

The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.Īs long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are completely reversed code from original binaries. 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. librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw. ℹ️ re3 uses completely homebrew RenderWare-replacement rendering engine librw. ℹ️ There are various settings in config.h, you may want to take a look there. ℹ️ premake has an -lto option if you want the project to be compiled with Link Time Optimization. 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.
#Re3 mods mods
Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix), others can easily be achieved (increasing limis, see config.h), others will simply have to be rewritten and integrated into the code directly. 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.


Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)Ĭompare code with PS2 code (tedious, no good decompiler)Ĭompare CodeWarrior build with original binary for more accurate code (very tedious)Īsset modifications (models, texture, handling, script. The following things would be nice to have/do: Xbox world lightmap rendering (needs Xbox map)Ĭan load DFFs and TXDs from other platforms, possibly with a performance penalty 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) Settings stored in re3.ini file instead of tĭebug menu to do and change various things (Ctrl-M to open) User files (saves and settings) stored in GTA root directory Some of them can be toggled at runtime, some cannot. We have implemented a number of changes and improvements to the original game. The zip includes the gamefiles and in case of OpenAL the required dlls.
#Re3 mods Pc
Re3 requires PC game assets to work, so you must own a copy of GTA III.īuild re3 or download the latest nightly build:Įxtract the downloaded zip over your GTA 3 directory and run re3. If you're interested in doing so, get in touch with us. The project has also been ported to the Nintendo Switch, Playstation Vita and Nintendo Wii U. Rendering is handled either by original RenderWare (D3D8) or the reimplementation librw (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).Īudio is done with MSS (using dlls from original GTA) or OpenAL. It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64. In this repository you'll find the fully reversed source code for GTA III (master branch) and GTA VC (miami branch).
#Re3 mods archive
The final archive of the re3/reVC project.
