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BH Team

MoonLoader

Recommended Posts

Dash Shack

Nice plugin you got there :) This will be very usefull for my GTA, thanks and good work :)

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Crspy

Is it possible to Create Shader with LUA script ? @[email protected] Just Like MTA ...

I heard MTA using LUA script Too.. xD

 

Goodluck with your Project Btw <3 and Love to see Development .. :))

Yes, MTA is using Lua, but it has its own API for rendering. Currently MoonLoader has no its own API for rendering, there is just original game possibilities to display some primitives on the screen. Adding rendering API is one of the priority tasks, but unfortunately, I can not even say approximately when it will be done.

 

You have no idea how many people are waiting for this for years , the whole GTA community :lol:

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fastman92

Could you make MoonLoader for different GTA games? Also, functions like this, to determine game version:

 

/** Copyright © 2014-2017  fastman92 <[email protected]>, website: http://fastman92.com* Licensed under the MIT License, see LICENSE at top level directory.**/ #pragma once /* The priority of possible questions1. Is game series X (e.g GTA)2. Is game subseries Y (e.g GTA IV/EFLC)3. Is game Z (e.g GTA SA)4. Is game Z with specific version on specific platform (e.g GTA SA 1.0 on WIN_X86 platform)*/ // Game versionsenum eGameVersion{GAME_VERSION_UNDEFINED, /////////////////////////////////////////// WIN_X86 //////////////////////////////////////////// // GTA IIIGAME_VERSION_GTA_III_1_0_WIN_X86, // GTA VCGAME_VERSION_GTA_VC_1_0_WIN_X86, // GTA SAGAME_VERSION_GTA_SA_1_0_HOODLUM_WIN_X86,GAME_VERSION_GTA_SA_1_0_COMPACT_WIN_X86,GAME_VERSION_GTA_SA_1_0_1_EURO_NO_CD_FIXED_EXE_WIN_X86, // GTA San Andreas v1.01 [EURO] No-CD Fixed EXE // GTA IVGAME_VERSION_GTA_IV_1_0_4_0_WIN_X86,GAME_VERSION_GTA_IV_1_0_7_0_WIN_X86,GAME_VERSION_GTA_IV_1_0_8_0_WIN_X86, // GTA EFLCGAME_VERSION_GTA_EFLC_1_1_2_0_WIN_X86,GAME_VERSION_GTA_EFLC_1_1_3_0_WIN_X86, // Bully SEGAME_VERSION_BULLY_SE_1_2_WIN_X86, /////////////////////////////////////////// WIN_X64 //////////////////////////////////////////// // GTA VGAME_VERSION_GTA_V_1_0_335_2_WIN_X64,GAME_VERSION_GTA_V_ANY_WIN_X64, //////////////////////////////////////// ANDROID_ARM32 ///////////////////////////////////////// // GTA SAGAME_VERSION_GTA_SA_1_0_8_ANDROID_ARM32}; class CGameVersion{public:// Checks if game series is GTAstatic bool IsGameSeries_GTA(eGameVersion gameVersion); // Checks if game series is Bullystatic bool IsGameSeries_Bully(eGameVersion gameVersion); // Checks if game series is GTA or Bullystatic bool IsGameSeries_GTA_Bully(eGameVersion gameVersion); /////////////////////////////////////////////////// /////// Bully Scolarship Edition ///////// Checks if game version is GTA IIIstatic bool IsAny_Bully_SE(eGameVersion gameVersion); // Checks if game version is GTA IIIstatic bool IsAny_GTA_III(eGameVersion gameVersion); /////// GTA Vice City ///////// Checks if game version is GTA VCstatic bool IsAny_GTA_VC(eGameVersion gameVersion); /////// GTA San Andreas /////// // Checks if game version is GTA SAstatic bool IsAny_GTA_SA(eGameVersion gameVersion); // Checks if game version is GTA SA 1.0,static bool Is_GTA_SA_1_0_PC(eGameVersion gameVersion); // Checks if game version is GTA SA 1.1 on WIN_X86 platformstatic bool Is_GTA_SA_1_0_1_PC(eGameVersion gameVersion); /////// GTA IV, GTA EFLC ///////// Checks if game version is any GTA IV or GTA EFLCstatic bool IsAny_GTA_IV_or_EFLC(eGameVersion gameVersion); // Checks if game version is any GTA IV on PCstatic bool IsAny_GTA_IV_PC(eGameVersion gameVersion); // Checks if game version is any GTA EFLC on PCstatic bool IsAny_GTA_EFLC_PC(eGameVersion gameVersion); /////// GTA V            /////// // Checks if game version is any GTA V on PCstatic bool IsAny_GTA_V_PC(eGameVersion gameVersion); ////// GTA VI            ///////static bool IsAny_GTA_VI_PC(eGameVersion gameVersion);};

