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Mirror sync 1:1 from local (part 2)

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  1. .gitattributes +19 -0
  2. data-tripoint/files/Essentials Pack.url +6 -0
  3. data-tripoint/files/gta_sa.exe +2 -2
  4. data-tripoint/files/gta_sa.pdb +3 -0
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  6. data-tripoint/files/modloader.asi +3 -0
  7. data-tripoint/files/modloader/.data/CHANGELOG.md +224 -0
  8. data-tripoint/files/modloader/.data/Command Line Arguments.md +37 -0
  9. data-tripoint/files/modloader/.data/LICENSE +21 -0
  10. data-tripoint/files/modloader/.data/Leia-me.md +106 -0
  11. data-tripoint/files/modloader/.data/Profiles.md +95 -0
  12. data-tripoint/files/modloader/.data/Readme.md +106 -0
  13. data-tripoint/files/modloader/.data/config.ini.0 +10 -0
  14. data-tripoint/files/modloader/.data/licenses/boost.txt +26 -0
  15. data-tripoint/files/modloader/.data/licenses/cereal.txt +27 -0
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  50. data-tripoint/files/modloader/_ESSENTIALS/RunDLL32 Fix/RunDLL32 Fix.url +5 -0
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1
+ v0.3.9 (May 16 2026)
2
+ -----------------------
3
+ * Added audio support for GTA III and Vice City [#135 — contributed by @CookiePLMonster]
4
+ * Improved FXT parser to trim trailing spaces similar to CLEO [#137 — contributed by @CookiePLMonster]
5
+ * Improved support for ASI plugins that open files during `DllMain` initialization [#137 — contributed by @CookiePLMonster]
6
+ * Improved the way paths are translated during the dance between CLEO, ASIs and EXE [#130 — contributed by @CookiePLMonster]
7
+ * Improved compatibility with handling limit adjusters [#137 — contributed by @CookiePLMonster]
8
+ * Improved compatibility with ZMenu [#122 — contributed by @TheComputerGuy96]
9
+ * Fixed issue where having `coach.dff|txd` from both `gta3.img` and `player.img` would load only one or the other [#120 — contributed by @rokuniichi]
10
+ * Fixed load screen crashes when having a corrupted data file cache [#129 — contributed by @Fabio3rs]
11
+ * Support for adjusting maximum mod priority in `modloader.ini` [#132 — contributed by @Fabio3rs]
12
+ * Support for arbitrarily named SCM scripts (e.g. `main_d.scm`) required by gtadebug [#130 — contributed by @CookiePLMonster]
13
+ * Support for `MAPZONE` definitions in GTA III [#130 — contributed by @CookiePLMonster]
14
+ * Continuous deployment pipeline [#133 — contributed by @Fabio3rs]
15
+
16
+ v0.3.7 (Jan 20 2018)
17
+ -----------------------
18
+ * Fixed an original game bug causing CdStreamSync to deadlock randomly (included an export for other mods to check if this std.stream build is aware of this bug and fixes it).
19
+ * Fixed path translation heuristics for LoadLibrary, so explicitly loading system DLLs does not fail anymore.
20
+
21
+ v0.3.5 (Nov 12 2016)
22
+ ------------------------
23
+ * Fixed III/VC streaming corrupting on 2nd/3rd new game.
24
+ * Support for path translation in ASIs compiled in VS2015+.
25
+
26
+ v0.3.4 (Jun 22 2016)
27
+ ------------------------
28
+ * Support for GTA III, Vice City and San Andreas.
29
+ * Support for Fastman92 Limit Adjuster 32 bit id limits.
30
+
31
+ v0.3.3 (Jun 19 2016)
32
+ ------------------------
33
+ * Support for III/VC splash sprites.
34
+ * Support for III/VC script sprites (but uses SA directory structure, not III/VC one).
35
+ * Support for overloading and loading cdstreams on III/VC.
36
+ * Fixed a problem with the CLEO injector.
37
+ * Fixed III crashing with collision mods.
38
+ * Fixed Vice City crashing with map mods containing collision left overs.
39
+
40
+ v0.3.2 (Jun 17 2016)
41
+ ------------------------
42
+ * Support for III/VC data files
43
+ + gta.dat, IDEs, IPLs
44
+ + carcols.dat
45
+ + cullzones.dat
46
+ + fistfite.dat
47
+ + handling.cfg
48
+ + object.dat
49
+ + particle.cfg
50
+ + ped.dat
51
+ + pedgrp.dat
52
+ + pedstats.dat
53
+ + surface.dat
54
+ + timecyc.dat
55
+ + waterpro.dat
56
+ + weapon.dat
57
+ * Support for loading III/VC CLEO scripts inside the modloader directory.
58
+
59
+ v0.3.1 (Jun 13 2016)
60
+ ------------------------
61
+ * First GTA III public release.
62
+
63
+ v0.3.0 (Jun 12 2016)
64
+ ------------------------
65
+ * First GTA Vice City public release.
66
+
67
+ v0.2.5 (Aug 15 2015)
68
+ ------------------------
69
+ * Support for UTF-8, UTF-16 and UTF-32 readme files.
70
+ * Support for 32GB img archives.
71
+ * Readme files are now limited to 60KB instead of 10KB.
72
+ * Fixed *GTA San Andreas 1.0 EU* support crashing on SAMP.
73
+
74
+ v0.2.4 (Feb 09 2015)
75
+ ------------------------
76
+ * Added IDE refresher.
77
+ * Added *AUDIO/STREAMS/*, TrakLkUp.dat and StrmPaks.dat overriders.
78
+ * Added *stream.ini* merger.
79
+ * Added profiles, a feature to let you have different mod setups with easy switching between them or even automatic *(See modloader/.data/Profiles.md for details)*.
80
+ * Wildcards support has been expanded plus not only the IgnoreFiles list support wildcards but the others too.
81
+ * IPL and IDE files given to modloader **NEED** to be registered in *gta.dat* like before, the *not needing* approach was error-prone.
82
+ * Restored the `mod` command line and also added the `-modprof` command line to load a profile. *(See modloader/.data/Command Line Arguments.md for details)*.
83
+ * The `mod` command line allows the user to specify a priority now.
84
+ * Fixed non-GENRL wave files not being installed properly.
85
+ * Other minor fixes.
86
+
87
+ * __Hotfix 1 (Feb 10 2015)__:
88
+ + Fixed readme lines for gta.dat not handled properly.
89
+
90
+ * __Hotfix 2 (Feb 11 2015)__:
91
+ + carcols.dat lines with only a single color are allowed now.
92
+ + Fixed profiles inheritance.
93
+ + Fixed last menu page being empty when number of mods is multiple of 9.
94
+
95
+ v0.2.3 (Feb 02 2015)
96
+ ------------------------
97
+ * The In-Game menu is ready to be used _(go into Options > Mod Configuration)_.
98
+ * Automatic refreshing implemented, meaning changes on *modloader/* directory are detected automatically while you play.
99
+ * The refresh key _(by default F4)_ has been removed in consequence of the addition of the menu and automatic refreshing.
100
+ * Implemented *weapon.dat* merger and readme reader.
101
+ * Implemented *ar_stats.dat, animgrp.dat, ped.dat, pedstats.dat, pedgrp.dat, cargrp.dat, melee.dat, statdisp.dat, shopping.dat, surface.dat, surfinfo.dat, surfaud.dat, object.dat, procobj.dat and decision makers* merger.
102
+ * Implemented *clothes.dat, furnitur.dat, fonts.dat, roadblox.dat, tracks.dat, tracks2.dat, tracks3.dat and tracks4.dat* overrider.
103
+ * Removed the `-mod` command-line, something better than that will come up later (`-nomods` is still available!).
104
+ * Fixed no date-time in the load game menu screen.
