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http://i.imgur.com/WWAL72L.png Hey, what's going on? You plugged in your PlayStation or XBOX pad in hopes that you'll be able to play GTA on your PC just like you used to play on the console, and for some reason you can't make the controls work properly? You can't use full possibilities of your brand new, XInput-compatible pad? Maybe you want to refresh your childhood memories after ages of playing IV and you're sick of the old-fashioned controls? If any of these apply to you, GInput is the mod you've been looking for! This modification completely rewrites GTA controls handling and ditches DirectInput in favour of XInput. This way, your PlayStation 3 and XBOX 360 pads will be handled by the game just perfectly, taking advantage of all their features, including analog triggers. This modification features: Complete XInput support, so pads are mapped to match console versions perfectly (including Start button, which can't be mapped on PC version without this modification). Proper vibration support - something that was cut from all PC versions of the game! FIVE (TWO in San Andreas) different control mappings - four setups matching PS2 selectable setups and fifth one being a recreation of GTA IV controls! Pad buttons in In-Game helps, replacing PC key names (depending on user's choice, either PlayStation or XBOX buttons are shown). An INI file with tons of options - including toggleable vibration, selecting controls setup, Invert Look option from console versions, axis inversion options from San Andreas and more! Automatic switching between keyboard & mouse and pad controls, basing on last device input. Support for Guide/PS button. The button is fully functional and can show your Steam Overlay menu if you launched the game via Steam! Cheats input from the pad. Use classic PS2 cheats on PC! Full co-op support in San Andreas - the game can make full use of two pads or bind the first pad to second player, so co-op can be played even if only one pad is connected. Increased support for DualShock 3 controllers and SCP Driver Package - including pressure sensitive buttons and SIXAXIS accelerometers. Screenshots San Andreas: http://i.imgur.com/bKoE8p3l.jpg http://i.imgur.com/hOVRwPVl.jpg Vice City: http://i.imgur.com/tPb3HFbl.jpg http://i.imgur.com/dLQAPxyl.jpg III: http://i.imgur.com/K3lyEPul.jpg http://i.imgur.com/1RHu9XNl.jpg Footages DOWNLOAD for GTA San Andreas DOWNLOAD for GTA Vice City DOWNLOAD for GTA III Usage The changes take effect automatically, no need to toggle anything when the game is launched. Supported games GTA III 1.0 (all versions) GTA III 1.1 (all versions, including Steam and Rockstar Games Launcher versions) GTA VC 1.0 (all versions) GTA VC 1.1 (all versions, including Steam and Rockstar Games Launcher versions) GTA SA 1.0 (all versions) Credits @Deji - original GInput for San Andreas - huge inspiration for myself! @Ash_735 - testing, complete art support Bugbear Entertainment - Steering Sensitivity option
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fastman92 limit adjuster http://giant.gfycat.com/GloomyFilthyAsianpiedstarling.gif http://giant.gfycat.com/LazyDeterminedGiantschnauzer.gif Like many other games, GTA has limits that may later need to be increased as the modding community grows. This limit adjuster gives you that opportunity. Furthermore, it hacks some limits that were once deemed impossible to be hacked because of their complexity, as the ID limits itself took over 5000 lines of code to hack. An example of these limits would be the ID limits, weapon limits, handling.cfg limits & cargrp.dat limit. Map limits are also hacked. This means bigger maps with more cities. Supported games: GTA III, GTA VC, GTA SA, GTA IV, GTA V, Bully Scholarship Edition. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I am putting a lot of effort to make sure that my projects meet the high quality requirements. That takes a significant amount of work. If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring. Download http://fastman92.com - - - - - - - - - - - - - - - - - - What can be done with this limit adjuster? http://thumbnails112.imagebam.com/39196/94f56c391955928.jpghttp://thumbnails111.imagebam.com/39196/906394391955948.jpghttp://thumbnails112.imagebam.com/39196/66f450391955966.jpghttp://thumbnails110.imagebam.com/39196/24ae71391955987.jpghttp://thumbnails111.imagebam.com/39196/11a5e8391956002.jpghttp://thumbnails110.imagebam.com/39196/a5848d391956018.jpg Author: dkluin MTA with the FLA 5.7+: https://gtaforums.com/topic/733982-fastman92-limit-adjuster/page/148/?tab=comments#comment-1071463989 -------------------- MTA with the FLA 5.7+:
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OP of this topic is very outdated. Scroll below for new mods Hello everyone! Here you will find all my mods that I made for many branches.
