*<your_user_login> is usually your name, the one you see at the
top of the menu when you click on the "start" button on the
taskbar in XP. If your user name is Robert, for example, then you
would find a file named xray_Robert.log.
Open the log file with a text editor or viewer. At the end of
that file is usually a section that starts with "FATAL ERROR" and
has lines beginning with "[error]" or following "stack trace".
These lines are useful in identifying most script and
configuration errors.
Use your browser's Find command to locate your error on this page.
If it is not here, you can report it on one of the forum sites
mentioned at the bottom of the "S.T.A.L.K.E.R. - SoC" Stuff page.
| 1 | Out-of-memory crashes |
|
Symptom |
Any crash that references "out of memory" or similar, like "insufficient resources available", "not enough storage is available to process this command" or "no more data is available". Some "Can't open section" and "There are no more files" errors might also be related to running out of memory.
|
|
Cause
|
STALKER is resource-intensive. You are pushing the edge with the vanilla game, and some levels are "heavier" than others (notably Cordon, Dark Valley, Army Warehouses, Red Forest, Pripyat).
NOTE: It doesn't matter how much memory you have -- there is a default limit of 2 GB of application process space for 32-bit versions of Windows. However, more memory will reduce swapping to/from the hard drive virtual-memory (page file) cache, up to 3.5 GB.
|
|
Treatment
|
Reduce your texture quality, or perhaps even revert to DX8 mode
(static lighting).
Run with the " -noprefetch" command line option. Append the quoted stuff to the end of the target line for the shortcut you use to launch STALKER, like so:
<STALKER installation path>\bin\XR_3DA.exe -noprefetch
If you are running 32-bit Vista or Windows 7, you can use the command
"bcdedit /set IncreaseUserVA 2700" while logged on with Administrator
rights. Reboot for the change to take effect.
|
| 2 | Rendering crashes |
|
Symptom |
stack trace:
001B:0188B3B6 xrRender_R1.dll
or
001B:02C09EE6 xrRender_R2.dll
|
|
Cause
|
This is often just a driver error problem, likely caused by STALKER
passing in bad data to a video driver function or perhaps due to a
stalled or hung thread so that the processing is not handled in a
timely manner.
|
|
Treatment
|
The good news is that it is generally a temporary failure,
and reloading the last save will usually get around the problem.
One common location for this error is Yantar, most often just
northeast of the ecologist bunker.
The occurrence of this crash might be mitigated by reducing the
objects_per_update value from the default of 10 in
gamedata\config\alife.ltx. This file is available in some mods, or you can extract it from the database files with a tool like Don Reba's Extractor.
Note: If this crash happens consistently, consider changing/updating video drivers. Another possibility is a hardware problem. Check for dust bunnies in the video card fan/heatsink, and possibly underclock the video card.
|
| 3 | Controller animation crashes |
|
Symptom |
FATAL ERROR
[error]Expression : assertion failed
[error]Function : CSafeFixedRotationState::create
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\phvalidevalues.h
[error]Line : 81
[error]Description : dBodyStateValide(b)
stack trace:
|
|
Cause
|
The most common cause is a controller animation problem, usually
when it is under attack. Sometimes it is preceded by a severe FPS
drop, caused by another problem (like DetailPathManager failure).
|
|
Treatment
|
Kill the controller(s) before they enter this state.
Either rush to the controller and deal with it, or use the ZRP
1.07 debug code (debug mode must be enabled; default: Esc D K
[mnemonic: debug kontroller]) to kill all on-line controllers
before they crash the game.
|
| 4 | Lost or destroyed weapon crashes |
|
Symptom |
FATAL ERROR
[error]Expression : e_entity
[error]Function : xrServer::Process_event_reject
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\xrServer_process_event_reject.cpp
[error]Line : 12
[error]Description : entity not found. id_parent=1350 id_entity=1312 frame=11471
stack trace:
Scheduler tried to update object lvl_community_respawn_xxxxx
(e.g., esc_soldier_respawn_11350)
|
|
Cause
|
This crash typically occurs when a newly-killed NPC's dropped weapon
is destroyed by the game while being processed by another thread (e.g.,
being evaluated as a possible replacement by another NPC).
|
|
Treatment
|
You can usually load the previous save prior to the crash and resume. You can
use the ZRP "store-weapons-in-backpack" option to reduce the incidence.