105
+ * Other minor fixes
106
+
107
+ v0.2.2 (Jan 13 2015)
108
+ ------------------------
109
+ * The game version *GTA San Andreas 1.0 EU* is now supported.
110
+ * The data merger and overriden plugin *std.data* is back up and running but even better.
111
+ * Just like before, *gta.dat, .ipl, .ide, handling.cfg, carmods.dat plants.dat, water.dat* mergers and *timecyc.dat & popcycle.dat* overriders are supported...
112
+ * 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)*.
113
+ * 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*.
114
+ * Implemented *carcols.dat* merger and readme reader.
115
+ * Implemented caching for mergeable data files so it does not need to merge every time the game loads.
116
+ * Any custom timecyc is now loaded properly on SAMP.
117
+ * 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.
118
+ * 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*.
119
+ * Fixed the loader not creating the default *plugin.ini* file.
120
+ * Fixed Mod Loader FXT hooks mistakenly relying on CLEO hooks.
121
+ * Fixed the fixed COLFILE command which fixes the game's COLFILE gta.dat command being problematic with zero-sized collision files.
122
+
123
+ * __Hotfix 1 (Jan 14 2014)__:
124
+ + Fixed some textures being detected as sprites because of it's path.
125
+
126
+ v0.2.1 (Nov 23 2014)
127
+ ------------------------
128
+ * The COLFILE command for gta.dat works completly fine now *(SA bug fix)*
129
+ * The size of the streaming buffer gets affected by clothing items now
130
+ * Possible to change the refresh key from *modloader/.data/config.ini*, not from the menu though
131
+ * Effective way to distinguish between *coach.dff* (vehicle) and *coach.dff* (clothing item) implemented
132
+ * The priority system has been reversed, now *100 overrides 1* instead of *1 overrides 100*
133
+ * Mod Loader automatically updates an old ini *(from 0.1.15)* to the new ini format *(as from 0.2.0/0.2.1)*
134
+ * Fixed problems with SAMP introduced by v0.2.0
135
+ * Fixed script sprites not loading properly
136
+ * Fixed ini entries beggining with square brackets not being readen properly
137
+ * Fixed an issues with the std.asi path translator
138
+ * Fixed command line argument `-nomods` not working properly
139
+
140
+ v0.2.0 (Aug 02 2014)
141
+ ------------------------
142
+ * Rewritten from scratch to be more flexible and powerful
143
+ * Most mods can be refreshed without getting out of the game _(press F4 to refresh, auto-refresh soon)_
144
+ * The `-nomods` command line has been added
145
+ * Extremely descriptive unhandled exception filter
146
+ * Nested *modloader* folders has been removed
147
+ * Mod Loader config files changed a lot **(please delete your current modloader.ini and let Mod Loader create another)**
148
+ * The std.data plugin has been removed, that means .dat/.cfg files aren't handled anymore _(it'll be back soon)_
149
+ * CLEO scripts inside cleo sub folders aren't loaded anymore (this is a fix)
150
+ * Custom missions aren't loaded at startup anymore (this is a fix)
151
+ * So many fixes and changes that I don't even remember about them
152
+
153
+ * __Hotfix 1 (Aug 03 2014)__:
154
+ + Fixed streamed ifp files not being handled
155
+ + Fixed streamed col/rrr/scm files not being re-registered properly
156
+
157
+ v0.1.15 (Mar 05 2014)
158
+ ------------------------
159
+ * CLEO scripts injection works with CLEO 4.1 and below
160
+ * CLEO folder don't need to exist on the game base path for CLEO 4.3 to work
161
+
162
+ v0.1.14 (Mar 04 2014)
163
+ ------------------------
164
+ * Binary IPLs are automatically detected
165
+ * CLEO files aren't copied and pasted anymore, they're injected into CLEO.asi searches
166
+ * Fixed binary IPLs being handled wrongly
167
+ * Fixed crash on exit if playing SA:MP
168
+ * Fixed new clothing models not working properly
169
+ * Other minor fixes
170
+
171
+ v0.1.12 (Feb 01 2014)
172
+ ------------------------
173
+ * Random crashes caused by std-bank fixed
174
+ * The wave loader accepts the extended wave format header now
175
+
176
+ v0.1.11 (Jan 31 2014)
177
+ ------------------------
178
+ * Fixed std-img plugin being auto-deleted
179
+
180
+ v0.1.10 (Jan 31 2014
181
+ ------------------------
182
+ * The very well known GTA San Andreas bug on modded sound effects has been fixed
183
+ * Implemented sound effects loader (.wav)
184
+ * ASI files linked using the Borland linker won't crash Mod Loader anymore (Thanks to SilentPL).
185
+
186
+ v0.1.8 (Jan 23 2014)
187
+ ------------------------
188
+ * Implemented overrider for fonts.dat
189
+ * Text files (.txt) greater than 10KB will not be detect as readme files
190
+ * Anti-flooding for logging the failure on CaptureStackBackTrace
191
+
192
+ v0.1.7 (Jan 21 2014)
193
+ ------------------------
194
+ * ASI plugins that rely on external files on run-time works fine now, except for a few exceptions.
195
+ * The loader can handle D3D9 hooks
196
+ * Implemented file mixer for water.dat
197
+ * Implemented file overrider for roadblox.dat and tracks%d.dat
198
+ * Sacky's Limit Adjuster removed from Mod Loader
199
+ * The basic IDE files (vehicles.ide, peds.ide, default.ide) do not need to be inside a data folder anymore to be detected
200
+ * Fixed a immediate crash that happens when a .img files gets overridden
201
+ * Fixed wheels line for veh_mods.ide not getting read properly on a readme file
202
+ * Fixed the conflict between the clothing file COACH and the vehicle file COACH
203
+ * Other minor fixes
204
+
205
+ v0.1.6 (Jan 12 2014)
206
+ ------------------------
207
+ * Implemented file mixer for plants.dat
208
+ * Clothes models now works properly... Really...
209
+
210
+ v0.1.5 (Jan 11 2014)
211
+ ------------------------
212
+ * The plugin std-cleo now handles .cleo plugins by itself
213
+ * The plugin std-cleo now handles .fxt files by itself
214
+ * Data mixing is working fine now
215
+ * Files are now read properly when there's a UTF-8 BOM in it
216
+ * Special character models now loads properly
217
+ * Clothes models now works properly
218
+ * Collision files now works properly
219
+ * Other minor fixes
220
+
221
+ v0.1.0 (Dec 30 2013)
222
+ ------------------------
223
+ * First public release
224
+
data-tripoint/files/modloader/.data/Command Line Arguments.md ADDED
@@ -0,0 +1,37 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Mod Loader Command Line
2
+ ==============================
3
+
4
+ Mod Loader allows certain command line arguments to get passed to the game executable
5
+
6
+ * -nomods
7
+
8
+ No modification from *modloader* directory gets loaded when this argument is used.
9
+
10
+ __Usage__: `gta_sa.exe -nomods`
11
+
12
+
13
+ * -mod _modname_
14
+
15
+ This command line option makes Mod Loader load only _modname_ from the *modloader* directory.
16
+ That's essentially the same as creating a profile with *ExcludeAllMods* enabled plus the mod _modname_ in the *[IncludeMods]* section
17
+
18
+ __Usage__: `gta_sa.exe -mod modname`
19
+
20
+ This will make Mod Loader load *modloader/modname* with priority 20.
21
+
22
+ You can send more than one command of this type to load many mods.
23
+
24
+ * -mod _modname_=_priority_
25
+
26
+ Does the same as the `-mod _modname_` except giving the specified mod a priority.
27
+
28
+ * -modprof _profilename_
29
+
30
+ Loads the specified profile.
31
+
32
+
33
+ Notes
34
+ ---------------------
35
+
36
+ + The `-nomods`, `-mod` and `-modprof` command lines are mutually exclusive.
