XeClutch 33 Posted August 14, 2014 Share Posted August 14, 2014 http://pastebin.com/Va2bRu58 Nice looking tool, GTA V uses the Bob Jenkins algorithm, not sure if GTA IV uses it aswell. Take a look at the hash generator I made awhile back. It uses the same algorithm as GTA V. GTA V's hash function actually uses a StrToLower function before hashing may wanna sort your tool out for that I did but when I released people were bitching about it so I removed it. Link to post Share on other sites
Skorpro 129 Posted August 14, 2014 Share Posted August 14, 2014 That tool is for models , not for natives Note: I'm not sure GTA V is using the same hash algorithm like GTA IV but for the natives it seems to work (GET_PLAYER_PED => 0x6e31e993)... My original comment was aimed at that part of his post that's all. It's for both... Example: APP_DATA_VALIDAPP_GET_INTAPP_GET_FLOATAPP_GET_STRINGAPP_SET_INTAPP_SET_FLOATAPP_SET_STRINGAPP_SET_APPAPP_SET_BLOCKAPP_CLEAR_BLOCKAPP_CLOSE_APPAPP_CLOSE_BLOCKAPP_HAS_SYNCED_DATAAPP_SAVE_DATAAPP_DELETE_APP_DATA//... Result... APP_DATA_VALID = 0x72BDE002,APP_GET_INT = 0x2942AAD2,APP_GET_FLOAT = 0xD87F3A1C,APP_GET_STRING = 0x849CEB80,APP_SET_INT = 0x1B509C32,APP_SET_FLOAT = 0xF3076135,APP_SET_STRING = 0x23DF19A8,APP_SET_APP = 0x8BAC4146,APP_SET_BLOCK = 0xC2D54DD9,APP_CLEAR_BLOCK = 0xDAB86A18,APP_CLOSE_APP = 0x3767C7A,APP_CLOSE_BLOCK = 0xED97B202,APP_HAS_SYNCED_DATA = 0x1DE2A63D,APP_SAVE_DATA = 0x84A3918D,APP_DELETE_APP_DATA = 0x2A2FBD1C,//... Nice looking tool, GTA V uses the Bob Jenkins algorithm, not sure if GTA IV uses it aswell. Take a look at the hash generator I made awhile back. It uses the same algorithm as GTA V. http://pastebin.com/Va2bRu58 Thanx Yes, it's the Jenkins algorithm - also used in GTA IV! Link to post Share on other sites
NTAuthority 2,562 Posted August 15, 2014 Share Posted August 15, 2014 (edited) The IV PC script natives used a different hashing algorithm from patch 5 (?) onwards so perhaps this will be the case with V too? Doesn't rly matter Payne hasn't bothered changing it despite cheating in multiplayer being common; and don't start about V being irrelevant compared to Payne as the main thing V changed is the merging in of San Diego's frameworks as used in RDR (streaming, base archetypes, lots of things but also the relevant scrProgram resources -- and possibly matching up SD's changes to script since IV). Also, I can imagine the interest in writing scripts matching all V functions with their order in console, as happened with IV. Edited August 15, 2014 by NTAuthority 1 Link to post Share on other sites
Alexander Blade 1,409 Posted August 15, 2014 Author Share Posted August 15, 2014 Also, I can imagine the interest in writing scripts matching all V functions with their order in console, as happened with IV. We didn't compare scripts when this happened in IV , hash translation map was done by listener via native body signature comparing Link to post Share on other sites
gta.bullet 39 Posted August 15, 2014 Share Posted August 15, 2014 if pc version dont include native names, what will you guys do? guessing remaining native names just like 3D era opcode names by research? Link to post Share on other sites
Alexander Blade 1,409 Posted August 15, 2014 Author Share Posted August 15, 2014 (edited) if pc version dont include native names, what will you guys do? guessing remaining native names just like 3D era opcode names by research? GTA V never had native names included Edited August 15, 2014 by Alexander Blade Link to post Share on other sites
gta.bullet 39 Posted August 15, 2014 Share Posted August 15, 2014 i know, but half of natives are still unnamed. i am talking about how to find/match/guess them. Link to post Share on other sites
XeClutch 33 Posted August 15, 2014 Share Posted August 15, 2014 i know, but half of natives are still unnamed. i am talking about how to find/match/guess them. They bruteforce the hash. I made a program to do it awhile back. http://pastebin.com/kH3FM6aU 1 Link to post Share on other sites
