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  mtasa-blue: Multi Theft Auto is a game engine that turns Grand Theft Auto: San Andreas
Posted by: ice - Yesterday, 03:01 PM - Forum: GTA San Andreas Mods - No Replies

[Image: mtasa-blue.png]

Multi Theft Auto is the veteran of GTA multiplayer. It turns GTA: San Andreas into a fully scriptable multiplayer engine, and it is still actively developed today, which for a 2004 era game is remarkable. The Lua scripting API is deep and battle tested.

What is mtasa-blue?
Multi Theft Auto is a game engine that turns Grand Theft Auto: San Andreas into networked multiplayer.

Multi Theft Auto (MTA) is a software project that adds network play functionality to Rockstar North's Grand Theft Auto game series, in which this functionality is not originally found. It is a unique modification that incorporates an extendable network play element into a proprietary commercial single-player PC game. Multi Theft Auto is based on code injection and hooking techniques whereby the game is manipulated without altering any original files supplied with the game. The software functions as a game engine that installs itself as an extension of the original game, adding core functionality such as networking and GUI rendering while exposing the original game's engine functionality through a scripting language. Originally founded back in early 2003 as an experimental piece of C/C++ software, Multi Theft Auto has since grown into an advanced multiplayer platform for gamers and third-party developers. Our software provides a minimal sandbox style gameplay that can be extended through the Lua scripting language in many ways, allowing servers to run custom created game modes with custom content for up to hundreds of online players.

The facts, straight from GitHub

  • Repository: multitheftauto/mtasa-blue
  • 1,801 stars and 562 forks, with 1,032 open issues
  • Written mainly in C++
  • Licensed under GPL-3.0
  • Started in 2015, last updated 2026-07-15

Getting started
Grab it with: git clone https://github.com/multitheftauto/mtasa-blue.git
You will need a C++ toolchain (Visual Studio on Windows or gcc/clang elsewhere) plus CMake if the project uses it. Check the README for exact build steps.

Frequently asked questions

Is mtasa-blue free to use?
It is released under the GPL-3.0 license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.

Is the project still maintained?
Yes, the last update was pushed on 2026-07-15, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in C++, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried mtasa-blue? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  gta-reversed: Reimplementation of GTA:SA 1.0 US
Posted by: ice - Yesterday, 02:54 PM - Forum: GTA San Andreas Mods - No Replies

[Image: gta-reversed.png]

gta-reversed is exactly what the name promises: a function by function reimplementation of GTA San Andreas 1.0 US. When you want to know how some game mechanic really works under the hood, you read it here instead of guessing.

What is gta-reversed?
Reimplementation of GTA:SA 1.0 US

A project to reverse Grand Theft Auto San Andreas completely, and to rewrite and document every function. Please join our community Discord: GTA Groupies [The invite is permanent, feel free to share it!] Building this project will result in a DLL file that can be injected into GTA:SA using any ASI loader out there. After the DLL file has been injected, the ingame functions will be replaced by the reversed ones. The game will behave the same. Now if we make any changes to the reversed code, it will take effect in the game. The goal is to keep reversing until we have the entire game reversed to compile a standalone executable. The progress of reversed classes can be tracked here. (needs to be updated) We currently estimate that about 50-60% of the code is done. Since this project is done as a hobby, and worked on at irregular intervals, there's no time estimate on when it'll be finished.

The facts, straight from GitHub

  • Repository: gta-reversed/gta-reversed
  • 722 stars and 180 forks, with 108 open issues
  • Written mainly in C++
  • No standard license declared
  • Started in 2021, last updated 2026-07-13

Getting started
Grab it with: git clone https://github.com/gta-reversed/gta-reversed.git
You will need a C++ toolchain (Visual Studio on Windows or gcc/clang elsewhere) plus CMake if the project uses it. Check the README for exact build steps.

Frequently asked questions

Is gta-reversed free to use?
The repository does not declare a standard license, which legally means all rights reserved. Treat it as reference and study material, and contact the author if you want to reuse the code.

Is the project still maintained?
Yes, the last update was pushed on 2026-07-13, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in C++, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried gta-reversed? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  SanAndreasUnity: Open source reimplementation of GTA San Andreas game engine in Unity
Posted by: ice - Yesterday, 02:47 PM - Forum: GTA San Andreas Mods - No Replies

[Image: sanandreasunity.png]

SanAndreasUnity is an open source reimplementation of the GTA San Andreas engine inside Unity. It loads the original game assets and recreates gameplay on top of a modern engine, complete with multiplayer experiments. A fascinating project to study.

