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R* adds Junk Code to combat modding while ruining performance.


southparkmayor
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southparkmayor

"Houston, we have a problem.

We had planned to release LSPDFR 0.2 tonight, although for a number of reasons outwith our control, this unfortunately won't be possible.

In the latest update for GTA V, Ill Gotten Gains Part 2, Rockstar Games strengthened their protections against modding introduced in the first update. Included in this was a whopping 3 MB of junk code designed to confuse modders. Instead of the native functions of the game being accessible directly - we now have to jump through 4 or 5 hoops each time, as the game also implements live decryption and obfuscation methods. This severely impacts performance, resulting in gameplay at 3 frames per second - even on some of the strongest PC systems available today.

As such, we're going to need some more time to figure out the best way to proceed. Hopefully you can understand that none of this was a problem before Wednesday's update, and performance issues aren't related only to LSPDFR, but also to every other GTA V script modification. The difference with LSPDFR, though, is that it includes very detailed artificial intelligence that other mods (trainers, etc.) do not. This means that the efforts by Rockstar to prevent modding disproportionately affect us.

In other news, our website is also experiencing unrelated technical problems, which we at least hope can be fixed soon.

We hope you can understand the situation we're in.
- Sam"

 

https://www.reddit.com/r/pcmasterrace/comments/3cz23y/rockstar_being_rockstar_adds_junk_code_used_to/

 

https://www.facebook.com/lcpdfr?_rdr=p&fref=nf

Edited by southparkmayor
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I haven't gotten back on Online since the update (I don't play because of the ridiculous amount of hackers) but I'd be willing to be that has literally not affected the hackers in Online in the slightest. Just ruining our favorite mods... :(

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Sadly, this is not an R* exclusive technique. Either (trying (and miserably failing)) preventing cheating or piracy.

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I'm wondering exactly what the purpose of this is? Are they just trying to make it more difficult for hackers/modders to figure out how to call the internal scripting functions? I guess that would make sense, seeing as most of the hackers in GTAO are just abusing scripting functions built-in to the game.

 

Just seems crazy how much of a performance decrease they're reporting, that benchmark LMS made and posted on pastebin speaks volumes.

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southparkmayor

I bet some higher ups were like.

 

Supervisor : "we need to fix all the cheating and get rid of money hacks as it hurts shark card revenue. I'm assigning the program team to quickly remedy this."

 

programmer: " oh sh*t I better add in junk code or i'll lose my job"

 

Supervisor: " did you fix it?"

 

Programmer: "yes, but the game runs like sh*t"

 

Supervisor: "Who cares, now people have to buy shark cards and grind missions if they need money"

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http://pastebin.com/Gz7RYE61

 

 

Performance difference between GTA V version 372 and 393

 

Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook (code used is provided below):

372: ~582ms (RPH: ~585ms)

393: ~2480ms (RPH: ~2490ms)

 

Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.

 

 

Code used for ScriptHookV (performance counter code from http://stackoverflow.com/questions/1739259/how-to-use-queryperformancecounter):

 

Ped playerPed = PLAYER::PLAYER_PED_ID();

uint weaponHash = 0xA2719263;

StartCounter();

 

for (int i = 0; i < 1000; i++)

{

WEAPON::SET_CURRENT_PED_WEAPON(playerPed, weaponHash, true);

}

 

double timePassed = GetCounter();

char buffer[32];

sprintf(buffer, "Time passed: %f", timePassed);

MessageBoxA(0, buffer, "", 0);

 

Code used for RPH:

 

System.Diagnostics.Stopwatch Stopwatch = new System.Diagnostics.Stopwatch();

uint playerHandle = Game.LocalPlayer.Character.Handle.Value;

Stopwatch.Restart();

for (int i = 0; i < 1000; i++)

{

Rage.Native.NativeFunction.CallByHash<ulong>(12535367907453402124uL, playerHandle, 0xA2719263, true);

}

Game.LogTrivial("Time spent on 1000 calls: " + Stopwatch.ElapsedMilliseconds);

 

 

Particularly:

Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook (code used is provided below):

372: ~582ms (RPH: ~585ms)

393: ~2480ms (RPH: ~2490ms)

 

That's a pretty significant performance decrease. Obviously in real usage you won't be calling SET_CURRENT_PED_WEAPON 1000 times as fast as your processor can spin it, but still - that says a lot about the performance of other functions in the game. I notice on the 0.1e version of LSPDFR with newest GTA V patch I get some significant lag doing certain things, like spawning the first backup unit of a pursuit causes my game to lock up for a moment - and that's on a 4790k, so god knows how bad it is on more average hardware.

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"Houston, we have a problem.

We had planned to release LSPDFR 0.2 tonight, although for a number of reasons outwith our control, this unfortunately won't be possible.

In the latest update for GTA V, Ill Gotten Gains Part 2, Rockstar Games strengthened their protections against modding introduced in the first update. Included in this was a whopping 3 MB of junk code designed to confuse modders. Instead of the native functions of the game being accessible directly - we now have to jump through 4 or 5 hoops each time, as the game also implements live decryption and obfuscation methods. This severely impacts performance, resulting in gameplay at 3 frames per second - even on some of the strongest PC systems available today.

As such, we're going to need some more time to figure out the best way to proceed. Hopefully you can understand that none of this was a problem before Wednesday's update, and performance issues aren't related only to LSPDFR, but also to every other GTA V script modification. The difference with LSPDFR, though, is that it includes very detailed artificial intelligence that other mods (trainers, etc.) do not. This means that the efforts by Rockstar to prevent modding disproportionately affect us.

In other news, our website is also experiencing unrelated technical problems, which we at least hope can be fixed soon.

We hope you can understand the situation we're in.

- Sam"

 

https://www.reddit.com/r/pcmasterrace/comments/3cz23y/rockstar_being_rockstar_adds_junk_code_used_to/

 

https://www.facebook.com/lcpdfr?_rdr=p&amp;amp;amp;amp;amp;amp;fref=nf

 

Why don't you make the mod as a standalone game? Just like SA-MP was to GTA San Andreas (also, MTA).

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Why don't you make the mod as a standalone game? Just like SA-MP was to GTA San Andreas (also, MTA).

What do you mean? You're saying that like it's a simple task, but I'm not exactly sure what you're asking...
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Spider-Vice

http://pastebin.com/Gz7RYE61

 

 

Performance difference between GTA V version 372 and 393

 

Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook (code used is provided below):

372: ~582ms (RPH: ~585ms)

393: ~2480ms (RPH: ~2490ms)

 

Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.

 

 

Code used for ScriptHookV (performance counter code from http://stackoverflow.com/questions/1739259/how-to-use-queryperformancecounter):

 

Ped playerPed = PLAYER::PLAYER_PED_ID();

uint weaponHash = 0xA2719263;

StartCounter();

 

for (int i = 0; i < 1000; i++)

{

WEAPON::SET_CURRENT_PED_WEAPON(playerPed, weaponHash, true);

}

 

double timePassed = GetCounter();

char buffer[32];

sprintf(buffer, "Time passed: %f", timePassed);

MessageBoxA(0, buffer, "", 0);

 

Code used for RPH:

 

System.Diagnostics.Stopwatch Stopwatch = new System.Diagnostics.Stopwatch();

uint playerHandle = Game.LocalPlayer.Character.Handle.Value;

Stopwatch.Restart();

for (int i = 0; i < 1000; i++)

{

Rage.Native.NativeFunction.CallByHash<ulong>(12535367907453402124uL, playerHandle, 0xA2719263, true);

}

Game.LogTrivial("Time spent on 1000 calls: " + Stopwatch.ElapsedMilliseconds);

 

 

Particularly:

Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook (code used is provided below):

372: ~582ms (RPH: ~585ms)

393: ~2480ms (RPH: ~2490ms)

 

That's a pretty significant performance decrease. Obviously in real usage you won't be calling SET_CURRENT_PED_WEAPON 1000 times as fast as your processor can spin it, but still - that says a lot about the performance of other functions in the game. I notice on the 0.1e version of LSPDFR with newest GTA V patch I get some significant lag doing certain things, like spawning the first backup unit of a pursuit causes my game to lock up for a moment - and that's on a 4790k, so god knows how bad it is on more average hardware.

