Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Crash near Jupiter Plant, always near the same spot (entrance to document building). (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : PC setup : Crash near Jupiter Plant, always near the same spot (entrance to document building).) Locked
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Sep 1 2019 Anchor

Here's the log;

FATAL ERROR

[error]Expression : !m_error_code
[error]Function : raii_guard::~raii_guard
[error]File : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
[error]Line : 748
[error]Description : ...call of pripyat\gamedata\scripts\bind_monster.script:290: attempt to index field '?' (a nil value)

stack trace:

0023:69737365 d3dx9_42.dll

It seems it tried to load some monster script and I saw this same error report in a thread on "The Armed Zone" mod threads, but they sent the guy here and he never made a thread nor he got an answer to this problem. So far, the game was crashing really rarely, often at random, when there was too much to load, or I was moving while it was frozen, but I've had two instances now, where the game just crashed constantly. One time it was around Jack's checkpoint in Jupiter, because an NPC had a weapon, whose model was missing according to the error description. So I reinstalled Armed Zone and it stopped, but this monster script is Misery's, obviously.

I mean - I can set alife to 20 and get around the area, but as soon as I'll approach the creature, that's causing the error, I'll be back here.

Any idea how to fix it without reinstalling whole Stalker and Misery and TAZ? Because that's a lot of annoying work.

jasper34
jasper34 MISERY PR Lead
Sep 1 2019 Anchor

The script isn't MISERY's, it is COP's. Some monster has spawned and doesn't have a target or something like that.

Line 290 is: local smart_task = smart_terrain.job_data[smart_terrain.npc_info[se_obj.id].job_id].alife_task

I don't know if even clearing the map of squads will remove it if it was part of a squad and half the squad is dead, it wouldn't be removed anyway.

I would try doing something else for a bit on Zaton's map and come back in a couple days and see if NPC's or soemthing else kills it off.

Sep 1 2019 Anchor

Thanks for the explanation - I couldn't fully translate it to english and not "program" :D
What about emissions? Wouldn't that clear it up? If I just sleep for 24 hours and wait for an emission to start.


EDIT: Tried it to no avail. It still crashes at the EXACT same spot. Right under the walkway between the two office buildings in Jupiter. There's zombies around, by the way, isn't the crash caused by them not having a weapon?

Edited by: skyrusish

jasper34
jasper34 MISERY PR Lead
Sep 1 2019 Anchor

IIRC, unarmed zombies caused a blank log crash or scan(f). How close can you get? If you can get near enough to shoot grenade launcher rounds in the windows, even though you're not close enough to see them yet, you may kill them off. I would try a switch_distance of 1 or 0 and toss in some grenades. OR, set it to zero and plant a bunch of EID's/Mines up and down that corridor, then slip away and see if they don't wander through and clear themselves out. I'm not good enough with the spawner, you could also spawn in a few squads of NPC's and let them do the dirty work.

If you want to upload a save and state your class, I could see if I can find a strategy to clear them out. It is a little tedious, but can also be fun to work out yourself.

Sep 1 2019 Anchor

I can actually see them on the walkway, when I get far enough. It's literally a certain point under the walkway - the radioactive piece of metal, just before the dosimeter starts to creak, it crashes. So something must be at exactly 240 switch distance from that point... could be a Controller, or dogs or idk in the plant itself.

jasper34
jasper34 MISERY PR Lead
Sep 1 2019 Anchor

You have to keep lowering the switch distance until you can zero in on the culprit. It took me hours of experimenting to finally identify the original unarmed zombie problem at the sawmill. Once I narrowed it down to a 20 meter spot, another team member figured out what was happening.

Sep 1 2019 Anchor

Hmm, but you said the zombie crash results in a blank description, so it may not be it. Also, won't the game crash even on 20 sd as soon as it starts to load the culprit? It's not gonna be hard to find him, but to get rid of it.

Edited by: skyrusish

jasper34
jasper34 MISERY PR Lead
Sep 1 2019 Anchor

I think it was a scan(f) crash with the zombies. Yes, If you had saved within range, loading would crash. This is upon approach, so it can not be that problem.

Lower the switch distance, approach, saving every 20m until it crashes. Reload your save, verify exact spot it crashes.

Try from different directions until you have a 10-20m known center where the problem lies. Shoot a bunch of grenades in there :)

Sep 2 2019 Anchor

Gotcha. Will do!

I solved it temporarily, by setting it to 50 and finishing the missions in the two buildings, kiling everything off and just legging it. Then I went to Zaton and hired Hatchet to protect the scientists, so next time I'll try going there again, ready to try to break into Jupiter for the chopper and the documents and I'll report back here if anything crashes. Thanks a lot though :)

Apr 6 2020 Anchor

Same problem here, also at the Jupiter Plant. Hope someone can help cause I really love to play this excellent mod even when I'm done with the storyline.