These crashes can result in hard PC lockups. See the section on
lockups above for more workarounds.
|
| 5 | Corrupt save crashes |
|
Symptom |
stack trace:
xrGame.dll
xrGame.dll
or "Can't open section" error (See also "Corrupt installation errors", below.)
|
|
Cause
|
Unmodded game: The saved game might be corrupt. This can be
caused by the game destroying a body but not cleaning up the spot
associated with the body. You will have this problem when you see
"- Critical: SMapLocation binded to non-existent object
id=xxxxx", although this is easily missed because it can occur
much, much earlier before the error in the corrupted save is
encountered after a reload.
You might also see an accompanying "- Critical:
CMapLocation::UpdateSpot binded to non-existent object id=xxxxx"
in the log if you catch the problem when it occurs.
NOTE: This type of destruction often occurs in mods or in arena
venues, but it can also happen when an anomaly (like one of the
Whirlygigs found in Pripyat's stadium) destroys a body in vanilla
gameplay.
|
|
Treatment
|
You will have to find a save game that does not have
this problem. Good luck with that.
|
| 6 | Bad spawn location |
|
Symptom |
! Cannot build GAME path! (object m_tushkano_normal21511)
! CURRENT LEVEL : l10_radar
! CURRENT game point position : [376.978180][-51.199860][29.992897]
FATAL ERROR
[error]Expression : I != levels().end()
[error]Function : GameGraph::CHeader::level
[error]File : e:\stalker\patch_1_0004\xr_3da\xrgame\game_graph_inline.h
[error]Line : 171
[error]Description : there is no specified level in the game graph : 96
stack trace:
Scheduler tried to update object m_tushkano_normal21511
... or something like ...
FATAL ERROR
[error]Expression : false
[error]Function : CGameGraph::distance
[error]File : e:\stalker\patch_1_0004\xr_3da\xrgame\game_graph_inline.h
[error]Line : 96
[error]Description : There is no proper graph point neighbour!
stack trace:
|
|
Cause
|
Some mutant or NPC was switched online with an assigned level
value that was either completely bogus (no specified level) or
valid but not for the location (no proper graph point neighbor).
This might be from being spawned in a bad place. STALKER
will spawn Alife in a random radius about a spawn point, which
helps make the spawn different each time. Unfortunately this
sometimes puts the entity in a place not connected to any graph
point used by the AI.
|
|
Treatment
|
Reload a previous save.
|
| 7 | Bad spawn location - part 2 |
|
Symptom |
! DetailPathManager has failed : from [142.099976,-4.614447,445.899963] to [142.099976,-5.792273,443.799988]
! DetailPathManager has failed : from [142.099976,-4.614447,445.899963] to [142.099976,-5.792273,443.799988]
! DetailPathManager has failed : from [142.099976,-4.614447,445.899963] to [142.099976,-5.792273,443.799988]
stack trace:
001B:01E59454 xrGame.dll
001B:01E5E8A4 xrGame.dll
001B:01E5E584 xrGame.dll
|
|
Cause
|
An NPC or mutant was switched online in a bad place, and
there is no possible connection path to the destination. STALKER
uses a grid network of squares with connections to adjoining
squares, but some squares are isolated. Examples: behind rocks on
the edge of a map, or on a different elevation than the
destination.
|
|
Treatment
|
Reload a previous save -- one hopefully made before the bad spawn.
Or fix it with ZRP 1.07 R3 (or later): Reduce switch_distance (Modifier > Tweaks.cfg > Alife Tweaks - Advanced) to a small value like 5 or 10, then explore the level to locate the place where the bad entity exists. Use ZSU to identify and remove the bad entity (see example on this GSC forum page), then restore the original value for switch_distance.
|
| 8 | Bad argument #2 to 'format' |
|
Symptom |
FATAL ERROR
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : D:\xray-svn\xr_3da\xrGame\script_engine.cpp
[error]Line : 74
[error]Description : <no expression>
[error]Arguments : LUA error: e:\stalker\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)
stack trace:
|
|
Cause
|
The usual cause of this error is the vanilla abort() function,
which deliberately crashes the game with an error. But the function
is usually called because there was a serious error -- the wrong error
is being reported. This error will not normally occur with the ZRP.
