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A video of the game crashing.
Hi, thanks for your time - I've refunded the game now, however I was running this on Manjaro (Arch, Linux).
Thanks for the reply and help, I've refunded the game now but will rebuy and try again and report back, thanks regardless for your time friend :)
Am on Linux too, it's sad to hear these suggestions haven't worked for you (I was on Manjaro/Arch). Please keep me up to date with any news because I'd rebuy this in a second if there was a fix.
Although with that said, my game really crashes 'randomly', sometimes when I open a door, sometimes when an event starts (voice over talking) - I cannot place my finger on it or make rhyme or reason either.. Best of luck friend.
And last time I tested this, it attempts to read memory address NULL. Which is what malloc() will return apron an error. So these crashes could be because of no error checking having been done.
I am not certain that it is address NULL it always tries to access though, nor am I certain that it segfaults for everyone, but it seems to be this issue for everyone.
Forgive my ignorance but does this mean it's an issue that the developer need to address and not an issue with hardware/software installed?
Thanks for your reply and time
To explain what segfaults means in easier terms, every process uses some memory in RAM. This can be used to load game files such as sound, video, textures etc.
When a process needs more memory, it will do a function call asking the operating system for premission to use more RAM. Two of the most notibly function calls are malloc() and mmap().
When they are called, the the operating system will either give more memory or deny it (deppending on whether you have enough ram, the requested size of memory is too large, etc).
And the way the operating system tells the process it's been denied more memory, is to return to the process an address that no process will ever have access to. In the case of malloc(), it's NULL (Memory Address zero). On the other hand, if the operating system accepts the request, it will return an address in RAM to the newly accepted space.
It is the job of the programmer to check if he was denied more memory or not, this is called error checking (not limited to this though).
In the case of "Human: Fall Flat", it seems like malloc() returned NULL and the process still tired to access it anyway. Linux (And other operating systems) will notice this and send a kill signal to the application immediately. This kill signal in particular is called Segmentation Fault, and processes only get this if they try to access memory they do not have premission to.
My explanation here is heavily toned down for simplicity, you can get segfaults even without using malloc() or mmap(); granted you try accessing memory you don't have premission to.
It is also entirely possible that "Human: Fall Flat" gets a segfault due to a bug in the game.
Another disclaimer is that I cannot look at the game's source code and find where the bug is or what the issue in particular is, so it could also be the case that malloc() was never called in the first place and that it isn't NULL it tries to access; I simply can't know for sure.
As far as I know, this game uses the Unity engine, and if it is the engine that crashes, the developer cannot fix it. I hope this isn't the case.
I could try to use GDB and find out exactly what it tries to access and where the bug is, but, I don't think I have the premission of the developer to do this, and this is something I rather not spend time on.
Thank-you for your indepth and detailed reply - I'm pretty sure I understood most of what you put and I'm an idiot for the most part (always have been, not being belligerent to myself).
I hope the developer sees this and it is (somehow) some use to them in debugging.
I can't offer you anything other thank thanks and gratitude but I assure you you'vr got it all. All the best, thanks again for your time and effort friend :)