Detects Type 1 and Type 2 "Busy Hands" bugs when they start and identifies the script responsible.
No longer will these bugs be hard to detect and impossible to pin down. Edit: Remember to be cool, no one knew how this was happening. Don't be dicks and make dozens of mod makers angry at me! :) Or worse yet burn them out into quitting, there has been too much of that recently.
TLDR: This script will make your game crash more, but that is preferable to potentially damaging your save game by continuing to play with the core script loops compromised. It will also give you the information necessary to pass on for mod makers to fix the problems that cause "Busy Hands" in the first place.
*note the screen shot is for illustration only MiniMapToggle does not cause game breaking bugs.
FAQ
- Q: This script makes my game crash!
- A: The problems this scripts detect already cripple the game, by immediately saving and crashing it reduces the risk that by continuing in that state your save gets damaged.
- Q: What do i do with this message?
- A: It includes the name of the script responsible for for the crash, find the addon that included that script and give the message to the maker of that addon.
- Q: I still have "busy hands" issues what now?
- A: If you use a mod pack take it to the mod packs help discord. If not the Anomaly discord modding help section. There is very likely more than 2 types of "Busy Hands" bugs. If more are isolated they can be added to this script.
For modders:
After significant investigation I was able to confirm that the so called "Busy Hands" bug is actually at least 2 different bugs. Type 1, most often associated with FDDA back pack animation failing, is due to the actor_on_update callback hanging and no longer firing. Type 2, most often associated with MCM keybinds and the headlamp animation failing, is due to the Timed Event Queue hanging and timed events no longer firing.
It should be noted that this is not "the script engine crashing". All of the lua code not initiated by they system that failed continues to work, the inventory and main menu UI's are drawn by scripts after all.
How do these systems hang?
I have identified 2 coding mistakes that can cause these issues.
The first is calling functions on game objects where the engine object has been deleted, the "pure virtual function calls" warned about in _g.script. In addition to storing a game object in a global scope as mentioned in that warning this can be done by passing a game object into a Timed Event rather than passing in the ID and fetching the object when the Event fires.
The second is "parameter mismatch" when calling engine functions. C++ treats the parameter list of a function as part of the functions identifier. Lua does not. When calling engine functions from lua if you do not give it a parameter list that matches one of the versions of the function defined in C++ it won't be able to find a function to call. (see the sound_object definition in lua_help for an example of a function with multiple parameter patterns)
In some cases these errors will generate crashes. However when invoked by some points in the engine, notably the actor_binder update function and level unique calls, they produce no error, they also don't return. The script simply stops executing at that point. Additionally the engine will not call the function again, resulting in the on_actor_update callback no longer firing and the Timed Events no longer being processed.
There are likely other mistakes that can cause these kinds of hangs, and as more are identified I will add them here.
Can these issues happen with other things than just the timed events and on_actor_update?
Yes, definitely. I suspect that the on_key callbacks as well as the NPC, monster and item binder update functions are similarly susceptible, just far less noticeable. This script can be easily extended to include the on_key callbacks and I will be working on a version that can work on the NPC and mutant update callbacks. Item binders almost never fire callbacks but if you have made your own and it seems to be hanging one of the above issues may be at fault.
How does this script work?
I add code to the actor update callback and Timed Event system that, before calling each of the functions registered to these systems, sets up a watchdog timer that after 0.5 seconds will declare a hang and take action. If the function returns successfully the watchdog timer is disabled. There is a bit of extra code that blocks the watchdog timers for 5 seconds when opening the inventory or saving as these events cause lag spikes that could cause false positives, allowing extra time for the function to return and the watchdog timer to be cleared. This will not result in false negatives, at worst it will delay the detection for 5 seconds.
How can the hangs identified by this script be recreated for testing?
There are instructions in the middle of the script for causing a parameter mismatch hang.
What other parts of the game are effected by each of these systems hanging?
on_actor_update:
- FDDA back pack opening animation
- The following effects managed by the actor_effects script
- Bleeding screen effect
- Rad screen effect
- Breathing sounds
- Breathing fog on masks
- Blood on masks
- Vanilla item use animation
- vanilla health and stam hud hide/show
- Impact indicators
- PDA radio advancing to the next song
- RF detector playing sounds
- The buff/debuff icons from the actor_status hud won't update properly
- Many many other things in vanilla and in mods
- Many mods treat this callback like it is the main game loop, and run most of their logic off of it.
the Timed Event Queue
- Headlamp animation
- Auto saves
- Dynamic News manager
- Item disassembly
- A large number of tasks
- MCM keybinds that use the multibind features.