37
+ + When `-mod` or a `-modprof` command line are used a anonymous profile is created so any changes to the related profiles aren't saved/loaded.
data-tripoint/files/modloader/.data/LICENSE ADDED
@@ -0,0 +1,21 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ The MIT License (MIT)
2
+
3
+ Copyright (c) 2013-2015 Denilson das Merc�s Amorim (aka LINK/2012)
4
+
5
+ Permission is hereby granted, free of charge, to any person obtaining a copy
6
+ of this software and associated documentation files (the "Software"), to deal
7
+ in the Software without restriction, including without limitation the rights
8
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9
+ copies of the Software, and to permit persons to whom the Software is
10
+ furnished to do so, subject to the following conditions:
11
+
12
+ The above copyright notice and this permission notice shall be included in
13
+ all copies or substantial portions of the Software.
14
+
15
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
21
+ THE SOFTWARE.
data-tripoint/files/modloader/.data/Leia-me.md ADDED
@@ -0,0 +1,106 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Mod Loader
2
+ ==================
3
+
4
+ ## O que é?
5
+
6
+ Mod Loader é um plugin ASI para o Grand Theft Auto San Andreas que adiciona uma forma extremamente fácil e amigável de se instalar e desinstalar modificações no jogo, sem tocar em qualquer arquivo do mesmo.
7
+
8
+ A utilização é simples: você só precisa criar uma ou mais pastas dentro do diretório modloader/ e então jogar o conteúdo das modificações lá e pronto!
9
+ É recomendado que se tenha uma pasta para cada modificação, por questão de organização.
10
+
11
+ ## Instalando o Mod Loader
12
+
13
+ ### Instalando no GTA San Andreas
14
+
15
+ Mod Loader requer um [ASI Loader](http://www.gtagarage.com/mods/show.php?id=21709), tenha certeza de que você tenha um.
16
+
17
+ Em seguida, extraia o *modloader.asi* e a pasta *modloader* para o diretório de seu jogo.
18
+
19
+ ### Instalando no GTA Vice City ou GTA III:
20
+
21
+ Mod Loader requer o [Ultimate ASI Loader](https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases), tenha certeza de que você tenha um.
22
+
23
+ Em seguida, extraia o *modloader.asi* para pasta *scripts/* e a pasta *modloader* para o diretório de seu jogo.
24
+
25
+ ## Instalando Mods no Mod Loader
26
+
27
+ Para instalar um mod no Mod Loader, é extremamente simples, apenas extraia o conteúdo do seu mod **dentro de uma pasta** no diretório do *modloader*.
28
+
29
+ Isso significa que os seguintes são métodos válidos de instalação:
30
+
31
+ + modloader/nsx/infernus.dff
32
+ + modloader/nsx/outra pasta/infernus.dff
33
+
34
+ Entretanto, o seguinte **NÃO** é um método válido:
35
+
36
+ - modloader/infernus.dff
37
+ - modloader/.data/infernus.dff
38
+
39
+
40
+ ## Desinstalando Mods do Mod Loader
41
+
42
+ Ainda mais fácil, apenas delete o conteúdo do mod que deseja instalar do diretório do *modloader*.
43
+ Se você só quiser desabilitar o mod por um instante, vá para o menu in-game para desabilitá-lo, ou edite o *modloader.ini* manualmente.
44
+
45
+ ## Destaques
46
+
47
+ - Não substitua **NENHUM** arquivo original. Nunca. Sério.
48
+ - Deixe que o Mod Loader tome conta de tudo.
49
+ + Mixagem de arquivos data
50
+ * Portanto você pode, por exemplo, ter 70 arquivos handling.cfg no modloader e eles irão funcionar perfeitamente.
51
+ + Leitura de arquivos 'leia-me'
52
+ * Não é necessário ligar para as linhas data em arquivos 'leia-me', o Mod Loader instala elas por você também !!!
53
+ - Recarregar Mods
54
+ + Mude ou adiciona arquivos enquanto o jogo está rodando e veja-as imediatamente!!!
55
+ - Suporte para linhas de comando
56
+ + Veja *modloader/.data/Command Line Arguments.md*
57
+ - Menu 'em jogo' para configurações
58
+ + Vá para *Options > Mod Configuration*
59
+ + Quando o menu não estiver disponível, faça as edições manualmente em *modloader/modloader.ini* e *modloader/.data/config.ini*
60
+ - Profiles, assim você pode ter varios jogos em um.
61
+ + Leia *modloader/.data/Profiles.md* for para detalhes
62
+
63
+ ### Encontrou uma falha?
64
+
65
+ É essencial que você reporte bugs, para que o Mod Loader seja melhorado. Para reportar um bug, vá para um dos canais a seguir:
66
+
67
+ * No GitHub, usando [nosso issue tracker](https://github.com/thelink2012/sa-modloader/issues)
68
+ * Suporte em inglês na [GTA Forums](http://gtaforums.com/topic/669520-sarel-mod-loader/)
69
+ * Suporte em português na [Brazilian Modding Studio Forums](http://brmodstudio.forumeiros.com/t3591-mod-loader-topico-oficial)
70
+
71
+ Ao reportar um bug, **POR FAVOR**, forneça o arquivo *modloader/modloader.log* criado logo após o crash e dê informações detalhadas de como reproduzir o bug.
72
+
73
+ ### Executáveis suportados
74
+
75
+ Nem todos os executáveis são suportados no momento. Os suportados são:
76
+
77
+ + GTA III 1.0
78
+ + GTA VC 1.0
79
+ + GTA SA 1.0 US
80
+ + GTA SA 1.0 EU
81
+
82
+ ## Download
83
+
84
+ Você pode fazer o download da última versão do Mod Loader em um dos seguintes links:
85
+
86
+ * [GTA Garage](http://www.gtagarage.com/mods/show.php?id=25377), para a última versão estável.
87
+ * [GitHub](https://github.com/thelink2012/modloader/releases), para a última versão (incluindo não-estáveis).
88
+
89
+ ## Código-Fonte
90
+
91
+ Mod Loader é um projeto open source, sinta-se livre para aprender e contribuir.
92
+ O código fonte está sob a MIT License, se ligue no [GitHub](https://github.com/thelink2012/modloader/).
93
+
94
+ ## Créditos
95
+
96
+ Finalmente, créditos.
97
+
98
+ #### Desenvolvedor
99
+ * LINK/2012 (<dma_2012@hotmail.com>)
100
+
101
+ #### Muito Obrigado à
102
+ * ArtututuVidor$, Andryo, Junior_Djjr e JNRois12 por alpha-testarem
103
+ * Gramps e TJGM pelo suporte emocional.
104
+ * Silent por muitos fixes e ajudas no desenvolvimento do projeto.
105
+ * ThirteenAG por me fornecer varios ponteiros (literalmente) para a versão do GTA III / Vice City.
106
+
data-tripoint/files/modloader/.data/Profiles.md ADDED
@@ -0,0 +1,95 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Mod Loader Profiles
2
+ ========================
3
+
4
+ Mod Loader comes with a nice feature to manage which modifications to get loaded under certain circustances called profiles.
5
+ Profiles let you select a group of mods to load, files to ignore and so on.
6
+
7
+ To make use a profile switch the current profile in *modloader.ini base config*, send a command line `-modprof` followed by the profile name to use, or have a `UseIfModule` condition on it.
8
+
9
+ To create or modify profiles go into `modloader.ini` or create a new ini in the *.profiles/* directory, such ini can have any name.
10
+
11
+ For a profile to be detected as existing, you need to have at least one ini section named after a profile.
12
+ A profile section starts with `Profile` followed by a *dot*, then the *profile name* followed by another *dot* and now what the section is supposed to do. Example:
13
+
14
+ [Profiles.ProfileName.Config]
15
+
16
+ For the config section of the profile named ProfileName
17
+
18
+ __Note__: Profile names are not case-sensitive!
