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Call Of Chernobyl Crash On New Game

  • delbert-ghee244et3
  • Aug 16, 2023
  • 9 min read


Although this is an official patch, it was recalled by the developers due to the extra bugs it caused. It should only be used to gain the optimal multiplayer experience from the game (most servers use v1.0006). Do NOT install this patch otherwise.This is the version that Steam and GOG come with.[7][8]


I do not know what causes this but as of 1.4.11 this mod feels essentially unplayable as I cannot go 5 minutes without the program dying. It doesn't CTD with an error log like the normal game did, for reasons unknown to me, instead it feels like the game just terminates itself. Kills its own process or whatever. I've tried fiddling around with the rendering as I usually just played in DirectX 9 Enhanced mode but I cranked it up to DX11 thinking perhaps this was my OS not liking older programs. What's the deal with this? Is there any way to fix this? This mod would be perfect without the around-the-clock random crashes without warning or explanation.




Call Of Chernobyl Crash On New Game




I am having the same issue as Pepe_Silvia. The game crashes and directs me to the log and all i can find is a Empty stack trace and only occasionally the stack trace is followed by a bit of data. I made a thread with a copy of my log result here: Moddb.com


I'm having a very odd problem, which always results in a CTD. It begun with the game crashing when I tried to kill a bloodsucker in outskirts, the game crashed the moment he died. It continued in Jupiter Underground with crashes every once in a while after killing a snork. Now the problem is consistent and every time I try to kill a pseudogiant in the Red Forest my game crashes. (The crash just started, and I hadn't fought any other beasties besides Monolith soldiers and zombies since I started the game, which was as a loner in the outskirts vine anomaly building spawn)


Hope this is a still active thread, and that there arn't any rules I don't know about that I'm breaking, but I'd like some kinda fix for the constant crashes. I'm seriously getting pissed off with this shit, I can barely do anything before the game decides it wants to crash. Get in a gun fight with every bandit in the entire world? Crash. Loot corpses? Crash. Just launched the game after the last crash and had to sell some shit to the fat guy again, cause you didn't save after doing business with him, and are getting around to the part where you finish the deal? You bet it's gonna crash.


I can't remember that many more, but I hope they sound familiar enough. It's been a long time since I played the game too, started a new game, and honestly I remember back then it didn't crash this often with the mods I've been using. Didn't add any new mods or anything either. I don't know if there's anything I gotta turn off anywhere, like I remember something about turning something off in sound to help keep crashes from happening at least consistantly within' a few minutes.


So I encountered a weird, persistent crashing issue in Zaton. The top half of Zaton is blocked by like a invisible wall of crash. If i try to go north in zaton, the game just closes. I have the Arsenal overhaul addon and the Outfit addon, but I don't think that would be an issue. Has anyone else had this issue?


This worked for me and it hasnt crashed once now thanks to this. Im not taking any responsibility if anything goes wrong. (even tho I dont know if anything could even go wrong but i dont know) So anyways: Hopefully this helps a few people run the game a bit smoother that are experiencing problems Goodluck.


My game starts to crash a lot when I installed the 1.4.22 patch for Call of Chernobyl. I was playing it on 1.4.12(I think) before installing the patch. And now when I want to start a new game it just crashes. I tried it without any mods but then it keeps on crashing. I thought(this is just me being an idiot) that by installing a mod it could help alleviate the problem but it just keeps on crashing anyway. I am not clueless as what to do. I might just have to wait the official release of 1.5 of Call of Chernobyl.


FATAL ERROR [error]Expression : I != levels().end()[error]Function : GameGraph::CHeader::level[error]File : e:\stalker\x-ray source\x-ray_callofchernobyl\src\xrgame\game_graph_inline.h[error]Line : 153[error]Description : there is no specified level in the game graph : 116 stack trace:0023:009237BA xrCore.dll, xrDebug::fail()0023:0E121A2B xrGame.dll, CDialogHolder::IgnorePause()


There is really no difference between a quicksave and a hardsave; they both utilize the engine function. Theoretically if there was a scripting error, the game would crash instantly on a quicksave because the game isn't paused but be silent while in the main menu. But that doesn't make the hardsaving more reliable, it would just cause unknown behavior and possibly further ruin saves or perhaps not even overwrite saves.


At what point does the crash happen, when you click new game in the main menu or click start in character creation? You should have a log even when you launch Anomaly, if there is nothing in the \appdata\logs folder then you might need to run the Anomaly launcher as Administrator.


Same here, won't start new game no matter what I do, but I do find this interesting: If you were to load up a save (which I had from my previous PC) it will start and load up just fine, but you can't traverse to any other part of the map except the part you loaded in (i.e load is in red forest, if you try to go to leave to say army warehouse or any other part the game crashes the same way.) Also I've tried anything mentioned here, but it doesn't work for me aswell.


S.T.A.L.K.E.R. takes place in an area called the Zone, which is based on the real-life Chernobyl Exclusion Zone and partly on the settings of the source material, Boris and Arkady Strugatsky's science fiction novella Roadside Picnic and Andrei Tarkovsky's film Stalker, as well as the latter's subsequent novelization by the original authors. The Zone encompasses roughly 30 square kilometers and features a slice of the Chernobyl area extending south from Chernobyl Nuclear Power Plant; geographical changes for artistic license include moving the city of Pripyat into this area (it is actually to the north-west of the power station), although the city itself is directly modeled on its real-life counterpart, albeit smaller in size, and features in-game recreations of many actual locations from the city.[1] The term Stalkers was also used for the scientists and engineers who explored the interior of the Chernobyl sarcophagus after its hasty construction in 1986.[2] In addition, the Zone is also a term used to refer to the 30 kilometer Exclusion Zone around the power plant.


