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OpenIV 2.9



  • @Shaezbreizh said in OpenIV 2.9:

    The only convenient is that instead of getting name of prop once the file is rebuild, we got hash code (when opening the file with metatool since openIv can't), wich must also be the reason we can't open it with your new feature.

    No, it is not. As I said earlier, OpenIV can't open those files because they have some types in declatation which not used in map files and related to other YMT files (which don't supported yet in OpenIV).

    @Shaezbreizh said in OpenIV 2.9:

    Or may OpenIv team could release a such program with all possible function.

    And thy exactly you can't just edit YMAP/YTYP files and have all possible features?

    @Shaezbreizh said in OpenIV 2.9:

    Would be really a good thing to get a compatibilty fix to edit this file with OpenIV cause prop editor is a nice and usefull tool but miss some function that we could add ourself if only OpenIv was able to convert it ;S (it's just hardcore to find wich hash is wich prop for big addonprop )

    @meimeiriver said in OpenIV 2.9:

    Since MetatoolKit still produces a valid ytyp file (as the maps load just fine in game), I see no reason why OpenIV should not be able to accommodate for the small (but non-essential) incongruences between the formats.

    The fact that those files work in game does not make them valid. Game just ignores all the incorrect stuff. We will not change our code to support incorrect files, because our code is correct and mimics Rocstar way of creating files.
    Anyway, you will be able to open those files with OpenIV one day in future when we add support for more YMT files.



  • @GooD-NTS said in OpenIV 2.9:

    Or may OpenIv team could release a such program with all possible function.

    when I said that I was thinking to something faster than manually edit the file, I mean something where we've just to input value, tick case etc like prop editor
    or may it's already possible and i've miss something ?



  • @GooD-NTS Is there anyway to open a " corrupted " file that is not really corrupted ?
    I've eard the max limit for addonprops was to 4gb and depassed it, now I wanna remove few props to make it work again but can't open the archive ;s





  • @GooD-NTS How to reimport ymap/ytyp etc file once they're edited ?



  • @GooD-NTS
    i dont know what happened but after that 904 update, i cant spawn my addon vehicles anymore. even the replaced vehicles went back to its original model.



  • @Shaezbreizh said in OpenIV 2.9:

    @GooD-NTS How to reimport ymap/ytyp etc file once they're edited ?

    what? Drag and drop them back, no?

    @jhayy said in OpenIV 2.9:

    @GooD-NTS
    i dont know what happened but after that 904 update, i cant spawn my addon vehicles anymore. even the replaced vehicles went back to its original model.

    OpenIV updates do not affect your ability to spawn vehicles, there must be another reason, this is not OpenIV issue.



  • alt text

    Maintenance update is available for OpenIV 2.9.
    In today's update we fixed critical issue with AWC editing (for both GTA V and Max Payne 3).
    This issue was lead your game to crash when you edit some files (for example in STREAMED_VEHICLES_GRANULAR.rpf)



  • I don't know what the status of this thread is with all the recent events but I thought I might as well drop this bug in here, just in case it still gets checked.

    My configuration is two versions of GTAV, on two different drives, using Symbolic Links inside two Rockstar Games folders. Like the two-folder setup, but working on the parent folders instead of the game folders.

    Everything works fine with both versions of the game. I can switch between the two, add and remove files, no problems. If I use the search facility however, I get a guaranteed error screen as shown below.

    alt text

    Looking at the error information, the paths seem to be fine. I did see another bug with regards to symbolic links but that was from a while back and was marked as resolved, so I suspect this must be something different.

    I am going to try rolling back to an earlier version of OpenIV as a test, just to see if that makes any difference or not.

