"S.T.A.L.K.E.R. - SoC" Stuff Useful Info Troubleshooting FAQ Bugs In STALKER What You Know That Ain't So Crashes Still in the Patched Game Quirks in the Game

## 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 quick-named-save and safe-quicksave features 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 most of the times when a crash occurs. This is recommended even if you don't have hard lockup crashes.

If you still get hard lockup crashes, consider the solutions in this GSC thread: "Trick to kill the game if it locks-up".

### 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).

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 Windows 7 this subdirectory is under \Users\Public\Documents (Windows 8 is similar: \Users\Public\Public Documents) while in XP this is found in \Documents and Settings\All Users\Documents.

For Steam users, the game uses the directory assigned to $app_data_root$ in fsgame.ltx. At least it tries to do so; see the Troubleshooting FAQ if you have problems saving your changed settings or making saves.

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 failede_entitysz<(tgt_sz-1) This debug info tells the developer the basic problem. Function CSafeFixedRotationState::createxrServer::Process_event_rejectCGameGraph::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 1.0001E:\stalker\patch_1_0004\ => Patch 1.0004E:\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 (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. Patch 1.0006 introduces a new CTD when you use or eat an item directly from an NPC body.

 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: \bin\XR_3DA.exe -noprefetch If you are running 32-bit Vist, Windows 7 or Windows 8, 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 (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 : [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, or ProcessArchive errors (see Database Processing Error below). 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. See the Troubleshooting FAQ about cam_inert and r2_sun_near/r2_sun_near_border. Note for Steam users: there might be two copies of this file. The game uses the one in the directory 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 : [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. 17 Patch 1.0006 errors Symptom An "assertion failed" error relating to e_parent or m_pCurrentInventory. FATAL ERROR [error]Expression : assertion failed [error]Function : xrServer::Process_event_ownership [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\xrServer_process_event_ownership.cpp [error]Line : 23 [error]Description : e_parent ... or ... FATAL ERROR [error]Expression : assertion failed [error]Function : CInventory::Eat [error]File : E:\stalker\sources\trunk\xr_3da\xrGame\Inventory.cpp [error]Line : 892 [error]Description : pIItem->m_pCurrentInventory==this stack trace: Cause The 1.0006 game engine has code changes that cause crashes when inventories are adjusted by the game. The CInventory::Eat error is caused by the engine when an attempt is made to use or consume corpse inventory items. Treatment Reload a previous save. Workaround for CInventory::Eat errors: Don't eat or use items while they are in the inventories of corpses. If the error mentions e_parent, please help us troubleshoot this error by reporting the last few lines above the FATAL ERROR message in the log file.

### Mod errors

An error due to a mod or mod merge is a frequent cause of CTDs. Here are a few examples:

### 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".

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. Unfortunately it floods the console to let you know which version of the UI file it is using.

! 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".

! Missing ogg-comment, file: followed by a path to an OGG sound file.
! 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 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.

!!!processing_enabled ->destroy_queue.push_back physic_destroyable_object[42003] frame [2234850]

I have no idea. It seems to be a physics debug statement.

Compiled/written by NatVac.
Last page update: September 29, 2013