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Recommended Posts

Crspy

I was thinking about removing the in-game menu based on the San Andreas's CMenuManager and use one based on hooking the rendering process, independent of game.

 

Issues with CMenuManager:

  • Extending it is a pain in the ass, even the simplest of the additions.
  • Limited support for character encodings: Uses arbitrary SA fonts.
  • Lots of addresses to be aware of.
  • III's and Vice City's CMenuManager seems to be even worse.

Truth is, some of the ini configurations aren't allowed to be edited in the menu only because of those limitations.

 

Using it was a good experiment, but it's time to move forward. In fact, the menu being a plugin is what I definitely want, instead of part of the core asi.

 

still nothing yet about the incompatibility with Imvehft mod ?

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LINK/2012

This is a known issue for a long time, yes, the mods are incompatible with each other. I'll try to contact DK so we can find out what to do about it.

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little_idiot

 

still nothing yet about the incompatibility with Imvehft mod ?

What kind of incompability are you talking? Just wondering as I have 2.1.1 together with Modloader... And I don't have any problems :blink:

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Laremi Story

Eh, sorry to plug the thread with support but it'd be nice if someone could decode this error so I can find out what's causing the crash on my game - happens during or just a little bit after 'Ryder'.

Game version: GTA SA 1.0 USUnhandled exception at 0x0047F519 in gta_sa.exe (+0x7f519): 0xC0000005: Access violation writing location 0x0000000C.    Register dump:        EAX: 0xFFFFFFFF  EBX: 0x00000000  ECX: 0x00A46D54  EDX: 0x42419FBE          EDI: 0x00A8F330  ESI: 0x00A8F170  EBP: 0x00000000  EIP: 0x0047F519          ESP: 0x0028F8BC  EFL: 0x00210203  CS: 0x00000023   SS: 0x0000002B           GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B               Stack dump:        0x0028F8BC:  FFFFFFFF 00000000 00A8F330 00A8F170 00000000 00000001        0x0028F8D4:  00000001 00A8F330 00A8F170 0000001C 090EF94C 00000001        0x0028F8EC:  00000000 00000000 0028F980 00837D3B FFFFFFFF 00469FF7        0x0028F904:  0000029B 00A8F170 00000000 0046A220 00000000 039804A0        0x0028F91C:  0028F974 FFFFFFFF 00000021 FFE1E1E1 80808080 FF000000        0x0028F934:  5EC9C646 00000000 0053BFCC 01949A40 019BB898 FFFFFFFF        0x0028F94C:  00561C5D 3FD55333 47D8DA80 5EC9C5F8 019BB898 0053E986        0x0028F964:  5E39DCCA 019BB898 5E39E130 00000001 0028F98C 5E39C643        0x0028F97C:  0028F9AC 0028F9C4 5E3EA858 00000000 0028F9B4 5E39E06E        0x0028F994:  5E3EFAB0 01949A40 5E39316D 00000000 0028F994 0028F9CC        base: 0x00090000   top: 0x0028F8BC   bottom: 0x00290000            Backtrace (may be wrong):        =>0x0047F519 in gta_sa.exe (+0x7f519)

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fastman92

 

Eh, sorry to plug the thread with support but it'd be nice if someone could decode this error so I can find out what's causing the crash on my game - happens during or just a little bit after 'Ryder'.

 

Game version: GTA SA 1.0 USUnhandled exception at 0x0047F519 in gta_sa.exe (+0x7f519): 0xC0000005: Access violation writing location 0x0000000C.    Register dump:        EAX: 0xFFFFFFFF  EBX: 0x00000000  ECX: 0x00A46D54  EDX: 0x42419FBE          EDI: 0x00A8F330  ESI: 0x00A8F170  EBP: 0x00000000  EIP: 0x0047F519          ESP: 0x0028F8BC  EFL: 0x00210203  CS: 0x00000023   SS: 0x0000002B           GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B               Stack dump:        0x0028F8BC:  FFFFFFFF 00000000 00A8F330 00A8F170 00000000 00000001        0x0028F8D4:  00000001 00A8F330 00A8F170 0000001C 090EF94C 00000001        0x0028F8EC:  00000000 00000000 0028F980 00837D3B FFFFFFFF 00469FF7        0x0028F904:  0000029B 00A8F170 00000000 0046A220 00000000 039804A0        0x0028F91C:  0028F974 FFFFFFFF 00000021 FFE1E1E1 80808080 FF000000        0x0028F934:  5EC9C646 00000000 0053BFCC 01949A40 019BB898 FFFFFFFF        0x0028F94C:  00561C5D 3FD55333 47D8DA80 5EC9C5F8 019BB898 0053E986        0x0028F964:  5E39DCCA 019BB898 5E39E130 00000001 0028F98C 5E39C643        0x0028F97C:  0028F9AC 0028F9C4 5E3EA858 00000000 0028F9B4 5E39E06E        0x0028F994:  5E3EFAB0 01949A40 5E39316D 00000000 0028F994 0028F9CC        base: 0x00090000   top: 0x0028F8BC   bottom: 0x00290000            Backtrace (may be wrong):        =>0x0047F519 in gta_sa.exe (+0x7f519)

SCM command by the name of CREATE_OBJECT_NO_OFFSET executed.

