Map does not update in TF2 after compile

Discussion in 'Mapping Questions & Discussion' started by Hertzole, Mar 6, 2016.

  1. Hertzole

    Hertzole L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    Hi

    I just went ahead to compile my map to look around a bit and then I noticed it doesn't update anymore. The compile goes as normal and exports it to /...steampath.../tf/maps/ and nothing happens. The map is still in an older version. I even deleted the map and compiled but it still used an older version.

    If needed, here's the compile message.

    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.vmf"

    Valve Software - vbsp.exe (Mar 2 2016)
    4 threads
    materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.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)
    **** leaked ****
    Entity prop_static (-1592.00 -2648.24 856.02) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1040.0 1408.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 1552.0 1408.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (72.0 1024.0 1408.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (304.0 1024.0 1408.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (736.0 1024.0 1408.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (152.0 1024.0 1408.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 2048.0 1408.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1536.0 1408.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    Displacement 20 has bad geometry near -413.75 432.00 1472.00
    Can't compile displacement physics, exiting. Texture is NATURE/UNDERWORLD_ROCKWALL001


    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket"

    Valve Software - vvis.exe (Mar 2 2016)
    4 threads
    reading e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp
    reading e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.prt
    LoadPortals: couldn't read e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.prt


    ** Executing...
    ** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket"

    Valve Software - vrad.exe SSE (Mar 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp
    Setting up ray-trace acceleration structure... Done (0.11 seconds)
    1169 faces
    2289788 square feet [329729472.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1169 patches before subdivision
    21723 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 1270072, max 323
    transfer lists: 9.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(92940, 20298, 15609)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(16701, 1199, 471)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(4161, 101, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1419, 11, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(584, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(268, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(128, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(63, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(31, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(15, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(8, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0044 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 23/1024 1104/49152 ( 2.2%)
    brushes 157/8192 1884/98304 ( 1.9%)
    brushsides 955/65536 7640/524288 ( 1.5%)
    planes 554/65536 11080/1310720 ( 0.8%)
    vertexes 1620/65536 19440/786432 ( 2.5%)
    nodes 796/65536 25472/2097152 ( 1.2%)
    texinfos 55/12288 3960/884736 ( 0.4%)
    texdata 11/2048 352/65536 ( 0.5%)
    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 1169/65536 65464/3670016 ( 1.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 583/65536 32648/3670016 ( 0.9%)
    leaves 820/65536 26240/2097152 ( 1.3%)
    leaffaces 1245/65536 2490/131072 ( 1.9%)
    leafbrushes 448/65536 896/131072 ( 0.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 7812/512000 31248/2048000 ( 1.5%)
    edges 4323/256000 17292/1024000 ( 1.7%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 83/32768 830/327680 ( 0.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1260/65536 2520/131072 ( 1.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 394976/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 31941/16777216 ( 0.2%)
    entdata [variable] 27931/393216 ( 7.1%)
    LDR ambient table 820/65536 3280/262144 ( 1.3%)
    HDR ambient table 820/65536 3280/262144 ( 1.3%)
    LDR leaf ambient 4811/65536 134708/1835008 ( 7.3%)
    HDR leaf ambient 820/65536 22960/1835008 ( 1.3%)
    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] 1/3178 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 60509/4194304 ( 1.4%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3142
    Writing e:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "E:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_docket.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_docket.bsp"

    I am sorry if I've missed something completely obvious but I am not very familiar with mapping and I am not sure what to look for. :S
     
  2. JMaxchill

    JMaxchill L5: Dapper Member

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    64
    • Thanks Thanks x 1
  3. Hertzole

    Hertzole L1: Registered

    Messages:
    4
    Positive Ratings:
    0
  4. Vel0city

    aa Vel0city func_fish

    Messages:
    1,909
    Positive Ratings:
    1,530
    Yet another reason to have that compile log checker integrated into this website.

    Rather sooner than later.
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,106
    Positive Ratings:
    6,006
    Good idea! Start work on that whenever you have a moment. Thanks for taking that task on.
     
  6. JMaxchill

    JMaxchill L5: Dapper Member

    Messages:
    220
    Positive Ratings:
    64
    Would it be possibly to integrate this into the new user welcome message?
     
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