gw2cc supports various update channels, each of which receives updates at different intervals. By default, the “master” channel is used, which is the most stable and receives updates only after they have been thoroughly tested. This channel is recommended for non chinese users. Chinese users should use the “china” channel which is similar to the “master” channel but only receives game updates after the chinese game has been updated as well.
The “develop” channel is the next important channel, and as the name suggests, it is intended for developers to update their plugins and integrate new features before they are added to the “master” channel. Additionally, the “develop” channel is used to test updates to the platform to ensure they function correctly before they are pushed to the “master” channel.
Occasionally, there may be additional channels to test major changes to the platform. However, these channels are typically not recommended for general use and are intended only for advanced users who are willing to tolerate potential bugs and other issues.
When using gw2cc, users should carefully consider which update channel to use based on their individual needs and level of comfort with potential bugs or issues.
Selecting a Channel #
To specify the update channel in gw2cc, there are two methods available. The first method is to pass the desired channel as a command-line argument to the launcher by running the following in the command prompt console:
gw2cc_launcher.exe --channel <channel_name>
Alternatively, create a shortcut and append --channel <channel_name>
to the end of the target as illustrated in the below image that uses the develop channel. Note the space between gw2cc_launcher.exe
and --channel develop
The second method involves editing the [launcher] section in “gw2cc.cfg” using your preferred text editor such as notepad.
[launcher]
channel = "channel"
It is important to note that users can also use a different channel for the binaries and the Godot files by using <pack channel>:<bin channel>
as the channel name. However, this should only be done if explicitly specified as the Godot files are typically designed to work with a specific binary version and may not be fully compatible with newer or older binaries.