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GTA Offline (using an external app simulating a Rockstar server)



  • So I just found out about this. Apparently it is an offline version of Star Trek Online. Everything is there, except you are not connected to Cryptic's servers.

    So I am thinking, would it be possible to do something similar to GTA V? You would launch up GTA like normal. When you try to go into GTA Online, any way, your connected to a server on your PC, which is imitating Rockstar's. Since it wouldn't be going through the Rockstar servers, your characters and progress would be stored locally, and you can use all the SP mods your heart desires.

    Now I understand that you would need to have the files for GTA Online from the Rockstar servers. Things like the jobs, the tunables, etc... I bet you could have a tool which saves the data from Rockstar's servers onto the local storage. Then you would just need to play GTA Online to get the files. If I am not mistaken, Wireshark may be enough to get the data.

    Since it is done in an external program, the server does not need to be an exact duplicate of Rockstar's servers. In other words, the formats for the files don't need to match. It just needs to match when the files are sent to the client. Additionally, when you use mods, and the client sends a flag to your local account, the server emulator doesn't do anything with it.

    Also, since the GTA V client would behave like you are playing GTA Online and not Single Player, we would need some changes to the game and some mods so things work better to make it more of a seemless experience.
    -SP mod menus would need to be updated to support Online natives. Things like weather, money, vehicle spawning, etc...
    -ScriptHookV's security measure to close the game when going Online. When it detects this mod, that would not happen.
    -Single Player Apartment, Benny's Original Motorworks, Yacht Delux, SP Hangars, etc... would all need to be altered so they do not run when the client says your in MP mode.
    -Modify the gameconfig, population cycles, and scenarios so the ped/vehicle spawning will work in MP mode, like it does in SP mode.
    -Modify the client so all the Online related requests go to the external program, and not the prod.rockstsrgames.com server. Requests for things like making sure that the game is activated will still go to Rockstar Games.
    -Open Interiors will need to be updated or an alternate will be needed. The Online scripts will interfere with it loading interiors, along with switching between this and SP.
    -Modify the game so SP exclusive features work, like the player pulling the phone out, or being able to ragdoll from jumping into a wall/and pressing the ragdoll button.
    -Modify the client so it doesn't send you back to story mode in a new game when you have any custom DLC Packs installed.
    -Modify the gxt entries for Online so theybread correctly.
    -Modify the game so it will pause in MP mode like it does in SP mode, when the player ether minimizes the game, or access the pause menu.

    So what do you guys think about this idea? I think that it is entirely possible to do. I bet it is how the Star Trek Offline thing works. Here, we have a lot of reasons to do this. We will be able to enjoy Rockstar's latest content, with our mods, and without other players and the risk of a ban. We can modify the tunables file so we can have a balanced experience, activate unreleased content, enable seasonal content, etc... Personally, I think this approach would be a lot easier, and involve less work than my original idea of modifying ysc scripts to make code from Online work offline. Plus it would be easier to update when Rockstar updates the game.



  • @nkjellman Instant Cease and Desist. No fucking point.

    Just use FiveReborn for god sake. It's just as good.

    You can just create a private game on GTA Online and invite people. Same shit. And having trainers update to support online is a bad idea, because then they can easily be used to fuck up the real GTA Online, and that fucking shit is what got OpenIV taken down by a C&D (which after that the entire GTA5 modding communtity (this forum included) went apeshit, and nagged the hell out of Take-Two to remove the C&D handed to OpenIV. We now have good bids with these people, just simply creating an authentic GTA Online knockoff will instantly break this and the modding community will be set to fall once again.

    Bad fucking idea.

    (edit: ignore EVERYTHING here, this is me being stupid again.)



  • @krashadam You are missing the point completely and here is why.
    -This is supposed to be a Single Player experience only. There is no way this could impact the GTA Online experience. The thing here is, the client will think it is in "MP mode", just for the sake of the ysc scripts running. There would be no way for people to play with other players.
    -FiveReborn doesn't have any of the scripting content GTA Online does, and it is behind on updates.
    -Going into the real GTA Online on Rockstar's servers with ScriptHookV will instantly ban your account. Online hackers will gain nothing from this. What triggers bans in Online menus is how the mod menu is injected.
    -When I say "Trainers support Online", I mean that they can use the natives used in Online. For some things, different natives are used compared to SP. Regardless of the natives used to change the weather, this doesn't give Online modders a way to use SP scripts in Online. They would need a way to inject ScripthookV into the game, without triggering the auto ban.

    From a legal standpoint, this the same as removing the MP vehicle/weapon block in SP, loading the MP maps in SP, or recreating content from Online in SP.

