I'm hoping someone might have an idea before I just reinstall PR...I hate screwing stuff up, but I jacked up my game last week.
I had a game crash and lost my saved in-game control settings. Rather than replace my: "C:\Users\Me\Documents\Battlefield 2\Profiles\" settings with a backed up copy like a smart person...I instead replaced my: "C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr\settings" like a freaking noob. Now I am getting a MD5Tool Mismatch for my "SOUND.CON" file in there. I don't even remember why I saved copies of all of the files in this settings folder in the first place...FML.
I tried deleting it and I also tried copying a friend's sound.con with no luck. I fear I might have to bite the bullet and reinstall PR. My question to you smart guys is where is that file getting its information from, and what is not matching that is pissing Punkbuster off so badly?
-House
MD5Tool Mismatch: mods/pr/settings/sound.con
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w.WAREHOUSE
- Posts: 7
- Joined: 2007-07-03 18:14
Re: MD5Tool Mismatch: mods/pr/settings/sound.con
Here's what's in my SOUND.CON file:
rem ** Custom **
sound.masterVolume 1.0
rem ** Balance between 2d and 3d samples.
sound.setProperty "balance2d3d-default" 0.5
sound.setProperty "balance2d3d-eax" 0.5
rem ** Reverb and obstruction
vars.set sound-maxreverb 1
vars.set sound-reverb-steepness 0.55
vars.set sound-raylength 17
rem ** Obstruction when angle between listener, source and obstructing object
rem ** is 0 degrees
vars.set sound-obstruction-max 1.0
rem ** Size of listener's obstruction sphere
vars.set sound-listener-radius 0.15
rem ** Size of obstructing object (inserted at obstruction point)
vars.set sound-obstruction-radius 5
rem ** Ambient sound properties
sound.setProperty ambient-fade-time 1.3
sound.setProperty ambient-forced-fade-time 0.7
sound.setProperty ambient-indoor-obstruction 0
sound.setProperty ambient-indoor-obstruction-speed 0.08
rem ** Air absorption.
sound.setProperty airabsorption-eax-mindistance 5
sound.setProperty airabsorption-eax-maxdistance 320
rem ** Setup tinnitus. First file is the "tinnitus" sample, the second
rem ** file is the man down sample.
sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 2 0.88
rem ** Wind sound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.8
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/
sound.windSetup S_Wind 30.0
rem ** Factor of explosion radius that triggers the tinnitus effect
vars.set sound-tinnitus-range 1.05
rem ** Early sample prioritization
sound.setProperty prio-k-frontback 0
sound.setProperty prio-k-rightleft 0
sound.setProperty prio-k-age 0.5
sound.setProperty prio-age-only-distance 5
sound.setProperty prio-k-distance 1.0
rem ** Distance delay
rem ** Shortest distance from listener where distance delay will be applied
sound.setProperty distance-delay-threshold 5
rem ** Delay multiplier (1 means 1/300 s/m)
sound.setProperty distance-delay-factor 1
rem ** The linear gain where playing sounds get a negative bias in the
rem ** priority. They may also be muted.
sound.setProperty max-distance-cutoff 0.035
rem ** Doppler effect. Realistic doppler effect factor is 1
sound.dopplerEffect 1
rem ** Number of MB we require from the OpenAL provider. Some native drivers
rem ** can't always give us that (Creative).
sound.setProperty required-buffer-size 90
rem ** Custom **
sound.masterVolume 1.0
rem ** Balance between 2d and 3d samples.
sound.setProperty "balance2d3d-default" 0.5
sound.setProperty "balance2d3d-eax" 0.5
rem ** Reverb and obstruction
vars.set sound-maxreverb 1
vars.set sound-reverb-steepness 0.55
vars.set sound-raylength 17
rem ** Obstruction when angle between listener, source and obstructing object
rem ** is 0 degrees
vars.set sound-obstruction-max 1.0
rem ** Size of listener's obstruction sphere
vars.set sound-listener-radius 0.15
rem ** Size of obstructing object (inserted at obstruction point)
vars.set sound-obstruction-radius 5
rem ** Ambient sound properties
sound.setProperty ambient-fade-time 1.3
sound.setProperty ambient-forced-fade-time 0.7
sound.setProperty ambient-indoor-obstruction 0
sound.setProperty ambient-indoor-obstruction-speed 0.08
rem ** Air absorption.
sound.setProperty airabsorption-eax-mindistance 5
sound.setProperty airabsorption-eax-maxdistance 320
rem ** Setup tinnitus. First file is the "tinnitus" sample, the second
rem ** file is the man down sample.
sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 2 0.88
rem ** Wind sound
ObjectTemplate.create Sound S_Wind
ObjectTemplate.lowSamples 0
ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.8
ObjectTemplate.reverbLevel 0
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/
sound.windSetup S_Wind 30.0
rem ** Factor of explosion radius that triggers the tinnitus effect
vars.set sound-tinnitus-range 1.05
rem ** Early sample prioritization
sound.setProperty prio-k-frontback 0
sound.setProperty prio-k-rightleft 0
sound.setProperty prio-k-age 0.5
sound.setProperty prio-age-only-distance 5
sound.setProperty prio-k-distance 1.0
rem ** Distance delay
rem ** Shortest distance from listener where distance delay will be applied
sound.setProperty distance-delay-threshold 5
rem ** Delay multiplier (1 means 1/300 s/m)
sound.setProperty distance-delay-factor 1
rem ** The linear gain where playing sounds get a negative bias in the
rem ** priority. They may also be muted.
sound.setProperty max-distance-cutoff 0.035
rem ** Doppler effect. Realistic doppler effect factor is 1
sound.dopplerEffect 1
rem ** Number of MB we require from the OpenAL provider. Some native drivers
rem ** can't always give us that (Creative).
sound.setProperty required-buffer-size 90
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hx.bjoffe
- Posts: 1062
- Joined: 2007-02-26 15:05
Re: MD5Tool Mismatch: mods/pr/settings/sound.con
I think you're quicker off just reinstalling PR (given you didn't delete the installer).
Remember, it's BF2 that takes a long time installing, with all the patches.
Besides, it might be enough just reinstalling core, and you're done within 2 mins.
Remember, it's BF2 that takes a long time installing, with all the patches.
Besides, it might be enough just reinstalling core, and you're done within 2 mins.
