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  1. We are planning to open source Sphene around Q4 of 2025. I'd like to set some expectations: Sphene is still heavily in development, by no means will Sphene be something you can just run and enjoy on a server. While a lot of features have been added to Sphene, a lot of the storyline is not fully playable yet. There are still a lot of glitches, and missing functionality. You WILL run into major issues. We are working through some of the last hurdles that kept us from open sourcing the project. We will only provide support on getting Sphene to run to those with clear intent to help its development. By open sourcing the project later this year, we hope to accelerate its development. We hope to work together as a community to better understand how the underlying game code operates and how to implement missing functionality into Sphene. We look forward to working together with all of you!
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  2. Happy New Year everyone! We've decided to start off the year with a public road map post which you can find below: Advanced Gaming Roleplay's 2025 Roadmap In addition to the Roadmap we'll also start being more active in public through Q1 2025 with advertising efforts as well as showcasing you guys what we have in store. As always, if you have any questions don't hesitate to ask them either here, on our forums or on our Discord. Cheers!
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  3. Hello all. The holiday season is finally here, and we have prepared a more compact summary post for you than usual. Please read on to see, what we have been up to lately. GTA VI The upcoming year will bring us the next game from the Grand Theft Auto series - GTA VI. Planned to launch in Fall 2025 on consoles, it will likely arrive on PC as well, just some months later. The second trailer for GTA VI is also rumoured to be shown soon, with some elaborate fan theories backing these rumours. Will the game be good? Only the time will tell, but looking back, there was not a major GTA game release from Rockstar Games that was bad (for the sake of this argument, let's consider the Trilogy as a minor release ). That alone makes it worth to look forward to it, and it will be also nice to re-visit Vice City similar to how we did it with Liberty City and San Andreas. MTA Status and Updates Not much to report in regards of MTA - we have been focusing on improving various parts of our infrastructure, which is not immediately visible at first glance. Still, since there are many areas that need the attention, there is a lot of work involved. Thankfully, CiBeR, Botder, Lopsi, Dutchman and others have been looking into it. Thanks to the hard work done by our Helper - FileEX, we have also refreshed the Lua syntax highlighting system on our Wiki. For a long time it was unmaintained, causing many of the recent MTA scripting functions and events to be not correctly highlighted in the code snippet examples on the wiki. This has changed though, and it should be working much better now. We have been also tinkering with our #MTASpotlights hashtag on X / Twitter. We are still exploring this idea, but nonetheless, thank you for your submissions so far. If you would like to share some media that we could promote, you can do so on our Discord, just please make sure to read the guidelines beforehand. And, naturally, there have been additions to the mod's source code now and then, bringing in new scripting functions and bugfixes. Similarly, we have been pushing those as client updates for you, also now and then. Player Counts and Other Statistics Type Amount of players Date / Time Recent peak number of concurrent unique players 24,808 players 2024.12.22 (at 18.13 GMT) Highest recorded number of concurrent unique players 52,098 players 2020.04.02 (at 18.00 GMT) Recent number of daily unique players 95,445 players 2024.12.15 (Sunday) Highest recorded number of daily unique players 185,818 players 2018.02.03 (Saturday) Recent number of monthly unique players 478,736 players September, 2024 Highest recorded number of monthly unique players 805,903 players January, 2018 For a mod for a game that is nearly 20 years old now, these are fairly good numbers. Smaller than last year, but still impressive. We are glad that you are still with us. MTA:SA version or series Percentage of players using that version or series as of 24th of December, 2024 1.6.0 99.5% 1.5.9 0.4% <1.5.9 0.1% Also, as of 24th of December, 2024: there are over 90,000 members on our Discord server, we have got 13,790 followers on X/Twitter, 58,000 users follow our Facebook fanpage , and our Steam Community group has nearly 50,000 members. --- To end this post on a high note, we would like to take this moment to wish you all Happy Holidays and a Happy New Year. Enjoy the Season and take care. -MTA Team
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  4. Resursa este: usor de folosit scurta si la obiect cel mai important sigura impotriva codatilor (daca nu aveti cumva un server asa puscat ca au acces si la astea) Ce ofera: functie setPlayerData functie getPlayerData removePlayerData sendDataToClient Versiune 0.0.1 https://community.multitheftauto.com/index.php?p=resources&s=details&id=18960
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  5. Você precisa ativar o gamemode Play. Caso já esteja ativado, provavelmente é porque ele está editado e removeram a parte do SpawnPlayer. Caso não queira ativar o gamemode Play por estar usando outro gamemode, então coloque a parte do SpawnPlayer no seu gamemode. Não se esqueça de que precisa usar o setCameraTarget também para restaurar a câmera no jogador. Alguns gamemodes de roleplay por exemplo removem essa parte de propósito que é para dar tempo de algum médico chegar para buscar/curar o jogador falecido, para só então dar spawn nele.
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  6. Please post an image with the error you're receiving when trying to connect to servers, so we can better understand your issue.
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  7. Hello, I'm waiting for your comments about the StarBucks Model I made these days, thank you
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  8. Download latest version from https://nightly.mtasa.com
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  9. Basically, you can raise your ideas and issues related to the client in the GitHub repository, but this change is simply not possible, there is only an x86 version of San Andreas, which has technical limitations, such as the 3GB barrier
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  10. Hi, We do not support this kind of anticheat resources (free or paid) at this time.
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  11. Please use English when posting outside language-specific sections, thanks!
