I’ve got this issue, the application just crash at launch when I add -Dtelemetry with no further infos.
I haven’t used hxScout recently so I don’t know exactly when this crash appeared, but it used to be ok before but not anymore after a recent upgrade.
Can someone check if this problem with recent hxcpp and telemetry, is global. thanks !
Without further information, I can’t assume this is the issue, but see if this fixes it for you.
Thanks, I tried but it didn’t fix the crash.
We did add this differently, I’m not sure if it makes a difference?
@singmajesty I’m not sure what you mean, I use the latest version of lime and I tried without this line, it still crashes.
What is your recommandation when doing a -Dtelemetry build with the latest lime, openfl & hxcpp.
Would you mind seeing if the OpenFL samples crash (or work) for you, with -Dtelemetry
enabled?
Thank you!
I tried with DisplayingABitmap and Dtelemetry works.
So I guess it’s from my haxelib include and haxdef maybe.
Here is my setup :
<haxelib name="starling" />
<haxelib name="openfl" />
<haxelib name="nape" />
<haxelib name="hxInflate" />
<haxelib name="random" />
<haxelib name="openfl-xinput" if="windows"/>
<haxelib name="crashdumper"/>
<haxelib name="steamwrap"/>
<haxedef name="HXCPP_STACK_LINE" />
<haxedef name="HXCPP_STACK_TRACE"/>
<haxedef name="NAPE_RELEASE_BUILD"/>
<haxedef name="NAPE_DEBUG_BUILD"/>
<haxedef name="NAPE_NO_INLINE" if="neko" />
I also use hardware=“true” and vsync=“false”.
I don’t know which one of those can be the culprit.
Thanks for your help.
Can you try a Starling demo, or a Nape physics demo? Not sure if you can try without xinput, crashdumper or steamwrap?
Ok thanks, I found the culprit, and it’s SteamWrap.
Without it the game works with hxscout monitoring performance.
I mentionned it on the SteamWrap github page.