old Spice charger sounds
What to do?
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Cavebob Spongeman Feb 15, 2014 @ 1:44am 
The conflict detector checks for similarities in file names between mods, as I understand. Sometimes these files will actually conflict, but unless they replace the same file, they probably won't. Try a play-test, and if the sounds work, ignore the conflict.
Last edited by Cavebob Spongeman; Feb 15, 2014 @ 1:45am
Marysia Feb 15, 2014 @ 2:34am 
Well, still works. But that leads to another problem.
Even cached, some sounds still refuse to play. I mean, for example, stepping-into-spitter-goo music plays properly, but everything else from the mod (like credits music) refuses to do it at all (stock music plays)
Cavebob Spongeman Feb 15, 2014 @ 3:46am 
Are the sound mods the proper format? Such as file structure, frequency, channel number, .wav type, audio length?
Last edited by Cavebob Spongeman; Feb 15, 2014 @ 3:46am
Marysia Feb 15, 2014 @ 4:48am 
They're all the same as the original files, when we're talking about format and stuff
Cavebob Spongeman Feb 15, 2014 @ 3:14pm 
Strange. I'm new to sound modding myself, so I can't help any further at this point. Hopefully someone else can shed light on your problems.
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Date Posted: Feb 15, 2014 @ 1:33am
Posts: 5