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Crash Logs

Posted: Wed Feb 09, 2011 11:39 pm
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)?

Re: Crash Logs

Posted: Thu Feb 10, 2011 12:08 am
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.

Re: Crash Logs

Posted: Thu Feb 10, 2011 1:21 am
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.

Re: Crash Logs

Posted: Thu Feb 10, 2011 2:26 am
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.

Re: Crash Logs

Posted: Thu Feb 10, 2011 11:22 am
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

Re: Crash Logs

Posted: Thu Feb 10, 2011 9:22 pm
by Lap
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

Posted: Thu Feb 10, 2011 10:33 pm
by thelinx
Could be related to issue #135.