diff options
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 6 |
1 files changed, 4 insertions, 2 deletions
@@ -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. |