Ooops
March 05, 2021, 08:02:37 PM

Author Topic: Building BAH modules  (Read 158 times)

Offline _PJ_

Building BAH modules
« on: February 14, 2021, 02:11:17 AM »
Quote
[  3%] Processing:source.bmx
"C:/Program Files/BlitzMax/bin/bcc.exe"  -g x64 -m bah.taglib -v -h -d -s -p win32 -o "C:/Program Files/BlitzMax/mod/bah.mod/taglib.mod/.bmx/source.bmx.debug.win32.x64.s" "C:/Program Files/BlitzMax/mod/bah.mod/taglib.mod/source.bmx"
Parsing...
Compile Error: File 'C:/Program Files/BlitzMax/mod/bah.mod/sstream.mod/common_ng.bmx' not found.
[C:/Program Files/BlitzMax/mod/bah.mod/sstream.mod/sstream.bmx;21;0]
Build Error: failed to compile (-1) C:/Program Files/BlitzMax/mod/bah.mod/sstream.mod/sstream.bmx
Process complete

I've looked everywhere and indeed "common_ng.bmx" just doesn't seem to exist. Where can this source be obtained?




Offline Derron

Re: Building BAH modules
« Reply #1 on: February 14, 2021, 06:45:09 AM »

Offline Derron

Re: Building BAH modules
« Reply #2 on: February 14, 2021, 06:54:19 AM »
Ok ... so I blamed that a while ago - right?
... and the issue was closed ... right?


Now we check the content of the bah.mod/sstream.mod folder:
https://github.com/maxmods/bah.mod/tree/master/sstream.mod



It seems ... it is there.



Might it be that you run a lot of outdated files? maybe newer NG + "copied from my backup folder" bah.mod ?  and all this stuff?
Download "bah.mod" , extract it and _replace_ your old bah.mod stuff.

Another option is to use GIT to keep in sync with local changes (which you might have done) and changes in the upstream repository.


Edit: Small hint: do not enforce compilation of all the bah.mod stuff - only compile what is needed (let bmk decide that for you). Else you will always run into an outdated submodule and then the whole module compilation stops at this point - leavin all the "yet to be compiled" modules uncompiled.


bye
Ron

 

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