[Replaced] Old Ambient Wars Project v2.0.0.22

by Ironhide
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Critical Note:

8/16/2010

The new 2010 project has been released and is available here:

http://www.gta4-mods.com/script/ambient-wars-revival-2010---a-new-begining-f6036

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Rating:
7.52/10 - 50 votes
Downloads: 10,667
Added: October 29, 2009 9:02AM
Last Downloaded: October 20, 2014 4:01PM
File Size: 92.10 KB

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Please post any comments (positive or negative) or problems encountered and I will address them when I can. If posting a negative comment, please be clear and detailed of why you think it sucks or you hate it, because it may be something that can be modified if it's a problem, bad design or annoying etc. I just need to know what it is. A comment of "well this sucks" doesn't do much to improve future releases.
Posted on October 29, 2009 11:25AM by Ironhide
ohh man! I thought this one would work :/. Im waiting for mods like this, since the release og gta IV. There was one, i forgot its name, it was like this one. But it crashed after some seconds. I was hoping this would work, but its the same. After some Seconds its just crashing the game to the desktop. I think its not possible to play such a mod, on highest graphics + grapihc tools, like realizm IV + modded cars. Its just too much.
Posted on October 29, 2009 1:11PM by hitmanking
Turn on UseFileLog=True in Psycho section of config file, run til crash and then post the contents of PsychoLogic.log if there are any. Maybe there's something in there that can help ID the problem. I run max settings (1611mb+ resource usage) @ 1920x1200 and I run this mod a lot without problems. One thing I did notice yesterday is if I enable SLEEP mode on the phone then it seems to crash after a little while but if i do NOT enable sleep mode it plays for a loooong long time not sure what the deal with that is yet.
Posted on October 29, 2009 1:47PM by Ironhide
ok i´ll do it tomorrow
Posted on October 29, 2009 2:36PM by hitmanking
k. I've created a support thread for it as well to make it a lot easier to pass information and isolate (or try to) what's going on. It can be found here: http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262
Posted on October 29, 2009 2:46PM by Ironhide
This mod is GREAT, it works 100% for me, I truly hope you continue to work on it, upgrade it, and make it even better then it is. I haven't look into the config a lot, but is there anyway to disable the on-screen test at the top of the screen?
Posted on October 29, 2009 5:13PM by ObsessedWithGTA
Thanks I will try to as I get time to work on it. Right now I'm trying to stablize it for slower machines with new throttling code. The latest version 1.0.0.1 is posted for testing. As far as message at the top you shouldn't be seeing text unless ShowDebug=True in the config file. Or do you mean the text that occurs when you 1st enable the mod in game? I will disable that on next release no problem. It's simply there as indication of activation.
Posted on October 29, 2009 5:41PM by Ironhide
Cool, I just make a GREAT video of the mod in action. 30FPS 1280x720 HD. I will post it on You Tube shortly and post the link in here. Great Work man, really, this rocks!
Posted on October 29, 2009 6:22PM by ObsessedWithGTA
lol that sounds cool I'll have a look when you complete.
Posted on October 29, 2009 6:47PM by Ironhide
Ironhide, do you have MSN Messenger or AIM? I can help you with coding, video's, ss's, etc. PM ME. http://www.youtube.com/watch?v=30AEe-FAJZI
Posted on October 30, 2009 12:38AM by ObsessedWithGTA
Might be good to make all dead peds (not drop weapon) and (spawn all peds 0 money) this way a bunch of weapons and money icons are not stored in GPU memory = better performance, plus because of all the mayhem it will clean up the screen.
Posted on October 30, 2009 2:37AM by ObsessedWithGTA
Money is configurable already, as are most things. Not aware of a hook property that can be used to prevent weapon drops. I'll check the native function list though just to see. You can remove weapons from them while they're alive, but after they die those become seperated from them into world items. I'll do a quick test though just to see what remove does on the dead. Probably an exception.
Posted on October 30, 2009 7:38AM by Ironhide
heh just watched the video. You sure love taxi :) As far as code goes what I need help with is to know how we're supposed to sync up when VSYNC is on. I believe at this moment a LOT of the issues people are seeing may be directly related to them having VSYNC on. The mod was created with it turned off and is extremely stable here. However when I turn it on I too eventually see random crashes. Throttling code doesn't fix it so it appears to be a timing issue but that's just another guess. I may try offloading some logic into a seperate thread pool of its own and see what happens.