If it does occur, see the text just above the "FATAL ERROR" data in
the log file.
|
|
Treatment
|
Get the ZRP. :) Or at least use a fixed _g.script
that reports the true problem.
|
| 9a | Rare crashes 1: CTheoraSurface |
|
Symptom |
stack trace:
001B:004BCFBC XR_3DA.exe, CTheoraSurface::`vftable'()
001B:0298C084 xrGame.dll
001B:02994577 xrGame.dll
|
|
Cause
|
It can be caused by viewing a contact in your PDA when that
contact is switched offline (e.g., watch Shaggy exit Dark Valley
to the Garbage after saving him).
|
|
Treatment
|
Reload a previous save. Avoid checking your PDA in Red Forest
at the level changer to Pripyat.
|
| 9b | Rare crashes 2: CKinematicsAnimated |
|
Symptom |
stack trace:
001B:00451CE8 XR_3DA.exe, CKinematicsAnimated::ID_Cycle_Safe()
|
|
Cause
|
Unknown; physics- or animation-related
|
|
Treatment
|
Reload a previous save.
|
| 9c | Rare crashes 3: ParticleManager |
|
Symptom |
Any reference to the ParticleManager.
|
|
Cause
|
Unknown; "particle bone" physics- or animation-related. Certain objects in the game have particle effects associated with them (e.g., poltergeists), and in some cases an invalid state can be generated.
|
|
Treatment
|
Reload a previous save -- although it might need to be one made before the parent object went bad.
|
| 10 | Same error twice in a row |
|
Symptom |
[error][ 183] : Cannot create a file when that file already exists.
|
|
Cause
|
This might happen when there are two consecutive exceptions
(errors) at the same time. The severity of the error is a
function of the previous error.
|
|
Treatment
|
Determine the first error, and treat that.
|
| 11 | Corrupt installation errors |
|
Symptom |
CTD error: Can't load section: xxx\yyy, where xxx\yyy
has an invalid character in the path or name of the object.
|
|
Causes
|
DVD read errors or STEAM download errors, resulting in a corrupt
all.spawn file or database.db* file (and all saved games based on
them).
Mod errors due to differences between save/load functions.
Using a saved game from two (or more) patches earlier in a
newly-upgraded game. You should not use a 1.0001 save game in patch
1.0005 directly; you should patch to 1.0003, load the 1.0001 saved
game, save, patch to 1.0004, load the 1.0003 saved game, save,
and maybe patch to 1.0005/load/save if desired. This is because
the patch can only properly convert the saved game of the
immediately-prior patch to the current format. It is usually best
to start a new game anyway, to take advantage of the fixes and
improvements in the all.spawn file.
Using a save from a later patch in an earlier version of the game.
Also, rolling back to a previous version can leave traces of the later
version which the game can still load. Example:
gamedata.dbc is not removed when
uninstalling 1.0005 and reinstalling and patching only to 1.0004.
In a similar manner, you might just have a config\system.ltx
file that is incompatible with the game's patch version. See "hFile>0" below.
|
|
Treatments
|
Steam version: Verify the integrity of the STEAM download
(start by right-clicking the entry in the launcher).
Retail version: Try re-installing the game. You may have to replace
the DVD drive; install the game on another computer as a test.
You might have a bad DVD; contact THQ if so.
Corrupted saves are not easily fixed. First correct the cause, then start
a new game. Verify that you have the right version of config\system.ltx
for your patch. If you don't have that file, you should be okay.
You can remove the mod as a test, then start a new game. (See note on OS considerations.)
|
| 12 | Waypoint or pathing errors |
|
Symptom |
Expression : ai().level_graph().valid_vertex_id(vertex->data().level_vertex_id())
Function : CPatrolPathManager::select_point
File : E:/stalker/patch_1_0004/xr_3da/xrGame/patrol_path_manager.cpp
Line : 164
Description : patrol path[mil_mercs_walker_3_walk], point on path [name07],object [ros_killer_respawn_230016]
|
|
Cause
|
The vanilla game still has an invalid waypoint bug.
|
|
Treatment
|
Fix: Use the ZRP or mods that address this problem. A new game required, as the fix is in the all.spawn.
Workaround (vanilla): Stay at least switch_distance (default 150 meters) away from the crash area, in this example the mercenary base in NW Army Warehouses for the above error. There might also be a problem in the Agroprom military base, with the same treatment: stay away from it. If you are running a mod with this error, contact the modder(s).
|
| 13 | Dest string less than needed |
|
Symptom |
Initializing Engine...
Executing config-script "user.ltx"...
