The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.

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Sep 26 2009, 7:09am Anchor

The 1.01 breaks my barman's trade.
I played to the bar with #3 patch, and saved there.
Now if I try to load the save with 1.01, I get a CTD, and if I load the autosave, or an earlier save in garbage, my barman has no guns at all.
I know starting the game again would fix it, but as I had to do it once because seriy bugged,mole got killed and I didnt have older saves, I'd kinda want to fix it some other way.

I took a look in the files, and in trade_barman he has [barman_start_sell], [barman_after_darkvalley_sell] and [barman_after_brain_sell].
Could he be fixed if I advanced in the game until his trade would be refreshed by one of these ?

Sep 26 2009, 9:37am Anchor

Release Candidate 1.02:

Megaupload.com

New Features:

* Added Optional Section for Weight and Weather
* Morning Clear Weather is now more visually appealing
* Enemy NPC's are now more accurate
* Fixed Descriptions on Some Weapons
* Increased Flashlight Power

Edited by: bancove

Sep 26 2009, 11:25am Anchor

Haven't downloaded 1.02 yet but a couple of bugs listed below

L85 balanced is wrong model ( Colt M4A1 ) Also no Description

on the sleeping bag issue slept for 9hrs still dark but sleeping for 3hrs twice was ok
like I said not downloaded 1.02 so if fixed please ignore

 EDIT : If you need confirmation on scope fix ( assuming you mean the aug that I posted ) then yes all seems ok been in and out of bar with no ctd thankyou

Edited by: Gobbi

Sep 26 2009, 1:07pm Anchor

Clean install, installed LURK, along with Post Release Crash Fix, patch 1.01 and 1.02, and I'm STILL encountering this graphical glitch;
Img89.imageshack.us

I believe it might have something to do with depth of field not working properly...
Could someone please share thoughts on this? I've been waiting since release to get to play this mod properly.

Sep 26 2009, 1:40pm Anchor
snoski wrote:Clean install, installed LURK, along with Post Release Crash Fix, patch 1.01 and 1.02, and I'm STILL encountering this graphical glitch;
Img89.imageshack.us

I believe it might have something to do with depth of field not working properly...
Could someone please share thoughts on this? I've been waiting since release to get to play this mod properly.


Dunno man, that's never happened to me on any of my playthroughs since the beta of the mod.

Sep 26 2009, 1:48pm Anchor

I found a minor bug to report. When you iron-sight with the toz-34 the camera ends up clipping through your hand!

This also happens with the mp5, but it clips through the back of the stock.

EDIT: Also, the boxes that have the silencers in them still drop the (useless) vanilla silencer.

EDIT2: Why is there a selectable blank space in the escape menu?

EDIT3: Now I'm concerned. The ak47 has a larger fire_dispertion_base than the tt33. This means that I'm better off shooting long-range with a pistol than with an assault rifle. And there's not even that much of a difference between damage...

Edited by: AgentJR

Sep 26 2009, 2:00pm Anchor
snoski wrote:Clean install, installed LURK, along with Post Release Crash Fix, patch 1.01 and 1.02, and I'm STILL encountering this graphical glitch;
Img89.imageshack.us

I believe it might have something to do with depth of field not working properly...
Could someone please share thoughts on this? I've been waiting since release to get to play this mod properly.


I assume your game works ok without mod installed ( I did clean install then 1.01 and finally 1.02 NOT over the top of post release crash ) if so try removing levels and shader folders see if one of them is causing problem.
Not being a pessimist but I had something similar when playing FO3 then my gpu died hope it's not the same.

Edited by: Gobbi

Sep 26 2009, 3:19pm Anchor

Everytime I try to leave the Agroprom underground tunnels my game crashes and it doesn't matter which exit I use. The game will start loading Agroprom and once it's done I immediately get sent to my desktop.

XR_3DA.exe caused ACCESS_VIOLATION in module "stalker shadow of chernobyl\bin\xrGame.dll" at 001B:05CE46F4

EAX=8000008C  EBX=8000008C  ECX=00001B00  EDX=29CC7950
ESI=291DCCA0  EDI=00129A0C  FLG=00010216
EBP=001299BC  ESP=00129800  EIP=05CE46F4
CS=001B  DS=0023  SS=0023  ES=0023  FS=003B  GS=0000

I tried to save the rest of the report but the program for reporting bugs crashed as well.

Sep 26 2009, 5:27pm Anchor
Lobokage wrote:Everytime I try to leave the Agroprom underground tunnels my game crashes and it doesn't matter which exit I use. The game will start loading Agroprom and once it's done I immediately get sent to my desktop.