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  13. Soooo, originally made those mappings for myself, my project that I was making and wanted to open, but things didn`t turn out as planned aaand I kinda gave up on all SA:MP RolePlay project making. Two years passed by, but luckily I hang onto those mappings that I made, just in case, maybe someday, someone could use them in their own projects. So yeah - that day has come! Sharing those mappings to you, my friends! All of them are located in Los Santos. Intended for RolePlay servers, but feel free to use them however and wherever you want. Here you go: Los Santos Airport Object count: 229, it`s almost original airport from the first cutscene in game, just remapped so you can walk on it without falling throught. Approximate location: above Los Santos airport. Warning: Usable only as interior (in another vworld I guess), reason: it`s a pretty big mess when looking from outside. Download link: http://www.solidfiles.com/d/5b104d8328/ Bank Object count: 110 Approximate location: Under the building, east from Ottos Autos. Warning: Usable only as interior (in another vworld I guess), reason: some of non-collidable objects are sticking out of the ground. Download link: http://www.solidfiles.com/d/880d9b9a60/ Dumpsite Object count: 36 Approximate location: Las Colinas south. Download link: http://www.solidfiles.com/d/4b8b7ed3a7/ Los Santos Police Department Interior Object count: 158 Approximate location: On top of LSPD, Pershing Square east. Warning: Usable only as interior (in another vworld I guess), reason: mapped on top of LSPD Download link: http://www.solidfiles.com/d/345bd77a62/ Los Santos Police Department garage/gates Object count: 49 Approximate location: LSPD, Pershing Square east. Download link: http://www.solidfiles.com/d/55acb70933/ Coalmine Object count: 97 Approximate location: Under Flint Range farm Removable objects: RemoveBuildingForPlayer(playerid, 1454, -574.3906, -1476.8203, 10.3828, 0.25); RemoveBuildingForPlayer(playerid, 1454, -577.3438, -1478.5703, 10.6563, 0.25); RemoveBuildingForPlayer(playerid, 1454, -580.2891, -1480.3125, 10.7422, 0.25); RemoveBuildingForPlayer(playerid, 727, -565.5156, -1468.0078, 8.5547, 0.25); RemoveBuildingForPlayer(playerid, 727, -555.0859, -1476.4688, 8.2813, 0.25); RemoveBuildingForPlayer(playerid, 3276, -419.7500, -1412.9766, 23.1250, 0.25); RemoveBuildingForPlayer(playerid, 17000, -406.9141, -1448.9688, 24.6406, 0.25); RemoveBuildingForPlayer(playerid, 3276, -378.7734, -1459.0234, 25.4766, 0.25); RemoveBuildingForPlayer(playerid, 3276, -384.2344, -1455.8281, 25.4766, 0.25); RemoveBuildingForPlayer(playerid, 17005, -391.1406, -1432.9922, 32.4297, 0.25); RemoveBuildingForPlayer(playerid, 17006, -394.9609, -1433.9688, 32.4453, 0.25); RemoveBuildingForPlayer(playerid, 3276, -396.8047, -1411.5469, 25.3906, 0.25); RemoveBuildingForPlayer(playerid, 3276, -408.5625, -1412.2891, 24.8281, 0.25); RemoveBuildingForPlayer(playerid, 3276, -368.7813, -1454.3672, 25.4766, 0.25); RemoveBuildingForPlayer(playerid, 3425, -370.3750, -1446.9688, 35.9531, 0.25); RemoveBuildingForPlayer(playerid, 17298, -366.6719, -1422.6875, 30.3750, 0.25); RemoveBuildingForPlayer(playerid, 1454, -372.1797, -1434.6094, 25.5156, 0.25); RemoveBuildingForPlayer(playerid, 1454, -369.1953, -1434.6094, 25.5156, 0.25); RemoveBuildingForPlayer(playerid, 1454, -366.2031, -1434.6094, 25.4375, 0.25); RemoveBuildingForPlayer(playerid, 3276, -362.4844, -1446.1250, 25.4766, 0.25); RemoveBuildingForPlayer(playerid, 3276, -361.8125, -1407.5391, 25.4766, 0.25); RemoveBuildingForPlayer(playerid, 3276, -360.7188, -1435.2578, 24.8984, 0.25); RemoveBuildingForPlayer(playerid, 1454, -363.2109, -1434.6094, 25.3984, 0.25); RemoveBuildingForPlayer(playerid, 3276, -358.7578, -1423.8203, 24.7500, 0.25); RemoveBuildingForPlayer(playerid, 3276, -356.8594, -1412.5547, 25.2500, 0.25); RemoveBuildingForPlayer(playerid, 1454, -333.6953, -1434.8359, 15.4063, 0.25); RemoveBuildingForPlayer(playerid, 1454, -328.9688, -1434.8359, 15.1797, 0.25); RemoveBuildingForPlayer(playerid, 1454, -323.3828, -1434.8359, 14.9375, 0.25); RemoveBuildingForPlayer(playerid, 1454, -315.8438, -1434.8359, 14.7578, 0.25); RemoveBuildingForPlayer(playerid, 1454, -307.7344, -1434.8359, 14.1719, 0.25); RemoveBuildingForPlayer(playerid, 727, -578.4922, -1511.0781, 8.5078, 0.25); RemoveBuildingForPlayer(playerid, 3425, -583.0547, -1496.7031, 19.9844, 0.25); RemoveBuildingForPlayer(playerid, 727, -588.7031, -1493.3438, 9.4453, 0.25); RemoveBuildingForPlayer(playerid, 17457, -570.7344, -1490.3203, 15.0703, 0.25); RemoveBuildingForPlayer(playerid, 3286, -559.3047, -1486.3281, 12.8359, 0.25); RemoveBuildingForPlayer(playerid, 1454, -586.1953, -1483.7969, 11.0391, 0.25); RemoveBuildingForPlayer(playerid, 1454, -584.1328, -1485.9844, 10.5781, 0.25); RemoveBuildingForPlayer(playerid, 800, -560.0625, -1481.4297, 10.5859, 0.25); RemoveBuildingForPlayer(playerid, 1454, -583.2422, -1482.0547, 10.7969, 0.25); Download link: http://www.solidfiles.com/d/f0f7cb9ff1/ Restaurant Object count: 258 (extremely detailed) Approximate location: Under the house on Pershing Square north. Download link: http://www.solidfiles.com/d/a3735d4673/ Roadworks Object count: 78 Approximate location: Idlewood, behind Alhambra. Removable objects: RemoveBuildingForPlayer(playerid, 5543, 1941.6563, -1682.5703, 12.4766, 0.25); RemoveBuildingForPlayer(playerid, 1283, 1940.9063, -1741.1484, 15.6016, 0.25); RemoveBuildingForPlayer(playerid, 1226, 1945.7656, -1716.3594, 16.3906, 0.25); RemoveBuildingForPlayer(playerid, 1226, 1937.5547, -1669.8906, 16.3906, 0.25); RemoveBuildingForPlayer(playerid, 5441, 1941.6563, -1682.5703, 12.4766, 0.25); RemoveBuildingForPlayer(playerid, 1226, 1945.7656, -1635.7734, 16.3906, 0.25); Download link: http://www.solidfiles.com/d/2df29cab48/ LS Building office Object count: 261 (extremely detailed) Approximate location: LS Building 2nd floor, west from Glenpark. Download link: http://www.solidfiles.com/d/f814efccef/ Torry (truck/lorry) Object count: 78 Approximate location: Commerce/Market intersection Download link: http://www.solidfiles.com/d/b593d9493f/ Download link for all mappings: http://www.solidfiles.com/d/7f07ffd60b/ Well, there you go, guys! Hope that these things will come in handy. Of course, any donations are much appreciated :]
