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@@ -1,10 +1,7 @@
-# re3
-[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg/branch/master?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
-<a href="https://discord.gg/jYpXxTm"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
-| Platform | Debug | Release |
-|------------------|-------------|-------------|
-| Windows Direct3D9 | [![Download](https://api.bintray.com/packages/gtamodding/re3/Debug_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Debug_win-x86-librw_d3d9-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/re3/Release_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Release_win-x86-librw_d3d9-mss/_latestVersion) |
-| Windows OpenGL3.3 | [![Download](https://api.bintray.com/packages/gtamodding/re3/Debug_win-x86-librw_gl3_glfw-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Debug_win-x86-librw_gl3_glfw-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/re3/Release_win-x86-librw_gl3_glfw-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Release_win-x86-librw_gl3_glfw-mss/_latestVersion) |
+<img src="https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
+
+[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmaster&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=master)
+<a href="https://discord.gg/aKYAwCx92H"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
## Intro
@@ -15,26 +12,68 @@ such that we have a working game at all times.
## How can I try it?
- re3 requires game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/).
-- Build re3 or download it from one of the above links (Debug or Release).
+- Build re3 or download [the latest nightly build](https://github.com/GTAmodding/re3/actions) (You must be logged in.)
- (Optional) If you want to use optional features like Russian language or menu map, copy the files in /gamefiles folder to your game root folder.
-- Move re3.exe to GTA 3 directory and run it.
+- Move re3 executable to GTA 3 directory and run it.
+
+## Latest standalone executables to download
+
+(Put content of selected archive into gamedir)
+
+- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip)
+- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/windows-latest-d3d9.zip)
+- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/windows-latest-gl3.zip)
+- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip)
+- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
+
+## Building from Source
+
+When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder, if you want executable to be moved there via post-build script.
+
+<details><summary>Linux Premake</summary>
+
+For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
+
+</details>
+
+<details><summary>Linux Conan</summary>
+
+Obtain source code.
+```
+git clone https://github.com/GTAmodding/re3.git
+cd re3
+git submodule init
+git submodule update --recursive
+```
+Install python and conan, and then run build.
+```
+conan export vendor/librw librw/master@
+mkdir build
+cd build
+conan install .. re3/master@ -if build -o re3:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
+conan build .. -if build -bf build -pf package
+```
+</details>
+
+<details><summary>FreeBSD</summary>
+
+For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
-## Preparing the environment for building
+</details>
-You may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want executable to be moved there via post-build script.
+<details><summary>Windows</summary>
-- For Linux, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
-- For FreeBSD, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
-- For Windows, assuming you have Visual Studio:
- - Clone the repo using the argument `--recursive`.
- - Run one of the `premake-vsXXXX.cmd` variants on root folder.
- - Open the project via Visual Studio
+Assuming you have Visual Studio:
+- Clone the repo using the argument `--recursive`.
+- Run one of the `premake-vsXXXX.cmd` variants on root folder.
+- Open the project via Visual Studio
**If you use 64-bit D3D9**: We don't ship 64-bit Dx9 SDK. You need to download it from Microsoft if you don't have it(although it should come pre-installed after some Windows version)
-There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
+**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
+</details>
-> :information_source: **If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
+> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
> :information_source: **Did you notice librw?** re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
@@ -44,15 +83,16 @@ Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/COD
### Unreversed / incomplete classes (at least the ones we know)
The following classes have only unused or practically unused code left:
```
-CMemoryHeap - only on PS2
NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover)
PedDebug.cpp - only on mobile (debug code)
HandlingMgr.cpp - debug functions from mobile
+CFormationInfo - unused PedAI class that could be found on mobile
CVehicle::ProcessBikeWheel - early bike code (only on mobile)
CAutomobile::DebugCode - debug function from mobile
CBoat::DebugCode - debug function from mobile
CBoat::ModifyHandlingValue - debug function from mobile
CBoat::DisplayHandlingData - debug function from mobile
-TexturePools - only on PC (slight RW modification that we don't actually need)
+CStreaming::PrintRequestList - debug function from mobile
+d3d8raster.c - only on PC (slight RW modification that we don't actually need)
```