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Link2012
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For some weird reason Aztecas_5's Fixed map causes 4 crashes

No issue here.

In fact, does Azteca_5's Map Fixes have a vegasxref.ipl? Mine doesn't!

I downloaded it from the main page, is that right?

 

format c:'s restored peds crash too

You are missing OpenLA!!!

 

Oops I forgot OpenLA raises the ped limit too. My mistake.

You're right that file isn't included at all. I wonder where it came from? Maybe leftover from old version or something.

Yeah now everything works although I wonder why it'd crash just because of a IPL file.

 

Is there any reason CLEO files wouln't work with modloader other than path issues? Your script for removing noise from NVG/TVG only works in cleo folder even though it's fairly simple.

Edited by Blackbird88
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Oh yeah! Can't wait o test this new version, amazing work as always Link.

 

Btw, I was thinking about a possible feature for the next version, you know many people play SA-MP and most mods won't work with it so it would be nice to have an option to disble certain mods once the SA-MP exe is launched. For example you have like 30 mods in your game, but say like 15 of them are map mods wich obviously won't work with SA-MP and the rest are only texture mods so when SA-MP is launched it automatically disables the map mods or something like that.

Edited by StrafeBolt

jYzLR2j.png

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Also is the infamous hands.dff bug still present or is this something else?

 

Importing model file for index 386 at "modloader\cj with fingers\hands.dff"Importing model file for index 386 at "modloader\cj with fingers\hands.dff"Removing imported model file at index 387Removing imported model file at index 387Removing imported model file at index 388Removing imported model file at index 388Removing imported model file at index 390Game version: GTA SA 1.0 USUnhandled exception at 0x00749B7B in gta-sa.exe (+0x349b7b): 0xC0000005: Access violation reading location 0x00000008.    Register dump:        EAX: 0x00000000  EBX: 0x00000000  ECX: 0x00000000  EDX: 0x0086C120          EDI: 0x00000008  ESI: 0x00000000  EBP: 0x0A5AF8EC  EIP: 0x00749B7B          ESP: 0x0028F69C  EFL: 0x00010246  CS: 0x00000023   SS: 0x0000002B           GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B               Stack dump:        0x0028F69C:  0A5AF8A8 00000000 0A5AF8EC 00000000 0073483D 00000000        0x0028F6B4:  00734810 0028F6BC 00000000 004D672B 00000000 0A570970        0x0028F6CC:  005E489E 00000000 0A5AF8A8 0A570970 005DDCB5 0000011C        0x0028F6E4:  0A5AF8A8 00000006 00000006 0A570970 0028F744 0083D788        0x0028F6FC:  00000000 00612834 00000001 0A5AF8A8 00000006 00000001        0x0028F714:  00000000 00000000 0028F8F8 00000000 0028F914 0028F7B4        0x0028F72C:  3F800000 005645D2 44A77571 C49832B2 41755967 00533522        0x0028F744:  0028F7EC 0083EE28 00000001 00613B84 0A570970 00000001        0x0028F75C:  0028F770 00000000 0A5F6F28 0A5AF8A8 0000000D 44A77577        0x0028F774:  C49834D3 417131AA 44AA0264 C4AC530B 4156E57D 006D1A7F        base: 0x00090000   top: 0x0028F69C   bottom: 0x00290000            Backtrace:        =>0x00749B7B in gta-sa.exe (+0x349b7b) (0x0028F6A8)           0x0073483D in gta-sa.exe (+0x33483d) 

 



And I just found out the restored peds don't work, because :D

No handler or callme for file "pedgrp.dat"
Edited by Blackbird88
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for fingers:

Ok, this is weird, did you get it from here? Worked fine on here.

 

and about pedgrp and other data files don't worry 'cuz it will come much faster than before since it's WAYYYY easier to add new data files with this new std.data

Edited by LINK/2012
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Just a suggestion. Are you going to implement support for ZIPped mods?

Edited by Claude Liberty
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The hands.dff is identical to the one I am using.

 

Also here is link to your compiled script I was talking about. It doesn't work in modloader folder for some weird reason even though there are no paths or anything.

http://www.mediafire.com/download/5s4szko4zs1f61i/SA_PS2_NVG_IVG_RemovedNoise.zip

Edited by Blackbird88
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Btw, I was thinking about a possible feature for the next version, you know many people play SA-MP and most mods won't work with it so it would be nice to have an option to disble certain mods once the SA-MP exe is launched. For example you have like 30 mods in your game, but say like 15 of them are map mods wich obviously won't work with SA-MP and the rest are only texture mods so when SA-MP is launched it automatically disables the map mods or something like that.

