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Mod Menu [REL] Source Loader + Menu + Misc scripts + source

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Buffeting

Buffeting

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u can still play on pc just don't update game or u can downgrade
 
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SwaeLeeRay

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Nice release
Post automatically merged:

Can you please fix this code Socktress & PPRX made for blackscreen protection sprx

Games


Code (RELEASE) BLACK SCREEN PROTECTION SOURCE CODE (PS3 / SPRX)
Unwatch
May 2, 2019
PPRX
what you want from me

Today i decided to release black screen protection source code to public.
Xbox version was released by sockstress but no one cares about PS3.
Includes BLUS and BLES offsets.
Enjoy :biggrin:
Code:
void TN_Stub(int r3, int r4)
{
__asm("li 3, 0");
}

int TN_Hook(int r3, int r4)
{
if(*(int*)0x170864C > 7 && *(int*)0x170864C < 11 ) //BLES -> 0x17087CC
{
RAGE_Print("~COL_NET_1~PPRX: ~w~Someone Tried Freeze You with Black Screen!"); //Call PRINT_STRING
}
else{
TN_Stub(r3,r4); //Call Original Function
}
}

void Hook_Protection()
{
HookFunctionStart(0x8A2260,(int)TN_Stub,(int)TN_Hook,0); //BLES -> 0x8A2430
}
 
zl2eAcTiVex

zl2eAcTiVex

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Thanks mate, very nice release. steam terminate online for gta, disk only no problems.
 
Bleys1137

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swell00

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Hello yes you can modify the mod menu as desired if you have knowledge in coding. And even with knowledge you will think that this is abstract.

By the way i have some questions for GTA IV Modders :
I'm trying to modify Source Menu, i did it with success with Source Loader, i am translating it into French. Source Loader works perfectly, Source Menu almost.

The problem is that without touching the code if i compile it my self in English and also with the modified code in French, everything works except the part where you can swap between network players.
When you compile it there's Source_menu_settings.sco which is not present in the prebuilt carrec and script.img.
source_menu.sco in prebuilt img is 40 ko. wheni compile it myself it is 44ko with the settings.
So i'm having trouble to read player list in a game i can toggle All Players but when i press DPAD Right to chose another player it crash the game.

I'm on Xbox 360 Retail with xkey. Compiling with SC CL on Windows 7 with Visual Studio 2010 installed to edit the project
I see in output in VS that i miss Itanium SDK maybe or something like that. Do i need that ? The menu works perfectly except for that part.
I have not touched the code in Looped Functions. I have included the include folder in the include folder path in Project Properties.
I have 134 Warnings generated with SC CL no errors, should i resolve theses warnings ? The're almost all warning about passing int * and things like that to another pointers

Thank you for your help

EDIT : I made it work, if someone wants to edit it and reenable the network players scrolling functions in the menu, use NetworkGetName instead of GetNameWithColours and comment the stradd
 
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modder_028

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Hello yes you can modify the mod menu as desired if you have knowledge in coding. And even with knowledge you will think that this is abstract.

By the way i have some questions for GTA IV Modders :
I'm trying to modify Source Menu, i did it with success with Source Loader, i am translating it into French. Source Loader works perfectly, Source Menu almost.

The problem is that without touching the code if i compile it my self in English and also with the modified code in French, everything works except the part where you can swap between network players.
When you compile it there's Source_menu_settings.sco which is not present in the prebuilt carrec and script.img.
source_menu.sco in prebuilt img is 40 ko. wheni compile it myself it is 44ko with the settings.
So i'm having trouble to read player list in a game i can toggle All Players but when i press DPAD Right to chose another player it crash the game.

I'm on Xbox 360 Retail with xkey. Compiling with SC CL on Windows 7 with Visual Studio 2010 installed to edit the project
I see in output in VS that i miss Itanium SDK maybe or something like that. Do i need that ? The menu works perfectly except for that part.
I have not touched the code in Looped Functions. I have included the include folder in the include folder path in Project Properties.
I have 134 Warnings generated with SC CL no errors, should i resolve theses warnings ? The're almost all warning about passing int * and things like that to another pointers

Thank you for your help

EDIT : I made it work, if someone wants to edit it and reenable the network players scrolling functions in the menu, use NetworkGetName instead of GetNameWithColours and comment the stradd
Hi, I have questions for you. After I compile it and go on Network Players and try to select a individual player I also experience the crashing too, to fix this did you change the function to NetworkGetName? I'm on PS3 by the way.

P.S: Warnings after you compile don't matter much.
 
swell00

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Hi, I have questions for you. After I compile it and go on Network Players and try to select a individual player I also experience the crashing too, to fix this did you change the function to NetworkGetName? I'm on PS3 by the way.

P.S: Warnings after you compile don't matter much.
Hello, yeah that's right because the method NetworkGetNameWithColors is being used, i don't know why it crash the games, but if you look at the precompiled source_menu.sco given in the script_network.img, the guy that has compiled it is not displaying colours for the players, it only uses the name.
So i've tried to debug by recompiling a lot of times and trying things and also focusing on that network player thing. Using Visual Studio with "Find all References" tools to see where the method appears.