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BH Team

Could you make MoonLoader for different GTA games? Also, functions like this, to determine game version:

I have no experience in modding other games of GTA series, and I think nobody wants MoonLoader to be poorly made for those games.

Maybe after MoonLoader become open source (it just needs some code refactoring) interested people will apear and will be able to contribute to this. So it's possible, but I can't promise anything.

 

And what about supporting other GTA: SA versions: it was noticed in original post

Originally was planned that MoonLoader will support all versions of GTA: SA but with increasing functionality it's began to become a more difficult task and in the end it was decided that only v1.0US will be supported, maybe in the future it will change, but not now and there is no promises. Anyway it's not a big problem — most of mods supports only v1.0US as well and this version is most common for modding.

MoonLoader uses plugin-sdk and plugin-sdk is only for v1.0US, so adding support for other versions in MoonLoader means adding this support in plugin-sdk, and this is a lot of work, besides that, some things (eg structures) require more effort than just searching addresses for different versions.

Edited by BH Team

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Junior_Djjr

As a brazilian, I didn't liked you translating the "lua" word into "moon". Missed the joke of origin of the name :p

Jokes aside, I loved you guys doing this. My friend was doing this but stopped development to work on other things.

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Jack

1) how to CALL_FUNCTION (opcode_0AA5)?
2) how to GET_LABEL_POINTER (opcode_0AC6)?
3) since switch tables are limited, does lua provides a better way of relocating "switchTableStart" rather then using GET_LABEL_POINTER for storing a large amount of data beyond the table limit in order to use new IDs for example?
4) lua, GTA3script, scm, sdk(c++), c#... which one is the best and why?

Edited by Jack

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BH Team

1) how to CALL_FUNCTION (opcode_0AA5)?

2) how to GET_LABEL_POINTER (opcode_0AC6)?

3) since switch tables are limited, does lua provides a better way of relocating "switchTableStart" rather then using GET_LABEL_POINTER for storing a large amount of data beyond the table limit in order to use new IDs for example?

4) lua, GTA3script, scm, sdk(c++), c#... which one is the best and why?

1. Via FFI or function callFunction.

2. Nohow. There is absolutely no need for getting label pointer in Lua.

3. Yes - tables.

4. Figure this out and tell us. ;)

Edited by BH Team

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Davve95

Sorry for a minor bump. But are there many Moon loader scripts yet?

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NoobDude-

Sorry for a minor bump. But are there many Moon loader scripts yet?

Yep, There are bunch of people on BH forums creating awesome scripts. You can find them all http://blast.hk/forums/107/?prefix_id=57

 

 

1) how to CALL_FUNCTION (opcode_0AA5)?

2) how to GET_LABEL_POINTER (opcode_0AC6)?

3) since switch tables are limited, does lua provides a better way of relocating "switchTableStart" rather then using GET_LABEL_POINTER for storing a large amount of data beyond the table limit in order to use new IDs for example?

4) lua, GTA3script, scm, sdk(c++), c#... which one is the best and why?

1. Via FFI or function callFunction.

2. Nohow. There is absolutely no need for getting label pointer in Lua.

3. Yes - tables.

4. Figure this out and tell us. ;)

 

I've been following the development from the beginning. The Moonloader community has been increasing day by day. If you need some English Translators for the documentation then I'm ready to help.

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greggrulzok

Man, if this can bring those lua scripts of MTA to Singleplayer like the water reflections it would be so beautiful.

Edited by greggrulzok

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Reyks

I hope you guys manage to convert the MTA graphical related stuff to MoonLoader at some point, this stuff looks amazing...