I thought about that, I'll sure implement it at some point

 

Just a suggestion. Are you going to implement support for ZIPped mods?

Nope, once I had this in mind but wouldn't really work as expected :/

 

The hands.dff is identical to the one I am using.

 

Also here is link to your compiled script I was talking about. It doesn't work in modloader folder for some weird reason even though there are no paths or anything.

http://www.mediafire.com/download/5s4szko4zs1f61i/SA_PS2_NVG_IVG_RemovedNoise.zip

It's working fine on here too::

Starting injected cleo script search 0D2DDCF0 for version '0'...Injecting extra scripts into search 0D2DDCF0...Injecting cleo script "modloader\quick series\qtn\qtn.cs"Injecting cleo script "modloader\quick series\qvhs\cleo\qvhs_bylink.cs"Injecting cleo script "modloader\quick series\qws\cleo\cpad.docheats_numpad_and_keypressedflag.cs"Injecting cleo script "modloader\quick series\qws\cleo\qws.cs"Injecting cleo script "modloader\ps2 nightvision\nvg_ivg_removednoise_ps2.cs"Finishing injected cleo script search 0D2DDCF0...Starting injected cleo script search 0D2DDD80 for version '4'...Finishing injected cleo script search 0D2DDD80...Starting injected cleo script search 0D2DD990 for version '3'...Finishing injected cleo script search 0D2DD990...

Your game is doing tricks on me!

but this hand.dff thing is still weird

Edited by LINK/2012
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Do you mean it works ingame? Because log shows it's loaded, but the grain is still there.

 

Meanwhile I put EHI in modloader and everything JUST WORKS! This is dream come true.

Edited by Blackbird88
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Do you mean it works ingame? Because log shows it's loaded, but the grain is still there.

Yep it works. Do you use CLEO 4.3 or another version? It may be something that went unnoticed tho me. Also does it happen with all scripts (none works) or just that one?

Also just got that crash you got with the hands, except it's not caused by the hands but a cop model, I'll investigate what's going on.

Edited by LINK/2012
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Sorry if I'm asking about obvious thing, but do I need Open LA if I use latest 2DFX ? It kinda has some limit adjuster :)

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Do you mean it works ingame? Because log shows it's loaded, but the grain is still there.

Yep it works. Do you use CLEO 4.3 or another version? It may be something that went unnoticed tho me. Also does it happen with all scripts (none works) or just that one?

Also just got that crash you got with the hands, except it's not caused by the hands but a cop model, I'll investigate what's going on.

 

I have the latest version 4.3.18. Works only in the CLEO folder :(

 

Sorry if I'm asking about obvious thing, but do I need Open LA if I use latest 2DFX ? It kinda has some limit adjuster :)
Yeah you do. I'm not sure which one one is newer though. The one included with 2dfx or the standalone. Most likely the standalone I guess.
Edited by Blackbird88
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Actually I think that the 2DFX's one is newer because at least StaticShadows string was removed due to it's crashness :)

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Quick fix, nobody probably noticed but hey

Mod Loader v0.2.2 Hotfix 1:

  • Fixed some textures being detected as sprites because of it's path.

https://github.com/thelink2012/modloader/releases

 

Oh and Blackbird, Fixed Peds by format c: is broken, it's not actually his fault but mine with town_adjuster.asi, delete it and you'll be fine with that finger crash, I'm gonna report this bug on it's thread.

Edited by LINK/2012
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Quick fix, nobody probably noticed but hey

Mod Loader v0.2.2 Hotfix 1:

  • Fixed some textures being detected as sprites because of it's path.

https://github.com/thelink2012/modloader/releases

 

Oh and Blackbird, Fixed Peds by format c: is broken, it's not actually his fault but mine with town_adjuster.asi, delete it and you'll be fine with that finger crash, I'm gonna report this bug on it's thread.

Ah so that's the culprit.

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This may be just in my game, your Birds Update Mod seems to not be working with ModLoader... I can't see any birds in-game :S

jYzLR2j.png

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The v0.2.2 w/ hotfix 1 still crashes, I don't know why. Here the modloader log with the last line what I think is the problem. Instead the v0.1.15 works correctly with all of my mods.

