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Debug menu


The Hero
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Made a new release for gtadebug, mostly changes to VC

 

- change car colours of spawned vehicles in III and VC

- fixed bike spawning in VC (thanks Crspy!)

- change area in VC

- change player model in VC

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Excellent, now I can do away with that car spawner!

Thanks

 

could I make some suggestions?

- edit colour of zone names

- change colour of the big mission arrow (III / VC / SA) [since this is only doable via the executable, I think]

 

 

snap_1509269063.png

 

Edited by B_Smiles
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Made a new release for gtadebug, mostly changes to VC

 

- change car colours of spawned vehicles in III and VC

- fixed bike spawning in VC (thanks Crspy!)

- change area in VC

- change player model in VC

please add more features to debugmenu please for gta vice city,gta san andreas, gta 3

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You probably didn't install it correctly. Make sure it's named 'debugmenu.dll' and lies in your gta root directory.

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What does the filename or file location have to do with the current year?

Edited by The Hero
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Maybe you should acknowledge the things like modloader and the fact that it doesn't load dll?

Or do a better job with your releases, so there's no way people would be able to install them "incorectly"?

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So there's *no way*? Dude, how can I do that? please enlighten me. I explained in the readme:

"Put debugmenu.dll for your game into the game's root directory."

If people don't follow the installation instruction (not even plural, it's a single instruction) there's nothing I can do.

And why doesn't this work with modloader? Why does it prevent plugins from loading modules? That would sound more like a bug in modloader.

Edited by The Hero
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It might as well be in the folder with the module(s) that utilize it. Yet you don't mention that, only root folder.

And instead of instructions like "unpack content of archive to modloader directory" we have this nonsense like "put this to root, rename this to asi if this and that, simple loader, dll, etc".

  • Like 6
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New versions of both.

- debugmenu has fixed mouse y handling (it could be inverted by the menu setting)

- you can now load and save camera positions with the debug cam, oh and it also pans with the arrow keys

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I would love to have configurable key combos.Most of the time I trigger by accident the debug camera

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BS_BlackScout

I would love to have configurable key combos.Most of the time I trigger by accident the debug camera

Such as when riding a BMX and jumping at the same time. Ctrl + D =p
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  • 1 month later...

Make sure that you have both debugmenu.dll and iii/vc/sa_debug.dll/asi where the game can find them.

Use DLL/ASI Loader for SA, it doesn't have one inbuilt.

Use the right Ctrl, not left one.

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  • 2 weeks later...

cant access degub camera?, damn was excited to explore the cutscenes. i press ctrl+ D and nothing happens

Edited by Gu1k
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  • 3 weeks later...
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hm?

There's options on III & vc to change player models (including pedestrians) thing is, it also lists special01 to special 09? And when you click them, nothing happens. Will this be implemented? Would be cool to go around as curtly or catalina

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No, I just put the whole ped ID range in there. I haven't thought about implementing CS actors in III yet, perhaps later.

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Igor Bogdanoff

arent "CS actors" in III technically just heads?

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  • 2 months later...

hi,i have some problem with debugcam

"-Dragging the mouse or moving the left stick rotates the camera"

It isn't working,Can you check?

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So..Holding the left mouse button and moving around mouse works :) ,I think you should update instructions asap. ;)

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  • 1 month later...
ChengizVlad09

So, how do I save configuration inside debug/debug menu? I've changed radiosity filter passes and color multiplier parameters, but upon starting a new game (starting sa.exe) they revert themselves back to default values. For example, I've changed radiosity filter passes to 2 - even inside the skygfx ini - but debugmenu is always showing value 1. 

 

Edited by ChengizVlad09
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That's not possible, sorry :( And skygfx also resets some values under some circumstances...the multiple ini architecture didn't work too well with the debug menu.

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