Merge branch 'master' of https://github.com/GTAmodding/re3
This commit is contained in:
@@ -1,27 +1,27 @@
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#pragma once
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enum Config {
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NUMPLAYERS = 1,
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NUMPLAYERS = 1, // 4 on PS2
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NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
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MAX_CDIMAGES = 8, // additional cdimages
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MAX_CDCHANNELS = 5,
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MODELINFOSIZE = 5500,
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MODELINFOSIZE = 5500, // 3150 on PS2
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// TXDSTORESIZE = 850,
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TXDSTORESIZE = 1024, // for Xbox map
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EXTRADIRSIZE = 128,
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CUTSCENEDIRSIZE = 512,
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SIMPLEMODELSIZE = 5000,
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SIMPLEMODELSIZE = 5000, // 2910 on PS2
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MLOMODELSIZE = 1,
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MLOINSTANCESIZE = 1,
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TIMEMODELSIZE = 30,
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CLUMPMODELSIZE = 5,
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PEDMODELSIZE = 90,
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VEHICLEMODELSIZE = 120,
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VEHICLEMODELSIZE = 120, // 70 on PS2
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XTRACOMPSMODELSIZE = 2,
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TWODFXSIZE = 2000,
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TWODFXSIZE = 2000, // 1210 on PS2
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MAXVEHICLESLOADED = 50, // 70 on mobile
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@@ -135,10 +135,6 @@ enum Config {
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NUM_EXPLOSIONS = 48,
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};
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// We'll use this once we're ready to become independent of the game
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// Use it to mark bugs in the code that will prevent the game from working then
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//#define STANDALONE
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// We don't expect to compile for PS2 or Xbox
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// but it might be interesting for documentation purposes
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#define GTA_PC
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@@ -156,30 +152,68 @@ enum Config {
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// any debug stuff that is only left in mobile, is not in MASTER
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//#define MASTER
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// once and for all:
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// pc: FINAL & MASTER
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// mobile: FINAL
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// MASTER builds must be FINAL
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#ifdef MASTER
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#define FINAL
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#endif
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// Version defines
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#define GTA3_PS2_140 300
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#define GTA3_PS2_160 301
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#define GTA3_PC_10 310
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#define GTA3_PC_11 311
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#define GTA3_PC_STEAM 312
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// TODO? maybe something for xbox or android?
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#define GTA_VERSION GTA3_PC_11
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// quality of life fixes that should also be in FINAL
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#define NASTY_GAME // nasty game for all languages
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#define NO_CDCHECK
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// those infamous texts
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#define DRAW_GAME_VERSION_TEXT
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#define DRAW_MENU_VERSION_TEXT
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// Memory allocation and compression
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// #define USE_CUSTOM_ALLOCATOR // use CMemoryHeap for allocation. use with care, not finished yet
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//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
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//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
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#if defined GTA_PS2
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# define GTA_PS2_STUFF
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# define RANDOMSPLASH
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# define USE_CUSTOM_ALLOCATOR
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# define VU_COLLISION
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# define ANIM_COMPRESSION
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#elif defined GTA_PC
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# define GTA3_1_1_PATCH
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//# define GTA3_STEAM_PATCH
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# ifdef GTA_PS2_STUFF
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# define USE_PS2_RAND
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# define RANDOMSPLASH // use random splash as on PS2
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# define PS2_MATFX
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# endif
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# define GTA_REPLAY
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# define GTA_SCENE_EDIT
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#elif defined GTA_XBOX
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#endif
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#ifdef VU_COLLISION
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#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code
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#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
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#endif
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#ifdef MASTER
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// only in master builds
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#undef DRAW_GAME_VERSION_TEXT
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#else
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// not in master builds
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#define VALIDATE_SAVE_SIZE
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#define NO_MOVIES // disable intro videos
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#define DEBUGMENU
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#endif
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#ifdef FINAL
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@@ -187,18 +221,19 @@ enum Config {
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# define USE_MY_DOCUMENTS // use my documents directory for user files
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#else
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// not in any game
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# define NASTY_GAME // nasty game for all languages
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# define NO_MOVIES // disable intro videos
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# define NO_CDCHECK
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# define CHATTYSPLASH // print what the game is loading
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# define DEBUGMENU
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# define TIMEBARS // print debug timers
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#endif
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#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
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#define FIX_BUGS // fixes bugs that we've came across during reversing
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#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
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#define LOAD_INI_SETTINGS
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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// Just debug menu entries
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#ifdef DEBUGMENU
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#define MISSION_SWITCHER // from debug menu
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#endif
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// Rendering/display
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//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
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@@ -209,17 +244,20 @@ enum Config {
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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#define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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//#define USE_TEXTURE_POOL
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#define CUTSCENE_BORDERS_SWITCH
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#ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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#define MULTISAMPLING // adds MSAA option
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//#define SCREEN_DROPLETS // neo water droplets
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#endif
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#ifdef LIBRW
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// these are not supported with librw yet
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# undef MULTISAMPLING
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#endif
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#ifndef EXTENDED_PIPELINES
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#undef SCREEN_DROPLETS // we need neo.txd
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#endif
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// Particle
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@@ -239,12 +277,14 @@ enum Config {
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#define ALT_DODO_CHEAT
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#define REGISTER_START_BUTTON
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//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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#define BUTTON_ICONS // use textures to show controller buttons
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// Hud, frontend and radar
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#define PS2_HUD
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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// #define XBOX_SUBTITLES // the infamous outlines
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#define PC_MENU
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#ifndef PC_MENU
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@@ -258,7 +298,14 @@ enum Config {
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//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
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//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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# define CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
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# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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# endif
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#endif
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// Script
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@@ -270,7 +317,7 @@ enum Config {
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#endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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#define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define SCRIPT_LOG_FILE_LEVEL 1 // 0 == no log, 1 == overwrite every frame, 2 == full log
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#define SCRIPT_LOG_FILE_LEVEL 0 // 0 == no log, 1 == overwrite every frame, 2 == full log
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#ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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#define USE_BASIC_SCRIPT_DEBUG_OUTPUT
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@@ -307,6 +354,8 @@ enum Config {
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#endif
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
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// IMG
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#define BIG_IMG // allows to read larger img files
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//#define SQUEEZE_PERFORMANCE
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#ifdef SQUEEZE_PERFORMANCE
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@@ -315,3 +364,7 @@ enum Config {
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#define PC_PARTICLE
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#endif
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#ifdef LIBRW
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// these are not supported with librw yet
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#endif
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