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MoonLoader

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guru_guru
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#61

Posted 15 November 2017 - 09:46 AM

Gotta say this is a cool mod, however I partially ran into the same issue as Junior.

So most of the scripts I installed are inside the scripts folder while a few others such as ModLoader, SkyUI, Mobile Style Loading etc. are in the root directory. Once I installed MoonLoader, SkyUI couldn't find GInput anymore, even though it was installed. I moved GInput in the root directory and game worked fine at the menu, however once I started a new game, it was loading like the vanilla game, even though I have the Mobile Style Loading mod installed.

This made me realize that the scripts folder is apparently ignored when using this mod. I tried moving the mod's asi and the folder inside the scripts folder, along GInput, and this partially fixed my issue, however only a few mods were actually loaded, which I belive they are the ones that are loaded prior to this mod (SkyUI loaded, meaning that GInput loaded, which is loaded before this mod, however SkyGFX and SilentPatch weren't, which are loaded after this mod). Moonloader's scripts however worked fine (tested the BetterSkybox mod which uses Moonloader now)

Is it possible to make this mod less location dependent?


It's actually moonloader that is causing that,not letting asis from /script to be loaded.
Moving every asi to root folder fixes the loading for me.(Idk about asis in /modloader though, I usually don't put them there)

Jinx.
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#62

Posted 15 November 2017 - 05:05 PM

Modloader is in the root directory, and prior to installing this mod everything worked nicely. The scripts folder is not inside modloader folder, though.


guru_guru
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#63

Posted 15 November 2017 - 05:44 PM

osh*t I thought this was modloader's thread lmao.
But possible solution remains the same,move all asis to root folder.
Still is really weird that moonloader messes up the loading of asis, I wish they could fix that.
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BH Team
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#64

Posted 17 November 2017 - 01:47 PM

Yes, there was a problem in MoonLoader and it already fixed in v.024. Fix is published but not yet released officially, there was a few things needed to be tested before.

For now you can download v.024 from here or wait until v.025 will be released in the coming days.

  • Jinx. likes this

BH Team
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#65

Posted 20 November 2017 - 06:45 PM Edited by BH Team, 22 November 2017 - 06:29 AM.

Okay, update is out. Two updates, actually. Here is the changelog:

 
.024-beta
New
  • Added game version checking for compliance with the supported
  • New functions for retrieving handles of all objects, characters and vehicles: getAllObjects, getAllChars, getAllVehicles
  • Functions for showing mouse cursor and locking player controls: showCursor, lockPlayerControl, isPlayerControlLocked
  • Functions for working with the map icons: setBlipCoordinates, setTargetBlipCoordinates, placeWaypoint, removeWaypoint
  • New property script.this - analogue of function 'thisScript'
  • Function memory.hex2bin for converting a Hex-sequence into binary data
Changes
  • Updated internal dependencies. Many of fixes and some new features like stack traceback on error
  • Function setVirtualKeyDown now can emulate mouse buttons press
  • From now on opcode-functions registers right after loading scripts file (i.e before execution), so function isOpcodesAvailable is not needed anymore
  • Scripts won't unload automatically if they include any event handler
Fixes
  • Some of internal hooks have been redesigned for thread-safety for compatibility with external impacts - fixes random crashes for some users
  • Solved problem with loading asi-plugins from 'scripts' folder
  • Fixed incorrect work of function findAllRandomObjectsInSphere
  • Fixed crash when calling function 'print' without parameters
  • Fixed file search handle releasing - if function findClose was used, a handle was released again by the garbage collector
  • Fixed bug because of which events registered with addEventHandler function were not counted
  • Functions printStyledString, printString and printStringNow won't rewrite each other's text
  • (SAMPFUNCS) Fixed loading fonts and textures functions - unsuccessful loading could lead to UB
  • (SAMP) Fixed bug in RakNet events that could lead to crash if an error occured inside the event handler
 
.025-beta
New
  • Implemented DirectX hook and added events onD3DDeviceLost, onD3DDeviceReset, onD3DPresent
  • Function memory.strptr for getting raw pointer of Lua-string
  • Function getFolderPath for getting paths of user's and system's directories
  • Function getTimeStepValue replacing opcodes 0078, 0079, 007A, 007B, 007C, 007D, 007E, 007F, 0080, 0081, 0082 and 0083
  • Function getD3DDevicePtr, returning address of game's IDirect3DDevice9
  • Distro now includes libraries 'lua-iconv' and 'encoding' that can help developers with different text encodings. Also library 'windows' was included, currently it contains only window message ids.
Changes
  • All steps of Lua-script initialization now carried out only after loading and checking script. Thereby script loading is faster when it goes to failure.
Fixes
  • Fixed incorrect return types of getCharAnimCurrentTime and getCharAnimTotalTime
  • Fixed thread property 'work_in_pause' reset when restarting active thread

Changelog in Russian on our wiki: https://blast.hk/wik...oader:changelog

  • George Costanza, Jinx., Junior_Djjr and 6 others like this

BH Team
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#66

Posted 20 November 2017 - 07:16 PM Edited by BH Team, 21 November 2017 - 05:58 AM.

Wanna show something to devs, I don't like posting lots of code in this thread, but the development thread is somewhat hidden from eyes, so I posting it here.
Here is the primitive example with new events introduced in .025. It shows how to draw anything over the game's picture using DirectX APIs directly from lua.
Note that via CLEO, MoonLoader and SAMPFUNCS it was not possible to draw post-effects and symbols from symbolic fonts, and in general everything was limited to primitive elements.
Now you can do it with MoonLoader:
zaO1L2Pm.jpg
 
Don't be scared of many lines of weird code, the big part is occupied by FFI declarations.

Code:

Spoiler

The example itself is not impressive, I know, but this feature gives opportunities to make impressive things. This can be used for even more, for example, you can create dll-module with lua bindings for existing GUI solution.

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guru_guru
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#67

Posted 21 November 2017 - 06:28 PM

Perhaps you should move the development thread to the Tools section.Coding section is used more like "Help me with this code"

JustSomeAussie
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#68

Posted A week ago

I downloaded the moonloader setup and ran it through virustotal.com and it got 4 detections, so i'm kinda worried about running it. I'm aware they could be false-positives, but they could also be real threats. 


SHIFAAH9
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#69

Posted A week ago

Great Just great would this day get any better...?

 

 

 

i was just wondering can the moonloader's files (.lua) work fine if created using Microsoft visual studio Code...?

They had no problem when they were edited by MSVSC....(don't know if it will be different when creating one)

Just asking Because NotePad ++ and atom are the only one's recommended....


Davve95
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#70

Posted 6 days ago

Sorry for a minor bump, but I need help.

(And unnecessary to open a new topic for it)

 

Anyway: I tried to load the weapon spawn script, but nothing happned in-game.

 

Spoiler

skatefilter5
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#71

Posted 2 days ago Edited by skatefilter5, 2 days ago.

what about 2nd player actor, all i see is just player_ped known as player actor, I want 2nd player's voice audio in different actors, and also how you get CJ to change voice for lua script when switching actors like samp - i want it in single player. not ped.ide (locked one audio forever)





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