That may explain the lag we get when we try to use Ammunation for the first time when you load a save/in GTAO.

Edited by Spider-Vice
  • Like 2

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black lives matter | stop Asian hate | trans lives = human lives

the beginning is moments ago, the end is moments away

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customkingpimp

 

 

"Houston, we have a problem.

We had planned to release LSPDFR 0.2 tonight, although for a number of reasons outwith our control, this unfortunately won't be possible.

In the latest update for GTA V, Ill Gotten Gains Part 2, Rockstar Games strengthened their protections against modding introduced in the first update. Included in this was a whopping 3 MB of junk code designed to confuse modders. Instead of the native functions of the game being accessible directly - we now have to jump through 4 or 5 hoops each time, as the game also implements live decryption and obfuscation methods. This severely impacts performance, resulting in gameplay at 3 frames per second - even on some of the strongest PC systems available today.

As such, we're going to need some more time to figure out the best way to proceed. Hopefully you can understand that none of this was a problem before Wednesday's update, and performance issues aren't related only to LSPDFR, but also to every other GTA V script modification. The difference with LSPDFR, though, is that it includes very detailed artificial intelligence that other mods (trainers, etc.) do not. This means that the efforts by Rockstar to prevent modding disproportionately affect us.

In other news, our website is also experiencing unrelated technical problems, which we at least hope can be fixed soon.

We hope you can understand the situation we're in.

- Sam"

 

https://www.reddit.com/r/pcmasterrace/comments/3cz23y/rockstar_being_rockstar_adds_junk_code_used_to/

 

https://www.facebook.com/lcpdfr?_rdr=p&amp;amp;amp;amp;amp;amp;fref=nf

 

Why don't you make the mod as a standalone game? Just like SA-MP was to GTA San Andreas (also, MTA).

 

You still need the game files, SA-MP used game files. That would not fix anything

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Why is anyone shocked by this? Rockstar has the most inneffective "anti-cheat" ever.

 

Top+kek+m8+_0fe32c669e0baaf9f34b004a14f7

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Getting dips to >20 FPS with an GTX980 and i7 2600k 4.8 ROCK STABLE. Was having a stable 70-80 FPS with no dips and MFAAx2! It's worse than a Ubisoft game. GG Rockstar, some get ot broken games, others prefer to break them after they release them.

Edited by Loudy
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NTAuthority

http://pastebin.com/Gz7RYE61

 

 

Performance difference between GTA V version 372 and 393

 

Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook (code used is provided below):

372: ~582ms (RPH: ~585ms)

393: ~2480ms (RPH: ~2490ms)

 

Performance on version 323/350 is most likely even better due to even less/no obfuscation than 372.

 

 

Code used for ScriptHookV (performance counter code from http://stackoverflow.com/questions/1739259/how-to-use-queryperformancecounter):

 

Ped playerPed = PLAYER::PLAYER_PED_ID();

uint weaponHash = 0xA2719263;

StartCounter();

 

for (int i = 0; i < 1000; i++)

{

WEAPON::SET_CURRENT_PED_WEAPON(playerPed, weaponHash, true);

}

 

double timePassed = GetCounter();

char buffer[32];

sprintf(buffer, "Time passed: %f", timePassed);

MessageBoxA(0, buffer, "", 0);

 

Code used for RPH:

 

System.Diagnostics.Stopwatch Stopwatch = new System.Diagnostics.Stopwatch();

uint playerHandle = Game.LocalPlayer.Character.Handle.Value;

Stopwatch.Restart();

for (int i = 0; i < 1000; i++)

{

Rage.Native.NativeFunction.CallByHash<ulong>(12535367907453402124uL, playerHandle, 0xA2719263, true);

}

Game.LogTrivial("Time spent on 1000 calls: " + Stopwatch.ElapsedMilliseconds);

 

 

Particularly:

Calling SET_CURRENT_PED_WEAPON 1000 times via ScriptHookV and RAGEPluginHook (code used is provided below):

372: ~582ms (RPH: ~585ms)

393: ~2480ms (RPH: ~2490ms)

 

That's a pretty significant performance decrease. Obviously in real usage you won't be calling SET_CURRENT_PED_WEAPON 1000 times as fast as your processor can spin it, but still - that says a lot about the performance of other functions in the game. I notice on the 0.1e version of LSPDFR with newest GTA V patch I get some significant lag doing certain things, like spawning the first backup unit of a pursuit causes my game to lock up for a moment - and that's on a 4790k, so god knows how bad it is on more average hardware.