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  14. Hi!, my name is Laxante101, I'm a .Lua developer, And today I will try to help you understand SQlite WHAT IS SQLITE? SQLite is a relational database management system (RDBMS) that does not require a separate server to function. Unlike database systems like MySQL or PostgreSQL, which need an active server process, SQLite is "embedded" (that is, the database is stored in a local file on disk), and operations with they are made directly within the program that uses it. Luckily for us, SQLite is already built into the MTA. This means that you can use SQLite databases directly in your MTA Lua codes without having to install anything additional "external" or configure an external database server. SQLite support is native to MTA, facilitating the use of databases for persistent storage of in game information. It is normally used on servers that do not use the login panel, they use SQlite so their information that would be saved in accounts is now saved in the .db file. Or on servers that don't use the original game money, they create other types of “money” like diamonds, stars which are all saved every day, well that's usually the case IMPORTANT DETAILS • Simplicity: Doesn't require anything other than a notepad • Portabilidade: Data is stored in a single .db file, which makes backup and migration easier. SQlite Global Structure Connect to Database with dbConnect Execute Queries using dbExec to modify data and dbQuery to recover data. 3. Manipulate Results with dbPoll and process the returned data. Connection to the Database the database file can be created automatically when connecting. The database file is saved in the server's root folder. local db = dbConnect("sqlite", "storage.db") or if you want to automatically create a folder for your file, or to save your .db files, if it is not created it creates it automatically, if it is created it just puts the file in the path. local db = dbConnect("sqlite", "db/storage.db") in this case the "db" folder will be created Creating Tablese data, you first need to create tables in the database. This is done using normal SQL commands like consulta local = [[ CREATE TABLE IF NOT EXISTS players ( id INTEGER PRIMARY KEY AUTOINCREMENT , name TEXT , score INTEGER ) ]] dbExec ( db , query ) Create a player table if it doesn't already exist In this case, we are creating a players table with three columns: ID Name Score Table Structure TEXT: STRINGS INTEGER: STORAGE NUMBERS REAL:STORES FLOATING POINT NUMBERS BLOB: STORES BINARY DATA (images, files). NULL: NIL VALUE If you don't understand what a string or Boolean values are, learn about data types VIDEO HERE Entering Data To add data to the database we use the SQL command INSERT INTO function AddPlayerLX1(name, score) local query = "INSERT INTO jogadores (name, score) VALUES (?, ?)" dbExec(db, query, name, score) end AddPlayerLX1("juninho", 100) The INSERT INTO command inserts a new player with the name "juninho" and score 100 into the players table. Note: The question marks (?) are placeholders for the values that will be passed to dbExec. This helps prevent SQL injection. Deleting Data To remove data from the database, we use the SQL DELETE command DELETE function DeletePlayerLX2(name) local query = "DELETE FROM players WHERE name = ?" dbExec(db, query, name) end DeletePlayerLX2("juninho") Error Handling It is important to verify that database operations were successful. MTA doesn't automatically return detailed errors other than "/debugscript (1, 2, 3)" so let's add checks. function AddPlayerLX3(name, score) local query = "INSERT INTO jogadores (name, score) VALUES (?, ?)" local sucess = dbExec(db, query, name, score) if sucess then outputDebugString("Sucess.") else outputDebugString("Error.") end end IF SUCESS THEN the success variable stores the result of the dbExec function. If the SQL command execution was successful (i.e. the player was added to the database), success will be true. If success is true, the code inside the if block will be executed. else If the success value is false (that is, if the player's insertion fails for some reason, such as an error in the database connection or SQL query), the code inside the else block will be executed Optimizations and Best Practices Optimizations are great for your day-to-day life as a developer, this makes your code more beautiful, less likely to give you server overload errors, etc... Remember to use dbFree to flush queries after use, especially if you are not using dbPoll. local LX4 = dbQuery(db, "SELECT * FROM players") dbFree(LX4) There are several ways to create clean code, I left just one of them Let's be clear: Since the SQLite database is a flat file, you can back it up by simply copying the .db file. To restore the database, simply replace the old file, this is a big advantage of using SQlite instead of using external databases. OBS: All codes were made based on an example of player name and id points, not made in a real project. (just to make it clear That's all I remembered, if there's anything I didn't make clear here you can say it and I'll edit it or respond to you
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  15. The shared side is a way to share variables and functions between the client and server in the MTA. However, it is important to understand how it works to avoid errors and unexpected behavior. When you define a variable on the shared side, it is shared between the client and the server. However, the variable is not automatically synchronized between the two. This means that if you change the variable on the server, it will not automatically be updated on the client, and vice versa. To synchronize shared variables, you need to use a synchronization mechanism, such as an event handler or a command. This is necessary because the MTA does not automatically synchronize shared variables between the client and the server. In your example, you defined the SCRIPT_activity and SCRIPT_text variables on the shared side and tried to access them on the server without using an event handler or command. This did not work because the variables were not synchronized between the client and the server. When you used an event handler (onResourceStart) or a command (writeText), you synchronized the shared variables between the client and the server. This allowed the variables to be accessed correctly on the server.