- Mags redux makes extensive use.
- A very large number of mods use this system in major and minor ways.
This will help a lot of people with this damn bug that will have ruined more than one saved game.
thanks for uploading this 10/10.
yes, coz idk what causes the bug or if its happening already!
Definitely 10/10
Goat! 10/10
I didn't know about that ! It's worrying ^^ So that’s very interesting !
Is the mod retroactive, or does it «only» prevent the bug from happening ?
I mean, if I can add the script and run an old save without it crashing, does it mean that it's clean, or not necessarily ? ( I hope that question makes sense, I’m a neophyte who was more confused after reading the description than before ^^ )
Since the mod "only" catches the scripts when they break i'd assume it's not retroactive.
depending on the type of busy hands you have it might "fix" your broken save which is in a busy hands state but that's guesswork on my part.
Imagine it like an over temp light on an engine. Can you drive an over temp engine without damaging it? under some conditions where it is only slightly over temp yes. but the longer you ignore the light and let it go the more likly that you will let it too over temp and break something.
We didn't have a light before. And unlike over temp damage in a car the problems in a save from having these loops broken isn't something that can be seen and recognized easily.
This will prevent it from getting worse as fast. It won't fix anything, but if the damage is small enough that you haven't noticed it is possible that you won't ever notice if it doesn't get worse.
Nice analogy ! Yeah it makes sens. Thanks much for the explanation.
I suppose it’s mostly the bug in itself that I have trouble to grasp ! Though I guess it’s a good thing, I hope I’ll never have to learn about it, the hard way x)
It is a confluence of obscure things. which is why it is something that has just been lived with for so long. That is also why i wrote an essay in the mod description.
Another mystery of the zone ^^
Good thing there are experienced Stalkers to watch out for us !
Performance drops by about 10% when using this script (possibly depends on the PC configuration). Therefore, I would not use it constantly, but only when identifying bugs. Occasionally, I also experience damage to my saves, but with the error that caused this damage you still can’t play for a long time - soon a CTD will occur or you discover a bug with some function in the game, for example, magazines stop loading or when reloading a weapon, cartridges are taken from the pack like in vanilla, bypassing the magazines. And I just load from a save that hasn't been corrupted yet. I set the maximum number of saves to 20, and it has never happened that the game managed to corrupt all the saves - it usually crashes to the desktop without having time to damage everything.
If performance becomes a problem that is certainly an option for ppl.
There is simply no way to catch the blame without tracking every event, and i know for a fact that almost no one reads logs before reporting bugs. Consensus was that making getting the blame a 2 step process would have meant 99% of the time it never gets collected or reported.
A detection only script would have minimal impact of performance. Maybe i will make one of those eventually, once many of the mods have been fixed, and this will be come a modders tool.
As for the damage to the save, it is partly conjecture, but it also isn't unlikely there just hasn't been enough time to do a full analysis of anomalys scripts let alone all the mods. The potential impact could vary wildly based on how one is playing the game, in what mode, and with what mods. there are tasks that do things on delayed events. An uncompletable task might happen. mod data could be corrupted or progress in a custom storyline lost. It is hard to have a solid grasp on what kind of less obvious secondary problems can develop because 1, no one knew what was breaking until recently, and 2 mods use these systems in many different ways.
Got it, thanks!
In any case, this script is very useful and I would use it if saves were corrupted frequently, but since this happens to me 0-2 times during my entire playthrough of the game, I think I’ll hold off on installing it for now.
It will not hurt my feelings if you do not use every mod i make all of the time. :)
thank you so much, this will be so important for improving the stability of anomaly and its mod packs going forward. troubleshooting problems for this game is a huge pain, anything that helps is a godsend.
Amazing work!
hang_time should be at least 1 sec, maybe even 2.
what kind of false positives are you getting? what do you have that causes hitches of over a second?
Hi all, i am on my 3rd year of playing this game 20 to 50 mods 20 hours a weakend. I experienced constant crashes with various radeon gfx cards for the first 6 months or so, unrelated to this issue but hey, n vidia zero ctd since then.
