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General OpenIV Discussion and Announcements


GooD-NTS
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I have looking past 5 pages of 141 but i can't find a good answer on my question about openiv

 

someone told me in a topic here on gtaforum: rebuilding is not necessary is that true?

because i got a bit feeling of scared to have corrupted files again :/

 

And why do openiv work sometime without problem launch it and another times that blue error message :/

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Sorry for the late reply but I decided to do a wipe on my pc which happened to fix this problem for now, but wanted to say thank you for taking the time to hear me out :lol:.

Edited by kanethepane
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@GooD-NTS Any news for custom pedestrian models yet? Gims V? Thanks.

We are working on openFormats for GTA V, but in the next releases there will no support for models.

 

 

 

someone told me in a topic here on gtaforum: rebuilding is not necessary is that true?

Yes, you no need to rebuild archive after each editing.

The rebuild feature is used to reduce archive size after many edits because over time it have unused space between files. When you rebuild archive OpenIV extracts all files from archive into temp folder, clear archive, and then put all files back.

 

 

 

because i got a bit feeling of scared to have corrupted files again :/

How exactly did you got your files corrupted?

 

 

 

And why do openiv work sometime without problem launch it and another times that blue error message :/

Next time OpenIV shows you any error messages report it here with screenshot and steps what you did.
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what does the mods folder do? there is an update next week for gta5 and i hate having to reinstall like 50+ model mods each update

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what does the mods folder do? there is an update next week for gta5 and i hate having to reinstall like 50+ model mods each update

mods directory reflects the root directory of GTA V. Can be used to store modded RPF archives.

http://gtaforums.com/topic/798272-how-to-use-openiv-mods-folder-and-keep-your-original-gta-v-files-safe/

Should a file from root directory of GTA V be requested, the file from "mods" directory will be loaded, if exists.

Edited by fastman92
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@GooD-NTS Any news for custom pedestrian models yet? Gims V? Thanks.

We are working on openFormats for GTA V, but in the next releases there will no support for models.

 

 

someone told me in a topic here on gtaforum: rebuilding is not necessary is that true?

When you rebuild archive OpenIV extracts all files from archive into temp folder, clear archive, and then put all files back.

 

 

because i got a bit feeling of scared to have corrupted files again :/

How exactly did you got your files corrupted?

 

 

And why do openiv work sometime without problem launch it and another times that blue error message :/

Next time OpenIV shows you any error messages report it here with screenshot and steps what you did.

 

Maybe you should improve how it rebuilds the RPF/IMG archive.

Do not unpack the files to new directory, but instead create a new RPF/IMG archive, then put all the files there, then write a list of entries.

There are few benefits to this:

- less space taken - if file was compressed it will still be compressed

- encryption of files can be still preserved

- it's easy to implement

 

Here's my code

 

// Rebuilds archivebool IMG::RebuildArchive(){	char temporaryImgFilepath[_countof(this -> IMG_fullPath) + 16];	strcpy(temporaryImgFilepath, this -> IMG_fullPath);	strcat(temporaryImgFilepath, ".IMGclassTmpFile");	FILE* newIMGhandle;		if(newIMGhandle = fopen(temporaryImgFilepath, "wb+"))	{		if(this -> archiveVersion == IMG_VERSION_2)			fprintf(newIMGhandle, "VER2");		// Seek to offset where first file is written		fseek(newIMGhandle, GET_ALIGNED_SIZE(GetEndOfHeaderDataPastTheListOfFiles(), IMG_BLOCK_SIZE), SEEK_SET);				for(auto entry = ListOfEntries.begin(); entry != ListOfEntries.end(); entry++)		{			size_t size = entry -> GetPackedSizeInBytesAlignedToSectors();			char* loadedFile = new char[size];						_fseeki64(this -> IMG_Handle, (unsigned __int64) entry ->PositionInSectors * IMG_BLOCK_SIZE, SEEK_SET);			fread(loadedFile, 1, size, this -> IMG_Handle);						entry -> PositionInSectors =(DWORD) (_ftelli64(newIMGhandle) / IMG_BLOCK_SIZE);			fwrite(loadedFile, 1, size, newIMGhandle);				delete loadedFile;					}				this -> WriteListOfEntries(newIMGhandle);		fclose(newIMGhandle);		fclose(this -> IMG_Handle);				remove(this -> IMG_fullPath);		rename(temporaryImgFilepath, this -> IMG_fullPath);		this -> bHasArchiveBeenModifiedAndNotRebuiltYet = false;		return (this -> IMG_Handle = this -> IMG_Handle = fopen(this -> IMG_fullPath, "rb+")) != 0;			}	return false;}
Edited by fastman92
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some code

