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Racoon-MinecraftConsoles/README.md
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# Minecraft Consoles
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A community-maintained source port and modernization effort for Minecraft: Legacy Console Edition (TU19 codebase).
The goal is simple: preserve the original LCE gameplay feel while making it practical, stable, and reliable on modern desktop setups.
## Project Goals
- Keep LCE identity and behavior intact
- Improve runtime stability and crash resistance
- Improve desktop UX (controller + keyboard/mouse)
- Improve multiplayer reliability (LAN, WAN, relay)
- Provide a solid base for future extensions/modding
## Feature Snapshot
| Area | Status |
|---|---|
| Windows Client | Available |
| Windows Dedicated Server | Available |
| LAN Discovery/Join | Available |
| WAN/IP Join | Available |
| LCELive Invites/Signaling/Relay | Available |
| Keyboard + Mouse | Available |
| Controller Support | Available |
| Split-screen (where applicable) | Available |
## Platform Compatibility
| Platform | Build Support | Runtime Support | Notes |
|---|---|---|---|
| Windows | Yes | Yes | Primary platform |
| Linux | Cross-compile + Wine | Community-tested | Unofficial runtime path |
| macOS | No native build | Community-tested via Wine/CrossOver | Unofficial runtime path |
| Consoles | Code remains in tree | Not currently validated by maintainers | Desktop priority |
## Quick Start (Visual Studio)
1. Install Visual Studio 2022 (or newer) with C++ workloads.
2. Clone the repository with submodules, or initialize them after cloning:
```powershell
git submodule update --init --recursive
```
3. Open this `GAME` directory in Visual Studio.
4. Wait for CMake configure/generation to complete.
5. Select a configuration such as `Windows64 - Debug`.
6. Build and run `Minecraft.Client.exe` or `Minecraft.Server.exe`.
## Build With CMake
Configure:
```powershell
cmake --preset windows64
```
Build client (Debug):
```powershell
cmake --build --preset windows64-debug --target Minecraft.Client
```
Build dedicated server (Debug):
```powershell
cmake --build --preset windows64-debug --target Minecraft.Server
```
Build release binaries:
```powershell
cmake --build --preset windows64-release --target Minecraft.Client
cmake --build --preset windows64-release --target Minecraft.Server
```
For cross-compile and Linux/Nix details, see [COMPILE.md](COMPILE.md).
## Running
Client:
```powershell
cd .\build\windows64\Minecraft.Client\Debug
.\Minecraft.Client.exe
```
Dedicated server:
```powershell
cd .\build\windows64\Minecraft.Server\Debug
.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
```
Important: launch from the output directory so relative asset paths resolve correctly.
## Controls (Keyboard & Mouse)
- **Movement**: `W` `A` `S` `D`
- **Jump / Fly Up**: `Space`
- **Sneak / Fly Down**: `Shift` hold
- **Sprint**: `Ctrl` hold or double-tap `W`
- **Inventory**: `E`
- **Chat**: `T`
- **Drop Item**: `Q`
- **Crafting**: `C`
- **Toggle View**: `F5`
- **Fullscreen**: `F11`
- **Pause Menu**: `Esc`
- **Attack / Destroy**: left click
- **Use / Place**: right click
- **Select Item**: mouse wheel or `1` to `9`
- **Player List / Host Options**: `Tab`
- **Toggle HUD**: `F1`
- **Toggle Debug Info**: `F3`
- **Open Debug Overlay**: `F4`
- **Toggle Debug Console**: `F6`
## Client Launch Arguments
| Argument | Description |
|---|---|
| `-name <username>` | Override in-game username |
| `-fullscreen` | Launch in fullscreen |
When signed in to LCELive, the Windows64 client uses your LCELive username in game. If you are signed out, it falls back to `username.txt`, then `Player`. The `-name` launch argument still overrides both for local testing.
Example:
```text
Minecraft.Client.exe -name Steve -fullscreen
```
## Multiplayer Defaults
- Game port: TCP `25565`
- LAN discovery: UDP `25566`
- Relay/signaling fallback is used when direct paths are unavailable
## Logging
Logs are written next to the executable in `logs`:
- `logs/game.log`
- `logs/game.previous.log`
- `logs/client.log`
- `logs/client.previous.log`
- `logs/lcelive.log`
- `logs/lcelive.previous.log`
`client.log` is enabled for Windows64 client release builds too. It captures the game-wide `app.DebugPrintf` stream: world, packet, storage, audio, UI, and gameplay diagnostics. If networking fails, inspect `logs/lcelive.log` first.
## Troubleshooting
### Startup fails under Wine
Try Wine built-in D3D11 path instead of DXVK:
```bash
WINEDLLOVERRIDES="d3d11,dxgi=b" wine ./Minecraft.Client.exe
```
### Invite/join reliability issues
- Verify both players are on matching builds
- Verify `logs/lcelive.log` on both host and joiner
- Check for `peer known`, `forwarding active`, and session `closed` timing
### Missing media/SWF errors
Ensure game is launched from the correct output folder with `Common/Media` present.
## Dedicated Server
`Minecraft.Server` loads `server.properties` from its working directory.
If the file is missing or contains invalid values, defaults are auto-generated or normalized on startup. CLI arguments override properties.
Important keys:
| Key | Values / Range | Default | Notes |
|---|---|---|---|
| `server-port` | `1-65535` | `25565` | Listen TCP port |
| `server-ip` | string | `0.0.0.0` | Bind address |
| `server-name` | string, max 16 chars | `DedicatedServer` | Host display name |
| `max-players` | `1-8` | `8` | Public player slots |
| `level-name` | string | `world` | Display world name |
| `level-id` | safe ID string | derived from `level-name` | Save folder ID |
| `level-seed` | int64 or empty | empty | Empty means random seed |
| `world-size` | `classic`, `small`, `medium`, `large` | `classic` | World size preset |
| `log-level` | `debug`, `info`, `warn`, `error` | `info` | Server log verbosity |
| `autosave-interval` | `5-3600` | `60` | Seconds between autosaves |
| `white-list` | `true` or `false` | `false` | Enable access list checks |
| `lan-advertise` | `true` or `false` | `false` | LAN session advertisement |
Common flags:
- `-port <1-65535>`
- `-ip <addr>`
- `-bind <addr>`
- `-name <name>`
- `-maxplayers <1-8>`
- `-seed <int64>`
- `-loglevel <debug|info|warn|error>`
## Docker (Dedicated Server)
This repo includes Wine-based Docker flows for dedicated server hosting.
Use the compose/start scripts in this `GAME` directory.
## Contributing
Before opening PRs, read [CONTRIBUTING.md](CONTRIBUTING.md).
Current review priority:
- Stability and crash fixes
- Networking reliability
- Controller and desktop usability
- Faithful LCE behavior/presentation