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Rage plugin hook gta 5
Rage plugin hook gta 5






rage plugin hook gta 5

* 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 SHVDN support has been removed as it is obsolete.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.

rage plugin hook gta 5

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.

rage plugin hook gta 5

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. 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.








Rage plugin hook gta 5