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# re3
[![Build status](https://ci.appveyor.com/api/projects/status/hyiwgegks122h8jg/branch/master?svg=true)](https://ci.appveyor.com/project/aap/re3/branch/master)
-<a href="https://discord.gg/jYpXxTm"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
+<a href="https://discord.gg/aKYAwCx92H"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
| Platform | Debug | Release |
|------------------|-------------|-------------|
| Windows Direct3D9 | [![Download](https://api.bintray.com/packages/gtamodding/re3/Debug_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Debug_win-x86-librw_d3d9-mss/_latestVersion) | [![Download](https://api.bintray.com/packages/gtamodding/re3/Release_win-x86-librw_d3d9-mss/images/download.svg)](https://bintray.com/gtamodding/re3/Release_win-x86-librw_d3d9-mss/_latestVersion) |
@@ -21,14 +21,18 @@ such that we have a working game at all times.
## 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](https://github.com/GTAmodding/re3/wiki/Building-on-Linux).
-- 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.
-- **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)
+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](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
+- For FreeBSD, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/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](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: **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).
@@ -40,7 +44,15 @@ Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/COD
### 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
+CMemoryHeap - only on PS2
+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
+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
+TexturePools - only on PC (slight RW modification that we don't actually need)
```