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  16. Just a couple of community updates that we have for you. The development itself is currently going great. We've also made our forums public and do have 2 threads that we'd like you to read upon just to get a better feeling of what our community is about. Community Introduction Thread & Economy Plans Monthly Community Newsletter - August 2024 As always, if you have any questions don't hesitate to ask them either here, on our forums or on our Discord!
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  17. Did you know that the definition file counts up to a whopping 1364 unique functions? While the actual value might be higher or lower (missing, unknown, class/OOP or deprecated functions). Having this amount of functions in MTA is an incredible accomplish by this community. Some other statistics: 125 client unique events 88 server unique events
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  18. Well guys, we're back once again. This time with a heavily improved organization in our development team. At the moment we have 3 dedicated developers as well as 2 modellers working on the project and have been making some great strides at bringing this script up to date. We're currently still in development stage therefore we're not yet ready to reveal our Roleplay setting plans but are actively posting script sneak peaks as well as answering all of your questions on our Discord which you may join at this link: http://discord.ag-rp.org/ Additionally, we've posted some more up to date screenshots onto the main thread which you can find in the "Other" spoiler and will be actively posting development updates here, on our discord as well as our upcoming forum and we can't wait to share more with you guys! And last but not least, the plan for release is aimed towards the upcoming Winter. However, at this stage we can't really say if it'll be towards the end of 2024 or early 2025, we'll let you guys know about any release date plans when we're more confident about the script reaching it's final stage.
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  19. عيد الاضحى قريب في 15 جوان 2024 الكبش 10 ملاين و الكبش رومانيا 5 ملاين ياصاحبي و بقرة 15 ملاين تسمع
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  22. Hello everyone! Winter is just around the corner, and so is the Holiday Season. Would it not be great if you could start them with a fresh "A Year in Recap" post to read, just like the usual? And surprise, surprise - we have you covered! We have prepared a brief summary of the past year with all the important stuff that happened in 2023 from an MTA fan's perspective. And there is more than just that, so be sure to read the entire post! Screenshots were courtesy of Nebla. 2023 in Recap There were a few important highlights for us this year. At the very beginning of the year, we had unbanned (almost) everyone who had ever received a global MTA ban. A risky move, you might have thought? As it turned out, we were actually quite pleased in how it fared in the end. Next, we had celebrated Multi Theft Auto's 20th Anniversary on 9th of February. Aside from the lengthy feature post with some media, many of our community members also shared their memories with MTA in the celebratory forum post. You all are also welcome to chip in and post your experiences there. Few days after that, I interviewed IJs - Multi Theft Auto's founder - about his experiences with the project. Feel free to check it out if you have not done so already, as it also featured screenshots from our other projects. One day in April, we had encountered minor disturbances with our perception, but all is fine now. Yllufepoh... Later on, we had opened a beta testing phase for our next major release. After the testing was over, we had released Multi Theft Auto: San Andreas 1.6 in June. This is still our current stable release, which works best on Windows 10 and Windows 11 operating systems. It is not just us who had their anniversaries - SAES, a long-time MTA clan/gang were also celebrating the 20th Anniversary of their community. We are happy to see such long-time communities that have been around for almost as long as MTA itself, and we will be always looking forward to give them the spotlight. This year had also seen some developments regarding the next game in the Grand Theft Auto series. Rockstar Games was celebrating the 25th anniversary of the creation of their studio, for which they published the first trailer for Grand Theft Auto VI in December. The game is planned to launch in 2025 on PlayStation and XBox platforms. The PC version was not announced at this time, but it is possible that it will come out some time after console releases as usual. We also had some developments of our own. We had improved the Discord integration with MTA:SA client - this was made available for testing in our nightly builds. And recently, we have started featuring your media on our social media outlets, as a part of our Community Spotlights program. Want to be featured too? See one of the announcements on our Discord. A bunch of interesting MTA:SA-related YouTube videos from this year Current player counts and version fragmentation statistics Type Amount of players Date / Time Recent peak number of concurrent unique players 32,611 players 2023.12.10 (at 18.43 GMT) Highest recorded number of concurrent unique players 52,098 players 2020.04.02 (at 18.00 GMT) Recent number of daily unique players 119,707 players 2023.12.03 (Sunday) Highest recorded number of daily unique players 185,818 players 2018.02.03 (Saturday) Recent number of monthly unique players 552,402 players November, 2023 Highest recorded number of monthly unique players 805,903 players January, 2018 The numbers are lower than in the last year, but there are still many MTA players out there. According to Steam Statistics, the number of players is more or less similar to games like PayDay 2, ARK: Survival Evolved or Garry's Mod. MTA:SA version or series Percentage of players using that version or series as of 23rd of December, 2023 1.6.0 96.5% 1.5.9 2.8% 1.5.8 0.1% 1.5.7 (and older) 0.5% 1.4.x + 1.3.x 0.1% Also as of 23rd of December, 2023: 76,250 members have joined our Discord server, we have got 13,826 followers on X/Twitter, 58k users follow our Facebook fanpage, and our Steam Community group has 43,115 members. Status update Not much to report at the moment. Projects like ours depend on the volunteer work and community contributions, so things can get slower at times. We are always looking for new staff members for the project, be it developers, moderators, content creators or managers. If you would like to contribute or test your skills, feel free to reach out to us on our Discord or via forum PMs. We have a bunch of things kept on our backlogs too, so we might consider re-visiting them in the upcoming year. --- We hope that you all will enjoy the Holiday Season and wish you all the best in 2024! -- MTA Team Credits for the content submissions: Dutchman101, Haxardous, Nebla, xLive.
