ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
Sky Reclamation Project (SRP)

« Previous 10 events | 1 ... 163 164 165 166 167 168 169 170 171 ... 175 | Next 10 events »
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  09:24:11  7 January 2018
profilee-mailreply Message URLTo the Top
Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
I am 99% certain it is DX10.1
  18:50:54  8 January 2018
profilee-mailreply Message URLTo the Top
RK Roadkill
Merc
(Resident)

 

 
On forum: 05/27/2011
Messages: 1294
I had a weird bug in Coc on my old pc with AMD card where game would simply dip to 20 fps after ten minutes of gameplay and it would stay like that until I restart.
On the other hand on dx11 issue is not present only on dx 10.
  22:59:34  8 January 2018
profilee-mailreply Message URLTo the Top
Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175
I didnt have such an issue. I only have this issue, where it doesnt launch for some reason... freezes and dies in main menu immediately on load.
  04:48:10  27 January 2018
profilee-mailreply Message URLTo the Top
namek020
(Novice)
 
On forum: 01/27/2018
 

Message edited by:
namek020
01/27/2018 5:11:00
Messages: 5
CTD

Hello, I wanted to thank everyone involved in this project, especially Decane for keeping it up and updated. So Thank You All! It's awesome job done! - For years I wanted to thank

I'm getting a CTD after playing awhile and wonder if anyone could look at this. I already completed it on different difficulty and no crashes without: (Float32 SSAO PP, Less Frequent Emissions, Reasonable Machine Gun Lethality, Restored Pistol Ironsights Aiming, Alternative Ballistics). Those may or may not be the cause, just giving the info.

Thank You for anything

Game: Stalker: Clear Sky (GOG version)

MODS/Patches used and added like this ascending:

#1 SRP v1.1.3, Widescreen Patch
#2 Feasible Stealth, Float32 SSAO Performance Patch, Improved LuaJIT Library, Less Frequent Emissions, Reasonable Machine Gun Lethality, Reduced Grenade Spam, Restored Pistol Ironsights Aiming, Smaller Crosshair, Smaller Inventory Grids, User Configuration Patch
#3 Alternative Ballistics

Graphics settings (ingame):


---QUOTATION---
Render: Enhanced Full Dynamic Lightning (DX10)
Quality Settings: Maximum
Resolution: 1920x1080

Vision Distance: MAX
Object Detail: MAX
Texture Detail: MAX
Anisotropic Filtering: MAX
Anti-Aliasing: Disabled
Grass Detail Density: MAX
Sun Shadows: Enabled
Lightning Distance: Default
Shadow Quality: MAX
NPC Flashlights: Enabled
Disable Detail Textures: Disabled
Detail Bump: Enabled
Steep Paralax: Enabled
Sun Quality: Low
Sun Rays: Low
SSAO: Low
Soft Water: Enabled
Soft Particles: Enabled
Depth of Field: Enabled
Volumetric Lighting: Enabled
Wet Surfaces: Enabled
Volumetric Smoke: Enabled
Antialias A-Tested Objects: Disabled (Greyed out)
Use DX10.1: Enabled
Vertical Sync: Disabled
Frequency 60HZ: Enabled
---END QUOTATION---



Graphics settings (Nvidia Control Panel)


---QUOTATION---
Antialiasing - FXAA: On
Antialiasing - Mode: Override any application setting
Antialiasing - Setting: 2x
Antialiasing - Transparency: 2x (supersample)
Power management mode: (Prefer maximum performance)
Texture filtering - Negative LOD bias: Allow
Texture filtering - Quality: High Quality
Vertical sync: Off

All others - Default
---END QUOTATION---



Saves:


---QUOTATION---
https://ufile.io/kfa9t
---END QUOTATION---



User.ltx and Backup:


---QUOTATION---
https://ufile.io/oc86x
---END QUOTATION---



xray_log:


---QUOTATION---

* Detected CPU: GenuineIntel Pentium-III, F6/M7/S10, 4055.00 mhz, 30-clk 'rdtsc'
* CPU Features: RDTSC, MMX, SSE, SSE2

Initializing File System...
using fs-ltx fsgame.ltx
FS: 27474 files cached 28 archives, 4303Kb memory used.
Init FileSystem 0.538557 sec
'xrCore' build 3795, Jun 25 2009