Posted on October 30, 2009 7:51AM by Ironhide
I am also experiencing crashes now to, especially when I use the Little Bird with rockets. I will try without VSYNC. When I change settings with the mod, even small stuff, I crash. But with the default config it works much better. I set money to 0 and they still drop it, even tried 1 and they still drop a ton. Simple Native Trainer has "dead peds drop weapon enable/disable" as well as settings "all new spawned peds money". I will get you the code for that from him. PM me your MSN or AIM.
Posted on October 30, 2009 10:08AM by ObsessedWithGTA
I've rewritten quite a bit to offload war code so the main tick is now resource gathering only and the war code operates seperately on those resources. There's also new code that detects the health of the Psychos and when <15 they have their weapons stripped. There's probably a native call that has to be used to set a property on a ped that determines if they drop weapons when they die or not. I'll look in the function list in a few minutes and see if can discern anything related to that. There's nothing exposed by the dotnethook for it that I can find. As far as money goes that sounds like a bug. I will investigate it.
Posted on October 30, 2009 11:38AM by Ironhide
Went through the native function list and it's probably this one: SET_CHAR_DROPS_WEAPONS_WHEN_DEAD I'll implement and check shortly. If it works then a few flag to control it will be in order.
Posted on October 30, 2009 1:02PM by Ironhide
Nope SET_CHAR_DROPS_WEAPONS_WHEN_DEAD doesn't appear to work. But SET_DEAD_PEDS_DROP_WEAPONS does.
Posted on October 30, 2009 1:22PM by Ironhide
So basically this is like the pedestrian riot cheats in previous GTAs? Uh, * Awesome. I'm going to feature this ;)
Posted on October 31, 2009 11:48AM by Slim Trashman
Yes it tries to bring some ambient chaos into the city. Stability is a major issue at the moment but that's the nature of beta and also the touchy system we have to use to do this in the 1st place (hooks). Latest version 1.0.0.4 is about to be posted it seems (here anyway) a LOT more stable than previous versions.
Posted on October 31, 2009 12:01PM by Ironhide
Looks promising. Will try.
Posted on October 31, 2009 3:43PM by Hypertenzion
v1.0.0.6 has an important change that may resolve DotNetHook script initializer crashes where the AW class may have some times overloaded the engine with a huge blast of inits when the hook created instances. This is unrelated to the operation of AW code itself when activated via hotkey. It is related to the hook library potentially causing an overload of the engine when it creates instances of AW classes due to too many property inits all at once in a huge blast. It appears far more likely to successfully create instance of AW now.
Posted on October 31, 2009 5:07PM by Ironhide
1.6 doesnt change anything for me. Still crashes after 15 seconds.
Posted on October 31, 2009 5:44PM by hitmanking
See if 1.7 makes a difference. A number of new checks are in place.
Posted on October 31, 2009 6:24PM by Ironhide
By the way the problem with this type of endeavor is the game is -constantly, and very very quickly- changing internal properties for all kinds of stuff. So the more complex a mod is i.e. the more objects it tries to interact with, the risk of accessing or trying to perform an operation on an object that is in an invalid, transitional or null state there is which causes it to puke. v1.7 adds a lot more checks and appears a lot more stable here but I need feedback from others if it actually is more stable / less stable as they're updated. So let me know as soon as you get a chance, either here or the support forum or both. Thanks.
Posted on October 31, 2009 6:28PM by Ironhide
Checking 1.7 and reporting back.
Posted on October 31, 2009 7:22PM by Hypertenzion
Ok great thanks. I just drove a freaking huuuuge distance back and forth across entire island mltiple times in mult cars with all kinds of stuff and zero issues going to post a full report of it in the AW support thread.
Posted on October 31, 2009 7:34PM by Ironhide
this mod makes my game crash aswell but not always sometimes it crashes when activating sometimes it crashes randomely when someone starts shooting
Posted on October 31, 2009 8:18PM by zzcool
