Lost Alpha Encountered Bugs

General talk about Lost Alpha dream project

Moderators: jwknaggs, CruxMDQ, Nemo

Re: Lost Alpha Encountered Bugs

Postby NITRAsvk » Wed Apr 30, 2014 7:58 am

everytime when i want to mod weapon at bar games crashed to windows...

btw: why is reload time so long ??? isnt that bug too ???
NITRAsvk
Newbie
 
Posts: 9
Joined: Sun Apr 27, 2014 9:59 pm

Re: Lost Alpha Encountered Bugs

Postby bloebr » Wed Apr 30, 2014 10:15 am

After I delivered PC data to Sin gang, I received a mission to go to Rostok through Garbage. The problem is I get a CTD when in Garbage. No errors are shown. The game just freezes and CTDs to desktop.
bloebr
Newbie
 
Posts: 2
Joined: Tue Apr 29, 2014 2:02 pm

Re: Lost Alpha Encountered Bugs

Postby LockyRT » Wed Apr 30, 2014 10:37 am

During the blowout in the Army Warehouses

Expression : xml_doc.NavigateToNode(path,index)
Function : CUIXmlInit::InitWindow
File : ui\UIXmlInit.cpp
Line : 84
Description : XML node not found
Argument 0 : global_wnd
Argument 1 : ui\game_tutorials_16.xml


Spoilers below, so don't read if you're not up ahead yet



Contact has no problems running in the Merc base, meanwhile every single Merc is focusing on me, trying to kill me, why's that? Meanwhile Contact is just minding his own business,... Does it have something to do with me joining Duty before?

EDIT:
Also the first job Voronin gives you after joining Duty is kinda bugged, after wiping out the Bandits in Yantar, I can't talk to Greben, I only have the "Can you tell me something interesting" and "See ya" dialogue options.
LockyRT
Newbie
 
Posts: 5
Joined: Mon Apr 28, 2014 9:20 pm

Re: Lost Alpha Encountered Bugs

Postby Kaboose » Wed Apr 30, 2014 10:57 am

Just a bunch of random ones honestly.

1. Turning Off Show Actor Legs isn't very apparent, when it being toggled on is called Show Actor Shadow.
2. Dropping a gun near Fox will make him take it (my dam sniper rifle)
3. The road outside where Fox is being held is glitchy... Moon walking glitchy...
4. Repairing the Leather Jacket while wearing it seems to do nothing except waste 1200 ru
5. Tourist's Delight Doesn't give health (other foods do)
6. You cannot easily click other items while repairing
Kaboose
Newbie
 
Posts: 1
Joined: Wed Apr 30, 2014 10:28 am

Re: Lost Alpha Encountered Bugs

Postby Kjaups » Wed Apr 30, 2014 11:38 am

I upload few dumps from my game. Random crazes in Cordon and weapon upgrades crazes.

Code: Select all
* Detected CPU: Intel(R) Core(TM) i5 CPU M 520 @ 2.40GHz [GenuineIntel], F6/M5/S2, 2400.00 mhz, 23-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53145 files cached, 8180Kb memory used.
Init FileSystem 1.830246 sec
Lost Alpha 'xrCore' build 5560, Apr 26 2014

