Please excuse my blunder. - Crux
With the first patch out (yay!), I'm starting the buglist anew.
As with the previous one, this list is to be updated at least twice a day.
If you keep experiencing issues that showed up before the patch:
- If you used third-party mods and fixes prior to installing it, the patch REQUIRES A NEW GAME!
- REMOVE ANY AND ALL THIRD-PARTY FIXES AND MODS and try again BEFORE posting here!
dez wrote:patch requires new game unfortunately, and still some bugs arent fixed completely.
everyone who used 3rd party mods, or hacks, fixes before the 1.30013 patch came out this morning should start new game, because saves wont work. modders added too many different files, and code, which was stored in savegames, which cant load them properly, and causing funnier than funnier bugs, and makes us totally a ghosthunter.
dez wrote:Have you used any 3rd party fix or mod for LA?
Did you install a clean version of LA (if you used mods and fixes on it)? If yes, did you install the latest patch over it?
Before posting a CTD report, READ! THIS! ARTICLE!
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
- Gameplay issues:
- AI-related:
- Dark Valley scripted encounter with the bloodsucker glitches out if the main building is entered via the ladder near the backdoor - the mutant is non responsive, but the roar still can be heard when going down the stairs
- Father Diodor in Yantar ignores mutants
- NPCs get stuck quite easily - http://postimg.org/image/wd7kj7er7/
- NPCs given medkits twice:mkdante381 wrote:after giving med kit to the same person twice he cant stop saying thank you he stops after 150m from him probably died ;p
- NPCs not reacting to attacks on their campsOgi79 wrote:After many many hours playing i noticed that AI is not good in most cases i run into group of bandits 5 sitting around campfire i shoot em 1 by 1 while no1 shot back ?! so pls FIX this! in SoC when you do that u have hell storm of bullits coming at you ! and let the ZONE take me if i am not right
- NPCs not reacting to rats
- NPCs throw grenades in any situation, even when fighting a single dog
- Throwing bolts at NPCs turns them hostile
- Area-related:
- Agroprom:
- In the tunnels, Burer may aggro the whole military against the player - http://postimg.org/image/o5a1e6knd/
- Mole may refuse to talk to player - whole thread on this issue here: viewtopic.php?f=3&t=1824SgtStiffy wrote:I've gotten to Agropom Research Ins. and Mole refuses to talk to me. I have literally gone to every possible entrance to other parts of the world and found a few quests and none of them have helped. He just stands in a corner saying, "I'm over here Stalkers!'
Workaround-ish:SscorpionN wrote:Well, I restarted the game from the beginning and it took me around 2 hours to get to this point. This time I managed to save a few stalkers and ended the mission - Mole talked to me and led me to the next mission objective. Lesson learned - from now on I will make a lot more saves in this game (not just quicksaves).
- Army Warehouses:
- Ghost tells you upon meeting him that he didn't hear from a Freedom member that was supposed to contact him. After killing the mercs at the village, the contact shows up -after an unmanned car enters the scene, btw- , but he's just a generic stalker
- After the blowout, if you search the corpses of the dead snipers, you find they are carrying two sniper rifles: the SVD and the SVU
- As you kill Mad Dog, Ghosts rushes you to leave immediately because soldiers are coming, but there's actually no reason to do so since they are friendly by then
- Bar:
- Arena still does not spawn anything
- Doors after fighting helicopters in bar seem to jump from being open and closed, this causes the sound of non-ending opening and closing - http://i.imgur.com/kpcnVzH.jpg http://i.imgur.com/tEeKl7N.jpg http://i.imgur.com/jyEKadF.jpg
- During the bar incident Petrenko just has his regular dialogue, unable to continue
- Hash may block the door outside of bar - https://www.youtube.com/watch?v=Wh2sfHS21O8
- Petrenko may get killed in his office on the Bar before first meeting him
- Sin NPC does not despawn after cutscene without saving and reloading - https://imageshack.com/i/na7sygj
- Snitch in the bar just broke off from where he should be and is now lodged in upper door near the duty storage - https://www.dropbox.com/s/8b1maz2sg7iia ... _00001.jpg
- You can steal stuff from Duty HQ from behind the wall:
- Concrete factory:
- Bunker locks out after shutting down the Brain Scorcherion wrote:Deedee's bunker in "lost factory" is locked after shutting down the brain emitter. I got stuck having to walk all the way back to barmen in outskirts to do trading. I tried using the old gun wedge trick to pry the door open but no success.tactica wrote:If you mean the concrete factory, then it's also locked right after you get the functional psy helmet. I just arrived there intending to return the old one following a hint in the original conversation.