Dude, do you know they use Python (or Delphi?), but definetly not C++ for OpenIV? :)

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some code

Dude, do you know they use Python (or Delphi?), but definetly not C++ for OpenIV? :)

 

It does not matter. I only wanted to show a general algorithm for rebuilding.
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Maybe you should improve how it rebuilds the RPF/IMG archive.

Do not unpack the files to new directory, but instead create a new RPF/IMG archive, then put all the files there, then write a list of entries.

Yeah, that what I thought lately. But currently rebuild tool works on high level which means it does not know what type of archive is currently in process.

 

 

 

What's new with the latest update?

http://gtaforums.com/topic/388289-rel-openiv-including-openformats/?p=1068058556
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Maybe you should improve how it rebuilds the RPF/IMG archive.

Do not unpack the files to new directory, but instead create a new RPF/IMG archive, then put all the files there, then write a list of entries.

But currently rebuild tool works on high level which means it does not know what type of archive is currently in process.

 

What's new with the latest update?

http://gtaforums.com/topic/388289-rel-openiv-including-openformats/?p=1068058556

 

Do it like I did: I have ONLY ONE function rebuilding for any archive.

Then I have a function WriteListOfEntries to write a header + list of entries, separate for each version of IMG archive.

Edited by fastman92
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Yes, you no need to rebuild archive after each editing....

>>> i see, but for old gta's with gta3.img it was necessary to rebuild it every time

 

How exactly did you got your files corrupted?

>>> one time so far only the x64e vehicles.rpf was corrupted it was EMPTY :blink:

 

Next time OpenIV shows you any error messages report it here with screenshot and steps what you did.

>>> i just clicked on OpenIV icon from background (see right on picture below) and i get this error before games list like GTA V Windows, Xbox, .. Max Payne 3 etc..

i already set open openiv as administrator

openiv.png

Edited by SWYV
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Yes, you no need to rebuild archive after each editing....

>>> i see, but for old gta's with gta3.img it was necessary to rebuild it every time

 

How exactly did you got your files corrupted?

>>> one time so far only the x64e vehicles.rpf was corrupted it was EMPTY :blink:

 

Next time OpenIV shows you any error messages report it here with screenshot and steps what you did.

>>> i just clicked on OpenIV icon from background (see right on picture below) and i get this error before games list like GTA V Windows, Xbox, .. Max Payne 3 etc..

i already set open openiv as administrator

openiv.png

 

Try reinstalling openIV.
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it dont crash every time but i would say one time each 10-20 times using OpenIV i can live with that but i ask to myself: WHY he crash like that sometime

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I care about it, does this audio metadata also control vehicles being linked to engine sound containers? Is there any chance of it being available for editing? What kind of programming / help do we need for it?

Metadata controls everyting what related to audio.

Somebody need to research it to make it editalbe.

I don't know when my team will have time for this, I've never like this metadata format.

 

 

 

For instance, I've added in new audio containers to the streamed_vehicle.rpf instead of replacing current native ones. I want to link them to new and existing vehicles. Where is the audionameHash in the vehicle meta data file being defined at? Is it in the binary audioconfig.dat4.rel or game.dat151.rel files?

Proabable in game.dat*

 

Thanks, besides money, what could we do to help break through the metadata formatting? Is there source code that can be improved? Does it need to be reverse engineered?

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@GooD-NTS

Regarding The Lost And Damned (EFLC) in OpenIV.

