Download Cheat Menu For Gta Sa

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David

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Aug 5, 2024, 5:08:46 AM8/5/24
to sticancheemu
Im happy to admit that the clues in there may be hard work, especially for gamer generations newer than mine. But surely we can do better than just spelling it out. Can't we at least drop some more hints for them to google?

If you disagree, talk to a lot of people. Maybe you could start with the folk who originally implemented the code used for the console KSP cheat menu. They were proving you wrong in the cheat code for Gradius in 1985.


I don't think it is. Squad has stated they want players to figure it out on their own. Searching for the code in google is all it would take. This isn't the first time it's been posted in the forums, and it's been posted elsewhere.


The original code wasn't discovered by players every where, on their own, at the same time. It had to travel somehow, either word of mouth or through literature at the time. I know I learned about the code working on Ice Hockey from a Nintendo Power mag, and on Contra from a friend. It was probably originally leaked by one of the devs to a friend, and it snowballed from there. The chances of a modern player finding this particular code on their own is quite slim, as the key combinations on modern controllers is far greater than those of old. The fact that this code is shorter than the original accounts for this. What would the A,B, select, and start buttons be on every controller on every platform?


Now the OP has stated, blatantly, the code. I only made reference to it's origins. I think giving a younger player that tidbit of info would cause them to discover the world of gaming from back then. Figure out the the history of the code and maybe learn a little something in the process.


I also think it's unfair for squad to have added what PC players consider a feature, as a hidden part of the console games. From what I've read and seen, the consoles are already playing with a short deck, and any feature that can be included should, and easily. It should be an easily accessible, and well documented, menu in the game.


Based on the clue Squad gave, you either know what they're talking about -- you're in on the secret -- or you have no idea and just want to use a feature they've openly discussed as available to all console players for months and then surprisingly obscured behind some unrelated decades-old video game nostalgia that not everyone might be in on.


The second I read Squad's post I knew what they meant, but as evidenced in that same thread not everyone did. I think the statue of limitations on twee nostalgic obfuscations has been exceeded and if someone needs to do a search for how to access the menu they probably don't care about spoiling the secret.


On these forums the PC debug menu is often referred to. Phrases such as "just F12 it" (e.g. to fix a wonky contract that just won't complete) are frequently made. It's also referred to when it comes to testing and even challenges, such as "2G SSTO to Orbit" making use of to add a level of difficulty.


BTW... this is coming from someone in the same business, so I do understand that there are situations when you don't want debug info/input being publicly discussed. I'm just unclear why the greater need for secrecy about it on console.


@Cydonian Monk yes, I believe that people will use the menu to complete achievements. But the good thing is that HyperEdit can't be put on the consoles (yet), so people will actually have to get to orbit and land on planets themselves.


Having watched a stream where it was under test, can confirm that debug menu usage does indeed disable trophies on the PS4 version, save for a few that slipped through (which were bugs, and a dev was watching the stream, so they've likely been patched). I'm not sure access alone is enough to trigger it, and I also don't know if the lock is by craft, save, or some combination of save, craft and state (vehicle operated at any point with any cheat active, any career resources manipulated). It'd be annoying if bringing up aero or thermo data one one craft made the whole save ineligible. I also wonder if reverts or loads to before a cheat was employed might clear the achievement lock by loading a state where it wasn't invoked.


I know this thread is old, but believe me, If we play video games, we end up discovering old systems. Me and all my freinds have the OG xbox, nintdendo, sega, and im working on getting Contra for the NES


Item Spawner - Integrates my CrucibleUI mod, a work in progress item spawner. It grabs its item definitions from the game's script manager, so it's automatically compatible with mods such as Hydrocraft!


Refactored ISUICheatMenu, mod now works with Debug Mode enabled & should solve issues with large mods.

Replaced Teleport & GPS with the Teleport Menu, which has POIs for every vanilla map & a (theoretically) infinite number of custom teleport locations.

Infinite Carryweight now persists.

Added a proper colour slider to vehicle options, should make changing colour a lot more intuitive.

Clarified how to use the Vehicle Selection tool.

Vehicle Selection Tool now notifies you upon successfully selecting a vehicle.

Rewrote Delete Mode.

Made Terraform Mode separate from Delete Mode.

Rearranged the Cheat Menu.

Fixed Cheat Menu not showing up in co-op servers. Will now show up for hosts & admins.

Fixed Instant Actions not working on Build 39.

Fixed zombies spawning naked.


Restored God Mode to the way it worked pre 2.8.

God Mode now disables the Zombie Dragdown Instakill sandbox option when enabled.

Fixed Instant Actions not applying to certain inventory transfers

Fixed No Boredom

Modified how HandleToggle() works, let me know if anything starts acting odd.

Increased the amount of health that Prevent Death adds when the health threshold is reached, from 200 to 2000.

Fixed the Lua Interpreter window not being correctly resized after closing the Import/Export window.


Added vehicle spawning under the Vehicles menu

Added Noclip

Fixed instakill melee not restoring values properly on weapon switch / unequip

Fixed god mode not protecting against apocalypse difficulty horde instakill

Fixed refill ammo and infinite ammo


Prevent Death now functions properly, courtesy of Slok. Thanks to his code contribution, nothing short of falling several stories will kill you.

Fixed quite a few bugs for Warp Time, it now correctly sets days/months.

Changed the amount of years in Warp Time from 1 - 20 (additive) to 1993 - 2077.

Fixed a minor bug in the Vehicles submenu that added engine power/loudness/quality setters to every menu in the Under-the-hood category.


Zombie Brush now allows you to set the amount of zombies you wish to spawn.

Added GenericInputWindow.lua as an API to make input windows easier to create.

Overhauled Max All Skills, now iterates through PerkList instead of manually maxing each skill. Also means that it'll max any new skills without me having to manually add it.

Overhauled the Skill Max menu, iterates through PerkList and creates the subMenus for each skill automatically, whereas previously I had to define them manually. This also means that any new skills added will be supported, as I won't have to update the mod to manually include them.

Removed the Nutrition editor as it didn't work.


Added Instant Crafting. Just open the crafting menu and click the item you want, and it'll instantly give it to you for free.

Added Instant Actions. Every action, such as building, will now be performed instantly.

Added a nutrition editor. You can now tweak the nutrition values to your liking, or you can just click the "Become healthy" button to instantly become healthy.

Added Weather Changing.

Removed the old debug "MLG Mode" code

Prevented admin checksum spam

Fixed a bug where Barricade Mode would add a plank to the players inventory if the object already had the maximum amount of barricades. Also, general code-cleanup for Barricade Mode.

Fixed the bug where Cheat Menu would create 50+ menus for some people

Fixed an issue with Insta Kill Melee erroring out when not using a weapon


Now the only thing that you need to learn, is how to spawn zombies on command. I remember that's why i downloaded necroforge the first time, but with so many updates, that feature stopped working. Ive been wanting to start a game with no zombies, and created a base and have it tested with zombies.

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