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even more readme fixes
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README.md
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README.md
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@ -5,7 +5,7 @@
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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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Rendering is handled either by original RenderWare (D3D8)
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@ -27,8 +27,7 @@ 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/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip)
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip)
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/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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- Move re3 executable to GTA 3 directory and run it.
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- 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.
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## Screenshots
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@ -93,7 +92,9 @@ Sorry for the inconvenience.
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## Building from Source
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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.
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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.
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Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository.
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<details><summary>Linux Premake</summary>
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@ -103,13 +104,6 @@ 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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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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@ -128,19 +122,22 @@ For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTA
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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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Assuming you have Visual Studio 2015/2017/2019:
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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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- Open the project with Visual Studio.
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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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</details>
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> :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.
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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?** 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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> :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.
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> :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.
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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.
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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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