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- IV Released
- IV WIP
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Calm Workshop About Oh, hi there! Welcome to my humble workshop! Here, you'll find a database containing all of my mods in one convenient place. I make lore-friendly mods, mostly, and usually post released stuff here, but I might post about WIP works too someday. Grand Theft Auto III Grand Theft Auto: Vice City Grand Theft Auto: San Andreas Grand Theft Auto IV & Episodes From Liberty City Max Payne Manhunt
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- III Released
- VC Released
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This weekend I decided to play a bit with webgl and javascript and write a little viewer for GTA models. It should be able to load most dff files (native geometry NOT supported), textures are loaded like <img> elements by the browser. To make it a bit more interesting I implemented a little parser for IDE files and carcols.dat and made this vehicle viewer for III, VC and SA: http://gta.rockstarvision.com/vehicleviewer/ As for the code, it naturally only implements a small subset of RenderWare and perhaps it should be made a bit cleaner. It was mostly meant to be a proof of concept, but feel free to use and adapt it for you purposes. Hope you like it. Screenshot: BUGS: - due to name clashes some textures are not what they should be. (black64 &c.) - HTML and CSS are hard, so that part sucks a bit
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GTA3script Toolchain This is a compiler, editor extension, and debugger for the GTA3script language, which was the de facto language used by Rockstar North to code the mission scripts of the 3D Universe. The compiler is cross-platform, well tested and provides a CLI interface based off GCC/Clang. So if you are familiar with command line interfaces, this should be pretty standard for your tastes. The editor extension is a extension for VSCode, which is a lightweight, cross-platform, and extensible text editor (definitely not Visual Studio). Such extension provides syntax highlighting, auto-completion and documentation crawled from GTAModding and GTAG. This provides access to the compiler as well, so there's no need to touch the command line interface if you aren't familiar with that. The debugger is a client-server protocol which supports breakpoints, variable watching, and more. It's currently work-in-progress, but you should see it working together the editor extension pretty soon. Do note it is a protocol, as such it is game, compiler and editor agnostic, it just needs to be implemented on them. Everything is open source, as usual, and as noticed, it's all future-proof, in such a way that it can be used in future recreations of the game, such as OpenRW. This is compatible with all three games in the trilogy, III, Vice City and San Andreas. Get It:Download the compiler, or compile it yourself. Download VSCode and the extension (read the instructions). Download the debug server... ehh.. not yet. It's dangerous to go alone, take this:Learn GTA3script in Y minutes GTA3script at GTAModding GTA3script Complete Tutorial (PT-BR) GTA3 Multifile Source Code Quick Vehicle Spawner Source Code Special Thanks: Wesser for immensurable help in understanding the language, its principles and its future. Deji for his previous research and attempts at making a working compiler. Junior_Djjr and Silent for testing and feedback. I would also like to thank a certain company, without their slips, this wouldn't be possible.
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VHS Stereoscope by @H-G About: Features: Showcase Video: Download:
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III Features VC Features Comparisons Supported game versions gta3.exe v1.0. gta3.exe v1.1. gta3.exe v1.1 Steam. gta-vc.exe v1.0. gta-vc.exe v1.1. gta-vc.exe Steam. Installation Just copy ParticleEx.asi, ParticleEx.ini and ParticleEx folder to your scripts directory UAL is required to run the mod. debugmenu is recomended. For Steam version only For modloader only 2dfx changelog Download III Download VC
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What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is injected on the fly, at runtime! The usage is as simple as inserting the mod files into the modloader/ directory. Uninstalling is as easy as that too, delete the mod files and you are done. Hot swapping mods while the game is running? By using Mod Loader you can! Still not sure? Check out this nice video from Ivey. Features: Do not replace any original file, all the mods are installed by injection on the fly. Instant mod swapping, you can refresh mods on the go without closing the game. Game menu for configurations, providing an even easier management of mods. Bug-free audio modding. When installing sound mods with Mod Loader, you'll no longer encounter this bug. Mod Loader will automatically read data lines from readme (.txt) files. If you have several of the same .dat files, Mod Loader will merge them together for you. Allows you to link mods to profiles, which is very useful for installing total conversions, isolating them completely from the rest of your mods. Mod Loader allows you to use command line arguments, you can find information on them here. Download Mod Loader will always get updated thought GTAGarage, with stable enough releases: http://www.gtagarage.com/mods/show.php?id=25377 Although you can also find the latest, maybe unstable, release on GitHub (recommended) https://github.com/thelink2012/modloader/releases Screenshots Source Code The source code is available under the MIT license, take a look at the project on GitHub
