re3 logo [![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) ## Intro 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. ## How can I try it? - 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/). - Build re3 or download [the latest nightly build](https://github.com/GTAmodding/re3/actions) (You must be logged in.) - (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 executable to GTA 3 directory and run it. ## Latest standalone executables to download (Put content of selected archive into gamedir) - [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip) - [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/windows-latest-d3d9.zip) - [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/windows-latest-gl3.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) ## 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.
Linux Premake For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
Linux Conan 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@ 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 .. -if build -bf build -pf package ```
FreeBSD For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
Windows 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 **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) **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).
> :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: **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. ## Contributing Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document ### Unreversed / incomplete classes (at least the ones we know) The following classes have only unused or practically unused code left: ``` 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 CFormationInfo - unused PedAI class that could be found on mobile 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 CStreaming::PrintRequestList - debug function from mobile d3d8raster.c - only on PC (slight RW modification that we don't actually need) ```