Cause Of Corrupted Savegames -1 reply

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MRGR

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18th February 2008

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#1 10 years ago

Greetings all,

While i'm sure there are several factors that can cause a Saved game to become corrupted, is there a main reason?

I have combined Sharper Textures & Weather Overhaul Lite into a single Gamedata folder to use as a base. The two of them seem to work just fine combined together. It's when I use another mod with them, that I get the corrupted saved game. For instance, I'll have the ST&WOL as a base & then i'll install another mod like Grumpys or the Improved realism Mod. The game will load just fine & I can start a SP game. I can even save the game ok. It's when I go to load a game, either by the "Load Game" tab or the "Last Save" tab, that the game will crash & i'll get that "X-Ray Engine has detected a problem - submit Crash info" error message.

Some mods require being installed a certain way I know, so that a critical file from the mod does not get overwritten by another mod. But if it did, wouldn't that cause the game to not start altogether & not start, run & then save ok, only to crash when you load a previous game?

I like how the game looks & I get great performance with just the ST&WOL gamedata folder installed, but since the stock weapons of the game suck so much, i'm looking for a mod thats compatible with them, that changes the damage & sounds of all weapons, to a somewhat more "realistic" manner. Any ideas?

Edit: - I Forgot to mention that I "think" the mods I tried were all based on the 1.0005 version of patch. I did just see that I had duplicate versions of some mods, & that some had been updated. I'll attempt to verify that I was not using a mod for 1.0004 with mods for 1.0005.




Jeb_ster

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6th February 2008

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#2 10 years ago

I have the same problem with the ABC Inferno mod. The mod works fine and saved games load as they should but the moment a portal loop is opened (even on the same map) any new saved games are corrupted. I try to load from the "load game" tab and it will CTD the moment I highlight the game I want to load (doesn't even wait for me to push the load button). I swear it has something to do with the picture graphic brought up when you highlight the game you want because earlier games could still be highlighted and would properly load.




RadioactiveLobster Forum Admin

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#3 10 years ago

mergine mods can be very difficult, especially when they modify the same files.

Merging The Weather Overhauled mod with ABC Inferno for example will cause problems because they both make huge changes to the weather systems in the game.


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Jeb_ster

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#4 10 years ago

I looked over my portal thread diary just now. It seems I don't have that saved game corruption problem unless I open a portal loop on the same map. For instance, I currently have a portal loop (buggy) between the Bar and Cordon but my saved games are currently working fine since I got rid of the portal on the Warehouse map that was just a local portal (loop on the same map). If you can't tell, I'm still working through this problem myself. Any input would be appreciated.




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#5 10 years ago
Jeb_ster;4240489I looked over my portal thread diary just now. It seems I don't have that saved game corruption problem unless I open a portal loop on the same map. For instance, I currently have a portal loop (buggy) between the Bar and Cordon but my saved games are currently working fine since I got rid of the portal on the Warehouse map that was just a local portal (loop on the same map). If you can't tell, I'm still working through this problem myself. Any input would be appreciated.

The Portals crash is related to the way the game uses variable information. RSPEED has written about this extensivly in his ABC thread. The game engine only allows 64 variables of a certain type. Portals cause a large number of variables. Using portals allows you to play through the game normally until the variable limit is reached, and the game will crash and you will discover that your save game files are corrupt. He is currently working on a solution to it but has delayed its release for a month now.




Jeb_ster

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#6 10 years ago
rkteckt;4243323The Portals crash is related to the way the game uses variable information. RSPEED has written about this extensivly in his ABC thread. The game engine only allows 64 variables of a certain type. Portals cause a large number of variables. Using portals allows you to play through the game normally until the variable limit is reached, and the game will crash and you will discover that your save game files are corrupt. He is currently working on a solution to it but has delayed its release for a month now.

Really? Thank you! I'll read his whole thread to get a better handle on this problem. I do know that he uses the same code that enables "flyby" to show the flight from one portal to another. Totally unnecessary IMO. Portals are visual representations of trigger points on a map. You step up to the portal and it triggers the flyby event to the corresponding trigger point on the other end. The program would generate less graphic code if it was a simple gateway load maneuver with a simple loadscreen rather than showing a flyby flight of you in transit to the next destination. What he did was take two event codes and combine them into one. The game makers did as well in a couple of their fixed portals on the vanilla NPP map. However, their portals are fixed and most importantly they are one way portals to destination coordinates that are well referenced. I'm still studying how the game sets and then references the coordinates of his portable portals and I still think the flyby graphics are overkill and create too many problems. It seems to me he would be better off without the visual flyby effect.