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- SA Released
- VC Released
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Welcome to my Workshop, the thing I've put off making for quite some time but NO MORE! This will be my scrapbook area, a place where I can share weird tests and complete ideas that I've carried out. Now, if you've noticed me in the past there is one thing you'll know, and that is that I take quality and original atmosphere intent SERIOUSLY, here you'll find mods that have either been converted, repacked or re-purposed from other Rockstar Games, bringing the best quality from all across the board right back to the PC versions of these games! Maybe you'll also see content by me improving subtle visual effects here and there to? Who knows? I've worked on a lot over the years and I'll be going through old hard drives finding content and seeing what I can bring up to date and make fit for download for all of you to enjoy. Feel free to make suggestions and we'll see what we can do but do. Remastered Mobile GTA3 Background Restored LIPS 106 Updated GInput Textures Remastered Vice City Menu Background Mobile RADAR Map Textures Updated GInput Textures Remade Mission Gradient Texture Mobile RADAR Map Textures Remastered San Andreas Menu Background Updated GInput Textures GTA IV Vehicle Pack 2.1 TLAD Vehicle Pack 2.1 TBOGT Vehicle Pack 2.1 GTA IV CE Higher Res Radio Logos Menu GTA IV CE Higher Res Radio Logos In-Game GTA IV Xbox One/Series S+X Buttons GTA IV Higher Res Miscellaneous Pack Outdated/Superseded GTA IV Shared Vehicle Textures Update GTA IV & TBOGT Alternative Police License Plates GTA IV Improved Weapon Spec Silent's Blog (game assets/banners/etc) SteamGridDB Uploads GInput (original and converted textures, updated textures) VBDec (logo design, testing, formatting) SkyGfx: PS2, Xbox and Mobile graphics for PC (packaged TXD files) Fusion Fix (logo design) [III-IV] Various GTA Downgraders (logo design) Manhunt Fixer (logo design) Re: Liberty City Stories (various texture contributions) SUPPORT Ko-Fi Cash App
- 209 replies
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- RW Released
- RW WIP
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A mod which improves exponentially over the original IV HUD CLEO mod by ThirteenAG. Features: Customizability. The components on the screen, their positions, scaling and color can be easily modified through configuration files. Entire HUD is rebuilt to allow flexibility and realtime customization. New Health/Armor System similar to the system used in GTAIV Hud Mod by _AG. Allows painless customization, no need to recolor 400+ textures again. Phone, imported from Rectangular HUD and now houses mission timers in addition to clock. Smooth fading/hiding animations to Money and ammo, similar to GTA IV. GTA IV/EFLC wanted star style. GTA IV Radio HUD system implemented. Choose your favourite mode, IV/TLAD/TBOGT or classic GTA 3/VC and the color scheme and radar will change accordngly. Gameplay demo will be posted soon. Download: Widescreen Fix **necessary For perfect IV radar scaling and outlined text Ultimate ASI loader **necessary To load the plugins in the game process GTAInside (GTA III v1.0) GTAInside (GTA VC v1.0) Below are mirror links from Mediafire. IV/EFLC HUD GTA III v1.0 IV/EFLC HUD GTA VC v1.0 (Note: This is not the final version! Kindly report any bugs you have encountered. It will be fixed if possible.) Screenshots: Contributions: @peymank Changes to pager and phone : changed it to GTA V iFruit phone for both (optional) also changed the Pager to landscape phone
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Rockstar Audio Tool Rockstar Audio Tool allows you to edit sound archives from R* games such as GTA (PC) GTA2 (PC) GTA3 (PS2, XBOX, PC) GTA VC (PS2, XBOX, PC) GTA LCS\VCS (PSP,PS2) Manhunt (XBOX,PS2,PC) Manhunt 2 (PC) Other files: ADF (GTA VC) Can be converted to MP3 and vice versa. Rebuilding is supported for all games. List files (.lst) allow to reuse original folder structure which R* might have been using to build their archives, they exist for Manhunt (PC) and GTA3 (Mobile). If you don't have a .lst file, default name is "sound+ID+.wav". Requirements: WAVE sounds are required to be mono, stereo is not allowed Manhunt 2 requires ADPCM sounds encoded using supplied XboxADPCM VAG sounds need to be VAGp format. Download
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- VC Released
- III Released
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Open Limit Adjuster This is a open source limit adjuster for Grand Theft Auto III, Vice City and San Andreas aiming to bring back limit adjusters to the scene. However it does not aim to be just a limit adjuster, but a limit purger, that's, turning whatever previously was limited into unlimited, being only limited by the machine/application capacity. Goals Bring limit adjusters back to the scene, but not totally centralized into one person. Avoid little limit adjusters here and there. Be an extremely stable limit adjuster. Purge out limits from the face of the community, we are in a dynamic world! Download The latest release can be found at GitHub, the ini comes configured to the best experience. https://github.com/ThirteenAG/limit_adjuster_gta3vcsa/releases Contributors aap / The Hero _DK fastman92 LINK/2012 maxorator Silent ThirteenAG Wesser Feel free to contribute to the project, check the GitHub repository Not sure how to contribute? Take a look here and here. Not sure what to contribute? Check our open issues.
