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  1. Hello MTA players, I realised that I had to create this post because I got a lot of feedback, I stopped all my activities in MTA and I don't play MTA anymore because I had to make some changes in my life and change my life direction, I saw MTA in 2010 and I started playing, during this time I made very good friends, developers and players, so I would like to thank you all endlessly, 3 months ago I stopped all my activities in MTA, but I was still receiving a lot of message requests (for paid development or other issues) after that I gave everyone goodwill feedback, but I had to stop this because I was receiving a lot of messages from MTA servers and players, Anyway I have to say that I will miss all MTA players and developers, I will visit from time to time but I won't have much time for that, for some players who will try to contact me I have to say that I don't have a discord server and I don't answer private messages, I think you will be understanding and thanks for that... I have reached the end of my career in MTA. I have worked voluntarily on many servers and participated in numerous projects. I have sold all the projects I worked on, both paid and free, and I would like to announce that I will no longer be continuing my projects. I had a great time on many servers, and for that, I want to express my gratitude. Finally, I am deeply grateful to the valuable members of the MTA team, as they have helped me in many ways. Some of them include @Sarrum, @Vinyard, @Citizen, @IIYAMA, @AlexTMjugador, and myonlake (Patrik). I will miss you, guys!
    6 points
  2. Hey MTA community! I’m excited to release the latest version of the In-Game Lua Editor for MTA:SA, now with even more powerful features to enhance your development experience directly inside the game. What’s New in v3.0: Create Resources directly in the editor, with the ability to choose the folder (e.g., [ADMIN], [GAMEMODES]) for resource creation. Rename and Relocate Resources in one action, making resource management easier. Delete Resources with a confirmation dialog to avoid accidental deletions. Create and Edit HTML Files alongside Lua files, allowing you to handle both HTML and Lua resources directly in the game. Base Path System to restrict developers to specific folders, making it perfect for team organization and isolating workspaces. Function Blacklist: Automatically block dangerous functions like loadstring, setAccountPassword, removeAccount, and others for added security. In-Panel Notifications to give real-time feedback for every action performed in the editor. Security Enhancements: Full ACL Permission System to control access and operations. Activity Logs with SQLite tracking every create, edit, delete, and rename operation. Path Protection and additional security measures to prevent risky operations. Video Demo: Watch on YouTube Download: Download the Resource Here GitHub Repository: Visit the GitHub Repository How it Works: The In-Game Lua Editor allows you to browse, create, edit, and delete Lua and HTML files all in real-time directly inside MTA:SA. No need for external editors or FTP uploads, and no server restarts required. Installation Instructions: Download the resource and add it to your server. Grant "Admin" ACL permissions to the resource. Edit the permissionACL variable in editorS.lua with your admin group. Use the /editor command in-game to open the editor. Let me know your thoughts and feedback! This tool has saved me countless hours, and I hope it helps improve your development process as well. More updates and contributions coming soon! Developed by BranD - Trident Sky Company
    5 points
  3. Tired of San Andreas water that looks like someone spilled green paint and called it “good enough”? Meet this shader: water so realistic, you'll forget you're in a 22 year old game. Enjoy ripples, reflections, and surface waves that almost make you wish GTA had fishing. Boats finally look like they’re actually in the water not floating on radioactive soup. Best part? It’s fully customizable tweak the look, the color, the movement, or make the water as cursed as you want. Plus, it’s at least kind of optimized to run smoothly on hopefully most rigs, so you won’t need a NASA PC to enjoy the water. Just install it, and watch your players get distracted and drive off a pier. https://community.multitheftauto.com/index.php?p=resources&s=details&id=19007
    4 points
  4. MTA UI Editor is a project created with the goal of making interface creation for Multi Theft Auto (MTA) much easier and more accessible. The editor provides a dedicated visual application for building interface windows for MTA, supporting both DxDraw-based interfaces and MTA’s native UI system. With it, you can visually design your interfaces and export them already prepared for direct use in your MTA resources, saving a significant amount of development time. This is the first version of the project, so some configurations may still be inconsistent or incomplete. If you encounter any issues, unexpected behavior, or have suggestions for improvements, please open an issue on the project’s GitHub repository. Feedback from the community is extremely important to help improve the tool. Requirements Windows .NET Framework 4.7.2 Open Source The source code is completely open and free. Anyone is welcome to modify it, improve it, or contribute to the project in any way. Download: https://github.com/was547/MTAUIEditor/releases Official Repository: https://github.com/was547/MTAUIEditor Picture: https://ibb.co/LXYgXdqV I don't know if I have published in the right place on the forum, sorry if this is the wrong category for this kind of resource, greetings!
    3 points
  5. -> develop and sell cheats for players to abuse in servers -> develop and sell anti-cheat for servers to defend from cheating players -> win-win with both sides
    3 points
  6. Hello MTA community! My name is Ehsan/Exxon I’m excited to share a project I’ve been working on: mtasa-nestjs – a high-level API server framework for MTA:SA, inspired by Express.js and NestJS. What is mtasa-nestjs? mtasa-nestjs is a modular, structured Lua framework that makes building server-side APIs for MTA:SA simpler and more scalable. It brings modern backend patterns like Controllers, Middlewares, Guards, Interceptors, and DTOs directly into MTA:SA resources. It’s perfect for developers who want to build secure, maintainable, and professional APIs for their game servers. Key Features Express.js / NestJS-inspired structure: Clear separation of concerns for Controllers, Middlewares, Guards, and Interceptors. JWT Authentication & Password Hashing: Built-in secure JWT (HS256) implementation and password hashing from scratch. DTO Support: Validate and structure input data for cleaner code. Middlewares & Guards: Handle CORS, JSON parsing, authentication, authorization, and more. No External Dependencies: Works out-of-the-box in Lua for MTA:SA. Why I Built This Many MTA:SA servers handle HTTP requests in an ad-hoc manner, often leading to messy and hard-to-maintain code. With mtasa-nestjs, you can structure your API like a professional backend framework, making your server easier to scale and maintain. Example Usage Creating a JWT Token: local token = jwt.encode({userId = 123, role = "admin"}, "SECRET_KEY") iprint(token) Protecting Endpoints with Guards: AuthGuard = function(ctx) local authHeader = ctx.headers["authorization"] if not authHeader then error(Exception.Unauthorized("Missing Authorization header")) end local token = authHeader:match("^Bearer%s+(.+)$") local payload = jwt.verify(token, "SECRET_KEY") ctx.user = payload return true end Why You Should Try It If you’ve ever wanted a clean, structured, and modern API architecture for your MTA:SA server, this is a great starting point. It’s fully modular, fully Lua-based, and ready to handle complex server-side logic with minimal fuss. Where to Get It Ready on my github repository called mtsa-nestjs Make sure to create your own controllers, guards and etc. I’d love to hear feedback from the community. If you try it out, let me know what features you find most useful or what could be improved. Happy coding!
    2 points
  7. This fan-made list features free, open-source, popular and reputable Multi Theft Auto resources containing Lua scripts that are not compiled or obfuscated. The goal is to provide a simple starting point for developers who want to learn from high quality code, reuse well maintained systems and contribute to projects that benefit the entire community. All resources included here are publicly available, actively used by players or servers, and shared with the intention of supporting collaboration, transparency and better development practices. Anyone is welcome to suggest additions or improvements so the list can stay accurate and useful for newcomers and experienced developers alike. The Multi Theft Auto server comes with a pack of official resources preinstalled. The full list of these default resources (and more information) is available on this MTA Wiki Article. Highlights: Map Editor Freeroam "play" gamemode Race gamemode Handling editor "hedit" Map fixes Scoreboard (TAB player list) Country of IP Address Admin Panel Performance Browser The list of the community/fan-made MTA resources is hosted on the following Google Spreadsheet for ease of maintenance and accessibility for everyone. https://docs.google.com/spreadsheets/d/1bbr-cXRvWQuyaNx0KtI2Imk4bD0UTWKxx0x8sh2FGKM/edit?usp=sharing Want to suggest a change or addition to that list? Reach out to us on the MTA Discord or here on the forums. It helps if you share your resource on #showroom (MTA Discord), community.multitheftauto.com, forums 'Resources' section, etc...
    2 points
  8. Sphene is now officially open source! https://github.com/sphene/sphene-mta Excited to work with all of you, to turn this highly experimental pile of trash into something beautiful! Remember, Sphene historically has been very experimental. Many different approaches were tried and researched and that has left a lot of experimental, legacy and unfinished code. It's not the most glamorous, but we're still proud of it! Together we'll refactor the legacy code, we'll finish the unfinished pieces and we'll work through all the large problems that are ahead of us. Repository wiki will be filled with information, and lists (current states of each mission, etc) in the coming days. REMEMBER! Sphene is NOT production ready. We will only help those who want to contribute to our development with setting up their local development versions.
    2 points
  9. 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
    2 points
  10. I am working with Cursor. Which is a fork of Visual Studio Code modified with AI in mind. It is my daily driver. The free version should give you enough monthly requests to finish your script. An no this is not a stupid AI, it is a optimised version for coding after all. You can even choose which AI you want to use, but some advanced may be behind a paywall.
    2 points
  11. PARKING METER SCRIPT COMPATIBLE WITH THE NEWEST OWLGAMING VIDEO SHOWCASE INTERESTING FEATURES OF THIS SCRIPT: dxDraw UI – modern and user-friendly display (like a real parking meter). Hourly parking system – players can choose how many hours they want to park up to 24 hours (to prevent unrealistic over-parking) Dynamic price calculation – price is automatically calculated based on time. Active/expired parking check – players can extend their active parking or start a new one. Sound effects – confirmation, payment. and error sounds. MDC integration – all payments and parking data are stored and then shown in MDC. Multiple parking zones – you can add unlimited zones and meters via config file. PAYHIP LINK If you have any questions, feel free to text me on Discord! (fajlyp)
    2 points
  12. MTA:SA - Claire Anticheat Claire is a modular, lightweight anticheat resource for MTA:SA, designed to improve the integrity and fairness of servers. Its core philosophy is simple: organize detections into clean, independent modules, make them easy to configure, and build an open platform that others can expand and improve. Claire runs silently in the background, acting as a guardian layer — constantly monitoring player behavior, network conditions, and client-side integrity without interfering with gameplay or degrading performance. Its design favors discretion and precision, targeting cheats without disrupting legitimate users. If you're looking for a solid, customizable way to secure your MTA:SA server, try out Claire. Why does it matter? By being fully open-source, Claire gives server owners an accessible and transparent tool to detect common exploits and improve their server environment. But more than that, it invites collaboration. The idea is that, together — through testing, feedback, improvements, and shared knowledge — we can create a more solid, trustworthy anticheat resource that benefits the entire MTA community. Current features Claire currently includes over 20 independent detection modules, covering movement, combat, environment manipulation, network spoofing, and more. All detections are modular, configurable, and designed to operate silently in the background with minimal performance impact. False positives are rare thanks to tolerance-based logic, score systems, and heuristic analysis. Overall reliability across all modules is expected to be around 95%, all features are listed at our GitHub page. Contributing Claire is an open-source project — contributions are welcome! Feel free to contribute with PRs, reports, or suggestions at our GitHub page. You can also reach out to us on Discord. Download Download from MTA Community: latest release - 1.1.5 from 2025/04/22 Download from GitHub: latest release - 1.1.5 from 2025/04/22 Please check our GitHub page before downloading it, I'm open for suggestions.
    2 points
  13. Link: https://payhip.com/TheDarkQ
    2 points
  14. It is indeed a kind of attack. It means that the player is able execute clientside-code on demand. The attacker is triggering 'known generic events' which might be handled by the server. The ones that are unknown are in your logs, the ones that are known and trigger able are not. But that does not mean that the ones that did trigger didn't cause unwanted results. You might want to consider to restart the resources, just to make sure there is no memory leak. The event which AngelAlpha mentioned can indeed help with detecting that kind of attacks. As an extend you can also add a honeypot, which in this case are 'unkown' events for your server but know for other servers. When a player uses this kind of attack again, you can ban them automatic. You might want take a closer look at your logs for candidates (for example money related). There is also this event: https://wiki.multitheftauto.com/wiki/OnPlayerTriggerEventThreshold But be careful with automating things, always test these kind of stuff or you might accidentally nuke your own player base.
    2 points
  15. Not sure what kind of backend you use. But here is an npm packets that could be used for inspiration. Probably some dependencies are deprecated. https://github.com/4O4/node-mtasa/tree/master The authOptions: https://github.com/4O4/node-mtasa/blob/aeac8ab9417a7b6a65f117491d1e648a6ad62422/src/client.ts#L107C17-L107C28 Using it in request: https://github.com/4O4/node-mtasa/blob/aeac8ab9417a7b6a65f117491d1e648a6ad62422/src/client.ts#L62 But under the hood (in JS) it is something like this: const credentials = `${username}:${password}`; const encodedCredentials = Buffer.from(credentials).toString('base64'); const result = "Authorization: Basic " + encodedCredentials The header is: Authorization The value is something like: Basic bWlqblVzZXI6Z2VoZWltV2FjaHR3b29yZA==
    1 point
  16. It should be for security concerns. You wouldn't want to visit a site that is designed to look for 'new functions' and starts call them. If you take a look at this page: https://wiki.multitheftauto.com/wiki/Meta.xml You can see that it is possible to call an export function over http What syntax do you need for calling an export function? http://<your IP>:<your port>/<resource_name>/call/<exported_function_name> https://wiki.multitheftauto.com/wiki/Resource_Web_Access How does authentication works? https://en.wikipedia.org/wiki/Basic_access_authentication#Client_side A 'basic' authentication should the way to go. It requires login credentials of an MTA user account with the correct permissions. This has to be passed every request. When you connect through the browser: http://127.0.0.1:22005/resourcebrowser/ You more or less understand what to expect. There is also a section about 'Router', which is new. Might be useful. https://wiki.multitheftauto.com/wiki/Resource_Web_Access#Router For inspiration https://community.multitheftauto.com/index.php?p=resources&s=details&id=18781 This resource is about fetching data from MTA to a (remote) host. This is the opposite of what you are trying to achieve, but probably still useful. Fetching from MTA to remote host Creating a MTA user (installation_s.lua) that only has the correct permissions.
    1 point
  17. I’m getting the “AC#4 Malicious activity” error when I try to join the server. I’ve already reinstalled Windows, but it didn’t fix anything. The Windows antivirus isn’t running, and stuff like Steam and Discord aren’t working either. Any idea what’s going on?
    1 point
  18. Hi there, You've already made a couple of advertisements for your server which can be found at the following links: https://forum.multitheftauto.com/topic/146857-big-roleplay/?do=findComment&comment=1033885 https://forum.multitheftauto.com/topic/146886--big-roleplay-《/?do=findComment&comment=1033919 https://forum.multitheftauto.com/topic/146906-big-roleplay/?do=findComment&comment=1033958 At this point you're on the verge of spamming, so please focus on one and only one of the topics I've linked above and please stop creating new topics for the same server, otherwise we will have to take administrative actions. Thanks for understanding.
    1 point
  19. I cannot seem to find unstable variant of net.so/net_64.so anywhere. The install-data script (which uses https://mirror-cdn.multitheftauto.com/bdata/net_64.so) fetches untested one. The same site does actually provide unstable net.dll for windows. https://nightly.multitheftauto.com also just provides untested one. So, if anyone could provide me with the link to unstable net_64.so v1.7, that'll be wonderful. I'm specifically looking for rev-25899 but any of the recent revision will work.
    1 point
  20. why is it so hard to find a decent server to play on without admins being so toxic and rude? why is it only in mta? Last server I played on was a default server not even a minute has passed and I got banned and called the n word by the owner. That's not it I played on another server which was called default P and I got muted for no reason, I only asked why the server was lagging and they muted me without any explanations. I even got blown up over and over again when I joined a random rpg server, not even a second in and I just kept getting blown up repeatedly. I did play mta since 2012 and I did play on cit ( not like it's any different lol the mta admins there are way worse ) I even remember that there was an event in cit where you had to steal a car and deliver it somewhere while everyone is chasing you and I even got chased by an admin with super speed ( they had the cit tag by the way ) and got destroyed by them, another time I literally got banned for delivering the vehicle and accused me of exploiting bugs. I only stole the car and drove it. the point is I really wanna find a decent server to play on, a server that respects its player community. MTA doesn't have that sadly and it breaks my heart that one of my favorite games has a very toxic community and very sadistic admins. I really wonder if I should make my own server and I wouldn't mind if anyone wants to help me make it and spread positivity with me I'd be glad to welcome you in. Thanks for listening.
