Merge branch 'master' of github.com:gtamodding/re3
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README.md
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README.md
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# re3
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[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
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<a href="https://discord.gg/jYpXxTm"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
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<a href="https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/Debug/re3.dll?branch=master&job=Configuration%3A+Debug"><img src="https://img.shields.io/badge/download-debug-9cf.svg" /></a>
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<a href="https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/Release/re3.dll?branch=master&job=Configuration%3A+Release"><img src="https://img.shields.io/badge/download-release-blue.svg" /></a>
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<a href="https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/Debug/re3.exe?branch=master&job=Configuration%3A+Debug"><img src="https://img.shields.io/badge/download-debug-9cf.svg" /></a>
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<a href="https://ci.appveyor.com/api/projects/aap/re3/artifacts/bin/Release/re3.exe?branch=master&job=Configuration%3A+Release"><img src="https://img.shields.io/badge/download-release-blue.svg" /></a>
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## Intro
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@ -12,23 +12,18 @@ 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 need to own a copy of GTA III.
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- Since re3 is a DLL that works with original GTA III for now, you need Simple DLL Loader. You can get it [here](https://github.com/aap/simpledllloader).
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- re3 requires game assets to work, so you **must** own a copy of GTA III.
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- Build re3 or download it from one of the above links (Debug or Release).
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- Make sure you included the re3 in `plugins.cfg` or `dlls.cfg`.
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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.
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- Move re3.exe to GTA 3 directory and run it.
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![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice if you will build it**
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> :information_source: **Rendering engine** 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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There are various settings at the very bottom of `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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> :warning: **Notice for builders** There are various settings at the very bottom of `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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https://github.com/GTAmodding/re3/tree/master/src/core/config.h
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## I want to contribute, where should I start?
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A good approach is to start at the fringes of the code base,
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i.e. classes that don't depend on code that we don't have reversed yet.
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If a function uses only few unreversed functions that would be inconvenient
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to reverse at the time, calling the original functions is acceptable.
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## Contributing
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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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@ -150,4 +145,5 @@ Here you can find a list of variables that you might need to set in windows:
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```
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"GTA_III_RE_DIR" * path to "gta3_re" game folder usually where this plugin run.
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"GTA_III_DIR" * path to "GTAIII" game folder.
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"LIBRW" * path to LIBRW.
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```
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premake5.lua
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premake5.lua
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Librw = os.getenv("LIBRW")
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Librw = os.getenv("LIBRW") or "librw"
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workspace "re3"
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configurations { "Debug", "Release", "ReleaseFH", "DebugRW", "ReleaseRW" }
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@ -54,9 +54,8 @@ workspace "re3"
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filter "configurations:Debug or Release"
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files { "src/fakerw/*.*" }
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includedirs { "src/fakerw" }
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includedirs { "librw" }
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includedirs { "librw/src" }
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libdirs { path.join("librw", "lib/win-x86-d3d9/%{cfg.buildcfg}") }
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includedirs { Librw }
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libdirs { path.join(Librw, "lib/win-x86-d3d9/%{cfg.buildcfg}") }
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links { "rw", "d3d9" }
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filter {}
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@ -107,31 +106,33 @@ project "re3"
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defines { "DEBUG", "LIBRW", "RW_D3D9" }
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staticruntime "off"
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symbols "Full"
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setpaths("$(GTA_III_RE_DIR)/", "re3.exe", "")
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setpaths("$(GTA_III_RE_DIR)/", "$(TargetFileName)", "")
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filter "configurations:Release"
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defines { "NDEBUG", "LIBRW", "RW_D3D9" }
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optimize "On"
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staticruntime "off"
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symbols "Full"
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setpaths("$(GTA_III_RE_DIR)/", "re3.exe", "")
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setpaths("$(GTA_III_RE_DIR)/", "$(TargetFileName)", "")
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filter "configurations:ReleaseFH"
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defines { "NDEBUG" }
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symbols "Full"
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optimize "off"
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staticruntime "on"
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setpaths("$(GTA_III_RE_DIR)/", "re3.exe", "")
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setpaths("$(GTA_III_RE_DIR)/", "$(TargetFileName)", "")
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filter "configurations:DebugRW"
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defines { "DEBUG" }
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staticruntime "on"
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symbols "On"
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setpaths("$(GTA_III_RE_DIR)/", "re3.exe", "")
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setpaths("$(GTA_III_RE_DIR)/", "$(TargetFileName)", "")
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linkoptions "/SECTION:_rwcseg,ER!W /MERGE:_rwcseg=.text"
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filter "configurations:ReleaseRW"
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defines { "NDEBUG" }
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optimize "On"
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staticruntime "on"
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setpaths("$(GTA_III_RE_DIR)/", "re3.exe", "")
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setpaths("$(GTA_III_RE_DIR)/", "$(TargetFileName)", "")
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linkoptions "/SECTION:_rwcseg,ER!W /MERGE:_rwcseg=.text"
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@ -1,40 +0,0 @@
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#ifndef LIBRW
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#include "common.h"
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#include "rwcore.h"
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#include "rpworld.h"
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#include "rpmatfx.h"
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#include "rpskin.h"
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#include "rphanim.h"
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#include "rtbmp.h"
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typedef RwV3d *(*rwVectorsMultFn) (RwV3d * pointsOut,
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const RwV3d * pointsIn,
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RwInt32 numPoints,
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const RwMatrix * matrix);
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#ifndef RWLIBS
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#else
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extern "C"
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{
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void* _rwFrameOpen(void* instance, RwInt32 offset, RwInt32 size);
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void* _rwFrameClose(void* instance, RwInt32 offset, RwInt32 size);
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RwFrame* _rwFrameCloneAndLinkClones(RwFrame* root);
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RwFrame* _rwFramePurgeClone(RwFrame* root);
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RwBool RwFrameDirty(RwFrame const* frame);
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void _rwFrameInit(RwFrame* frame);
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RwBool _rwMatrixSetMultFn(rwMatrixMultFn multMat);
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void* _rwMatrixClose(void* instance, RwInt32 offset, RwInt32 size);
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void* _rwMatrixOpen(void* instance, RwInt32 offset, RwInt32 size);
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RwBool _rwVectorSetMultFn(rwVectorMultFn multPoint, rwVectorsMultFn multPoints, rwVectorMultFn multVector, rwVectorsMultFn multVectors);
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void* _rwVectorClose(void* instance, RwInt32 offset, RwInt32 size);
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void* _rwVectorOpen(void* instance, RwInt32 offset, RwInt32 size);
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RwBool _rwPluginRegistryOpen();
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RwBool _rwPluginRegistryClose();
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RwInt32 _rwD3D8FindCorrectRasterFormat(RwRasterType type, RwInt32 flags);
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}
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#endif
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#endif
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