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. There may also be certain console commands that don’t work at all, or error out for now.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. and a temporary API class called TempApi which contains a bunch of properties and methods to make things a little easier, until we can get the proper API up and running. We’ve had a massive API and backend that’s been so far tailored to GTA V, and it’s taken time to make this release possible, as unlike when making a piece of software like RPH from scratch for one new game, we’ve had to comment out and modify a lot of the backend code just to get it running for a game it wasn’t originally intended for.Īs such, the initial release is a simple native invocation hook (script hook, if you will), but with a few extras, like the vector classes, MathHelper class, etc. It’s not been a “from scratch” kind of thing. It’s been a lot of work making support for multiple games for RAGE Plugin Hook, and we actually started working on multi game support before Red Dead Redemption 2 was even announced for the PC. If you’re not a developer, you can stop reading now, unless you’re interested in technical and development stuff. NOTE: There’s currently an issue where the game will crash if you attempt to load a save. NOTE: If you plan on using the console or developing, we recommend running the game in borderless mode! Use the LoadPlugin command to load plugins. Here you can type various commands, like SetTimeOfDay, SetWeather, TeleportToPosition, TeleportToWaypoint, etc. ![]() Once the game has fully loaded with RAGE Plugin Hook, you can press F5 (by default) to open the console. On the first run, you can choose whether to load all plugins, specific plugins, or none. Plugins are installed into the “C#Plugins” folder. Using RAGE Plugin Hook for non-developers We also have some stuff to announce about Max Payne 3 at some point in the future □ Well, that time has now come, and a preliminary version of RAGE Plugin Hook is now available for Red Dead Redemption 2. And at the time, we decided to scrap the Max Payne 3 part, and focus on just GTA V, with the hopes that in the future, we’d be able to support multiple games as originally intended. ![]() We started working on RAGE Plugin Hook before GTA V was released, and the original internal hook was made for Max Payne 3 as it was the closest thing we had to GTA V to prepare.īut when GTA V came out, the engine had changed quite a lot, and more importantly, GTA V was 64-bit, while Max Payne 3 was 32-bit. That was the original idea behind the name. RAGE Plugin Hook, as the name suggests, hooks into RAGE engine (Rockstar Advanced Game Engine) based games and allows developers to write plugins for the games in C#, VB.NET or any other. ![]() Develop modifications for Red Dead Redemption 2 in your favorite.
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