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Fix a SF prop messing with mission, added ola & modloader files
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v0.3.7 (Jan 20 2018) | ||
----------------------- | ||
* Fixed an original game bug causing CdStreamSync to deadlock randomly (included an export for other mods to check if this std.stream build is aware of this bug and fixes it) | ||
* Fixed path translation heuristics for LoadLibrary, so explicitly loading system DLLs does not fail anymore | ||
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v0.3.5 (Nov 12 2016) | ||
------------------------ | ||
* Fixed III/VC streaming corrupting on 2nd/3rd new game. | ||
* Support for path translation in ASIs compiled in VS2015+. | ||
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v0.3.4 (Jun 22 2016) | ||
------------------------ | ||
* Support for GTA III, Vice City and San Andreas. | ||
* Support for Fastman92 Limit Adjuster 32 bit id limits. | ||
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v0.3.3 (Jun 19 2016) | ||
------------------------ | ||
* Support for III/VC splash sprites. | ||
* Support for III/VC script sprites (but uses SA directory structure, not III/VC one). | ||
* Support for overloading and loading cdstreams on III/VC. | ||
* Fixed a problem with the CLEO injector. | ||
* Fixed III crashing with collision mods. | ||
* Fixed Vice City crashing with map mods containing collision left overs. | ||
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v0.3.2 (Jun 17 2016) | ||
------------------------ | ||
* Support for III/VC data files | ||
+ gta.dat, IDEs, IPLs | ||
+ carcols.dat | ||
+ cullzones.dat | ||
+ fistfite.dat | ||
+ handling.cfg | ||
+ object.dat | ||
+ particle.cfg | ||
+ ped.dat | ||
+ pedgrp.dat | ||
+ pedstats.dat | ||
+ surface.dat | ||
+ timecyc.dat | ||
+ waterpro.dat | ||
+ weapon.dat | ||
* Support for loading III/VC CLEO scripts inside the modloader directory. | ||
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v0.3.1 (Jun 13 2016) | ||
------------------------ | ||
* First GTA III public release. | ||
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v0.3.0 (Jun 12 2016) | ||
------------------------ | ||
* First GTA Vice City public release. | ||
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v0.2.5 (Aug 15 2015) | ||
------------------------ | ||
* Support for UTF-8, UTF-16 and UTF-32 readme files. | ||
* Support for 32GB img archives. | ||
* Readme files are now limited to 60KB instead of 10KB. | ||
* Fixed *GTA San Andreas 1.0 EU* support crashing on SAMP. | ||
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v0.2.4 (Feb 09 2015) | ||
------------------------ | ||
* Added IDE refresher. | ||
* Added *AUDIO/STREAMS/*, TrakLkUp.dat and StrmPaks.dat overriders. | ||
* Added *stream.ini* merger. | ||
* Added profiles, a feature to let you have different mod setups with easy switching between them or even automatic *(See modloader/.data/Profiles.md for details)*. | ||
* Wildcards support has been expanded plus not only the IgnoreFiles list support wildcards but the others too. | ||
* IPL and IDE files given to modloader **NEED** to be registered in *gta.dat* like before, the *not needing* approach was error-prone. | ||
* Restored the `mod` command line and also added the `-modprof` command line to load a profile. *(See modloader/.data/Command Line Arguments.md for details)*. | ||
* The `mod` command line allows the user to specify a priority now. | ||
* Fixed non-GENRL wave files not being installed properly. | ||
* Other minor fixes. | ||
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* __Hotfix 1 (Feb 10 2015)__: | ||
+ Fixed readme lines for gta.dat not handled properly. | ||
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* __Hotfix 2 (Feb 11 2015)__: | ||
+ carcols.dat lines with only a single color are allowed now. | ||
+ Fixed profiles inheritance. | ||
+ Fixed last menu page being empty when number of mods is multiple of 9. | ||
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v0.2.3 (Feb 02 2015) | ||
------------------------ | ||
* The In-Game menu is ready to be used _(go into Options > Mod Configuration)_. | ||
* Automatic refreshing implemented, meaning changes on *modloader/* directory are detected automatically while you play. | ||
* The refresh key _(by default F4)_ has been removed in consequence of the addition of the menu and automatic refreshing. | ||
* Implemented *weapon.dat* merger and readme reader. | ||
* Implemented *ar_stats.dat, animgrp.dat, ped.dat, pedstats.dat, pedgrp.dat, cargrp.dat, melee.dat, statdisp.dat, shopping.dat, surface.dat, surfinfo.dat, surfaud.dat, object.dat, procobj.dat and decision makers* merger. | ||
* Implemented *clothes.dat, furnitur.dat, fonts.dat, roadblox.dat, tracks.dat, tracks2.dat, tracks3.dat and tracks4.dat* overrider. | ||
* Removed the `-mod` command-line, something better than that will come up later (`-nomods` is still available!). | ||
* Fixed no date-time in the load game menu screen. | ||
* Other minor fixes | ||
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v0.2.2 (Jan 13 2015) | ||
------------------------ | ||
* The game version *GTA San Andreas 1.0 EU* is now supported. | ||
* The data merger and overriden plugin *std.data* is back up and running but even better. | ||
