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Community Script Hook V .NET


crosire
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Hey guys, I've been away for a while and I was wondering if it was possible to show some custom textures via script.

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Can you release a new version to set some kind of standard? Every other .NET mod out there recommends a different build, and may not be compatible with each other. Users download the 0.9 version and get confused when a mod doesn't work.

 

And please don't forget about reverse compatibility, it's really important.

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boomshakalaka

Hi,

 

Really enjoying this, many thanks.

 

Can I ask, how complete is the .net framework? I can see a ton of stuff in the native trainer headers, which I can't seem to find in here.

 

I can't seem to set the wind for example (just one example)...at least I can't find how to.

 

Regards

 

b

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And please don't forget about reverse compatibility, it's really important.

That's why we are still waiting. Because 1.0.0 is not going to be compatible to old versions (see http://semver.org/) and there are a lot of changes to merge together so everything is smooth.

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unknown modder

Hey guys, I've been away for a while and I was wondering if it was possible to show some custom textures via script.

custom textures are not possible atm. They require making a D3D hook of some sort
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And please don't forget about reverse compatibility, it's really important.

 

That's why we are still waiting. Because 1.0.0 is not going to be compatible to old versions (see http://semver.org/) and there are a lot of changes to merge together so everything is smooth.

 

People are downloading builds from AppVeyor so if you merge backwards incompatible code into master people will get confused as why it's not working for them. You could make a development branch or make a temporary release until 1.0 is out.

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unknown modder

 

 

And please don't forget about reverse compatibility, it's really important.

That's why we are still waiting. Because 1.0.0 is not going to be compatible to old versions (see http://semver.org/) and there are a lot of changes to merge together so everything is smooth.

People are downloading builds from AppVeyor so if you merge backwards incompatible code into master people will get confused as why it's not working for them. You could make a development branch or make a temporary release until 1.0 is out.

 

That'll just add more confusion. Its best if people release scripts for v0.9 or wait til v1.0 is out

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I get this error for the scripthook:

 

// GTA V ASI LOADER (build May 2 2015)

// © Alexander Blade 2015

LIB: "C:\Windows\system32\dinput8.dll" => 000007FEF2110000

API: "DirectInput8Create" => 000007FEF2114820

API: "DllCanUnloadNow" => 000007FEF21220DC

API: "DllGetClassObject" => 000007FEF2122014

API: "DllRegisterServer" => 000007FEF2131050

API: "DllUnregisterServer" => 000007FEF2131064

LOADER: Loading *.asi plugins

ASI: Loading "C:\Program Files\Rockstar Games\Grand Theft Auto V\NativeTrainer.asi"

"NativeTrainer.asi" => 000007FEF1150000

ASI: Loading "C:\Program Files\Rockstar Games\Grand Theft Auto V\OpenIV.asi"

"OpenIV.asi" => 000007FEF2340000

ASI: Loading "C:\Program Files\Rockstar Games\Grand Theft Auto V\ScriptHookVDotNet.asi"

"ScriptHookVDotNet.asi" failed to load

LOADER: Finished loading *.asi plugins

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And please don't forget about reverse compatibility, it's really important.

That's why we are still waiting. Because 1.0.0 is not going to be compatible to old versions (see http://semver.org/) and there are a lot of changes to merge together so everything is smooth.

People are downloading builds from AppVeyor so if you merge backwards incompatible code into master people will get confused as why it's not working for them. You could make a development branch or make a temporary release until 1.0 is out.

 

That'll just add more confusion. Its best if people release scripts for v0.9 or wait til v1.0 is out

 

The problem with this is that 0.9 is missing so many essential things that my Autodrive mod wouldn't have come thus far without them. As a compromise I offer to keep the version number of my mods below 1.0 and make a special note about this as long as ScriptHookVDotNet V1.0 isn't released.. Does this sound fair?

Edited by Cyron43
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unknown modder

 

 

 

 

And please don't forget about reverse compatibility, it's really important.

That's why we are still waiting. Because 1.0.0 is not going to be compatible to old versions (see http://semver.org/) and there are a lot of changes to merge together so everything is smooth.

People are downloading builds from AppVeyor so if you merge backwards incompatible code into master people will get confused as why it's not working for them. You could make a development branch or make a temporary release until 1.0 is out.

