Since a number of players were having issues with my game crashing on launch I was wondering what information I should have them submit. All I can think of is
OS:
Graphics Card:
CPU?
If they even get a crash message at all it's usually just points to love.exe and isn't very helpful. Are there any crash logs or anything similar I can have them submit to help identify the problem(s)?
Crash Logs
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- kikito
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Re: Crash Logs
Have you given them the .love file separatedly? If it works, it'll probably be a problem in the way the .exe was created.
When I write def I mean function.
Re: Crash Logs
I have it available in .love and .exe and the people who have crashed immediately I've had try the .love version. Same problem either way.
- tentus
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Re: Crash Logs
I've been wondering the same thing... I've heard of random crashes from my local testers, and had a couple myself, and am wondering how I'm going to track down the cause. OS with Service Pack where applicable, CPU, GPU, maybe RAM, but I can't think of a whole lot else.
Kurosuke needs beta testers
Re: Crash Logs
I've been testing my project on my shitty school laptop, which can hardly run anything... I figured out that if you load to much on launch (pics, sounds, etc.) it makes the game crash. If i use threads on the other hand, it works much better. Loadings screen for the win!
Edit:
Another thing. If you HAVE to load everything on launch, keep it inside the love.load() function, and not outside like this:
Edit:
Another thing. If you HAVE to load everything on launch, keep it inside the love.load() function, and not outside like this:
Code: Select all
image = love.graphics.newImage( "fail.png" )
function love.load()
-- code
end
Re: Crash Logs
I do have a lot of shit outside that load function so that's probably not helping ,but back to crash logs...
Re: Crash Logs
Could be related to issue #135.
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