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Don Reba, please forward the contents of this thread to GSC

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  07:27:31  26 August 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
08/26/2007 20:02:37
Messages: 1666
Don Reba, please forward the contents of this thread to GSC

Bugs (still) present in the Official Patch v1.0004 for S.T.A.L.K.E.R.:

* Upon entering the 100 Rads Bar in the Rostok, the bouncer by the entrance constantly repeats "I said come in, don't stand there" when the player is standing within 5 meters of him. It is very annoying, so I would be appreciative if the amount of time it takes for him to repeat it were greatly reduced, or even better, just have him only say it once each time the player enters the bar.

* In menus where there is a scroll-bar (when for example placing items into your stash, or taking them out), the scroll bar flips to the top after one double-click. This is extremely annoying if you have lots of loot in the bottom: You need to grab the scroll bar each time and scroll down again, which is nerve-recking. Also, the scroll bar itself doesn't function very well....

* .... Because when you grab it, you only need to go 1cm to the side of the bar for it to stop scrolling. Like this:

Here it is still moving..
http://img110.imageshack.us/img110/1759/ssarne051307193610l02gakt5.jpg

Here it has stopped moving..
http://img110.imageshack.us/img110/1175/ssarne051307193614l02gakl5.jpg

* New Mercenaries spawn every single time after I have left and re-entered the Wild Zone in the Bar Area. It doesn't matter whether I re-enter immediately or after 2 weeks; they always spawn at the same places each time, and in quite large amounts. This is very annoying if you have to make multiple journeys there, when for example looting. It is also unrealistic, and takes away from the immersion quite a lot. I also somehow have a feeling that this "bug" isn't only limited to that particular area. Please do something about this, preferably making the respawning of NPCs be independent of whether or not the player has exited the area, and only have it rely on the respawn timer.

* The repetition of certain lines of speech extends far beyond just the bouncer mentioned first in this post. Please fix this, as it's very immersion-breaking to hear "get out of here stalker, we don't let just any loser go through", "get out of here stalker, we don't let just any loser go through", "get out of here stalker, we don't let just any loser go through", etc. etc. again and again. (This particular line of speech gets repeated by the Duty Soldiers in front of the gate to the Bar Area in the Garbage Area)

* Sometimes NPC's block doorways, and if they do not move, there is nothing you can do about it except shoot them (which you shouldn't have to do to get them to move), or reload a previous savegame because you cannot push the NPC even the slightest bit by walking against him in S.T.A.L.K.E.R. A good example of this is the ecologist in the green suit at the Yantar bunker: I have not once gotten in the bunker without having him block the innermost door. I'm always forced to load a savegame to get him to realize that all the Zombies have been dealt with! (he's always in a crouching position with his gun pointed outside, usually through the door, so I'm assuming he still thinks there are hostiles in the area)

* When trying to sneak, you are detected by the enemy. You then try to load a savegame where you have not yet been detected, but your enemy/enemies will act as if he/they have seen you! Even though you just loaded a save where they have not yet done so! For the record, this bug is still present in patch v1.0004.

* Some monsters show up as being "friendly" after having killed them.

* Enemies sometimes shoot through walls.

* In some maps, there are farmhouses which have ladders you can climb to reach the top floor of the farm house. Going up is not a problem, but sometimes there is a wooden ledge blocking admission to the ladder when trying to get down. The player then needs to jump out of the farmhouse, and sometimes even this doesn't work. Please fix this collision bug.

* A small spelling error spotted in the "Duty Illusion" Local Folklore diary entry: In one part of the entry there is written: "...that'll be the end of me" I though, even though it should be thought with a "t" in the end. See image below.

[link]http://img291.imageshack.us/img291/3552/spellingerrorhy4.jpg[/link]

* The hand model for the SPAS-12 shotgun is flawed, where the hand is suffering from a lack of smoothing and the wrist seems to have a spline-based issue. (taken from another person's post)

http://img407.imageshack.us/img407/9479/34533340os2.jpg
http://img407.imageshack.us/img407/2260/40140440fg8.jpg
http://img407.imageshack.us/img407/1726/81535067xi2.jpg

* Zombies still run away from grenades, even after applying patch v1.0004! To test this, go to Yantar and throw a grenade near the batch of Zombies residing near the helicopter. See them running away? I do.

