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author | aap <aap@papnet.eu> | 2021-02-11 20:51:13 +0100 |
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committer | aap <aap@papnet.eu> | 2021-02-12 00:06:54 +0100 |
commit | f3bfdd78571f9335f2274b047b127747457a8e79 (patch) | |
tree | f81772ce8d40f5956bb2677c1dd6e0826eb11e3f /README.md | |
parent | a6b56e6b7a11aae060229b9066f733ff9e93e3d2 (diff) |
imrove readme; enable screenshots with F12
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 118 |
1 files changed, 87 insertions, 31 deletions
@@ -5,26 +5,91 @@ ## Intro -The aim of this project is to reverse GTA III for PC by replacing -parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus) -such that we have a working game at all times. +In this repository you'll find the fully reversed source code for GTA III ([master](tree/master) branch) and GTA VC ([miami](tree/miami) branch). -## How can I try it? +It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\ +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. -- 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 [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 executable to GTA 3 directory and run it. +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. -## Latest standalone executables to download +## Installation -(Put content of selected archive into gamedir) +- 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 nightly 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-latest-gl3.zip) + - [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip) +- Copy the files from the `gamefiles` directory to your game root directory. (This is not strictly necessary but very much recommended) +- Move re3 executable to GTA 3 directory and run it. -- [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-latest-gl3.zip) -- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip) +## 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) + +## Improvements + +We have implemented a number of changes and improvements to the original game. +They can be configured in `core/config.h`. +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 +* 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 + * ... +* Can load DFFs and TXDs from other platforms, possibly with a performance penalty +* ... + +## To-Do + +The following things would be nice to have/do: + +* Fix physics for high FPS +* 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 +* compare Codewarrior build with original binary for more accurate code (very tedious) + +## Modding + +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. +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. +Sorry for the inconvenience. ## Building from Source @@ -78,21 +143,12 @@ Assuming you have Visual Studio: > :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. ## Contributing -Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document +We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well. -### Unreversed / incomplete classes (at least the ones we know) -The following classes have only unused or practically unused code left: -``` -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 -CStreaming::PrintRequestList - debug function from mobile -d3d8raster.c - only on PC (slight RW modification that we don't actually need) -``` +Do not use features from C++11 or later. + + +## License +We don't feel like we're in a position to give this code a license. +If we were, it would be MIT licensed. |