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@ -6,7 +6,7 @@ Eaglercraft is real Minecraft 1.6.4 that you can play in any regular web browser
# Quick Start # Quick Start
### Client: [github.com/catfoolyou/Project164](javascript/) ### Client: [catfoolyou.github.io](https://catfoolyou.github.io/Eagler-Client-1.6.4/)
### Offline Client Download: [Offline_Download_Version.html](javascript/Eaglercraft_1.6.4_Offline.html) ### Offline Client Download: [Offline_Download_Version.html](javascript/Eaglercraft_1.6.4_Offline.html)
@ -30,7 +30,7 @@ You're pretty much Shit Outta Luck if you're on a chromebook though.
## Issues? ## Issues?
I got tired of closing duplicate 'how to maek sever' issues almost every day so I disabled it because honestly I don't really care anymore, find me on the Eagler discord and ping me if you've got an issue to report that you are confident can be backed up with source code If you have a valid and legitimate issue, find me on the Eagler discord and ping me if you've got an issue to report that you are confident can be backed up with source code
## How to make a server ## How to make a server
@ -261,6 +261,14 @@ To compile for the web, run the gradle 'generateJavascript' compile target to ge
The LWJGL runtime is supported, you will need to uncomment the lines `//sourceSets.main.resources.srcDirs += 'src/lwjgl/java/javazoom/jl/decoder'` and `//implementation fileTree(dir: './lwjgl-rundir/', include: '*.jar')` in `build.gradle` as well as changing `"src/teavm/java"` to `"src/lwjgl/java"` The LWJGL runtime is supported, you will need to uncomment the lines `//sourceSets.main.resources.srcDirs += 'src/lwjgl/java/javazoom/jl/decoder'` and `//implementation fileTree(dir: './lwjgl-rundir/', include: '*.jar')` in `build.gradle` as well as changing `"src/teavm/java"` to `"src/lwjgl/java"`
You will then need to run `BuildUnpackDebugJar.sh` (You're pretty much SOL on windows unless you want to compile it manually) You will then need to run `BuildUnpackDebugJar.sh` (You're pretty much SOL on windows unless you want to compile it manually)
## Creating a resource pack
Download or copy the contents of [`lwjgl-rundir/resources`](lwjgl-rundir/resources) into a separate folder, then change the resources (make sure you follow the same file structure *and* filenames as the original assets), then modify the `pack.txt` file to contain the name and description of your pack, as well as change `pack.png` to your desired pack icon.
Eaglercraft does not like fonts or textures in resolutuons greater than 16x or whatever else is used by the base game (fonts, color gradients, overlays, etc) so please stick to the size used by stock assets or some things might get screwed up.
Whe you finish, zip the file so that `pack.png` and `pack.txt` are present in the root folder, or compile it to EPK using lax1dude's [Eagler binary tools](https://github.com/lax1dude/eagler-binary-tools)
## Contributing ## Contributing
All I really have to say is, tabs not spaces, and format the code to be like the eclipse auto format tool on factory settings, but also run-on lines of code long enough to go off the screen and single line if statements and other format violations in that category are welcome if it helps enhance the contrast between the less important code and the more important code in a file. Don't commit changes to `javascript/classes.js` or `javascript/classes_server.js` or `javascript/assets.epk` or anything in `stable-download/`. I'll recompile those myself when I merge the pull request. All I really have to say is, tabs not spaces, and format the code to be like the eclipse auto format tool on factory settings, but also run-on lines of code long enough to go off the screen and single line if statements and other format violations in that category are welcome if it helps enhance the contrast between the less important code and the more important code in a file. Don't commit changes to `javascript/classes.js` or `javascript/classes_server.js` or `javascript/assets.epk` or anything in `stable-download/`. I'll recompile those myself when I merge the pull request.