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  23. Closing this based on inactivity. OP, if you're still looking for help, let me know and I'll reopen this for you.
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  24. Hello, Effective immediately it's no longer possible to: - Report players to AC team - Appeal any global bans Please do not attempt to report players to MTA staff team, or appeal any bans. A) If you need to report a player, please contact admins on the server they are playing on. Server admins should pay the amount of attention that staff in other multiplayer games (with hosted servers) typically pay, and owners should be mindful of script security and scripted anti-cheat solutions to fill in some cracks that started to be created over the past few years, and continue to do so as a result of lowered manpower within the MTA AC team. B) Appealing bans is no longer needed as permanent bans have been removed last month, and any of the handful of cases not covered aren't meant to ever be appealed, without exception. Temporary bans were never meant to be appealed, although some staff member's intepretation of that (while redirecting users) has varied - if you got a temporary ban, wait for it to expire and surely you got a feeling of what not to do/not to run next time while MTA is opened, to avoid getting banned again. AC team is actively monitoring the reliability & integrity of standard detections that may lead to temporary bans, that's one of the things its manpower still allows it to do, so you can see why we're confident to go this route - any leakage of appeals in places they don't belong/users contacting MTA about their bans anyways, our experience has learned is 99.9% users that know why they got banned but won't accept it and are persistent.. as before, all such inquiries won't lead anywhere, but especially now we said "No appeals anymore" there will be zero interaction and certain behaviors may also lead to removal from the respective platforms where inquiries are made in a persistent or disruptive fashion. We don't want to come across as rude, but there was simply too much spam and people not accepting no for an answer. Finally, regarding cheaters - the level of sophistication that our AC has reached due to years of playing a cat mouse game with cheaters, is a hugely raised border for cheats to be made and will continue to do so (as methods that were used in the past were patched as per the spoilered text in this topic, so they can't be re-used). However, with the loss of dedicated AC developers within AC team, comes that we can no longer keep up as before, this situation has existed for the past 2 years so as of this post nothing is abruptly changing, it's just the point of admitting we won't be tryharding as much as in the past to be known as totally cheater-free game, a reputation we held for long. If you look around in the gaming industry, you'll see that we held up pretty well in comparison, but the cheating industry (due to toxicity demand) has also hardened, and after 20 years we are low on manpower which is fully understandable. We will continue to bring AC improvements and get rid of emerging cheats and cheaters, but at our own pace, without external pressure or too high community expectations, from now on everything is on a best-effort basis and the point is that there may be periods during which we can't make any waves due to manpower constricts. You can see that this topic intends to lower your expectations and respect the amount of free time we (as volunteers) are able to invest, and get off our backs for things being different compared to some years ago. We're also OK to restrict ban appeals and player reports so we can delegate all of the manpower that's left on our new strategy, breaking cheats (patching them) and just preventing them from working to begin with, instead of permanently banning cheat users and having to deal with them "regretting" in ban appeals. We are also OK to restrict reporting cheaters as our focus shifts to breaking the cheats, and to get the required information to break one, we have our own methods and channels so much that we don't need any sort of reports. Due to the state of anticheat and heuristics, we always have a good picture of abnormalities and what cheats are doing, so the main limiting factor is manpower to get to work with what we have & know. Enjoy the game, and remember that player desires make the market for servers - so if you see too many cheaters, ask server owners to invest their time in training server admins to be on the lookout for cheaters and ban them, script protection/alert systems, and after all, have some peace of mind because cheating in MTA will always be a raised border and still won't be as common as in directly competing projects. // Note: using the bug bounty program for security bugs remains possible, end user security will always be among MTA team's top priorities. The program has been frozen for cheats, though, and documentation will soon reflect that.
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  25. To take away some confusion, understand that the changes being announced here are mostly focussed on cutting out the 'community front' of AC team operations, so that we can optimize limited manpower and rebalance expectations for our users to accept there will be periods we can't make waves, if you were able to move yourself into our perspective on how people always want everything solved, fixed, sorted out immediately on their whim, and how persistent they are in that (and in most cases bring something misconceived/invalid, after which they can't even be convinced otherwise or that would take from our time disproportionally), you'd be straight out scared and quickly stressed out. OP was clarified by adding in this segment 1 day after the topic was made: We will continue to bring AC improvements and get rid of emerging cheats and cheaters, but at our own pace, without external pressure or too high community expectations, from now on everything is on a best-effort basis and the point is that there may be periods during which we can't make any waves due to manpower constricts. You can see that this topic intends to lower your expectations and respect the amount of free time we (as volunteers) are able to invest, and get off our backs for things being different compared to some years ago. We're also OK to restrict ban appeals and player reports so we can delegate all of the manpower that's left on our new strategy, breaking cheats (patching them) and just preventing them from working to begin with, instead of permanently banning cheat users and having to deal with them "regretting" in ban appeals. We are also OK to restrict reporting cheaters as our focus shifts to breaking the cheats, and to get the required information to break one, we have our own methods and channels so much that we don't need any sort of reports. Due to the state of anticheat and heuristics, we always have a good picture of abnormalities and what cheats are doing, so the main limiting factor is manpower to get to work with what we have & know. After all, cheating on MTA will not be left alone, and AC team will disrupt it and raise the border even more whenever manpower allows it to do so. Cheaters should realize that their fun may come to an end at any unexpected moment, and that if they're too used to being able to cheat, they will be very upset to have to adapt to playing normally for as long it takes the cheat devs to catch back up to us again.