EH: C48436709EA0BD08DBA598B8B19F9EA4

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4054220 K], reserved[51592 K], committed[88428 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17374 K], process heap[17374 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7368 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Software
SOUND: OpenAL: system  default SndDevice name is Generic Software
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1 (default) eax[2] efx[no] xram[no]
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx"...
~ Invalid syntax in call to 'r2_ssao'
~ Valid arguments: st_opt_off/st_opt_low/st_opt_medium/st_opt_high
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:68C1]: AMD Mobility Radeon HD 5000 Series
* GPU driver: 8.17.10.1280
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 741 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
count of .thm files=1034
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 2048x1536
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 16
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3791676 K], reserved[85144 K], committed[317420 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[117779 K], process heap[117779 K], game lua[3448 K], render[254 K]
* [x-ray]: economy: strings[6957 K], smem[0 K]
"d:\pelad\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 124621 K
* phase time: 28 ms
* phase cmem: 119903 K
$ LA_DBG:[4036] Game_Start: Engine v1.3000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 207 ms
* phase cmem: 124410 K
* phase time: 2 ms
* phase cmem: 124409 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34116 objects are successfully loaded
* Loading Store...
$ LA_DBG:[4036] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[4036] load_storehouse: size=[12]/[2165]bytes : Build=[5529]
$ LA_DBG:[4036] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[4036] Game_Init: Ver=[1.3000] Build=[5529=>5529] MemUsage=[16512.723]kB
$ LA_DBG:[4036] GameTime=[16:44:28] Map(19)=[la01_escape], knowMaps=[3]
* Log file has been saved successfully!
* Game pela is successfully loaded from file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\pela.sav' (4.452s)
* phase time: 4451 ms
* phase cmem: 186542 K
* phase time: 55 ms
* phase cmem: 186863 K
* client : connection accepted - <>
* phase time: 50 ms
* phase cmem: 186912 K
* phase time: 16 ms
* phase cmem: 186912 K
* phase time: 4430 ms
* phase cmem: 275075 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader add_point
compiling shader vert_point
compiling shader add_spot
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader vert_dt
compiling shader vert_dt
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_s_dt
compiling shader tree_s
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader tree_w
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w_dt
compiling shader avg4
* phase time: 348 ms
* phase cmem: 279088 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65494 verts, 2046 Kb
* [Loading VB] 49231 verts, 1538 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 63245 verts, 1976 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 22280 verts, 696 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 496983 indices, 970 Kb
* phase time: 159 ms
* phase cmem: 279330 K
* phase time: 62 ms
* phase cmem: 283989 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 31 ms
* phase cmem: 284072 K
* Loading HOM: d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la01_escape\level.hom
* phase time: 13 ms
* phase cmem: 284339 K
* phase time: 30 ms
* phase cmem: 284708 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 58 ms
* phase cmem: 302180 K
* t-report - base: 1281, 537327 K
* t-report - lmap: 58, 59399 K
* phase time: 1451 ms
* phase cmem: 305059 K
* phase time: 41 ms
* phase cmem: 305059 K
* [win32]: free[2792660 K], reserved[90824 K], committed[1310756 K]
* [ D3D ]: textures[607823 K]
* [x-ray]: crt heap[305056 K], process heap[305056 K], game lua[34579 K], render[293 K]
* [x-ray]: economy: strings[21689 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_shadow
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[15564] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_def_shadow_0
compiling shader model_env_hq
compiling shader model_env_hq_1
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_env_hq_0
compiling shader model_env_lq_0
compiling shader model_def_lqs_1
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_lqs_0
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_distort4glass_2
compiling shader model_distort_2
* MEMORY USAGE: 396588 K
* End of synchronization A[1] R[1]
! Can't find texture 'grenadier\fake_'
! ERROR: SV: can't find children [34857] of parent [397600104]
$ LA_DBG:[90755] la_ai_grenader:Callback_NetSpawn_Fake: grenade=[grenade_rgd5_fake]/[38657] => BOOM !!!
! ERROR: SV: can't find children [34878] of parent [397601448]
$ LA_DBG:[96831] la_ai_grenader:Callback_NetSpawn_Fake: grenade=[grenade_rgd5_fake]/[38916] => BOOM !!!
compiling shader model_def_lqs_2
$ LA_DBG:[198950] xr_wounded:ac_wounded:initialize: NPC=[cordon_stalker_0005] hp=[0.492] state=[wounded_heavy] => cover dist=[7.089]
$ LA_DBG:[237063] xr_wounded:ac_wounded:finalize:NPC=[esc_bandit_respawn_235853]:(x)
$ LA_DBG:[244043] xr_wounded:ac_wounded:can_cover: NPC=[cordon_stalker_0005], cover=(true) dist=[25.410] :(x)
compiling shader yuv2rgb
* [win32]: free[2367356 K], reserved[96324 K], committed[1730560 K]
* [ D3D ]: textures[687747 K]
* [x-ray]: crt heap[404358 K], process heap[404358 K], game lua[48514 K], render[5833 K]
* [x-ray]: economy: strings[26139 K], smem[10094 K]
$ LA_DBG:[634473] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[634473] Game_Save:BuildMod=[5529]:[17:58:02]:MemUsage=[31754.215]kB:TimeFactor=[7]
$ LA_DBG:[634473] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[634473] treasure_manager:save: #treasure=[4],size=[48]
~ NetPacket #1 stores 203 objects in 8200b
~ NetPacket #2 stores 411 objects in 8227b
~ NetPacket #3 stores 553 objects in 8242b
~ NetPacket #4 stores 698 objects in 8238b
~ NetPacket #5 stores 818 objects in 8216b
~ NetPacket #6 stores 1051 objects in 8206b
~ NetPacket #7 stores 1264 objects in 6351b
~ Used 7 NetPacket(s) total objects 4998 total stored 55680b
* Saving spawns...
* Saving objects...
* 34107 objects are successfully saved
* Writing Store...
$ LA_DBG:[634473] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[634473] save_storehouse: size=[12]/[2679]bytes : Build=[5529]
$ LA_DBG:[634473] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game pela.sav is successfully saved to file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\pela.sav'
$ LA_DBG:[717760] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[717760] [error]ABORT CALLED:
$ LA_DBG:[717760] [error]From: gamedata\scripts\ui_repair_wnd.script in function 'GetShortName' (958)
$ LA_DBG:[717760] [error]Line: 970
$ LA_DBG:[717760] [error]Description: upgrade weapon error, section missing from config = stalker_outfit_cheap
$ LA_DBG:[717760] ABORT:
stack traceback:
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:970: in function 'GetShortName'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:495: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:485>
   [C]: in function 'ListViewItem'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:267: in function 'FillItemsList'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:36: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:25>
   [C]: in function 'uiRepairWnd'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:1007: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:1004>
$ LA_DBG:[717760] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[717760] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[717760] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[717760] [error]ABORT CALLED:
$ LA_DBG:[717760] [error]From: gamedata\scripts\ui_repair_wnd.script in function '<unknown>' (573)
$ LA_DBG:[717760] [error]Line: 579
$ LA_DBG:[717760] [error]Description: upgrade error, short name=NIL: section_name=<stalker_outfit_cheap>
$ LA_DBG:[717760] ABORT:
stack traceback:
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:579: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:573>
   [C]: in function 'UpgradeTree'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:534: in function 'SetUpgradeTree'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:520: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:485>
   [C]: in function 'ListViewItem'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:267: in function 'FillItemsList'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:36: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:25>
   [C]: in function 'uiRepairWnd'
   .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:1007: in function <.... - lost alpha\gamedata\scripts\ui_repair_wnd.script:1004>
$ LA_DBG:[717760] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[717760] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:583: attempt to concatenate local 'short_name' (a nil value)