FATAL ERROR
[error]Expression : sz<(tgt_sz-1)
[error]Function : IReader::r_string
[error]File : E:\stalker\sources\trunk\xrCoreFS.cpp
[error]Line : 349
[error]Description : Dest string less than needed.
stack trace:
|
|
Cause
|
Here, the user.ltx file has been corrupted. If you see "Dest string less than needed.", look at the line above "FATAL ERROR" for which file was being processed when the error occurred.
|
|
Treatment
|
If it is user.ltx, delete or rename and restart the game. It will recreate this file for you. Your settings will be lost, so you might want to examine the original file before you delete it. Note for Steam users: there might be two copies of this file. The game uses the one in the folder assigned to $app_data_root$ in fsgame.ltx.
|
| 14 | Improperly initialized objects |
|
Symptom |
FATAL ERROR
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ...dow of chernobyl\gamedata\scripts\heli_combat.script:193: attempt to perform arithmetic on field 'change_dir_time' (a nil value)
|
|
Cause
|
A helicopter has changed combat states and is no longer properly initialized.
The game crashes when trying to save because one of the math operands in
a state calculation is nil (not assigned a value).
|
|
Treatment
|
The gamedata\scripts\heli_combat.script file can
be edited to avoid the error. A fixed version of this file is available in
the latest ZRP.
|
| 15 | Mismatched game all.spawn/game graph |
|
Symptom |
FATAL ERROR
[error]Expression : header().graph_guid() == ai().game_graph().header().guid()
[error]Function : CALifeSpawnRegistry::load
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_spawn_registry.cpp
[error]Line : 167
[error]Description : Spawn doesn't correspond to the graph : REBUILD SPAWN!
stack trace:
|
|
Cause
|
Either you have made a change to your game (added a mod or reverted to an
older patch) or you are attempting to use a saved game that is based on a
different all.spawn and/or other game files than
the version the game is currently using. The save might be corrupt.
|
|
Treatment
|
Verify the integrity of your game files. If using a mod, you should see
if the mod permits using existing saves; most don't. Synchronize your game
to your mod by patching to the version required by the mod. Reverting to
older patch versions may require totally uninstalling the game and removing
the old installation directory first.
|
| 16 | GameSpy server access trouble |
|
Symptom |
Loading DLL: xrGameSpy.dll
! Unable to init Server Browser!
stack trace:
... may optionally include ...
0023:02948824 xrGameSpy.dll, xrGS_GetGameID()
0023:040B12D4 xrGame.dll
0023:03FA5EA0 xrGame.dll
... or might simply show ...
Loading DLL: xrGameSpy.dll
FATAL ERROR
[error]Expression : m_hGameSpyDLL
[error]Function : CGameSpy_Full::LoadGameSpy
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\gamespy\GameSpy_Full.cpp
[error]Line : 55
[error]Description : GameSpy DLL raised exception during loading or there is no game DLL at all
stack trace:
|
|
Cause
|
The GameSpy server was responding in an unexpected way.
Update, 2012/12/07: GameSpy Arcade will no longer support
STALKER SoC. The error should not recur.
|
|
Treatment
|
Quick workaround: Disconnect your internet cable. Or configure your network
settings to disable your Internet connection.
Fix: Configure your firewall to disallow internet access to STALKER's
executables, bin\XR_3DA.exe and bin\dedicated\XR_3DA.exe, in your STALKER
installation directory. You might need admin rights to do this. This will
prevent STALKER multiplayer gaming access.
|
| 1 | Vista/Windows 7 UAC errors |
|
Symptom |
Crashes that reference a mod's resources after the mod has been updated/removed. |
|
Cause
|
Due to issues with UAC and rights management, it is possible to have an incomplete installation of a mod, or older "ghost" leftovers of a mod after updating it or even after removing the mod completely. Vista and Windows 7 know what is best for you, and control completely the Program Files directory and its subdirectories. But STALKER is old tech; mods must be in the STALKER gamedata subdirectory. Mod installations and removals can fail silently.
|
|
Treatment
|
One fix is to take ownership of the STALKER installation directory. You will likely need administrator rights to do this. See the 26 September 2009 NatVac post on this GSC forum page for details.
|
| 2 | Mod incompatibility errors |
|
Symptom |
hFile>0 |
|
Cause
|
A mod you are using has a config\system.ltx file that is incompatible with the game's patch version, or there is a mismatch between mod saves and mod loads.
|
|
Treatment
|
See the "fable" in the the "Crash To Desktop (CTD): Causes and Treatment" sticky topic in the GSC forum's "Single Player bugs" section.
|
| 3 | Dialog path errors |
|
Symptom |
stack trace:
001B:007A105B xrLUA.dll
001B:01FB185A xrGame.dll
|
|
Cause
|
Typical causes: Broken dialog script or broken dialog XML tree.