* Just like before, *gta.dat, .ipl, .ide, handling.cfg, carmods.dat plants.dat, water.dat* mergers and *timecyc.dat & popcycle.dat* overriders are supported... | ||
* Just like before, again, reading data lines from readme files are suppported *(gta.dat, handling.cfg, carmods.dat, carcols.dat, veh_mods.ide, vehicles.ide, peds.ide)*. | ||
* Seeking our current goals, all those data files and readmes are refreshable in game except for *gta.dat* and it's friends *.ipl and .ide*. | ||
* Implemented *carcols.dat* merger and readme reader. | ||
* Implemented caching for mergeable data files so it does not need to merge every time the game loads. | ||
* Any custom timecyc is now loaded properly on SAMP. | ||
* Lazy loading of *default.dat* & *gta.dat* which allows a dynamic loading screen progress, fixing it flickering when there's few entries in gta.dat. | ||
* IPL and IDE files given to modloader don't need to be registered in *gta.dat* to work nor they need to be in the *correct path*. | ||
* Fixed the loader not creating the default *plugin.ini* file. | ||
* Fixed Mod Loader FXT hooks mistakenly relying on CLEO hooks. | ||
* Fixed the fixed COLFILE command which fixes the game's COLFILE gta.dat command being problematic with zero-sized collision files. | ||
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* __Hotfix 1 (Jan 14 2014)__: | ||
+ Fixed some textures being detected as sprites because of it's path. | ||
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v0.2.1 (Nov 23 2014) | ||
------------------------ | ||
* The COLFILE command for gta.dat works completly fine now *(SA bug fix)* | ||
* The size of the streaming buffer gets affected by clothing items now | ||
* Possible to change the refresh key from *modloader/.data/config.ini*, not from the menu though | ||
* Effective way to distinguish between *coach.dff* (vehicle) and *coach.dff* (clothing item) implemented | ||
* The priority system has been reversed, now *100 overrides 1* instead of *1 overrides 100* | ||
* Mod Loader automatically updates an old ini *(from 0.1.15)* to the new ini format *(as from 0.2.0/0.2.1)* | ||
* Fixed problems with SAMP introduced by v0.2.0 | ||
* Fixed script sprites not loading properly | ||
* Fixed ini entries beggining with square brackets not being readen properly | ||
* Fixed an issues with the std.asi path translator | ||
* Fixed command line argument `-nomods` not working properly | ||
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v0.2.0 (Aug 02 2014) | ||
------------------------ | ||
* Rewritten from scratch to be more flexible and powerful | ||
* Most mods can be refreshed without getting out of the game _(press F4 to refresh, auto-refresh soon)_ | ||
* The `-nomods` command line has been added | ||
* Extremely descriptive unhandled exception filter | ||
* Nested *modloader* folders has been removed | ||
* Mod Loader config files changed a lot **(please delete your current modloader.ini and let Mod Loader create another)** | ||
* The std.data plugin has been removed, that means .dat/.cfg files aren't handled anymore _(it'll be back soon)_ | ||
* CLEO scripts inside cleo sub folders aren't loaded anymore (this is a fix) | ||
* Custom missions aren't loaded at startup anymore (this is a fix) | ||
* So many fixes and changes that I don't even remember about them | ||
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* __Hotfix 1 (Aug 03 2014)__: | ||
+ Fixed streamed ifp files not being handled | ||
+ Fixed streamed col/rrr/scm files not being re-registered properly | ||
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v0.1.15 (Mar 05 2014) | ||
------------------------ | ||
* CLEO scripts injection works with CLEO 4.1 and below | ||
* CLEO folder don't need to exist on the game base path for CLEO 4.3 to work | ||
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v0.1.14 (Mar 04 2014) | ||
------------------------ | ||
* Binary IPLs are automatically detected | ||
* CLEO files aren't copied and pasted anymore, they're injected into CLEO.asi searches | ||
* Fixed binary IPLs being handled wrongly | ||
* Fixed crash on exit if playing SA:MP | ||
* Fixed new clothing models not working properly | ||
* Other minor fixes | ||
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v0.1.12 (Feb 01 2014) | ||
------------------------ | ||
* Random crashes caused by std-bank fixed | ||
* The wave loader accepts the extended wave format header now | ||
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v0.1.11 (Jan 31 2014) | ||
------------------------ | ||
* Fixed std-img plugin being auto-deleted | ||
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v0.1.10 (Jan 31 2014 | ||
------------------------ | ||
* The very well known GTA San Andreas bug on modded sound effects has been fixed | ||
* Implemented sound effects loader (.wav) | ||
* ASI files linked using the Borland linker won't crash Mod Loader anymore (Thanks to SilentPL). | ||
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v0.1.8 (Jan 23 2014) | ||
------------------------ | ||
* Implemented overrider for fonts.dat | ||
* Text files (.txt) greater than 10KB will not be detect as readme files | ||
* Anti-flooding for logging the failure on CaptureStackBackTrace | ||
