BUG-TRACKING THREAD FOR 1.3001

General talk about Lost Alpha dream project

Moderators: jwknaggs, CruxMDQ, Nemo

BUG-TRACKING THREAD FOR 1.3001

Postby CruxMDQ » Sat May 03, 2014 10:25 am

Apologies are in order: this thread is intended to track issues appearing after the patch available from ModDB, which is version 1.30013. I mislabeled this thread as 1.3001, ignorant of the fact that an earlier build had been uploaded to Mediafire with that version.

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 camps
      Ogi79 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=1824
        SgtStiffy 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:
    • Concrete factory:
      • Bunker locks out after shutting down the Brain Scorcher
        ion 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
    • 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 dialog
        PQNY 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.
    • 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:
    • 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 normally
        dserg 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.
    • 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
    • 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 mission
        playdough 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!
    • 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
    • Radar:
      • Unaccessible stash behind fence
        Image
        Image
    • 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.
      • 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.

          Image
          Image

          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
      • 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

      • 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 ;P

        ultimentra 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.
    • Artifacts sometimes spawn in or on top of trees
      Image
    • 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)
    • 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:
    • 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 ;p

      saga959 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
      Image
      Image
      Image
    • 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 possible
      csubuka 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
    • 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 outskirts
        Peterka 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.
    • Unloading weapons on inventory briefly increases ammo count, but then decreases it or removes entire ammo stack from inventory altogether
      PQNY 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 disappear
        Scope 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
            Image
      • 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... :rolleyes:
        but looks like the interaction menu is fixed, yay! :mrgreen:

        ghostx wrote:both UAZ found in darkscape have bugs when the spare tire disappears trunk is no longer accessible

        PQNY 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:
    • Agroprom:
    • Trees without collision box: https://www.dropbox.com/s/bwpayn1kjxs0s ... rom%29.jpg
      https://www.dropbox.com/s/85cfo847nolmo ... ary%29.jpg
    • Indoors lighting intensity may be affected by outdoors lighting
      saGa959 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 on
        Uwemann 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:
      • 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:
          Image
      • 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.

    - Interface issues:
    • Chat not affected by in-game pause
      tactica 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 1024x768
        dserg 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 performance
        su27 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?

        Image
      • Only the top item on the list is repairable/upgradeable
        platoon wrote:atleast top item repairable/upgradeable, we have to drop everything to select the top item
    • 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
[/list][/list][/list]
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.
CruxMDQ
Moderator
 
Posts: 124
Joined: Sun Apr 27, 2014 9:43 pm
Location: Mar del Plata, Buenos Aires, Argentina, South America, Earth, Milky Way, Local Cluster, Multiverse

Re: BUG-TRACKING THREAD FOR 1.3001

Postby CruxMDQ » Sat May 03, 2014 11:04 am

This post has been hijacked to make room for the buglist. (Apologies to user 'platoon', but there was no way to continue expanding the list other than this one.)

- Miscellaneous CTDs:
  • After cutscene going to Monolith calling:
    Code: Select all
    FATAL ERROR

    [error]Expression    : wave&&wave->length()
    [error]Function      : CSoundRender_Source::LoadWave
    [error]File          : SoundRender_Source_loader.cpp
    [error]Line          : 65
    [error]Description   : Can't open wave file:
    [error]Arguments     : c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\sounds\characters_voice\scenario\video\final_gold.ogg


    stack trace:

    0023:63B14773 xrCore.dll, xrDebug::fail()
    0023:63ACCE72 xrSound.dll, CSound_manager_interface::_create()
    0023:6378DA4B xrLua.dll, luabind::detail::unref()
    0023:63751809 xrLua.dll, luabind::detail::proxy_raw_object::~proxy_raw_object()
    0023:63B1056B xrCore.dll, xrMemory::mem_free()
    0023:634FBE13 xrRender_R1.dll

  • After entering the code 218 to the Nomad's safe
    Bs/Tyler wrote:i'm kinda stuck main story :( can not go pas the crash....

    Code: Select all
    Expression : fatal error
    Function : CInifile::r_string
    File : Xr_ini.cpp
    Line : 510
    Description : <no expression>
    Arguments : Can't find variable description in [bolt_anim_sci]
  • Foot bone bug appears to persist:
    platoon wrote:
    Code: Select all
    Expression : m_foot_bones[leg_type] != BI_NONE
    Function : CStepManager::get_foot_position
    File : step_manager.cpp
    Line : 196
    Description : [esc_rats_lair7] foot bone had not been set


    I can confirm this is happened second time when I fighting rats and dogs at cordon ([esc_rats_lair12])

  • Freeplay:
    • On Radar, near exit to Pripyat outskirts
      Code: Select all
      Arguments : Can't open section 'Xxÿÿ'

      Code: Select all
      1. stack trace:

      0023:70CC6B00 xrCore.dll, str_container::dock()
      0023:6EF70E0C xrGame.dll, CDialogHolder::operator=()
      0023:6EF66EDA xrGame.dll, CDialogHolder::operator=()
      0023:6EF7223A xrGame.dll, CDialogHolder::operator=()
      0023:6EF0D7A1 xrGame.dll, CDialogHolder::operator=()

      no other info on that one

      2. FATAL ERROR

      [error]Expression : error handler is invoked!
      [error]Function : invalid_parameter_handler
      [error]File : xrDebugNew.cpp
      [error]Line : 828
      [error]Description :


      stack trace:

      0023:73213784 xrCore.dll, xrDebug::_initialize()
      0023:7320D1D0 xrCore.dll, CInifile::r_section()
      0023:70D305F6 MSVCR120.dll, _unDNameEx()
      0023:70D306A2 MSVCR120.dll, atof_l()
      0023:70D306D1 MSVCR120.dll, atof()
      0023:7320ECC4 xrCore.dll, CInifile::r_float()
      0023:6EF0D7A1 xrGame.dll, CDialogHolder::operator=()

      3. Expression : fatal error
      Function : CInifile::r_section
      File : Xr_ini.cpp
      Line : 499
      Description : <no expression>
      Arguments : Can't open section '%)/ -B†1U/¯ÿB¦1Õ'

      What's going on? Is the engine breaking or something?
    • Upon approaching Bar
  • Interface-caused:
    • Contact list (PDA) crashes randomly (works about half of the time):
      UnrealityXI wrote:To me, it seems that PDA contacts list crash happens only if there are no contacts available to display. So far it happened only at remote locations, for example in some parts of Cordon, Garbage, and Agroprom (in which loners and military mutually exterminated themselves and Mole disappeared after giving me mission data). It seems to be working fine when there are couple of guys around.
  • Particle-related issue:
    Code: Select all
    Expression : SG
    Function : CRender::model_CreateParticles
    File : r2.cpp
    Line : 424
    Description : Particle effect or group doesn't exist
    Arguments : la_particles\group_items\fog_base_01

  • Per area:
    • Agroprom:
      • Occasional CTD from quest 'Get Info from Mole'
        Code: Select all
        FATAL ERROR

        [error]Expression    : _valid( bi.mTransform )
        [error]Function      : CKinematics::CLBone
        [error]File          : ..\xrRender\SkeletonRigid.cpp
        [error]Line          : 157
        [error]Description   : callback kils bone matrix bone: bip01_spine2


        stack trace:

        0023:611746CA xrCore.dll, xrDebug::fail()
        0023:60B2850F xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60B28529 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60B28529 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60B28529 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60B2875D xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60AB9DC5 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60ABA701 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:6027D5EE xrGame.dll, CDialogHolder::operator=()
        0023:60FFE6CB MSVCR120.dll, get_unexpected()
        0023:60FFEA0E MSVCR120.dll, _RTDynamicCast()
        0023:00F44DBC XR_3DA.exe, CCC_LoadCFG_custom::operator=()
        0023:60ABA3C6 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:6030C1F9 xrGame.dll, CDialogHolder::operator=()
        0023:60AAD9A5 xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60AAF35D xrRender_R2.dll, SupportsAdvancedRendering()
        0023:60347529 xrGame.dll, CDialogHolder::operator=()
        0023:00F5DBBC XR_3DA.exe, CEvent::operator=()
        0023:00FA397A XR_3DA.exe, CRenderDevice::on_idle()
        0023:00FA330A XR_3DA.exe, CRenderDevice::message_loop()
        0023:00FA3E3E XR_3DA.exe, CRenderDevice::Run()
        0023:00F71E0A XR_3DA.exe, CApplication::CApplication()
      • Occasional CTD when fighting the military
        Code: Select all
        ! ERROR: SV: can't find children [3809] of parent [372099688]
        ! ERROR: SV: can't find children [3799] of parent [372099016]
        ! ERROR: SV: can't find children [56067] of parent [372097672]
        ! ERROR: SV: can't find children [3755] of parent [371590152]
        ! ERROR: SV: can't find children [46087] of parent [372101032]
        ! ERROR: SV: can't find children [53532] of parent [372107752]
        ! ERROR: SV: can't find children [53524] of parent [372107080]
        ! ERROR: SV: can't find children [4680] of parent [372426680]
        ! ERROR: SV: can't find children [53291] of parent [372426008]
        stack trace:

        0023:683B373D xrGame.dll, xrFactory_Create()
    • Bar:
      • Long after the bar incident Petrenko returns to the Bar and stands there like any of the usual patrons, CTD when talking to him
        metalblack wrote:
        Code: Select all
        $ LA_DBG:[35203] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        $ LA_DBG:[35203] [error]ABORT CALLED:
        $ LA_DBG:[35203] [error]From: gamedata\scripts\task_manager.script in function 'get_parent' (264)
        $ LA_DBG:[35203] [error]Line: 270
        $ LA_DBG:[35203] [error]Description: tm:get_parent:=[bar_new_petrenko] story_id=[6527] ~wrong!
        $ LA_DBG:[35203] ABORT:
        stack traceback:
           ...r. - lost alpha\gamedata\scripts\task_manager.script:270: in function 'get_parent'
           ...r. - lost alpha\gamedata\scripts\task_manager.script:304: in function <...r. - lost alpha\gamedata\scripts\task_manager.script:303>
        $ LA_DBG:[35203] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        $ LA_DBG:[35203] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        $ LA_DBG:[35203] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        $ LA_DBG:[35203] [error]ABORT CALLED:
        $ LA_DBG:[35203] [error]From: gamedata\scripts\task_manager.script in function 'get_parent' (264)
        $ LA_DBG:[35203] [error]Line: 272
        $ LA_DBG:[35203] [error]Description: tm:get_parent<NPC is nil>!
        $ LA_DBG:[35203] ABORT:
        stack traceback:
           ...r. - lost alpha\gamedata\scripts\task_manager.script:272: in function 'get_parent'
           ...r. - lost alpha\gamedata\scripts\task_manager.script:304: in function <...r. - lost alpha\gamedata\scripts\task_manager.script:303>
        $ LA_DBG:[35203] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        $ LA_DBG:[35203] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        - Disconnect
        - Destroying level
      • Trying to enter to Bar after retrieving 5 documents from X-18 results in several crashes:
        Ebolate wrote:Get this everytime im about to enter rostok ,this started to occur while im doing first mission for duty ,about to get the reward /+ after retrieving the 5 documents from lab (worked perfectly fine before that) .first accessed from forest - CTD .thought it was a load error since i never passed throuht there before so tried from the garbage (tried 5 times ctd at the same spot -the place where the pseudo dogs are when you`re about to enter ) ,same thing there ? something with the forest gate/route being unlocked?

