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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 Company5 points
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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=190074 points
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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!3 points
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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
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-> 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 sides3 points
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Hi, There is an upcoming build being prepared by Dutchman101 and releasing later today that should solve this issue. Make sure to update your game once the build is out and check whether the issue persists or not.2 points
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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
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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
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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.2 points
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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
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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
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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
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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
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mtasa://179.61.132.118:22003 Welcome to San Andreas Apocalypse Step into the immersive post-apocalyptic world of San Andreas Apocalypse, where survival, exploration, and adventure go hand in hand. You start in Zone 11 – Dillimore’s Hope, a safe colony that took you in after the outbreak. A short tutorial guides you through the basics of the game, and from there, the world is yours to explore. Daily login rewards keep the adventure exciting, giving you unique items each day, while the referral system allows you to invite friends and earn rewards as they progress. Character settings let you customize spawn points, skip the intro, change language, and enter bonus codes for extra advantages. Explore the World San Andreas is divided into 24 zones, some requiring the Survivor Pass to enter. Each zone features radio towers that, once unlocked, reveal map blips, the minimap, and zombie proximity. Wildlife roams freely, allowing hunting for meat, fur, and other resources. NPCs populate the world, offering quests, tips, and valuable items, while interactive characters can increase friendship levels through gifts and help. Shelters and safe zones provide security, and shops scattered across the map sell weapons, vehicles, seeds, clothing, and more. Survive the Apocalypse Beyond safe zones, zombies rule the streets. Every defeated zombie rewards you with experience points, money, and rare brain mass, which are essential to acquire weapons, vehicles, shelters, and other resources. Strategic gameplay and teamwork are key to reclaiming San Andreas from the undead. Special creatures like Bigfoot and Spinosaurus offer unique challenges and rewards, including powerful weapons, rare items, and massive experience points. Quests, Jobs & Activities The game features a variety of quests, including main story quests that advance the narrative and multi-stage quest series that require item submissions. Standard repeatable quests provide daily and weekly challenges, such as hunting zombies, collecting resources, or rescuing survivors. Jobs include Treasure Hunter, Cave Explorer, Street Cleaner, Lumberjack, Mechanic Helper, and Ocean Cleaner, each offering unique ways to earn rewards. Fishing allows you to catch fish and shells, which can be sold or used for quests. Vehicle missions involve rescuing survivors or transporting valuable items, and looting mechanics let you explore houses, buildings, garages, and vehicles for rare items. Dynamic airdrops, boss fights, and zombie nests keep the world unpredictable and exciting. Vehicles & Customization Vehicles can be purchased, obtained through quests, or found in the world. Players can store vehicles in server garages, upgrade engines, repaint vehicles, and dismantle old vehicles for parts used in crafting. Private garages and lootable garages provide safe storage and strategic advantages. Random vehicle dealers offer unique models, encouraging exploration and collection. Player Interaction & Economy Players must manage hunger and thirst, eat and drink regularly, and can form temporary parties to defeat zombies together for bonus experience. The chat system features extended range options, leaderboards track top players, and paydays, along with the wheel of fortune, provide money, experience, and SAA Coins. Skills improve through activities, including medic, mechanic, weapon expert, and vehicle expert levels. Farming, crafting, and placeable objects allow creative interaction with the world, while the player market lets you sell items to others directly. Colonies & Teamplay Form or join a colony to cooperate with other players. Kill zombies to gain colony experience, level up, and unlock additional player and vehicle slots, warehouses, and laboratories. Participate in daily and weekly tasks, lab battles, supply deliveries, and money transport for extra rewards. Shelters can be converted into colony bases, granting all members access to secure facilities. Personal Overview & Collectibles The personal overview menu (F2) tracks photos, documents, achievements, crafting recipes, known characters, and discovered locations. Collectibles include horseshoes, logos, Tiki statues, hidden packages, batons, badges, sharks, and photos, all of which can be used in the Bonus Shop for additional advantages. Are You Ready to Survive? In San Andreas Apocalypse, every choice matters. Explore a vast, dynamic world, face challenging quests, team up with allies, craft powerful items, and rise above the apocalypse. Your journey begins now — will you survive and reclaim San Andreas, or become part of the horde? DISCORD: https://discord.com/invite/Gfs84Ma8en BEMYDRE4M DEVELOPMENT ON YOUTUBE: https://www.youtube.com/@BEMYDRE4MDevelopment1 point
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Hi, We do not handle server bans. This is not a MTA ban. Please reach out to the admin team of the server that banned you in order to appeal your ban, or seek other servers to play on. Good luck!1 point
