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GTA4 - modding ability


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So nobody else gets the crash? Can anyone give me a run through of how they got it working? Just run "hook.exe", patch the filelist.bat and the game will run with mods?

1: Run RockStar Social Club

2: run hook.exe

3: patch

4: leave hook.exe open

5: Click 'PLAY' in Social Club

You'll have to do this every time, exept for the patching

KickyMcAssington
OK, for my next big update i plan to implement 2 things.

 

1) Anti-online code

 

then of course there is the incentive to update the software, why would you want to use the next version?

 

2) i will be releasing an addon API for C++ which will allow developers to use and call Native GTAIV scripting functions (at least some of them)

to produce a working mod of their own, or if you choose not to use the Natives you can simple not include the native code and add your DLL to the

/addons/ directory for it to be loaded automatically, so you will be able to inject your DLL along with this one smile.gif

 

have fun!

 

Great news, keep up the good work.

 

I'm curious, as this program is getting more complex is there any possibility it will start to effect performance?

Or is everything so simple it wont make any noticeable difference?

 

I'm the kind of guy who likes to run enditall before playing games to get rid of anything that could possibly slow my game down even a tiny bit. tounge.gif

So  nobody else gets the crash? Can anyone give me a run through of how they got it working? Just run "hook.exe", patch the filelist.bat and the game will run with mods?

1: Run RockStar Social Club

2: run hook.exe

3: patch

4: leave hook.exe open

5: Click 'PLAY' in Social Club

You'll have to do this every time, exept for the patching

Okay, I followed the instructions exactly like this.

When I clicked 'PLAY' hook.exe closed and after a few seconds the game crashed whilst on the DOS.

So  nobody else gets the crash? Can anyone give me a run through of how they got it working? Just run "hook.exe", patch the filelist.bat and the game will run with mods?

1: Run RockStar Social Club

2: run hook.exe

3: patch

4: leave hook.exe open

5: Click 'PLAY' in Social Club

You'll have to do this every time, exept for the patching

Okay, I followed the instructions exactly like this.

When I clicked 'PLAY' hook.exe closed and after a few seconds the game crashed whilst on the DOS.

Same for me. Did everything by the book.

 

First change in filex.txt to handlingtweak.dat from handling.dat. Then:

Run Hook, patch, press play in SC. When DOS comes up it altenates from just doing nothing to crash.

I'm curious, as this program is getting more complex is there any possibility it will start to effect performance?

Or is everything so simple it wont make any noticeable difference?

happy you asked!

 

the code for the natives is initialized one time only,

at the startup of the application.

 

the only time your mod will lag is if you make a addon that lags the game.

I'm curious, as this program is getting more complex is there any possibility it will start to effect performance?

Or is everything so simple it wont make any noticeable difference?

happy you asked!

 

the code for the natives is initialized one time only,

at the startup of the application.

 

the only time your mod will lag is if you make a addon that lags the game.

well thats good to hear from you, opium addict now we just have to wait for third party applications such as Open IV to start modding

KickyMcAssington

 

I'm curious, as this program is getting more complex is there any possibility it will start to effect performance?

Or is everything so simple it wont make any noticeable difference?

happy you asked!

 

the code for the natives is initialized one time only,

at the startup of the application.

 

the only time your mod will lag is if you make a addon that lags the game.

Thanks for clearing that up for us.

 

Another question to settle my curiosity if you don't mind :-)

How exactly did you manage to add the screenshot functionality to the game?

The loader closes itself on startup so it can't be the loader taking the shots.

Does it instruct the game how to take the shots each time you start up GTA or something?

It's not really important, like I said I was just curious biggrin.gif

 

 

Also a little feedback for you, sort of a bug report.

 

I've noticed with version 3 and 4, if you happen to have the loader open it will start eating up space in your windows page file and keep doing so until you start the game up. If you leave it running (I did while I was modding files) it eventually fills up the page file and crashes. As soon as it closes to boot the game, or you close it manually (or a crash for that matter) all the resources are freed up.

 

I don't know if that's a necessary quirk due to having to continually update the "hook" until the game calls on it, or maybe its something you can easily fix.

I just wanted to bring it to your attention.

How exactly did you manage to add the screenshot functionality to the game?

The loader closes itself on startup so it can't be the loader taking the shots.

Does it instruct the game how to take the shots each time you start up GTA or something?

It's not really important, like I said I was just curious biggrin.gif

The loader loads something (the dll) into the game and creates a new thread for it. For the screen-shotting it doesn't interface with the GTA executable at all other than creating a proxy for the 3D device. When you press Print Screen button, all that happens is a thread within the dll that was loaded "saves" the current frame-buffer to memory, and then saves it to disk. So in actuality there is no modifications to GTA code to do it. smile.gif

Seriously, am I the only one that has problems with this?

 

1. Replace (after making a backup) filelist.pak to the one I've downloaded

2. Run Magic.bat

3. Replace files.txt with files.txt.magic

4. Edit whatever file you want to edit, I've edited handling.dat

5. Run Hook.exe

6. Run the game

7. Watch the game crash

Killuminati91

1. run hook.exe

2. run gta

3. hook.exe closes when gta console opens

4. gta starts -> crit error

 

sad.gif

 

1. run gta

2. run hook.exe after console popped up

3. blackscreen instead of menu after logos

 

sad.gif

Edited by Killuminati91

And now the game wont start. Prefect.

 

Can someone zip all the original files to me? Seems like i missed one or something. Just zip them and add me at MSN. [email protected]. Thanks.

 

Restored to the original filelist.pak and the original files.txt.

 

Just crashes. f*cking annoying.

 

Seriously, am I the only one that has problems with this?

 

1. Replace (after making a backup) filelist.pak to the one I've downloaded

2. Run Magic.bat

3. Replace files.txt with files.txt.magic

4. Edit whatever file you want to edit, I've edited handling.dat

5. Run Hook.exe

6. Run the game

7. Watch the game crash

you are in the wrong topic.

 

this topic does not make you mod any files, and wont force you to reinstall anything.

and wont force you to reinstall anything.

yes it actually does. after using version 3 i could not start gta anymore (crit error). (yes i recovered original filelist.pak)

Thats what went wrong with my game aswell. After i used the v3 program it wouldnt start even when using the original filelist.dat...

 

I get d3dx9_39.dll was not found. Were can i find the backup file?

Hi, you need to install/update DirectX 9.

http://www.microsoft.com/downloads/details...&DisplayLang=en

Hey, thanks for help. It worked to start, but the gun shoots normal gunshots instead of rockets. Do i have to paste a script somewhere?

Edited by Zonked223

Could somebody help change the handling file so i am able to drift with a car like the SuperGT

 

 

SUPERGT  1700.0  6.5   85	0.0 0.0 -0.17       0.0  6  0.23  1.0 155.0	0.3  0.65 0.7  35.0  1.35 1.10 14.5 0.12 0.47    1.7  1.3  1.4  0.08 -0.15 0.0  0.5    1.0 1.0 0.7 1.5  0.0  110000  440010  1    1

 

Edited by Whytey
KickyMcAssington
and wont force you to reinstall anything.

yes it actually does. after using version 3 i could not start gta anymore (crit error). (yes i recovered original filelist.pak)

Thats what went wrong with my game aswell. After i used the v3 program it wouldnt start even when using the original filelist.dat...

I noticed you also mentioned magic.bat though.

Magic.bat is only needed for the OTHER mod workaround. this one only has you run the one loader, and click the patch button, there should be no need to run any bat files or mess with any backups manually. (other then to backup files before you mod them for your own benefit)

 

I've been using v3 of opium_addicts mod loader for a few days now and so far so good, no corruption or crashes besides the easily avoidable pagefile bug.

 

I think you guys may be using some combination of the two mod loaders and perhaps that's what is messing you up?

 

Try only opium_addicts loader on a fresh install.

 

Just for reference I'm running XP with SP3 and all the latest windows updates plus .net 3.5 and sp1 for 3.5, also the new beta nvidia drivers though I don't think that would matter.

Yes the .pak patcher slipped my mind, but only because im working on a new version that doesnt make you patch any files smile.gif

 

the basic idea is to hook where the .pak is imported and replace the input with the "patched" input,

which makes sure you wont have to modify any files smile.gif

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