What the fuck is going on here (map compiles old version instead of new)

ok i am improving my mapping skills by making a tunnel thing.
it compiles, but it keeps compiling an older version. As in, I add stuff, I hit run map, I wait, ep2 starts, the map is the same as the first time I compiled it.
I delete the .bsp file that was outputted
compile again
it still compiles the older version of the map
What is wrong here?

Compile log



** Executing...
** Command: "d:\program files (x86)\steam\steamapps\gerbile3\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\gerbile3\half-life 2 episode two\ep2" "C:\Users\Robby\Desktop	unnel"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: d:\program files (x86)\steam\steamapps\gerbile3\half-life 2 episode two\ep2\materials
Loading C:\Users\Robby\Desktop	unnel.vmf
Patching WVT material: maps/tunnel/nature/blenddirtgrass001b_wvt_patch
Patching WVT material: maps/tunnel/concrete/blenddebris001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

** Executing...
** Command: "d:\program files (x86)\steam\steamapps\gerbile3\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files (x86)\steam\steamapps\gerbile3\half-life 2 episode two\ep2" "C:\Users\Robby\Desktop	unnel"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\users\robby\desktop	unnel.bsp
reading c:\users\robby\desktop	unnel.prt
LoadPortals: couldn't read c:\users\robby\desktop	unnel.prt


** Executing...
** Command: "d:\program files (x86)\steam\steamapps\gerbile3\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\program files (x86)\steam\steamapps\gerbile3\half-life 2 episode two\ep2" "C:\Users\Robby\Desktop	unnel"

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

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

Loading c:\users\robby\desktop	unnel.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.59 seconds)
1880 faces
6 degenerate faces
34492 square feet [4966932.50 square inches]
1 Displacements
416 Square Feet [59997.01 Square Inches]
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0041 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                146/8192         1752/98304    ( 1.8%) 
brushsides            1002/65536        8016/524288   ( 1.5%) 
planes                 508/65536       10160/1310720  ( 0.8%) 
vertexes              3011/65536       36132/786432   ( 4.6%) 
nodes                 1577/65536       50464/2097152  ( 2.4%) 
texinfos                45/12288        3240/884736   ( 0.4%) 
texdata                 13/2048          416/65536    ( 0.6%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts              81/0            1620/0        ( 0.0%) 
disp_tris              128/0             256/0        ( 0.0%) 
disp_lmsamples        1152/0            1152/0        ( 0.0%) 
faces                 1880/65536      105280/3670016  ( 2.9%) 
hdr faces             1880/65536      105280/3670016  ( 2.9%) 
origfaces              643/65536       36008/3670016  ( 1.0%) 
leaves                1581/65536       50592/2097152  ( 2.4%) 
leaffaces             2068/65536        4136/131072   ( 3.2%) 
leafbrushes           1080/65536        2160/131072   ( 1.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            12371/512000      49484/2048000  ( 2.4%) 
edges                 6834/256000      27336/1024000  ( 2.7%) 
LDR worldlights          1/8192           88/720896   ( 0.0%) 
HDR worldlights          1/8192           88/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            295/32768        2950/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5139/65536       10278/131072   ( 7.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      221936/0        ( 0.0%) 
HDR lightdata         [variable]      221936/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        2773/393216   ( 0.7%) 
LDR ambient table     1581/65536        6324/262144   ( 2.4%) 
HDR ambient table     1581/65536        6324/262144   ( 2.4%) 
LDR leaf ambient      1169/65536       32732/1835008  ( 1.8%) 
HDR leaf ambient      1169/65536       32732/1835008  ( 1.8%) 
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]           1/3408     ( 0.0%) 
pakfile               [variable]      213559/0        ( 0.0%) 
physics               [variable]       56911/4194304  ( 1.4%) 
physics terrain       [variable]          55/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 5994
Writing c:\users\robby\desktop	unnel.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Robby\Desktop	unnel.bsp" "d:\program files (x86)\steam\steamapps\gerbile3\half-life 2 episode two\ep2\maps	unnel.bsp"


** Executing...
** Command: d:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game "d:\program files (x86)\steam\steamapps\gerbile3\half-life 2 episode two\ep2"  +map "tunnel"



-applaunch 420
Haha.
Well, I’ve had an issue similar to this, but not exactly.



reading c:\users\robby\desktop	unnel.bsp
reading c:\users\robby\desktop	unnel.prt
LoadPortals: couldn't read c:\users\robby\desktop	unnel.prt


And maybe it is because you are compiling the bsp onto your desktop?

That BSP compiling to the desktop is a secondary copy. Just to test the theory though I copied it into the my EP2 maps folder. It’s still the old version

You have errors which is stopping your compile, but not completely, so it compiles but doesnt copy all the new information over to the .bsp, so you end up playing your old one.

In this case it can’t read your portal file, so you must have moved/deleted it, try deleting the .bsp and portal file and copying everything over into a new .vmf and saving in a different place.

ok ill try that

[editline]10:20PM[/editline]

your a fucking lifesaver man.
this map actually looks somewhat decent for me
thank you

what, copying everything over to a new vmf?
Thats is just plain waste of time.
Remove the bsp and recompile, then see where it goes wrong…

VBSP never finishes, a new BSP file is never made, VVIS and VRAD recompile lighting on whatever version of the file is there.

How is it a waste of time when it takes literally 4 seconds to do?

And you have to contend with all of the fucked up textures and screwed model origins. Using texture lock makes things worse.

exactly.