OpenGTA/readme.txt
Anonymous Maarten 1ae34ae340 2007-06-14
2015-12-03 01:38:22 +01:00

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~-~-~ 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: tok@openlinux.org.uk
Special thanks to:
Jernej 'Delfi' L. (jernejcoder@gmail.com) for providing the vertex-data
and invaluable help concerning several of the file formats.