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  1. Multi Theft Auto: San Andreas 1.6 is released! Hi there! We've been working hard and today we're proud to announce the release of MTA:SA 1.6. You will receive an automatic update soon, but if you don't have MTA installed, you can get it from the home page. Statistics This is the 27th 1.x.x release 623 days of which 553 for beta release 12 backwards incompatible changes 26 new functions 1 new event 5 deprecations 289+ bug fixes and changes 956+ commits (mtasa-blue) (mtasa-resources) 199 new open GitHub issues (see list) 102 resolved GitHub issues (see list) 92 closed GitHub issues (see list) 44 new open GitHub pull requests (see list) 219 merged GitHub pull requests (see list) 107 closed GitHub pull requests (see list) 45+ contributors of which 17+ are new (see list) 100+ total contributors (see list) 23 vendor updates Download This release is not backwards compatible with previous releases. This means that you cannot use 1.6 to play on 1.5.9 servers. If you're a server owner, please take note of the Changes in 1.6 wiki page, more specifically the Backwards Incompatible Changes. You may need to update your scripts for 1.6. Servers: binaries are available. Don't forget to backup and update your default resources. WANT TO DOWNLOAD THE MOD? CLICK HERE (Win7/Win8/Win10/Win11) Important notice to Windows 7 and Windows 8.x users If you are using Windows 7 or 8.x, please upgrade your system to Windows 10 or 11 as soon as possible. Windows 7 and 8.x are no longer supported by Microsoft (since January 2020 and January 2023 respectively) and most software (including Google Chrome and Steam) which means you are running an insecure system. Multi Theft Auto will also eventually drop Windows 7 and 8.x support sometime in the future, so it would be a good idea to start looking at upgrade options right now. Thank you! CEF in MTA is no longer updated for Windows 7 or 8.x. This is because CEF no longer supports those versions of Windows. This bad for security, so please upgrade to Windows 10+ and MTA to 1.6+ We currently provide two variants of the MTA client, one for Windows 10+ and one for Windows 7/8.x and you can find the download links also conveniently on our home page by pressing the Download button, which reveals a dropdown with the two options. Merch If you feel like getting some of that official MTA swag, check out the merch store here: https://streamlabs.com/mtaqa/merch and wear that MTA gang drip at school or work. Our Spreadshirt store has been discontinued in favor of Streamlabs. AMX (SAMP) amx is a software package that allows the execution of unmodified San Andreas: Multiplayer 0.3.7 gamemodes, filterscripts and plugins on Multi Theft Auto: San Andreas 1.5.8 and higher servers. It is open source, and a prebuilt binary for Windows is available for testing purposes right now. The AMX team hopes that more people get involved with the development on GitHub as they need some help! Check out our GitHub repo for more information on how to use your SAMP scripts in MTA! 1.6 Highlights This update is meant to focus on fixes and changes, that were held back for a few releases in the past due to their compatibility-breaking nature, rather than new features, but there are already a lot of features planned for the next release! Here's a list of highlights for this release: Many high FPS related inconsistency issues have been fixed by @MerlinMagic Script support for custom IMG containers, and ability to set model flags. Thanks to @TheNormalnij A number of graphical effects Added support for vehicle sun glare effect. Thanks to @Nurupo and @TheNormalnij Added corona rain reflections. Thanks to @lopezloo Added big sun lens flare effect. Thanks to @Nurupo Added dynamic ped shadows. Thanks to @lopezloo Grass should now render correctly. Thanks to TFP-dev. ARM support for MTA server is here! This support should still be considered experimental. Thanks to @botder Added new Default 2023, GWEN Blue and GWEN Orange GUI skins. Thanks to @Haxardous Added missing GTA special character skins (3, 4, 5, 6, 8, 42, 65, 86, 119, 273, 289). Thanks to @Allerek Pictures taken with the camera weapon are now saved in higher quality. Thanks to @lopezloo Many stability improvements Many synchronization improvements Many varying size fixes, quality of life improvements, updates and security enhancements to both core and resources! Updates to all language translations from our Crowdin If you are a scripter, you really should wanna dig in to these improvements! Show off your creations on our #showroom channel on our Discord server and have a