Yes it's a timing issue which makes it the hardest to deal with because there are a gigantic amount of things that can and do happen many times in the span of milliseconds or seconds depending on what it is. Does v1.0.0.7 still crash 'often' for you? I went across the entire game world 3 times earlier using v1.0.0.7 without a single crash.
Posted on October 31, 2009 8:32PM by Ironhide
this time it crashed after 10 seconds. I activated it, started running and it crashed. No riots were even spawned. No chaos.
Posted on November 1, 2009 4:57AM by hitmanking
i tried it again. I took a car, activated the mod, started driving. After exactly 10 seconds it chrashed without any riots. So this version seems to crash during activating the first feature?! btw, im stopping the time, its always 10 seconds. Not more not less.
Posted on November 1, 2009 5:02AM by hitmanking
Ok 10 seconds is the default tick rate for the Player code, not the War code. I'll check into it. Something must be taking a dump in the Player code. Do you have a AmbientWars.Player.Log file?
Posted on November 1, 2009 5:46AM by Ironhide
Yep think I found why. I put in a block to prevent using the code in multiplayer mode but in that block it's using the class for the war logger not the player logger and I just missed seeing it, so it would be trying to use the wrong logger, and since the war tick happens 1st (4sec) it's already init so the player tick would try to recreate it which is invalid. Fix will be posted shortly.
Posted on November 1, 2009 5:50AM by Ironhide
ok i´ll try it, i dont have a AmbientWars.Player.Log file. DO i have to turn it on in the .ini?
Posted on November 1, 2009 6:48AM by hitmanking
No the log file was the issue I imagine you didn't actually have a AmbientWars.PlayerLogic.Log file with any content due to this reason. It was the log itself that likely caused the crash but need confirmation from .8 that you can get past 10 seconds. Let me know.
Posted on November 1, 2009 6:49AM by Ironhide
nope i cant, 7 seconds and crash. No riots no chaos again. Now there is a AmbientWars.PlayerLogic.Log file, but your right, its empty. AmbientWars.PsychoLogic.Log has 3 lines. Shall i post them? // i tried it one more time, again, this time 8 seconds. First time it was about 7,8, not 7 ...so not much difference.
Posted on November 1, 2009 7:02AM by hitmanking
Yes please do the following: Inside the AmbientWars.INI file change the following 2 entries. Player.UseFileLog=False to True Psycho.UseFileLog=False to True Post the contents of those 2 files in the support thread here: http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262 I'll take a look at them as soon as you post them.
Posted on November 1, 2009 7:11AM by Ironhide
I'm adding even more last command traps to help further isolate and I'll be adding some to the player code now as well. It'll be in the next version .9 in a few minutes.
Posted on November 1, 2009 7:22AM by Ironhide
Ok i turned them on in the .ini . This time i past 10 seconds. It crashed at 15 seconds, i even heared some breaking glas and some people screaming. But i have no Psycho.UseFileLog or Player.UseFileLog. Just AmbientWars.PlayerLogic and AmbientWars.PsychoLogic, are those the right log files? I´ll just post them, they should be the right ones.
Posted on November 1, 2009 7:24AM by hitmanking
No no the settings I mentioned are in the AmbientWars.ini file they control the amount of information that shows up inside the log files. You need to change those to settings from =False to =True as mentioned above. Also I'm going through the player logic code right now and adding some safety checks. Been focused on the Psycho war code so the Player code has some unsafe checks I haven't addressed yet. But they will be in there in next release .9 as soon as I'm done. In the mean time go ahead and change the settings and rerun the game and see if you have content in the log files after it crashes.
Posted on November 1, 2009 7:35AM by Ironhide
Sorry I'm tired and misread what you said. Yes those are the 2 log files I'm after.
Posted on November 1, 2009 7:38AM by Ironhide
v .9 is being posted.
Posted on November 1, 2009 7:51AM by Ironhide
Crashing after 8 seconds, without riots being spawned. Logs will be posted later. Im offline for some hours.
Posted on November 1, 2009 8:24AM by hitmanking
Ok. Very strange indeed. There are a lot of safety checks not really sure what's going on there.
Posted on November 1, 2009 8:30AM by Ironhide
Hitman make sure you use the latest version and run it then post log contents from it. The UseFileLog flags are always defaulted to False in new versions because they are a big performance hit and those without problems don't need it on, so you'll need to change those to True on each new version you install until the issues finally get isolated and addressed if they can be.
