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  1. Dear Multi Theft Auto players and supporters! Today is the 20 Year Anniversary of Multi Theft Auto! On the February 9th 2003, a rudimentary GTA3 multiplayer prototype was released by our founder, IJsVogel. It did not take long for contributors to join the effort and turn it into a real multiplayer mod. The mod IJsVogel created was originally named “GTA3: Alternative Multiplayer”, but soon after it became “GTA3: Multi Theft Auto”. The Multi Theft Auto (MTA) name became the identity of all following projects. As new GTA games were released, new projects were created for GTA3, GTAVC, GTASA and GTAIV. Respectively, the main project names are: GTA3:MTA, MTA:VC, MTA:SA, MTA:IV. The development during GTA3 showed what the team was capable of with enough learning and reverse engineering. At this time, game modes were made for deathmatch and vehicle stunts. These game modes were hard-coded into the mod and could not be altered. It was not perfect, but it was an amazing accomplish for the time. Not only was it the first multiplayer for GTA, but it was an unprecedented undertaking. An early version of GTA3:MTA 0.2 (client and server). Some time in the first half of 2003. The working experience on GTA3 laid the framework for the second project, MTA:VC. It did not take long after GTA: Vice City for the 1st version of MTA:VC to release. The MTA Team succeeded in creating the basic multiplayer functionality much quicker through past-experience. At this point, MTA was well-known and there were mentions on gaming websites, magazines and even a TV interview on the gaming channel G4TV. Even Rockstar Games developers, the creators of GTA, contacted the MTA Team from time to time. The MTA:VC mod still offered a hard-coded deathmatch and vehicle stunting game mode that could not be altered. However, it had better synchronization and supported many new features. When GTA:SA came out, the contributors to the project were much more seasoned and mature. The 3rd project, MTA:SA, was much more ambitious. Although the first release was restricted to racing in vehicles, it was a proof of concept for a vastly superior framework that empowered users to make their own content. An editor was produced to allow in-game editing for the first time. When the full-featured product began development, a constantly evolving Lua-based scripting system accompanied it. This allowed the user to manipulate game code and modify various settings, elements and added features to create unique servers and game modes. Some added features include: voice chat, custom GUIs, web browser components. The MTA Team had the foresight to release this modification to the public as Open-Source code to attract future developers and embraced many new tools of game development that have become commonplace today such as installers, bug reporting, nightly builds, wiki documentation, anti-cheat, and Steam version support to name a few. MTA:SA 1.1 public tests. August, 2011. The release of GTA:IV did result in the beginning stages of MTA:IV, but once Rockstar released their official multiplayer, many of MTA’s most seasoned developers and contributors were ready to move on with their professional lives. Providing the same level of quality to GTA:IV would have been an extreme undertaking. It was decided that the best course of action would be to discontinue further projects and continue making MTA:SA better. The MTA:SA project still receives Open-Source contributions and still retains a consistent player base that is large enough to make developers of new games jealous! Thank You We would like to thank everyone who helped and participated over the years: developers, community/clan leaders, moderators, patch contributors, helpers, donators, testers, translators, scripters, mappers, server hosts/owners, streamers, players and fans. There were hundreds of thousands of such people over the years and they all had their place here. Many people have come and gone. Some are still very young and some are quite old now! Some of us have even developed life careers from our experiences working on this modification. We had the honor of befriending a lot of wonderful people in various stages of the project and many were just as enthusiastic about MTA as we were. Multi Theft Auto would not be here right now, had it not been for their hard work, interest and dedication. No seats? No problem. Screenshot from MTA:SA 1.0.5, taken by Zango. August, 2011. The social aspect has always been strong in MTA. No one knows what the future will bring, but there are things that will remain regardless of anything - and that is the time you all have spent here and your memories. Feel free to share your MTA stories in the comments! Feel free to say hi to us in Discord as well! Thank you all past and present MTA staff members, players and fans for sticking with us! Happy Birthday, Multi Theft Auto! Onwards to the next 20 years or more! -MTA Team
  2. 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.
