unknown modder Posted June 9, 2016 Share Posted June 9, 2016 (edited) Listener hasnt released his scripts so i thought I'd jump the gun and release these so people can start looking at what has changed. The blocked vehicles check was removed from looking inside these files, as well as information on spawning/teleporting to the new offices just to name a few examples of how this can be useful Downloads Gta 5 mods: https://www.gta5-mods.com/tools/decompiled-scripts-b757 MediaFire: http://www.mediafire.com/download/1e836lvjoc57pus/scripts_b757.rar Edited June 10, 2016 by unknown modder sasuke78200, Skorpro, jedijosh920 and 1 other 4 Link to comment Share on other sites More sharing options...
Jitnaught Posted June 9, 2016 Share Posted June 9, 2016 (edited) Thanks. Did you use your own decompiler to decomile them? Edited June 9, 2016 by Jitnaught Link to comment Share on other sites More sharing options...
unknown modder Posted June 9, 2016 Author Share Posted June 9, 2016 Thanks. Did you use your own decompiler to decomile them? Yep Jitnaught 1 Link to comment Share on other sites More sharing options...
mockba.the.borg Posted June 10, 2016 Share Posted June 10, 2016 This is awesome... any way to get this updated as more and more natives get renamed in the nativedb? Link to comment Share on other sites More sharing options...
unknown modder Posted June 10, 2016 Author Share Posted June 10, 2016 This is awesome... any way to get this updated as more and more natives get renamed in the nativedb? If NativeDB suddently has loads of new changes then I'll think about re uploading. if you wanted to do it manually, you could do a find and replace over the whole directory Link to comment Share on other sites More sharing options...
mockba.the.borg Posted June 10, 2016 Share Posted June 10, 2016 Coincidence ... I just wrote an "automaton" for that. So I can always get updated versions once NativeDB gets updated. Thanks man. Link to comment Share on other sites More sharing options...
unknown modder Posted June 10, 2016 Author Share Posted June 10, 2016 There were no changes to the script.rpf in the latest mini update(757.3/4) Jitnaught 1 Link to comment Share on other sites More sharing options...
uNiverselEgacy Posted June 16, 2016 Share Posted June 16, 2016 Thank you! This is fantastic. One stupid question: what do those commented numbers mean? for example: Global_101154.item_18807.item_69[15 /*78*/].item_66 what does /*78*/ mean? Another stupid question: does aa.item_bb mean ((char *)aa)[bb] or ((char *)&aa)[bb] or something else? Link to comment Share on other sites More sharing options...
unknown modder Posted June 16, 2016 Author Share Posted June 16, 2016 (edited) The 78 means each array index is a structure containing 78 items. The array items count just means how many UInt64 values it can store, if it was a vector3 array, the number would be 3. Also the way arrays work in scripts is different to a unmanaged array. The item at the array pointer contains the how many indexes the array has. The data starts at the next item(8 bytes away) Aa.item_bb means aa is a structure. Bb is the item in the structure being referenced. It can be seen with vector 3 which will change item_1 to y and item_2 to z Edited June 16, 2016 by unknown modder Link to comment Share on other sites More sharing options...
MoMadenU Posted June 17, 2016 Share Posted June 17, 2016 WOW. These are beautiful. Real array declarations! There is so much copy/pasted code everywhere. Is that the decompiler doing that or is the source code really like that? Link to comment Share on other sites More sharing options...
unknown modder Posted June 17, 2016 Author Share Posted June 17, 2016 (edited) WOW. These are beautiful. Real array declarations! There is so much copy/pasted code everywhere. Is that the decompiler doing that or is the source code really like that? All the code is generated from decompiling the scripts. I think the reason for all the copy/pasted looking code is scripts are compiled using function libraries. All library functions referenced from a scripts source will get compiled into the ysc along with its original source. So if many scripts use the same function from a library, that will appear in the decompiled scripts many times Edited June 17, 2016 by unknown modder Link to comment Share on other sites More sharing options...
WildBrick142 Posted July 18, 2016 Share Posted July 18, 2016 (edited) Not sure if anyone else has this issue, but I can't open the latest version on gta5-mods. It gives me a corrupted archive error. EDIT: nvm. For some reason I can't do anything with the archive on Windows 7 but I can on an XP VM. Weird. Edited July 18, 2016 by WildBrick142 Link to comment Share on other sites More sharing options...
unknown modder Posted July 18, 2016 Author Share Posted July 18, 2016 Not sure if anyone else has this issue, but I can't open the latest version on gta5-mods. It gives me a corrupted archive error. EDIT: nvm. For some reason I can't do anything with the archive on Windows 7 but I can on an XP VM. Weird. oh, that is becausei used rar5 to compress them, otherwise i exceeded the 100MB file limit on gta5 mods Link to comment Share on other sites More sharing options...
