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CTD when looting corpse

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  00:37:09  23 September 2011
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
09/23/2011 0:37:51
Messages: 1519
CTD when looting corpse

Hi all

Since recently I got frequently this error log after a CTD that happens sometimes when I say "Take all" in the body looting dialog:

[error]Expression    : assertion failed
[error]Function      : CSafeFixedRotationState::create
[error]File          : e:\stalker\sources\trunk\xr_3da\xrgame\phvalidevalues.h
[error]Line          : 81
[error]Description   : dBodyStateValide(b)


In some posts I read about Controller animation bug causing this error, and how to fix it. But those fixes don't help here, I think it's another error source.

Any hints?
  15:46:55  23 September 2011
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
Well, just think about what you have changed recently, the answer surely lies there. Btw, nice error, never seen it
  20:36:01  23 September 2011
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Pseudostomp
There is a strange beauty in The Zone.
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On forum: 04/17/2010
 

Message edited by:
Pseudostomp
09/23/2011 20:38:05
Messages: 1196
Had the same crash after death, while watching monsters cavort over my corpse, very early into the Secret Trails 2 mod (SOC @v1.0004). I don't think there were any controllers around. ZRP notes suggest a bad controller animation causes this error in vanilla SOC. Many players had trouble with this crash in Secret Trails 2 around Yantar. Some sloppy 1/2 translated notes below from a Russian forum Secret Trails 2 post.

EDIT: Seen some mods which say don't use "take all", but I usually do it without problems.

Stable crash when to take a second helmet for Hyperici at Yantar.
[error]Expression : assertion failed [Error] Expression: assertion failed
[error]Function : CSafeFixedRotationState::create [Error] Function: CSafeFixedRotationState:: create
[error]File : e:\stalker\patch_1_0004\xr_3da\xrgame\phvalidevalues.h
[error]Line : 81
[error]Description : dBodyStateValide
Это самый "старый" вылет оригинального ТЧ. This is the "old" flight of the original PM.
Лечится так: Treated as follows:
заходим по этому пути: \gamedata\config\creatures we go down this path: \ gamedata \ config \ creatures
находим файл: m_controller.ltx find the file: m_controller.ltx
находим там строку: find there a line like:
Max_Controlled_Count = 10;4 Max_Controlled_Count = 10; 4
и меняем её так: Max_Controlled_Count = 0 and change it so: Max_Controlled_Count = 0
Потом уничтожаем контролёра и возвращаем всё как было. Then destroy the controller and return everything as it was.
ТЧ 1004+ТТ2+фикс PM 1004 + TT2 + Fix
  23:13:24  23 September 2011
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
Vintar, if it was that easy I would just have done it, instead of launching a new topic here

The first problem is that I haven't changed anything in my mod recently because I was busy making my dynamic DOF shader (which is working like a charm by now, finally - off topic). And the second, that I've changed quite a lot before that shader thing, so it's really hard to say were to start looking...


---QUOTATION---
Seen some mods which say don't use "take all"
---END QUOTATION---



Hmm, this makes me feel very uncomfortable, Pseudostomp, because it means that others had this issue before, and didn't manage to fix it
  23:28:44  23 September 2011
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
09/23/2011 23:29:43
Messages: 1902
I got a ton of those when modifying weapon meshes.

If there is a bad skeleton assignment (bone shape) to a weapon or an item the game will crash with that error.

It is usually related to 3rd view weapon meshes.
I guess it can be also in new/edited npc meshes.

Try to spawn every item/weapon in the inventory and drop them. The bad one should CTD with that error.
  23:46:50  23 September 2011
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519

---QUOTATION---
Try to spawn every item/weapon in the inventory and drop them. The bad one should CTD with that error.
---END QUOTATION---



Thanks for that hint, will try. However, this is very hard because the death items are always spawned dynamically in vanilla, so I'll have to do this check manually every time I loot a corpse since I can't predict which one will CTD before I use "take all" - sometimes it happens, sometimes it doesn't
  02:05:34  24 September 2011
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Meltac, I think Lijenstina means spawn every item "in your inventory", then drop it. That's a good way to isolate the culprit. Also, in the event that you can't test it on yourself, you can force the spawn on NPC death and skip the random part.

