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#gta5 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gta5, aggregated by home.social.

  1. Тем временем Стивена Огга (актёра, исполнившего роль Тревора) каким-то образом заставили посмотреть на GTA V.
    youtube.com/watch?v=pCNISfpkVXY

    #gta5 #gtav

  2. Тем временем Стивена Огга (актёра, исполнившего роль Тревора) каким-то образом заставили посмотреть на GTA V.
    youtube.com/watch?v=pCNISfpkVXY

    #gta5 #gtav

  3. Тем временем Стивена Огга (актёра, исполнившего роль Тревора) каким-то образом заставили посмотреть на GTA V.
    youtube.com/watch?v=pCNISfpkVXY

    #gta5 #gtav

  4. the bad thing about GTA V's strings being UTF-8 is that #RustLang's default string type only supports UTF-8 and if someone else supplies a file that has broken data, it will also break my program (whereas with other formats, it will accept bad characters)

    the good thing is that i don't have to write character tables, i get correct strings whether i'm reading english, chinese, japanese or russian

    #gxter #gta5 #GrandTheftAuto

  5. the bad thing about GTA V's strings being UTF-8 is that #RustLang's default string type only supports UTF-8 and if someone else supplies a file that has broken data, it will also break my program (whereas with other formats, it will accept bad characters)

    the good thing is that i don't have to write character tables, i get correct strings whether i'm reading english, chinese, japanese or russian

    #gxter #gta5 #GrandTheftAuto

  6. the bad thing about GTA V's strings being UTF-8 is that #RustLang's default string type only supports UTF-8 and if someone else supplies a file that has broken data, it will also break my program (whereas with other formats, it will accept bad characters)

    the good thing is that i don't have to write character tables, i get correct strings whether i'm reading english, chinese, japanese or russian

    #gxter #gta5 #GrandTheftAuto

  7. the bad thing about GTA V's strings being UTF-8 is that #RustLang's default string type only supports UTF-8 and if someone else supplies a file that has broken data, it will also break my program (whereas with other formats, it will accept bad characters)

    the good thing is that i don't have to write character tables, i get correct strings whether i'm reading english, chinese, japanese or russian

    #gxter #gta5 #GrandTheftAuto

  8. the bad thing about GTA V's strings being UTF-8 is that #RustLang's default string type only supports UTF-8 and if someone else supplies a file that has broken data, it will also break my program (whereas with other formats, it will accept bad characters)

    the good thing is that i don't have to write character tables, i get correct strings whether i'm reading english, chinese, japanese or russian

    #gxter #gta5 #GrandTheftAuto

  9. #gxter sneak peek number 2

    i would like to congratulate the team at rockstar games for finally, in the year 2013, discovering that UTF-8 is good, actually

    now i'll need to implement UTF-8 support in my program, right now it still reads everything as if it were CP1252

    #gta5 #GrandTheftAuto

  10. #gxter sneak peek number 2

    i would like to congratulate the team at rockstar games for finally, in the year 2013, discovering that UTF-8 is good, actually

    now i'll need to implement UTF-8 support in my program, right now it still reads everything as if it were CP1252

    #gta5 #GrandTheftAuto

  11. working on GTA V files now #gxter

    from a quick look in the hex editor, it seems like they're even simpler than SA or IV's files

    the game no longer stores every single string in a single american.gxt file, and instead subdivides them into a whole bunch of smaller files, meaning that the structure seems to be like this:

    • "2XTG", four fixed bytes
    • count, a dword indicating number of lines in the file
    • for (size_t i=0; i < count; i++) {
    • - hash, a dword hash, presumably the same JAM-CRC32 as used in SA and IV
    • - offset, a dword indicating where exactly in the file the string is located
    • }
    • "2XTG", another four fixed bytes
    • length, a dword indicating how long the text data is
    • data, a huge array of null-terminated strings stored (at least for the English locale) in CP1252

    and all numeric values are little-endian

    there are no sub-tables, it's basically back to the GTA3 format in this way

    #GTA5 #GrandTheftAuto5

  12. working on GTA V files now #gxter

    from a quick look in the hex editor, it seems like they're even simpler than SA or IV's files

    the game no longer stores every single string in a single american.gxt file, and instead subdivides them into a whole bunch of smaller files, meaning that the structure seems to be like this:

    • "2XTG", four fixed bytes
    • count, a dword indicating number of lines in the file
    • for (size_t i=0; i < count; i++) {
    • - hash, a dword hash, presumably the same JAM-CRC32 as used in SA and IV
    • - offset, a dword indicating where exactly in the file the string is located
    • }
    • "2XTG", another four fixed bytes
    • length, a dword indicating how long the text data is
    • data, a huge array of null-terminated strings stored (at least for the English locale) in CP1252

    and all numeric values are little-endian

    there are no sub-tables, it's basically back to the GTA3 format in this way

    #GTA5 #GrandTheftAuto5