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Showing content with the highest reputation on 27/03/23 in all areas

  1. We have an announcement to make regarding certain services and technologies, like "Cloud Gaming" platforms and various cloud / cloud VM and hypervisor based services and software. Unfortunately, the majority of such services can no longer be used with MTA starting today. After observing a growing trend of abuse, such as server ban evading (serials related) we have enabled the same type of security, known as MTA serial verification - which usually applies to the most common consumer VM software - to all VM types and cloud services that we know of. This means that the procedure from https://updatesa.multitheftauto.com/sa/trouble/?tr=serial-validation must be followed on all relevant services, not just the aforementioned. Because most cloud & VM hosting services won't provide users access to the host machine (that hosts the VM), we expect that most "cloud gaming" users will no longer be able to play MTA using said service. Not that MTA is an attractive game to play in cloud gaming though, we advise you to use MTA like a normal user (on your own PC) and understand that we care about servers being able to reliably ban players. Cloud gaming, for instance.. would constantly offer you a new so-called environment, allowing infinite serial swaps, making you hard to ban. It's possible for some people still being able to use relevant services, as these measures will only apply to newly generated MTA serials (not retroactively). This is intended. This topic is also relevant to the "There was a problem validating your serial" error and "Banned by MTA" with reason PROHIBITED VM TYPE / SECURITY VIOLATION
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  2. Matrix Network is a server that gathers many gamemodes into one place; connecting them all with Freeroam. The server has been officially released the 25th of March 2023. We offer you multiple well-refined features that we're sure you'll enjoy very much. The server supports the following languages: English, Turkish, Portuguese, Russian and Estonian. We plan on adding support for more languages in the near future. We will also be expanding to include a full-on multi gamemode lobby that offers: DM Racing, Shooter, Clan Wars & and other new gamemodes. Our server contains a lot of vehicle/character/weapon mods that will not impact your performance much at all. We took great care in making sure our server is very optimized, specifically our mod loader. Most of our vehicles were made uniquely for the server by our previous 3D Modeler, including some incredible handlings. Our server is very potato-friendly for the content it actually offers. Have you ever seen vehicles in MTA:SA that allowed you to use indicators? Or, vehicles that have high speed deployable spoilers? Maybe you have, but Matrix Network implements the original 'ImVehFt' mod in-game in a way that simulates it very well in comparison with the original mod. GUI in the last few years has become very crucial to the basic user experience. Our server offers modern looking GUI, with our own hand-drawn artwork. We offer you an implementation of new/classic game-modes directly through Freeroam: Domination: Some of us are Call of Duty fans, and one of the gamemodes that captivated us there was Domination. Two teams fighting to capture objectives, defending them to gain points and overthrowing the opponent to win the round. Race: Classic race is fun, but, have you ever tried racing with real cars with semi to full realistic handlings? FFA Deathmatch: We take the Deathmatch part of Freeroam very seriously. Therefore, we managed to create an amazing bullet sync logic along with a weapon balance that took the assault gameplay to another level. Team Deathmatch: Fight the opposing team to continuously gain points and win! Derby: We all played the classic Demolition Derby in GTA San Andreas, but we thought it would be even more fun to play it with players. So why not? Progression within the server matters to us, therefore, you can level up in-game and show off your skills against other players. We didn't forget about team competition. Clans are definitely a main thing in our server, with the capturable bases & Heists! Speaking of those, you can rob casinos with your clan mates and deliver the stolen goods to your base! Crack the vault open and escape from your opponents! And if you're a fan of dogfight, you'll be in the right place. We have tirelessly worked on improving the dogfight logic in the game and ended up with something completely game changing. Aside from all this, our staff and community are very friendly and we're always open to communicate! You would see more if you watch our trailer: https://www.youtube.com/watch?v=Xv5zQQFT6FE Here's some more of our online content: https://www.youtube.com/shorts/Hm9a2od2ZaI https://www.youtube.com/shorts/o0nOUZJV0RE And our most popular one yet (for some reason...): https://www.youtube.com/shorts/tnd_21jxOSY Join our discord server: https://discord.gg/matrixnetwork Our website: https://mxgaming.net/ And don't forget to follow us on our other socials: Instagram: https://www.instagram.com/mxgamingnetwork/ TikTok: https://www.tiktok.com/@mxgamingnetwork/ Facebook: https://web.facebook.com/mxgamingnetwork/ Our IP: mtasa://176.31.162.103:22003
