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-rw-r--r--README.md6
1 files changed, 4 insertions, 2 deletions
diff --git a/README.md b/README.md
index 9ccabf1e..db3a8ce5 100644
--- a/README.md
+++ b/README.md
@@ -1,4 +1,4 @@
-<img src="https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
+<img src="https://github.com/GTAmodding/re3/blob/master/res/images/logo_1024.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/RFNbjsUMGg"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
@@ -85,7 +85,9 @@ The following things would be nice to have/do:
Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
-Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will *not* work.
+CLEO scripts work with [CLEO Redux](https://github.com/cleolibrary/CLEO-Redux).
+
+Mods that make changes to the code (dll/asi, limit adjusters) will *not* work.
Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
others can easily be achieved (increasing limis, see `config.h`),
others will simply have to be rewritten and integrated into the code directly.