leftler Posted August 21, 2012 Posted August 21, 2012 It seems that @Mod and mcmod.info share a lot of the same features. Is the plan to phase out mcmod.info and just only use @Mod or does mcmod.info still have a future? Quote
Viper283 Posted August 21, 2012 Posted August 21, 2012 i would prefer if it was in the @Mod as it makes it easier and you it's easier to maintain, but they should keep the ability for a mcmod.info just for compatibility Quote
OvermindDL1 Posted August 22, 2012 Posted August 22, 2012 The mcmod.info being a separate file is for easy parsing *before* the class files start loading. Quote
REDX36 Posted August 22, 2012 Posted August 22, 2012 Perhaps both will be compatible? And if both are present, it will use the @Mod instead. Quote
OvermindDL1 Posted August 22, 2012 Posted August 22, 2012 Still good to parse the file *BEFORE* loading classes. Maybe not such an issue in 1.3 anymore, but that was the original reason I could guess. Quote
LexManos Posted August 22, 2012 Posted August 22, 2012 One of the main reasons for having a external mcmod.info is for launchers to have access to that info without having to parse the classfile itself. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
Kinniken Posted August 22, 2012 Posted August 22, 2012 A better solution might be an option to have the mcmod.info file be automatically generated based from the tag data, maybe when the code is re-obfuscated. Quote http://www.millenaire.org/img/dynamicsig.png[/img]
leftler Posted August 23, 2012 Author Posted August 23, 2012 On 8/22/2012 at 9:57 PM, Kinniken said: A better solution might be an option to have the mcmod.info file be automatically generated based from the tag data, maybe when the code is re-obfuscated. I really like this idea, it gives the best of both worlds. Information near the class in the code + parsability without loading the class. Quote
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