I'm trying to set this up on my friends Mac (kind of old)
Heres his modloader.txt file
Jul 25, 2012 9:54:03 PM ModLoader init
FINE: ModLoader 1.2.5 Initializing...
Jul 25, 2012 9:54:03 PM ModLoader readFromClassPath
FINER: Adding mods from /Users/RadicalStan/Library/Application Support/minecraft/bin/minecraft.jar
Jul 25, 2012 9:54:03 PM ModLoader readFromClassPath
FINER: Directory found.
Jul 25, 2012 9:54:03 PM ModLoader readFromModFolder
FINER: Adding mods from /Users/RadicalStan/Library/Application Support/minecraft/mods/MumbleLink
Jul 25, 2012 9:54:03 PM ModLoader readFromModFolder
FINER: Directory found.
Jul 25, 2012 9:54:03 PM ModLoader addMod
FINE: Failed to load mod from "mod_MumbleLink.class"
Jul 25, 2012 9:54:03 PM ModLoader addMod
FINER: THROW
java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at ModLoader.addMod(ModLoader.java:289)
at ModLoader.readFromModFolder(ModLoader.java:1292)
at ModLoader.init(ModLoader.java:887)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:273)
at net.minecraft.client.Minecraft.run(SourceFile:657)
at java.lang.Thread.run(Thread.java:655)
Jul 25, 2012 9:54:14 PM ModLoader addAllRenderers
FINE: Initialized
He has OSX 10.5.8.
This seems to be a Java JRE version problem. I believe I have compiled for Java 1.7 (aka "Java SE 1.7" or "JRE 1.7") - you might still have Java 1.6 on that MAC. I suggest you try to update Java (JRE).
Is it possible to get a 64 bit version for those of us using 64 bit java?
Aug 3 11:54:56 keybounceMBP java[3674]: dlopen(/Volumes/UserData/Users/michael/Library/Application Support/minecraft/mods/MumbleLink/natives/libmod_MumbleLink.dylib, 1): no suitable image found. Did find:
/Volumes/UserData/Users/michael/Library/Application Support/minecraft/mods/MumbleLink/natives/libmod_MumbleLink.dylib: mach-o, but wrong architecture
This seems to be a Java JRE version problem. I believe I have compiled for Java 1.7 (aka "Java SE 1.7" or "JRE 1.7") - you might still have Java 1.6 on that MAC. I suggest you try to update Java (JRE).
For the next time I will try to think of compiling for 1.6. I am sorry for the inconvenience.
Actually, those macs only officially support java 5, not java 6. There is a pre-release of J6 that was not officially supported, and is an early (buggy) build -- see the mac support thread for details.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is it possible to get a 64 bit version for those of us using 64 bit java?
Aug 3 11:54:56 keybounceMBP java[3674]: dlopen(/Volumes/UserData/Users/michael/Library/Application Support/minecraft/mods/MumbleLink/natives/libmod_MumbleLink.dylib, 1): no suitable image found. Did find:
/Volumes/UserData/Users/michael/Library/Application Support/minecraft/mods/MumbleLink/natives/libmod_MumbleLink.dylib: mach-o, but wrong architecture
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So there is a 64 bit version and it still complains on me ...
Since you're not using a fat / universal image, my question becomes: How do I test to see that it is working or not working?
You are right, theskorm also has compiled for OSX 64 bit so that "_x64.dylib" is what you need.
You can tell that it works by seeing if you get an ingame text message "Mumble linked." after you joined a world (this can either be a multiplayer of singleplayer world). Mumble should also log a message "Minecraft linked.". Note that you will need Minecraft and Mumble running at the same time of course.
And remember that positional voip will only work with people that use this mod too, all regular Mumble users will only be heard normally.
In addition you can check the ModLoader.txt as explained in the README.txt.
As for how the mod works: It will try to load each of the library files one after another until one succeeded. You can delete all the other library files to make sure it only tries your "_x64.dylib".
Just learned about Mumble and positional audio, then found this plugin. Looks pretty neat, such a shame Mojang is so hostile to modders, and backed out on their promise to making minecraft more mod friendly, we wouldn't have every mod breaking and requiring so much work every time minecraft updates
Hopefully someone is able to update this mod for 1.3.1!
