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authorwithmorten <morten.with@gmail.com>2021-02-14 02:35:29 +0100
committerwithmorten <morten.with@gmail.com>2021-02-14 02:57:14 +0100
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@@ -5,7 +5,7 @@
## Intro
-In this repository you'll find the fully reversed source code for GTA III ([master](tree/master) branch) and GTA VC ([miami](tree/miami) branch).
+In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
Rendering is handled either by original RenderWare (D3D8)
@@ -27,8 +27,7 @@ We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in to
- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.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)
-- Copy the files from the `gamefiles` directory to your game root directory. (This is not strictly necessary but very much recommended)
-- Move re3 executable to GTA 3 directory and run it.
+- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the gamefiles and in case of OpenAL the required dlls.
## Screenshots
@@ -93,7 +92,9 @@ Sorry for the inconvenience.
## 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.
+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.
+
+Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository.
<details><summary>Linux Premake</summary>
@@ -103,13 +104,6 @@ For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodd
<details><summary>Linux Conan</summary>
-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@
@@ -128,19 +122,22 @@ For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTA
<details><summary>Windows</summary>
-Assuming you have Visual Studio:
-- Clone the repo using the argument `--recursive`.
+Assuming you have Visual Studio 2015/2017/2019:
- 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)
+- Open the project with Visual Studio.
+
+Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
**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>
-> :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: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
+
+> :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.
+
+> :information_source: 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.
-> :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.
+If you feel the need, you can also use Codewarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
## Contributing
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.