372 already wrapped natives in a lower-tier obfuscation variant; fun thing is none of this even helps discovering new native identifiers and only makes R*'s original scripts run slower as well...

  • Like 1

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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I can't believe they are pulling a ubisoft on us. How is this even possible? At what moment did they think this was a good idea?

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I can't believe they are pulling a ubisoft on us. How is this even possible? At what moment did they think this was a good idea?

Its actualy a reverse Ubisoft.

 

Ubisoft order: Release broken game -> Fix with patches later

 

Rockstar order: Release brilliant PC Port -> destroy the game with patches later

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frontrunner91

Put the blame where it really belongs. Rockstar wouldn't have to do these things if the scriptkiddie f*cktards would have left the game alone.

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Put the blame where it really belongs. Rockstar wouldn't have to do these things if the scriptkiddie f*cktards would have left the game alone.

All games will have modders. Rockstar is beyond aware of that and they are handling it poorly. They want to stop modders in GTAO? Make it a separate EXE. They want more money? Release more story/map DLC, less skins and cars that we can't hold on to or afford.

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You cannot win with their security model (to call it a model would be a joke) - by its very nature to have a P2P multiplayer architecture you have to give the clients the ability to spawn objects and kill people and stuff, and because of that their online is probably never going to survive on the PC.

 

NTA I haven't played Online in a while (because of the hackers) but don't you think the hackers probably already got around their new "security" measures?

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southparkmayor

 

Put the blame where it really belongs. Rockstar wouldn't have to do these things if the scriptkiddie f*cktards would have left the game alone.

All games will have modders. Rockstar is beyond aware of that and they are handling it poorly. They want to stop modders in GTAO? Make it a separate EXE. They want more money? Release more story/map DLC, less skins and cars that we can't hold on to or afford.

 

I know. what do you expect when The only new Content being made are extremely expensive stuff like cars and clothes and such? People are gonna glitch and script for money to get this stuff. They are not going to play missions for hours or buy shark cards. R* have turned into dummies who don't make quality content anymore. Otherwise we would have had Single player DLC like GTA IV did with episodes from LC. R* had a very good game ( single player wise) but GTA Online is sh*t and was poorly implemented for PC. R* as a company has turned for the worse.

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Actually it does work as an anti-cheat mechanism: there won't be any cheaters because no one will be playing the game any more!

 

vcILZ71.png

Number of Steam players playing GTA V.

 

U and X correspond to the Ill Gotten Gains packs releases 1 and 2 respectively. There was a lukewarm blip of interest for the first part, which fell to an all-time low the following week and part two does not even register as a distinguishable event.

 

So not only are they rendering their painstakingly optimised game jittery and unplayable on even the best gaming machines (may I remind you of the two delays GTA V PC received just for this optimisation) and stopping legitimate modders from enjoying the game, they are not even improving the popularity of the game any more.

 

In short, because of this strategy everyone is losing out right now: legitimate modders, vanilla gamers, shark card buyers and even Rockstar themselves.

Edited by epoxi
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9H7Sj34.jpg


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Spider-Vice

A sheer drop in players is normal for any blockbuster game after a few months, but yeah, I have to say that the "impulse" that we usually get with each new update is no longer there. Rockstar isn't watching their step too carefully.

  • Like 4

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GTANet | Red Dead Network | 🌲

black lives matter | stop Asian hate | trans lives = human lives

the beginning is moments ago, the end is moments away

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Actually it does work as an anti-cheat mechanism: there won't be any cheaters because no one will be playing the game any more!

 

vcILZ71.png

Number of Steam players playing GTA V.

 

U and X correspond to the Ill Gotten Gains packs releases 1 and 2 respectively. There was a lukewarm blip of interest for the first part, which fell to an all-time low the following week and part two does not even register as a distinguishable event.