XR_3DA.exe caused ACCESS_VIOLATION in module "stalker shadow of chernobyl\bin\xrGame.dll" at 001B:05CE46F4

EAX=8000008C  EBX=8000008C  ECX=00001B00  EDX=29CC7950
ESI=291DCCA0  EDI=00129A0C  FLG=00010216
EBP=001299BC  ESP=00129800  EIP=05CE46F4
CS=001B  DS=0023  SS=0023  ES=0023  FS=003B  GS=0000

I tried to save the rest of the report but the program for reporting bugs crashed as well.


After crash open a text document on desktop and press ctrl v it should paste the error in there

Sep 26 2009, 6:19pm Anchor

I get a crash to desktop when I try to shoot. I've only gotten as far as getting my first pistol from Wolf in cordon. The knife, binoculars and bolt work fine using mouse1. I get no error message, the crash is instantaneous. I'm using stalker v1.005 and lurk v1.2

Everything else seems to be in working order, although I haven't gotten very far without being able to use a gun.

Daemonion
Daemonion Mountain Man
Sep 26 2009, 7:34pm Anchor
snoski wrote:Clean install, installed LURK, along with Post Release Crash Fix, patch 1.01 and 1.02, and I'm STILL encountering this graphical glitch;
Img89.imageshack.us

I believe it might have something to do with depth of field not working properly...
Could someone please share thoughts on this? I've been waiting since release to get to play this mod properly.


I don't know what else to say besides to update your GPU drivers.

Sep 26 2009, 8:07pm Anchor

I'm having trouble with sound.

Some sound effects (like footsteps, me hitting a fence, voices over the radio) seem to be on a totally different channel than other sounds and I can barely hear them, even though my global sound is on a high level (eg. I hear correctly all ambience, gunfire, in dialog voices).

I was wondering if anybody was experiencing the same issue and if there was a fix for it.
I played through both ShoC and Clear Sky and never got any problem with sound, so my guess is that it's due to something with this mod.. I may be wrong.

Sep 26 2009, 10:17pm Anchor

Have downloaded from megauplaod twice - both times, exact same error,  I get:

...
Extracting: ump45_shoot.ogg
Error: ????? dp27_shoot.ogg Error writing to file
Extracting: ????? dp27_shoot.ogg
Warning: ????? dp27_shoot.ogg failed the CRC Check
Error: ????? dp27_shoot.ogg File fails CRC check

Will try downloading again - am using UltimateZip v4.0 - any thoughts?

EDIT - it's now three times out of three the exact same error.  Time for a re-seed?

EDIT EDIT - WinRAR solves all :-)

Edited by: henry1491

Sep 27 2009, 12:39am Anchor

/V\/V\  Try using WinRAR, its free so couldn't hurt.

Sleep issue, 1.02.

When I first started the game the sleeping bag worked fine.

Not sure if it is just coincidence or not, try to find out, but after paying Duty to go to the bar the sleeping bag is broken.  Time progresses but it seems to be stuck at night time.  If I sleep from 2200 to 0100 there is progression from light to dark, but from 0100 to 1500 or beyond it stays dark.

Edit: Also, if I delete the weather folder will the game revert to vanilla weather pattern?

Edited by: standardtoaster

Sep 27 2009, 5:12am Anchor
vessedeloup wrote:I'm having trouble with sound.

Some sound effects (like footsteps, me hitting a fence, voices over the radio) seem to be on a totally different channel than other sounds and I can barely hear them, even though my global sound is on a high level (eg. I hear correctly all ambience, gunfire, in dialog voices).

I was wondering if anybody was experiencing the same issue and if there was a fix for it.
I played through both ShoC and Clear Sky and never got any problem with sound, so my guess is that it's due to something with this mod.. I may be wrong.


Got the same problem (Most noticeable in Cordon when going to the anomaly field, north-west of the starting point.

I don't think I'm going to try 1.02 just yet, hearing the new bugs that sprung up >.>

Sep 27 2009, 5:13am Anchor

I know you had the idea of removing getting armors easy, but finding an 'unique' bodysuit, a leather jacket, and then getting 'compensated well' for bringing it back, with another leather jacket is kinda... stupid.

[EDIT]
Seems that Guide had little problems with the 5 bandits that sit in his camp, they killed him.
Any way to continue the quest still ?

Edited by: John_Edward

Sep 27 2009, 8:57am Anchor

Thanks for the detailed feedback, everybody. I've just taken a lot of notes.

dave_5430 wrote:Just found out that the 7.62 Tokarev silencer, doesn't actually fit on the TT-33

Changing silencer-status to 2 makes it work again


That's intentional, the suppressor support on the entry level weapons for each caliber - Makarov PM, Walther P38, TT-33, Colt M1911A1 - was recently removed for balance purposes (to make other weapons such as the PB more useful) and also for realism purposes (afaik, these early handguns are unable to mount a suppressor). All of the other pistols (except for the Desert Eagle) can take suppressors, however.

