Why can't I test my map?

I am working on a map i have and when i press F9 and Press OK…

http://img707.imageshack.us/img707/6338/11111111111111111111111a.png

The game start like normal, but when the map loads, it loads a previous version i saved before and not the updated one. Why does it do that and how to i make it load like normal?

Here is the log.



** Executing...
** Command: "f:\steam\steamapps\knutmora\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\knutmora\half-life 2\hl2" "F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: f:\steam\steamapps\knutmora\half-life 2\hl2\materials
Loading F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.vmf
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 F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 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 (0) (45924 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 82 texinfos to 67
Reduced 5 texdatas to 5 (113 bytes to 113)
Writing F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.bsp
0 seconds elapsed

** Executing...
** Command: "f:\steam\steamapps\knutmora\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\knutmora\half-life 2\hl2" "F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading f:\steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.bsp
reading f:\steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.prt
 145 portalclusters
 378 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 (1)
Optimized: 5 visible clusters (0.00%)
Total clusters visible: 12398
Average clusters visible: 85
Building PAS...
Average clusters audible: 98
visdatasize:6106  compressed from 6960
writing f:\steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.bsp
1 second elapsed

** Executing...
** Command: "f:\steam\steamapps\knutmora\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "f:\steam\steamapps\knutmora\half-life 2\hl2" "F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror"

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

Loading f:\steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.bsp
640 faces
284131 square feet [40914892.00 square inches]
1 displacements
14193 square feet [2043898.63 square inches]
640 patches before subdivision
12546 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 891232, max 337
transfer lists:   6.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(21597, 13990, 2938)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(359, 235, 42)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(7, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0059 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                  13/1024          624/49152    ( 1.3%) 
brushes                120/8192         1440/98304    ( 1.5%) 
brushsides             728/65536        5824/524288   ( 1.1%) 
planes                 266/65536        5320/1310720  ( 0.4%) 
vertexes              1114/65536       13368/786432   ( 1.7%) 
nodes                  453/65536       14496/2097152  ( 0.7%) 
texinfos                67/12288        4824/884736   ( 0.5%) 
texdata                  5/2048          160/65536    ( 0.2%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts             289/0            5780/0        ( 0.0%) 
disp_tris              512/0            1024/0        ( 0.0%) 
disp_lmsamples       28331/0           28331/0        ( 0.0%) 
faces                  640/65536       35840/3670016  ( 1.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              369/65536       20664/3670016  ( 0.6%) 
leaves                 467/65536       14944/2097152  ( 0.7%) 
leaffaces              673/65536        1346/131072   ( 1.0%) 
leafbrushes            273/65536         546/131072   ( 0.4%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges             4495/512000      17980/2048000  ( 0.9%) 
edges                 2562/256000      10248/1024000  ( 1.0%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips             34/32768         340/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           498/65536         996/131072   ( 0.8%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      675564/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        6106/16777216 ( 0.0%) 
entdata               [variable]        6511/393216   ( 1.7%) 
LDR leaf ambient       467/65536       11208/1572864  ( 0.7%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]       10012/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       45924/4194304  ( 1.1%) 
==== Total Win32 BSP file data space used: 939798 bytes ====

Total triangle count: 1739
Writing f:\steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Steam\steamapps\knutmora\sourcesdk_content\hl2\mapsrc\gm_horror.bsp" "f:\steam\steamapps\knutmora\half-life 2\hl2\maps\gm_horror.bsp"



Delete the bsp then recompile.

I had the same problem before because of a bad prop.

I was trying to make the whack a moustachio model a prop_physics_override.

Deleting it fished it.

Thanks, now it works. Now i can get back to the map.