I have no idea what I'm doing, but I got it to compile after changing two lines of code, and it seems to run for at least 30 seconds without crashing. I haven't tested it with anyone else yet, so no idea if it's working, but if anyone wants to try:
I have no idea what I'm doing, but I got it to compile after changing two lines of code, and it seems to run for at least 30 seconds without crashing. I haven't tested it with anyone else yet, so no idea if it's working, but if anyone wants to try:
Would be nice to hear results if it actually does work for someone.
PS: Here's the two changes:
--- a/mod_MumbleLink/mcp/src/minecraft/net/minecraft/src/UpdateData.java
+++ b/mod_MumbleLink/mcp/src/minecraft/net/minecraft/src/UpdateData.java
@@ -90,7 +90,7 @@ public class UpdateData {
float fCameraTopZ = 0;
- Vec3D lookDirection = game.thePlayer.getLookVec();
+ Vec3 lookDirection = game.thePlayer.getLookVec();
/*
* TODO: calculate real camera vector from pitch and yaw // camera
--- a/mod_MumbleLink/mcp/src/minecraft/net/minecraft/src/mumblelink/ChatNotifier.java
+++ b/mod_MumbleLink/mcp/src/minecraft/net/minecraft/src/mumblelink/ChatNotifier.java
@@ -50,6 +50,6 @@ public class ChatNotifier implements UserNotifier {
}
protected void send(String message) {
- game.ingameGUI.addChatMessage(message);
+ game.thePlayer.addChatMessage(message);
}
}
Outstanding job! From what I can tell you did it: recompiling and reobfuscating.
This mod usually either crashes at the beginning (starting of minecraft) or simply works.
I have tweaked your second code change a bit and found some general things that needed fixing that's why I had to rebuild otherwise I would have taken your files. Thanks for jumping in and helping out so quickly. Oh look, you have earned some credits in the readme (a shame no one ever reads it ;)).
Actually, those macs only officially support java 5, not java 6. There is a pre-release of J6 that was not officially supported, and is an early (buggy) build -- see the mac support thread for details.
Hmm seems like it - the MCP scripts automatically compile for Java 6 ... so it already was compiled for Java 6 all along. I guess he/she won't get around updating OSX or Java.
Change Log:
v2.5.1
- updated for Minecraft 1.3.1
- bug fixes with loading native libraries
- should also "see" some performance improvements to due massive code rework in 2.5
I am not really sure what the issue is. Could you please post your ModLoader.txt or the "Minecraft has crashed!" message?
I am assuming that the problem is that the libraries were not found.
I have not figured out how to use the native libraries from within a zip file, this is why you need to extract them.
Based on my previous assumption you should have two options: 1.copy the libraries (content of "natives" folder) into each minecraft execution directory (right where ModLoader.txt will show up).
2. use the experimental config file
What you could try is tell the mod where to look for the libraries by setting the "libraryFolderPath" key:
Quote from README.txt »
- libraryFolderPath:/some/folder/path/natives/
-- default: none
-- you can specify which directory should be searched for the required
native library files
-- useful when running minecraft from a custom directory
You will need to create a text file "mod_MumbleLink.conf" in each minecraft execution directory.
Edit it with notepad and insert a line like this:
libraryFolderPath:/some/folder/path/natives/
My mod_MumbleLink.conf would look like this (Win7):
As for your ModLoader.txt: it seems that the problem is that ModLoader tries to load MumbleLink from the mod folder - in that one you of course have the newest version which is incompatible with 1.2.5 - causing this "java.lang.NoClassDefFoundError".
I am unsure as of how MagicLauncher exactly works (will have to look into this later on but I don't have time for it now) but you could try what you have mentioned in your second post with unzipped versions of the mod.
Note that the mods-folder installation is only one way of installing this mod you can also add it like any other mod by putting the class files into the minecraft.jar - or in your case add it as a normal mod in MagicLauncher (using the class files) as long as the DLLs are in the expected path (either specified by the config file or in default location in the mods-folder). But make sure to not have any class-files inside the mods-folder otherwise ModLoader might try to double load it.
