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JernejL

Documenting GTA3/VC memory addresses

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Cowpat

Player pointer block +0x14, +0x18, floats, rotational/vector thing. Expressed as single digits, they both range from -9 to 9. This operates the same on foot or in vehicle.

 

X Y

0 9 North

9 0 East

0 -9 South

-9 0 West

 

been posted before? can't remember.

Edited by Cowpat

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cmc_jacob

How about setting the "Vehicle Steering ON" and "Vehicle Steering OFF" settings on the fly? Without having to go to options?

 

if ur in a certain car > turn vehicle steerin on

when u leave it > turn it off

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Cray
Player pointer block +0x14, +0x18, floats, rotational/vector thing. Expressed as single digits, they both range from -9 to 9. This operates the same on foot or in vehicle.

+20, +24 and +28 on the Player and Vehicle Blocks represent the objects Direction (X/Y/Z). As I am sure you have read further back, this works in relation to +52, +56 and +60 which represents the objects Position (X/Y/Z). All values are floats (4 bytes).

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Cowpat

 

Player pointer block +0x14, +0x18, floats, rotational/vector thing.  Expressed as single digits, they both range from -9 to 9.  This operates the same on foot or in vehicle.

+20, +24 and +28 on the Player and Vehicle Blocks represent the objects Direction (X/Y/Z). As I am sure you have read further back, this works in relation to +52, +56 and +60 which represents the objects Position (X/Y/Z). All values are floats (4 bytes).

Yes I think it was maybe who posted it. There are 'mirror' images of these floats at +4 and +8 (I think that's the offset). The strange thing is that I have no Z components with either set.

 

Edit: There's a difference between on foot and in vehicle. On foot only has the X, Y components, in vehicle has a Z component as well. The on foot coords seem to be paired, as do the in vehicle coords.

 

On foot: +4, +6, +20, +24

 

In vehicle: +4, +6, +8, +20, +24, +28

Edited by Cowpat

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Cray

 

Player pointer block +0x14, +0x18, floats, rotational/vector thing.  Expressed as single digits, they both range from -9 to 9.  This operates the same on foot or in vehicle.

+20, +24 and +28 on the Player and Vehicle Blocks represent the objects Direction (X/Y/Z). As I am sure you have read further back, this works in relation to +52, +56 and +60 which represents the objects Position (X/Y/Z). All values are floats (4 bytes).

Yes I think it was maybe who posted it. There are 'mirror' images of these floats at +4 and +8 (I think that's the offset). The strange thing is that I have no Z components with either set.

 

Edit: There's a difference between on foot and in vehicle. On foot only has the X, Y components, in vehicle has a Z component as well. The on foot coords seem to be paired, as do the in vehicle coords.

 

On foot: +4, +6, +20, +24

 

In vehicle: +4, +6, +8, +20, +24, +28

+4, +8 and +12 on the object blocks are the Roll of the object. It logically makes sense that the Player block wouldn't have Z Values in use (they are defined however), as some objects may never need associated Z values if they are never really in the air, rotating as they go. Vehicles on the other hand, need them obviously ... what would flips be without it!

 

Also, as you will probably ask next, +36, +40 and +44 are also a set of coordinates which we have never really been able to determine there true usefulness. We have seen them marked down (somewhere) as "WAS" variables, if that helps at all.

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Cowpat

 

Also, as you will probably ask next, +36, +40 and +44 are also a set of coordinates which we have never really been able to determine there true usefulness.

No, I'd rather know what the shorts at +88 and +108 do. But in the meantime I've looked at +36, +40, +44 and they seem to be some kind of tilt/rotational gig. Hard to pin down. May upload a dll which allows study of them in near future.

 

What I really desire at the moment is the means to read a single keystroke, discarding any repeats of that keystroke which may remain in the input buffer.

 

i.e. when using ScriptCommand(&is_key_pressed, 0, 4)

Edited by Cowpat

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Cray

+108 is the last collision time, which in my opinion is pretty useless to the majority of us. No idea on +88.