 

That'll just add more confusion. Its best if people release scripts for v0.9 or wait til v1.0 is out

 

The problem with this is that 0.9 is missing so many essential things that my Autodrive mod wouldn't have come thus far without them. As a compromise I offer to keep the version number of my mods below 1.0 and make a special note about this as long as ScriptHookVDotNet V1.0 isn't released.. Does this sound fair?

 

whats it missing that couldnt be copied into c# or vb?

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And please don't forget about reverse compatibility, it's really important.

That's why we are still waiting. Because 1.0.0 is not going to be compatible to old versions (see http://semver.org/) and there are a lot of changes to merge together so everything is smooth.

People are downloading builds from AppVeyor so if you merge backwards incompatible code into master people will get confused as why it's not working for them. You could make a development branch or make a temporary release until 1.0 is out.

 

That'll just add more confusion. Its best if people release scripts for v0.9 or wait til v1.0 is out

 

The problem with this is that 0.9 is missing so many essential things that my Autodrive mod wouldn't have come thus far without them. As a compromise I offer to keep the version number of my mods below 1.0 and make a special note about this as long as ScriptHookVDotNet V1.0 isn't released.. Does this sound fair?

 

whats it missing that couldnt be copied into c# or vb?

 

I have done this already in my GTAVCommonFunctions framework and I remove those functions as soon as they are available in the .net script hook. Yes maybe I made the wrong decision to use the nightly builds but what now? Building back everything to V0.9? Nah it's too late for that. I can't also speak for all the other modders. The only way I see to solve this issue in general is to completely take the nightly builds down from public availability and make an official V0.10 release with the latest nightly build before they put it down.

Edited by Cyron43
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ScriptHookVDotNet1.0 hat been released by someone in 3dm, why I can't find it at your webseitDownload Latest Binary Release.And he said, it can go with almost all of the NET script we can find, Is there someway to get the chance to test newest vision??

Edited by fly2012cl
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unknown modder

I have done this already in my GTAVCommonFunctions framework and I remove those functions as soon as they are available in the .net script hook. Yes maybe I made the wrong decision to use the nightly builds but what now? Building back everything to V0.9? Nah it's too late for that. I can't also speak for all the other modders. The only way I see to solve this issue in general is to completely take the nightly builds down from public availability and make an official V0.10 release with the latest nightly build before they put it down.

 

 

Its not like nightly builds are easy to get a hold of, the only reason they exist is because when you make a pull request it builds the changes to make sure there arent any errors

 

ScriptHookVDotNet1.0 hat been released by someone in 3dm, why I can't find it at your webseitDownload Latest Binary Release.And he said, it can go with almost all of the NET script we can find, Is there someway to get the chance to test newest vision??

Obviously not an official v1.0 release

Edited by unknown modder
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I have done this already in my GTAVCommonFunctions framework and I remove those functions as soon as they are available in the .net script hook. Yes maybe I made the wrong decision to use the nightly builds but what now? Building back everything to V0.9? Nah it's too late for that. I can't also speak for all the other modders. The only way I see to solve this issue in general is to completely take the nightly builds down from public availability and make an official V0.10 release with the latest nightly build before they put it down.

 

 

Its not like nightly builds are easy to get a hold of, the only reason they exist is because when you make a pull request it builds the changes to make sure there arent any errors

 

ScriptHookVDotNet1.0 hat been released by someone in 3dm, why I can't find it at your webseitDownload Latest Binary Release.And he said, it can go with almost all of the NET script we can find, Is there someway to get the chance to test newest vision??

Obviously not an official v1.0 release

 

 

I hope that we will see a new release soon. So many useful things have been implemented since version 0.9 which was released almost a month ago

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JohnnyCrazy

 

 

I have done this already in my GTAVCommonFunctions framework and I remove those functions as soon as they are available in the .net script hook. Yes maybe I made the wrong decision to use the nightly builds but what now? Building back everything to V0.9? Nah it's too late for that. I can't also speak for all the other modders. The only way I see to solve this issue in general is to completely take the nightly builds down from public availability and make an official V0.10 release with the latest nightly build before they put it down.

 

 

Its not like nightly builds are easy to get a hold of, the only reason they exist is because when you make a pull request it builds the changes to make sure there arent any errors

 

ScriptHookVDotNet1.0 hat been released by someone in 3dm, why I can't find it at your webseitDownload Latest Binary Release.And he said, it can go with almost all of the NET script we can find, Is there someway to get the chance to test newest vision??