chance at getting your work featured on our social media pages. Read the 1.6 release notes for a complete set of changes and more information about the improvements listed above. Watch or star our GitHub repository to keep on top of all the things we're working on. Important script changes In this version of MTA there are numerous backwards incompatible changes and refactors that may affect old code. Bloodring Banger (504) is now defined as doorless, to fix animations to be consistent with single player, this also causes setVehicleLocked to not lock the vehicle anymore, as entry happens through the window. callRemote callbacks currently set the error code to nil when there is no error. In 1.6, to be consistent with fetchRemote, the error code reported will be 0. See GitHub #294. Since July 2016 if you provide an invalid string like "randomstring" when a function expects a number, the string will be treated as 0 and raise a script warning. In 1.6 this will be an error. You will still be able to provide strings containing numbers (e.g. "100" and "12.34"), this change only affects invalid strings. See GitHub #1043. When providing a width and height of (0, 0) to createBrowser or guiCreateBrowser you will encounter a script error instead of a warning. The warning was introduced Feb 2019. See GitHub #1069. Some functions expect only unsigned integers (positive numbers), and since Jan 2016 providing negative numbers would be a warning. This will now be an error. See GitHub #1070. Since Aug 2015, we replaced the custom mtalocal:// URL scheme with http://mta/resourceName/blah.html. This mtalocal:// URL scheme will now be removed. See GitHub #1071. The previously unused z argument in getElementsWithinRange now calculates elements in 3D space instead of 2D space. See GitHub #1994. Flamethrower ammo is no longer multiplied by 10. See GitHub #481. Server-side createBlip now syncs blip size and color regardless of icon ID, previously only icon ID 0 had its size and color synced to clients. See GitHub #1399. Server-side givePlayerMoney and setPlayerMoney cap has been raised from 99.999.999 (8 digits) to 999.999.999 (9 digits) to match the maximum native UI value. See GitHub #2654. Players are now synced when exiting vehicle. See GitHub #2084. Server-side objects that were unbreakable by default, but would have been breakable client-side by default, are now breakable by default also server-side (commit). Deprecation: Changed getCameraShakeLevel, setCameraShakeLevel to throw a warning on use, please upgrade to getCameraDrunkLevel and setCameraDrunkLevel instead (commit 2651903). You can use the upgrade console command to automatically upgrade your scripts to use the new functions. Deprecation: Changed givePedJetPack, removePedJetPack and doesPedHaveJetPack to throw a warning on use, please upgrade to setPedWearingJetpack and isPedWearingJetpack instead (commit 804c66b). You can use the upgrade console command to automatically upgrade your scripts to use the new functions. What happens to 1.5? 1.5 installations will be kept intact, to let players and server owners switch over to the new version whenever they feel they are ready. However, new features and changes will only be available on 1.6, so please upgrade! Note, that you can have both 1.5 and 1.6 installed at the same time on your computer to allow you to switch between if you want. MTA will prompt you to switch to the correct version if the server doesn't support your current version. What's next? We already have new features lined up for 1.6.1, and you can find them on our 1.6.1 milestone on GitHub. Multi Theft Auto depends on community input and contributions. To keep a project like MTA going we need LOTS of people. You can help in the following areas: Testing and bug reporting Whenever you encounter a bug or recognise a need for improvement, we can't fix it until you tell us your problem! We're continually working on new features and fixes for MTA, and this always needs testing. Join our Nightly release stream and make sure you keep in touch with on Discord and report issues on GitHub. Programming If you know C++ you may be interested in helping improve Multi Theft Auto's client. Working on open-source software may seem scary, but the best way is to try! Read GitHub's open source guide, and then find an itch to scratch, or scratch your own! Documentation Documentation is important, but also time consuming. If you enjoy writing and have some knowledge of English, or you would like to translate the English version to your native language, you’re very welcome to do so. Just head over to our wiki, create an account, and