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S.T.A.L.K.E.R. - PreSky is a Total Conversion mod for Clear Sky, set before the events in Clear Sky begin. Its goal is to provide a fresh new game experience from the point of a regular Stalker within the Zone. This basically means that the mod has complete and total freeplay from the start. PreSky combines some of the best elements and ideas from all 3 games in the S.T.A.L.K.E.R. series to produce a brand new gameplay experience within the Zone, with the sole intention of creating a more realistic Stalker experience that aims to make the player believe they are a Stalker. There is no main storyline progression to unlock new areas, or new items for the player. The Zone goes on living regardless of the actions of the player, with a virtually unrestricted alife that makes the Zone seem even more alive and real than it did before. The only storyline is the one you create for yourself.

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Game crashed during map transistion. (Games : S.T.A.L.K.E.R.: Clear Sky : Mods : STALKER - PreSky : Forum : Bugs & Tech support : Game crashed during map transistion.) Locked
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Oct 24 2010 Anchor

I am running a new game with the latest v0.3 (with the two patches)
I set the artifact spawn rate to 30 (I wonder if setting it to 50 or higher will affect game stability or cause corruption..)
Ran around killing military in the cordon and collecting artifacts and was now on my way to the swamps when the game crashed during map change,
instead of showing a loading screen it just went to a blank screen with my windows cursor visible, had to go to task manager to kill off xrengine.

Here is my log file copied after the line where it loads my autosave.

* Loading spawn registry...
* 11337 spawn points are successfully loaded
* Loading objects...
* 20378 objects are successfully loaded
stack trace:

0023:06691290 xrGame.dll
0023:0669165B xrGame.dll

Oct 24 2010 Anchor

Its happening deep within the engine, so chances are its a vanilla error. Try again, and tell me if you get the same error. BTW which way are you coming in?
Artifact spawn rate of 30 = 30% chance for an anomaly to spawn during the daily respawn or emission. That means about 4 artifacts per medium sized field per respawn on average.

Oct 25 2010 Anchor

Do you think upping the spawn rate past 50% is safe? I ran it once at that.. artifacts were plentiful and I was soon very wealthy.. but when I went further into the game, like to the red forest, every time I had my detector out.. every anomaly had tons of artifacts... such as the electrified power lines.. there could have been over a hundred artifacts following that power line...

I was concerned at first that over doing it with artifacts could be leading to saved game corruption, but right now with my new game with v0.3 and artifacts at 30% it seems both my auto save, wrote at 14:22 and my quick save which was wrote at 14:08 seem to be corrupt.. or the game crashes when trying to load both...

Hrm still crashing. It brings up the splash screen and goes into a few of the steps, like loading alife, and then the screen goes black and gives me my windows cursor, I then have to alt+tab to the task manager and kill off xrEngine.exe

Ahh, I had another saved game that I had wrote about a minute earlier, I was at the cordon, standing at the stalkers base in the old farmstead. After the save game I manually wrote, I had ran further down the cordon and looked for artifacts in that fenced off area filled with anomalies, went to that trader down in the bunker.. sold him some artifacts.. visited the newbie camp.. and went back up to the stalker camp at old farm stead and visited the upgrade mechanic. I think that was the point I had wrote the quick save.. and all was well so far at that point.. I then wanted to use the map transition behind the old farm stead to get to the swamps.
In my last game, with v0.2 the swamps were a easy place to get artifacts and get a free scope on top of the tower for my riffle.
Btw, just what kind of role would the Clear Sky faction play with the PreSky mod in the long run?

Ahh I am now in The Swamps.

I remember in my last game with v0.2 I ended up having to manually save my game like every time I would do something significant. Because it seemed as if every once in awhile my quick/auto save would corrupt, or I would find something like the pseudo dogs that would crash the game.. I wonder if this crash is just the vanilla clear sky engine that is bugged... maybe I should try turning the mod off and play a bit of vanilla clear sky to see if it still breaks my quick/auto save... but I remeber the last time I played it, I had made it all the way past the hospital and off to sniping strelok at the power plant.

Oct 25 2010 Anchor

I might just cap the spawn chance in the script, limit it between variables. It can very quickly lead to saved game corruption, as CS can only save so many objects per script. At 50%, I'd expect several hundred artifacts all over the Zone. Several days, and you'll be tripping over artifacts left right and center. I usually play with 1-2% chance set, and this seems to be decent enough.
Did you add the two scripts to the gamedata/scripts folder, ensuring both files were copied across? The ps_items.script was causing a load of corruption and crashes upon quick saving/loading.
Does the error log differ from the earlier one you posted or not?
The role the Clear Sky faction will play will be a passive one. Any missions for the Ecologists might have a Clear Sky tie-in (IE collect anomaly data for the Ecologists, give a copy to Clear Sky, then hand it into the Ecologists, for example). Their not planned to be a major faction.