What is SanAndreasUnity?
Open source reimplementation of GTA San Andreas game engine in Unity

San Andreas Unity is an open source reimplementation of GTA San Andreas game engine in Unity. This won't be a complete reimplementation, but the focus is on gameplay features, mutliplayer, and creating a framework which will allow easy game extending and unlimited modding possibilities. For more information about the project, read this wiki page. When running for the first time, the game will ask you for path to GTA installation. You need to own GTA in order to play it. Download it for Windows, Linux or Android. The game is tested on Linux, Windows, Mac, and Android. It supports both Mono and IL2CPP scripting backends, so it can be built for any platform that Unity supports, provided that you can copy PC version of GTASA to target device. Game fully works in multiplayer. You can start the game as dedicated server, as a host (server & client at the same time), or you can connect to a server. This works on all supported platforms, which means you can start a host even on Android device. If you want to host a server, take a look at command line instructions and server administration.

The facts, straight from GitHub

  • Repository: in0finite/SanAndreasUnity
  • 2,590 stars and 434 forks, with 39 open issues
  • Written mainly in C#
  • Licensed under MIT
  • Started in 2018, last updated 2023-06-16

Getting started
Grab it with: git clone https://github.com/in0finite/SanAndreasUnity.git
You will need the .NET SDK. Clone the repository, open the solution or run dotnet build, and check the README for configuration steps.

Frequently asked questions

Is SanAndreasUnity free to use?
It is released under the MIT license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.

Is the project still maintained?
Development has slowed down: the last push was on 2023-06-16. The code is still valuable as reference, and forks may carry the work forward.

What do I need to know before diving in?
The project is written mainly in C#, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried SanAndreasUnity? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  scripthookvdotnet: An ASI plugin for Grand Theft Auto V, which allows running scripts written
Posted by: ice - Yesterday, 02:40 PM - Forum: GTA 5 Mods - No Replies

[Image: scripthookvdotnet.png]

ScriptHookVDotNet is the bridge that lets you write GTA V mods in C# or any other .NET language instead of raw C++. Most of the singleplayer mods you have installed over the years depend on this one project.

What is scripthookvdotnet?
An ASI plugin for Grand Theft Auto V, which allows running scripts written in any .NET language on the .NET Framework runtime in-game.

This is an ASI plugin for Grand Theft Auto V, based on the C++ ScriptHook by Alexander Blade, which allows running scripts written in any .NET language in-game. The issues page should be primarily used for bug reports and focused enhancement ideas. Questions related to GTA V scripting in general, are better off on the Discussions page or in forums dedicated to this purpose. Microsoft Visual C++ Redistributable (Latest supported v14, not v14.0) The stable builds can be downloaded from the Releases page. You need to use the ASI file and the DLL files for APIs in an archive of the same version as the internal structure can be changed without notice. If you are using the game version v1.0.3258.0 or later and installing SHVDN as a user, use the nightly version v3.6.0-nightly.89 or later (see below for nightly version details), or downgrade the game to v1.0.3179.0 or earlier! v3.6.0 and v3.5.1 have a compatibility issue with the game version v1.0.3258.0 and later game versions! For script developers: you should build your scripts against stable versions rather than nightly ones unless you acknowledge that public features that aren't in stable versions can get breaking changes.

The facts, straight from GitHub

  • Repository: scripthookvdotnet/scripthookvdotnet
  • 1,343 stars and 633 forks, with 43 open issues
  • Written mainly in C#
  • Licensed under Zlib
  • Started in 2015, last updated 2026-07-14

Getting started
Grab it with: git clone https://github.com/scripthookvdotnet/scr...dotnet.git
You will need the .NET SDK. Clone the repository, open the solution or run dotnet build, and check the README for configuration steps.

Frequently asked questions

Is scripthookvdotnet free to use?
It is released under the Zlib license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.

Is the project still maintained?
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in C#, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried scripthookvdotnet? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  qb-core: FiveM RP Framework Core :muscle:
Posted by: ice - Yesterday, 02:33 PM - Forum: GTA 5 Mods - No Replies

[Image: qb-core.png]

QBCore is one of the most widely used roleplay framework cores for FiveM servers. If you are planning an RP server and do not want to build inventory, jobs and player management from zero, this is one of the two big ecosystems to consider.

