Hm, I have the same problem. I discovered tolua thanks to the scriptingmod. It's great, I can even use my own homebrewn string class inside Lua now!
But, I have one problem. I was using LuaPlus as well, it makes it a *lot* easier to go through tables and call Lua functions from C++. Unfortunatly, it refuses to work now. It does work again when I remove the .lib file from the list named lua_tolua++.lib. (or something similar). Right now I'm trying to find a GCC compiler to compile tolua++ standalone. Maybe it works better. After spending a day on this, I feel like it's fighting a losing battle.
And I have no idea why. Both LuaPlus and ToLua are compiled, yet they give problems. The lua function redefinitions are logical though. And I hope that I can get rid of those by compiling tolua separate (if I can get it compile at all).
Maybe someone else has an interesting suggestion how to get ToLua to work, while also using LuaPlus? Then it's really the best of both worlds
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lindquist: Does it have any advantages to use a DLL, could it save my problems maybe?
It's hard to explain what the problem exactly is. Sometimes I get strange source code errors as well, although it seems not to do that anymore - but LuaPlus is still doing 100% nothing. Or the otherway around. I just got all kind of assertions.. Real unfortunate, cause combined it would be awesome. Easy calling of Lua functions from C++, and all your classes (or certain ones) exposed for Lua.
Right now I got it kinda working.. I can call a function from C++ in Lua, using luaPlus.. but the Post() call which the LuaPlus makes gives a big error. Somehow because of a source file confusing I guess.. strange stuff
Enough rambling..
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