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Serious problem with my all.spawn - corrupt?

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  20:59:53  28 May 2010
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SacriPan
Senior Resident
 

 
On forum: 09/20/2009
Messages: 319
fluffy22 method is good but as I tried to do that some time ago, the compiling process took my commentary away (the ; sign and everything behind).

I'm on my laptop right now, can you confirm taht fluffy22?

Because when altering this file so massively, I think it's good to have some commentary in it, until the release of the mod.
What do you think about that?
  22:21:31  28 May 2010
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Slikfuk
Senior Resident
 

 
On forum: 08/27/2009
Messages: 153
ALIFE SPAWN REGISTRY

I have a problem with my Alife Spawn registry. I decided to start play SOC again because I was getting bored with CS and COP. The game works fine without any mods. When I add any mod (SmP, AntiGas, SagerStalk, etc.) I get the following message in the errorlog.log:

Error Reason:
===================================
XR_3DA .exe caused a BREAKPOINT in module "C:\GAMES\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\bin\xrCore.dll" at 0023:00BCC85, xrDebug::backend()+165 byte(s)

User Message
===================================
Expression : header() .graph_guid() == ai() .game_graph() .header() .guid()
Function : CALifeSpawnRegistry::load
File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_spawn_registry.cpp
Line : 167
Description : Spawn doesn't corresspond to the graph : REBUILD SPAWN!

System Error
-------------------------------------------------------------
0x00000012 - There are no more files



I do have patches 1 through 6 installed. I had the same error when I only installed up to 3, then 4, then 5 and finally 6.

The game was purchased in GameStop as new, this past fall. I had a previous copy of the game that I bought at GameStop back in 2008; it because to scratched up to use, so I bought a new one. Of note, the game was unintalled and reinstalled with the new disc.

Any help or suggestions would be appreciated. Thanks!
  23:32:58  28 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
~Sacripan
I rarely decompile the all.spawn, as I back up my current copy, and test the changes. If it works, it becomes my new backup, and the old one is deleted. If it doesn't work, I try and figure out where I went wrong. Failing that, I unpack the files and try again.
I can't be sure, but the compiler ignores the ; lines, since they are comments, and upon unpacking, it generates new comments for the various sections.
  18:18:39  29 May 2010
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077
ok first of all, every index in the allspawn must be unique. BUT it can consist of numbers and letters. If I alter the allspawn i use terms like:
[esc_gbamm_01]
These contain a abreviation for the level, my name, and a number. Its quite easy to handle these. These indices will be converted to numeral if you compile youre ltxses tp allspawn. Therefore its good to make bakups.
  14:52:20  30 May 2010
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Slikfuk
Senior Resident
 

 
On forum: 08/27/2009
Messages: 153

---QUOTATION---
ok first of all, every index in the allspawn must be unique. BUT it can consist of numbers and letters. If I alter the allspawn i use terms like:
[esc_gbamm_01]
These contain a abreviation for the level, my name, and a number. Its quite easy to handle these. These indices will be converted to numeral if you compile youre ltxses tp allspawn. Therefore its good to make bakups.
---END QUOTATION---




How do you edit the all.spawn?
  15:07:14  30 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
 

Message edited by:
soopytwist
05/30/2010 15:09:48
Messages: 447

---QUOTATION---
ok first of all, every index in the allspawn must be unique. BUT it can consist of numbers and letters. If I alter the allspawn i use terms like:
[esc_gbamm_01]
These contain a abreviation for the level, my name, and a number. Its quite easy to handle these. These indices will be converted to numeral if you compile youre ltxses tp allspawn. Therefore its good to make bakups.


