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< img src = "https://github.com/GTAmodding/re3/blob/master/logo.png?raw=true" alt = "re3 logo" width = "200" >
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[![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)
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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 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.
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## How can I try it?
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- 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/ ).
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- Build re3 or download [the latest nightly build ](https://github.com/GTAmodding/re3/actions ) (You must be logged in.)
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- (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.exe to GTA 3 directory and run it.
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## Building from Source
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Before starting 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. (premake)
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< details > < summary > Linux Premake< / summary >
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For Linux using premake, proceed: [Building on Linux ](https://github.com/GTAmodding/re3/wiki/Building-on-Linux )
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< / details >
< details > < summary > Linux Conan< / summary >
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Obtain source code.
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```
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 ..
```
< / details >
< details > < summary > FreeBSD< / summary >
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For FreeBSD using premake, proceed: [Building on FreeBSD ](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD )
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< / details >
< details > < summary > Windows< / summary >
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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
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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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**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 >
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> :information_source: There are various settings at the very bottom of [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: **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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## Contributing
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Please read the [Coding Style ](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md ) Document
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### Unreversed / incomplete classes (at least the ones we know)
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The following classes have only unused or practically unused code left:
```
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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
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CFormationInfo - unused PedAI class that could be found on mobile
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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
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CStreaming::PrintRequestList - debug function from mobile
d3d8raster.c - only on PC (slight RW modification that we don't actually need)
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```