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How do I stop Controllers from crashing my game?


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I appreciate the AMK team's intention to add more mutant encounters in the Zone, but one thing that's constantly caused crashes to desktop or computer freezing for me is when Controllers appear with hordes of mutants running around them. Maybe the testers of the AMK mod all had quad-core CPUs or the like, but for some reason whenever Controllers with their mutant hordes running in circles appear, either I have to kill the controller extremely fast or my computer always crashes from the burden of calculating so many paths for the mutants.

 

My computer's not a pile of junk; it's got 2 GB of RAM, a dual-core 3.0 GHz CPU for each, and a GeForce 9800 GT from EVGA. I also just downloaded the new drivers for my graphics card, so that's not an issue.

 

Given my limited coding knowledge, I can only see two ways I can hot-fix this problem--either delete or disable the code that causes mutants to run in circles around Controllers (and causes the pathing problems to build up until my computer crashes), or to completely stop Controllers from spawning randomly in levels. The second option is not one I want, because I find it actually kind of fun to find where a Controller is before they fry my brains just by being near them.

 

Can anyone tell me how to hot-fix this very annoying problem?

 

Добавлено через 345 мин.:

Okay, here's a sample of the ugly code that results from Controllers having mutants race around them.

 

***FATAL***: Too many lmap-textures (limit: 8 textures or 32M).
        Reduce pixel density (worse) or use more vertex lighting (better).
* phase time: 304 ms
* phase cmem: 323310 K
CLIENT: Synchronizing...
* phase time: 12 ms
* phase cmem: 323310 K
* [win32]: free[1380576 K], reserved[93612 K], committed[622900 K]
* [ D3D ]: textures[69602 K]
* [x-ray]: crt heap[323310 K], process heap[187718 K], game lua[22412 K], engine lua[233 K], render[0 K]
* [x-ray]: economy: strings[4684 K], smem[28222 K]
! Missing ogg-comment, file:  c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\anomaly\amk_electra.ogg
! Missing ogg-comment, file:  c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_0.ogg
! Missing ogg-comment, file:  c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_1.ogg
! Missing ogg-comment, file:  c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_2.ogg
! Missing ogg-comment, file:  c:\program files\thq\s.t.a.l.k.e.r. - shadow of chernobyl\gamedata\sounds\weapons\tm_val_shot_3.ogg
* MEMORY USAGE: 254660 K
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! Cannot build GAME path! (object dog_weak37979)
! CURRENT LEVEL : l08_yantar
! CURRENT game point position : [27.540794][0.034492][21.364105]
! TARGET LEVEL : l02_garbage
! TARGET  game point position : [175.975433][-0.355644][54.132923]
! Target point mask [2][0][0][0]
! Object masks (1) :
!   [255][0][255][255]
! DetailPathManager has failed : from [44.799988,0.004770,7.699982] to [50.399994,0.692432,12.600006]
! DetailPathManager has failed : from [50.399994,0.692432,12.600006] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [44.799988,0.017557,16.799988] to [50.399994,0.692432,12.600006]
! DetailPathManager has failed : from [51.099976,0.639923,12.600006] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [51.799988,0.353168,12.600006] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [48.299988,0.353168,11.899994] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [44.099976,0.004770,7.000000] to [70.000000,0.816633,20.299988]

FATAL ERROR

[error]Expression    : assertion failed
[error]Function      : CSafeFixedRotationState::create
[error]File          : e:\stalker\patch_1_0004\xr_3da\xrgame\phvalidevalues.h
[error]Line          : 81
[error]Description   : dBodyStateValide(b)


stack trace:

 

I know that there must be a way around this. Can someone please point it out to me?

DetailPathManager has failed : from [44.799988,0.004770,7.699982] to [50.399994,0.692432,12.600006]
! DetailPathManager has failed : from [50.399994,0.692432,12.600006] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [44.799988,0.017557,16.799988] to [50.399994,0.692432,12.600006]
! DetailPathManager has failed : from [51.099976,0.639923,12.600006] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [51.799988,0.353168,12.600006] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [48.299988,0.353168,11.899994] to [46.199982,0.286503,9.100006]
! DetailPathManager has failed : from [44.099976,0.004770,7.000000] to [70.000000,0.816633,20.299988]

I search about this problem and and i found what causing this: "An NPC or mutant was switched online in a bad place, and there is no possible connection path to the destination. STALKER uses a grid network of squares with connections to adjoining squares, but some squares are isolated. Examples: behind rocks on the edge of a map, or on a different elevation than the destination." and solution was reload previous save. Also i found that problem are common. Dunno about how fix this because when you load its crashed again, my advice take that bastard controlled down really fast :)

Some people having also problem with controller zombification, it can be turned off by script.

 

Sorry for my bad english.

Okay, for the Russian readers who may be reading this, let me make this easier for you:

 

Simple English version:

 

Controllers are a very large, and very common, problem with AMK 1.4. They have code that makes many mutants run in circles around them. This is very hard work on the game engine, and often causes a crash because the game engine cannot create paths for the mutants that run around Controllers fast enough. If there is any way to disable this code that causes mutants to run around them, I would be happy to hear it.

 

I do not know why this code was put in. Did the beta testers of AMK 1.4 have very powerful computers? My computer only has a Dual Core 3.0 Ghz CPU and a GeForce 9800GT (it's not the best, but not a pile of junk either).

 

dutikov,

 

Thanks for your info. Do you think you could tell the Russian AMK forums about this? There must be a way to disable this code. Yes, I did indeed find a way to snipe the Controllers before they (and their mutant hordes) got close enough to crash my computer, but this isn't always possible. This was because they were inside the walled compound at Yantar and I couldn't get a clear shot because of the walls blocking my view. I had to wait until the A-Life engine moved them outside the walls so I could snipe them.

 

Controller zombification hasn't been much of a problem for me, except for once at the Army Warehouses (near the entrance to the Red Forest) where the Freedom Members who got zombified and wounded on the ground didn't go back to friendly after killing the Controller there.

 

Any help would be most appreciated.

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