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
command line
Executing config-script "user.ltx"...
[d:\mindau~1\docume~1\stalke~1\user.ltx] successfully loaded.
Loading DLL: xrRender_R3.dll
Loading DLL: xrGame.dll
* [win32]: free[4058256 K], reserved[54484 K], committed[81500 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[8207 K], process heap[673 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[3968 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Hardware
SOUND: OpenAL: system default SndDevice name is Generic Hardware
SOUND: OpenAL: default SndDevice name set to Generic Software
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "user.ltx"...
Executing config-script "c:\games\s.t.a.l.k.e.r. clear sky\gamedata\configs\rspec_extreme.ltx"...
[c:\games\s.t.a.l.k.e.r. clear sky\gamedata\configs\rspec_extreme.ltx] successfully loaded.
[d:\mindau~1\docume~1\stalke~1\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:10DE]-[device:1201]: NVIDIA GeForce GTX 560
* CREATE: DeviceREF: 4
* Texture memory: 2000 M
* GPU shading: vs(0/4.0/40), ps(0/4.0/40)
* GPU vertex cache: unrecognized, 24
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Renderer doesn't support blender 'effects\shadow_world'
* HWDST/PCF supported and used
- r__tf_aniso 16
- r2_tf_mipbias 0.
Starting engine...
Loading DLL: xrGameSpy.dll
refCount BaseZB 1
refCount BaseRT 1
* DVB created: 1536K
* DIB created: 512K
- r__tf_aniso 16
- r2_tf_mipbias 0.
* GPU shading: vs(0/4.0/40), ps(0/4.0/40)
* GPU vertex cache: unrecognized, 24
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
*** RESET [739 ms]
"c:\games\s.t.a.l.k.e.r. clear sky\bin\xrengine.exe"
* phase time: 0 ms
* phase cmem: 121368 K
Prefetching objects...
Loading objects...
Loading models...
* [prefetch] time: 2061 ms
* [prefetch] memory: 0Kb
* phase time: 2187 ms
* phase cmem: 112285 K
SERVER: Starting...
* phase time: 93 ms
* phase cmem: 98896 K
SERVER: Loading alife simulator...
* phase time: 1 ms
* phase cmem: 98896 K
Loading "garbage_2011-09-14_1936.sav"...
* Loading spawn registry...
* 11412 spawn points are successfully loaded
* Loading objects...
* 20243 objects are successfully loaded
* Game garbage_2011-09-14_1936 is successfully loaded from file 'd:\mindau~1\docume~1\stalke~1\savedgames\garbage_2011-09-14_1936.sav' (2.144s)
* phase time: 2144 ms
* phase cmem: 150320 K
SERVER: Connecting...
* phase time: 57 ms
* phase cmem: 150364 K
CLIENT: Connecting to localhost...
* client : connection accepted - <>
* phase time: 50 ms
* phase cmem: 150413 K
Opening stream...
* phase time: 35 ms
* phase cmem: 150413 K
Loading CFORM...
* phase time: 2676 ms
* phase cmem: 235586 K
Loading shaders...
* phase time: 432 ms
* phase cmem: 237115 K
Loading geometry...
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65368 verts, 2042 Kb
* [Loading VB] 10019 verts, 313 Kb
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65513 verts, 2047 Kb
* [Loading VB] 65513 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65509 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 50164 verts, 1567 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 38589 verts, 1205 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 762762 indices, 1489 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65500 verts, 767 Kb
* [Loading VB] 1438 verts, 16 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 445203 indices, 869 Kb
* phase time: 96 ms
* phase cmem: 237267 K
Loading spatial-DB...
* phase time: 17 ms
* phase cmem: 241561 K
Loading details...
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 11590 v(20), 6100 p
* [DETAILS] Batch(61), VB(226K), IB(35K)
* phase time: 28 ms
* phase cmem: 241585 K
Loading sectors & portals...
* Loading HOM: c:\games\s.t.a.l.k.e.r. clear sky\gamedata\levels\garbage\level.hom
* phase time: 5 ms
* phase cmem: 241799 K
Loading AI objects...
* phase time: 3 ms
* phase cmem: 241799 K
CLIENT: Spawning...
* phase time: 3 ms
* phase cmem: 241799 K
Loading textures...
* t-report - base: 916, 334318 K
* t-report - lmap: 12, 12289 K
* phase time: 2367 ms
* phase cmem: 280181 K
CLIENT: Synchronizing...
* phase time: 5 ms
* phase cmem: 280181 K
* [win32]: free[3118708 K], reserved[95984 K], committed[979548 K]
* [ D3D ]: textures[382653 K]
* [x-ray]: crt heap[280178 K], process heap[28151 K], game lua[49892 K], render[222 K]
* [x-ray]: economy: strings[14166 K], smem[1560 K]
current_state 5
next_state 5
item_sect wpn_pm
H_Parent gar_digger_messenger_man
* MEMORY USAGE: 364508 K
* End of synchronization A[1] R[1]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: sim_board.script:739: attempt to index local 'faction' (a nil value)

lua stack:
[ 7|-1] (no value):
[ 6|-2] (string): `attempt to index local 'faction' (a nil value)'
[ 5|-3] (nil): nil
[ 4|-4] (nil): nil
[ 3|-5] (nil): nil
[ 2|-6] (userdata): userdata (0F604158)
[ 1|-7] (userdata): userdata (0D772168)



stack trace:

---END QUOTATION---



Dumps:


---QUOTATION---
https://ufile.io/ckpdl
https://ufile.io/de1ze
https://ufile.io/t9j6k
https://ufile.io/c6sik
---END QUOTATION---



Game data already merged and in use:


---QUOTATION---
https://ufile.io/eo7m7
---END QUOTATION---



System info:


---QUOTATION---
OS: Windows 7 SP1 Enterprise x64
CPU: Intel Core 2 Duo E8600 (4GHZ)
RAM: DDR2 4GB Corsair XMS2 DHX CM2X2048-6400C4DHX
GPU: Nvidia Geforce GTX 560 (2GB)
MB: Asus P5Q
---END QUOTATION---

  14:39:59  27 January 2018
profilee-mailreply Message URLTo the Top
Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
01/27/2018 14:46:52
Messages: 1690
namek020, your post is pretty much a model example of how to effectively ask for help - well done!

Thanks to your uploaded savegames and gamedata folder, I was able to find the coding error responsible for the crash pretty quickly:
stack traceback:
	_g.script:47: in function 'abort'
	sim_board.script:740: in function 'get_smart_squad_quantity'
	sim_squad_generic.script:553: in function 'pave_way_off_smart'
	sim_squad_generic.script:659: in function 'get_next_action'
	sim_squad_generic.script:533: in function 'update'
	se_stalker.script:282: in function <se_stalker.script:277>

To get the console log output above, I just added the following code right above line 739 in sim_board.script:
	if faction == nil then
		abort("aborting deliberately when faction == nil, to get stack trace")
	end

Because your error was not handled, the game exited without producing a stack trace, so your crashlog didn't contain enough info for me to work out what sequence of function calls preceded the crash. So I added a deliberate abort() function invocation to the crash-point to get a stack trace. I knew what to add and where to add it because your crashlog had:
[error]sim_board.script:739: attempt to index local 'faction' (a nil value)

I traced the problem to a missing check, in the faction war unblocker algorithm I introduced into SRP v1.1.3, for whether a smart terrain actually has an owner before attempting to boot the owner off the smart terrain. Oops. Anyway, the issue is resolved now - I've updated GitHub with the fix. In your case, just replace gamedata/scripts/sim_squad_generic.script with https://github.com/Decane/SRP/blob/master/gamedata/scripts/sim_squad_generic.script
  15:50:30  27 January 2018
profilee-mailreply Message URLTo the Top
namek020
(Novice)
 
On forum: 01/27/2018
 

Message edited by:
namek020
01/27/2018 16:08:48
Messages: 5
dear Decane, let me thank You once more, for being a model supporter! I am ex-programmer myself and also providing support for other computer related questions and problems, so I fully understand You and at least what I can do, is to provide You with all the information You may be interested in.

I also made a similar fix myself, just without looking into it deeper like You did. I have almost 0 experience with xray engine, so it didn't appear to me I could use an "abort" function to get a stack trace, all I did, just exited the function without doing anything else to continue playing and prevent crashing. And I have no Idea how those smart-terrains and factions work, so I would have taken a very long time debuging and fixing myself. You are invaluable to this community and it's an honor to help You/make Your life a bit easier in anyway possible.
  17:19:09  29 January 2018
profilee-mailreply Message URLTo the Top
Charcharo
Senior Resident
 

 
On forum: 06/23/2009
Messages: 1175

---QUOTATION---
namek020, your post is pretty much a model example of how to effectively ask for help - well done!

