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cmake | ||
gamefiles | ||
sdk | ||
src | ||
utils/gxt | ||
vendor | ||
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CMakeLists.txt | ||
CODING_STYLE.md | ||
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premake-vs2017.cmd | ||
premake-vs2019.cmd | ||
README.md |
re3
Platform | Debug | Release |
---|---|---|
Windows Direct3D9 | ||
Windows OpenGL3.3 |
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
- Clone the repo using the argument
--recursive
. - Point GTA_III_RE_DIR environment variable to GTA3 root folder.
- Run premake
- On Windows: one of the
premake-vsXXXX.cmd
variants on root folder - On Linux: proceed to Building on Linux.
- On Windows: one of the
- 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 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)
ℹ️ If you choose OpenAL on Windows You must read Running OpenAL build on Windows.
ℹ️ 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:
CCullZone - only mobile stuff
CCullZones - only mobile stuff