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Serero-Kuh

I've made a little tool wink.gif VCIRc, an IRC Client for VC, but the problem is i don't know how to make a transparent Chat Box, i tried it with putting a window on top of the screen, but it doesn't work in vc. At The moment i am at the point you can watch the things on an IRC Channel!

 

Here a few Pics:

 

First Programm Pic

 

First InGame Pic

 

i know, the version numbers on the pic on the first pic is not the same like in the title bar

 

 

sorry for my very bad english i'm from germany!

Edited by Serero-Kuh

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TwoZero

If you are using the default box that shows up at the top left:

 

697C38 - Message box text transparency = Float697C3C - Message box time on screen (milliseconds) = Float697C40 - Message box vertical scale = Float697C44 - Message box horizontal scale = Float697C48 - Message box distance from left = Float697C4C - Message box transparency = Float697C50 - Message box distance from top = Float697C54 - Message box distance from top = Float

 

In that list are size, transparency and position.

 

Though you can't fit much text in that box, it might be a idea to make a DirectX hook and draw a text box on screen.

 

Very nice idea btw smile.gif

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Serero-Kuh

i had this idea with the IRC Client before a few months but i didn't know how to realize that wink.gif now i know...

 

i know that i can do it with the DX hook but i don't know how to do the dx hook in delphi, and don't know C++... i'll try yours wink.gif

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JernejL
If you are using the default box that shows up at the top left:

 

697C38 - Message box text transparency = Float697C3C - Message box time on screen (milliseconds) = Float697C40 - Message box vertical scale = Float697C44 - Message box horizontal scale = Float697C48 - Message box distance from left = Float697C4C - Message box transparency = Float697C50 - Message box distance from top = Float697C54 - Message box distance from top = Float

 

In that list are size, transparency and position.

 

Though you can't fit much text in that box, it might be a idea to make a DirectX hook and draw a text box on screen.

 

Very nice idea btw smile.gif

you should have posted that months ago GAARGH!!

 

some of my stuff:

 

the alpha transparent frame.. there are actualy two of

these - i found out in asm source, and i also found the colors for frames:

 

10554092 - onscreen alpha transparent frame #1

4888225 - B \

4888227 - G > color for frame #1

4888229 - R /

 

10554243 - onscreen alpha transparent frame #1

4888446 - B \

4888448 - G > color for frame #2

4888450 - R /

 

5570528 - C3 this to disable any font changing, all fonts will be DIPLOMA or procedown (menu included), depends on current font texture choosen it appears..

 

user posted image

 

$00687228 - dummy car speed, change to 70 and they drive like mad

game may crash when this is changed sometimes

 

$00698DB4 - float, affects projected lights (shadows and headlights)

large change and they are gone, try 3, it makes player shadow go vierd

 

6878608 - default=1, little change and boom

 

// please note: these are more or less "guessing" but they all affect physics

$0068F5EC - tire spring damping - set to 1

6878616 - tire spring stretching power - set to 0

6878620 - springs friction (?) - set to 2

6878624 - body rotation damping (?), set to 0

6878628 - body against force effect against static surfaces

0 is best, 1000 will throw you who knows where and -1000 will pull you trough walls sometimes

6878632 - rotation added to vehicles on impacting static walls or something

6878636 - something to do with collisions against static walls - how much it affects cars

 

player ptr +

80 - vierd stuff, when you jump if you copy the data and restore

when you are standing the game thinks you are still jumping

5899030 - police boat weapon (!) works only on boats ofcourse (and skimmer because it is technicaly a boat with airship cheat code and a propeller tounge.gif)..

 

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Cowpat
+108 is the last collision time, which in my opinion is pretty useless to the majority of us. No idea on +88.

+88 is just as useless then. They are both counters or timers. Read as unsigned short +88 counts up to 65536 or thereabouts. Read as separate bytes it seems to count in 'slowish seconds', as compared against the Hud clock.