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#7 10 years ago
Jeb_ster;4243641Really? Thank you! I'll read his whole thread to get a better handle on this problem. I do know that he uses the same code that enables "flyby" to show the flight from one portal to another. Totally unnecessary IMO. Portals are visual representations of trigger points on a map. You step up to the portal and it triggers the flyby event to the corresponding trigger point on the other end. The program would generate less graphic code if it was a simple gateway load maneuver with a simple loadscreen rather than showing a flyby flight of you in transit to the next destination. What he did was take two event codes and combine them into one. The game makers did as well in a couple of their fixed portals on the vanilla NPP map. However, their portals are fixed and most importantly they are one way portals to destination coordinates that are well referenced. I'm still studying how the game sets and then references the coordinates of his portable portals and I still think the flyby graphics are overkill and create too many problems. It seems to me he would be better off without the visual flyby effect.

As you will read in his thread, he has figured out a work around to the portals so that they do not trigger the variable over limit crash. His last post I read said that the inferno update was finished except for minor testing and tweaking....however that was weeks ago, so maybe the testing has revealed another problem, I dont know.

Im not familiar with the flyby effect, it sounds like a single map use only thing, and I have only ever placed portals to jump from one map to another. Seems like overkill to use them to get around inside a map.....thats what hacking your run speed is for.....lol.




Jeb_ster

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6th February 2008

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#8 10 years ago
rkteckt;4244286As you will read in his thread, he has figured out a work around to the portals so that they do not trigger the variable over limit crash. His last post I read said that the inferno update was finished except for minor testing and tweaking....however that was weeks ago, so maybe the testing has revealed another problem, I dont know.

I've been reading his thread and he is a fascinating teacher. I've learned a lot of the "how and why" now and he goes into way more detail than any other person who has made a mod yet and I haven't gotten to the work around (I'm still reading and its a long thread) but you've touched on the reason I' m studying portals and looking for a way to make them work. I'm nervous he might be having too many problems getting them to work and he's said many times he's tired of modding this program. This started as just a project for his amusement and blossomed into a comprehensive mod for everyone. I'm afraid he's created a monster and he may grow tired of the battle to fix it. Portals must be made. IMO, this game will evolve in so many unseen ways with portals. For instance, the MP game will take off in ways no one dreamed it could. Imagine gathering your forces (friends) for a surprise attack on another map's base and / or forming alliances with other groups to take out one faction in a timed attack. How about a full blown war with alliances on both sides. You need portals! Here's another idea. Adjust the smart terrain to allow points to be captured by your group (even mutant ones). That area will then fill with your soldiers and this works for even the single player game.

Im not familiar with the flyby effect, it sounds like a single map use only thing, and I have only ever placed portals to jump from one map to another. Seems like overkill to use them to get around inside a map.....thats what hacking your run speed is for.....lol.

The fly-by-wire "flyby" code visually shows you move from one point to the other. It is the technology that is the camera overview of the NPC battle at Agroprom with the stalkers and the military. The battle is an actual NPC battle and not a movie clip. That is why sometimes a few of the stalkers survive in time for you to arrive and help. The camera view is programmed points for the camera to travel over the battle and then back to you to continue the action. Its two separate actions at the same time and makes it look like a movie clip. Whereas one event stops (the camera) the other event continues on (the battle). It is also the technology that shows you travelling through a few of the portals on the NPP map as you fall to the next portal or out of a portal to gently land on the rooftop of a small building in time to take on the guys with the gauss rifles and their buddies. I was able to make a stable portal loop on one map (intramap portal loop) with Inferno. I documented it here ... GameSpot Forums - S.T.A.L.K.E.R.: Shadow of Chernobyl - Portal tactics, ...how do you use portals? I have never been able to make a stable intermap portal loop (one map to another map). But at least you can see through a stable intramap loop how a loop acts and how the game treats it. Intermap loops have the visual flyby effect as well but they crash or drop you in weird places before the loadscreen kicks in. Once I had a good jump to another map but the return trip dropped me off at the front gate spawn point of the map. I coudn't get back to the original map. I was stuck on that other map. Anyway, I'm determined to get these portals stable so that I can move on and tell my story (first things first).




Jeb_ster

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#9 10 years ago

Rspeed said he's already got portals stable. A couple days ago he said he's still working on final tweaks but will have it out soon. I believe him so I'm moving on with my story and I'll just wait for his release with the comfort in knowing he hasn't given up on the mod and of better knowledge of what the problems were. Btw, he believes the original programmers targeted DX8 parameters in their coding and that explains a theory I had about the original content being in an older format than the server system. That would explain some things about why this game was so buggy from the beginning release of it.