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vicecity45

Game mods in GTA:SA v2.00

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SeaNorris.
As far as I know, No-CD talk is not allowed on this forum.

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The Warlock

 

As far as I know, No-CD talk is not allowed on this forum.

I thought it was just links? I'll go check.

 

EDIT: The only thing the rules say is "no linking to, requesting or discussion of illegally obtaining software", but aren't no-cds legal if you legitimately own the game?

Edited by The Warlock

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hobocreations

I'm pissed at *R because i bought version 2.0 and then mods didn't work so I thought it was broken so I bought another one. Then I found out that there are no mods on 2.0

 

So they made me WASTE 80 bucks.

 

I was so happy when I found that out. -.-

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The Warlock

 

I'm pissed at *R because i bought version 2.0 and then mods didn't work so I thought it was broken so I bought another one. Then I found out that there are no mods on 2.0

 

So they made me WASTE 80 bucks.

 

I was so happy when I found that out. -.-

Um, if you thought it was broken, why didn't you return it instead of buying another copy?

 

And this whole debacle isn't Rockstar's fault. They're just the developer. It's Take-Two, the publisher, that started the recall and had these changes made and all this crap.

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BenMillard

 

No warez (linking to, requesting or discussion of illegally obtaining software)

 

(GTAForum Rules & Policy)

Erm, sorry to break up the party but modding EXEs, creating no-CD cracks and distributing EXEs is WAREZ. Which is not only illegal, expressly prohibited in all the manuals for all versions of all GTA games ever made, but will also get you banned from these forums.

 

 

 

This discussion is a little strange, because... Rockstar never supported modding!
Op9080, you are totally wrong. DMA/R* used to give amazing support to modders - they gave us their mission, map and texture format documentation with GTA1. They did the same with GTA2 and gave away their mission script compiler and map editor, too. These are professional, in-house tools and they gave them to us modders.

 

In GTA3/VC/SA, nearly all of the text files contain comments explaining what stuff does what.Files like handling.cfg have copius notes about legal ranges for values, the maximum length of the to VehicleIdentifier. In GTAVC and GTASA, they include a set of old handling lines to show how the format has changed. It even says which way round the hexadecimal bytes for the flag data are stored! tounge.gif

 

In GTASA, loads of hardcoded features are now in easily edited text files, which have huge amounts of notes to make modding easy. In the GTASA manual, there's a huge section about R* giving their full permission for people to create mods and distribute them as long as they don't reverse engineer, alter or distribute the EXE. R* clearly support modders.

 

Well, they used to. Then modders uncovered content which R* hadn't bothered to remove from the game before packaging it up - the Hot Coffee scenes. What did R* do? Did they own up to their mistake? Did they stand by the modders who have made every PC edition of GTA a multi-million dollar success? No. They called us a load of "determined hackers" and tried to deny everything. I'm not sure if I can ever forgive them for that betrayal.

 

 

 

 

Hey I have V2, and I edited the default.ide, so that I can use the skateboard instead of a shovel.

 

Just a small, probably worthless tidbit, but its probably the only mod Ill ever get to use sad.gif

Really? Could you get us some screenshots of:-
  1. The main menu, so we can see the version number.
  2. The normal, unmodified weapon being used in the game.
  3. The skateboard being used in the game.
Also, supplying us with the original default.ide line and the altered default.ide line would be a great help. After this, I could give you some simple handling mods for you to test so we can see whether modding the text data files is unrestricted. It may just be a few binary files which are restricted. Edited by Cerbera

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The Warlock

 

Erm, sorry to break up the party but modding EXEs, creating no-CD cracks and distributing EXEs is WAREZ.  Which is not only illegal, expressly prohibited in all the manuals for all versions of all GTA games ever made, but will also get you banned from these forums.

Setting the definition of warez aside for a moment, how is modifiying the exe any different, ethically, from modifying the code at runtime with a loader (which a few big-name mods like LC do)?

 

Plus, I thought the Myriad team was pushing a program that would change some of the maximum values in the .exe so they could fit more buildings without the game crashing. EDIT: Yup, right in the first sticky they tell you to use Steve-M's Limit Adjuster, which modifies the .exe.

 

Also, I've got the SA manual (admittedly, the v1 manual) right in front of me, and I don't see anything prohibiting .exe modification anywhere, not even in the fine print on the last couple of pages where they talk about modding (or as they put it "customized game materials").

 

You know what they say about what happens when you assume, right?

Edited by The Warlock

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-GRAVITY2-
Well im hoping theres some light at the end of the tunnel. But im looking at it this way now. When the next gta is released it most likely wont be modable at all. But thats the future and this is now. I have V1 if i get my hands on V2 ill send it to a highly advocated (not right word?) modder willing to try and crack it.

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The Warlock
Well im hoping theres some light at the end of the tunnel. But im looking at it this way now. When the next gta is released it most likely wont be modable at all. But thats the future and this is now. I have V1 if i get my hands on V2 ill send it to a highly advocated (not right word?) modder willing to try and crack it.

Well, from what we've found in this thread, it's hardly nessessary, as the solution already exists. Using a v1 executable on a v2 installation works just fine, and gets around the file consistency check in v2, so you can mod it.

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SeaNorris.
If RockStar don't leave controversial codes in the main.scm, then I see no point in stopping modding wink.gif

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The Warlock
If RockStar don't leave controversial codes in the main.scm, then I see no point in stopping modding wink.gif

It's probably going to be a publisher thing rather than a R* thing, but we'll have to wait and see.

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illspirit
Setting the definition of warez aside for a moment, how is modifiying the exe any different, ethically, from modifying the code at runtime with a loader (which a few big-name mods like LC do)?

The difference is, R* doesn't mind us hooking or prodding the exe for cheats or small changes. If they wanted to, they could legally cease&desist the use of limit adjuster in MI/LC, or any other exe mod. But since it doesn't hurt them or facilitate piracy, they don't. If we were to make a mod to fix the V2.0 exe, it would jepordize the re-re-rated M version since users wouldn't be "safe" from Hot Coffee. As such, their hand would be forced (be it by the ESRB and/or T2) to shut down distribution of a 2.0 fix.

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The Warlock
Setting the definition of warez aside for a moment, how is modifiying the exe any different, ethically, from modifying the code at runtime with a loader (which a few big-name mods like LC do)?

The difference is, R* doesn't mind us hooking or prodding the exe for cheats or small changes. If they wanted to, they could legally cease&desist the use of limit adjuster in MI/LC, or any other exe mod. But since it doesn't hurt them or facilitate piracy, they don't. If we were to make a mod to fix the V2.0 exe, it would jepordize the re-re-rated M version since users wouldn't be "safe" from Hot Coffee. As such, their hand would be forced (be it by the ESRB and/or T2) to shut down distribution of a 2.0 fix.

I'm not talking about making a mod, I'm just talking about pointing people at the solution that already exists.

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Knife
But if we made a sexy hook that just allowed modding then wouldn't that be ok. Hot coffie is completely gone in 2.0 I think so there is no danger of it coming back out. And anything the madders make is nothing to do with r*.

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illspirit
Setting the definition of warez aside for a moment, how is modifiying the exe any different, ethically, from modifying the code at runtime with a loader (which a few big-name mods like LC do)?

The difference is, R* doesn't mind us hooking or prodding the exe for cheats or small changes. If they wanted to, they could legally cease&desist the use of limit adjuster in MI/LC, or any other exe mod. But since it doesn't hurt them or facilitate piracy, they don't. If we were to make a mod to fix the V2.0 exe, it would jepordize the re-re-rated M version since users wouldn't be "safe" from Hot Coffee. As such, their hand would be forced (be it by the ESRB and/or T2) to shut down distribution of a 2.0 fix.

I'm not talking about making a mod, I'm just talking about pointing people at the solution that already exists.

Fair enough. But even if we didn't make a mod to do it, and just people posted where to get a cracked 1.0 exe, we'd have to delete it since it would be warez-ish. And if someone else made and hosted a mod (or even a how-to) without a noCD crack, which circumvented the "hot coffee-proofing" mod lock, and people just pointed to it, we'd likely start getting e-mails from R* telling us to delete the posts.