Obviously not an official v1.0 release

 

 

I hope that we will see a new release soon. So many useful things have been implemented since version 0.9 which was released almost a month ago

 

 

We want 1.0 to include most of the common used functions and be as clean as possible.

The problem with implementing or updating: It breaks old scripts and it's a hassle for the users.

Edited by JohnnyCrazy
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motorsport71

I get this error for the scripthook:

 

// GTA V ASI LOADER (build May 2 2015)

// © Alexander Blade 2015

LIB: "C:\Windows\system32\dinput8.dll" => 000007FEF2110000

API: "DirectInput8Create" => 000007FEF2114820

API: "DllCanUnloadNow" => 000007FEF21220DC

API: "DllGetClassObject" => 000007FEF2122014

API: "DllRegisterServer" => 000007FEF2131050

API: "DllUnregisterServer" => 000007FEF2131064

LOADER: Loading *.asi plugins

ASI: Loading "C:\Program Files\Rockstar Games\Grand Theft Auto V\NativeTrainer.asi"

"NativeTrainer.asi" => 000007FEF1150000

ASI: Loading "C:\Program Files\Rockstar Games\Grand Theft Auto V\OpenIV.asi"

"OpenIV.asi" => 000007FEF2340000

ASI: Loading "C:\Program Files\Rockstar Games\Grand Theft Auto V\ScriptHookVDotNet.asi"

"ScriptHookVDotNet.asi" failed to load

LOADER: Finished loading *.asi plugins

Try disabling your antivirus. Norton scanned it okay until the .net scripthook was being loaded. Then Norton would delete it giving me the same error.

Edited by motorsport71
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Is the .net scripthook still compatible with the new version of the native scripthook from Alexander Blade?

EDIT: Nope, the game crashes when I put put it in! :panic:

Edited by Cyron43
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GtaGamer2222

Is the .net scripthook still compatible with the new version of the native scripthook from Alexander Blade?

EDIT: Nope, the game crashes when I put put it in! :panic:

My Script didn't crash the game but it's not working properly, probably due to the changes to the hashes. Better wait for an Update :)

 

Nope nvm Works perfectly :)

Edited by GtaGamer2222
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Is the .net scripthook still compatible with the new version of the native scripthook from Alexander Blade?

EDIT: Nope, the game crashes when I put put it in! :panic:

My Script didn't crash the game but it's not working properly, probably due to the changes to the hashes. Better wait for an Update :)

 

Nope nvm Works perfectly :)

 

Wait a second. You say your game is patched, you have the latest native scripthook installed (from today) and the .net scripthook works for you? No game crash? Which version of the .net scripthook are you using?

 

Silly me. The issue is with OpenIV mods folder. the .net script hook runs fine.

Edited by Cyron43
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How can I create a timed function, that does not block the execution of the script? If that's possible.

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For some reason , last week i noticed that some of my .net installed mods are not working anymore

 

Accountinbank , vigilante and ambulance missions.

 

I installed the latest scripthook .net release ( 0.9 on gitub ) , re-installed the "Microsoft .NET Framework 4.5" (actually it said it was already installed) and the "Packages redistribuables Visual C++ pour Visual Studio 2013" and the mods are still not working. I also tested using one mod at the time , upgrade the not working mods to their lastest release and downgrade my game and my scripthook to 352.2 ... nothing work :/.

 

Somebody can help me ?

 

Thanks in advance

Edited by Hereticus
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For some reason , last week i noticed that some of my .net installed mods are not working anymore

 

Accountinbank , vigilante and ambulance missions.

 

I installed the latest scripthook .net release ( 0.9 on gitub ) , re-installed the "Microsoft .NET Framework 4.5" (actually it said it was already installed) and the "Packages redistribuables Visual C++ pour Visual Studio 2013" and the mods are still not working. I also tested using one mod at the time , upgrade the not working mods to their lastest release and downgrade my game and my scripthook to 352.2 ... nothing work :/.

 

Somebody can help me ?

 

Thanks in advance

Try this release:

https://ci.appveyor.com/project/crosire/scripthookvdotnet/build/Build%20No.%20248/artifacts

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unknown modder

 

For some reason , last week i noticed that some of my .net installed mods are not working anymore

 

Accountinbank , vigilante and ambulance missions.