Posted on November 1, 2009 8:45AM by Ironhide
Hitman I experienced this crash a minute ago after playing for about 5 or 10 minutes. Going to try and see just wtf is going on. Right now it makes no sense.
Posted on November 1, 2009 8:57AM by Ironhide
how do you get the same crash if you crashed after 5-10 minutes? You said this would be a timing issue, which is very hard to fix, cause it could be caused by many things. but my problem is still something different, its like crashing during the initiliazing of the mod? or did i misunderstand you? im not at home right now, i will try 1.10 as soon as im home again. btw. i checked the mod version and the presence of each file more than 3 times everytime before i started the game, so it cant depend on an installation mistake by me.
Posted on November 1, 2009 9:42AM by hitmanking
ah no i got it, its not the initializing, sry i didnt understand your answer in the support thread at first, but after looking at the log i got it. Last time the car ahead code caused the crash. so was it the car ahead code which crashed your game, too? btw. sry for my english, im still learning it :P
Posted on November 1, 2009 9:53AM by hitmanking
Yep it was the cars ahead code that caused it here too, just a lot slower (very fast machine here) for it to materialize here than it did for you. Check version v.11 and see if it changes anything for you. I posted a response to your message but the board is slow.
Posted on November 1, 2009 10:22AM by Ironhide
v.11 doesnt change anything for me, i posted the logs in the support thread.
Posted on November 1, 2009 11:51AM by hitmanking
Can't post in gtagaming.com so posting here: "AmbientWars.PsychoLogic.log": ------------------------------------------------------ 01-11-2009 22:31:30 - Starting up. Ambient Wars v1.0.0.12 - BETA ------------------------------------------------------ 01-11-2009 22:31:30 - [F][E] PsychoLogic()-> (PsychoLogic) The War is Starting... 01-11-2009 22:33:58 - [F][E] PsychoLogic()-> [E] - RemoteEvent 'NativeInvoke' threw a System.AccessViolationException: Attempted to read or write protected memory during remote call to native function 'CREATE_CHAR_AS_PASSENGER'! 01-11-2009 22:33:58 - [F][E] PsychoLogic()-> [ELC] - CreateRandomPsychosAheadInCars()-> If Exists(Car) AndAlso Car.GetFreePassengerSeat <> VehicleSeat.None Then Psycho = Car.CreatePedOnSeat(Car.GetFreePassengerSeat, RandomPsychoModel, RelationshipGroup.Criminal)
Posted on November 1, 2009 3:48PM by Hypertenzion
Yeah that's the same issue hitmanking is seeing consistently after he activates the mod in the game. It has big safety checks not sure why it's happening. One thing I will do when I get a chance to mess with the code again is to provide a way to disable that branch of the mod so it only does peds on the streets and not cars and see if you 2 have any issues with just that while I work out what's wrong with the carsahead code.
Posted on November 1, 2009 6:17PM by Ironhide
Latest version 1.0.0.14 is extremely stable on the dev box.
Posted on November 1, 2009 8:14PM by Ironhide
Hey, awesome looking mod! I tried it out and it's awesome.. but I too am experiencing crashing about 5-10 seconds after AW is activated... Here's my PsychoLogic if that helps. ------------------------------------------------------ 11/1/2009 7:48:56 PM - Starting up. Ambient Wars v1.0.0.12 - BETA ------------------------------------------------------ 11/1/2009 7:48:56 PM - [F][E] PsychoLogic()-> (PsychoLogic) The War is Starting... 11/1/2009 7:49:17 PM - [F][E] PsychoLogic()-> [E] - RemoteEvent 'NativeInvoke' threw a System.AccessViolationException: Attempted to read or write protected memory during remote call to native function 'CREATE_CHAR_AS_PASSENGER'! 11/1/2009 7:49:17 PM - [F][E] PsychoLogic()-> [ELC] - CreateRandomPsychosAheadInCars()-> If Exists(Car) AndAlso Car.GetFreePassengerSeat <> VehicleSeat.None Then Psycho = Car.CreatePedOnSeat(Car.GetFreePassengerSeat, RandomPsychoModel, RelationshipGroup.Criminal)
Posted on November 1, 2009 9:02PM by TheDARKW0LF
Looks like my issue is exactly the same as Hypertenzion's... Hope you isolate the issue and get it sorted soon!
Posted on November 1, 2009 9:13PM by TheDARKW0LF
Is this happening for you in 1.0.0.14? If so did you follow the suggestion of turning of carcrews and see if it still crashes the same?
Posted on November 1, 2009 9:41PM by Ironhide
Looks like my issue is exactly the same as Hypertenzion's... Hope you isolate the issue and get it sorted soon!
Posted on November 1, 2009 10:24PM by TheDARKW0LF
You'll need to post your v1.0.0.14 logs in the forum thread
Posted on November 2, 2009 7:51AM by Ironhide
1.0.0.17 seems to be stable! Thank you Ironhide :-)
Posted on November 3, 2009 10:43AM by Hypertenzion