_CP_ Posted July 18, 2016 Share Posted July 18, 2016 I'm gonna ask again, are there any new natives in 791? Link to comment Share on other sites More sharing options...
unknown modder Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) I'm gonna ask again, are there any new natives in 791? When did you ask the first time? There are new natives in this update though from what i can see the only one called in any of the scripts is 0xB81CF134AEB56FFB Edited July 18, 2016 by unknown modder Link to comment Share on other sites More sharing options...
Kesha_F1 Posted June 15, 2017 Share Posted June 15, 2017 (edited) Any news about update archive after Gunrunning? Edited June 15, 2017 by Kesha_F1 Link to comment Share on other sites More sharing options...
unknown modder Posted June 16, 2017 Author Share Posted June 16, 2017 Any news about update archive after Gunrunning? I can't update it till I have an accurate list of all the new natives Link to comment Share on other sites More sharing options...
mockba.the.borg Posted June 16, 2017 Share Posted June 16, 2017 Any news about update archive after Gunrunning? I can't update it till I have an accurate list of all the new natives You mean ... AB's hash conversion table, right? Link to comment Share on other sites More sharing options...
unknown modder Posted June 17, 2017 Author Share Posted June 17, 2017 (edited) Any news about update archive after Gunrunning? I can't update it till I have an accurate list of all the new natives You mean ... AB's hash conversion table, right? Thats what I used for all previous version. I have a list of hashes but I need to be sure they are all good before releasing. Also online scripts wont be included in the release like what i did for the 1011/1032 scripts. Except for special requests from people Edited June 17, 2017 by unknown modder Link to comment Share on other sites More sharing options...
Alex106 Posted June 17, 2017 Share Posted June 17, 2017 (edited) Can you tell the names (if you have them) of the interior props used for the bunker styles, by any chance? Edited June 17, 2017 by .Alex. Link to comment Share on other sites More sharing options...
ikt Posted June 17, 2017 Share Posted June 17, 2017 Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope. ins1de 1 Link to comment Share on other sites More sharing options...
unknown modder Posted June 17, 2017 Author Share Posted June 17, 2017 Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope. The one on github is very broken, Theres many bugs with it Can you tell the names (if you have them) of the interior props used for the bunker styles, by any chance? I dont know the names of them unfortunately Link to comment Share on other sites More sharing options...
mockba.the.borg Posted June 18, 2017 Share Posted June 18, 2017 Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope. The one on github is very broken, Theres many bugs with it Is there one not-on-github? If so I am interested. It would help me a lot on the work I am doing converting a new list of natives. Link to comment Share on other sites More sharing options...
Alex106 Posted June 18, 2017 Share Posted June 18, 2017 Are you still using your own decompiler? I tried opening b1032 scripts with it (from GitHub) but it said nope. The one on github is very broken, Theres many bugs with it Can you tell the names (if you have them) of the interior props used for the bunker styles, by any chance? I dont know the names of them unfortunately Ah I understand, thank you anyway Link to comment Share on other sites More sharing options...
Scriptkiddy1337 Posted June 18, 2017 Share Posted June 18, 2017 The one on Github is still working like a charm, btw. Link to comment Share on other sites More sharing options...
unknown modder Posted June 20, 2017 Author Share Posted June 20, 2017 (edited) Scripts have been updated on the gta5 mods page, minus online scripts The one on Github is still working like a charm, btw. Its not, there are so many bugs. It also needs updating for things like new hashes and native translations, but I haven't bothered with them Edited June 20, 2017 by unknown modder Link to comment Share on other sites More sharing options...
Neutrinobeam Posted July 6, 2017 Share Posted July 6, 2017 I built a Python (2.7) script to remove the common functions from the scripts and place them into a library. It found nearly 21000 functions and shrank my b1103 folder from 770 MB to 230 MB. Would you like it for future releases? An example. In library file:bool func_lib_9598(var param0){ int iVar0; iVar0 = func_lib_494(param0->f_351 == 1, 20000, 15000); if (Global_69800) { return (func_lib_4026(param0) > iVar0 && param0->f_341); } return GAMEPLAY::GET_GAME_TIMER() > (param0->f_361 + iVar0);}// carwash1.c func_55// carwash2.c func_56 In carwash1.c:bool func_55(var param0){/*func_lib_9598*/} jedijosh920 and TheRouLetteBoi 2 Link to comment Share on other sites More sharing options...
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