How do you get the Profiler to work?

How do you get the Profiler to work?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

How do you get the Profiler to work?

Post by PicassoCT »

The tale so far:

Our hero ventured into the valley of mostrous memory leaks to save the dragon from the maiden, and thus tried to acquire the magic sword of dbprofiler.lua.

He phailed misserably (to everyones entertaiment) - and with the infologquest to aquire a action Handler - returned to the town of Moddev. There he was told by the wizewizzard of jK - to enter the zk dungeon and acquire a gadgethandler.lua out of the trunk.
He was eaten by demons and shat out again, plagued by the banshee of silence, who gave him no error-message whatsoever- and besides :

Code: Select all

"[f=0000000] Error: Lua LoadCode pcall error = 0, LuaRules/main.lua, error = 2, LuaGadgets/gadgets.lua, [string "LuaRules/Gadgets/dbprofiler.lua"]:189: attempt to index field 'actionHandler' (a nil value)"

has nothing to show whatsover. Feeling the itch to bitch, he decided to get it together and stay non-rantive, but still would like some incentive, preferably advice on how to get on with this -S******.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: How do you get the Profiler to work?

Post by Forboding Angel »

I have no errors but yet I have never managed to get the gadget profiler to work. The widget profiler works fine.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: How do you get the Profiler to work?

Post by PicassoCT »

Thanks for replying Forb.. so i know that someone at least tryied to use the thing too- that makes two who dont know how to get it running. Two is a crowd. A crowd can besiege the producer and throw burning non-existing manuals at the support center :D
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: How do you get the Profiler to work?

Post by Forboding Angel »

I've found that sacrificing the correct amount of goats does absolutely no good, but it does make you feel a little better.
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Silentwings
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Re: How do you get the Profiler to work?

Post by Silentwings »

For many months the monstrous nil error had slain all who seeked it's lair. By night it bought terror to the lowly villagers of Moddev, ravaging their women and leaving them helpless against their own performance guzzling gadgetry.

Autumn fell and the knights of the Kingdom ended their crusades and returned to the shelter of Moddev. That very night, the villagers pleaded that the nil error be slain and, after a few beers, the brave knights ventured out into the mountains.

Barely had they left the safety of Moddev when a wild gadgetHandler blocked their way, snarling and taunting them with as yet unimplemented callins. Many knights ran for cover but the bravest drew their swords and, through the power of the updated wiki, laid the monster to rest.

The knights feasted on the gadgetHandlers carcass but found no clues as to the wherabouts of the nil error. The next morning the clouds cleared and the knights came upon the mythical paradise of ZK, where the nil error could not go. In ZK the gadgetHandlers were tame and the knights learned of a map showing that the nil error lurked in the gadgetHandler={...} cave system.

The depths of the caves were pitch black and the knights could feel the nil error stalking them behind its veil of darkness. The boldest of the knights called upon the Holy power of WinMerge and thus traced the nil error to the deepest caves, where no sensible programmer had dared look. A grevious battle ensued but by the sword of actionHandler=actionHandler the nil error was slain, crushing all but the swiftest of the knights as it fell.

After briefly mourning their fallen companions, the knights returned the next day to Moddev where they were showered with riches by the grateful villagers.

tl;dr ... Locate the definition of the gadgetHandler = {... } object, which is around line 60-70 in sensible gadgets.lua. Add the line "actionHandler=actionHandler," to it and, as long as you have a reasonably up to date gadgets.lua, dbg_profiler will work again. Example (for latest engine builds):
gadgets.lua
(41.7 KiB) Downloaded 7 times
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: How do you get the Profiler to work?

Post by PicassoCT »

Downloaded the gadget lua.. replaced my old one with this. And gone were game and units. Which is a shame, because i need this rather badly..

:D

Infolog?
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: How do you get the Profiler to work?

Post by Silentwings »

were you using the latest engine builds? that handler won't work with 94.

if you want one that works with both you can steal the one from ba-svn.
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