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Cannot install with Forge support #2
Comments
Teralink
commented
May 24, 2016
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I have the same problem. Did a clean minecraft install and added forge 10.13.4.1614. The Minecrift installer 'minecrift-1.7.10-R2b-Vive-jrbudda3-installer.exe' doesn't allow me to tick the forge option. |
cherbert
commented
May 24, 2016
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Just tried your version 4 forge blind install fix. It installs but when launching the profile you get an Unable to launch error. This is the error when trying to launch the Vive Forge profile in the launcher... |
Delectrixz
commented
May 24, 2016
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Can confirm I'm getting the same error as Cherbert. Using forge 1614. |
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Ah ok, I removed that class because it had a dependency I couldn't find. I'll see if I can fix it, then we can get on to the real bugs. |
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Try dis, please. |
cherbert
commented
May 24, 2016
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[22:37:42] [main/ERROR] [FML]: There is a binary discrepency between the expected input class bbj (bbj) and the actual class. Checksum on disk is 3e36d4e1, in patch 4dde7b8f. Things are probably about to go very wrong. Did you put something into the jar file? |
Delectrixz
commented
May 24, 2016
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It works with minecraft+forge for me, just installed over the old version. Jumped in the game and it loaded up however FTB was spewing errors: |
Tyrindor
commented
May 24, 2016
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Same here, works with minecraft+forge, but link an FTB modpack by changing the game directory and tons of errors. Doesn't happen on the non-modified vesrions of the vine mod. :( Tried fresh installs too. |
cherbert
commented
May 24, 2016
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okay, I deleted all the old profiles and bin files and re-installed fresh. It worked this time. |
Tyrindor
commented
May 24, 2016
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I copied over all the "mods" from FTB to the .minecraft dictonary. It seems like it's not FTB causing it because this crashed too, some modification made (perhaps some forge code was edited in your tweaks?) is making a certain mod(s) not load correctly I think. Overwriting with the default "minecrift-1.7.10-R2b-Vive-installer" fixes it. |
cherbert
commented
May 24, 2016
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Most mods I have tried all fail though... Not sure if thats the Vive mod or the fact the mods I am trying don't like forge 1614? cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.(Ljava/lang/String;) |
Tyrindor
commented
May 24, 2016
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Same error. I'm using Infinity Evolved 2.5.0, tried fresh install but doesn't work with the modifications jrbudda made. It does work with the stock vive mod. Something must have been edited that broke forge support. :( |
Delectrixz
commented
May 24, 2016
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The FTB mod pack Mage Quest was working with the old "minecrift-1.7.10-R2b-Vive-installer", but it's not with this version of minecrift. Somethings causing a problem! Jrbudda to the rescue! |
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I got nothin. I have no experience at all with forge, much less trying to get forge to modify this much of base minecraft and then run mods on top of it. Seems like it does some kind of checksum checking on the base jar, and minecrift must be doing something to trick it, something likely needs to be changed in the build settings for each build. If someone knows anything about how to go about fixing this I would appreciate it. |
Tyrindor
commented
May 24, 2016
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All I can suggest is comparing code with the forge enabled vive mod version here that works: http://www.mediafire.com/download/9lz9dhwm2w5x832/minecrift-1.7.10-R2b-Vive-installer.exe I don't think it's a checksumming error. cherbert fixed that issue by reinstalling it, probably an entirely different issue. The actual errors: Sadly, vanilla Minecraft just doesn't hold my interest long so I'll be using the stock vive mod. Hopefully someone figures out the cause. My guess is something was changed that forge hooks into. |
ziggrrauglurr
commented
May 25, 2016
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Ok, since no one mentioned this, I 'm just going to remind everyone that mods are _really_ finicky if they don't get the forge version they want. Since I don't have a Vive, I'll try installing v4.5 and run it "normally", to try to narrow down the issue. |
Tyrindor
commented
May 25, 2016
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I'm using Infinity Evolved which uses the same version of forge as Vine. Definitely not a forge version mismatch. |
cherbert
commented
May 25, 2016
The mod I am using works perfectly fine with Forge 1614 |
Delectrixz
commented
May 25, 2016
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Ive tried about 6 different forge versions and none seem to work prior to 1400, before even trying to install minecrift. 1614 seems to be the most stable. Old ftb/minecrift/mage quest setup that works also used 1614 which rules out any forge version differences as the culprit. Theres something different in the old minecrift that we need in the new one unfortunately im no coder. |
ziggrrauglurr
commented
May 25, 2016
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Well on the plus side, Automat, was active on his fork 7 days ago, me might be able to summon him, he migh have insights on this, no? |
CaiganMythFang
commented
May 25, 2016
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Greetings, I'm not a coder by any means, but a modpack dev that is used to deciphering some of the odd crashes, so hopefully I can help get things at least pointed in the right direction for a fix. =) With the modpacks I've been able to get working on the original vivecraft port, I tested with v5 of your changes jrbudda. Pretty much all of them crash with a similar error, usually with different mods, the most common being : Caused by: java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.(Ljava/lang/String;)V Searching some of the error lines, though, multiple places seem to be pointing out that this error is from part of Forge not being installed correctly. Specifically : Forge Mod Loader is installed, but not Forge Minecraft. Normally these get installed together via the normal installer. It sounds like something is not building correctly with the new installer. |
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I think its installed, but has some kind of fit during startup and refuses to load the necessary files. Not really sure tho. I do know the vanilla creativetabs class does not have a (string) constructor so something is supposed to be modifying that file to add it. |
ziggrrauglurr
commented
May 25, 2016
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Question. You forked Automat's version in tag R2b (The one that StellaArtois declared Forge 1614 working) ? (I ask because of the name of your builds) Just to get my bearings were it diverged. |
Delectrixz
commented
May 25, 2016
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How about taking the original code from Automat-GH, then adding in a handful of the new additions / changes at a time, install it and see if it breaks. When it does bam you can narrow down the culprit! |
cherbert
commented
May 25, 2016
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This is from the game output tab on the launcher. Something seems very wrong. Searching Google for similar errors seems to bring up discussions relating to gradlew not having been setup properly in your eclipse environment (assuming you are using eclipse?) and/or LWJGL being missing?
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Tyrindor
commented
May 25, 2016
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Zig, according to his file names he forked R2b. https://github.com/jrbudda/minecrift/releases Our best bet is asking the original coder of the mod to look at it, but I don't see any way to message on github? Someone out there has to know the fix for this, the minecraft modding community is huge. I assume this guy would know, as he's the one who added forge support to the vive mod: https://github.com/StellaArtois I also searched for the error "java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.(Ljava/lang/String;)V" and the only thing that really stuck out is the fact forge is very picky about how it's compiled. |
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Trying to set up to dig into this... can someone post me a console log of minecraft starting up where forge+mods load correctly with Automat's original? I tried it but get almost the exact same message spam as with my updated installs. Thanks. |
CaiganMythFang
commented
May 26, 2016
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Sure thing. MODPACK : FTB Infinity Evolved Skyblock I can't use pastebin for the logs due to their size, so this will be from my DropBox. These are the fml-client-latest.log files from minecraft/logs/, grabbed when the modpack either fully loads or when it crashes. AUTOMAT GH BUILD : Log File |
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thank you, it does appear the have the same error spam, so that's not related. Good to know. |
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Ok so the gist of the issue is thus: Both Forge and Minecrfit are fundamentally similar, they both add new code to the base game and both (heavily) modify the base game to support that new code. Both installers do approximately the same thing: they download the base game, deobfuscate it, add the new code, apply patches to the existing base game code, and reobfuscate it. So the trick for compatibility is both sets of base game patches have to not step on each other's toes. I know for a fact I've modified some parts of base minecraft that Forge is not expecting so that creates a crash, fine, I think I can fix those. What I don't understand is this common error of NoSuchMethod related to CreativeTabs. CreativeTabs.java is code that only forge modifies in the base game, but Minecrift does not touch. My only guess is it's an obfuscation error, something in the Minecrift build process is creating an obfuscated name that collides with the obfuscated name of that class file. That's as far as I've gotten. I'm half tempted to just merge Minecrift-Vive and Forge code manually and release ViveForgeCraft, but I fear I'd run into a whole new world of issues trying to get that to build. |
Tyrindor
commented
May 26, 2016
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Well either way, I am glad your attempting to get it resolved. Majority of the reason I bought my Vive was for Minecraft, I play it a ton, and I'd love to have your tweaks. However, I've been playing with mods for ages now so going back to vanilla just doesn't work. Completely different games really. I really hope it gets fixed, and I think I speak for everyone in here - we greatly appreciate the effort. If I knew more about coding I'd be digging through it. |
Nibala
commented
May 26, 2016
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Just a thought: Wouldn't it be easier to split the project into the working renderer and build additions in the form of a normal mod? The vive renderer itself seems to work with mods, maybe it would be easier to remove the teleportation feature and put up vive specific stuff like controler key bind, teleportation and movement in the form of a mod. The implementation of mods seems to be a very well documented and straight forward process with few obstacles. The way the vive plugin now meddles with data is more like the forge installer itself and possibly very tricky now and for the future. |
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It has to be that way, you can't implement a whole new control scheme and rendering method 'on top' of minecraft as a mod, you have to override the functionality of the base game. There's ways to use external files to hold most of the changed code which keeps line by line changes to the base to a minimum but fiddling with the base is still necessary like what forge does. I just need to either sit down and learn how it does the obfuscation and fix the installer, or just merge this and forge into one codebase, which I've already sorta started on. |
antifreak
commented
May 27, 2016
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I have a question about this whole forge thing. The only mods i cant get to work are adding new items to the game, like Decocraft, Carpenters or Buildcraft. Is this the problem you are discussing or are you talking about forge in general? |
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Basically yes, what works or doesnt is going to depend on what code the actual mods try to access. Some of my minecraft code is changed from the original and there seems to be a an issue with the installer that is breaking some of Forge's additions to the base game as well. |
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test v10 please. start new individual issues. |
cherbert commentedMay 24, 2016
I have Forge 10.13.4.1614 installed but when I use your installer the option to install with Forge is grayed out and cannot be selected.