[hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside file still shipping with Ep2's Mod code so I figured I'd give it a shot. I got the code to compile, but now it crashes the map if I start with a prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Alexander Hirsch
Not having it client-side produces an error, not a crash though.What's wrong with crashing while it loads? Debugging should work regardless of the game-state :S On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'm trying to resurrect the Jetski from the HL2 Beta.

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I guess maybe the question was of how to debug it. Build it in Debug Config, and then put a breakpoint...where? Or just wait until it crashes and then step through? /me is new to debugging something this big. On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Not

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
It crashes at m_pVehicle-Update( gpGlobals-frametime, m_controls); in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at 0x0e60f730 in hl2.exe: 0xC005: Access violation reading location 0x. However, I'm not sure/can't find what is actually crashing. If I look under

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Alexander Hirsch
Whatever line it is pointing at, that line contains an access to a NULL-pointer (Access violation reading location 0x).I have too little information to find out how to fix that. That CXX0030-error could just be because of insufficient debug-information and code-optimazations. On Sun, Jul

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
How do I find which part of that line points to a NULL-pointer? On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch 1ze...@googlemail.comwrote: Whatever line it is pointing at, that line contains an access to a NULL-pointer (Access violation reading location 0x).I have too little

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Yorg Kuijs
Ehm the pointer itself would be the null pointer? So m_pVehicle is a NULL pointer, not enough to know when or how the pointer should get something to point to though. Matt Hoffman wrote: How do I find which part of that line points to a NULL-pointer? On Sun, Jul 19, 2009 at 11:23 AM,

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I mean, I know which line the code is breaking on. How do I find out which part of the line (m_pVehicles, or the Update, or gpGlobals, or Frametime or m_Controls, etc) is causing the problem? Or is it caused by the entire line? Or is there not enough information provided by the engine/crash to

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Joel R.
You can see the values the variables are holding on that line. Use that to figure out which is bonkers. On Sun, Jul 19, 2009 at 3:01 PM, botman botman.hlcod...@gmail.com wrote: Maybe this will help... http://msdn.microsoft.com/en-us/library/k0k771bt%28VS.71%29.aspx From your questions, it

Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
You are correct on the C++ statement Bot. However, I'm not entirely new to it, no. Anyways, I set a breakpoint on my Jetski's Think function. This gets called when the level is loaded. I go into the BaseClass::Think() function, which takes me into vehicle_base.cpp's Think. Then we go back to

[hlcoders] Two quick questions.

2009-07-19 Thread Kyle Gospodnetich
Hey everyone. I'm having some performance issues with my mod, and I've traced it back to the particle effects that populate many of our maps. So, I have a quad core CPU. Naturally, core 3 and 4 are unused. Now, here's the issue. Core 1 is sitting at 100%, while Core 2 is only sitting at ~30%. It

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Jorge Rodriguez
If you have a quad core and you're having problems with the particle effects being too expensive, probably you need to lighten up on those particle effects. Not everybody has a quad core. Open up the showbudget panel to see how long your particles are taking to render. -- Jorge Vino Rodriguez

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Matt Hoffman
I was going to say that until I remembered It's 1/4th Life. I don't think he's ever released anything, just does all these cool looking things everyone wants. On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote: If you have a quad core and you're having problems with the

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Kyle Gospodnetich
Jorge Rodriguez wrote: If you have a quad core and you're having problems with the particle effects being too expensive, probably you need to lighten up on those particle effects. Not everybody has a quad core. Open up the showbudget panel to see how long your particles are taking to render.

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Kyle Gospodnetich
Matt Hoffman wrote: I was going to say that until I remembered It's 1/4th Life. I don't think he's ever released anything, just does all these cool looking things everyone wants. On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote: If you have a quad core and

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Jorge Rodriguez
Well the particle library isn't multithreaded as far as I know, so you can't do that. It uses SIMD on one core. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: