RCOM or 'Realistic' 'Combat' 'Overhaul' 'Mod' is a mod for S.T.A.L.K.E.R. - Call of Pripyat that aims to bring in a greater emphasis on realism. After years of no development, I have returned to release a new version of RCOM as an addom to "Call of Chernobyl"

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xrengine.exe crashes, often (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : RCOM : Forum : delite : xrengine.exe crashes, often) Locked
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Nov 16 2010 Anchor

Before patching, I had crashed whenever I tried to finish the magpie quest by talking to Loki (the Freedom Man. His Name was Loki, right?).

Now, patched and all, happy about the Grouse quest and other failures like the abovementioned being fixed, I set out and...the game crashed with some xrengine.exe error message about every ten minutes. Not very fun to play after all.

Shame really, I'd have liked to play RCOM. Any ideas on how to remedy the unfortunate situation, or am I just about fucked?

( The exact content of the error message I unfortunately failed to write down, but I will do so the next time it happens. But I'm pretty sure others have had it as well before, and probably posted about it.)

And This is starightways copied from the comment section of the patch download page.)

Nov 16 2010 Anchor

I got your response in the comment section. This is just as good or probably even a better place to post the crash report. I can give plenty of information on the cause and fix if you post the crash report. :)

Nov 17 2010 Anchor

Ya, after posting the comment, I kind of realised this would probably be a better place. Sorry about the double-dealing.

So anyways, to business: I patched the game straight over the install I downloaded about a week back, so it ought to be up to date, I'm not using steam, and I started a new game after patching.

Error message is as following...

Alright, after two hours of playing, I actually didn't crash even once. Just when I needed to...typical!

I'll report back once it stops working :eyebrow:

Nov 17 2010 Anchor

Haha, figures it doesn't happen once you're finally WANTING it too, haha. If it happens again, please make sure you post the error log here though. Thanks.

Feb 4 2011 Anchor

It was a tough choice: do I start vanilla and check RCOM later or...
You have guessed it: installed RCOM and never looked back, it is great.

Really love RCOM. sometimes a bit hard, darn dogs. Fire fights are great, darkness is scary.
The overall atmosphere is absolutely spot on.

Only caveat I have so far, and this was mentioned before, when taking down enemies at long distances their buddies idle standby and even start looting the just shot. Sometimes I have hit an NPC in the shoulder, blood sprayed (cool!) and he continues to walk his walk and so does his sidekick (not so cool). Even worse that while being amazed about their ignorance at being shot at, another NPC now has spotted you and shoots you...dead...game over...NOT COOL. it is a dangerous place with some strange unnatural phenomena, but this is a bit much. When zombies behave like this I agree...

So good job to the original developers and the modders, now excuse me I have a nightly rendez-vous with a chimera...or two...

--

"I hate running backwards!!" Serious Sam

Feb 5 2011 Anchor

makato2003 wrote: It was a tough choice: do I start vanilla and check RCOM later or...
You have guessed it: installed RCOM and never looked back, it is great.


Glad you decided to try RCOM and enjoy it. :) I wouldn't be worried about the wait, because the version that's being worked on now so drastically different outside of the combat and AI, which is mostly what v.1.0.6 changes.

makato2003 wrote:
Really love RCOM. sometimes a bit hard, darn dogs. Fire fights are great, darkness is scary.
The overall atmosphere is absolutely spot on.


Glad you think so, what you describe is in line with what RCOM is trying to achieve. I noticed you mentioned specifically dogs; do you feel they are too strong for being just "dogs?"

makato2003 wrote:
Only caveat I have so far, and this was mentioned before, when taking down enemies at long distances their buddies idle standby and even start looting the just shot. Sometimes I have hit an NPC in the shoulder, blood sprayed (cool!) and he continues to walk his walk and so does his sidekick (not so cool). Even worse that while being amazed about their ignorance at being shot at, another NPC now has spotted you and shoots you...dead...game over...NOT COOL. it is a dangerous place with some strange unnatural phenomena, but this is a bit much. When zombies behave like this I agree...


Lack of awareness has been mentioned by others as well. I've since observed it and am tweaking it to be more balanced and represent enemy detection behavior more similar to real human opponents, like when playing a FPS online.

makato2003 wrote:
So good job to the original developers and the modders, now excuse me I have a nightly rendez-vous with a chimera...or two...


Be careful with those chimera's in RCOM...I think they might be the most deadly mutant in the mod! I'd suggest an RPG to their face if you know in advance you're going to face one. :)

Feb 7 2011 Anchor

Those darn dogs hunt in packs and run around madly. I think when you shoot a pack of dogs IRL some of the dogs may scare off will others, after the initial shock, will attack. Once in 'attack mode' dogs won't let go easily. This behaviour is kind of present in RCOM (intentionally?). But that does not make it any easier! No, I love their tenacity. I find myself truly hunted by the dogs; I do not want to be in the middle of the pack, so I run. Then with some distance between me and the pack, I start (or try) to pick them off before they get too close (again). Problem is that running around may also have you run into anomalies or other wild life!
(While running away from a pack of dogs I stupidly ran into a couple of zombies...)
You know you will get into trouble when you're not careful out there.

--

"I hate running backwards!!" Serious Sam

Feb 8 2011 Anchor

Next RCOM has slighlty altering movement speeds, and one of them slower backwards running. That might prove too vicious for some with the dogs!

Mar 5 2011 Anchor

I really like this mod. However I get frequent crashes when I quick save/load, or go to the menu to save/load. The game will randomly crash, but that's much less frequent. Anyway, I'm enjoying this game so much while I'm only getting a minute of game time verses 2 minutes of downtime from the crashes.

Here are the errors it throws up.

xrEngine.exe caused BREAKPOINT in module "C:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrCore.dll" at 001B:0143E12E, xrDebug::backend()+174 byte(s)
xrEngine.exe caused ACCESS_VIOLATION in module "C:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrCore.dll" at 001B:0142CE56, IReaderBase::find_chunk()+70 byte(s)

I have to say that it is very satisfying to fire the weapons in RCOM. Do you plan on flipping the guns to match the real world counterparts? Just wondering. I'm really impressed with the work and I'm excited to see what you release in later updates.

Mar 5 2011 Anchor

Varick wrote: I really like this mod. However I get frequent crashes when I quick save/load, or go to the menu to save/load. The game will randomly crash, but that's much less frequent. Anyway, I'm enjoying this game so much while I'm only getting a minute of game time verses 2 minutes of downtime from the crashes


It is possible for saves to get corrupted in STALKER games. I can't be sure what it is yet but I'll do some searching. I'd like to know about crash logs from the random crashes as well.

Varick wrote: xrEngine.exe caused BREAKPOINT in module "C:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrCore.dll" at 001B:0143E12E, xrDebug::backend()+174 byte(s)
xrEngine.exe caused ACCESS_VIOLATION in module "C:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrCore.dll" at 001B:0142CE56, IReaderBase::find_chunk()+70 byte(s)


I need the crash report from the bottom of the log. The log is usually found in C:\Users\Public\Documents\S.T.A.L.K.E.R. - Call of Pripyat\logs or your OS's equivalent. The part I need looks like the example below:

FATAL ERROR

[error]Expression : Ran out of memory
[error]Function : CRender::texture_load
[error]File : D:\prog_repository\sources\trunk\Layers\xrRenderDX10\dx10Texture.cpp
[error]Line : 502
[error]Description : D3DX10CreateTextureFromMemory ( HW.pDevice,S->pointer(),S->length(), &LoadInfo, 0, &pTexture2D, 0 )
[error]Arguments : c:\program files (x86)\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\textures\act\act_arm_1.dds

Varick wrote: I have to say that it is very satisfying to fire the weapons in RCOM. Do you plan on flipping the guns to match the real world counterparts? Just wondering. I'm really impressed with the work and I'm excited to see what you release in later updates.

There are no plans the mirror the guns. It would require reanimating every single weapon in the game, unfortunately.

