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Posted

Whats the shortest way to do it?

 

make a script that:

recompiles, reobfuscate + ?

 

thanks guys ^^

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted
recompiles, reobfuscate + [shadow=red,left]?[/shadow]

 

launching the startclient script will launch the game in deobfuscated mode.

i would need to (also in the same script), zip my mod and move it to the real minecraft location and launch the real miencraft from there. that seems a bit useles as i would need to also open the log every single time i want to see whats going on and it would take soo much longer to test then just launchign deobf (my compile time is fast but i know some peopel have 2+ minutes of compile time for miencraft)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

I agree. It would be slow. That's why it's easier to develop in a deobfuscated environment.

 

You could probably skip the slow MCP compile script by just passing Eclipse's bin folder to the MCP reobfs script. Incremental compiling will save you a lot of time.

 

Your launch script could also pipe the log file to stdout (or redirect Minecraft's stdout) if you want to see it immediately. Or you could use a log file viewer.

Posted

well, the new launcher has a dev console and there's an option in the profile editor to stop it from auto closing. that way you won't need to look for the log file every time, but you'd still need to do all the other stuff..

Posted

idk, its still a huge pain in the ass to code asm for obfuscated code ...

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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