Got An Unusual SDK Compile Error "Lua_shared003"

Hi there.

First of all I just want to mention I would have put this in the SDK mega help thread but I couldn’t see it. As well I want to say I have mapped on Garry’s Mod before, just not within this year.

So my problem is I simply cannot compile any of my maps, as after trying everything I know I still get this same error after SDK tries to compile anything I throw at it.

“Error (1) Loading LUASHARED003 from lua_shared”

Of course I goggled that error message before anything and it seems to be a error generally has to do with Gmod Server Hosting… Not Source SDK. I couldn’t find anything about it anywhere except on one help thread. And that was in German with nobody answering it…

I also tried to make sure that my SDK is compatible with GMOD 13 before going on here. Thought I’ve gone through the right tutorials for setting up the right configuration as well as opening hammer with the MP engine. So here’s my config settings just in case I did anything wrong…

And most importantly here’s the results from the compile process. I see a few things that doesn’t seem right, but I have no idea what to do with them.



** Executing...
** Command: "c:\program files\steam\steamapps	he_mallon\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps	he_mallon\garrysmod/garrysmod" "C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.vmf"

Valve Software - vbsp.exe (Oct 31 2012)
2 threads
materialPath: c:\program files\steam\steamapps	he_mallon\garrysmod\garrysmod\materials
Loading C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps	he_mallon\garrysmod\garrysmod\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_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_day01_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 (0) (2281 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (25 bytes to 25)
Writing C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	he_mallon\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps	he_mallon\garrysmod/garrysmod" -fast "C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1"

Valve Software - vvis.exe (Oct 31 2012)
fastvis = true
2 threads
reading c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
reading c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.prt
   4 portalclusters
   4 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	he_mallon\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps	he_mallon\garrysmod/garrysmod" -noextra "C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1"

Valve Software - vrad.exe SSE (Oct 31 2012)

      Valve Radiosity Simulator     
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps	he_mallon\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
6087 square feet [876544.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
880 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 73728, max 190
transfer lists:   0.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0004 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  6/8192           72/98304    ( 0.1%) 
brushsides              36/65536         288/524288   ( 0.1%) 
planes                  40/65536         800/1310720  ( 0.1%) 
vertexes                35/65536         420/786432   ( 0.1%) 
nodes                   27/65536         864/2097152  ( 0.0%) 
texinfos                 3/12288         216/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                   16/65536         896/3670016  ( 0.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                  29/65536         928/2097152  ( 0.0%) 
leaffaces               16/65536          32/131072   ( 0.0%) 
leafbrushes             16/65536          32/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges               88/512000        352/2048000  ( 0.0%) 
edges                   57/256000        228/1024000  ( 0.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       62656/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]          44/16777216 ( 0.0%) 
entdata               [variable]         338/393216   ( 0.1%) 
LDR ambient table       29/65536         116/262144   ( 0.0%) 
HDR ambient table       29/65536         116/262144   ( 0.0%) 
LDR leaf ambient         4/65536         112/1835008  ( 0.0%) 
HDR leaf ambient        29/65536         812/1835008  ( 0.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      105675/0        ( 0.0%) 
physics               [variable]        2281/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 32
Writing c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
1 second elapsed
Valve Software - vrad.exe SSE (Oct 31 2012)

      Valve Radiosity Simulator     
2 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files\steam\steamapps	he_mallon\sourcesdk\bin\orangebox\bin\lights.rad.
Loading c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
16 faces
6087 square feet [876544.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
880 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 73728, max 190
transfer lists:   0.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0009 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  6/8192           72/98304    ( 0.1%) 
brushsides              36/65536         288/524288   ( 0.1%) 
planes                  40/65536         800/1310720  ( 0.1%) 
vertexes                35/65536         420/786432   ( 0.1%) 
nodes                   27/65536         864/2097152  ( 0.0%) 
texinfos                 3/12288         216/884736   ( 0.0%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                   16/65536         896/3670016  ( 0.0%) 
hdr faces               16/65536         896/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                  29/65536         928/2097152  ( 0.0%) 
leaffaces               16/65536          32/131072   ( 0.0%) 
leafbrushes             16/65536          32/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges               88/512000        352/2048000  ( 0.0%) 
edges                   57/256000        228/1024000  ( 0.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]       62656/0        ( 0.0%) 
HDR lightdata         [variable]       62656/0        ( 0.0%) 
visdata               [variable]          44/16777216 ( 0.0%) 
entdata               [variable]         338/393216   ( 0.1%) 
LDR ambient table       29/65536         116/262144   ( 0.0%) 
HDR ambient table       29/65536         116/262144   ( 0.0%) 
LDR leaf ambient         4/65536         112/1835008  ( 0.0%) 
HDR leaf ambient         4/65536         112/1835008  ( 0.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      105675/0        ( 0.0%) 
physics               [variable]        2281/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 32
Writing c:\program files\steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp" "c:\program files\steam\steamapps	he_mallon\garrysmod\garrysmod\maps\fuckmedead1.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files\steam\steamapps	he_mallon\garrysmod/garrysmod"  +map "fuckmedead1"

Well this is a full compile log without any critical errors. So the map compiles fine.

The problem, looking at the compile log, is that the compiled bsp is being copied to the wrong directory, and more importantly the pre steampipe gmod is being launched.



** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps	he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp" "c:\program files\steam\steamapps	he_mallon\garrysmod\garrysmod\maps\fuckmedead1.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 4000 -game "c:\program files\steam\steamapps	he_mallon\garrysmod/garrysmod"  +map "fuckmedead1"

The new gmod directory (after the steampipe update) is steam/steamapps/common/garrysmod/garrysmod. So your compile tools are configured improperly.

As a temporary fix take C:\Program Files\Steam\steamapps he_mallon\sourcesdk_content\gmod\mapsrc\fuckmedead1.bsp and copy it to steam/steamapps/common/garrysmod/garrysmod/maps then launch gmod from steam.

Thanks alot Grenade Man! I am able to run maps in-game now.

But. Even with your temporary fix method I’m unable to see custom textures in-game even though they worked fine in hammer itself, including textures I have ran in-game last year.

So only half of the problem is solved I guess. At least I know what the problem is now. Cheers.

You have to copy your textures over to Garry’s mod folder… Or make a custom addon and put the materials, sounds and models folder here.

Dont use the “Source SDK” in steam tools tab. You have to use the new source 2013 hammer that can be found in CSS’s or hl2’s bin directory in the *steamapps/common/

  • folder. Then make a new game configuration that uses the correct garrysmod location.