 

So not only are they rendering their painstakingly optimised game jittery and unplayable on even the best gaming machines (may I remind you of the two delays GTA V PC received just for this optimisation) and stopping legitimate modders from enjoying the game, they are not even improving the popularity of the game.

Though I actualy think the content of both Updates was way higher Quality than the ones before, but its just my opinion.

 

What is realy important is that they need to HOTFIX this issue, or anticheat or whatevery it is ASAP.

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Rockstar's good at creating junk code. GTA: Online is built on it.

GTA Online is not realy built upon Junk Code, but upon Peer2Peer which is bad...

Hopefully R* learns from it.

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As people told before, GTA Online will be the doom of the GTA series.

 

Look at how SP is being much more crippled in favor of the GTA online as if cutting content from SP to make them online exclusive while developing the game and writting the GTA V story mode with their asses to make GTA Online look much more appealing wasn't enough for them. Now they are spitting on what made a lot of people buy GTA V PC, the only way to save this mess of game from catching dust, MODS.

 

I want to drive a real corvette on GTA V, that second version of coquette sucks hard, I want to cause mayhem on LS as iron man, I also want to play a game with a on-the-ground look because cartoonish graphics causes me headaches and it's disgusting, hence ENBs mods being crucial to make Los Santos look less like a city from a random pixar animation and more like a real place. Even stock IV graphics feels more realistic than V (except at raining nights).

 

I know that the engine is improved regarding to IV and bla bla bla, but nothing of those improvements are worthy if they aren't being used. What is the graphics improvements worthy if the game looks beautiful only at a raining night? Why V has extra variables about physics when the physics got arcadised to attract kids to Online? Seriously, this game doesn't even feel like a game about crime, but it feels like a "filme da sessão da tarde"... hueahuezilians will understand the joke.. Well, I'll stop here before this post become just another rant about GTA V.

Edited by fefenc
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As people told before, GTA Online will be the doom of the GTA series.

 

Look to how SP is being much more crippled in favor of the GTA online, as if cutting content from SP to make them online exclusive(contents such as purchasable houses, buying snacks on shops, using any shirt under jacket, car insurance, car icon for every car owned, etc) and writting the GTA V story mode with their asses to make GTA Online look much more appealing wasn't enough.

That argument has no ground. GTA Online is treated as it's own title; it's own game.

 

By that logic, I should be upset because some features from GTA IV didn't return in V. "holy sh*t guise no bowling V is the death of the series"

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It's so treated as it's own little title that this disease is atached to SP, it got much more focus on development than SP and it's killing SP with time, hence the story mode being so bad written, GTA V SP lacking a lot of features present in Online and every workaround used on GTA Online to prevent cheaters crippling SP aswell. It's the same executable, it's the same game.

 

Rockstar can tell the lies they want just like they said they support modders then they launches a random update that makes SP modding harder to protect their little baby that's attached with SP.

 

The fact is that GTA Online isn't its own title, they should make a different executable only for online.

 

R* knows that if the modders bring free content to SP and make it look more appealing than GTA Online, then they'll lose shark card money. Why would someone pay RL dollars or keep hours or days grinding on online to buy a zentorno when we can drive a lamborghini veneno for free on SP and on private multiplayer servers? R* knows this and they will attempt to stall this momentum at all performance costs, then they'll do their PR stuff with their "were mod firendly but stahp messing wif onlin".

 

GTA Online should even be called as "GTA V Online" because it will certainly infect GTA VI aswell.... or are you really thinking that the next GTA game won't feature its own grindy multiplayer version and cripple GTA VI SP aswell?

 

...And some IV features should return *cof crouch cof*

Edited by fefenc
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oCrapaCreeper

It really doesn't matter what Rockstar says; Online isn't a separate game or title. When players bitch about something being OP and Rockstar nerfs it, it also gets nerfed in Singleplayer (R.I.P Rhino). When Rockstar makes a huge update and doesn't QA singleplayer, it gets f*cked up in general (see Heists update). It'll never be a separate game until it runs off a different disc and doesn't touch story mode in any way.

Edited by oCrapaCreeper
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-Incomprehensible complaining-

Here's a crazy idea: Don't play Online? Problem solved.

  • Like 4
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