1.5 Bugs and Issues

Kolaris
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Re: 1.5 Bugs and Issues

Postby Kolaris » 15 Oct 2017, 19:52

Seconded, that looks great

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Alundaio
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Re: 1.5 Bugs and Issues

Postby Alundaio » 15 Oct 2017, 19:55

The icons look like they barely fit.
"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."

Kolaris
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Re: 1.5 Bugs and Issues

Postby Kolaris » 15 Oct 2017, 23:02

The axe maybe, but that's one of the longer icons I can think of

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 18 Oct 2017, 00:29

Couple lingering vehicle bugs (I know...):

-If you park a vehicle in one direction (say north) then leave the map, return, get back in the vehicle again, park it in the opposite direction, leave the map and come back again, when you start it up again the controls for forward and reverse are switched.

-Vehicles still don't like level changers. 9 times out of 10 you end up somewhere outside the map stuck in limbo when you try to go through a level changer. If this can't be fixed, is it possible to disable level changers while in a vehicle (ie restrict the vehicle to the current map)?

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2C.LiryC
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Re: 1.5 Bugs and Issues

Postby 2C.LiryC » 20 Oct 2017, 03:31

Still in my new story mode, as Ecolog.

Two choppers at the same time by returning at the cordon.
The weak one stays above the north military post (level changer to garbage), the normal one patrols the level as intended.
Spoiler:
phpBB [video]

There was only the patrolling one when I left the cordon before.

Eugen
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Re: 1.5 Bugs and Issues

Postby Eugen » 20 Oct 2017, 12:35

БАГИ ВЕРСИИ 1.5 R6:

1. Поймал вылет при взятии квеста "принести радиопротектор" у бандита:
Spoiler:

Code: Select all

! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...hing\stalker coc 1.5 r6\gamedata\scripts\xr_logic.script:607: attempt to index local 'npc' (a nil value)
! [SCRIPT ERROR]: ...hing\stalker coc 1.5 r6\gamedata\scripts\xr_logic.script:607: attempt to index local 'npc' (a nil value)
 
FATAL ERROR
 
[error]Expression    : <no expression>
[error]Function      : CScriptEngine::lua_pcall_failed
[error]File          : ..\xrServerEntities\script_engine.cpp
[error]Line          : 204
[error]Description   : fatal error
[error]Arguments     : LUA error: ...hing\stalker coc 1.5 r6\gamedata\scripts\xr_logic.script:607: attempt to index local 'npc' (a nil value)

2. По прежнему неисправное патрулирование: напарник, доходя до финальной точки патрулирования, просто стоит, при этом режим патрулирования все еще активен. Также решил заставить патрулировать отряд напарников не через командира этого отряда, а через подчиненного командира, в результате после выбора реплики "Начинай патрулирование" командир отряда куда-то побежал. Попробовал с другим отрядом на другой локации - командир не убегает, однако отряд просто стоит на месте, не начиная патрулирование.
3. При игре за Монолитовца в Саркофаге все также слышен Зов Монолита, незнаю фишка или недоработка. Режим "Тайна Зоны" отключен.
4. Без режима "Тайна Зоны" при заходе в лабораторию x-19(10) проигрывается аудиосообщение о критическом пси-излучении, хотя его нет.
5. Хоть и баг оригинала, но все же отмечу: при наведении прицела на уже открытые кодовые двери появляется надпись "Закрыть дверь", но дверь не закрывается.
6. Рычаг, отключающий Выжигатель, по-прежнему работает при отключенном режиме "Тайна Зоны".
7. Охрана Лукаша по-прежнему мешает на проходе, необходимо сдвинуть их ближе к стенке или переставить вовсе.
8. Всё та же проблема со стартовым местом за зомбированных: "Затон. Лесопилка" спавнит ГГ за какой-то локацией, в пустоте (думаю где-то под Генераторами), а "Путепровод Припять-1" у входа в Оазис.
9. Переход из Госпиталя в Лиманск по-прежнему находится на севере локации, а на ЧАЭС на юге, хотя по логике должно быть наоборот.
10. Оставил напарников ("Жди здесь и охраняй точку") на одной локации, перешел на другую, смотрю в КПК - а маркеров напарника нет. Вернулся обратно на локацию с напарниками и нашел их с помощью маркеров (маркеры снова появились когда я вернулся обратно на локацию с напарниками), но не там где я их оставлял ждать, а в другом месте.
11. В лабораториях можно найти квестовые документы даже без включенной "Тайны Зоны". Незнаю баг или нет, но выбросить их потом нельзя.
12. Иногда НПС повисают с рацией у рта, или рация повисает у них в руке. Забавно видеть НПС, держащего в руках автомат, при этом у него из кисти торчит рация (а иногда и аптечка, как оказалось. А может и еще что-то, пока заметил только аптечку и рацию).
13. Столкнулся с такой картиной: ученый упорно атаковал военного (полагаю из-за ужасной репутации последнего), а военный в ответ никак не реагировал, просто шел себе как ни в чем не бывало, пока ученый его наконец не добил.

