Then it collects the whole environment, the data from logfile and the configfile. That new instance will generate all needed Breakpad Symbolfiles on the fly and parse the minidumpfile and generates the crashreport. When it crashes, Breakpads client part will generate a minidump and then start a new instance of our game with that minidumpfile and the logfile as a parameter. In all cases, it even writes all the output as long as the application is running, no matter what happens (so absolutly no problems when it crashes). This teeStdout-handler forwards the data both to stdout and to a file (or at the very beginning into a buffer before it has a handy logfilename). I.e., if it crashes, it will generate a nicely readable stacktrace from all threads and some more stuff, add the users configfile (stuff like passwords are removed automatically) and also adds the full stdout+stderr output from the crashed process and sends that to some mail.įor stdout+stderr, for Linux/Unix/MacOSX, I coded something similar to the tee-tool but somehow more handy - this is then forked from the process, then dup2 on 0 and 1. It doesn't use the same architecture though - the whole report is generated on the client side. We just finished a full crashreporter system, based on Google Breakpad. Or if you want to play offline, you also can play with bots.I thought that maybe interesting for some other devs here: You also have no problem to find somebody on Internet to play with. Because of the huge community, there are dozens of levels and mods available. LieroX also allows team deathmatches, which has made it common for players to form clans. Players begin with a set amount of lives, and whilst the game records the number of kills, the last man standing is usually considered the winner. Each player is equipped with five weapons selected out of all the weapons allowed, and with a ninja rope that allows the player to move in any direction. The game is based on a deathmatch setting, where multiple players face off in a closed level. Liero Xtreme was created in C++ by Jason 'JasonB' Boettcher, an Australian programmer. It features online play, fully customizable weapons, levels and characters. It is an unofficial sequel to Liero, and is the most popular of all the Liero clones. OpenLieroX is based and compatible to the famous LieroX. OpenLieroX is (like the original Liero) kind of a realtime Worms. So, if you're looking for a playful shoot-'em-up game, or are a fan of Worms (like we are), this game is just what you need. What's more, the game is entirely ad free. Its graphics aren't great, it's true, but the nice game mechanics compensate. With its fun gameplay and well-designed multiplayer mode, OpenLierox for Mac can offer you many hours of entertainment. Team Deathmatches, in particular, are just awesome. It doesn't take long to connect to the game servers and there are always plenty of competitors ready to make you sweat. The online gameplay is where this game stands out, though. Though it offers only modest graphics, the game manages to create a nostalgic gaming environment that you'll like right away. Although the game isn't hard, you will need a bit of time to familiarize yourself with the basic controls, especially moving around using a ninja rope. The game settings let you set max kills, lives, and time, as well as bonuses. As with traditional Worm games, you have a wide choice of weapons at your disposal such as a minigun, bazooka, napalm, mines, grenades, and similar, from which you can pick five. We recommend that you start practicing your shooting skills using available weapons in Local Play first, by competing against bots. OpenLierox for Mac lets you choose between Local Play and Net Play. Although the game's 2D graphics aren't too impressive, the gameplay is loads of fun and draws you in right away. OpenLierox for Mac takes the classic gameplay of Liero and Worms, enhances it with some extra features like customizable weapons, levels, and characters, and packs it in an exciting online gaming experience - offering you hours of entertainment.
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