Teapot Wars failed to get full screen
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Can you post the callstack as well as any variables from the watch window which look as though they are close to 0x00000000?PC - Custom Built
CPU: 3rd Gen. Intel i7 3770 3.4Ghz
GPU: ATI Radeon HD 7959 3GB
RAM: 16GB
Laptop - Alienware M17x
CPU: 3rd Gen. Intel i7 - Ivy Bridge
GPU: NVIDIA GeForce GTX 660M - 2GB GDDR5
RAM: 8GB Dual Channel DDR3 @ 1600mhz -
Is that what you want?
> TeapotWars_2010Win32Debug.exe!HumanView::VOnRender(double fTime, float fElapsedTime) Line 124 + 0x1a bytes C++
g_pApp->m_Renderer->VPreRender CXX0063: Error: overloaded operator -> not supported -
Yep thats the top of the callstack, although in this case it's not incredibly useful, what you want to look for now is the variable which is null, on the line with the yellow arrow, check to see if any of those pointers are '0x00000000', the problem is that the program is dereferencing a null pointer.PC - Custom Built
CPU: 3rd Gen. Intel i7 3770 3.4Ghz
GPU: ATI Radeon HD 7959 3GB
RAM: 16GB
Laptop - Alienware M17x
CPU: 3rd Gen. Intel i7 - Ivy Bridge
GPU: NVIDIA GeForce GTX 660M - 2GB GDDR5
RAM: 8GB Dual Channel DDR3 @ 1600mhz -
I dunno which one is so I copy & paste all variables from Auto.
SCREEN_REFRESH_RATE 16 unsigned int
- g_pApp 0x018a3db0 class TeapotWarsApp g_TeapotWarsApp GameCodeApp *
+ [TeapotWarsApp] {...} TeapotWarsApp
+ __vfptr 0x01766390 const TeapotWarsApp::`vftable' *
+ m_hInstance 0x01160000 {unused=9460301 } HINSTANCE__ *
m_bWindowedMode false bool
m_bIsRunning true bool
m_bQuitRequested false bool
m_bQuitting false bool
+ m_rcDesktop {top=0 left=0 right=1366 ...} Rect
+ m_screenSize {x=1072 y=768 } Point
m_iColorDepth 32 int
m_bIsEditorRunning false bool
+ m_textResource [22](("IDS_ALERT", "Alert"),("IDS_CAMERA_LOCATION", "Camera location: %.2f, %.2f, %.2f"),("IDS_CANCEL", "Cancel"),("IDS_CHINESE", "`ð¤ô#~Að?‡aˆ"),("IDS_CONTINUE", "Continue"),("IDS_CONTROLS", "Move: WASD\nFire: Left Mouse Button\nF9: Control Teapot\nF11: Free camera\nQuit: ESC"),("IDS_CONTROLS_HEADER", "Controls (F1 to hide):"),("IDS_INITIALIZING", "Initializing"),("IDS_LOADING", "Loading Game..."),("IDS_NO", "No"),("IDS_NOPHYSICS", "Physics Has Been Disabled... This Game Will Be Boring."),("IDS_OK", "Ok"),("IDS_PLAYER", "Player"),("IDS_QUESTION", "Question"),("IDS_QUESTION_QUIT_GAME", "Do you really\n want to quit\n the game?"),("IDS_QUESTION_WHERES_THE_CD", "Please insert the game CD, and hit retry."),("IDS_RETRY", "Retry"),("IDS_RUNNING", "Game in Progress!"),("IDS_RUSSIAN", "°ªª¯ ¦È ÈQ°° Qª¯¯ ùû¯Á"),("IDS_TRYAGAIN", "Try Again"),("IDS_WAITING", "Waiting for Players..."),("IDS_YES", "Yes")) std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > > > >
+ m_hotkeys [6](("IDS_CONTINUE", 67),("IDS_NO", 78),("IDS_OK", 79),("IDS_RETRY", 82),("IDS_TRYAGAIN", 84),("IDS_YES", 89)) std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,unsigned int,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,unsigned int> > >
m_HasModalDialog 0 int
m_Renderer empty std::tr1::shared_ptr<IRenderer>
+ m_pGame 0x02e70150 {m_networkEventForwarders=[0]() } BaseGameLogic *
+ m_Options {m_Level="" m_Renderer="Direct3D 11" m_runFullSpeed=false ...} GameOptions
+ m_ResCache 0x010d9b40 {m_lru=[16](...,shared_ptr {m_resource={...} m_buffer=0x02efbbe0 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02efb8e0 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02efb5e0 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02efb2e0 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02ef97b0 "ffhhhhêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02efa200 "ffhhhhêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02efa098 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02ee1ed0 "ffhhhhêê" m_size=0 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x06b6e040 "" m_size=34384896 ...} [2 strong refs] [default],shared_ptr {m_resource={...} m_buffer=0x02efbe78 "B?B??}®???—Q?bJ??$>??W
