even more readme fixes

master
withmorten 2 years ago
parent f372420dc0
commit 9f575a70c1
  1. 33
      README.md

@ -5,7 +5,7 @@
## Intro
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).
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).
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)
@ -27,8 +27,7 @@ We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in to
- [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.
- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the gamefiles and in case of OpenAL the required dlls.
## Screenshots
@ -93,7 +92,9 @@ Sorry for the inconvenience.
## Building from Source
When using premake, 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.
When using premake, 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.
Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository.
<details><summary>Linux Premake</summary>
@ -103,13 +104,6 @@ For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodd
<details><summary>Linux Conan</summary>
Obtain source code.
```
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@
@ -128,19 +122,22 @@ For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTA
<details><summary>Windows</summary>
Assuming you have Visual Studio:
- Clone the repo using the argument `--recursive`.
Assuming you have Visual Studio 2015/2017/2019:
- Run one of the `premake-vsXXXX.cmd` variants on root folder.
- Open the project via Visual Studio
**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)
- Open the project with Visual Studio.
Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
**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>
> :information_source: There are various settings in [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.
> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there.
> :information_source: 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.
> :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.
If you feel the need, you can also use Codewarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
## Contributing
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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