Created Developer Mode (markdown)
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Developer-Mode.md
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Developer-Mode.md
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<p align="center"><img src="https://github.com/WesterosCraftCode/ElectronLauncher/blob/master/app/assets/images/WesterosSealCircle.png?raw=true" width="150px" height="150px" alt="westeroscraft"></p>
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<h1 align="center">Developer Mode</h1>
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<p align="center">Launch the game with experimental updates to our mods.</p>
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Typically, all experimental changes will be live on the test server. If you wish to test the changes before deploying them to test, you can manually set this.
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### Scenario
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You've made changes to WesterosBlocks and wish to test these ingame.
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#### Step 1- Setup the distribution file for our dev launch.
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* Go to `.westeroscraft`.
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* Copy `distribution.json`
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* Paste it in the same directory and rename the copy `dev_distribution.json`
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* Open `dev_distribution.json` and locate the server configuration you wish to modify.
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* Locate the module for WesterosBlocks. It should be similar to this.
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```JSON
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{
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"id": "com.westeroscraft:westerosblocks:3.1.0-alpha-2-138",
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"name": "WesterosBlocks",
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"type": "ForgeMod",
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"artifact": {
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"size": 17352677,
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"MD5": "b5409aa925a47f67158c8141e71f723f",
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"url": "http://mc.westeroscraft.com/WesterosCraftLauncher/prod-1.11.2/mods/WesterosBlocks.jar"
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}
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}
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```
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* The launcher validates each file on startup, so long as the MD5 field is present. Since we want to launch a local file, remove the MD5 hash. We can do this simply by renaming `MD5`. Let's rename it `MD5E` (why not).
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* We don't want to conflict with the existing version, we want to use our own. You can set this value to whatever you want, but `test` may be the best value.
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* With our changes, we have the following:
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```JSON
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{
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"id": "com.westeroscraft:westerosblocks:test",
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"name": "WesterosBlocks",
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"type": "ForgeMod",
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"artifact": {
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"size": 17352677,
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"MD5E": "b5409aa925a47f67158c8141e71f723f",
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"url": "http://mc.westeroscraft.com/WesterosCraftLauncher/prod-1.11.2/mods/WesterosBlocks.jar"
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}
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}
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```
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* Save the file.
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### Step 2 - Manually install the modified file.
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* In the distribution, we've set the version of WesterosBlocks to `test`. As a result, we need to copy our modified file to the following directory. The final path should match the following (including the rename). If you've opted to use a different version name, modify accordingly.
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```SHELL
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.westeroscraft/common/modstore/com/westeroscraft/westerosblocks/test/westerosblocks-test.jar
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```
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#### Step 3 - Turn on dev mode.
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* Open the console and type the following.
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```JavaScript
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DistroManager.setDevMode(true)
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```
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From here, the game should launch with your modified version of WesterosCraft. Note that the dev_distribution must be manually synced with the main distribution.json. If you let the file sit for weeks without syncing, you may end up downloading outdated versions of other files.
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---
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See also: [Documentation on the distribution specification](https://github.com/WesterosCraftCode/ElectronLauncher/blob/master/docs/distro.md).
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