19
+
20
+ `[Profiles.ProfileName.Config] `
21
+ --------------------------------------
22
+
23
+ ##### Parents = ProfileName|$Current|$None, ...
24
+
25
+ Defines one or more parent profiles to inherit all it's configuration from, that's priorities, files to ignore, and so on.
26
+
27
+ If two inherited profiles are mutual exclusive the behaviour is undefined.
28
+
29
+ Special values are:
30
+ * **$Current** -- Inherits from the currently selected profile in *modloader.ini base config*. This may be useful for conditional profiles.
31
+ * **$None** -- No inheritance.
32
+
33
+ If **$None** is specified as **any** of the parents no inheritance will take place.
34
+
35
+ Default value is `$None`.
36
+
37
+ ##### IgnoreAllMods = true|false
38
+
39
+ Ignores all mods in the modloader directory, essentially disabling any mod.
40
+ Default value is `false`.
41
+
42
+ __Note__: `IgnoreAllFiles` can also be used and it does the same as this.
43
+
44
+ ##### ExcludeAllMods = true|false
45
+
46
+ Ignores all mods in the modloader directory except for the ones in the [Profiles.ProfileName.IncludeMods] list.
47
+ Default value is `false`.
48
+
49
+ ##### UseIfModule = ModuleName
50
+
51
+ This profile is forced to be used by Mod Loader if the specified executable/dll module is loaded.
52
+ Any changes on this entry while the game while the game is running won't make any effect until the next run.
53
+ This may be useful for a SA:MP profile or game-dependent profile.
54
+
55
+ Notice this profile is used as an *anonymous* profile when the condition is met thus it's a clone of the saved profile but not itself consequently any in-game changes to the profile will not be saved or loaded.
56
+
57
+ Using a profile if running from SAMP example:
58
+
59
+ UseIfModule = SAMP
60
+
61
+ `[Profiles.ProfileName.IgnoreMods]`
62
+ --------------------------------------
63
+ Any modification listed on this section is going to be ignored while scanning for mods.
64
+
65
+ Supports wildcards.
66
+
67
+ `[Profiles.ProfileName.IncludeMods]`
68
+ --------------------------------------
69
+ All the mods in this list are going to be used even when `[Profiles.ProfileName.Config]:ExcludeAllMods` is set to `true`.
70
+
71
+ Supports wildcards.
72
+
73
+ `[Profiles.ProfileName.ExclusiveMods]`
74
+ --------------------------------------
75
+ Any mod in this list will be loaded *ONLY* by this profile, any other profile will have this mod automatically ignored.
76
+ If another profile has a similar exclusive mod, both will have the mods as exclusive and use them.
77
+
78
+ Supports wildcards.
79
+
80
+ `[Profiles.ProfileName.IgnoreFiles]`
81
+ --------------------------------------
82
+ Any file in this list are ignored by the loader while scanning for files.
83
+ The wildcards can contain sub folders, for example:
84
+
85
+ to_ignore/*.dff
86
+
87
+ This line would ignores all files in the *to_ignore* directory that have a dff extension.
88
+ Notice *to_ignore* must be **INSIDE a mod directory**, such as *modloader/my mod/to_ignore/*
89
+
90
+ Supports wildcards.
91
+
92
+ `[Profiles.ProfileName.Priority]`
93
+ --------------------------------------
94
+ Defines mods priorities, that's if two mods modify the same file which should have precedence over the other.
95
+ The key in this section is the mod name and the value the priority from 0 to 100.
data-tripoint/files/modloader/.data/Readme.md ADDED
@@ -0,0 +1,106 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Mod Loader
2
+ ==================
3
+
4
+ ## What is it?
5
+
6
+ Mod Loader is an ASI Plugin for Rockstar's Grand Theft Auto San Andreas that adds an extremely user-friendly and easy way to install and uninstall your modifications, without even messing around anything in your game installation.
7
+
8
+ The usage is simple, you just have to create one or more folders inside modloader directory and then drop the mod contents there. It's done.
9
+ It is recommended to have one folder for each modification you have.
10
+
11
+ ## Installing Mod Loader
12
+
13
+ ### Installing on GTA San Andreas
14
+
15
+ Mod Loader depends on an [ASI Loader](http://www.gtagarage.com/mods/show.php?id=21709), make sure you have it!
16
+
17
+ Then just extract *modloader.asi* and *modloader* folder into your game directory.
18
+
19
+ ### Installing on GTA Vice City or GTA III:
20
+
21
+ Mod Loader depends on [Ultimate ASI Loader](https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases), make sure you have it!
22
+
23
+ Then just extract *modloader.asi* into the *scripts/* directory and *modloader* folder into your game directory.
24
+
25
+
26
+ ## Installing Mods in Mod Loader
27
+
28
+ To install a mod in Mod Loader, it's extremely simple, just extract the contents of the mod **into a folder** inside *modloader* directory.
29
+
30
+ That means the following are valid installation methods:
31
+
32
+ + modloader/nsx/infernus.dff
33
+ + modloader/nsx/another folder/infernus.dff
34
+
35
+ But the following is **NOT** valid:
36
+
37
+ - modloader/infernus.dff
38
+ - modloader/.data/infernus.dff
39
+
40
+
41
+ ## Uninstalling Mods from Mod Loader
42
+
43
+ Even simpler, just delete the mod content from *modloader* directory.
44
+ If you just want to disable the mod for a while, go to the in-game menu and disable it or edit *modloader.ini* manually.
45
+
46
+ ## Highlights and Features
47
+
48
+ - Do not replace **ANY** original file, never, really.
49
+ - Let Mod Loader take care of everything
50
+ + Data files merging.
51
+ * Therefore you can for example have 70 handling.cfg files at modloader and they'll all work perfectly fine.
52
+ + Readme files reading
53
+ * No need to care about taking the data line from the readme file and placing in the data file, Mod Loader does that for you too!
54
+ - Refreshable mods
55
+ + Change or add the files while the game is running and see the results immediatelly!!!!
56
+ - Command line support
57
+ + See *modloader/.data/Command Line Arguments.md*
58
+ - In-Game menu for configurations
59
+ + Go to *Options > Mod Loader Setup*
60
+ + When the menu is not available, do it manually by editing *modloader/modloader.ini* and *modloader/.data/config.ini*
61
+ - Profiles, so you can have many games in one.
62
+ + Read *modloader/.data/Profiles.md for details*
63
+
64
+ ### Have you found a bug?
65
+
66
+ It's essential to report bugs, so the loader gets improved, to report a bug go to any of the following channels:
67
+
68
+ * On GitHub, using [our issue tracker](https://github.com/thelink2012/sa-modloader/issues)
69
+ * English support on [GTA Forums](http://gtaforums.com/topic/669520-sarel-mod-loader/)
70
+ * Portuguese support on [Brazilian Modding Studio Forums](http://brmodstudio.forumeiros.com/t3591-mod-loader-topico-oficial)
71
+
72
+ When reporting a bug **PLEASE** provide the *modloader/modloader.log* file created just after the crash and give some detailed information on how to reproduce the bug.
73
+
74
+ ### Supported Executables
75
+
76
+ Not all executables are supported at the moment, the supported ones are:
77
+
78
+ + GTA III 1.0
79
+ + GTA VC 1.0
80
+ + GTA SA 1.0 US
81
+ + GTA SA 1.0 EU
82
+
83
+ ## Download
84
+
85
+ You can download the lastest version of Mod Loader from:
86
+
87
+ * [GTA Garage](http://www.gtagarage.com/mods/show.php?id=25377), for the lastest stable build
88
+ * [GitHub](https://github.com/thelink2012/modloader/releases), for the lastest (including unstable) builds
89
+
90
+ ## Source Code
91
+
92
+ Mod Loader is a open source project, feel free to learn and contribute.
