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		<title><![CDATA[GTA Forums - Portal]]></title>
		<link>https://gta.how/</link>
		<description><![CDATA[GTA Forums - https://gta.how]]></description>
		<pubDate>Thu, 16 Jul 2026 05:28:24 +0000</pubDate>
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			<title><![CDATA[GTA 6: What We Actually Know So Far (Confirmed Facts vs Rumors, July 2026)]]></title>
			<link>https://gta.how/thread-48.html</link>
			<pubDate>Wed, 15 Jul 2026 16:47:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-48.html</guid>
			<description><![CDATA[Short answer for anyone landing here from a search: GTA 6 is officially confirmed for <span style="font-weight: bold;" class="mycode_b">November 19, 2026</span> on PS5 and Xbox Series X|S, set in the fictional state of Leonida with Vice City at its heart, starring the criminal duo Jason Duval and Lucia Caminos. Everything beyond that is either detail from the two official trailers or pure rumor, and I want to draw that line clearly in this thread.<br />
<br />
I have been following this game since the first teaser and honestly the amount of fake "leaks" floating around is worse than for any game I can remember. So this post is my attempt at a clean reference: only things Rockstar has actually published, with sources, and a separate section for the popular rumors so nobody mixes them up.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The release date (and how we got here)</span><br />
<br />
The date has moved twice, and both moves were official Rockstar announcements, not leaks:<br />
<ul class="mycode_list"><li>The original window announced with the first trailer was 2025.<br />
</li>
<li>In May 2025 Rockstar announced a delay to <a href="https://www.rockstargames.com/newswire/article/258aa538o412ok/grand-theft-auto-vi-is-now-coming-may-26-2026" target="_blank" rel="noopener" class="mycode_url">May 26, 2026</a>.<br />
</li>
<li>In November 2025 the date moved again, this time to <a href="https://www.rockstargames.com/newswire/article/ak3ak31a49a221/grand-theft-auto-vi-is-now-set-to-launch-november-19-2026" target="_blank" rel="noopener" class="mycode_url">Thursday, November 19, 2026</a>. Rockstar apologized for the wait and said the extra months "will allow us to finish the game with the level of polish you have come to expect and deserve" (<a href="https://www.pcgamer.com/games/action/grand-theft-auto-6-is-delayed-to-november-these-extra-months-will-allow-us-to-finish-the-game-with-the-level-of-polish-you-have-come-to-expect-and-deserve/" target="_blank" rel="noopener" class="mycode_url">PC Gamer covered the statement</a>).<br />
</li>
</ul>
<br />
So as of today, November 19, 2026 is the date. Anyone claiming another delay or an earlier surprise launch is guessing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Platforms: consoles only at launch</span><br />
<br />
Confirmed platforms are <span style="font-weight: bold;" class="mycode_b">PlayStation 5 and Xbox Series X|S</span>. That is it. No PS4, no Xbox One, and crucially <span style="font-weight: bold;" class="mycode_b">no PC version has been announced</span>. I know that stings for a lot of us, but it matches Rockstar's pattern exactly: GTA V launched on consoles in September 2013 and hit PC in April 2015, and Red Dead Redemption 2 took over a year to reach PC. A PC port later is very likely, but "likely" is not "confirmed", so it goes in the rumor pile below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Setting: Vice City and the state of Leonida</span><br />
<br />
The game takes place in <span style="font-weight: bold;" class="mycode_b">Leonida</span>, Rockstar's fictional take on Florida, with a modern-day <span style="font-weight: bold;" class="mycode_b">Vice City</span> as the main city. This is not the 1980s Vice City from 2002. Based on the two trailers and the official site, the map goes well beyond the city itself: swamps, beaches, backroads and smaller satellite towns are all shown. How big the full map actually is has never been stated officially, so ignore the "X times bigger than GTA 5" posts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The protagonists: Jason and Lucia</span><br />
<br />
For the first time in the 3D-era series we get <span style="font-weight: bold;" class="mycode_b">two protagonists in a Bonnie-and-Clyde style setup</span>:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Lucia Caminos</span>, the series' first non-optional female protagonist, introduced in the very first trailer, fresh out of prison and trying to build a better life for herself and her family.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Jason Duval</span>, an Army veteran who grew up around grifters and crooks, revealed properly in the second trailer.<br />
</li>
</ul>
<br />