    1 point
  21. Yes, you’re right. I was thinking maybe you could just add explosives.
    1 point
  22. Vending Machine script inspired from the singleplayer version. Player health will be refilled a bit after each drink. It verifies the money and responds based on that. Works with every vending machine in the map. Video to explain it more: For more information, feel free to join my discord server: https://discord.gg/Nex7e6JUhe Discord account is mehdi4664
    1 point
  23. Good job, it was an honor to test it
    1 point
  24. local toggle = false local savedCursorX, savedCursorY local function restoreCursorPos() if savedCursorX and savedCursorY then local screenX, screenY = guiGetScreenSize() setCursorPosition(savedCursorX * screenX, savedCursorY * screenY) end end local function togglePanel() toggle = not toggle if toggle then showCursor(true) for i = 1, 5 do setTimer(restoreCursorPos, i * 50, 1) end else savedCursorX, savedCursorY = getCursorPosition() showCursor(false) end end bindKey("k", "down", togglePanel) Can you just try this? ı added a timer for it.
    1 point
  25. cursorX, cursorY = getCursorPosition() -- showCursor(false) <-- Use Before Then ... -- showCursor(true) <-- Use After Then screenX, screenY = guiGetScreenSize() setCursorPosition(cursorX*screenX, cursorY*screenY)
    1 point
  26. Honestly, the issues you listed are all issues that are caused by a combination of bad scripts and a bad infrastructure. There's only so much Multi Theft Auto can do if server owners don't bother to learn proper security practices and implement them. Also, anti-cheat clearly has seen updates numerous of times since 2023 (obviously they're not open about all the changes). Development is happening on a nearly daily basis with plenty of new updates coming available. The community is far from being neglected, a lot of the community is on the Discord server nowadays though. Please get your facts straight before you make such accusations.
    1 point
  27. @thebossofc O erro está dizendo que o 4º argumento do seu setPedAnimation deveria ser um número, mas vc colocou um true no lugar. setPedAnimation(source, "crack", "crckidle"..math.random(1,4), true, false, false, false ) -- 1 2 3 4 (era pra ser um número inteiro, o true é só depois) Faltou você declarar o parâmetro time. Normalmente o valor dele é -1.
    1 point
  28. The warning occurs because onMarkerHit can be triggered by other elements like vehicles, not just players. This means you're sometimes passing a non-player element to getPlayerAccount, which results in returning false instead of an account. You should check if thePlayer is actually a player element before doing anything: function moveGate(thePlayer) if getElementType(thePlayer) == "player" then if isObjectInACLGroup("user."..getAccountName(getPlayerAccount(thePlayer)) , aclGetGroup("PMESP")) then moveObject(gate, 1500, 1334.8000488281, -1334.1999511719, 10) end end end addEventHandler("onMarkerHit", marker, moveGate) You should do the same in the move_back_gate function, otherwise, it will execute twice when a player enters with a vehicle, for example.
    1 point
  29. i got it, thx have a good day/night
    1 point
  30. It's great to see you here again after years. This worked. Thanks IIYAMA!
    1 point
  31. You can make your own functions that operate in terms of your custom concepts, and use dxDrawRectangle/dxDrawText under the hood for actual drawing. An example: function getCoords(coordSys, x, y) if coordSys then x, y = coordSys.x+x, coordSys.y+y end return x, y end function makeCoordSystem(parent, x, y) local finalX, finalY = getCoords(parent, x, y) return { x = finalX, y = finalY } end function drawText(coordSys, text, x, y) local finalX, finalY = getCoords(coordSys, x, y) dxDrawText(text, finalX, finalY) end function drawRectangle(coordSys, x, y, width, height, color) local finalX, finalY = getCoords(coordSys, x, y) dxDrawRectangle(finalX, finalY, width, height, color) end This implements a concept of coordinate system, the coordinate offset described by table with keys x and y. With this, you can do: local onScreenHud = makeCoordSystem(false, x*1200, y*120) -- false means onScreenHud will be placed in absolute coordinates function drawHUD() drawRectangle(onScreenHud, 0, 0, x*1400, y*400, tocolor(0, 0, 0, 150)) drawText(onScreenHud, "Text", x*20, y*10) end Since makeCoordSystem has parent as first argument, even coordinate systems themselves can be positioned with respect to other coordinate systems: local someInnerHud = makeCoordSystem(onScreenHud, x*20, x*40) function drawInnerHUD() drawText(someInnerHud, "Text in the inner HUD", x*20, y*10) end It's all about coming up with the right abstractions. As an example, you could modify this to add width and height properties to coordinate systems, and use them in calculations so you wouldn't have to write x* and y* everywhere.
    1 point
  32. Кикает с локалки с той же самой ошибкой? Скинь скриншот её полный. Выходит, что возможно и в самом деле бан, хотя с какого перепугу не пускать даже не локалку... Сбой? Вот кстати сообщение от администрации из похожей темы в этом году:
    1 point
  33. Thank you for your support to the community, it was an honor to have met you and I hope we meet again one day. I wish you the best of luck!
    1 point
  34. v5.1.0 released (forgot to announce it here) v5.2.0 released, changelogs: https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v5.2.0
    1 point
  35. Hi... I don't know what you mean by coreconfig.xml (I don't think this comes with the default MTA SA server... But in the server files you can find mtaserver.conf file which had all of the loaded resources. Down almost at the bottom (of mtaserver.conf): --You'll see this area which is where you put your Resources... --resource src is the name of the resource. --startup="0" means don't start up when server starts and startup="1" means DO start up when server starts. --and protected="1" means don't shutdown server while this service is active (it should be used for database scripts. --I think what you want is: <resource src="YourResource" startup="0" protected="0" /> (startup="0" is what I think you want to do.) <resource src="admin" startup="0" protected="0" /> <resource src="Commands" startup="1" protected="0" /> <resource src="Database" startup="1" protected="1" /> <resource src="DXRec" startup="0" protected="0" /> <resource src="GPS" startup="1" protected="0" /> <resource src="HUD" startup="1" protected="0" /> <resource src="JobSystem" startup="1" protected="0" /> <resource src="LoginSystem" startup="1" protected="0" /> <resource src="MiniMap" startup="1" protected="0" /> <resource src="RadioSystem" startup="1" protected="0" /> <resource src="Spawns" startup="1" protected="0" /> <resource src="Speedometer" startup="1" protected="0" /> <resource src="FuelSystem" startup="1" protected="0" /> <resource src="VehicleSystem" startup="1" protected="0" /> <resource src="YouTubePanel" startup="1" protected="0" /> </config> Sorry if I am way off on this... I am an amateur coder just trying to help.
    1 point
  36. yo puedo venderte uno, hecho desde 0, adaptado a tu servidor. discord: kaosblaze
    1 point
  37. ¡Hola a todos! Hoy les presento un proyecto único, un servidor de roleplay diferente a todo lo que han visto. Hemos creado un gamemode completamente desde cero, diseñado para ofrecer una experiencia de juego más rica, inmersiva y dinámica. ¿Qué lo hace especial? Cada sistema y mecánica ha sido pensado para brindarte un rol auténtico, donde tu historia, tus decisiones y tu interacción con el mundo tienen un impacto real. Desde un sistema económico estable hasta facciones equilibradas, todo está hecho para que vivas una experiencia de roleplay profunda y auténtica. Seleccion de personajes: Creacion de Personajes: Este es solo el comienzo. Estamos trabajando (yo solo) para ofrecer un mundo único, en constante evolución, y queremos que tú seas parte de él. ¡Únete a nosotros (a mi) y construyamos juntos algo increíble! Esta es mi idea de servidor y ya la llevamos por delante. ÚNETE. **Se necesitan**: -Scripters -Mappers -Administradores -Moderadores -Gente con amplio conocimiento en Roleplay Contactame en discord https://discord.gg/9b8BmYDgZ5
    1 point
  38. This feature is already available under Preferences -> Appearance tab, in the Skin section, select DarkVector for dark mode https://imgur.com/a/KyPB57e
    1 point
  39. ChatGPT ist eine weltverändernde Form von künstlicher Intelligenz. In ihrer Art die Mehrdeutigkeit der Kommunikation zu erfassen und daraus zielgerichtet Antworten zu geben stellt eine Gefahr für unsere heutige Gesellschaft dar. Die grundfesten Ideale des Kapitalismus, der Wertschätzung werden beraubt in dem man seine eigene Existenz in diese Netzwerke opfert. Mit meinem Expertenwissen versuche ich euch zu erklären worum es in Wahrheit geht:
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  40. Introduction This guide intends to teach 3ds Max users how maps are converted and imported/exported through 3D applications, to then be used in professional renders, visualizations, machinma's or to utilise 3ds Max as a precise map editor. The below video demonstrates some of the possibilities that are being taught through this guide. There is a download link in the video description to IPL's that I have decompiled and filtered. Table of contents Prerequisites Access to GTA SA assets (read https://forum.multitheftauto.com/topic/119240-mta-modding-in-3d/ on how to extract, etcetera) Converting/decompiling GTA SA assets for compatibility Caution for performance and processing Importing IPL and IDE to 3D application Model issues and solutions Solution: Alpha is severely broken or has the wrong material applied on faces Solution: Random polygons appear black with flipped normals (.001 weld + reset/adjust smoothing groups) Common uses Converting to FBX Mental Ray adaption Designing and rendering a scene Mapping using Max Prerequisites Must have Autodesk 3ds Max of any desired version. Must have Kam's Maxscripts. Must have The Hero's RW importer. Must have GIMS EVO (Max 2016 or below). The beauty of this tool is it can convert various types of materials containing diffuse texture, into standard or GTA 5 material. It supports Kam's and RW material to be converted to standard. It is recommended to add the tool to a secondary copy of 3ds Max due to the heavy size of it. It is possible to have multiple copes of 3ds Max under 1 Student License. IPLs_for_download.rar Access to GTA SA assets This guide assumes you have already extracted the entirety of the .img archives found in \models directory of your GTA SA installation. Extracting the interior and cutscene archives is ideal as well. I'm not going to cover the process in this guide, instead please read my MTA Modding in 3D guide. The following files are needed and has a description for where they're stored. - DFF (gta3.img, cutscene.img, gta_int.img @ Grand Theft Auto San Andreas\models) - TXD (gta3.img, cutscene.img, gta_int.img @ Grand Theft Auto San Andreas\models) - IPL (gta3.img, gta_int.img @ Grand Theft Auto San Andreas\models) - IPL [binary] (Grand Theft Auto San Andreas\data\maps) - IDE (Grand Theft Auto San Andreas\data\maps - these are optional as they store 2dfx etc.) - IFP (Grand Theft Auto San Andreas\anim - these .img archives contain IFP archives which stores a good bunch of animations each. It's possible that gta3.img and cutscene.img contains IFP files too.) Converting/decompiling GTA SA assets for compatibility Before certain data can be processed by 3ds Max, it needs to be decompiled and cleaned up. Fortunately there are modding tools available which can partially get it done, leaving only small bits of work to be done by hand. GTA SA has a set of binary and non-binary IPL files. Every IPL found in gta3.img and gta_int.img are binary, meaning they're in a non-readable format and cannot be read by 3ds Max, as opposed to IPL files found in \maps\ which can be read. IPL files found in .img archives do not contain LOD models, whereas ones in \maps\ does. To help identify a LOD, you can look for lines that ends with -1, although not all of these are LOD's. If you want to load in LOD's separate from high detail's, you'll have to filter out LOD's by hand. In order to decompile binary IPL's you need the Binary decompiler tool from gtainside and the IPL name restorer from GTAforums. By simply decompiling the IPL files, they'll rename all of the model names to "unknown" but retain the ID's. The IPL name restorer tool will then restore the ID's by cross searching IDE files. There are cases where the tool fails to perform the rename, this namely happens for models which are animated such as burger shot, mills, signs etcetera. To correct this, simply use Prineside, look up the ID and get the model name associated with the ID. For those who care to keep LOD's separate from high detail's, simply use a coding editor e.g Notepad++ and use the search function and disable "case dependant" and search "lod". You'll want to have 2 versions of every non-binary IPL, one for LODs and one for high details. For high detail IPLs, delete anything with "lod" in their lines, and opposite for LOD IPLs. The first video in the thread contains decompiled IPL's, sorted with LOD's and without LOD's, and has interior world decompiled as well. Several IPL's can be merged together if so desired, although it may be wise to keep them separate to avoid overloading your scene with thousands of objects. Caution for performance and processing For anyone who doesn't have experience with game model conversion and import of game maps, it's crucial to know that a single part of the map, where that part of the map is not even half of a city, can have fatal consequences for your 3D application and cause shutdowns or hour long freezes if not optimised and dealt with. Your computer will not be very welcoming to thousands of objects and especially materials/textures. It can take 1 IPL district for your viewport to reduce to 5 FPS even without materials visible in viewport. Ways to go about this is using instances and xref/proxies. It seems that IPL imports instances, but at times they lose their instance status and become unique from eachother. If this issue is encountered, you'll want one model to be the parent of a lot of other instances. To do this, either check this Autodesk forum post or open Maxscript listener and add the following code. for obj in selection do instancereplace obj $foo Replace "foo" with the name of the model that you want to use as instance parent. For example you have 11 palm trees, 10 of which are named palm_tree and 1 is named palm_tree_parent. Select those 10 and then replace the word "foo" with "palm_tree_parent". Whenever you make geometry changes to "palm_tree_parent" the 10 others will be affected. Instanced models is a good start on scene optimisation, but is far from great. Deleting objects not seen by the camera or shadows, reflections, etc. can do a great deal of change for your viewport and render speed. Do yourself a favor and google scene/render optimization. I learned a lot for my demoreel through the following articles: https://evermotion.org/tutorials/show/10105/optimizing-3d-scenes-for-faster-rendering https://cgtricks.com/save-memory-when-working-with-big-scenes-3dsmax/ That being said, it's important to be aware of how big an impact these 16 year old maps can have on your $2000 workstation. Your computer won't take the maps lightly. If needed, consider splitting map parts into several max project scenes to avoid overload and rendering/work issues. Be extremely cautious with detail of reflection, refraction, shadows, lighting as these REALLY eat up rendering time from a solid 2 minute to 10 minutes+ if done by somebody without sufficient knowledge. Sometimes alpha materials may also slow down the renderer. There are also ways to enhance rendering speed (if using Mental Ray) by choosing IBL (Image based lighting), this can cut down rendering time by 2-6 times rather than using Final gather, however the quality can degrade so it's really a question about whether a shorter render time is desired at the expense of render quality. Importing IPL and IDE to 3D application Certain GTA scripts such as Kam's vanila and Kam's Goldfish editions comes with IPL import functions titled as "Map IO". These functions can handle not only IPL and IDE import with several settings, but also export. Exporting as .IPL can prove useful for mappers who then convert their IPL to MTA map editor format. I have just found that Goldfish's Map IO allows to to import not only standard materials (negating the need to convert gta material to standard scanline) but also allows to import binary IPL by specifying a local .dat file. This guide however focuses on the traditional way of importing and handling maps using vanilla scripts, not Goldfish's, so that those who want to know more in depth about the formats gets the option to do so. Nevertheless, below spoiler contains a quick overview of doing it using Goldfish's latest script. The below image shows how data files can be imported into 3ds Max along with models, by using Kam's orginal script "Map IO". Path to your DFF files. Ideally, you've extracted all of the IMG archive's contents into 1 folder. Version of the game models. Some DFF models are different depending on game to game (III, VC, SA) Select desired image format. Choose the one that your TXD files were extracted as, in my case it's TGA. Import IPL file. Import IDE file. Import ZON file. Import 2dfx data (after IDE is imported). For the vast majority of binary IPL's, only props, buildings and roads are included. The regular IPL's found in GTA SA installation\maps\ usually contain the land masses and such. The binary IPL's contain stream numbers, so they're split into several different IPL's presumably to put less strain on the GTA streamer. These can be merged into one if desired, but not ideal. Model issues and solutions There aren't any perfect GTA scripts and tools available to public to flawlessly import maps. For all of them there are either limitations or incorrections. Same applies to Blender. This guide contains some of the issues and possible solutions, but they're far from perfect. A minor issue which doesn't deserve any header is where IPL doesn't import anything, or an error message appears. This is usually the case when a different GTA script has been opened in the current 3ds Max instance. Simply close 3ds Max and run again. If it still happens, repeat the step but try on a new project scene, then save as new project file and merge into the main project scene. Solution: Alpha is severely broken or has the wrong material applied on faces All editions of Kam's scripts has issues with importing face or material index correctly. What this means for imported models is that they have randomly flipped faces (identified by black faces) or have the wrong material applied on the wrong place, e.g wall bricks on a house roof or tree bark on tree leaves. To fix these issues, use either CJ2000's RW importer or The Hero's RW importer. These two import materials and normals nearly correctly, although by looking at the models in viewport there's still black (flipped) faces. This is not the case when rendering the model, however. It's important to note that RW does not always import the rockstar models perfectly. There are cases where faces must be manually flipped, or enable doublesided for particular models. Disabling backface culling (on render) solves it most of the times. It's possible that neither of the above scripts imports 2dfx data unlike Kam's. In which case, it may be necessary to import map with Kam's, preserve the 2dfx positions and then replace corrupted models with RW imported ones. If several models are corrupted, it may be a good idea to look into using some object replacement scripts or functions if they come with 3ds Max. This can speed up with auto-aligning correct models to the corrupted ones. These articles may help: https://jamiesjewels.typepad.com/jamies_jewels/2011/10/85-3ds-max-quicktip-substituting-objects.html https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-2CABA3D7-ECFA-4D0D-A8C2-E86600BEFBE4-htm.html Solution: Random polygons appear black with flipped normals (.001 weld + reset/adjust smoothing groups) The "Alpha is severely broken or has the wrong material applied on faces" section explains part of why this occurs. A way to fix the viewport issue is welding all vertices at 0.001 threshold. This removes any overlapping vertex. The model's smoothing groups can then be reset or adjusted, provided the model is imported with 1 total group which makes for a very smooth and unrealistic appearence. To correct the black polygons, use the "Flip normal" function. Simply flip any black polygons which are supposed to be white. This is not relevant to fix if your end goal