How do you edit the all.spawn?
---END QUOTATION---



You have to decompile it. Follow this guide: http://sdk.stalker-game.com/en/index.php?title=Editing_all.spawn. When you make changes to it you have to compile back to new.spawn, rename it all.spawn and drop into the spawns dir. Any changes you do make will not work unless you start a new game each time you recompile it. Have a look around these forums because some people employ their own methods when working with the all.spawn.
  21:27:12  31 May 2010
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
ok first of all, every index in the allspawn must be unique. BUT it can consist of numbers and letters. If I alter the allspawn i use terms like:
[esc_gbamm_01]
These contain a abreviation for the level, my name, and a number. Its quite easy to handle these. These indices will be converted to numeral if you compile youre ltxses tp allspawn. Therefore its good to make bakups.


How do you edit the all.spawn?
---END QUOTATION---


I use a modified acdc.pl, too. The modifications only includes new sections for added mutants as burer, cat, ...
The editing itself is done with notepad++, a wonderful free programm to edit all text formated stuff (LUA, python, text, xml, whatever).
  00:32:54  1 June 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
I re-created by all.spawn from the original OL, put all my stuff back in it with my own unique numbers (9125 onwards). But I still can't add stuff to levels unless I delete some things first. I'm having to delete simple stuff like boxes or junk. If I don't do this the game crashes.
  20:51:06  2 June 2010
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
I re-created by all.spawn from the original OL, put all my stuff back in it with my own unique numbers (9125 onwards). But I still can't add stuff to levels unless I delete some things first. I'm having to delete simple stuff like boxes or junk. If I don't do this the game crashes.
---END QUOTATION---



This is kinda nostalgic, in ancient times we had to hex edit the files because it was not allowed to alter the size of it, but today theres no problem with it.

Ok. Start from scratch - use vanilla all.spawn, decompile, alter, compile, try. Dont know what youre failure is. Read the articles on the wiki. It is functional.
AND dont fiddle with numbers as indeces for your spawn, use stuff like:
[levelname_soopy_xyz]

Its thousand times easier!
  19:10:05  28 October 2013
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FatalFunnel
(Senior)
 
On forum: 11/07/2011
 

Message edited by:
FatalFunnel
10/28/2013 19:12:35
Messages: 133

---QUOTATION---

[error]Expression : no_assert
[error]Function : CALifeStoryRegistry::add
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_story_registry.cpp
[error]Line : 30
[error]Description : Specified story object is already in the Story registry!

---END QUOTATION---



I keep getting this error every time I try and add another level changer to the game, aside from the one that leads back from the sarcophagus.

Here is an example: LC from the tail of my all.spawn file


[9050]

; cse_abstract properties
section_name = level_changer
name = exit_to_agr_from_esc
position = -155.16494750977,9.7356634140015,240.42037963867
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 167
distance = 0.40000001
level_vertex_id = 94686
object_flags = 0xffffff3e
story_id = 9004

; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 11.2959985733032,0,0
shape0:axis_y = 0,11.3806009292603,0
shape0:axis_z = 0,0,3.42279982566834
shape0:offset = 0,0,0

; cse_alife_space_restrictor properties
restrictor_type = 3

; cse_alife_level_changer properties
dest_game_vertex_id = 692
dest_level_vertex_id = 401305
dest_position = 187.071746826172,0.281237423419952,-237.873458862305
dest_direction = 0,1.13999998569489,0
dest_level_name = L03_Agroprom
dest_graph_point = start_actor_02



And yes, it is added in game_story_ids.ltx


   9004		  = "exit_to_agr_from_esc" 



I have searched through the all.spawn, and there are no duplicate story ids for it.

And this is in level_tasks.script


  		obj = sim:story_object(9004)
		if obj then
			level.map_add_object_spot(obj.id, "level_changer", "to_agroprom")
		end



So it seems like it should check out, but it still causes my game to crash whenever I start a new game.

Is there something I've screwed up here like dest_graph_point? Or is it something else, I do recall dezodor said that this happens if a level changer spawns twice, which can cause a crash.

I did at one time do what the original poster in this thread has done, which is replace prop objects with these just to test whether or not the spawn has reached the maximum number of objects in it, that doesn't seem to be the case.

What could cause one level changer like the one in the sarcophagus to work, but not another one like this test one that I've added to escape?
 
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