FATAL ERROR

[error]Expression    : fatal error
[error]Function      : CScriptEngine::lua_error
[error]File          : script_engine.cpp
[error]Line          : 75
[error]Description   : <no expression>
[error]Arguments     : LUA error: .... - lost alpha\gamedata\scripts\ui_repair_wnd.script:583: attempt to concatenate local 'short_name' (a nil value)


stack trace:

0023:6DFE462F xrCore.dll, xrDebug::fatal()
0023:6D78C154 xrGame.dll, CDialogHolder::operator=()
0023:6DFE6C5E xrCore.dll, str_container::dock()
0023:6D80ECE5 xrGame.dll, xrFactory_Create()
0023:6D8CF19B xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8CCB38 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8FEF97 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8F8B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8F8B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8F8B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D905846 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8F8B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8F8B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8F8B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D8BC816 xrGame.dll, CDialogHolder::IR_UIOnKeyboardRelease()
0023:6D91912E xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6D74825C xrGame.dll, CDialogHolder::operator=()
0023:6D747E50 xrGame.dll, CDialogHolder::operator=()


Code: Select all
* Detected CPU: Intel(R) Core(TM) i5 CPU M 520 @ 2.40GHz [GenuineIntel], F6/M5/S2, 2400.00 mhz, 23-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53141 files cached, 8180Kb memory used.
Init FileSystem 1.875325 sec
Lost Alpha 'xrCore' build 5560, Apr 26 2014

EH: C48436709EA0BD08DBA598B8B19F9EA4

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4054220 K], reserved[51440 K], committed[88580 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17374 K], process heap[17374 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7368 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Software
SOUND: OpenAL: system  default SndDevice name is Generic Software
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1 (default) eax[2] efx[no] xram[no]
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx"...
~ Invalid syntax in call to 'r2_ssao'
~ Valid arguments: st_opt_off/st_opt_low/st_opt_medium/st_opt_high
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:68C1]: AMD Mobility Radeon HD 5000 Series
* GPU driver: 8.17.10.1280
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 741 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
count of .thm files=1034
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 2048x1536
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 16
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3791676 K], reserved[85260 K], committed[317304 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[117779 K], process heap[117779 K], game lua[3447 K], render[254 K]
* [x-ray]: economy: strings[6957 K], smem[0 K]
"d:\pelad\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 124621 K
* phase time: 29 ms
* phase cmem: 119903 K
$ LA_DBG:[4387] Game_Start: Engine v1.3000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 220 ms
* phase cmem: 124410 K
* phase time: 2 ms
* phase cmem: 124409 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34129 objects are successfully loaded
* Loading Store...
$ LA_DBG:[4387] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[4387] load_storehouse: size=[12]/[1975]bytes : Build=[5529]
$ LA_DBG:[4387] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[4387] Game_Init: Ver=[1.3000] Build=[5529=>5529] MemUsage=[16512.287]kB
$ LA_DBG:[4387] GameTime=[15:58:34] Map(19)=[la01_escape], MapSaved(20)=[la02_garbage], knowMaps=[3]
* Log file has been saved successfully!
* Game anzy_autosave is successfully loaded from file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\anzy_autosave.sav' (4.518s)
* phase time: 4517 ms
* phase cmem: 186529 K
* phase time: 55 ms
* phase cmem: 186808 K
* client : connection accepted - <>
* phase time: 50 ms
* phase cmem: 186856 K
* phase time: 16 ms
* phase cmem: 186856 K
* phase time: 4620 ms
* phase cmem: 275003 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader add_point
compiling shader vert_point
compiling shader add_spot
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader vert_dt
compiling shader vert_dt
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_s_dt
compiling shader tree_s
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader tree_w
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w_dt
compiling shader avg4
* phase time: 372 ms
* phase cmem: 279049 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65494 verts, 2046 Kb
* [Loading VB] 49231 verts, 1538 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 63245 verts, 1976 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 22280 verts, 696 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 496983 indices, 970 Kb
* phase time: 220 ms
* phase cmem: 279290 K
* phase time: 65 ms
* phase cmem: 283981 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 40 ms
* phase cmem: 284064 K
* Loading HOM: d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la01_escape\level.hom
* phase time: 20 ms
* phase cmem: 284331 K
* phase time: 44 ms
* phase cmem: 284685 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 61 ms
* phase cmem: 301140 K
* t-report - base: 1281, 537327 K
* t-report - lmap: 58, 59399 K
* phase time: 1520 ms
* phase cmem: 303986 K
* phase time: 41 ms
* phase cmem: 303986 K
* [win32]: free[2795220 K], reserved[92220 K], committed[1306800 K]
* [ D3D ]: textures[607823 K]
* [x-ray]: crt heap[303984 K], process heap[303984 K], game lua[34592 K], render[293 K]
* [x-ray]: economy: strings[21689 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_shadow
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[16405] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_def_shadow_0
compiling shader model_env_hq
compiling shader model_env_hq_1
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_env_hq_0
compiling shader model_env_lq_0
compiling shader model_def_lqs_1
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_lqs_0
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_distort4glass_2
compiling shader model_distort_2
$ LA_DBG:[22083] xr_effects:prn_log [cordon_helicopter]: |switching1
* MEMORY USAGE: 375865 K
* End of synchronization A[1] R[1]
$ LA_DBG:[23103] xr_effects:prn_log [cordon_helicopter]: |switching2

