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CTD's I need some help with.

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  15:24:13  18 February 2014
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Predator_828
(Senior)
 
On forum: 02/13/2010
Messages: 63
CTD's I need some help with.

Clear Skies is in the alpha testing phase and some new issues have surfaced from the testing. They not major game breakers, but I would like to fix them if possible.

I have an idea they are caused by smart terrain issues, but I have no clue on where to start to fix them. It would be really awesome if someone could help me out with these.

First one, happens in the Red Forest mines.

DEFAULT OUT RESTRICTIONS :
DEFAULT IN RESTRICTIONS :
red_anomal_place_resrt
red_smart_terrain_3_2_mechanic_restr
red_smart_terrain_3_2_undeground_restr_2
red_space_restrictor_0000
red_space_restrictor_0001
red_tushkano_spawn_restr
OUT RESTRICTIONS :
red_smart_terrain_3_2_mechanic_restr
IN RESTRICTIONS :
red_anomal_place_resrt
red_smart_terrain_3_2_undeground_restr_2
red_space_restrictor_0000
red_space_restrictor_0001
red_tushkano_spawn_restr

FATAL ERROR

[error]Expression : vertex || show_restrictions(m_object)
[error]Function : CPatrolPathManager::select_point
[error]File : E:\priquel\sources\engine\xrGame\patrol_path_manager.cpp
[error]Line : 155
[error]Description : any vertex in patrol path [red_smart_terrain_3_2_patrol_1_walk] is inaccessible for object [sim_default_duty_221783]


stack trace:


The Second one occurred in the cordon, after a tester shot the stalkers under the bridge... Not the way I would do things but it does produce a crash.

! [LUA][ERROR] ERROR: There is no squad [esc_smart_terrain_4_8_stalker_2_squad] in sim_board

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: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)


stack trace:

Again if anyone knows how to fix these I would sincerely appreciate it. I have been working on this Clear Sky mod for a long time and I wish to see it through to the end.

Thanks!
  16:57:43  18 February 2014
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1705

---QUOTATION---
OUT RESTRICTIONS :
red_smart_terrain_3_2_mechanic_restr

[error]Description : any vertex in patrol path [red_smart_terrain_3_2_patrol_1_walk] is inaccessible for object [sim_default_duty_221783]
---END QUOTATION---


Sounds like the Duty mechanic in the mines is somehow being forced outside of his designated space restrictor and this is causing the game to crash. A similar issue happens in the vanilla game with Orest in Agroprom if one of the stalkers pushes up against him and slides him away from his designated post. I (hopefully) worked around the latter problem by disabling Orest's out restrictor; you can try to do the same for the Duty mechanic.

Go: configs\scripts\red_forest\red_smart_terrain_3_2_logic.ltx and comment out all instances of "out_restr = red_smart_terrain_3_2_mechanic_restr". I do not know how this will affect the NPC, so make sure you test this hack before implementing it.


---QUOTATION---
! [LUA][ERROR] ERROR: There is no squad [esc_smart_terrain_4_8_stalker_2_squad] in sim_board
---END QUOTATION---



That error is invoked by the function set_squad_goodwill in game_relations.script when the game tries to apply the function to a non-existing squad. The remedy is easy (actually, this fix should probably be implemented in the next SRP as well, since that crash could also happen in the vanilla game): comment out the line beginning with 'abort' inside the function set_squad_goodwill in game_relations.script, and under it write 'return'. Assuming that you are using the SRP version of the file, the function should look like this when you are done:
function set_squad_goodwill(squad_id, new_goodwill)
	local board = sim_board.get_sim_board()
	local goodwill = 0
	if (new_goodwill == "enemy") then
		goodwill = -4000
	elseif (new_goodwill == "friend") then
		goodwill = 12000
	end
	if board.squads[squad_id] then
		for k,v in pairs(board.squads[squad_id].squad_npc) do
			local obj = db.storage[v] and db.storage[v].object
			if obj and db.actor then
				obj:set_goodwill(goodwill, db.actor)
				if not(db.goodwill.relations) then
					db.goodwill.relations = {}
				end
				db.goodwill.relations[k] = new_goodwill
			end
		end
		board.squads[squad_id].relationship = new_goodwill
	else
		--abort("There is no squad [%s] in sim_board", squad_id)
		return
	end
end

