Jump to content

Question

Posted (edited)

Hello,

I run a custom MTA:SA server (custom client for players). My entire gamemode uses server-side .luac only — I no longer have the original plain .lua sources.

The scripts were compiled with the official MTA online compiler (luac.multitheftauto.com). Files start with 0x1C (MTA obfuscated precompiled chunk).

Problem

On my server, those server scripts do not load. The server log shows Lua errors such as:

- unexpected end in precompiled chunk
- or very large "need …" values when loading the chunk (as if string lengths in the bytecode are wrong)

What already works

- The same .luac files work on a normal official MTA server (Windows, standard 32-bit server layout).
- Client-side .luac from the same compiler work fine for players on the custom client.

So the issue seems specific to how my server loads server-side compiled scripts, not broken gamemode logic.

What I need

Advice on why server-side .luac would load on the official server but fail on a custom/fork server, and what must match (e.g. server bitness, net.dll, or other requirements) for server luac to run — without needing the original .lua sources.

I am not sharing our server build or binaries here; I only want to understand the compatibility side.

Thank you.

Edited by inferno24

0 answers to this question

Recommended Posts

There have been no answers to this question yet

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...