Excellent to hear. It's not 100% stable but it's a lot better than previous versions.
Posted on November 3, 2009 11:32AM by Ironhide
As opposed to the 5-10 second gameplay until crashing and the complete freezing of my PC when using patch .14, on .17 I can play for a good 20-30 seconds and now only my game crashes, not my entire PC... but it still doesn't work considering those still present issues I encounter.
Posted on November 3, 2009 2:12PM by TheDARKW0LF
Well that's progress. Others that were crashing around 10 seconds to a minute are now able to play between 5 minutes up to 30 before any issue. Slow but getting better.
Posted on November 3, 2009 2:54PM by Ironhide
[quote]Well that's progress. Others that were crashing around 10 seconds to a minute are now able to play between 5 minutes up to 30 before any issue. Slow but getting better.[/quote] I didn't have ANY issue after the 30 minutes as I wrote in the post in gtagaming.com - I just quit playing because of an appointment :)
Posted on November 4, 2009 6:13AM by Hypertenzion
Ok so im experiencing a crash too thuglogic.log ------------------------------------------------------ 4-11-2009 2:08:07 - Starting up. Ambient Wars v1.0.0.17 - BETA ------------------------------------------------------ 4-11-2009 2:08:07 - ThugLogic.Include = True 4-11-2009 2:08:07 - [F][E] ThugLogic()-> (ThugLogic) The War is Starting... 4-11-2009 2:08:22 - [F][E] ThugLogic()-> CreateCarCrews()-> RemoteEvent 'NativeInvoke' threw a System.AccessViolationException: Attempted to read or write protected memory during remote call to native function 'CREATE_CHAR_INSIDE_CAR'!
Posted on November 4, 2009 7:14PM by zerofreeze
The portal comments section is far to limiting to provide support. All support should be done using the support thread. It can be found here: http://www.gtagaming.com/forums/showthread.php?p=2065262#post2065262
Posted on November 5, 2009 8:23AM by Ironhide
how do i get the mod 2 work plz
Posted on November 5, 2009 1:43PM by adamh116
The procedures to use the mod are the same for any mod that requires the DotNetScript as defined in the description text of this mod and the readme file associated with this mod. If you follow the instructions listed for the DotNetScript mod and then put Ambient Wars in the scripts folder it will automatically be loaded when the game starts if DotNetScript is operational. Then it's just a hotkey to toggle AW on / off. AW is still buggy though and is slowly being stabilized.
Posted on November 9, 2009 2:20PM by Ironhide
Hi there, I downloaded the mod and it works, but I am having an issue that many other's are facing, the game crashes! But I think that I've noticed something, it seems like the game only crashes when driving fast with a vehicle while people are running around causing havoc. SYSTEM INFO BELOW OS: Windows 7 Ultimate (64-bit) PROCESSOR: AMD Phenom(tm) II X4 910 Processor 2.60 GHz RAM: 8.00 GB I'm not sure if listing this info is useful, but it's worth a shot I guess.
Posted on January 16, 2010 8:05PM by LoneStarGamer
hey a new script hook has been released, does it work on the new1?
Posted on April 16, 2010 8:23PM by kudoboi
cant get this to work with the new script hook :(
Posted on June 24, 2010 9:57PM by aztecjester
cant get this to work with the new script hook :(
Posted on June 24, 2010 10:58PM by aztecjester
same as aztecjester it doesnt work with the new scripthook
Posted on July 11, 2010 2:20AM by xmaners10
Hello again! I've been away on a long term contract. The previous Scripthook was horrendously unstable and Ambient Wars could not be made stable no matter what so it was paused. However I see when I came back a new version was made. I am REVIVING the project now because I have confirmed MUCH, much better stabiity (not flawless) overall. Once I have it acceptable I will update the project here. It will change to Ambient Wars Revival v2.0 when ready.
Posted on July 27, 2010 9:52AM by Ironhide
The support thread has also been updated with this information.
Posted on July 27, 2010 10:00AM by Ironhide
I would appreciate any comments on the latest version of Ambient Wars. Performance, stability, environment etc.
Posted on July 31, 2010 11:36AM by Ironhide
hey, would it be possible to get the info on which scripthook / asi loader / gta version you are running. my combo's are all failing me miserably. i have the previous version you did running flawlessly exept for the carcrews. Thanks.
Posted on July 31, 2010 12:17PM by motorsport71
Yep and it's actually in the readme now too under instructions section. Use the support thread so I can help get you going. This comment is too limited to be able to do that. But anyway for the config Im using these:

GTAIV ScriptHook 0.5.1.0 or later.

GTAIV .Net Script Hook v1.7.1.4 BETA or later.

XLiveLess 0.999b7 ASI Loader or other functioning ASI loader.

Post in the support thread any results or issues so we can get you up and running.
Posted on July 31, 2010 1:37PM by Ironhide
Forgot. I'm using the latest patched GTAIV a far as I know.
Posted on July 31, 2010 1:40PM by Ironhide
Thank you. 1.0.0.4 (or patch 5) is killing me over here. i didn't want to go to 1.0.6.0 or 1.0.7.0 because the social club change messes with my other two modded games. (Gta is installed four times on my pc lol)
Posted on July 31, 2010 2:46PM by motorsport71
Good god man 4 copies? That's a huge amount of wasted (mostly) space you must be doing all kinds of * and want to make sure you don't dork up a mission-based copy you're playing.

Technically as long as the game version is supported by ScriptHook then it will be supported by Ambient Wars. But remember AW uses a LOT of functions and properties from the game to do what it does, so if any of those are not available in a previous version of the game then it would create a failure / problem. Other than that though it should probably be ok.

The biggest thing is probably the chosen ASI Loader. As stated in readme I use XLiveLess because it is a single file and works perfectly. It simply doesn't have the normal bed saves available, but since Ambient Wars provides a save anywhere any time (except while sitting in a car) using CTRL+S it doesn't present a problem. Plus auto saves work as normal. Anyway use the support thread for any further issues or suggestions so we can get a broader audience on it.
Posted on July 31, 2010 3:02PM by Ironhide
thanks for the clarification of the asi loader using xliveless. the reason i have four installed is one for tons of vehicle replacements, one for the original Ambient wars set up, and one for mission based. The fourth is the one i'm messing with now.
Posted on July 31, 2010 3:21PM by motorsport71
used 1.0.7.0, used .net scripthook and scripthook and xlive all as listed, and created scripts folder. Tilde is not activating. Does 1.0.7.0 have another ASI blocker that Xliveless needs help getting past?
Posted on July 31, 2010 5:17PM by motorsport71
Not that I'm aware of. Are you using the LaunchGTA launcher with offline play or trying the EXE directly? I don't know of XLiveLess works if the exe is launched directly I haven't tried that. I always use the launcher and select offline play.
Posted on July 31, 2010 6:33PM by Ironhide
yeah, i use the LaunchGTAIV with offline play. i am truly perplexed. does the filelist in root folder /pc/data need modified?
Posted on July 31, 2010 7:12PM by motorsport71
hmm no idea. My configuration is a fresh install, patched to latest patch (believe 1.7/1.0.7 whatever it is), no other mods or changes of any kind, the scripthook+hooknet, xliveless and AW in the scripts folder. I didn't need to edit anything or make any manual changes to files or the registry. I assume you grabbed the latest versions of the files from hazards page as listed in my readme.
Posted on July 31, 2010 7:36PM by Ironhide
i'm starting fresh. I originally took a fresh install, updated it to 1.0.4.0, then up and so on with several updates and patches then moved files in and out. it's probably a hidden compatability issue / disaster. I'll install fresh. I went as far as to move my old save files (from my xliveless save files) to see if something was "hiding" in there.
Posted on July 31, 2010 7:42PM by motorsport71
That patching for GTA4 is questionable from what I've seen, considering GFWL can repeatedly fail to update the game on a regular basis from what I've seen. I also don't trust, in this case, doing incrementals. I took my fresh installed straight up using title_update_7_EN.zip directly. My last question is do you actually have the full .NET 4.0 framework installed? Don't think we covered that yet just need to make sure. That's obviously required.
Posted on July 31, 2010 9:15PM by Ironhide
i updated to .net 4.0 when i first downloaded the .Net Script Hook v1.7.1.4 after i read the readme. i'm sure the incremental updates / interchanges of files are the issue. I just got back online and am finishing an install. Hope to have it running in about 30 mins.
Posted on July 31, 2010 11:07PM by motorsport71
k let me know. A fresh install, straight to 7 and using the latest files and .NET 4.0 -should- be all that is necessary for ScriptHook, and therefore AW, to work. If it does work for you after doing that, you will have essentially duplicated what I've done. It will also be useful information to post in the support thread for others that might have scattered pieces or incremental patched. That kinda sucks if it's the case, since folks would need to clean it out and go from base / DVD / DD versions straight up to 7 to get it working. But unfortunately there's nothing we can do about that since that is actually a Rockstar issue it would seem to me. Anyway I'm more drunk than I realized and my eyes are shutting but I think I was clear and not too off the mark. I'll need to re-read tomorrow and see. I'm passing out.
Posted on August 1, 2010 12:03AM by Ironhide
Dude, move that giant comment into the support thread so we can continue this properly:

http://www.gtagaming.com/forums/showthread.php?t=119729&page=4

After you do that, delete ScriptHook.log and ScriptHookDotNet.log and change the following 2 settings in AmbientWars.ini: Player.UseFileLog=True / Thug.UseFileLog=True, remove the trainer so only AW is there to be loaded, run the game and load into the world, press F9, give it a sec then post the contents of all logs in the support thread you created when you moved (copied then delete) that huge comment. Include in the thread the content of the following log files:

ScriptHook.log, ScriptHookDotNet.log, AmbientWars.PlayerLogic.Log, AmbientWars.ThugLogic.Log

