The game comes built: the installer only needs your own Burnout Revenge disc image (PAL, see SETUP.md).
Windows: download Burnout_Revenge_Installer-win-amd64.exe and run it.
Linux: download Burnout_Revenge_Installer-x86_64.AppImage, then
chmod +x Burnout_Revenge_Installer-x86_64.AppImage
./Burnout_Revenge_Installer-x86_64.AppImageRun the installer again over an installed copy to update it; your settings are kept.
Android (arm64, a Vulkan 1.1 GPU - Adreno or Mali): install Burnout_Revenge-android-arm64.apk. It opens as the installer: pick your disc image. A Mesa Turnip driver .zip is optional, for Adreno phones whose own driver misbehaves.
macOS (Apple silicon): download Burnout_Revenge_Installer-macos-arm64.zip, unzip it and run the app inside. It puts Burnout Revenge.app in ~/Applications, so the game starts from Launchpad or Spotlight. The app is signed ad hoc, so macOS stops it the first time it is opened after a download; allow it under System Settings, Privacy & Security, Open Anyway. The installed game logs to ~/Library/Logs/xerenge-burnout/. An Intel build is on the way, held up only by a long CI queue for that runner - it'll follow in a later release.
Online play works out of the box - the installer already points at a shared lobby server (94639.snk.wtf), so you do not need to run your own. Your own online server, if you want one instead: ealobby-linux-amd64 or ealobby-win-amd64.exe is a lobby server for the online mode. Run it on a machine whose TCP ports 31860 and 31861 the players can reach, and point the installer's "Server address" field at it (or start the game with --lobby-server=<that machine>).
What is new since 0.4.0:
- macOS, Apple silicon for now (Intel to follow): the SDK builds its own Vulkan loader and MoltenVK (via plume's new SDL/Vulkan-on-Metal path) and stages them next to the game, so the installer app needs nothing but your disc image.
- The installer's render resolution can be any WIDTHxHEIGHT now, not just the fixed presets.
- Online multiplayer fixes: a missing lobby cvar that could fail the build, and a crash from a malformed
IDENTfield are both fixed; a texture-slot regression that stretched some textures into black triangles is reverted. - CI is considerably faster: the SDK and the plume/XenosRecomp forks are cached by commit instead of being cloned and rebuilt on every run.