    1 point
  26. Introdução O conteúdo deste tópico será separado por seções, ensinando passo-a-passo cada detalhe - desde criar um BOT no site do Discord Developers, até finalmente ligá-lo e executar os comandos, que serão enviados para o seu servidor MTA. Siga todos os passos para que tudo dê certo. Configurando o ambiente Bom, para que nós possamos iniciar, é necessário instalar duas coisas no seu computador: Node.js e Visual Studio Code. Só um adendo: não é estritamente necessário usar o VSCode, estou apenas sugerindo-o, e também é a IDE que irei utilizar neste tutorial. Após instalá-los, seguiremos a próxima seção. Como criar um BOT no Discord Developers Acesse este link: https://discord.com/developers/applications - se você não estiver com uma sessão do Discord aberta no navegador, faça o login para que você possa acessar as funcionalidades desse site. Provavelmente, após entrar numa sessão, uma página como esta irá surgir: Ignore as minhas aplicações. O seu estará vazio - eu acho. Para iniciarmos a criação de uma nova aplicação, clique no botão que está no canto superior direito: Escolha o nome que desejar, isso não importa muito para este tutorial. Uma vez criada, uma outra página aparecerá, com mais informações. Primeiramente, vá até a aba Bot. O botão fica ao lado esquerdo: Agora, para que criemos de fato o BOT, clique no botão ao lado direito: Um pop-up irá aparecer, basta clicar em Yes, do it! Mais uma vez, irá carregar, na mesma aba, mais informações, agora sobre o seu BOT. Não compartilhe nada do que estiver escrito na página, com ênfase no seu token, que faz o seu BOT ficar online. Agora, voltemos para a aba principal: Nessa aba, você possui o Client ID da sua aplicação. Esse ID não é o token, você não precisa se preocupar caso compartilhe com alguém: Copie-o e acesse este link para que possamos dar continuidade: https://discordapi.com/permissions.html. Nesse site, nós podemos gerar o link de convite, no qual você irá precisar para adicionar o BOT no seu servidor do Discord. Cole o ID que você copiou neste campo: Também, selecione a permissão de administrador, que fica logo acima: Feito todos os passos, copie o link, abra uma nova aba no seu navegador e acesse o link gerado. Ele é parecido com este: Assim que você acessar, selecione o servidor no qual você quer adicionar o BOT e confirme tudo o que é pedido. Caso você tenha feito corretamente, o seu BOT já está no seu servidor. Vamos a próxima seção. Clonando o repositório do BOT Optei por criar um repositório no GitHub para que fique mais fácil este tutorial. Se você não sabe o que é clonar, apenas clique no botão de baixar, ao invés de clonar. Ele é assim: Clique em Download ZIP. Uma vez que temos o repositório no computador, descompacte-o na área de trabalho mesmo. Feito isso, uma pasta será criada. Agora, abriremos o VSCode. Siga estas instruções: Você irá selecionar a sub-pasta, que está dentro do pasta descompactada. Preste atenção ao selecionar. Há uma outra pasta dentro daquela que extraímos, abra a pasta correta. O resultado deve ser este: Ignore os ícones, fonte, cor de fundo. São extensões que eu uso. Vamos a próxima seção. Como instalar os pacotes da aplicação Ainda no VSCode, pressione CTRL + ' (aspas simples). O terminal irá abrir. Com ele aberto, digite o comando npm install. Os pacotes serão instalados - uma nova pasta e arquivo serão gerados. Não se preocupe com isso, não faz parte deste tutorial. Próxima seção! Como habilitar o Modo Desenvolvedor no Discord Para que nós possamos avançar a próxima seção, nós precisamos habilitar o modo desenvolvedor, para obter os IDs de canais, servidor, usuário, cargos e outros. É simples. Acesse as configurações da sua conta, clique na aba Aparência, desça tudo e irá se deparar com isto: O meu já está ativado. Caso o seu não esteja, ative-o. Next... Configurando as variáveis do BOT Agora que nós já podemos copiar o ID de alguns elementos do Discord, iremos configurar os arquivos que estão dentro da pasta config, abra-a. Os arquivos são estes: Primeiramente, crie um canal no seu servidor do Discord e copie o ID dele. Basta clicar com o botão direito em cima e copiá-lo. Abra o arquivo channel.js e apenas altere o valor que está lá. Salve o arquivo e abra o próximo, guild.js. Para eu não me estender muito, você fará os mesmos passos acima, copiando o ID e substituindo. Para copiar o ID do seu servidor, basta clicar com o botão direito em cima do nome dele. Já no arquivo mta.js, você deve alterar as informações de acordo com o seu servidor. Veja a explicação abaixo. ip - do seu servidor. httpPort - a porta HTTP do seu servidor, você pode consultá-la aqui neste site. username - crie um usuário no seu servidor e dê permissões administrativas para ele. password - a senha que você colocou no usuário. ATENÇÃO: USE UM USUÁRIO E SENHA QUE NÃO SEJA FÁCIL DE DESCOBRIR, LOGO NÃO COMPARTILHE COM NINGUÉM. Em relação ao outro arquivo, prefix.js, é apenas o prefixo que você usará nos comandos, altere se quiser. O arquivo token.js fala por si só, você irá pegar o token de acesso do seu BOT, lá no site do Discord Developers e substituir dentro do arquivo. Acompanhe na imagem abaixo. Bom, já disse na seção passada que você não deve compartilhar o token. Seguiremos a próxima. Clonando o repositório