And we can go from there.
Posted on August 1, 2010 8:20AM by Ironhide
And include the log from the debug kernel of xliveless as above but as you can tell from the intent, all log files will have only data related to Ambient Wars. This should help start to isolate what the problem might be. There may or may not be logs from Ambient Wars. If there ARE logs from AmbientWars then that at-least means it was initially activated but something caused it to fail. If there are not player and thug logs then AmbientWars never went active. We'll continue to isolate based on which outcome you're having. But it must be in the support thread. These comments are not suitable in any way to debug this issue.
Posted on August 1, 2010 9:23AM by Ironhide
By the way since I can I'm going to add a high speed version of armor, health and ammo regeneration that operates as fast as 50 milliseconds for those that like to raise maximum * and chaos.
Posted on August 1, 2010 10:27AM by Ironhide
sounds good! moved file and am setting up now...
Posted on August 1, 2010 10:56AM by motorsport71
Ok excellent I will look in the support thread for your updated information and we'll figure out wtf is going on and get you up and running if we can. Also I've finished the new regeneration code and the high speed version is working crazy nice, especially with the ammo in clip > 0. It makes infinite shooting a snap.
Posted on August 1, 2010 11:01AM by Ironhide
Oh also I'm looking at adding a flag to make Niko simply invulnerable to all forms of supported damage as well as an actual max health flag for a different variety, where the max health could be much greater than 100 (if it works) but not be invul. Once I confirm if these work in the game correctly I'll implement properties for them too. So the v2.0.0.6 will be focused on these things and will be posted in a few once all is confirmed or debunked.
Posted on August 1, 2010 11:06AM by Ironhide
Oh also I'm looking at adding a flag to make Niko simply invulnerable to all forms of supported damage as well as an actual max health flag for a different variety, where the max health could be much greater than 100 (if it works) but not be invul. Once I confirm if these work in the game correctly I'll implement properties for them too. So the v2.0.0.6 will be focused on these things and will be posted in a few once all is confirmed or debunked.
Posted on August 1, 2010 11:13AM by Ironhide
Going to be gone for a Baptism for a couple hours, all debugging info posted on other forum. BTW, if you added a Vehicle Selecter you'd be a God lol. Just joking (Unless a trainer doesn't work simultaneously lol)
Posted on August 1, 2010 11:17AM by motorsport71
Ok check the support thread when you get back. I have uploaded a .NET 4.0 test exe and dll for you to use to see if you have a minimally functioning .NET 4.0 installation.

http://www.gtagaming.com/forums/showthread.php?t=119729&page=4

Posted on August 1, 2010 1:00PM by Ironhide
okay, checked it out and have info on the forum... thanks

