ThirteenAG 3,749 Posted July 10, 2015 Share Posted July 10, 2015 (edited) CLEO v2.0 for GTA III and Vice City Visit CLEO WebsiteCLEO is a hugely popular extensible library plugin which brings new possibilities in scripting for the games Grand Theft Auto 3 and Vice City by Rockstar Games, allowing the use of hundreds of unique mods which change or expand the gameplay. You may find more information about CLEO in the Sanny Builder help and on the website http://cleo.liCLEO 2 was made from scratch by @DK22Pac for GTA 3, I made an adaptation for VC and added a bunch of new opcodes, including cleo 4 ones.CLEO 2 supports all original opcodes that were presented in CLEO v1.1. Old cleo scripts are fully compatible with the new version.New opcodes added to CLEO 2: All actual opcodes can be found here: https://github.com/cleolibrary/III.VC.CLEO/blob/master/source/CLEO_SDK/opcodes.txt Sanny Builder data(for both games):SCM.INIOPCODES.TXTIf you want to create an opcode check out CLEO SDK and sources of demo plugins.I created a small script to test some of the new opcodes, you can find it here.Supported executables:GTA 3 and VC: v1.0, v1.1, Steam. Note that some(and probably most) scripts aren't compatible with all versions of exe and they'll likely work only on v1.0.Download | Source code and SDKIf you discovered a bug or an incompatibility with some script or any cleo related issue, report it here.Improved versions of Manual Aiming, Vehicle Camera Movement, IV pickups and other my scripts are here: http://13.sannybuilder.com/cleo-scripts. Edited July 14, 2017 by ThirteenAG 34 2 Link to post Share on other sites
goodidea82 325 Posted July 10, 2015 Share Posted July 10, 2015 Awesome! Link to post Share on other sites
KELASHI 9 Posted July 11, 2015 Share Posted July 11, 2015 SDK wow!!! Link to post Share on other sites
Shagg_E 281 Posted July 12, 2015 Share Posted July 12, 2015 I waited this really long time, THANKS! Link to post Share on other sites
Jinx. 7,753 Posted July 13, 2015 Share Posted July 13, 2015 (edited) Holy sh*t, just noticed this. Great job guys, I need to plug it in my GTA 3 and VC ASAP Edited July 13, 2015 by Jinx. Link to post Share on other sites
Frank.s 838 Posted July 22, 2015 Share Posted July 22, 2015 (edited) Goes without saying: very usefull mod/tool. ThirteenAG was kind enough to fix AK-73's GTA-MA .asi script so it works with CLEO: https://www.sendspace.com/file/cldrjd All Credit goes to ThirteenAG and AK-73. Edited July 22, 2015 by PingPang 1 Link to post Share on other sites
ThirteenAG 3,749 Posted July 22, 2015 Author Share Posted July 22, 2015 Yep, CLEO updated to v2.0.0.1, added one old/new opcode: 0673: play_animation on actor $PLAYER_ACTOR animgroup 61 anim 512 blendfactor 30.0 It works with default animation ids and with added via GTA: MA mod. 2 Link to post Share on other sites
ThirteenAG 3,749 Posted July 31, 2015 Author Share Posted July 31, 2015 (edited) I promised to throw in some scripts, but the progress is a bit slow. Anyway, let's start somewhere: III.IVPickups.cs VC.IVPickups.cs SA.IVPickups.cs 3/VC versions support v1.0, v1.1 and steam exe. GTA SA version(as a bonus) is for 1.0 only. Original script was made by DK. I'm providing temporary sendspace links for now, but all scripts will be reuploaded eventually to updated gtagarage if it ever happens, or github. Edited July 31, 2015 by ThirteenAG 8 Link to post Share on other sites
xNCx 154 Posted August 1, 2015 Share Posted August 1, 2015 I don't know why, but after starting GTA VC, while in main menu, it says that I have 0 scripts and 3 plugins but I have scripts inside CLEO folder. I thought that I am a complete noob by that time who doesn't know how to install scripts and mods but after starting the game it launched my scripts and change to "5 scripts, 3 plugins". But why did it said 0? This is misleading. Link to post Share on other sites
TJGM 5,923 Posted August 1, 2015 Share Posted August 1, 2015 I'm pretty sure it has always been like that. CLEO scripts load once you load a save/start a new game. Link to post Share on other sites
xNCx 154 Posted August 1, 2015 Share Posted August 1, 2015 (edited) Right, just checked it with old cleo version. The old version displays just CLEO + version number in main menu. And I think the same should be for CLEO 2, because as I said "0 scripts" is misleading. Edited August 1, 2015 by xNCx Link to post Share on other sites
TJGM 5,923 Posted August 1, 2015 Share Posted August 1, 2015 (edited) Right, just checked it with old cleo version. The old version displays just CLEO + version number in main menu. And I think the same should be for CLEO 2, because as I said "0 scripts" is misleading. But it's not misleading, it's how many scripts are currently loaded. ASI plugins load on game launch, CLEO scripts load on new game/save. It works as intended, what's the problem? And if the VC version wasn't like that previously, then it's the SA version that does it like that. Edited August 1, 2015 by TJGM Link to post Share on other sites