93
+ The source code is licensed under the MIT License, check it out on [GitHub](https://github.com/thelink2012/modloader/).
94
+
95
+ ## Credits
96
+
97
+ Finally, let's go to the credits.
98
+
99
+ #### Developer
100
+ * LINK/2012 (<dma_2012@hotmail.com>)
101
+
102
+ #### Special Thanks To
103
+ * ArtututuVidor$, Andryo, Junior_Djjr, JNRois12 for alpha-testing
104
+ * Gramps and TJGM for emotional support.
105
+ * Silent for A LOT of fixes and help with the development of Mod Loader.
106
+ * ThirteenAG for giving me lots of pointers (literally) for the GTA III / Vice City version.
data-tripoint/files/modloader/.data/config.ini.0 ADDED
@@ -0,0 +1,10 @@
 
 
 
 
 
 
 
 
 
 
 
1
+ ;
2
+ ; Mod Loader Basic Config File
3
+ ;
4
+ [Config]
5
+ EnableMenu = true ; Enables/disables the menu system (Menu > Options > Mod Loader)
6
+ EnablePlugins = true ; Enables/disables plugins from "modloader/.data/plugins", you probably want to have them enabled since they are responssible for loading stuff...
7
+ EnableLog = true ; Enables/disables logging. Logging is useful to find bugs or know what's going on, but it slow downs the game, so disable it if you don't care about logs
8
+ ImmediateFlushLog = true ; Enables/disables immediate flushing to the disk from the log file. Disabling this increases performance when logging is enabled but decreases logging usefulness
9
+ MaxLogSize = 5242880 ; Maximum size of the modloader.log file in bytes, if this size is reached the file is truncated.
10
+ AutoRefresh = true ; Mod Loader detects changes in modloader/ directory automatically and refreshes the mods
data-tripoint/files/modloader/.data/licenses/boost.txt ADDED
@@ -0,0 +1,26 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This license applies to the Boost C++ Libraries (http://www.boost.org/)
2
+ -----------------------------------------------------------------------------------------------------
3
+
4
+ Boost Software License - Version 1.0 - August 17th, 2003
5
+
6
+ Permission is hereby granted, free of charge, to any person or organization
7
+ obtaining a copy of the software and accompanying documentation covered by
8
+ this license (the "Software") to use, reproduce, display, distribute,
9
+ execute, and transmit the Software, and to prepare derivative works of the
10
+ Software, and to permit third-parties to whom the Software is furnished to
11
+ do so, all subject to the following:
12
+
13
+ The copyright notices in the Software and this entire statement, including
14
+ the above license grant, this restriction and the following disclaimer,
15
+ must be included in all copies of the Software, in whole or in part, and
16
+ all derivative works of the Software, unless such copies or derivative
17
+ works are solely in the form of machine-executable object code generated by
18
+ a source language processor.
19
+
20
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22
+ FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
23
+ SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
24
+ FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
25
+ ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26
+ DEALINGS IN THE SOFTWARE.
data-tripoint/files/modloader/.data/licenses/cereal.txt ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This license applies to the Cereal Serialization Library (http://uscilab.github.io/cereal/)
2
+ -----------------------------------------------------------------------------------------------------
3
+
4
+ Copyright (c) 2014, Randolph Voorhies, Shane Grant
5
+ All rights reserved.
6
+
7
+ Redistribution and use in source and binary forms, with or without
8
+ modification, are permitted provided that the following conditions are met:
9
+ * Redistributions of source code must retain the above copyright
10
+ notice, this list of conditions and the following disclaimer.
11
+ * Redistributions in binary form must reproduce the above copyright
12
+ notice, this list of conditions and the following disclaimer in the
13
+ documentation and/or other materials provided with the distribution.
14
+ * Neither the name of cereal nor the
15
+ names of its contributors may be used to endorse or promote products
16
+ derived from this software without specific prior written permission.
17
+
18
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
19
+ ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
+ WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
+ DISCLAIMED. IN NO EVENT SHALL RANDOLPH VOORHIES OR SHANE GRANT BE LIABLE FOR ANY
22
+ DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
+ (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
24
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
25
+ ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
+ (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
27
+ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
data-tripoint/files/modloader/.data/licenses/tinympl.txt ADDED
@@ -0,0 +1,26 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This license applies to the tinympl meta-programming library (https://github.com/sbabbi/tinympl)
2
+ -----------------------------------------------------------------------------------------------------
3
+
4
+ Boost Software License - Version 1.0 - August 17th, 2003
5
+
6
+ Permission is hereby granted, free of charge, to any person or organization
7
+ obtaining a copy of the software and accompanying documentation covered by
8
+ this license (the "Software") to use, reproduce, display, distribute,
9
+ execute, and transmit the Software, and to prepare derivative works of the
10
+ Software, and to permit third-parties to whom the Software is furnished to
11
+ do so, all subject to the following:
12
+
13
+ The copyright notices in the Software and this entire statement, including
14
+ the above license grant, this restriction and the following disclaimer,
15
+ must be included in all copies of the Software, in whole or in part, and
16
+ all derivative works of the Software, unless such copies or derivative
17
+ works are solely in the form of machine-executable object code generated by
18
+ a source language processor.
19
+
20
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22
+ FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
23
+ SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
24
+ FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
25
+ ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26
+ DEALINGS IN THE SOFTWARE.
data-tripoint/files/modloader/.data/licenses/utf8-cpp.txt ADDED
@@ -0,0 +1,26 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ This license applies to the utf8-cpp library (http://utfcpp.sourceforge.net/)
2
+ -----------------------------------------------------------------------------------------------------
3
+
4
+ Copyright (c) 2006 Nemanja Trifunovic
5
+
6
+ Permission is hereby granted, free of charge, to any person or organization
7
+ obtaining a copy of the software and accompanying documentation covered by
8
+ this license (the "Software") to use, reproduce, display, distribute,
9
+ execute, and transmit the Software, and to prepare derivative works of the
10
+ Software, and to permit third-parties to whom the Software is furnished to
11
+ do so, all subject to the following:
12
+
13
+ The copyright notices in the Software and this entire statement, including
14
+ the above license grant, this restriction and the following disclaimer,
15
+ must be included in all copies of the Software, in whole or in part, and
16
+ all derivative works of the Software, unless such copies or derivative
17
+ works are solely in the form of machine-executable object code generated by
18
+ a source language processor.
19
+
20
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22
+ FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
23
+ SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
24
+ FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
25
+ ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26
+ DEALINGS IN THE SOFTWARE.
data-tripoint/files/modloader/.data/modloader.ini.0 ADDED
@@ -0,0 +1,30 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ;
2
+ ; Mod Loader Folder Config File
3
+ ;
4
+ [Folder.Config]
5
+ Profile = Default ; Profile to be used to configure mods
6
+ PriorityLimit = 100 ; Max allowed value in Profiles.*.Priority (minimum is 1)
7
+
8
+ [Profiles.Default.Config]
9
+ IgnoreAllMods = false ; Ignores all mods. This essentially disables mods loading.
10
+ ExcludeAllMods = false ; Excludes all mods from being loaded except the ones at IncludeMods list
11
+
12
+ [Profiles.Default.Priority]
13
+ ; Defines mods priority (which mods should go into effect if both replaces the same file)
14
+ ; The priority should be between 1 and PriorityLimit, where higher values override lower ones.
15
+ ; Additionally priority 0 makes the mod be ignored (just like IgnoreMods).
16
+ ; The default priority is 50.