The official setup: an easy score goes wrong and drags them both into a much bigger mess. Rockstar has also named a supporting cast including Cal Hampton, Vice City legend Boobie Ike, gangster and music producer Dre'Quan Priest, the rap duo Real Dimez, bank robber Raul Bautista and drug runner Brian Heder.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The trailers</span><br />
<br />
Two official trailers exist so far:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Trailer 1</span> dropped on December 5, 2023 (a day early after it leaked). It pulled around 93 million views in its first 24 hours and set the record for a game reveal at the time.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Trailer 2</span> arrived on May 6, 2025 and smashed that record with roughly <a href="https://www.gamespot.com/articles/gta-6s-trailer-record-finally-beaten-by-spider-man/1100-6538898/" target="_blank" rel="noopener" class="mycode_url">475 million views in under a day</a> across platforms. It introduced Jason and the supporting cast.<br />
</li>
</ul>
<br />
A third trailer is widely expected before launch but has <span style="font-weight: bold;" class="mycode_b">not</span> been dated by Rockstar.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Price and editions</span><br />
<br />
This part is confirmed: the <span style="font-weight: bold;" class="mycode_b">Standard Edition is &#36;79.99</span> and the <span style="font-weight: bold;" class="mycode_b">Ultimate Edition is &#36;99.99</span> in the US, with regional pricing elsewhere. All preorders get the Vintage Vice City Pack. One thing worth flagging for collectors: physical versions ship with <span style="font-weight: bold;" class="mycode_b">download codes instead of discs</span> and hit stores on November 12, a week before launch. Full rundown with references on the <a href="https://en.wikipedia.org/wiki/Grand_Theft_Auto_VI" target="_blank" rel="noopener" class="mycode_url">Wikipedia page</a>, which is well sourced on this game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is still rumor, not fact</span><br />
<br />
To keep the record straight, none of the following has been confirmed by Rockstar:<br />
<ul class="mycode_list"><li>A PC release date or even the existence of a PC port<br />
</li>
<li>Map size figures of any kind<br />
</li>
<li>Anything about GTA Online 2 or how multiplayer will work<br />
</li>
<li>Trailer 3 timing<br />
</li>
<li>Story details beyond the official character bios and trailer scenes<br />
</li>
</ul>
<br />
If you see a "leak" covering any of those, treat it as fan fiction until Rockstar says otherwise. The September 2022 development footage leak was real, but that material is years old and does not represent the final game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">When does GTA 6 come out?</span><br />
November 19, 2026, confirmed directly by Rockstar. It was delayed twice, first from 2025 to May 2026, then to the current November date.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is GTA 6 coming to PC?</span><br />
Not announced. Launch is PS5 and Xbox Series X|S only. Going by GTA V and RDR2, a PC version a year or more after console launch is the realistic expectation, but Rockstar has said nothing official.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How much will GTA 6 cost?</span><br />
&#36;79.99 for the Standard Edition and &#36;99.99 for the Ultimate Edition in the US. All preorders include the Vintage Vice City Pack.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where is GTA 6 set and who do you play as?</span><br />
The state of Leonida, Rockstar's fictional Florida, centered on modern-day Vice City. You play as both Jason Duval and Lucia Caminos, a criminal couple whose easy score goes sideways.<br />
<br />
That is the full verified picture as of July 2026. If I missed an official announcement or you spotted something in the trailers worth dissecting, reply below. And I am curious: is anyone here actually holding out for the PC version, or are you grabbing it on console day one? Would love to hear your plans.]]></description>
			<content:encoded><![CDATA[Short answer for anyone landing here from a search: GTA 6 is officially confirmed for <span style="font-weight: bold;" class="mycode_b">November 19, 2026</span> on PS5 and Xbox Series X|S, set in the fictional state of Leonida with Vice City at its heart, starring the criminal duo Jason Duval and Lucia Caminos. Everything beyond that is either detail from the two official trailers or pure rumor, and I want to draw that line clearly in this thread.<br />
<br />
I have been following this game since the first teaser and honestly the amount of fake "leaks" floating around is worse than for any game I can remember. So this post is my attempt at a clean reference: only things Rockstar has actually published, with sources, and a separate section for the popular rumors so nobody mixes them up.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The release date (and how we got here)</span><br />
<br />
