![]() * The versions manifest has been updated (up to version. * 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. 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. 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. (Update) Requires RagePluginHook 0.17.639.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. ![]() (Fixed) Error initializing caused by comments being parsed in an xml file (Added) Sub items inherits the parents options (Added) 'None' option for texture on sub menus (Change) Name of condition Match to Exact (Added) Menu display controller button delay option (Fixed) Remove the need for a dependant file AppDomain (Fixed) Remove the need for a dependant file LSPDFR (Change) Empty title on a menu item will now try to use the first child node inner text before being disregarded ![]() (Added) Version check including option to turn on or off (Fixed) Recordings being initiated from controller (Fixed) Going to previous menu where the menu was not ment to be shown (Changed) Renamed author to something more familiar (Changed) Renamed titles and menus to encourage users to change and personalize their menus (Changed) Disabled controller input for short time after menu item is selected so it doesn't trigger other actions (Added) Animation command attribute "flags" (Fixed) Animations will wait for the previous animation to finish To load this plugin, Either enable the plugin from ragehook settings menu (launch GTA V via rage hook and click the settings icon) or by pressing F4 while in game which will bring up the RagePluginHooks Console and typing loadplugin "The Menu.dll". The Menu is in beta stages and will more than likely contain bugs. The Settings and Configurations are inside "The Menu.xml" File, The current menu is a Place-holder and will need to be changed to suit your own needs.Įdit "The Menu.xml" file (preferably with notepad ) to customize your menu and change some settings. The Menu is perfect for letting loose and handle all those mods for you.Ĭopy "The Menu.xml", "The Menu.dll" and "The Menu"(Folder) To \PluginsĬopy "AutoItX3.dll" To The Root Of Your GTA V Folder ![]() While your mod collection is expanding, so is your available hotkeys and memory. Menu's within Menu's, just to add to the flexibility. These conditions can also be matched by All, Any or Exact. Only allow specific menu's or menu items to show under certain conditions. You can customize the menu anyway you wish allowing flexibility and personalisation.Įach menu item is assigned commands, these commands include Vehicle Actions, Spawning, Key Presses, Execution Delay and many more to come.Īny Menu Item can trigger a mixture of multiple commands allowing for some creativity. With The Menu, just about anything that can be done without a keyboard. This mod was designed with couch players in mind, specifically for controller use.
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