17
+ ;MyMod=50
18
+
19
+ [Profiles.Default.IgnoreFiles]
20
+ ; Put wildcard to files to be ignored here (e.g. cheetah.dff, *.dff, path_in_mod/*.dff)
21
+
22
+ [Profiles.Default.IgnoreMods]
23
+ ; Put wildcard to mods to be ignored here
24
+ _ignore
25
+
26
+ [Profiles.Default.IncludeMods]
27
+ ; Put wildcard to mods to be included in the game even when ExcludeAllMods=true
28
+
29
+ [Profiles.Default.ExclusiveMods]
30
+ ; Put wildcard to mods that should be loaded ONLY on this profile
data-tripoint/files/modloader/.data/plugins.ini.0 ADDED
@@ -0,0 +1,14 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ;
2
+ ; Plugins config file
3
+ ; **** DO NOT EDIT THIS FILE UNLESS YOU KNOW EXACTLY WHAT YOU ARE DOING ****
4
+ ;
5
+ [Priority]
6
+ ; Defines plugins priority (which plugin should take care of a file first, events priority also)
7
+ ; The priority should be between 1 and 100, where 100 overrides 1, additionally priority 0 makes be ignored (just like IgnoreMods)
8
+ ; Default plugins normally have the priority in the range 45-55
9
+ ;
10
+ ; Just put the path to the plugin module, without extension and replacing slashes with a dot.
11
+ ; For example:
12
+ ; gta3.std.text=0 ; disables gta3/std.text.dll
13
+ ;
14
+
data-tripoint/files/modloader/.data/plugins/gta3/std.asi.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:a56f3664a18ad6d3e65187e8d7c88a6b98ac0551cbb5ea352ed2166550d2f38f
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+ size 293376
data-tripoint/files/modloader/.data/plugins/gta3/std.asi.md ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.asi
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for loading ASI Plugins, D3D9 hooks, cleo scripts and cleo plugins.
11
+ Whenever a specific ASI file is incompatible with *modloader* directory, a error message will show up.
data-tripoint/files/modloader/.data/plugins/gta3/std.bank.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:5161552a318b78cd4ab1a9eae846173dcffaf35f12e299cb62758069f7326a8b
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+ size 269824
data-tripoint/files/modloader/.data/plugins/gta3/std.bank.md ADDED
@@ -0,0 +1,23 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.bank
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+
11
+ This plugin is responsible for loading sound effects that would normally go into sfxpak files.
12
+ It can either load the effects as pure wave or in SFXPaks itself.
13
+ It can also handle SFX CONFIG files, as in the main game audio/ folder.
14
+
15
+
16
+ __Usage__:
17
+
18
+ For wave files, the directory must be structured as: `<SFXPak_Name>/Bank_<X>/sound_<Y>.wav `
19
+
20
+ For example `modloader/My Sounds/GENRL/Bank_007/sound_001.wav`;
21
+ If SFXPak_Name is not present, it'll use GENRL, but don't rely on this behaviour, it's bad! The wave file **must** be in Mono PCM 16 bits format to work!!!
22
+
23
+ Other files follow the usual installation convention.
data-tripoint/files/modloader/.data/plugins/gta3/std.data.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:4707226f21519d12f84f43f4d308336a63226db4178f1741b5313120b663b585
3
+ size 3437056
data-tripoint/files/modloader/.data/plugins/gta3/std.data.md ADDED
@@ -0,0 +1,74 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.data
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for merging and overriding data files (.dat, .cfg, .ide, .ipl/.zon),
11
+ it also trying to match a data line in readme files.
12
+
13
+ The following data files are currently supported:
14
+
15
+ | Data File Name | Override | Merge | Readme |
16
+ |----------------|--------- |-------|--------|
17
+ | ar_stats.dat | X | X | |
18
+ | animgrp.dat | X | X | |
19
+ | gta.dat | X | X | X |
20
+ | *.ide | X | X | ¹ |
21
+ | *.ipl/*.zon | X | | |
22
+ | *.ped/*.grp | X | X | |
23
+ | clothes.dat | X | | |
24
+ | carcols.dat | X | X | X |
25
+ | carmods.dat | X | X | X |
26
+ | handling.cfg | X | X | X |
27
+ | plants.dat | X | X | |
28
+ | melee.dat | X | X | |
29
+ | water.dat | X | X | |
30
+ | timecyc.dat | X | | |
31
+ | popcycle.dat | X | | |
32
+ | cargrp.dat | X | X | |
33
+ | pedgrp.dat | X | X | |
34
+ | ped.dat | X | X | |
35
+ | pedstats.dat | X | X | |
36
+ | statdisp.dat | X | X | |
37
+ | shopping.dat | X | X | |
38
+ | object.dat | X | X | |
39
+ | surface.dat | X | X | |
40
+ | surfinfo.dat | X | X | |
41
+ | surfaud.dat | X | X | |
42
+ | furnitur.dat | X | | |
43
+ | fonts.dat | X | | |
44
+ | roadblox.dat | X | | |
45
+ | tracks.dat | X | | |
46
+ | tracks2.dat | X | | |
47
+ | tracks3.dat | X | | |
48
+ | tracks4.dat | X | | |
49
+ | weapon.dat | X | X | X |
50
+ | procobj.dat | X | X | |
51
+ | stream.ini | X | X | |
52
+ | cullzone.dat | X | | |
53
+ | fistfite.dat | X | X | |
54
+ | particle.cfg | X | X | |
55
+ | waterpro.dat | X | | |
56
+ | flight.dat | X | | |
57
+ | flight2.dat | X | | |
58
+ | flight3.dat | X | | |
59
+ | flight4.dat | X | | |
60
+
61
+
62
+ + ¹ reading ide lines from readmes is supported for *cars*, *peds* and tunning parts in *objs* section _(i.e. vehicles.ide, peds.ide, veh_mods.ide)_
63
+
64
+
65
+ __Additional Notes__:
66
+ * Decision files (.ped/.grp) mustbe in a *decision/allowed* directory to work
67
+ * IDE and IPL that doesn't have a matching gta.dat are **NOT** loaded.
68
+ * IDE and IPL files usually needs to be structured the same way as it's gta.dat demands.
69
+ (i.e. IPL DATA/MAPS/TEST.IPL should be structured like modloader/My Map/data/maps/test.ipl)
70
+ although this is **NOT** necessary anymore since Mod Loader 0.2.x
71
+ * This makes the loading screen dynamic, removing the flickering when there are too few gta.dat entries (usually on TCs)
72
+ * Matching for data lines in readme files are supported for some data files
73
+ * This performs caching of the data files and readmes in the modloader directory, giving a better performance in
74
+ not needing to merge data every time you load the game.
data-tripoint/files/modloader/.data/plugins/gta3/std.dmaudio.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:fa262e8f506dcfeba8c997b68f1ffcbacfb2431618c5d6646d7d2eee3b8f1bfd
3
+ size 165376
data-tripoint/files/modloader/.data/plugins/gta3/std.dmaudio.md ADDED
@@ -0,0 +1,13 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.dmaudio
2
+ =========================================================================
3
+ + __Author__: Silent
4
+ + __Priority__: 50
5
+ + __Game__: III, Vice City
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for DMAudio SFX archives, streamed samples, cutscenes, and radios, that is:
11
+
12
+ * SFX archives (sfx.raw/sfx.sdt)
13
+ * WAV/MP3/ADF files in the Audio directory
data-tripoint/files/modloader/.data/plugins/gta3/std.fx.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:7eec8a1dd3545d2643c10c2e5ba66683c4a3e18d6b7db7941a6eb6a269bcc9f7
3
+ size 353280
data-tripoint/files/modloader/.data/plugins/gta3/std.fx.md ADDED
@@ -0,0 +1,10 @@
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.fx
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 48
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for loading standard effects and other generic game textures.
data-tripoint/files/modloader/.data/plugins/gta3/std.movies.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:94c0611b4004e6ca17640b5f94110bcbf7b795b9eb5f940106c3ecafb234704c
3
+ size 158208
data-tripoint/files/modloader/.data/plugins/gta3/std.movies.md ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.movies
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for handling mpg movies that would go into the *movies/* folder
11
+
data-tripoint/files/modloader/.data/plugins/gta3/std.scm.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:64c0341346c2278df408882c2d9d790720ed51dcf8f80a4a5fcfd6793e185a11
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+ size 156160
data-tripoint/files/modloader/.data/plugins/gta3/std.scm.md ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.scm
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for handling the non-streamed script file main.scm
11
+
data-tripoint/files/modloader/.data/plugins/gta3/std.sprites.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:916bec88b82356121070c52ca2a5ff167b557df8d1fb3437121260f330e7744e
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+ size 452608
data-tripoint/files/modloader/.data/plugins/gta3/std.sprites.md ADDED
@@ -0,0 +1,14 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.sprites
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 51
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for handling texture dictionaries that would go to the *txd/* folder, essentially script textures.