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CLEO ANDROID Version: 2.0.1 Date: Apr 2021 Description CLEO ANDROID (further forward C/A) is a mobile version of the top-most popular GTA PC version add-on - CLEO library, which enhances game's script engine with ability to load custom scripts. Use cheats, spawn cars and use lots of cool features, especially considering how many content was written for C/A since the initial release back in late 2013! To be precise this is already more than a mobile version, since now C/A covers all RW based GTA games, including PSP versions of LCS and VCS via PPSSPP, which runs on many platforms. Changes in 2.0.1 - support for Android 7 to 11 - support for III v1.8, VC v1.09, SA v2.00 - works with LCS now too, supports v2.2 and v2.4 - the library has been ported to PSP, supports both LCS and VCS - added touch based gui for menu - added file swap feature - added support for plugins - scripts are loaded from %sdcard%/cleo/%game% folder now How to report an issue - Make sure you looked into the Requirements section below first - Don't quote this post, just put your message in the topic - Describe when an issue is appearing, is this at start or already after loading screens - Provide your Android OS version - Provide your game version - Provide %sdcard%/cleo/cleo.log contents Requirements - Android 4.1 to 11 - Android game series require root access (su installed, magisk/supersu) for the app to function properly - PSP game series require PPSSPP 1.11.2 or higher (any platform), on Android root is not required (yet) Supported game versions - Android game series III v1.4 to v1.8 VC v1.03 to v1.09 SA v1.00 to v2.00 LCS v2.2 and v2.4 - PSP game series LCS ULES00151/ULES00182/ULUS10041 (all builds, meaning v1.05 to v3.00) VCS ULES00502/ULES00503/ULUS10160 (all builds, meaning v1.02 to v1.03) Installation - make sure your device software is meeting the requirements above - download and install the apk - if apk doesn't get installed then enable installation from unknown sources in Android settings - launch the app, give root and storage access if requests are promted - select an appropriate page for the game you want to get CLEO installed into - if the app can detect the game you will see normal [Install] button, if not then the button will be crossed out - press [Install] in order to install the library, you will see the message with installation result shortly - if library installation succeed then you can [Install scripts] and deal with installed using [Manage scripts] - after rebooting your device you might need to install the library again, not the scripts - the game has to have storage access permission in Android settings, otherwise the only working thing will be the menu * CLEO for PPSSPP notes - instead of the game the app will try to find main folder of the emulator, usually this is %sdcard%/PSP - device reboot can't affect the library installation state - you can install C/A and the scripts manualy without using the app Scripts C/A is using *.csa and *.csi script extensions, *.csa scripts start just after the game loads and *.csi ones only when you directly invoke them via ingame script menu. To open the menu perform a slide from screen top to bottom thru center, arrow popup at start should give a tip, this one is related to the mobile game series only. In order to open the menu on PSP press [start] and instead of showing standard game pause screen you will see cleo menu, pause screen still can be accessed if you hold [start] for a few seconds. In order to install scripts manually you have to copy them in %sdcard%/cleo/%game%, where %sdcard% is your Android system's external storage, and the %game% is "iii", "vc", "sa" or "lcs". If you don't know where exactly this path is located then install some script using the app and look for "cleo" folder on your device. If you want to manually install scripts for the emu version of the game then the folder to put scripts is %sdcard%/PSP/PLUGINS/cleo/%game% where the %game% is either "lcs" or "vcs". Plugins C/A supports custom plugins (*.so, *.prx), if you just want to install C/A plugin then copy the thing in the same folder you would put *.csa/csi script (%game% folder). See developers section if you want to know more about this. File swap This feature is available only for Android game series. Allows to replace files without the need of cache/package repacking. The base folder for your files is %game%, just as with scripts. E.g. if you want to replace data/handling.cfg then you have to extract original file and then place the file into %game% folder as %game%/data/handling.cfg maintaining the same directory structure. Download http://www.dev-c.com/misc/cleo-android/ Developers Scripts A lot of PC CLEO *.cs scripts must be manually rewritten before they can be used with C/A since *.cs scripts use PC opcodes and PC oriented controls. C/A is using *.csa and *.csi script extensions, which internally are the same as PC *.cs scripts, while *.csa scripts start when the game loads and *.csi when user directly invokes a script using the menu. The name which appears in the menu is a decorated version of an original script file name - game prefix gets cleaned out (e.g. "gtasa."), extension is removed too (".csi"), dots and underlines get replaced with spaces. For instance "gtasa.car_spawner.csi" will appear in the menu as "car spawner". You can compile and decompile C/A scripts with Sanny Builder, in order to do so add the list of C/A opcode declarations in the corresponding SCM.INI file: ; CLEO ANDROID 0DD0=2,%1d% = get_label_addr %2p% 0DD1=2,%1d% = get_func_addr_by_cstr_name %2d% 0DD2=1,context_call_func %1d% ; deprecated, use 0DDE instead 0DD3=2,context_set_reg %1d% value %2d% ; deprecated, use 0DDE instead 0DD4=2,%1d% = context_get_reg %2d% ; deprecated, use 0DDE instead 0DD5=1,%1d% = get_platform 0DD6=1,%1d% = get_game_version 0DD7=1,%1d% = get_image_base 0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d% 0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d% 0DDA=3,%1d% = get_pattern_addr_cstr %2d% index %3d% 0DDB=3,get_game_ver_ex name_hash %1d% ver_hash %2d% ver_code %3d% 0DDC=2,set_mutex_var %1d% to %2d% 0DDD=2,%1d% = get_mutex_var %2d% 0DDE=-1, call_func %1d% add_ib %2d% 0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d% 0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d% 0DE2=1,%1d% = get_menu_button_state 0DE3=2,%1d% = get_menu_button_pressed mintime %2d% 0DE4=2,%1d% = psp_get_control_state %2d% 0DE5=3,%1d% = psp_get_control_pressed %2d% mintime %3d% 0DF2=2,create_menu %1d% items %2d% 0DF3=0,delete_menu 0DF4=2,%1d% = get_menu_touched_item_index maxtime %2d% 0DF5=1,set_menu_active_item_index %1d% 0DF6=1,%1d% = get_menu_active_item_index 1000=-1, opcode_func Example scripts compilation for LCS/VCS requires basic keyword definitions, if your current version of SB doesn't have these already defined then you have to define and add keywords.txt files manually: - Open SB/data/modes.xml - Find the mode with id="sa" and see how <keywords> are defined there - Now find the mode with id="lcs" - Define the keywords as <keywords>@sb:\data\lcs\keywords.txt</keywords> - Do the same for id="vcs_psp" using <keywords>@sb:\data\vcs\keywords.txt</keywords> - Create required keywords.txt files and put the respective definitions there ; keywords.txt for lcs 0001=wait 0002=goto 0002=jump 004d=jf 004e=end_thread 0050=gosub 0051=return 00db=if 03a9=thread ; keywords.txt for vcs 0001=wait 0002=goto 0002=jump 0022=jf 0023=end_thread 0025=gosub 0026=return 0078=if 0238=thread Opcodes explained >> 0DD0=2,%1d% = get_label_addr %2p% >> 0DD1=2,%1d% = get_func_addr_by_cstr_name %2d% These two are usually used together, first one gets real address of the target label where string or anything else is written and the second gets exported symbol name in the game's main library by C-style string name. It was done in the way like this (not using long strings) in order for opcode to be universal and also work with games which do not support long string type. When used with PSP game series 0DD1 will return 0. >> 0DD2=1,context_call_func %1d% >> 0DD3=2,context_set_reg %1d% value %2d% >> 0DD4=2,%1d% = context_get_reg %2d% Deprecated, use 0DDE instead. >> 0DD5=1,%1d% = get_platform Returns current platform: Android = 1, PSP = 2, primiraly used for LCS scripts. >> 0DD6=1,%1d% = get_game_version Returns internal game version, see sdk -> cleo.h -> eGameVerInternal for the details. >> 0DD7=1,%1d% = get_image_base Returns image base of the main game library. >> 0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d% >> 0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d% Reads and writes memory, add_ib should be set only when raw address specified and it needs to be added to the imagebase in order to access needed memory location. >> 0DDA=3,%1d% = get_pattern_addr_cstr %2d% index %3d% Searches for the specified byte pattern in main library, if there are few addresses which match this pattern the index is used, see example scripts for the details. Works on both Android and PSP, the search if performed within all executable sections. Max length for the pattern is 32 bytes. Returns 0 if no pattern was found. The thing to keep in mind while using this on PSP - if you are searching for a function start bytes you have to mark first 4 as ?? since PPSSPP can override this for JIT purporses. >> 0DDB=3,get_game_ver_ex name_hash %1d% ver_hash %2d% ver_code %3d% Returns current game version: * name_hash is a jenkins hash of an Android package name, on PSP not a hash while an integer part of a title id * ver_hash is always a jenkins hash of version string, both platforms have this thing * ver_code is a package version code on Android, on PSP this is a WORD where lower byte is a minor version and higher is a major version of a title. >> 0DDC=2,set_mutex_var %1d% to %2d% >> 0DDD=2,%1d% = get_mutex_var %2d% Mutex vars are being used as global variables between scripts, mutex id can be any integer value, for example all scripts that use GUI use mutex variable with id 0 which indicates the state of anything being onscreen, if it's value is 0 then script can show GUI, if script is about to show GUI then it sets this var to 1. If mutex variable isn't set then 0 is returned. >> 0DDE=-1, call_func %1d% add_ib %2d% Calls a game function using specified address, if add_ib is set to 1 then adds an imagebase. Pairs of ['type', value] follow and indicate with which result type and params this function must be called. Specifying result is optional, just as specifing params if function has none. Type can be one of these: 'i' - integer param 'f' - float param 'ref' - passes a reference to a variable as param 'resi' - result of integer type 'resf' - result of float type Let's look how this one works on a simple example: 0DDE: call_func 2@ add_ib 0 __result 'resi' 0@ __pad_index 'i' 0 Here we are performing a call to a function which absolute address is stored in 2@, this is why we don't need to add an imagebase here, so add_ib is set to 0, this function returns integer which get's stored in 0@ and takes one integer param which is set to 0, can be a variable instead if required. >> 0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d% >> 