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 help me
here?



On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijs <yorg.ku...@home.nl> wrote:

> 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, Alexander Hirsch <
> 1ze...@googlemail.com>wrote:
> >
> >
> >> Whatever line it is pointing at, that line contains an access to a
> >> NULL-pointer ("Access violation reading location 0x00000000").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 19, 2009 at 8:08 PM, Matt Hoffman
> >> <lord.matt.hoff...@gmail.com>wrote:
> >>
> >>
> >>> It crashes at
> >>>
> >>> m_pVehicle->Update( gpGlobals->frametime, m_controls);
> >>>
> >>> in fourwheelvehiclephysics.cpp, with the error: "Unhandled exception at
> >>> 0x0e60f730 in hl2.exe: 0xC0000005: Access violation reading location
> >>> 0x00000000."
> >>>
> >>> However, I'm not sure/can't find what is actually crashing. If I look
> >>>
> >> under
> >>
> >>> gpGlobals>CGlobalVarBase>pSaveData, I find several red X's  saying
> >>> "CXX0030:
> >>> Error: expression cannot be evaluated". I'd say this would be my
> problem,
> >>> but I haven't touched anything to do with save data and normal maps
> don't
> >>> crash, just ones with my Jetski in them... So now I'm throughly
> confused.
> >>> :D
> >>>
> >>> On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch <
> >>>
> >> 1ze...@googlemail.com
> >>
> >>>> wrote:
> >>>>
> >>>> Yes, just wait for the crash and analyze it in the debugger.
> >>>>
> >>>> On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman
> >>>> <lord.matt.hoff...@gmail.com>wrote:
> >>>>
> >>>>
> >>>>> 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.com
> >>>>
> >>>>>> wrote:
> >>>>>>
> >>>>>> 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.com>wrote:
> >>>>>>
> >>>>>>
> >>>>>>> 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
> >>>>>
> >>>>>>> the Airboat's model). So now my question is, how do I debug this
> >>>>>>>
> >>>> crash
> >>>>
> >>>>>>> (Memory could not be read) when it happens on load time? Or
> >>>>>>>
> >> should
> >>
> >>> I
> >>>
> >>>> go
> >>>>
> >>>>>>> about spawning the entity a different way that might be more
> >>>>>>>
> >> prone
> >>
> >>> to
> >>>
> >>>>>>> letting me debug?
> >>>>>>>
> >>>>>>> Also I assume not having a client-side file is going to be bad?
> >>>>>>>
> >>> (And
> >>>
> >>>>> may
> >>>>>
> >>>>>> be
> >>>>>>
> >>>>>>> the source of my crashes even?)
> >>>>>>> _______________________________________________
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> >>>>>>>
> >>>>>>>
> >>>>>>>
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> >>>>>>
> >>> archives,
> >>>
> >>>>>> please visit:
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> >>>>>>
> >>>>>>
> >>>>>>
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> >>>>>
> >> archives,
> >>
> >>>>> please visit:
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> >>>>>
> >>>>>
> >>>>>
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> >>
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