        Gonna reinstall and see if that works.

        Code: Select all
        Description
        Engine error. Last line in stack trace:
        CDialogHolder::operator=()+2961551 byte(s) C:\S.T.A.L.K.E.R. - Lost Alpha\bins\xrGame.dll

        Exeption reasons
        XR_3DA.exe caused ACCESS_VIOLATION in module "C:\S.T.A.L.K.E.R. - Lost Alpha\bins\xrGame.dll" at 0023:04B05D2F, CDialogHolder::operator=()+2961551 byte(s)
    • Concrete factory:
      • Asking Deedee for more recipes
    • Construction site:
      • Killing Milo the mercenary trader
        Code: Select all
        [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: ...ost alpha 1.30013\gamedata\scripts\rand_items.script:161: bad argument #1 to 'unpack' (table expected, got nil)

        stack trace:

        0023:5EDC461F xrCore.dll, xrDebug::fatal()
        0023:5D436867 xrGame.dll, CDialogHolder::operator=()
    • Cordon:
      • During a blowout (spec: freeplay issue?)
      • When approaching stalker on Sid's second request
        stiven999 wrote:
        FATAL ERROR

        [error]Expression : error handler is invoked!
        [error]Function : invalid_parameter_handler
        [error]File : xrDebugNew.cpp
        [error]Line : 828
        [error]Description :


        stack trace:

        0023:59CE3784 xrCore.dll, xrDebug::_initialize()
        0023:59E406D1 MSVCR120.dll, atof()
        0023:59CDECC4 xrCore.dll, CInifile::r_float()

        Always happens when I'm approaching the stalker with the flash drive in the Cordon.
        satkaz gsc
    • Darkscape:
      • stiven999 wrote:I've got a crash in Darkscape after getting the documents in Rostok factory lab. Actually when I enter in location everything is fine, but few mins later it starts lagging hard and then it crash.
        Code: Select all
        Expression    : fatal error
        Function      : CScriptEngine::lua_error
        File          : script_engine.cpp
        Line          : 75
        Description   : <no expression>
        Arguments     : LUA error: ...k.e.r. - lost alpha\gamedata\scripts\xr_gulag.script:873: attempt to index field 'Object_didnt_begin_job' (a function value)

        full log save etc here http://pl.rghost.net/54902754
    • Dark Valley:
      • Looting a stash
        CTD after I looted a stash in the Dark Valley, in an anomaly field north east. The stash was in the burnt out husk of a truck. It comprised roughly of 500RU x2, two smoke grenades, and something else I can't remember. I think it was dart rounds. Anyways, I crashed when I looted the last item in the stash, which was a smoke grenade. Heres the log:

        Code: Select all
        Engine error. Last line in stack trace:
        CDialogHolder::IgnorePause()+98405 byte(s) D:\Program Files\S.T.A.L.K.E.R. - Lost Alpha\bins\xrGame.dll

        XR_3DA.exe caused ACCESS_VIOLATION in module "D:\Program Files\S.T.A.L.K.E.R. - Lost Alpha\bins\xrGame.dll" at 0023:6F5FCD85, CDialogHolder::IgnorePause()+98405 byte(s)
      • Storing items on the bandit safe corrupts savegames
        kelby810 wrote:I saved my game after storing everything in the bandit safe. Not sure what the name of the location is, but it's the safe that's part of the quest to get a bandit suit. I assumed it would be a "safe" place to store my gear, but now I can't load my games. It crashes with this description according to bug tracker:

        Expression : fatal error
        Function : CScriptEngine::lua_error
        File : script_engine.cpp
        Line : 75
        Description : <no expression>
        Arguments : LUA error: ....k.e.r. - lost alpha\gamedata\scripts\se_safe.script:235: table index is nil
      • Taking the documents from the Monolith compound may corrupt further savegames
        Kink wrote:When i took the document from the monolith basement and when military are attacking the base, even if i can survive(and it's pretty horrible sequence) the heli with Niva, well, every where i go to quit the dark valley => CTD
        After the documents are taken => ny saved game will be corrupt, loading a state after this point will take like 10 minutes on "synchronizing game...." when CTD...
    • Garbage:
      • Crash near Rostok level changer:
        tactica wrote:I provided Veles and Petrenko with the documents they requested from X18, now Veles wants even more docs from the Rostok underground lab but the game is crashing as soon as I get near the Rostok level changer, more precisely the dumpster with a few stalkers around and those ruins GSC used as trade market in Stalker CS. I don't need to do anything special, just get near there and the game will crash on its own even if I'm in the middle of a conversation. A real timebomb, so to speak, which prevents me from proceeding any further in the game.