ThirteenAG 3,749 Posted August 1, 2015 Author Share Posted August 1, 2015 The number just indicates how many things are loaded(and running) at the current moment. Plugins are loaded as soon as cleo is loaded, so in this case the number is three. Scripts aren't loaded until the actual game is loaded, so the number is 0. And if in game you have 5 scripts, but one of them ends with the end_custom_thread opcode, you'll have 4 shown in the menu. Link to post Share on other sites
Seemann 289 Posted August 1, 2015 Share Posted August 1, 2015 (edited) Right, just checked it with old cleo version. The old version displays just CLEO + version number in main menu. And I think the same should be for CLEO 2, because as I said "0 scripts" is misleading. But it's not misleading, it's how many scripts are currently loaded. ASI plugins load on game launch, CLEO scripts load on new game/save. It works as intended, what's the problem? And if the VC version wasn't like that previously, then it's the SA version that does it like that. CLEO 3 and CLEO 4.3 display the version information only upon the initial loading. Information about scripts and plugins loaded appears only when the game is started (and in case of CLEO 3 -- only if there's at least one script loaded). Personally I would hide that "0 scripts" line, or make it to display the number of loaded and found scripts, i.e "0 of 5 scripts loaded". Edited August 1, 2015 by Seemann 1 Link to post Share on other sites
xNCx 154 Posted August 2, 2015 Share Posted August 2, 2015 (edited) Guys, of course I realize how CLEO scripts work . Try to think like a person who just discovered CLEO (or like me - returning to modding after a long break). You download CLEO and a few scripts. Then you start the game and see in the bottom "0 scripts, 3 plugins". As I said, my first thought was that I missed something - maybe I have to put cleo scripts in a different folder? I spent 10 minutes on trying everything... And then I launched the game "oh, it works". Seeman's idea is quite good. Edited August 2, 2015 by xNCx Link to post Share on other sites
ThirteenAG 3,749 Posted August 3, 2015 Author Share Posted August 3, 2015 Okay, the number of scripts is now hidden in the initial menu and in case there are no scripts. Updated version with a few minor fixes released. 2 Link to post Share on other sites
Markuza 91 Posted August 3, 2015 Share Posted August 3, 2015 Opcode 0AD3 doesn't work for me in 3 and VC but it works fine in SA. Any idea why? Link to post Share on other sites
ThirteenAG 3,749 Posted August 3, 2015 Author Share Posted August 3, 2015 Opcode 0AD3 doesn't work for me in 3 and VC but it works fine in SA. Any idea why? Show the code. Link to post Share on other sites
Markuza 91 Posted August 3, 2015 Share Posted August 3, 2015 (edited) {$CLEO .cs}0006: [email protected] = 00AD3: [email protected] = format "%d" [email protected]:Looprepeatwait 0until 0AB0: key_pressed 101 // Num 500A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] // SA// 0054: store_player $PLAYER_CHAR position_to [email protected] [email protected] [email protected] // VC0AF3: write_float [email protected] to_ini_file "cleo\coords.ini" section [email protected] key "X"0AF3: write_float [email protected] to_ini_file "cleo\coords.ini" section [email protected] key "Y"0AF3: write_float [email protected] to_ini_file "cleo\coords.ini" section [email protected] key "Z"000A: [email protected] += 10AD3: [email protected] = format "%d" [email protected] 100jump @Loop First I had some problems but I fixed them by doing this. This works fine in SA [0]X=2268.71Y=-1258.77Z=23.6362[1]X=2268.42Y=-1362.31Z=23.55[2]X=2283.12Y=-1386.25Z=23.8546 but VC always crashes during the loading. Problem signature: Problem Event Name: APPCRASH Application Name: gta-vc.exe Application Version: 0.0.0.0 Application Timestamp: 00000000 Fault Module Name: VC.CLEO.asi Fault Module Version: 0.0.0.0 Fault Module Timestamp: 55bf6443 Exception Code: c0000005 Exception Offset: 00005742 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1050 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789Read our privacy statement online: http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt Edited August 3, 2015 by Markuza97 Link to post Share on other sites
ThirteenAG 3,749 Posted August 3, 2015 Author Share Posted August 3, 2015 Basically you can't use string variables in 3/VC. To replace them you have to allocate a block of memory to store a string manually. For example like this: {$CLEO .cs}0000:0AC8: [email protected] = allocate_memory_size 20:Looprepeatwait 0until 0AB0: key_pressed 101 // Num 500A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected] // SA0AD3: [email protected] = format "%d" [email protected]: write_float [email protected] to_ini_file "cleo\coords.ini" section [email protected] key "X"0AF3: write_float [email protected] to_ini_file "cleo\coords.ini" section [email protected] key "Y"0AF3: write_float [email protected] to_ini_file "cleo\coords.ini" section [email protected] key "Z"000A: [email protected] += 1wait 100jump @Loop 2 Link to post Share on other sites
