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Engine CTD

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  21:28:28  10 January 2014
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
Messages: 1592
Hello again,

And I tought that I had solve the problem but it returned and seems to be targeting Garbage (most of the CTD happened in Garbage)

! error in stalker with visual actors\bandit\stalker_bandit_3
stack trace:

0023:769AC41F KERNELBASE.dll
0023:72578E89 MSVCR80.dll, EH_prolog()
0023:00733D02 stlport.5.0.dll, stlp_std::__stl_throw_out_of_range()

I have to idea of what I can do to try to trace what's cause of it.
  23:34:28  10 January 2014
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
01/10/2014 23:46:24
Messages: 911
Possible fix

Below is from my current m_stalker.ltx line #587 in mine
I caught the error around a modified priboi blowout ...makes me think it's a state driven ctd not necessarily a mesh.

;---------------------------------------------------------------------
;--! error in stalker with visual actors\ ;--CTD test fix
ph_character_have_wounded_state = false ;true; ;--whether the state of the wounded character
;----------------------------------------------------------------------

Also looking into Bangalore's theory of wpn_binoc being an issue whether it is the issue or another...testing will tell. I just now removed all instances of wpn_binoc from all.spawn to test that as well.

edit: forgot...
I think the removal of binocs may just address NPCs trying to use the binocs as a best weapon in RX ai mod. Unless you forbid it, which I did and I believe Natvac does in the zrp version. Just mentioning it.
  23:56:58  10 January 2014
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
Messages: 1592
bamah, I'll test that ASAP and report back if it fix the crash.

Just a little note :
I am not using all features from rx_ai mod and the weapon managing feature is one of those I am not using in the mod
  01:27:10  11 January 2014
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
The 'error in stalker with visual' errors aren't necessarily mesh related. It's just how the error handler chooses to identify the object that caused the error.

I've never seen this specific crash before. The 'error in stalker with visual' that has the CBoneInstance in the stack trace seems to be common in all three games. Nuor stated in a thread once that the removal of wpn_binoc actually didn't fix the issue. In Call of Pripyat I found it was more common to occur to stalkers who were using the move.crouch body state. It seemed to occur when you got a critical hit on a certain bone during that body state. I since set 'ph_character_have_wounded_state = false' in m_stalker.ltx in Call of Pripyat and never seen the error again. I think this is where Bamah got his suggested fix.

But your error seems entirely different. So I'm not sure it will fix your problem. You need to get your hands on a save where it's 100% reproducible and from there you can disable scripts/features until it no longer occurs. Giving yourself god mode and spawning a bunch of stalker with a spawner is a good way to get things like this to happen.
  11:41:30  7 March 2014
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
While I agree with Alundaio's "The 'error in stalker with visual' errors aren't necessarily mesh related" -- the error is a catch-all saying something related to the visual [representation?] is wrong, could be LoNer1's error in an animation*, could be out of memory (see the end of one of the related error reports in Pripyat Reborn thread), or could result in an unhandled Standard Template Library (STL) exception as xRatx said to start this thread (and something I've addressed before) -- this specific problem has a common theme.

I don't think it is a bug in vanilla SoC at all. I've never encountered it, I've never seen it reported for the original game nor with straight-up ZRP. But I've seen it in some mods and heard about it in the later games that incorporated some of the mod code.

I've mentioned my suspicions with NPCs trying to use weaponized binocs. I've included a statement to the effect that it might involve anything normally not a weapon that the NPC is somehow trying to use as a weapon. Artifact activation is another possibility.

But what Bangalore said is key, I think:

---QUOTATION---
I don't really believe that only binoculars could be problematic. You are using ai enhancement mods, where npc-s use and choose weapons, items, and maybe they die with those items in hand. Somehow this ctd always relates to cases, where npc-s using binoc, other items, weapons etc. and die...
---END QUOTATION---


Other items like fake grenades, perhaps, or if the NPC has a device like a mine out -- not vanilla SoC, but definitely many possibilities in many mods.

As bamah put it:

>> ...makes me think it's a state driven ctd not necessarily a mesh

This is supported by the possible Alundaio/bamah workaround: disable the ability of the NPC to show the wounded animation and suffer no more of these specific "error in stalker with visual" crashes.

A possible theory: Unlike vanilla SoC, some mods and the other games have NPCs using grenades, weaponized binocs, artifacts, or anything in Bangalore's list (knives, maybe?). You wound them (and likely then kill them, but they start their wounded animation first), and then the wounded states from state_lib.script come into play.

What then is the game to do when weapon = "strapped" is invoked on a newly-wounded NPC when the "weapon" he is holding has no position/animation corresponding to "strapped"? Could that cause an "unhandled" exception (if you will pardon the weak pun)?

When you wound Skull's lieutenant (the one who sometimes doesn't show the binocs but does the animation), he puts the binocs away before falling down wounded. But those binoculars are not weaponized. If a pair of binocs (or any item) is considered a weapon, the processing of the wounded NPC tries to deal with the weapon according to the setting.