FATAL ERROR

[error]Expression    : m_foot_bones[leg_type] != BI_NONE
[error]Function      : CStepManager::get_foot_position
[error]File          : step_manager.cpp
[error]Line          : 196
[error]Description   : foot bone had not been set


stack trace:

0023:6DFE46A1 xrCore.dll, xrDebug::fail()
0023:6D6880E3 xrGame.dll, CDialogHolder::operator=()
0023:6D6A0CCC xrGame.dll, CDialogHolder::operator=()
0023:6D6A66CE xrGame.dll, CDialogHolder::operator=()
0023:012D92D2 XR_3DA.exe, CObjectList::SingleUpdate()
0023:012D60B3 XR_3DA.exe, IGame_Level::OnFrame()
0023:012BDC3D XR_3DA.exe, CEvent::operator=()
0023:01303273 XR_3DA.exe, CRenderDevice::FrameMove()
0023:013033BA XR_3DA.exe, CRenderDevice::on_idle()
0023:0130330A XR_3DA.exe, CRenderDevice::message_loop()
0023:01303E3E XR_3DA.exe, CRenderDevice::Run()
0023:012D1E0A XR_3DA.exe, CApplication::CApplication()


Code: Select all
* Detected CPU: Intel(R) Core(TM) i5 CPU M 520 @ 2.40GHz [GenuineIntel], F6/M5/S2, 2400.00 mhz, 23-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53139 files cached, 8180Kb memory used.
Init FileSystem 3.666813 sec
Lost Alpha 'xrCore' build 5560, Apr 26 2014