What is qb-core?
FiveM RP Framework Core :muscle:

Copyright © 2015-2022 ESX (Jérémie N'gadi), Joshua Eger This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License

The facts, straight from GitHub

  • Repository: qbcore-framework/qb-core
  • 731 stars and 987 forks, with 2 open issues
  • Written mainly in Lua
  • Licensed under GPL-3.0
  • Started in 2021, last updated 2026-06-17

Getting started
Grab it with: git clone https://github.com/qbcore-framework/qb-core.git
Check the README for how to install: most Roblox projects are distributed through Wally or as rbxm models you drop into Studio.

Frequently asked questions

Is qb-core free to use?
It is released under the GPL-3.0 license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.

Is the project still maintained?
Yes, the last update was pushed on 2026-06-17, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in Lua, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried qb-core? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  gta-v-data-dumps: GTA V Data dumps useful for modding & scripting
Posted by: ice - Yesterday, 02:26 PM - Forum: GTA 5 Mods - No Replies

[Image: gta-v-data-dumps.png]

This repository is a goldmine for GTA V modders: complete data dumps of vehicles, peds, weapons, natives, clothes and much more, kept up to date across game updates. Instead of reverse engineering the game files yourself, you just look it up here.

What is gta-v-data-dumps?
GTA V Data dumps useful for modding & scripting

This is a collection of various GTA V data dumps mostly useful for modding & scripting. All of these are auto generated and some are enhanced with data from my GTA V researches.

The facts, straight from GitHub

  • Repository: DurtyFree/gta-v-data-dumps
  • 999 stars and 319 forks, with 18 open issues
  • Written mainly in mixed languages
  • No standard license declared
  • Started in 2020, last updated 2026-06-09

Getting started
Grab it with: git clone https://github.com/DurtyFree/gta-v-data-dumps.git
Check the README in the repository for installation and build instructions.

Frequently asked questions

Is gta-v-data-dumps free to use?
The repository does not declare a standard license, which legally means all rights reserved. Treat it as reference and study material, and contact the author if you want to reuse the code.

Is the project still maintained?
Yes, the last update was pushed on 2026-06-09, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in mixed languages, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried gta-v-data-dumps? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  fivem: The source code for the Cfx.re modification frameworks, such as FiveM and R
Posted by: ice - Yesterday, 02:19 PM - Forum: GTA 5 Mods - No Replies

[Image: fivem.png]

FiveM needs no introduction if you have ever touched GTA V multiplayer outside of Rockstar's own servers. This is the actual source code of the Cfx.re framework that powers FiveM and RedM, the platform behind tens of thousands of custom roleplay and freeroam servers.

What is fivem?
The source code for the Cfx.re modification frameworks, such as FiveM and RedM, as well as FXServer.

This repository contains the code for the Cfx.re projects, among which are the following: FiveM, a dual-purpose (SP/MP) modification framework for the PC version of Grand Theft Auto V as released by Rockstar Games. RedM, a modification framework for the PC version of Red Dead Redemption 2 as released by Rockstar Games. FXServer, the server component for multiplayer services on the Cfx.re projects. On the multiplayer aspect, the GTA/RAGE modifications differ from other similar modifications by utilizing the embedded game networking frameworks, building a modification framework around them, and expanding the game's functionality on an end-to-end level, directly binding to the RAGE Technology Group's base frameworks and Rockstar North's GTA codebase. To play FiveM, simply download the launcher binaries from the website. To develop FiveM, please follow the documentation in docs/ in the repository. FiveM is licensed under a dual license, details of which are in the code/LICENSE file in the repository.

The facts, straight from GitHub

  • Repository: citizenfx/fivem
  • 4,190 stars and 2,683 forks, with 814 open issues
  • Written mainly in C++
  • No standard license declared
  • Started in 2017, last updated 2026-07-14

Getting started
Grab it with: git clone https://github.com/citizenfx/fivem.git
You will need a C++ toolchain (Visual Studio on Windows or gcc/clang elsewhere) plus CMake if the project uses it. Check the README for exact build steps.

Frequently asked questions

Is fivem free to use?
The repository does not declare a standard license, which legally means all rights reserved. Treat it as reference and study material, and contact the author if you want to reuse the code.

Is the project still maintained?
Yes, the last update was pushed on 2026-07-14, so the project is alive and moving.

What do I need to know before diving in?
The project is written mainly in C++, so some familiarity there helps a lot. Start with the README, then browse the open issues to see what the rough edges are. That is usually the fastest way to understand the real state of any repository.

Where do I get help if I am stuck?
Open an issue on the GitHub issue tracker, check existing discussions, and of course post right here in this topic. Someone in the GTA community has probably hit the same wall before you.

Over to you
Have you tried fivem? Are you running it, forking it, or did you rage quit halfway through the setup? Reply below with your experience, your questions or your own favorite alternative. If there is enough interest we can put together a community guide for it.

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  When is GTA 6 trailer 3 coming? Reading the tea leaves (July 2026)
Posted by: ice - 07-10-2026, 07:45 PM - Forum: GTA 6 News & Rumors - No Replies

Best current estimate: late July to mid-August 2026. Not confirmed by Rockstar — that's the projection based on their own history.

The reasoning, for those who want it:

  • Trailer 1 dropped December 2023, Trailer 2 in May 2025. Rockstar paces these things around business milestones.
  • Pre-orders went live June 25 without a new trailer, which surprised a lot of people (me included — I genuinely expected a same-day drop).
  • For RDR2, the final big trailer landed about 3 months before launch. Same math here points at August-ish.

Expect trailer 3 to be the story-heavy one: proper voiced scenes with Jason and Lucia, probably our first look at the HUD, maybe mission gameplay.

Until then, assume every "LEAKED TRAILER 3" video on YouTube is fake, because all of them are. Rockstar drops trailers on their own channels with zero warning beyond a teaser image a day or two before. That's the only signal worth watching.

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  Essential GTA San Andreas mods in 2026 — install these first
Posted by: ice - 07-08-2026, 08:10 PM - Forum: GTA San Andreas Mods - No Replies

Setting up a fresh SA modding install? This is the foundation load order, battle-tested:

The non-negotiables

  1. SilentPatch — before anything else. Bugfixes for everything modern Windows breaks.
  2. ThirteenAG's Widescreen Fix — proper aspect ratio, clean HUD.
  3. SkyGfx — restores the PS2-era graphics effects the PC port lost (the orange PS2 sky is a religion in this community, and SkyGfx is its church).
  4. CLEO 5 — the script engine half the mod catalog depends on.
  5. ModLoader — install mods by dropping folders in, remove by deleting. No more overwriting game files like a caveman.

After the foundation, the fun tier:
  • Things To Do In San Andreas — massive side content pack
  • Improved Vehicle Features — turn signals, working dashboards
  • Project2DFX — draw-distance lights that make night driving gorgeous

Skip (as a beginner): huge total conversions and ENB graphics packs. They conflict with everything and you'll spend the weekend debugging instead of playing. Get a stable base first, then experiment one mod at a time on top.

What's in your load order? Always hunting for hidden gems.

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  How to make GTA San Andreas run properly on modern Windows (2026 fix guide)
Posted by: ice - 07-07-2026, 09:15 PM - Forum: GTA San Andreas - No Replies

Fresh install of San Andreas running at 900 mph with broken audio on Windows 11? Here's the fix order that works:

The 5-minute fix list

  1. Install SilentPatch — the single most important download for any classic GTA. Fixes dozens of bugs, frame-rate issues, and modern-Windows crashes. If you install exactly one thing, it's this.
  2. Cap the frame rate / keep Frame Limiter ON — the game's physics are tied to FPS. Uncapped = swimming breaks, cars handle wrong, missions glitch. 30 FPS is authentic; SilentPatch makes higher framerates safer but the limiter exists for a reason.
  3. Widescreen fix — ThirteenAG's widescreen fix gives proper 16:9/21:9 without stretched HUD.
  4. Run as administrator, and don't install into Program Files — half the classic "settings won't save" complaints come from Windows folder permissions.
  5. Audio crackling: set your Windows output to 44100 Hz (Sound settings → device properties → Advanced), it's an old DirectSound game.

Which version to own: the classic PC version (if you have an old copy or the Rockstar Launcher one) + patches beats the Definitive Edition for modability, though DE has improved a lot since its disastrous launch. For modding specifically, classic is the only real answer — see the mods section here for the essential list.

Post your specific crash/issue below and I'll try to point you at the right patch.

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