Decoda: weird @Untitled.lua issue

Shinigami1567Shinigami1567 Join Date: 2011-10-05 Member: 125883Members
(originally posted this in the Decoda subforums, but got no response after 4 days)

Hey I'm trying to use Decoda to deal with some LUA that is loaded by my C++ exe. The problem is when I run the exe, the files displayed are all titled @Untitled#.lua (ex: @Untitled1.lua @Untitled8.lua etc) instead of the real file names, and are not associated properly with the actual .lua files. So I can't edit the files and can't set breakpoints before the object is loaded.

Adding the real file to the project doesn't seem to do anything, and a quick search of these forums turned up nothing but frustration.

Any idea what's going on here? Thanks in advance.

Comments

  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    GOT NO RESPONSE IN THE DECODA FORUM EH?

    IT'S CAUSE THEY ARE TOO BUSY MAKING NS2




    I'm sure one of the code folks will materialize out of the mist, and answer your query whilst phasing it back to decoda ♥
  • Shinigami1567Shinigami1567 Join Date: 2011-10-05 Member: 125883Members
    Emailed them and got this response:
    "
    Hi Paul,

    How are you loading the files from C++? If you are calling luaL_loadfile, Decoda should be able to grab the file names from the parameter passed in. If you're calling lua_load or luaL_loadbuffer the chunk name will need to be specified with an @ sign in the beginning for Decoda it understand it as a file name.

    Max

    --
    Technical Director
    Unknown Worlds Entertainment
    "

    Sure enough, the way we were using luaL_loadbuffer didn't pass the right filename for the last arguement.
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