  12:16:44  21 February 2014
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Predator_828
(Senior)
 
On forum: 02/13/2010
Messages: 63

---QUOTATION---
OUT RESTRICTIONS :
red_smart_terrain_3_2_mechanic_restr

[error]Description : any vertex in patrol path [red_smart_terrain_3_2_patrol_1_walk] is inaccessible for object [sim_default_duty_221783]
Sounds like the Duty mechanic in the mines is somehow being forced outside of his designated space restrictor and this is causing the game to crash. A similar issue happens in the vanilla game with Orest in Agroprom if one of the stalkers pushes up against him and slides him away from his designated post. I (hopefully) worked around the latter problem by disabling Orest's out restrictor; you can try to do the same for the Duty mechanic.

Go: configs\scripts\red_forest\red_smart_terrain_3_2_logic.ltx and comment out all instances of "out_restr = red_smart_terrain_3_2_mechanic_restr". I do not know how this will affect the NPC, so make sure you test this hack before implementing it.

! [LUA][ERROR] ERROR: There is no squad [esc_smart_terrain_4_8_stalker_2_squad] in sim_board

That error is invoked by the function set_squad_goodwill in game_relations.script when the game tries to apply the function to a non-existing squad. The remedy is easy (actually, this fix should probably be implemented in the next SRP as well, since that crash could also happen in the vanilla game): comment out the line beginning with 'abort' inside the function set_squad_goodwill in game_relations.script, and under it write 'return'. Assuming that you are using the SRP version of the file, the function should look like this when you are done:
function set_squad_goodwill(squad_id, new_goodwill)
	local board = sim_board.get_sim_board()
	local goodwill = 0
	if (new_goodwill == "enemy") then
		goodwill = -4000
	elseif (new_goodwill == "friend") then
		goodwill = 12000
	end
	if board.squads[squad_id] then
		for k,v in pairs(board.squads[squad_id].squad_npc) do
			local obj = db.storage[v] and db.storage[v].object
			if obj and db.actor then
				obj:set_goodwill(goodwill, db.actor)
				if not(db.goodwill.relations) then
					db.goodwill.relations = {}
				end
				db.goodwill.relations[k] = new_goodwill
			end
		end
		board.squads[squad_id].relationship = new_goodwill
	else
		--abort("There is no squad [%s] in sim_board", squad_id)
		return
	end
end


---END QUOTATION---



Thanks a load Decane! I have implemented all the fixes. They seem to have worked. I also have some people testing the space_restr fix - So far so good.

When you planning on releasing the next version of SRP?
  21:05:16  21 February 2014
profilee-mailreply Message URLTo the Top
Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1705

---QUOTATION---
I have implemented all the fixes. They seem to have worked. I also have some people testing the space_restr fix - So far so good.
---END QUOTATION---


Good to know; if you or your testers find undesirable side-effects to the out_restr hack, can you please let me know? I want to include it in the SRP as a preventive measure and having your players do the testing will save me a lot of time.


---QUOTATION---
When you planning on releasing the next version of SRP?
---END QUOTATION---


No idea. At the moment, I have made only a few alterations to 1.0.3a, most of which pertain to the optional features. I have a feeling that the next version will be mostly optimization; the character_desc_* configs, for example, currently spawn huge loads of crap on even characters who will never have any use for them. (E.g. Nimble is spawned a guitar, flashlight, detector, binoculars, vodka, bread, sausage, and medical supplies -- yet all the guy ever does is slouch on his chair half-asleep. Another example is the spawning of an extra flashlight on almost every generic NPC.) Reducing the amount of game objects would improve performance and reduce the chances of savegame corruption after a longer play-time.
 
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