re3
February 20, 2021 ยท View on GitHub
| 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
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.cmdvariants on root folder. - Open the project via Visual Studio
- Clone the repo using the argument
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.
:information_source: If you choose OpenAL on Windows You must read Running OpenAL build on Windows.
:information_source: 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:
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)