To wrap things up:
Import MumbleLink into MagicLauncher like you would with any other mod (you might have to make a ZIP-file for that yourself)
Remove any .class files from your mods-folder but leave the DLLs (do not use the config file in that case)
you should be good to go for now (until the DLLs are touched in a future version)
For the next major update I will look into getting the DLLs automatically extracted from the ZIP file, this will mean that you are not required to extract it manually anymore. I'll also have a look at how MagicLauncher actually works.
Please keep me updated if the suggested method above worked for you. Thanks
zs
Edit:
I am not sure if your idea about different versions of the mod in the mods-folder will work as ModLoader will try to load every mod it finds - when it finds an incompatible (i.e. outdated) version it crashes with the error you have in your posted ModLoader.txt .
That message is a very good sign.
You should see a message both in Minecraft and Mumble. If you have missed the message in Minecraft check Mumble for a "Minecraft linked." message.
Note that the Message in Minecraft will only show the very first time that you join a game (and Mumble was started) if you leave a server and rejoin then the message will not appear again! The message will also show when joining a single player world as the first game (so keep an eye out there as well).
However if you missed it and really want to see the message you will need to restart Minecraft.
Also consult your ModLoader.txt after starting 1.3.2 and check if it indicated that the mod was loaded.
I tested it and it works fine It even said Mumble Linked, in the game now and the 3D sound is working also.
Great news! Thank you for reporting back I am glad you have got it working now :).
Would you be so kind and show me what your ZIP looks like (or provide either of the ZIP-files as download)? I'd like to look into how to make the next package more MagicLauncher friendly.
Absolutely! This is the zip file for 1.2.5: https://www.dropbox....mblelink125.zip And this is for 1.3.2: https://www.dropbox....mblelink132.zip
1.2.5 was simple as it was only the one file in the zip, 1.3.2 I had to try a few times to make sure I got the structure correct. And I rename the zips so the name fit with the Minecraft version. Easier to remember that way.
Then I just keep the 2 .dll files inside the .minecraft\mods\MumbleLink\natives folder. Of course I would need the .so or .dylib files instead if I didn't use Windows.
Here you can see how it works in MagicLauncher. I repack mods to a zip file if they are not already zipped and give them appropriate names: https://www.dropbox....ni3z5g2m/ml.png This is just my setup for Minecraft 1.3.2, I have other setups for other versions and mods.
Hope that helps a bit. And big thumbs up for making it MagicLauncher friendly
Thank you that helps alot and is very interesting to read.
I was actually already thinking about getting the ZIP file structured like that beforehand. But since it is still required to unpack for the natives dragging and dropping the MumbleLink-folder into the mods-folder was very convenient so far.
Once I have figured out how to load the natives from the ZIP i'll have the distribution package use this layout so you can simply download it right into the .minecraft-folder and do not need to fiddle with the .class-files anymore.
I am assuming that it does not matter if you "pollute" the ZIP with the native-folder and other files - will have to test that.
Btw, I found out the other day that sounds in Minecraft travels maximum 64 blocks, so now I have set mumble up for the same distance and complete silence after 64 blocks. I will then use a hotkey to whisper to people that are further away but without 3D sound, like a 2 way radio (walkie talkie?). That way it should be more 'real' I think. Would be cool if Mumble had a function to mimic radio talk, like the lower quality sound and the clicks and what not
Yes, I would like to see here as well but that's still long ways to go. But having to wield the radio and having to craft it before that sounds kind of like it would fit into Minecraft. Setting up mumble is an essential part I think it is a pity that the default settings are so (imo) strange.
Also I can't believe this mod is not getting more attention. This and Optifine are the 2 first mods I look for after a new Minecraft version.
From what it feels like to me is that when a mod has a lot of replies in the thread those usually are help requests - so the less replies the better? ;-)
Here's some more figures if you haven't seen them yet (right side of each folder is a downloads number): https://sourceforge....mblelink/files/
Here is a graph showing the downloads on SF - not very representative since it's missing the numbers from theskorms fork. http://sourceforge.n...1 to 2012-08-27
This is what I believe is most representative: the numbers for MC 1.2.5 http://sourceforge.n...1 to 2012-08-27
Heck, I even think that Mumble should be built into Minecraft as a default VoIP, plug and play when you either LAN or join an SMP server. In case of SMP servers, the admins should have some flags to put people into the correct channels if on a faction server and to setup voice distance and stuff like that.