gtafan2u 201 Posted August 5, 2015 Share Posted August 5, 2015 Thanks man, it is what I am searching for a week. Now I can fix one of my tool made for vc. I will surely add your name. Link to post Share on other sites
gtafan2u 201 Posted August 5, 2015 Share Posted August 5, 2015 My v1.0 vice city automatically closes while starting with this Cleo. Please help... Link to post Share on other sites
ThirteenAG 3,749 Posted August 5, 2015 Author Share Posted August 5, 2015 My v1.0 vice city automatically closes while starting with this Cleo. Please help...What's your exe size, system and is there a cleo.log file generated? Link to post Share on other sites
gtafan2u 201 Posted August 6, 2015 Share Posted August 6, 2015 The exe is approximately 2.5 mb. System is windows xp sp2 professional. Yes, the cleo.log file is generated with two lines in it. First line with the Cleo version and second line with GTA vc version. I had not also installed any Cleo mod. Please help. I really need it.... Link to post Share on other sites
The____Mostwanted 5 Posted August 26, 2015 Share Posted August 26, 2015 ThirtheenAg im a Fan of your mods I have all your mods and I got problems with your mods that are using an TXD format (like taxi , hit indicator.. ) with Cleo 2 when i use those two mods The TXD file appear in game white :3 I Really want to thank you about the down grader of gta vc Link to post Share on other sites
The____Mostwanted 5 Posted August 26, 2015 Share Posted August 26, 2015 The exe is approximately 2.5 mb. System is windows xp sp2 professional. Yes, the cleo.log file is generated with two lines in it. First line with the Cleo version and second line with GTA vc version. I had not also installed any Cleo mod. Please help. I really need it.... hey dude here your probleme will be fixed download this one : https://mega.nz/#!SVVXRIIA!ne5R5FwVIhK0IOxy5gDwhrQ8tv-aoaNLvVVr_RqTDyk it 2.94 mb (3,088,896 bytes) make backup if u are afraid to lose ur own gta-vc.exe Link to post Share on other sites
ThirteenAG 3,749 Posted August 26, 2015 Author Share Posted August 26, 2015 I got problems with your mods that are using an TXD format (like taxi , hit indicator.. ) with Cleo 2 when i use those two mods The TXD file appear in game white :3Because they rely on the plugin that disables texture releasing. These scripts need to be rewritten, I don't know if it's gonna happen any time soon. Link to post Share on other sites
The____Mostwanted 5 Posted August 26, 2015 Share Posted August 26, 2015 I got problems with your mods that are using an TXD format (like taxi , hit indicator.. ) with Cleo 2 when i use those two mods The TXD file appear in game white :3 Because they rely on the plugin that disables texture releasing. These scripts need to be rewritten, I don't know if it's gonna happen any time soon. I wish Thank you Link to post Share on other sites
gtafan2u 201 Posted August 31, 2015 Share Posted August 31, 2015 The exe is approximately 2.5 mb. System is windows xp sp2 professional. Yes, the cleo.log file is generated with two lines in it. First line with the Cleo version and second line with GTA vc version. I had not also installed any Cleo mod. Please help. I really need it.... hey dude here your probleme will be fixed download this one : https://mega.nz/#!SVVXRIIA!ne5R5FwVIhK0IOxy5gDwhrQ8tv-aoaNLvVVr_RqTDyk it 2.94 mb (3,088,896 bytes) make backup if u are afraid to lose ur own gta-vc.exe No man it doesnot worked I tried it before. Markuza97 suggest me this but it just didnot worked. I was also suggested by ThirteenAG to download the Microsoft Visual C++ 2012 Redistributable libraries I tried that too but still didnot worked. But thanks for trying to help me anyway. Link to post Share on other sites
ThirteenAG 3,749 Posted September 5, 2015 Author Share Posted September 5, 2015 CLEO v2.0.0.3 for GTA3 and VC has been released. Besides some fixes and improvements, two new plugins were added, Deji's ClipboardControl and a plugin to load dlls from memory. New opcodes for both games: 0B20: read_clipboard_text_to [email protected] size 640B21: write_clipboard_data_from [email protected] size 640BA2: [email protected] = memory_load_library [email protected] // IF and SET0BA4: [email protected] = memory_get_proc_address "[email protected]@[email protected]" library [email protected] // IF and SET0BA3: memory_free_library [email protected]In GTA3 I added a bunch of original opcodes that appeared in VC: 04C9: player $PLAYER_CHAR driving_plane 04A8: player $PLAYER_CHAR driving_boat04aa: player $PLAYER_CHAR driving_heli047E: player $PLAYER_CHAR driving_a_motorbike 0485: return_true059a: return_falseAnd I think I finished rewriting most of my old scripts, so you can download them here: http://13.sannybuilder.com/cleo-scriptsLet me know if you find any bugs, or if there's another script you want to see on that list. 1 Link to post Share on other sites