aru 15 Posted August 16, 2014 Share Posted August 16, 2014 Also, I can imagine the interest in writing scripts matching all V functions with their order in console, as happened with IV. We didn't compare scripts when this happened in IV , hash translation map was done by listener via native body signature comparing Not entirely true. I mapped things using the scripts. Listener mapped things using body signature matching. He figured some natives I didn't. I figured some natives he didn't. We merged to get a full picture. 3 Link to post Share on other sites
Alexander Blade 1,409 Posted August 17, 2014 Author Share Posted August 17, 2014 Okay guys , seems like we have a working wiki now , I've created an article with native declarations , it's actually was copied from my current header and adopted a little to match simplest wiki formatting http://www.gtamodding.com/index.php?title=GTA_V_Native_declarations 6 Link to post Share on other sites
unknown modder 202 Posted August 18, 2014 Share Posted August 18, 2014 (edited) Okay guys , seems like we have a working wiki now , I've created an article with native declarations , it's actually was copied from my current header and adopted a little to match simplest wiki formatting http://www.gtamodding.com/index.php?title=GTA_V_Native_declarations You should add char* to the allowed types, alot of natives return/take string pointers Edited August 18, 2014 by unknown modder Link to post Share on other sites
sjaak327 1,041 Posted August 19, 2014 Share Posted August 19, 2014 Okay guys , seems like we have a working wiki now , I've created an article with native declarations , it's actually was copied from my current header and adopted a little to match simplest wiki formatting http://www.gtamodding.com/index.php?title=GTA_V_Native_declarations Excellent Alexander, thanks very much. Link to post Share on other sites
Scriz 0 Posted August 20, 2014 Share Posted August 20, 2014 (edited) Hi, I'm new to this awesome community, I wonder if I can call natives correctly trough XRPC? Or is there any special use to call natives? Great thread Edited August 20, 2014 by Scriz Link to post Share on other sites
Alexander Blade 1,409 Posted August 20, 2014 Author Share Posted August 20, 2014 (edited) Hi, I'm new to this awesome community, I wonder if I can call natives correctly trough XRPC? Or is there any special use to call natives? Great thread No console modding here Edited August 20, 2014 by Alexander Blade Link to post Share on other sites
Scriz 0 Posted August 20, 2014 Share Posted August 20, 2014 (edited) Hi, I'm new to this awesome community, I wonder if I can call natives correctly trough XRPC? Or is there any special use to call natives? Great thread No console modding here Oh yes sorry. Edited August 20, 2014 by Scriz Link to post Share on other sites
XeClutch 33 Posted August 20, 2014 Share Posted August 20, 2014 Hi, I'm new to this awesome community, I wonder if I can call natives correctly trough XRPC? Or is there any special use to call natives? Great thread 1. No console modding 2. It can be done although, the less people that know how the better. Link to post Share on other sites
Scriz 0 Posted August 21, 2014 Share Posted August 21, 2014 Hi, I'm new to this awesome community, I wonder if I can call natives correctly trough XRPC? Or is there any special use to call natives? Great thread 1. No console modding 2. It can be done although, the less people that know how the better. Yes I did'nt know, sorry about it and thank you Link to post Share on other sites
emiL 0 Posted August 21, 2014 Share Posted August 21, 2014 (edited) R* started patching some of the natives, they can't no longer be set on playerid... Edited August 21, 2014 by emiL Link to post Share on other sites
MulleDK19 138 Posted August 21, 2014 Share Posted August 21, 2014 R* started patching some of the natives, they can't no longer be set on playerid... Huh? Natives use the player index. Link to post Share on other sites
Alexander Blade 1,409 Posted August 21, 2014 Author Share Posted August 21, 2014 Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... Link to post Share on other sites
unknown modder 202 Posted August 21, 2014 Share Posted August 21, 2014 Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... The only thing I know of about rockstar "patching" natives is they made it so you can only force tasks on peds you have control of (i.e cant perform tasks on other network players) Link to post Share on other sites
