Canardia Posted January 22, 2010 Share Posted January 22, 2010 and where is this? //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); That is in GameLib's LuaTools class (which inherits from LEO's Lua class), but in a more advanced form which Josh posted earlier. I'm not sure if this new version is very correct, as it doesn't even check the current stack size. I need to ask Josh which version should be used. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted January 22, 2010 Share Posted January 22, 2010 hmmm then i dont know why it doesn't work in c++/gamelib i can get the simple firepit model example working in bmax with no problems... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Canardia Posted January 22, 2010 Share Posted January 22, 2010 Windmill (my corrected version) and Firepit (LE standard version) works fine with GameLib, I just tried it. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Davaris Posted January 22, 2010 Author Share Posted January 22, 2010 I just tried changing the compatibility of the exe I am generating, but it made no difference to the fire pit. EDIT Might be Win7 64 bit! Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
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