2545 rage plugin hook5/27/2023 ![]() ![]() TaskSequence.Execute() now returns an instance of new class SequencePedTask that can be used to check the status of the created sequence task.Added overloads of certain methods and constructors in GameMessageBuilder.Fixed console commands not working at all in plugins.Fixed the launcher hanging for a long time on startup during update checks if the web server was down.ĭownload (3.93 MB) Update from v2.79 (RDR2) (2.03 MB).Added new MinimumApiVersionAttribute class for developers to restrict their plugins to a certain version of RAGE Plugin Hook.When a fiber is blocking, a stack trace for the fiber causing the block is now logged.Fixed external console window showing when developer mode is not enabled.Removed model restriction checks on Prop constructors for now, as it was preventing certain objects from being spawned.Peds spawned by plugins now neither grant nor remove honor when killed.Added a bunch of bones to PedBoneId enum.Renamed GrappleType.FromBack to GrappleType.FaceToBack.Renamed GrappleType.FromFront to GrappleType.FaceToFace.Renamed GrappleType.Ground to GrappleType.Mounted.Game.DisplaySubtitle() no longer waits for previous subtitles to finish.Added Game.DisplayNotification() taking an icon to show.Fixed setter for Blip.Scale not working.Added Blip.Styles collection which can be used to apply or remove styles to blips.Blip.Sprite no longer updates the Blip's name.Added constructor for Blip() for creating rectangular/elliptical areas.Added constructor for Blip() taking just a BlipStyle.RAGE Plugin Hook now patches a bug in the game code that prevented reloading and proper movement when using non-player models for the player character. ![]() Fixed the launcher not launching the Steam version correctly ('app configuration unavailable' error).This is a RPH plugin that converts ASI mods into UASI ("Universal ASI") mods which can be loaded with RAGE Plugin Hook in the same way ASI mods are loaded with ScriptHookV. Everything but the raw DirectX access ("Present callbacks") has been implemented, so most ASIs should load and work properly. The first version was entirely coded in C++/CLI: native C++ code was used to interact with native ASI plugins, and the "CLI" (or "managed") part of the code was used to interact with the. Though, this mix between managed and native code created problems and confusion: errors were hard to track down, the program was hard to maintain, and the plugin didn't work for a lot of people. This version was created with compatibility and user-friendliness in mind: managed code is in its own file ("AsiSupport.dll", which is the RPH Plugin), and all unmanaged code (the bare minimum the make the plugin work) is in UnvAsiIntrf.dll (which stands for "Universal ASI Interface"). UnvAsiIntrf.dll should be supported by the end user as it is pure C++, and AsiSupport.dll should also not cause any problem if the end user has all required dependencies to use RPH. UnvAsiIntrf.dll has been created as a generic way for ASI plugins to interact with another entity: said entity would register as an "API Handler" which has access to GTA V (in this instance, to RPH which gives it access to GTA V) and which would load UASI files (converted ASI files) then, the ASI scripts would interact with GTA V the same way the would've done it with ScriptHookV, except they would do via UnvAsiIntrf.dll, which itself serves as a simple bridge between UASI scripts and the API Handler.Īs the plugin is still in beta and might be unstable, you may experience bugs and / or crashes. In that case, please report the bug/crash either on Github, in the comment section, or on the RPH Discord. * Thread crashes can now be notified to the player * Fixed a crash that could occur when trying to draw an invalid texture If you're reporting a crash, please also send the crash report (located inside the "CrashReports" directory in your GTA V folder). SHVDN support has been removed as it is obsolete. * SHVDN support is now disabled by default (because of its instability) A new support might be added in the future. * The versions manifest has been updated (up to version. * All argument buffers are now pre-allocated: this should improve the plugin's overall performance * The maximum number of native arguments has been increased from 25 to 32 * Process corrupted state exceptions (ie: AccessViolations) are now properly handled. * The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1) * The plugin can now optionally ignore calls to unknown natives. This could prevent some plugins from crashing. * The plugin now detects non ScriptHookV scripts instead of trying to convert them * The plugin should no longer crash if it failed to load or convert an ASI file If a plugin tries to call an unknown native, 0 will be returned.
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