0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d% Returns result of the requested touch action check, can be 0 or 1. On PSP always returns 0. Touch points is the C/A engine implemented touch detection system which divides touchscreen into 9 parts called touch points, they can be used to detect timed slides and touches. Touch point ids: https://funkyimg.com/i/EC3B.jpg >> 0DE2=1,%1d% = get_menu_button_state >> 0DE3=2,%1d% = get_menu_button_pressed mintime %2d% Returns state of the Android hardware menu button, can be 0 or 1, a lot of devices have no button like this. On PSP always returns 0. >> 0DE4=2,%1d% = psp_get_control_state %2d% >> 0DE5=3,%1d% = psp_get_control_pressed %2d% mintime %3d% Returns state of the PSP control, can be 0 or 1. On Android always returns 0. enum ePspControl { SELECT = 0, UP, RIGHT, DOWN, LEFT, LTRIGGER, RTRIGGER, TRIANGLE, CIRCLE, CROSS, SQUARE, HOLD, STICK_UP, STICK_DOWN, STICK_RIGHT, STICK_LEFT } >> 0DF2=2,create_menu %1d% items %2d% Creates the menu gui which handles most of the things like drawing and input automatically. With first param being a label like @menu_desc where you describe the menu and second param indicating menu item count, can be set to a higher value than actual items if the menu has last item described as 00 byte. On Android the menu is touch based while on PSP uses controls. To get the point see the example scripts. Menu flags go as following: enum eMenuFlags { // item names are considered being gxt/fxt entries, if no such entry exists then // item name is the name which will be displayed in the menu USE_GXT = 1 << 0, // if gxt/fxt entry won't fit the menu bounds then text will be end-trimmed, // sizes: III, VC, SA = 20, LCS = 18, VCS = 19 TRIM_GXT = 1 << 1 } >> 0DF3=0,delete_menu Removes active menu. >> 0DF4=2,%1d% = get_menu_touched_item_index maxtime %2d% Returns 0-based menu touched item index if condition is met, on PSP returns selected item index which is the same, if no item was touched or selected then the result is -1, if menu has to be closed then the result is -2. >> 0DF5=1,set_menu_active_item_index %1d% >> 0DF6=1,%1d% = get_menu_active_item_index Gets and sets active menu index with scrolling menu pages if necessary, on Android this involves only menu pages while on PSP also sets last active item on the corresponding page. Mostly used in order to pass menu states between different launches of the same *.csi script which uses a menu. >> 1000=-1, opcode_func Opcode function, see plugins section for the details. Plugins C/A provides an ability to load custom library plugins (*.so, *.prx) and implements the API which allows to add new opcodes for all games at once, i.e. using single code base. Additionally the API provides basic necessary abilities to simplify an access to the game internals, e.g. allows to perform arm/thumb/mips function hooking. Plugins allow to add new opcodes just as to add opcode functions, which pretty much are name-based opcodes. In order to be called opcode functions are using single script opcode 1000. Name param which is the first param of the opcode is a long string for III/VC/SA, in LCS/VCS name is represented as a set of 8byte strings with trailing parentheses, the rest of the params rely on opcode function implementation. See plugin example for the details. In order to compile the example you have to use Android NDK, compilation for PSP requires the use of devkitPSP which is based on an opensource version of pspsdk (see devkitPSP_r16-1-win32).
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The last week I've been working on a nice little plugin: An in-game menu for III, VC and SA to tweak values and execute commands from within the game. The menu itself is completely empty by default. Other mods have to load it and fill it with whatever they like. Just so this thread isn't too boring I also wrote some nice little mods that make use of it. SkyGFX and sharptrails also expose their settings via this menu now. To install just put the debugmenu.dll into the root game directory. DO NOT rename this file, otherwise other mods won't find it. The module is not loaded by any dll/asi loaders, that would be pointless because it is empty. The individual mods that use it load it. You can get the menu here: https://github.com/aap/debugmenu/releases/ The debug mod has the following general features (different in each game, read the readme): - debug camera (original R* leftover in III made usable from the keyboard and ported to VC and SA) ( )- save and load camera positions and time & weather - standard game cheats in the menu (not for VC, the cheats are awkward to call there, maybe in the next version) - vehicle spawner with some "interesting" vehicles for quick acccess - change time and weather - change some player stats - COL renderer for III - lots of postfx settings in SA Get it here: https://github.com/aap/gtadebug/releases/ And have a screenshot: Some information for programmers: If you want to make use of this, check out the readme at https://github.com/aap/debugmenu and in particular the header file which you will need to include: https://github.com/aap/debugmenu/blob/master/debugmenu_public.h In this first version of the mod I have not yet settled on a 100% definitive API. So please be aware that later versions of the debug menu may be incompatible with earlier ones. I hope this will not happen but I can't promise. If you have suggestions for functions which you would like to see, tell me. Right now I haven't implemented anything that I didn't need, but a more complete and more flexible API would be nice of course.