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  3. Я точно не уверен, но вроде так function kek() showCursor(true) dgs:dgsSetVisible(window,true) dgs:dgsSetVisible(imgposition1,true) dgs:dgsSetVisible(imgposition2,true) end function kek1() dgs:dgsSetVisible(window,false) dgs:dgsSetVisible(imgposition1,false) dgs:dgsSetVisible(imgposition2,false) end bindKey('1','down',kek) addEventHandler('onDgsMouseClick',root,function(btn,state) ----------------Армия ------------------- if state == "down" and btn == "left" and source == btnArmy then kek1() triggerEvent("PedCreate",localPlayer) showCursor(true) dgs:dgsSetVisible(but1,true) dgs:dgsSetVisible(but2,true) dgs:dgsSetVisible(but3,true) si = 1 if not si == 1 then si = 1 end skinid1 = 179 setCameraMatrix(247.96488952637,1861.4558105469,14.794466018677,248.35562133789,1764.9252929688,-11.315200805664) elseif state == "down" and btn == "left" and source == but1 then si = si - 1 if si == 0 then si = 5 end elseif state == "down" and btn == "left" and source == but2 then dgs:dgsSetVisible(but1,false) dgs:dgsSetVisible(but2,false) dgs:dgsSetVisible(but3,false) setElementData(localPlayer,"skinid1",skinid1) triggerServerEvent("spawnPlayerArmy",localPlayer) setCameraTarget( localPlayer ) showCursor(false) triggerEvent("PedDel",localPlayer) elseif state == "down" and btn == "left" and source == but3 then si = si + 1 if si == 6 then si = 1 end if si == 1 then skinid1 = 179 setCameraMatrix(247.96488952637,1861.4558105469,14.794466018677,248.35562133789,1764.9252929688,-11.315200805664) elseif si == 2 then skinid1 = 285 setCameraMatrix(246.00991821289,1861.4471435547,14.794466018677,246.40065002441,1764.9166259766,-11.315200805664) elseif si == 3 then skinid1 = 287 setCameraMatrix(243.98690795898,1861.4406738281,14.794466018677,244.37763977051,1764.91015625,-11.315200805664) elseif si == 4 then skinid1 = 73 setCameraMatrix(241.95097351074,1861.4321289063,14.794466018677,242.34170532227,1764.9016113281,-11.315200805664) elseif si == 5 then skinid1 = 191 setCameraMatrix(239.9241027832,1861.4228515625,14.794466018677,240.31483459473,1764.8923339844,-11.315200805664) end -------------Террористы ------------- elseif state == "down" and btn == "left" and source == btnTerr then kek1() showCursor(true) dgs:dgsSetVisible(but4,true) dgs:dgsSetVisible(but5,true) dgs:dgsSetVisible(but6,true) ti = 1 if not ti == 1 then ti = 1 end triggerEvent("PedCreateTerr",localPlayer) skinid1 = 28 setCameraMatrix(-274.44561767578,2588.4030761719,64.03636932373,-276.62969970703,2686.3229980469,43.863948822021) elseif state == "down" and btn == "left" and source == but4 then ti = ti - 1 if ti == 0 then ti = 5 end elseif state == "down" and btn == "left" and source == but5 then dgs:dgsSetVisible(but4,false) dgs:dgsSetVisible(but5,false) dgs:dgsSetVisible(but6,false) setElementData(localPlayer,"skinid1",skinid1) triggerServerEvent("spawnPlayerTerr",localPlayer) setCameraTarget( localPlayer ) showCursor(false) triggerEvent("PedDelTerr",localPlayer) elseif state == "down" and btn == "left" and source == but6 then ti = ti + 1 if ti == 6 then ti = 1 end if ti == 1 then skinid1 = 28 setCameraMatrix(-274.44561767578,2588.4030761719,64.03636932373,-276.62969970703,2686.3229980469,43.863948822021) elseif ti == 2 then skinid1 = 30 setCameraMatrix(-272.44989013672,2588.4465332031,64.03636932373,-274.63397216797,2686.3664550781,43.863948822021) elseif ti == 3 then skinid1 = 126 setCameraMatrix(-270.45120239258,2588.4909667969,64.03636932373,-272.63528442383,2686.4108886719,43.863948822021) elseif ti == 4 then skinid1 = 93 setCameraMatrix(-268.44940185547,2588.5341796875,64.03636932373,-270.63348388672,2686.4541015625,43.863948822021) elseif ti == 5 then skinid1 = 150 setCameraMatrix(-266.46176147461,2588.5773925781,64.03636932373,-268.64584350586,2686.4973144531,43.863948822021) elseif ti == 6 then ti = ti - 1 end end end) Просто если бы ты написал в чем именно проблема, было бы легче понять что не так
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  4. My account was banned for 4 days while I was out of town and not even in the game. I am a developer of game projects on your platform, we plan to open a server in early August, and I can't log on to our test server to work, please remove the erroneous lock My serial - AD42EA31AABE3059A083AF1DB3B6FB02 Screenshot BAN - https://imgur.com/a/3KJCblf
    1 point
  5. Pastebin URL MTADiag: https://pastebin.mtasa.com/6022987550
    1 point
  6. Hey, I've got an issue with MTA windowed mode being to small. I have a 4K display and previously, MTA run in windowed mode in 1080p was something like that large: This screenshot has been taken in 1440p. But when I run it in 1080p like always, it's small as hell: It wouldn't be a big issue, but I didn't implemented UI scaling in my mod yet, so it looks too small in 1440p. Tried reinstalling MTA completely, running it in DPI aware mode, scaling Windows to 200% - nothing seems to work, any ideas? Thanks!