- Infinite money glitch: leaving the conversation with Deedee before completing it results in infinite 8k antidotes
- Snorks can chase you into Deedee's bunker and kill everyone there without you being able to lift a finger in defense
- Bunker locks out after shutting down the Brain Scorcher
- Construction site:
- Stalker trader gets killed by two naked burers
- Cordon:
- Invisible wall after bridge persists: https://www.youtube.com/watch?v=ewc8i6FZKfY
- Clarification: this IS a new kind of anomaly. Found them occasionally on Stalkersoup.
- Whenever getting close to rookie village Sidorovich may use again his game-starting dialogPQNY wrote:New bug. It seems whenever I get close to the rookie village (with sids bunker), the opening dialog Sid uses always starts. When I get to the bunker itself, it seems that Sid was doing the scene from the start of the game. And this happens every time I walk away from the village and then come back to it.
It might have something to do with the fact I quick saved in the middle of his opening speech, restarted the game, and loaded that save. I'm not sure though.
- Invisible wall after bridge persists: https://www.youtube.com/watch?v=ewc8i6FZKfY
- Countryside:exostalker wrote:Some level geometry bugs I noticed in countryside, after a few trips around it:
1. When moving around, this blood decal on the wall is flashing:
http://i.imgur.com/eAemgNA.jpg
http://i.imgur.com/mfs73qR.jpg
http://i.imgur.com/MAEpEZP.jpg
It's location: http://i.imgur.com/7Qjo9Dk.jpg
2. You can climb up to these pipes and see that:
http://i.imgur.com/qEv00ne.jpg
And then you can jump on that space and able to go through the nearby pipe:
http://i.imgur.com/lCQBV4a.jpg
You can even jump into it.
Location: http://i.imgur.com/ZVZwNRu.jpg
3. You can crouch in the swamp and go underwater:
http://i.imgur.com/yTjjDDI.jpg
Location:
http://i.imgur.com/FLQPK62.jpg
4. This:
http://i.imgur.com/DWoCZYf.jpg
Location:
http://i.imgur.com/6GgXcHL.jpg
5. And a little smaller one, could as well be ignored:
http://i.imgur.com/O2HG49p.jpg
Location:
http://i.imgur.com/s7eT2Sq.jpg - Darkscape:
- Equipment is taken away by Veles only after finishing talking with him, and can be immediately retrieved from a nearby chestVeider wrote:Possible solution for 1:
Re-thinking and re-coding functions give_bandit_gear, take_gear (actor_has_bandit_suit, actor_not_has_bandit_suit too) in dialog_darkscape.script and calling something from ds_blackout.ltx
Possible solution for 2:
Don't know. Maybe replace chest by code-protected safe? Or create additional unavailable fake chest... - Non-interacting stashes:
- Sometimes Veles may not spawn
- Equipment is taken away by Veles only after finishing talking with him, and can be immediately retrieved from a nearby chest
- Dark Valley:
- Monolith still attacking on sight even having Bandit clothing and password
- Safe in Borov's office has persisting issues:Lostolli wrote:The safe of the bandits... i can change the numbers in the middle and right. When i change my resoultion down to 800x600 i can change the "0" in the left field but then the "reset" and "open" button don´t work. So i don´t get the safe open.MANGA wrote:To open safes that require ciphers cloned cartridges. Example: put 80 rounds SVD, took 800.
- Dead City:
- Doc's conversation with Strelok in the jail-cell in Dead-City has timing issues and his speech cuts abruptly when the army raids the compound.
- Invisible wall: http://www.gnd-tech.com/image/i/Lk2v.jpg
- No package for scientist after being set free by the military
- The location of Doc's hideout in the swamps may not be marked on the PDAarked on the PDA
- Two Marked Ones may appear after loading from autosave during cutscene (one as player, another as NPC)
- Forest:tactica wrote:In the forest, the house with the zombies and the music sheet contains several desks turned over. If you manage to jump onto them, you get stuck and have to reload a previous savegame.
- Green dwarf can attack through obstacles like walls hills trees even from ~330 feet from marked one
- Garbage:
- Bandits harassing loner near landfill can be approached and talked to normallydserg wrote:On Garbage when you receive help request from stalker robbed by 3 bandits: in vanilla SoC - they shoot if you come too close; in LA - you can start dialog with all 4 of them without any specials options. They should attack on approach or you should be able to talk your way through situation.
- Bandits harassing loner near landfill can be approached and talked to normally
- Generators:
- After speaking with Ghost in Generators get knocked out - this is the image during the experience
https://i.imgur.com/Oeg3L57.jpg - The dialogue with Ghost re, attack on X2 compound repeats itself
- After speaking with Ghost in Generators get knocked out - this is the image during the experience
- NPP:Shredstorm wrote:There is a stash with the following description on top of a tower in V.I. Lenin ChNPP level:
- Code: Select all
Container on high
We'll leave this here for now and come back later and pick the bastards off one by one hahahaha
http://i.imgur.com/Y59Vzp3.jpg
The fourth ladder from the bottom is bugged. The position of the lader is right, but the climbing area is offset to the right, making it (almost) impossible to climb all the way up because almost reaching the next platform makes you fall down. It's possible though, but get ready to load a lot. - Pripyat:
- The ecologist that takes the measurements keeps returning to the building where he is first met after completing the missionplaydough wrote:After you have gone with the ecologist in Pripyat to take measurements near the bus stop building you accompany him back to the "bunker" (the CoP kindergarten building). However, he somehow must go back to the original building where you first met him. If you try to talk to him there is no dialogue box that opens ... he merely goes through the whole measurement cycle again!