"w,`YÕ" m_size=10428 ...} [2 strong refs] [default],...,...) m_resources=[16](("art\grid.dds", shared_ptr {m_resource={...} m_buffer=0x02ee1ed0 "ffhhhhêê" m_size=0 ...} [2 strong refs] [default]),("art\grid_nomips.dds", shared_ptr {m_resource={...} m_buffer=0x02efa098 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default]),("art\sky2_e.jpg", shared_ptr {m_resource={...} m_buffer=0x02ef97b0 "ffhhhhêê" m_size=0 ...} [2 strong refs] [default]),("art\sky2_n.jpg", shared_ptr {m_resource={...} m_buffer=0x02efb2e0 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default]),("art\sky2_s.jpg", shared_ptr {m_resource={...} m_buffer=0x02efb5e0 "ffhhhhêêêêêê" m_size=0 ...} [2 strong refs] [default]),("art\sky2_u.jpg", shared_ptr ... [...),. m ResCache *
+ m_saveGameDirectory 0x018a3ea8 "C:\Users\lim\AppData\Roaming\Game Coding Complete 4\Teapot Wars\4.0\" wchar_t [260]
+ m_pEventManager 0x02e6ecb0 {m_eventListeners=[13]((301117853, [1]({m_Closure={...} })),(392578543, [1]({m_Closure={...} })),(493016204, [1]({m_Closure={...} })),(806786005, [1]({m_Closure={...} })),(1031870702, [1]({m_Closure={...} })),(1409002337, [1]({m_Closure={...} })),(2385172198, [1]({m_Closure={...} })),(2743159501, [1]({m_Closure={...} })),(2814979857, [1]({m_Closure={...} })),(3859777700, [1]({m_Closure={...} })),(4004121152, [1]({m_Closure={...} })),(4038440189, [1]({m_Closure={...} })),(4114175856, [1]({m_Closure={...} }))) m_queues=0x02e6ecc8 [0]() m_activeQueue=1 ...} EventManager *
+ m_pBaseSocketManager 0x00000000 {m_WsaData={...} m_SockList=[...]() m_SockMap=[...]() ...} BaseSocketManager *
+ m_pNetworkEventForwarder 0x00000000 {m_SockId=??? } NetworkEventForwarder *
g_pApp->m_Renderer empty std::tr1::shared_ptr<IRenderer>
m_currTick 184044396 unsigned long
m_lastDraw 184040277 unsigned long
m_runFullSpeed true bool
- this 0x02ef0ed0 {m_MainMenuUI=shared_ptr {m_SampleUI={...} m_bCreatingGame=true m_NumAIs=1 ...} [2 strong refs] [default] } HumanView * const
+ [MainMenuView] {m_MainMenuUI=shared_ptr {m_SampleUI={...} m_bCreatingGame=true m_NumAIs=1 ...} [2 strong refs] [default] } MainMenuView
+ IGameView {...} IGameView
m_ViewId 0 unsigned int
m_ActorId 0 unsigned int
+ m_pProcessManager 0x02ef1878 {m_processList=[0]() } ProcessManager *
m_currTick 184044396 unsigned long
m_lastDraw 184040277 unsigned long
m_runFullSpeed true bool
m_BaseGameState BGS_Initializing BaseGameState
+ m_ScreenElements [1](shared_ptr {...} [2 strong refs] [default]) std::list<std::tr1::shared_ptr<IScreenElement>,std::allocator<std::tr1::shared_ptr<IScreenElement> > >
m_PointerHandler empty std::tr1::shared_ptr<IPointerHandler>
m_PointerRadius 1 int
m_KeyboardHandler empty std::tr1::shared_ptr<IKeyboardHandler>
m_pScene empty std::tr1::shared_ptr<ScreenElementScene>
m_pCamera empty std::tr1::shared_ptr<CameraNode>
+ m_Console {m_bActive=false m_DisplayStrings=[0]() m_ConsoleOutputRect={...} ...} HumanView::Console -
Sorry, nothing there is extremely useful, I think this would be a good opportunity for you to learn how to debug :D.PC - Custom Built
CPU: 3rd Gen. Intel i7 3770 3.4Ghz
GPU: ATI Radeon HD 7959 3GB
RAM: 16GB
Laptop - Alienware M17x
CPU: 3rd Gen. Intel i7 - Ivy Bridge
GPU: NVIDIA GeForce GTX 660M - 2GB GDDR5
RAM: 8GB Dual Channel DDR3 @ 1600mhz -
Are you using the toggle fullscreen button? I'm getting the same issue. I'm not sure fullscreen works at all right now; setting it in the player options doesn't seem to do anything.
Once we free up from our mutual crunch storms, one of us will take a look.
-Rez
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