So did I too, this is why this mod is licensed under LGPL so Mojang could use it if they wanted to.
Not to get your hopes up too high but for the future I was considering looking into making this also as a Spout (server side) plugin with the aim to get rid of the client-side dependency and adding or at least enabling these management features.
Imagine playing on an anarchy server and have plans to go on a raid and as you would get close to the enemy, you would slowly begin to hear their voices when they talk with each other and your team would have to be quiet or whisper softly so the enemy wouldn't hear you until it was too late. Then all out attack when you are close enough, everyone screaming hell on VoIP, utter chaos but still you could hear where everyone are and the distance to them.
One can only dream
As good as this sounds in the first place it might actually not work as you expect it to.
With PR and PR-Mumble we have quite some experience with exactly this scenario. What would actually happen is that people would refrain from using the "insecure" local mumble talk and instead use alternative means of communication (Teamspeak, chat or in our case ingame-VOIP).
The people would actually be too scared to use positional audio because it would give their position away. In some cases it would degrade to no-voip gameplay because of that. Another quite annoying thing was taunting. We ended up separating the teams into different channels so only team members could hear each other.
Of course the PR scenario is based on a military simulation and thus I believe it's setting is more prone to this phenomenon than would be with Minecraft.
What my friends and I actually used this for / the main reason for this mod was that we would be so many people on one server in one mumble channel that communication would become so cluttered with people talking over each other it started to cause anger among the players. Especially with region specific things like "I found diamond" or "Creeper!!!" which you do not care about because you are 500 blocks away. Having this attenuated voip helped us get the groups focused on what was important in their area while still allowing for team wide communication using the "walky talky" function (like you set up).
Another very helpful thing which it is almost constantly used for is locating your buddy: "Where did you go?" - "Over here!" - "Ok, I see you."
This mod has very little (to no) potential to conflict with any other Minecraft mod(s) since it uses ModLoader and only reads information from Minecraft (does not change anything)... in fact I am not aware of any incompatibilities at all.
Edit: And about you (YukonAppleGeek) not hearing the effect: basically what scarystuff said
i run a tekkit server so i have to use the 1.2.5 version, however my minecraft keeps crashing
here is the error report incase your interested
Are you sure this error is caused by this (MumbleLink) mod? It seems to be "CompactSolars" causing the issue:
java.lang.NullPointerException
...
at mod_CompactSolars.load(mod_CompactSolars.java:34)
an NPE (NullPointerException) hints at coding errors of that mod or it might depend on another mod/library that was not installed. Please contact the developer of "CompactSolars" mod.
I was wondering if you were working on porting to bukkit cause i want to use this mod on a server i help run i know everyone would love it also great job
Rollback Post to RevisionRollBack
redstonehosting.net:20000 good server cheak it out
This seems to be a Java JRE version problem. I believe I have compiled for Java 1.7 (aka "Java SE 1.7" or "JRE 1.7") - you might still have Java 1.6 on that MAC. I suggest you try to update Java (JRE).
If there is no JRE yet you can try and get the JDK which usually includes the corresponding JRE (http://jdk7.java.net/download.html).
For the next time I will try to think of compiling for 1.6. I am sorry for the inconvenience.
Want Positional VOIP? Get the Mod for Mumble Support
Is it possible to get a 64 bit version for those of us using 64 bit java?
Actually, those macs only officially support java 5, not java 6. There is a pre-release of J6 that was not officially supported, and is an early (buggy) build -- see the mac support thread for details.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And now for the fun part. Also in that directory:
So there is a 64 bit version and it still complains on me ...
Since you're not using a fat / universal image, my question becomes: How do I test to see that it is working or not working?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
You are right, theskorm also has compiled for OSX 64 bit so that "_x64.dylib" is what you need.
You can tell that it works by seeing if you get an ingame text message "Mumble linked." after you joined a world (this can either be a multiplayer of singleplayer world). Mumble should also log a message "Minecraft linked.". Note that you will need Minecraft and Mumble running at the same time of course.
