What part of the bug report is important?
Nonetheless I noticed this in my most recent one. Error Reason: ---------------------------------------- xrEngine.exe caused BREAKPOINT in module "C:\Program Files\Deep Silver\S.T.A.L.K.E.R. - Clear Sky\bin\xrCore.dll" at 001B:0054B8A4, xrDebug::backend()+164 byte(s) User Message: ---------------------------------------- Expression : xml_doc.NavigateToNode(path,index) Function : CUIXmlInit::InitWindow File : E:\priquel\sources\engine\xrGame\ui\UIXmlInit.cpp Line : 88 Description : XML node not found Argument 0 : wpn_crosshair_g36_green Argument 1 : ui\scopes_16.xml
Now I installed a custom Gnomus scope into the Texture folder, and it was named wpn_crosshair_g36_green , So I edited the w_g36.ltx to make it use the wpn_crosshair_g36_green as its scope. However after noticing via bug report that the line of command may have made the game crash, I renamed the texture to wpn_crosshair_g36 (the original command for g36? I think/hope) and changed the command in the w_g36.ltx to match as well (wpn_crosshair_g36).
But what I do not know, is what, or where, that scopes_16.xml is coming from.
I thought maybe its an XML/ Line in XML I don't have, or its something that shouldn't be there. (I couldn't find it, or find it in the xml's (by doing CNTRL+F and searching "scope" in the opened xml's)
I have the "Dark Valley" mechanic fix, and the configs/ui/message_box.xml and message_box_16.xml (that allow me a yes/no option to click when entering new zones(any/all??))
Slightly cooler than a n00b
23rd September 2008
scopes_16.xml (the 16 is for 16:9 meaning widescreen) is probably what tries to use that file, while being unable to a paste from my extracted scopes.xml wpn_crosshair_g36 Looks like you might have to put in g36_green there too or something
I remember gnomus saying he made the scopes for regular but they kept using 16x9 settings, I thought that was beneficial because I run at 1440x900
I just renamed the texture of the scope and command line in w_g36.ltx for it to use, and my binoculars still look effed up (with Gnomus' for CS part1) unless he has a new version.
would renaming the scope texture and the line in w_g36.ltx for it to load stop the game from CTD because of whatever that problem was?
Edit: The first mod I put in the game was Gnomus' scopes part1/Real Weapon Names because I hated the default scopes and fake names~