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docs: Update README for project clarity and organization improvements
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README.md
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README.md
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# MinecraftConsoles (Legacy Console Edition)
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# Minecraft Consoles
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[](https://discord.gg/dH8AZWGcau)
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A community-maintained source port and modernization effort for Minecraft: Legacy Console Edition (TU19 codebase).
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---
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## IMPORTANT UPDATE
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**This repo was moved to a new org!**
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This project focuses on keeping the original LCE feel while improving stability, desktop usability, and multiplayer reliability.
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Please change all links and references from `smartcmd/MinecraftConsoles` to `MCLCE/MinecraftConsoles` instead.
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## What This Project Is
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---
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- A playable desktop-oriented LCE codebase
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- A base for bug fixes, platform work, and careful backporting
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- A long-term foundation for modding and extension
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This project is based on source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) with some fixes and improvements applied.
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## Current Highlights
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The current goal of MinecraftConsoles is to be a multi-platform base for further development, such as modding, backports, and anything else LCE. On top of that, we're working to make this a quality experience on Desktop with or without a controller while (long-term) retaining console support.
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- Windows client and dedicated server targets
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- Keyboard and mouse support
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- Controller-first compatibility
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- LAN discovery and multiplayer
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- WAN/IP multiplayer support
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- LCELive invite flow, signaling, and relay support
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- Split-screen support (where applicable)
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- Better diagnostics and runtime logs
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See our our [Contributor's Guide](./CONTRIBUTING.md) for more information on the goals of this project.
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## Platform Notes
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## Download
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### Client
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Windows users can download our [Nightly Build](https://github.com/MCLCE/MinecraftConsoles/releases/tag/nightly)! Simply download the `.zip` file and extract it to a folder where you'd like to keep the game. You can set your username in `username.txt` (you'll have to make this file)
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### Server
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If you're looking for Dedicated Server software, download its [Nightly Build here](https://github.com/MCLCE/MinecraftConsoles/releases/tag/nightly-dedicated-server). Similar instructions to the client more or less, though see further down in this README for more info on that.
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- Windows: primary supported build and runtime platform
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- Linux/macOS: commonly run through Wine/CrossOver by community users (unofficial)
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- Console code remains in-tree, but desktop stability and networking are current priorities
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## Platform Support
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## Quick Start (Windows)
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- **Windows**: Supported for building and running the project
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- **macOS / Linux**: The Windows nightly build will run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers when pushing updates
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- **Android**: VIA x86 EMULATORS (like GameNative) ONLY! The Windows nightly build does run but has stability / frametime pacing issues frequently reported
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- **iOS**: No current support
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- **All Consoles**: Console support remains in the code, but maintainers are not currently verifying console functionality / porting UI Changes to the console builds at this time.
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1. Install Visual Studio 2022 or newer with C++ tools.
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2. Open this GAME directory in Visual Studio.
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3. Let CMake configure.
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4. Choose a target/configuration, for example Windows64 - Debug.
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5. Build and run Minecraft.Client or Minecraft.Server.
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## Features
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## Build With CMake
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- Dedicated Server Software (`Minecraft.Server.exe`)
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- Fixed compilation and execution in both Debug and Release mode on Windows using Visual Studio 2022
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- Added support for keyboard and mouse input
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- Added fullscreen mode support (toggle using F11)
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- (WIP) Disabled V-Sync for better performance
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- Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing
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- Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080)
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- LAN Multiplayer & Discovery
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- Added persistent username system via `username.txt`
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- Decoupled usernames and UIDs to allow username changes
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- Fixed various security issues present in the original codebase
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- Splitscreen Multiplayer support (connect to dedicated servers, etc)
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- In-game server management (Add Server button, etc)
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## Controls (Keyboard & Mouse)
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- **Movement**: `W` `A` `S` `D`
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- **Jump / Fly (Up)**: `Space`
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- **Sneak / Fly (Down)**: `Shift` (Hold)
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- **Sprint**: `Ctrl` (Hold) or Double-tap `W`
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- **Inventory**: `E`
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- **Chat**: `T`
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- **Drop Item**: `Q`
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- **Crafting**: `C` Use `Q` and `E` to move through tabs (cycles Left/Right)
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- **Toggle View (FPS/TPS)**: `F5`
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- **Fullscreen**: `F11`
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- **Pause Menu**: `Esc`
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- **Attack / Destroy**: `Left Click`
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- **Use / Place**: `Right Click`
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- **Select Item**: `Mouse Wheel` or keys `1` to `9`
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- **Accept or Decline Tutorial hints**: `Enter` to accept and `B` to decline
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- **Game Info (Player list and Host Options)**: `TAB`
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- **Toggle HUD**: `F1`
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- **Toggle Debug Info**: `F3`
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- **Open Debug Overlay**: `F4`
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- **Toggle Debug Console**: `F6`
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## Contributors
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Would you like to contribute to this project? Please read our [Contributor's Guide](CONTRIBUTING.md) before doing so! This document includes our current goals, standards for inclusions, rules, and more.