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The Warlock
Setting the definition of warez aside for a moment, how is modifiying the exe any different, ethically, from modifying the code at runtime with a loader (which a few big-name mods like LC do)?

The difference is, R* doesn't mind us hooking or prodding the exe for cheats or small changes. If they wanted to, they could legally cease&desist the use of limit adjuster in MI/LC, or any other exe mod. But since it doesn't hurt them or facilitate piracy, they don't. If we were to make a mod to fix the V2.0 exe, it would jepordize the re-re-rated M version since users wouldn't be "safe" from Hot Coffee. As such, their hand would be forced (be it by the ESRB and/or T2) to shut down distribution of a 2.0 fix.

I'm not talking about making a mod, I'm just talking about pointing people at the solution that already exists.

Fair enough. But even if we didn't make a mod to do it, and just people posted where to get a cracked 1.0 exe, we'd have to delete it since it would be warez-ish. And if someone else made and hosted a mod (or even a how-to) without a noCD crack, which circumvented the "hot coffee-proofing" mod lock, and people just pointed to it, we'd likely start getting e-mails from R* telling us to delete the posts.

Okay. I guess I understand, not that I like it.

 

On a completely unrelated note (biggrin.gif), if, hypothetically, someone begs for help because he has v2, and, hypthetically, someone PMed him telling him of a solution, would the moderators know and/or care?

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Smellton

Why not just have an external exe that contains the 1.1 patch?

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--Cole--

What about writing an entirely new .exe, as a standalone product of GTAForums? Then we could tell rockstar to shove it, because it's our game now, and it just uses their materials. But it would be legal because it's free, and could use different material other than GTA.

 

As for actually making it, well, it would have to be a collaboration of the best coders in GTAF, but most of it would be writing it the same way as the original. But as long as it's written and compiled independently from the original, it should be legal. We could probably cut n' paste, (so to speak,) most of it, but with a minor change here and there, yeah, it should work.

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Squiddy

Mostly copy&paste with some minor changes? Sound like a altered original executable in the end. wink.gif

And for rewriting the whole thing...well, it's not impossible (nothing is impossible in the end), but I don't think it's worth the hassle.

Can't imagine that anyone really wants to rewrite it, it would be easier to break into R* HQ and steal their code. tounge.gif

Edited by Squiddy

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The Warlock
What about writing an entirely new .exe, as a standalone product of GTAForums? Then we could tell rockstar to shove it, because it's our game now, and it just uses their materials. But it would be legal because it's free, and could use different material other than GTA.

 

As for actually making it, well, it would have to be a collaboration of the best coders in GTAF, but most of it would be writing it the same way as the original. But as long as it's written and compiled independently from the original, it should be legal. We could probably cut n' paste, (so to speak,) most of it, but with a minor change here and there, yeah, it should work.

This is about as close to impossible as you can get.

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BenMillard

LMAO @ Cole!

 

It would not be legal at all. It would require "significant reverse engineering" which is expressly prohibited by the EULA. Also, it would be a blatent copy of a commercial product, so there would be grounds for action there. Also, it would be a warezer's wet dream because they could use a P2P client to get the GTASA data files and then get our EXE to use it. It would be a glorified no-CD crack.

 

Even if it checked for the CD, our checking code would never be as secure as the system global corporations like R* use, so it would get torn apart by their lawyers in seconds. The code they use to verify the correct CD is probably secret and proprietary anyway, so we wouldn't be able to make it a legitimate add-on.

 

Oh, there's also the small fact that creating an entire game engine is *slightly* more difficult than typing two vague paragraphs about how easy it is.

Edited by Cerbera

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gbjrghh

I just got v2 yesterday and I downloaded Spaceeinstein's All in One mod. I replaced the files and it worked.

 

Here's some pics

 

Driver Mod

Andromeda from Car Spawn

 

I also opened the original scm with Barton's Mission Builder, and added weapons and cars from tonester's topic in the mission mod showroom, here's a pic of that:

 

Weapons at Grove Street

 

Edit: Here's the main menu.

