stef538 Posted June 8, 2015 Share Posted June 8, 2015 Hey guys, I've been away for a while and I was wondering if it was possible to show some custom textures via script. Link to comment Share on other sites More sharing options...
Guad Posted June 8, 2015 Share Posted June 8, 2015 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. Cyron43 1 Link to comment Share on other sites More sharing options...
boomshakalaka Posted June 9, 2015 Share Posted June 9, 2015 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 Link to comment Share on other sites More sharing options...
crosire Posted June 9, 2015 Author Share Posted June 9, 2015 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. Link to comment Share on other sites More sharing options...
unknown modder Posted June 9, 2015 Share Posted June 9, 2015 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 Link to comment Share on other sites More sharing options...
Guad Posted June 9, 2015 Share Posted June 9, 2015 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. Link to comment Share on other sites More sharing options...
unknown modder Posted June 9, 2015 Share Posted June 9, 2015 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 Link to comment Share on other sites More sharing options...
Powerz Posted June 9, 2015 Share Posted June 9, 2015 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 Link to comment Share on other sites More sharing options...
Cyron43 Posted June 9, 2015 Share Posted June 9, 2015 (edited) 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 June 9, 2015 by Cyron43 Link to comment Share on other sites More sharing options...
unknown modder Posted June 9, 2015 Share Posted June 9, 2015 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? Link to comment Share on other sites More sharing options...
Cyron43 Posted June 9, 2015 Share Posted June 9, 2015 (edited) 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 June 10, 2015 by Cyron43 Inco 1 Link to comment Share on other sites More sharing options...
fly2012cl Posted June 10, 2015 Share Posted June 10, 2015 (edited) 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 June 10, 2015 by fly2012cl Link to comment Share on other sites More sharing options...
unknown modder Posted June 10, 2015 Share Posted June 10, 2015 (edited) 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 June 10, 2015 by unknown modder Link to comment Share on other sites More sharing options...
CamxxCore Posted June 10, 2015 Share Posted June 10, 2015 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 Link to comment Share on other sites More sharing options...
JohnnyCrazy Posted June 10, 2015 Share Posted June 10, 2015 (edited) 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 June 10, 2015 by JohnnyCrazy unknown modder 1 Link to comment Share on other sites More sharing options...
motorsport71 Posted June 11, 2015 Share Posted June 11, 2015 (edited) 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 June 11, 2015 by motorsport71 Link to comment Share on other sites More sharing options...
Cyron43 Posted June 11, 2015 Share Posted June 11, 2015 (edited) 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! Edited June 11, 2015 by Cyron43 Link to comment Share on other sites More sharing options...
GtaGamer2222 Posted June 11, 2015 Share Posted June 11, 2015 (edited) 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! 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 June 11, 2015 by GtaGamer2222 Link to comment Share on other sites More sharing options...
Cyron43 Posted June 11, 2015 Share Posted June 11, 2015 (edited) 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! 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 June 11, 2015 by Cyron43 GtaGamer2222 1 Link to comment Share on other sites More sharing options...
NMDanny Posted June 12, 2015 Share Posted June 12, 2015 How can I create a timed function, that does not block the execution of the script? If that's possible. Link to comment Share on other sites More sharing options...
Hereticus Posted June 12, 2015 Share Posted June 12, 2015 (edited) 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 June 12, 2015 by Hereticus Link to comment Share on other sites More sharing options...
Guad Posted June 12, 2015 Share Posted June 12, 2015 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 Link to comment Share on other sites More sharing options...
unknown modder Posted June 13, 2015 Share Posted June 13, 2015 (edited) 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 June 13, 2015 by unknown modder Link to comment Share on other sites More sharing options...
Hereticus Posted June 13, 2015 Share Posted June 13, 2015 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. Link to comment Share on other sites More sharing options...
Guad Posted June 13, 2015 Share Posted June 13, 2015 (edited) 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 June 13, 2015 by Guad Link to comment Share on other sites More sharing options...
unknown modder Posted June 13, 2015 Share Posted June 13, 2015 (edited) 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 June 13, 2015 by unknown modder Link to comment Share on other sites More sharing options...
crosire Posted June 13, 2015 Author Share Posted June 13, 2015 Updated the official release to v1.0. =) Cyron43 and willywill 2 Link to comment Share on other sites More sharing options...
JohnnyCrazy Posted June 13, 2015 Share Posted June 13, 2015 (edited) 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 June 13, 2015 by JohnnyCrazy CamxxCore and willywill 2 Link to comment Share on other sites More sharing options...
f5544 Posted June 13, 2015 Share Posted June 13, 2015 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. Link to comment Share on other sites More sharing options...
willywill Posted June 13, 2015 Share Posted June 13, 2015 Updated the official release to v1.0. =) Thank you, will we see easy spawning of particles in the next update? Link to comment Share on other sites More sharing options...
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