- The ecologist that takes the measurements keeps returning to the building where he is first met after completing the mission
- Pripyat underground:
- The keypad activating the door leading out of PU cannot be interacted with unless the code is picked up first (spec: intentional?)1571 wrote:The first post states that it is not possible to interact with the doorlock prior to finding the code near the hidden dead person but it works after you find it. But now that I have found the code and the task updated to "UNLOCK THE DOOR" I still cannot enter it into the door lock, no interaction is possible.
Contrary to other labs' door codes the door code does not show up in my LOG but only in my MESSAGE HISTORY in the PDA.
And the door lock glows in the dark as can be seen in the attached image - I cannot remember if that blue border thing is normal. http://abload.de/img/keypadghjkh.jpg
- The keypad activating the door leading out of PU cannot be interacted with unless the code is picked up first (spec: intentional?)
- Radar:
- Rostok Factory:tactica wrote:If you go to the southern limit of the gas station in the Rostok factory, there's a gap between the wall
and the building next to it. If you look through the gap, you can see the rest of the level at the other side being redrawn.Warick70 wrote:While atepting to help recapture the duty base, you must enter the gassed area with a gas mask to find the 3rd dead Dutyer when you do, he tells you a safe combo that he says is for the safe NEXT TO THE BAR when it actualy opens the safe inside that very building where you found the dead dutyer - Swamps:
- Cutscene after raid in Dead City spawns a NPC that can't be interacted with (pictures on post: viewtopic.php?f=3&t=1762&p=8507#p8511)Broadsword wrote:So I went into a building near the loner camp in the northeast corner of the swamp and a cutscene started. Marked one walked into a room and stood idle while the camera span around him from a few cinematic angles for about a minute. I came out of the cutscene a few feet from where marked one was standing, but he's still there. I can't interact with him in any way though, he just stands there idle. This was after the military raid in the dead city.
- Helicopter chase issues:
- Very easy to kill (a few shots from a 9mm pistol will take it down)vintar wrote:All object have different hit points, some take more damage than others. The cockpit in heli's are quite a soft target.
- Has its sound cut out when it files away and the dialog repeats
- Tends to shoot at player even if in cover
- Will not shoot at player if he's inside a building, even if it's facing the player.
- Very easy to kill (a few shots from a 9mm pistol will take it down)
- Yantar:
- Greben's quests:Marian wrote:Before i accepted the task from Duty/Greben, i have already been to Yantar and did a couple of things. So in that way i have also already killed the bandit groups (yes, both). However, now after accepting the task from Greben there are no more bandits to kill, but the objective persists. (means: it is not marked as finished) I didnt care about the guitar yet.
Typically these enemy groups supposed to be respawning after some time but it seems like if it is different in that case.Ogi79 wrote:FInished 1 quest kill all bandits ,but when return to him nothing only see ya conversation apears. i cant find guittar in second quest for him also ? any1? help ?Dragonheart wrote:I've already seen a reported issue about Duty's quest with Greben, where you can't finish the quest about killing bandits if you've already killed them before taking the quest. I had this issue too, so I've just reloaded from last save and went to the Greben avoiding killing anyone.
I took the quest about killing bandits and about finding a guitar/drugs for Greben. I've killed all bandits and found both items. Both quests moved to the "Talk to Greben" stage, so I went to him, but there's no dialog options about quests at all. Only the standard "what's new? / cya". I've tried killing him to see if any of quests will be failed, but nothing happened!
Patch is installed, no mods. I can provide saves if needed.viking wrote:You can buypass it with a small edit to the dialog script.
Go to "gamedata\scripts" and open "dialog_outskirts.script" in a text editor.
There you have to find- Code: Select all
function out_bar_veronin()
if has_info("yan_bar_help_start") then
if has_info("yan_dolg_bandits_task_talked") and not has_info("yan_dolg_bandits_report_veronin") then
return false
end
return true
end
return false
end
and edit it to this:- Code: Select all
function out_bar_veronin()
if has_info("yan_bar_help_start") then
if has_info("yan_dolg_bandits_task_talked") and not has_info("yan_dolg_bandits_report_veronin") then
return true
end
return true
end
return false
end
This will bypass the need to finish the greben quest and make veronin talk to you, if i remember right.- Scientists' Bunker's air-lock doesn't decontaminate you (not sure if bug) and there's grass clipping into the chamber.
