![]() ![]() ![]() Added "search mode" in which the spotlight rotates left-right automatically. Now each input method (keyboard, controller or mouse) has its own 'Speed' setting in degrees per second. Moved 'MovementSpeed' setting from 'VisualSettings.xml' to 'General.ini'. By default, hold Left Control and aim with the camera. Now mouse controls rotate the spotlight toward the direction the camera is looking at. These notifications can be disabled with the 'TrackingNotificationsEnabled' setting in 'General.ini'. Added notification when tracking starts or stops: with vehicles it shows their model, license plate and distance and with pedestrians it shows their headshot and distance. By default, NumPad3, can be changed with the 'ToggleTrackingKey' setting in 'General.ini' ![]() Now tracking uses a single key, for both pedestrians and vehicles. Now tracking chooses the pedestrian or vehicle closest to where the spotlight is aiming. ![]() If the vehicle does not have a turret, it will fallback to using 'Offsets.ini', like previous versions. The turret detection can be disabled for specific models by specifying 'DisableTurret = true' in the entry for that model in 'Offsets.ini'. The extralight_* component chosen can be overriden for specific models by specifying 'SpotlightExtraLight = 1/2/3/4' in the entry for that model in 'Offsets.ini'. Additionally, if the vehicle model has an extralight_* component as a child of one of the turret components, it will be turn on when the spotlight turns on.Ī new setting, 'ExtraLightEmissive', has been added to 'VisualSettings.xml' which controls the intensity of the extralight_*. The vehicle must have a working VEHICLE_WEAPON_SEARCHLIGHT. Working turrets: now spotlight turrets are detected and used instead of the offset specified in 'Offsets.ini'. 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.- Added API for developers. Everything but the raw DirectX access ("Present callbacks") has been implemented, so most ASIs should load and work properly. 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. 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. 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"). 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. 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. In that case, please report the bug/crash either on Github, in the comment section, or on the RPH Discord. * 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). SHVDN support has been removed as it is obsolete. * SHVDN support is now disabled by default (because of its instability) A new support might be added in the future. * The versions manifest has been updated (up to version. * All argument buffers are now pre-allocated: this should improve the plugin's overall performance * The maximum number of native arguments has been increased from 25 to 32 * Process corrupted state exceptions (ie: AccessViolations) are now properly handled. * The plugin can now optionally consider the current game version as unknown (getGameVersion() then always returns -1) * The plugin can now optionally ignore calls to unknown natives. This could prevent some plugins from crashing. * The plugin now detects non ScriptHookV scripts instead of trying to convert them * The plugin should no longer crash if it failed to load or convert an ASI file If a plugin tries to call an unknown native, 0 will be returned. ![]()
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