start editing! Support Do you like people? Can you give calm and thought-out responses to users needing help? Then you can spend some time providing support to those who need it. Many answers can be found on our wiki, so make sure to take some time to read it. Then, either join our chat or forums (linked below), or simply help us sort out issues and answer questions on the GitHub repository. Translation We moved to Crowdin from our old Pootle setup, and people have been actively contributing fixes and new translations. Thank you all! Work is still not over, though, as translations may update in the future or new ones may come along, so keep an eye on Crowdin Want to translate MTA to your own language? Awesome! Visit us on Crowdin. As soon as your translation is approved, it will be pushed to our repository for use in future releases. Donations Keeping the MTA downloads, master server and websites alive costs money! If you want to help us sustain our financial expenses, please donate! Show your creativity! We are actively looking for new creations on our #showroom channel on Discord, as well as #mtasa on Twitter for content we would like to repost on our social media pages and pin on our annual recap forum post. Follow us on our social media channels: Twitch, YouTube, Facebook, Reddit, LinkedIn. Thank you! Thank you to the following communities and community members for their donations since last release: @Blokker_1999, NEXTRP, MTA DayZ Ultimate, DubaiRP, INCEPTION-MEDIA, Purge Roleplay, @Arran, @0xCiBeR, @IIYAMA, fransg, Badandy, Nasser Alshahrani, @JessePinkman, Complex Roleplay, FoxG, Grand Roleplay, Lopaha, Matrix Network, @Platin, San Andreas Roleplay, Scott Malone, ChefaoDev, DonNiko and 6 others who did not provide a name. (If your name is missing or you want to change your entry above, please let us know on Discord!) Thank you very much to the following community members for their work towards this release: @4O4 @Addlibs @AGENT_STEELMEAT @Allerek @androksi @Arran @BCG2000 @botder @ccw @cleopatra @darkdreamingdan Dark-Dragon DarkDrifter Nacim @Disinterpreter @Dutchman101 @efex @Exilepilot Fernando Rocha @Haxardous @Inder00 itslewiswatson @JessePinkman @Jusonex @lopezloo @Lpsd @Lvrent lyncon @Megadreams @MerlinMagic @Mkl @Mvrat @myonlake @NanoBob @Nurupo @pieT @Pirulax @qaisjp RatajVaver ricksterhd123 @samr46 @Santi @Sarrum se16n @srslyyyy @Strix@TEDERIs TeteX1 TFP-dev @TheNormalnij Tracer @turret001 vahook vyn666 @Xenius @xLive @Zango and many others who contributed to our Wiki and helped out with issues. (If your name is missing or you want to change your entry above, please let us know on Discord!) Thank you also to our translation contributors on Crowdin: Khazarli, Vampire, FernandoMTA, Shady, xLive, turret001, markenzy, Danx, Zorgman, Maestro-17, deihim007, pieT, mcak105, Hydra45, efex, NetroX, Megadreams, Citizen, WhiteGren, nitrocat21, Pablo, azzmanfilms, Caram1lo, AzukieGTA, MrBad, acedia, YozoraWolf, kordy, Stoned, mdmnmtasa55, Xocopinho, sorinalex36, Haxardous, djebzer, Abasalt_Yar, Nick026, Hydrogen506, Rataj, amirjfp, RidwanRF, q8X, mbeltowski, antimarte, guillaume.dorczynski, morpp, Derbo, Pawcio, Lachuks, Insigne, raikopajusalu52, phammybear, dronor589, Koizumi, R3L4X, Danial123, lenovoactin, i7amod., Shuubaru, Driver, datuna22, TRtam, Dezash, 0xCiBeR, Nebla, Stickey21, xxxx, PatrikX23 You could be on this list! We're always on the lookout for new contributors. Contribute on GitHub, translate on Crowdin, and chat with us on Discord. We have channels for scripting, general support (bugs), mod development, and many more! Thank you to all beta testers for the past couple of months of feedback and bug reports! And one more thank you to every member of the MTA staff who helps support this forum and Discord. Without your efforts, this project would not be nearly as successful as it is now. Also a big thank you to the new MTA helpers team who support our users on this forum and Discord! Finally, please give a to our newest staff members @Vinyard and @Zango; newest helpers @The_GTA, @Reyomin and @Vampire; as well as newest contributors @androksi @BCG2000 DarkDrifter Nacim @efex Fernando Rocha @Inder00 @JessePinkman lyncon @MerlinMagic @Mvrat @Nurupo @Santi TFP-dev Tracer @turret001 vahook vyn666 -- Have a good one! — MTA Team
    11 points
  2. I love this game because I have spent a majority of my life playing it, and it has provided me with numerous opportunities for personal growth. Through MTA, I have learned about software development and its processes. Therefore, I would like to express my gratitude to all the players and the MTA team.