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Ofc you are right. and this should always be good advice for everyone to not mess with critical data. i know it, and more programmers should know that. i like to organize everything in hierarchy of importance. like cars possitions can be lost if something happens wrong. as that's not so crucial to server working after shutdown. and in database are still hold relativeley "fresh" data, like vehicle possitions and so on. But money and housing systems for examples are 1st or 2nd importance. so it must be sure that after buying a house money amount is right and house owner is assigned afap in buffer and database. and ofc validate everything. yeah i know that i can do that this way. but i was thinking about directly working with server objects. like buffermodule takes objects how they real look like. and scan only for lets say vehicles. and all previous ideas of how it will be implemented in lua. and make them in Cpp instead of lua. oldtable newtable etc. direct calling from module to built in dbFunctions should be faster in theory. and if i use some coroutines i can prevent that way server from lagging. but still keeping the lua code just to drive module. but i can mistaken somewhere and what i think can be fast. can also be not fast. on one side i can then keep everything hardly bounded together. but on the other side it can be error generating nightmare. what i know from experience in Cpp xD. and my question is. do i'm right about it? and if so. are there good sources to start with it? cause personaly i didn't found anything more usefull on the internet than example module. and ofc mta blue repo. im having in mind some sort of documentation. cause looking at servers source code just to get an idea of how module should look like and work pushes me back even from trying. im doing it everyday, so getting point of my mates is my second nature. but mta blue server is a lot of code. so i guess my natural questions are. if there is a chance that server can save 5% to 10% of power and space. is there any code documentation? so i can short my working time on module. ofc if im right that it can save cycles. i never wrote mta module, and didn't heard opinions of people who did. maybe someone is reading this rn. please get in to discussion. you can help me and others just by getting in to discussion. EDIT also thanks for earlier replying @IIYAMA1 point
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Ty so much for reply. Yes i had same thing in head about how buffer should look like. Changing only values that has changed etc. I didn't precised it well. By sending tables to database every 30s. i was thinking about mechanism that also stacks changed values to certain amount. Like old table and new table concept. Lets say im checking every 30s if cars changed their position. I compare old table with new. And values that has changed i move to some sort of stack. And stack is let say sent every 4 cycles of checking car positions. Before that stack is sent to database he's checked for latest values and reduced in size. By validating what comes from client i was thinking about putting clever anticheat trigger mechanism. Like while checking for changes. It's checking if that change was possible with my scripts for cars. Is car moving too fast or something. If it's. Then anticheat is triggered. and let me end here about anticheat mechanism. But ty also for mentioning your script. I'll take a look on it. Also by outside database i was thinking about LAMP thing in LANetwork on the other physical device. As i wanna only let one device to talk with the world. Just to reduce risk. Im sharing same network so i need to keep packs small so i have transfer reserved for server talking to trustfull world. Not exact desciption on purpouse here. Im having physical hardware so CPU and RAM are not problem. Problem is rational use of power. As i want to run my server independent. And made it most watt per player ratio effective. And keep it cheap. As im not planing earn money from server. Sorry for not mentioning details, but i didn't knew how to describe it all earlier and now too. as english is not my great side. Also ty for yours recommendations. Especialy about last one i forgot about that nice feature EDIT ADD Isn't it better for me to just make mta module that handle this stuff with multi core rather than single threaded lua? TheoreticaIy it should save me cycles on lua. And let them to be used more productive on bare bone server mechanics and scripting. And if so. what are good sources to begin with mta modules.1 point
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Buffers can be useful. Because you can only pick a server with a good CPU once. Sometimes you can upgrade the CPU, but there is a limit. While with ram, it is easier to upgrade. MTA Lua processes are afaik still is single threaded. But you need to invest a lot of time. I can be. An example db resource I made a while a go, not very efficient storage (text/string based), but easy to use. Not sure why I build the types text based, I would have build it differently now a days. Also recommended to write automatic tests for your creation, like I did with mine in sub folder \dev\*. You can storage md5 hash validation strings for validation, if you are interested in that. Smaller hash storage [binary]: using the UNHEX(hash) function (convert back with HEX(binary). Example resource that uses hash validation for client screenshots. I am not one of them. But I do work often met databases. I have put my recommendation in a spoiler if you are still interested:1 point
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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
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Hey there, As you may know, I am currently working on a futuristic / cyberpunk-style, old-school concept map, and the project is still a work in progress. I will be sharing more updates, previews, and details on Discord I would also like to make this project more community-driven. If you’re interested, you can share your digital artwork, drawings, or designs with me here on the forum or via Discord DM. Selected artworks may be featured directly inside the map, for example as: * Signboards * Billboards * Holograms Posters or other cyberpunk-themed visuals [Caption] There are tons of other holograms and billboards around the map but I didn't want to show it all at once Your art will become part of the city itself, helping shape the overall atmosphere and identity of the map. Every submitted artwork that is used will be carefully showcased in the end credits section, with proper recognition given to its creator. If you’d like to see your work showcased in a cyberpunk environment, feel free to reach out. I’m excited to see what the community can bring to this world! Yours sincerely,1 point