        ion wrote:Game is hard locking when entering the garbage after getting the "rostok factory" mission from SIN leader. No crash / dump files to give. I do have the save file for the crash. I was able to reload the save a couple times but now i'm unable to load it at all. I have to use the autosave from when first entering the garbage.

        Game is completely broken for me now. This CTD prevents me from continuing.

        https://www.dropbox.com/s/q68psi0l0w2xm ... shsave.zip

        Workaround (kudos to ion!):
        ion wrote:1) Re-enter Cordon. Do not continue heading north.
        2) Enter Darkscape next to the "car park" & go all the way through to the dark valley.
        3) Head to the upper left most warp and enter garbage.
        4) Game will no longer crash. Head to your next objective which should be "Rostok Factory"
      • Possible scripting issue involving NPC respawn system (check out Bizzclaw's analysis here: viewtopic.php?f=3&t=1762&p=9314#p9314)
    • Generators:
      Code: Select all
      Engine error. Last line in stack trace:
      SupportsAdvancedRendering()+119906 byte(s)   D:\games\StalkerLostAlpha\bins\xrRender_R2.dll

      Code: Select all
      Engine error. Last line in stack trace:
      PAPI::pDomain::transform_dir()+2933 byte(s) C:\Games\S.T.A.L.K.E.R. - Lost Alpha\bins\xrParticles.dll

      • Moving towards the tunnel causes a crash
        Code: Select all
        Engine error. Last line in stack trace:
        D:\Games\S.T.A.L.K.E.R. - Lost Alpha\bins\xrRender_R1.dll
    • NPP Underground:
      • DX9 crash - does not happen with static lighting
        Code: Select all
        Engine error. Last line in stack trace:
        PAPI::pDomain::transform_dir()+2931 byte(s)   D:\games\StalkerLostAlpha\bins\xrParticles.dll

        johnnydadda wrote:Page one of this thread identifies a CTD with xrParticles.dll and says it doesn't happen with static lighting. I'm getting the same crash repeatedly with static lighting.
        I'm in the sarcophagus, task manager shows all cores maxed out.
    • Pripyat:
      • Trying to talk to a wounded military NPC
        Code: Select all
        Expression : 0
        Function : CPhraseDialog::SayPhrase
        File : PhraseDialog.cpp
        Line : 152
        Description : No available phrase to say, dialog[dm_hello_dialog]
    • Pripyat outskirts:
      • Approaching new bar after X10 mission is complete - log: https://app.box.com/s/xbwankucfa206935nitn
        ne0g3n wrote:Can't approach the new bar after the X10 mission is complete. As I understood, in that moment NPCs should appear on radar.

        The error occurs on every render I launch the game. Maybe some minor detail: I didn't finally talk with Voronin to join Duty, and now the quest hangs in PDA and tells me to go to the Factory, where, obviously, there shouldn't any Voronin. :P
    • Radar:
      • During the Monolith "Meet the patriarch" mission
        heizer70 wrote:After talking to the Nomad the Captain of the Monolith soldiers (who wanted 5000 Cash earlier),
        orders us to follow him to meet the Patriarch. Okay, following... shooting down the attacking
        heli... a message that they are under attack and the comment the we should probably help them.

        Code: Select all
        Expression : fatal error
        Function : CScriptEngine::lua_error
        File : script_engine.cpp
        Line : 75
        Description : <no expression>
        Arguments : LUA error: ...t.a.l.k.e.r. - lost alpha\gamedata\scripts\_g.script:264: attempt to index a nil value
    • Swamps:
      • Upon first talking to Doc
        Code: Select all
        Expression : fatal error
        Function : CTexture::Load
        File : ..\xrRender\SH_Texture.cpp
        Line : 216
        Description : <no expression>
        Arguments : Can't open video stream

        • Workaround:
          S_C_A_R wrote:Backup your saved game before the cut scene, uninstall Lost Alpha, reinstall it but leave it unpatched so that it's 1.3000, then load your save(it is saved game compatible, did it myself, now at Concrete Factory), talk to Doctor and go through that awesome cutscene, when you wake up again, just save, then repatch to v1.30013 and you're good to go.
        • SECOND workaround:
          scope wrote:
          1571 wrote:The first post states a workaround consisiting of uninstalling the game, reinstalling the non-patched version and then after talking to doc, applying the patch again. That might work but the problem is related to XVID, so the easiest solution is to visit http://www.xvid.com and install the recent XVID codec. It seems to be necessary even if another DivX/MPEG4/h264... codec pack is already installed. At least it solved this crash problem for me.
          I can attest to this being a codec problem, installing the newest XVID codec cleared this up for me completely.
    • X-16: crash when trying to leave through 'secret tunnel'
      Code: Select all
      [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: ...\stalker_lost_alpha\gamedata\scripts\xr_logic.script:42: attempt to index local 'stor' (a nil value)


      stack trace:

      0023:6DFC461F xrCore.dll, xrDebug::fatal()
      0023:6661AFAC xrGame.dll, CDialogHolder::operator=()
      0023:663BF5B8 xrGame.dll, CDialogHolder::operator=()
      0023:66618727 xrGame.dll, CDialogHolder::operator=()
    • X-2:
      Code: Select all
      Engine error. Last line in stack trace:
      PAPI::pDomain::transform_dir()+3047 byte(s)   D:\games\StalkerLostAlpha\bins\xrParticles.dll
    • Yantar:
      • Asking the scientist at Yantar if he may have more transmutation recipes after all have been purchased results in one
      • Trying to pick up the wire for the PDA fix quest results in one
        mipcaboose wrote:
        Code: Select all
        Description : <no expression>
        Arguments : LUA error: ...r. - lost alpha\gamedata\scripts\tasks_yantar.script:25: attempt to call field 'id' (a number value)


        Pre-patch Yantar_script fixes it.
  • Pressing the 'O' key results in one (noted by exxo2033)
  • Talking to Guide:
    Redlayer wrote:When i disable the earthquake device i went to talk with the duty leader. he said that somebody want to talk with me in the church.i speak with Guide,like two lines and then i click in my dialog screen and ctd.
    Code: Select all
    Expression : error handler is invoked!
    Function : handler_base
    File : xrDebugNew.cpp
    Line : 777
    Description : pure virtual function call

  • Repair kits:
    Reaktor4 wrote:Even after the patch, my game crashes when i try to use a repairkit. It crashes exactly in moment when i select the GP37 in the repair menu.

    I also get the following crash report:
    Code: Select all
    Engine error. Last line in stack trace:
    CDialogHolder::IR_UIOnKeyboardHold()+298431 byte(s)   G:\S.T.A.L.K.E.R. - Lost Alpha\bins\xrGame.dll
    kenpox wrote:Repair Kit error , when ever i try to use it the game crashes.

    What did i do ? : i opened inventory , click use on repair kit , repair kit opens then i click on my damaged item and the game crash to desktop . i tryed to use repair kit on diferent screen resolutions/settings , and on different maps , it always crash.

    system i play : win 7.
    Mods, hacks , or 3d party programs : NONE !

    Bug report :

    Engine error. Last line in stack trace:
    CDialogHolder::IR_UIOnKeyboardHold()+298431 byte(s) C:\Program Files\S.T.A.L.K.E.R. - Lost Alpha\bins\xrGame.dll
  • Taking and completing tasks via PDA:
    I spoke to the barkeep through the PDA about getting a new mission when in the Metal-Factory. I happened to have the desired artifact on me (Meat-Chunk) and clicked on "I'm here for the job", to see if I could complete it through the PDA alone. Upon doing so, the in-game console displayed an error regarding an action being invalid and the game quickly crashed.
  • Killing a controller may cause one
    Code: Select all
    Expression : (*elements.begin())->numberOfGeoms()
    Function : CPHShell::preBuild_FromKinematics
    File : PHShell.cpp
    Line : 604
    Description : No physics shapes was assigned for model or no shapes in main root bone!!!
  • Killing multiple foes with a RPG (spec: DX10-related?)
    Code: Select all
    Engine error. Last line in stack trace:
    SupportsDX10Rendering()+561402 byte(s) D:\games\S.T.A.L.K.E.R. - Lost Alpha\bins\xrRender_R3.dll
  • Missing 5.7x28 ammo is cause of several issues
    tactica wrote:I have a quicksave here that triggers just that - it gets to the point of sync'ing game resources, but then justs exits and prints the very same log. Could be related to the problem I reported, which I can only reproduce by loading the autosave I got after entering the area. And no, I didn't modify my installation in any way.

    xonedl wrote:Coincidence this error also just struck me. Game become not responding.
    I just travel through Cordon to DarkScape though.

    Wait, what? 5.7x28 AP ammo? I don't have any of those in my inventory or in my UAZ truck that I going to retrieve in Darkscape... However the game crash whenever I go near that truck using the latest autosave.
    Loading from previous save however, no problem. Something seems screwed when I travelling from cordon to darkscape.

    Loaded from previous save, and do it all over again, from DarkScape > Cordon, take a nap near Sid, and back from Cordon > Darkscape. Run towards my truck (trunk empty this time), same error reproduced! :!:

    Is it have something to do with the latest added P90? I actually never seen that kind of ammo so far in my playthrough.
    From Staker Wiki:

    5.7x28mm is ammo for the cut P90 weapon. It comes in two variants; FMJ (full metal jacket) and AP (armor piercing).

