Game Locks Up at Nomad's Safe when Open Button is Pressed

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Game Locks Up at Nomad's Safe when Open Button is Pressed

Postby bulletbelch » Mon Sep 22, 2014 5:44 am

Twice, tonight the game has crashed when I put in the safe code and press the open button. They system locks up and there is no error report generated. I have the latest patch installed and have plenty of memory, video memory, and CPU power for the game.
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby bulletbelch » Mon Sep 22, 2014 4:12 pm

I turned off sound because game crashes sometimes when there is a loud noise like an explosion. That didn't help. I changed to windowed mode. That didn't help. I changed the light settings. No change. I changed the quality, resolution, and lowered advanced settings. No change. No matter what I do, when I enter 2-1-8 and click on Open, the game locks up. I even tried the rest button and exit button on the safe. Both worked as they should; but the open button locks the system.

It seems these combination locks in the game could be replaced by typing in a number or better yet; pressing a button without a code. Is there any way to spawn the safe contents so that Nomad can give me the key I need?
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby dez » Mon Sep 22, 2014 7:21 pm

In order to help we need more info:

- which patch are you using
- what kind of mods you use on LA
- if you used cheats like flying and skipping story quests
- log is needed as well, the game usually created one even if lockup happens
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby vintar » Mon Sep 22, 2014 7:25 pm

Can also happen if you have 4 trillion rubels or too many items in inventory.
a bit of this and a lot of that
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby dez » Mon Sep 22, 2014 7:43 pm

Eventually you can try to store your items somewhere in a box and go back to check.
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby bulletbelch » Mon Sep 22, 2014 8:01 pm

I emptied all my inventory; made no difference. Game still crashed. I am using the lastest update 1.3003. No mods but want the flying mod so I can fly around and look for artifacts. I just tried it again found a log file. Below is the text from that log file.

* Detected CPU: AMD FX(tm)-4300 Quad-Core Processor [AuthenticAMD], F15/M2/S0, 3817.00 mhz, 42-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53574 files cached, 8171Kb memory used.
Init FileSystem 1.631046 sec
Lost Alpha 'xrCore' build 5630, Jul 5 2014

