Loading plugin from path: F:\GTA V\Plugins\RAGE Trainer.dll Really want to use this mod, but I'm getting this error and any time it loads into RPH it crashes instantly. However you go, stick with it whilst it interests you and be damned about the critics - sure, give their thoughts (where meaningful) a hearing, but the anti ones that are anti because it's RageHook focused - those can be disregarded as you have your reasons for trying that route, so if that's your choice than go with your instincts. So really, all this is more pointing out a direction for how it's demonstrated/applied than actually what to do with it.īut whatever you do with it, nice to see another example of an application of an uncommonly thought of and highly overlooked resource out there. You'd then be giving a good idea of a use for the menu, by it's proof of principle application as a trainer, doing it a little differently on two levels on how it's delivered, and assuming you open the code to it - giving a further educational resource where people can see how the menu system works, and how you cleverly applied uncommon approaches by integrating lots of commonly used single functions. So you could pick, as a simple example, a handful of common trainer functions all commonly used together, give them a group name (for single menu entry purposes per 'group') and selecting the 'group' by it's menu entry enables all in the group or none - giving a bit of hotkey simplicity to pre-selecting a lot of commonly grouped functions. So maybe think along the lines of cumulative purpose-related group features as menu entries?Īn example of that, which you could use for reference, is stuff like the 'i' series mods and the ones that came before them - where each was enabling a specific set of related functions highly focused to the theme of the mod as a modular or standalone thing. It's all well and good 'reinventing the wheel' by adding common trainer features to the menu (and i respect there is value to it for educational reasons without a doubt), but doing it a bit differently would make it stand out as both another decent example of RageHook use (of which the few really decent ones wouldn't use all the fingers on one hand - and i don't need to quote the good ones). additionally, You can reference "dotnet/" for the Json functionalities.Since this is deeply a development rather than a ready mod, if you are going to consider 'trainer' features to demo the menu with - try thinking laterally :) NOTE: In order to enable the client-side C# API IntelliSense fanciness, you should add the "dotnet/rage-sharp.dll" as a reference. We don't recommend to use the testing release build to play on 3rd-party servers. Once you restart the client, it will download the update. Open config.xml and set your updater branch to 037_testing. You can download the update using the regular RAGE Multiplayer updater. Improve voice chat playback thread synchronization mechanism, so it doesn't affect anything elseĠ.4's game interaction performance improvements backportįix in-game UI not saving "latest IP connected to" correctlyĪdded a smoother voice chat packet loss handlingįixed reported voice chat stability issuesįixed some specific remote player tasks stuck after finishedĪdded "experimental web platform features" flag to the in-game CEFįixed key binding issues with isDown param = false JS: "entityDataChange" event has been replaced with "mp.events.addDataHandler(key, handler)"įix voice chat not getting cleared properly after setting "voice3d" to false Here's how that NativeUI example looks in the game: Thanks to a number of compilation-time checks, there's no way to allow C# client-side scripts to maliciously hurt users.ĭespite the community concerns, all events and functions are available in C#! Once a player connects, it collects all the scripts, checks its integrity and compiles into an in-memory assembly. RAGE Multiplayer 0.3.7 is another iteration of the 0.4 major features testing backport, this update is to assure the smoothest transition to 0.4.Ġ.3.7 introduces backports of major client-side scripting subsystem improvements, such as C# implementation (.NET Core, just like server-side) bringing new possibilities for C# game mode developers, but enhancements for the JavaScript runtime as well.Ĭ# scripts are stored in the /client_packages/cs_packages/ folder.
0 Comments
Leave a Reply. |