do resource Assim como no repositório do BOT, o resource também está no GitHub. Baixe-o, da mesma forma do BOT, mas agora adicione no seu servidor MTA, na pasta resources. Lembrando que deve-se extrair e colocar a pasta correta, verifique bem a sub-pasta. Uma vez adicionado no seu servidor, use o comando refresh para atualizar a lista de resources e inicie-o. Ah, e também dê permissões administrativas para ele! Pronto. Já podemos prosseguir. Iniciando o BOT Estamos quase ao ponto de executar os comandos. Vamos iniciar o BOT. Agora no VSCode, naquele mesmo terminal, use o comando npm start. Se tudo foi feito corretamente, ele irá se iniciar sem erros e uma mensagem dizendo que o BOT foi ligado deve aparecer. Testando os comandos Lembra que nós criamos um canal para executar os comandos? Pois é agora que iremos utilizá-lo. Lembre-se: o seu servidor deve estar ligado - entre nele também para que você possa ver as mensagens no chat. Alguns comandos que eu fiz, apenas para exemplificar. Você pode adicionar mais comandos se quiser. Se você não alterou o prefixo, aqui estão os comandos que fiz. (Você deve ser ADMINISTRADOR do seu servidor para executá-los) $settime <hora> <minuto> - $settime 12 00 | Irá alterar o clima no servidor. $text <mensagem> - $text opa, jogadores, tudo bem? | A mensagem será enviada no chat do servidor. $status | Mostrará algumas informações do servidor no chat do Discord. $mute <jogador> - $mute andr0xy | O jogador ficará mutado até se reconectar. $givemoney <jogador> <quantia> - $givemoney andr0xy 15000 | Dá dinheiro ao jogador. $cgroup <nome> - $cgroup VIP | Cria um grupo na ACL. Apenas uma observação: é possível sim, nos comandos que envolvem jogadores, executá-los pelo ID. Basta você editar o resource - não irei explicar como faz isso, pois não tem relação ao tutorial. Agradecimento & Informações Muito obrigado por seguir o tutorial. Fiz com o ❤ para toda a comunidade. Espero que vocês evoluam ambos códigos e que isso se torne muito maior dentro do servidor de vocês. Lembre-se que tudo é possível no MTA, contribuam sempre de alguma forma para que outros também possam evoluir. A união é importante nessa área. Busquem conhecimento! Crédito ao autor da SDK, o que faz ser possível conectar-se ao servidor MTA. 4O4 - GitHub Edições neste tutorial 28.01.2021 - AVISO: renomeie o resource para discordapp. 29.01.2021 - CORREÇÃO: texto confuso na seção Clonando o repositório do BOT. 29.01.2021 - AVISO: código do resource refatorado, sendo mais fácil adicionar novos comandos.
    1 point
  27. Hi, I have to present a hospital in los santos with a 3D interior, available for purchase at the store
    1 point
  28. Hello all. This is another custom map open to the public of the MTA community made by me. It's a new island where players are free to go and explore. Please be aware this map will not come with any resources other than the map itself, draw distance and some custom textures. Feel free to use the map for any gamemode. This map offers the following stuff (Total Objects: 1622): - Airport - Beaches - Bridges - Contruction Area - Dock - Factories - Fire Department - Forested Area - Gas Station - Hospital - Parking Lots - Police Station - Restaurants - Ships - Shopping Area - Skyscrapers - Small Mountain - Stunt Objects - Suburban Area - Traffic Lights, Lampposts - Warehouses VIDEO: SCREENSHOTS: INSTALLATION: 1 - Simly unpack the ZIP file. Open the "resources" folder and copy the "Custom-City-LS" folder to: <MTA installation directory>\server\mods\deathmatch\resources 2 - Connect to your server and type "refresh" in the console window so the server will detect the new resources. 3 - Now in the console again type in: start Custom-City-LS. That's it Note: you can also open it with the map editor. LOCATION: Los Santos X: 2904 Y: -792 Z: 11 CLICK HERE TO DOWNLOAD This map wasn't rushed in any way, I've always tried to deliver high quality maps, also it has been tested for bugs and gameplay. Please do not upload these files on any other site. However, you are welcome to share the link to this site whereever you want. Cheers and have fun! MORE MAPS FOR FREE: [RACE] Reiko's Map-Pack [RACE] RG's Map-Pack [RACE] Custom Racing Circuit Map-Pack
    1 point
  29. You can find Multi Theft Auto on video media platforms YouTube and Twitch! Subscribe to us on YouTube Follow us on Twitch
    1 point
  30. Images BlueBerry Medic Centre. - Added "helipad01" as heliport for a "Maverick" or a "Raindance" - Added a few "smashbar" as parking. - Added "des_stmedicentre_" as main building. - Added x2 "bar_gatebar01" for placing a moving barrier. - Added decor. - Other... Download Credits: rtkpX Also, I made these maps for "Argentina Roleplay" Spanish Roleplay MTA Server, but they banned me for saying I had a Roleplay Server too, didn't even mention the name. So now I publish them.
    1 point
  31. Images BlueBerry Medic Centre. - Added a few "smashbar" as parking. - Added a few "bollardlight" for lighting. - Added "roofstuff16" as solar panels. - Added "satdishsml" as an antenna. - Other... Download Credits: rtkpX Also, I made these maps for "Argentina Roleplay" Spanish Roleplay MTA Server, but they banned me for saying I had a Roleplay Server too, didn't even mention the name. So now I publish them.
