Unfortunately, RDR2 uses DirectX 12 which is incompatible with all our drawing code, meaning for RDR2, the new console won’t be available. Not only does this allow us to write faster and more comfortably, but it also allows us to reload RAGE Plugin Hook during development, without having to restart the entire game, allowing us to test new code and additions, thus speeding up development iterations.Ĭ# and the ability to reload RPH also meant that we could completely revamp the console to be a lot nicer. RAGE Plugin Hook was originally coded in C++/CLI, and as such, it was a nightmare to maintain and extend, as C++ is a horrible language and unlike plugins, using C++/CLI didn’t allow us to reload RAGE Plugin Hook during development, making development iterations very slow.įor this reason, we decided quite a while ago now to rewrite RAGE Plugin Hook in C#. If you haven’t used RAGE Plugin Hook for GTA V, take a look at for a glimpse of what the actual API will look like.Īnd of course, you already get the ability to reload your code without having to restart the game! The following types are available in the preliminary API: There may also be certain console commands that don’t work at all, or error out for now. 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. We’re excited to announce that RAGE Plugin Hook is coming to Red Dead Redemption 2, finally living up to its name RAGE Plugin Hook, not GTA V Plugin Hook. RAGE Plugin Hook for Red Dead Redemption 2
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