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  3. MTA Community

    1. Scripting

      All Lua scripting topics related to Multi Theft Auto.

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    2. Maps

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    3. Resources

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    4. Other Creations & GTA modding

      This section includes things such as GUI themes, forum userbars, user-created MTA logos, etc. Also contains topics which cover general GTA modding areas that can be used in MTA, such as modelling.

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    5. Competitive gameplay

      Discussions about various MTA-related competitive gameplay events. Also gang (clan) forums.

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    6. Servers

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  4. Other

    1. General

      Non-MTA discussions. Anything you want.

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    2. Multi Theft Auto 0.5r2

      Discussion regarding Multi Theft Auto 0.5r2 for GTAIII and Vice City.

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    3. Third party GTA mods

      Showcase for single player mods and requests.

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  • Posts

    • Hi. Long story short. I made year or two ago my own package of scripts for role play server, which i never started. 3 months ago i decided to rewrite everything. As i looked at it and said "what a mess. Who wrote this?" meanwhile i've gained experience in C and good habits, so choice to rewrite everything was obvious for me at that moment. So i did basic optimisation. What can be stored and should be in bools is now stored in bools. not 1 and 20s lol. etc etc But for now i hitted the wall. Which is named "to buffer. Or not to". By that i mean. My scripts are connected to outside database as built in database is.. well not so fast and secure. And i didn't used to do that mechanism in original code. But i think it's rational to store very often pulled data from database localy on server memory. And update tables in parts to database like every 30seconds. Also i want to use buffer data and database to validate what comes from client side. Im storing vehicles on map, their custom data etc etc. And here's my main questions. 1.is it worth of effiord to make buffer if i plan 80-200 players on my server. 2.is validating client data with buffer and database worth concept 3.what are your coding advices for me?. Im Asking experienced ones that ruled servers with large player base.  --[[btw i know that if server has 3 players buffer is not needed. Thanks, awesome advice.--]]  
    • If you want the player to be able to use the vehicle, it has to be created server-side. Otherwise, client-side is the better option.
    • Hey, I wanted to make a private garage system something in the style of GTA V. In that case, for creating the cars in the garage (min 1, max 20 per person), should I use client-side or server-side? In theory, server-side is better for things like this, but with client-side I definitely wouldn’t put as much load on the server. (no one else will be able to enter your private garage) no one else will be able to enter your private garag no one else will be able to enter your private garage            
    • 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!
    • Update: i looked more into it. and saw that the bug is on the txd file itself. if i replace texture it turns to torso texture. if its the original txd that i use to replace. it works just fine And solved. i had to use raster 555 pixel format

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