The date has moved twice, and both moves were official Rockstar announcements, not leaks:<br />
<ul class="mycode_list"><li>The original window announced with the first trailer was 2025.<br />
</li>
<li>In May 2025 Rockstar announced a delay to <a href="https://www.rockstargames.com/newswire/article/258aa538o412ok/grand-theft-auto-vi-is-now-coming-may-26-2026" target="_blank" rel="noopener" class="mycode_url">May 26, 2026</a>.<br />
</li>
<li>In November 2025 the date moved again, this time to <a href="https://www.rockstargames.com/newswire/article/ak3ak31a49a221/grand-theft-auto-vi-is-now-set-to-launch-november-19-2026" target="_blank" rel="noopener" class="mycode_url">Thursday, November 19, 2026</a>. Rockstar apologized for the wait and said the extra months "will allow us to finish the game with the level of polish you have come to expect and deserve" (<a href="https://www.pcgamer.com/games/action/grand-theft-auto-6-is-delayed-to-november-these-extra-months-will-allow-us-to-finish-the-game-with-the-level-of-polish-you-have-come-to-expect-and-deserve/" target="_blank" rel="noopener" class="mycode_url">PC Gamer covered the statement</a>).<br />
</li>
</ul>
<br />
So as of today, November 19, 2026 is the date. Anyone claiming another delay or an earlier surprise launch is guessing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Platforms: consoles only at launch</span><br />
<br />
Confirmed platforms are <span style="font-weight: bold;" class="mycode_b">PlayStation 5 and Xbox Series X|S</span>. That is it. No PS4, no Xbox One, and crucially <span style="font-weight: bold;" class="mycode_b">no PC version has been announced</span>. I know that stings for a lot of us, but it matches Rockstar's pattern exactly: GTA V launched on consoles in September 2013 and hit PC in April 2015, and Red Dead Redemption 2 took over a year to reach PC. A PC port later is very likely, but "likely" is not "confirmed", so it goes in the rumor pile below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Setting: Vice City and the state of Leonida</span><br />
<br />
The game takes place in <span style="font-weight: bold;" class="mycode_b">Leonida</span>, Rockstar's fictional take on Florida, with a modern-day <span style="font-weight: bold;" class="mycode_b">Vice City</span> as the main city. This is not the 1980s Vice City from 2002. Based on the two trailers and the official site, the map goes well beyond the city itself: swamps, beaches, backroads and smaller satellite towns are all shown. How big the full map actually is has never been stated officially, so ignore the "X times bigger than GTA 5" posts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The protagonists: Jason and Lucia</span><br />
<br />
For the first time in the 3D-era series we get <span style="font-weight: bold;" class="mycode_b">two protagonists in a Bonnie-and-Clyde style setup</span>:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Lucia Caminos</span>, the series' first non-optional female protagonist, introduced in the very first trailer, fresh out of prison and trying to build a better life for herself and her family.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Jason Duval</span>, an Army veteran who grew up around grifters and crooks, revealed properly in the second trailer.<br />
</li>
</ul>
<br />
The official setup: an easy score goes wrong and drags them both into a much bigger mess. Rockstar has also named a supporting cast including Cal Hampton, Vice City legend Boobie Ike, gangster and music producer Dre'Quan Priest, the rap duo Real Dimez, bank robber Raul Bautista and drug runner Brian Heder.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The trailers</span><br />
<br />
Two official trailers exist so far:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Trailer 1</span> dropped on December 5, 2023 (a day early after it leaked). It pulled around 93 million views in its first 24 hours and set the record for a game reveal at the time.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Trailer 2</span> arrived on May 6, 2025 and smashed that record with roughly <a href="https://www.gamespot.com/articles/gta-6s-trailer-record-finally-beaten-by-spider-man/1100-6538898/" target="_blank" rel="noopener" class="mycode_url">475 million views in under a day</a> across platforms. It introduced Jason and the supporting cast.<br />
</li>
</ul>
<br />
A third trailer is widely expected before launch but has <span style="font-weight: bold;" class="mycode_b">not</span> been dated by Rockstar.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Price and editions</span><br />
<br />
