Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

aru

[GTAIV|REL|SRC] C++ Script Hook

Recommended Posts

Silent

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

Share this post


Link to post
Share on other sites
Ash_735

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

Share this post


Link to post
Share on other sites
fastman92

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

Share this post


Link to post
Share on other sites
Silent

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.

Share this post


Link to post
Share on other sites
Ash_735

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?

Share this post


Link to post
Share on other sites
Jsonic3000

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

Edited by Jsonic3000

Share this post


Link to post
Share on other sites
B Dawg

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.

Share this post


Link to post
Share on other sites
jpm1

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:

Share this post


Link to post
Share on other sites
Jitnaught

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.

Share this post


Link to post
Share on other sites
jpm1

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

Share this post


Link to post
Share on other sites
Tomas.

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)

Share this post


Link to post
Share on other sites
kamikami333

Can not I create a completely new scripthook ?

Tip: non-exclusive license (ScriptHook-LICENSE.txt)

Edited by kamikami333

Share this post


Link to post
Share on other sites
CCJ

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..

Share this post


Link to post
Share on other sites
El Dorado

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?

Share this post


Link to post
Share on other sites
CCJ

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

Share this post


Link to post
Share on other sites
kamikami333

But realistically, I think that script hook should be developed as a new project.

Edited by kamikami333

Share this post


Link to post
Share on other sites
SilverRST

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.

Share this post


Link to post
Share on other sites
65536

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

Share this post


Link to post
Share on other sites
Jimbatron

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.

Share this post


Link to post
Share on other sites
tibiek

I'm all cried out ._.

Share this post


Link to post
Share on other sites
majdyakoub

can you please update scripthook for v1.0.8.0/1.1.3.0 :(

Share this post


Link to post
Share on other sites
zanesix

can you please update scripthook for v1.0.8.0/1.1.3.0 :(

No, he can't, becuase he's been AWOL for a year, and nobody else can make it because of the EULA.

 

Now please lock this thread, at this point all hope is lost.

Share this post


Link to post
Share on other sites
MauriceGS

Btw in case you didnt know people with Version 1.0.8.0 can still play together Online with people on Version 1.0.7.0

Share this post


Link to post
Share on other sites
virusoverload

damn, when i click the Download Version 0.5.1 button did is what happens (Microsoft edge)

http://prntscr.com/feljwz

Share this post


Link to post
Share on other sites
avail

here's the code of my hook to make it work with version 1.0.8

it mostly works, but stuff like SNT crashes on keyboard input when open.

Edited by avail

Share this post


Link to post
Share on other sites
WLHM15

 

here's the code of my hook to make it work with version 1.0.8

it mostly works, but stuff like SNT crashes on keyboard input when open.

 

Now, not all people can understand this..

 

​What must we do with this codes?

Share this post


Link to post
Share on other sites
redddor

 

here's the code of my hook to make it work with version 1.0.8

it mostly works, but stuff like SNT crashes on keyboard input when open.

 

 

Very nice work. I've been playing around with this and notice that SNT crashes when calling TIMERA and SETTIMERA. I was able to bypass these calls, but they are used to limit keypress repetition speed, so the menu stops working after first keypress. However, the game is no longer crashing.

Not entirely sure how to proceed further here, I tried mimicking the behaviour of these functions, but so far no luck getting it to work, crashes whenever I touch the context stack.

 

Edited by redddor

Share this post


Link to post
Share on other sites
redddor

After some more fiddling I made this ASI, which injects avail's scripthookhook.dll into scripthook.dll and does some basic trickery so Simple Native Trainer partially works.

However, there are several native calls which cause a crash: So far I found TIMER(A/B/C) and SETTIMER(A/B/C), REQUEST_MODEL, TASK_SIT_DOWN, TASK_CAR_DRIVE_WANDER and PLAY_SOUND_FROM_POSITION. There are probably more.

To make SNT work I reimplemented the timerfunctions, for the others I made some functionality that allows to disable calls to certain natives. The lack of REQUEST_MODEL is probably the worst - when spawning cars/peds/objects the trainer waits until the requested model is loaded, which renders it unusable until the object is loaded naturally in-game. Apart from that, a lot actually works. You can edit the ignorelist if you encounter more crashing natives.

I only tested it with Alexander's ASI loader. My ASI must be loaded first and his ASI-Loader seems to load the plugins sorted by filename, which is good. When another scripthook-ASI is loaded first, none of this will work.

Of course, all this is just a big hack on top of another big hack for an outdated scripthook. It's really far from perfect. However, any pointers to find out why these certain native calls crash are greatly appreciated.

 

I included the source as well as the scripthookhook-source, compile with freepascal (zoink!). I slightly modified scripthookhook to export two functions which I use, because I couldn't get out of my comfort zone.

Again, kudos to avail for making his work avail-able. *bada-bumm-tsss*

Share this post


Link to post
Share on other sites
Zolika1351

 

After some more fiddling I made this ASI, which injects avail's scripthookhook.dll into scripthook.dll and does some basic trickery so Simple Native Trainer partially works.

 

However, there are several native calls which cause a crash: So far I found TIMER(A/B/C) and SETTIMER(A/B/C), REQUEST_MODEL, TASK_SIT_DOWN, TASK_CAR_DRIVE_WANDER and PLAY_SOUND_FROM_POSITION. There are probably more.

 

To make SNT work I reimplemented the timerfunctions, for the others I made some functionality that allows to disable calls to certain natives. The lack of REQUEST_MODEL is probably the worst - when spawning cars/peds/objects the trainer waits until the requested model is loaded, which renders it unusable until the object is loaded naturally in-game. Apart from that, a lot actually works. You can edit the ignorelist if you encounter more crashing natives.

 

I only tested it with Alexander's ASI loader. My ASI must be loaded first and his ASI-Loader seems to load the plugins sorted by filename, which is good. When another scripthook-ASI is loaded first, none of this will work.

 

Of course, all this is just a big hack on top of another big hack for an outdated scripthook. It's really far from perfect. However, any pointers to find out why these certain native calls crash are greatly appreciated.

 

I included the source as well as the scripthookhook-source, compile with freepascal (zoink!). I slightly modified scripthookhook to export two functions which I use, because I couldn't get out of my comfort zone.

 

Again, kudos to avail for making his work avail-able. *bada-bumm-tsss*

 

 

Could you also make it compatible with EFLC 1.1.3.0? That seems to crash on load and the Scripthook log says

[FATAL] Failed to detect game version

Share this post


Link to post
Share on other sites
redddor

Could you also make it compatible with EFLC 1.1.3.0?

 

 

 

Actually, yes. I modified avail's scripthookhook so it also patches EFLC1.1.3.0 - just had to adjust some offsets. Beware, it's barely tested, but I don 't see why it should work any less, apart from the known problems stated in my earlier post. Same download url.

 

Edited by redddor

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.