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xrParticles crash

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  04:44:15  27 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
02/27/2013 4:58:33
Messages: 415

---QUOTATION---
Around each campfire which has a gulag around, should have a small box-shaped "IN default" space restrictor (with unchecked 'used ai locations'), this should prevent ai to go through these parts of ai map - one less chance to roast themselves. Cover the flame zones with such restrictors.
---END QUOTATION---



Well, the campfires had those small box-shaped space restrictors, but they were set to "NOT A restrictor" instead of "IN default restrictor". I set all of them to "IN default" except "camp_fire_0003" (because for some reason, that one causes an xrAI crash when compiling the final all.spawn if it's not set to "NOT A restrictor" ).

Good news is, I haven't seen NPCs actually die in campfires in the Dead City since trying this. Bad news is, they're still walking right through them, and I've seen plenty of them briefly catch on fire because of it. So I guess it didn't work...?

(I have to run xrAI's -s command with "-no_separator_check", or it crashes right at the start doing the Cordon with a "Restrictor separates AI map into several disconnected components" error. Is that related somehow?)
  18:31:08  25 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
02/25/2013 19:04:59
Messages: 1158

---QUOTATION---
Thanks, I'm sure that'll help. But the problem isn't just NPCs switching online inside campfires. I've seen them actually walk into them and die, at least in the Dead City. Like every vanilla map, the Dead City's AI-map goes right through campfires, so I guess the NPCs don't see a problem with walking through them as they take their seats around them. This wasn't a problem with fully dynamic campfires, because they were never lit until NPCs were sitting down.
---END QUOTATION---



Around each campfire which has a gulag around, should have a small box-shaped "IN default" space restrictor (with unchecked 'used ai locations'), this should prevent ai to go through these parts of ai map - one less chance to roast themselves. Cover the flame zones with such restrictors.
  00:02:43  25 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
02/25/2013 3:59:52
Messages: 415
Thanks, I'm sure that'll help. But the problem isn't just NPCs switching online inside campfires. I've seen them actually walk into them and die, at least in the Dead City. Like every vanilla map, the Dead City's AI-map goes right through campfires, so I guess the NPCs don't see a problem with walking through them as they take their seats around them. This wasn't a problem with fully dynamic campfires, because they were never lit until NPCs were sitting down.

I'd go ahead and switch over to the Dynamic Campfire Mod's particles.xr and consider the new anomaly effects a casualty of war, but I need the Arsenal Mod shell casing particles. Guns in the original game are mirrored, so shell casings eject to the left (into the shooter's face) instead of the right.

EDIT: Just unpacking and repacking the Dynamic Campfire Mod particles.xr doesn't cause the crash, so it's something about adding additional particles. You'd think not replacing a single Dynamic Campfire Mod particles.xr particle would prevent these crashes, but it doesn't. I don't know what else to try. Is there a way to tell the campfires to die without using any particles at all? Is there a more difficult way I can merge particles.xr files using the SDK's Particle Editor that might work? I'd take any idea at this point...
  10:27:21  24 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158

---QUOTATION---
find another way of forcing NPCs to avoid walking into their campfires (assuming there is one...).
---END QUOTATION---



It's fixed in Bardak's bugfix/ZRP: the developers missed out some _kamp_task waypoints. If a gulag doesn't have _kamp_task waypoint, the NPC will spawn on the _kamp waypoints, which is almost always in the center of a campfire. So if they spawned and switched online on a _kamp waypoint, they grilled themselves to death.
The bugfixes corrected this, and inserted some missing _kamp_task waypoint with a secure distance from campfire, and it fixed that NPCs never toasting themselves.
  01:33:21  24 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/24/2013 2:52:07
Messages: 415

---QUOTATION---
What is the situation with the particles.xr, which comes with the dynamic campfires mod? Is this crashing too? Would this mod be so buggy?
---END QUOTATION---



Using the original Dynamic Campfire Mod's particles.xr, the game doesn't crash. However, I really need the Arsenal Mod particles, and I'm using some nice alternative anomaly effects too. Otherwise, I'd just use the Dynamic Campfire Mod's particles.xr instead of a custom one, and all problems would be solved. I'd be willing to lose the alternate anomaly effects (which are confirmed not to be the source of the problem), but the Arsenal Mod particles are pretty indispensable.