 

Do you know why the audio called EP1_MENU_MUSIC is corrupted?

Towards the end of the audio, it begins to cut in and out, even when extracted.

I don't remember the audio being used in the game, that could be why.

 

The audio is located here:

Grand Theft Auto IV Episodes from Liberty City\EFLC\TLAD\pc\audio\sfx\EP1_SFX.rpf\EP1_SFX\EP1_MENU_MUSIC

 

Edited by UltraGizmo64
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@Good-NTS

Any news on .rel file editing? I'd love to take a look at the files within Grand Theft Auto V\x64\audio\audio_rel.rpf\config. Sadly the metadata cannot be edited right now, at least not that I'm aware of. Hopefully you have some good news :p

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i see, but for old gta's with gta3.img it was necessary to rebuild it every time

GTA IV and GTA V is not old gta with gta3.img, you no need to rebuild archives every time as long as you use OpenIV.

 

 

 

i just clicked on OpenIV icon from background (see right on picture below) and i get this error before games list like GTA V Windows, Xbox, .. Max Payne 3 etc..

i already set open openiv as administrator

http://i79.photobucket.com/albums/j157/SWYV_MHAGTA/GTA_V/Troubles/openiv.png

it dont crash every time but i would say one time each 10-20 times using OpenIV i can live with that but i ask to myself: WHY he crash like that sometime

It's look like another totally random issue. According to logs it is somewhere in network code.

 

 

 

Thanks, besides money, what could we do to help break through the metadata formatting? Is there source code that can be improved? Does it need to be reverse engineered?

It must be reverse engineered and researched, but we never actually did full reverse engineering of those metadata format.

I think we can look at it more deeply in future, but not soon. Maybe in next year or so.

 

 

 

Any news on .rel file editing? I'd love to take a look at the files within Grand Theft Auto V\x64\audio\audio_rel.rpf\config. Sadly the metadata cannot be edited right now, at least not that I'm aware of. Hopefully you have some good news :p

This is exactly what Vallamost is asking about. See above.

 

 

 

Regarding The Lost And Damned (EFLC) in OpenIV.

 

Do you know why the audio called EP1_MENU_MUSIC is corrupted?

Towards the end of the audio, it begins to cut in and out, even when extracted.

I don't remember the audio being used in the game, that could be why.

 

The audio is located here:

Grand Theft Auto IV Episodes from Liberty City\EFLC\TLAD\pc\audio\sfx\EP1_SFX.rpf\EP1_SFX\EP1_MENU_MUSIC

I guess it might be OpenIV issue. It cant work with some files properly because the audio format in GTA IV is terrible.
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Hey guys, I've a problem with OpenFormats in combination with 3ds max 2015. I managed to export a custom car before, but this time I've run into similar problems that I had before and was wondering what's causing this.

 

I'm using a custom made car to replace an existing model, so I'm using the existing bones/structure of the car as a base. I managed to link every part to the car, but it messes up along the Z-axis once I link wing parts to their bone counterparts. The whole model is shifted upwards, the funny thing however is that the front and rear lights are at the same position as the chassis and the wing. But the rest of the model is at the original position as the other car would be.

 

Does anyone have any idea what could be wrong?

 

PS; I know there's a seperate topic for OpenFormats, but the support is lacking.

 

ZlapI8N.jpg

 

Once I import it in 3ds max again I get this:

 

XOhLzqL.jpg

 

Tried it with a different car, nearly same result. Except this time it happened with the windows.

 

zbq3XPa.jpg

Edited by erathia
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Hey guys, I've a problem with OpenFormats in combination with 3ds max 2015.

There's the problem. Try using an older version.

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Hey guys, I've a problem with OpenFormats in combination with 3ds max 2015.

There's the problem. Try using an older version.

 

 

I'd doubt it. I've exported several times without any conflicts, but I guess it's worth a shot.

 

Welp, I just tried with 3ds max 2011. And I get the same result. Definitely not that.

Edited by erathia
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How much further is model and collision support for V is done at this current time? I really curious to know.