11
+
12
+ __Usage__:
13
+ Those sprite texture dictionaries should be inside a *txd/* folder (e.g. *modloader/my splash/txd/loadscs.txd*)
14
+
data-tripoint/files/modloader/.data/plugins/gta3/std.stream.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:fce125d457a285599f5925defee04f75645488cf702ca124ee03f2e38b6c0edd
3
+ size 539136
data-tripoint/files/modloader/.data/plugins/gta3/std.stream.md ADDED
@@ -0,0 +1,37 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.stream
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 52
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for loading streamed resources, that would normally go into *.img* files.
11
+ That is, it handles:
12
+
13
+ * Model Files (dff)
14
+ * Texture Dictionaries (txd)
15
+ * Collision Archieves (col)
16
+ * Binary IPLs (ipl)
17
+ * Nodes Files (nodes%d.dat)
18
+ * Animation Files (ifp)
19
+ * Vehicle Recordings (rrr)
20
+ * Streamed Scripts (scm)
21
+
22
+ It can also handle *img* files itself and override it's loading from the one in the default location.
23
+
24
+ It also takes care or does the following:
25
+ * Takes care of ped.ifp overriding.
26
+ * Detouring of IMG/CDIMAGE, COLFILE, TEXDICTION, MODELFILE and HIERFILE from gta.dat.
27
+ * Fixes the COLFILE command in GTA San Andreas not working properly.
28
+
29
+ __Usage__:
30
+
31
+ You can either use it in the usual way, or create a directory with a img extension and drop the files inside it.
32
+
33
+ _Special Notes_:
34
+
35
+ * Newly added clothes (or coach cloth) must go inside a folder named player.img (e.g. *modloader/my new clothes/player.img/coach.dff*)
36
+ * nodes%d.dat files will get handled only if they are inside a folder with an *img* extension (e.g. *modloader/my nodes/gta3.img/nodes1.dat*)
37
+
data-tripoint/files/modloader/.data/plugins/gta3/std.text.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:dc0bb8cf1d772ed4bdd2ad2111d8958bdf54647ab3d226cf6e7f9d9e6202d60f
3
+ size 188928
data-tripoint/files/modloader/.data/plugins/gta3/std.text.md ADDED
@@ -0,0 +1,14 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.text
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: III, Vice City, San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+ This plugin is responsible for handling text files, that is:
11
+
12
+ * GTA Text Files (gxt)
13
+ * Fake Text Files (fxt)
14
+
data-tripoint/files/modloader/.data/plugins/gta3/std.tracks.dll ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:4a6ad53f3e8f0b3cae237f1def49f3b52f04ab5bacad3be7f5cd7ad1dff4500a
3
+ size 191488
data-tripoint/files/modloader/.data/plugins/gta3/std.tracks.md ADDED
@@ -0,0 +1,13 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ gta3.std.tracks
2
+ =========================================================================
3
+ + __Author__: LINK/2012 (<dma_2012@hotmail.com>)
4
+ + __Priority__: 50
5
+ + __Game__: San Andreas
6
+
7
+ *************************************************************************
8
+
9
+ __Description__:
10
+
11
+ This plugin is responsible for overriding audio streams also known as the game radio.
12
+ It handles the StrmPaks.dat, TrakLkUp.dat and files that would go into AUDIO/STREAMS/
13
+
data-tripoint/files/modloader/.data/text/1033/menu.fxt ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #
2
+ # Mod Loader Menu Localization File
3
+ #
4
+
5
+ # Common
6
+ ML_FEO Mod Configuration
7
+ ML_ONN ON
8
+ ML_OFF OFF
9
+ ML_FTN Next
10
+ ML_FTP Prev
11
+ ML_FTB Back
12
+
13
+ # Main Page
14
+ ML_F0HH Mod Configuration
15
+ ML_F0E0 Enable Menu
16
+ ML_F0EP Enable Plugins
17
+ ML_F0EL Enable Logging
18
+ ML_F0LF Log Immediate Flush
19
+ ML_F0LS Log Maximum Size
20
+ ML_F0MM Modifications
21
+ ML_F0RR Refresh Modifications
22
+ ML_F0RA Automatic Refresh
23
+
24
+ # Modifications Page (Dynamic)
25
+ ML_FMHH Modifications
26
+ ML_FMY1 DYNAMIC
27
+ ML_FMY2 DYNAMIC
28
+ ML_FMY3 DYNAMIC
29
+ ML_FMY4 DYNAMIC
30
+ ML_FMY5 DYNAMIC
31
+ ML_FMY6 DYNAMIC
32
+ ML_FMY7 DYNAMIC
33
+ ML_FMY8 DYNAMIC
34
+ ML_FMY9 DYNAMIC
35
+ ML_FMYA DYNAMIC
36
+ ML_FMYB DYNAMIC
37
+ ML_FMYC DYNAMIC
38
+
39
+ # Selected Modification (Dynamic)
40
+ ML_FYHH DYNAMIC
41
+ ML_FYE0 Enabled
42
+ ML_FYPR Priority
43
+
44
+ # Helper texts
45
+ ML_H0NM No mods installed
46
+ ML_H0E0 ON/OFF this in-game menu.~n~Needs restart.
47
+ ML_H0EP ON/OFF the loader plugins.~n~Needs restart.
48
+ ML_H0EL ON/OFF the log file.~n~OFF Increases performance.
49
+ ML_H0LF ON/OFF flushing log to disk.~n~OFF Increases performance.
50
+ ML_H0LS Maximum size of the log file on disk.
51
+ ML_H0RR Rescan and reinstall mods (be careful)
52
+ ML_H0RA ON/OFF the automatic detection of changes.
53
+ ML_HMHH Type some keywords to find a mod.~n~Use ~<~~>~ to switch pages.
54
+ ML_HYE0 ON/OFF the mod from the game.~n~Be careful. May need restart for some files.
