modded re3 https://git.rip/re3/re3-mod
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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.
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.
premake-vsXXXX.cmdvariants on root folder.
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 or git.rip mirror. librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
Please read the Coding Style Document
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)