EH: 00805548CA869E992625B2B99EC003D6

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[c:\games\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R2.dll
Loading DLL: xrGame.dll
! Unable to find InstallUserName entry in registry
* [win32]: free[4063884 K], reserved[30420 K], committed[99936 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17748 K], process heap[17748 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7380 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices DirectSound Software
SOUND: OpenAL: system default SndDevice name is DirectSound Software
SOUND: OpenAL: All available devices:
1. DirectSound Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx"...
[c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx] successfully loaded.
Executing config-script "c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[c:\games\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is DirectSound Software
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:10DE]-[device:F00]: NVIDIA GeForce GT 630
* GPU driver: 9.18.13.4411
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 4031 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Version conflict in shader 'def_shaders\def_aref'
! Version conflict in shader 'def_shaders\def_aref_v'
! Version conflict in shader 'def_shaders\def_trans'
! Version conflict in shader 'def_shaders\def_trans_v'
! Version conflict in shader 'def_shaders\def_trans_v_tuchi'
! Version conflict in shader 'def_shaders\def_vertex'
! Version conflict in shader 'def_shaders\lod_old'
! Version conflict in shader 'default'
! Version conflict in shader 'effects\lightplanes'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'effects\watertest-1'
! Version conflict in shader 'la_shaders\ufp_blend'
! Version conflict in shader 'particles\add'
! Version conflict in shader 'particles\alpha_add'
! Version conflict in shader 'particles\blend'
! Version conflict in shader 'particles\blend_hard'
! Version conflict in shader 'particles\dark'
! Version conflict in shader 'particles\set'
! Version conflict in shader 'selflight'
count of .thm files=1034
* NULLRT supported
* ...and used
* HWDST/PCF supported and used
* NV-DBT supported and used
compiling shader dumb
compiling shader dumb
compiling shader accum_mask
compiling shader accum_sun_mask
compiling shader copy_p
compiling shader accum_volume
compiling shader copy
compiling shader accum_sun_near
compiling shader accum_sun
compiling shader accum_sun_cascade
compiling shader accum_sun_cascade_far
compiling shader accum_omni_unshadowed
compiling shader accum_omni_normal
compiling shader accum_omni_transluent
compiling shader accum_spot_unshadowed
compiling shader accum_spot_normal
compiling shader accum_spot_fullsize
compiling shader accum_volumetric
compiling shader accum_volumetric
compiling shader accum_indirect
compiling shader bloom_build
compiling shader bloom_filter
compiling shader bloom_filter_f
compiling shader ssao_calc
compiling shader combine_1
compiling shader depth_downs
compiling shader bloom_luminance_1
compiling shader bloom_luminance_2
compiling shader bloom_luminance_3
compiling shader combine_1
compiling shader combine_2_AA
compiling shader combine_2_NAA
compiling shader combine_2_AA_D
compiling shader combine_2_NAA_D
compiling shader combine_volumetric
compiling shader postprocess
compiling shader postprocess_CM
compiling shader distort
compiling shader particle
compiling shader particle
compiling shader particle_s-blend
compiling shader particle-clip
compiling shader particle_s-add
compiling shader particle_s-aadd
compiling shader particle_distort
compiling shader deffer_particle
compiling shader deffer_particle
- r__tf_aniso 12
- r2_tf_mipbias 0.
compiling shader portal
compiling shader portal
compiling shader simple_color
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_generic
compiling shader stub_default
compiling shader effects_sun
compiling shader effects_flare_p
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
* [win32]: free[3818804 K], reserved[79896 K], committed[295540 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[124933 K], process heap[124933 K], game lua[3476 K], render[147 K]
* [x-ray]: economy: strings[6970 K], smem[0 K]
"c:\games\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch -nointro
* phase time: 0 ms
* phase cmem: 141191 K
* phase time: 221 ms
* phase cmem: 134379 K
$ LA_DBG:[8839] Game_Start: Engine v1.3003(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[8839] level_weathers:initing level_weathers
$ LA_DBG:[8839] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 611 ms
* phase cmem: 136892 K
* phase time: 179 ms
* phase cmem: 136850 K
* Loading spawn registry...
* 23557 spawn points are successfully loaded
* Loading objects...
* 33455 objects are successfully loaded
* Loading Store...
$ LA_DBG:[8839] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[8839] load_storehouse: size=[17]/[3183]bytes : Build=[5529]
$ LA_DBG:[8839] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[8839] Game_Init: Ver=[1.3003] Build=[5529=>5529] MemUsage=[16774.895]kB
$ LA_DBG:[8839] GameTime=[09:09:06] Map(29)=[la10_radar], knowMaps=[20]
* Log file has been saved successfully!
* Game 005_052 is successfully loaded from file 'c:\games\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\005_052.sav' (3.406s)
* phase time: 3405 ms
* phase cmem: 198622 K
* phase time: 330 ms
* phase cmem: 198661 K
* client : connection accepted - <>
* phase time: 336 ms
* phase cmem: 198709 K
* phase time: 347 ms
* phase cmem: 198709 K
* phase time: 4731 ms
* phase cmem: 290848 K
compiling shader effects_glow_p
compiling shader deffer_base_aref_bump_d-hq
compiling shader deffer_base_bump_d-hq
compiling shader deffer_base_aref_bump
compiling shader deffer_base_bump
compiling shader shadow_direct_base_aref
compiling shader shadow_direct_base_aref
compiling shader deffer_base_aref_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_aref_flat
compiling shader deffer_base_flat
compiling shader vert
compiling shader vert
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat
compiling shader shadow_direct_base
compiling shader deffer_base_bump_d-hq
compiling shader deffer_base_bump
compiling shader simple
compiling shader wmark
compiling shader deffer_base_lmh_bump_d-hq
compiling shader deffer_base_lmh_bump_d-hq
compiling shader deffer_base_lmh_bump
compiling shader deffer_base_lmh_bump
compiling shader deffer_base_lmh_flat_d
compiling shader deffer_base_lmh_flat_d
compiling shader deffer_base_lmh_flat
compiling shader deffer_base_lmh_flat
compiling shader lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_aref_bump_d-hq
compiling shader deffer_base_lmh_aref_bump
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_bump-hq
compiling shader deffer_base_bump-hq
compiling shader accum_emissive
compiling shader simple
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
compiling shader deffer_tree_bump_d-hq
compiling shader deffer_tree_bump
compiling shader shadow_direct_base
compiling shader shadow_direct_tree
compiling shader deffer_tree_flat
compiling shader deffer_tree_s_bump_d-hq
compiling shader deffer_tree_s_bump
compiling shader shadow_direct_tree_s
compiling shader deffer_tree_s_flat_d
compiling shader deffer_tree_s_flat
compiling shader deffer_tree_bump-hq
* phase time: 732 ms
* phase cmem: 295839 K
* [Loading VB] 65522 verts, 2047 Kb
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 65511 verts, 2047 Kb
* [Loading VB] 12157 verts, 379 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 28797 verts, 899 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 49889 verts, 1559 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 265635 indices, 518 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 65530 verts, 767 Kb
* [Loading VB] 12865 verts, 150 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 689922 indices, 1347 Kb
* phase time: 7073 ms
* phase cmem: 398521 K
* phase time: 6168 ms
* phase cmem: 402802 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 49898 v(20), 28670 p
* [DETAILS] Batch(61), VB(974K), IB(167K)
* phase time: 6486 ms
* phase cmem: 404015 K
* Loading HOM: c:\games\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la10_radar\level.hom
* phase time: 7428 ms
* phase cmem: 404131 K
* phase time: 7202 ms
* phase cmem: 403129 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 7143 ms
* phase cmem: 431832 K
* t-report - base: 1663, 712374 K
* t-report - lmap: 15, 15361 K
* phase time: 19083 ms
* phase cmem: 1212490 K
* phase time: 9285 ms
* phase cmem: 1212482 K
* [win32]: free[2638116 K], reserved[95976 K], committed[1460148 K]
* [ D3D ]: textures[735776 K]
* [x-ray]: crt heap[1212486 K], process heap[1211974 K], game lua[35040 K], render[172 K]
* [x-ray]: economy: strings[22279 K], smem[0 K]
compiling shader deffer_model_bump-hq_2
compiling shader deffer_model_bump_2
compiling shader shadow_direct_model_2
* Log file has been saved successfully!
$ LA_DBG:[118914] level_weathers:presets level_weathers
$ LA_DBG:[118914] level_weathers:r2 active
$ LA_DBG:[118914] level_weathers:WeatherManager:__init: r2_active = true : 09:21:57
$ LA_DBG:[118914] level_weathers:Load: curr=[alpha_r2], next=[alpha_r2]
$ LA_DBG:[118914] level_weathers:has sav
* Log file has been saved successfully!
compiling shader deffer_model_flat_0
compiling shader accum_emissivel
compiling shader shadow_direct_model_0
compiling shader base_lplanes
compiling shader model_def_lplanes_0
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader deffer_model_flat_2
compiling shader deffer_model_bump_d-hq_0
compiling shader model_def_lq
compiling shader model_def_lq_0
compiling shader shadow_direct_model_aref_0
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader deffer_model_flat_1
compiling shader model_env_lq_1
compiling shader deffer_model_flat_d_1
compiling shader deffer_model_bump_d-hq_1
compiling shader model_def_lq_1
compiling shader deffer_model_flat_d_2
! Space restrictor [radar_actor1_shelter] has no border!
!!ERROR VERIFY3(!border().empty(),space restrictor has no border) name='radar_actor1_shelter'
compiling shader model_distort_2
compiling shader model_def_lq_2
compiling shader deffer_model_bump_d-hq_2
compiling shader model_distort_0
compiling shader model_distort_1
$ LA_DBG:[135415] level_weathers:transition = [alpha_r2]
* MEMORY USAGE: 1434664 K
* End of synchronization A[1] R[1]
compiling shader yuv2rgb
* [win32]: free[2297440 K], reserved[100980 K], committed[1795820 K]
* [ D3D ]: textures[834117 K]
* [x-ray]: crt heap[1451039 K], process heap[1451039 K], game lua[34374 K], render[4180 K]
* [x-ray]: economy: strings[15171 K], smem[8267 K]
$ LA_DBG:[170943] la_netpk:net_base:get:obj=[vehicle_niva_green8171]:(cse_alife_car):mode=[1]:tail(st)=[6]:<Info!>