This part is confirmed: the <span style="font-weight: bold;" class="mycode_b">Standard Edition is &#36;79.99</span> and the <span style="font-weight: bold;" class="mycode_b">Ultimate Edition is &#36;99.99</span> in the US, with regional pricing elsewhere. All preorders get the Vintage Vice City Pack. One thing worth flagging for collectors: physical versions ship with <span style="font-weight: bold;" class="mycode_b">download codes instead of discs</span> and hit stores on November 12, a week before launch. Full rundown with references on the <a href="https://en.wikipedia.org/wiki/Grand_Theft_Auto_VI" target="_blank" rel="noopener" class="mycode_url">Wikipedia page</a>, which is well sourced on this game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is still rumor, not fact</span><br />
<br />
To keep the record straight, none of the following has been confirmed by Rockstar:<br />
<ul class="mycode_list"><li>A PC release date or even the existence of a PC port<br />
</li>
<li>Map size figures of any kind<br />
</li>
<li>Anything about GTA Online 2 or how multiplayer will work<br />
</li>
<li>Trailer 3 timing<br />
</li>
<li>Story details beyond the official character bios and trailer scenes<br />
</li>
</ul>
<br />
If you see a "leak" covering any of those, treat it as fan fiction until Rockstar says otherwise. The September 2022 development footage leak was real, but that material is years old and does not represent the final game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">When does GTA 6 come out?</span><br />
November 19, 2026, confirmed directly by Rockstar. It was delayed twice, first from 2025 to May 2026, then to the current November date.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is GTA 6 coming to PC?</span><br />
Not announced. Launch is PS5 and Xbox Series X|S only. Going by GTA V and RDR2, a PC version a year or more after console launch is the realistic expectation, but Rockstar has said nothing official.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">How much will GTA 6 cost?</span><br />
&#36;79.99 for the Standard Edition and &#36;99.99 for the Ultimate Edition in the US. All preorders include the Vintage Vice City Pack.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where is GTA 6 set and who do you play as?</span><br />
The state of Leonida, Rockstar's fictional Florida, centered on modern-day Vice City. You play as both Jason Duval and Lucia Caminos, a criminal couple whose easy score goes sideways.<br />
<br />
That is the full verified picture as of July 2026. If I missed an official announcement or you spotted something in the trailers worth dissecting, reply below. And I am curious: is anyone here actually holding out for the PC version, or are you grabbing it on console day one? Would love to hear your plans.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GTA V Modding for Beginners: ScriptHookV, SHVDN, OpenIV and Staying Ban Safe]]></title>
			<link>https://gta.how/thread-47.html</link>
			<pubDate>Wed, 15 Jul 2026 16:40:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-47.html</guid>
			<description><![CDATA[Getting into GTA V modding in 2026 basically comes down to four things: ScriptHookV for running script mods, ScriptHookVDotNet for the huge library of .NET mods, OpenIV for editing game files, and a "mods" folder so you never touch your original install. Set those up in that order, keep it all strictly singleplayer, and you can mod safely without risking your Online account.<br />
<br />
I've walked a lot of people through this over the years, and the questions are always the same: what do I actually need, in what order, and will Rockstar ban me. So here's the full beginner rundown in one place.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The core stack, explained</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. ScriptHookV</span> is the foundation. It's a library by Alexander Blade that lets custom .asi plugins call GTA V's native script functions. Almost every script mod you'll ever download depends on it. Get it only from the official page at <a href="http://www.dev-c.com/gtav/scripthookv/" target="_blank" rel="noopener" class="mycode_url">dev-c.com</a>, never from random reuploads. The download includes the ASI Loader (which actually loads .asi files into the game) and the Native Trainer, a simple built-in trainer you can use to test that everything works.<br />
<br />
Installation is just dropping ScriptHookV.dll and dinput8.dll into your game folder next to GTA5.exe. Press F4 in game and if the Native Trainer menu opens, you're set.<br />
<br />
One thing beginners always trip over: ScriptHookV breaks after every Rockstar patch. When GTA V updates and your game suddenly crashes on launch, that's not your mods being broken, it's ScriptHookV waiting for a new release. The 2026 builds support both the Legacy version of the game and the newer Enhanced edition, but you still have to wait for Alexander Blade to update after each patch. Either be patient or temporarily pull the .asi files out of your game folder.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2. ScriptHookVDotNet</span> (SHVDN) sits on top of ScriptHookV. It's an ASI plugin that lets mods be written in .NET languages like C#, and a massive chunk of the mods on gta5-mods.com need it. Requirements are ScriptHookV itself, .NET Framework 4.8 or higher, and the Visual C++ redistributable. Grab it from the official <a href="https://github.com/scripthookvdotnet/scripthookvdotnet" target="_blank" rel="noopener" class="mycode_url">GitHub repo</a> and extract everything into the game folder.<br />