    2 points
  3. Hello everyone! We have prepared a special gift for you to celebrate Multi Theft Auto's 20th Anniversary! Here is an exclusive interview with IJs (also known as IJsVogel), the founder and first developer of the Multi Theft Auto project. Read on to see his thoughts on the project in retrospective. Note: more details about Multi Theft Auto's history and timeline can be found on our Wiki article. What had prompted you to create the very first multiplayer mod for GTA3 - a game that did not offer such a feature out of the box? Wow, it has already been 20 years.. I remember the reasoning behind it very vividly! As I grew up in the 90s I was lucky enough to be surrounded by PCs, early internet and PC games from the very beginning (of myself). I was a very fanatical player of Grand Theft Auto 1 and 2, especially so because these games had a multiplayer mode that I could play at home with my brothers. Then, finally in 2002 when GTA3 came out for PC, I was 13 at the time and completely astounded at the possibilities of this 3D open world version of my favourite game for the first couple of months. After a while, it sinked in that this game was missing any ability at all to play with others, which put a huge dent into my appreciation for the game... At the time, I never really played the storylines of games because it didn't quite fit my youthly attention span (my older brother always left the savegames for me to play) and was usually more into the multiplayer and modding aspects anyway. Two completely coincidental things then sparked the start of an attempt at multiplayer. First, a fake French screenshot was being sent around forums, showing a multiplayer mod for GTA3. This raised my hopes tremendously and I was looking forward to testing this so much. When it turned out to be another hoax, my hopes were in shambles and I began thinking about hacking something together to do it anyway. A screenshot of a fake multiplayer mod in GTA3. Surfaced in July, 2002. Secondly, some coders had just released a trainer/cheat tool for GTA3 including its source code in Visual Basic 5 or 6, which was the only language I knew at that time as I was only 14 by then. I started hacking around with the tool to make a synchronized trainer tool, and figured I might as well synchronize car positions, and a very crude attempt at multiplayer was born and it was dubbed GTA3: Alternative Multiplayer (GTA3AM). It was amazing to see it work, it seemed such a stupidly simple hack! This was the first effective prototype of Multi Theft Auto. A not-so-fake GTA3AM 0.1 Client window, win9x style! February, 2003. Were there other people who shared your idea and wanted to contribute? Was it easy to find them? The initial GTA3AM was posted on a well-known Dutch tech forum, and this raised some attention from people over there. It wasn't so much a conscious decision to find people, people really wanted to contribute and we gathered on IRC, with some people helping out with the website, server donations and coding. This grew organically as the users grew. The first months or so was mostly Dutch techies helping out, including a well-known provider sponsoring our hosting, and after the first year or so the team became very diverse, international and well skilled. I am still very grateful for each and every contributor to this project from the very start and later, also because I was still very young at the time, and the project would not have been able to thrive on my contributions alone. I have had the fortune to meet and work together with some of the most skilled people I've met in my entire life, as well as people who simply loved playing around with our creations. Work on ambitious projects like this typically involves solving tough and unusual problems. What was the most significant one that you and the team had to deal with during your time in MTA? And perhaps, maybe there was a really peculiar problem that you also would like to share? MTA has been an amazing learning curve for me, and I believe many other contributors in its 20 year lifetime, to acquire a very special mix of skills. We have had tremendous fun and also frustration engineering the hell out of all sorts of things, and trying to tie worlds together over a network. There are countless things that were tackled and pioneered (even if only personally) in this project, so it is hard to pinpoint out a single thing. I think one of the most groundbreaking efforts of this project however was to restructure the entire project