Can someone explain to me exactly how to make mods

BlitzMax Forums/BlitzMax Beginners Area/Can someone explain to me exactly how to make mods

Craig H. Nisbet(Posted 2007) [#1]
I followed the manual exactly with exception to the nebulous "bmk" reference, which I don't quite get. Anytime I try to compile the code I get an error that says "module does match command module" What the heck does that mean.

Can anyone help me?


tonyg(Posted 2007) [#2]
Well, in the tutorial section, there is How to make and edit modules
The message means the module statement doesn't reflect an existing mod file.
e.g module test.testmodule will need a directory in mod called test, a subdir called testmodule which contains firstmodule.bmx


Craig H. Nisbet(Posted 2007) [#3]
Yeah, that path is set up correctly and I'm still getting that message. I'll try using the tutorial.


Dreamora(Posted 2007) [#4]
then it is not setup correctly. if you are on an Unix system, it is case sensitive.

So

test.mod/testmodule.mod/testmodule.bmx

with

module test.testModule would fail
it must be

module test.testmodule


FlameDuck(Posted 2007) [#5]
What the heck does that mean.
That you tried compiling it from the IDE?

You need to go to a command prompt/text terminal and type:
bmk makemods <name of module>


Craig H. Nisbet(Posted 2007) [#6]
I used the tutorial and got it to work finally.

Further questions...

Is it possible to get the mod to be available all the time without imporiting it, and use syntax hilighteing?


Zeke(Posted 2007) [#7]
no its not possible. you must import mod when you need it.


Dreamora(Posted 2007) [#8]
Correctly.

BRL and PUB modules are always imported unless you use framework.


Brucey(Posted 2007) [#9]
Is it possible to get the mod to be available all the time without imporiting it,

Why wouldn't you want to import it?

You should really consider using Framework, unless you don't mind all of the BRL and Pub modules being included in your binary.


Craig H. Nisbet(Posted 2007) [#10]
Good point!