Anyway, whenever i get a bug like what people describe above with rax magazines, or stamina bar not showing or health bar not showing or even with ammo check mod not displaying messages, i just save and reload the whole game, ill be honest i never had a corrupted save at least i dont think so, could it be that i just didnt notice? Or just lucky? Also i invariably restart the game after like 3 or 4 save reloads, a habit i picked up from playing mount and blade warband where the game would lose performance after too many save reloads. Also i dont quick save and only mantain 3 manual saves.
Could it be that those busy hands bugs affect the saves only in a longer game? Like 3 to 4 weaks?
Personaly my longest runs very rarely exeed 2 ingame weaks, maybe thats why i avoid the problems caused by the hand bugs.
Again i never ever crash, frankly i didnt know people have corrupted saves problems if u do maybe some of my methods could help you together with this script. Good luck
Ps if what i wrote is stupid let me know and ill delete.
It isn't garunteed to be a problem. a small number of vanila tasks use delayed events. They might break, or simply fail.
with mods it becomes a much more difficult question, because mods can use these two loops for all kinds of house keeping. Depending on when the lock up happens mags redux could end up disappearing a bunch of ammo or a magazine, which is minor. But a task addon might not be able to record your progress properly and a quest chain break. That could include breaking a vanilla quest chain if the mod modifies them. making the main story unfinishable.
It probably won't ever render a save completely unplayable. Mostly because mods keep their data in a secondary save file. and other than messing up quest flags there isn't that much permanent damage a mod can do to the main save by accident.
properly identifying all of the ways that the base game goes wrong when one or the other of these two loops fails is something i want to do, but is difficult and time consuming.
Some ppl report a situation that is permanent busy hands. I assume that this is due to a mod getting its own data into a state or spawning an object into the world that every time they try and process it they bug out and cause busy hands.
In theory removing that mod would be enough to resolve that, fixing it being even better.
its always the trader_autoinject :'( how do I fix this? removing the trader_autoinject script certainly fixes the problem but a lot of the items mod (like toxic air items, hideout furniture, etc. ) won't be available from the traders. Anyone got a clue how this can be fixed?
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
2 : [Lua] e:/e games/anomaly\gamedata\scripts\a_rax_wd.script(191) : functor_a
e:/e games/anomaly\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: ... games/anomaly\gamedata\scripts\trader_autoinject.script | line: 52
Arti is opening on an updated version of the script
I upgraded to a more recent version Github.com
Worked for me.
Thank you! Thank you! Thank you! This rocks!
Edit: No FPS or stutters perceived from this running
CTD
intro_delete ::update_game_loaded
Time continual is:115829
! [RAX WD] Event custom_update17429, custom_resupply17429 hung for > 0.5 seconds!
! [RAX WD] Offending event at line: 51 of script:j:/bamah 152 mags\gamedata\scripts\trader_autoinject.script
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] assert
! [LUA] 2 : [Lua] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script(191) : functor_a
! [LUA] 3 : [Lua] j:/bamah 152 mags\gamedata\scripts\_g.script(463) :
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] assert
! [LUA] 2 : [Lua] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script(191) : functor_a
! [LUA] 3 : [Lua] j:/bamah 152 mags\gamedata\scripts\_g.script(463) :
! [LUA] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: j:/bamah 152 mags\gamedata\scripts\trader_autoinject.script | line: 51
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] assert
! [LUA] 2 : [Lua] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script(191) : functor_a
! [LUA] 3 : [Lua] j:/bamah 152 mags\gamedata\scripts\_g.script(463) :
! [SCRIPT ERROR]: j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: j:/bamah 152 mags\gamedata\scripts\trader_autoinject.script | line: 51
# SAVING: Water deprivation | last_drink: 3590
# SAVING: NPC items | number of saved npcs: 2
# SAVING: Bounty Squad | [last_spawn_time]: table: 0x390bb378
# SAVING: Bounty Squad | [active_squads]: table: 0x381aba20
# SAVING: level_weather | cycle: foggy - preset: w_cloudy1 - is_underground: false - weather_storage size: 3
# SAVING: Sleep deprivation | last_sleep: 54
* Saving spawns...
* Saving objects...
