|
|
Crashes still in the patched game
STALKER still has a lot of issues that cause the game to exit,
normally called "Crash to Desktop" or CTD. The best way of
dealing with these CTDs is to save your game often, and
periodically to named saves. The ZRP has a quick named save
feature ("Save Level Game" on the main menu, or press ESC S) that
can be used for this purpose.
Serious Problems
If your PC is shutting down or displaying a BSOD, that is more
likely due to a hardware issue. (A lockup or freeze
is NOT the same thing; see the next section.)
PC Shutdowns
|
If you find your PC shutting down unexpectedly, completely turning
off while playing STALKER, you probably are exceeding some system
specification. For example, your PC's power supply might be
inadequate for supplying the required current for certain parts
of the game.
|
BSODs
|
If your game "blue-screens" (BSOD - blue screen of death) and
reboots: You can stop the reboot to see the specific error. In
XP: Start > Control Panel > System > Advanced tab > "Start and
Recovery" Settings button > uncheck "Automatically restart" under
"System failure". Click OK on each dialog to exit.
BSODs are usually hardware- or driver-related, although they can
also be related to other issues. The error module reported on the
blue screen can be useful in determining the cause of the crash.
The game is one of the best system stress tests you can run on your
PC. If you are getting frequent blue screens, check cooling fans
and system temperatures, and consider reducing the video load (lower
quality textures and/or resolution, use DX8) and maybe even underclock
your CPU and/or video card to test for possible causes.
|
Lockups, Freezes
If your game locks up or freezes during the Synchronizing stage or
while playing, this is usually due to an error that was logged but
the BugTrap dialog is not visible. It traps most keystrokes and the
game window stays on top, so the PC seems locked up.
You can kill the game via the Windows Task Manager;
in XP you can press ctrl-alt-del, alt-E, E to end the current
task. You may be able to avoid most hard lockups by using the
-silent_error_mode command line parameter at the end of the
target line in the shortcut you use to start STALKER. The crash
might still occur, but the game will simply exit to the desktop.
This is recommended even if you don't have hard lockup crashes.
BugTrap Dialog
If you see a screen talking about an error in XR_3DA.exe, it is
usually the BugTrap dialog asking you to send in an error report.
Don't do it; it doesn't work in STALKER SoC. Instead, find the
log file (next paragraphs).
Find your log file
If your game crashes or locks up, look for the log file that
STALKER creates before running your game again. (STALKER
overwrites the log each time you start the game.)
The saved games and logs are on the C: drive by default in the
STALKER-SHOC subdirectory. In Vista
(and presumably Windows 7) this subdirectory is under
\Users\Public\Documents while in XP this is found in
\Documents and Settings\All Users\Documents.
The latest error log, called xray_<your_user_login>.log* is under STALKER-SHOC in the logs\ subdirectory, while the saved games are stored in the savedgames\ subdirectory.
*<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.
NOTE: Sometimes the .log
extension is hidden because Windows already has assigned the file type to an application.
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.
Anatomy of a Typical Error Report
| Description |
Examples |
Explanation |
| Expression |
assertion failed e_entity sz<(tgt_sz-1) |
This debug info tells the developer the basic problem. |
| Function |
CSafeFixedRotationState::create xrServer::Process_event_reject CGameGraph::distance
|
This is the function that had the error. |
| File |
D:\xray-svn\xr_3da\xrGame\script_engine.cpp
E:\stalker\patch_1_0004\xr_3da\xrgame\file.h
E:\stalker\sources\trunk\xrCore\xrDebugNew.cpp
|
This is the complete pathname for the file containing the function that had the problem. The path is not to anything on your PC. It is a path on the developer's PC to tell him the source file that had the error. There are different starts to the path, depending on version: D:\xray-svn\ => 1.0/Patch 1.0001 E:\stalker\patch_1_0004\ => Patch 1.0004 E:\stalker\sources\trunk\ => Patch 1.0005 or 1.0006 |
| Line |
81 |
The line number of the error in the source file. |
| Description |
dBodyStateValide(b) entity not found <no expression> (if Lua error)
|
This provides some detail as to what went wrong. |
| Arguments |
Lua error: pathfilename:line_number:error
|
This optional field is included when a Lua scripting error is encountered. (Lua is the scripting language used by the game for high-level tasks.) It helps explain why the script command could not be executed. In this case, any script path listed may be to a file on your PC. |
Vanilla Crashes
These are crashes still in the vanilla game patched to at least 1.0004. Some can still occur even with the ZRP even if you start a new game.
| 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. Put the stuff in
quotes at the end of the target line for the shortcut you use to
launch STALKER.
If you are running Vista or Windows 7, you can use the command
"bcdedit /set IncreaseUserVA 2700" while logged on with Administrator
rights.
|
| 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
|
This is apparently caused by a bad controller animation, 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
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 or leaves the level (e.g., falls through the
ground) while 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.
|
| 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 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 spot outside a level, or it falls
below the level.
|
|
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.
|
| 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 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
|
Delete or rename user.ltx 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.
|
| 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 1.05 RC demo.
|
Mod errors
An error due to a mod or mod merge is a frequent cause of CTDs. Here are a few examples:
| 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
|
The 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 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 page 2 of 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
example, a vector is missing an argument. Or a nested argument
evaluated to nil, resulting in an invalid argument.
|
| 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.
|
Harmless errors
Errors that do not cause obvious trouble:
***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
The game has some maps with too many lightmap textures. Ignore this error.
~ ERROR: can't detach independant object. entity[wpn_ak7414270:14270], parent[pri_monolith_respawn_114248:14248], section[wpn_ak74]
~ ERROR: can't detach independant object. entity[wpn_mp52539:2539], parent[agr_factory_defence_stalker6:2532], section[wpn_mp5]
~ ERROR: can't detach independant object. entity[wpn_ak742662:2662], parent[agr_factory_assault_soldier1:2656], section[wpn_ak74]
or
~ ERROR: can't detach independant object. entity[wpn_ak7414270:14270], parent[single_player:0], section[wpn_ak74]
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".
! Version conflict in shader 'def_shaders\def_aref' and similar.
The devs did not keep their shaders and their support code in sync.
! Unknown command: r__dtex_range
! Unknown command: r__ssa_glod_end
! Unknown command: r__ssa_glod_start
! Unknown command: r__wallmark_ttl
! Unknown command: rs_detail
! Unknown command: rs_skeleton_update
! Unknown command: vid_bpp
and similar.
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.)
[16-9] get_xml_name for[ui_mp_icon_rank.xml] returns [ui_mp_icon_rank.xml] and similar.
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.
! Invalid object 'single_player' position. Outside of sector structure.
This is reportedly caused by a very large ui_icon_equipment.dds file found in some kitchen-sink mods. It can definitely happen due to spawn jitter; if your foot is intersecting with the ground, you'll see the message. If it causes trouble in your game, you might have a corrupt installation or save game.
~ cannot remove restriction with id
[2734][agr_zone_radioactive_average] to the entity with id
[2808][agr_flesh_normal], because it is not added
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".
! Invalid ogg-comment version, file: followed by a path to an OGG sound file.
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 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 normal way to fix this is to use the game's SDK sound editor to properly assign values to the sound.
!!!processing_enabled ->destroy_queue.push_back physic_destroyable_object[42003] frame [2234850]
I have no idea. It seems to be a physics debug statement.
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