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fastman92 are you going to make a new script hook for gta/eflc?

Np, I'd only patch the existing ScriptHook making it, compatible with new EXE files.

 

Contact me by PM

Edited by fastman92
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https://en.wikipedia.org/wiki/Lesser_of_two_evils_principle

It might be lesser of two evils, to patch the ScriptHook and possibly break the copyright, than do nothing and have never a ScriptHook working on the newest game versions.

A choice needs to be made.

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https://en.wikipedia.org/wiki/Lesser_of_two_evils_principle

It might be lesser of two evils, to patch the ScriptHook and possibly break the copyright, than do nothing and have never a ScriptHook working on the newest game versions.

A choice needs to be made.

 

fastman92, can you fix this bug with the ScriptHook for IV where it crashes the game during loading a savegame or starting a new game if you have many script mods active? You can try to run for example sjaak327's Simple Native Trainer 6.5 ASI in either IV 1.0.7.0 or EFLC 1.1.2.0. To produce this VERY NASTY bug, open SNT's trainer.ini and in options that can be toggled, try to make more than 5-6 options enabled by default (you can try 9-10 or more toggleable options enabled by default). Then try to launch GTA IV / EFLC least 20-30 times to see how sometimes when you are going to load either a savegame or start a new game, something goes wrong when ScriptHook IV tries to load so many options active, and you might get your game to crash to desktop on loading screen like 3 or 4 times. This same issue happens also if you try to load game with least 2-3 ScriptHook .NET .cs mods active! Please, fasman92, please fix this bug, I cannot really run many script mods active while loading due to this major issue which happens on both games GTA IV and GTA EFLC. I don't think the mods are problematic, but rather ScriptHook IV itself because those crashes happens no matter what ASI / .NET mods you're using, mainly those sudden crashes to desktop during loading happens if you have many ASI / NET mods active or many options in SNT enabled by default! Also, ScriptHook IV for many years is is still only Beta and stills totally lacks any stable release, and this might explain why it cannot handle so much many mods active.

 

Aside of this, I'm truly for you do update this plug-in, :catloaf: since original author aru is already gone and nobody was able to contact him anymore at all, and he's out of business now. :karmaeater:

Edited by 65536
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You can tell fastman is itching to release this so he can claim he's done something big and take over ScriptHook for IV. :p

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Fastman would've needed teamviewer for this ;)

Right. My development environment is far from perfect. Maybe some day I'll get GTA IV installed again and will no longer rely on TeamViewer.

It can take a lot of time.

Edited by fastman92
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Yeah I also hate these installation times taking 30 hours or so

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fastman, just why can't you get GTA IV and just have separate copies on an external hard drive?

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fastman, just why can't you get GTA IV and just have separate copies on an external hard drive?

My GTA IV installation is highly customized to allow the development of the FLA.

When creating another copy it all needs to be thought of.

 

7da95a522829329.jpg

Edited by fastman92
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Wow so hard to let it re-download if you have it on steam or back the directory up and reinstall if you use retail.

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So having unmodded other versions of the game on a dif hard drive is somehow harder than begging people to let you take over their computer and do this stuff remotely?

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I still say Simple Native Trainer should be disabled. that way none of those sh*tty spongebob/DBZ/Iron Man mods come back

 

also less cheating online

What does SNT have to do with sh*tty character mods?

Also, Simple Native Trainer separates you into different lobbies, so you really can't abuse SNT against other people.

True griefers/cheaters on the other hand, were never hindered by the update, because their trainers/mod menus were designed as .sco scripts and never required script hooks.

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  • 3 weeks later...

there was 2 or 3 different scripthooks at some point. i can't believe all these devs all gave up. i mean scripthook was a goldmine for IV modding. with it basically anything was possible :sneaky:

Well it's not that they "gave up", it's more that they are on to other things, or they just don't have an online presence anymore.

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yeah but only the fool stop playing GTAIV (no offense). i'm into V since 3 - 4 months, i'm level 220+, and i'm already seriously thinking of coming back to IV. in fact, i already came back to IV. putting again the foot in LC after few months was great. we need scripthook, i mean we can't do without

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there was 2 or 3 different scripthooks at some point. i can't believe all these devs all gave up. i mean scripthook was a goldmine for IV modding. with it basically anything was possible :sneaky:

There are only this C++ Script Hook and .Net Script Hook for IV, nothing more afaik. (I never use the last one though because it has the bug when it rains indoors)
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  • 2 weeks later...

Doesn't the license just limit to editing and stuff? What if someone created it from scratch? I mean it's not THAT hard I am guessing, considering the amount of talent the GTA modding community has, the most basic foundation of all GTA IV modding should not be difficult at all..

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what's this talk about license? with all due respect for aru and all, but it's just silly.

I mean, the EULA from GTA games don't allow reverse engineering, and yet there's an entire modding forum here doing exactly that

so it's ok to give the finger to R* EULA, but aru's license must be treated as the holy grail?

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what's this talk about license? with all due respect for aru and all, but it's just silly.

 

I mean, the EULA from GTA games don't allow reverse engineering, and yet there's an entire modding forum here doing exactly that

 

so it's ok to give the finger to R* EULA, but aru's license must be treated as the holy grail?

THis is prob the first post that makes sense to me. I just don't understand this whole thing at all, about the whole license thing for a guy who just disappeared. Maybe he cared like 9 years ago but just don't care anymore. Or I am just plain stupid for thinking too much about this all

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Maybe aru has been captured by the Houser brothers? Or he got the mellow high bush weed from Barry and now he's in other galaxy?

GTA4 is an old game and no one will convert Hydra and Ruiner2000 to GTA4 online to start grief like sh*t.

It's impossible this way if the creator has been disappeared for a long time.

 

I hope GTAV won't get the same problem and Alex Blade will update Scripthook when R* release a new patch in 6 years from now.

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I think, due to @aru's license which blocks any options for legal updating from other users and the total inability to get source code + that highly needed permission from already vanished ScriptHookIV's author, it's might be better if someone have personal @AlexanderBlade's email (since he for some unknown reason is recently inactive on forums here), to try contact him to ask if he can make a new ScriptHook for GTA IV 1.0.8.0 and EFLC 1.1.3.0, even from scratch? Even if this @AlexanderBlade new ScriptHook isn't compatible with existent already made mods, it's still better than NOTHING usable! Also, even if the older mods compiled for @aru's older ScriptHookIV C++ aren't compatible with @AlexanderBlade's new ScriptHook, I think modders active will most likely start making and rolling out mods which are compatible with it...

I just don't have another possible solution for current dead state with that obsolete and already abandoned ScriptHook C++ with its author and source code already gone... Seriously, pretty much peoples really wants and are crying to use Simple Native Trainer (and maybe other ScriptHook ASI mods as well) onto new IV's and EFLC' patches.

Edited by 65536
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I don't know Alexander Blade personally but I think he's part of the Dev team working on the Liberty City in V map mod - my guess is he's full time on that. The best option at the moment would seem to be to downgrade to patch 7.

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