@sollaholla Awesome! Thanks
alloc8or
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Posts made by alloc8or
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@sollaholla Have you tried the latest build of NoBoundaryLimits yet? I need to know if the collision bug is fixed for you as well (I sent you messages on GTAForums but I don't know if you have already read them).
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RE: Add On Vehicle No Audio?posted in Installation Help & Troubleshooting
@LeeC2202 Maybe it's a default sound of the vehicle class or something like that, I don't know. But that's what I'll try to find out when I have enough time on my hands
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RE: Add On Vehicle No Audio?posted in Installation Help & Troubleshooting
@LeeC2202 That's very common. I haven't looked into it yet (how the .exe loads the vehicles.meta) but I think if the audioNameHash item has no value, the vehicle will use the audio file that matches the model hash or something like that.
Also, when you set the audio in-game to an invalid name (or empty name), it will also use the default sound even if you changed the audio before, so I think my theory seems promising -
RE: endevor questionsposted in General Modding Discussion
@meimeiriver said in endevor questions:
@floodedburrito said in endevor questions:
thank you.
i was wondering something tho. would i be allowed to mod story mode? i do i have to be completely offline? like how exactly dose it work?You don't have to be completely offline (as in: disconnected from the Internet; in fact, the game periodically uses your connection to validate you). So, as long as you restrict yourself to Single Player only, you're good.
Yup, Single Player won't get you banned. But be careful when you have modified RPF's because R* scans for them when going online and this will most likely get you banned. Also, normally ScriptHookV closes the game when trying to go online but in case you bypassed that or the process failed, the chance of getting banned is VERY high. As soon as the game detects that you hooked the script engine (for rage::scrThread etc.), you'll be flagged for investigation by a R* employee. There's another way that doesn't require hooking the script engine, which would allow you to play with high-level script mods in GTA Online almost undetected but I'm not going to share the method here for obvious reasons.
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RE: CleanWoundsBlood.asi stopped working?posted in General Modding Discussion
@LeeC2202 Yes, because Alex's .asi loader is designed to only load that (via LoadLibrary etc).
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RE: CleanWoundsBlood.asi stopped working?posted in General Modding Discussion
@meimeiriver An ASI plugin is a DLL which was simply renamed to *.asi
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@sollaholla No problem man
. Well, as we speak about that the mod wouldn't have gotten far without my DLL, do I smell early access? jk
Keep up the good work. Can't wait for the release.
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RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
[2017-03-06 23:47:46] [INFO] Log file created (NoBoundaryLimits.asi, build Mar 6 2017, (C) Unknown Modder) =========================================================================================================== [2017-03-06 23:47:46] [INIT] DLL attach successful [2017-03-06 23:47:46] [INIT] Successfully retrieved MODULEINFO: C:\Program Files\Rockstar Games\Grand Theft Auto V\GTA5.exe => 0x00007FF7217D0000 (0x044EB800) [2017-03-06 23:47:46] [INIT] Creating thread... [2017-03-06 23:47:46] [INIT] Created thread, id 0x153C [2017-03-06 23:48:01] [DEBUG] Checking if game is ready... [2017-03-06 23:48:41] [DEBUG] Game is ready! [2017-03-06 23:48:41] [DEBUG] Found minWorldLimits => 0x00007FF723B03480 (0x00007FF721E539B0) [2017-03-06 23:48:41] [DEBUG] Found maxWorldLimits => 0x00007FF723B03490 (0x00007FF721E539B0) [2017-03-06 23:48:41] [DEBUG] patchPlayerWorldLimits() succeeded! [2017-03-06 23:48:41] [DEBUG] Found globalHeightLimit => 0x00007FF7230EF42C (0x00007FF722653F50) [2017-03-06 23:48:41] [DEBUG] patchGlobalHeightLimit() succeeded! [2017-03-06 23:48:41] [DEBUG] Found explosives boundary function => 0x00007FF72272CD74 [2017-03-06 23:48:41] [DEBUG] patchExplosivesBoundary() succeeded! [2017-03-06 23:48:41] [DEBUG] Found createEntityXYLimit => 0x00007FF72300B3AC (0x00007FF7224936FA) [2017-03-06 23:48:41] [DEBUG] Found createEntityHeightLimit => 0x00007FF723042D1C (0x00007FF72249372E) [2017-03-06 23:48:41] [DEBUG] patchEntitySpawnBoundary() succeeded! [2017-03-06 23:48:41] [INFO] Freeing library and exiting thread...
You can download the new build using the link I sent you on GTAForums when I uploaded the first build back in January. -
RE: [SCRIPT] [RELEASE] [WIP] - Grand Theft Spaceposted in Releases & Works in Progress
@sollaholla Short question: Do you spawn vehicles in space? And if so, is it where X or Y >= 16000.0 or Z >= 2700.0? Because that won't work due to Rockstar's shitty methods for CREATE_VEHICLE. Speaking of this shit:
// [...] v6 = coords->y; v7 = coords->z; v8 = 0; v9 = bIsNetwork; v10 = modelHash; v11 = bIsNetwork != 0 ? bUnk : 0; v21 = coords->x; v22 = v6; v23 = v7; if ( MissionVehiclesCountCheck() && (!IsMultiplayer || !v9 || GetOnlineModelSpawnCheckPtr()) && v21 < 16000.0 && v22 < 16000.0 && v23 < 2700.0 ) { // [...]If you wish, I can modify my NoBoundaryLimits DLL to bypass that.