
Gearhead Garage: The Virtual Mechanic (OpenGG)
Port nativo de Gearhead Garage: The Virtual Mechanic (OpenGG) para PC.
Gearhead Garage: The Virtual Mechanic (OpenGG)
Port nativo basado en su ficha de origen.
README del repositorio
OpenGG
An open-source engine for Gearhead Garage: The Virtual Mechanic (1999), in the spirit of OpenTTD, OpenRCT2 and OpenMW. It plays the original game with your own copy of it: cars, jobs, decals, screens, sounds and 3D scenes are read from your game folder at every start, and nothing is copied out of it.
Beta, Windows and Linux (changes). Rules, prices, screens, sounds and views follow the original as measured in the running game (docs/FIDELITY.md). Expect rough edges.
Playing
- Download
OpenGG-…-windows-x64.zipfrom Releases, unpack it anywhere and startOpenGG.exe. The program is not signed, so Windows may warn about an unknown publisher: More info → Run anyway (or build it yourself). Windows 11 with Smart App Control turned on blocks unsigned programs outright, your own build too: there OpenGG will not run until it is signed. On Linux (x86-64): unpackOpenGG-…-linux-x64.tar.gzand startOpenGG.x86_64. - On the sign-in sheet press GAME FOLDER… and pick your Gearhead Garage folder, the one with
Data\Cars. - Create a mechanic with NEW, or bring your
.meksaves over with IMPORT MECHANICS (cash, skill, cars, Parts Bin, decals).
Without the original, OpenGG plays a beta of its own: one generated placeholder car and jobs of its own, in a look of its own.
The game folder
- Usually
C:\Program Files (x86)\HeadGames\Gearhead Garage(only the CD? install the game first). ItsDatafolder, or the folder above the game (HeadGames), works too; on Linux, a copy of the installed folder (from Windows or a Wine prefix); a folder without the game is refused with a message. - It is remembered and only read: nothing is written there.
- A line on the sign-in sheet says what is missing: blue while no folder is picked; red when the folder has gone (the
placeholders play until you pick it again) or has no archives (
Data\*.dat: its cars and jobs then play in OpenGG's own look). - CONTENT and LOOK switch between the original's and OpenGG's own.
- For one run:
OpenGG.exe -- --original "D:\Games\Gearhead Garage".
Controls
The original's help (the Help folder of the installed game) is the manual; FIDELITY lists what
OpenGG does differently. Those marked * are OpenGG's own.
| Turn the view | hold the arrow keys (or the number pad's 2, 4, 6, 8), or drag with the right button |
| Zoom the WorkShop's view* | mouse wheel |
| Show Condition | hold its button (or C*) |
| Take a part off, bolts and all* | Shift+click the part |
| Impact Wrench, Body Paint, Camera, Start Engine* | 1, 2, 3, hold 4 |
| Bolt mode's CANCEL, stop aiming a decal* | Esc |
| Answer a box* | Enter (OK), Esc (cancel) |
| Full screen or a window* | F11, Alt+Enter, or SCREEN on the sign-in sheet |
The original's 640 × 480 screens are scaled at 4:3; SCALE on the sign-in sheet keeps them at whole multiples.
Saves and settings live in %APPDATA%\Godot\app_userdata\OpenGG (on Linux
~/.local/share/godot/app_userdata/OpenGG).
Assets
Without the original, OpenGG uses placeholders: the ai_ files in data/ai (one car with its parts, textures,
sounds, icons, customer portraits and job data). They are generated by code in tools/gen written with an AI
assistant, not drawn, modelled or recorded by hand (docs/ASSETS.md). They are stand-ins:
hand-made assets are planned for 1.0, so that OpenGG can be played on its own too; until then it is for playing
the original's content. The photographic surfaces in data/hd (asphalt, grass, planks, metal) are CC0 pictures from
ambientCG (data/hd/LICENSES.md); the fonts in game/Fonts are under the SIL Open Font
License (game/Fonts/LICENSES.md).
Legal
- OpenGG is not affiliated with or endorsed by Ratloop, Inc., Mekada, Head Games, Activision or Snap-on. Gearhead Garage and the other names are their owners' trademarks.
- This repository contains no code, assets or text from the original game, and OpenGG ships none. The engine was written from scratch without decompiling or disassembling the original's programs; the file formats were worked out from the data files alone (docs/formats).
- To play with the original's content you need your own copy. Its files are read at runtime from the folder you pick; its encrypted archives are decrypted in memory, and nothing from them is written to disk.
Building from source
Needs Godot 4.7.1 .NET (the "mono" build) with its export templates, the .NET SDK 8 and Node.js 22.18 or newer.
npm ci
npm run gen:assets # the placeholder pack: data/ai
dotnet test core/OpenGG.Core.Tests
godot --path game # run from source (or open game/project.godot in the editor)
godot --headless --path game --export-release "Windows Desktop" ../build/OpenGG/OpenGG.exe
godot --headless --path game --export-release "Linux" ../build/OpenGG-linux/OpenGG.x86_64
An exported build looks for data/ai and data/hd next to the program. The version is config/version in
game/project.godot; pushing the tag v + that version (such as v0.1.0) makes
.github/workflows/release.yml build the Windows and Linux packages and attach them to
a release.
More: ARCHITECTURE (how it fits together), ORIGINAL_IMPORT (what is read from the original, and how), ASSETS (the placeholders), formats (the original's files).
Contributing
Bug reports, differences from the original and pull requests are welcome: see CONTRIBUTING.md. Questions and ideas go to Discussions.
Licence
OpenGG is free software under the GNU General Public License, version 3, the generated placeholder pack
included. The pictures in data/hd are CC0; the fonts in game/Fonts are under the SIL Open Font License 1.1.
Comentarios (0)
Inicia sesión para dejar un comentario.
Sé el primero en comentar sobre este juego.