- Stair-well in the Yantar Underground (near the Blood-Sucker lair and the spool of wire) is too small to pass through without crouching. This doesn't matter that much as the elevator at the end is broken and contains an anomaly, so it's just a dead-end.
- http://oi62.tinypic.com/qnmoap.jpg
- http://oi58.tinypic.com/htvj4j.jpg
- Greben's quests:
- X-2:stiven999 wrote:after cutscene where marked one doing something on pc nothing happen after that no options nothing and files in pc has no meaning to lab or generators
- 'Follow the signal' ending stuck - full report on viewtopic.php?f=3&t=1933
- X-14:Mr.Crashtest wrote:After shutting down the two security systems and getting the PDA with the door code (4526), the code won't open the doors as required - they display "security shutdown required".
- X-16:
- Code: Select all
! [LUA] File not found "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\sounds\ambient\x16_psy__l.ogg"!
! [LUA] File not found "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\sounds\ambient\x16_psy__r.ogg"!
stack trace:
0023:6673373D xrGame.dll, xrFactory_Create()
- X-18:stiven999 wrote:in cutscene from x18 where bandits changes to bloodsuckers sometimes you cant do nothing and bloodsucker kills player ;Pultimentra wrote:The Cutscene upon entering a testing room in X18 with two scientists and one security guard. On youtube, the cutscene has multiple angles and stuff. In my game the cutscene stays from my POV, the security guard is the only one killed by the blood sucker, the scientist that runs out of the run stops in front of where my character model should be, and the blood sucker is running endlessly into an invisible wall.
- Cutscene after raid in Dead City spawns a NPC that can't be interacted with (pictures on post: viewtopic.php?f=3&t=1762&p=8507#p8511)
- Artifacts sometimes spawn in or on top of trees
- Artifact transmutation:
- Sauron's Eye recipe:kmarple1 wrote:I was able to get the artifact merger to create an Eye of Sauron...only it gave me a Bubble instead. It used the materials for the Eye (I didn't even have the ingredients for Bubble) but spat out the wrong thing.MaMool wrote:I can't make the sauron's eye artifact ,I have all the ingredients but the button still grey and i can't click on it
- White Sun recipe has icon missing on preparation stage in transmutator device (it appears correctly once artifact has been made, though)
- Sauron's Eye recipe:
- Battery life is very short when having very high FPS (above 100-200)
- Workaround: use a tool (e.g., MSI Afterburner) to set maximum FPS to around 60-70
- Blowout may glitch out by changing levels after countdown starts:halon wrote:I have caused a blowout glitch by changing levels after the blowout timer starts to count. I believe it's the same a fellow stalker reported some pages back. He was asked to post the log but I don't see it anywhere so if he hasn't PM'd it to someone from the team, I can PM the autosave right after the level changed, just let me know.
No blowout shelter markers appear on the pda on the new level, just on the old one. As I kept playing, the blowout effects on the weather kept going but I did not die and other stalkers didn't look for cover, they just kept on wandering around. Going back to the initial level I found the stalkers there dead, the blowout shelter markers kept showing but no blowout going on. - Blowout glitches:MallaVelve wrote:I got the message that a Blowout was about to begin and I ran to the nearest safe haven (Hanger in the Garbage) Yet I Die no matter where I stop. I can run clear down into the tunnels under the hanger and still die. Is this a bug or is the safe parameter very location specific? Very frustrating to get this far and have no options.
- Broken Ladders:
- Cordon:
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs - Dead-City:
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs - Yantar:
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs
- Cordon:
- Burer-lifted items keep floating in midair if the mutant is killed before it can throw them - https://i.imgur.com/nPAotSi.jpg
- 'Darkdolina' is used to describe Darkscape and Yantar
- Economy-related:
- "Non-stop" energy drink is supposed to be more expensive than vanilla, but actually it costs the same.
- Some artifacts get full price from stalkers (e.g., Snowflake = 18k RU)
- Stalkers won't offer anything for SEVA suit
- Elite detector does not pick up Fruit Punch and Burner anomalies
- Items are fixing themselves:I had an broken AK and i had other one that had perfect condition, and after switching weapons the broken one fixed itself... same happened for a suit.
Running latest patch no modifications, same happened on retail version. - Items that cannot be dropped and take up space/weight:
- Bunker documents, AKA passkey given by Nomad to enter X10
- Pendrives (Strelok's, Sin leader's, etc.)
- Scientist's PDA (0.2 kg)
- Sleeping bag (0.5 kg) - at least one stash contains one
- Strelok's novel (1 kg)
- Items traded via PDA:Nepharion wrote:When you buy the weapon BM16 (double barrel shotgun) from a stalker of the newbie camp.