    The error information is as follows:

    Time: "13:59:14"
    Type: "EDirectoryNotFoundException"
    Message: "The specified path was not found"

    Additional information:
    [Application Context]
    App::Temp=C:\Users\Lee\AppData\Local\Temp\OpenIV_0017D4AC
    Main::ExploreArchiveNode::WorkItem=M:\Program Files\Rockstar Games\Grand Theft Auto V
    GetSystemDefaultLangID=2057
    SysLocale={ DefaultLCID: "2057", PriLangID: "9", SubLangID: "2", FarEast: "True", MiddleEast: "True" }
    App::Path=C:\Users\Lee\AppData\Local\New Technology Studio\Apps\OpenIV
    GetThreadLocale=2057 (0x0809)
    Game::Platform=pc
    Main::ExploreArchiveNode::ParentArchive=M:\Program Files\Rockstar Games\Grand Theft Auto V
    ApplicationPath=C:\Users\Lee\AppData\Local\New Technology Studio\Apps\OpenIV
    OS=Windows 7 Service Pack 1 (Version 6.1, Build 7601, 64-bit Edition)
    Game::ID=Five (GTA V)
    GetSystemDefaultLCID=2057
    App::Lang=en_GB
    Game::Path=M:\Program Files\Rockstar Games\Grand Theft Auto V\

    [Application Windows]
    TSearchWindow=Search - OpenIV
    TMainWindow=OpenIV - GTA V - [Edit mode]
    TActionsModule=ActionsModule
    TErrorWindow=OpenIV - Application error

    Release: 2.9.0.906 07/05/2017
    Address: "0x00509BFE"
    Procedure: "System.IOUtils.TDirectory.InternalCheckDirPathParam"
    Unit: "", Line: "0"

    Stack:
    [00509BF9] System.IOUtils.TDirectory.InternalCheckDirPathParam + $B5
    [0050818F] System.IOUtils.TDirectory.CheckGetFileSystemEntriesParameters + $8B
    [0050A077] System.IOUtils.TDirectory.GetFileSystemEntries + $13
    [00C273E8] Rage2.Archives.Content.CRageContentArchive.Load + $E8
    [00839AB3] Framework.Archives.Factory.fwArchiveFactory.DoOpenArchive + $63
    [00839A18] Framework.Archives.Factory.fwArchiveFactory.OpenArchive + $C8
    [0155C9BF] Tools.GlobalSearch.Thread.TSearchThread.SearchInArchive + $5B
    [0155C13F] Tools.GlobalSearch.Thread.TSearchThread.Execute + $17
    [004C4F0D] System.Classes.ThreadProc + $49
    [00409E5C] System.ThreadWrapper + $28
    [75593368] BaseThreadInitThunk + $10
    [77229900] Unknown function at RtlInitializeExceptionChain + $61
    [772298D0] Unknown function at RtlInitializeExceptionChain + $31



  • @LeeC2202 said in OpenIV 2.9:

    Time: "13:59:14"
    Type: "EDirectoryNotFoundException"
    Message: "The specified path was not found"

    I had a similar problem happen to me, a few versions back, on an install with Junctions, trying to open rpf files. That was fixed, though. Did your crash occur when opening an rpf file too?



  • @meimeiriver No, this happens only when using search. It opens and modifies rpf files fine. That's what's so confusing, it's like two parts of the same programme are handling paths differently.



  • @LeeC2202 said in OpenIV 2.9:

    it's like two parts of the same programme are handling paths differently

    That happened in my case too: there seemed to be an extra (deeper?) path check for rpf files, whereas the rest worked fine. Have you (temporarily) tried a hard link?



  • @meimeiriver said in OpenIV 2.9:

    Have you (temporarily) tried a hard link?

    I don't really understand the differences between them to be totally honest. :( With this HardLink shell I use, I get several options to create. Symbolic Link, Junction, Smart Copy, Smart Mirror, DeLorean Copy, Hardlink Clone and Symbolic Link Clone.

    I always choose Symbolic Link, mainly because that seemed to work and I don't know what the rest are. Maybe the solution lies in the other options. I shall go and try and find some info to understand the differences.



  • Okay, it seems HardLinks are for files and Junctions are effectively HardLinks for folders. This shell does seem to customise the options based on the type of link you are allowed to create.

    So I tried a Junction and got the same error. It opens the rpf files fine but doesn't like searching.


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