* Upon entry to Yantar, a random mission of "Destroy the Zombie" often pops up. This mission is given by Voronin.

* Upon entry to Yantar, a random mission of "Wipe out the Snork camp" often pops up. This mission is given by the trader ecologist in the bunker.

* Reputation randomly goes to "Terrible", even when actions warranting such a status have not been undergone.

* When having nightvision enabled, picking up another type of armor results in the nightvision being turned off.

* When having nightvision enabled and entering a new area, it no longer activated after changing to the new area.

* The green map markers for the following places won't go away after completing their coinciding missions:


- Lab X-16

- The Bandit base in Cordon

- The Duty base in Rostok (bring the Bulldog 6 from the village)

* PAY SPECIAL ATTENTION TO THIS BUG! IT DESCRIBES A BROKEN MISSION! Poker is still nowhere to be found. I had a savegame at the Bar, when I updated my game from v1.0003 to v1.0004. I then walked into the Duty base in Rostok, to undertake the Poker mission from General Voronin, and went to the Dark Valley where Poker was supposed to be located. Well, I slaughtered the entire bandit base, triple-checked every location, even shot my gun empty to make noise and attract attention from enemies, but Poker was nowhere to be found. Also, when I clicked on the button in my PDA which normally shows the part of the map where the mission related NPC's are located, it pointed me towards Agroprom. What the heck? So I went to Agroprom, and guess what? Poker wasn't there! Once again, I triple-checked every location, including the underground.

* PAY SPECIAL ATTENTION TO THIS BUG! IT DESCRIBES A BROKEN MISSION! I was doing a few quests at Agroprom, one of which was a 'bandit elimination' quest, and the other one was a 'defend the camp against bandits' quest, both of which I had received from the Barkeep. So, anyway, I did the quests, and then proceeded into the Agroprom underground tunnels to pursue my journey of meeting the Doctor. Once I got underground, I got a message "destroy the bandits at Agroprom", which was a mission for Sidrocovich. Well, after I had dealt with everything underground, I went back up only to find that I was unable to complete the quest because all the bandits were already taken care of (since I had just done the same quest for the Barkeep)... Please make it so that the undertaking of a quest like this is only possible after the game has checked that a sufficient amount of killable NPCs exist in the game world. Also, I have found this particular bug to be present even if I have not undertaken the "eliminate the bandit camp" quest from the Barkeep!

* PAY SPECIAL ATTENTION TO THIS BUG! IT DESCRIBES A BROKEN MISSION! Upon entry to the Army Warehouses, a random mission of "defend the border" pops up, but this in itself isn't a bug. What is however a bug, is that the mission is broken (it cannot be completed). Killing all the mutants fails to trigger a "mission complete" notice... Nothing happens.

* When hugging the wall near the first trader's layer, this is what happens at a particular spot:

Normal: http://img122.imageshack.us/img122/4417/normaley1.jpg
Bugged: http://img512.imageshack.us/img512/7676/wtfri6.jpg

* There are numerous spelling errors in the PDA entries. Here's an example: http://img516.imageshack.us/img516/3373/ssarne060507181335l02gauk8.jpg

The "c" in "controller" is circled because it should be a capital letter ("C" ) like all the rest of the mutant names.

* When shooting a hanging corpse..... Well, see for yourself: http://img513.imageshack.us/img513/5230/wtfoq6.jpg

This can also be replicated in the case of wooden planks blocking admission into a room (in for example a house in the newbies' camp) by walking against them. (For example, the room in the noob village at the Cordon)

* The "Doctor" has a few spikes of skin coming out of his finger in the cutscene at Strelok's stash, and no, those are NOT graphical artifacts. Nowhere else does it do that in the game, and it's done that everytime I've played that spot. Others have confirmed this bug.

* Bodies sometimes suddenly disappear, but they can still be searched by pressing "E". They momentarily becomes invisible, but when they are searched, they become visible again.

*A small typo in the dialogue you can go through with Cap at the Border in the Army Warehouse area: http://img444.imageshack.us/img444/1873/typome5.jpg

* The M203 grenade launcher says in its description that it can be attached to the GP 37 assault rifle, but it can't. Here's a pic:

http://img257.imageshack.us/img257/6174/ssarne062407144322l05bahv8.jpg

When you left-click on the M203, the only option it gives you with a GP 37 in your rifle slot is "drop".

* Grass shadows no longer work after installing patch v1.0004. (I'm assuming this is a bug since it wasn't included in the release notes for the patch)

* Reward for the "Kill the snitch" quest received from Freedom is incorrect. Quest giver will say that he will give you Black Kite, but you receive some other pistol instead. (taken from another person's post)

* The game's graphics become darker when loading savegame. It seems patch v1.0004 has introduced some sort of automated vid_restart implementation each time a savegame is loaded from the main menu, but the problem is, when the screen obtains a dark tint for the duration of the rendering restart, it stays that way, and makes objects like yellow med-kits in the inventory look strange. The effect can't be illustrated via screenshots, but anyone who's experienced this will surely know what I'm talking about.

* The "Shell" artifact is wrongly named "Battery" in the game. The actual Battery artifact constitutes a reduction in shock damage, while the "Shell Battery" constitutes a reduction in burn damage.

* There are at least two more Pripyat crashes present in patch v1.0004, according to the member "bardak" in this thread: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=9147&page=3&sec_id=17


---QUOTATION---
1) Fix for crash/save in Pripyat. Yes, 1.0004 fixes one crash in Pripyat, but there are at least two.
---END QUOTATION---




Bugs that were present in v1.0003, which I have not yet tested for with v1.0004


* Bugged light in the wall next to the doorman's/bouncer's station in the Bar. I don't really know how to explain this, so you'd better take a look at the screenshots below:

Normal:
http://img257.imageshack.us/img257/5359/normalkl7.jpg

Bugged:
http://img257.imageshack.us/img257/5093/buggedry0.jpg

* When a muffler/silencer is attached to a pistol, the game does not recognize that the pistol now takes up one more slot: http://img444.imageshack.us/img444/1781/silencerslotlb6.jpg

* Decals start glitching when player moves away from them:

Close: http://img337.imageshack.us/img337/359/96612002vq5.jpg
Further: http://img337.imageshack.us/img337/6398/89973207by6.jpg
Even further: http://img337.imageshack.us/img337/3710/84686332hl1.jpg

* A duty soldier at the barricade in the Bar Area was inside a wall... Here's a picture, notice the gun barrel sticking out.

http://img507.imageshack.us/img507/7729/dutybarricadeguyinwallri4.jpg

* Light bugs, lots of them, especially in the Bar Area. See the pics below:

Bugged versions:
http://img507.imageshack.us/img507/9343/dutybarricadelightbug1oq0.jpg
http://img340.imageshack.us/img340/4830/dutybarricadelightbug2jc6.jpg
http://img512.imageshack.us/img512/6310/littleroomlightbuglp9.jpg

Non-bugged ones:
http://img340.imageshack.us/img340/1303/dutybarricadenolightbugux6.jpg
http://img512.imageshack.us/img512/3770/littleroomnolightbuglw9.jpg

The weird thing is, the spots occupied by the bugged light beams are usually the spots occupied by NPCs wearing head-lights in the night, and during night-time, there are no bugged light-beams as can be seen from the images I posted. Coincidence? I doubt it...

Just to be clear on this, all of these bugs are still present in patch v1.0004. The only ones I'm not sure about are the ones under "Bugs that were present in v1.0003, which I have not yet tested for with v1.0004".
  02:19:52  29 August 2007
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zma1013
(Senior)
 
On forum: 04/01/2007
Messages: 107
You should post this at the very top thread that is a sticky. The one that says post 1.0004 problems here. Alot of that stuff is still broken, and if the scientist at Yantar says "Hello, Hello" one more time I'm going to F%@#ING jump off a cliff.
  17:15:34  29 August 2007
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Silentwolf
Senior Resident
 

 
On forum: 05/21/2007
Messages: 189
I don't really think it matters where he posts it, These problems have been beat to death on this forum by everyone. They have not addressed them thus far, they are now working on a new game...I wouldn't hold my breath. All these problems have basically been solved by the community through mods, textures and sounds and fixed the game, But then 1.0004, Broke the fixes. (Guess they got upset that novice programmers could actually do a better job than themselves)and the ones who say I'm not using a mod... Well if you like errors, and listening to those guys repeat themselves, looking at that ugly hand textures or dealing with broken quests, then more power to ya.
  00:16:22  30 August 2007
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Xandros
Love the lot of you
(Resident)

 

 
On forum: 04/09/2007
Messages: 378
I'll add to that list, one small thing which I find bloody annoying.

The PDA diary entries. When you click on the encyclopaedia (for example), and read the entries, they go from green "unread" status to white "read" status. It makes it quite easy to follow them after a long game. Upon closing the PDA, when you reopen it you can thus see which ones you've read and which new ones you've got.

However, the problem is that the diary sections is broken. They do indeed go from green to white when you read them, but once you close the PDA, and reopen it again another time, every single diary entry you might have read will have gone back to green again.
  08:05:20  30 August 2007
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Otter
wants a pet pesudodog.
(Resident)

 

 
On forum: 06/08/2007
 

Message edited by:
Otter
08/30/2007 8:16:32
Messages: 370
Some mutants appear friendly because they actually don't have an attitude setting, and therefore inhereit this property from whatever was last in that right-hand window. So, if you talk to a friendly npc, and then go search a mutant, it'll be friendly. In fact, they'll all be freindly until you talk to a neutral npc or loot an enemy's body.

If you load a game fresh and search a mutant's body before talking to or searching an npc, it won't have an attitude at all.

The spaces where everything disappears is probably some kind of anti-portal, ot us eUnreal terminology. A barrier used to tell the game when it doesn't have to worry about the other room. Hit it from the right angle and it's doing what it's supposed to do, which is not render anything beyond it, in order to help performance. It's really only that noticeable if you're trying to find just the right angle on it. If you just walk down the stairway it's easy to miss.

I kinda' figured the broken english was charming. Besides, it's Russia, can't expect every stalker writing those things (since you pick the messages up off of dead Stalkers) to know perfect English...

The little seams here and there, like the one under the light there, can be annoying, but most of the time you've gotta' go looking for them.

There're mods that fix a large majority of what you posted, though, so it's not that big a deal.
  21:43:38  12 September 2007
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eRa`
(Senior)
 
On forum: 05/02/2007
 

Message edited by:
eRa`
09/13/2007 20:32:32
Messages: 92
I'd ike to add another "fixed Bug". When entering the military warhouse area for the first you see a group of Freedom people getting shot by some Duty guys. The Duty guys spawn every single time I re-enter the area, gather by the corpses of the Freedom guys (these stay dead) and run up the hill to their little outpost. Killing them does help of course.
This should be fixed with 10004, but it isn't.
  12:24:31  22 September 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
 

Message edited by:
Decane
09/22/2007 12:25:00
Messages: 1666
LATEST VERSION OF BUG LIST!!! (as of 22.9.2007)

Bugs (still) present in the Official Patch v1.0004 for S.T.A.L.K.E.R.:

* Upon entering the 100 Rads Bar in the Rostok, the bouncer by the entrance constantly repeats "I said come in, don't stand there" when the player is standing within 5 meters of him. It is very annoying, so I would be appreciative if the amount of time it takes for him to repeat it were greatly reduced, or even better, just have him only say it once each time the player enters the bar.

* The player becomes an enemy to everybody if he/she kills a stalker from a hostile faction in the Bar location.

* In menus where there is a scroll-bar (when for example placing items into your stash, or taking them out), the scroll bar flips to the top after one double-click. This is extremely annoying if you have lots of loot in the bottom: You need to grab the scroll bar each time and scroll down again, which is nerve-recking. Also, the scroll bar itself doesn't function very well....

* .... Because when you grab it, you only need to go 1cm to the side of the bar for it to stop scrolling. Like this:

Here it is still moving..
http://img110.imageshack.us/img110/1759/ssarne051307193610l02gakt5.jpg

Here it has stopped moving..
http://img110.imageshack.us/img110/1175/ssarne051307193614l02gakl5.jpg

* New Mercenaries spawn every single time after I have left and re-entered the Wild Zone in the Bar Area. It doesn't matter whether I re-enter immediately or after 2 weeks; they always spawn at the same places each time, and in quite large amounts. This is very annoying if you have to make multiple journeys there, when for example looting. It is also unrealistic, and takes away from the immersion quite a lot. I also somehow have a feeling that this "bug" isn't only limited to that particular area. Please do something about this, preferably making the respawning of NPCs be independent of whether or not the player has exited the area, and only have it rely on the respawn timer.

* The repetition of certain lines of speech extends far beyond just the bouncer mentioned first in this post. Please fix this, as it's very immersion-breaking to hear "get out of here stalker, we don't let just any loser go through", "get out of here stalker, we don't let just any loser go through", "get out of here stalker, we don't let just any loser go through", etc. etc. again and again. (This particular line of speech gets repeated by the Duty Soldiers in front of the gate to the Bar Area in the Garbage Area)

* Sometimes NPC's block doorways, and if they do not move, there is nothing you can do about it except shoot them (which you shouldn't have to do to get them to move), or reload a previous savegame because you cannot push the NPC even the slightest bit by walking against him in S.T.A.L.K.E.R. A good example of this is the ecologist in the green suit at the Yantar bunker: I have not once gotten in the bunker without having him block the innermost door. I'm always forced to load a savegame to get him to realize that all the Zombies have been dealt with! (he's always in a crouching position with his gun pointed outside, usually through the door, so I'm assuming he still thinks there are hostiles in the area)

* When trying to sneak, you are detected by the enemy. You then try to load a savegame where you have not yet been detected, but your enemy/enemies will act as if he/they have seen you! Even though you just loaded a save where they have not yet done so! For the record, this bug is still present in patch v1.0004.

* Some monsters show up as being "friendly" after having killed them.

* Enemies sometimes shoot through walls.

* In some maps, there are farmhouses which have ladders you can climb to reach the top floor of the farm house. Going up is not a problem, but sometimes there is a wooden ledge blocking admission to the ladder when trying to get down. The player then needs to jump out of the farmhouse, and sometimes even this doesn't work. Please fix this collision bug.

* The dialog with Bes at the Garbage after repelling the bandit raid is borked: http://img167.imageshack.us/img167/7938/ssrobertas010106034157lru5.jpg

* A small spelling error spotted in the "Duty Illusion" Local Folklore diary entry: In one part of the entry there is written: "...that'll be the end of me I though...", even though it should be "thought" with a "t" in the end. See image below.

[link]http://img291.imageshack.us/img291/3552/spellingerrorhy4.jpg[/link]

* The hand model for the SPAS-12 shotgun is flawed, where the hand is suffering from a lack of smoothing and the wrist seems to have a spline-based issue. (taken from another person's post)

http://img407.imageshack.us/img407/9479/34533340os2.jpg
http://img407.imageshack.us/img407/2260/40140440fg8.jpg
http://img407.imageshack.us/img407/1726/81535067xi2.jpg

* Zombies still run away from grenades, even after applying patch v1.0004! To test this, go to Yantar and throw a grenade near the batch of Zombies residing near the helicopter. See them running away? I do.

* Upon entry to Yantar, a random mission of "Destroy the Zombie" often pops up. This mission is given by Voronin.

* Upon entry to Yantar, a random mission of "Wipe out the Snork camp" often pops up. This mission is given by the trader ecologist in the bunker.

* When you click on the encyclopedia in your PDA, and read the entries, they go from green "unread" status to white "read" status. However, when you save and reload, the entries are green again! The game does not remember that they have been read.

* Reputation randomly goes to "Terrible", even when actions warranting such a status have not been undergone.

* When having nightvision enabled, picking up another type of armor results in the nightvision being turned off.

* When having nightvision enabled and entering a new area, it no longer activated after changing to the new area.

* The green map markers for the following places won't go away after completing their coinciding missions:


- Lab X-16

- The Bandit base in Cordon

- The Duty base in Rostok (bring the Bulldog 6 from the village)

* PAY SPECIAL ATTENTION TO THIS BUG! IT DESCRIBES A BROKEN MISSION! Poker is still nowhere to be found. I had a savegame at the Bar, when I updated my game from v1.0003 to v1.0004. I then walked into the Duty base in Rostok, to undertake the Poker mission from General Voronin, and went to the Dark Valley where Poker was supposed to be located. Well, I slaughtered the entire bandit base, triple-checked every location, even shot my gun empty to make noise and attract attention from enemies, but Poker was nowhere to be found. Also, when I clicked on the button in my PDA which normally shows the part of the map where the mission related NPC's are located, it pointed me towards Agroprom. What the heck? So I went to Agroprom, and guess what? Poker wasn't there! Once again, I triple-checked every location, including the underground.