You get a sawn off barrel (little one you get near the corpse of the guy in sidorovich mission 2, the poor one shot by heli)stiven999 wrote:quests bug from stalrers via pda seems like they fixed a bit this easy gold making way but now they left text bug
example wts 3 med kits 100ru each but cost 500 when you talk so they fixed trading just left text not changed ;psaga959 wrote:When i speek any stlaker via PDA, and he want to sell 3 medikits for 100 Ru each, when i go to pay, he give 500 Rus. Before the patch this was 300... The buying prices are changed too. Before the patch the 3 medikits was 900 Ru, now this pack are only 450... I think, you changed the prices in pda_talk_dlg_buy.ltx and pda_talk_dlg_sell.ltx, but not changed the text of the "chat" in other file(i not found the exact file, i think this is in any gamedata.dbx).Quade wrote:NPC mini-quests from PDA messaging hang out in a while. You've got to run to the NPC asap to finish up the quest, thus preventing them to "update" quests. If you are late - the quest will be stuck in your current list forever (or until the NPC is dead, not tested). Taking another "updated" quest from the same NPC just adds one more to the list, not overwritting the old.
Missing updated prices from the newest patch for the PDA NPC quests. You may suddenly buy 3x medkits for 50rub more and so on.tactica wrote:It would seem that fetching one of these weapons is part of a side quest you get from a "stranger" nearby, however it's enough to pick them once for the "Find the weapon" requirement to be fulfilled, ie. if you drop it immediately (as I did, because I hadn't found that guy before) the requirement does not reset. - Missing strings:
- bar_rosf_leader
- gar_bandit_sniper
- gate_refuse_script
- mil_dog_pc
- oversight_nsa_sources_text
- pda_npc_kew_darkvalley_anom
- yan_sergant_regular_bio
- Mini-map issues:PCDania wrote:Corpses markers (the grey dots) are incorrect on minimap except when facing East or West. I first noticed it in Agroprom but suspect it's the same bug everywhere.
Find a corpse close to a building or other obstacle that can be seen on the minimap, make sure it is at the edge on the minimap, then rotate around yourself and you will see the corpse moves around on the minimap.
My guess is it's related to me playing at 1920*1080 while the overlay showing the corpses is made in a different resolution.
Same rotation can be seen with stash markers. - Missing walls near place with Nomad's brain
- Money and notes system seems broken (see PQNY's analysis here: viewtopic.php?f=3&t=1762&p=8522#p8522)
- Repairing STALKER outfit from Strelok's stash is not possible
- Repairing unique weapons is still not possiblecsubuka wrote:I just found out that it is impossible to repair unique AK-s and the STALKER suit that can be found in Strelok's stash. At least Petrenko can not offer to repair them at the BAR when prompted for repairs... He can repair the Groza and the GP37 and regular AKs (can even see them together on the repair list while playing on a fullhd resolution, so the function works fine for me in most cases exept this one)... I think it might be a bug after all, since no other STALKER games had limitations concerning which equipment you can repair or not.
- Some NPC have the same bios and info - https://i.imgur.com/HZc37DM.jpg
- Sound issues:
- All sound stops after about 10 seconds in game:This did not occur in the original install of the game and i have now gone back to the unpatched version.
It actually crashes the whole driver.
I am using an Asus Xonar DX, driver version 7.0.8.1821.
When i close the game and return to the desktop, i have no sound in any program, requiring a reboot.
There is no CTD, just the sound stops.
Therefore there is no fatal error in the log files.
i have done all the obvious:
checked forums, updated drivers, uninstalled all mods, fresh install, closed background programs, rebooted etc
i7 2600-k, 16 Gb RAM, 580GTX, Asus Xonar DX sound card
WIN 7 64 bit Home Premium SP1
Dxdiag attached, if you need it. - AN-94 doesn't have a reload sound
- Footsteps of dogs and other mutants still quite loud
- Metal-on-metal grating effect on Garbage is still quite loud
- Rain sound stops after playing a few times:Rom117 wrote: first 4 or 5 times when its rainy - the sound was there.
But as i played some minutes in the rain the sound was gone. After saving and loading the rain sound is still gone. - Sound skipping:stiven999 wrote:Sound skipping?
When there is more sounds at once, for example, ambient sounds, running sound and a chopper appears, the sound from chopper is like, skipping little parts.
Or, for example, when i go somewhere in night and there is that loud dog .. "moan" ... ( ) all sounds except for the dog moan stops and i hear only moan, is that normal?
nekolacek gsc
- All sound stops after about 10 seconds in game:
- Traders mentioned by Veles (that should appear on Dead City and Pripyat) do not spawn
- Transition issues:
- Cannot go to Forest from Metal Factory Scope wrote:You can travel through it if going from Dark-Scape to the Metal-Factory, yet you cannot do the reverse as the game says that trees are being felled.