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"GTA Chars And Anim Helper" v0.91 Open Beta For those who not very interested in all of this but wonder what is that sh*t from the title picture above ^^^ - it's just one experimental mod. I don't know when it comes out, sorry. But now you can do the same things with "GTA Chars And Anim Helper"! Or any other dope stuff. Combine it with CarRec and you'll get something like Quantum Break plus Uncharted plus Resident Evil plus [insert your Favorite Game]. Now, if you're interested... This is the MaxScript for Autodesk 3ds Max. Description: "GTA Chars And Anim Helper" gives you the ability to skip some boring moments of skinning and animation of the characters for GTA: Vice City and San Andreas. SOME options potentially can be used for GTA 3/4/5 modding, or other games. Installation: Just place "GTACharsAndAnimHelperBeta.ms" into your "3dsmax/scripts" folder. How to use: Point to any button with the mouse cursor to see some extra info. That's all, dudes. Ok, here's the extended description for these buttons: "Char Helper":
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GTA San Andreas Scripts: Medical Kit Remake - Portable medical kit (MKKJ's mod remake) Wanted Radar Warning - Makes the radar change colors like a siren when wanted, similar to GTA CW/GTA IV/GTA V Star Point Markers - Extra temporary markers Custom New Game Clothing - Let's you choose CJ's default clothing when starting a new game Club Front Noise - Music in front of the nightclubs Tutorial Free Roam - Disables the fixed camera during the tutorial when busted/wasted like in GTA VCS Weapon Bail - Adds the GTA:VCS mechanic of buying back your weapons if busted/wasted EHI Atmosphere Patch - Tweaks on the EHI's script to make it more lore-friendly Maps: HUS Binco - New LS Binco inspired on GTA V HUS Sub Urban - New SF Sub Urban inspired on GTA V Arcade Machine Fix - Fixes one of the arcade machine's texture Buyable Wetsone Trailer - Buyable Unnoficial Patch's trailer (for Buy Property) Jefferson Motel Roof Acess - Adds acess to the roof of Jefferson Motel through the interior Player: SNKRHEAD'S Paradise - Real life sneakers recreated to fit the game's universe Interface: LGRTB Remaster - "Bee minigame" with revamped new sprites HD Copyright Screen - HD copyright loadscreen More Mobile Icons - More radar icons based on the mobile version of the game (to be freely used as assets) GTA Vice City Scripts: Simple Regeneration - Regenerate life when with low health Hide Wanted Level - Hide wanted stars when not wanted Medical Kit - Portable medical kit Low Life Warning - Changes the life indicator color when with low health Wanted Radar Warning - Makes the radar change colors like a siren when wanted, similar to GTA CW/GTA IV/GTA V Interface: HD Original Hud + Clean Fonts - Original GTA VC's hud.txd recreated with 4x more definition + HD Fonts with no dirty textures GTA III Scripts: Simple Regeneration - Regenerate life when with low health Hide Wanted Level - Hide wanted stars when not wanted Remove Hud Money Zeros - Remove zeroes in front of the money count Wanted Radar Warning - Makes the radar change colors like a siren when wanted, similar to GTA CW/GTA IV/GTA V SAxVCxLC: SA Atmosphere Patch - Patch that transforms SAxVCxLC's LC and VC to be more lore-friendly Car Wash - Car Wash mod adapted to Vice City Taxi Ride - Taxi Ride mod adapted to the Liberty and Vice City taxis Radar Helper - Tool for adapting radar maps for SAxVCxLC Escobar Airport Security System - Security guards and metal detectors on VC's airport VC Assets - Original Vice City assets/properties adapted for SAxVCxLC (for Buy Property) Contributions Skin Galo de TΓͺnis - Textures RΓ‘dios Originais em 320KBPS - Dopealicious FM Icon HUD e RADAR do Watch Dogs 2 - Icons Minimal HUD - Icons, Wanted Radar Warning Mini Malibu Safehouse Patch - Improvements for the original mod [VC] HD Radar Map Patch - Fix in one of the sprites and adaptation for the menu map SF Tags - Compact version for modloader
- 3 replies
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- SA Released
- III Released
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PluginMH, the very first Manhunt plugin that is not a widescreen fix! FEATURES: Debug Mode hotkey (F1/2) Save position hotkey (F10) Screenshot Mode Play in First Person Mode (unfinished) Customize colors of the game (HUDs and stuff *) and more! http://www.mediafire.com/file/pmvriwbtdco6jq7/PluginMH.7z <- Download, because bbcode is dead INSTALLATION Requires Ultimate ASI Loader, should work with Simple DLL Loader too. Extract pluginmh.asi and pluginmh folder to scripts or root folder of Manhunt. Check out Settings.ini for available features. Thanks to ZT for help with testing! *not all colors researched **plugin still under development
