I have another log now, again, without a trace of MobTalker2 in it. I double checked FML's mod discovery code and can not see any reason why it wouldn't even recognize the file being there (if it's there, that is).
(To clarify, FML inspects every *.jar or *.zip file in the mods folder and makes a log entry about that. If there is no entry about MobTalker2 being inspected then it's either not there or not being recognized as a *.jar or *.zip file by Java/the operating system)
I can't do anything about it, because everything works. For me, this case is closed. I would like to get back to actual testing and further development. Things might work out for whatever magical reason for those that are not able to use MobTalker2 right now.
Problem lies here: [FINER] [ForgeModLoader] Skipping already parsed coremod or tweaker mobtalker2-universal-0.1.006a.jar
even if I don't have an idea why that happens for only a portion of ppl.
There is a simple way to fix that:
- Open the MobTalker2-0.1.006a.jar as an archive (with WinRar, 7zip etc)
- Extract the file META-INF/MANIFEST.MF to any location on your computer
- Open it with a text editor of your choice (Editor, Notepad++ or similar. NOT Word or something like that)
- Add the following after the last line (without leading or trailing spaces): FMLCorePluginContainsFMLMod: true
- Save the file
- Put the file back into the jar, overriding the existing META-INF/MANIFEST.MF.
- Start Minecraft
MANIFEST.MF should look like this in the end:
Manifest-Version: 1.0
Ant-Version: Apache Ant 1.8.4
Created-By: 1.7.0_25-b17 (Oracle Corporation)
FMLCorePlugin: mobtalker.util.launch.MobTalkerCorePlugin
FMLCorePluginContainsFMLMod: true
This ofc won't help those that do not have MobTalker2 appearing in their logs, where I still believe the jar is just in the wrong location.
Install Forge.
Put MobTalker's .zip into .minecraft/mods/.
If that folder doesn't exist, create it yourself.
Thank you.
Im sorry dude but that doesnt work for me (im probable doing it wrong because sometimes im a little too denst to understand things like that) so if u could give me a link to a video (since that helps me better) that would be great.
read the post above yours. there's a problem where the mod doesn't initialize for some people, so you either have to edit it yourself or wait for the next friday/release.
Fun fact: It stopped working for me about 4 hours ago without the fix.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
soooo... yea. obviously not my problem, despite your belief.
semi-related note, now that i have video recording software that isn't crap, i might do some vids for the mod such as installation instructions and such. just gotta find my headset wherever it may have run off to...
did you try doing the fix posted a few posts above and checking if it helps? maybe it's simply forge derping out.
i haven't tried it, primarily because i don't really want to play the mod as it stands (so no motivation to edit stuff). i just saw people having issues so i decided to install it and see if they were just being derps as most people are.
the only reason i went so far as to do that video is because i saw what chimaine said as him calling me out.
Chimaine, I'm wondering if you would mind if I coded up an auto installer for new people to use, so they don't have to put the Mobtalker2 jar in the mods folder. I'm think of adding forge and all that in so it installs all the essentials.
Chimaine, I'm wondering if you would mind if I coded up an auto installer for new people to use, so they don't have to put the Mobtalker2 jar in the mods folder. I'm think of adding forge and all that in so it installs all the essentials.
you'd have to ask the forge guys if it's okay to pack forge in, unless they already give open permission. just letting you know so you don't get slapped with the banhammer by the mods.
you'd have to ask the forge guys if it's okay to pack forge in, unless they already give open permission. just letting you know so you don't get slapped with the banhammer by the mods.
Till Chimaine says its ok to make it I will wait, if it is ok, then I will ask Forge right away if its ok.
Chimaine, I'm wondering if you would mind if I coded up an auto installer for new people to use, so they don't have to put the Mobtalker2 jar in the mods folder. I'm think of adding forge and all that in so it installs all the essentials.
An installer is normally a good idea, but for MobTalker2? It's only one file you have to download... The installer would also be one file. Also maybe you don't want to install it into your main Minecraft folder but a seperate instance.
It's not that I'm against it, I just don't see a reason why.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
I think an auto-installer for MobTalker is not really useful, but maybe an installer for scripts - as soon as there is a public page where you can share MobTalker 2 scripts I can lend a hand when it comes to programming.
That's more likely to happen.
About the page for scripts: We'll open the forum (that's already there, btw) as soon as we hit beta. If everything works out with 7-alpha (yes, we're changing the naming scheme) we could have a beta in one or two weeks.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
You know, I'm currently working with functions. So I wrote some and tried to run my script. Every time the script reaches the return statement, my script crashes.