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Any news about the next version of OpenIV yet?

Maybe a release date? :-)

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Hey guys, I've a problem with OpenFormats in combination with 3ds max 2015.

There's the problem. Try using an older version.
I'd doubt it. I've exported several times without any conflicts, but I guess it's worth a shot.

 

Welp, I just tried with 3ds max 2011. And I get the same result. Definitely not that.

Can you provide your 3Ds Max scene? Please send it via PM.

 

 

@GooD-NTS

Is it possible for the issue to be fixed?

Maybe... It must be investigated, but the audio format in GTA IV is a mess and I really don't want to get into it again.

 

 

How much further is model and collision support for V is done at this current time? I really curious to know.

They are pretty good actually. Last few weeks we have a good progress in research.

But, you should not expect models formats soon.

 

 

Any news about the next version of OpenIV yet?

News: We are working on it.

Good news: We actually working on it last few weeks. You even can see some progress at Change Log page.

 

 

Maybe a release date? :-)

Few weeks or so...

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Hey guys, I've a problem with OpenFormats in combination with 3ds max 2015.

There's the problem. Try using an older version.
I'd doubt it. I've exported several times without any conflicts, but I guess it's worth a shot.

 

Welp, I just tried with 3ds max 2011. And I get the same result. Definitely not that.

Can you provide your 3Ds Max scene? Please send it via PM.

 

Thank you for the reply, I managed to fix it by taking the original object and just attaching the mesh. A bit of a work around but it works for now. No idea what actually messes up the position of the whole mesh, it's as if the FTC_* bone (Parent bone) is moved. But only the high res version is shifted up.

 

 

I've a new problem, I'm trying to replace the wheel mesh, but it's not showing up in game. It shows up in OpenIV however. I tried editing the wheelmesh_lf_1, I don't see which other model I should be editing. Is there a poly/vertice limit?

 

[edit] Figured out it just needed the Tire shader, it works now[/edit]

 

Nearly finished car:

 

vr0AdNb.jpg

W5D4QNO.jpg

Edited by erathia
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This is not an OpenIV specific error, I've googled it (0xc000007b) and here is what you can try:

- Reinstall OpenIV

- Reinstall Direct X

- Reinstall video card drives

Please let me know if anything helps.

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Doctor Quinzel

I'm not sure if this is where I should post this, but I've got an error when trying to open the file of a vehicle I had added something to from another vehicle. I'm not sure what it means exactly.

