ValveSoftware / halflife

Half-Life 1 engine based games

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trigger_cdaudio no longer works

djearthquake opened this issue · comments

Since anniversary update maps no longer play trigger_cdaudio.

Tested this.
I have the latest steam version up to date, and there is no issue.
Is the "Mp3 volume" slider in the audio tab from the options menu lowered?
I recommend you typing in the console menu "MP3Volume 1".
If you are building a map, with the entity "target_cdaudio", it is only activated when you use a "trigger" brush..

Thanks for testing. This is on existing map well established map released years ago. It has worked up until the anniversary or surrounding that time. I use mp3 audio a lot and the slider is up, testing on Linux host and client.

Would you tell me what map it is?

Screenshot from 2023-12-31 07-53-34

It was on multiplayer. I am going to leave the map name out of it. I can type command in console and it plays what the map used to automatically for years prior to the anniversary updates.

That is the map maker's problem and not Half-Life's problem.
I entered "cd play 24" and it worked perfectly well on main menu and in-game.
Please close this issue and message the author to update it.

The cd command is blocked in multiplayer because one of its features allows the PC's CD tray to be opened. The mp3 command is allowed in multiplayer and offers a safe subset of the cd command's features.

The cdaudio entities use the cd command which is why they don't work in multiplayer.

Thank you Sammy!
I can type it in console also and am aware of the client command restrictions. I removed the ents from the well established map with Amxx for now. Again half a decade it was working flawlessly.
The last time it screwed up I saw this:

L 01/05/2024 - 13:06:00: FATAL ERROR (shutting down): SZ_GetSpace: Tried to write to an uninitialized sizebuf_t: ???

1 player no bots...

If Valve, Steam whomever is trying to protect clients by not letting the CD tray open well this day and age the DVR is an option not a standard and it should not crash servers who are hosting their game as a result. Slop work.

The same failure occurs on single player testing on Linux.