    1 point
  32. Dystopia: The Incident este un proiect survival RPG original si 100% romanesc pe care nu ar trebui sa il ratezi! Alpha server: mtasa://151.80.108.109:22195 Discord: https://discord.gg/Zs5bWSX Versiunea curenta: 0.73, detaliile aici (in engleza) CE TREBUIE SA STII: Dystopia: The Incident e mai mult decat un gamemode MTA standard de survival. Ti-a placut DayZ? Uita tot ce ai invatat acolo! Dystopia este o lume complet diferita, in care te asteapta aventuri cum nu ai mai intalnit inca in MTA. Mancarea si apa sunt greu de gasit si trebuie sa stai in miscare ca sa ramai in viata. Capacitatea inventarului e limitata, fortandu-te sa prioritizezi. Vehiculele au nevoie de intretinere permanenta pentru a ramane in stare de functionare. O sa gasesti tabere ale factiunilor, baze si alte zone populate la fiecare pas. Jocul stimuleaza si rasplateste explorarea, nu 'stocarea' de itemuri. Lumea e dens populata si daca nu iti alegi cu atentie dusmanii viata ta va deveni foarte repede dificila. Mediul este aspru si ii pedepseste pe cei slabi si pe cei prosti. Gameplay-ul are un scop final: evadarea din San Andreas-ul aflat in carantina si guvernat de legea martiala. Harta e potrivita pentru roleplay si acesta e incurajat, insa nu este obligatoriu. Gamemode-ul a fost din start gandit pentru a fi accesibil si ca o experienta single-player, dar bineinteles ca nimic nu se compara cu distractia in multiplayer, Co-op sau PVP. CE POTI FACE IN JOC: Exploreaza o harta post-apocaliptica detaliata, plina cu intalniri neprevazute. Peste 2000 de NPC-uri: aliati, inamici, zombie si animale care asteapta sa le vanezi. Cinci factiuni carora te poti alatura si sistem de spawn dinamic. Un inventar detaliat, cu peste 100 de itemuri care asteapta sa fie gasite si folosite. Asigura-ti nevoile primare ca foamea si setea, conserva-ti stamina, evita infectia zombie (in doua stadii), socul, hemoragia, radiatiile, epuizarea si fracturile. Mecanica de loot este inovatoare pentru MTA - gasesti loot-ul spargand cutiile si lazile ramase intacte dupa apocalipsa. Sistem complet nou de damage si reparatii pentru vehicule. Trei tipuri de zombie, cu comportament si caracteristici diferite. Aduna materiale de constructie si ingrediente si foloseste-le pentru crafting sau cooking. Descopera franturi din poveste prin dialogurile personajelor si explorand harta. Experimenteaza umor negru si cateva elemente mai 'dure' de gameplay (de exemplu, canibalismul e o optiune deschisa pentru cei flamanzi). MEDIA: Screenshots: Un videoclip realizat de unul din jucatorii nostri, in care puteti vedea multe elemente de gameplay: Vrei sa afli mai multe? Aici gasesti postarea originala, cu mult mai multe detalii (in engleza). De retinut: serverul este international, si limba oficiala e engleza, atat pe Discord cat si in joc; desi GTA: San Andreas este un joc oldschool, ca sa joci Dystopia la rezolutie buna cu fps decent o sa ai nevoie de un computer modern; gamemode-ul este inca in alpha, versiunea e 0.73; te poti astepta la bug-uri si glitch-uri; apasa F1 in joc pentru un splash-screen cu toate informatiile esentiale; crezi ca ai rabdare sa citesti manualul complet de instructiuni? atunci apasa F9 ; development-ul este activ; comunitatea raporteaza bug-uri si ofera sugestii in timp real pe Discord. Atat deocamdata - mi-ar placea sa vad cat mai multi romani jucand Dystopia, asa ca... ne vedem pe server!
    1 point
  33. Dystopia 0.75 update Test server IP: mtasa://37.187.171.204:22008 Noutati: inventarul imbunatatit: mult mai intuitiv si usor de utilizat trafic NPC: fiecare factiune spawneaza vehicule specifice; vehiculele te vor ataca cand le intalnesti daca esti in alta factiune vanzatori NPC: poti cumpara si vinde itemele pe care le aduni mecanic: upgradeaza-ti vehiculul cu arme, blindaj si altele peste 40 de misiuni: castiga bani si respect ajutandu-ti factiunea noi tipuri de inamici cu noi abilitati multe bug-uri au fost inlaturate Mai multe detalii aici (in engleza)
    1 point
  34. WOW, ceva original. Chiar imi place idea, si chiar acum o sa intru pe server, daca ai nevoie de ajutor cu orice lasa-mi un mesaj, te ajut cu placere.
    1 point
  35. Oh my wow!! I remember BizKit and the TTH team. I was Stewie392 or Interwebsz on here before and just re-registered because I think I'm going to start playing VC if anyone else still plays. Good to see the community is still partially alive!
    1 point
  36. I recognise the [TTH] tag from my era. Brings back memories.
    1 point
  37. You can multiply the blur if you render the screen source multiple times on a render target. Beware, it has a huge peformance impact. Lua Script: http://pastebin.com/10DumXhb Blur Shader: http://pastebin.com/VfAnetdB
    1 point
  38. First off, you know. And if you have a match, you shouldn't have tried to cheat Don't be lying, you launched a known paid MTA hack (the biggest one until last week, when we finally patched it). You can call yourself extremely lucky to not be permabanned. This ban cannot be appealed, have a nice day
    0 points
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