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v0.1.7 (Jan 21 2014) | ||
------------------------ | ||
* ASI plugins that rely on external files on run-time works fine now, except for a few exceptions. | ||
* The loader can handle D3D9 hooks | ||
* Implemented file mixer for water.dat | ||
* Implemented file overrider for roadblox.dat and tracks%d.dat | ||
* Sacky's Limit Adjuster removed from Mod Loader | ||
* The basic IDE files (vehicles.ide, peds.ide, default.ide) do not need to be inside a data folder anymore to be detected | ||
* Fixed a immediate crash that happens when a .img files gets overridden | ||
* Fixed wheels line for veh_mods.ide not getting read properly on a readme file | ||
* Fixed the conflict between the clothing file COACH and the vehicle file COACH | ||
* Other minor fixes | ||
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v0.1.6 (Jan 12 2014) | ||
------------------------ | ||
* Implemented file mixer for plants.dat | ||
* Clothes models now works properly... Really... | ||
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v0.1.5 (Jan 11 2014) | ||
------------------------ | ||
* The plugin std-cleo now handles .cleo plugins by itself | ||
* The plugin std-cleo now handles .fxt files by itself | ||
* Data mixing is working fine now | ||
* Files are now read properly when there's a UTF-8 BOM in it | ||
* Special character models now loads properly | ||
* Clothes models now works properly | ||
* Collision files now works properly | ||
* Other minor fixes | ||
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v0.1.0 (Dec 30 2013) | ||
------------------------ | ||
* First public release | ||
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Mod Loader Command Line | ||
============================== | ||
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Mod Loader allows certain command line arguments to get passed to the game executable | ||
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* -nomods | ||
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No modification from *modloader* directory gets loaded when this argument is used. | ||
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__Usage__: `gta_sa.exe -nomods` | ||
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* -mod _modname_ | ||
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This command line option makes Mod Loader load only _modname_ from the *modloader* directory. | ||
That's essentially the same as creating a profile with *ExcludeAllMods* enabled plus the mod _modname_ in the *[IncludeMods]* section | ||
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__Usage__: `gta_sa.exe -mod modname` | ||
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This will make Mod Loader load *modloader/modname* with priority 20. | ||
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You can send more than one command of this type to load many mods. | ||
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* -mod _modname_=_priority_ | ||
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Does the same as the `-mod _modname_` except giving the specified mod a priority. | ||
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* -modprof _profilename_ | ||
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Loads the specified profile. | ||
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Notes | ||
--------------------- | ||
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+ The `-nomods`, `-mod` and `-modprof` command lines are mutually exclusive. | ||
+ When `-mod` or a `-modprof` command line are used a anonymous profile is created so any changes to the related profiles aren't saved/loaded. |
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The MIT License (MIT) | ||
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Copyright (c) 2013-2015 Denilson das Merc�s Amorim (aka LINK/2012) | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. |
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Mod Loader | ||
================== | ||
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## O que é? | ||
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Mod Loader é um plugin ASI para o Grand Theft Auto San Andreas que adiciona uma forma extremamente fácil e amigável de se instalar e desinstalar modificações no jogo, sem tocar em qualquer arquivo do mesmo. | ||
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A utilização é simples: você só precisa criar uma ou mais pastas dentro do diretório modloader/ e então jogar o conteúdo das modificações lá e pronto! | ||
É recomendado que se tenha uma pasta para cada modificação, por questão de organização. | ||
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## Instalando o Mod Loader | ||
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### Instalando no GTA San Andreas | ||
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Mod Loader requer um [ASI Loader](http://www.gtagarage.com/mods/show.php?id=21709), tenha certeza de que você tenha um. | ||
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Em seguida, extraia o *modloader.asi* e a pasta *modloader* para o diretório de seu jogo. | ||
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### Instalando no GTA Vice City ou GTA III: | ||
