Created Developer Mode (markdown)

Daniel Scalzi 2018-08-19 05:05:33 -04:00
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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>
<h1 align="center">Developer Mode</h1>
<p align="center">Launch the game with experimental updates to our mods.</p>
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.
### Scenario
You've made changes to WesterosBlocks and wish to test these ingame.
#### Step 1- Setup the distribution file for our dev launch.
* Go to `.westeroscraft`.
* Copy `distribution.json`
* Paste it in the same directory and rename the copy `dev_distribution.json`
* Open `dev_distribution.json` and locate the server configuration you wish to modify.
* Locate the module for WesterosBlocks. It should be similar to this.
```JSON
{
"id": "com.westeroscraft:westerosblocks:3.1.0-alpha-2-138",
"name": "WesterosBlocks",
"type": "ForgeMod",
"artifact": {
"size": 17352677,
"MD5": "b5409aa925a47f67158c8141e71f723f",
"url": "http://mc.westeroscraft.com/WesterosCraftLauncher/prod-1.11.2/mods/WesterosBlocks.jar"
}
}
```
* 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).
* 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.
* With our changes, we have the following:
```JSON
{
"id": "com.westeroscraft:westerosblocks:test",
"name": "WesterosBlocks",
"type": "ForgeMod",
"artifact": {
"size": 17352677,
"MD5E": "b5409aa925a47f67158c8141e71f723f",
"url": "http://mc.westeroscraft.com/WesterosCraftLauncher/prod-1.11.2/mods/WesterosBlocks.jar"
}
}
```
* Save the file.
### Step 2 - Manually install the modified file.
* 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.
```SHELL
.westeroscraft/common/modstore/com/westeroscraft/westerosblocks/test/westerosblocks-test.jar
```
#### Step 3 - Turn on dev mode.
* Open the console and type the following.
```JavaScript
DistroManager.setDevMode(true)
```
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.
---
See also: [Documentation on the distribution specification](https://github.com/WesterosCraftCode/ElectronLauncher/blob/master/docs/distro.md).