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Recommended Posts

[WC]Cloud

it works fine but I have a question.

Why does an older version of modloader works with firstperson mod v3 but the new version of modloader can't handle this ?

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Inadequate

Hey LINK, I think you forgot update the GTAGarage download to the latest modloader version: 0.2.5. :)

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[WC]Cloud

Hey LINK, I think you forgot update the GTAGarage download to the latest modloader version: 0.2.5. :)

Download

Mod Loader will always get updated thought GTAGarage, with stable enough releases:

http://www.gtagarage.com/mods/show.php?id=25377

 

Although you can also find the latest,maybe unstable, release on GitHub (recommended)

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

 

 

your welcome :r*:

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LINK/2012

It's actually because uploading on GTAGarage is not working for me.

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ThirteenAG

I guess someone forgot to update the gtagarage :whistle:

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Inadequate

I guess someone forgot to update the gtagarage :whistle:

 

I told him this too, above. :p

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ThirteenAG

I told him this too, above. :p

But I mean THE gtagarage, not the links :)

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uncaged

Hello!
If I have several of the SAME IPLs and all of them with the same priority, will modloader merge them?

Or I have to decide what map fixes pack I prefer more and setup different priorities ?

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LINK/2012

Hello!

If I have several of the SAME IPLs and all of them with the same priority, will modloader merge them?

Or I have to decide what map fixes pack I prefer more and setup different priorities ?

The priorities doesn't affect merging... Anyway, there's no IPL merger, so yeah, you'll need to decide one map pack by priority.

  • Like 1

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uncaged

Oh, I see. This question was torturing me for the long time. Thanks for clarifying !

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LINK/2012

Skin Selector v2.1ML

No need for introduction, everyone knows this mod.
This modification of Skin Selector is made specifically to run with Mod Loader, so that you put skins in a directory instead of a img.

7SdYi5Ml.png

Download

Legal Disclaimer
Created by Ryosuke839 (http://hotmist.ddo.jp/). All rights reserved to him.
Slightly modified to work with Mod Loader by me, LINK/2012 ([email protected]).

No permision was given to make this derived work. Thus, I might be infriging his intelectual property, I don't think he cares, but this disclaimer is still up here.

I'm not a lawyer.

  • Like 8

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El Dorado

I'm not a lawyer.

 

What do you need when a lawyer is buried up to his neck in cement?

 

 

More cement

 

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SilverRST

 

I'm not a lawyer.

 

What do you need when a lawyer is buried up to his neck in cement?

 

 

More cement

 

 

Cement truck is on the way to bury his ass but because this sh*t gets better and better, let's bribe a lawyer and a cop and not sue his ass!

 

CementTruck-GTASA-rear.jpg

  • Like 1

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goodidea82

Mod Loader (0.2.4) does not support ini-files? :blink: Does 0.2.5 support them? (the change-log doesn't say)

 

 

 

...Scanning files at "modloader\campingmobilesavehousev2_trailerattach\"...Found file [0x0000000262B0B61B] "cleo\CampingMobileSaveHouseV2.cs" with handler "gta3.std.asi"Found file [0x000000017E3CFAA5] "cleo\CLEO_TEXT\CampingMobileSaveHouse.fxt" with handler "gta3.std.text"Found file [0x0000000145FDC8E9] "cleo\CLEO_TEXT\TrailerAttach.fxt" with handler "gta3.std.text"No handler or callme for file "cleo\MobileSaveHouse.ini"Found file [0x00000002D00A1F3D] "cleo\SpawnTrailers1.cs" with handler "gta3.std.asi"Found file [0x00000002859E23EB] "cleo\TrailerAttach.cs" with handler "gta3.std.asi"No handler or callme for file "cleo\TrailerAttach.ini"No handler or callme for file "cleo\VDoorOpener.ini"Found file [0x0000000200933372] "cleo\VehicleDoorOpener.cs" with handler "gta3.std.asi"Found file [0x0000000BF848B9D6] "data\handling.cfg" with handler "gta3.std.data"Found file [0x0000000CF02905F4] "data\vehicles.ide" with handler "gta3.std.data"Found file [0x000001044275EC3B] "models\bagboxa.dff" with handler "gta3.std.stream"Found file [0x0000010473D95249] "models\journey.dff" with handler "gta3.std.stream"Found file [0xFFFFFFFFFFFFFFFF] "models\MeritCamping_ReadMe.txt" with handler ""Found file [0x000001042DA04466] "models\rancher.dff" with handler "gta3.std.stream"No handler or callme for file "models\screenshot.jpg"Found file [0x0000010401FFCABC] "models\tropic.dff" with handler "gta3.std.stream"Found file [0x00000104199D1E3E] "models\utiltr1.dff" with handler "gta3.std.stream"Found file [0x0000020427749196] "models\utiltr1.txd" with handler "gta3.std.stream"

 

 

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LINK/2012

Indirectly, when the .cs/.asi opens the .ini (or any other file, does not matter) it'll find the one at the modloader directory correctly, so you should be fine.

Edited by LINK/2012

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dimitrirock

I like the latest update,keep it up buddy,I love this plugin,one of the best so far in the past few years.

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goodidea82

FYI: I have found some differences how some opcodes behave when used with and without ML. These differences may cause errors or wrong behavior of scripts. When writing a cleo script these issues can be easily but must be tested explicitly with ML and not just in the normal cleo folder.

 

When executing a script in the normal cleo folder, then the following are equivalent if the files (somefile) are in the cleo folder (pairwise):

 

0AAB: file_exists "cleo\somefile"

0AAB: file_exists "somefile"

0AF0: TMP_INT = get_int_from_ini_file "cleo\somefile" "Sectionname" key "key"

0AF0: TMP_INT = get_int_from_ini_file "somefile" "Sectionname" key "key"

0A92: create_custom_thread "cleo\somefile"

0A92: create_custom_thread "somefile"

 

When executing a script in a ML folder, then the following do NOT work:

 

0AAB: file_exists "somefile" //file is not found

0AF0: TMP_INT = get_int_from_ini_file "somefile" "Sectionname" key "key" //file is not found

0A92: create_custom_thread "cleo\somefile" // CRASH

 

Instead you have to write:

0AAB: file_exists "cleo\somefile"

0AF0: TMP_INT = get_int_from_ini_file "cleo\somefile" "Sectionname" key "key"

0A92: create_custom_thread "somefile" // NOT "cleo\somefile"

  • Like 1

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Blackbird88

Just recalled that you should remove the way you handle nodes. The ones not in gta3.img aren't actually used and can be safely removed so it shouldn't be needed to drop them in the /gta3.img/ folder.

tl;dr handle nodes as any other file kthx

Edited by Blackbird88

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LINK/2012

Just recalled that you should remove the way you handle nodes. The ones not in gta3.img aren't actually used and can be safely removed so it shouldn't be needed to drop them in the /gta3.img/ folder.

tl;dr handle nodes as any other file kthx

But imagine a mod that distributes those nodes (the unused ones) outside the img (a few TC does)...

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Blackbird88

 

Just recalled that you should remove the way you handle nodes. The ones not in gta3.img aren't actually used and can be safely removed so it shouldn't be needed to drop them in the /gta3.img/ folder.

tl;dr handle nodes as any other file kthx

But imagine a mod that distributes those nodes (the unused ones) outside the img (a few TC does)...

 

And what would that change? They'd still get loaded?

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LINK/2012

Yes, how'd I differentiate the nodes that shouldn't be used from the ones that should be used?

Edited by LINK/2012

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Blackbird88

Yes, how'd I differentiate the nodes that shouldn't be used from the ones that should be used?

I don't get it.

  • Mod changes nodes
  • You drop the mod in modloader
  • ????
  • It loads them

Even if the mods change both instances why would it matter? I literally have no idea what you mean. This must be some code stuff :p

 

Ah you mean when mods have changed ones in gta3.img and default SA ones in Data\Path? But that's their fault :D

Actually scratch that. That's outside of ML folder.

 

If the mod wants the nodes to work they have to pack it into gta3.img anyway to not rely on ML.

Edited by Blackbird88

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themaniacboy

So my game crashes after a set amount of minutes when playing. If i let the game run and not do anything, it's fine.

I already tried to test each mod seperately, but couldn't find anything. Only clue was in the log file and that only gets me so far as my experience is very little with them.

Any help would be greatly appreciated as i've recently returned to modding and play San Andreas again. Great times.

 

The log tells me this :

Game version: GTA SA 1.0 US
Unhandled exception at 0x006E3D9C in gta-sa.exe (+0x2e3d9c): 0xC0000005: Access violation reading location 0x00001C1C.
Register dump:
EAX: 0x00001C0C EBX: 0x0000000A ECX: 0x00000000 EDX: 0x00000000
EDI: 0x00C1D2A0 ESI: 0x00000167 EBP: 0x133C8340 EIP: 0x006E3D9C
ESP: 0x0029F73C EFL: 0x00010202 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B
Stack dump:
0x0029F73C: 00000060 00000167 13349F68 00B36B2C 0064EB14 0029F78C
0x0029F754: 00000000 0000000A 13349F68 133C8340 00000000 133DC120
0x0029F76C: 3DB16127 3F7BD317 BABD0047 3E20CDC4 BC628855 37A9F0DF
0x0029F784: 133DC120 13311CF0 13311CF0 00000000 3727DCAB 00650667
0x0029F79C: 0029F800 13349F68 0000000A 0029F800 133FE0A4 0029F7C8
0x0029F7B4: 00000000 133C8140 133DC294 13311CF0 133DC250 80000000
0x0029F7CC: BEDCD22C 3EDD92DD 3F800000 133DC188 133DC120 00000100
0x0029F7E4: 00000000 00000000 00000000 44E6BD74 C4A679A0 4155EB7E
0x0029F7FC: 00000000 44E6BD74 C4A679A0 4155EB7E 133C8300 133DC124
0x0029F814: 133C7F40 00000000 00000000 00000000 00000000 00626A60
base: 0x000A0000 top: 0x0029F73C bottom: 0x002A0000
Backtrace (may be wrong):
=>0x006E3D9C in gta-sa.exe (+0x2e3d9c) (0x0029F748)
0x0064EB14 in gta-sa.exe (+0x24eb14) (0x0029F794)
0x00650667 in gta-sa.exe (+0x250667) (0x0029F824)
0x00626A60 in gta-sa.exe (+0x226a60)
I have the downgraded Steam version. Did everything accordingly to instructions and also installed Silentpatch and Ginput in my main installation folder.
Thanks in advance.

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WarNikolai

This mod is soooo great!

 

Any information about when will be available a version compatible with 2.0 and 3.0?

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SwiffFiffteh

Whew! Just finished reading all 45 pages of this discussion thread. Fascinating.

Gonna download Modloader and give it a try now. Can't believe I didn't know about this tool before, how did I miss it??

 

Here goes...wish me luck! (I promise I won't be back here posting screenshots of file structures and fragments of log files, asking for help)

  • Like 2

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Gaston86

When will you be releasing an update of modloader. What if I would like to be added in a future release reading Audio / CONFIG / BankLkup, BankSlot, EventVol and PakFiles.

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LINK/2012

When will you be releasing an update of modloader. What if I would like to be added in a future release reading Audio / CONFIG / BankLkup, BankSlot, EventVol and PakFiles.

But these files are supported!?

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Gaston86

Seriously it is already compatible with the modloader !!! Great Thank you. I happen to be swayed by the history modlader version of the website github, as I was reading all that version since I found this posting only two AUDIO / STREAMS / file TrakLkUp.dat and StrmPaks.dat that was compatible . But I never imagined as it was compatible with the rest of the Audio file. :lol: :lol: :lol:

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Gaston86

It could give more support or support on this GTA_IV_HUD.asi and QuickOpcode.asi file in modloader. It is not compatible. Please :panic:

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SwiffFiffteh

So I've been using Modloader for three weeks now. And yep, it is awesome. It helped me sort out why the game was crashing on me in a couple of areas, and generally made the whole game so much more stable and robust. I can add and remove mods at will without hassle or risk.

 

Modloader wins the interwebs. All of them.

  • Like 1

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