Time: "17:50:09"Type: "ERageArrayError"Message: "[fwArray64.GetItem] Index out of bounds: -1 from 101"Additional information:[Application Context]GetThreadLocale=1033 (0x0409)Game::Path=C:\Program Files\Rockstar Games\Grand Theft Auto V\Core::OpenRageArchive::LastCall=C:\Program Files\Rockstar Games\Grand Theft Auto V\x64e.rpf|levels\gta5\vehicles.rpfGetSystemDefaultLangID=1033App::Path=C:\Users\Victoria\AppData\Local\New Technology Studio\Apps\OpenIV\App::Lang=en_GBMain::ExploreArchiveNode::WorkItem=C:\Program Files\Rockstar Games\Grand Theft Auto V\Main::ExploreArchiveNode::ParentArchive=C:\Program Files\Rockstar Games\Grand Theft Auto V\App::Temp=C:\Users\Victoria\AppData\Local\Temp\OpenIV_68CFB2DB\OS=Windows (Version 6.3, Build 9600, 64-bit Edition)GetSystemDefaultLCID=1033Game::ID=Five (GTA V)Game::Platform=x64SysLocale={ DefaultLCID: "1033", PriLangID: "9", SubLangID: "1", FarEast: "True", MiddleEast: "True" }[Application Windows]TMainWindow=OpenIV - GTA V - [Edit mode]TActionsModule=ActionsModuleTRageFragmentsWindow=police2.yft - OpenIV Model ViewerTErrorWindow=OpenIV - Application error  Release: 2.6.4.646 10/11/2015  Address: "0x012D184C"  Procedure: "Rage2.Creature5.Skeleton.x64.{Rage2.Paging64.Collections}fwArray64<Rage2.Creature5.Bone.x64.crBone>.GetItem"  Unit: "Rage2.Paging64.Collections.pas", Line: "243"Stack:[012D1847] Rage2.Creature5.Skeleton.x64.{Rage2.Paging64.Collections}fwArray64<Rage2.Creature5.Bone.x64.crBone>.GetItem (Line 241, "Rage2.Paging64.Collections.pas" + 2) + $46[012ED524] Tools.Framework.Render.GTAVScene.CFiveSceneRender.GetBoneMatrix (Line 586, "Tools.Framework.Render.GTAVScene.pas" + 1) + $12[012D1C33] Rage2.Creature5.Skeleton.x64.{Rage2.Paging64.Collections}fwArray64<Rage2.Creature5.Bone.x64.crBone>.GetLength (Line 251, "Rage2.Paging64.Collections.pas" + 4) + $3[012D323B] Rage2.Creature5.Skeleton.x64.{Rage2.Paging64.Collections}fwArray64<System.SmallInt>.GetLength (Line 251, "Rage2.Paging64.Collections.pas" + 4) + $3[012D2EA7] Rage2.Creature5.Skeleton.x64.{Rage2.Paging64.Collections}fwArray64<System.SmallInt>.GetItem (Line 244, "Rage2.Paging64.Collections.pas" + 5) + $15[012ED6FB] Tools.Framework.Render.GTAVScene.CFiveSceneRender.GetBoneMatrix (Line 612, "Tools.Framework.Render.GTAVScene.pas" + 27) + $1E[012EF3B9] Tools.Framework.Render.GTAVScene.CFiveSceneBase.Add (Line 938, "Tools.Framework.Render.GTAVScene.pas" + 18) + $F[012EF235] Tools.Framework.Render.GTAVScene.CFiveSceneBase.AddObject (Line 912, "Tools.Framework.Render.GTAVScene.pas" + 16) + $8[0113CD30] Tools.FragmentsViewer.Render.CDXFragmentsRender.OnCreateDevice (Line 534, "Tools.FragmentsViewer.Render.pas" + 2) + $27[0064B0FE] RenderFramework.CFramework.OnCreateDevice (Line 282, "RenderFramework.pas" + 3) + $12[0064AFA4] RenderFramework.CFramework.Initialize (Line 244, "RenderFramework.pas" + 28) + $3[0114F211] Tools.FragmentsViewer.Window.{Tools.Framework.WindowRenderBase}TRenderViewerWindow<Tools.FragmentsViewer.Render.CDXFragmentsRender>.Load (Line 175, "Tools.Framework.WindowRenderBase.pas" + 6) + $2D[0114B961] Tools.FragmentsViewer.Window.TRageFragmentsWindow.Load (Line 149, "Tools.FragmentsViewer.Window.pas" + 1) + $4[00BD6D13] Tools.Framework.BaseClass.CBaseToolClass.Main (Line 159, "Tools.Framework.BaseClass.pas" + 12) + $6[0114FDDE] Tools.FragmentsViewer.GTAIVFragmentsViewer.OpenArchiveFile (Line 55, "Tools.FragmentsViewer.pas" + 