XeClutch 33 Posted August 22, 2014 Share Posted August 22, 2014 Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... This isn't exactly what he is talking about but someone said something about not being able to create pickups. Link to post Share on other sites
NTAuthority 2,562 Posted August 22, 2014 Share Posted August 22, 2014 (edited) Natives like what for example ? This isn't exactly what he is talking about but someone said something about not being able to create pickups. pickups weren't synchronized in IV, however apparently they are in V (seeing CNetObjPickup) - I'd assume it got changed recently so only the session host can create them (as there's no need for other peers to do so unlike vehicles/peds being required for population; and pickups from dead peds could either be made local or somehow synchronized through script broadcast). Edited August 22, 2014 by NTAuthority Link to post Share on other sites
NTAuthority 2,562 Posted August 22, 2014 Share Posted August 22, 2014 The only thing I know of about rockstar "patching" natives is they made it so you can only force tasks on peds you have control of (i.e cant perform tasks on other network players)didn't people use to do this by requesting control of the player ped's network ID? Link to post Share on other sites
emiL 0 Posted August 22, 2014 Share Posted August 22, 2014 (edited) Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... The only thing I know of about rockstar "patching" natives is they made it so you can only force tasks on peds you have control of (i.e cant perform tasks on other network players) Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... This isn't exactly what he is talking about but someone said something about not being able to create pickups. You are both correct, they changed the way some natives work ( or just made it so you don't have control over others) in the latest update, so now you can't preform tasks on other players, like animations, attaching objects, pickups, teleporting etc.. At least not in the way we could before.. Further investigation is underway EDIT: after personally testing online with/on other players on 1.16 ps3, animations don't work, attaching objects/myself works, creating (money) pickups works, teleporting others to you doesn't work. So I've been given some misinformation, but they surely made some changes... Edited August 22, 2014 by emiL Link to post Share on other sites
XeClutch 33 Posted August 22, 2014 Share Posted August 22, 2014 (edited) Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... The only thing I know of about rockstar "patching" natives is they made it so you can only force tasks on peds you have control of (i.e cant perform tasks on other network players) Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... This isn't exactly what he is talking about but someone said something about not being able to create pickups. You are both correct, they changed the way some natives work ( or just made it so you don't have control over others) in the latest update, so now you can't preform tasks on other players, like animations, attaching objects, pickups, teleporting etc.. At least not in the way we could before.. Further investigation is underway EDIT: after personally testing online with/on other players on 1.16 ps3, animations don't work, attaching objects/myself works, creating (money) pickups works, teleporting others to you doesn't work. So I've been given some misinformation, but they surely made some changes... No idea if this would work, worth a shot though. // this is C# btwuint ped = PLAYER_PED_ID(); // ped you want to take control of..NETWORK_REQUEST_CONTROL_OF_NETWORK_ID(PED_TO_NET(ped)); // convert ped to net id and request controlwhile (!NETWORK_HAS_CONTROL_OF_NETWORK_ID(PED_TO_NET(ped)) WAIT(0); // wait for server to grant controlif (IS_PED_IN_ANY_VEHICLE(ped, 0)) // idk the 2nd arg SET_PED_COORDS_KEEP_VEHICLE(ped, 0f, 0f, 0f); // change to coords you wantelse SET_PED_COORDS_NO_GANG(ped, 0f, 0f, 0f); // change to coords you want Edited August 22, 2014 by XeClutch 1 Link to post Share on other sites
