1.5 Bugs and Issues

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 03 Sep 2017, 07:05

Alundaio wrote:Just use meshes.db from the update drive

Yes, I took this Voronin from here https://drive.google.com/drive/folders/ ... 0FKY2p0MDQ
I will look for other similar

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 03 Sep 2017, 17:45

In lab x18 in log
Spoiler:
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\space_restriction_abstract_inline.h[23] {CSpaceRestrictionAbstract::border} !m_border.empty() Space restrictor has no border! dar_zone_mine_thermal_average
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\space_restriction_abstract_inline.h[23] {CSpaceRestrictionAbstract::border} !m_border.empty() Space restrictor has no border! dar_zone_mine_thermal_average_0001


I see this in Yantar tonnlel
Spoiler:
Image

Why does he have such a strange name?

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Alundaio
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Re: 1.5 Bugs and Issues

Postby Alundaio » 03 Sep 2017, 18:28

sinaps wrote:In lab x18 in log
Spoiler:
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\space_restriction_abstract_inline.h[23] {CSpaceRestrictionAbstract::border} !m_border.empty() Space restrictor has no border! dar_zone_mine_thermal_average
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\space_restriction_abstract_inline.h[23] {CSpaceRestrictionAbstract::border} !m_border.empty() Space restrictor has no border! dar_zone_mine_thermal_average_0001


I see this in Yantar tonnlel
Spoiler:
Image

Why does he have such a strange name?


Because mutants don't have character name.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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Re: 1.5 Bugs and Issues

Postby -HUN-Riot_Gin » 03 Sep 2017, 18:58

Clear Sky Exoskeleton Inventory Icon is not match with the in-game one and with the Service Icon(when you want to upgrade in the technician icon)
Here is the problem and the right Icon in HD quality: https://imgur.com/a/RarOx

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 03 Sep 2017, 19:46

Alundaio wrote:Because mutants don't have character name.

If this label appears мay be add this? In particular, these mutants are the results of experiments. They fled the laboratory.
https://yadi.sk/d/21GJgCFR3Ma6js

zon3r
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Re: 1.5 Bugs and Issues

Postby zon3r » 04 Sep 2017, 08:05

In Sidorovich and Barkeep place, leafs and wind passing trought walls.
In CNPP on roof of the building(image bellow), possible to fall trough hole, and when you do, you fall from the map.
Is it a bug or what, i missing something with story mode, a dont have quest "Concrete Tomb", and cannot enter in Monolith War Lab. I finished all of them, except Wish Granter ofc, but it remains cause no other one, like shut down generators, c consciousness...
Spoiler:
ss_skorvy_09-03-17_23-32-23_(l12_stancia_2).jpg
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Ivanovich_62
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Re: 1.5 Bugs and Issues

Postby Ivanovich_62 » 04 Sep 2017, 16:26

Hi guys, I had a CTD in Rostok when a call for mutant wave appeared on the screen.

Code: Select all

RENDER [Warning]: Too many occlusion queries were issued(>1536)!!!
ERROR: CGameObject:net_spawn() Object with ID already exists! ID=57425 self=dog_weak_white57425 other=dog_weak_white57425
! VERIFY_FAILED: space_restriction_manager.cpp[99] {CSpaceRestrictionManager::restriction}  m_clients->end() != I
stack trace:

0023:05AE2596 xrGame.dll, CxImage::`copy constructor closure'()
0023:05A3F1B6 xrGame.dll, CDialogHolder::operator=()
0023:058E7FCA xrGame.dll, CDialogHolder::operator=()
0023:05A3F0A1 xrGame.dll, CDialogHolder::operator=()
0023:058B9735 xrGame.dll, CDialogHolder::operator=()
0023:00566606 xrCore.dll, str_container::dock()
0023:0042C179 xrEngine.exe, IGame_ObjectPool::create()
0023:059A6BF3 xrGame.dll, CDialogHolder::operator=()
 
[error][     298] : Too many posts were made to a semaphore.