<br />
Important detail: if you're on game version 1.0.3258.0 or newer, the old stable 3.6.0 release from 2022 won't cut it. Use the nightly builds from the GitHub releases page instead. This catches a lot of people who follow outdated YouTube tutorials. Also, when you update SHVDN, replace ALL its .asi and .dll files together, mixing versions causes weird crashes.<br />
<br />
Script mods themselves (.dll and .cs files) go into a "scripts" folder inside your game directory. Create it if it doesn't exist.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. OpenIV</span> is your tool for everything that isn't a script: car models, textures, weapon replacements, map edits. It opens the game's .rpf archives so you can view and replace files. Official download is <a href="https://openiv.com/" target="_blank" rel="noopener" class="mycode_url">openiv.com</a>.<br />
<br />
Heads up if you own the Enhanced edition: OpenIV doesn't recognize GTA V Enhanced out of the box. The community has filled the gap with tools like <a href="https://www.gta5-mods.com/tools/openrpf-openiv-asi-for-gta-v-enhanced" target="_blank" rel="noopener" class="mycode_url">OpenRPF</a> (an OpenIV.asi replacement that makes the mods folder work on Enhanced) and ZEnhanced for installing .oiv packages. If you're on Legacy, standard OpenIV works as it always has. And make sure any asset mod you install actually says it supports your edition, Legacy mods can crash Enhanced and vice versa.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">4. The mods folder</span> is the single best habit you can build. Instead of editing the original .rpf archives, you create a folder called "mods" in the game directory, copy the archives you want to edit into it, and install everything there. OpenIV.asi (or OpenRPF on Enhanced) redirects the game to load from the mods folder first. Your original files stay untouched, so a broken mod means deleting one copied file, not verifying 100+ GB through Steam. Never skip this step. Everyone who edits the originals directly eventually regrets it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Staying ban safe</span><br />
<br />
The short version: singleplayer modding does not get you banned, taking mods into GTA Online does.<br />
<br />
ScriptHookV actually protects you here by design: it deliberately closes the game if you try to enter GTA Online while it's loaded. So script mods are largely self-policing. The bigger risk is edited game files sitting in your actual archives, which is another reason the mods folder matters, since the redirect only applies when the .asi loader is active.<br />
<br />
My personal rules, and what I'd recommend to anyone starting out:<br />
<ul class="mycode_list"><li>Keep mods strictly in singleplayer. Never try to bypass the ScriptHookV online block.<br />
</li>
<li>Always use the mods folder, never edit original .rpf files.<br />
</li>
<li>If you play Online regularly, consider a second copy of the game folder: one clean for Online, one modded for story mode.<br />
</li>
<li>Download only from known sources: dev-c.com, openiv.com, the official SHVDN GitHub, and gta5-mods.com. Random "ScriptHookV cracked" sites are malware farms.<br />
</li>
<li>After every Rockstar patch, wait for ScriptHookV to update before launching your modded setup.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can I get banned for using ScriptHookV in singleplayer?</span><br />
No. Rockstar's enforcement targets GTA Online, and ScriptHookV won't even let you enter Online while it's running, it closes the game instead. Story mode modding has been tolerated since 2015.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My game crashes on startup after an update. What do I do?</span><br />
Nine times out of ten a Rockstar patch broke ScriptHookV. Remove ScriptHookV.dll and your .asi files (or move them to a backup folder), play vanilla, and check dev-c.com every few days for the updated version. Don't reinstall the whole game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Does all of this work on the Enhanced edition?</span><br />
Mostly, with extra steps. ScriptHookV's 2026 builds support Enhanced, and SHVDN nightlies work too, but OpenIV needs community add-ons like OpenRPF or ZEnhanced for the mods folder and .oiv installs. Check each mod's page for Enhanced compatibility before installing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ScriptHookV or ScriptHookVDotNet, which one do I need?</span><br />
Probably both. ScriptHookV is the base requirement for nearly everything. SHVDN is only needed for .NET mods, but so many popular mods use it that installing it up front saves you troubleshooting later. Each mod's description lists its requirements.<br />