@EDIT: Oh, yeah, and while you're at it, could someone please tell me how I can access functions (and labels etc) in another (included) file of my script pack? ^^'
You should be able to access functions within combined scripts.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Ok i figured out how to install forge (that was one of my main problems) but i put the .jar in my mods folder but it didnt work. There wasn't a mobtalker in my inventory so im probably doing this wrong. Do i put it in the mods folder in the .minecraft folder or is there another mods folder somewhere i have to put it? The mobtalkers script thing was created but still there is no mobtalker in my creative inventory.
Ok i figured out how to install forge (that was one of my main problems) but i put the .jar in my mods folder but it didnt work. There wasn't a mobtalker in my inventory so im probably doing this wrong. Do i put it in the mods folder in the .minecraft folder or is there another mods folder somewhere i have to put it? The mobtalkers script thing was created but still there is no mobtalker in my creative inventory.
Like (several times) noted before, there are currently two kinda related bugs that affect some people. If you want to provide anything new, please provide your logs.
Rollback Post to RevisionRollBack
Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Sorry on phone so can't quote, but an installer for scripts sounds good, but that will require permission of the script makers. But yeah I could see that working, cause a lot of people don't know how to installed them. Another thing to work out is how should it include scripts, but this is for later.
Like (several times) noted before, there are currently two kinda related bugs that affect some people. If you want to provide anything new, please provide your logs.
I cannot provide any logs as my game doesnt crash. It just seems the mod doesnt work for me.
(To clarify, FML inspects every *.jar or *.zip file in the mods folder and makes a log entry about that. If there is no entry about MobTalker2 being inspected then it's either not there or not being recognized as a *.jar or *.zip file by Java/the operating system)
I can't do anything about it, because everything works. For me, this case is closed. I would like to get back to actual testing and further development. Things might work out for whatever magical reason for those that are not able to use MobTalker2 right now.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Finally a helpful log!
Problem lies here:
[FINER] [ForgeModLoader] Skipping already parsed coremod or tweaker mobtalker2-universal-0.1.006a.jar
even if I don't have an idea why that happens for only a portion of ppl.
There is a simple way to fix that:
- Open the MobTalker2-0.1.006a.jar as an archive (with WinRar, 7zip etc)
- Extract the file META-INF/MANIFEST.MF to any location on your computer
- Open it with a text editor of your choice (Editor, Notepad++ or similar. NOT Word or something like that)
- Add the following after the last line (without leading or trailing spaces):
FMLCorePluginContainsFMLMod: true
- Save the file
- Put the file back into the jar, overriding the existing META-INF/MANIFEST.MF.
- Start Minecraft
MANIFEST.MF should look like this in the end:
Manifest-Version: 1.0
Ant-Version: Apache Ant 1.8.4
Created-By: 1.7.0_25-b17 (Oracle Corporation)
FMLCorePlugin: mobtalker.util.launch.MobTalkerCorePlugin
FMLCorePluginContainsFMLMod: true
This ofc won't help those that do not have MobTalker2 appearing in their logs, where I still believe the jar is just in the wrong location.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Im sorry dude but that doesnt work for me (im probable doing it wrong because sometimes im a little too denst to understand things like that) so if u could give me a link to a video (since that helps me better) that would be great.
Fun fact: It stopped working for me about 4 hours ago without the fix.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
forge log
soooo... yea. obviously not my problem, despite your belief.
semi-related note, now that i have video recording software that isn't crap, i might do some vids for the mod such as installation instructions and such. just gotta find my headset wherever it may have run off to...
the only reason i went so far as to do that video is because i saw what chimaine said as him calling me out.
Till Chimaine says its ok to make it I will wait, if it is ok, then I will ask Forge right away if its ok.
Magic. I have no clue. So it's working, but Forge says it isn't. Nice.
That should help in this case too.
An installer is normally a good idea, but for MobTalker2? It's only one file you have to download... The installer would also be one file. Also maybe you don't want to install it into your main Minecraft folder but a seperate instance.
It's not that I'm against it, I just don't see a reason why.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
loljk.
if i get bored enough, i'll try a different forge version and also try that edit fix thing. if i get bored enough...
Default scripts would be just integrated into the mod file itself.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
That's more likely to happen.
About the page for scripts: We'll open the forum (that's already there, btw) as soon as we hit beta. If everything works out with 7-alpha (yes, we're changing the naming scheme) we could have a beta in one or two weeks.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Bug noted. Created an issue for it: https://bitbucket.org/chimaine/mobtalker2/issue/4/
A temporary fix would be to assign the returned value to some variable, even if you do not use it.
You should be able to access functions within combined scripts.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
Like (several times) noted before, there are currently two kinda related bugs that affect some people. If you want to provide anything new, please provide your logs.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
I cannot provide any logs as my game doesnt crash. It just seems the mod doesnt work for me.