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MoonLoader

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Dash Shack
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#31

Posted 05 July 2017 - 06:57 AM

Nice plugin you got there :) This will be very usefull for my GTA, thanks and good work :)

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Crspy
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#32

Posted 05 July 2017 - 12:58 PM


Is it possible to Create Shader with LUA script ? @[email protected] Just Like MTA ...
I heard MTA using LUA script Too.. xD

Goodluck with your Project Btw <3 and Love to see Development .. :))

Yes, MTA is using Lua, but it has its own API for rendering. Currently MoonLoader has no its own API for rendering, there is just original game possibilities to display some primitives on the screen. Adding rendering API is one of the priority tasks, but unfortunately, I can not even say approximately when it will be done.

 

You have no idea how many people are waiting for this for years ,  the whole GTA community  :lol:

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fastman92
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#33

Posted 05 July 2017 - 01:15 PM

Could you make MoonLoader for different GTA games? Also, functions like this, to determine game version:

/*
* Copyright (C) 2014-2017  fastman92 <[email protected]>, website: http://fastman92.com
* Licensed under the MIT License, see LICENSE at top level directory.
*
*/
 
#pragma once
 
/* The priority of possible questions
1. Is game series X (e.g GTA)
2. Is game subseries Y (e.g GTA IV/EFLC)
3. Is game Z (e.g GTA SA)
4. Is game Z with specific version on specific platform (e.g GTA SA 1.0 on WIN_X86 platform)
*/
 
// Game versions
enum eGameVersion
{
GAME_VERSION_UNDEFINED,
 
////////////////////////////////
/////////// WIN_X86 ////////////
////////////////////////////////
 
// GTA III
GAME_VERSION_GTA_III_1_0_WIN_X86,
 
// GTA VC
GAME_VERSION_GTA_VC_1_0_WIN_X86,
 
// GTA SA
GAME_VERSION_GTA_SA_1_0_HOODLUM_WIN_X86,
GAME_VERSION_GTA_SA_1_0_COMPACT_WIN_X86,
GAME_VERSION_GTA_SA_1_0_1_EURO_NO_CD_FIXED_EXE_WIN_X86, // GTA San Andreas v1.01 [EURO] No-CD Fixed EXE
 
// GTA IV
GAME_VERSION_GTA_IV_1_0_4_0_WIN_X86,
GAME_VERSION_GTA_IV_1_0_7_0_WIN_X86,
GAME_VERSION_GTA_IV_1_0_8_0_WIN_X86,
 
// GTA EFLC
GAME_VERSION_GTA_EFLC_1_1_2_0_WIN_X86,
GAME_VERSION_GTA_EFLC_1_1_3_0_WIN_X86,
 
// Bully SE
GAME_VERSION_BULLY_SE_1_2_WIN_X86,
 
////////////////////////////////
/////////// WIN_X64 ////////////
////////////////////////////////
 
// GTA V
GAME_VERSION_GTA_V_1_0_335_2_WIN_X64,
GAME_VERSION_GTA_V_ANY_WIN_X64,
 
////////////////////////////////
//////// ANDROID_ARM32 /////////
////////////////////////////////
 
// GTA SA
GAME_VERSION_GTA_SA_1_0_8_ANDROID_ARM32
};
 
class CGameVersion
{
public:
// Checks if game series is GTA
static bool IsGameSeries_GTA(eGameVersion gameVersion);
 
// Checks if game series is Bully
static bool IsGameSeries_Bully(eGameVersion gameVersion);
 
// Checks if game series is GTA or Bully
static bool IsGameSeries_GTA_Bully(eGameVersion gameVersion);
 
///////////////////////////////////////////////////
 
/////// Bully Scolarship Edition ///////
// Checks if game version is GTA III
static bool IsAny_Bully_SE(eGameVersion gameVersion);
 
// Checks if game version is GTA III
static bool IsAny_GTA_III(eGameVersion gameVersion);
 
/////// GTA Vice City ///////
// Checks if game version is GTA VC
static bool IsAny_GTA_VC(eGameVersion gameVersion);
 
/////// GTA San Andreas ///////
 
// Checks if game version is GTA SA
static bool IsAny_GTA_SA(eGameVersion gameVersion);
 
// Checks if game version is GTA SA 1.0,
static bool Is_GTA_SA_1_0_PC(eGameVersion gameVersion);
 
// Checks if game version is GTA SA 1.1 on WIN_X86 platform
static bool Is_GTA_SA_1_0_1_PC(eGameVersion gameVersion);
 