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Mod Loader requer o [Ultimate ASI Loader](https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases), tenha certeza de que você tenha um. | ||
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Em seguida, extraia o *modloader.asi* para pasta *scripts/* e a pasta *modloader* para o diretório de seu jogo. | ||
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## Instalando Mods no Mod Loader | ||
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Para instalar um mod no Mod Loader, é extremamente simples, apenas extraia o conteúdo do seu mod **dentro de uma pasta** no diretório do *modloader*. | ||
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Isso significa que os seguintes são métodos válidos de instalação: | ||
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+ modloader/nsx/infernus.dff | ||
+ modloader/nsx/outra pasta/infernus.dff | ||
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Entretanto, o seguinte **NÃO** é um método válido: | ||
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- modloader/infernus.dff | ||
- modloader/.data/infernus.dff | ||
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## Desinstalando Mods do Mod Loader | ||
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Ainda mais fácil, apenas delete o conteúdo do mod que deseja instalar do diretório do *modloader*. | ||
Se você só quiser desabilitar o mod por um instante, vá para o menu in-game para desabilitá-lo, ou edite o *modloader.ini* manualmente. | ||
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## Destaques | ||
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- Não substitua **NENHUM** arquivo original. Nunca. Sério. | ||
- Deixe que o Mod Loader tome conta de tudo. | ||
+ Mixagem de arquivos data | ||
* Portanto você pode, por exemplo, ter 70 arquivos handling.cfg no modloader e eles irão funcionar perfeitamente. | ||
+ Leitura de arquivos 'leia-me' | ||
* Não é necessário ligar para as linhas data em arquivos 'leia-me', o Mod Loader instala elas por você também !!! | ||
- Recarregar Mods | ||
+ Mude ou adiciona arquivos enquanto o jogo está rodando e veja-as imediatamente!!! | ||
- Suporte para linhas de comando | ||
+ Veja *modloader/.data/Command Line Arguments.md* | ||
- Menu 'em jogo' para configurações | ||
+ Vá para *Options > Mod Configuration* | ||
+ Quando o menu não estiver disponível, faça as edições manualmente em *modloader/modloader.ini* e *modloader/.data/config.ini* | ||
- Profiles, assim você pode ter varios jogos em um. | ||
+ Leia *modloader/.data/Profiles.md* for para detalhes | ||
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### Encontrou uma falha? | ||
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É essencial que você reporte bugs, para que o Mod Loader seja melhorado. Para reportar um bug, vá para um dos canais a seguir: | ||
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* No GitHub, usando [nosso issue tracker](https://github.com/thelink2012/sa-modloader/issues) | ||
* Suporte em inglês na [GTA Forums](http://gtaforums.com/topic/669520-sarel-mod-loader/) | ||
* Suporte em português na [Brazilian Modding Studio Forums](http://brmodstudio.forumeiros.com/t3591-mod-loader-topico-oficial) | ||
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Ao reportar um bug, **POR FAVOR**, forneça o arquivo *modloader/modloader.log* criado logo após o crash e dê informações detalhadas de como reproduzir o bug. | ||
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### Executáveis suportados | ||
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Nem todos os executáveis são suportados no momento. Os suportados são: | ||
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+ GTA III 1.0 | ||
+ GTA VC 1.0 | ||
+ GTA SA 1.0 US | ||
+ GTA SA 1.0 EU | ||
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## Download | ||
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Você pode fazer o download da última versão do Mod Loader em um dos seguintes links: | ||
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* [GTA Garage](http://www.gtagarage.com/mods/show.php?id=25377), para a última versão estável. | ||
* [GitHub](https://github.com/thelink2012/modloader/releases), para a última versão (incluindo não-estáveis). | ||
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## Código-Fonte | ||
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Mod Loader é um projeto open source, sinta-se livre para aprender e contribuir. | ||
O código fonte está sob a MIT License, se ligue no [GitHub](https://github.com/thelink2012/modloader/). | ||
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## Créditos | ||
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Finalmente, créditos. | ||
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#### Desenvolvedor | ||
* LINK/2012 (<dma_2012@hotmail.com>) | ||
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#### Muito Obrigado à | ||
* ArtututuVidor$, Andryo, Junior_Djjr e JNRois12 por alpha-testarem | ||
* Gramps e TJGM pelo suporte emocional. | ||
* SilentPL por muitos fixes e ajudas no desenvolvimento do projeto. | ||
* ThirteenAG por me fornecer varios ponteiros (literalmente) para a versão do GTA III / Vice City. | ||
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