- Cannot go to Pripyat city from outskirtsPeterka wrote:In the story, i have reached pripyat city , through the pripyat sewers, and in the city, I even did the quest for the scientists to escort one. After that, my only quest is to find hotel 26. Before that I thought I'll go to the outskirts to trade in the bar, so I went through the south transfer place of prypiat. It let me through so i tought it is opened, but when i want to go back it turns me back and says "cant_reach_area_warning".
- Yantar to Metal Factory transitions have glitches:Warick70 wrote:When i atempt to use the node it says "Road closed, please find an alternate route!" (I should note hear, that when i get the call that the bar is being attacked, i tried going through the node that the arrow points to and the 2 OTHER ways to get to Bar-Rostock and the node STILL wont unlock for me) http://i.imgur.com/OKWqs1l.jpg
Now, it wouldn't be so bad if the next closest route wasn't ALSO bugged, and i know it is bugged because the text says "Contaminated area, keep clear!" and I can't go through just by walking up to the gate http://i.imgur.com/Rd8uLGx.jpg, but if i jump into it a certain way http://i.imgur.com/d0eU83s.jpg it gets me through it! This node is the one located in "Construction site" that would take me to "Yantar". There are even longer ways around but considering i got the second bugged node to work out for me, I did not try the longer routes.
- Cannot go to Forest from Metal Factory
- Unloading weapons on inventory briefly increases ammo count, but then decreases it or removes entire ammo stack from inventory altogetherPQNY wrote:This is a bug I noticed before the patch, and I see that it's still in the game.
Sometimes when unloading weapons, the ammo you gain appears in your inventory, but a second later it disappears completely. I don't know what affects it, but it happens quite a lot.Domin6o wrote:every time i move ammo in number lower than any multiplayer of ten (especially ending with odd number) to my inventory (happens when unloading weapon too) ammo count increases properly and after about half of second goes down to it's previous count or some random number (some times even lower than previous count) - Vehicles:
- http://up.oblivionlost.pl/images/398111 ... 551004.jpg
- https://www.dropbox.com/s/2rxja5cillxp6 ... ape%29.jpg
- Attitude of vehicles is 'Enemy': https://imgur.com/CV4WdHI
- BTR has no spot on it where the trunk menu can be accessed (spec: intentional? "has_trunk" is set to false)
- Cars have trouble driving up hills (which ones?)
- Driving through an anomaly may send you out of the map: http://up.oblivionlost.pl/images/920171 ... 141984.jpg
- If a vehicle is left near the Forest exit at the Metal Factory, it may disappearScope wrote:When I parked my car (the one with the yellow roof) outside of the Metal-Factory entrance to the Forest to go grab some gas, the car disappeared when I came back. A UAZ truck that ran out of gas (and had the spare tire torn off, preventing me from refilling it) did not disappear, despite being there longer.
- Kamaz:
- Has a trunk menu when accessed from the side, but the "open trunk" button is disabled
- Workaround: open gamedata\config\misc\items\vehicles.ltx, find Kamaz there, and change "has_trunk" from false to true
- Workaround: open gamedata\config\misc\items\vehicles.ltx, find Kamaz there, and change "has_trunk" from false to true
- Has a trunk menu when accessed from the side, but the "open trunk" button is disabled
- Lack of weight may cause some problems:Scope wrote: In the Dark Valley, I stopped by the group of stalkers outside of the bandit base, near the trailer, only to have a one walk into the car and start pushing it a little. I got out to trade with them and the car was promptly flipped on its side, just by one of the stalkers casually walking into it. This may have something to do with the problems vehicles have been having with the Whirligig anomaly - which have been frustrating to say the least, especially in the Forest. The player can't really push them, though by crouching and standing up underneath them you can bounce them off obstructions. I got the two front wheels off of a stack of concrete slabs using this method.
- Lada Niva has no accessible trunk
- Sometimes car keeps smoking out even after repairing it
- Sometimes car wheels fuse with road making it impossible to drive
- UAZ:xonedl wrote:the military truck found at the same place, also have my right door broken, lol...
but looks like the interaction menu is fixed, yay!ghostx wrote:both UAZ found in darkscape have bugs when the spare tire disappears trunk is no longer accessiblePQNY wrote:I've been spending a lot of time with a UAZ, and it's been instrumental in transporting the spoils of war. However, I've noted several issues with it. I don't know if the issues are the same with other cars (except the first one you find, the white one. The door fell off when I exited it). Now and again, most if not all the fixtures on it will simply fall off. This can happen when moving for the first time, but most of the time it happens when you exit or enter it.
When exiting the UAZ, I find that you pretty much teleport inside the door. This can cause the door to fall off, and in a lot of cases, causes everything else to fall off, including the spare back wheel which is used as a trunk. Getting out on the drivers side seems to make it happen more frequently, but exiting from the passenger side can still cause it too.
It's a pretty bad flaw when the only way to access the trunk, or refuel and repair the car depends on something that can fall off from the slightest breeze. The fixtures should be made permanent and unbreakable. Only falling off when the vehicle is totally out of commission.
