My map is acting weird

Made a simple map, gm_sand.
When I went into GMod to test it, it was an old version from a few hours ago!
I’ve tried everything but nothing has worked :frowning:
Log:




** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gmod maps\gm_sand.vmf"

Valve Software - vbsp.exe (Jul 25 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\user\Documents\gmod maps\gm_sand.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/gm_sand/nature/blendrocksand004a_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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\user\Documents\gmod maps\gm_sand.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
Building Physics collision data...
done (0) (2363 bytes)
Error! prop_static using model "models/props_junk/metalbucket01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/metalbucket01a.mdl"!
Error! To use model "models/weapons/w_rif_ak47.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_rif_ak47.mdl"!
Error! To use model "models/weapons/w_rif_famas.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_rif_famas.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11 texinfos to 2
Reduced 3 texdatas to 2 (91 bytes to 66)
Writing C:\Users\user\Documents\gmod maps\gm_sand.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gmod maps\gm_sand"

Valve Software - vvis.exe (Jul 25 2017)
4 threads
reading c:\users\user\documents\gmod maps\gm_sand.bsp
reading c:\users\user\documents\gmod maps\gm_sand.prt
   4 portalclusters
   4 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: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44  compressed from 64
writing c:\users\user\documents\gmod maps\gm_sand.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\user\Documents\gmod maps\gm_sand"

Valve Software - vrad.exe SSE (Jul 25 2017)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\user\documents\gmod maps\gm_sand.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
48 faces
112867 square feet [16252928.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
48 patches before subdivision
2288 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 1045, max 96
transfer lists:   0.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0011 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  6/8192           72/98304    ( 0.1%) 
brushsides              36/65536         288/524288   ( 0.1%) 
planes                  40/65536         800/1310720  ( 0.1%) 
vertexes                67/65536         804/786432   ( 0.1%) 
nodes                   23/65536         736/2097152  ( 0.0%) 
texinfos                 2/12288         144/884736   ( 0.0%) 
texdata                  2/2048           64/65536    ( 0.1%) 
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                   48/65536        2688/3670016  ( 0.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                6/65536         336/3670016  ( 0.0%) 
leaves                  25/65536         800/2097152  ( 0.0%) 
leaffaces               48/65536          96/131072   ( 0.1%) 
leafbrushes             24/65536          48/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges              232/512000        928/2048000  ( 0.0%) 
edges                  125/256000        500/1024000  ( 0.0%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      296080/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]          44/16777216 ( 0.0%) 
entdata               [variable]        3372/393216   ( 0.9%) 
LDR ambient table       25/65536         100/262144   ( 0.0%) 
HDR ambient table       25/65536         100/262144   ( 0.0%) 
LDR leaf ambient        60/65536        1680/1835008  ( 0.1%) 
HDR leaf ambient        25/65536         700/1835008  ( 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]           1/12       ( 8.3%) 
pakfile               [variable]      211812/0        ( 0.0%) 
physics               [variable]        2363/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 112
Writing c:\users\user\documents\gmod maps\gm_sand.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\user\Documents\gmod maps\gm_sand.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_sand.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod"  +map "gm_sand" -steam



I can give you the VMF if you need it

There is a section for mapping. This is the developer discussion section for gmod lua.

Didn’t notice that… So stupid :stuck_out_tongue: