Modding discussion for DRIV3R.
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By RaTcHeT302
Registration Days Posts Avatar
#48977
I was wondering if custom .dlls could be created in c++ in order to load custom mods directly in the game? I'm still a rookie with C++ though so it might take me a while before I get used to everything there's to learn.

I've been trying to open the Mission files, hopefully they should contain something of use but all I get are these hexadecymal values, I have no idea what to do with them honestly or if they are of any help seeing as I don't know how to view the source itself. I wonder if mission files at least have references to some flags wich are changed during the game, I was mainly looking for values related to the police and their logic.

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Icon 00pAttachTopHeightpFlagsAW 00playerpRolepHealthpFelonypWeaponUnnamedpWireCollectionpAreapActorpActivitypIntervalString CollectionÀÞSound B

Logic node properties tableLogic NodesActor Set TableeeWire CollectionScript CountersLogic Export DataExported MissionExported Mission Root¡ÀÞ¡ÀÞ¡ÀÞ
Mh..most probably this is useless, to me at least :(
User avatar
By Fireboyd78
#48998
It would take a very, very long time to decode mission scripts. I followed a procedure using a debugger once, it was pretty confusing.
User avatar
By RaTcHeT302
Registration Days Posts Avatar
#49049
CarLuver69 wrote:It would take a very, very long time to decode mission scripts. I followed a procedure using a debugger once, it was pretty confusing.
Are there no other methods? Is Driver San Francisco at least more moddable?
User avatar
By Fireboyd78
#49090
RaTcHeT302 wrote:
CarLuver69 wrote:It would take a very, very long time to decode mission scripts. I followed a procedure using a debugger once, it was pretty confusing.
Are there no other methods? Is Driver San Francisco at least more moddable?
Most of DSF is compiled LUA, but someone a long time ago managed to decompile them...then Driver Madness went down and they never came back! :(

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