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fatal error pls help

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  20:53:11  22 April 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
fatal error pls help

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)


stack trace:

pls help
  22:18:14  22 April 2012
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DooMike
The Janitor
(Resident)

 

 
On forum: 01/31/2009
Messages: 415
There´s very little info in your post, regarding the hows whys and whats, but at least the info given is crutial:

It´s likely to be a abort() call.

Try this: Get a fixed g_script, like ZRPs, back up your old g_script and use the one in that mod: http://www.metacognix.com/stlkrsoc/

If the error persists, you may want to repost and include the 4-5 lines of text before the FATAL ERROR... and a little more info on what patch version, mod etc.

Good lcuk!
  01:18:54  23 April 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
Its a printf statement, and not an abort call, so its nothing to be overly worried about.
Abort is line 1112, so _g.script:1112 is something to be worried about.
  22:23:50  23 April 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97

---QUOTATION---
Its a printf statement, and not an abort call, so its nothing to be overly worried about.
Abort is line 1112, so _g.script:1112 is something to be worried about.
---END QUOTATION---



what do you mean but i think the problem is that i spawned lots of npcs in pripyat but whiout logic and smart terrain
pach 1.0006
  23:22:46  23 April 2012
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
Messages: 6349
Eh, what a place to add more npc`s.....
  23:24:37  23 April 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
...Considering how unstable Pripyat is normally...
  23:27:07  23 April 2012
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349

---QUOTATION---
...Considering how unstable Pripyat is normally...
---END QUOTATION---



Yes exactly
  21:38:35  24 April 2012
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DooMike
The Janitor
(Resident)

 

 
On forum: 01/31/2009
Messages: 415
emphaticbg wrote:


---QUOTATION---
fatal error pls help

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\script_engine.cpp
[error]Line : 73
[error]Description : <no expression>
[error]Arguments : LUA error: ....r. - shadow of chernobyl\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)


stack trace:
---END QUOTATION---



fluffy22 wrote:


---QUOTATION---
Its a printf statement, and not an abort call, so its nothing to be overly worried about.
Abort is line 1112, so _g.script:1112 is something to be worried about.
---END QUOTATION---



NatVac/ZRP writes:


---QUOTATION---
8 Bad argument #2 to 'format'
Symptom FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : D:\xray-svn\xr_3da\xrGame\script_engine.cpp
[error]Line : 74
[error]Description : <no expression>
[error]Arguments : LUA error: e:\stalker\gamedata\scripts\_g.script:20: bad argument #2 to 'format' (string expected, got no value)


stack trace:
Cause The usual cause of this error is the vanilla abort() function, which deliberately crashes the game with an error. But the function is usually called because there was a serious error -- the wrong error is being reported. This error will not normally occur with the ZRP. If it does occur, see the text just above the "FATAL ERROR" data in the log file.
Treatment Get the ZRP. Or at least use a fixed _g.script that reports the true problem.
---END QUOTATION---



fluffy22: Not a very helpful response to a "pls help with this crash-post" + you had the printf vs. abort() discussion with NatVac in a old ClearSky thread... in which i gave the same advice as here coincidentally... you are a true STALKER it seems!

That OP spawned npcs into Pripyat and produced a crash... well... emphaticbg... that´s the kind of hows, whys and whats i wanted originally.

Good lcuk... spawning!
  00:45:24  25 April 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
The fact is, it isn't an abort call, but a malformed printf statement in the v1.0006 gamedata. Using a "fixed" _g.script won't help here, as that just "fixes" the abort call, not the unused printf statement.
Somewhere in the v1.0006 gamedata, a script calls "printf()". That is what is causing the OP's error, not to mention he is spawning a bunch of random, unguided npc's in the most unstable SoC level, so a crash is not surprising.

I've fixed 4 different abort calls in my mod development history by find out what went wrong with the script, and correcting it. In most cases, the addition of an extra if statement is all that was required to prevent the calls, and the invalid game state that would occur. Another involved adding a missing parameter to an all.spawn section.

A bigger question, why is the OP using v1.0006? This patch was recalled because of vulnerabilities it introduces into the game, and is mainly a mutliplayer patch. v1.0004 or v1.0005 are better patch versions to be running, not to mention more stable.
  13:20:35  3 May 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
fluffy22, what good is an open mind to an expert when his "I know enough" attitude serves as a bouncer at the entrance?

---QUOTATION---
Its a printf statement, and not an abort call, so its nothing to be overly worried about.
Abort is line 1112, so _g.script:1112 is something to be worried about.
---END QUOTATION---


Look at _g.script:1116. In vanilla STALKER (and the OP is modding his own game, so that likely still holds), the abort() function is the primary cause of this error because it calls printf() with a template of "%s" and no arglist. In fact, if you examine the function, it seem that its creator meant for the assert() function to close the game but he didn't know the proper syntax. That assert() call does nothing as a string is considered a logical "true".

---QUOTATION---
The fact is, it isn't an abort call, but a malformed printf statement in the v1.0006 gamedata.
---END QUOTATION---


The fact is that you are mixing up and misapplying your facts. And it appears you didn't even read my comment as posted by the patient DooMike (yes, the remark is intended for a non-technical audience so it simplifies the explanation) which points out that the abort() function is the usual cause of this crash.

Yes, you are correct in the small: it is a bad printf() call. But DooMike is correct to quote me for the large: it is almost certainly caused by the abort() function.

---QUOTATION---
Using a "fixed" _g.script won't help here, as that just "fixes" the abort call, not the unused printf statement.
---END QUOTATION---


Actually, it fixes both, so it would help even if it weren't the abort()'s printf(). I don't know what you mean by "unused", as it is always executed when abort() is called. As mentioned, the vanilla abort()'s assert() does nothing.

---QUOTATION---
Somewhere in the v1.0006 gamedata, a script calls "printf()". That is what is causing the OP's error, not to mention he is spawning a bunch of random, unguided npc's in the most unstable SoC level, so a crash is not surprising.
---END QUOTATION---


Despite being based on patch 1.0006, the game is using the patch 1.0004 _g.script file. There is no update to that function in 1.0005 or 1.0006. In vanilla, there was (IIRC) only one other bad printf() reference and it is unlikely to be a factor here. Even if it were, the updated _g.script could help identify the problem.

One can curse the Pripyat level darkness, but the fixed _g.script can shed some light on some of the problem(s) and help one fix them. My current experience is that Pripyat is no more crash-worthy than any other level, and that's with a lot of post-stadium chaos.

---QUOTATION---
I've fixed 4 different abort calls in my mod development history by find out what went wrong with the script, and correcting it. In most cases, the addition of an extra if statement is all that was required to prevent the calls, and the invalid game state that would occur. Another involved adding a missing parameter to an all.spawn section.
---END QUOTATION---


And that's the idea behind the fixed _g.script. The original abort() function is obscuring the real error message with the bogus one. The update lets you know what that real error message was, so that it can be addressed.

You are more of a Clear Sky expert, fluffy22. CS works a bit differently than SoC, and one has more debugging support there than in SoC. I'm attempting to address this shortcoming with tools of my own in the ZRP.

¯¯¯¯¯¯¯¯¯¯
eMphaticBG, definitely use a fixed _g.script to find out what the real problem is in this instance.
 
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