Thanks to your uploaded savegames and gamedata folder, I was able to find the coding error responsible for the crash pretty quickly:
stack traceback:
	_g.script:47: in function 'abort'
	sim_board.script:740: in function 'get_smart_squad_quantity'
	sim_squad_generic.script:553: in function 'pave_way_off_smart'
	sim_squad_generic.script:659: in function 'get_next_action'
	sim_squad_generic.script:533: in function 'update'
	se_stalker.script:282: in function <se_stalker.script:277>

To get the console log output above, I just added the following code right above line 739 in sim_board.script:
	if faction == nil then
		abort("aborting deliberately when faction == nil, to get stack trace")
	end

Because your error was not handled, the game exited without producing a stack trace, so your crashlog didn't contain enough info for me to work out what sequence of function calls preceded the crash. So I added a deliberate abort() function invocation to the crash-point to get a stack trace. I knew what to add and where to add it because your crashlog had:
[error]sim_board.script:739: attempt to index local 'faction' (a nil value)

I traced the problem to a missing check, in the faction war unblocker algorithm I introduced into SRP v1.1.3, for whether a smart terrain actually has an owner before attempting to boot the owner off the smart terrain. Oops. Anyway, the issue is resolved now - I've updated GitHub with the fix. In your case, just replace gamedata/scripts/sim_squad_generic.script with https://github.com/Decane/SRP/blob/master/gamedata/scripts/sim_squad_generic.script
---END QUOTATION---



I dont get error logs Decane. It just crashes completely. It goes from the splash screen to the main menu and freezes.
  08:59:32  30 January 2018
profilee-mailreply Message URLTo the Top
Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 25711
Sky Reclamation Project (SRP)

Charcharo~

I've never seen you work so hard to try to accomplish something.

Good luck buddy.

TS
  16:14:28  30 January 2018
profilee-mailreply Message URLTo the Top
namek020
(Novice)
 
On forum: 01/27/2018
 

Message edited by:
namek020
01/30/2018 16:18:35
Messages: 5

---QUOTATION---
namek020, your post is pretty much a model example of how to effectively ask for help - well done!

Thanks to your uploaded savegames and gamedata folder, I was able to find the coding error responsible for the crash pretty quickly:
stack traceback:
	_g.script:47: in function 'abort'
	sim_board.script:740: in function 'get_smart_squad_quantity'
	sim_squad_generic.script:553: in function 'pave_way_off_smart'
	sim_squad_generic.script:659: in function 'get_next_action'
	sim_squad_generic.script:533: in function 'update'
	se_stalker.script:282: in function <se_stalker.script:277>

To get the console log output above, I just added the following code right above line 739 in sim_board.script:
	if faction == nil then
		abort("aborting deliberately when faction == nil, to get stack trace")
	end

Because your error was not handled, the game exited without producing a stack trace, so your crashlog didn't contain enough info for me to work out what sequence of function calls preceded the crash. So I added a deliberate abort() function invocation to the crash-point to get a stack trace. I knew what to add and where to add it because your crashlog had:
[error]sim_board.script:739: attempt to index local 'faction' (a nil value)

I traced the problem to a missing check, in the faction war unblocker algorithm I introduced into SRP v1.1.3, for whether a smart terrain actually has an owner before attempting to boot the owner off the smart terrain. Oops. Anyway, the issue is resolved now - I've updated GitHub with the fix. In your case, just replace gamedata/scripts/sim_squad_generic.script with https://github.com/Decane/SRP/blob/master/gamedata/scripts/sim_squad_generic.script

I dont get error logs Decane. It just crashes completely. It goes from the splash screen to the main menu and freezes.
---END QUOTATION---



Seems like hardware, driver fault; or xray engines incompatibility with your system. Unless it happens only after srp installed. Can be some other stuff of course.
  16:13:21  7 February 2018
profilee-mailreply Message URLTo the Top
namek020
(Novice)
 
On forum: 01/27/2018
Messages: 5
Game Bug

I've been playing over and over again, it's probably already known and unfixable (if it happens), but I'll still report it. I'll mention it again, I successfully finished this game once without any game breaking bug with similar configuration with exceptions posted in my last report.

Thank You!

Impossible to take over the depot, friendly stalkers never even try to attack it.

Setup is the same, gamedata merged after correcting the bug in sim_squad_generic.script.

Saves and Settings

https://ufile.io/b3gqf

Gamedata

https://ufile.io/7qd4d
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2019 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.