![]() * Some previously hardcoded values are now read in an external, easily editable file * Most ASI plugins can now be unloaded and reloaded without rebooting the game (sorry, ELS is not one of them) * Better handling of exceptions: the plugin should no longer crash (most of the times), but instead show a user friendly error message * Key events are no longer being transferred to ASI plugins when the RPH console is open * Converting ASI files to UASI should now be faster * The interop with ASI scripts is now done via UnvAsiIntrf.dll (coded in pure C++) * The AsiSupport plugin has been rewritten in C# to remove the C++/CLI dependency * 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. This could prevent some plugins from crashing. * The plugin can now optionally ignore calls to unknown natives. * The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1) * 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 versions manifest has been updated (up to version. * SHVDN support is now disabled by default (because of its instability) ![]() A new support might be added in the future. SHVDN support has been removed as it is obsolete. * 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). In that case, please report the bug/crash either on Github, in the comment section, or on the RPH Discord. 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. 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. 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"). ![]() 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. 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. Everything but the raw DirectX access ("Present callbacks") has been implemented, so most ASIs should load and work properly. If you wish to play online mode, run the game without RAGE Plugin Hook.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. In an effort to protect the integrity of online mode, online mode will be blocked while RAGE Plugin Hook is active. make them move around, attack people, play voice lines, etc. RAGE Plugin Hook allows you to execute functions in the game, like spawning cars, characters, horses, etc. Whatever you set your mind to, basically. I have never coded before which language should I learn? However, if you insist on using C++, you can use C++/CLI.īut do yourself a favor and learn C# instead. RAGE Plugin Hook is a CLI library, so any CLI compliant language can be used to write plugins, including (but not limited to) the following:Ĭ++ is not a CLI compliant language, so no. As RAGE Plugin Hook is the interface between plugins and the game, RAGE Plugin Hook is required to execute the plugins. I’m not a developer, is this of any use to me? Red Dead Redemption 2 and Grand Theft Auto V. As the name suggests, RAGE Plugin Hook hooks into, and acts as an interface between custom code and RAGE engine based games like Red Dead Redemption 2.Īll PC platforms, eg.
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