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Thread: [REL] ModManager v1.3
  

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  1. #101  
    nativesith's Avatar
    nativesith is offline Moderator
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    Lot of people sell pre modded dscs for xbox 360. Put their name on it and generate illegals funds from it is totally wack.
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  2. #102  
    iHaz Gas is offline Registered User
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    Yes i know this, but i wont!
    I give Full Credits when i Release it!
    SultanRs & his friend (cant remember his Name) are Selling your Stuff with his Name
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  3. #103  
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    I find it much easier to develop mods on PC then do the final testing on PS3. So I've added some PC SCO's to the garage mod shop mediafire folder. http://mediafire.com/garagemodshop

    I don't recommend coding mods for PC this way as there are much easier options out there. But for console developers it might speed things up for you.

    All you really need are /PC/1.0.7.0/ModManager/spcellphonemain.sco and then compile the latest modmanager code with your own sco's added: https://bitbucket.org/ThreeSocks/gtaiv-modmanager

    Uncomment //#define PC in modmanager.c for better font in modmanager but its not needed.

    Up/Down = Arrows
    Load/Exit = Enter/Backspace.

    Then just use openIV to copy the sco's to {install directory}\Rockstar Games\Grand Theft Auto IV\common\data\cdimages\script.img
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  4. #104  
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    I compile for Xbox so it's the only way I can test stuff. 99% of the time the conversion is spot on but I've had a few bugs, one was when spawning the jet plane, you know sticking the plane object to the airtug, making sure that I called the invisible car native for the airtug, it worked fine on the pc but on the xbox I would have to manually make it invisible. Wish I had a spare play station, much easier to test stuff with the hard drive. Anyway now I just use a separate .img for all the mods and just use a modded main.sco leaving the script.img almost in tacked.
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  5. #105  
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    Quote Originally Posted by spadger View Post
    I compile for Xbox so it's the only way I can test stuff. 99% of the time the conversion is spot on but I've had a few bugs, one was when spawning the jet plane, you know sticking the plane object to the airtug, making sure that I called the invisible car native for the airtug, it worked fine on the pc but on the xbox I would have to manually make it invisible. Wish I had a spare play station, much easier to test stuff with the hard drive. Anyway now I just use a separate .img for all the mods and just use a modded main.sco leaving the script.img almost in tacked.
    Thanks for the heads up about the conversion. I've noticed few things slightly different too. Like the font id being different for modmanager for example.

    Its pretty quick coding/testing on ps3 anyway especially if using pkg. But the amount of small changes I've been doing that need testing before I move on the next feature. I fear I'm wearing my ps3 out lol. Crashing/constant loading of game.

    I use commandline.txt in the install directory too.

    -windowed -safemode -minspecaudio

    So I can look at the code while I'm playing and run it at bare minimum so my laptop doesn't burn out lol.
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  6. #106  
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    Quote Originally Posted by Three-Socks View Post
    Thanks for the heads up about the conversion. I've noticed few things slightly different too. Like the font id being different for modmanager for example.

    Its pretty quick coding/testing on ps3 anyway especially if using pkg. But the amount of small changes I've been doing that need testing before I move on the next feature. I fear I'm wearing my ps3 out lol. Crashing/constant loading of game.

    I use commandline.txt in the install directory too.

    -windowed -safemode -minspecaudio

    So I can look at the code while I'm playing and run it at bare minimum so my laptop doesn't burn out lol.
    Well i'm sort of lucky i have a fairly ok pc with a 9800gt gfx card, not great i know but it's adequate. Never used the commandline options on it, i'm intrigued. What do you mean by Look at the code? while the game's running, just curious. Does it sort of print out debug info?
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  7. #107  
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    Quote Originally Posted by spadger View Post
    Well i'm sort of lucky i have a fairly ok pc with a 9800gt gfx card, not great i know but it's adequate. Never used the commandline options on it, i'm intrigued. What do you mean by Look at the code? while the game's running, just curious. Does it sort of print out debug info?
    Oh no I mean I use it so I can look at my own code. -windowed just lets gta run in a window. So when I see a problem while testing I can quickly make a change to the code

    But talking of debug info: I'm using this: GTAForums.com -> [REL|GTAIV] XLiveLess and it has a debug feature "* to turn on debug logging, unpack the file xlive_d.dll into the game folder and rename it to xlive.dll" It could be very useful. But I haven't tried it out yet.
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  8. #108  
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    Quote Originally Posted by Three-Socks View Post
    Oh no I mean I use it so I can look at my own code. -windowed just lets gta run in a window. So when I see a problem while testing I can quickly make a change to the code

    But talking of debug info: I'm using this: GTAForums.com -> [REL|GTAIV] XLiveLess and it has a debug feature "* to turn on debug logging, unpack the file xlive_d.dll into the game folder and rename it to xlive.dll" It could be very useful. But I haven't tried it out yet.
    Certainly will give it a try, thanks.
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  9. #109  
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    Quote Originally Posted by Three-Socks View Post
    -snip-
    Hello, I'm trying to modify this script to be a fully functioning menu(So I don't have to load my other scripts & use keyboard shortcuts.) I have figured out how to add submenus to other submenus(e.g. Main|Player Menu -> Sub|Animation menu -> Sub|animation selections) the only problem is; I'm not sure where to put the code for the underlined section.

    Code:
    void MultiLevel_Init(void)
    {
    	if (item_highlighted == 1)
    	{
                    //seems like function 2 would load this part of multiLevel?
    	}
    	else if (item_highlighted == 2)
    	{
    		mod[1].name = "Animation Menu";
    
    		mod[1].Multi = true;
    
    		mod_count = 1;
    	}
    	else if (item_highlighted == 3)
    	{
    //more code
    
    	}
    }

    So what I'm trying to get from an answer, is where would I put the code for the new sub menu in sub menu #2?

    Thanks in advance for any help
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  10. #110  
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    Hi there MaxSpeed.

    Check out page 9 where I helped iHaz Gas do the same.

    Other than that I'll leave you with this: http://psx-scene.com/forums/f276/%5B...tml#post974362

    If your creating something big I would wait for the menu library and code it from scratch. Forcing modmanager to be something its not designed to be will be a headache to maintain
    MaxSpeed likes this.
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