* 40920 objects are successfully saved
* Game fatal_ctd_save_1.scop is successfully saved to file 'j:/bamah 152 mags\appdata\savedgames\fatal_ctd_save_1.scop'
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
2 : [Lua] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script(191) : functor_a
LUA error: j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: j:/bamah 152 mags\gamedata\scripts\trader_autoinject.script | line: 51
Check log for details
stack trace:
! [LUA] 0 : [C] [C](-1) :
! [LUA] 1 : [C ] assert
! [LUA] 2 : [Lua] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script(191) : functor_a
! [LUA] 3 : [Lua] j:/bamah 152 mags\gamedata\scripts\_g.script(463) :
SymInit: Symbol-SearchPath: '.;J:\Bamah 152 Mags;J:\Bamah 152 Mags\bin;H:\Windows;H:\Windows\system32;', symOptions: 530, UserName: 'Bamah'
OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
J:\Bamah 152 Mags\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 18046976 (result: 0), SymType: '-exported-', PDB: 'J:\Bamah 152 Mags\bin\AnomalyDX11AVX.exe'
hi this is the one i get every time, like daily.
I dont think its my mods as none of them overwrite but maybe some other reason dunt know.
i am not sure where to post this ;) just by the way this isnt really bothering me or anything should i post this elesewhere?
! [RAX WD] Event box, box_agg hung for > 0.5 seconds!
! [RAX WD] Offending event at line: 315 of script:c:/anomaly\gamedata\scripts\item_weapon.script
! [SCRIPT ERROR]: c:/anomaly\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: c:/anomaly\gamedata\scripts\item_weapon.script | line: 315
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
2 : [Lua] c:/anomaly\gamedata\scripts\a_rax_wd.script(191) : functor_a
LUA error: c:/anomaly\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: c:/anomaly\gamedata\scripts\item_weapon.script | line: 315
Check log for details
stack trace:
SymInit: Symbol-SearchPath: '.;C:\ANOMALY;C:\ANOMALY\bin;C:\Windows;C:\Windows\system32;', symOptions: 530, UserName: 'User'
OS-Version: 6.2.9200 () 0x100-0x1
C:\ANOMALY\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 18034688 (result: 0), SymType: '-exported-', PDB: 'C:\ANOMALY\bin\AnomalyDX11AVX.exe'
its when i put ammo into a stash in dark valley beside the mechanic, my ammo is vanila
interesting. that is base game.
And I am pretty sure i know what is happening.
I'll probably have to write a patch for this, not like anomaly is going to update any time soon.
you use fast transfer from nitpickers mods pack?
Or using control click to move an entire stack at once?
Or moving them one box at a time?
Sry for late reply.
Yes it is indeed a base game file.
And in this case when the bug happens it affects magazines and proly other things but i only noticed magazines.
But most importantly thanks to your script i was able to succesfuly recreate this bug and find a solution to it in game.
Basicaly if you transfer to much at once the bug will happen every time without fail.
Like a fool i assumed that using an auto clicker on this game is a good idea (its not, lol)
Now a 100% sure solution to this is as follows
1. When transfering items to or from a stash or dead body or copanion transfer no more than 3 or 4 at a time (if using autoclicker like me with or without ctrl presed) close the inventory tab and reopen it and repeat until done.
2. If you are normal and treat this old game with respect and are not using an autoclicker you are unlikely to get bussy hands bug of this kind i think:)
Thanks again for this script i love it and i will hunt for these bugs this weeakend.
This is one that I am actively try to fix.
