Crash when starting new game after modding -1 reply

Please wait...

Meltac

I'm too cool to Post

50 XP

2nd February 2010

0 Uploads

16 Posts

0 Threads

#1 11 years ago

Hello

After having made several mods, I cannot start a new game anymore (CTD), but all my savegames are still working. So, I assume that some code executed on startup throws an error. Unfortunately, I don't know where to fix this.

Here's a portion of the generated log:

* Creating new game... * Loading spawn registry... * 9121 spawn points are successfully loaded FATAL ERROR [error]Expression : !(i->used_ai_locations()) || (i->m_tNodeID != u32(-1)) [error]Function : CALifeSimulatorBase::create [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_simul ator_base.cpp [error]Line : 193 [error]Description : Invalid vertex for object [error]Arguments :

stack trace:

Any ideas?




Jeb_ster

The Internet ends at GF

50 XP

6th February 2008

0 Uploads

111 Posts

0 Threads

#2 11 years ago

Meltac;5264222Hello

After having made several mods, I cannot start a new game anymore (CTD), but all my savegames are still working. So, I assume that some code executed on startup throws an error. Unfortunately, I don't know where to fix this.

Here's a portion of the generated log:

* Creating new game... * Loading spawn registry... * 9121 spawn points are successfully loaded FATAL ERROR [error]Expression : !(i->used_ai_locations()) || (i->m_tNodeID != u32(-1)) [error]Function : CALifeSimulatorBase::create [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_simul ator_base.cpp [error]Line : 193 [error]Description : Invalid vertex for object [error]Arguments :

stack trace:

Any ideas?

First, ...what editor are you using?

Second, ...it tells you the line number and the file that caused the error. It's something that you added to the game that isn't referenced properly and that vertex ID was already being used by another item.

Third, ...you can add a switch to the end of the file name of your desktop icon under properties you can find the xr_3DA.exe name. Right behind that add "-no prefetch" with one space between the file and the switch. Then try to restart the game. If it starts then it is in the prefetch mode that it is crashing. I highly recommend you fix the problem though or you will have further problems in gameplay if you can get a savegame to work for you or maybe any future saves will wind up corrupt.




shadow_state

The Internet ends at GF

50 XP

27th January 2008

0 Uploads

107 Posts

0 Threads

#3 11 years ago

-noprefetch is one word.




Meltac

I'm too cool to Post

50 XP

2nd February 2010

0 Uploads

16 Posts

0 Threads

#4 11 years ago

Thanks for your answers.

Sorry, I haven't mentioned that this problem occurs with Priboi Story, not the vanilla game. In another forum I learned now that this mod tends to crash on new game generation in about 2 of 10 times (I believed they fixed this bug, but maybe they did not). I think they use some random script generating different objects, crashing only under certain circumstances.

So is there a way to determine under what condition the CTD appears (or at least what script portion is responsible for it), and whether this is an issue of the Priboi Story mod or of my own modifications? Because the reference to the alife_simul ator_base.cpp only tells you the name of the executed source code file (C++), not the script file being used in addition to it.




NatVac

of the ZRP

50 XP

10th August 2008

0 Uploads

124 Posts

0 Threads

#5 11 years ago

I recommend using the FIX 3 patch for Priboi Story 1.1. Most spawn crashes (if not all) are gone by this patch.

Since the mod's all.spawn is not easily modified, your mods probably don't affect this unless you are spawning entities, and generally one supplies a valid vertex for them. This is usually a placement problem in the all.spawn where a -1 is provided for the vertex or the entity is not placed in a location supporting his presence (e.g., outside the level or not in an AI-approved spot).

If you are spawning by script, output a debug statement to the log before (and maybe one after) each attempt to spawn anything. Script spawning is easily debugged, and you'll then know if it's your responsibility.




Meltac

I'm too cool to Post

50 XP

2nd February 2010

0 Uploads

16 Posts

0 Threads

#6 11 years ago

Thanks NatVac.

Since I did not edit any spawn points, nor spawn by script, I assume that the problem comes from the Priboi mod itself.

I had applied the Fix 3 but was not sure whether I did it correct (found the readme somehow confusing). Will double-check this again. Thx.