Lots of problems can occur quite a while after making a change, because the effect of the change is not always realized in the game right away. Making a lot of changes without separately testing each one can result in a debugging nightmare in STALKER because it doesn't always yield meaningful error messages even when it can (like "beer from the creator of 'O_ACTOR '/'AI_CROW '/'WP_SHOTG'/etc.") -- and quite often it can't (empty logs or isolated "stack trace" errors).

The vanilla error as noted by Pseudostomp that I've reported as a controller animation error* (or better, a controller movement error; "animation" is misleading to modders) may be the sole source in vanilla even though I called it the "most common cause". Vintar's suggestion (actually more a common-sense rule-of-modding) is even more meaningful when you consider that reports of this error apart from a controller are all mod-based.

It sounds like Lijenstina might have a major cause for the mod errors -- mesh edits with bad bone issues. I wonder why STALKER is "realizing" the item in its entirety instead of simply changing the ownership of the offline (i.e., inventory) object. Maybe it has to do that to truly transfer the item.

ADD rabbit-trail: I also find it interesting that taking items from a corpse can move the corpse, sometimes with unrealistic physics effects when the motion causes a part of the body to intersect the world. I had previously reasoned that it was due to a change in the mass of the body + inventory, but re-thinking tells me that the body is at rest and shouldn't move with a mass change.

Maybe the items transferred are made briefly real between you and the body, in a manner similar to the momentary visibility of a medkit when you heal yourself.

__________
* http://www.metacognix.com/stlkrsoc/CrashesStillInTheGame.html
  01:48:33  25 September 2011
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
09/25/2011 1:48:47
Messages: 1519
Thanks, NatVac.

In the meantime, I did some more tests, and it seems this error arised after having installed patch 1.0006, along with some other rather strange errors, e.g. "Description : eParent" or CTDs after eating a medkit.

I wonder if anybody else has or had such errors with that patch - because the forum search yields only very rare references to those errors I'm having! The patch is supposed to make the game better, not worse, right???
  01:56:13  25 September 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
09/25/2011 2:00:02
Messages: 911
another ctd with looting

I have a ctd when I loot an npc converting to a zombie...now that sucks after killing an npc to get a weapon I want. I had to make an extended timer to avoid this.
The ctd only happens when the game is looking at the dead npc inventory then it vanishes upon the conversion with me also looking at it. Happens 1in 100 so no biggie.

Edit; Oh yeah with 1.0006 I have more e_entity ctds with mods and looting. I did some mods a while back to LWC and the issues went away with pact 1.0005. I never looked hard at the ctds and e_entity other than a no toss solution for dropped weapons since 1.0005 seemed to eliminate most if not all my issues.
  00:00:43  26 September 2011
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Ok, after some further tests:

1. The crash happens only using my mod and patch 1.0006 in combination, so it IS a mod-related issue.

2. I don't use any edited or new meshes that are involved in situations were the CTD appears (weapons, items, NPCs, actor visuals etc).

3. When I save prior to using "Take all", reload and test several times, I got the CTD only sometimes, not every time - with the same dead items.

4. There do not seem any specific item(s) in the corpse's inventory leading to this crash. It seems it may happen with any item combination.

5. I have not changed or edited anything mentioned in any post here recently, just got that error after having installed patch 1.0006.


So I doubt any of the above mentioned possible issues might be the real problem source. I tend to be convinced that some global modded feature, maybe something in system.ltx or m_stalker.ltx or some script like AI additions, looting, armor changig and other complicated stuff causes the crash in combination with patch 1.0006. The majority of those mods I'm using are designed for 1.0004 or 1.0005, but I can't think why they should lead to such problems with 1.0006. Well, obviously they do

To help track down the cause, has anyone an idea what files/scripts might relate to those CTDs, apart from controller animation, mesh edits, and this kind of stuff?
 
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