Sep 27 2009, 10:45am Anchor
John_Edward wrote:I know you had the idea of removing getting armors easy, but finding an 'unique' bodysuit, a leather jacket, and then getting 'compensated well' for bringing it back, with another leather jacket is kinda... stupid.

[EDIT]
Seems that Guide had little problems with the 5 bandits that sit in his camp, they killed him.
Any way to continue the quest still ?


Have a word with Sid, the greedy fecker wants a bit of cash but it's worth it :D

Sep 27 2009, 12:15pm Anchor

I posted this on the comments, but figure I may as well post it here:

One thing I've noticed in 1.04 is that in task_manager.ltx, someone went ahead and added a semicolon everywhere in front of "time" to disable the time limit on quests.

This is all fine and dandy, but they also added it everywhere it says "idle_time", making it "idle_;time", which controls how often the quest can pop up (every 5 days or so, for example. I usually leave this alone because it's not a time limit).

I'm not sure if and how many bugs might appear for incorrectly doing it, but just figured everyone should know that MIGHT be a problem.

Edit: fixed it myself. Just went through searching for idle_;time and removed the semicolon in front of "time" (not the ones before "idle").

There were only a few of those, so it was a fairly fast 20 second edit.

Sep 27 2009, 1:10pm Anchor

It is important, if you cancel a quest it's lost forever.
But, actually, it's switched for me, idle_time is commented, not time.

Another thing, when retrieving items (family rifle, perfected armor,) and you lose it somehow, you can't cancel the quest (it says you did it, but you dont get a reward) and so on.

BY THE WAY

Correct me if I'm wrong, but Russian SMERSH, counter-espionage, used silencers on their TT-33's around the 2nd world war >.>

Edited by: dave_5430

Sep 27 2009, 1:46pm Anchor
dave_5430 wrote:It is important, if you cancel a quest it's lost forever.
But, actually, it's switched for me, idle_time is commented, not time.

Another thing, when retrieving items (family rifle, perfected armor,) and you lose it somehow, you can't cancel the quest (it says you did it, but you dont get a reward) and so on.

BY THE WAY

Correct me if I'm wrong, but Russian SMERSH, counter-espionage, used silencers on their TT-33's around the 2nd world war >.>


To be more specific, in all lines for me that have idle_time, they're all idle_;time.

But in some other ones, they're commented completely as ;idle_;time. Aside from the second semicolon, those were like that in the original game as far as I know.

Sep 27 2009, 1:59pm Anchor
dave_5430 wrote:Correct me if I'm wrong, but Russian SMERSH, counter-espionage, used silencers on their TT-33's around the 2nd world war >.>

You're probably right, but my guess is they had to modify them to that end, it's unlikely that the barrels of standard issue handguns back in those days were threaded to facilitate the attachment of a suppressor. Only special forces and spies would have really had any call to use suppressed weapons. Anyway, I won't pretend I know for sure one way or the other, I just think it's safer to assume that general-issue WWII handguns don't have the capability unless they're modified.

Edited by: MattyDienhoff

Sep 27 2009, 2:04pm Anchor

That... really isn't the case with me, at all.

Sep 27 2009, 2:29pm Anchor

I don't know if this kind of thing is complicated to modify/fix, but I've noticed that the AI behaves strangely sometimes:

jquinn914 said in the comments section:
"Great mod but somethings need work as far as enemy detection. Enemies need to be able to detect muzzle flash. Everytime I'm in a unlit area and an enemy is looking in my direction, I can take a shot, expecting immediate return fire but instead they look around or keep looking in you direction as if nothing happened. Also I understand, in pitch black, enemies won't see you walking by but certain things like lightning create light so that you can see fine but an enemy that's facing right at you a foot away won't see you. I don't know if either of these are fixable, I've heard a lot of things just aren't possible on xray engine but worth reporting these to see what happens."

I also had some funny experiences, as I was hiding in the dark behind a tree. Some enemies (2 or 3) tried to flank me but didn't know exactly where I was, since it was night. They came real close to me and I actually didn't notice they were behind me until one of  them pushed me out of cover. I thought I was done for but they didn't even react despite the fact that we touched each other eheh. I waited a couple second and simply unloaded my shotgun of them at close range... It was funny but I don't think that's how this game is intended to be played!

This could simply be fixed by making enemies react to direct contact with us, or maybe when they only a few inches away from us. I guess that, logically, you feel it when someone sweaty and is THAT close to you eheh.

Sep 27 2009, 2:38pm Anchor

I had an interesting glitch, all the armors I found laying around were leather jackets. Ghost's stalker suit? A leather jacket. All the armor in the freedom base? Leather Jackets.

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