 

EDIT: Ninja'd

 

Edited by Reyks

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Crspy

And for some weird reason , these stuff don't eat FPS like ENB series :monocle: i wish someone would explain why ?

you didn't mention the important stuff like the almighty per pixel lighting , bump mapping and Material Shader....etc

Edited by Crspy

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LaDiDa

New enb series should also eat less fps, older enbs use some hacky methods to do their effects.

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BH Team

I've been following the development from the beginning. The Moonloader community has been increasing day by day. If you need some English Translators for the documentation then I'm ready to help.

It would be great, do you know Russian?

 

 

Man, if this can bring those lua scripts of MTA to Singleplayer like the water reflections it would be so beautiful.

I hope you guys manage to convert the MTA graphical related stuff to MoonLoader at some point, this stuff looks amazing...

I see you guys don't quite understand what's the point of MoonLoader, it's not a graphical engine, MoonLoader has nothing in common with MTA scripting except Lua language. Yes, these features can be added and it would be very cool, but the fact that MoonLoader uses Lua doesn't mean that there should be a bias(i hope this is the right word) to graphics, at all. With exactly the same success these graphical features from MTA may be added in any modding engine, like CLEO or plugin-sdk, and they also can be implemented as a DLL Lua module (even in Lua script, but it's a big pain).

And there is another trouble: MTA does a lot, seriously a lot, of hooks and patches to get it working, and since MTA is a stand-alone project it can afford it, but adding native support of these features in MoonLoader/CLEO and such will break compatibility with many other mods, so to make it qualitatively, you need to invest not only a big effort, but also do it very carefully.

Edited by BH Team

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Delatom

Never heard of that loader.

Lookin' forward for it.

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Delatom

@BH Team

What is the essential things should I learn to make scripts like these?

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Seemann

Finally, after 10 years of CLEO dominating GTA scripting scene, someone have managed to release a competitor project (not counting plugin-sdk, too complex if you are not a C++ guru) ;)

 

Personally I don't like LUA syntax and would prefer JavaScript instead, but it's still a good job!

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Junior_Djjr

I see you guys don't quite understand what's the point of MoonLoader, it's not a graphical engine, MoonLoader has nothing in common with MTA scripting except Lua language. Yes, these features can be added and it would be very cool, but the fact that MoonLoader uses Lua doesn't mean that there should be a bias(i hope this is the right word) to graphics, at all. With exactly the same success these graphical features from MTA may be added in any modding engine, like CLEO or plugin-sdk, and they also can be implemented as a DLL Lua module (even in Lua script, but it's a big pain).

And there is another trouble: MTA does a lot, seriously a lot, of hooks and patches to get it working, and since MTA is a stand-alone project it can afford it, but adding native support of these features in MoonLoader/CLEO and such will break compatibility with many other mods, so to make it qualitatively, you need to invest not only a big effort, but also do it very carefully.

You should have put a FAQ on the first page.

 

 


Some people on my blog reported that all .asi mods stopped working when installed MoonLoader (more specifically, for sure everyone is using Silent Asi Loader v1.3). What additional information do you need? I tested on Hoodlum and Compact and apparently I had no problems...

Edited by Junior_Djjr

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BH Team

Finally, after 10 years of CLEO dominating GTA scripting scene, someone have managed to release a competitor project (not counting plugin-sdk, too complex if you are not a C++ guru) ;)

 

Personally I don't like LUA syntax and would prefer JavaScript instead, but it's still a good job!

It had to happen! Wouldn't even think that Seemann himself will pay attention to MoonLoader. I am glad to see that you like it.

By the way, for those who don't like Lua syntax, there is MoonScript, didn't try it, but looks cool, it's like CoffeeScript for JavaScript.

 

 

You should have put a FAQ on the first page.

FAQ for troubleshooting - yes, will be helpful, but if people don't even reading the description will they read a FAQ? Except that if description is not clear enough, idk.

 

 

Some people on my blog reported that all .asi mods stopped working when installed MoonLoader (more specifically, for sure everyone is using Silent Asi Loader v1.3). What additional information do you need? I tested on Hoodlum and Compact and apparently I had no problems...