    1 point
  7. 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.
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  8. Important note: before using this patch, first re-download the latest version of MTA from https://multitheftauto.com/ and re-install it, as the installer contains a procedure to automatically make your GTA installation compatible (without modifying original game files) that for technical reasons isn't included in the MTA auto-updater, on which many users may rely for years without installing MTA, therefore creating a problem if their GTA installation changes at some point. So, if you currently have no compatibility or have an unsupported version of GTA (prompting you to come here) or any other similar problem, please first re-install MTA. If this doesn't help, then proceed with the below instructions. This topic offers a patcher which will patch the following unsupported versions of Grand Theft Auto: San Andreas: USA 1.01 USA 2.00 European 1.01 European 2.00 German 1.00 German 1.01 German 2.00 This patch does NOT turn your gta_sa.exe into a crack/No-CD, but converts your gta_sa.exe to a 1.00 EU version. Please make necessary backups in case something goes wrong; we are not responsible for damaged or lost files. I have tested this personally, though please post if you have any problems while using the patcher. Although you will be reverting back to a fully moddable version of the game, you will also lose improvements contained within 1.01+, so downgrade at your own risk. Remember, you can always upgrade back to 1.01 from this patched version. Should you experience any problems you can always reinstall GTA:SA. Pick one of the following mirrors to download: DOWNLOAD MIRROR 1 (files.mtasa.com) DOWNLOAD MIRROR 2 (MediaFire) Thanks to Mike for testing and mista.maja for helping me get a German gta_sa.exe, and to nippy401 for letting me get ahold of GTA:SA 2.00 I have added 2.0 support for DE, untested. Regarding users of the Steam version of GTA: San Andreas This patch is not compatible with the Steam version of San Andreas, primarily because the .exe is completely different. You don't need to use this patcher for the Steam version, as the procedure to make MTA compatible with it is now included in the installer of recent MTA versions. So if you have the Steam version, follow these steps: 1) install the Steam version of GTA. If you already have it installed, make sure the game, more specifically the EXE is unmodded, or else MTA may be unable to perform the operation. 2) download the latest version of MTA (make sure of this) from https://multitheftauto.com/ > "Download" and install it. If MTA was already installed, make sure to re-install it (your files and saved settings won't be lost, MTA will be overwritten only) to ensure the Steam compatibility operation is performed by the installer. * Make sure to repeat this process every time you re-install your Steam version of GTA, or "verify files" (repair install it) in Steam, or whenever a problem occurs with launching GTA. Last resort This topic and the patcher was created to help a group of users that happen to have either modded, or upgraded versions of GTA:SA. MTA San Andreas is designed for, and thus best supported on, the original versions of GTA:SA (US 1.0 and EU 1.0 EXE's) without later GTA updates (1.01 and later) applied to it.. these updates only change the EXE and not other game files, and break MTA compabibility. So that also means if nothing in this topic works for you, the last resort (actually the method of preference in any case) would be to re-install GTA from DVD so that you will get the original EXE (US or EU 1.0) which MTA supports entirely. As far we know, no DVD version contains an updated EXE (1.01 or later) and they are all 1.0. If you find a retail version with an updated EXE, this patcher is still likely to work for it, unlike any modded GTA versions (based on 1.01 or later) from shady sources which the patcher may not recognize. So because of the higher success rate for original game in any shape, we recommend you to only get the original game from retail (DVD or digital download) and we tend to only offer support if this is the case. MTA will not provide support for attempts to downgrade/make compatible cracked, or heavily modded installations of GTA. Besides the ethical aspect, MTA is also designed to best support unmodded versions and stability or functioning isn't even guaranteed in other scenario's. For more information on places where you can buy legitimate and supported versions of GTA, we advise you to visit this wiki page: https://wiki.multitheftauto.com/index.php?title=Where_to_buy_GTASA NOTE: There have been numerous cases of people externally linking directly to the file. If you wish to link to the downgrader, I request that you link to this TOPIC, not directly to the file. This is to ensure that users having trouble post in this thread rather than creating new topics. If you would like to mirror it please contact an administrator. * Topic update date: 29th March 2020 Changelog: updated Steam compatibility information added more information
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  9. Hello, Effective immediately it's no longer possible to: - Report players to AC team - Appeal any global bans Do not attempt to report players to MTA staff team, or appeal any bans. It doesn't matter what you think or believe in, they will no longer be processed. 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. 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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