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LCS Snowfall Port Hey! Here is a christmas gift for GTAForums! Me and many people always wanted to see LCS PSP snow in other GTA games, and after @Noskillx asked me if I would do it, I decided to port it. So, here we are. Although since snowy weather isn't included in weather cycle even on PSP, I had to add some option to bind the snow-fall effect to some weather type or a key. You can find the all possible options in LCSSnow.ini. By default you can switch between snow modes via F8, but you can change that from there. I will simply put the whole INI file here, since it already has all the informations I would give here. Screenshots SA https://streamable.com/rdszt III VC Download The .asi and .ini files should lie in the same directory. You can use any ASI/DLL loader you want, or just don't use one and put it to root folder, in-game ASI loader will handle it. r2 Only for III/VC/SA 1.0 EXEs. Changelog: SA support! Rain fixed A XP bug is fixed (this is last time I fixed something on XP) https://github.com/erorcun/LCSSnow/releases/tag/r2 Old releases: Source code https://github.com/erorcun/LCSSnow Thanks to @Noskillx for testing. Would you like to send me a christmas gift too? You may consider donating now via one of the options below Merry Christmas and Happy New Year!
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IDE/IPL Sorting Scripts It's about time I'm actually posting on this board.Anyway,these are two scripts, IDE Renumber Script IPL Sorting Script IDE Renumber Script - This first script just renumbers object ID's from IDE files. IPL Sorting Script - This second script sorts IPL ID's against IDE id's. I've made this script inspired by @X-Seti's one's here.The concept is totally same,just the implementation is kinda different.You'll need Python to run these scripts. These scripts also support processing multiple files at once and will also copy other data sections of IDE & IPL to new file by itself. Usage: --------- Just put files in their respective script folders and run. Download latest (2021) Download v1.0 r2 Download v1.0
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I'd like to present you my first car mod ever... The Miara. Based on Lamborghini Miura. Download: III/VC SA More screens: Credits: @The Hero - Xbox vehicles and .dff importer/exporter @CML99 - Yen sign on the roof Old screens:
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Windowed Mode plugin (for GTA3, VC, SA) Originally created by maxorator as part of Maxo's Vehicle Loader for Vice City, this plugin starts the game in windowed mode. Download Installation 1. ASI Loader is required. If you don't have it, just install Widescreen Fix, ASI Loader comes with it. 2. Unpack III.VC.SA.WindowedMode.asi and (optionally) III.VC.SA.CoordsManager.exe to scripts folder, or modloader folder. 3. Start the game. Supported executables gta3.exe v1.0, gta-vc.exe v1.0, gta-sa.exe v1.0 Hotkeys * Alt-Enter: Toggle between borderless-fullscreen and windowed mode * Ctrl-Enter/Shift-Enter: Toggle border/menu * Ctrl-Alt: Toggle mouse cursor * If border is activated, you can resize the window with the mouse Known issues * If SilentPatch is installed, you won't be able to move mouse cursor while in-game. Enter main menu before activating mouse cursor. * In San Andreas, mouse cursor is not visible. Credits * maxorator Screenshots Download
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- III Released
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The mod is deprecated. Work continues here: http://gtaforums.com/topic/873592-wanted-level-editor/
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RW Released Live Requests - A radio song selector mod for GTA 3 and Vice City
Calm posted a topic in Scripts & Plugins
Live Requests A radio song selector mod for GTA 3 and Vice City by @H-G About: Videos: Download: -
π³ππππππΎπππππ [FiberOpticTrain] Intro This time we focusing on streak train speed gta sa train is boring slow so i've rebuild Den_spb algo script in optimized methods this mod also double train traffic both sides of tracks are working the train speed is 120Km/h btw this mod will not start if u didn't unlock the 3 city (LS SF LV) Press (( 2 )) on your keyboard to enter streakc Installation mv Cleo & modloader into your game root Copyright DONT EDIT THIS MOD PREVIEW - OK SHARE WITH CREDIT - OK Credit By HalanoSiblee & Den_spb [email protected] Project Time 80 minutes DOWNLOAD V3.6