Good day!
Does anyone has any experience on dealing with Steam when debugging a game which depends on Steam? I am trying to squash a bug which makes a game crash. I started from relay logs, but have a bit of a problem - calls from Steam itself produce a few megabytes worth of relay logs every second. Those get mixed together with calls originating from the game. Also, it appears the game takes a couple of seconds after that "bad" call before crashing. When it is mixed together with Steam's own spam, it is a nightmare finding where it went wrong. I tried every idea I could muster on how to get a "pure" log of the game. Not a single one turned out to be effective. I am all out of ideas now. So if anyone had to deal with this and found a satisfactory solution, please enlighten me. Thank You in advance!
On 11 February 2013 01:55, Gediminas Jakutis gediminas@varciai.lt wrote:
I tried every idea I could muster on how to get a "pure" log of the game. Not a single one turned out to be effective. I am all out of ideas now. So if anyone had to deal with this and found a satisfactory solution, please enlighten me. Thank You in advance!
There are some tricks you can do to limit what executables you turn debugging on for, or to e.g. dump the output to separate files. You'll mostly want to look at debug_init() in libs/wine/debug.c. If this is a simple crash though, perhaps just passing -nobreakpad to the application is enough to get a good backtrace.