    Mordeth wrote:Regarding the 5.7x28_ap ammo issue, it's not really a bug. It does not CTD per se, but causes a very long freeze that lasts around 30 seconds. You think the game has frozen, and ctrl-alt-del to taskmanager and close the non-responding XR_3DA.exe. Your log included the following:
    Code: Select all
    LA_DBG:[22016] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
    However, when the game appears to freeze, wait at least 30 seconds (maybe longer if your computer struggles with LA), and it will resume and you can continue on.
  • Missing dream sequence
    Code: Select all
    Description : Can't open wave file:
    Arguments : c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\sounds\characters_voice\scenario\video\dream_rats.ogg
  • Poltergeist issue:
    Code: Select all
    Expression : fatal error
    Function : CInifile::r_string
    File : Xr_ini.cpp
    Line : 510
    Description : <no expression>
    Arguments : Can't find variable Sound_Idle in [m_poltergeist_normal]

  • Quick-loading after death still may cause crashes - http://pastebin.com/HWhidiYA
    Code: Select all
    [error][ 87] : The parameter is incorrect.
  • Quitting may sometimes hang the game
    skully213 wrote:Sometime when i quit the game, the menu screen get froze and may take 2-4 minute to close, and im not able to force it by the task manager or the X button from the sidebar(windows 8.1)
  • Start-up crashes:
    • After freshly installing, changing some settings (which?) and exiting to have the changes applied:
      Xeros612 wrote:
      Code: Select all
      Unhandled exception at 0x771f15fe in XR_3DA.exe: 0xC0000005: Access violation.
    • Fresh install, played once, then won't load, crash on launch:
      Code: Select all
      Engine error. Last line in stack trace:
      alDistanceModel()+4311 byte(s) C:\Windows\system32\Sens_oal.dll

      XR_3DA.exe caused ACCESS_VIOLATION in module "C:\Windows\system32\Sens_oal.dll" at 0023:10022D77, alDistanceModel()+4311 byte(s)

  • Transition issues:
    • Moving from Cordon to Garbage:
      Ogi79 wrote:PLS HELP ME ....everything was going juicy no problems ,finished x18 quests , i am on route to rostok factory via garbage and at beginning of garbage from cordon CRASH TO DESKTOP! reinstalled all ,new patch , no mods but still CRASH!
    • Moving from Garbage to Agroprom:
      Code: Select all
      [error]Expression : sizeof(squad_mask_type)*8 > members().size()
      [error]Function : CAgentMemberManager::add
      [error]File : agent_member_manager.cpp
      [error]Line : 54
      [error]Description : too many stalkers in group ([team:7][squad:0][group:0]!


      stack trace:

      0023:6D5346CA xrCore.dll, xrDebug::fail()
      0023:63C0691B xrGame.dll, CDialogHolder::operator=()
      0023:63BDD7A1 xrGame.dll, CDialogHolder::operator=()
    • Moving from Forest to Metal Factory
      ghostx wrote:Expression : fatal error
      Function : CResourceManager::_GetBlender
      File : ..\xrRender\ResourceManager.cpp
      Line : 70
      Description : <no expression>
      Arguments : Shader 'def_vtx' not found in library.

      crash when accessing bar(metal factory) from forest .. after m24 chase in darkscape i'm moving back trough forest to metal factory ( searching for fuel to car)
      edit: only changing rendering to dx10 ( no other option work) allow to play game how ever game looks wierdImage
  • Vehicles:
    • Moskvich on Darkscape causes crashes:
      xonedl wrote:this car found in darkscape, near the exit to cordon, trunk can be access and put item inside,
      but logless CTD if press anything on the keyboard while accessing trunk, happens every time.
      also CTD if press F to access menu, and press something again on the keyboard...

      can't use the trunk now since need to press ESC to exit the interface...
      but the car is drivable, however trunk and right side door visual glitches

      http://imgur.com/XbIaKNP
      http://imgur.com/4XPerBJ
    • Trying to buy Kamaz from Barkeep:
      Code: Select all
      Expression : 0
      Function : CPhraseDialog::SayPhrase
      File : PhraseDialog.cpp
      Line : 152
      Description : No available phrase to say, dialog[dm_vehicle_purchase]

      XR_3DA.exe caused BREAKPOINT in module "D:\Program Files\S.T.A.L.K.E.R. - Lost Alpha\bins\xrCore.dll" at 0023:740C4168, xrDebug::backend()+168 byte(s)

      Workaround (kudos to Shredstorm!):
      Shredstorm wrote:I had just over 200k, could buy most of the cars, but got CTDs when selecting Kamaz (300k) or BTR (500k) from the list of cars. However, as soon as I sold bunch of stuff and had more than 300k, Kamaz was suddenly selectable/purchaseable, while BTR still led to a CTD. So my first thought was that game crashes if you select a car you don't have enought money for.

      BUT! After additional thorough testing I've come to the following conclusion:

      There are four price types - 150k, 200k, 300k and 500k.

      If you have more than 150k, selecting cars you have enough for leads to the spawn screen for them, and selecting cars that cost more than you have leads to a CTD.