  3. Since I've had some trouble with this myself and couldn't find a good enough tutorial for it online, I'll post it here for anyone else that might be interested in playing on the Vice City and Liberty City maps by Wolfee-J and BlueEagle12. NOTE this isn't the definitive way to go about doing this, it's just what works for me. First step is to go into your MTA directory, doesn't matter if it's 1.5 or 1.6 same method is used for both versions, but for the sake of the tutorial I'll use 1.6. Second step is to download MTA-Streamer, Vice City and Liberty City maps. Before all of this we should give ourselves admin permissions on our server, we do so by going into C:\Program Files (x86)\MTA San Andreas 1.6\server\mods\deathmatch and opening the acl.xml file, i recommend notepad++ as it's easier to read than regular notepad. Then, we need to find <group name="Admin">, usually on line 18 as you can see on the left. Under this group we will add a line: <object name="user.YourUsername"></object>, paste it under the resource.acpanel line. The username you set in the line doesn't have to match the username in your MTA settings, so if you have HEX/HTML5 color codes in your name you don't have to worry about that. Since we are done with the acl file for now, we can save and close it. Next, open the resources folder and this is where we'll paste the folders from within the archives we downloaded. Note that github creates an extra folder within the archive, so for example you have the MTA-Vice-City-master.zip file, you open it and there is another folder in the archive with the same name as the archive, we open that folder and we will see a folder called [VC], this is what we need to extract into the resources folder, you can disregard the other 2 files in there, they serve no purpose. The same goes with the other 2 archives. With this we are finished with the steps outside of MTA, now we need to enter the game. We host our own game, wait for the player to spawn and then we need to register an account with the username we set in the acl file. Since I set my username in the line as just "nide", i type "/register nide nide" in the chat, so the format is /register username password, but for the sake of the tutorial my password and username are the same. After you have registered you need to log in by typing "/login username password", without using "" ofcourse. After we have logged in we should see a message in chat saying that we can press the P key to open the admin panel, which means that we have properly set up our acl file for registering. After we open the admin panel we go over to the resources tab, and press manage ACL. We then press the create ACL button on the right hand side and create a new ACL, make sure the name is something short enough to not be complicated, for the sake of the tutorial I will just name it VC since that is the map I will be using. I should preface this by saying that capitalization in the following steps is VERY important, if you don't capitalize properly nothing will work. We see that our ACL has been added at the bottom, so we double click to open it. On the right hand side we get a few extra buttons, but the one we need is the "Add Right" button, which essentially assigns permissions to the ACL. we get a box with a text line to input our permission, and the one we need is general.ModifyOtherObjects, mind the capitalization, again. After we have added it, it should turn green by default meaning it is enabled. After this we need to create a group by pressing the Create Group button on the right hand side. You NEED to name it MTA-Stream, same as the resource in the folder. After you have created the group, we need to add the ACL we created a minute before, by pressing the Add ACL button on the right hand side. We get a drop down menu of ACL's, scroll down until you find the one you created, double click and add it. Next, we need to add the map resources to the group. We do so by pressing the Add Object button and add the following, similar to the Add ACL process. These are the resources we need to add to the group, so I will list them here so you can just copy them over: resource.MTA-Stream resource.VC2 resource.VCLightGen resource.VCMini resource.LC2 resource.LCLightGen resource.LCMini After that is done we can close the ACL tab and look over to the resources list. First we select MTA-Stream and start the resource, waiting for it to fully load, the default SA map should disappear. After waiting for a few moments the resource should be loaded in properly. For the sake of the tutorial I'll use Vice City as an example, but it's the same procedure for Liberty City. We select LC2 and start the resource. For a first time start of the map it's going to take a long time for it to load in, the game will stutter and lag a lot but after it stops the map should be loaded in properly. After that's done, select LCLightGen and LCMini and start both resources. LC2 is the main map, LCLightGen is the lighting generation and LCMini is just a custom minimap. If you spawn on Missionary Hill on the vanilla SA map and after loading everything in you should be in the water, you can look around and see where the map loaded in and travel by boat, you can spawn it in the admin panel by selecting yourself in the player list. The map should be loaded in properly with no issues, other than some missing textures and weird looking objects, but I think that's just because the maps themselves arent 100% polished. If there are any questions reply down below and I'll try to respond to the best of my ability. Thank you for reading and good luck.
  4. I've started two MTA 0.5r2 servers in EU (Frankfurt), feel free to join! 18.185.151.64:2003 - Deathmatch 18.185.151.64:2004 - Stunt
  5. In case anyone is interested in following our development or discussions regarding MTA 0.x through another medium, a Discord server has been opened up. You can find it here: https://discord.gg/8HQsstd
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