It's weird... No one before reported something like that. You can ask them to check moonloader.log for "Memory test at address %08X has failed" warnings and that gta_sa.exe version is 1.0us. Edited by BH Team

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LaDiDa

MoonLoader works fine here, no .asi malfunctioning as of yet (Using the latest .asi loader that comes with cleo).

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Junior_Djjr

 

You should have put a FAQ on the first page.

FAQ for troubleshooting - yes, will be helpful, but if people don't even reading the description will they read a FAQ? Except that if description is not clear enough, idk.

 

This. Only your comment made clear, the description doesn't.

 

And the description is full of technical marketing terms, that makes laypeople not read (why will they read a wall with technical texts for marketing? Only serves to developers), but a simple FAQ is always welcome.

 

Even many people don't even understand what a programming language is, they think, for example, that CLEO is a programming language, and that every language opens up new possibilities that were once impossible, which isn't necessarily true.

 

In short, guys, forget a bit about Lua. SCM (sannylang/gta3script) is for CLEO as Lua is for MoonLoader. The focus here is the MoonLoader itself. Roughly speaking, a programming language is just a way to write code.

Edited by Junior_Djjr

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BH Team

The words "marketing terms" sounds adorable for absolutely non-commercial project, these are not marketing terms, these are actual features and advantages! :D

The current goal is to engage more developers, users don't need to install MoonLoader just to have it, because MoonLoader means nothing without scripts. But anyway, I see what you're saying, and I see that basic description doesn't say too much, so I'll rewrite it to make it clear for everyone.
Edited by BH Team

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LINK/2012

Kudos for this project, looking forward on it becoming the primary option whenever custom scripts creation comes to mind.

 

We've been trying to fix and repurpose the Rockstar Scripting Environment for a long time, and I have to say: It's unfixable. It's that way by design. We'll keep making hacks forever, because on each limitation we overcome, another one will take its place.

 

Good impressions taken from the great effort on documentation, open source attitude, and the use of native command names on functions :p

 

I'll be in the hope that the Western and Eastern Modding Scenes join forces on this project instead of bashing at each other.

Edited by LINK/2012

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BH Team

I'd be very happy to make MoonLoader open-source so the other people can help with development, but it needs overall refactoring before publishing and unfortunately I'm busy with other things atm.

 

Thanks for your feedback!

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skatefilter5

Can this concert my Mta map I made into cleo scripts

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guru_guru

Some people on my blog reported that all .asi mods stopped working when installed MoonLoader (more specifically, for sure everyone is using Silent Asi Loader v1.3). What additional information do you need? I tested on Hoodlum and Compact and apparently I had no problems...

It's weird... No one before reported something like that. You can ask them to check moonloader.log for "Memory test at address %08X has failed" warnings and that gta_sa.exe version is 1.0us.

 

 

I may be a bit late ,but I noticed that .asi mods won't get loaded if they are installed in /scripts if moonloader is installed.They have to be moved to root folder to be loaded

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Bogdans29

This need an official site(pricas li srpski?) and see this video it's lua scripted ...

 

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Davve95

Yeah it's LUA scripted but I thought he said you can't port MTA scripts to singleplayer.

 

Btw that mod is awesome!

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Jinx.

Gotta say this is a cool mod, however I partially ran into the same issue as Junior.

 

So most of the scripts I installed are inside the scripts folder while a few others such as ModLoader, SkyUI, Mobile Style Loading etc. are in the root directory. Once I installed MoonLoader, SkyUI couldn't find GInput anymore, even though it was installed. I moved GInput in the root directory and game worked fine at the menu, however once I started a new game, it was loading like the vanilla game, even though I have the Mobile Style Loading mod installed.

 

This made me realize that the scripts folder is apparently ignored when using this mod. I tried moving the mod's asi and the folder inside the scripts folder, along GInput, and this partially fixed my issue, however only a few mods were actually loaded, which I belive they are the ones that are loaded prior to this mod (SkyUI loaded, meaning that GInput loaded, which is loaded before this mod, however SkyGFX and SilentPatch weren't, which are loaded after this mod). Moonloader's scripts however worked fine (tested the BetterSkybox mod which uses Moonloader now)

 

Is it possible to make this mod less location dependent?

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