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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 VIOLATION1 point
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i'm planning to purchase a snapdragon X powered laptop which is ARM based, will i face problem playing mta or gta sa?1 point
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| BIG Roleplay — Donde tu historia toma vida BIG Roleplay, ofreciendo una experiencia seria, estable y diseñada para que puedas desarrollar tu personaje sin límites. ¿Qué encontrarás en BIG? Sistemas únicos de skins, vehículos, mejoras visuales y rendimiento. Eventos dinámicos y actividades que dan vida a la ciudad. Propiedades disponibles en diversas zonas para crear tu propio camino. Vehículos accesibles desde concesionarios sin restricciones. Facciones abiertas, listas para que líderes les den identidad y rumbo. Sin ventajas premium iniciales: todo se consigue jugando. Un mundo abierto para que imagines, crees y evoluciones Tu personaje, tu historia, tu impacto en la ciudad. ¿Listo para vivir a lo grande? Esto es BIG. Únete ahora y comenzá tu historia: Discord: https://discord.gg/bigrp IP del servidor: mtasa://51.81.48.91:220071 point
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Hello guys! So after many years of OwlGaming going down, is there any public and published English Roleplay server like OwlGaming used to be? that has a playerbase so we can play on? This is the best server and best game I've played for years and I'm really looking for something good, if you guys could help I'd be more than happy.1 point
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Die Daten Discord: https://discord.gg/D5BP9Bteeq MTA: mtasa://141.95.27.131:22003 Hallo zusammen und herzlich willkommen zur Servervorstellung von dem TerraTex Reallife Community-Projekt! TerraTex bietet allen begeisterten MTA-Spielern eine volle Packung Spielspaß. Der Server läuft auf dem open source (GitHub) TerraTex-Reallife reloadet Script von Geramy92, wird aber nun von Johann und GeRmAn als Projekt aus der Community weitergeleitet. Nun wollen wir gemeinsam die alten Zeiten wieder aufleben lassen, um wieder eine kleine Community zu werden. Was bietet dir der TerraTex-Reallife Server ? Wir bieten dir einen sehr Einsteiger freundlichen Server auf dem du bis zu 25 Stunden lang einen Bonus bekommst wenn du Ehrgeizig jobbst, somit wird es dir leicht fallen am Anfang ein kleines Vermögen aufzubauen. Trucker ? oder doch lieber Pilot ? Zu Land, zu Luft, und zu Wasser sind viele verschiedene Jobs vertreten. Autohäuser von Billig bis Luxuriös sind ebenso stark vertreten wie die Anzahl der vielen Häuser auf dem Server. Für langfristige Motivation ist auch gesorgt, mit einem Business zusätzliches Geld verdienen oder doch lieber ein Prestige (Sehenswürdigkeit) erwerben und diese dann kontinuierlich zu verbessern um somit seinen höheren stündlichen PayDay zu erhalten. Zudem bieten wir dir viele Fraktionen die unterschiedlicher nicht sein können. Staatsfraktionen wie dem San Andreas Police Department, sowie der National Academy of Millitary Education und dem Sondereinsatzkommando könnten genau das richtige für dich sein, wenn du es vorsiehst in einer der guten Fraktionen tätig zu werden. Für die, die Action suchen bieten wir Gangs und Mafien, welche Schutzgeld eintreiben und gegenseitig um verschiedene Läden kämpfen (Gang Fights). Außerdem sind auch koordinierte Angriffe auf die Rivalisierenden Basen möglich um somit Materialien und Drogen zu stehlen. Grenzübernahmen, Waffentrucks und auch Geiselnahmen sind Teil der bösen Fraktionen. Natürlich können auch Neutrale Fraktionen beigetreten werden. Wenn du es etwas ruhiger magst, ist die Medic- und Taxifraktion deine Anlaufstelle. Es sei denn du möchtest die User auf dem laufendem halten: Wetterberichte, Interviews und Events sind deine Welt? Als Newsreporter bist du dafür verantwortlich die Bürger von San Andreas immer auf dem neusten Stand halten und diese vor möglichen Unwettern oder sogar Sturmfluten zu warnen. Die Aufgaben eines Reporters sind facettenreich: Du planst eigenständig kleinere SMS Events sowie große Versteigerungen und vieles mehr. Das Wirtschaftssystem von TerraTex bietet dir außerdem die Möglichkeit bei gewissen Wetterverhältnissen wie beispielsweise einer Ölkatastrophe mehr Geld bei dem Meeresreiniger Job zu verdienen. Bei einer Atomkatastrophe kann passieren das... Naja.. lass dich überraschen. Wir möchten dir ein Abwechslungsreiches Erlebnis ermöglichen und den Kontakt mit neuen Leuten herstellen und somit ein Miteinander erschaffen. Selbst wenn du mal nicht genau weißt was du machen sollst gibt es noch genügend Aktivitäten für dich. Triff dich an der Stadthalle mit anderen Usern, gehe in die Arena und spiele eine Runde Crash Durby, GunGame oder betrinke dich im Alhambra. Deale mit Drogen oder Waffen, verkaufe Hot Dogs oder führe nette Gespräche. All das führt zur einer einzigartigen Erfahrung. Das freundliche Serverteam steht dir bei fragen oder Problemen natürlich mit Rat und Tat zur Seite. Wenn wir dein Interesse geweckt haben sollten, dann schau doch einfach vorbei und mache dir dein eigenes Bild von dem was dir geboten wird. Mit einer steigenden Anzahl an Spielern wollen wir noch einmal auf dem Original Script gemeinsam eine gute Zeit erleben. Die Facetten des Servers noch einmal tabellarisch aufgelistet: 11 (+1 Admin) Fraktionen Admin-Fraktion: Hitman/Söldner - Töten Spieler auf Auftrag Es gibt drei "gute" oder auch "Staatliche" Fraktionen. "SAPD" - San Andreas Police Department "SEK" - Sondereinsatzkommando "N.A.M.E" - National Akademy of Military Education Nun folgen die drei "Neutralen" Fraktionen. Medics Taxi News Racer Zum Schluss gibt es noch vier "böse" Fraktionen oder auch "Untergrund Organisationen" diese sind unterteilt in "Gangs" und "Mafien". Jede Gang und Mafia hat ihre speziellen Fahrzeuge, jedoch angepasst auf allen Seiten, um eine Fairness zwischen den Fraktionen zu erhalten. Zu den Gangs gehören: "GS" - Grove Street - Gebiet: Los Santos "PP" - Pink Panthers - Gebiet: Las Venturas Zu den Mafien zählen: "LLS" - Legion of Los Santos - Gebiet: Los Santos "CF"- Cash Force - Gebiet: Las Venturas 17 (+1 Admin) Jobs Es gibt zwei Arten von Jobs, Spielerbasierte und nicht Spielerbasierte. Zu den Nicht Spieler basierten Jobs zählen: Fischer Müllmann Busfahrer Pizzalieferant Trucker