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## Client Launch Arguments
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| Argument | Description |
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|--------------------|-----------------------------------------------------------------------------------------------------|
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| `-name <username>` | Overrides your in-game username. |
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| `-fullscreen` | Launches the game in Fullscreen mode |
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Example:
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```
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Minecraft.Client.exe -name Steve -fullscreen
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```
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## LAN Multiplayer
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LAN multiplayer is available on the Windows build
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- Hosting a multiplayer world automatically advertises it on the local network
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- Other players on the same LAN can discover the session from the in-game Join Game menu
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- Game connections use TCP port `25565` by default
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- LAN discovery uses UDP port `25566`
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- Add servers to your server list with the in-game Add Server button (temp)
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- Rename yourself without losing data by keeping your `uid.dat`
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- Split-screen players can join in, even in Multiplayer
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# Dedicated Server Software
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## About `server.properties`
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`Minecraft.Server` reads `server.properties` from the executable working directory (Docker image: `/srv/mc/server.properties`).
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If the file is missing or contains invalid values, defaults are auto-generated/normalized on startup.
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Important keys:
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| Key | Values / Range | Default | Notes |
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|-----|-----------------|---------|-------|
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| `server-port` | `1-65535` | `25565` | Listen TCP port |
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| `server-ip` | string | `0.0.0.0` | Bind address |
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| `server-name` | string (max 16 chars) | `DedicatedServer` | Host display name |
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| `max-players` | `1-8` | `8` | Public player slots |
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| `level-name` | string | `world` | Display world name |
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| `level-id` | safe ID string | derived from `level-name` | Save folder ID; normalized automatically |
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| `level-seed` | int64 or empty | empty | Empty = random seed |
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| `world-size` | `classic\|small\|medium\|large` | `classic` | World size preset for new worlds and expansion target for existing worlds |
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| `log-level` | `debug\|info\|warn\|error` | `info` | Server log verbosity |
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| `autosave-interval` | `5-3600` | `60` | Seconds between autosaves |
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| `white-list` | `true/false` | `false` | Enable access list checks |
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| `lan-advertise` | `true/false` | `false` | LAN session advertisement |
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Minimal example:
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```properties
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server-name=DedicatedServer
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server-port=25565
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max-players=8
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level-name=world
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level-seed=
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world-size=classic
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log-level=info
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white-list=false
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lan-advertise=false
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autosave-interval=60
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```
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## Dedicated Server launch arguments
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The server loads base settings from `server.properties`, then CLI arguments override those values.
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| Argument | Description |
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|----------|-------------|
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| `-port <1-65535>` | Override `server-port` |
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| `-ip <addr>` | Override `server-ip` |
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| `-bind <addr>` | Alias of `-ip` |
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| `-name <name>` | Override `server-name` (max 16 chars) |
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| `-maxplayers <1-8>` | Override `max-players` |
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| `-seed <int64>` | Override `level-seed` |
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| `-loglevel <level>` | Override `log-level` (`debug`, `info`, `warn`, `error`) |
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| `-help` / `--help` / `-h` | Print usage and exit |
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Examples:
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```powershell
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Minecraft.Server.exe -name MyServer -port 25565 -ip 0.0.0.0 -maxplayers 8 -loglevel info
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Minecraft.Server.exe -seed 123456789
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```
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## Dedicated Server in Docker (Wine)
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This repository includes a lightweight Docker setup for running the Windows dedicated server under Wine.
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### Quick Start (No Build, Recommended)
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No local build is required. The container image is pulled from GHCR.
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```bash
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./start-dedicated-server.sh
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```
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`start-dedicated-server.sh` does the following:
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- uses `docker-compose.dedicated-server.ghcr.yml`
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- pulls latest image, then starts the container
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If you want to skip pulling and just start:
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```bash
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./start-dedicated-server.sh --no-pull
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```
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Equivalent manual command:
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```bash
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docker compose -f docker-compose.dedicated-server.ghcr.yml up -d
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```
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### Local Build Mode (Optional)
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Use this only when you want to run your own locally built `Minecraft.Server` binary in Docker.
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**A local build of `Minecraft.Server` is required for this mode.**
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```bash
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docker compose -f docker-compose.dedicated-server.yml up -d --build
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```
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Useful environment variables:
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- `XVFB_DISPLAY` (default: `:99`)
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- `XVFB_SCREEN` (default: `64x64x16`, tiny virtual display used by Wine)
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Fixed server runtime behavior in container:
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- executable path: `/srv/mc/Minecraft.Server.exe`
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- bind IP: `0.0.0.0`
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- server port: `25565`
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Persistent files are bind-mounted to host:
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- `./server-data/server.properties` -> `/srv/mc/server.properties`
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- `./server-data/GameHDD` -> `/srv/mc/Windows64/GameHDD`
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## Build & Run
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1. Install [Visual Studio 2022](https://aka.ms/vs/17/release/vs_community.exe) or [newer](https://visualstudio.microsoft.com/downloads/).
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2. Clone the repository.
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3. Open the project folder from Visual Studio.
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4. Set the build configuration to **Windows64 - Debug** (Release is also ok but missing some debug features), then build and run.
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### CMake (Windows x64)
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Configure:
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```powershell
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cmake --preset windows64
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```
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Build client:
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Client
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```
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For more information, see [COMPILE.md](COMPILE.md).
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Build dedicated server:
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## Star History
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Server
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```
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[](https://www.star-history.com/?spm=a2c6h.12873639.article-detail.7.7b9d7fabjNxTRk#MCLCE/MinecraftConsoles&type=date&legend=top-left)
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Release builds:
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Client
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cmake --build --preset windows64-release --target Minecraft.Server
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```
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For full compiler/platform details, see COMPILE.md.
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## Running
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Client (example):
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```powershell
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cd .\build\windows64\Minecraft.Client\Debug
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.\Minecraft.Client.exe
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```
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Server (example):
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```powershell
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cd .\build\windows64\Minecraft.Server\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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Important: run from the output directory so relative asset paths resolve correctly.
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## Client Launch Arguments
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| Argument | Description |
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|---|---|
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| -name <username> | Override in-game username |
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| -fullscreen | Start in fullscreen |
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Example:
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```text
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Minecraft.Client.exe -name Steve -fullscreen
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```
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## Logging
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Client logs are written next to the executable in:
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- logs/game.log
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- logs/game.previous.log
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- logs/lcelive.log
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- logs/lcelive.previous.log
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Use these first when diagnosing startup, invite, signaling, relay, or join issues.
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## Multiplayer Notes
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- Default game port: TCP 25565
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- LAN discovery: UDP 25566
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- Relay/signaling paths are used when direct connectivity is blocked
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- If direct joins fail, logs/lcelive.log typically shows whether fallback was used
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## Dedicated Server
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Minecraft.Server reads server.properties from its working directory.
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CLI arguments override server.properties values.
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Common flags:
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- -port <1-65535>
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- -ip <addr>
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- -bind <addr>
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- -name <name>
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- -maxplayers <1-8>
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- -seed <int64>
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- -loglevel <debug|info|warn|error>
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## Docker (Dedicated Server)
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A Wine-based container flow is included.
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Use the provided compose/start scripts in this GAME directory.
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## Contribution Direction
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The project prioritizes:
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- Stability and crash reduction
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- Networking reliability
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- Controller and desktop UX quality
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- Faithful LCE presentation and behavior
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For contribution standards and scope, see CONTRIBUTING.md.
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