So yeah it's definitely the problem, using NetworkGetName will fix the problem, don't forget to comment //stradd (%s....
You'll see by compiling it you can toggle Network Players. You'll probably need to do the same for the Individual Player Sections where the Car Spawning Setup and Sections is called and where the Weapons menu setup is being called,
i could easily share the solution, but i think that the code was released with bugs on purpose so people can learn by themselve, so i'll let you the challenge of debugging it.
 
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modder_028

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Hello, yeah that's right because the method NetworkGetNameWithColors is being used, i don't know why it crash the games, but if you look at the precompiled source_menu.sco given in the script_network.img, the guy that has compiled it is not displaying colours for the players, it only uses the name.
So i've tried to debug by recompiling a lot of times and trying things and also focusing on that network player thing. Using Visual Studio with "Find all References" tools to see where the method appears.

So yeah it's definitely the problem, using NetworkGetName will fix the problem, don't forget to comment //stradd (%s....
You'll see by compiling it you can toggle Network Players. You'll probably need to do the same for the Individual Player Sections where the Car Spawning Setup and Sections is called and where the Weapons menu setup is being called,
i could easily share the solution, but i think that the code was released with bugs on purpose so people can learn by themselve, so i'll let you the challenge of debugging it.
Great, I'll let you know if I get any more issues. Have you figured out yet how to move the menus positions yet?
Post automatically merged:

Hello, yeah that's right because the method NetworkGetNameWithColors is being used, i don't know why it crash the games, but if you look at the precompiled source_menu.sco given in the script_network.img, the guy that has compiled it is not displaying colours for the players, it only uses the name.
So i've tried to debug by recompiling a lot of times and trying things and also focusing on that network player thing. Using Visual Studio with "Find all References" tools to see where the method appears.

So yeah it's definitely the problem, using NetworkGetName will fix the problem, don't forget to comment //stradd (%s....
You'll see by compiling it you can toggle Network Players. You'll probably need to do the same for the Individual Player Sections where the Car Spawning Setup and Sections is called and where the Weapons menu setup is being called,
i could easily share the solution, but i think that the code was released with bugs on purpose so people can learn by themselve, so i'll let you the challenge of debugging it.
Are you talking about the stradd line in LoopedSetup.c line 77? Comment it out?
 
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swell00

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Great, I'll let you know if I get any more issues. Have you figured out yet how to move the menus positions yet?
Post automatically merged:


Are you talking about the stradd line in LoopedSetup.c line 77? Comment it out?
Yeah that’s right you’re on good way ! Make sure also the header are set to GetName in setup.c
 
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modder_028

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Yeah that’s right you’re on good way ! Make sure also the header are set to GetName in setup.c
Yes, I changed it to SetHeader(GET_PLAYER_NAME(selectedPlayerIndex); to native GET_PLAYER_NAME, much simpler.
 
IIV NATHAN VII

IIV NATHAN VII

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Hello, yeah that's right because the method NetworkGetNameWithColors is being used, i don't know why it crash the games, but if you look at the precompiled source_menu.sco given in the script_network.img, the guy that has compiled it is not displaying colours for the players, it only uses the name.
So i've tried to debug by recompiling a lot of times and trying things and also focusing on that network player thing. Using Visual Studio with "Find all References" tools to see where the method appears.

So yeah it's definitely the problem, using NetworkGetName will fix the problem, don't forget to comment //stradd (%s....
You'll see by compiling it you can toggle Network Players. You'll probably need to do the same for the Individual Player Sections where the Car Spawning Setup and Sections is called and where the Weapons menu setup is being called,
i could easily share the solution, but i think that the code was released with bugs on purpose so people can learn by themselve, so i'll let you the challenge of debugging it.
Yes, I changed it to SetHeader(GET_PLAYER_NAME(selectedPlayerIndex); to native GET_PLAYER_NAME, much simpler.
NetworkGetNameWithColor will put "~COL_NET_" + (playerindex + 1) + "~" in front of GET_PLAYER_NAME to colour it accordingly, it could be a few things.

1.) You're defining your char array as a string
C:
char* StringName = "";
Correct usage would be
C:
char strArray[128];
and you would print/draw strArray, they need to be global variables if you're drawing them constantly (ie in the playerlist) otherwise it will become unstable and typically crash. NetworkGetNameWithColor returns a char buffer, not a string, for protection I used a global 2D array
C:
char playerNames[MAX_NETWORK_PLAYERS][28] = { 0 };
You would then draw
C:
playerNames[playerIndex];
after running something like
C:
playerNames[playerIndex] = NetworkGetNameWithColor(playerIndex);
2.) Modified gxt entries
If you're able to, test printing "~COL_NET_1~String" through "~COL_NET_16~String" ("~COL_NET_32~String" for PC), somebody mentioned translation, I imagine these are the same for all languages but I could be wrong and that could potentially be an issue although unlikely.
 
Last edited:
Gibe de pussi b0ss

Gibe de pussi b0ss

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Links dead, possible to update?. Thank you for the release :smile:.
 
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