is to render the map. Simply follow the method for "RW" scripts from the above section. It's only ideal to flip the faces if it annoys you to view the models corrupted in viewport. Common uses A lot of things are possible by importing GTA map into 3ds Max. For instance, film makers are able to integrate their own models with ease, customized animations and even physics, FX and much more. MTA mappers can also use the program to create mappings in 3D with a lot of powerful tools to ease the workflow. This can prove exceptionally useful for race maps due to Max's array functions to instance an object a thousand times along a curve to generate roads, loops and what not. Converting to FBX Instead of being restricted to Renderware and DFF formats, modelers can now import GTA map and then convert materials and the model components to be suitable with other programs and engines such as Cinema 4D, Unreal Engine and Unity. The conversion to FBX is in fact very simple. In order for DFF models to be converted, their material and lights needs to be converted too. GTA/RW material needs to be converted to standard scanline material. Normally it's only a matter of changing the material to standard and copying over the diffuse texture, and in rare cases, a specular and environment image as well. Lights may need to be adjusted to show the color that they're given in their IDE (if they import as dummies). Once that's done, the models may be exported as FBX (or any other model format). To correctly save as FBX format, follow the below steps. Go to File -> Export -> Export selected. This ensures that only the selected assets are being added to the FBX file, and that none other e.g non-converted models interferes and breaks the file. Next, find a location for the FBX file and name it to your liking. Below are the ideal settings for a GTA map to be exported as FBX. Smoothing Groups - enable if your lighting won't rely on vertex colors. You'll instead want to use smoothing groups to define model's shading. Preserve instances - enable if your scene utilises instances, disable if your scene only contains unique models. Preserve edge orientation Embed Media - Max will reference the textures used in the models, search for them in your texture folder, then paste the ones used in the scene into the FBX file. Very useful to cut down on texture folder size as it'll only use the ones that are used by your map. Can save some computer disk space. This can be useful if your client or member doesn't have access to your global texture folder. Units - normally you'll want metric/meters as that's the system used by SA. Axis Conversion - SA is Z-up whereas VC is Y-up (wrong?), so keep as Z-up. It's optional whether you should export lights or not. Look through the settings just to ensure that everything adapts to your preferences. If it does, hit OK and it will export. If you get an error message, make sure you've only selected the models with standard material. Mental Ray adaption For those who own a 3ds Max copy of version 2017 or higher, has the ability to change standard scanline materials to Physical among other material types within a few clicks using the Scene Converter (through the Rendering menu). For simple materials with diffuse maps, there are also other tools and 3rd party plugins that can convert between Vray/Corona/Arnold/Mental Ray and so forth. Having Standard Scanline materials in a Mental Ray scene can add to performance and render speed; it's always a good idea to keep materials corresponding to the active renderer. Arch & Design material also has a lot more functionality than Scanline does. In order to convert Scanline to Arch & Design, install the Material Converter from the following site. https://www.motivacg.com/downloads/scripts-3dsmax/. With this tool, simply choose the materials type according to their renderer. On conversion, all standard materials including multimaterials are converted into Arch & Design for use with the Mental Ray renderer. Designing and rendering a scene 3D rendering can be a beneficial way of visualizing a project or simply create art out of San Andreas. The above was shot on 3ds Max using Mental Ray as renderer in a scene lit by daylight system and parti volume shader as means of environment fog. A separate render pass was exported on the graphics card for Ambient Occlusion. The beauty and AO map were composited together and then color corrected. I tried to imitate "Welcome to the 80's" style of his GTA SA remastered CG shots. Down below I'll have a video and few lines of text on what I did to achieve part of what you see. It will by no means be the perfect guide to produce this exact image, but it hopefully will help people get started and troubleshoot issues through the process of setting up a scene. In the below video's description there are additional links and information. It's important to pause the video once a new subtitle appears, as they do not show for a very long duration. For those looking to add character animations to their project: Own GTA Anim Manager. Minor program that allows you to dig into IFP archives and change/modify their contents. Useful for adding/removing IFP animations in IFP archives. Own Kam's IFP scripts (comes with the DFF IO etc). Allows you to import animations onto skin rigs. It is a good idea to make necessary changes to rigs before applying animations. Necessary changes could be subdivision/smooth, material setup etcetera. After an animation is applied it's recommended to parent the Root bone to a dummy, so the new dummy can rotate the rig without the rig getting deformed while posing it. Mapping using Max Over the years a few community contributors have designed tools which export map files from Max, as well as internet converters which convert IPL to MTA. Which one to use really boils down to user preference. The most common however would be Kam's Map IO. This has the functions to export position/rotation data through IPL and IDE file types. These can be parsed/converted through 3rd party tools not necessarily related to Max. Another Max method of generating MTA maps is exporting using 50p's Map exporter. The beauty of creating maps in Max versus MTA map editor, is the ability to work in 3D and really isolate the mapping from everything else with a few clicks. It also offers great scene management, granting users options to import SA map for position reference, hide the SA map while creating their custom map etcetera. It also allows for visualizations of mappings using modern 3D graphics engines. 3ds Max has a lot of tools to create arrays or scatter objects around the surface of another object, those objects' pos and rot data can then be converted to MTA map file format. Mapping in Max can prove exceptionally handy for race mappers, or for those looking to group objects and move them all together, map with attention to precision or instance thousands and thousands of objects.