Mar 6 2011 Anchor

Hi MacBradley, here's what I have in my 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 : not enough memory

To me it looks like it's just be a problem with my PC (I'm guessing). I have 4Gb of mem, but it's on a 32bit OS. I had an inkling as I was getting similar crashes from all the Stalker games with mods installed. My rig was originally built for the 2006 fall release of Stalker. Time for a new Stalker rig :D

Mirrored Weapons - Yeah I just looked into this myself and that is a lot of work. Might make a nice little project for me to work on. I already have a ton of weapon models, I should put something together. Rainbow Six: Raven Shield spoiled me with its awesome selection of realistic functioning firearms.

Edited by: Varick

Mar 7 2011 Anchor

Yes, that is a memory issue. :(

Lowering the texture detail slider is supposed to cut back on memory quite a bit. I even had memory issues with some bigger ShoC mods with a 3.5Ghz quad, gtx260, and 4 gigs of RAM. The problem? I had 32 bit Vista at the time, and if I recall the most that 32bit Windows dedicates to applications is 2 gigs, since the rest of the 3.4ish gigs is reserved. On 64 bit Windows 7 I haven't had any memory issues with STALKER, with an otherwise identical setup!

While you're at building a new rig, feel free to buy and send me a fancy new overpowered GPU as well, haha!! I think my gtx260 might be wanting to die soon. I just saw artifacts in CoP, and I have seen artifacts with the card since I first got it and was finding how far I could overclock and stay stable!! NOOOO!!!!

If you do work on mirrored weapons, and haven't working on models/animations with STALKER before, be warned that its not the most streamlined process compared to some games. One thing I always wish was different in CoP, was the fire animations, especially for pistols. They look good, but the recoil animations take far to long to return to the idle position after they hop up from the recoil kick.

Mar 7 2011 Anchor

Thanks for confirming my suspicions about my set up. I'll cut back on the detail while I decide on a new build. Actually I've been meaning to install win7 64bit. Ugh, I don't even wanna think about setting it up to mod Stalker again.

I've been using a gtx8800 myself. That thing won't quit. I love it. I'm definitely going highend on that front again. Oh hey. does CoP take advantage of DX11? Just wondering how tessellation would work with building models.

Thanks for the warning about modding. I completely agree with you about the horrid animations. They scream "good 'nough, ship it" It's a shame as the models are nice and the textures can always be changed, but the animation, blah. Guns look like they have no weight to them, etc... and the hands don't even look like they're interacting with it. My one pet peeve (beside the mirrored guns) is mags being changed on many of the assault rifles. The hand will grab the mag pull it out (the same way regardless of whether it's nato or eastern), drop off the bottom of the screen and raise back up and insert it. You know that that is the same damn mag! haha. C'mon.

I think part of the reason I've been waiting to get my hands dirty with this idea is that I've heard so many things about animation import working one minute, and not the next. Time to dive in and let the torture begin!

Thanks again for spending time on my problem. Too bad it didn't really benefit the mod.

Mar 20 2011 Anchor

CoP is capable of running in DX11, but I haven't seen it myself since I can't run it on my GTX260.

Jun 7 2011 Anchor

Hi! I keep getting crashes every ten minutes or so.Can you help here is the log.

FATAL ERROR

[error]Expression : pm->m_animations.size()
[error]Function : player_hud_motion_container::load
[error]File : D:\prog_repository\sources\trunk\xrGame\player_hud.cpp
[error]Line : 92
[error]Description : motion not found [bm16_idle_bore]

Jul 29 2011 Anchor

That's a strange one, hmm. Can you tell me if you're using any other mods as well? Any specific area that cause this, or action you do in game?

Aug 6 2011 Anchor

For some reason i also have a crash issues between Yanov, zaton, pripyat loading screen. This is the message from Yanov-zaton loading screen crash:
'xrEngine.exe caused BREAKPOINT in module "C:\Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\xrCore.dll" at 001B:002BE12E, xrDebug::backend()+174 byte(s)'
And a Stack Trace doc say:
Address ---------Function
001B:002BE12R xrDebug::backend()+174byte(s)
001B:002BE3A3 xrDebug::fatal()+99byte(s)
001B:01E06800

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