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Do you have plans to make a separate version that works for RPH v2? #114

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DeepWolf413 opened this issue Feb 16, 2021 · 2 comments
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@DeepWolf413
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There has been quite a lot of changes in RPH v2 from RPH v1, so there's a lot of errors if using for RPH v2.
I'm currently trying to fix it myself, and I nearly have I believe, however I have no idea if the changes works. I also need to fix the errors in Memory.cs, but I can't do that because I'm not sure what to use instead of Game.GetScriptGlobalVariableAddress(int), as it is not available in RPH v2 as far as I can see.

But then again even if that were fixed, it might still not work because of there being some differences between GTA 5 and RDR2 (I'm currently developing a plugin for RDR2). I saw RAGENativeUI and thought I would try it out. I wouldn't mind making my own menu framework, but I just thought I would try this out to see, so I could save some time. I might just end up making my own though :-)

Anyways, do you have plans to port this over to RPH v2 by making a different branch for RPH v2? Of course that would require RDR2 as far as I know, but just wondering :-)

@alexguirre
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I'm waiting for RPH v2 for GTA 5 as I'm not really active in RDR2 modding yet, but yeah, that's taking longer than expected.

As for porting to RDR2, Hooks.cs and Memory.cs won't work anyways without major changes because it won't find the patterns due to differences between the RDR2.exe and GTA5.exe and their scripts, so you can just comment out what uses Game.GetScriptGlobalVariableAddress. A fallback path that doesn't need it (used in case something breaks between GTA 5 versions) will be executed anyways.
Then, pretty sure that the textures used in the menus/timer bars/pause menus no longer exist (here there are some), so you will need to replace those with textures that exist in RDR2. And not sure if all natives used still exist.
There's probably some more differences that I'm forgetting.

@DeepWolf413
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Alright, thanks for the info. Will see if I can successfully port it over now :-) 👍

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