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 04 Sep 2017, 21:11

Alundaio wrote:I'll probably be going back to 1.4.22 bump maps, but that will be some time before I update the textures.db with them.


I fully support this.

You brilliantly solved the Truck Cemetary OOM problem with the 1.4.12 textures at nearly no cost to quality. From what I've seen anyone still reporting OOM issues are those that are trying to cram the high end texture pack addons through low end gfx cards, and even then it is easily solved with the -noprefetch option.

IMO the 1.5 reduced bump maps don't have enough of a performance impact to justify the noticable loss in quality.

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 04 Sep 2017, 22:56

Exploitable bug with fetch quests:

Get a fetch quest for, say, 6 vodkas. Collect 6 vodka and task will update to return for reward. Put 5 of those vodka in a stash before you return. Quest can still be completed with only 1 remaining vodka.

Might not be a new bug, might even exist in Questlines for all I know. I hate doing fetch quests. :mrgreen:


Edit:

Easy fix. Here you go:

Code: Select all

function actor_has_fetch_item(tsk,task_id)
   if not (db.actor) then
      return
   end
   --if not (axr_task_manager.is_task_giver_valid(tsk)) then
   --   return "fail"
   --end
   local section = db.actor and utils.load_var(db.actor,task_id.."_fetch")
   local item = section and db.actor:object(section)
   if (item ~= nil) then
      if (task_id == "esc_2_12_stalker_nimble_task_1" or task_id == "jup_b220_trapper_task_3") then
         if (item:condition() >= 0.9) then
            tsk.stage = 1
         else
            tsk.stage = 0
         end
      else
         local count = utils.load_var(db.actor,task_id.."_fetch_count")
         if (count and count > 1) then
             local cnt = 0
            local function section_count(npc, item)
               if (item:section() == section) then
                  cnt = cnt + 1
               end
            end
            db.actor:iterate_inventory(section_count, nil)
            if (cnt >= count) then
               tsk.stage = 1
            else
               tsk.stage = 0
            end
            return
         end
         tsk.stage = 1
      end
   else
      tsk.stage = 0
   end
end

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Re: 1.5 Bugs and Issues

Postby -HUN-Riot_Gin » 05 Sep 2017, 06:06

-HUN-Riot_Gin wrote:The SKAT-9M type suit textures are using the same bad quality very old and looking bad bump and bump#s (stalker_dolg_3_bump and bump#).
I recently discovered the newly imported Brainsorcher type SKAT-9M outfit has no bumps, and after the .thm file in thm viewer saying the act_stalker_military_bump are not in the textures/act.

So after year I'm on stalker modding, and about 300 gb of material what I collected trough the past 1 year I found a better _bump and _bump# for the SKAT-9M Type suits. So I'm uploaded and here to download: https://www.mediafire.com/file/7wwxl7xi ... xtures.zip. These Bumps are not created by me, and I don't know who created/which mod I taked from.

And by the way, here is the list of texture, who using the bad quality act_stalker_dolg_3 bump and bump#-s. So this suit .THM files are need to recorrect / or the bumps what I uploaded needed to rename it. Anyway: You know what I mean and IF you decided to use : You know the job. You know what you need to do.

The List:

act_stalker_dolg_3
act_stalker_dolg_3a
act_stalker_military_1
act_stalker_soldier4a


Here it is the new _bump and bump# for the SKAT-9M type outfits.

Picture: http://imgur.com/a/fs7tp

Download: https://www.mediafire.com/file/by1yqyab ... utfits.rar

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J00B
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Re: 1.5 Bugs and Issues

Postby J00B » 06 Sep 2017, 10:35

Misbehaving textures in Pripyat. 1.5 R4 vanilla

https://imgur.com/D1Gh3Lc
https://imgur.com/XbVSNqY

Thumba-umba
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Re: 1.5 Bugs and Issues

Postby Thumba-umba » 10 Sep 2017, 14:51

Alundaio wrote:Formulas for non-FireWound damage types

Judging by the info in pastebin - does that mean that NPCs do not have any protections other than their own immunities from m_stalker.ltx? Meaning that exosuit guy will die to bloodsucker just as fast as a guy in the jacket?