EDIT: Recent testing has revealed that my new "campfires don't go out until loading screens" compromise marks the return of the old problem where NPCs end up roasting in their own campfires. As funny as it obviously is, I consider this to be a very serious problem. I'll either need to figure out some way of fixing fully dynamic campfires with no crashes, or find another way of forcing NPCs to avoid walking into their campfires (assuming there is one...).
  22:31:25  23 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158

---QUOTATION---
I've tried merging the particles.xr files I'm using dozens of times by now, but no matter how I do it, it still causes the crash. Thanks anyway for the advice, but I don't think there's anything I can do at this point. I think it's always going to crash, no matter what dying campfire effect and particles.xr I give it.
---END QUOTATION---



What is the situation with the particles.xr, which comes with the dynamic campfires mod? Is this crashing too? Would this mod be so buggy?
  07:24:52  23 February 2013
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
02/23/2013 7:34:14
Messages: 415
Yup, campfire_05_disabled causes the same crash as always.

I've tried merging the particles.xr files I'm using dozens of times by now, but no matter how I do it, it still causes the crash. Thanks anyway for the advice, but I don't think there's anything I can do at this point. I think it's always going to crash, no matter what dying campfire effect and particles.xr I give it.

Luckily, I did find a compromise I can live with. I'm keeping the dynamic campfires in place, but I've set it up so that lit campfires don't go out once all NPCs hanging out there leave or die, until the player leaves the map or loads a save. That way, it's still basically got dynamic campfires (no campfires are lit until NPCs hang out there), and it'll never crash. Could be much worse...
  09:31:26  22 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1158

---QUOTATION---
Know of any other good ones I can try? Or maybe something I can change in xr_kamp.script? Could it have something to do with the list of campfires in there, like maybe something missing or incorrectly configured? I never really know what's going on with the X-Ray engine, but I can't help but think the fact that the crashes only ever happen on a few maps is an important clue. But I'm running out of ideas...
---END QUOTATION---



campfire_05_disabled is wrong too?

I have had a similar problem, here is the thread:

https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=15&thm_id=21184&sec_id=16&page=0

Maybe i just tried to merge more times the dyingfire effect into vanilla particles, and one of the merged particles.xr were good, and no ctd after. Damn, it was long ago, i don't remember clearly.
  06:02:02  22 February 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
Messages: 415
Thanks. Sadly, I just tried every one of those as a replacement, and I'm getting the exact same crash as before. The only one that had a different (but similar) crash was "tests\\_smoke_puffs", which crashed with this error:


Scheduler tried to update object particle_instance
stack trace:

0023:0478C36D xrParticles.dll, PAPI: articleManager()

[error][ 183] : Cannot create a file when that file already exists.


Know of any other good ones I can try? Or maybe something I can change in xr_kamp.script? Could it have something to do with the list of campfires in there, like maybe something missing or incorrectly configured? I never really know what's going on with the X-Ray engine, but I can't help but think the fact that the crashes only ever happen on a few maps is an important clue. But I'm running out of ideas...
  23:19:57  21 February 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
02/21/2013 23:24:15
Messages: 1158
I don't have the files what i used, but something like that should do it:

explosions\expl_car_smoke_small
explosions\campfire_02_hot_no_fire
tests\_smoke_puffs
tests\_smoke_puffs00

The explosions\campfire_05_disabled - what i posted long ago - is not vanilla, it's from the unofficial russian 1.0008 patch:

http://www.mediafire.com/?1zshou63eashk9g
 
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