Map not being updated in game after compile

Retarded Mouse

L1: Registered
Mar 16, 2016
18
1
In hammer the map saves the most recently edited version of the map. But when I compile and load it in game it uses the version of the map that I first compiled. I've been trying to test out the map for over an hour and I can't get it to load the most recent version.

LOG:

** 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\map.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
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\map.vmf
Patching WVT material: maps/map/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-848.000000, 1024.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-849.287048, 922.551514, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-900.863281, 849.285034, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 864.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (900.871216, -849.284973, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, -864.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (848.000000, -1024.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (849.287109, -1016.000000, 328.642029))
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-921.957031, 848.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-1024.000000, 849.285034, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-848.000000, 1024.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-849.287048, 922.551514, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (923.243225, -849.284973, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, -896.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (849.287109, -1024.000000, 328.642029))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (1024.000000, -1024.000000, 328.642029))
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
HashVec: point outside valid range

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.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\map"

Valve Software - vrad.exe SSE (Jun 14 2017)

Valve Radiosity Simulator
4 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\sourcesdk_content\tf\mapsrc\map.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
404 faces
1154085 square feet [166188256.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
404 patches before subdivision
8478 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 395850, max 248
transfer lists: 3.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(64096, 28086, 22999)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(5560, 1502, 1019)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(662, 93, 56)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(79, 6, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0027 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 36/8192 432/98304 ( 0.4%)
brushsides 260/65536 2080/524288 ( 0.4%)
planes 262/65536 5240/1310720 ( 0.4%)
vertexes 642/65536 7704/786432 ( 1.0%)
nodes 383/65536 12256/2097152 ( 0.6%)
texinfos 38/12288 2736/884736 ( 0.3%)
texdata 5/2048 160/65536 ( 0.2%)
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 404/65536 22624/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 105/65536 5880/3670016 ( 0.2%)
leaves 385/65536 12320/2097152 ( 0.6%)
leaffaces 452/65536 904/131072 ( 0.7%)
leafbrushes 238/65536 476/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2334/512000 9336/2048000 ( 0.5%)
edges 1253/256000 5012/1024000 ( 0.5%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 42/32768 420/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 594/65536 1188/131072 ( 0.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 191796/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6211/16777216 ( 0.0%)
entdata [variable] 2666/393216 ( 0.7%)
LDR ambient table 385/65536 1540/262144 ( 0.6%)
HDR ambient table 385/65536 1540/262144 ( 0.6%)
LDR leaf ambient 1433/65536 40124/1835008 ( 2.2%)
HDR leaf ambient 385/65536 10780/1835008 ( 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] 1/292 ( 0.3%)
pakfile [variable] 373/0 ( 0.0%)
physics [variable] 11912/4194304 ( 0.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1086
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\map.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\map.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\map.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" +map "map" -steam
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Those no brush errors tell me you have some sort of invalid shape brush in the map. Press alt+p for errors and check those cordinates. You can select from menus "go to cordinates" and paste the cords there.