I got a repeatable and persistant crash at the same spot with Misery 2.2.1. Going to Pripyat or Zaton and staying there for several days did not help. Also staying at Jupiter with lowered aLife radius to 400 (played the whole game with 850 and didn't had big problems except this) and sleep long enough to let 2 Emissions happen did not solve the problem. Manually patching "Absolute Nature" to 4.04 had also no effect on this. Throwing some grenades, shooting the area with the RPG-7 or trying to nuke it (modified the explosion radius of the "Powder Can" to 150m and shot it) was also a waste of time. The crash even happens if I lower my aLife radius to 5 (!). The progress of my game is already finished ("No active task"). I'm only using the "Small Crowbar" Mod. The crash happens if the aLife radius includes this metal-thing near the entrace to the Jupiter factory:

This are the last few lines of my crashlog:

! Cannot find saved game ~#i#:axr_dynamic_spawn.on_save: secret stash saved: zat_hiding_place_77 | 11758 | true
! Cannot find saved game ~#i#:axr_dynamic_spawn.on_save: secret stash saved: zat_hiding_place_78 | 11765 | true
! Cannot find saved game ~#i#:axr_dynamic_spawn.on_save: secret stash saved: zat_hiding_place_81 | 11789 | true
! Cannot find saved game ~#i#:axr_dynamic_spawn.on_save: secret stash saved: zat_hiding_place_83 | 11806 | true
! Cannot find saved game ~#i#:axr_dynamic_spawn.on_save: secret stash saved: zat_hiding_place_96 | 11833 | true
! Cannot find saved game ~#i#:despawning distant npc squads
* Saving spawns...
* Saving objects...
* 18847 objects are successfully saved
* Game 1 - quicksave.scop is successfully saved to file 'c:\users\public\docume~1\stalke~2.-ca\savedgames\1 - quicksave.scop'
stack trace:

0023:0B0FF4EB xrGame.dll, CDialogHolder::CDialogHolder()

Anyone can help me with this?

jasper34
jasper34 MISERY PR Lead
Apr 6 2020 Anchor

You are not actually using quick saves, are you?

Do you have the configs/debug/xrs_debug_tools enabled? If it is enabled and developer_debug = true, you should be able to pull up the map and see icons for each active squad on the map. Partial squads may not appear. You can try and see if a particular squad is present near the spot you have identified.

Apr 6 2020 Anchor

Yes, I'm using Quick-Saves (again). Didn't had a single corrupted save since started the game as "Recon" in Misery 2.2.1 Dont remind me of the old days with v1.2...


Enabled the dev-tools like you said. Can't see an invisible Monolith squad on the map here. I've attached some new screenshots:

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jasper34
jasper34 MISERY PR Lead
Apr 6 2020 Anchor

The circles you see are smart_terrains or spawn points. What I am looking for are markers for squads that are on the maps, like duty or freedom squads, squads of cats or snorks, etc. I don't see any there. There could be incomplete squads which do not display though.

Nothing has improved since the early days of MISERY regarding quick saves. They are still certain to fail in time. I do not think that is your problem, however, it is unwise to risk your saves by using them.

Apr 7 2020 Anchor

I can see those quest-target styled yellow circles on other parts of the map but not a single one inside the area around the Jupiter plant. Nearest living squad are some Monolith hiding in the Burer-tunnels. But I got another idea: Do you know the console command for spawning a "cleaner"-squad? Some master-stalkers or maybe a pseudo-giant that can do the dirty job for me? There must be a command for this, cause the outdated "Complete"-mod from 2010 had a mutant-spawn-menu where you can spawn any creature you want.

jasper34
jasper34 MISERY PR Lead
Apr 7 2020 Anchor

Here is an example showing what I am talking about: Dropbox.com

The small yellow symbols are active squads interacting. Unless you have just finished cleaning out the plant, there should always be a few squads there. I've never encountered monolith on the Zaton or Jupiter maps until after returning from pripyat the first time. What tunnels are you seeing them at? They were usually only at the WPP in Zaton, and mostly the checkpoint in Jupiter, maybe.

Spawning squads is a little tricky. You can specify the type of squad (from the configs/misc/squad_descr_jupiter file. The squad type is inside the square brackets, then you need to figure out which smart_terrain location you want them to spawn at. It has been nearly two years since I played with it, and frankly I don't remember enough to help much. It is done using the xrs_debug_tools if you have them enabled. I don't know how to do it from a command line in the console.

If there is a creature struck in the map somehow, or with a defective mesh making the NPC virtually invincible, no squad will be able to kill it. Only very close range explosions have a chance.

Oct 1 2020 Anchor

I have a similar problem where a can go into any part of the Jupiter plant with no problem, but when I hard load or quick hard load in or around the Jupiter Plant the affected area seems to be the whole Jupiter Plant Complex plus the parking lot (not the parking lot anomaly), I have been there before quick loading and manual loading without a problem but then I went back to Zaton to get some more firepower then quick hard loading and manual loading doesn't work.


Edited by: AzizTheSlayer

jasper34
jasper34 MISERY PR Lead
Oct 1 2020 Anchor

Can you post the last ten lines of your crash log?

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