 

+108 is to all appearances the same, though it never appears to have the exact same value as +88. +110, read as a short, counts 'slowish minutes'

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Serero-Kuh

ok i got a problem

 

 

697C38 - Message box text transparency = Float

697C3C - Message box time on screen (milliseconds) = Float

697C40 - Message box vertical scale = Float

697C44 - Message box horizontal scale = Float

697C48 - Message box distance from left = Float

697C4C - Message box transparency = Float

697C50 - Message box distance from top = Float

697C54 - Message box distance from top = Float

 

this doesn't work i think if i made it right ^^

 

Decleration of the Vars:

 

    var ms,x,y,z,ob: double;   var VCOk: boolean = false;

 

 

the procedure to change the fade box wink.gif

 

 

procedure BoxChange;beginif VCOk = false then beginms:= 500.0;y:= 220.0;x:= 350.0;z:= 0.0;ob:= 0.0;form1.Trainer1.writeProcess($697C3C,ms,SizeOf(ms));  // sets box fading out time to 5 secsform1.Trainer1.writeProcess($697C40,y,SizeOf(y)); // sets y scaleform1.Trainer1.writeProcess($697C44,x,SizeOf(x)); // sets x scaleform1.Trainer1.writeProcess($697C48,z,SizeOf(z));  // sets distance from left to 0pxform1.Trainer1.writeProcess($697C50,ob,SizeOf(ob)); // sets distance from top to 0pxform1.Trainer1.writeProcess($697C54,ob,SizeOf(ob)); // sets distance from top to 0pxVCOk:= trueend elseVCOk:= false;end;

 

 

yes i tried it with only one of $697C50 and $697C54, doesn't work!

 

this doesn't work

 

i think it puts the box far far away from the screen, i can hear the sound of the box wink.gif the small bling, but i can't see any box

Edited by Serero-Kuh

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random_download

 

varWindowName : integer;write : cardinal;hProc: THandle;iProcID, nbr: Cardinal;ms: Single;beginWindowName := FindWindow('Grand theft auto 3',nil);GetWindowThreadProcessId(WindowName, @iProcID);hProc:= OpenProcess(PROCESS_ALL_ACCESS, false, iProcID);If WindowName = 0 then beginendelse beginWriteProcessMemory(hProc, Pointer($697C3C),@ms,SizeOf(single), write);end;closehandle(hProc);end;

 

I think that you need to use single not double, and go SizeOf(single) instead of SizeOf(var)

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Serero-Kuh

 

varWindowName : integer;write : cardinal;hProc: THandle;iProcID, nbr: Cardinal;ms: Single;beginWindowName := FindWindow('Grand theft auto 3',nil);GetWindowThreadProcessId(WindowName, @iProcID);hProc:= OpenProcess(PROCESS_ALL_ACCESS, false, iProcID);If WindowName = 0 then beginendelse beginWriteProcessMemory(hProc, Pointer($697C3C),@ms,SizeOf(single), write);end;closehandle(hProc);end;

 

I think that you need to use single not double, and go SizeOf(single) instead of SizeOf(var)

i test it :]

 

 

edit: vc crashs now!

Edited by Serero-Kuh

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random_download

It does? Are you writing to an appropiate address? Try using $697C48 and set it to say 200.

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Serero-Kuh
It does? Are you writing to an appropiate address? Try using $697C48 and set it to say 200.

i don't know why but it doesn't work... vc not really crashs but it's working a lot of time and i don't want to wait ^^, i can't use CRTL+ALT+DEL... etc

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JernejL

this is thainer.pas he (fererohuh) uses (i gave it to him) i wrote this for devc..

 

if you need it use it..