Posted on August 1, 2010 1:46PM by motorsport71
The vehicle selector is an interesting idea. I'll investigate some options for such a thing real quick and let you know.
Posted on August 1, 2010 1:52PM by Ironhide
hope i can get mine working so i can try the vehicle selector! I've got close to 17 hours into it and i am still nowhere, and to all who are reading it's probably and hopefully my machine. I have new content on forum posted.
Posted on August 1, 2010 2:37PM by motorsport71
Well we've got your core files working correctly now it's just getting the little, and real, issue related to Ambient Wars squared away then boom-time!
Posted on August 1, 2010 6:33PM by Ironhide
Got some good info back in the forum, check it out... i think i made a connection
Posted on August 1, 2010 7:11PM by motorsport71
Try v2.0.0.7 and lets find out if the model is valid at that point of crash. Continue in support thread.
Posted on August 1, 2010 7:35PM by Ironhide
Hey, car spawner working great. When i pull up a car now I spawn in it rather than next to it in 2.0.0.8
Posted on August 1, 2010 8:43PM by motorsport71
Yeah that's a new feature I just added I made the car engine running too so you can just boom go. Thought it would be a nice addition to it. Ok try v2.0.0.9
Posted on August 1, 2010 8:55PM by Ironhide
Okay 2.0.0.9 results posted on forum.
Posted on August 1, 2010 9:21PM by motorsport71
k try 10. That is so * strange.
Posted on August 1, 2010 9:39PM by Ironhide
Check v11 and thread for notes.
Posted on August 1, 2010 11:22PM by Ironhide
Got results on thread i like. i like a lot.
Posted on August 1, 2010 11:40PM by motorsport71
hey, got new info on forum. Hope those results helped. I'm off for the night, work in a few hours blah. I'll check the forum tomorrow. thank you for your help Iron.
Posted on August 1, 2010 11:54PM by motorsport71
You bet. I enjoy development, even when it's annoying as *. That's just part of being an engineer. Been doing it over 20 years now. But anyway based on what we've seen so far, the game is uncontrollably failing at a point that can NOT be resolved because it is a fundamental game function that is failing even though it IS being passed a valid object, in this case a GTA.Vehicle object, sooooo plan B. Once I get it implemented we'll see if it changes anything.
Posted on August 2, 2010 9:50AM by Ironhide
I'm rewriting the Car Crews code from scratch again.
Posted on August 2, 2010 4:37PM by Ironhide
I'll test all the other functions hard in a couple hours. Got to appease the wife by finishing up some stuff around the house :(
Posted on August 2, 2010 5:33PM by motorsport71
Going to upload a version for you to test and see if the car crews are any more stable. There will be quirks like deletion of cars and stuff but that's not what we care for. Does it crash is the Q.
Posted on August 2, 2010 8:02PM by Ironhide
downloading now. ran the * out of everthing else simultaneously w/o car crews, ran very very stable for the the short periods i played. I kept bumping it up. Didn't get it to crash on load at any point, had all playerlogic / car options / thug options on. NOTE: the thugs weapon drop chance doesn't work on 2.0.0.11, i tried turning all off except rocket launchers and all thugs weapons spawned normal.
Posted on August 2, 2010 8:50PM by motorsport71
Ok I'll look into that at some point. Weapons generally is something that needs to be looked at in total. They haven't been touched since some time in 2009. Currently dorking around with adding base and feature color 1 and 2 to the car selector. Already made it so when you select a car it just closes the dialog and you're ready to roll. I might make that optional so you can keep the list open to see what the cars are but most of the time this would probably be prefer.
Posted on August 2, 2010 8:57PM by Ironhide
downloading now. ran the * out of everthing else simultaneously w/o car crews, ran very very stable for the the short periods i played. I kept bumping it up. Didn't get it to crash on load at any point, had all playerlogic / car options / thug options on. NOTE: the thugs weapon drop chance doesn't work on 2.0.0.11, i tried turning all off except rocket launchers and all thugs weapons spawned normal.
Posted on August 2, 2010 9:13PM by motorsport71
Hey, i was wrong about the weapons drop chance modifier. I had changed all values to 0 and the rocket launcer to 1. I tried again, but left all alone except turning the launcer to 1 and now a lot of thugs are spawning with them.
Posted on August 2, 2010 9:27PM by motorsport71
Try v13. It has more logging and it has a single forced model for crew models I want to see if there's any change at all on your rig with just a single model being used.
Posted on August 2, 2010 10:10PM by Ironhide
v14
Posted on August 2, 2010 10:56PM by Ironhide
Hey, posted forum notes. Have an idea about a different car crews acquirement... listed in notes. Going to bed, east coast time. have to work in seven hours. Thanks.
Posted on August 2, 2010 11:22PM by motorsport71
BINGO! check forum, you got it!
Posted on August 3, 2010 6:38PM by motorsport71
Check out forum notes
Posted on August 3, 2010 7:28PM by motorsport71
Here we go...
Posted on August 3, 2010 8:23PM by motorsport71
Now that's awesome. Check the forum Iron
Posted on August 3, 2010 9:25PM by motorsport71
for some reason i cant seem to get this mod workin .i made the scripts folder and put eveything in it i have a script hook and .net file from my train. any idea why its not working?it wont even come up i think i may have installed it wrong
Posted on August 4, 2010 5:19PM by element2586
Element, you need to be patched to gta v1.0.7.0.

Install Xliveless 0.999b7 into the gta folder. Just copy the file that says "xlive.dll", you don't need anything else from the folder.

Get the ScriptHookDotNet v1.7.1.4. Copy the "ScriptHookDotNet and the scripts file to the gta folder.

Get ScriptHook 0.5.1 and copy it into the gta folder.

All of the above should now be inside the main folder.

For AW to work you need to make sure the ScriptHookDotNet works. For that you need to:

You need to have your computer updated to microsoft .net 4.0 Framework AND C++ 2010 redistributable.

NOW:

Take all of the Ambient Wars files in the .RAR download and place them directly into that scripts folder. When you enter the game look around for a few seconds. Press the ~ and a console at the top of the screen should come up. IF IT DIDN'T then it's not ambient wars fault, it's a problem with your ScriptHookDotNet. If the ~ gets you the screen then press it again to close. Press F9 and let Ambient Wars Begin. You'll see your health and armor on your left lower corner flash showing it engaged.
Posted on August 4, 2010 9:39PM by motorsport71
There's also now a message displayed in addition to health and armor flash indicators to show AW went live or turned off.

Also the readme files in the latest versions have Q / A sections at the top and the 1st entry covers the issue with updating the core C++ hook with the latest redist.

Note the titles and also the headings in the INI files though. AW is currently being debugged in parts for certain issues as we hammer them out. The current issue relates to statue (invulnerable) peds materializing after playing for awhile. Only after these things are isolated and fixed will AW settings be at defaults and be intended for extended play.
Posted on August 5, 2010 1:27AM by Ironhide
This has been fully replaced by next gen 2010 project and can be found here:

http://www.gta4-mods.com/script/ambient-wars-revival-2010---a-new-begining-f6036
Posted on August 16, 2010 6:48AM by Ironhide
where can i put the AmbientWars.net.dll.config??

Anyway.. Is This compatible with PAtch 1.0.3.0?
Posted on September 11, 2010 6:30PM by JK1617
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