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even more readme fixes
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README.md
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README.md
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## Intro
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## Intro
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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).
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In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
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It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
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It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
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Rendering is handled either by original RenderWare (D3D8)
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Rendering is handled either by original RenderWare (D3D8)
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@ -23,8 +23,7 @@ We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in to
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- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
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- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
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- Copy the files from the `gamefiles` directory to your game root directory. (This is not strictly necessary but very much recommended)
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- Extract the downloaded zip over your GTA VC directory and run reVC. The zip includes the gamefiles and in case of OpenAL the required dlls.
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- Move reVC executable to GTA VC directory and run it.
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## Screenshots
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## Screenshots
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@ -85,7 +84,9 @@ Sorry for the inconvenience.
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## Building from Source
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## Building from Source
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When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder, if you want executable to be moved there via post-build script.
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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.
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Clone the repository with `git clone --recursive -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` into the cloned repository.
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<details><summary>Linux Premake</summary>
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<details><summary>Linux Premake</summary>
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@ -95,13 +96,6 @@ For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodd
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<details><summary>Linux Conan</summary>
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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 reVC -b miami
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cd reVC
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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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Install python and conan, and then run build.
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```
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```
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conan export vendor/librw librw/master@
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conan export vendor/librw librw/master@
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<details><summary>Windows</summary>
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<details><summary>Windows</summary>
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Assuming you have Visual Studio:
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Assuming you have Visual Studio 2015/2017/2019:
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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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- 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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- Open build/reVC.sln with Visual Studio and compile the solution.
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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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Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
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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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**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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</details>
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> :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. i.e. FIX_BUGS define fixes the bugs we've come across.
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> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
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> :information_source: **Did you notice librw?** reVC uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reVC, but you also can use LIBRW enviorenment variable to specify path to your own librw.
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> :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.
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> :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.
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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.
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## Contributing
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## Contributing
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We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
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We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
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