! [LUA] j:/bamah 152 mags\gamedata\scripts\smart_terrain.script:1503: attempt to call method 'get_script_target' (a nil value)
! [LUA] 0 : [C ] get_script_target
! [LUA] 1 : [Lua] j:/bamah 152 mags\gamedata\scripts\smart_terrain.script(1503) : smart_terrain_squad_count
! [LUA] 2 : [Lua] j:/bamah 152 mags\gamedata\scripts\sim_board.script(250) : assign_squad_to_smart
! [LUA] 3 : [Lua] ...amah 152 mags\gamedata\scripts\sim_squad_scripted.script(474) : remove_npc
! [LUA] 4 : [Lua] ...amah 152 mags\gamedata\scripts\sim_squad_scripted.script(497) : on_npc_death
! [LUA] 5 : [Lua] j:/bamah 152 mags\gamedata\scripts\se_stalker.script(135) : on_death
! [LUA] 6 : [Lua] ...amah 152 mags\gamedata\scripts\sim_offline_combat.script(523) : simulate_battle
! [LUA] 7 : [Lua] ...amah 152 mags\gamedata\scripts\sim_offline_combat.script(456) : validate_enemy
! [LUA] 8 : [Lua] ...amah 152 mags\gamedata\scripts\sim_offline_combat.script(216) : func_or_userdata
! [LUA] 9 : [Lua] j:/bamah 152 mags\gamedata\scripts\axr_main.script(271) : base_make_callback
! [LUA] 10 : [Lua] j:/bamah 152 mags\gamedata\scripts\a_rax_wd.script(50) : make_callback
! [LUA] 11 : [Lua] j:/bamah 152 mags\gamedata\scripts\_g.script(120) : SendScriptCallback
! [LUA] 12 : [Lua] ...amah 152 mags\gamedata\scripts\sim_squad_scripted.script(227) :
! [SCRIPT ERROR]: j:/bamah 152 mags\gamedata\scripts\smart_terrain.script:1503: attempt to call method 'get_script_target' (a nil value)
Time continual is:3148492
# SAVING: Sleep deprivation | last_sleep: 1390.8
# SAVING: level_weather | cycle: clear - preset: w_clear1 - is_underground: false - weather_storage size: 10
# SAVING: Water deprivation | last_drink: 60
# SAVING: NPC items | number of saved npcs: 3
# SAVING: Bounty Squad | [last_spawn_time]: table: 0x3a2ca840
# SAVING: Bounty Squad | [active_squads]: table: 0x39194418
* Saving spawns...
* Saving objects...
* 38458 objects are successfully saved
* Game fatal_ctd_save_2.scop is successfully saved to file 'j:/bamah 152 mags\appdata\savedgames\fatal_ctd_save_2.scop'
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] j:/bamah 152 mags\gamedata\scripts\smart_terrain.script(1503) : smart_terrain_squad_count
LUA error: j:/bamah 152 mags\gamedata\scripts\smart_terrain.script:1503: attempt to call method 'get_script_target' (a nil value)
that is not busy hands. it is just a crash. has nothing to do with me.
Also that is a modified smart_terrain.script so i couldn't help if i wanted to.
I know its not yours! Was hoping someone could help watching this thread. I think it's related to too many NPCs online. The script is from zone_customization_project_1.5e.
Thanks for the awesome watch dog script though!
Edit: Removed guard_spawner.script
I added this to trader_autoinject.script as a test to stop the CTDs for line 52. Seems to work and traders update.
-- Add easier to trace callback
function timed_update(npc)
-------------------------------------Bamah test
if not npc or not npc:alive() then
return
end
------------------------------------end
Edit: may have broke it with this. Anyone try it or have a sloution?
arti updated it, but it will take a while for every addon to get updated, so you will be forced to make sure you have the fixed version, and not an old one from an older mod, active for a while.
Github.com
The updated one of 2 weeks ago crashes also. Same error. Well, for me anyway.
I too use zcp what population settings do you use?
I use stalker pop factor at 1 and mutants at 0.5 3 hour respawn
Also squad size at 1.5 with variance of 0.5.
Also do you play story mode or freeplay?
Github.com
hrmm. IC.
i will have to fix arti's script for him this weekend.
Github.com
Respawn every 3 hrs.
Stalker pop 1.95
Mutant 0.95
I also use a modified bounty squads expanded 1.6 to utilize the factions I added. Delay of respawn 2 hrs. One hr is pure mayhem. Multiplier 0.2
Moddb.com
I play freeplay
Variance;
Size 1.8
Variance 1.3
I was using grok's despawner but I ran into NPCs not online yet frequently. Not bad just kinda a cheat.
I altered the AI sound detection, that makes it fun, they go looking for trouble.
Hey there
this is a new one i found today.
! [RAX WD] Event DynamicNewsManager, TickQuick hung for > 0.5 seconds!
! [RAX WD] Offending event at line: 290 of script:c:/anomaly\gamedata\scripts\dynamic_news_manager.script
! [RAX WD] Saving game.
* [x-ray]: Full Memory Stats
* [win32]: free[137418020532 K], reserved[4401888 K], committed[16530988 K]
* [ D3D ]: textures[2991603 K]
* [x-ray]: process heap[1866571 K]
* [x-ray]: economy: strings[131740 K], smem[557786 K]
* Saving spawns...
