[Help] Map not updating - running old version of my map

Sonitrok

L1: Registered
Jun 3, 2015
23
2
When i compile my map, the compile log doesn't reveal any error (checked with the automatic compile error checker on interloopers.net), but, the game only runs an old version of my map after that. I've scouted around and i applied what i've found on other threads, but nothing worked so far. Here's what i already tried :
- fixing leaks (no leaks remains)
- Overlay errors (i removed all overlays and all decals)
- Checked errors with alt + p
- Grid related errors (no prop outside the grid, nothing touching the edges)
- Remove displacements then recompile then remake them after
- compiling with items hidden
- compiling with entity names hidden
- compiling with both hidden

Does someone knows what i can do next ? I haven't got any progress for a while because of that problem... :(

If anyone's interested, here's the lastest compile log, but as i said, the compile error checking software didn't found anything.


** 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:\Users\sebas\OneDrive\Bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.vmf"

Valve Software - vbsp.exe (Mar 6 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\sebas\OneDrive\Bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.vmf
Patching WVT material: maps/sl_secret_bioweapon/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/sl_secret_bioweapon/nature/blendtoxictoxic002a_wvt_patch
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 258 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\sebas\OneDrive\Bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.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
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (1) (508708 bytes)
Unable to load vertex data "models/fernferret\spytech_remakes\control_room_console02_gray.vvd"


** 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:\Users\sebas\OneDrive\Bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon"

Valve Software - vvis.exe (Mar 6 2018)
8 threads
reading c:\users\sebas\onedrive\bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.bsp
reading c:\users\sebas\onedrive\bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.prt
750 portalclusters
1629 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 140 visible clusters (0.40%)
Total clusters visible: 35124
Average clusters visible: 46
Building PAS...
Average clusters audible: 114
visdatasize:42387 compressed from 144000
writing c:\users\sebas\onedrive\bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.bsp
0 seconds elapsed

** 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:\Users\sebas\OneDrive\Bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon"

Valve Software - vrad.exe SSE (Mar 6 2018)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\sebas\onedrive\bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.bsp
Setting up ray-trace acceleration structure... Done (2.15 seconds)
7977 faces
2 degenerate faces
2708720 square feet [390055680.00 square inches]
7 Displacements
14273 Square Feet [2055439.00 Square Inches]
7975 patches before subdivision
283123 patches after subdivision
sun extent from map=0.000000
246 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (99)
transfers 29460574, max 647
transfer lists: 224.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(27514, 32199, 19873)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2002, 2146, 1244)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(170, 162, 88)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(14, 12, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0843 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 96/1024 4608/49152 ( 9.4%)
brushes 1218/8192 14616/98304 (14.9%)
brushsides 9771/65536 78168/524288 (14.9%)
planes 7990/65536 159800/1310720 (12.2%)
vertexes 14634/65536 175608/786432 (22.3%)
nodes 5283/65536 169056/2097152 ( 8.1%)
texinfos 1350/12288 97200/884736 (11.0%)
texdata 91/2048 2912/65536 ( 4.4%)
dispinfos 7/0 1232/0 ( 0.0%)
disp_verts 511/0 10220/0 ( 0.0%)
disp_tris 800/0 1600/0 ( 0.0%)
disp_lmsamples 29952/0 29952/0 ( 0.0%)
faces 7977/65536 446712/3670016 (12.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4022/65536 225232/3670016 ( 6.1%)
leaves 5380/65536 172160/2097152 ( 8.2%)
leaffaces 10135/65536 20270/131072 (15.5%)
leafbrushes 4174/65536 8348/131072 ( 6.4%)
areas 6/256 48/2048 ( 2.3%)
surfedges 53445/512000 213780/2048000 (10.4%)
edges 32072/256000 128288/1024000 (12.5%)
LDR worldlights 246/8192 21648/720896 ( 3.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 849/32768 8490/327680 ( 2.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13020/65536 26040/131072 (19.9%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 33/512 11616/180224 ( 6.4%)
LDR lightdata [variable] 19933292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 42387/16777216 ( 0.3%)
entdata [variable] 291466/393216 (74.1%)
LDR ambient table 5380/65536 21520/262144 ( 8.2%)
HDR ambient table 5380/65536 21520/262144 ( 8.2%)
LDR leaf ambient 18481/65536 517468/1835008 (28.2%)
HDR leaf ambient 5380/65536 150640/1835008 ( 8.2%)
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] 1/68354 ( 0.0%)
pakfile [variable] 436588/0 ( 0.0%)
physics [variable] 479072/4194304 (11.4%)
physics terrain [variable] 1941/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 21068
Writing c:\users\sebas\onedrive\bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.bsp
2 minutes, 35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\sebas\OneDrive\Bureau\my tf2 maps\sl_secret_bioweapon\sl_secret_bioweapon.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\sl_secret_bioweapon.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 "sl_secret_bioweapon" -steam
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Unable to load vertex data "models/fernferret\spytech_remakes\control_room_console02_gray.vvd"
Maybe remove this model?

I'm also seeing that VVIS is taking 0 seconds. Even on a top end machine, it would still take a few seconds to compile. It would only be near instantaneous if you were literally compiling a single tiny room.
 

Sonitrok

L1: Registered
Jun 3, 2015
23
2
Maybe remove this model?

I'm also seeing that VVIS is taking 0 seconds. Even on a top end machine, it would still take a few seconds to compile. It would only be near instantaneous if you were literally compiling a single tiny room.

I've removed them just in case. About the vvis, maybe it' due optimization ? Maybe i can delete the vvis file or disable it in the compile window ?
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
About the vvis, maybe it' due optimization ? Maybe i can delete the vvis file or disable it in the compile window ?
You want to remove VVIS? Not a good idea. Basically it's the sub-program that does the calculations for what you should be able to see in the map and from where. It is absolutely essential for making maps! You should be running it, every time. The only time you wouldn't is if you're doing leak testing.

As for removing the prop, I presume no luck?
 

Sonitrok

L1: Registered
Jun 3, 2015
23
2
So what should i do, if it's the VVIS who's creating trouble, maybe i need to do some optimization ?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Maybe, but VVIS isn't giving you problems,

Code:
Unable to load vertex data "models/fernferret\spytech_remakes\control_room_console02_gray.vvd"

this is. Get that fixed/removed and compile again.
 

Sonitrok

L1: Registered
Jun 3, 2015
23
2
Maybe, but VVIS isn't giving you problems,

Code:
Unable to load vertex data "models/fernferret\spytech_remakes\control_room_console02_gray.vvd"

this is. Get that fixed/removed and compile again.

Yep, i tough i removed all of them but i missed one ! Since i deleted it, the map is now compiling properly ! thanks for pointing it !