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improved readme
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README.md
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README.md
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# reVC
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[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmiami&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=miami)
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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 Vice City for PC.
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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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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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or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\
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Audio is done with MSS (using dlls from original GTA) or OpenAL.
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We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
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## How can I try it?
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- reVC requires game assets to work, so you **must** own [a copy of GTA Vice City](https://store.steampowered.com/app/12110/Grand_Theft_Auto_Vice_City/).
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- Build reVC or download it from one of the above links (Debug or Release).
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- (Optional) If you want to use optional features, copy the files in /gamefiles folder to your game root folder.
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- Move reVC.exe to GTA VC directory and run it.
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## Latest standalone executables to download
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(Put content of selected archive into gamedir)
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- Build reVC or download the latest nightly build:
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- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip)
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- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-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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- [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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- Move reVC executable to GTA VC directory and run it.
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## Screenshots
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![screen_ 1613086852](https://user-images.githubusercontent.com/1521437/107714115-fa18f580-6ccc-11eb-9de5-eb4cd04865d3.png)
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![screen_ 1613086989](https://user-images.githubusercontent.com/1521437/107714103-f38a7e00-6ccc-11eb-88a3-c8c2033c51d6.png)
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![screen_ 1613087193](https://user-images.githubusercontent.com/1521437/107714106-f4bbab00-6ccc-11eb-96a9-13821d9b9684.png)
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![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png)
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## Improvements
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We have implemented a number of changes and improvements to the original game.
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They can be configured in `core/config.h`.
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Some of them can be toggled at runtime, some cannot.
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* Fixed a lot of smaller and bigger bugs
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* User files (saves and settings) stored in GTA root directory
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* Settings stored in reVC.ini file instead of gta_vc.set
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* Debug menu to do and change various things (Ctrl-M to open)
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* Debug camera (Ctrl-B to toggle)
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* Rotatable camera
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* Xinput controller support (Windows)
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* No loading screens between islands ("map memory usage" in menu)
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* Rendering
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* Widescreen support (properly scaled HUD, Menu and FOV)
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* PS2 MatFX (vehicle reflections)
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* PS2 alpha test (better rendering of transparency)
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* Xbox vehicle rendering
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* Xbox world lightmap rendering (needs Xbox map)
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* Xbox ped rim light
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* Xbox screen rain droplets
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* More customizable colourfilter
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* Menu
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* More options
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* Controller configuration menu
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* ...
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* Can load DFFs and TXDs from other platforms, possibly with a performance penalty
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* ...
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## To-Do
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The following things would be nice to have/do:
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* Fix physics for high FPS
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* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
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* Xbox port (not quite as important)
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* reverse remaining unused/debug functions
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* compare Codewarrior build with original binary for more accurate code (very tedious)
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## Modding
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Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
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Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will *not* work.
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Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
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others can easily be achieved (increasing limis, see `config.h`),
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others will simply have to be rewritten and integrated into the code directly.
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Sorry for the inconvenience.
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## Building from Source
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@ -75,15 +133,12 @@ Assuming you have Visual Studio:
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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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## Contributing
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Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/miami/CODING_STYLE.md) Document
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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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### Unreversed / incomplete classes
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Do not use features from C++11 or later.
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PS2/Mobile stuff:
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src/core/Pad.cpp
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src/core/main.cpp
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src/core/Frontend_PS2.cpp
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src/core/FrontEndControls.cpp
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src/save/MemoryCard.cpp
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## License
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We don't feel like we're in a position to give this code a license.
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If we were, it would be MIT licensed.
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