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_string
[error]File : Xr_ini.cpp
[error]Line : 510
[error]Description : <no expression>
[error]Arguments : Can't find variable description in [bread_a]


stack trace:

0023:73F0463F xrCore.dll, xrDebug::fatal()
0023:77AE2D12 ntdll.dll, RtlRunOnceComplete()
0023:77AE0C5C ntdll.dll, RtlAllocateHeap()
0023:77AE06D3 ntdll.dll, RtlAllocateHeap()
0023:7137D076 xrGame.dll, CDialogHolder::operator=()
0023:7293A72D MSVCR120.dll, _ValidateRead()
0023:729505F6 MSVCR120.dll, _unDNameEx()
0023:72950635 MSVCR120.dll, _unDNameEx()
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby vintar » Mon Sep 22, 2014 9:35 pm

It seems you have an object in inventory which has the section name "bread_a". this is the base bread section and should not be in your inventory. Dez and I checked the files and all.spawn and it does not exist to be picked up. Did you maybe spawn yourself some bread in the cheat menu? Temp fix would be to drop all your bread before opening the safe.
a bit of this and a lot of that
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby dez » Mon Sep 22, 2014 9:42 pm

or drop them on an other level, and go back to radar
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Re: Game Locks Up at Nomad's Safe when Open Button is Presse

Postby bulletbelch » Tue Sep 23, 2014 5:38 am

Dropped the bread and the safe opened. Thank you.
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