Whenever I try to compile my map, it compiles the wrong version.

Kazagin

L3: Member
Aug 4, 2009
130
9
I compiled my map last night because I wanted to see if I made any mistakes yet, and it ran fine.
I realized that the volcano's slope was too hard to walk up without problems, so I added a flight of stairs (They are props, by the way) going up the volcano in front of either spawn.
I also added a Raygun at the top, along with a platform and a few other tid-bits.
Now, when I try to compile my map, it runs the old version.

Why is it doing this and how do I fix it?
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
You have a leak, so it never saves the new compile.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
Is there a list of everything that causes leaks?
I checked my Skybox, and everything is inside it.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Sometime this happens to me when I have one of the following:

func_brush on a displacement
bad geometry (usually from a misplaced vertice)

It isn't actually compiling an older version, it just finds the fatal area than skips the rest. You have it auto run the map, so it loads up the old map with the same file name.
 
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Vigilante212

L420: High Member
Dec 21, 2008
481
33
Another thing that causes this is having the map too close to the edge of the grid in hammer.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
I ran my compiler log through Interlopers, and it gave me two errors.
One was that I was running VVIS in fast mode and "zero area child patch".
I'm trying to compile my map with everything set to normal, but it is taking a long time...
And I did what it said for the "zero area child patch", and now I'm waiting for it to recompile...
I'll post what happens when compiling is done later.

RESULTS: Ok, it was the zero area child patch error.
Unfortunately, I can't get it to run VVIS is normal mode.
Why is that?
 
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