Packing a custom soundscape causes an index error

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L1: Registered
Apr 15, 2025
1
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So, I'm currently working on a jailbreak map, and I've made a few custom soundscapes for the minigames. When I compile the map using compilepal, both the VVIS and VRAD compile properly, but as soon as the compiler tries to pack the soundscapes into the bsp, it explodes and gives me an IndexOutOfRangeException. I've tried packing the map without the soundscapes and everything works normally, it's only when it tries to pack the soundscape file that it runs into an issue. I've tried multiple fixes over the past few days and nothing's worked, including using different versions of compilepal and reformatting my soundscape file (like 20 times). I've tried manually packing just the soundscape into the bsp using VIDE, but that just causes the soundscapes to not play. Checking the log using interloper's old error checker only returns some basic zero area child patches and a broken model that I'm too lazy to fix, both of which aren't related to this issue.

The error that I get:
Screenshot 2025-05-03 012500.png

Full compile log:
Starting a 'Normal' compile.
Starting compilation of jb_coastal_v1a
Valve Software - vbsp.exe (Mar 1 2025)
14 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jb_coastal_v1a.vmf
Patching WVT material: maps/jb_coastal_v1a/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/jb_coastal_v1a/egypt/sky_sand_waves_01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 236 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jb_coastal_v1a.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_havana_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_havana_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
"eggs_poster" - "materials/eggs_poster.vtf.vtf": cached version doesn't exist
"toaster_sticker" - "materials/toaster_sticker.vtf.vtf": cached version doesn't exist
"josukeposter" - "materials/josukeposter.vtf.vtf": cached version doesn't exist
"firstaid_overlay" - "materials/firstaid_overlay.vtf.vtf": cached version doesn't exist
"medic_overlay" - "materials/medic_overlay.vtf.vtf": cached version doesn't exist
Building Physics collision data...

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (0) (361392 bytes)
Error! prop_static using model "models/tf2ware_ultimate/explosive_barrel.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/tf2ware_ultimate/explosive_barrel.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2617 texinfos to 1459
Reduced 105 texdatas to 88 (2909 bytes to 2378)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jb_coastal_v1a.bsp
Wrote ZIP buffer, estimated size 181417, actual size 178925
2 seconds elapsed
Valve Software - vvis.exe (Mar 1 2025)
14 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jb_coastal_v1a.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jb_coastal_v1a.prt
2006 portalclusters
6419 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1462)
Optimized: 9797 visible clusters (1.00%)
Total clusters visible: 976930
Average clusters visible: 487
Building PAS...
Average clusters audible: 1496
visdatasize:734460 compressed from 1027072
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jb_coastal_v1a.bsp
24 minutes, 23 seconds elapsed
Valve Software - vrad.exe SSE (Mar 1 2025)

Valve Radiosity Simulator
14 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jb_coastal_v1a.bsp
Setting up ray-trace acceleration structure... Done (0.63 seconds)
7608 faces
3 degenerate faces
2742265 square feet [394886144.00 square inches]
37 Displacements
70993 Square Feet [10223088.00 Square Inches]
7605 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
137309 patches after subdivision
sun extent from map=0.087156
105 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 15036801, max 1136
transfer lists: 114.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(387412, 248755, 206044)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(108336, 67640, 50839)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(29952, 19568, 13851)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9851, 6062, 3895)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3005, 1881, 1134)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1043, 612, 335)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(342, 199, 101)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(123, 67, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(43, 23, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(16, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0673 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 62/1024 2976/49152 ( 6.1%)
brushes 2050/8192 24600/98304 (25.0%)
brushsides 16529/65536 132232/524288 (25.2%)
planes 5310/65536 106200/1310720 ( 8.1%)
vertexes 11942/65536 143304/786432 (18.2%)
nodes 4921/65536 157472/2097152 ( 7.5%)
texinfos 1459/12288 105048/884736 (11.9%)
texdata 88/2048 2816/65536 ( 4.3%)
dispinfos 37/0 6512/0 ( 0.0%)
disp_verts 2997/0 59940/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 100952/0 100952/0 ( 0.0%)
faces 7608/65536 426048/3670016 (11.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2920/65536 163520/3670016 ( 4.5%)
leaves 4984/65536 159488/2097152 ( 7.6%)
leaffaces 9079/65536 18158/131072 (13.9%)
leafbrushes 4888/65536 9776/131072 ( 7.5%)
areas 4/256 32/2048 ( 1.6%)
surfedges 48312/512000 193248/2048000 ( 9.4%)
edges 26651/256000 106604/1024000 (10.4%)
LDR worldlights 105/8192 9240/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 746/32768 7460/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 11811/65536 23622/131072 (18.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 50/512 17600/180224 ( 9.8%)
LDR lightdata [variable] 6218920/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 734460/16777216 ( 4.4%)
entdata [variable] 124295/393216 (31.6%)
LDR ambient table 4984/65536 19936/262144 ( 7.6%)
HDR ambient table 4984/65536 19936/262144 ( 7.6%)
LDR leaf ambient 16155/65536 452340/1835008 (24.7%)
HDR leaf ambient 4984/65536 139552/1835008 ( 7.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/51614 ( 0.0%)
pakfile [variable] 178925/0 ( 0.0%)
physics [variable] 361392/4194304 ( 8.6%)
physics terrain [variable] 5281/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 21410
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\jb_coastal_v1a.bsp
26 seconds elapsed
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\jb_coastal_v1a.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\jb_coastal_v1a.bsp
1 File(s) copied
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Something broke:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at CompilePalX.Compilers.BSPPack.AssetUtils.findSoundscapeSounds(String fullpath) in D:\a\CompilePal\CompilePal\CompilePalX\Compilers\BSPPack\AssetUtils.cs:line 513
at CompilePalX.Compilers.BSPPack.PakFile..ctor(BSP bsp, List`1 sourceDirectories, List`1 includeFiles, List`1 excludedFiles, List`1 excludedDirs, List`1 excludedVpkFiles, String outputFile) in D:\a\CompilePal\CompilePal\CompilePalX\Compilers\BSPPack\PakFile.cs:line 127
at CompilePalX.Compilers.BSPPack.BSPPack.Run(CompileContext context, CancellationToken cancellationToken) in D:\a\CompilePal\CompilePal\CompilePalX\Compilers\BSPPack\Pack.cs:line 242
An error cancelled the compile.
Compile forcefully ended.

'Normal' compile finished in 00:24:54
My soundscape file:
"speedrun.inside"
{
dsp 4
playlooping
{
volume 1
wave "#coastal_sounds/speedrun_music.mp3"
}
}
"waves.outside"
{
playlooping
{
volume 1
wave "#coastal_sounds/loop_waveambience.wav"
}
}
"coastal.silence"
{
dsp 4
playlooping
{
volume 1
wave "#coastal_sounds/silence.mp3"
}
}