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OpenGTA
License: Other
This project forked from madebr/opengta
OpenGTA
License: Other
~-~-~ OGTA is OpenGTA ~-~-~ = Required software = * OpenGL [ http://www.opengl.org/ ] * SDL ( & SDL_image ) [ http://www.libsdl.org/ ] * PhysicsFS [ http://www.icculus.org/physfs/ ] * Loki [ http://sourceforge.net/projects/loki-lib/ ] * g++ ( GNU C++ ) [ http://gcc.gnu.org/ ] * GNU Make [ http://www.gnu.org/software/make/ ] = Optional software = * Lua [ http://www.lua.org/ ] * SDL_mixer [ http://www.libsdl.org/projects/SDL_mixer/ ] * SDL_sound [ http://icculus.org/SDL_sound/ ] = Compiling = Only tested on GNU Linux using gcc & make; I assume that GL, SDL and PhysicsFS are installed, Loki is downloaded and compiled automatically. Just run 'make' or specifically 'make viewer'. The other programs are/were used for development or debugging. The distributed win32 binaries are created with a cross-compiler. The file doc/compiling.txt in the source code release contains more information about the build process. = Installing the data-files = You can download the game from http://www.rockstargames.com/classics/ . These programs expect to find the data in the current directory, either directly in the file-system or in a ZIP file (named 'gtadata.zip'). You want the content of the original game directory GTADATA, but not the directory itself. See doc/using_mods.txt for a slightly longer description. Needed: *.FXT, *.FON, *.CMP STYLE*.GRY (for 8-bit graphics) STYLE*.G24 (for 24-bit graphics) Will be needed (in the future): MISSION.INI *.RAT ( 8 bit menu graphics) *.RAW (24 bit menu graphics) AUDIO/*.RAW AUDIO/*.SDT (sound effects) AUDIO/*.WAV (cutscene text; in legacy format) You may also want to keep the music (even though it isn't used yet). It is safe to assume that Ogg Vorbis [ http://vorbis.com/ ] will be supported, so you can encode the music files. = Running = Note: Binary releases only contain the 'viewer' application; the other programs should only be intersting for developers (read: compile them yourself). == gfxextract == Export/Display textures and sprites; run ./gfxextract -h (or without any parameters) for usage info. == spriteplayer == Sprite graphics browser; shows internal indices, can display animations (ped walking, car delta anims). run ./spriteplayer -h for usage information. == viewer == Brain-dead immediate-mode renderer of the city (now with objects); with plenty of bugs... start as: ./viewer [flags] [0-2] The optional param loads the respective city; default is 0: 0 - NYC.CMP 1 - SANB.CMP 2 - MIAMI.CMP There are several flags; see the compiled-in usage information. -V show version and compile time switches -h show usage Using "-l 1" will make it easier to see actual error messages; sometimes there is a lot of noise on 'info' level (0). keys: ESC, cursor-keys, + and - do what you might except them to do; furthermore: x : pseudo-3d view z : top-down view . : decrease visible range , : increase visible range t : display entire city (at a crawl) f : toggle fullscreen/windowed [only works on Linux] PRINT : save 'screenshot.bmp' in current directory p : dump coords (in lua syntax) to stdout F2 : toggle drawing of sprite bounding-boxes F3 : toggle marking of sprite tex-border-boxes F4 : toggle free-move vs. follow-player F5 : toggle drawing of road heading arrows (& normals) F6 : city map mode (ESC to exit, +, -, cursor keys) F9 : toggle city blocks drawn textured F10 : toggle blocks wireframe lines F12 : show/hide screen-gamma scrollbar in 3d view: w : forward s : backward space : stop r : toggle rotate cam (when not moving) g : toggle ~gravity~ affect on 3d-cam You can move the view with the mouse; when you switch to 3d and the screen is black: move the mouse down. in follow-player mode: i,j,k,l : move player-char l-shift : toggle walking/running l-ctrl : shoot 0 : unselect weapon / unarmed 1,2,3,4 : select weapon (only switches graphic) F7 : draw explosion at player pos (graphical effect) F8 : create random-walker ped at player-pos You can still use + and - to zoom; but the view will try to return to the old position quickly. == luaviewer: viewer + Lua (optional target) == Also needs Lua (only 5.1 tried) in path; run: 'make luaviewer' then start it like with: ./luaviewer -s scripts/demo1.lua [0-2] See the scripts for a little documentation. = License & Credits = This is _not_ free software, as it must not be used for commercial applications. [ http://www.opensource.org/docs/definition.php ] Please read license.txt for the details. Author: [email protected] Special thanks to: Jernej 'Delfi' L. ([email protected]) for providing the vertex-data and invaluable help concerning several of the file formats.
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