User blog comment:Skaraks/Lost Alpha Directors Cut/@comment-10507735-20170801163707

So, for the benefit of KiwiFlyBoy, I'm concluding my seventh game with these images:





So it goes. But then I get this junk as the Victory ending collapses to desktop as the bloody "Fireball weapon" can't load. It didn't load yesterday either but the actor managed to wave his hands around mysteriously (without the game CTDing), the "Sin" Spy cutting some lip to the Gunslinger before teleporting away (mysteriously in the LADC context because the other two teleport scenes have been axed inexplicably)

Here's the relevant logfile extract:

$ LA_DBG:[113460] se_monster:get_ini: check_distance=(true), min_distance=[50] $ LA_DBG:[113460] se_monster:get_ini: check_distance=(true), min_distance=[50] $ LA_DBG:[113460] se_monster:get_ini: check_distance=(true), min_distance=[50] $ LA_DBG:[113460] se_monster:get_ini: check_distance=(false), min_distance=[150] $ LA_DBG:[113460] 16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC) $ LA_DBG:[113460] load_storehouse: size=[16]/[4836]bytes : Build=[5529] $ LA_DBG:[113460] 16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC)16:37, August 1, 2017 (UTC) $ LA_DBG:[113460] Game_Init: Ver=[1.4002] Build=[5529=>5529] MemUsage=[20108.986]kB $ LA_DBG:[113460] GameTime=[15:28:31] Map(36)=[la13u_oso], MapSaved(47)=[la21_generators_2], knowMaps=[29] compiling shader cross_color compiling shader effects_glow_p compiling shader ecb_fx_generic compiling shader simple compiling shader simple_point compiling shader simple_spot compiling shader vert compiling shader vert compiling shader vert_point compiling shader vert_spot compiling shader vert_l compiling shader vert_l compiling shader model_env_lq compiling shader model_def_point compiling shader model_def_spot compiling shader model_distort4glass compiling shader wmark compiling shader wmark_point compiling shader wmark_spot compiling shader lmap compiling shader lmap compiling shader lmap_point compiling shader lmap_spot compiling shader lmap_l compiling shader lmap_l compiling shader avg4 WARNING: Occlusion map 'q:\lost alpha gamefiles\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la13u_oso\level.hom' not found. - Game configuring : Started - Game configuring : Finished $ LA_DBG:[121613] level_weathers:presets level_weathers $ LA_DBG:[121613] level_weathers:r1 active $ LA_DBG:[121613] level_weathers:WeatherManager:__init: dynamic = false : 15:29:28 $ LA_DBG:[121613] level_weathers:has sav compiling shader model_distort4glass_1 Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade Detector Upgrade $ LA_DBG:[123096] level_weathers:WeatherManager:Activate=(false): 15:29:39 $ LA_DBG:[123096] sr_weather:acw:update:actor_inside:Obj=[level_prefix_space_restrictor_0002] set_weather=indoor_nosnd FATAL ERROR [error]Expression : fatal error [error]Function : CInifile::r_string [error]File : Xr_ini.cpp [error]Line : 525 [error]Description : [error]Arguments : Can't find variable item_position in [hands_fireball_weapon_hud]
 * Log file has been saved successfully!
 * phase time: 202 ms
 * phase cmem: 596937 K
 * phase time: 13 ms
 * phase cmem: 596937 K
 * Loading spawn registry...
 * 25242 spawn points are successfully loaded
 * Loading objects...
 * 38165 objects are successfully loaded
 * Loading Store...
 * Log file has been saved successfully!
 * Game owner_autosave is successfully loaded from file 'q:\lost alpha gamefiles\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\owner_autosave.sav' (6.171s)
 * phase time: 6170 ms
 * phase cmem: 608107 K
 * phase time: 17 ms
 * phase cmem: 608108 K
 * client : connection accepted - <>
 * phase time: 31 ms
 * phase cmem: 608156 K
 * phase time: 16 ms
 * phase cmem: 608156 K
 * phase time: 152 ms
 * phase cmem: 611456 K
 * phase time: 97 ms
 * phase cmem: 612512 K
 * [Loading VB] 65532 verts, 2047 Kb
 * [Loading VB] 40919 verts, 1278 Kb
 * [Loading VB] 22065 verts, 689 Kb
 * [Loading IB] 720129 indices, 1406 Kb
 * phase time: 88 ms
 * phase cmem: 617936 K
 * phase time: 16 ms
 * phase cmem: 617971 K
 * phase time: 13 ms
 * phase cmem: 617971 K
 * phase time: 14 ms
 * phase cmem: 617971 K
 * phase time: 50 ms
 * phase cmem: 617978 K
 * phase time: 31 ms
 * phase cmem: 622905 K
 * t-report - base: 846, 325145 K
 * t-report - lmap: 2, 2048 K
 * phase time: 581 ms
 * phase cmem: 641039 K
 * phase time: 14 ms
 * phase cmem: 641039 K
 * [win32]: free[1075172 K], reserved[157468 K], committed[864448 K]
 * [ D3D ]: textures[338291 K]
 * [x-ray]: crt heap[641039 K], process heap[641039 K], game lua[42337 K], render[736 K]
 * [x-ray]: economy: strings[81689 K], smem[10391 K]
 * Log file has been saved successfully!
 * Log file has been saved successfully!
 * MEMORY USAGE: 678270 K
 * End of synchronization A[1] R[1]

stack trace:

001B:0069470F xrCore.dll, xrDebug::fatal

If the game was stable - I would get back to Cordon on a regular basis.