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  41. Hello. I want to present you my game mode based on Counter Strike. The server with this game mode was not popular and died. I get some break and now I decided to continue this project and release for Multi Theft Auto community. Features interface based on CS: Source full dynamic and easy customizable weapons & shop (including grenades as flashbang, decoy; nightvision goggles etc.) own damage system carrying weapons on the back, C4 in the hands spectator mode with freecam and "wallhacking" friends from your team and weapons on ground weapon drop planting & defusing bomb hostages server Message of The Day, global news, new version notification and auto update master server list Rock The Vote and nominating maps to the next vote; auto vote after 30 rounds support for different languages (standard is english and polish) Screenshots (click me) Videos (click me) Download Community: https://community.multitheftauto.com/?p ... s&id=10487 Thanks to Ren712 - ped wall shader & mapfix shader
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  42. Section Rules 1. Any fulfilled requests or discarded offers shall be reported via the report system in order to be locked and/or archived. This is mandatory, as the goal is to keep this section as clean and accurate as possible. 2.Topics must have a sufficient description of what are you offering or looking for. Eg. if you're looking for a scripter for your gamemode, you must detail what would you need the scripter for. This doesn't exactly involve giving away the whole concepts or whatever you don't want to disclose to the public, but it would be appreciated if you could include more details than just straight single line offers, such as "I need a scripter for a zombie gamemode". Whether or not the amount of detail is sufficient for the nature of your request is a subject to moderator judgement, and failing to meet criteria may result in your post being discarded. Formatting your topic In order to keep the section clean, accurate and easily viewable, it would be appreciated if you could use the following guidelines for your topic: 1. Topic titles should have the form [LF/OFFERING] Brief description [Paid/Non-Paid]. Please make the description as brief as possible here. Eg: [OFFERING] Skilled scripter [Paid] [OFFERING] Rookie modeller looking for some practice [Non-paid] [LF] Any-level scripter for a small server [Non-Paid] 2. The first post should be written in at least 2 parts: first part should contain a brief description of yourself (and/or the server or community you are from) second part should elaborate on what are you requesting/offering, once again, as detailed as you possibly can/want
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  43. Some crashes in 32 bit Windows are caused by MTA running out of address space. The best solution is to use 64 bit Windows. For 32 bit Windows, these MTA settings may help a little: 1) Settings->Advanced->Fast CJ clothes loading->Off 2) Settings->Advanced->Streaming memory->Min 3) Remove all GTA:SA graphic mods (GTA:SA reinstall is ideal) Or, you could try enabling the 3GB switch in 32 bit Windows Details at this link In summary, for 32 bit Windows 7,8,10: 1) Find C:\Windows\system32\cmd.exe in Windows Explrorer 2) Right click on cmd.exe and select 'Run as Administrator' 3) In the black box enter this command: bcdedit /set IncreaseUserVa 3072 4) Press return 5) Restart computer 6) Pray
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  44. Tak, ale plugin ten jest na tyle biedny, że podpowiada tylko funkcje. Niezależnie od tego czy plik jest ze strony serwera czy klienta. Właśnie to na celu ma mój program - ułatwić tworzenie zasobów. Przykładowo jeżeli będziemy mieli takie widzimisię stworzyć nowy zasób to zrobimy to stosunkowo łatwo wybierając odpowiednią opcję z menu. Proste, szybkie i skuteczne. Co do podpowiadania funkcji to również dołożę starań, by dołączyć do danych funkcji parametry wymagane i opcjonalne. Tak, by zminimalizować ilość wejść na wiki, a tym samym zmniejszyć czas tworzenia kodu. Wczoraj na swoim FP zamieściłem poglądowy wygląd tego IDE. Wygląda on tak: https://scontent-fra3-1.xx.fbcdn.net/hp ... 0515_o.png Aktualnie: - program samodzielnie znajduje ścieżkę dostępu do folderu MTA. - pobiera wszystkie dostępne w katalogu "resources" zasoby. - koloruje składnie. - parę drobnych rzeczy. Mam nadzieję, że się podoba i że skorzystacie z tego programu. Będzie on dostępny dla wszystkich za darmo. Będzie aktualizowany i mam nadzieję, że deweloperzy MTA zaimplementują go do MTA jako dodatkowy program przy instalacji(tak jak w przypadku PAWNO w SA-MP).
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  45. Get everything in the file as a string and put it on a variable. Get the position where you want to write and remove everything infront of that position and put that onto another variable. When you writed, paste the strings together and put them into a file (create a new file, overwrite it IF succeed) and save it. I think there better ways to do it, but atleast you are sure it won't overwrite is if you do it like this...
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  46. MTA IS NOT FOR MAKING ADDONS FOR SAMP! This will just not work, this is MTA plugin for MTA and we are not supporting to use hard job of our community to SAMP. End of topic.
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