alexguirre

Results 26 comments of alexguirre

This feature would be better if it was implemented by RAGEPluginHook so you disable inputs at the level of `Game.IsKeyDown` and other input checks.

The list will be customizable.

> - Draw masked with an other Scaleform Do you have an example of scaleforms that use this? > - Draw on rendertargets, > - Bool property using the _SET_SCALEFORM_FIT_RENDERTARGET...

> `SET_SCRIPT_GFX_DRAW_ORDER(4)` needs to be called after SET_TEXT_RENDER_ID, then after drawing the rendertarget has to be cleared using `SET_TEXT_RENDER_ID(GET_DEFAULT_SCRIPT_RENDERTARGET_RENDER_ID())` From my testing seems like render targets only support draw order...

In 1.7 the default controls changed from `CellphoneUp/Down/Left/Right` to `FrontendUp/Down/Left/Right` which are the controls used by the original game menus. I didn't notice that these frontend controls couldn't be rebinded...

Yeah, recompiling is the only way for now. Will probably add an .ini file in the next version to allow to change the default game controls. To recompile you need...

Forgot to say it needs C# 9, try updating Visual Studio to the latest version

I'm waiting for RPH v2 for GTA 5 as I'm not really active in RDR2 modding yet, but yeah, that's taking longer than expected. As for porting to RDR2, Hooks.cs...

Sollumz rebuilds the list of valid portals/rooms multiple times per entity to do the filtering each time the UI needs to be redrawn. That seems to be causing the performance...