So yeah, the cars are still a little buggy. I feel a little shakey using them, but at least they have improved.- Cannot exit vehicle by the driver's door
- Weapon issues:
- Abakan ironsights zoom is negligible - https://imageshack.com/i/n6qkgfj
- AK-74/2 is too accurate maybe? At least as accurate as P99 pistol
- High firing rate weapons (e.g., GP 37) may cause brief freezes:Peterka wrote:When we (...) shoot a burst to the ground, (or to the ground next to a wall), after the ricochet hits something (wall) the game freezes for a millisecond, but this freeze is visible. If the burst is longer the freeze is bigger too and can be around 1 sec. The interesting thing is, this freeze only happens:
-when we are walking. If we are standing still, nothing wrong happens.
-when the FPS number is between the range of 50-80.
-when the g_actor_body is OFF. If it is turned on and we can see our legs, and there are no footsteps, this bug doesn't happen, regardless of the fps number. - Infocard for Sniper TRS-1 found on tower in Army Warehouses village states that it's semi-auto only, but it still works on auto
- Infocard for TOZ-66 states it can use all 12ga. ammo types, but it's only compatible with buckshot
- Knife: LMB attack doing more damage than RMB attack´
- SIP-t M200 tier 2 3-round burst upgrade does not work, but weapon overall rate of fire is increased and recoil is greatly reduced instead
- Graphics issues:- Animation-related:
- Missing bolt-throwing animationBs/Tyler wrote:and i don't have the animation for throwing the bolt or the freking bolt itself just this
http://i.imgur.com/I7C1N6T.png
http://i.imgur.com/JIDpxUw.png
can someone please post the default animation for the bolt /hands file/script something anything - Mutant splash bug: https://www.youtube.com/watch?v=Z9CSjtUWSNw
- Shifting from 1st-person view to 3rd-person view, armatures break:
https://www.dropbox.com/s/rof7l53zxk9ow ... _00001.jpg
https://www.dropbox.com/s/3m922edclrs9z ... _00002.jpg
https://www.dropbox.com/s/es9qn1kw5nwrr ... _00003.jpg - SPSA14: hands look polygonal and angular-looking
- Stalkers may get stuck in the healing animation when given a medkit
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs
https://www.dropbox.com/lightbox/home/Photos/STALKER%20-%20Lost%20Alpha%20Bugs - Weapons have the issue shown here: http://www.youtube.com/watch?v=r1e6-xv7 ... utu.be[
- Missing bolt-throwing animation
- Agroprom:
- Floating barrel behind hangar at military base: http://imgur.com/E4JoFaG[
- Trees without collision box: https://www.dropbox.com/s/bwpayn1kjxs0s ... rom%29.jpg
https://www.dropbox.com/s/85cfo847nolmo ... ary%29.jpg- Army Warehouses:
- Helicopter SW of Radar level changer lets you see level clipping through it
- Cordon:
- Floating mound of dirt next to Sin house
- Darkscape:
- Antenna in front of southern mine exit
- Bugged torchlight in a basement:
- Floating trees:
- Garbage:
- Floating big container beside hangar (steel support not touching ground) http://imgur.com/Ac41CPD[
- Army Warehouses:
- Indoors lighting intensity may be affected by outdoors lightingsaGa959 wrote:The lighting in the some (probably all?) underground areas depend from actual state of sunshine. If the Sun is shiny on the grass, the underground area (without any local lamps, flames or any light) is lighter, and if Sun is above dark clouds, or the time is night, the underground area is darker. When the Sun going up (at dawn) on the undeground will lighter.dserg wrote:I confirm bug about underground lighting depending on sun position (DX9). It is much lighter in undergrounds at daytime and too dark at night.
- No-clipping wires around stalker camp near bridge
- DX9:
- Default r2_sun_* settings are too extreme: concrete shows as white plane, and daytime shadows are absolutely dark
- Flickering sky with sun shadows onUwemann wrote:i got a problem with turned on Sun Shadows in Direct X 9. The Sky is very heavy flickering every step i'm taking. No problems with Direct X 10 and without Sun shadows
- Garbage, sunset, fog present: dark grey square around the sun - http://i.imgur.com/7TUduE9.jpg
- Torchlight is too weak:dserg wrote:It is absolutely useless at night outdoors, things that can be lighted out are already visible in such distances. It is also almost useless indoors, illumination level is equal to real-life big candle.
