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Installation
Crash capture ships as four binaries, one per side and architecture. Grab the one that matches your platform from the releases, or build it yourself (see Building).
| File | Side | Architecture |
|---|---|---|
plugin_crashcapture86_sv |
server | x86 |
plugin_crashcapture64_sv |
server | x64 |
plugin_crashcapture86_cl |
client | x86 |
plugin_crashcapture64_cl |
client | x64 |
The extension is .dll on Windows and .so on Linux.
The easiest and recommended way is to load it as a binary module:
- Put the matching binary for your server in
garrysmod/lua/bin/. - Add
require("crashcapture")to a server autorun script.
That's it, once loaded, it watches for crashes and freezes on its own.
For crashes that happen very early, during game startup, a binary module loaded through Lua is not in the process yet. Loading it as a source server plugin instead means the plugin is present from the start.
On the client, sideload by mimic'ing version.dll: rename the client binary to version.dll and place it near the game executable, not near the launcher.
The client binary can also be loaded as a binary module from Lua.
-
Server, normal use: binary module via
require. - Server, early crashes during startup: source plugin.
-
Client, early crashes during startup: sideload via
version.dllmimic.
All methods are fine to use, and the plugin behaves the same once it is up.
One difference worth knowing: as a binary module the crashcapture Lua table is installed synchronously with require, in plugin or sideload mode it appears a little later.
See Lua API for how to wait for it properly.
- Configuration - tune the behavior, or leave the defaults.
- Reading Reports - where reports land and what is in them.
Getting started
Usage
Features
For module developers