map compiles fine, bsp doesn't change?

ProselyteCanti

L2: Junior Member
Mar 27, 2014
91
10
The first few times I compiled my map, the bsp was fine. But now every time I compile it, the bsp stays the same no matter what. Like I'll compile the map, and then load it up in TF2 and it'll just be the older version of the map. I tried using the interloperz or whatever its called compile checker, but found no errors. Then I tried to load the point file, to see if there were any leaks, and there was no point file to be loaded.
 

ProselyteCanti

L2: Junior Member
Mar 27, 2014
91
10
Code:
** Executing...
** Command: "C:\Downloads\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Downloads\steamapps\common\Team Fortress 2\tf" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.vmf"

Valve Software - vbsp.exe (Sep 30 2014)
1 threads
materialPath: C:\Downloads\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.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)

** Executing...
** Command: "C:\Downloads\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Downloads\steamapps\common\Team Fortress 2\tf" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay"

Valve Software - vvis.exe (Sep 30 2014)
1 threads
reading c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.bsp
reading c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.prt
LoadPortals: couldn't read c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.prt


** Executing...
** Command: "C:\Downloads\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Downloads\steamapps\common\Team Fortress 2\tf" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay"

Valve Software - vrad.exe SSE (Sep 30 2014)

      Valve Radiosity Simulator     
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
718 faces
803219 square feet [115663608.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
718 patches before subdivision
26872 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 (3)
transfers 1697705, max 557
transfer lists:  13.0 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<0.0252 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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   7/1024          336/49152    ( 0.7%) 
brushes                 34/8192          408/98304    ( 0.4%) 
brushsides             204/65536        1632/524288   ( 0.3%) 
planes                 206/65536        4120/1310720  ( 0.3%) 
vertexes               919/65536       11028/786432   ( 1.4%) 
nodes                  374/65536       11968/2097152  ( 0.6%) 
texinfos                29/12288        2088/884736   ( 0.2%) 
texdata                  9/2048          288/65536    ( 0.4%) 
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                  718/65536       40208/3670016  ( 1.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              108/65536        6048/3670016  ( 0.2%) 
leaves                 382/65536       12224/2097152  ( 0.6%) 
leaffaces              737/65536        1474/131072   ( 1.1%) 
leafbrushes            306/65536         612/131072   ( 0.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3619/512000      14476/2048000  ( 0.7%) 
edges                 1978/256000       7912/1024000  ( 0.8%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             57/32768         570/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           750/65536        1500/131072   ( 1.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2500784/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        5058/16777216 ( 0.0%) 
entdata               [variable]        5986/393216   ( 1.5%) 
LDR ambient table      382/65536        1528/262144   ( 0.6%) 
HDR ambient table      382/65536        1528/262144   ( 0.6%) 
LDR leaf ambient       162/65536        4536/1835008  ( 0.2%) 
HDR leaf ambient       382/65536       10696/1835008  ( 0.6%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]          54/0        ( 0.0%) 
physics               [variable]       13707/4194304  ( 0.3%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1751
Writing c:\downloads\steamapps\common\team fortress 2\tf\maps\imgay.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.bsp" "C:\Downloads\steamapps\common\Team Fortress 2\tf\maps\imgay.bsp"
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
VBSP is failing abruptly. Its section of the log should be about 8 times longer. Unfortunately you have no error to go on... what did you add before it stopped working?
 

ProselyteCanti

L2: Junior Member
Mar 27, 2014
91
10
tc09pBz.png

Not sure if this would cause it, but since carving fucks shit up a lot. Also I added a func_tanktrain and path_track.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Try remaking it (without carve)? Whatever you did since it was working, remake and/or temporarily hide them one at a time to see if it is the problem.