Map won't compile...

So added some stuff on my map, but now it won’t copile (update the map)

It doesn’t give errors at Interlopers or the implanted error checker.

This is the log:



** Executing...
** Command: "f:\program files\steam\steamapps\dakarun\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2" "F:\Program Files\Steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp
reading f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.prt
 264 portalclusters
 705 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 (6)
Optimized: 66 visible clusters (0.00%)
Total clusters visible: 40088
Average clusters visible: 151
Building PAS...
Average clusters audible: 264
visdatasize:18732  compressed from 21120
writing f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp
6 seconds elapsed

** Executing...
** Command: "f:\program files\steam\steamapps\dakarun\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2" "F:\Program Files\Steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp
Setting up ray-trace acceleration structure... Done (0.11 seconds)
1391 faces
1 degenerate faces
791909 square feet [114035008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1390 patches before subdivision
34470 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2579503, max 799
transfer lists:  19.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(36144, 11659, 3949)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(3644, 670, 155)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(910, 63, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(186, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(53, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(14, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0232 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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                   6/1024          288/49152    ( 0.6%) 
brushes                202/8192         2424/98304    ( 2.5%) 
brushsides            1466/65536       11728/524288   ( 2.2%) 
planes                 804/65536       16080/1310720  ( 1.2%) 
vertexes              1764/65536       21168/786432   ( 2.7%) 
nodes                  658/65536       21056/2097152  ( 1.0%) 
texinfos               225/12288       16200/884736   ( 1.8%) 
texdata                  9/2048          288/65536    ( 0.4%) 
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                 1391/65536       77896/3670016  ( 2.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              561/65536       31416/3670016  ( 0.9%) 
leaves                 665/65536       21280/2097152  ( 1.0%) 
leaffaces             1418/65536        2836/131072   ( 2.2%) 
leafbrushes            545/65536        1090/131072   ( 0.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8553/512000      34212/2048000  ( 1.7%) 
edges                 5001/256000      20004/1024000  ( 2.0%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             72/32768         720/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1236/65536        2472/131072   ( 1.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      824268/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       18732/16777216 ( 0.1%) 
entdata               [variable]        4703/393216   ( 1.2%) 
LDR ambient table      665/65536        2660/262144   ( 1.0%) 
HDR ambient table      665/65536        2660/262144   ( 1.0%) 
LDR leaf ambient      2150/65536       60200/1835008  ( 3.3%) 
HDR leaf ambient       665/65536       18620/1835008  ( 1.0%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      212011/0        ( 0.0%) 
physics               [variable]       72528/4194304  ( 1.7%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3567
Writing f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Program Files\Steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp" "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2\maps\house_idea.bsp"


** Executing...
** Command: f:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "f:\program files\steam\steamapps\dakarun\half-life 2 episode two\ep2" -dev console +map "house_idea"



It’s not running VBSP.

How do I get it to run? And how comeit suddenly switched off?

Press f9 in hammer, ensure the top option is set to normal.

Yea, that was the problem. Odd, because I didn’t turn it off. Ah well it works now. Thanks.