XBLToothPik 80 Posted August 23, 2014 Share Posted August 23, 2014 (edited) Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... The only thing I know of about rockstar "patching" natives is they made it so you can only force tasks on peds you have control of (i.e cant perform tasks on other network players) Natives like what for example ? R* started patching some of the natives, they can't no longer be set on playerid... This isn't exactly what he is talking about but someone said something about not being able to create pickups. You are both correct, they changed the way some natives work ( or just made it so you don't have control over others) in the latest update, so now you can't preform tasks on other players, like animations, attaching objects, pickups, teleporting etc.. At least not in the way we could before.. Further investigation is underway EDIT: after personally testing online with/on other players on 1.16 ps3, animations don't work, attaching objects/myself works, creating (money) pickups works, teleporting others to you doesn't work. So I've been given some misinformation, but they surely made some changes... No idea if this would work, worth a shot though. // this is C# btwuint ped = PLAYER_PED_ID(); // ped you want to take control of..NETWORK_REQUEST_CONTROL_OF_NETWORK_ID(PED_TO_NET(ped)); // convert ped to net id and request controlwhile (!NETWORK_HAS_CONTROL_OF_NETWORK_ID(PED_TO_NET(ped)) WAIT(0); // wait for server to grant controlif (IS_PED_IN_ANY_VEHICLE(ped, 0)) // idk the 2nd arg SET_PED_COORDS_KEEP_VEHICLE(ped, 0f, 0f, 0f); // change to coords you wantelse SET_PED_COORDS_NO_GANG(ped, 0f, 0f, 0f); // change to coords you want Like IV, you cannot grab control of a player's ped across the network. Any TASK native (other than 1, which I will not say) has been patched in a way that you cannot use it on anyone's ped except ones you have control of, this can be bypassed with a JTAG/RGH/SPRX via XEX editing. Edited August 23, 2014 by XBLToothPik 1 Link to post Share on other sites
XeClutch 33 Posted August 23, 2014 Share Posted August 23, 2014 Like IV, you cannot grab control of a player's ped across the network. Any TASK native (other than 1, which I will not say) has been patched in a way that you cannot use it on anyone's ped except ones you have control of, this can be bypassed with a JTAG/RGH/SPRX via XEX editing. Oh okay, thanks for clearing that up. Like I said, I had no idea if it would work. Link to post Share on other sites
fOmey 20 Posted August 27, 2014 Share Posted August 27, 2014 (edited) I recently started working on a C# RPC tool for the PS3, I've hit a bit of a road block.. Im attempting to utilize "GET_ENTITY_COORDS" native.. I wasnt aware of what a Vector3 was until coming across this thread to be honest, from what I gather its simply a array which generally holds coordinates. The issue I'm having and what I'm not getting my head around is the data being returned from the native... The data being returned is: "2.369571E-38", I assumed it would be a float as per the code posted on this thread so I'm treating it like one.. I may return a double for experimentation Shortly after returning that value GTA V freezes.. I'm quite stumped to be honest, any assistance, advice or further information would be greatly appreciated. Edited August 27, 2014 by fOmey Link to post Share on other sites
XeClutch 33 Posted August 27, 2014 Share Posted August 27, 2014 (edited) I recently started working on a C# RPC tool for the PS3, I've hit a bit of a road block.. Im attempting to utilize "GET_ENTITY_COORDS" native.. I wasnt aware of what a Vector3 was until coming across this thread to be honest, from what I gather its simply a array which generally holds coordinates. The issue I'm having and what I'm not getting my head around is the data being returned from the native... The data being returned is: "2.369571E-38", I assumed it would be a float as per the code posted on this thread so I'm treating it like one.. I may return a double for experimentation Shortly after returning that value GTA V freezes.. I'm quite stumped to be honest, any assistance, advice or further information would be greatly appreciated. I can't even get it working, my console freezes when I call it. I use this: Vector3 GET_ENTITY_COORDS(){ float[] xyz = Jtag.CallArray<float>(0x82C500A8, 3, PLAYER_PED_ID(), 1); Vector3 v; v.x = xyz[0]; v.y = xyz[1]; v.z = xyz[2]; return v;} Edited August 27, 2014 by XeClutch Link to post Share on other sites