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Balathruin
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Re: 1.5 Bugs and Issues

Postby Balathruin » 10 Sep 2017, 15:00

Thumba-umba wrote:Judging by the info in pastebin - does that mean that NPCs do not have any protections other than their own immunities from m_stalker.ltx? Meaning that exosuit guy will die to bloodsucker just as fast as a guy in the jacket?


There are configuration files for the ogf models (configs\models\capture), pointing to immunities.ltx and damages.ltx sections. The former has immunity values currently set up for most of the different NPC meshes.

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 14 Sep 2017, 11:41

I am deleting user.ltx and shaders_cache. After this run Call of Chernobyl with fresh files. I see black monitor. Log after start new game.
https://yadi.sk/i/JHaZdeUA3MtVsm
You killed static lighting?

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Balathruin
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Re: 1.5 Bugs and Issues

Postby Balathruin » 14 Sep 2017, 11:52

sinaps wrote:I am deleting user.ltx and shaders_cache. After this run Call of Chernobyl with fresh files. I see black monitor. Log after start new game.
https://yadi.sk/i/JHaZdeUA3MtVsm
You killed static lighting?

It works for me.

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 14 Sep 2017, 12:18

Balathruin wrote:It works for me.

May be you have old files? Well I'll check my installation.
Thank you, my shaders.db was accidentally deleted.
But

Code: Select all

compiling shader model_distort4glass_2
! VERIFY_FAILED: Geometry.cpp[459] {CBoxGeom::get_Extensions}  m_geom_transform
stack trace:

0023:033D2E44 ODE.dll, dGeomGetClass()
0023:02992621 xrPhysics.dll, RegisterGroup()
0023:029A6E91 xrPhysics.dll, CPHUpdateObject::Deactivate()
0023:029B800E xrPhysics.dll, StaticEnvironmentCB()
0023:029B74E5 xrPhysics.dll, get_box()
0023:04679109 xrGame.dll, CDialogHolder::operator=()
0023:007A5DEC xrCore.dll, CInifile::section_exist()
0023:029B74B1 xrPhysics.dll, ApplySpawnIniToPhysicShell()
0023:044E16B2 xrGame.dll, CDialogHolder::operator=()
0023:044E16CE xrGame.dll, CDialogHolder::operator=()
0023:044DF6FB xrGame.dll, CDialogHolder::operator=()
0023:04674922 xrGame.dll, CDialogHolder::operator=()
0023:044DF4AB xrGame.dll, CDialogHolder::operator=()
0023:04614B37 xrGame.dll, CDialogHolder::operator=()
0023:007A4628 xrCore.dll, xrCriticalSection::Leave()
0023:00235934 xrNetServer.dll, IPureClient::OnMessage()
0023:0023B4DF xrNetServer.dll, IPureServer::SendTo()

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Alundaio
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Re: 1.5 Bugs and Issues

Postby Alundaio » 14 Sep 2017, 17:53

sinaps wrote:
Balathruin wrote:It works for me.