and release it as open-source to the world. As part of that we spent much effort to restructure everything using git (this upset quite a few developers at the time) and published it in 2009 or so on GitHub when it was still in its infant stage (GitHub even mentioned us on their blog at the time). A bit messy in MTA:SA Racemod internal tests. Some time in the second half of 2005. If you had a chance to start this project again, would it be closed-source as it initially was, or would you prefer it to be open-source like it is now? It would certainly be open-sourced again, probably as early as possible. The facilities for open source projects are much, much better now than 20 years ago as well. The move to GTA:SA kind of left the multiplayer mods for GTA3 and GTA:VC in the dark. While there were some alternative mods developed for these games, they did not really leave a lasting impact in the long run. Have you or the rest of the team ever considered bringing back the support for GTA3 or VC after MTA:SA DM 1.0 was released? I do not think there was ever a strong will to revive the GTA3 or GTA:VC versions, because GTA:SA by all means had a better and more capable engine. Perhaps in today's open source world, where contributors are easy to find, it could have had a better chance. My personal opinion (or fantasy) at the time was to "just" build our own game behind it instead, but that obviously never took off. Development build of MTA:VC Blue. Some time in the second half of 2004. What in your opinion are the strongest points of Multi Theft Auto (be it the original 0.x series or MTA:SA)? What do you think the project especially succeeded in? The critical mass of players and contributors, that never seems to die out, and it keeps surprising me. The incredibly challenging technical issues we have had to solve (and still do), sometimes from the ground up. This makes for a very exciting sandbox to work in as a developer or hacker. And in contrast, do you feel there are any shortcomings in MTA? I think one of the missed opportunities in MTA is that we could have developed a bigger framework or other products on top of all the codebase we had written. A bit messy again, this time during MTA:SA DM internal tests. December, 2007. Thinking back, are there any things in the project that you think you would have done differently nowadays? I would have loved to have set up a much more professional collaboration with the entire team that were around at the time the project was open sourced around 2010, using all the knowledge we had all acquired in the process of making MTA:SA 1.0 when it was still very hot. With the knowledge on startups that I have now, I realize that had I been 5 or 10 years older, I might have had some better idea on how to take it to a level to possibly develop our own game(s) or framework on top of it. But alas, for MTA's sake it turned out good either way! The MTA Community is very large these days and scattered across all continents, but that was not always the case. What was the community like back in your time? As with most (modding) projects you usually start out with a very niche audience. For MTA, this was a direct result of me posting on a Dutch tech forum and as a result, the initial contributors in the first months were mostly (if not all) Dutch and Belgian. With the GTA series obviously being a hit in the Western world, more people wanted to contribute (and play). Nearly all of them came from the US, UK, Central and West Europe and the Nordic countries, with a few notable exceptions. I think this pretty much mirrored the demographics of the GTA series themselves. Let's race! Beta tests of MTA:SA DM. December, 2007. I have noticed that you have been involved with various tech projects after retiring from MTA. What are you up to currently? Was your experience from working on MTA useful in these projects? Among some other startup adventures in the past years, I currently lead an audio software company called KoalaDSP that develops virtual audio plugins, instruments, effects and algorithms for a bunch of very big companies out there. We started this company around two years ago in Amsterdam after some previous endeavours, and with around 10+ people working on some crazy software being used in music and home studios around the world. But Multi Theft Auto has given me a lifetime passion for video game development, and after many years or scribbles and notes, I have finally found the time and people around me to developing my second (..after