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Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 54 |
1 files changed, 23 insertions, 31 deletions
@@ -1,6 +1,6 @@ -<img src="https://github.com/GTAmodding/re3/blob/master/res/images/logo_1024.png?raw=true" alt="re3 logo" width="200"> +<img src="https://github.com/GTAmodding/re3/blob/miami/res/images/logo_1024.png?raw=true" alt="reVC 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) +[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmiami&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=miami) <a href="https://discord.gg/RFNbjsUMGg"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a> ## Intro @@ -12,29 +12,25 @@ Rendering is handled either by original RenderWare (D3D8) or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\ Audio is done with MSS (using dlls from original GTA) or OpenAL. -The project has also been ported to the [Nintendo Switch](https://github.com/AGraber/re3-nx/), -[Playstation Vita](https://github.com/Rinnegatamante/re3) and -[Nintendo Wii U](https://github.com/GaryOderNichts/re3-wiiu/). - We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us. ## Installation -- re3 requires PC 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 the latest build: - - [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/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip) - - [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip) - - [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-18.04-gl3.zip) - - [MacOS 64bit x86-64](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip) -- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the binary, updated and additional gamefiles and in case of OpenAL the required dlls. +- reVC requires game assets to work, so you **must** own [a copy of GTA Vice City](https://store.steampowered.com/app/12110/Grand_Theft_Auto_Vice_City/). +- Build reVC or download the latest build: + - [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip) + - [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-oal.zip) + - [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip) + - [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-18.04-gl3.zip) + - [MacOS 64bit x86-64](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip) +- Extract the downloaded zip over your GTA VC directory and run reVC. The zip includes the binary, updated and additional gamefiles and in case of OpenAL the required dlls. ## Screenshots -![re3 2021-02-11 22-57-03-23](https://user-images.githubusercontent.com/1521437/107704085-fbdabd00-6cbc-11eb-8406-8951a80ccb16.png) -![re3 2021-02-11 22-43-44-98](https://user-images.githubusercontent.com/1521437/107703339-cbdeea00-6cbb-11eb-8f0b-07daa105d470.png) -![re3 2021-02-11 22-46-33-76](https://user-images.githubusercontent.com/1521437/107703343-cd101700-6cbb-11eb-9ccd-012cb90524b7.png) -![re3 2021-02-11 22-50-29-54](https://user-images.githubusercontent.com/1521437/107703348-d00b0780-6cbb-11eb-8afd-054249c2b95e.png) +![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png) +![screen_ 1613086852](https://user-images.githubusercontent.com/1521437/107714115-fa18f580-6ccc-11eb-9de5-eb4cd04865d3.png) +![screen_ 1613086989](https://user-images.githubusercontent.com/1521437/107714103-f38a7e00-6ccc-11eb-88a3-c8c2033c51d6.png) +![screen_ 1613087193](https://user-images.githubusercontent.com/1521437/107714106-f4bbab00-6ccc-11eb-96a9-13821d9b9684.png) ## Improvements @@ -44,25 +40,22 @@ Some of them can be toggled at runtime, some cannot. * Fixed a lot of smaller and bigger bugs * User files (saves and settings) stored in GTA root directory -* Settings stored in re3.ini file instead of gta3.set +* Settings stored in reVC.ini file instead of gta_vc.set * Debug menu to do and change various things (Ctrl-M to open) * Debug camera (Ctrl-B to toggle) * Rotatable camera * XInput controller support (Windows) * No loading screens between islands ("map memory usage" in menu) -* Skinned ped support (models from Xbox or Mobile) * Rendering * Widescreen support (properly scaled HUD, Menu and FOV) * PS2 MatFX (vehicle reflections) * PS2 alpha test (better rendering of transparency) - * PS2 particles * Xbox vehicle rendering * Xbox world lightmap rendering (needs Xbox map) * Xbox ped rim light * Xbox screen rain droplets * More customizable colourfilter * Menu - * Map * More options * Controller configuration menu * ... @@ -75,7 +68,6 @@ The following things would be nice to have/do: * Fix physics for high FPS * Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch) -* Compare code with PS2 code (tedious, no good decompiler) * [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port) * Xbox port (not quite as important) * reverse remaining unused/debug functions @@ -93,9 +85,9 @@ Sorry for the inconvenience. ## Building from Source -When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want the executable to be moved there via post-build script. +When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder if you want the executable to be moved there via post-build script. -Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository. +Clone the repository with `git clone --recursive -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` into the cloned repository. <details><summary>Linux Premake</summary> @@ -110,7 +102,7 @@ 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 install .. reVC/master@ -if build -o reVC:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo conan build .. -if build -bf build -pf package ``` </details> @@ -131,8 +123,8 @@ For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTA Assuming you have Visual Studio 2015/2017/2019: - Run one of the `premake-vsXXXX.cmd` variants on root folder. -- Open build/re3.sln with Visual Studio and compile the solution. - +- Open build/reVC.sln with Visual Studio and compile the solution. + Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10 **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). @@ -140,11 +132,11 @@ Microsoft recently discontinued its downloads of the DX9 SDK. You can download a > :information_source: premake has an `--with-lto` option if you want the project to be compiled with Link Time Optimization. -> :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. +> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there. -> :information_source: 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. +> :information_source: reVC 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. -If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference. +If you feel the need, you can also use CodeWarrior 7 to compile reVC using the supplied codewarrior/reVC.mcp project - this requires the original RW34 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference. ## Contributing As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries. |