Decane
Decane
>attempt to index upvalue 'sim' (a nil value) In the SRP, task_objects.script sets `sim = _G.sim` at file-scope as soon as task_objects.script is loaded into memory. This loading-into-memory happens when...
>-keep_lua – by default, engine resets all scripts and reloads them again when you load the game again, but with this key it doesn't do that. That would cause problems...
In openxray_upton.log, two things jump out at me: 1. ``` ! [LUA] CharacterCommunity available only for InventoryOwner stack traceback: ...mmon\stalker clear sky\gamedata\scripts\xr_danger.script:72: in function ``` That looks like a benign...
> [OpenXRay_error_report_210627-221016.zip](https://github.com/OpenXRay/xray-16/files/6722234/OpenXRay_error_report_210627-221016.zip) The archive above is the only one to contain OpenXRay_Giuliano.log. That contains: ``` ! [LUA][ERROR] ERROR: INCORRECT LOAD [_CGeneralTask].[212][17] stack traceback: ...ames\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script:974: in function 'abort' ...ames\s.t.a.l.k.e.r....
Yes, I have witnessed this as well. The logic in xr_combat_ignore.script is the likely culprit. By the way, you uploaded just the thumbnail (.dds) of your savegame, not the save...
Do you have a save from which to reproduce the auto-cancellation? There are only two ways that task should cancel: 1. You go through Forester's dialogue that begins with you...
>How confident are we about that LuaJIT replacement? Anecdotally, pretty confident; I've been using it since 2014. Do you remember where you were / what you were doing when the...
For my own future reference - there are **at least two** legitimate, separate bugs reported in this issue: 1. Crash with root cause: ``` Insufficient smart_terrain jobs for smart with...
@MuadDibAKBorovos Do you have a save from which to reproduce the crash? I checked the [job table](https://github.com/Decane/SRP/files/4842108/job_table.esc_smart_terrain_5_4.log) for esc_smart_terrain_5_4 and it supports at least 5 jobs of each type, so...
His behavior is unmodified from vanilla. He flees whenever `!is_smart_in_combat(agr_smart_terrain_1_6)` and he has detected a danger source - most frequently the player. I accept that his behavior is erratic and...