135 lines
3.6 KiB
Plaintext
135 lines
3.6 KiB
Plaintext
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~-~-~ OGTA is OpenGTA ~-~-~
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= Required software =
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* OpenGL
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[ http://www.opengl.org/ ]
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* SDL ( & SDL_image )
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[ http://www.libsdl.org/ ]
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* PhysicsFS
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[ http://www.icculus.org/physfs/ ]
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* Loki
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[ http://sourceforge.net/projects/loki-lib/ ]
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* g++ ( GNU C++ )
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[ http://gcc.gnu.org/ ]
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* GNU Make
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[ http://www.gnu.org/software/make/ ]
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= Compiling =
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Only tested on GNU Linux using gcc & make; I assume that GL, SDL and
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PhysicsFS are installed, Loki is downloaded and compiled automatically.
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Just run 'make' or specifically 'make viewer'.
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The other programs are/were used for development or debugging.
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= Installing the data-files =
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You can download the game from http://www.rockstargames.com/classics/ .
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These programs expect to find the data in the current directory, either
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directly in the file-system or in a ZIP file (named 'gtadata.zip').
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You want the content of the original game directory GTADATA, but not
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the directory itself.
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See mods/using_mods.txt for a slightly longer description.
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Needed:
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*.FXT, *.FON, *.CMP
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STYLE*.GRY (for 8-bit graphics)
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STYLE*.G24 (for 24-bit graphics)
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= Running =
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== gfxextract ==
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Export/Display textures and sprites;
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run ./gfxextract -h (or without any parameters) for usage info.
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== viewer ==
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Brain-dead immediate-mode renderer of the city (now with objects); with
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plenty of bugs...
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start as:
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./viewer [flags] [0-2]
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The optional param loads the respective city; default is 0:
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0 - NYC.CMP
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1 - SANB.CMP
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2 - MIAMI.CMP
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flags are:
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* screen dimensions (have to specify neither or both)
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-w width
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-h height
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* log verbosity
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-l level (0 default; everything, 1 warn + error, 2 only error)
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Using "-l 1" will make it easier to see actual error messages;
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sometimes there is a lot of noise on 'info' level (0).
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* style-file
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-c 0 (default; uses .GRY 8bit styles)
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-c 1 (uses .G24 24bit styles)
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* other map & graphics files (have to specify neither or both)
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-m map_filename -g style_filename
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This is for loading non-GTA1 data; like GTA London.
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keys:
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ESC, cursor-keys, + and - do what you might except them to do;
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furthermore:
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x : pseudo-3d view
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z : top-down view
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. : decrease visible range
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, : increase visible range
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t : display entire city (at a crawl)
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f : toggle fullscreen/windowed
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PRINT : save 'screenshot.bmp' in current directory
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p : dump coords (in lua syntax) to stdout
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i,j,k,l : move player-char
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F2 : toggle drawing of sprite bounding-boxes
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F3 : toggle marking of sprite tex-border-boxes
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F4 : toggle free-move vs. follow-player
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F5 : toggle drawing of road heading arrows
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F6 : city map mode (ESC to exit, +, -, cursor keys)
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1 - 8 : choose a specific player-sprite animation
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9, 0 : set the player-sprite to a specific frame
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in 3d view:
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F1 : demo-flight over the city
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w : forward
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s : backward
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space : stop
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r : toggle rotate cam (when not moving)
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g : toggle ~gravity~ affect on 3d-cam
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You can move the view with the mouse; when you switch
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to 3d and the screen is black: move the mouse down.
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== luaviewer: viewer + Lua (optional target) ==
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Also needs Lua (only 5.1 tried) in path; run: 'make luaviewer'
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then start it like with:
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./luaviewer -s scripts/demo1.lua [0-2]
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See the scripts for a little documentation.
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= License & Credits =
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This is _not_ free software, as it must not be used for commercial
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applications. [ http://www.opensource.org/docs/definition.php ]
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Please read license.txt for the details.
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Author: tok@openlinux.org.uk
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Special thanks to:
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Jernej 'Delfi' L. (jernejcoder@gmail.com) for providing the vertex-data
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and invaluable help concerning several of the file formats.
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