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kepmehz

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Everything posted by kepmehz

  1. Make sure to use the exports drawRect, drawText, and drawSprite to draw your menu. It will be a lot easier to port menu bases from games like RDR2 or GTAV, because RDR1 has no DRAW_RECT or DRAW_TEXT natives
  2. Version 1.0.0

    197 downloads

    This is the official ScriptHook for the PC remake of Red Dead Redemption. Developers: You can find an example project including all the files you need to setup your mod for ScriptHook here: RDR1 Example Script Project Make sure to also download the sdk that is available via the files tab. Note: At the moment every script is running on the same thread, which means every spawned Mount, Actor, etc. will be owned by the same script, this will hopefully be changed in the future so every script has its own thread, just like we are used to in RDR2. However, this won't affect your gameplay by any means and is mainly just relevant for developers to know. Known issues: Sometimes the game can throw an Access Violation. However, you can just click OK and proceed to play the game normally. ScriptHookRDR.dll SHA256: 3ecb2ebe440b31f9e0685858dc6f2f74913a9bd4d0a0ae1efa3c61c4a0ce2ebb dinput8.dll SHA256: 2881f90498c999ccbfd58e3616c8ea8b98051b04292b1072c0feb679cac1ac45
  3. This method allows you to register any texture file and more: The method is used to open i.e. ytd files. TODO: Scan: E8 ? ? ? ? 48 8B 35 ? ? ? ? 0F B7 46 08 Arguments: using openFile = void(*)(int* textureId, const char* path, bool unk_t, const char* name, bool unk_f, bool unk_f2); Call: int textureId{}; const char* name = "NameToRegisterWith"; openFile(&textureId, "Path/To/File", true, name, false, false); if (textureId != -1) LOG_INFO("Opened %s file with ID: %i", name, textureId); If you don't know how you can scan a pattern and get a pointer to the function check out my GitHub: This is an example use of the pattern scanner provided in the repository
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