Argument of model ID was negative (-309) and pointed into an array of CTheScripts::UsedObjectArray.

CTheScripts::UsedObjectArray[309].dwModelIndex = -1; however

 

Model as defined by the name in main.scm for -309 index is not registered in your game.

Edited by fastman92

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Laremi Story

Argument of model ID was negative (-309) and pointed into an array of CTheScripts::UsedObjectArray.

CTheScripts::UsedObjectArray[309].dwModelIndex = -1; however

 

Model as defined by the name in main.scm for -309 index is not registered in your game.

 

Thank you, I fixed it. :)

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nicefunfungal

I'm very curious but,how would i integrate CLEO,and CLEO mods with this?

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LINK/2012

I'm very curious but,how would i integrate CLEO,and CLEO mods with this?

Just drag and drop the cleo script, or CLEO directory, plus anything else into a directory in Mod Loader.

You need CLEO installed in the main game directory.

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Gaston86

hello LINK / 2012 I wonder if will release an update of modloader

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pep legal

I don't know if my request could be remotely possible...but :

 

...Could Modloader switch between different models as player changes places ?

 

I mean...We could have 5 sets of Peds (models+textures) for each region (SF, LS, LV, Country and Desert) and Modloader would only load the set associated with place where player is at the moment.

 

That would be a workaround for that infamous Pedgrp.dat limitation.

 

Thanks.

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LINK/2012

That would be a matter for another mod, wouldn't it!?!

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imefromsweden7

Why does it say: Mod Loader "This game is not supported Game Info: UNKNOWN GAME"? did i download wrong mod loader verision or do i need to upgrade my gta sa to a v1 or v3? i have v2 right now.

 

Windows 7

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TJGM

Downgrade it to 1.0.

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FMHn

sorry if i'm ask like this, but is mod loader support for GTA 3? or GTA 3 have tools like mod loader or something else?
thanks btw :)

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uncaged

sorry if i'm ask like this, but is mod loader support for GTA 3? or GTA 3 have tools like mod loader or something else?

thanks btw :)

No, unfortunately. Only old-school modding. But we are still waiting, hoping and believing that ML for III/VC or some successor will be released someday :)

Edited by uncaged

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LINK/2012

5 People, 1 Account.

 

P1E6tsz.png

 

TT2Ghsi.png

 

N0Nc6ly.png

 

3WG500H.png

Edited by LINK/2012

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El Dorado

seems like honest and legit reviews to me

 

where's III/VC versions? anda logo quéssa porra rapá

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Claude_Lib

That's probably my English, but I don't get what does that "5 people" mean. Was that single post written by different guys? Not something I'd notice then.

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TJGM

That's probably my English, but I don't get what does that "5 people" mean. Was that single post written by different guys? Not something I'd notice then.

Apparently it's 5 people on one account talking stupid about Mod Loader, not sure on this though.

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little_idiot

I know it is possible to load ASI-plugins by Modloader. Can someone write the very short tutorial? I mean which folder should I use to put plugins? Also there should be a possibility to manage loading sequence for the plugins, right? Like if I want "Plugin1" to be loaded first and "Plugin2" - second, but not in another way.

Thanks.

Edited by little_idiot

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psychosomatic

- Do not replace any original file, all the mods are installed by injection on the fly.

 

Does it mean that I don't need to use SteamFix anymore?

 

And how to install cleo mods in modloader today? (August, 2015)

Edited by psychosomatic

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LINK/2012

 

- Do not replace any original file, all the mods are installed by injection on the fly.

Does it mean that I don't need to use SteamFix anymore?

 

And how to install cleo mods in modloader today? (August, 2015)

 

You do need StreamFix, I don't see how the pointed feature eliminates the need for the fix.

Just drag and drop the mod files, don't mind anything else.

 

 

 

I know it is possible to load ASI-plugins by Modloader. Can someone write the very short tutorial? I mean which folder should I use to put plugins? Also there should be a possibility to manage loading sequence for the plugins, right? Like if I want "Plugin1" to be loaded first and "Plugin2" - second, but not in another way.

Thanks.

Any folder, it's like any other normal mod.

For the loading order, change the Priority value in the Menu -> Options -> Mod Configuration -> Mods -> Plugin1

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psychosomatic

 

 

- Do not replace any original file, all the mods are installed by injection on the fly.

Does it mean that I don't need to use SteamFix anymore?

 

And how to install cleo mods in modloader today? (August, 2015)

 

You do need StreamFix, I don't see how the pointed feature eliminates the need for the fix.

Just drag and drop the mod files, don't mind anything else.

 

 

I formulated my question wrong. I've seen you first screenshot and I saw some interesting folders such as "cleo" and "steamfix". I think, after seeing those folders, I can put my SteamMemory on modloader; but how?

About cleo, then I suppose, I have to put cleo mods in the default cleo folder, as always..

 

Some problems I had: sometimes some car mods don't load, even refreshing them. I have a folder called "cars" and inside of it, lots of folders with cars. Thus:

 

910.png

 

Some cars are loaded correctly, and some others do not load. Are they installed correctly?

Is it possible to make that modloader (in future versions) read "separated" folders and what is inside of each one, instead of full ones?

 

Anyway, this mod is essential in my opinion; and it's one of the best ones ever created. It simplifies your life a lot. Keep it up!

Edited by psychosomatic

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LINK/2012

So, I think I'll indeed follow that small releases process.

Mod Loader v0.2.5

  • Support for UTF-8, UTF-16 and UTF-32 readme files.
  • Support for 32GB img archives. (thanks fastman92)
  • Readme files are now limited to 60KB instead of 10KB.
  • Fixed GTA San Andreas 1.0 EU support crashing on SAMP.

Get it.

@psychosomatic
You can use CLEOs in Mod Loader. As I said, don't worry, just drop the mod folder and have fun.
Your image is not loading... Anyway, send the modloader.log.
Hm, I didn't understand the suggestion.

Edited by LINK/2012

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Inadequate

 

 

So, I think I'll indeed follow that small releases process.

 

Mod Loader v0.2.5

  • Support for UTF-8, UTF-16 and UTF-32 readme files.
  • Support for 32GB img archives. (thanks fastman92)
  • Readme files are now limited to 60KB instead of 10KB.
  • Fixed GTA San Andreas 1.0 EU support crashing on SAMP.

Get it.

 

 

 

 

 

X0cu0eg.jpg

 

 

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Shooter Hex

I use modloader to load a .cs3 script(make CLEO 3 script compatible with CLEO4) and it crashed :/

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supra107

It's a great mod, but i have several questions:

 

-Does the mods include CLEO and ASI scripts?
-How do I add mods that edit some lines in other file ie. car mods with custom handling, colors and mods?
-Can I add mods that are .DLLs to ModLoader?

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SilverRST

So, I think I'll indeed follow that small releases process.

 

Mod Loader v0.2.5

  • Support for UTF-8, UTF-16 and UTF-32 readme files.
  • Support for 32GB img archives. (thanks fastman92)
  • Readme files are now limited to 60KB instead of 10KB.
  • Fixed GTA San Andreas 1.0 EU support crashing on SAMP.

Get it.

 

@psychosomatic

You can use CLEOs in Mod Loader. As I said, don't worry, just drop the mod folder and have fun.

Your image is not loading... Anyway, send the modloader.log.

Hm, I didn't understand the suggestion.

My life in GTA SA is nothing without Mod Loader.

Thanks a lot!

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-Anti-

Mod Loader v0.2.5

  • Support for UTF-8, UTF-16 and UTF-32 readme files.

 

Would it be possible to have that support for folder names too? Because they are still able to randomly disable many mods.

(I just experimented a bit with folder names just for fun and some cyrillic names for folders in the modloader directory even manage to prevent the game from starting at all.)

 

-Does the mods include CLEO and ASI scripts?

-How do I add mods that edit some lines in other file ie. car mods with custom handling, colors and mods?

-Can I add mods that are .DLLs to ModLoader?

1. Just install Cleo and asi files like any other file.

2. Put the relevant lines in a .txt file; Since mostly the readmes are txt. files you dont have to do anything exept drag and drop.

3. yes

btw: Most of this is written in the first Post of this thread.

Edited by -Anti-

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LINK/2012

 

Mod Loader v0.2.5

  • Support for UTF-8, UTF-16 and UTF-32 readme files.

Would it be possible to have that support for folder names too? Because they are still able to randomly disable many mods.

(I just experimented a bit with folder names just for fun and some cyrillic names for folders in the modloader directory even manage to prevent the game from starting at all.)

 

Yes, that's the plan on the long term.

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