And remember that positional voip will only work with people that use this mod too, all regular Mumble users will only be heard normally.
In addition you can check the ModLoader.txt as explained in the README.txt.
As for how the mod works: It will try to load each of the library files one after another until one succeeded. You can delete all the other library files to make sure it only tries your "_x64.dylib".
Want Positional VOIP? Get the Mod for Mumble Support
Hopefully someone is able to update this mod for 1.3.1!
Mod_MumbleLink for Minecraft 1.3.1
Would be nice to hear results if it actually does work for someone.
PS: Here's the two changes:
Outstanding job! From what I can tell you did it: recompiling and reobfuscating.
This mod usually either crashes at the beginning (starting of minecraft) or simply works.
I have tweaked your second code change a bit and found some general things that needed fixing that's why I had to rebuild otherwise I would have taken your files. Thanks for jumping in and helping out so quickly. Oh look, you have earned some credits in the readme (a shame no one ever reads it ;)).
Want Positional VOIP? Get the Mod for Mumble Support
Hmm seems like it - the MCP scripts automatically compile for Java 6 ... so it already was compiled for Java 6 all along. I guess he/she won't get around updating OSX or Java.
Want Positional VOIP? Get the Mod for Mumble Support
Minecraft 1.3.1 compatibility update
Download for MC 1.3.1
MumbleLinkV2.5.1.zip
Change Log:
v2.5.1
- updated for Minecraft 1.3.1
- bug fixes with loading native libraries
- should also "see" some performance improvements to due massive code rework in 2.5
Thanks to davr for providing a fast update.
PS: Sorry, I forgot the announcement.
Want Positional VOIP? Get the Mod for Mumble Support
I am assuming that the problem is that the libraries were not found.
I have not figured out how to use the native libraries from within a zip file, this is why you need to extract them.
Based on my previous assumption you should have two options:
1. copy the libraries (content of "natives" folder) into each minecraft execution directory (right where ModLoader.txt will show up).
2. use the experimental config file
Want Positional VOIP? Get the Mod for Mumble Support
Sorry for the late reply .
As for your ModLoader.txt: it seems that the problem is that ModLoader tries to load MumbleLink from the mod folder - in that one you of course have the newest version which is incompatible with 1.2.5 - causing this "java.lang.NoClassDefFoundError".
I am unsure as of how MagicLauncher exactly works (will have to look into this later on but I don't have time for it now) but you could try what you have mentioned in your second post with unzipped versions of the mod.
Note that the mods-folder installation is only one way of installing this mod you can also add it like any other mod by putting the class files into the minecraft.jar - or in your case add it as a normal mod in MagicLauncher (using the class files) as long as the DLLs are in the expected path (either specified by the config file or in default location in the mods-folder). But make sure to not have any class-files inside the mods-folder otherwise ModLoader might try to double load it.
To wrap things up:
For the next major update I will look into getting the DLLs automatically extracted from the ZIP file, this will mean that you are not required to extract it manually anymore. I'll also have a look at how MagicLauncher actually works.
Please keep me updated if the suggested method above worked for you. Thanks
zs
Edit:
I am not sure if your idea about different versions of the mod in the mods-folder will work as ModLoader will try to load every mod it finds - when it finds an incompatible (i.e. outdated) version it crashes with the error you have in your posted ModLoader.txt .
Want Positional VOIP? Get the Mod for Mumble Support
That message is a very good sign.
You should see a message both in Minecraft and Mumble. If you have missed the message in Minecraft check Mumble for a "Minecraft linked." message.
Note that the Message in Minecraft will only show the very first time that you join a game (and Mumble was started) if you leave a server and rejoin then the message will not appear again! The message will also show when joining a single player world as the first game (so keep an eye out there as well).
However if you missed it and really want to see the message you will need to restart Minecraft.
Also consult your ModLoader.txt after starting 1.3.2 and check if it indicated that the mod was loaded.
Good luck.
Want Positional VOIP? Get the Mod for Mumble Support
Great news! Thank you for reporting back I am glad you have got it working now :).
Would you be so kind and show me what your ZIP looks like (or provide either of the ZIP-files as download)? I'd like to look into how to make the next package more MagicLauncher friendly.
