169 lines
4.7 KiB
Plaintext
169 lines
4.7 KiB
Plaintext
~-~-~ 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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= Optional software =
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* Lua
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[ http://www.lua.org/ ]
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* SDL_mixer
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[ http://www.libsdl.org/projects/SDL_mixer/ ]
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* SDL_sound
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[ http://icculus.org/SDL_sound/ ]
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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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The distributed win32 binaries are created with a cross-compiler.
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The file doc/compiling.txt in the source code release contains
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more information about the build process.
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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 doc/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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Will be needed (in the future):
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MISSION.INI
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*.RAT ( 8 bit menu graphics)
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*.RAW (24 bit menu graphics)
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AUDIO/*.RAW AUDIO/*.SDT (sound effects)
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AUDIO/*.WAV (cutscene text; in legacy format)
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You may also want to keep the music (even though it isn't used yet).
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It is safe to assume that Ogg Vorbis [ http://vorbis.com/ ] will
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be supported, so you can encode the music files.
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= Running =
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Note: Binary releases only contain the 'viewer' application; the other
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programs should only be intersting for developers (read: compile
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them yourself).
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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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== spriteplayer ==
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Sprite graphics browser; shows internal indices, can display
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animations (ped walking, car delta anims).
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run ./spriteplayer -h for usage information.
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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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There are several flags; see the compiled-in usage information.
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-V show version and compile time switches
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-h show usage
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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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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 [only works on Linux]
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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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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 (& normals)
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F6 : city map mode (ESC to exit, +, -, cursor keys)
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F9 : toggle city blocks drawn textured
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F10 : toggle blocks wireframe lines
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F12 : show/hide screen-gamma scrollbar
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in 3d view:
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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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in follow-player mode:
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i,j,k,l : move player-char
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l-shift : toggle walking/running
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l-ctrl : shoot
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0 : unselect weapon / unarmed
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1,2,3,4 : select weapon (only switches graphic)
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F7 : draw explosion at player pos (graphical effect)
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F8 : create random-walker ped at player-pos
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You can still use + and - to zoom; but the view will try
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to return to the old position quickly.
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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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