Yeah, cheers.
Since i was compiling LuaBind with VC++2005 i had forgotten to define
the LUA_EXPORT/IMPORT/BUILDING_LUABIND defines, so it wasn;t exporting
anything. Once i had done that, it created a nice lib and dll for me :)
I hope this works now, fingers crossed :D
Paul Peloski wrote:
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Compile lua and luabind as a static libs. You might also want to use the
defines for "no exceptions", to prevent luabind from throwing C++ exceptions
and defining some weird stuff. Instead it uses the lua stack to report
errors. That's what I did and it worked.
Regards,
Paul
On Dec 4, 2007 10:13 AM, Tom Leighton <[EMAIL PROTECTED]> wrote:
Pretty much, i had trouble linking the two together (As a dynamic or
static library), so i then added LuaBind source files to my Server
project, and compiled. Without the source files included (Having them
excluded from the project) it all works as expected. However with them
included i get RECVTABLE errors for m_iFOV (MISSING CLIENT RECVPROP)
If i then add those files to client, it compiles and i can then load
into a map however i get the behaviour below.
LuaBind 0.7
Lua 5.1
Paul Peloski wrote:
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lua/luabind play fine with source, I've tried that before. It must be
something you've done wrong, but you haven't given enough info for me to
make a suggestion what that might be.
Regards,
Paul
On Dec 4, 2007 8:52 AM, Tom Leighton <[EMAIL PROTECTED]>
wrote:
Hey,
I have compiled LuaBind into my project (Using Lua as a dynamic linked
library), it all compiles fine.
The issue i get is that i believe it is messing with the player
classes.
Currently, if i dont have LuaBind in my client project, i get RECVTABLE
errors, and i cannot load into amap. However, on addition of LuaBind
into my client project, it will get into a map, with the following
consequences (I have died 4 times here)
http://img338.imageshack.us/img338/5186/dmlockdown0000ux0.jpg
Any help appreciated (I only want server side lua to do with player
movement / etc), not any fancy client/server stuff like garry :)
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