Incomplete Build Guide

This Guide Is Still Being Written And Might Not Cover All Cases Or Errors.

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Content:

Build Preparations


  • Download 7Zip-ZSTD. Most of the zipped files are ZSTD compressed, and regular 7z does not work.
  • Download the Main-User-Tools.zip: MEGA - MIRROR: MediaFire - MIRROR: GoFile - MIRROR: Qiwi and extract it to a location you can remember, For this instance we’ll be using: X:\1. Main-User-Tools. If you don't have the Source Code, in the Main-User-Tools.zip\1. Main-User-Tools\1. SRC there is a ReadME.txt file to assist you in downloading the Source Code.
  • As per most code bases, disabling Windows Antivirus / Your Anti-Virus program of choice usually results in less problems in compiling and faster build times.
  • The directory that the Source Code needs to be in is X:\gta5.
  • Unset Read-Only on the Folder where the Source Code is contained.
  • A copy of Visual Studio 2012 + Update 4, Incredibuild 4.0 / Newer and DirectX SDK - (June 2010) is required. - You can find these in the X:\1. Main-User-Tools\3. Redistributables
    • To Install Them All, Open X:\1. Main-User-Tools\3. Redistributables And Run Install_All.bat
    • To Install Them All Individually, Follow The Instructions Below:
    • Visual Studio 2012 Installation: Open X:\1. Main-User-Tools\3. Redistributables\1. VS12\VS Ultimate and launch vs_ultimate.exe and check the box for: Microsoft Foundation Classes for C++ and install it.
    • Visual Studio 2012 Update 4 Installation: After Visual Studio 2012 is installed you want to go to X:\1. Main-User-Tools\3. Redistributables\1. VS12\VS Update 4 and launch VS2012.4.exe and install it.
    • IncrediBuild Installation: Open X:\1. Main-User-Tools\3. Redistributables\2. Incredibuild And Run Install.bat. Note: It will require Administrator Privileges.
    • DirectX SDK (June 2010) Installation: Open X:\1. Main-User-Tools\3. Redistributables\3. DirectX SDK (June 2010) and launch DXSDK_Jun10.exe - If you get error S1023, Uninstall Visual C++ 2010 Redistributable & Reinstall DirectX SDK - (June 2010).
    • Git Installation Open your browser of choice and go to The Git Website Download Page. Choose your Operating System then download the correct version for your PC. Install it and your done.
  • Symlink the X:\gta5\titleupdate directory.
    • This can be done with this CMD Command: mklink /D /J "X:\gta5\titleupdate\dev_ng" "INSERT_RETAIL_COPY_HERE".
      (Retail Copy being your GTA V Directory, For Example: mklink /D /J "X:\gta5\titleupdate\dev_ng" "C:\Program Files\Steam\SteamLibrary\steamapps\common\Grand Theft Auto V")

Patches


In order to get the game to run, you’ll be required to apply some Patches - You can find the mirrors to the Diffs/Patches: Here
Follow the instructions for each patch. Usually it's just git apply --reject --whitespace=fix patchname.patch

11/14/2024:
Mirrors for a zip file containing these patches (you can also find them in Main User Tools:
Mediafire
Gofile

Prebuilding


Now that the base preparations are out of the way, we can finally get to building some requirements.

Building Shaders


Shaders are required for the game to load (obviously), so in order to get them working we must build them, to do so:

  • Open X:\gta5\src\dev_ng\game\VS_Project\load_sln_unity_2012.bat - A warning will show in the Command Prompt Window stating your missing an SDK, please ignore it and press any key to continue and open it with Visual Studio 2012.
  • After you’ve opened the project in Visual Studio 2012, At the top change from Debug to BankRelease and from Durango to x64, Select all the projects, except the projects in PSC & Shaders. Right Click on one of them and go to Properties —> C/C++ —> General, Find: Treat Warnings As Errors, and set it to No /WX- and then find Multi-Processor Compilation and set that to Yes /MP. This will speed up the time it takes to build the solution since it’ll be taking advantage of the Processor and will ignore all the Warnings which is what we expect to occur.
  • Next, your going to find shaders_rc, Select it in Visual Studio, Right Click it and press Rebuild. This will begin rebuilding your Shaders in IncrediBuild.
    • To see the progress and watch its status, in the taskbar, open the Overflow Menu (The Lil ^ in the taskbar on the right) Find IncrediBuild Agent (The one with a Green Arrow), Right Click it and press Build Monitor. In Build Monitor, on the left press the icon at the top that should say Progress. You should now see what your building and in the bottom left of the window will be a percentage of how complete it is out of 100%
  • Once the shaders are built close Visual Studio 2012 and proceed to the next steps.

Building Game


  • In X:\1. Main-User-Tools\2. Meta Files you will have the files studios.meta & local-ip.bat, If you run local-ip.bat a text file will be generated called local-ip.txt in there are instructions for you to edit the studios.meta file. You want to edit the SubnetMask. then you can copy/cut and paste the studios.meta file to X:\gta5\tools_ng\etc\globals (Or use the shortcut provided to you named Globals Folder)
  • Should the local-ip.bat file not work for you.
    • In Windows 11: Navigate to Settings —> Network & Internet —> Advanced Network Settings select the Network Adapter you are using and press View Additional Properties. Note down your IPv4 Address and put that within your studios.meta file, then you can copy/cut and paste the studios.meta file to X:\gta5\tools_ng\etc\globals (Or use the shortcut provided to you named Globals Folder)
    • In Windows 10: Navigate to Settings —> Network & Internet —> Change Adapter Options select the Network Adapter you are using, right click it and press Status then in the new window that opens press Details... then note down your IPv4 Address, close all the windows you've opened and put the IPv4 Address within your studios.meta file, then you can copy/cut and paste the studios.meta file to X:\gta5\tools_ng\etc\globals (Or use the shortcut provided to you named Globals Folder)
  • Run load_sln_unity_2012.bat in X:\gta5\src\dev_ng\game\VS_Project. At the top, change from Debug to BankRelease, and from Durango to x64
  • After everything is done press Build and then Build Solution The game should begin compiling

Running


  • Copy the files or symlink the files in C:\Program Files\Rockstar Games\Social Club to C:\Program Files\Rockstar Games\Social Club Debug
  • Launch the Rockstar Games Launcher and keep it in the background
  • You can simply start it by running game_release_win64.exe with -windowed -noSocialClub -nokeyboardhook -nonetlogs -output -override_script script_rel as your launch parameters.
Edit

Pub: 28 Dec 2023 21:25 UTC

Edit: 15 Nov 2024 06:22 UTC

Views: 8085