Oct 25 2010 Anchor

I had downloaded the initial copy of v0.3 you had first uploaded, and then when you posted the two bug fixes I had downloaded and copied them over the originals. I had first noticed you uploaded v0.3 before I was leaving for work, so I did not touch it until I had gotten back home and noticed you posted the bug fixes. So first I had wiped both the old gamedata folder from v0.2, and then wiped my old saved games. Then I had put the two bug fix files gamedata/scripts folder. Reset the artifact spawn rate to 30% and then started my new game.

Around that point you had published the bug fix that effected pseudo dogs, I believe I was running the game with ether 40 or 50% artifact spawn rate, there were moments I was ignoring mutants running about and just crouching into anomalies hording as many artifiacts as I could xD It was quite common for me to max out my carry weight with any ware up to 50 or so of a certain artifact, before I would lug them back to a ally camp for sale. I was worried at how fast and plentiful those things were spawning, but I had made it quite far into the game, that was also the time where I discovered the back side to the factory, and that I could sneak past it with the right Psy protection.. I could have SWORN that in Vanilla Clear Sky there was some kind of instant death field there.. or maybe it just spawned too many zombies that you could practically kill under normal conditions...

Btw its just my opinion, but I think its important for a game/mod that puts importance on free play to allow the player to decide how free/open the game world is. I know many players out there find the Stalker games more enjoyable when the game world is more restricted, harsher or in game resources/money is limited. But I find it enjoyable when you can play towards having a complete collection of artifacts, finding all weapons, and eventually having enough money to upgrade them all. So while it may be possible that over doing the artifact spawn rate could cause game corruption, I think leaving it some what user adjustable could be a good thing?

Damn, I was at the Clear Sky base with that IL 86 I had just looted, at the upgrade mechanic, I had just clicked to upgrade it for the Silencer, game crashed.

Btw, I just found this in my log file right now, after I had done my last save..

FATAL ERROR

[error]Expression : assertion failed
[error]Function : HUD_SOUND_COLLECTION::LoadSound
[error]File : E:\priquel\sources\engine\xrGame\HudSound.cpp
[error]Line : 184
[error]Description : NULL==FindSoundItem(alias, false)

stack trace:

I cleared my log out, and tried it a second time, still crashes and it gave that same error in the log...

Btw wow, in the log it says memory usage 404MB, I wonder how many megs the other two games use..

Oct 25 2010 Anchor

I'll look into this crash. The silencer upgrade section is the same as other weapons, except for the positioning, and they upgrade fine.

OK, the crash is caused simply because I mistranscribed my notes into the configs, and put a 2 where there should be a zero.
It's crashing because its trying to tell the weapon it can use an attachment when its already enabled. Its meant to be upgraded to take a silencer, but because I made a mistake within the w_l85.ltx config, it can take one by default. The upgrade isn't necessary.

Oct 30 2010 Anchor

Awesome, I just got some silencers from the bandits base, tried attaching it.. attached. I'll out the riffle with silencer later on when I'm home from work.

Also I am hanging around with Garin the loner upgrade mechanic at Garbage, and I think when I ask him 'What can you offer me" for some stashes, some of them seem to crash the game... I managed to get one offer for a upgrade thumb drive out of him, but then the next offer crashed the game. I'll try to get a crash log out of it...

I got one stash info bought, then I went to the second offer, and asked 'whats actually in there' and it crashed.

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\priquel\sources\engine\xrCore\Xr_ini.cpp
[error]Line : 443
[error]Description :
[error]Arguments : Can't open section 'flesh_up_fh_scientific_outfit'

stack trace:

Hmmm, bought a whole bunch of stash infos from the Freedom Base with no trouble, but I think that one stash info from the loner base in Garbage crashes my game...

Oct 30 2010 Anchor

Yep. A few vanilla flash drives lurking around. Sadly, to fix this error a new game will be required. I'll start putting a patch together.
Actually, I'll just create a dummy flash drive with the names and set them to be sellable, this way you avoid starting a new game. Probably better for now.

Oct 31 2010 Anchor

That will be awesome! I will try to get most of the flash drives the upgrade mechcanics are asking for, and max them out, and try to max out my weapon and armor set. My current save game I am going to try to play as far as I can with out joining any faction until I have at least a full sniper set.. and probably do another push towards the Red Forest.. and any more bugs I run across I will post into this thread..

Dec 18 2010 Anchor

I've loaded and reloaded the mod and patch (s) first just the 031,then both 021 patch together,and still the same crash every time I try to save or move to the next sceen.
Any help would be great, I would love to play this mod.
Thanks IDM
FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description :
[error]Arguments : LUA error: ...mmon\stalker clear sky\gamedata\scripts\utils.script:595: attempt to index local 't' (a number value)
stack trace:

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