/////// GTA IV, GTA EFLC ///////
// Checks if game version is any GTA IV or GTA EFLC
static bool IsAny_GTA_IV_or_EFLC(eGameVersion gameVersion);
 
// Checks if game version is any GTA IV on PC
static bool IsAny_GTA_IV_PC(eGameVersion gameVersion);
 
// Checks if game version is any GTA EFLC on PC
static bool IsAny_GTA_EFLC_PC(eGameVersion gameVersion);
 
/////// GTA V            ///////
 
// Checks if game version is any GTA V on PC
static bool IsAny_GTA_V_PC(eGameVersion gameVersion);
 
////// GTA VI            ///////
static bool IsAny_GTA_VI_PC(eGameVersion gameVersion);
};

BH Team
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#34

Posted 06 July 2017 - 10:57 AM Edited by BH Team, 06 July 2017 - 10:59 AM.

Could you make MoonLoader for different GTA games? Also, functions like this, to determine game version:

I have no experience in modding other games of GTA series, and I think nobody wants MoonLoader to be poorly made for those games.
Maybe after MoonLoader become open source (it just needs some code refactoring) interested people will apear and will be able to contribute to this. So it's possible, but I can't promise anything.

 

And what about supporting other GTA: SA versions: it was noticed in original post

Originally was planned that MoonLoader will support all versions of GTA: SA but with increasing functionality it's began to become a more difficult task and in the end it was decided that only v1.0US will be supported, maybe in the future it will change, but not now and there is no promises. Anyway it's not a big problem — most of mods supports only v1.0US as well and this version is most common for modding.

MoonLoader uses plugin-sdk and plugin-sdk is only for v1.0US, so adding support for other versions in MoonLoader means adding this support in plugin-sdk, and this is a lot of work, besides that, some things (eg structures) require more effort than just searching addresses for different versions.

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Junior_Djjr
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#35

Posted 07 July 2017 - 07:26 AM

As a brazilian, I didn't liked you translating the "lua" word into "moon". Missed the joke of origin of the name :p

Jokes aside, I loved you guys doing this. My friend was doing this but stopped development to work on other things.

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Jack
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#36

Posted 07 July 2017 - 12:34 PM Edited by Jack, 07 July 2017 - 02:52 PM.

1) how to CALL_FUNCTION (opcode_0AA5)?
2) how to GET_LABEL_POINTER (opcode_0AC6)?
3) since switch tables are limited, does lua provides a better way of relocating "switchTableStart" rather then using GET_LABEL_POINTER for storing a large amount of data beyond the table limit in order to use new IDs for example?
4) lua, GTA3script, scm, sdk(c++), c#... which one is the best and why?

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BH Team
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#37

Posted 07 July 2017 - 02:26 PM Edited by BH Team, 07 July 2017 - 02:27 PM.

1) how to CALL_FUNCTION (opcode_0AA5)?
2) how to GET_LABEL_POINTER (opcode_0AC6)?
3) since switch tables are limited, does lua provides a better way of relocating "switchTableStart" rather then using GET_LABEL_POINTER for storing a large amount of data beyond the table limit in order to use new IDs for example?
4) lua, GTA3script, scm, sdk(c++), c#... which one is the best and why?

1. Via FFI or function callFunction.

2. Nohow. There is absolutely no need for getting label pointer in Lua.

3. Yes - tables.

4. Figure this out and tell us. ;)

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Davve95
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#38

Posted 13 July 2017 - 01:35 PM

Sorry for a minor bump. But are there many Moon loader scripts yet?

AlterBlitz
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#39

Posted 14 July 2017 - 12:09 AM

Sorry for a minor bump. But are there many Moon loader scripts yet?

Yep, There are bunch of people on BH forums creating awesome scripts. You can find them all http://blast.hk/foru...7/?prefix_id=57

 

 

1) how to CALL_FUNCTION (opcode_0AA5)?
2) how to GET_LABEL_POINTER (opcode_0AC6)?
3) since switch tables are limited, does lua provides a better way of relocating "switchTableStart" rather then using GET_LABEL_POINTER for storing a large amount of data beyond the table limit in order to use new IDs for example?
4) lua, GTA3script, scm, sdk(c++), c#... which one is the best and why?

1. Via FFI or function callFunction.

2. Nohow. There is absolutely no need for getting label pointer in Lua.

3. Yes - tables.

4. Figure this out and tell us. ;)

 

I've been following the development from the beginning. The Moonloader community has been increasing day by day. If you need some English Translators for the documentation then I'm ready to help. 

