RenderWare Studio 2.01

archive.org/details/renderwaregraphics3.7sdkandstudio2.01

RenderWare Studio 2.01 + RenderWare Graphics SDK 3.7 has been cracked. now we can make PS2 games \o/

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Other urls found in this thread:

openrw.org/
youtube.com/user/2007unclebuck/videos
tnlc.com/rw/api/rwdoc.htm
github.com/aap/librw/
github.com/GTAmodding/re3
github.com/ValveSoftware/halflife
twitter.com/NSFWRedditGif

Nice. If I ever get rich, I will buy the engine from Electronic Arts to release it into the public domain (if it doesn't has third-party middleware, otherwise I won't bother).

I wonder what's the legality behind using Abandonware (?) for commercial games

>commercial games
Very illegal and you are asking to be sued.

Wait, what was even the last Render Ware game?

so gta sa is open source now?

No, because:
1. This is not a legal release.
2. The code specifically made for San Andreas hasn't been released yet.

(OP here.)

Indeed, Criterion Games still exists, and so does EA, and they still have the rights to it. (it won't stop me from trying to make some stuff with it someday if i feel the courage)

According to Wikipedia it was : Burnout Paradise Remastered, in 2018, no need to mention that this leaked version is VERY different than the one used for Burnout Paradise.

It's illegal. and it's probably illegal to use it for free games as well, but try to sue a random on the internet lol.

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(OP here.)
No. but people are trying to make GTA 3 Open sauce openrw.org/

>GNU GPLv3
Yuck.

so if you do everything anonymously you can do this right?

tho I guess everyone is looking for their due so no one would be up for it eh?
I miss the era of the internet where being an ebegger askong for patreon or ad support was considered selling out

Yeah, I don't think Electronic Arts will give a fuck if you use it for homebrew. It's not worthy to sue you.

Op here again, spamming my own thread.

I forgot to include these sources :

youtube.com/user/2007unclebuck/videos

This guy uploaded some extremely low quality rips of (what seems to be) an official tutorial DVD for RenderWare Studio...

You can also access the API Reference Guide here : tnlc.com/rw/api/rwdoc.htm

It's for RenderWare 2.1 and not 2.01 but it should be mostly accurate to this leaked/cracked version.

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>Valve Corporation will never open source GoldSrc
Lazy bastards.

Not my fault if they want to be commies about it. it certainly is the best way though for a remake of an entire 3D engine. but all the problems of FOSS software will show it's ugly head sooner or later. and it's probably why it's not working yet lol

Zig Forums is terrible, so this good thread will die soon
But godspeed OP
thank you for sharing the knowledge

Suggestion for OP, make a thread. This was released in 2004.

This was released before all the big corps switched to online documentation, so hopefully there'll be a good deal of documentation inside too

Thanks user.
This is kinda why i keep bumping it. no matter how you look at it, this thread can only be better than the pile of retarded consoomer or rant threads Zig Forums produces, and since i had something interesting to share, i guessed i could post it here and bump the quality of this board a bit.

If more people actually looked for something interesting to share from time to time, this board would be so much better, but sadly this isn't the only board struck by shitty posts, /g/ is even worse in that regard, it's barely about tech anymore :/

i'm concidering if i should repost this later when the thread dies ...

>>Valve Corporation will never open source GoldSrc
>Lazy bastards.
probably because that would be a huge security issue. they are still finding bugs for goldsrc that can make your pc vulnerable just by joining a server

halflife is open source

try a bit later, late-night time for US is when most the nerds are on and the shitposters are sleeping

Source for that claim? For the record, when I'm talking about "open-source", I'm talking about source code being licensed under an OSI-approved license.

That's neat, but there's already an open source reimplementation of RW:
github.com/aap/librw/
And people have made an open source GTA 3 using it:
github.com/GTAmodding/re3
They're currently working on reversing VC too, it's almost feature complete.

Bump

Cool thread, looks a lot easier than I imagined to make PS2 games, almost like WC3 map editor or something

How this going affect modding of renderware games.

based thread don't let it die

The source code it's already available on GitHub.
github.com/ValveSoftware/halflife
It's just not open source.

OP here again, bumping it up sky-high. (i'm also and , i just forgot to announce myself)

Looking at the github's description ... these FOSS "remakes" don't run on old consoles well and they also might have some problems when developing something new with it. (they say the re-implemented a good part of it, not the entire engine + IDE + SDK) Plus it's still a very interesting sight to be able to use the tools PS2 devs used to create so many games on back in the day.

I think these re-implementations will be very useful at fixing old games, but not developing new ones. which is already an excellent thing, i don't want to undermine what this may be capable of, but it probably would be a good base to create your own engine on or at least an IDE/Editor to go with it.

Timezone problems, my ass is asleep when the nerds are on lol, plus it probably would get even less traction that way i think. (but probably higher quality posts ? i'm fine with what's said in this thread so far anyway)

see , i posted some docs here i'll keep you updated if i find anything new.

you may be underestimating EA at being huge asshats lol, i'd keep myself anonymous if i ever come up with a full game. i wouldn't be able to publish it on shit like LibRetro's homebrew games collection or any of the other homebrew collections like it since it doesn't follow FOSS rules.

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Page 10 bump. The only times I don't mind the GPL license is when the entire game is free (as it's the case with Marathon) or when it's a game made by the Linux community.

(OP here.)
This is because RenderWare does the biggest task, actually rendering the 3D shapes and running the game engine. all you need to do really is learn the script language and make scripts for whatever input you want

a bit of trivia here, if you want to look into how a game is done the hard way on a PS2, try to decompile a PS2 game (generally a japanese cheap game) which has .IRX files in it's root directory, these IRX files are drivers for the controller, memory card, sound output etc, which was given with the PS2's dev kit.

Even if you can't decompile it, looking at it's file structure might help you understand what happens on a bigger scale by looking at the file names and types.

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so, with this is it possible to view the models and assets from already compiled RW games?

so, if you were to make a game, how much coding you would need to do?