- DX10:
- ATI Crossfire won't work even if forcing it (GPU: 2x Radeon HD6990M, Drivers 14.2 beta / 14.4 final)
- Background vid in main menu may overlap with UI elements
- Fonts may randomly disappear
- Floating items:
- DX10.1:Locksley wrote:A minor GFX thing. I run with pretty much everything on max with 10.1 DX settings on. But I have disabled sun-rays for now because it emits not only from the sun itself but from the ground. So looking at grass or my shadow is like it got a light source behind it and shows nice god rays
- Light sources occasionally clip out over models or take some time to update once they are out of view
https://www.dropbox.com/s/i002mzdmyi0v4 ... ape%29.jpg
https://www.dropbox.com/s/5113ieonbzoyh ... ape%29.jpg - Mutant parts have all an eye with a part of skin for model when dropped out of the bag
- NPCs clip through structures:tactica wrote:In Yantar, there's this building near the Rostok bar level changer where stalkers stop by. One of them usually sits right under the stairs leading up. When the times comes to leave the area, he approaches the stairs and then "levitates" clipping through them vertically, then walks down normally before leaving.
A similar issue happens with the swamp beasts around the bridge in the dark valley, they may clip through the bridge from below and instantly hit you. - Power lines: http://up.oblivionlost.pl/images/067241 ... 473174.jpg
- PSO-1 scope zoom in frame is inverted horizontally compared to its model - https://imageshack.com/i/nfjvyhj
- Static lighting:
- Bar is very dark
- Sun shadows on DX10 cause bloom glitch: http://i.imgur.com/ZuSDHJa.jpg
- Transparent (e.g., no clipping) trees:
- Translucid textures:
- North end of Garbage, near Bar exit: http://imgur.com/IR1rt2r
- Seeing through walls: this may happen if you set your FOV too high.vintar wrote:saGa959 wrote:If i set the FOV above 75, (sorry, in FPS-s i like using the fov between 90-120, if the engine able to handling this, the 62,5 is very-very narrow) and sneak close any wall (anywhere), in the right or left side of the screen (which side is closer to wall) i see through the wall. The widht of the "see through" depend from the "size" of the FOV (bigger fov, bigger width) and the distance of the wall. If i stay closer, the width of this "effect" is wider.
This happens in all games when setting FOV over a certain value, its not a bug at all. - Taking damage from a small rat while wearing a gas mask makes the screen go white but it doesn't go away
- Vehicles:
- Lada, Lada Cabriolet and RAF truck have a bug where driving through the bushes makes metal grinding sparks effect instead of green leaves flying as is the case with other cars:
- Lada, Lada Cabriolet and RAF truck have a bug where driving through the bushes makes metal grinding sparks effect instead of green leaves flying as is the case with other cars:
- Vsync apparently is not working:Reklats wrote:It seems that after starting a new game the Vsync isn't working, there is heavy screen tearing in the intro movie and in the game too. I must reload the "all" savegame that is automatically created on the very begining of the game to get the Vsync working and to get rid of the heavy screen tearing. Also the game runs much smoother after the reload. Another thing is (this bothered me since release) that the intro movie sounds are very low quality, plus there is a loud, pulsating "pssh-pssh" sound during the entire movie. I am using headphones, and this strange sound only appears in the right speaker.
- DX10.1:
- Interface issues:- Chat not affected by in-game pausetactica wrote:If you get a message and press [Pause] to pause the game, the message still fades out, ignoring the paused state.
- Key bindings:
- Inventory key appears hard-bound to I, mapping it to something else does not work
- Main menu:
- EAX setting is gone
- On DX10, Gamma/brightness/contrast sliders still don't work, screen flashes to black when sliding them but nothing changes
- Repair/upgrade menu:
- 800x600 resolution not supported, partially works on 1024x768dserg wrote:- In traders repair menu full modification name sticks out of screen; also other texts in repair menu are out of their interface borders. 1280x1024 screen 5:4
- In repair menu in the mod description window modded numbers (e.g. Recoil -12%, Accuracy +5%) are not displayed or only one of them is displayed (I presume that mod description text is too big and "pushes down" numbers out of displayed box) - Following items cannot be upgraded:
- 44 Magnum
- 44 SPL Revolver
- Shotgun (Full size DB barrel)
- Storming Obakan
- Sniper Obakan
- Full auto upgrade on USP Compact does not work
- Full auto upgrade on Walther does not work
- GP37's under barrel grenade launcher mount is pointless, it can already accept it without it being modified
- Having too much stuff in your inventory will result in being unable to select anything below a certain point
- Upgrading the PZD9M Universal Protection suit turns the icon into a Monolith suit With a green arrow
- Upgrades with negative modifiers actually worsen an item's performancesu27 wrote:I'm trying to upgrade a Vintorez at Petrenko and the some of the upgrades are red, adding i.e. -25% accuracy or +94% recoil.
Wondering if that happened to anyone else? - Only the top item on the list is repairable/upgradeableplatoon wrote:atleast top item repairable/upgradeable, we have to drop everything to select the top item
- 800x600 resolution not supported, partially works on 1024x768
- Video settings may revert to default DX9 on Garbage.
- Weapon firing mode is shown both beside ammo name and at the bottom of the ammo panel
- Agroprom: