Unknown error - "Validatelump: odd size for lump 14"

Discussion in 'Mapping Questions & Discussion' started by Werewolf, Oct 20, 2015.

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    I've just had an error that Google can't seem to solve so I'm trying here.

    I compiled my map and was building the cubemaps when TF2 suddenly crashes giving me this error: "Validatelump: odd size for lump 14"
    [​IMG]
    I have never had this error before and Google results don't offer much help.

    Here's the kicker though - I had just compiled an identical version of the same map with the only difference being a slight rename. It's a Deathrun map meaning you have to make both a DR_<map> and VSH_DR_<map>.

    The dr_ version compiled fine, built cubemaps as normal then repacked it with bsp_repack. I then saved the map under the different name and was going to do the exact same process when the crash happened.

    So, does anyone have any idea on what happened and how to fix it?

    EDIT: Forgot to add the compile log:

    Code:
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 372 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
      skybox/sky_hydro_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_hydro_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
    Building Physics collision data...
    done (1) (614759 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 6224 texinfos to 2214
    Reduced 235 texdatas to 191 (10465 bytes to 8498)
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    9 seconds elapsed
    
    
    
    3 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.prt
    498 portalclusters
    1031 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 61 visible clusters (0.11%)
    Total clusters visible: 57379
    Average clusters visible: 115
    Building PAS...
    Average clusters audible: 194
    visdatasize:35134  compressed from 63744
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    0 seconds elapsed
    
    
    
    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']
    
    [Reading texlights from 'H:\Documents\Mapping\0. My Projects\DR_4halls\dr_4halls.rad']
    [2 texlights parsed from 'H:\Documents\Mapping\0. My Projects\DR_4halls\dr_4halls.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    10433 faces
    2 degenerate faces
    9589275 square feet [1380855552.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    10431 patches before subdivision
    480773 patches after subdivision
    4253 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 115745152, max 1758
    transfer lists: 883.1 megs
    0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(5858578, 4457321, 3578982)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(1347555, 915613, 712266)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(357719, 230083, 163912)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(108383, 66537, 43333)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(33302, 19669, 11665)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(10716, 6134, 3327)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(3534, 1970, 982)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(1202, 656, 303)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(420, 225, 97)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(151, 79, 32)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(55, 29, 11)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(21, 11, 4)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(8, 4, 1)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(3, 2, 1)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(1, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10   Bounce #16 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1500 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    4112 of 4120 (99% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
    Ready to Finish
    
    Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------  ---------------  ---------------  --------
    models  387/1024  18576/49152  (37.8%)
    brushes  1351/8192  16212/98304  (16.5%)
    brushsides  10384/65536  83072/524288  (15.8%)
    planes  7822/65536  156440/1310720  (11.9%)
    vertexes  13693/65536  164316/786432  (20.9%)
    nodes  4910/65536  157120/2097152  ( 7.5%)
    texinfos  2214/12288  159408/884736  (18.0%)
    texdata  191/2048  6112/65536  ( 9.3%)
    dispinfos  0/0  0/0  ( 0.0%)
    disp_verts  0/0  0/0  ( 0.0%)
    disp_tris  0/0  0/0  ( 0.0%)
    disp_lmsamples  0/0  0/0  ( 0.0%)
    faces  10433/65536  584248/3670016  (15.9%)
    hdr faces  0/65536  0/3670016  ( 0.0%)
    origfaces  4472/65536  250432/3670016  ( 6.8%)
    leaves  5298/65536  169536/2097152  ( 8.1%)
    leaffaces  13010/65536  26020/131072  (19.9%)
    leafbrushes  3227/65536  6454/131072  ( 4.9%)
    areas  12/256  96/2048  ( 4.7%)
    surfedges  65716/512000  262864/2048000  (12.8%)
    edges  37420/256000  149680/1024000  (14.6%)
    LDR worldlights  4253/8192  374264/720896  (51.9%)
    HDR worldlights  0/8192  0/720896  ( 0.0%)
    leafwaterdata  6/32768  72/393216  ( 0.0%)
    waterstrips  678/32768  6780/327680  ( 2.1%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  11586/65536  23172/131072  (17.7%)
    cubemapsamples  39/1024  624/16384  ( 3.8%)
    overlays  82/512  28864/180224  (16.0%)
    LDR lightdata  [variable]  44321992/0  ( 0.0%)
    HDR lightdata  [variable]  0/0  ( 0.0%)
    visdata  [variable]  35134/16777216 ( 0.2%)
    entdata  [variable]  332650/393216  (84.6%) VERY FULL!
    LDR ambient table  5298/65536  21192/262144  ( 8.1%)
    HDR ambient table  5298/65536  21192/262144  ( 8.1%)
    LDR leaf ambient  9820/65536  274960/1835008  (15.0%)
    HDR leaf ambient  5298/65536  148344/1835008  ( 8.1%)
    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]  1/8102  ( 0.0%)
    pakfile  [variable]  4676434/0  ( 0.0%)
    physics  [variable]  614759/4194304  (14.7%)
    physics terrain  [variable]  2/1048576  ( 0.0%)
    
    Level flags = 1
    
    Total triangle count: 26620
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    18 minutes, 59 seconds elapsed
     
    Last edited: Mar 30, 2016
  2. ics

    aa ics http://ics-base.net

    Messages:
    664
    Positive Ratings:
    412
  3. Izotope

    aa Izotope Never releases maps

    Messages:
    609
    Positive Ratings:
    571
    Why bother making vsh_dr_ versions?
    DR server owners should get a decent plugin and stop using the VSH mod.
    People who want to play dr get all this crap they don't want to download for vsh, that's why I'm so mad about dr servers using vsh.

    Did you compile the vsh_dr_ version as dr_ and then copied it+rename? If so, just try to save the VMF as vsh_dr_ and compile it.
    Not a clue how this would solve things, but it just might.

    Don't support dr servers using vsh.
     
  4. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    That's not what I did. Up until this point I had not created the vsh_ version, and I did not rename the .bsp file. I did 'Save as' in Hammer and change the title there before compiling.
     
  5. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Yes I know we've had that discussion before. But then you get people like the SaxtonHell server who just go an rename or edit any map without the vsh_ prefix on it. I know so because I didn't release a vsh_ version of DR_Bank_V1, and yet they hosted a map called vsh_dr_bank_v1.

    I had saved the v2 as dr_v3, then when that compiled and came out fine I used 'Save As' and saved it as vsh_dr_v3.

    Anyway just tried Validting my TF2, it came back with 2 missing files which it has downloaded. I have another compile in the works as I type this so will report back.
     
  6. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Validating my TF2 did nothing. Compiled the map, went to build cubemaps and it crashed with the exact same error.

    As I have a version of the dr_ version ready for distribution, I will see if recompiling that version works or not. I don't know if it will make a difference as it is identical to the vsh_ version.
     
  7. Izotope

    aa Izotope Never releases maps

    Messages:
    609
    Positive Ratings:
    571
    Then let communities like them host a renamed map with the risk of breaking it and the packed assets that would require the original name.
    And if they otherwise edit the map to make it work, that would be disgraceful. Shame on whoever does that.
     
  8. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    No cancer joke? I can't be the only one with a cancer joke
     
  9. henke37

    aa henke37

    Messages:
    1,876
    Positive Ratings:
    440
    My gut feeling says "compression bugs". I've never trusted the lump compression code.
     
  10. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Just tried compiling the map today to add in something new and noticed it was not updating the map. Checked the compile log and it seems vvis is not running at all. I usually compile in expert mode (to make use of the -threads command) but compiling in normal mode with vvis set to both 'fast' and 'normal' makes no difference. VVIS does not run.

    Compile log:
    Code:
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.vmf"
    
    Valve Software - vbsp.exe (Oct 14 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    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 372 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
      skybox/sky_hydro_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_hydro_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
    Building Physics collision data...
    done (2) (617631 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 6267 texinfos to 2222
    Reduced 235 texdatas to 191 (10465 bytes to 8498)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    9 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3"
    
    Valve Software - vvis.exe (Oct 14 2015)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.prt
     500 portalclusters
    1034 numportals
    BasePortalVis:  0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 1402 visible clusters (2.06%)
    Total clusters visible: 68208
    Average clusters visible: 136
    Building PAS...
    Average clusters audible: 204
    visdatasize:36956  compressed from 64000
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\vsh_dr_4halls_v3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\vsh_dr_4halls_v3.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid -noborder -dev -allowdebug +map "vsh_dr_4halls_v3" -steam
     
  11. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Just tried compiling under another new name (vsh_dr_4halls_v3a) and it all worked, despite there being no changes to the map itself.

    Hammer does make me go WTF some times.....
     
  12. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Sorta solved it. I thought it was not creating a version of the map with cubemaps as it was crashing, but it seems it was. Everytime I compiled the map it would then tell TF2 to load the map, so it would load the cubemapped version from the tf/maps folder, not the newer version from tf/downloads/maps.

    Still no explanation as to why vvis is taking 0 seconds to run, but surely that's impossible?
     
  13. JMaxchill

    JMaxchill L5: Dapper Member

    Messages:
    220
    Positive Ratings:
    64
    I would suggest that you backup then delete the BSPs for this in the /tf/ folder, then try compiling and see what happens.
     
  14. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Just done that and the map compiled fine, though I have not tried building cubemaps to see if the original problem is gone.
     
    • Thanks Thanks x 1
  15. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    752
    Positive Ratings:
    212
    Compiled it with cubemaps and it all worked fine and normal. So far as I can guess, it may have been fixed in a patch a couple days ago. So while its fixed, unfortunately I can't say how it was fixed.