ℹ️ premake has an -lto option if you want the project to be compiled with Link Time Optimization. If you choose OpenAL on Windows You must read Running OpenAL build on Windows. You can download an archived version here: Microsoft recently discontinued its downloads of the DX9 SDK. Open build/re3.sln with Visual Studio and compile the solution.Run one of the premake-vsXXXX.cmd variants on root folder.if build -bf build -pf packageįor FreeBSD using premake, proceed: Building on FreeBSD WindowsĪssuming you have Visual Studio 2015/2017/2019: if build -o re3:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw -build missing -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfoĬonan build.
Install python and conan, and then run build.Ĭonan install. Linux Premakeįor Linux using premake, proceed: Building on Linux Linux Conan When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want the executable to be moved there via post-build script.Ĭlone the repository with git clone -recursive.
Others will simply have to be rewritten and integrated into the code directly. Others can easily be achieved (increasing limis, see config.h),
Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix), Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will not work. ) should work the same way as with original GTA for the most part. compare CodeWarrior build with original binary for more accurate code (very tedious)Īsset modifications (models, texture, handling, script.reverse remaining unused/debug functions.Compare code with PS2 code (tedious, no good decompiler).Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch).The following things would be nice to have/do: Can load DFFs and TXDs from other platforms, possibly with a performance penalty.Xbox world lightmap rendering (needs Xbox map).PS2 alpha test (better rendering of transparency).Widescreen support (properly scaled HUD, Menu and FOV).Skinned ped support (models from Xbox or Mobile).No loading screens between islands ("map memory usage" in menu).Debug menu to do and change various things (Ctrl-M to open).
Settings stored in re3.ini file instead of t.