55
+ ML_HYPR Changes the priority of this mod over others.
data-tripoint/files/modloader/.data/text/1046/menu.fxt ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #
2
+ # Mod Loader Menu Localization File
3
+ #
4
+
5
+ # Common
6
+ ML_FEO Configura��es de Mods
7
+ ML_ONN LIG
8
+ ML_OFF DES
9
+ ML_FTN Pr�ximo
10
+ ML_FTP Anterior
11
+ ML_FTB Voltar
12
+
13
+ # Main Page
14
+ ML_F0HH Configura��es de Mods
15
+ ML_F0E0 Habilitar Menu
16
+ ML_F0EP Habilitar Plugins
17
+ ML_F0EL Habilitar Log
18
+ ML_F0LF Descarga Imediata do Log
19
+ ML_F0LS Tamanho M�ximo do Log
20
+ ML_F0MM Modifica��es
21
+ ML_F0RR Atualizar Modifica��es
22
+ ML_F0RA Atualiza��o Autom�tica
23
+
24
+ # Modifications Page (Dynamic)
25
+ ML_FMHH Modifica��es
26
+ ML_FMY1 DYNAMIC
27
+ ML_FMY2 DYNAMIC
28
+ ML_FMY3 DYNAMIC
29
+ ML_FMY4 DYNAMIC
30
+ ML_FMY5 DYNAMIC
31
+ ML_FMY6 DYNAMIC
32
+ ML_FMY7 DYNAMIC
33
+ ML_FMY8 DYNAMIC
34
+ ML_FMY9 DYNAMIC
35
+ ML_FMYA DYNAMIC
36
+ ML_FMYB DYNAMIC
37
+ ML_FMYC DYNAMIC
38
+
39
+ # Selected Modification (Dynamic)
40
+ ML_FYHH DYNAMIC
41
+ ML_FYE0 Habilitada
42
+ ML_FYPR Prioridade
43
+
44
+ # Helper texts
45
+ ML_H0NM Sem mods instalados
46
+ ML_H0E0 LIG/DES este menu.~n~Necess�rio reiniciar.
47
+ ML_H0EP LIG/DES o carregador de plugins.~n~Necess�rio reiniciar.
48
+ ML_H0EL LIG/DES o arquivo log (registro).~n~Desligar aumenta o desempenho.
49
+ ML_H0LF LIG/DES a descarga do log (registro) ao disco.~n~Desligar aumenta o desempenho.
50
+ ML_H0LS Tamanho m�ximo do arquivo log (registro) no disco.
51
+ ML_H0RR Reescanear e reinstalar os mods (tome cuidado ao usar)
52
+ ML_H0RA LIG/DES a detec��o autom�tica de altera��es.
53
+ ML_HMHH Digite algumas palavras-chaves para encontrar o mod.~n~Use ~<~~>~ para trocar de p�gina.
54
+ ML_HYE0 LIG/DES o mod no jogo.~n~Tome cuidado. Pode ser necess�rio reiniciar para alguns arquivos.
55
+ ML_HYPR Muda a prioridade deste mod sobre os outros.
data-tripoint/files/modloader/.data/text/2070/menu.fxt ADDED
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1
+ #
2
+ # Mod Loader Menu Localization File
3
+ #
4
+
5
+ # Common
6
+ ML_FEO Configura��es de Mods
7
+ ML_ONN LIG
8
+ ML_OFF DES
9
+ ML_FTN Pr�ximo
10
+ ML_FTP Anterior
11
+ ML_FTB Voltar
12
+
13
+ # Main Page
14
+ ML_F0HH Configura��es de Mods
15
+ ML_F0E0 Habilitar Menu
16
+ ML_F0EP Habilitar Plugins
17
+ ML_F0EL Habilitar Log
18
+ ML_F0LF Descarga Imediata do Log
19
+ ML_F0LS Tamanho M�ximo do Log
20
+ ML_F0MM Modifica��es
21
+ ML_F0RR Atualizar Modifica��es
22
+ ML_F0RA Atualiza��o Autom�tica
23
+
24
+ # Modifications Page (Dynamic)
25
+ ML_FMHH Modifica��es
26
+ ML_FMY1 DYNAMIC
27
+ ML_FMY2 DYNAMIC
28
+ ML_FMY3 DYNAMIC
29
+ ML_FMY4 DYNAMIC
30
+ ML_FMY5 DYNAMIC
31
+ ML_FMY6 DYNAMIC
32
+ ML_FMY7 DYNAMIC
33
+ ML_FMY8 DYNAMIC
34
+ ML_FMY9 DYNAMIC
35
+ ML_FMYA DYNAMIC
36
+ ML_FMYB DYNAMIC
37
+ ML_FMYC DYNAMIC
38
+
39
+ # Selected Modification (Dynamic)
40
+ ML_FYHH DYNAMIC
41
+ ML_FYE0 Habilitada
42
+ ML_FYPR Prioridade
43
+
44
+ # Helper texts
45
+ ML_H0NM Sem mods instalados
46
+ ML_H0E0 LIG/DES este menu.~n~Necess�rio reiniciar.
47
+ ML_H0EP LIG/DES o carregador de plugins.~n~Necess�rio reiniciar.
48
+ ML_H0EL LIG/DES o arquivo log (registro).~n~Desligar aumenta o desempenho.
49
+ ML_H0LF LIG/DES a descarga do log (registro) ao disco.~n~Desligar aumenta o desempenho.
50
+ ML_H0LS Tamanho m�ximo do arquivo log (registro) no disco.
51
+ ML_H0RR Reescanear e reinstalar os mods (tome cuidado ao usar)
52
+ ML_H0RA LIG/DES a detec��o autom�tica de altera��es.
53
+ ML_HMHH Digite algumas palavras-chaves para encontrar o mod.~n~Use ~<~~>~ para trocar de p�gina.
54
+ ML_HYE0 LIG/DES o mod no jogo.~n~Tome cuidado. Pode ser necess�rio reiniciar para alguns arquivos.
55
+ ML_HYPR Muda a prioridade deste mod sobre os outros.
data-tripoint/files/modloader/_ESSENTIALS/FramerateVigilante/Framerate Vigilante.url ADDED
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1
+ [{000214A0-0000-0000-C000-000000000046}]
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+ Prop3=19,11
3
+ [InternetShortcut]
4
+ IDList=
5
+ URL=https://www.mixmods.com.br/2019/06/framerate-vigilante.html
data-tripoint/files/modloader/_ESSENTIALS/FramerateVigilante/FramerateVigilante.SA.asi ADDED
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1
+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:8b88b9a3573707aaf15deae642d4d80d87f2f24b6255742ad50917f39ea43ccd
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+ size 242688
data-tripoint/files/modloader/_ESSENTIALS/FramerateVigilante/FramerateVigilante.ini ADDED
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1
+ ; Framerate Vigilante Mod by Junior_Djjr - MixMods.com.br
2
+ [Settings]
3
+
4
+ ; (default: 30) FPS limit when limiter is turned on. Other mods like MixSets also changes this.
5
+ ; It also removes a 14 ms delay on SA, just like SilentPatch.
6
+ ; Avoid using more than 60 FPS.
7
+ FPSlimit = 60
8
+
9
+ ; (default: 60) Screen refresh rate in hz.
10
+ ; Tip: If you use 144hz monitor, try half (72) FPS for a good stable gameplay.
11
+ ; Alternatively, simply use Windowed Mode mod (even in bordesless) it will automatically use desktop vsync.
12
+ RefreshRate = 60
13
+
14
+ ; Automatically limits framerate during some activities on SA, like pool minigame and hot coffee.
15
+ ; This is because this mod doesn't fixes all physics issues yet. Not critical.
16
+ AutoLimitFPS = 1
data-tripoint/files/modloader/_ESSENTIALS/RepairGTA/RepairGTA.SA.asi ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:501ce262c6ccaac30ba6fb90af3d78c0ab4e68b816be4548b3d5a6a7ed110366
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+ size 344360
data-tripoint/files/modloader/_ESSENTIALS/RepairGTA/RepairGTA.url ADDED
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1
+ [{000214A0-0000-0000-C000-000000000046}]
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+ Prop3=19,11
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+ [InternetShortcut]
4
+ IDList=
5
+ URL=https://www.mixmods.com.br/2022/10/repair-gta/
data-tripoint/files/modloader/_ESSENTIALS/RunDLL32 Fix/RunDLL32 Fix.url ADDED
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1
+ [{000214A0-0000-0000-C000-000000000046}]
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+ Prop3=19,11
3
+ [InternetShortcut]
4
+ IDList=
5
+ URL=https://www.mixmods.com.br/2016/02/rundll32exe-fix-corrigir-jogo-nao-abrindo.html