 

SA v2 Main Menu

 

Edited by gbjrghh

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--Cole--
LMAO @ Cole!

 

It would not be legal at all. It would require "significant reverse engineering" which is expressly prohibited by the EULA. Also, it would be a blatent copy of a commercial product, so there would be grounds for action there. Also, it would be a warezer's wet dream because they could use a P2P client to get the GTASA data files and then get our EXE to use it. It would be a glorified no-CD crack.

 

Even if it checked for the CD, our checking code would never be as secure as the system global corporations like R* use, so it would get torn apart by their lawyers in seconds. The code they use to verify the correct CD is probably secret and proprietary anyway, so we wouldn't be able to make it a legitimate add-on.

 

Oh, there's also the small fact that creating an entire game engine is *slightly* more difficult than typing two vague paragraphs about how easy it is.

Well it was more speculation than anything. By the time I was writing the second paragraph, it dawned on me how difficult it would really be.

 

Also don't take everything so literally, as what you said is not what I meant. And it starts a lot of fights which apparently you are so famous for.

 

Okay, so what about not using a shred of the original exe - writing it pretty much the same but entirely from scratch. But then Criterion would freak because GTA uses renderware, so then what about another crazy idea: Open source GTA. C++ for the coding (mission and game), .3ds models, .png textures, etc. Crazy? Or brilliant? And yes, I am prepared to be shot down in flames, but c'mon, it's just an idea.

 

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The Warlock
Also, it would be a warezer's wet dream because they could use a P2P client to get the GTASA data files and then get our EXE to use it. It would be a glorified no-CD crack.

Hate to tell you this, but if you download the game illegally, it will come with a no-cd excecutable.

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The Warlock
I just got v2 yesterday and I downloaded Spaceeinstein's All in One mod. I replaced the files and it worked.

 

Here's some pics

 

Driver Mod

Andromeda from Car Spawn

 

I also opened the original scm with Barton's Mission Builder, and added weapons and cars from tonester's topic in the mission mod showroom, here's a pic of that:

 

Weapons at Grove Street

 

Edit: Here's the main menu.

 

SA v2 Main Menu

Huh. What files did you modify? Any .img files, or just .scm?

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Knife
I just got v2 yesterday and I downloaded Spaceeinstein's All in One mod. I replaced the files and it worked.

 

Here's some pics

 

Driver Mod

Andromeda from Car Spawn

 

I also opened the original scm with Barton's Mission Builder, and added weapons and cars from tonester's topic in the mission mod showroom, here's a pic of that:

 

Weapons at Grove Street

 

Edit: Here's the main menu.

 

SA v2 Main Menu

So mission script mods work but cars don't notify.gif

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random_download
Okay, so what about not using a shred of the original exe - writing it pretty much the same but entirely from scratch. But then Criterion would freak because GTA uses renderware, so then what about another crazy idea: Open source GTA. C++ for the coding (mission and game), .3ds models, .png textures, etc. Crazy? Or brilliant? And yes, I am prepared to be shot down in flames, but c'mon, it's just an idea.

I don't think anyone with the required knowledge wants to rewrite the entire game engine from scratch when they could just use the v1 exe.

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Smellton

Yeah, and how are they gonna get that? You can't just make everyone use no cd v1 exes because they want to mod.

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ThaKilla

Smellton: We didn't, US politics did sign-thompson.gifsign-clinton.gif , but the v1 no-cd is the best bet now.

 

(wonders why I voted confused.gif )

Edited by ThaKilla

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BenMillard

ThaKilla, didn't you get the hint when Delfi removed the warez link you had in your signature the other day? Now you are telling people they should illegal, cracked EXE files. You're even telling them that they can find these using Google!

 

You are showing a complete disregard for one of the most important rules on this forum. Myself, illspirit and others have made very clear in this thread what warez is and that it isn't allowed here. It's long past time you should have been banned for this.

Edited by Cerbera

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RainingAcid

If someone didn't make a certain mission mod, none of this wouldn't have happend.

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