 

 

unit Trainer;interfaceuses Windows, Messages, SysUtils, Classes, Graphics, Controls, Forms, Dialogs;type Tfindby = (window_title, window_class, exe_name, know_pid, try_all); Trecalcevent = procedure(var offset: integer) of object; TTrainer = class(TComponent) private   { Private declarations }   fwindowname, fwindowclassname, fprocessname: string;   fpid: integer; // lost data   fenabled: boolean;   ffindby: Tfindby;   frecalcevent: Trecalcevent; protected   { Protected declarations } public   { Public declarations }   windowid, processid, threadid, apphandle: integer;   function attachthetrainer: boolean;   function detachthetrainer: boolean;   function online: boolean;   function readProcess(offset: integer; var Buffer; size: integer): integer;   function writeProcess(offset: integer; var Buffer; size: integer): integer;   function readstring(offset, length: integer): string;   function Writestring(offset, length: integer; text: string): integer;   function readWidestring(offset, length: integer): string;   function WriteWidestring(offset, length: integer; text: string): integer; published   { Published declarations }   function isprogramactive: boolean;   property WindowName: string read fwindowname write fwindowname;   property WindowClassName: string read fwindowclassname write fwindowclassname;   property ProcessName: string read fprocessname write fprocessname;   property Pid: integer read fpid write fpid;   property FindBy: Tfindby read ffindby write ffindby;   property Enabled: boolean read fenabled write fenabled;   property ReCalc: Trecalcevent read frecalcevent write frecalcevent; end;procedure Register;implementationprocedure Register;begin RegisterComponents('DNK', [TTrainer]);end;function texttobyte(txt: string): byte;varb: byte;beginMove(txt[1], b, 1);result:= b;end;{ TTrainer }function TTrainer.attachthetrainer: boolean;begincase findby of// know_pid: do nothingwindow_title: windowid:= FindWindow(nil, pchar(windowname));window_class: windowid:= FindWindow(pchar(WindowClassName), nil);exe_name: showmessage('attaching by exe name not implemented.');//windowid:= 0;try_all: beginwindowid:= FindWindow(nil, pchar(windowname));if windowid = 0 then windowid:= FindWindow(pchar(WindowClassName), nil);//if windowid = 0 then try exe nameend;end;if findby <> know_pid thenthreadid:= GetWindowThreadProcessId(windowid, @processid)else processid:= pid;apphandle:= OpenProcess(PROCESS_ALL_ACCESS, False, processid);//showmessage(SysErrorMessage(GetLastError));{showmessage('window handle: ' + inttostr(windowid));showmessage('thread id: ' + inttostr(threadid));showmessage('process id: ' + inttostr(processid));showmessage('app hande: ' + inttostr(apphandle));}result:= apphandle <> 0;// don't yell about errors// if result= false then showmessage(format('can''t find window "%s"!', [windowname]));end;function TTrainer.detachthetrainer: boolean;beginresult:= true;tryCloseHandle(windowid);CloseHandle(threadid);CloseHandle(apphandle);CloseHandle(processid);windowid:= 0;threadid:= 0;apphandle:= 0;processid:= 0;except result:= false; end;end;function TTrainer.readProcess(offset: integer; var Buffer; size: integer): integer;var detach: boolean;beginresult:= 0;detach:= apphandle = 0;if detach= true then attachthetrainer;//result:=if assigned(recalc) = true then ReCalc(offset);windows.ReadProcessmemory(apphandle, pointer(offset), @buffer, size, cardinal(result));if detach= true then detachthetrainer;end;function TTrainer.writeProcess(offset: integer; var Buffer; size: integer): integer;var detach: boolean;begindetach:= apphandle = 0;if detach= true then attachthetrainer;if assigned(recalc) = true then ReCalc(offset);windows.WriteProcessmemory(apphandle, pointer(offset), @buffer, size, cardinal(result));if detach= true then detachthetrainer;end;function TTrainer.readstring(offset, length: integer): string;varreadstring: char;i: integer;beginattachthetrainer;result:= '';for i:=0 to length do beginreadProcess(offset + i, readstring, 1);if readstring <> #0 then result:= result + readstring;end;detachthetrainer;end;function TTrainer.Writestring(offset, length: integer; text: string): integer;varwritestring: byte;i: integer;beginattachthetrainer;result:= 0;for i:=1 to system.length(text) do beginwritestring:= texttobyte(copy(text, i, 1));writeProcess(offset + i-1, writestring, sizeof(writestring));result:= i;end;if system.length(text) < length then beginwritestring:= 0;for i:=0 to length - system.length(text)-1 do beginwriteProcess(offset + system.length(text) + i, writestring, sizeof(writestring));result:= result + 1;end; end;detachthetrainer;end;function TTrainer.readWidestring(offset, length: integer): string;varreadstring: char;i: integer;beginattachthetrainer;result:= '';for i:=0 to length do beginreadProcess(offset + i*2, readstring, 1);if readstring <> #0 then result:= result + readstring;end;detachthetrainer;end;function TTrainer.WriteWidestring(offset, length: integer; text: string): integer;varwritestring: byte;i: integer;beginattachthetrainer;result:= 0;for i:=1 to system.length(text) do beginwritestring:= texttobyte(copy(text, i, 1));writeProcess(offset + (i * 2) -2, writestring, sizeof(writestring));result:= i;end;if system.length(text) < length then beginwritestring:= 0;for i:=0 to length - system.length(text)-1 do beginwriteProcess(offset + system.length(text) + i * 2, writestring, sizeof(writestring));result:= result + 1;end; end;writestring:= 0;writeProcess(offset + (system.length(text) * 2), writestring, 1);detachthetrainer;end;function TTrainer.online: boolean;beginresult:= FindWindow(nil, pchar(windowname)) <> 0;end;function TTrainer.isprogramactive: boolean;beginattachthetrainer;result:= windowid = GetForegroundWindow;detachthetrainer;end;end.