EH: C48436709EA0BD08DBA598B8B19F9EA4

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4053192 K], reserved[51440 K], committed[89608 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17374 K], process heap[17374 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7368 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Software
SOUND: OpenAL: system  default SndDevice name is Generic Software
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1 (default) eax[2] efx[no] xram[no]
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx"...
~ Invalid syntax in call to 'r2_ssao'
~ Valid arguments: st_opt_off/st_opt_low/st_opt_medium/st_opt_high
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:68C1]: AMD Mobility Radeon HD 5000 Series
* GPU driver: 8.17.10.1280
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 741 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
count of .thm files=1034
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 2048x1536
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 16
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3790068 K], reserved[85460 K], committed[318712 K]
* [ D3D ]: textures[528 K]
* [x-ray]: crt heap[117789 K], process heap[117789 K], game lua[3448 K], render[258 K]
* [x-ray]: economy: strings[6957 K], smem[0 K]
"d:\pelad\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 124627 K
* phase time: 76 ms
* phase cmem: 119908 K
$ LA_DBG:[9721] Game_Start: Engine v1.3000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 1119 ms
* phase cmem: 124415 K
* phase time: 4 ms
* phase cmem: 124414 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34208 objects are successfully loaded
* Loading Store...
$ LA_DBG:[9721] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[9721] load_storehouse: size=[12]/[2013]bytes : Build=[5529]
$ LA_DBG:[9721] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[9721] Game_Init: Ver=[1.3000] Build=[5529=>5529] MemUsage=[16533.355]kB
$ LA_DBG:[9721] GameTime=[13:32:43] Map(20)=[la02_garbage], MapSaved(21)=[la03_agroprom], knowMaps=[3]
* Log file has been saved successfully!
* Game anzy_autosave is successfully loaded from file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\anzy_autosave.sav' (6.330s)
* phase time: 6330 ms
* phase cmem: 185735 K
* phase time: 127 ms
* phase cmem: 185824 K
* client : connection accepted - <>
* phase time: 67 ms
* phase cmem: 185873 K
* phase time: 20 ms
* phase cmem: 185873 K
* phase time: 5364 ms
* phase cmem: 280325 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert_dt
compiling shader vert_dt
compiling shader vert
compiling shader vert
compiling shader add_point
compiling shader vert_point
compiling shader add_spot
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader tree_w_dt
compiling shader tree_s
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader tree_s_dt
compiling shader avg4
* phase time: 786 ms
* phase cmem: 284116 K
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65514 verts, 2047 Kb
* [Loading VB] 49346 verts, 1542 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65525 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 62338 verts, 1948 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 45845 verts, 1432 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 83859 indices, 163 Kb
* phase time: 1495 ms
* phase cmem: 284497 K
* phase time: 143 ms
* phase cmem: 287697 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 63196 v(20), 40626 p
* [DETAILS] Batch(61), VB(1234K), IB(238K)
* phase time: 235 ms
* phase cmem: 287764 K
* Loading HOM: d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la02_garbage\level.hom
* phase time: 37 ms
* phase cmem: 287787 K
* phase time: 170 ms
* phase cmem: 287856 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 62 ms
* phase cmem: 304726 K
* t-report - base: 1143, 511489 K
* t-report - lmap: 34, 34820 K
* phase time: 18150 ms
* phase cmem: 307231 K
* phase time: 63 ms
* phase cmem: 307231 K
* [win32]: free[2866216 K], reserved[90372 K], committed[1237652 K]
* [ D3D ]: textures[557407 K]
* [x-ray]: crt heap[307229 K], process heap[307229 K], game lua[34538 K], render[267 K]
* [x-ray]: economy: strings[21644 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_shadow
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[44107] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_def_shadow_0
compiling shader model_def_lqs_0
compiling shader model_env_hq
compiling shader model_env_hq_0
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader base_lplanes
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_env_hq_1
compiling shader model_env_lq_1
compiling shader model_distort4glass_0
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_def_lqs_1
compiling shader model_distort_2
* MEMORY USAGE: 394459 K
* End of synchronization A[1] R[1]
$ LA_DBG:[328421] TimerHelper: caption_HT
$ LA_DBG:[373416] surge_manager:quake40 at: [90]
compiling shader yuv2rgb
* [win32]: free[2522816 K], reserved[103148 K], committed[1568276 K]
* [ D3D ]: textures[619020 K]
* [x-ray]: crt heap[384513 K], process heap[384513 K], game lua[38936 K], render[3583 K]
* [x-ray]: economy: strings[17866 K], smem[7741 K]
$ LA_DBG:[501214] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[501214] Game_Save:BuildMod=[5529]:[14:40:54]:MemUsage=[28310.061]kB:TimeFactor=[10]
$ LA_DBG:[501214] task_manager:save:#tasks=[1]/[1],size=[43]
$ LA_DBG:[501214] treasure_manager:save: #treasure=[4],size=[48]
~ NetPacket #1 stores 782 objects in 8205b
~ NetPacket #2 stores 918 objects in 8245b
~ NetPacket #3 stores 1092 objects in 3653b
~ Used 3 NetPacket(s) total objects 2792 total stored 20103b
* Saving spawns...
* Saving objects...
* 34142 objects are successfully saved
* Writing Store...
$ LA_DBG:[501214] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[501214] save_storehouse: size=[12]/[2444]bytes : Build=[5529]
$ LA_DBG:[501214] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game pela.sav is successfully saved to file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\pela.sav'
$ LA_DBG:[713587] xr_wounded:ac_wounded:initialize: NPC=[gar_crane_bandit3] hp=[0.506] state=[wounded_heavy_3] => cover dist=[11.175]
$ LA_DBG:[716849] xr_wounded:ac_wounded:can_cover: NPC=[gar_crane_bandit3], cover=(false) dist=[7.849] :(x)
! Can't find texture 'grenadier\fake_'