I also remember this crash reported a lot in Priboi Story in Army Warehouses. What if the pre-weakened Freedom ambush victims were evaluating "best weapon" on their weapons when the attack starts, and are immediately wounded with the first bullet that hits them?

While the workaround might help for the majority of occurrences**, removing the wounded animation is akin to scalping to treat head lice.

You could remove "strapped" as an option. Or you could define a strapped position for everything weaponized. Or maybe test different animation_slot positions for one that works.

It's a very testable hypothesis. Go debunk it so we can move on to something else.

__________
*Could be LoNer1's animation error causing all the other errors that result in a crash to desktop.

**The "weapon = "strapped" setting applies to other animations, too. While an NPC that decides to begin walking might put away a weapon, one wielding a grenade or artifact might normally finish his action (throw or activate the item) before moving on. Or not; there might be some actions resulting in an attempt to strap weaponized items.
  10:31:38  8 March 2014
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
03/10/2014 0:58:23
Messages: 2230
ph_character_have_wounded_state is irrelevant to the scripted state_manager. The wounded state will play just fine when a stalker is critically wounded. The only difference I noticed is that there is a tiny delay when you kill Stalkers at low health and the transition into the death physics looks rough.


---QUOTATION---
**The "weapon = "strapped" setting applies to other animations, too. While an NPC that decides to begin walking might put away a weapon, one wielding a grenade or artifact might normally finish his action (throw or activate the item) before moving on. Or not; there might be some actions resulting in an attempt to strap weaponized items.
---END QUOTATION---



I cannot speak for SoC, but in CS and CoP, the State Manager is "locked" when stalkers are strapping/unstrapping weapons, turning, playing animation, and controlled by alife_action_planner or combat_action_planner; Scripted animations cannot play, rotation or movement cannot be performed, etc when the manager is "locked". None of these can individually occur until the other is finished. When stalkers are critically wounded they are under the influence of the scripted state manager because they are out of combat. The state manager is no longer locked and xr_wounded can do what it needs to do (ie. drop/strap weapon and play the wounded state). Perhaps it's between the transition of combat and unlocking State Manager something like what you described could happen, since states are handled in the engine during combat, unless the stalker is using one of the lua scripted combat schemes. I could see how Rulix's AI Additions could cause these issues, specifically his rx_facer, rx_ff, rx_gl and rx_knife. He disables state manager during these actions and manually changes the body state, mental state and forces the NPC to use a specific weapon with specific sight params. Possible incompatible states could be more likely to occur. There could also be a conflict between the engine actions and what weapon, body state and mental state it wants the stalker to be in if the stalker were to transitions between the actions rapidly. But those are just my guesses.

Disabling the variable was a solution for the exact error I have witnessed in CoP and also found to occur in CS. But I don't think the error shown here is the same; the stack trace is different and I don't think disabling ph_character_have_wounded_state will have any effect on it. My specific issue did not have anything to do with animations or weaponized items. It was related to critical wounds on specific bones during move.crouch body state while in engine combat.
  11:08:08  11 March 2014
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
Thanks for the cogent reply, Alundaio.

>> The wounded state will play just fine when a stalker is critically wounded.

Ah. I was mislead by the name ph_character_have_wounded_state.

>> the stack trace is different

I was thinking that perhaps the DLLs of the different games would react differently, that the attempt to strap an item that didn't have an attachable bone would have a different error, and other errors would result if the bone was there but there wasn't a way to connect it, for example. And there were other results suggesting the weirdness that occurs when you are near a memory limit (e.g., out of memory, no more files, no more data, incorrect argument, etc.).

It could simply be that quite a few errors are reported starting with the same generic debug statement. Your particular CoP errors are definitely different.

As mentioned, the "error in stalker with visual" is a broad catch-all, akin to a "pain in the gut". A lot of possible causes exist. And I cannot speak for CoP and CS, other than state a caution that these games incorporate code from SoC mods that happen to exhibit these crashes, while the vanilla SoC game does not (yet). While this suggests that some of these crashes might be related, I understand there is a different model scheme with the later games.

---QUOTATION---
Perhaps it's between the transition of combat and unlocking State Manager something like what you described could happen, since states are handled in the engine during combat, unless the stalker is using one of the lua scripted combat schemes.
---END QUOTATION---


That's my thinking. Even if not scripted (the engine combat schemes can be overridden with Lua script versions), the transitions must somehow take place. With certain configuration exceptions, an NPC hurt just enough during a combat or other scheme will transition to wounded. As mentioned, when I programmatically wounded Skull's lieutenant during his "Who be you staring at, scumbag? Don't you worry" spiel, he didn't fall to the ground until after he carefully put away his binoculars.

It could very well be from the AI Additions. To extend your thought with a specific example: What if the NPC is left with a knife when the state manager is re-enabled? The fix might be as simple as disabling certain items like knives. Or change the option to prohibit the weapon strapping, at least for SoC, or make the item properly attachable to the body.

These are just considerations (in addition to yours involving Rulix) which may help those with the SoC-with-mods version of this problem to figure out how to resolve it, if someone else doesn't find and report a fix (or fixes) for it first.
 
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