* PAY SPECIAL ATTENTION TO THIS BUG! IT DESCRIBES A BROKEN MISSION! I was doing a few quests at Agroprom, one of which was a 'bandit elimination' quest, and the other one was a 'defend the camp against bandits' quest, both of which I had received from the Barkeep. So, anyway, I did the quests, and then proceeded into the Agroprom underground tunnels to pursue my journey of meeting the Doctor. Once I got underground, I got a message "destroy the bandits at Agroprom", which was a mission for Sidrocovich. Well, after I had dealt with everything underground, I went back up only to find that I was unable to complete the quest because all the bandits were already taken care of (since I had just done the same quest for the Barkeep)... Please make it so that the undertaking of a quest like this is only possible after the game has checked that a sufficient amount of killable NPCs exist in the game world. Also, I have found this particular bug to be present even if I have not undertaken the "eliminate the bandit camp" quest from the Barkeep!

* PAY SPECIAL ATTENTION TO THIS BUG! IT DESCRIBES A BROKEN MISSION! Upon entry to the Army Warehouses, a random mission of "defend the border" pops up, but this in itself isn't a bug. What is however a bug, is that the mission is broken (it cannot be completed). Killing all the mutants fails to trigger a "mission complete" notice... Nothing happens.

* When hugging the wall near the first trader's layer, this is what happens at a particular spot:

Normal: http://img122.imageshack.us/img122/4417/normaley1.jpg
Bugged: http://img512.imageshack.us/img512/7676/wtfri6.jpg

* There are numerous spelling errors in the PDA entries. Here's an example: http://img516.imageshack.us/img516/3373/ssarne060507181335l02gauk8.jpg

The "c" in "controller" is circled because it should be a capital letter ("C" ) like all the rest of the mutant names.

* The map of the Wild Territory in Rostok gets cut off towards the edge nearest to the Bar when approaching the exit.

* When shooting a hanging corpse..... Well, see for yourself: http://img513.imageshack.us/img513/5230/wtfoq6.jpg

This can also be replicated in the case of wooden planks blocking admission into a room (in for example a house in the newbies' camp) by walking against them. (For example, the room in the noob village at the Cordon)

* The "Doctor" has a few polygon spikes coming out of his finger in the cutscene at Strelok's stash, and no, those are NOT graphical artifacts. Nowhere else does it do that in the game, and it's done that every time I've played that spot. Others have confirmed this bug.

* Patch v1.0004 has introduced some very strange spawn issues. Today I did the quest to save Professor Kruglov in the Wild Terrirory, and on my way back to the bar (still in Wild Territory), I came across a group of Duty soldiers. Okay, nothing wrong with that, but... When approaching the exit of Wild Territory which leads to the bar area, a huge pack of assorted mutants suddenly spawned out of nowhere. There were dogs, pseudodogs, snorks, bloodsuckers and rats in the pack of mutants, and I'm telling you, that was one huge pack! I'm talking over 30 creatures! This has never happened before with patches v1.0001 or v1.0003. Another time, I encountered a pack of about 15 dogs which spawned right behind me when I entered Garbage via the Dark Valley.

* Random "Defend the camp" and "Destroy the bandit camp" missions still pop up upon entry to the Garbage. Also Wild Territory now suffers from a random "Eliminate the bandits and mercs" mission. Seriously, either remove the random pop-up missions altogether, or make it so that you can receive the reward from someone nearby, for example one of the stalkers at the warehouse in the Garbage, which you usually have to defend. It's annoying beyond belief to have to travel all the way back to the Cordon just to receive 1000RU for some random mission you didn't even voluntarily undertake.

* Bodies sometimes suddenly disappear, but they can still be searched by pressing "E". They momentarily become invisible, but when they are searched, they become visible again.

*A small typo in the dialog you can go through with Cap at the Border in the Army Warehouse area: http://img444.imageshack.us/img444/1873/typome5.jpg

* The M203 grenade launcher says in its description that it can be attached to the GP 37 assault rifle, but it can't. Here's a pic: http://img257.imageshack.us/img257/6174/ssarne062407144322l05bahv8.jpg

When you left-click on the M203, the only option it gives you with a GP 37 in your rifle slot is "drop".

* Grass shadows no longer work after installing patch v1.0004. (I'm assuming this is a bug since it wasn't included in the release notes for the patch)

* The reward for the "Kill the snitch" quest received from Freedom is incorrect. The quest giver will say that he will give you Black Kite, but you receive some other pistol instead. (taken from another person's post)

* The "Shell" artifact is wrongly named "Battery" in the game. The actual Battery artifact constitutes a reduction in shock damage, while the "Shell Battery" constitutes a reduction in burn damage.

* A duty soldier at the barricade in the Bar Area was inside a wall... Here's a picture, notice the gun barrel sticking out: http://img507.imageshack.us/img507/7729/dutybarricadeguyinwallri4.jpg

* There are at least two more Pripyat crashes present in patch v1.0004, according to the member "bardak" in this thread: http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=9147&page=3&sec_id=17

"1) Fix for crash/save in Pripyat. Yes, 1.0004 fixes one crash in Pripyat, but there are at least two others."

* Take a look what happens as I walk towards the static blood decal in the ditch before the Duty barricade at Rostok (Bar area):

Far away and everything's swell...
http://img169.imageshack.us/img169/8539/ssarne060807181545l05balu8.jpg

Closer and... Hey, what the heck is that?
http://img261.imageshack.us/img261/7620/ssarne060807181549l05bagn0.jpg

Oh so that's how it's gonna be...
http://img526.imageshack.us/img526/6987/ssarne060807181553l05bazm8.jpg

* Decals start glitching when player moves away from them:

Close: http://img337.imageshack.us/img337/359/96612002vq5.jpg
Further: http://img337.imageshack.us/img337/6398/89973207by6.jpg
Even further: http://img337.imageshack.us/img337/3710/84686332hl1.jpg

* Light bugs, lots of them, especially in the Bar Area. See the pics below:

Bugged versions:
http://img507.imageshack.us/img507/9343/dutybarricadelightbug1oq0.jpg
http://img340.imageshack.us/img340/4830/dutybarricadelightbug2jc6.jpg
http://img512.imageshack.us/img512/6310/littleroomlightbuglp9.jpg

Non-bugged ones:
http://img340.imageshack.us/img340/1303/dutybarricadenolightbugux6.jpg
http://img512.imageshack.us/img512/3770/littleroomnolightbuglw9.jpg

The weird thing is, the spots occupied by the bugged light beams are usually the spots occupied by NPCs wearing head-lights in the night, and during night-time, there are no bugged light-beams as can be seen from the images I posted. Coincidence? I doubt it...

* Bugged light in the wall next to the doorman's/bouncer's station in the Bar. I don't really know how to explain this, so you'd better take a look at the screenshots below:

Normal:
http://img257.imageshack.us/img257/5359/normalkl7.jpg

Bugged:
http://img257.imageshack.us/img257/5093/buggedry0.jpg

* When a muffler/silencer is attached to a pistol, the game does not recognize that the pistol now takes up one more slot: http://img444.imageshack.us/img444/1781/silencerslotlb6.jpg


Just to be clear on this, all of these bugs are still present in patch v1.0004. Please consult the threads below for more bugs:

http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=9147&page=4&sec_id=17
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=11815&sec_id=14
  14:22:38  22 September 2007
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Xandros
Love the lot of you
(Resident)

 

 
On forum: 04/09/2007
 

Message edited by:
Xandros
09/22/2007 14:23:59
Messages: 378
Face it, GSC don't care about STALKER or us, they're only interested in making as much profit as possible from doing as little work as possible. None of this is going to get fixed... Its almost a lost cause now.
  14:31:43  22 September 2007
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Decane
Senior Resident
 

 
On forum: 04/04/2007
Messages: 1666

---QUOTATION---
Face it, GSC don't care about STALKER or us, they're only interested in making as much profit as possible from doing as little work as possible. None of this is going to get fixed... Its almost a lost cause now.
---END QUOTATION---


And you posted this because....? You like spamming, do you? FYI, Don Reba has e-mailed this list and the link to this thread, to GSC.
  15:46:56  22 September 2007
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Xandros
Love the lot of you
(Resident)

 

 
On forum: 04/09/2007
Messages: 378
Yea, no shit. Don's perhaps the only one around here who does care. And yet he doesn't work for GSC.

I'm just telling you now, you're wasting your time, just like I have been and everyone else is.

If you don't think I'm being productive then fine, just wait for 1.0006, and 1.0007 and so on and so fourth and see exactly how many of these bugs you've posted actually get fixed.
 
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