Ivanovich_62
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Re: 1.5 Bugs and Issues

Postby Ivanovich_62 » 21 Oct 2017, 21:12

Good evening gentlemen. In the new R6, the icons for various pickups are too small to be see under the planks of a broken wood box, or
after falling out of a metal tin box.

RJ1
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Re: 1.5 Bugs and Issues

Postby RJ1 » 23 Oct 2017, 17:26

I can't even get 1.5 to start, always get a fatal error when I launch it, but 1.4.22 works fine.

'Fatal error'

Unhandled exception occured. See log for details.

There's no X-Ray bug trapper report or anything, just a Windows pop up with a red cross.

Ivanovich_62
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Re: 1.5 Bugs and Issues

Postby Ivanovich_62 » 29 Oct 2017, 23:04

Hi gentlemen. In 1.5R6 the attack radius for monsters is too far. Dog bites are fatal from 5 ft away,
and I was torn apart by snorks, while standing on top of a truck roof while they were crawling along the ground.

Also the NPCs can't find the travel point between garbage and wild territory, just south of the burning tunnel. They climb the
cliffs in Garbage trying to get there.

And lastly, the stashes are too sparse now gents. I know everyone wanted some balance, but...
we were swimming in tools for mechanics before R6, now we're lookin for them on e-bay, cause they aren't to be found in the zone.

Thankyou gents, you're the best.

vovan1975
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Re: 1.5 Bugs and Issues

Postby vovan1975 » 05 Nov 2017, 02:57

(EN) Version of game: COC 1.5_R6 (beta)
(RU) Версия игры: COC 1.5_R6 (бета)
---
(EN) Aiming: Merc Exoskeleton and AC-96/2
(RU) Прицеливание: Экзоскелет Наёмников и АН-94 "Абакан"
Spoiler:
Merc Exoskeleton + AC-96 2.jpg

---
(EN) Aiming: Merc Exoskeleton and Chaser 13
(RU) Прицеливание: Экзоскелет Наёмников и Mossberg Maverick M88
Spoiler:
Merc Exoskeleton + Chaser 13.jpg

---
(EN) Aiming: Merc Exoskeleton and SPSA-14
(RU) Прицеливание: Экзоскелет Наёмников и Franchi SPAS-12
Spoiler:
Merc Exoskeleton + SPSA-14.jpg
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foobar
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Re: 1.5 Bugs and Issues

Postby foobar » 05 Nov 2017, 06:06

The most important things, 100% reproducible:

Entering "Generators", DX8, aborted game, "Not enought textures for shader, base tex: crete\crete_walls18":
Spoiler:

Code: Select all

FATAL ERROR
 
[error]Expression    : <no expression>
[error]Function      : CBlender_default::Compile
[error]File          : BlenderDefault.cpp
[error]Line          : 63
[error]Description   : fatal error
[error]Arguments     : Not enought textures for shader, base tex: crete\crete_walls18
 

stack trace:

0023:005D269C xrCore.dll, xrDebug::fatal()
0023:03B5B4A5 xrRender_R1.dll
0023:03BB70A6 xrRender_R1.dll
0023:772538AA ntdll.dll, RtlImageNtHeader()
0023:772534A2 ntdll.dll, RtlImageNtHeader()
0023:765814AD kernel32.dll, HeapFree()
0023:74A8ECFA MSVCR120.dll, free()
0023:005D3681 xrCore.dll, xrMemory::mem_free()
0023:03BAE24C xrRender_R1.dll
0023:03BFA112 xrRender_R1.dll
0023:0042A9A9 xrEngine.exe, IGame_Level::Load()
0023:04407DA1 xrGame.dll, CDialogHolder::operator=()
0023:004100A3 xrEngine.exe, CRenderDevice::on_idle()


Entering Sarcophagus from Warlab (I have chosen not to join O-Soznanie), aborted game:
Spoiler:

Code: Select all

compiling shader model_def_lqs_0
! VERIFY_FAILED: e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrcore\_stl_extensions.h[145] {xr_vector<class shared_str,class xalloc<class shared_str> >::operator []}  _Pos < size() index is out of range: index requested[1], size of container[1]
CInifile::r_section | section is nil!
0023:005D1D4F xrCore.dll, LogStackTrace()
 
FATAL ERROR
 
[error]Expression    :
[error]Function      : invalid_parameter_handler
[error]File          : xrDebugNew.cpp
[error]Line          : 989
[error]Description   : invalid parameter
 

stack trace:

0023:005D2AAE xrCore.dll, xrDebug::fatal()
0023:005D6029 xrCore.dll, CInifile::r_section()
0023:005D4628 xrCore.dll, xrCriticalSection::Leave()
0023:0470957A xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:0471E96B xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:044C75F7 xrGame.dll, CDialogHolder::operator=()
0023:005D4628 xrCore.dll, xrCriticalSection::Leave()
0023:001C5934 xrNetServer.dll, IPureClient::OnMessage()
0023:001CB4DF xrNetServer.dll, IPureServer::SendTo()


Less important but annoying:

  • Sometimes stalkers disappear when you load savefile. Questgivers and random stalkers.
  • Spawner spawns stalkers in random places, in my case I was talking with CS guy on Radar and another one was spawned in the middle of the road in 25 meters from me just from nowhere.
  • On the other hand it prefers some places to spawn a lot of stalkers, one of such places is the gate between Rust Forest and forester's house, it spawns loners, merks, bandits, scientists, freedom, duty, solders so every time you go there you see a battle.
  • Bullets are upgraded when loading savefile, both for AK-74 (usual -> armor-piercing) and Protecta (shot -> "zhekan"), i haven't played much with other weapons. Not in all cases, your rifle should be in hands not in bag, ~90% that bullets will be upgraded when loading quicksave and ~50% when entering another location.
  • NPCs doen't take all requested meat, only 1, tested with CS barkeeper, it takes 1 pseudodog meat while requests 6, and some random loners.
  • On the other hand stalkers take one more items (Radioprotector, Hercules, Psiblocade, maybe smth other) than requested, dialog window shows messages like "Hercules is lost. 3 Herculeses are lost".
  • If you play as loner and kill a duty stalker the faction becomes your friend.
  • No stashes on CoP maps.
  • Protecta is useless, while infodialog says that it's 70% more powerful that AK-74, it seems that in reality it's 70% weaker.

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sinaps
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Re: 1.5 Bugs and Issues

Postby sinaps » 06 Nov 2017, 16:04

Spoiler:
Image

But I do not get .tga files...

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 08 Nov 2017, 02:31

Typo in xr_conditions.is_alive:

Spoiler:

Code: Select all

function is_alive(actor, npc, p)
   local id
   if npc == nil or (p and p[1]) then
      id = get_story_object_id(p[1])
   elseif (type(npc.id) == "number") then
      id = npc.id
   else
      id = npc:id()
   end

   if npc1 == nil then
      return false
   end

   local se_obj = id and alife_object(id)

   if se_obj and IsStalker(nil,se_obj:clsid()) and se_obj:alive() then
      return true
   end

   return false
end


This will always return false since npc1 == nil is always true since npc1 isn't declared anywhere. Should be id == nil.

