Search found 4 matches
- Thu Aug 01, 2019 8:48 pm
- Forum: Support and Development
- Topic: Tracing Segfault
- Replies: 7
- Views: 5436
Re: Tracing Segfault
That did it! (Using the latest CI build). Just put it through its paces with a second Player. Used gamepads, tried all mappacks/dlc's we could find even did some screen recording with obs :) Audio sounds perfect, not a single glicht! This build feels so much more stable than 11.2 - on my machine :) ...
- Thu Aug 01, 2019 11:57 am
- Forum: Support and Development
- Topic: Tracing Segfault
- Replies: 7
- Views: 5436
Re: Tracing Segfault
Ah ok, I didn't try that long. I'll try when I can and report back if I can reproduce the crash. Thanks! If it crashes in Lua code, though, a backtrace won't be very useful, as chances are that it crashes in either the LuaJIT interpreter or in code generated by the interpreter. Too bad, but I'll gi...
- Thu Aug 01, 2019 11:11 am
- Forum: Support and Development
- Topic: Tracing Segfault
- Replies: 7
- Views: 5436
Re: Tracing Segfault
This looks like a compilation error, did the game even run? It works fine for me for at least 10 minutes until it crashes. But i never used any shaders and they should be disabled by default. But i'll look into that. Which LÖVE version did you use? Howerver, not sure if this is even related to my se...
- Wed Jul 31, 2019 10:43 pm
- Forum: Support and Development
- Topic: Tracing Segfault
- Replies: 7
- Views: 5436
Tracing Segfault
Hi! I am toying with a game written in/for LÖVE and I'm getting random Segmentation faults. But there is no stacktrace, the game just crashes and the string `Segmentation fault` is printed to the console. Is there any way i can trace the problem? A commandline flag or debug build, something like tha...