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Is there a reason why the game crashes all the time?

I have no previous experience playing this game btw.

I downloaded the most recent version (0.6.2) for my operating system (Win 11 x64) and checked lowest and highest settings. (I turned everything up and then off manually) Seemingly no matter what, the game sometimes just decides to freeze out of nowhere and then it stops responding. 

What's also weird is the fact that the game seems to lag when I move but it doesn't register it as a lag? (the FPS counter says the same number whether I move or not). This isn't really dependent on the settings, it just looks like the game caps my FPS at ~50 when I move.

Is this a common problem? or should I submit this as a bug?

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The crash could be caused by anything, making it difficult to pinpoint the exact reason; the only thing you can try is the 32-bit version. As for the FPS, you might have vertical synchronization enabled.

Is there some kind of crash folder for this game? I could maybe look in there for myself. I launched the CrashMonitor.exe but it doesn't seem to do anything or I just don't know what it does.

C:/Users/Your name/AppData/Roaming/Godot/Transfur Chase/logs

Ooo a minute ago

very much appreciated, there seems to be a spam of either:

ERROR: Attempt to disconnect a nonexistent connection from '<RefCounted#-9223363508895176044>'. Signal: 'load_location_end', callable: 'Node3D(Game_node)::main'.

   at: _disconnect (core/object/object.cpp:1640)



or this: 

WARNING: AnimationMixer: 'break_2', couldn't resolve track:  'door_v2/RigidBody3D/Door_p1:position'. This warning can be disabled in Project Settings.

   at: _update_caches (scene/animation/animation_mixer.cpp:725)



or things like that: 

ERROR: Error calling from signal 'body_entered' to callable: 'Node3D(plash.gd)::_on_area_3d_body_entered': Cannot convert argument 1 from Object to Object.

   at: emit_signalp (core/object/object.cpp:1311)  



all those error messages are from different levels but they seem to have nothing in common.
Thanks for responding to my comments quickly btw and I wish you all the best with the development because the game seems really cool.

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These errors should not cause the game to crash, you can run the game with the --verbose parameter for verbose output. And thank you

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In this mode, it is recommended to run 32-bit, since logically it should have an additional output.

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Check 32 or OpenGL render mode

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Thanks for the help, I'll be sure to check this out and tell you if something's CHANGED. It might take me a while though

It's weird, there seems to be a constant error happening like 30 times every second. 

ERROR: Formatting error in string "%s/%d": not enough arguments for format string.

   at: (.\core/variant/variant.h:917) 


The earliest I crashed was around 3 frames after spawning having only this error pop up.
Aside from that, there wasn't much more I could do with --verbose and openGL/x32.

Unless you'd like me to look for something specific but all the errors seemed to be similar to the ones I listed previously. There were some errors regarding discord or some enemy AI but I don't think those are important.

On the bright side, the in game crash thingy worked for the first time for me so I could relaunch + access the folder with logs quickly.

Last thing I want to mention: The OpenGL rendering looked very weird for me (flickering lights, frequent stutters, not fully lit or loaded roms etc.) but those stutters didn't result in crashes most of the time.

do you want me to send a bug report with the whole log?

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That would be nice.

The most recent version is 0.6.2a and it could be you computer/pc bcz mine runs 1000 fps on toaster grapichs and 300 on the higest grahpics :/

hmm, I mean it runs fine until it crashes out of a sudden, there are no stutters.
By "fine" I mean constant 180 FPS on almost the highest settings due to Vsync. Whether I have 700 or 180 FPS it crashes all the same. I also tested the x32 version and nothing changes aside from more errors in the log. :

oh... then idk.