May be you have old files? Well I'll check my installation.
Thank you, my shaders.db was accidentally deleted.
But

Code: Select all

compiling shader model_distort4glass_2
! VERIFY_FAILED: Geometry.cpp[459] {CBoxGeom::get_Extensions}  m_geom_transform
stack trace:

0023:033D2E44 ODE.dll, dGeomGetClass()
0023:02992621 xrPhysics.dll, RegisterGroup()
0023:029A6E91 xrPhysics.dll, CPHUpdateObject::Deactivate()
0023:029B800E xrPhysics.dll, StaticEnvironmentCB()
0023:029B74E5 xrPhysics.dll, get_box()
0023:04679109 xrGame.dll, CDialogHolder::operator=()
0023:007A5DEC xrCore.dll, CInifile::section_exist()
0023:029B74B1 xrPhysics.dll, ApplySpawnIniToPhysicShell()
0023:044E16B2 xrGame.dll, CDialogHolder::operator=()
0023:044E16CE xrGame.dll, CDialogHolder::operator=()
0023:044DF6FB xrGame.dll, CDialogHolder::operator=()
0023:04674922 xrGame.dll, CDialogHolder::operator=()
0023:044DF4AB xrGame.dll, CDialogHolder::operator=()
0023:04614B37 xrGame.dll, CDialogHolder::operator=()
0023:007A4628 xrCore.dll, xrCriticalSection::Leave()
0023:00235934 xrNetServer.dll, IPureClient::OnMessage()
0023:0023B4DF xrNetServer.dll, IPureServer::SendTo()


update xrGame.dll
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 17 Sep 2017, 20:36

I am оpen the stash in the Cordon

Code: Select all

! [LUA] simulation_helicopter_strong21559 cannot access class member GetRelationType!
 
FATAL ERROR
 
[error]Expression    : <no expression>
[error]Function      : CInifile::r_string
[error]File          : Xr_ini.cpp
[error]Line          : 534
[error]Description   : fatal error
[error]Arguments     : Can't find variable inv_weight in [gl_fake_missile]
 

stack trace:

0023:0027269C xrCore.dll, xrDebug::fatal()
0023:0454499A xrGame.dll, CDialogHolder::operator=()
0023:0454A7A6 xrGame.dll, CDialogHolder::operator=()
0023:0454B507 xrGame.dll, CDialogHolder::operator=()

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 19 Sep 2017, 23:49

NPC's seem to teleport around when outside switch distance rather than travel as if by walking. For instance, I was tracking an assasination target who was shown in the train depot in Garbage while I was in Bar. I travelled from Bar to Garbage, target had disappeared. Looking at my PDA showed he was now in Army Warehouses.

In a similar occurance, got a rescue hostage task from a NPC in Cordon. Hostage was in Swamp. Rescued hostage and returned to Cordon. Total travel time was less than an hour game time. Task giver had somehow travelled all the way to Red Forest by then.

Seems to happen fairly often in 1.5. Maybe an unintended byproduct of alife active on all maps?

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Alundaio
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Re: 1.5 Bugs and Issues

Postby Alundaio » 20 Sep 2017, 00:03

NPC's seem to teleport around when outside switch distance rather than travel as if by walking. For instance, I was tracking an assasination target who was shown in the train depot in Garbage while I was in Bar. I travelled from Bar to Garbage, target had disappeared. Looking at my PDA showed he was now in Army Warehouses.

That is how offline alife moves, it plans paths from current gvid to target gvid using the smart terrain masks. Just like lvid is a grid for the current level, gvid are a grid for the global world. How long it takes to teleport from one point to another is defined in LE and depends on alife update time and such in alife.ltx. But if you go and change those, be careful, it has been tweaked to a balance between stable FPS and getting alife to be active. In older versions of CoC it was so low that it took a few minutes for all offline objects to finally get a single update.

In a similar occurance, got a rescue hostage task from a NPC in Cordon. Hostage was in Swamp. Rescued hostage and returned to Cordon. Total travel time was less than an hour game time. Task giver had somehow travelled all the way to Red Forest by then.

Seems to happen fairly often in 1.5. Maybe an unintended byproduct of alife active on all maps?


Bug that has been fixed in r5. The hostage list was renamed and put in axr_task_manager.script but forgot to change it in all the other scripts. Also there was problem with the daisy chain code.
"I have a dream that one day this community will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident; that all mods are created equal."


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