Build errors. They're at the end of the post. And yeah, not surprised F20 doesn't ship the last version. Bleeding edge distro and all. I've come to expect this, and it's half the fun. If y'all get a patch that needs testing, let me know. I've got a 64-bit F20 install to run on and a 32-bit F20 build bot with a 64-bit compiler grafted in available for testing.
Steel01
parse/lua.cpp: In function ‘int l_Object___tostring_f(lua_State*)’:
parse/lua.cpp:4786:68: warning: format ‘%ld’ expects argument of type ‘long int’, but argument 3 has type ‘int’ [-Wformat=]
sprintf(buf, "Object %ld [%d]", OBJ_INDEX(objh->objp), objh->sig);
^
parse/lua.cpp: In member function ‘int script_state::CreateLuaState()’:
parse/lua.cpp:14615:26: error: ‘lua_open’ was not declared in this scope
lua_State *L = lua_open();
^
parse/lua.cpp:14629:16: error: ‘LUA_GLOBALSINDEX’ was not declared in this scope
lua_rawget(L, LUA_GLOBALSINDEX);
^
parse/lua.cpp: In member function ‘int ade_table_entry::SetTable(lua_State*, int, int)’:
parse/lua.cpp:15454:20: error: ‘LUA_GLOBALSINDEX’ was not declared in this scope
if(p_amt_ldx != LUA_GLOBALSINDEX)
^
make[1]: *** [lua.o] Error 1
Edit: Just for kicks, I fired off the executable from my last F19 rpm build. Runs like a charm. Guess the vanilla fs2 campaign doesn't use lua. That or fs2_open gracefully handles the failure to open the lua interpreter and doesn't output any errors to stdout about it.
Edit to my edit: Or it's statically linked. Brain cramp moment... *scurries back off*