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@JohnFromGWN I think releasing a building handle (fwScriptGuid) with the native RELEASE_SCRIPT_GUID_FROM_ENTITY will solve the pool overflowing issue? Because shape test natives return handles for buildings when they detect them, and because SHV increases the pool capacity to (at least) 3072, but it *may* not be enough for the pool to allocate handles for all buildings along with all peds, vehicles, and props/objects. 3072 is 100% enough for all peds, vehicles, and objects with full capacity if you don't increase any capacities for them too much, though (the pool capacity should be sufficient even with PNWParksFan's gameconfig). And no, using the script with SHVDN v3.6.0 and earlier doesn't really solve the pool overflowing issue.
The script should release a handle with RELEASE_SCRIPT_GUID_FROM_ENTITY when GET_ENTITY_TYPE returns 0. GET_ENTITY_TYPE returns 0 if the CEntity type field (the byte field at `CEntiy + 0x28`) with the handle is not one of the values for vehicle, ped, and object (precisely 3, 4, and 5). I don't really think the script should release handles for peds, vehicles, or objects since some other scripts may make the game create them to use them with native functions, and again 3072 is 100% enough for all physical entities.
@rimcelebrate My experiment reveals that you need a title.rgl file that comes with b3351 or older when you play the game in v1.0.3351.0 or older (at least on Steam), though you don't need to have this mod installed when playing the game in v1.0.2845.0 in the first place, though…
@TrustNo1 Nah, the mod doesn't block loading the game in v1.0.3411.0 on my end, though the mod itself has no effect because there's nothing to patch.
it does work and can play custom radios in SHVDN v3.7.0-nightly.2, though I would make changes to SHVDN that disable to work v2 scripts such as this one in the future (I'm definitely not planning to do in v3.7 for your information).
@Lj82 Works for me in v1.0.3351.0. Please report how to reproduce when you claim some mod doesn't work for you, especially when you do with a low rate. Rating low without how to reproduce an issue or a constructive feedback wouldn't be justified.
@banksy_doo Your issue doesn't really appear to be related with this tool, because this tool cannot be run before GTA5.exe launches. Unless you see the error message *after* you see the game window or GTA5.exe (with Task Manager or whatever similar programs), you'll have to deal with the launcher error first.
@gameboyeg Nah? This still works for me with the exe of 1.0.2060.0 Steam even after 1.0.3323.0 has dropped. Of course BattlEye has to be disabled in the RGL settings so the ASI loader (dinput8.dll) can be loaded.
@ZenMaster Hi, I am the project lead of ScriptHookVDotNet. Since the v2 API is deprecated and SHVDN *may* stop supporting the v2 API in the future, I suggest you migrate your scripts to the v3. I thought you had reasons to choose the v2 API regarding to compatibilities (such as game versions), but your scripts are built against 2.11.6.0, which comes from the archive of v3.6.0. Can I ask what made you choose the v2 API instead of the v3 if not about compatibility issues? You might want to know that nightly versions warn of deprecated scripts running, too.
@nep nep ああ、pain系の音声が出る状況ならいつでも出るようにしたいのであって無効化したいのじゃなかったんですね。だからメモリ書き換えしてたと。まだDISABLE_PED_PAIN_AUDIOの機械語の中身は見てないけどどうせpain系の音声を出させないフラグ立てるだけのはずやから、これじゃpain系の音声が出ないのを防ぐのは無理でしょうね(無敵フラグは対応するのが1つあれば防げるってののに似てるでしょう)。
For those who speaks English: considering what the author said in the latest comment, this scripts aims to make sure the player ped/character uses pain audio speeches and tries to prevent the player ped from not saying them, not prevent them from using pain speeches. I thought what this script is for wrong until now though.
@nep nep 最新版以外のexe持ってないけど危険すぎる野良のアップロード物に手を出さずに他のバージョン試したいなら、RTA用のProject 1.27があります。Steam版を持ってるならDepotDownloaderでダウンロードする手も一応使えますね。