Example: No existing function for dialog condition.
|
| 4 | Invalid parameter in engine API call |
|
Symptoms |
stack trace:
001B:026339F6 xrGame.dll
001B:007C6D9D xrLUA.dll, luabind::detail::get_class_name()
001B:007CBCFD xrLUA.dll, luabind::detail::class_rep::function_dispatcher()
001B:007AA60B xrLUA.dll, lua_getinfo() [or luaopen_io()]
... or ...
stack trace:
[error][ 18] : There are no more files.
|
|
Cause
|
Typical cause: C++ function call has invalid arguments. For
examples, a vector is missing an argument, or a nested argument
evaluated to nil, resulting in an invalid argument, or an object
is used where an object id is needed.
Meltac at the GSC forum also notes that
accessing properties or functions of invalid objects can result in
this error. This might be due to attempting to access online object
functions on an offline object.
|
| 5 | Main menu script syntax error |
|
Symptom |
Starting engine...
Loading DLL: xrGameSpy.dll
stack trace:
001B:02155A45 xrGame.dll
or
001B:04FD5A45 xrGame.dll
(address numbers can differ)
|
|
Cause
|
The ui_main_menu.script file has an error.
|
| 6 | Unranked custom weapon |
|
Symptom |
FATAL ERROR
[error]Expression : res!=-1
[error]Function : get_rank
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\ui\Restrictions.cpp
[error]Line : 34
[error]Description : cannot find rank for
[error]Arguments : wpn_my_l33t_ubercool_weapon_m1
stack trace:
Scheduler tried to update object esc_factory_prisoner_guard
|
|
Cause
|
The game can exit because the NPC cannot determine the
relative value of a mod-specific weapon.
|
|
Treatment
|
An entry for the new weapon needs to be added to the
"available_items" list for one of the ranks in
config\mp\mp_ranks.ltx. CAUTION: a semicolon (;) starts a
comment, so anything after a semicolon on the long line will be
ignored.
|
| 7 | UI XML Error |
|
Symptom |
FATAL ERROR
[error]Expression : assertion failed
[error]Function : CUILine::GetLength_inclusiveWord_1
[error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\ui\UILine.cpp
[error]Line : 410
[error]Description : pos.word_1.exist()
stack trace:
|
|
Cause
|
There is an error in a user-interface XML file.
|
|
Treatment
|
Check the config\ui\*.xml files for syntax errors
or empty text strings or even wrong language encoding. This error can also
occur if the mod dynamically creates an empty string for the user interface.
|
| 8 | Isolated "Stack trace" Error |
|
Symptom |
stack trace:
|
|
Cause
|
A plain "stack trace" error can be caused by passing a bad parameter to a
C++ engine function. Example: calling object:transfer_item(item,actor)
with a string for "item" instead of an object.
|
|
Treatment
|
Fix the bug.
|
The game has some maps with too many lightmap textures. Ignore this error.
This warning is caused by the moving of a loose item like a gun which
either has no parent (owner) or has a different parent, into the
inventory of the actor or that of another NPC or NPC body.
Technically, one should not transfer a weapon that isn't theirs.
This is the result of a hack to permit NPC stalkers to search bodies,
a hack to clean up a battlefield of weapons, or a hack to prevent a
dying NPC from dropping a gun -- but he already has, so he is no
longer the parent.
It may be possible to "fix" the warning by assigning a parent to
the weapon first. It is a warning, not a real "error".
The devs did not keep their shaders and their support code in sync.
The devs removed references for unused options from the DLLs, but not from the configuration files. You can edit the corresponding config\rspec_*.ltx (usually rspec_maximum.ltx) to remove or comment out these lines. (Note: This might require extracting these files from the database files; see the reference to Don Reba's Extractor, above.)
The devs put in a check for custom widescreen resolutions, but didn't provide the custom config\ui\*_16.xml support for it, so it defaults to the original.
A mutant has had an encounter with an anomaly, and the cleanup code
attempted to remove the anomaly protection (which keeps the mutant
away from the specified anomalies) from the mutant -- but the
protection was not previously assigned to the mutant. This should be
fixable by adding the protection to the mutant configuration files,
although only newly-spawned mutants will be freed from the warning
"error".
This is a mod problem. The game uses the comment field of an OGG sound file to store additional info to determine in-game volume, range, drop-off, etc. Just adding an ordinary OGG-format sound file will result in the game complaining. This can contribute to overly-alert NPCs, as distant sounds will be heard across the map. The usual way to fix this is to use the game's SDK sound editor to properly assign values to the sound. An easier alternative is the SAVandT (Sound Attribute Viewer and Tweaker) program found on the Downloads page.
I have no idea. It seems to be a physics debug statement.