Pilot Straßenputzer Farmer Bergwerksarbeiter Meeresreiniger Die Spielerbasierten Jobs sind: Hotdogverkäufer Drogendealer Waffendealer Mechaniker Detektiv Anwalt Nutte Hitman/Söldner (Admin) Sonstige Features: Anti-Beleidigungs-System Heiraten (steuern sparen) Tombutolotterie Lotterie Steuerlotterie Sozialpunkte BIZ-Objekte Prestige-Objekte Rabattfahrzeuge Baustellensystem Versicherungssystem Fahrzeugsystem mit zerstörbaren Fahrzeugen, Fahrzeugalter, Tuning, Kilometerzähler, Tank, unendlich kaufbare Slots, Abschleppsystem, Tempomat und Limiter (Fahrzeugwert abhängig von Hauswert) Haussystem: Mietsystem, Hauskasse, unterschiedliche Hausgrößen mit kaufbaren Innenräume Goldsystem: freischaltbare Verbesserungen für InGame Geld TerraLappTapp: Eine Art Computer mit vielen zusätzlichen "Tapps" wie z.B. Minigames, Freundeslisten, Blitzermelder, .. diverse Transporte: Atomtransport, Waffentruck, Geldtransport ..und viele weitere. Wir freuen uns auf euren Besuch! Euer TerraTex Team Info: [TTeam]Geramy92 ist nicht Teil des MTA-Server Teams, er stellt lediglich den Linuxserver zur Verfügung. Bei Fragen oder Problemen könnt ihr euch gerne bei mir melden.1 point
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Actually, I wasn't the one who said AI was stupid I just said that for now, especially chatgpt, it's very limited for complex scripts. I'll try cursor, thanks1 point
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This script replaces the default GTA traffic lights with a fully customizable system, allowing server owners to design and manage intersections according to their own needs. It is intended for those who want to add more flexibility and realism to traffic control on their server. MAIN FEATURES Complete Cycle Customization Each intersection can be configured individually. It is possible to let two directions run simultaneously (for example, north-south) or switch each direction one by one. Cycle lengths, order of signals, and groupings are fully adjustable. Custom Signal Types The system supports more than just the standard red-yellow-green. Arrows for straight or left turns, or other shapes, can be added directly into the configuration to create more complex traffic setups. Automatic or Manual Operation Intersections can run in a fixed cycle or in automatic mode. In automatic mode, the script monitors traffic flow, for example, if a defined number of vehicles pass within a set time frame, the intersection activates. The thresholds and time intervals are configurable. Compatibility The resource is not tied to any specific gamemode. It works on freeroam, roleplay, or custom environments without requiring additional dependencies. VIDEO SHOWCASE PAYHIP LINK If you have any questions, feel free to text me on Discord! (fajlyp)1 point
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Hi, No need for a specific license, just run your server as usual. At most, define an e-mail address in your mtaserver.conf (look for the owner_email_address field) and you're good to go. Sidenote: please avoid tagging staff members.1 point
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Welcome to the forums @O-Dog. Your thread has been moved to the Resources section. The Scripting section is for scripting inquiries.1 point
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Good luck with this project, nice start!1 point
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Good job, I like it1 point
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Seems like you forgot to link the community.mtasa.com download link here it is https://community.multitheftauto.com/index.php?p=resources&s=details&id=190121 point
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Interactive Debug Terminal Screenshots Description: A sleek, modern in-game debug terminal built with JavaScript and winBox, designed for fast, real-time development and debugging inside MTA. Features: Real-time command execution and feedback Scrollable and auto-scrolling output UTF-8 safe messaging Command history (ArrowUp/Down) Builtin 'clear' and 'help' commands Built for developers who want a clean and interactive terminal-style experience for debugging and monitoring scripts. Work in progress I'm still developing this, so feedback and suggestions are very welcome!1 point
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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
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Introduction: Blender is an open-sourced piece of software which provides various of features that are available through different of 3D tools, attempting to offer a componation of different applications like zBrush, Maya, 3dsmax and Substance Painter, from modelling (obviously), sculpting, animations to texture painting, in this tutorial, we are going to introduce you to the basics of Blender and prepair you to be able produce 3D models that can be used in MTA:SA and RenderWare GTA games (3D franchise), we will use a plugin called "DragonFF" for this tutorial so any pre-2.8 versions of Blender will not be compatible with this topic. We may update this topic regularly to cover newer features of the plugin. Q&A What can Blender do using DragonFF? - Export and Import DFF (vehicle, skin & object) meshes including vertex painting, UV (multiple) maps, materials, material effects (Environment - UV Animation). - Export and Import COL collision meshes (vehicle, skin & object). - Import map files (ipl/ide). (More features available here) Can blender do animations? Yes, but no, as DragonFF plugin doesn't support pre-2.8 Blender versions but you could use this for < 2.8 versions of Blender. Downloading Blender: - Head to https://www.blender.org/ and press "Download Blender". - Choose your operating system and make sure you are downloading the latest version. Before you continue (do not skip this part if you have barely any skills about Blender or 3D modelling). It is highly advised to watch the following video multiple of times in order to get a brief idea about the controls and what will be used, it is recommended to watch the first 3 parts of the tutorial. Installation of DragonFF: 1. Head to https://github.com/Parik27/DragonFF. 2. Click the green "Code" button and click "Download". 3. Open Blender, click anywhere to hide the splash screen. 4. Head to Edit > Preferences. 5. Click "Add-ons" then at the top-right "Install". 6. Locate the downloaded .zip file and click "Install Add-on". 7. Tick/Activate the plugin (use the search box). In order to make sure that the plugin is installed and activated successfully head to "File" > "Import" and check if "DragonFF DFF" is available as an option. Blender Controls There is a lot of controls in Blender and it is mandatory to learn at least the following: Camera Navigation: - Scroll Up/Down: Zoom In/out. - Scroll Button: Rotate view. - Scroll + Shift: Pan. - . (dot in Numpad): teleport to selected object/mesh. Selection: - Left Mouse Button: Selects an object/vertex/line/face. - Right Mouse Button: Opens the context menu. Toggling: - Tab: Toggle between Edit and Object Mode. Different behaviors between Edit and Object Mode: (with a combonation of X, Y and Z, you could move/scale/rotate in the desired axis.) - G: Move the selected object/mesh. - S: Scale the selected object/mesh. - R: Rotate the selected object/mesh. these are also available through the bar on the left: - Z: toggle between Solid, Rendered, Wireframe and Material Preview modes. Working with Models for MTA 1. Let's start with making our model, you can just use the default cube as a starting point, I have made this house for this tutorial. 2. Now let's do some pre-lighting, vertex painting is a technique used in game models to manipulate lighting in meshes, we will use the vertex painting interaction mode in Blender. (this is an example of bad Vertex Painting). - Head to interaction mode selection combobox, selected Vertex Paint. - go to "Paint" tab > Dirty Vertex Color. - Make sure to add "2" color Attribute for day & night prelight via the object data properties, work on both. - If there are bright areas in the model, try using a black brush and start painting the model. 3. Exporting the model to MTA. - Head to Object Properties > DragonFF - Export Object and make sure to be on "Object" mode. - go to File > Export > DragonFF > select .dff (make sure to name your model and choose a path, otherwise it's going to show you an error and export a corrupted model.) (If your model looks different than what it looks in the viewport, then make sure to apply the object transforms). Exporting the collision I highly recommend you to export the object and import it back as the current option will export it 1:1 (1 by 1), even if the mesh is simple the game's engine is not optimised to handle large amounts of collision meshes, collisions are meant to be extremely simple, this is a well known mistake made by modellers within the community that causes crashes and lag even with high-end PCs. - Head to Object Properties & Select "Collision Object" as the export type. - as a final step, it is highly recommended to import the mesh into Col Editor before importing it to the game, col editor will adjust the bounding box and optimise certain aspects of the collision mesh. - Edit > Add > Select the collsion model > right click the collsion mesh and click "Optimize". - To export the mesh head to FIle > Save As. Importing game assets Extracting the game assets can be useful to modify the game assets to your liking. Head to the following topic and read through the Extracting game assets section. - I highly recommend you to make a shared folder to include .png textures and model assets to be able to import the textures automatically into Blender. - Head to File > Import > DFF > Select the file (make sure the .png textures are in the same folder). (To check if you have sucessfully imported the texutres, hold Z & hover over "Material Preview") Changing Object Material/Texture - Go to the "Shading" tab, down below (by the default layout, zoom into the material tab). - - By default, DragonFF creates a "texture" node, you could simply click the folder image to replace the image. (You could rename the image texture to the current one "semi2Dirty.PNG" to match the name on the texture file) - If the texture looks "streched" then you need to adjust the UV wrapping. - Export the model (follow the steps above within the "Working with Models for MTA). - Now you need to update the texture file (TXD), to look up for the right TXD file, you could to search it through prindeside.com. - Enter the Model ID/Name and click search. - Click the model picture, expand & press Details. - The TXD file name should be under Files > TXD. - Find the TXD file within your game assets folder (or export it via gta3.img/other img container files using alic's img tool). - Open the TXD file using Magic.TXD > find & select the texture > replace > select the same image you used in Blender. - Change the "Texture Name" to match the name on texture node. - For Raster Format it's recommend to use DX3/DX4/DX5 for textures with an alpha channel (images with transparency as DX1 does not support transparency). - Press Replace > File > Save. - Replace both of the model & texture files in-game to apply the new changes. UV Wrapping - Switch to the UV Editing tab & switch to Edit Mode (Press Tab). - Select the faces you want to adjust and adjust accordingly to your desire. - Controls (you can use the following binds or the buttons on your left): A: Select all. S: Scale. G: Move. R: Rotate. - Watch the following video for more details: https://www.youtube.com/watch?v=Y7M-B6xnaEM1 point
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Default MTA Server || Freeroam [P] EN The classic freeroam experience with unlimited chaos, drifting, shooting other players (or just using /peace for passive mode), hydra dogfighting and fun arena's. As a classic freeroam there are no restrictions to spawning in vehicles & weapons, and freedom applies to all other game aspects as well. Average players online is 100, so there's always someone to troll or fight! Click to join (mtasa://149.202.51.189:22005) ______ Prime Freeroam EN (Freeroam, NPC, AI) Click to join (mtasa://149.28.237.162:22003) ______ Welcome To San Andreas (Single Player Features!) EN (Freeroam, NPC, AI) The old-school single player San Andreas experience! Click to join (mtasa://wtsa.mtasa.moe:22003) SAES:RPG EN SAES:RPG is a gaming community and server which has ran on MTA since 2003 on both MTA:VC and MTA:SA, Our current server is an RPG based gamemode in which you can be Cops, Robbers, Gangs, Dealers, Medics, Mechanics and participate in Roleplay, Bank Robberies, Store Robberies, Racing, Hunting down criminals, Monthly giveaway events and much much more! Click to join (mtasa://51.38.67.64:4999) ______ CIT Cops 'n' Robbers, Gang Wars, Civilians | cit.gg EN/PT/AR/TR (CnR, Turf wars, Civilian jobs.) A community mainly focused on cops 'n' robbers, gang turf wars and a variety of civilian jobs, community made events, joining groups to play and have fun together. Click to join (mtasa://94.23.158.180:22003) ______ SAUR Utopia RPG EN An RPG server with multiple unique features and activities, with an active staff team. Click to join (mtasa://phoenix.saur.co:22003) FFS Gaming DM/Race/DD/Hunter/Shooter/Stuntage/Trials/HP/RUN/CW/PTP/CarBall/Training/Minigames/Geogesser EN FFS Gaming provides a vast amount of race type gamemodes all in one server. From regular races to be the fastest one, kicking your opponents into water in destruction derby or simply having a fun time in minigames, we provide everything to enjoy your stay. Click to join (mtasa://54.37.245.209:22003) ______ /TfF\ The Favoured Few - DM/HDM/OS/STUNTAGE/MINIGAMES/SHOOTER/CATCH/DD/POWERDD/HUNTER/RACE/CLANWARS/TRAINING The Favoured Few delivers thrilling Race Deathmatch (Regular, HDM or OS), competitive Clanwars, and an exclusive Power Destruction Derby mode, along with a wide range of gamemodes including Shooter, Hunter, Stuntage, Minigames, and Training. Take part in daily events to earn exclusive rewards, and explore the garage to customize your infernus! Click to join (tff.gg:22003) Drift Paradise MTA RU/UA/EN/US/PL/Global (Drift, Touge, Freeroam) Create the car of your dreams and travel to iconic places! All servers are synchronized, which means that you can play on any server on 1 account. #1 Drift Paradise [RED] MSK mtasa://95.129.234.27:22001 #2 Drift Paradise [RED] MSK mtasa://95.129.234.27:22002 #3 Drift Paradise [RED] MSK mtasa://95.129.234.27:22003 #4 Drift Paradise [RED] MSK mtasa://95.129.234.27:22004 #5 Drift Paradise [RED] MSK mtasa://95.129.234.27:22005 Note: Some users will need to use a VPN with a server in Russia to connect due to some restrictions. ______ Need For Speed: San Andreas Global/EN/PL/RU/ES/PT/TR/CZ/FR/DE/HU/ID (Race/Freeroam/Other) Racing server inspired by various nostalgic Need for Speed titles such as Underground 1/2, Most Wanted, Carbon, World where you start out with a slow car and progress by racing, participating in AI police pursuits and numerous other activities, all of which let you buy new cars and and upgrade their performance and visuals with hundreds of unique custom made body parts and complete customization of paintjobs through a NFS Carbon-like vinyl editor. Click to join (mtasa://178.33.54.30:20256) ______ Mr. Green Gaming EN/PT/AR/TR/RU/PL/DE/FR (Race, DM, CTF, Shooter, MIX) The classic racing experience! Join Race (mtasa://race.mrgreengaming.com:22003) Join Mix (mtasa://racemix.mrgreengaming.com:22003) ______ Sofa King Cool EN/Global Click to join (mtasa://87.98.182.70:22005) MTA DayZ TOP-GTA EN, PT, TR, PYC, PL, LT, DE, ES (DayZ / Zombies / Cars / Quests / DM) Enjoy advanced gameplay with zombies, lots of cars, missions and PvP. Created in 2013. International: mtasa://int1.top-gta.net:22003 Turkey: mtasa://tr1.top-gta.net:22003 Europe: mtasa://eu2.top-gta.net:22003 RUS/UA: mtasa://ru1.top-gta.net:22003 Moscow: mtasa://msk1.top-gta.net:22003 https://top-gta.net/ Note: Some players may need to use VPN in order to connect (because of local restrictions) Players from Russia can play without VPN on our Moscow server ______ Epic-Row Zombie RPG EN (Zombie, RPG) PvE based zombie gamemode with RPG elements. Click to join (mtasa://s.epicrow.com:22003) ______ StoneAge [DayZ] EN, PT (Survival/Zombies/DayZ) Fight against other survivors, make new friends, trade items, get rid of zombies, and don't forget: here your goal is just to survive, whatever the cost! Click to join (mtasa://158.69.122.226:22003) San Andreas Police Department: First Response EN (Emergency Services Simulation / RPG / AI) Step into the life of a Police Officer, Paramedic or Firefighter and react to a wide variety of callouts all over San Andreas. Click to join (mtasa://37.187.250.129:22004) ______ SAAW World War II EN (Team deathmatch / War (Conquest) / Airstrike / Sea war / Tank war) A team-based tactical world war II server featuring third person and first person gameplay and dozens of different vehicles, weapons, classes and maps. Main objective in every map is to bring the enemy ticket count to zero by capturing points, shooting enemies or sinking convoy ships. Click to join (mtasa://116.203.196.16:22003)1 point
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Our forums are now up, feel free to visit them by clicking here.1 point
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Hi there, everyone! We've been working hard on yet another update, since you're all stoked to hear about it, here goes: Finished rewriting the Express Courier (trucker) job For everyone that have played before, you will probably be happy about this. The job was way too complicated for most people, huge vehicles all over the roads and it was rather confusing. We've rewritten it entirely to make it a lot more userfriendly and easy to use. UI changes We've implemented a few new features in the UI system which were required to take the job selection screen to the next level! Which means that we've got 2 new reusable UI elements at our disposal for GUIs. We've used the new element in the redesign of the Job Selection screen, which has been rewritten. Map changes We've created 3 new maps for the All Saints Hospital which got a new parking lot, a new entrance hall and an entire new interior Things that get you moving! Over 40+ new vehicle handlings have been created, featuring old vehicles like a '69 Dodge Charger RT 426 V8 Hemi to a 2015 Bugatti Veyron. Which means we've now got over 180+ different vehicles, something for everyone! Besides that we got some other exciting news! We've been through 2 closed beta tests and have resolved quite a bit of feedback to take things up a notch. The system will be properly tested and easier to use thanks to these tests, special thanks to the team of beta testers! We've also resolved over 25 bugs in the meantime, which means we're getting closer and closer to launching. Stay tuned to get more news about the forums we're setting up, since they will play a vital part in your character's story and/or company! For more updates such as these please make sure to join our Discord channel and keep yourself up to date with the community at all times.1 point