* Saving objects...
* 31996 objects are successfully saved
* Game busy hands crash save.scop is successfully saved to file 'c:/anomaly\appdata\savedgames\busy hands crash save.scop'
! [RAX WD] Event DynamicNewsManager, TickQuick hung for > 0.5 seconds!
! [RAX WD] Offending event at line: 290 of script:c:/anomaly\gamedata\scripts\dynamic_news_manager.script
! [SCRIPT ERROR]: c:/anomaly\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: c:/anomaly\gamedata\scripts\dynamic_news_manager.script | line: 290
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
2 : [Lua] c:/anomaly\gamedata\scripts\a_rax_wd.script(191) : functor_a
LUA error: c:/anomaly\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: c:/anomaly\gamedata\scripts\dynamic_news_manager.script | line: 290
Check log for details
stack trace:
SymInit: Symbol-SearchPath: '.;C:\ANOMALY;C:\ANOMALY\bin;C:\Windows;C:\Windows\system32;', symOptions: 530, UserName: 'User'
OS-Version: 6.2.9200 () 0x100-0x1
C:\ANOMALY\bin\AnomalyDX11AVX.exe:AnomalyDX11AVX.exe (0000000140000000), size: 18034688 (result: 0), SymType: '-exported-', PDB: 'C:\ANOMALY\bin\AnomalyDX11AVX.exe'
i do not want to try and take that function apart. blegh.
I think that restoring my "dynamic messages" settings to default might fix this issue.
3rd and 4th option in that menu are off by default but i had them on since forever.
Anyway i had 3 hours without that particular bug last sunday, ill conyinue testing this next weekend.
Thank you again for this script it is actively helping me avoid bugs. Its amaizing. Bless you sir
How did you make out with default settings?
ok
since my last post i played for something like 20h.
after i restored default settings in "Dynamic Messages" like i outlined in my last post sadly the same bug came back:(
My next step was turning off 1st and 2nd option in that menu
witch resulted in no bug of that kind for about 15h :) so i am optimistic.
bear in mind that my game is moded and i have no "scientific" explanation for it, just trial and error.
again my most sinciere thanks to the script creator you made the game better.
P.s
did you get the below bug yourself, Bamah ?
LUA error: c:/anomaly\gamedata\scripts\a_rax_wd.script:191: The Timed Event system has crashed. Known as "Busy Hands" type 2, caused by script: c:/anomaly\gamedata\scripts\dynamic_news_manager.script | line: 290
EDIT:
LOL nevermind just had it ;) again, ill keep trying
Yes, same line.
I now have all unticked down to loot found. I guess process of elimination.
I also increased the hang time in the watchdog script, just now to 0.9. I did this, due to minor stuttering "I" get, when a large amount of NPCs are online due to my scripting.
I never seem to just CTD, it pauses then CTDs.
Edit: I'm wondering if it's Bounty Squads expanded 1.6 exasperating the delayed event or timer issue.
Also just removed a modified guard_spawner.script that spawns my Apocalypse faction. The guard_spawner has a CTD due to get_script_target.
I hang due to textures doing a fall back and large squads and grenade explosions all at once. Opening a large inventory mine or stash.
i also use bounty squads mod.
i think it pauses because it is saving, No?
like ill get the auto save message "bussy hands crash save" and then you have like 3 seconds and it crashes.
also i hate to kill your vibe but your settings seem extreme ;) i get it but damn.
i use the mod hollywood effects it eliminates shrapnel from mines and grenades witch helps with many explosions.
also i think that the hangs you get due to squads going online is normal, like a squad of 5 to 10 stalkers will hang the game for a split seccond ssd is best for that.
you could try prefeching the stalker models, wchich means loading them into your ram but i tested it and there is no noticable difference for me anyway.
also bloodpools mod afects my game so i dont use it anymore.
i am starting to think its zcp especialy with the above bug but i will never remove that mod i have my custom spawn templates and all ;)
goodluck
MEATCHUNK'S PREFETCHER PATCH FOR HD MODELS
the above mod is where i found out about preefeching you have to edit it to your needs though.
I have not CTD'd so far with changes.
Yes, I have a lot going on in game. Can get a lil like Serious Sam. Some stuttering is my AI.
I will not remove ZCP either.
I use a dedicated SSD drive for 1.5.2