    Edit: In that regard, you don't brand the mod as an offline mod for GTA Online, but rather as a mod that recreates the GTA Online experience in an offline fashion. You know, creating a character, leveling up, buying properties, vehicles, clothing, earning money, etc..., and removes the Online capabilities of the game. That is what it will look like is happening.

    Whereas from a technical standpoint, it is actually making the client think it is in MP so it will use the Online scripts, and it will allow for saving player progress, without actually modding the game. It is all done locally. If someone manages to hack it to run it in Online, they may as well use the Online modding methods used back in 2015 and get banned. Heck it would even be like they are using the methods from 2013 where they are using a custom tunables.json. It would be the dumbest thing ever for them to do.



  • @nkjellman said in GTA Offline (using an external app simulating a Rockstar server):

    @krashadam You are missing the point completely and here is why.
    -This is supposed to be a Single Player experience only. There is no way this could impact the GTA Online experience. The thing here is, the client will think it is in "MP mode", just for the sake of the ysc scripts running. There would be no way for people to play with other players.
    -FiveReborn doesn't have any of the scripting content GTA Online does, and it is behind on updates.
    -Going into the real GTA Online on Rockstar's servers with ScriptHookV will instantly ban your account. Online hackers will gain nothing from this. What triggers bans in Online menus is how the mod menu is injected.
    -When I say "Trainers support Online", I mean that they can use the natives used in Online. For some things, different natives are used compared to SP. Regardless of the natives used to change the weather, this doesn't give Online modders a way to use SP scripts in Online. They would need a way to inject ScripthookV into the game, without triggering the auto ban.

    From a legal standpoint, this the same as removing the MP vehicle/weapon block in SP, loading the MP maps in SP, or recreating content from Online in SP.

    Edit: In that regard, you don't brand the mod as an offline mod for GTA Online, but rather as a mod that recreates the GTA Online experience in an offline fashion. You know, creating a character, leveling up, buying properties, vehicles, clothing, earning money, etc..., and removes the Online capabilities of the game. That is what it will look like is happening.

    Whereas from a technical standpoint, it is actually making the client think it is in MP so it will use the Online scripts, and it will allow for saving player progress, without actually modding the game. It is all done locally. If someone manages to hack it to run it in Online, they may as well use the Online modding methods used back in 2015 and get banned. Heck it would even be like they are using the methods from 2013 where they are using a custom tunables.json. It would be the dumbest thing ever for them to do.

    You're also missing my point. FiveM tried this too but they got C&D'd within months of existing. The only reason FiveReborn wasn't taken down was because: yeah, it's behind on updates. Plus, it doesn't even come close to being a full multiplayer experience because when playing online, player cars lag around, and nothing is in sync.

    I say this idea is needless because you don't need GTA Online, if you already have mods. Plus, should your internet randomly stop, whatever work you were doing (rockstar editor, map editor wise) is thrown straight out and you're kicked back to single player.

    It will get a C&D, because we're playing for free. We're playing with their content for free, it's been thrown out there for free. I know we have a mod here that already enables the mp vehicles in single-player, but sooner or later, it's gonna get struck by Take-Two at some point... that's if they don't suddenly break again...

    Rockstar can track any GTAO server, including the private ones. And if they catch onto the fact your GTAO experience is mostly modded they're probably going to boot you off your server. Every game dev can track their servers, even Disney could track Club Penguin servers, they had moderators working all the time. (that game is dead thanks to disney and it's community of membership club card owners who were self-entitled as all hell...)

    (edit: ignore EVERYTHING here, this is me being stupid again.)


  • MODERATOR

    @krashadam How could Rockstar track a "server" that's completely offline?



  • @Jitnaught The only way that could happen is if something which acesses Rockstar's server isn't changed to the private one, that could cause a ban in Online. You just need to make sure that the game can use the resources on the offline "server".

    I doubt they would be able to track you using a tool to save files and scripts received from their server while playing the real Online.

    According to Yan, you would need to get a hold of some server side ysc scripts from Rockstar to have on the offline server. I know that the resupply/sell mission scripts as well as the contact missions are all server sided.



  • @Jitnaught Good question, honestly. Maybe I did misread something here.

    I guess I was reading the whole thing wrong. It's just whenever I see something related to Online I just feel it's gonna come crashing down because Take-Two's going to throw a fit. That's just been my feeling lately. Sorry. :/



  • @krashadam I understand your concern.

    Personally I think that this idea would actually help the regular GTA Online be more modder free. Why?
    -This would remove the ban risk.
    -You can still do a lot of the things you can do in Online. Including being able to check out new content. All of the cosmetics will be present, without using a trainer.
    -On top of that last point, you can use all of the good quality SP mods, and not just one mod menu.
    -It would give people an Online like game they can cheat on. It may make them more likely to play the real Online legit.

    Most importantly, it will bring all of the personalization and customization to offline, without having to use trainers to acess it.


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