mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
96 lines
4.7 KiB
Markdown
96 lines
4.7 KiB
Markdown
<img src="https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt="re3 logo" width="200">
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[![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)
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<a href="https://discord.gg/aKYAwCx92H"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
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## Intro
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The aim of this project is to reverse GTA III for PC by replacing
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parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
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such that we have a working game at all times.
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## How can I try it?
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- 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/).
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- Build re3 or download [the latest nightly build](https://github.com/GTAmodding/re3/actions) (You must be logged in.)
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- (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.
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- Move re3.exe to GTA 3 directory and run it.
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## Latest standalone executables to download (Put content of selected archive into gamedir)
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- [MacOS](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
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- [Linux](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip)
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- [Windows D3D9](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/windows-latest-d3d9.zip)
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- [Windows OpenGL](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/windows-latest-gl3.zip)
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## Building from Source
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If you gonna use premake, then before starting 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.
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<details><summary>Linux Premake</summary>
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For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
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</details>
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<details><summary>Linux Conan</summary>
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Obtain source code.
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```
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git clone https://github.com/GTAmodding/re3.git
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cd re3
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git submodule init
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git submodule update --recursive
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```
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Install python and conan, and then run build.
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```
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conan export vendor/librw librw/master@
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mkdir build
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cd build
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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
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conan build .. -if build -bf build -pf package
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```
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</details>
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<details><summary>FreeBSD</summary>
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For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
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</details>
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<details><summary>Windows</summary>
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Assuming you have Visual Studio:
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- Clone the repo using the argument `--recursive`.
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- Run one of the `premake-vsXXXX.cmd` variants on root folder.
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- Open the project via Visual Studio
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**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)
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**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).
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</details>
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> :information_source: 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.
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> :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.
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## Contributing
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Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
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### Unreversed / incomplete classes (at least the ones we know)
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The following classes have only unused or practically unused code left:
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```
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NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover)
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PedDebug.cpp - only on mobile (debug code)
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HandlingMgr.cpp - debug functions from mobile
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CFormationInfo - unused PedAI class that could be found on mobile
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CVehicle::ProcessBikeWheel - early bike code (only on mobile)
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CAutomobile::DebugCode - debug function from mobile
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CBoat::DebugCode - debug function from mobile
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CBoat::ModifyHandlingValue - debug function from mobile
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CBoat::DisplayHandlingData - debug function from mobile
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CStreaming::PrintRequestList - debug function from mobile
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d3d8raster.c - only on PC (slight RW modification that we don't actually need)
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```
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