Comments (16)
It would be very difficult to add forge support as forge would need to be ported to .net
You could set up a versions control system if the compiled binaries were uploaded to github or xbuild was installed on the target machine.
As for profiles and server lists, Craft.Net is designed to be a library that allows applications to implement a mine craft server not an actual server program. I would suggest adding these features to PartyCraft, a mine craft server application built on Craft.Net
On 6 Jun 2014, at 14:39, Gabriel Patzleiner [email protected] wrote:
Some ideas to add to Craft.Net:
Versions List + Download
Libraries List + Download
Resources List + Download
Playing and starting Minecraft
Adding Profiles List + some sort of Profile Editor Control
Adding Service StatusesMaybe adding some Forge support (Forge versions list, Installer...)
Maybe a Serverlist Control
And how would you like to add this to Craft.Net?Add it to a new Project called for example: Craft.Net.Launcher or
Adding it to already existing Projects (Craft.Net.Client, Craft.Net.Networking)
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Reply to this email directly or view it on GitHub.
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With Forge I mean something like a Forge versions list with all builds from here: http://files.minecraftforge.net/maven/net/minecraftforge/forge/json and here: http://files.minecraftforge.net/minecraftforge/json2 so you could easily use this informations to make for example a forge installer. But that is not so important.
As for Profiles, i thinked about making it possible to load and save the profiles from the launcher_profiles.json file and edit them with ease. I know that Controls are not good to implement in this library, it was only an idea. But you could make a profilelist :)
I opened this issue because SirCmpwn would love to see Craft.Net have stronger support for launchers. and he asked me here, if i could contribute some stuff from the McMetroLauncher
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I don't support the idea of Forge integration, but generic mod support (that could perhaps be flexible enough to support Forge) is fine. Craft.Net only supports vanilla systems and offers extensibility that can help support others.
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What do you mean with generic mod support?
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The ability to load JAR files like most custom launchers do.
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I don't understand. Loading Mod jar files? Can you please give me an example? And how do you want to add it?
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I don't know, it's been a long time since I played with this stuff. What I mean is that we can support mods as a whole if it's feasible, but we should not support specific mods.
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That's a good idea, but i don't know how to implement this, because i think that they could be incompatible with each other and I have no idea how we could do that.
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Then we should not have mod support. We could make it extensible enough that software that uses Craft.Net can offer mod support.
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Yeah, but how? And what do you think about the other ideas. What would you like to add to Craft.Net?
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The list up there looks good to me, I'd be open to all of these things in Craft.Net. Most of them should go in a new project, Craft.Net.Launcher, but include others wherever appropriate.
As for "how" to let third parties install mods, I have no clue. You tell me. How would you need to amend the Craft.Net launch procedure to support mods?
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Nice. The only thing I do in the McMetroLauncher to install Mods is to download the .jar or .zip files to the /mods directory. Then I start a Forge Version like any other Minecraft Version and this is going to do the rest and load the mods.
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That should be pretty easy to accomodate for without directly supporting it in Craft.Net.
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Yes. Where would you like to add the service statuses?
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They would make sense as static methods on Session.
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regarding forge, you could accomplish something by means of ikvm
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Related Issues (20)
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