Crash Logs

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Lap
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Crash Logs

Post by Lap »

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)?
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kikito
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Re: Crash Logs

Post by kikito »

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.
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Lap
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Re: Crash Logs

Post by Lap »

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.
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tentus
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Re: Crash Logs

Post by tentus »

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
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Chief
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Re: Crash Logs

Post by Chief »

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:

Code: Select all

image = love.graphics.newImage( "fail.png" )

function love.load()
    -- code
end
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Lap
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Re: Crash Logs

Post by Lap »

I do have a lot of shit outside that load function so that's probably not helping ,but back to crash logs...
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thelinx
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Re: Crash Logs

Post by thelinx »

Could be related to issue #135.
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