My map is acting weird

(Reposted after I put this in the wrong discussion)
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

Sounds like omething is crashing the compiler. Game is not loading the newest map because it didn’t actually compile.

Hard to tell without having the VMF, the compiler log seems clean. Try deleting stuff you’ve added since the working version and find the cause. It might be anything from a broken brush to a wrongly set up entity.

I have some prop_static entities buried into the ground slightly, maybe that could be the cause?
I’ll upload the VMF tommorow.

What happens if you delete the copy of the map that’s already compiled and in the GMod map folder?

Make a backup first.

I’ve tried that… It still doesn’t work.
I think I should give everyone the VMF: https://www.dropbox.com/s/3cqwibk0lv9oaam/gm_sand.vmf?dl=0

I suspect that this part of the log is the culprit:

I have 3 prop_static buried into the ground, as you can see in the log.
I want to keep those buried without creating errors. Is that possible?

The issue comes from using props that arent ment to be static as static_props and not from them being “burried” into the ground

Thanks for giving an explanation. Is there a way I could still have them?

You could use a custom compile tool like this one http://forum.facepunch.com/showthread.php?t=1488605

The VMF works fine for me. Check to make sure that the compiled BSP file goes into the right folder. You can also try renaming the map to something else and compiling it to see if it is placed into Garry’s Mod.

Regarding the issue with the props, it doesn’t crash the compiler it just makes them not be there. Don’t use a custom compiler tool just for that, a simple solution is to make the weapons prop_dynamic instead of prop_static. Dynamic props have more versatility than static ones, but they take a bit more resources.