2020-12-26 09:06:22 +00:00
< img src = "https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt = "re3 logo" width = "200" >
2020-12-08 17:46:18 +00:00
[![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)
2020-12-03 15:48:04 +00:00
< a href = "https://discord.gg/aKYAwCx92H" > < img src = "https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" / > < / a >
2019-11-06 22:53:54 +00:00
## Intro
2019-05-15 14:52:37 +00:00
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.
2019-11-06 22:53:54 +00:00
## How can I try it?
2019-06-13 09:12:42 +00:00
2020-09-25 11:56:15 +00:00
- 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/ ).
2021-01-13 01:35:05 +00:00
- Build re3 or download [the latest nightly build ](https://github.com/GTAmodding/re3/actions ) (You must be logged in.)
2020-04-17 15:30:59 +00:00
- (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.exe to GTA 3 directory and run it.
2019-11-06 22:53:54 +00:00
2021-01-13 02:05:19 +00:00
## Building from Source
2021-01-13 11:22:55 +00:00
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. (premake)
2021-01-13 01:35:05 +00:00
< details > < summary > Linux Premake< / summary >
2021-01-13 01:38:50 +00:00
For Linux using premake, proceed: [Building on Linux ](https://github.com/GTAmodding/re3/wiki/Building-on-Linux )
2021-01-13 01:35:05 +00:00
< / details >
< details > < summary > Linux Conan< / summary >
2021-01-13 01:39:53 +00:00
Obtain source code.
2021-01-13 01:35:05 +00:00
```
git clone https://github.com/GTAmodding/re3.git
cd re3
git submodule init
git submodule update --recursive
```
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 build ..
```
< / details >
< details > < summary > FreeBSD< / summary >
2021-01-13 01:38:50 +00:00
For FreeBSD using premake, proceed: [Building on FreeBSD ](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD )
2021-01-13 01:35:05 +00:00
< / details >
< details > < summary > Windows< / summary >
2021-01-13 01:38:50 +00:00
2021-01-13 02:05:19 +00:00
Assuming you have Visual Studio:
- Clone the repo using the argument `--recursive` .
- Run one of the `premake-vsXXXX.cmd` variants on root folder.
- Open the project via Visual Studio
2020-11-26 21:37:09 +00:00
**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)
2021-01-13 01:35:05 +00:00
**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 ).
< / details >
2020-07-22 12:20:52 +00:00
2021-01-13 01:35:05 +00:00
> :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.
2019-05-22 21:12:07 +00:00
2020-07-22 12:20:52 +00:00
> :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.
2019-05-29 22:47:33 +00:00
2020-04-17 15:30:59 +00:00
## Contributing
2020-09-30 10:54:57 +00:00
Please read the [Coding Style ](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md ) Document
2019-05-15 14:52:37 +00:00
2019-11-06 22:53:54 +00:00
### Unreversed / incomplete classes (at least the ones we know)
2020-04-07 14:48:49 +00:00
The following classes have only unused or practically unused code left:
```
2020-11-23 16:59:50 +00:00
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
2020-12-27 05:38:52 +00:00
CFormationInfo - unused PedAI class that could be found on mobile
2020-11-23 16:59:50 +00:00
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
2020-12-27 05:38:52 +00:00
CStreaming::PrintRequestList - debug function from mobile
d3d8raster.c - only on PC (slight RW modification that we don't actually need)
2020-04-07 14:48:49 +00:00
```