mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/GabsPuNs-MinecraftConsoles.git
synced 2026-05-21 23:36:49 +00:00
- Add Modern Compression for worlds and .pck files. Currently unused until i get a world converter for recompress old worlds and .mcs to zstd - Moved Windows64 libs to "Libs" folder - Updated ProductBuild to TU30 - Renamed old GameHDD stuff to Saves
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Compile Instructions
Visual Studio
- Clone or download the repository
- Open the repo folder in Visual Studio 2022+.
- Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run).
- Right click a folder in the solution explorer and switch to the 'CMake Targets View'
- Select platform and configuration from the dropdown. EG:
Windows64 - DebugorWindows64 - Release - Pick the startup project
Minecraft.Client.exeorMinecraft.Server.exeusing the debug targets dropdown - Build and run the project:
Build > Build Solution(orCtrl+Shift+B)- Start debugging with
F5.
Dedicated server debug arguments
- Default debugger arguments for
Minecraft.Server:-port 25565 -bind 0.0.0.0 -name DedicatedServer
- You can override arguments in:
Project Properties > Debugging > Command Arguments
Minecraft.Serverpost-build copies only the dedicated-server asset set:Common/Media/MediaWindows64.arcCommon/resWindows64/Data/Saves
CMake (Windows x64)
Configure (use your VS Community instance explicitly):
Open Developer PowerShell for VS and run:
cmake --preset windows64
Build Debug:
cmake --build --preset windows64-debug --target Minecraft.Client
Build Release:
cmake --build --preset windows64-release --target Minecraft.Client
Build Dedicated Server (Debug):
cmake --build --preset windows64-debug --target Minecraft.Server
Build Dedicated Server (Release):
cmake --build --preset windows64-release --target Minecraft.Server
Run executable:
cd .\build\windows64\Minecraft.Client\Debug
.\Minecraft.Client.exe
Run dedicated server:
cd .\build\windows64\Minecraft.Server\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
Notes:
- The CMake build is Windows-only and x64-only.
- Contributors on macOS or Linux need a Windows machine or VM to build the project. Running the game via Wine is separate from having a supported build environment.
- Post-build asset copy is automatic for
Minecraft.Clientin CMake (Debug and Release variants). - The game relies on relative paths (for example
Common\Media\...), so launching from the output directory is required.