 

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Andy80586

For anyone here still interested in trying to increase the size of the map, I spent some time determining the exact boundaries where the game fails to render Tommy or the game crashes. I found the rendering boundaries by doing the following:

 

1. Opening up Vice City and moving Tommy outside if he is not there already.

2. Opening up the Developer Console and using the warpme command.

3. Using TSearch to locate all float values equal to what warpme was set to (it helps to use complicated decimals and non-binary numbers for warpme)

4. The 3 float values seem to always be in the 0Axxxxxx range, so I add whatever I find there to the right column.

5. Going back to the game and moving Tommy around, then alt-tabbing back out to see which of the values identified Tommy's exact coordinates (which ones matched what was shown in VCPos.exe).

6. Changing the appropriate coordinates to ones that are right on the border between the game crashing and it working perfectly.

7. If the value triggering a crash is exceeded, the game crashes almost instantly and points to 4B1187 in the exception report. If it is exceeded by only 1/1000 of a unit it still crashes at the same speed, leading me to believe that either these values are sitting there in memory or are obtained using simple mathematical operations.

 

The values are given below:

 

-X (West): at -2451.25 or lower, Tommy fails to render.

X (East): at 1601.25 or higher, Tommy fails to render.

-Y (South): at -2048.75 or lower, the game will usually crash but there are places you can go lower and not crash the game. One of them is between the x-values of -348.75 and 148.75, where you can go down to -2248.75 before the game crashes. However, Tommy still fails to render at any value below -2048.75.

Y (North): Tommy fails to render at any value above 2001.25. If only the bounceback boundaries are modified, the game will crash at any value above 2030.00 and point to 50D660 in the exception report. However, I discovered a value that, when modified, allows Tommy to go up to 2048.75 before the game crashes and points back to 4B1187 (NOTE: I have not found any "holes" in the north boundary as of yet, but there are probably some there somewhere waiting to be found). This value, along with the values for the bounceback boundaries, are given below.

