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Mod Loader v0.2.2

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@thelink2012 thelink2012 released this 14 Jan 01:12
· 156 commits to master since this release

Finally the long waited gta3.std.data is here!

v0.2.2 (Jan 13 2015)

  • The game version GTA San Andreas 1.0 EU is now supported.
  • The data merger and overriden plugin std.data is back up and running but even better.
  • Just like before, gta.dat, .ipl, .ide, handling.cfg, carmods.dat plants.dat, water.dat mergers and timecyc.dat & popcycle.dat overriders are supported...
  • Just like before, again, reading data lines from readme files are suppported (gta.dat, handling.cfg, carmods.dat, carcols.dat, veh_mods.ide, vehicles.ide, peds.ide).
  • Seeking our current goals, all those data files and readmes are refreshable in game except for gta.dat and it's friends .ipl and .ide.
  • Implemented carcols.dat merger and readme reader.
  • Implemented caching for mergeable data files so it does not need to merge every time the game loads.
  • Any custom timecyc is now loaded properly on SAMP.
  • Lazy loading of default.dat & gta.dat which allows a dynamic loading screen progress, fixing it flickering when there's few entries in gta.dat.
  • IPL and IDE files given to modloader don't need to be registered in gta.dat to work nor they need to be in the correct path.
  • Fixed the loader not creating the default plugin.ini file.
  • Fixed Mod Loader FXT hooks mistakenly relying on CLEO hooks.
  • Fixed the fixed COLFILE command which fixes the game's COLFILE gta.dat command being problematic with zero-sized collision files.
  • Hotfix 1 (Jan 14 2015):
    • Fixed some textures being detected as sprites because of it's path.
  • Little Build Fix (Jan 14 2015):
    • Using x87 instructions instead of SSE/SSE2 instructions for floating point operations, allowing Mod Loader to work properly under old CPUs.