! ERROR: SV: can't find children [37892] of parent [373006936]
$ LA_DBG:[723170] xr_wounded:ac_wounded:initialize: NPC=[gar_crane_bandit1] hp=[0.183] state=[wounded_heavy_3] => cover dist=[12.628]
$ LA_DBG:[724011] xr_wounded:ac_wounded:finalize:NPC=[gar_crane_bandit1]:(x)
$ LA_DBG:[725340] la_ai_grenader:Callback_NetSpawn_Fake: grenade=[grenade_rgd5_fake]/[40194] => BOOM !!!
$ LA_DBG:[725627] xr_wounded:ac_wounded:finalize:NPC=[gar_crane_bandit3]:(x)
$ LA_DBG:[1153172] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1153172] Game_Save:BuildMod=[5529]:[15:58:34]:MemUsage=[30298.742]kB:TimeFactor=[7],Map=[20~>19]
$ LA_DBG:[1153172] task_manager:save:#tasks=[1]/[1],size=[43]
$ LA_DBG:[1153172] treasure_manager:save: #treasure=[4],size=[48]
~ NetPacket #1 stores 802 objects in 8208b
~ NetPacket #2 stores 1057 objects in 8194b
~ NetPacket #3 stores 1071 objects in 1450b
~ Used 3 NetPacket(s) total objects 2930 total stored 17852b
* Saving spawns...
* Saving objects...
* 34129 objects are successfully saved
* Writing Store...
$ LA_DBG:[1153172] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1153172] save_storehouse: size=[12]/[1975]bytes : Build=[5529]
$ LA_DBG:[1153172] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game Anzy_autosave.sav is successfully saved to file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\anzy_autosave.sav'
- Disconnect
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[407866 K]
"d:\pelad\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 1 ms
* phase cmem: 239413 K
$ LA_DBG:[1154066] Game_Start: Engine v1.3000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 257 ms
* phase cmem: 243643 K
* phase time: 11 ms
* phase cmem: 243641 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34129 objects are successfully loaded
* Loading Store...
$ LA_DBG:[1154066] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1154066] load_storehouse: size=[12]/[1975]bytes : Build=[5529]
$ LA_DBG:[1154066] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1154066] Game_Init: Ver=[1.3000] Build=[5529=>5529] MemUsage=[16512.287]kB
$ LA_DBG:[1154066] GameTime=[15:58:34] Map(19)=[la01_escape], MapSaved(20)=[la02_garbage], knowMaps=[3]
* Log file has been saved successfully!
* Game anzy_autosave is successfully loaded from file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\anzy_autosave.sav' (4.770s)
* phase time: 4769 ms
* phase cmem: 259014 K
* phase time: 62 ms
* phase cmem: 259101 K
* client : connection accepted - <>
* phase time: 50 ms
* phase cmem: 259149 K
* phase time: 48 ms
* phase cmem: 259149 K
* phase time: 5123 ms
* phase cmem: 347284 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader vert_point
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader vert_dt
compiling shader vert_dt
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_s_dt
compiling shader tree_s
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader tree_w
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w_dt
compiling shader avg4
* phase time: 545 ms
* phase cmem: 350238 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65494 verts, 2046 Kb
* [Loading VB] 49231 verts, 1538 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 63245 verts, 1976 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 22280 verts, 696 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 496983 indices, 970 Kb
* phase time: 1490 ms
* phase cmem: 350117 K
* phase time: 163 ms
* phase cmem: 351405 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 212 ms
* phase cmem: 351408 K
* Loading HOM: d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la01_escape\level.hom
* phase time: 31 ms
* phase cmem: 351637 K
* phase time: 242 ms
* phase cmem: 351873 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 62 ms
* phase cmem: 368118 K
* t-report - base: 1368, 567242 K
* t-report - lmap: 58, 59399 K
* phase time: 5016 ms
* phase cmem: 369679 K
* phase time: 46 ms
* phase cmem: 369679 K
* [win32]: free[2581660 K], reserved[136652 K], committed[1475928 K]
* [ D3D ]: textures[633642 K]
* [x-ray]: crt heap[369677 K], process heap[369677 K], game lua[34473 K], render[4412 K]
* [x-ray]: economy: strings[37766 K], smem[7935 K]
* Log file has been saved successfully!
$ LA_DBG:[1173798] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader model_distort4glass_2
$ LA_DBG:[1183154] xr_effects:prn_log [cordon_helicopter]: |switching1
* MEMORY USAGE: 392943 K
* End of synchronization A[1] R[1]
$ LA_DBG:[1184191] xr_effects:prn_log [cordon_helicopter]: |switching2
compiling shader yuv2rgb
* [win32]: free[2377652 K], reserved[103720 K], committed[1712868 K]
* [ D3D ]: textures[686707 K]
* [x-ray]: crt heap[392619 K], process heap[392619 K], game lua[41222 K], render[5910 K]
* [x-ray]: economy: strings[29083 K], smem[9332 K]
$ LA_DBG:[1364036] Game_Start: Engine v1.3000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 229 ms
* phase cmem: 398848 K
* phase time: 14 ms
* phase cmem: 398847 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34129 objects are successfully loaded
* Loading Store...
$ LA_DBG:[1364036] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1364036] load_storehouse: size=[12]/[1975]bytes : Build=[5529]
$ LA_DBG:[1364036] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1364036] Game_Init: Ver=[1.3000] Build=[5529=>5529] MemUsage=[16512.287]kB
$ LA_DBG:[1364036] GameTime=[15:58:34] Map(19)=[la01_escape], MapSaved(20)=[la02_garbage], knowMaps=[3]
* Log file has been saved successfully!
* Game anzy_autosave is successfully loaded from file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\anzy_autosave.sav' (4.389s)
* phase time: 4388 ms
* phase cmem: 408908 K
* phase time: 15 ms
* phase cmem: 408909 K
* phase time: 16 ms
* phase cmem: 408909 K
* [win32]: free[2375732 K], reserved[100728 K], committed[1717780 K]
* [ D3D ]: textures[679570 K]
* [x-ray]: crt heap[408907 K], process heap[408907 K], game lua[34192 K], render[5910 K]
* [x-ray]: economy: strings[39622 K], smem[9321 K]
* Log file has been saved successfully!
$ LA_DBG:[1369624] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
* MEMORY USAGE: 406846 K
* End of synchronization A[1] R[1]
$ LA_DBG:[1372398] xr_effects:prn_log [cordon_helicopter]: |switching1
$ LA_DBG:[1373418] xr_effects:prn_log [cordon_helicopter]: |switching2
stack trace:

Kjaups
Newbie
 
Posts: 5
Joined: Wed Apr 30, 2014 11:27 am

Re: Lost Alpha Encountered Bugs

Postby Roadkill » Wed Apr 30, 2014 12:23 pm

Can you fix the player speed, i always stay behind when following stalkers, they are a lot faster than player. If you have lots of stuff and can't sprint you will fall behind them....
Roadkill
Newbie
 
Posts: 8
Joined: Mon Apr 28, 2014 3:41 pm

Re: Lost Alpha Encountered Bugs

Postby exostalker » Wed Apr 30, 2014 12:37 pm

Continued, a bit:

1. In generators lab, before cutscene I turned on nightvision, when cutscene started I wanted to turn that off, crash:

Engine error. Last line in stack trace:
PAPI::pDomain::transform_dir()+3047 byte(s) C:\Program Files (x86)\S.T.A.L.K.E.R. - Lost Alpha\bins\xrParticles.dll

2. After going through the generators, looking in their direction:

http://i.imgur.com/y204TcY.png

(my guess is particles and dx10 error?)

3. In generators lab:

http://i.imgur.com/zo8bWVG.png

(once again, my guess is particles and dx10 error?)


Those last two are not easy to predict, sometimes it doesn't crash, sometimes it crashes just after loading a save like that.
exostalker
Newbie
 
Posts: 32
Joined: Sun Jul 04, 2010 9:48 pm

Re: Lost Alpha Encountered Bugs

Postby Kjaups » Wed Apr 30, 2014 1:26 pm

One more. Also can't send bug reports with game program.

This crash comes when i try to use repair set.

Code: Select all
* Detected CPU: Intel(R) Core(TM) i5 CPU M 520 @ 2.40GHz [GenuineIntel], F6/M5/S2, 2400.00 mhz, 22-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53151 files cached, 8180Kb memory used.
Init FileSystem 1.789627 sec
Lost Alpha 'xrCore' build 5560, Apr 26 2014

EH: C48436709EA0BD08DBA598B8B19F9EA4

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4054064 K], reserved[51712 K], committed[88464 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17374 K], process heap[17374 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7368 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Software
SOUND: OpenAL: system  default SndDevice name is Generic Software
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1 (default) eax[2] efx[no] xram[no]
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx"...
~ Invalid syntax in call to 'r2_ssao'
~ Valid arguments: st_opt_off/st_opt_low/st_opt_medium/st_opt_high
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:68C1]: AMD Mobility Radeon HD 5000 Series
* GPU driver: 8.17.10.1280
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 741 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
count of .thm files=1034
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 2048x1536
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 16
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3783840 K], reserved[90184 K], committed[320216 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[117779 K], process heap[117779 K], game lua[3447 K], render[254 K]
* [x-ray]: economy: strings[6957 K], smem[0 K]
"d:\pelad\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 124621 K
* phase time: 29 ms
* phase cmem: 119903 K
$ LA_DBG:[4070] Game_Start: Engine v1.3000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 193 ms
* phase cmem: 124410 K
* phase time: 2 ms
* phase cmem: 124409 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34107 objects are successfully loaded
* Loading Store...
$ LA_DBG:[4070] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[4070] load_storehouse: size=[12]/[2679]bytes : Build=[5529]
$ LA_DBG:[4070] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[4070] Game_Init: Ver=[1.3000] Build=[5529=>5529] MemUsage=[16514.900]kB
$ LA_DBG:[4070] GameTime=[17:58:02] Map(19)=[la01_escape], knowMaps=[3]
* Log file has been saved successfully!
* Game pela is successfully loaded from file 'd:\pelad\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\pela.sav' (4.095s)
* phase time: 4094 ms
* phase cmem: 186554 K
* phase time: 55 ms
* phase cmem: 186849 K
* client : connection accepted - <>
* phase time: 50 ms
* phase cmem: 186898 K
* phase time: 16 ms
* phase cmem: 186898 K
* phase time: 4254 ms
* phase cmem: 275045 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader add_point
compiling shader vert_point
compiling shader add_spot
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader vert_dt
compiling shader vert_dt
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_s_dt
compiling shader tree_s
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader tree_w
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w_dt
compiling shader avg4
* phase time: 372 ms
* phase cmem: 279058 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65494 verts, 2046 Kb
* [Loading VB] 49231 verts, 1538 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 63245 verts, 1976 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 22280 verts, 696 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 496983 indices, 970 Kb
* phase time: 75 ms
* phase cmem: 279300 K
* phase time: 54 ms
* phase cmem: 283959 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 30 ms
* phase cmem: 284074 K
* Loading HOM: d:\pelad\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la01_escape\level.hom
* phase time: 15 ms
* phase cmem: 284341 K
* phase time: 27 ms
* phase cmem: 284711 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 40 ms
* phase cmem: 303760 K
* t-report - base: 1281, 537327 K
* t-report - lmap: 58, 59399 K
* phase time: 1447 ms
* phase cmem: 306607 K
* phase time: 41 ms
* phase cmem: 306607 K
* [win32]: free[2792440 K], reserved[89688 K], committed[1312112 K]
* [ D3D ]: textures[607823 K]
* [x-ray]: crt heap[306604 K], process heap[306604 K], game lua[34599 K], render[297 K]
* [x-ray]: economy: strings[21686 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_shadow
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[15117] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_def_shadow_0
compiling shader model_env_hq
compiling shader model_env_hq_1
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_env_hq_0
compiling shader model_env_lq_0
compiling shader model_def_lqs_1
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_lqs_0
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_distort4glass_2
compiling shader model_distort_2
* MEMORY USAGE: 394024 K
* End of synchronization A[1] R[1]
$ LA_DBG:[37814] ui_repair_kit:adding items [wpn_ak74] with cond [0.75294089317322] and id [2860]
$ LA_DBG:[37814] ui_repair_kit:adding items [wpn_svd] with cond [0.80784279108047] and id [851]
$ LA_DBG:[37814] ui_repair_kit:uiRepairKit inited
stack trace:

0023:6BD757FF xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6BD68B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6BD68B83 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6BD77190 xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6BD2C6FD xrGame.dll, CDialogHolder::IR_UIOnKeyboardPress()
0023:6BD891AE xrGame.dll, CDialogHolder::IR_UIOnKeyboardHold()
0023:6BBB8139 xrGame.dll, CDialogHolder::operator=()
0023:6BBB7E30 xrGame.dll, CDialogHolder::operator=()
0023:001F340A XR_3DA.exe, CInput::MouseUpdate()
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Re: Lost Alpha Encountered Bugs

Postby dez » Wed Apr 30, 2014 2:01 pm

hi exostalker, we appreciate your reports, but without uploading LOGS, we cant do anything. bugtrap window is nothing.
thanks!

here is an old thread from NatVac:
http://www.gsc-game.com/index.php?t=com ... &sec_id=12

we though everyone is familar with that :)
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dez
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Re: Lost Alpha Encountered Bugs

Postby exostalker » Wed Apr 30, 2014 2:05 pm

dez wrote:hi exostalker, we appreciate your reports, but without uploading LOGS, we cant do anything. bugtrap window is nothing.
thanks!


Sorry, I keep forgetting that LA's engine gives a lot more information about events/errors, just used to vanilla too much. Will try to get it again and then post everything!
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Re: Lost Alpha Encountered Bugs

Postby Gabou » Wed Apr 30, 2014 2:31 pm

Hi, my game crashed when i tried to load a quick save and this is the error log.

FATAL ERROR

[error]Expression : m_foot_bones[leg_type] != BI_NONE
[error]Function : CStepManager::get_foot_position
[error]File : step_manager.cpp
[error]Line : 196
[error]Description : foot bone had not been set

I tried to load an older normal save and disable the body, then load the quick save, but that didn´t help.

I can´t upload the .log file here, because it says that the extension is not alowed. So here is a link to another file share site. xray_gabriel_04-30-14_15-11-35.mdmp.log
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Re: Lost Alpha Encountered Bugs

Postby CruxMDQ » Wed Apr 30, 2014 2:51 pm

Posting one for confirmation: once I hop into a UAZ, I can't get out. Anyone else experiencing this?

dez wrote:there is an old thread from NatVac:
http://www.gsc-game.com/index.php?t=com ... &sec_id=12

we though everyone is familar with that :)


I was not. :P Adding this on top of buglist.
Got bugs? Read this before posting a report: viewtopic.php?f=3&t=1771

ANY bug reporting threads that fail to fulfill these conditions WILL BE CLOSED.
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Re: Lost Alpha Encountered Bugs

Postby exostalker » Wed Apr 30, 2014 5:48 pm

Freeplayin', let's continue:

1. Military armored suit can't be upgraded/repaired either:

http://i.imgur.com/QLlXISC.jpg

2. Driving lada in some directions, it doesn't keep third person view, camera comes back to here:

http://i.imgur.com/IRkQM76.jpg

3. In freeplay, after playing garbage red-yellow-blue medkit mini-game and succeeding, after trying to talk to him a few times:

Expression : 0
Function : CPhraseDialog::SayPhrase
File : PhraseDialog.cpp
Line : 152
Description : No available phrase to say, dialog[gar_weird_medic_dialog]
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Re: Lost Alpha Encountered Bugs

Postby Readyus » Wed Apr 30, 2014 6:33 pm

I don't know if it's a bug or not, but I've collected the Borov's documents and the X18 documents but when I talk with Colonel Petrenko about the mission I see no special options.
Maybe I haven't found something?
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Re: Lost Alpha Encountered Bugs

Postby kolinkoff » Wed Apr 30, 2014 6:40 pm

Can´t buy vechiles like BTR, RAF truck, Kamaz Truck, Tractor etc. Niva seems to work without CTD.

Code: Select all
Expression    : 0
Function      : CPhraseDialog::SayPhrase
File          : PhraseDialog.cpp
Line          : 152
Description   : No available phrase to say, dialog[dm_vehicle_purchase]
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