      If you have less than 150k however, selecting any car doesn't lead to a CTD, but instead Barkeep says "Sorry but you don't have enough money".
    - Quest issues:
    • Killing all the mutants at the CPP:
      bulletbelch wrote:I reloaded the sequence starting at the jump into the area and the kill the mutant scenario worked. However, that made the game end to early. There was plenty of play left at the other end and read of the building that could have been played had I not followed the LT to the CPT.
    • Lukash quest for retrieving the machine has no dialogue option to return the machine to him
    • Agroprom:
      • Helping the stalkers fight the military may fail to complete (spec: you have to save as many stalkers as possible? Or kill at least one of the soldiers near the main entrance?)
      • Killing the bandits (quest given by Barkeep):
        I was tasked with killing a group of bandits by the barkeep, but upon killing them the quest never progressed to the next objective. I figured I missed one and ran through the Agroprom Underground, but to no avail. I then went to the Garbage and returned, trying to get the level to reset. It did in a way, spawning three bandits instead of the five that had been there before. Upon killing this next group, the same thing happened and I had to fail the quest.
      • Strelok's stash: sometimes the 'escape underground' objective will not trigger completion
        platoon wrote:I got the stash but mission doesn't complete, I got stuck at "escape underground" but im found my way already. Tried to pass where I should move out, didn't worked.. bugged..
    • Mutant-killing quests may spawn only one mutant
    • Army Warehouses:
      saGa959 wrote:Whe i cleared mercs from Army warehouse (kill MadDog and get the artifact) before talk with Ghost, an go him, he accept the quest, and say: go to Yantar to prof. But the "find and clear three mercs" mission is active and when i shooted them, starting the "meet with guide" quest. And so on. But in this time the military occupied the warehouse, they are neutrals (jellow markers) with me, but attack me...

      If i not go to shoot the three mercs, or not go to "meet the guide", the prof accept the quest, but the "sidequest" remain active...
    • Bar:
    • Cordon:
      • Killing the zombies for Sidorovich:
        tactica wrote:I failed to kill the zombies for Sidorovich three times in a row as I'm wandering around the bar and stuff. Now, the quest is available again in the PDA, but double clicking on it doesn't make the flashing red circle appear - instead, upon hitting <Tab> I'm told that I'm supposed to kill some boars somewhere. There's no map marker at all for them.

        The original marker for the zombies in the tunnel is there, though.
    • Darkscape:
      tactica wrote:After you're done fetching docs for Veles and get out of the mines, Sidorovich contacts you to go help the scientists at Yantar. The mission starts with "Go to Darkdolina"(sic) but I went south and then west as that was a much shorter walk. Upon exiting to the Garbage, the waypoint was still insisting that I should go backwards to take the route through the dark valley. The waypoint was wrong all the way until I reached Yantar. Oh, and Sin was still "neutral" to me despite all the errands I had done so far.
    • Radar:
      Golden1984 wrote:the guy from Monolith who gives to you a rocket launcher to shot down helicopters says "we must shot down the chopters" even after the mission complete.

      Golden1984 wrote:meet the Patriarch mission. I came there one time, but the patriarch and all his men were dead, so I couldn`t talk to him, but the mission "talk to patriarch" were still active and not possible to finish.
  • Last edited by platoon on Sat May 03, 2014 12:46 pm, edited 1 time in total.
    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: BUG-TRACKING THREAD FOR 1.3001

    Postby MaD » Sat May 03, 2014 12:23 pm

    -Crash after opening the pda in Cordon
    Log: http://pastebin.com/RRUvdUMn
    Crash error: http://i.imgur.com/vGB1avP.png

    -Some invisibile walls in Cordon
    https://www.youtube.com/watch?v=ewc8i6FZKfY

    Issues added to list. (EDIT: KUDOS TO YOU for proper reporting! :) )- Crux
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby CruxMDQ » Sat May 03, 2014 2:21 pm

    Bump after updating.

    If you keep experiencing issues that showed up before the patch, REMOVE ANY AND ALL THIRD-PARTY FIXES AND MODS and try again BEFORE posting here!
    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: BUG-TRACKING THREAD FOR 1.3001

    Postby Domin6o » Sat May 03, 2014 5:18 pm

    Few bugs i encountered after patch:
    -Opening Contacts menu in PDA crash isn't bind to specific location for me - it crashed my game on Garbage level and it keeps doing it no matter where or number of stalkers near. (1366x768 resolution)
    -My video settings reseted once to default DX9 render settings once on Garbage level.
    -Amunition taken from dead stalkers body randomly disappears after putting it in inventory. I am at Agroprom level right after Mole's group fight with military and due to this bug i am unable to take almost any ammo.
    -After that i thought i will try reloading in case when ammo disappears to get any, but it was keep disappearing and after few quick loads game looped in loading screen going between "loading save name_of_save" and "restarting a life simulator".
    MSI CX61
    Intel Core i5-3210M
    Nvidia GeForce GT645M 2GB DDR3
    8GB DDR3
    Windows 8 :-(
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby ion » Sat May 03, 2014 5:28 pm

    Ill list my issues below.

    * The game hangs / freezes for about 1 minute when trying to pause the game. The game easily unpauses and doesn't hang.
    * Game reverberates sounds. To fix you need to turn snd_efx on to off.
    * Really bad performance especially after this patch. Something is really eating up the game now. I was able to get vanilla LA running fine but using dx9 and turning off grass & sun shadows. This trick doesn't help now.

    Specs:
    * Fx8320
    * 8GB ram
    * SLi GTX 660 2GB Ti
    I'm also on the GSC Forums! "IonizedReactor".