Want Positional VOIP? Get the Mod for Mumble Support
Thank you that helps alot and is very interesting to read.
I was actually already thinking about getting the ZIP file structured like that beforehand. But since it is still required to unpack for the natives dragging and dropping the MumbleLink-folder into the mods-folder was very convenient so far.
Once I have figured out how to load the natives from the ZIP i'll have the distribution package use this layout so you can simply download it right into the .minecraft-folder and do not need to fiddle with the .class-files anymore.
I am assuming that it does not matter if you "pollute" the ZIP with the native-folder and other files - will have to test that.
Yes, I would like to see here as well but that's still long ways to go. But having to wield the radio and having to craft it before that sounds kind of like it would fit into Minecraft. Setting up mumble is an essential part I think it is a pity that the default settings are so (imo) strange.
From what it feels like to me is that when a mod has a lot of replies in the thread those usually are help requests - so the less replies the better? ;-)
Here's some more figures if you haven't seen them yet (right side of each folder is a downloads number):
https://sourceforge....mblelink/files/
Here is a graph showing the downloads on SF - not very representative since it's missing the numbers from theskorms fork.
http://sourceforge.n...1 to 2012-08-27
This is what I believe is most representative: the numbers for MC 1.2.5
http://sourceforge.n...1 to 2012-08-27
So did I too, this is why this mod is licensed under LGPL so Mojang could use it if they wanted to.
Not to get your hopes up too high but for the future I was considering looking into making this also as a Spout (server side) plugin with the aim to get rid of the client-side dependency and adding or at least enabling these management features.
As good as this sounds in the first place it might actually not work as you expect it to.
With PR and PR-Mumble we have quite some experience with exactly this scenario. What would actually happen is that people would refrain from using the "insecure" local mumble talk and instead use alternative means of communication (Teamspeak, chat or in our case ingame-VOIP).
The people would actually be too scared to use positional audio because it would give their position away. In some cases it would degrade to no-voip gameplay because of that. Another quite annoying thing was taunting. We ended up separating the teams into different channels so only team members could hear each other.
Of course the PR scenario is based on a military simulation and thus I believe it's setting is more prone to this phenomenon than would be with Minecraft.
What my friends and I actually used this for / the main reason for this mod was that we would be so many people on one server in one mumble channel that communication would become so cluttered with people talking over each other it started to cause anger among the players. Especially with region specific things like "I found diamond" or "Creeper!!!" which you do not care about because you are 500 blocks away. Having this attenuated voip helped us get the groups focused on what was important in their area while still allowing for team wide communication using the "walky talky" function (like you set up).
Another very helpful thing which it is almost constantly used for is locating your buddy: "Where did you go?" - "Over here!" - "Ok, I see you."
Want Positional VOIP? Get the Mod for Mumble Support
Minecraft 1.3.2 compatibility update
Download for MC 1.3.2
MumbleLinkV2.5.2.zip
Change Log:
v2.5.2
- updated for Minecraft 1.3.2
PS: Sorry, I forgot the announcement... again -.-
Want Positional VOIP? Get the Mod for Mumble Support
Edit: And about you (YukonAppleGeek) not hearing the effect: basically what scarystuff said
Want Positional VOIP? Get the Mod for Mumble Support
Are you sure this error is caused by this (MumbleLink) mod? It seems to be "CompactSolars" causing the issue:
an NPE (NullPointerException) hints at coding errors of that mod or it might depend on another mod/library that was not installed. Please contact the developer of "CompactSolars" mod.
Want Positional VOIP? Get the Mod for Mumble Support
Thank you for your positive feedback!
Porting to Forge has already been suggested here is my reply: http://www.minecraftforum.net/topic/217587-132-mod-mumblelink-ml-smp-mumble-directional-voip/page__view__findpost__p__7787798
From what I understand Forge supports ModLoader-Mods (which MumbleLink is one of) - so in theory it should work already (http://www.minecraftforge.net/wiki/FAQ#ModLoader_and_Forge_135.2B, http://www.minecraftforge.net/wiki/Installation/Client). If you are having trouble getting it to work feel free to post your error message maybe we can get it to run on forge for you.
Want Positional VOIP? Get the Mod for Mumble Support