It doesn't seem to be used anywhere except in the old CoP dialogs, but otherwise could be a useful function if it worked.

lafoxxx
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Re: 1.5 Bugs and Issues

Postby lafoxxx » 08 Nov 2017, 08:31

Hi.
When you play in Azazel mode, it's possible to become a S.T.A.L.K.E.R. who's currently located outside of the playable area. For example, I've "appeared" near the very edge of the Bar, near the passage to the Warehouses. And couldn't return to the playable area because of invisible walls suurrounding it. So I jumped down, and got stuck.

Maybe it's possible to add some sort of "check" whether the NPC is located somewhere you're never able to get in normal conditions? Or make these "invisible walls" one-sided, so you could return to the playable area?

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DoctorX
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Re: 1.5 Bugs and Issues

Postby DoctorX » 09 Nov 2017, 00:11

I have 2 companions (in this case I had an existing companion, then added on a hostage task giver), gave them all a group command to go stealth with the keyboard command...

One companion (the hostage task giver) was shot and killed while they were in stealth mode.

My surviving companion is now stuck in stealth mode forever.

cbaker19
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Re: 1.5 Bugs and Issues

Postby cbaker19 » 12 Nov 2017, 11:22

Spoiler:

Code: Select all

FATAL ERROR
 
[error]Expression    :
[error]Function      : invalid_parameter_handler
[error]File          : xrDebugNew.cpp
[error]Line          : 989
[error]Description   : invalid parameter

Worked yesterday, but any save or level transition I make today crashes. Overall seems pretty unstable.
**update** Started a new game and avoided making any quicksaves. Has been stable so far, for a lot longer than the first attempt.
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cbaker19
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Re: 1.5 Bugs and Issues

Postby cbaker19 » 18 Nov 2017, 12:51

Played much further than before, but eventually can't get past a Fatal Crash. Game Over. I think I do have to call this unstable.
Spoiler:

Code: Select all

FATAL ERROR
 
[error]Expression    :
[error]Function      : invalid_parameter_handler
[error]File          : xrDebugNew.cpp
[error]Line          : 989
[error]Description   : invalid parameter
 

stack trace:

0023:005C2AAE xrCore.dll, xrDebug::fatal()
0023:005C6029 xrCore.dll, CInifile::r_section()
0023:005C4628 xrCore.dll, xrCriticalSection::Leave()
0023:05DB957A xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:05DCE96B xrGame.dll, CDialogHolder::IR_UIOnMouseMove()
0023:05B775F7 xrGame.dll, CDialogHolder::operator=()
0023:005C4628 xrCore.dll, xrCriticalSection::Leave()
0023:001E5934 xrNetServer.dll, IPureClient::OnMessage()
0023:001EB4DF xrNetServer.dll, IPureServer::SendTo()

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J00B
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Re: 1.5 Bugs and Issues

Postby J00B » 05 Dec 2017, 10:41

Problem with a section of texture aka Slav Architecture on CNPP level. Topmost-right corner of the map. Pre-1.5 problem
Spoiler:
Image

mintsujimston
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Re: 1.5 Bugs and Issues

Postby mintsujimston » 10 Dec 2017, 14:04

Loading survival mode save results in CTD. CTD doesn't happen in the first few minutes of saved gameplay. It happens after a while of saved gameplay.
Happens in both 1.4.22 and 1.5
Stack trace is empty too.
SurvivalmodeSaveCTD.log

1.5 crash .log
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cbaker19
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Re: 1.5 Bugs and Issues

Postby cbaker19 » 10 Dec 2017, 19:08

I don't think the decoder in the Monolith War lab is working. After killing the "unknown entity" and using the decoder, the countdown timer reaches zero and then nothing happens. I honestly do not remember what it was like in 1.4 because I usually do not play that finish; I find the unknown entity quest more annoying than fun. But I know I did complete it in 1.4, moving on through it to the wish granter.


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