 

I installed the latest scripthook .net release ( 0.9 on gitub ) , re-installed the "Microsoft .NET Framework 4.5" (actually it said it was already installed) and the "Packages redistribuables Visual C++ pour Visual Studio 2013" and the mods are still not working. I also tested using one mod at the time , upgrade the not working mods to their lastest release and downgrade my game and my scripthook to 352.2 ... nothing work :/.

 

Somebody can help me ?

 

Thanks in advance

Try this release:

https://ci.appveyor.com/project/crosire/scripthookvdotnet/build/Build%20No.%20248/artifacts

 

Dont direct people to those builds, they are not releases, they are there purely to check if new features will compile and if people start using them it will create confusion

Edited by unknown modder
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It worked ! Now all my .net mods are working again , thank you ;).

 

Too bad i must use this "build" but the next official release will maybe work too ? I will use this build until the official release work.

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For some reason , last week i noticed that some of my .net installed mods are not working anymore

 

Accountinbank , vigilante and ambulance missions.

 

I installed the latest scripthook .net release ( 0.9 on gitub ) , re-installed the "Microsoft .NET Framework 4.5" (actually it said it was already installed) and the "Packages redistribuables Visual C++ pour Visual Studio 2013" and the mods are still not working. I also tested using one mod at the time , upgrade the not working mods to their lastest release and downgrade my game and my scripthook to 352.2 ... nothing work :/.

 

Somebody can help me ?

 

Thanks in advance

Try this release:

https://ci.appveyor.com/project/crosire/scripthookvdotnet/build/Build%20No.%20248/artifacts

 

Dont direct people to those builds, they are not releases, they are there purely to check if new features will compile and if people start using them it will create confusion

 

 

People are already using them, every other .NET mod requires a nightly build.

Edited by Guad
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unknown modder

 

Dont direct people to those builds, they are not releases, they are there purely to check if new features will compile and if people start using them it will create confusion

 

People are already using them, every other .NET mods required a nightly build.

 

So, The only people that should use them are nethook developers for debugging purposes only, anyway once the 1.0 major release is ready hopefully this should stop

It worked ! Now all my .net mods are working again , thank you ;).

 

Too bad i must use this "build" but the next official release will maybe work too ? I will use this build until the official release work.

The next release will probably break a lot of older scripts in order to clean up a lot of code

Edited by unknown modder
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JohnnyCrazy

And also 2 little notes with the new 1.0 release:

Please compile your mods against the new 1.0 release

You would do all users a favor if you compile your dll/(.cs) against the new 1.0 release. By doing this, every user can use the same new ScriptHookVDotNet version and does not have to downgrade if he wants to use your mod. We also implemented a lot of new cool stuff, so make sure you checkout the github page!

 

Stick to the released 1.* versions (no nightlies/custom built versions)

This is also in the users interest. We will make sure all 1.* versions will contain either no breaking changes or will support proper backwards compatability. This will make sure all scripts compiled against 1.0 will work with them and the user can keep the 1.0 DLL.

 

Thanks :)

Edited by JohnnyCrazy
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hi,

 

for some mods i get the following error:

[18:34:11] [DEBUG] Created script domain 'ScriptDomain_B7F72597'.
[18:34:11] [DEBUG] Loading scripts from 'F:\Program Files\Rockstar Games\Grand Theft Auto V\scripts' into script domain 'ScriptDomain_B7F72597' ...
[18:34:11] [ERROR] Failed to list assembly types:
System.Reflection.ReflectionTypeLoadException: Kan een of meer van de gevraagde typen niet laden. Haal de LoaderExceptions-eigenschap op voor meer informatie.
bij System.Reflection.RuntimeModule.GetTypes(RuntimeModule module)
bij System.Reflection.RuntimeModule.GetTypes()
bij System.Reflection.Assembly.GetTypes()
bij GTA.ScriptDomain.LoadAssembly(String filename, Assembly assembly)
Does anybody knows why i get these messages,
I am running windows 8.1 with all the c++ redistributables
and only simple trainer as asi plugin.
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Updated the official release to v1.0. =)

 

Thank you, will we see easy spawning of particles in the next update?

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