MTA) game idea using 90s retro graphics and voxels. I feel quite strongly that my experience with Multi Theft Auto has been a unique and once-in-a-lifetime gift of skill, much adventure and lasting connections with others. I can't quite pinpoint it, but it feels special. I hope that also still holds to this day for any contributors out there. A long-running project like MTA also means a lot of memories. Do you have any fond or interesting memories from your time working on the project that you would wish to share? I have so many memories of my time during MTA, it is hard to pick out something! Apart from the early memories of all the excitement, healthy stress and testing with all these people during the very, very early days, there is something I remember from a bit later: There was a pretty far-fetched and secret clandestine plan from some of our developers to put a live editor into one of the first MTA:SA releases. Like often with our features, it was really a coding challenge, a show of skill. Are you skilled enough to build this crazy thing? They figured that, in order for the community to enjoy using our mod, they needed an engaging way to create content. So they started building a complete editor inside the game. It required a tremendous amount of work, but they kept to it, others started contributing, and it ended up as one of the key features of the entire release! Some say that editor served as an inspiration to other mods, possibly other games afterwards. Internal tests of the cancelled MTA: Orange. April, 2010. To wrap things up, is there anything that you would like to say to current MTA Team members and/or to MTA fans? Thanks for putting your enthusiasm (and many wasted hours of gaming!!) into this amazing project. Props to all the contributors, past, present and future. MTA, the way it's meant to be played! Interviewed by jhxp.
    1 point
  4. Turns out 1.6 is real after all! Good job everyone who was involved with this update in any way. There's loads of QoL changes and new features I'm excited to actively use in my projects. Excited to see what else the future will bring to this incredible community.
    1 point
  5. Good job. I have looked into the newest 1.6 features and I am impressed. I think the most impacting QoL improvement is for race servers that suffered from the FPS-bound tire-smoke effect. Now that the 2DFX particle spawning is time-based it should not be too bad. I am excited about the more-advanced engine functions and how that will be used by MTA scripters. Thank you for your continued effort to improve MTA!
    1 point
  6. Good Updates Special Thanks To Our Heros Multi Theft Auto Team
    1 point
  7. Great work! Very cool to have an major release after all the time.
    1 point
  8. bengines provides custom engine sounds for vehicles. The resource is not focused to be ultra realistic, it is designed to use for casual servers. Not useful for me anymore so sharing with community. Used on old project. Sounds are copyrighted content not owned by me. Features: ready to use, chooses the best engine for vehicle depending on handling! easy to customize & expand for Lua programmers 30 soundpacks for vehicles (buses, bikes, sport cars etc.) stable code with quite high performance used on server with 600 players ALS effect (exhaust flames) Turbo (satisfying whistle and blow-off sounds) Videos: https://streamable.com/n7k40 https://streamable.com/lp14t https://streamable.com/q5e9g Download: Github: https://github.com/brzys/bengines (feel free to send pull requests) Community: to-do For programmers: --[[ Element datas used by resource [array] vehicle:engine - stores basic info about engine type, sound pack etc. (synced) [string] vehicle:type - used for engine calculation, useful for servers. Available: Bus, Truck, Sport, Casual, Muscle, Plane, Boat, Motorbike (synced) [string] vehicle:fuel_type - customized for each engine. Useful for servers. Available: "diesel", "petrol" (synced) You can use setElementData(vehicle, "vehicle:upgrades", {turbo=true, als=true}) to add turbo or ALS. --]] --[[ Exported functions --]] exports.bengines:getVehicleRPM(vehicle) -- returns RPM of given vehicle exports.bengines:getVehicleGear(vehicle) -- returns current gear of given vehicle exports.bengines:toggleEngines(bool) -- true / false, restore GTA engine sounds
    1 point
  9. Special memory from WEB archive: https://web.archive.org/web/20031121153231/http://mtavc.com/history.php
    1 point
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