Compile Reverting?

I just compiled my map to see what it looked like, it loaded up fine and looke the way I wanted. But when I opened it again via “create server” it started up and was an older version of the map. I’ve tried removing loads, but can’t pin it down…

Does anyone know what it could be? Thanks.

Compile Log: (I just noticed it looks awful… Full of errors.)




** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jami7a\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.vmf
Can't find surfaceprop stone for material STONE/INFWLLF, using default
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 186 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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...
done (1) (1245037 bytes)
Error! To use model "models/props_canal/mattpipe.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_canal/mattpipe.mdl"!
Error! prop_static using model "models/props_c17/clock01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/clock01.mdl"!
Error loading studio model "models/pg_props/anishop/pg_uhr.mdl"!
Error! prop_static using model "models/props/de_inferno/crate_fruit_break.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_inferno/crate_fruit_break.mdl"!
Error! prop_static using model "models/props_junk/cardboard_box001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/cardboard_box001a.mdl"!
Error! prop_static using model "models/props/cs_office/file_box_p1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_box_p1.mdl"!
Error! prop_static using model "models/props_junk/trafficcone001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/trafficcone001a.mdl"!
Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/plant01.mdl"!
Error! prop_static using model "models/props/cs_office/computer_monitor.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/computer_monitor.mdl"!
Error! prop_static using model "models/props_junk/bicycle01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/bicycle01a.mdl"!
Error! prop_static using model "models/props_interiors/furniture_lamp01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_interiors/furniture_lamp01a.mdl"!
Error! prop_static using model "models/props/de_inferno/picture1.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/de_inferno/picture1.mdl"!
Error! To use model "models/props_c17/door01_left.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
Static prop models/props/cs_office/light_security.mdl outside the map (4154.00, -3604.00, -369.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5650 texinfos to 3028
Reduced 222 texdatas to 175 (7973 bytes to 6628)
Writing C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.bsp
10 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jami7a\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test"

Valve Software - vvis.exe (Nov  8 2007)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.bsp
reading c:\program files (x86)\steam\steamapps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.prt
3248 portalclusters
9680 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 581585 visible clusters (0.00%)
Total clusters visible: 8139227
Average clusters visible: 2505
Building PAS...
Average clusters audible: 3206
visdatasize:2531543  compressed from 2650368
writing c:\program files (x86)\steam\steamapps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jami7a\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.bsp
17810 faces
8 degenerate faces
1820327 square feet [262127088.00 square inches]
25 displacements
24050 square feet [3463285.00 square inches]
17802 patches before subdivision
113306 patches after subdivision
WARNING: light_spot at (376 -700 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (371 -490 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (512 -732 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (372 -448 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (160 -456 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (60 -732 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-108 -748 -272) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-132 -480 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (516 -528 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (264 -732 -264) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (-8 -904 -272) has outer angle larger than 90 degrees! Clamping to 90...
60 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (93)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (124)
transfers 24802058, max 3592
transfer lists: 189.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(307742, 247399, 143481)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(71243, 51206, 25351)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(20467, 13535, 5950)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(7207, 4526, 1803)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(2913, 1740, 620)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1328, 752, 238)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(648, 346, 96)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(340, 170, 42)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(182, 85, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(102, 44, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(57, 23, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(33, 13, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(19, 7, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(11, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(6, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0684 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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 200/1024         9600/49152    (19.5%) 
brushes               3331/8192        39972/98304    (40.7%) 
brushsides           22538/65536      180304/524288   (34.4%) 
planes               11304/65536      226080/1310720  (17.2%) 
vertexes             31766/65536      381192/786432   (48.5%) 
nodes                10506/65536      336192/2097152  (16.0%) 
texinfos              3028/12288      218016/884736   (24.6%) 
texdata                175/2048         5600/65536    ( 8.5%) 
dispinfos               25/0            4400/0        ( 0.0%) 
disp_verts            3849/0           76980/0        ( 0.0%) 
disp_tris             6656/0           13312/0        ( 0.0%) 
disp_lmsamples       36803/0           36803/0        ( 0.0%) 
faces                17810/65536      997360/3670016  (27.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             9135/65536      511560/3670016  (13.9%) 
leaves               10707/65536      342624/2097152  (16.3%) 
leaffaces            20407/65536       40814/131072   (31.1%) 
leafbrushes           7350/65536       14700/131072   (11.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           121379/512000     485516/2048000  (23.7%) 
edges                69985/256000     279940/1024000  (27.3%) 
LDR worldlights         60/8192         5280/720896   ( 0.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            882/32768        8820/327680   ( 2.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         15822/65536       31644/131072   (24.1%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                 6/512          2112/180224   ( 1.2%) 
LDR lightdata         [variable]     5786356/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     2531543/16777216 (15.1%) 
entdata               [variable]      174781/393216   (44.4%) 
LDR leaf ambient     10707/65536      256968/1572864  (16.3%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]           1/22840    ( 0.0%) 
pakfile               [variable]       53995/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]     1245037/4194304  (29.7%) 
==== Total Win32 BSP file data space used: 14297551 bytes ====

Total triangle count: 49023
Writing c:\program files (x86)\steam\steamapps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.bsp
3 minutes, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\jami7a\sourcesdk_content\cstrike\mapsrc\rp_waterfront_test.bsp" "c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\cstrike\maps\rp_waterfront_test.bsp"


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\hl2.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jami7a\counter-strike source\cstrike" -windowed +map "rp_waterfront_test"




Try saving it in hammer and restarting it.

Then recompile.

Save the VMF under a different name and see if it shows up in the maps folder.

All of your spotlights appear to be broken, and the props listed in the log must be set as prop_dynamic_(override) or prop_physics entities.

Oh shit… Umm… Well. It uhh… Turns out that I had already renamed the map and every time I created a new server I was launching the old version… I’m such an idiot… xD

That is pretty silly.