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Nikolay Korolev 08e5c8e010 fixes
2021-01-11 17:22:07 +03:00
.github/workflows conan: build re3 + librw with RelWithDebInfo build_type 2021-01-11 11:24:25 +01:00
.vscode .vscode/settings: fix include path 2020-10-09 02:01:53 -04:00
cmake cmake: install files ready for copying in game folder 2021-01-11 11:24:25 +01:00
gamefiles remake 2021-01-05 04:17:18 +03:00
src fixes 2021-01-11 17:22:07 +03:00
utils/gxt remake 2021-01-05 04:17:18 +03:00
vendor update librw 2021-01-10 18:43:11 +01:00
.clang-format Add basic clang format file 2020-12-08 18:38:49 +01:00
.gitattributes Add .gitattributes for better language stats 2020-09-23 16:08:35 +03:00
.gitignore Add sdk to gitignore 2020-12-29 20:23:57 +02:00
.gitmodules Move stuff to vendor 2020-08-14 14:22:50 +03:00
.travis.yml macOS support; thanks to @MrYadro 2020-09-30 15:40:28 -04:00
CMakeLists.txt cmake: install files ready for copying in game folder 2021-01-11 11:24:25 +01:00
CODING_STYLE.md Separate Coding Style out into its own Document, and mention it from the Readme. 2020-09-30 06:54:57 -04:00
conanfile.py conan: build re3 + librw with RelWithDebInfo build_type 2021-01-11 11:24:25 +01:00
logo.png Changed outline to black 2020-12-23 19:00:15 +02:00
logo.svg Changed outline to black 2020-12-23 19:00:15 +02:00
premake-vs2015.cmd improvements (?) to premakefile 2020-04-29 11:44:26 +02:00
premake-vs2017.cmd improvements (?) to premakefile 2020-04-29 11:44:26 +02:00
premake-vs2019.cmd improvements (?) to premakefile 2020-04-29 11:44:26 +02:00
premake5.exe fixed CParticle crash && RandTable 2019-05-31 00:49:06 +03:00
premake5.lua Remove fastmath from premake's config 2021-01-06 17:22:05 +01:00
premake5Linux Linux build support 2020-05-11 21:00:55 +03:00
README.md Update readme 2020-12-27 07:38:52 +02:00

re3 logo

Build Status

Intro

The aim of this project is to reverse GTA III for PC by replacing parts of the game one by one 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.
  • Build re3 or download it from one of the above links (Debug or Release).
  • (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.

Preparing the environment for building

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.

  • For Linux, proceed: Building on Linux
  • For FreeBSD, proceed: Building on FreeBSD
  • For 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)

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.

If you choose OpenAL on Windows You must read Running OpenAL build on Windows.

Did you notice librw? re3 uses completely homebrew RenderWare-replacement rendering engine; 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 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)