 

The values that changed the bounceback boundaries are at 69A890, 69A894, 69A898, and 69A8A0. Other values that had a similar pattern to these were found at 69135C, 69592C, 69C064, and 69CF4C. These can be looked at in IDA Pro to see what I am talking about here. The value that extended the absolute north boundary to 2048.75 was located at 691EDC, which was changed from 0.02 to 0.01 in my tests.

 

Also, note that none of the above values are exact powers of 2. I doubt that the map boundaries are limited by the fact that 2048 is a power of 2 because the game fails to crash until the boundary at 2048.75 is passed.

 

Remember that the above values only apply if Tommy is not in a vehicle. If he is, the game will crash when any part of the vehicle is over the boundary, or about 5 units before Tommy's body actually crosses it. Props to Steve M. and Delfi for making it possible for me to make these observations regarding the map boundaries... this just might be possible.

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Andy80586

Quick update... the crash points listed above changed when I loaded the original file back to double-check them. Seems like I have modded the exe in a place that somehow changed where the game crashed. It seems that in the original file Tommy stops rendering at -2051.25 rather than at -2048.75 (haven't tested any other directions yet) but the game crashes at exactly -2048 in most areas. The more modded version also seemed to have some stability issues.

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JernejL

good work on the border works, does it work any of that tested and proven?

 

2048 is actualy map size into all directions (radar size)

 

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Serero-Kuh

ok, nice work, but did u test it? u could make box and put it over the map limits and then use the function to increase the map size and you will see if it works ^^

i am to busy to test it wink.gif

 

 

oh my english, i hate it -.-"

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Andy80586

This is some proof for anyone interested or for people who think I am typing a bunch of BS numbers into a forum post and sticking them up for display. As long as I am not filled to the top with stupid homework I will continue to work on this, and today I will try and figure out how the game was forced to render an extra 2.5 units south and why the crash line moved down 0.75 units, amongst other things.

 

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Andy80586

The box won't work... yet... because there are still rendering boundaries past the bounceback boundaries. If you were to make a box and put it between the rendering and bounceback boundaries, it should work fine. Right now I am just focusing on getting Tommy to be rendered past these boundaries but once that happens I will then move on to putting some objects out there and testing them.

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Andy80586

It looks like the float value at 69124C (0.02) can be changed to 0.01 to bypass the crash that takes place when y is 2048. Also, I found that the set of values at 69592C, 695930, 695934, and 695938 that looked like map boundaries actually caused the game to crash at lower coordinates when they were changed. It also appears to have been the root cause of the instability that I experienced when I modified it.

 

Doing the above moves the crash point to 2048.75 north and south, where it was in the version I had modified.

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Xube

would anyone be able to post a dll that we can use for directx hooking in say vb(it cant do it without a dll), so we all can do d3d drawing for vice

 

ps: if possible a little readme on the dll?

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Serero-Kuh

ok i've got the first pre alpha of the beta of my VCIrc Tool online ^^

you can watch channels with it by playing GTA ^^

 

click me

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Andy80586

It looks like the data at 4BAF09 and 4BB012 brings down the boundaries for good if it can be set right. Right now there are weird things going on with the rendering in general with the boundaries moved outward, but I was able to get Tommy down to -3600 in the y direction without a crash. 4BAF09 affects the north boundaries, and 4BB012 affects the south boundaries.

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Kryptos

 

would anyone be able to post a dll that we can use for directx hooking in say vb(it cant do it without a dll), so we all can do d3d drawing for vice

 

ps: if possible a little readme on the dll?

Programming theory sure isn't what it used to be. When you wanted to get something done you used to learn it yourself, now people merely badger others to write complete conversions just so they don't have to get their feet wet with new things.

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JernejL
It looks like the data at 4BAF09 and 4BB012 brings down the boundaries for good if it can be set right. Right now there are weird things going on with the rendering in general with the boundaries moved outward, but I was able to get Tommy down to -3600 in the y direction without a crash. 4BAF09 affects the north boundaries, and 4BB012 affects the south boundaries.

but did tommy render?

 

did you try going there with vehicles?

 

this looks realy promising cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

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