    My Lost Alpha Mods:
    viewtopic.php?f=3&t=1857
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby CruxMDQ » Sat May 03, 2014 5:32 pm

    ion: I suggest you post this -and look for solutions- on the proper thread, there's one devoted to that: viewtopic.php?f=3&t=1661

    domin6o: I need to ask the following - have you done everything mentioned here? viewtopic.php?f=3&t=1771
    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: BUG-TRACKING THREAD FOR 1.3001

    Postby Domin6o » Sat May 03, 2014 5:39 pm

    Yes, game was (unfortunatly i deinstalled it for some time to save some nerves right now) clean install just for patch (game folder was deleted), without any mods and i even started a new fresh game. I installed everything not on system partition and as administrator.
    MSI CX61
    Intel Core i5-3210M
    Nvidia GeForce GT645M 2GB DDR3
    8GB DDR3
    Windows 8 :-(
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby Evil Genius » Sat May 03, 2014 5:45 pm

    Okay, bugs that are still present with first patch.

    Healing Animation bug: https://www.youtube.com/watch?v=DHjU_lOVegw
    Mutant Splash bug: https://www.youtube.com/watch?v=Z9CSjtUWSNw
    Walk Through Trees bug: https://www.youtube.com/watch?v=rkAJmnw3sU8
    New Soldier and Sin Model bugs: https://www.youtube.com/watch?v=YcpFRrdl6zA
    Colour Changing Vegetation and Truck Glass: https://www.youtube.com/watch?v=I27albLNTMk (colour changing Burnt Fuzz has been fixed but the glass for the truck and cabinets still change colour)
    Cordon Factory Fruit Punch Light bug: https://www.youtube.com/watch?v=moK9aZflmxE
    3rd Pearson Binoculars bug: https://www.youtube.com/watch?v=AmN5r_yVMew

    The barriers around the Cordon are way too dark when viewed from a distance in R1
    http://i.imgur.com/iZEBzx6.jpg
    You can't give Wolf health packs when he's injured.
    http://i.imgur.com/Cb7fBPo.jpg
    http://i.imgur.com/DNv4nt0.jpg
    (null) grenades?
    http://i.imgur.com/PTZPdDn.jpg
    Wolf still can't get to the factory.

    The sounds in bunkers are very loud. Can be checked in Sid's and Wolf's bunker.
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby CruxMDQ » Sat May 03, 2014 5:46 pm

    Domin6o wrote:Yes, game was (unfortunatly i deinstalled it for some time to save some nerves right now) clean install just for patch (game folder was deleted), without any mods and i even started a new fresh game. I installed everything not on system partition and as administrator.


    Added the contact list and the video settings issues to list. The ammo glitch had already been noted and listed.

    Evil genius, hate to ask this - is your installation clean?
    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: BUG-TRACKING THREAD FOR 1.3001

    Postby Evil Genius » Sat May 03, 2014 6:20 pm

    Yes, fresh install of game and patch. No 3rd party fixes or tweaks. Also started a new game and I can see the changes :)

    Forgot to mention
    Agroprom green windows: http://i.imgur.com/Uym9tqF.jpg
    Some light sources are incorrectly placed http://i.imgur.com/mI1nzUy.jpg

    So yeah, everything I posted above still happens with patch.
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby S_C_A_R » Sat May 03, 2014 7:00 pm

    I didn't want to post my topic here because I thought this was 1.3001 exclusive and I was using 1.30013, but here is the link to mine

    viewtopic.php?f=3&t=1775

    My bad. I should have written the correct version number. - Crux
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby csubuka » Sat May 03, 2014 7:23 pm

    Hi,

    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.

    Best Reards

    PS.: I have the same PDA crash sometimes when I am not totally still and try to check the faction stats or something on it (though it might have nothing to do with whether or not I am making the gpu or cpu "sweat" at the time of opening the pda)... have not managed to copy the log here, but I think that others did that many times before...
    Last edited by csubuka on Sat May 03, 2014 9:01 pm, edited 1 time in total.
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby casimir » Sat May 03, 2014 7:51 pm

    Currently in the NPP Underground, at the molten core. Keep crashing out (running full dynamic DX9) with this:

    Code: Select all
    Engine error. Last line in stack trace:
    PAPI::pDomain::transform_dir()+2931 byte(s)   D:\games\StalkerLostAlpha\bins\xrParticles.dll


    Edit: Doesn't happen with static lighting, after testing for 20 minutes or so.

    Edit again: Getting this in Generators:

    Code: Select all
    Engine error. Last line in stack trace:
    SupportsAdvancedRendering()+119906 byte(s)   D:\games\StalkerLostAlpha\bins\xrRender_R2.dll


    Edit the thrice: Received this in X2:

    Code: Select all
    Engine error. Last line in stack trace:
    PAPI::pDomain::transform_dir()+3047 byte(s)   D:\games\StalkerLostAlpha\bins\xrParticles.dll


    Added to list. - Crux
    Last edited by casimir on Sat May 03, 2014 8:51 pm, edited 2 times in total.
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    Re: BUG-TRACKING THREAD FOR 1.3001

    Postby Evil Genius » Sat May 03, 2014 8:04 pm

    A bit offtopic here but for what patch is this thread for? When I posted about some of the bugs still happening I was using the 1.3001 one posted by Dez on mediafire. Soon after I found that there's a 1.30013 but it the game it still shows 1.3001...

    One thing I notices that the hand meshes and light issues had been fixed in 1.3001 but are broken again in 1.30013. Why?
    Evil Genius
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