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To catch a bug [1.05]
Posted: Sun Nov 17, 2013 4:45 am
by MalReynolds
I don't know how to include a helpful log file in a bug report, and I'd like someone to explain it. But there's a catch: see #2, below.
(1) When I use Flame (in non-beam form: so just a fiery pellet comes out) or Fireflash (another fiery pellet), my entire computer stops for about 4 seconds, contemplating the majesty of fire, its role in human civilization and how it burns us, my preciousss. And then the flame pellet comes out and all is fine. How can I include a log file or other helpful information to catch this buglet and submit something helpful on the buglet forum? How do I turn on logging? Where does it get logged to? Etc.
(2) I've had this problem before. I have shaders on. I have a quite new MacBook Pro. I am a good citizen and I like apple pie, and I do all software updates regularly. When something "confuses" me (e.g., Warshout by the minotaur boss), my ENTIRE computer freezes, dies, grinds to a half, ex-parrots. I have to do a hard restart. So somehow the confused shader is to blame. Obviously I can disable shaders. So I need a log file output which will show when things go south. But it needs to be fully flushed instantly. The computer freezes, so there's no chance to run flush, etc. I need to make sure I can grab the output when I restart the computer.
Thanks!!!
Re: To catch a bug [1.05]
Posted: Sun Nov 17, 2013 5:07 am
by Doctornull
Best way to capture output on a Mac is using the terminal (specifically Terminal.app).
Open that up, then navigate to the folder called
T-Engine.app (which is what your game really is -- a folder, not a single file). On my system, I put T-Engine.app in "/Games", so for me the way to navigate there is:
Code: Select all
cd /Games/t-engine4-osx-1.0.5/T-Engine.app/
Now, run the game, and put the output somewhere useful:
Code: Select all
./Contents/MacOS/t-engine > ~/ToME-log.txt
The ">" redirects output, and the "~/ToME-log.txt" means "a file called ToME-log.txt inside your home directory".
Re: To catch a bug [1.05]
Posted: Sun Nov 17, 2013 5:38 am
by MalReynolds
This method results in output which is either not "v"erbose enough, or which is not fully flushed into stdout prior to crash. Consider:
Code: Select all
...
[PROJECTOR] starting dam 37.592675807486
[PROJECTOR] after difficulty dam 37.592675807486
[PROJECTOR] res 30 0.7 on dam 39.472309597861
[PROJECTOR] after resists dam 27.630616718502
[PROJECTOR] after flat damage armor 27.630616718502
[PROJECTOR] final dam 27.630616718502
[LOG] Burning from Parnassos hits Sandworm for #LIGHT_RED#28 fire#LAST# damage.
[LOG] #00ff00##UID:525:0#Talent Lightning is ready to use.
[LOG] The shield around Parnassos crumbles.
[LOG]
[PROJECTOR] starting dam 37.592675807486
[PROJECTOR] after difficulty dam 37.592675807486
[PROJECTOR] res 30 0.7 on dam 39.472309597861
[PROJECTOR] after resists dam 27.630616718502
[PROJECTOR] after flat damage armor 27.630616718502
[PROJECTOR] final dam 27.630616718502
[LOG] You collect a new ingredient: #LIGHT_GREEN##UID:23:0#sandworm tooth#WHITE#.
[LOG] Burning from Parnassos hits Sandworm for #LIGHT_RED#28 fire#LAST# damage.
[LOG] #{bold}#Burning from Parnassos killed Sandworm!#{normal}#
[LOG]
[LOG] You pickup 0.90 gold pieces.
[LOG] #00ff00##UID:500:0#Talent Flame is ready to use.
[LOG]
[LOG] Parnassos casts Rune: Manasurge.
[LOG] Parnassos starts to surge mana.
[LOG] #00ff00##UID:115:0#Talent Rune: Shielding is ready to use.
[LOG]
AI took for target 1671 Aerybretira the sandworm :: 1627 Parnassos 25 < 1
Then, the big sand worm tunneler in front of me was confused shortly after I cast manasurge, and I was confused as well, and the computer crashed. So clearly Aerybretira the rare must have cast Confuse or Warshout or something. But either (a) this output is not verbose enough, or (b) it is not fully flushed prior to the crash.
Please note that this is not an rare-Aerybretira issue. The computer crashes whenever the "confuse" shader is applied--eg by minotaurs.
Any ideas for a solution for verbose fully flushed output?
Re: To catch a bug [1.05]
Posted: Sun Nov 17, 2013 5:39 am
by StarKeep
Confusion (and other full-screen effects like Lightning Speed) cause an insane amount of lag compared to just about any other effect.
Really surprised he didn't put in a toggle for just them.
Re: To catch a bug [1.05]
Posted: Sun Nov 17, 2013 8:45 am
by MalReynolds
StarKeep wrote:Confusion (and other full-screen effects like Lightning Speed) cause an insane amount of lag compared to just about any other effect.
Really surprised he didn't put in a toggle for just them.
I think that is true for most people.
However, in my case, it's very severe: it kills my computer. I wonder, if my case could be solved, if some of the general lag for others might be fixed too... The same question applies to my issue #1: flame and fireflash pellets, causing massive delays. Note, re #1, that these 4 second dleays only happens when shaders are enabled! So for some reason a flame *pellet* (that is, a flame spell that is too low-level to beam) uses the shader and causes a big drag.
I just really need the verbose flushed output...