Все теперь компилится быстро !НО! опять ошибка vrad!!! прекращена работа программы vrad приложение будет закрыто, потом компил резко прекращется и всё равно загружается карта. Вот лог компила
** Executing...
** Command: "c:\program files\steam\steamapps\neo_shtraf\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\tir_hl2" "C:\sourcesdk_content\hl2\mapsrc\map"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\SourceMods\tir_hl2\materials
Loading C:\sourcesdk_content\hl2\mapsrc\map.vmf
material "default" not found.
Material not found!: DEFAULT
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_vehicle_jeep (-1514.00 -805.00 -2.69) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 858 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.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 (1) (367302 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2262 texinfos to 1255
Reduced 74 texdatas to 60 (1164 bytes to 914)
Writing C:\sourcesdk_content\hl2\mapsrc\map.bsp
12 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\neo_shtraf\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\tir_hl2" -fast "C:\sourcesdk_content\hl2\mapsrc\map"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\sourcesdk_content\hl2\mapsrc\map.bsp
reading c:\sourcesdk_content\hl2\mapsrc\map.prt
LoadPortals: couldn't read c:\sourcesdk_content\hl2\mapsrc\map.prt
** Executing...
** Command: "c:\program files\steam\steamapps\neo_shtraf\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\SourceMods\tir_hl2" -noextra "C:\sourcesdk_content\hl2\mapsrc\map"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\sourcesdk_content\hl2\mapsrc\map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.95 seconds)
5793 faces
17 degenerate faces
488439 square feet [70335328.00 square inches]
256 Displacements
117767 Square Feet [16958466.00 Square Inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (41)
Build Patch/Sample Hash Table(s).....Done<0.1224 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (59)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4

Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1
brushes 959/8192 11508/98304 (11.7
brushsides 11222/65536 89776/524288 (17.1
planes 13984/65536 279680/1310720 (21.3
vertexes 9956/65536 119472/786432 (15.2
nodes 2633/65536 84256/2097152 ( 4.0
texinfos 1255/12288 90360/884736 (10.2
texdata 60/2048 1920/65536 ( 2.9
dispinfos 256/0 45056/0 ( 0.0
disp_verts 20736/0 414720/0 ( 0.0
disp_tris 32768/0 65536/0 ( 0.0
disp_lmsamples 2876416/0 2876416/0 ( 0.0
faces 5793/65536 324408/3670016 ( 8.8
hdr faces 0/65536 0/3670016 ( 0.0
origfaces 3682/65536 206192/3670016 ( 5.6
leaves 2635/65536 84320/2097152 ( 4.0
leaffaces 8204/65536 16408/131072 (12.5
leafbrushes 2644/65536 5288/131072 ( 4.0
areas 2/256 16/2048 ( 0.8
surfedges 43898/512000 175592/2048000 ( 8.6
edges 25664/256000 102656/1024000 (10.0
LDR worldlights 2/8192 176/720896 ( 0.0
HDR worldlights 0/8192 0/720896 ( 0.0
leafwaterdata 1/32768 12/393216 ( 0.0
waterstrips 663/32768 6630/327680 ( 2.0
waterverts 0/65536 0/786432 ( 0.0
waterindices 13494/65536 26988/131072 (20.6
cubemapsamples 1/1024 16/16384 ( 0.1
overlays 8/512 2816/180224 ( 1.6
LDR lightdata [variable] 7561572/0 ( 0.0
HDR lightdata [variable] 0/0 ( 0.0
visdata [variable] 0/16777216 ( 0.0
entdata [variable] 12151/393216 ( 3.1
LDR ambient table 2635/65536 10540/262144 ( 4.0
HDR ambient table 2635/65536 10540/262144 ( 4.0
LDR leaf ambient 8076/65536 226128/1835008 (12.3
HDR leaf ambient 2635/65536 73780/1835008 ( 4.0
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] 1/484044 ( 0.0
dtl prp lght [variable] 1/4 (25.0
HDR dtl prp lght [variable] 1/4 (25.0
static props [variable] 1/806 ( 0.1
pakfile [variable] 176941/0 ( 0.0
physics [variable] 367302/4194304 ( 8.8
physics terrain [variable] 95232/1048576 ( 9.1
Level flags = 0
Total triangle count: 17355
Writing c:\sourcesdk_content\hl2\mapsrc\map.bsp
2 minutes, 46 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\sourcesdk_content\hl2\mapsrc\map.bsp" "c:\program files\steam\steamapps\SourceMods\tir_hl2\maps\map.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\SourceMods\tir_hl2" -dev +map "map"
И если дело в компиляторах то есть какие-нибуть альтернативные компиляторы под orange box?