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GTA Anonymous 02/14/2021 (Sun) 23:28:42 No. 764
RE3 re3 was started sometime in the spring of 2018, initially as a way to test reversed collision and physics code inside the game. This was done by replacing single functions of the game with their reversed counterparts using a dll. After a bit of work the project lay dormant for about a year and was picked up again and pushed to github in May 2019. At the time I (aap) had reversed around 10k lines of code and estimated the final game to have around 200-250k. Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J in time order, and Serge a bit later) and we made very quick progress throughout the summer of 2019 after which the pace slowed down a bit. Due to everyone staying home during the start of the Corona pandemic everybody had a lot of time to work on re3 again and we finally got a standalone exe in April 2020 (around 180k lines by then). After the initial excitement and fixing and polishing the code further, reVC was started in early May 2020 by starting from re3 code, not by starting from scratch replacing functions with a dll. After a few months of mostly steady progress we considered reVC finished in December. Since then we have started reLCS, which is currently work in progress. https://github.com/GTAmodding/re3 https://www.youtube.com/watch?v=uMAuNUOmqP8
Improvements We have implemented a number of changes and improvements to the original game. They can be configured in core/config.h. Some of them can be toggled at runtime, some cannot. Fixed a lot of smaller and bigger bugs User files (saves and settings) stored in GTA root directory Settings stored in re3.ini file instead of gta3.set Debug menu to do and change various things (Ctrl-M to open) Debug camera (Ctrl-B to toggle) Rotatable camera XInput controller support (Windows) No loading screens between islands ("map memory usage" in menu) Skinned ped support (models from Xbox or Mobile) Rendering Widescreen support (properly scaled HUD, Menu and FOV) PS2 MatFX (vehicle reflections) PS2 alpha test (better rendering of transparency) PS2 particles Xbox vehicle rendering Xbox world lightmap rendering (needs Xbox map) Xbox ped rim light Xbox screen rain droplets More customizable colourfilter Menu Map More options Controller configuration menu ... Can load DFFs and TXDs from other platforms, possibly with a performance penalty Intro In this repository you'll find the fully reversed source code for GTA III (master branch) and GTA VC (miami branch). It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64. Rendering is handled either by original RenderWare (D3D8) or the reimplementation librw (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above). Audio is done with MSS (using dlls from original GTA) or OpenAL. The project has also been ported to the Nintendo Switch, Playstation Vita and Nintendo Wii U. We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us. Installation re3 requires PC game assets to work, so you must own a copy of GTA III. Build re3 or download the latest nightly build: Windows D3D9 MSS 32bit Windows D3D9 64bit Windows OpenGL 64bit Linux 64bit MacOS 64bit Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the gamefiles and in case of OpenAL the required dlls.
GTA REVC Reverse Engineered Gameplay https://www.youtube.com/watch?v=rra02d-5jbo
That didnt last long
>>810 >ChangTee Fuck off yellow nigger.


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