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greggrulzok
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#40

Posted 14 July 2017 - 12:59 AM Edited by greggrulzok, 14 July 2017 - 12:59 AM.

Man, if this can bring those lua scripts of MTA to Singleplayer like the water reflections it would be so beautiful.

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Reyks
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#41

Posted 14 July 2017 - 12:59 AM Edited by Reyks, 14 July 2017 - 01:01 AM.

I hope you guys manage to convert the MTA graphical related stuff to MoonLoader at some point, this stuff looks amazing...

 

EDIT: Ninja'd

 

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Crspy
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#42

Posted 14 July 2017 - 10:02 AM Edited by Crspy, 14 July 2017 - 10:05 AM.

And for some weird reason , these stuff don't eat FPS  like ENB series   :monocle:   i wish someone would explain why ? 

you didn't mention the important stuff like the almighty per pixel  lighting , bump mapping and Material Shader....etc

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LaDiDa
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#43

Posted 14 July 2017 - 02:49 PM

New enb series should also eat less fps, older enbs use some hacky methods to do their effects.
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BH Team
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#44

Posted 10 August 2017 - 01:03 PM Edited by BH Team, 10 August 2017 - 02:38 PM.

I've been following the development from the beginning. The Moonloader community has been increasing day by day. If you need some English Translators for the documentation then I'm ready to help.

It would be great, do you know Russian?
 

Man, if this can bring those lua scripts of MTA to Singleplayer like the water reflections it would be so beautiful.

I hope you guys manage to convert the MTA graphical related stuff to MoonLoader at some point, this stuff looks amazing...

I see you guys don't quite understand what's the point of MoonLoader, it's not a graphical engine, MoonLoader has nothing in common with MTA scripting except Lua language. Yes, these features can be added and it would be very cool, but the fact that MoonLoader uses Lua doesn't mean that there should be a bias(i hope this is the right word) to graphics, at all. With exactly the same success these graphical features from MTA may be added in any modding engine, like CLEO or plugin-sdk, and they also can be implemented as a DLL Lua module (even in Lua script, but it's a big pain).
And there is another trouble: MTA does a lot, seriously a lot, of hooks and patches to get it working, and since MTA is a stand-alone project it can afford it, but adding native support of these features in MoonLoader/CLEO and such will break compatibility with many other mods, so to make it qualitatively, you need to invest not only a big effort, but also do it very carefully.
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Delatom
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#45

Posted 10 August 2017 - 04:46 PM

Never heard of that loader.

Lookin' forward for it.


Delatom
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#46

Posted 10 August 2017 - 06:46 PM

@BH Team

What is the essential things should I learn to make scripts like these?


BH Team
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#47

Posted 10 August 2017 - 09:34 PM Edited by BH Team, 10 August 2017 - 09:34 PM.

Start from reading this guide: http://gtaforums.com...er-development/
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Seemann
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#48

Posted 11 August 2017 - 09:46 PM

Finally, after 10 years of CLEO dominating GTA scripting scene, someone have managed to release a competitor project (not counting plugin-sdk, too complex if you are not a C++ guru) ;)

Personally I don't like LUA syntax and would prefer JavaScript instead, but it's still a good job!
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Junior_Djjr
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#49

Posted 12 August 2017 - 05:19 PM Edited by Junior_Djjr, 12 August 2017 - 05:21 PM.

I see you guys don't quite understand what's the point of MoonLoader, it's not a graphical engine, MoonLoader has nothing in common with MTA scripting except Lua language. Yes, these features can be added and it would be very cool, but the fact that MoonLoader uses Lua doesn't mean that there should be a bias(i hope this is the right word) to graphics, at all. With exactly the same success these graphical features from MTA may be added in any modding engine, like CLEO or plugin-sdk, and they also can be implemented as a DLL Lua module (even in Lua script, but it's a big pain).
And there is another trouble: MTA does a lot, seriously a lot, of hooks and patches to get it working, and since MTA is a stand-alone project it can afford it, but adding native support of these features in MoonLoader/CLEO and such will break compatibility with many other mods, so to make it qualitatively, you need to invest not only a big effort, but also do it very carefully.

You should have put a FAQ on the first page.

 
Some people on my blog reported that all .asi mods stopped working when installed MoonLoader (more specifically, for sure everyone is using Silent Asi Loader v1.3). What additional information do you need? I tested on Hoodlum and Compact and apparently I had no problems...
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BH Team
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#50

Posted 13 August 2017 - 12:47 PM Edited by BH Team, 14 August 2017 - 11:12 AM.