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In addition to the existing "Report community resources here" topic, this thread will list up the community guidelines outlining how the community should be used. Whilst these regulations cover a few popular situations, it is not to a strict rulebook—that is to say, the overarching rule is for you to be a good standing community member. Here are some criteria you should follow when sharing resources: Do not upload simple resources. These are: Vehicle/skin/weapon mods that primarily consist of DFF/TXD replacements. There are other places to share San Andreas mods. There are some exceptions, rare type of mods that, as a resource, do not work off the bat with MTA from GTA sources are allowed, such as tyre/wheel/weapon mods (aslong it's a pack), map and building, interior mods (Example: a map that consists of custom GTA objects or world parts) Resources solely based on code examples from the wiki "Useless resources": extremely simple scripts, especially one-liners Compiled resources based on a too small codebase (not worth to compile). Do not upload resources that do not do as advertised (this includes resources that are horribly broken) You are not allowed to upload resources that act solely as a publicity mirror (such as uploads with links to external websites to download the actual resource) You should not try to monetize your resources by using pay links (such as adf.ly). This can get you banned. Do not upload resources containing code you do not have the rights to (i.e, stolen code). Read the notes below for more information. The comments section is not a place to argue about resource stealing. Instead you should report said resources. Improving or fixing existing resources Although uploaded resources are made, by their author, for public download; the general rule is that you do not copy existing resources that you do not have the rights to. Then again, it may benefit the entire community if an old and abandoned resource is given new updates, which for that reason we, staff/moderators, may regularly do for some popular resources (as a form of Q&A, often for the reason of containing game-breaking bugs or being of low quality). If you want to help out like this yourself, see the question ''What do I do if I find a resource that has been abandoned?'' What do I do if I have a fix for a resource with a bug? Making small adjustments to resources and reuploading them as your own is not allowed. You need to contact the resource author so they can apply the fix and update the resource, or eventually grant you permission to do so. In some circumstances we the moderating team can patch resources if the author does not seem receptive to messages, where problems potentially affect large amounts of players/servers, or a (much downloaded) resource is of a quality detrimental to community. What do I do if I find a resource that has been abandoned? Please visit this thread if you would like to adopt a resource. If you find "fixed" resources that were not uploaded by the original author and to which the below exceptions details do not apply, then please report them (in this case, please only report newly uploaded resources after this policy's introduction date, so that old resources by inactive members are not removed). Exceptions: Re-uploading resources customized to target another gamemode/main purpose and/or using the original resource to base your edition off It can sometimes be allowed to upload modified resources if they change targetting overwhelmingly. If your re-upload is of a version (rather ''edition'') that cannot be unified with the original resource, because it has a different purpose or the changes made are converting it to a different target gamemode (for example, you use an existing adminpanel and change the buttons/functionality into a DayZ-gamemode panel). While you are not strictly required (by us) to see if the original author is inactive or will reply to you/permit it (unless included licenses say so), you will have to remove the material incase they explicitly request you to do so later on, as your resource will still be partially based off their work. Also if any original license forbids it or sets terms, you'll have to respect it and/or not do so. This exception is only valid for reasons such as the last mentioned, if due to that being the case both resources must have a different community listing. You are however required to mention and link to the original resource, and credit its authors in order to fall under this exception. Translated resources are also eligible if the same circumstances have been met. Other questions? What happens if I break the rules? (by discretion of the moderator) Depending on the situation, your content may be removed, or suspended. In addition, you may receive (temporary, in many cases) a community and/or forum ban. The regular rules about ban evading apply. All of this seems very obvious, yes, but extremely abusive behaviour on the community may result in a global ban from MTA. We are actively monitoring the community, and we apply common sense to all cases. As mentioned earlier, the absence of a rule does not mean the behaviour is allowed. How can I help? Make sure your email address on the forum and community are up to date, and if possible, establish a relationship between both your community profile and your forum profile. We will usually explain the reason for your resource being suspended in the resource log or comment section, and/or possibly over forum PM if your username is clear or we manage to link you. This helps make it easier to get in touch, and will prevent the situation where you simply re-upload the resource because you notice your resource has disappeared. We also encourage anyone who notices a resource in violation of these guidelines to click the newly added "Report" button below the description of all resources. The button will direct you to the below topic; If you want your own resource(s) deleted, or have something changed or corrected to it, you can make a post ("report" your own uploads) in the same fashion as written above, link your upload and describe your request on what needs to be done. Please note that all removal requests are subject to staff discretion, for example it's unlikely that we will delete popular resources (high download count, thus valuable to the broader community) even if the original author asks us to. Unless your license (if any, on the version you request removed) specifically states you got this power, you made a conscious decision to add your materials to the public domain by sharing it initially, and it would be near egoistic to take it away from others who are clearly finding it useful to this day. Note: Most of these regulations do also apply to Resources section release topics that may use alternate download mirrors other than community.multitheftauto.com (but will only be applied at moderator/staff discretion as not all of them can apply for those). As we do not control external hosting mirrors, the only thing we can do to enforce our regulations and demands is taking actions against the Resources section release topic and forbid placement of it, or subject it to additional requirements