 

 

Loading custom scene "C:\Users\Inv\AppData\Local\modloader\gta3.std.data\1\vegasn.ipl"Game version: GTA SA 1.0 USUnhandled exception at 0x00534134 in gta_sa.exe (+0x134134): 0xC0000005: Access violation reading location 0x00000000.    Register dump:        EAX: 0x00000000  EBX: 0x0000020D  ECX: 0x00B1D7BC  EDX: 0x0DFD4E68          EDI: 0x00000000  ESI: 0x0DFD4E68  EBP: 0x008E2C90  EIP: 0x00534134          ESP: 0x0022F658  EFL: 0x00010216  CS: 0x0000001B   SS: 0x00000023           GS: 0x00000000   FS: 0x0000003B   ES: 0x00000023   DS: 0x00000023               Stack dump:        0x0022F658:  0DFD4E68 00000001 00534900 0DFD4E30 00000000 0DFD4E30        0x0022F670:  008E2C90 0000020D 00000000 0DFD4E30 4506C316 450503D0        0x0022F688:  45121646 44FE05B6 00533032 0022F69C 0DFD4E68 4506C316        0x0022F6A0:  450503D0 45121646 44FE05B6 00563257 0000012A 005B534D        0x0022F6B8:  0DFD4E68 0000000F 0DFD68A8 005B8A84 0000006A 0022F70C        0x0022F6D0:  0000000F 00BCC76C 00000000 0D8225D0 0429AF8C FFFFFF01        0x0022F6E8:  00000000 005B92CC 0022F70C 0022F70C 0022F7DC 0022F7A0        0x0022F700:  0022F754 FFFFFFFF 00000000 61746164 70616D5C 65765C73        0x0022F718:  5C736167 61676576 692E6E73 00006C70 6E94BE69 00000000        0x0022F730:  0022F7EC 6E912BE8 0022F7C8 0022F7DC 0022F7A0 0022F7B8        base: 0x00030000   top: 0x0022F658   bottom: 0x00230000            Backtrace:        =>0x00534134 in gta_sa.exe (+0x134134) (0x0022F65C)           0x00534900 in gta_sa.exe (+0x134900) (0x0022F68C)           0x00533032 in gta_sa.exe (+0x133032) (0x0022F6A8)           0x00563257 in gta_sa.exe (+0x163257) (0x0022F6B0)           0x005B534D in gta_sa.exe (+0x1b534d) (0x0022F6C0)           0x005B8A84 in gta_sa.exe (+0x1b8a84) (0x0022F6E8)           0x005B92CC in gta_sa.exe (+0x1b92cc)         Shutting down Mod Loader...Unloading plugin "gta3.std.asi"Unloading plugin "gta3.std.bank"Unloading plugin "gta3.std.fx"Unloading plugin "gta3.std.movies"Unloading plugin "gta3.std.scm"Unloading plugin "gta3.std.text"Unloading plugin "gta3.std.sprites"Unloading plugin "gta3.std.stream"Unloading plugin "gta3.std.data"Mod Loader has been shutdown.Shutting down menu...

 

 

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Yes f*ck this IPL merger

Send me those mods using vegasn btw

Edited by LINK/2012
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I know there's a few things that need to be fixed first, but afterwards will you be implementing all types of .WAV files?

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silentkiller44

Fell sick, couldn't check this topic for two days, and that's when you release std.data. Nice timing :p

 

So a late but great THANKS :D

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yay, finally it's here! std.data!!!!!!

 

Mod Loader v0.2.2

  • The game version GTA San Andreas 1.0 EU is now supported.
  • The data merger and overriden plugin std.data is back up and running but even better.
  • Just like before, gta.dat, .ipl, .ide, handling.cfg, carmods.dat plants.dat, water.dat mergers and timecyc.dat & popcycle.dat overriders are supported...
  • Just like before, again, reading data lines from readme files are suppported (gta.dat, handling.cfg, carmods.dat, carcols.dat, veh_mods.ide, vehicles.ide, peds.ide).
  • Seeking our current goals, all those data files and readmes are refreshable in game except for gta.dat and it's friends .ipl and .ide.
  • Implemented carcols.dat merger and readme reader.
  • Implemented caching for mergeable data files so it does not need to merge every time the game loads.
  • Any custom timecyc is now loaded properly on SAMP.
  • Lazy loading of default.dat & gta.dat which allows a dynamic loading screen progress, fixing it flickering when there's few entries in gta.dat.
  • IPL and IDE files given to modloader don't need to be registered in gta.dat to work nor they need to be in the correct path.
  • Fixed the loader not creating the default plugin.ini file.
  • Fixed Mod Loader FXT hooks mistakenly relying on CLEO hooks.
  • Fixed the fixed COLFILE command which fixes the game's COLFILE gta.dat command being problematic with zero-sized collision files.