Creatures within The Zone are vastly different from their real-world counterparts: dogs, boars, crows, and many more. Additionally, some areas contain mutated humans who have become affected by the so-called Brain Scorcher. Artificial intelligence of wildlife is highly developed and presents many realistic behaviors, such as fights over food and pack mentality, which can be observed in non-scripted events. The game engine was designed so that animal behavior is calculated even if the player is in a different part of the Zone.


The game opens with lightning striking a vehicle, causing it to crash. The player character is the sole survivor and wakes up in a local black-market trader's bunker. The player suffers from amnesia and has only two clues to his identity. The first is a tattoo of the acronym "S.T.A.L.K.E.R." and the second is a PDA, with the entry "Kill Strelok". Sidorovich, the trader, gives them the nickname "Marked One". The Marked One performs several tasks for Sidorovich as payment for saving his life. Through these missions and new contacts, the player discovers clues to Strelok's possible location. These bring them deeper into the Zone and provide more details about Strelok and his team. Along the way, the Marked One begins to have flashes of his lost memory.


Upon release, S.T.A.L.K.E.R. was criticized for having numerous bugs, especially when used with the then-recently released Windows Vista. IGN found the game "tended to stutter quite often, sometimes pausing for three or four seconds at regular intervals, which occurred on two different Windows XP computers at maximum visual quality," and some cases of game crashing glitches.[31] Another criticized aspect was the story, which to some reviewers was "incoherent"[28] and which PC Gamer stated "fails in the specific story of your character".[33]


- fixed incorrect syntax in task_manager for relation - fixed cost for Rat pie - fixed crash when trying to talk to wounded military on Pripyat - fixed the handling of white niva vehicle and the model itself - fixed the handling of lada cabrio and raf truck - fixed the VIP card dialogue in Bar (Duty arena) - fixed unresponsive zombies on Forest - cleaned out all stashes of unused items - fixed the few invincible monolith soldiers on Darkdolina - fixed rare error with xr_effects.script:2142: attempt to index local 'inv_box' (a nil value) - fixed bugs in sound engine - fix for xr_logic.script:42: attempt to index local 'stor' (a nil value) - fixed the tunned white niva (root bone was set too low, it could stuck to small rocks and debris easily) - fixed the remaining vibrating windows/glass surfaces on R1 (static lightning) render - fixed and finetuned water surface on r1 and r3 render - added back ammo tracers and bullet holes - fixed several sound files - fixed the unresponsive AI - fixed the not properly working 'hit sounds', 'death sounds' (and other sounds) so AI reacts even better - fixed the random crashes when using some of the 3rd party graphic overlays, like fps counters or Steam in-game panel - fixed shooting effector - fixed water which visible through the fog - fixed rain stripes on DX10/11 - fixed treasure manager (which gives stash info to player) - fixed some missing strings (text files) - fixed incorrect materials - fixed glows (they won't shine thru the walls) - fixed the black fences around Doc's house on Swamp level (wrong surface -> incorrect shadow) - fixed smoke particles - fixed the intro sound - fixed the missing mutant names (when player searches body) - fixed and finetuned xr_heli chopper scheme - fixed bugs in bind_car script for proper NPC detection when actor is behind a vehicle, or stays in it - fixed mutant cat-head item (was needed for a pda task, but the mutant never spawned it) - fixed the bandit scene on Garbage level - fixed translucent dynamic objects (windows, anomalies etc.) which visible through the fog - fixed the bug at the countryside blockpost, where army always attacked the player on returning from lost factory level - fixed a sidetask on construction site, which could fail due to a missing precondition - fixed a crash in cordon which happened if you talked to one of Petruha's men without taking the quest from Wolf - fixed a rare or random crash in the Pripyat Undergrounds level - fixed the sometimes unresponsive codedoor keypad in Pripyat Undergrounds level - fixed the ground detail bump textures, they were too grainy - added all missing hands models for all new suits - added all missing upgrades to all weapons and armors we had in LA - some mutants were fixed (papakarlo, civil zombie) - crosshair fix - grenade hud fix - task manager for sidetasks fixed - fixed random bugs in arena (Bar) - fixed sector and material problems in Agroprom level - fixed geometry bugs on Forest level - face culling fixup for details - many fixes for upgrades - fixed incorrect visual on actor when he drops his outfit - fixed repair in upgrade window - added highlighting of ammo and addons in trade window - made nightvision to turn off when outfit is out of outfitslot - fixed zoomin, zoomout, place a mark buttons in PDA map window - fixed incorrect reading of vectors in user.ltx - fixed wrong saving of ammo in weapon with grenade launcher - fixed rendering of translucent models (weapon hud) - aref geometry has shadows now - fixed hiding glows on r3 and r4 - cursor is now centered in all dialogs and menu - fixed crash when destroyable object is destroyed - moved thirst and hunger to engine from scripts - added values 'eat_thirst' and 'eat_phy_health' to eatable items - fixed full recovery hunger and thirst when using food - fixed incorrect particle positions in hud mode - fixed inertion, strafes, bobbing for detector - fixed 'satiety_restore_speed' - fixed campfires and torch on r3, r4 - disabled drawing relation for monsters and car in carbody wnd - set texture color for drag items - mark inventory items in inventory, trade wnd and carbody wnd as in builds - fixed message when torch is turned off - fixed the bridge on Darkdolina (columns arent passable from now) - fixed the uv error on the factory chimney in Cordon - added more, previously missing xml nodes - added a precondition to Petruha's men, so the game wont crash even if you don't talk to Wolf, they will send you to talk to him first - fixed the vibrating door in Darklab (Darkdolina underground) - fixed door in pripyat underground which was held back by zombies 2ff7e9595c


 
 
 

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