or changes. Additional regulations for the "Resources" subforum: - Topic title should be prefixed with either [REL], [DEMO] / [SHOW] or [SELL]. If you use the release prefix, the resource(s) that you're posting about should be publicly downloadable. If you use the demonstration prefix, then it's allowed to show off your private scripts or WIP's without any intention to publish it (or with the intention to publish it later). - If you upload resources posted in the 'Resources' section to external mirrors rather than the community page, then they must be uncompiled. We won't allow such content (compiled .luac) to be self-hosted out of security considerations. The community provides us with tools to deter malicious resources, if you come across a compiled DL on the forums then please be aware that we cannot protect your server from harm if you did use it, we kindly request you to report the topic in question instead. - Selling resources and gamemodes is only allowed in the "Resources" subforum and not in any other forum section, or on Discord, specifically in the #showroom channel (single post allowed). You're encouraged to sell only particular resources or a limited list of resources, bundled in a single topic. Bumping such topics (for the sole reason of bumping, like 'bump') is not allowed, nor is having alot of sale topics simultaneously: Moderators may judge on a case by case basis that you have too much selling activity or too much sale topics at the same time; we'd like to prevent commercial activities in this section from drowning out releases or show-offs. Anyone engaging in selling activities is doing so at their own risk, always take caution in dealing with a seller or buyer, and remember that if it seems too good to be true, it usually is. We recommend to review a member's forum reputation, activity & standing before making decisions. False deals can be either a scam or a person selling something not egilible for sale (not their work, stolen, leaked or public resources and code, etc) or unreasonable deals (qualitatively low value work for a too high price, misrepresentation of features or quality, etc), because of this we advise that if you doubt or aren't an experienced scripter, you call for the help of someone you know can tell if it's a reasonable deal and the product being sold looks good or not. We advise that you always press the seller for full source code and not compiled or otherwise protected, because you should ideally be buying the full rights to a work when you purchase it. While we cannot guarantee the safety of trading (for which reason we advise you to use common sense and precautions), we will do our best to intervene if a situation related to a scammer looking to make victims, having made victims, or of someone selling unreasonable products is brought forward to us. We kindly request you to submit a topic, post, or PM report in such situations or if you're concerned about anything. By reporting situations you allow us to prevent (scamming) incidents, eventually assist to resolve trading conflicts, or take action against scammers after the fact. Setting out to scam others is rewarded with a permanent ban, eventually a ban from all MTA services. By engaging in sale or trading activity on the MTA forums or Discord, you inherently agree to all of these terms and the fact that our decisions, arbitration, instructions and demands are final, to be judged on a case-by-case basis if we get involved. Legal disclaimer: (open spoiler by clicking ''Reveal hidden contents'')1 point
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Most (if not all) technical issues and crashes experienced on stable releases of MTA are somehow related to the user's PC, such as underlying OS or driver issues, bad mainentance state of the OS, viruses interfering with MTA, etcetera. In this subforum (client support) we have a range of users who are willing to offer you support, of which some have an advanced technical IT background and thus are able to dive deep into said problems, given that they have sufficient information to help you troubleshoot the underlying causal problem. MTADiag makes their job easier, by collecting a set of information that helps them get started in advising you what to do next. Client support information: (open spoiler) - also read this if you're not getting a response to your problem in a timely manner MTADiag is a small open-source console application which will: Read MTA's and GTA's install paths, and MTA's current version - if multiple versions of MTA are installed, it will ask the user to pick one to diagnose Automatically remove compatibility mode settings for GTA and MTA (except for Administrator privileges) Automatically download and launch MTA's latest patch installer Automatically generate a dxdiag log Automatically install necessary certificates for MTA Create a log file with the aforementioned paths, MTA's previous and updated version strings, the generated dxdiag log, a list of currently running processes, the contents of CEGUI.log, core.log, and logfile.txt, directory listings of the MTA, GTA, and GTA\models folders, and some other miscellaneous information which is automatically uploaded to MTA's Pastebin. Current version: 2.9.0 (January 2024) It's a little unfriendly due to the fact that it's a console app, but it will streamline client support topics by aggregating all potentially useful information for our QA and staff to help troubleshoot your issues into the first post, or potentially eliminating the need to create a new topic altogether if removing compatibility mode entries, automatically applied repairs & installing the latest nightly and the DirectX runtimes fixes the user's issue. I've added a download link to MTADiag in the MTA CRASHING? Read here first! sticky thread. Download MTADiag MTADiag is opensource, check out the repository at https://github.com/multitheftauto/mtadiag Instructions to use the tool and request support accordingly: Please download and run MTADiag and follow the instructions. Post any Pastebin URL MTADiag gives you in a new topic you'll create at https://forum.multitheftauto.com/forum/83-client/, after which support can be offered. MTADiag supports Windows XP and newer, but must be run with Administrator privileges on Windows Vista and newer. If MTADiag will not run for you, install Visual C++ 2017 runtimes and try again.1 point
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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).1 point
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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.1 point