Download

 

Now I just need to finish the menu, implement automatic refreshing, fix some tiny things and we're done to a stable release which goes into GTA Garage :)

Oh, and enjoy the full power of vehicle modding with all the necessary data files and refreshes if you don't want to get out of the game, it felt awesome under my hands.

 

@saadsaadma

Guess what, nah :p. Not sure when I'll be support it. Not a common kind of mod so it's not really a priority atm.

Sir,i love you,this is soo fuc*ing awesome!

 

EDIT: Timecyc still doesnt work D:

 

EDIT2: WORKS! Didnt had gta_sa crack for timecyc :D

Edited by dimitrirock
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Mod Loader takes care of hacking the loading of timecyc for SAMP only if the timecyc is on modloader directory.

Edited by LINK/2012
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So will you add option to stream whole radar at once please? Having separate script that isn't even in OP shouldn't be needed IMO

Edited by Blackbird88
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So will you add option to stream whole radar at once please? Having separate script that isn't even in OP shouldn't be needed IMO

I don't know! The proper solution would be to add caching of little files in one bigger file, but I'm not sure when I'll be doing this.

Adding the FullStreamRadar, which isn't exactly a good solution either would be better if it streamed more neighbors radars instead of the entire radar, isn't really on the actual purpose of the loader.

 

And allowing all types of .WAV files instead of PCM 16 bit please? :D

Oh sorry for missing your post.

I may be looking into it but I'm not sure when, IMO porting to III/VC is a higher priority after the GTAGarage release.

Edited by LINK/2012
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Oh sorry for missing your post.

 

I may be looking into it but I'm not sure when, IMO porting to III/VC is a higher priority after the GTAGarage release.

No problem, take your time. :^:

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I am seriously so happy that III/VC version is really coming. I'll have to diff all the files from III Xbox mod and VC 10th anniversary so I don't have to mess with the original files anymore :)

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In the last update modloader founds vehicles.ide line, but not working with it:

Parsing readme file "modloader\transport\hondansxr(supergt)\readme.txt"Found vehicles handling line for 'modloader\transport\hondansxr(supergt)\readme.txt':26: SUPERGT 1340.0 4000.0 1.0 0.0 0.15 -0.25 85 0.75 0.8 0.45 5 296.37 26.0 50 R P 7.0 0.8 1 30.0 1.05 0.135 5 0.22 -0.08 0.5 0.2 0.2 0.50 85000 40002804 01d0000f 1 1 0Found object types line for 'modloader\transport\hondansxr(supergt)\readme.txt':32: 506   supergt   supergt   car    SUPERGT   SUPERGT   null  executive   5   0  0   -1  0.6638  0.7058   0Found vehicle colours line for 'modloader\transport\hondansxr(supergt)\readme.txt':38: supergt  86 8  1 1  0 1  3 1  6 1  15 1  79 1  61 1Found vehicle upgrades line for 'modloader\transport\hondansxr(supergt)\readme.txt':44: supergt  nto_b_l  nto_b_s  nto_b_twLoading custom vehicle colours "C:\Users\ibilnaz95\AppData\Local\modloader\gta3.std.data\0\carcols.dat"Loading custom vehicle upgrades "C:\Users\ibilnaz95\AppData\Local\modloader\gta3.std.data\0\carmods.dat"Loading custom vehicles handling "C:\Users\ibilnaz95\AppData\Local\modloader\gta3.std.data\0\handling.cfg"Done updating gta3.std.data state. 

Fix it, please :)

 

 

 

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hmm show me the entire log? maybe on pastebin.com if GTAF do not allow too much text.
Also from my experiences it's working all right, so the mod in question would be a good try for me too.

EDIT: Oh, are you refreshing this thing in-game? Yeah, IDE and IPL files cannot get refreshed after the loading screen.

Edited by LINK/2012
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Stupid question here:

 

How to disable a certain mod from the menu? (I tried but no hope)

 

thanks and sorry for the (somewhat) stupid question ^^

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