Win32 Program stops working

OpenSpades is an open source alternative client for AoS Classic and beyond! Runs on Windows, Mac, and Linux. Created by yvt.
Compatible with AoS Classic.
5 posts Page 1 of 1 First unread post
ericksantos12
Deuce
Posts: 14
Joined: Mon Jul 04, 2016 3:33 pm


I have a really problem with my game, i dont want play in software mode, opengl is better but, its only crash saying: "Win32 program stops working"
And dont load a crash dump
sorry bad english, here some infos...
Spoiler:
OpenGL-capable graphics accelerator is available.
Vendor: NVIDIA Corporation
Name: GeForce GTX 970/PCIe/SSE2
Version: 4.5.0 NVIDIA 368.39
GLSL Version: 4.50 NVIDIA

Max Texture Size: 16384
Max 3D Texture Size: 2048
Max Combined Texture Image Units: 192
Max Vertex Texture Image Units: 32
Max Varying Components: 124

Your video card supports all required OpenGL extensions/features.
Spoiler:
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_lod_bias
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_mirror_clamp
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_object
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_shared_exponent
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_sRGB
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_sRGB_decode
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_storage
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_texture_swizzle
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_timer_query
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_transform_feedback2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_vertex_array
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_vertex_array_bgra
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_vertex_attrib_64bit
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_EXT_import_sync_object
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_IBM_rasterpos_clip
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_IBM_texture_mirrored_repeat
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_context_flush_control
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_debug
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_no_error
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_robust_buffer_access_behavior
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_robustness
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KTX_buffer_region
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_bindless_multi_draw_indirect
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_bindless_multi_draw_indirect_count
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_bindless_texture
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_blend_equation_advanced
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_blend_equation_advanced_coherent
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_blend_square
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_command_list
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_compute_program5
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_conditional_render
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_conservative_raster
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_conservative_raster_dilate
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_copy_depth_to_color
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_copy_image
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_depth_buffer_float
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_depth_clamp
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_draw_texture
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_draw_vulkan_image
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_ES1_1_compatibility
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_ES3_1_compatibility
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_explicit_multisample
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fence
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fill_rectangle
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_float_buffer
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fog_distance
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fragment_coverage_to_color
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fragment_program
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fragment_program_option
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fragment_program2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_fragment_shader_interlock
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_framebuffer_mixed_samples
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_framebuffer_multisample_coverage
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_geometry_shader4
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_geometry_shader_passthrough
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_gpu_program4
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_internalformat_sample_query
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_gpu_program4_1
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_gpu_program5
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_gpu_program5_mem_extended
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_gpu_program_fp64
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_gpu_shader5
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_half_float
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_light_max_exponent
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_multisample_coverage
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_multisample_filter_hint
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_occlusion_query
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_packed_depth_stencil
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_parameter_buffer_object
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_parameter_buffer_object2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_path_rendering
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_path_rendering_shared_edge
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_pixel_data_range
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_point_sprite
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_primitive_restart
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_register_combiners
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_register_combiners2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_sample_locations
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_sample_mask_override_coverage
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_atomic_counters
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_atomic_float
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_atomic_fp16_vector
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_atomic_int64
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_buffer_load
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_storage_buffer_object
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texgen_reflection
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_barrier
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_compression_vtc
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_env_combine4
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_multisample
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_rectangle
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_shader
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_shader2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_texture_shader3
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_transform_feedback
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_transform_feedback2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_uniform_buffer_unified_memory
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_array_range
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_array_range2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_attrib_integer_64bit
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_buffer_unified_memory
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_program
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_program1_1
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_program2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_program2_option
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_vertex_program3
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_viewport_array2
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_viewport_swizzle
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NVX_conditional_render
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NVX_gpu_memory_info
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NVX_multigpu_info
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NVX_nvenc_interop
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_thread_group
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_NV_shader_thread_shuffle
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_blend_equation_advanced
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_KHR_blend_equation_advanced_coherent
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_SGIS_generate_mipmap
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_SGIS_texture_lod
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_SGIX_depth_texture
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_SGIX_shadow
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_SUN_slice_accum
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] GL_WIN_swap_hint
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:171] WGL_EXT_swap_control
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:184] ------------------
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLGLDevice.cpp:191] NOTICE: r_ignoreGLErrors is enabled. OpenGL error detection might not work correctly.
2016/07/05 13:00:31 [..\..\Sources\Draw\GLRenderer.cpp:120] GLRenderer bootstrap
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:77] Initializing framebuffer manager
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:189] Creating Non-MSAA Buffer
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:213] Depth Buffer Allocated
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:285] Color Buffer Allocated
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:309] Framebuffer Created
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:352] Creating Mirror framebuffer
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:361] Creating Mirror texture
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:370] Color Buffer Allocated
2016/07/05 13:00:31 [..\..\Sources\Draw\GLFramebufferManager.cpp:393] Mirror Framebuffer Created
2016/07/05 13:00:31 [..\..\Sources\Draw\GLProgramManager.cpp:88] Loading GLSL program 'Shaders/BasicImage.program'
2016/07/05 13:00:31 [..\..\Sources\Draw\GLProgramManager.cpp:137] Loading GLSL shader 'Shaders/BasicImage.fs'
2016/07/05 13:00:31 [..\..\Sources\Draw\GLProgramManager.cpp:173] Successfully compiled GLSL program 'Shaders/BasicImage.fs' in 9.241ms
2016/07/05 13:00:31 [..\..\Sources\Draw\GLProgramManager.cpp:137] Loading GLSL shader 'Shaders/BasicImage.vs'
2016/07/05 13:00:31 [..\..\Sources\Draw\GLProgramManager.cpp:173] Successfully compiled GLSL program 'Shaders/BasicImage.vs' in 0.038ms
2016/07/05 13:00:31 [..\..\Sources\Draw\GLProgramManager.cpp:129] Successfully linked GLSL program 'Shaders/BasicImage.program' in 0.338ms
2016/07/05 13:00:31 [..\..\Sources\Draw\GLRenderer.cpp:135] GLRenderer started
2016/07/05 13:00:31 [..\..\Sources\Audio\ALFuncs.cpp:236] Linking with OpenAL library.
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:433] --- All devices ---
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:436] Alto-falantes (Realtek High Definition Audio)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:436] Realtek Digital Output (Realtek High Definition Audio)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:436] E2241-4 (NVIDIA High Definition Audio)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:436] Alto-falantes (Realtek High Definition Audio)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:439] -------------------
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:441] --- Devices ---
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:444] OpenAL Soft
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:447] ---------------
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:450] Default device: OpenAL Soft
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:465] OpenAL Info:
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:466] Vendor: (null)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:467] Version: (null)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:468] Renderer: (null)
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:472] OpenAL ALC Extensions:
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_ENUMERATE_ALL_EXT
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_ENUMERATION_EXT
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_EXT_CAPTURE
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_EXT_DEDICATED
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_EXT_disconnect
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_EXT_EFX
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_EXT_thread_local_context
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:474] ALC_SOFT_loopback
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:493] EAX enabled
2016/07/05 13:00:31 [..\..\Sources\Audio\ALDevice.cpp:515] 96 source(s) initialized
2016/07/05 13:00:31 [..\..\Sources\Client\Fonts.cpp:56] Font 'CMUSansCondensed' Loaded
2016/07/05 13:00:31 [..\..\Sources\Gui\SDLRunner.cpp:205] Starting Client Loop
Image
Last edited by ericksantos12 on Tue Jul 05, 2016 4:00 pm, edited 3 times in total.
longbyte1
Deuced Up
Posts: 336
Joined: Sun Jul 21, 2013 7:27 pm