Finally, after 10 years of CLEO dominating GTA scripting scene, someone have managed to release a competitor project (not counting plugin-sdk, too complex if you are not a C++ guru) ;)

Personally I don't like LUA syntax and would prefer JavaScript instead, but it's still a good job!

It had to happen! Wouldn't even think that Seemann himself will pay attention to MoonLoader. I am glad to see that you like it.
By the way, for those who don't like Lua syntax, there is MoonScript, didn't try it, but looks cool, it's like CoffeeScript for JavaScript.
 

You should have put a FAQ on the first page.

FAQ for troubleshooting - yes, will be helpful, but if people don't even reading the description will they read a FAQ? Except that if description is not clear enough, idk.
 

Some people on my blog reported that all .asi mods stopped working when installed MoonLoader (more specifically, for sure everyone is using Silent Asi Loader v1.3). What additional information do you need? I tested on Hoodlum and Compact and apparently I had no problems...

It's weird... No one before reported something like that. You can ask them to check moonloader.log for "Memory test at address %08X has failed" warnings and that gta_sa.exe version is 1.0us.

LaDiDa
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#51

Posted 13 August 2017 - 05:35 PM

MoonLoader works fine here, no .asi malfunctioning as of yet (Using the latest .asi loader that comes with cleo).

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Junior_Djjr
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#52

Posted 13 August 2017 - 07:43 PM Edited by Junior_Djjr, 13 August 2017 - 07:46 PM.

You should have put a FAQ on the first page.

FAQ for troubleshooting - yes, will be helpful, but if people don't even reading the description will they read a FAQ? Except that if description is not clear enough, idk.

This. Only your comment made clear, the description doesn't.

And the description is full of technical marketing terms, that makes laypeople not read (why will they read a wall with technical texts for marketing? Only serves to developers), but a simple FAQ is always welcome.

Even many people don't even understand what a programming language is, they think, for example, that CLEO is a programming language, and that every language opens up new possibilities that were once impossible, which isn't necessarily true.

In short, guys, forget a bit about Lua. SCM (sannylang/gta3script) is for CLEO as Lua is for MoonLoader. The focus here is the MoonLoader itself. Roughly speaking, a programming language is just a way to write code.

BH Team
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#53

Posted 14 August 2017 - 11:49 AM Edited by BH Team, 14 August 2017 - 11:50 AM.

The words "marketing terms" sounds adorable for absolutely non-commercial project, these are not marketing terms, these are actual features and advantages! :D

The current goal is to engage more developers, users don't need to install MoonLoader just to have it, because MoonLoader means nothing without scripts. But anyway, I see what you're saying, and I see that basic description doesn't say too much, so I'll rewrite it to make it clear for everyone.
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LINK/2012
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#54

Posted 22 August 2017 - 04:28 PM Edited by LINK/2012, 22 August 2017 - 04:29 PM.

Kudos for this project, looking forward on it becoming the primary option whenever custom scripts creation comes to mind.

 

We've been trying to fix and repurpose the Rockstar Scripting Environment for a long time, and I have to say: It's unfixable. It's that way by design. We'll keep making hacks forever, because on each limitation we overcome, another one will take its place.

 

Good impressions taken from the great effort on documentation, open source attitude, and the use of native command names on functions :p

 

I'll be in the hope that the Western and Eastern Modding Scenes join forces on this project instead of bashing at each other.

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BH Team
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#55

Posted 26 August 2017 - 01:21 PM

I'd be very happy to make MoonLoader open-source so the other people can help with development, but it needs overall refactoring before publishing and unfortunately I'm busy with other things atm.

 

Thanks for your feedback!

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skatefilter5
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#56

Posted 4 weeks ago

Can this concert my Mta map I made into cleo scripts

guru_guru
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#57

Posted 2 weeks ago

Some people on my blog reported that all .asi mods stopped working when installed MoonLoader (more specifically, for sure everyone is using Silent Asi Loader v1.3). What additional information do you need? I tested on Hoodlum and Compact and apparently I had no problems...

It's weird... No one before reported something like that. You can ask them to check moonloader.log for "Memory test at address %08X has failed" warnings and that gta_sa.exe version is 1.0us.

 

 

I may be a bit late ,but I  noticed that .asi mods won't get loaded if they are installed in /scripts if moonloader is installed.They have to be moved to root folder to be loaded

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Bogdans29
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#58

Posted A week ago

This need an official site(pricas li srpski?) and see this video it's lua scripted ...

Davve95
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#59

Posted A week ago

Yeah it's LUA scripted but I thought he said you can't port MTA scripts to singleplayer.

Btw that mod is awesome!




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