1) + $26[00BDD209] Tools.Framework.CToolsFramework.OpenArchiveFile (Line 258, "Tools.Framework.pas" + 5) + $F[01349129] OpenIV.TypeLibrary2.GTAVResourcesWin64.CFiveFragmentsPC.view_Fragments (Line 250, "OpenIV.TypeLibrary2.GTAVResourcesWin64.pas" + 1) + $12[00ABD7F5] Black.TypeLibrary2.Base.CFileBase.ExecuteViewAction (Line 299, "Black.TypeLibrary2.Base.pas" + 4) + $16[00C481ED] Black.Legacy.UI.MainWindow.Actions.TActionsModule.actPreviewExecute (Line 1726, "Black.Legacy.UI.MainWindow.Actions.pas" + 6) + $15[00C5E8EC] Black.Legacy.UI.MainWindow.RunPreviewAction (Line 582, "Black.Legacy.UI.MainWindow.pas" + 5) + $9[00C5E961] Black.Legacy.UI.MainWindow.TMainWindow.RunCurrentItemAction (Line 602, "Black.Legacy.UI.MainWindow.pas" + 4) + $0[00C5E8A7] Black.Legacy.UI.MainWindow.TMainWindow.ExecuteDefaultFileAction (Line 569, "Black.Legacy.UI.MainWindow.pas" + 17) + $4[00C5E76C] Black.Legacy.UI.MainWindow.TMainWindow.ArchiveListDblClick (Line 526, "Black.Legacy.UI.MainWindow.pas" + 0) + $0[0053C30D] Vcl.Controls.TControl.DblClick + $15[0053C488] Vcl.Controls.TControl.WMLButtonDblClk + $34[0053BD99] Vcl.Controls.TControl.WndProc + $2BD[76698E6F] CallNextHookEx + $AF[766990CC] Unknown function at CallNextHookEx + $30C[0054082D] Vcl.Controls.TWinControl.WndProc + $5C5[705B3914] Unknown function at  + $D4[00408460] System.TMonitor.Enter + $10[705B3884]  + $44[705BDC34] Unknown function at DSA_GetItem + $19D4[0053FE70] Vcl.Controls.TWinControl.MainWndProc + $2C[0053FE85] Vcl.Controls.TWinControl.MainWndProc + $41[776996BF] RtlDeactivateActivationContextUnsafeFast + $9F[004C801C] System.Classes.StdWndProc + $14[005400B0] Vcl.Controls.TWinControl.IsControlMouseMsg + $60[0054082D] Vcl.Controls.TWinControl.WndProc + $5C5[76699138] Unknown function at CallNextHookEx + $378[766990E3] Unknown function at CallNextHookEx + $323[76699110] Unknown function at CallNextHookEx + $350[0059C5BF] Vcl.ComCtrls.TCustomListView.WndProc + $9F[0053FE70] Vcl.Controls.TWinControl.MainWndProc + $2C[004C801C] System.Classes.StdWndProc + $14[76698E6F] CallNextHookEx + $AF[766990CC] Unknown function at CallNextHookEx + $30C[76698FC8] Unknown function at CallNextHookEx + $208[76699138] Unknown function at CallNextHookEx + $378[7669DDD0] CallWindowProcW + $90[705CE11F] DefSubclassProc + $6F[7669B835] GetGUIThreadInfo + $15[705CE101] DefSubclassProc + $51[705BC1FC] Unknown function at DSA_DeleteItem + $20C[7669B835] GetGUIThreadInfo + $15[705CDED0] Unknown function at  + $47A[76698E6F] CallNextHookEx + $AF[766990CC] Unknown function at CallNextHookEx + $30C[76698FC8] Unknown function at CallNextHookEx + $208[7768C5B6] ZwFindAtom + $6[7669A66A] Unknown function at GetMessageW + $24A[7669B80D] GetPropW + $5D[7669A6DB] DispatchMessageW + $B[006296A7] Vcl.Forms.TApplication.ProcessMessage + $F3[006296EA] Vcl.Forms.TApplication.HandleMessage + $A[00629A25] Vcl.Forms.TApplication.Run + $C9[00E12C35] OpenIV.Application.CProgram.ApplicationMain (Line 125, "OpenIV.Application.pas" + 12) + $7[00E12B68] OpenIV.Application.CProgram.Main (Line 109, "OpenIV.Application.pas" + 3) + $5[00E14694] Black.Application.CBlackApplication.Main (Line 129, "Black.Application.pas" + 30) + $5[01399EAE] OpenIV.OpenIV (Line 605, "" + 11) + $5[74FE7C02] BaseThreadInitThunk + $22[776AAD1D] Unknown function at RtlInitializeExceptionChain + $8D[776AACE5] Unknown function at RtlInitializeExceptionChain + $55
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