ericksantos12 wrote:
Lol really idiot kid, leave from the forum baby
hey don't feed the trolls, there are many of them lurking about here looking for fresh meat.

Anyway you'll need a program and it's called WinDbg. It is the official method of debugging programs. Just install this and you will get it, and if you don't trust it just look it up. This really is the only MSI that won't make you install 2 GB worth of stuff just to get Debugging Tools for Windows.

Anyway once you fire up WinDbg (x86, OpenSpades is x86 right? Right?), go to File -> Open Executable and open the OpenSpades exe. It may pause right when it starts, just hit F5 if that happens.

Now when it crashes, WinDbg will yell at you and what you will need to do is type this into the command window:
Code: Select all
.dump /m C:\yourdumpfile.dmp
Change the path to whatever you'd like. It will generate a crash dump file at that path.

Now go to Debug > Detach Debuggee to stop everything, and send the .dmp to me so I can look at it.
ericksantos12
Deuce
Posts: 14
Joined: Mon Jul 04, 2016 3:33 pm


longbyte1 wrote:
ericksantos12 wrote:
Lol really idiot kid, leave from the forum baby
hey don't feed the trolls, there are many of them lurking about here looking for fresh meat.

Anyway you'll need a program and it's called WinDbg. It is the official method of debugging programs. Just install this and you will get it, and if you don't trust it just look it up. This really is the only MSI that won't make you install 2 GB worth of stuff just to get Debugging Tools for Windows.

Anyway once you fire up WinDbg (x86, OpenSpades is x86 right? Right?), go to File -> Open Executable and open the OpenSpades exe. It may pause right when it starts, just hit F5 if that happens.

Now when it crashes, WinDbg will yell at you and what you will need to do is type this into the command window:
Code: Select all
.dump /m C:\yourdumpfile.dmp
Change the path to whatever you'd like. It will generate a crash dump file at that path.

Now go to Debug > Detach Debuggee to stop everything, and send the .dmp to me so I can look at it.
Thank You! i will try!
MadMax
Deuced Up
Posts: 95
Joined: Sun Mar 13, 2016 7:21 pm


I have this problem too, i think its because i change my video card, anyways, in sofware mode you probably got a lot of lag.
ericksantos12
Deuce
Posts: 14
Joined: Mon Jul 04, 2016 3:33 pm


I fixed the prob, is my PlayTV. Blue_Happy3 Green_Happy3
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