<br />
That's the whole beginner stack. If you're setting this up for the first time and something isn't behaving, post your game version (Legacy or Enhanced), your ScriptHookV version, and the crash symptom below and I'll take a look. And if you've been modding for years, share the first mod that got you hooked, always curious what pulls people in.]]></description>
			<content:encoded><![CDATA[Getting into GTA V modding in 2026 basically comes down to four things: ScriptHookV for running script mods, ScriptHookVDotNet for the huge library of .NET mods, OpenIV for editing game files, and a "mods" folder so you never touch your original install. Set those up in that order, keep it all strictly singleplayer, and you can mod safely without risking your Online account.<br />
<br />
I've walked a lot of people through this over the years, and the questions are always the same: what do I actually need, in what order, and will Rockstar ban me. So here's the full beginner rundown in one place.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The core stack, explained</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">1. ScriptHookV</span> is the foundation. It's a library by Alexander Blade that lets custom .asi plugins call GTA V's native script functions. Almost every script mod you'll ever download depends on it. Get it only from the official page at <a href="http://www.dev-c.com/gtav/scripthookv/" target="_blank" rel="noopener" class="mycode_url">dev-c.com</a>, never from random reuploads. The download includes the ASI Loader (which actually loads .asi files into the game) and the Native Trainer, a simple built-in trainer you can use to test that everything works.<br />
<br />
Installation is just dropping ScriptHookV.dll and dinput8.dll into your game folder next to GTA5.exe. Press F4 in game and if the Native Trainer menu opens, you're set.<br />
<br />
One thing beginners always trip over: ScriptHookV breaks after every Rockstar patch. When GTA V updates and your game suddenly crashes on launch, that's not your mods being broken, it's ScriptHookV waiting for a new release. The 2026 builds support both the Legacy version of the game and the newer Enhanced edition, but you still have to wait for Alexander Blade to update after each patch. Either be patient or temporarily pull the .asi files out of your game folder.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">2. ScriptHookVDotNet</span> (SHVDN) sits on top of ScriptHookV. It's an ASI plugin that lets mods be written in .NET languages like C#, and a massive chunk of the mods on gta5-mods.com need it. Requirements are ScriptHookV itself, .NET Framework 4.8 or higher, and the Visual C++ redistributable. Grab it from the official <a href="https://github.com/scripthookvdotnet/scripthookvdotnet" target="_blank" rel="noopener" class="mycode_url">GitHub repo</a> and extract everything into the game folder.<br />
<br />
Important detail: if you're on game version 1.0.3258.0 or newer, the old stable 3.6.0 release from 2022 won't cut it. Use the nightly builds from the GitHub releases page instead. This catches a lot of people who follow outdated YouTube tutorials. Also, when you update SHVDN, replace ALL its .asi and .dll files together, mixing versions causes weird crashes.<br />
<br />
Script mods themselves (.dll and .cs files) go into a "scripts" folder inside your game directory. Create it if it doesn't exist.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">3. OpenIV</span> is your tool for everything that isn't a script: car models, textures, weapon replacements, map edits. It opens the game's .rpf archives so you can view and replace files. Official download is <a href="https://openiv.com/" target="_blank" rel="noopener" class="mycode_url">openiv.com</a>.<br />
<br />
Heads up if you own the Enhanced edition: OpenIV doesn't recognize GTA V Enhanced out of the box. The community has filled the gap with tools like <a href="https://www.gta5-mods.com/tools/openrpf-openiv-asi-for-gta-v-enhanced" target="_blank" rel="noopener" class="mycode_url">OpenRPF</a> (an OpenIV.asi replacement that makes the mods folder work on Enhanced) and ZEnhanced for installing .oiv packages. If you're on Legacy, standard OpenIV works as it always has. And make sure any asset mod you install actually says it supports your edition, Legacy mods can crash Enhanced and vice versa.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">4. The mods folder</span> is the single best habit you can build. Instead of editing the original .rpf archives, you create a folder called "mods" in the game directory, copy the archives you want to edit into it, and install everything there. OpenIV.asi (or OpenRPF on Enhanced) redirects the game to load from the mods folder first. Your original files stay untouched, so a broken mod means deleting one copied file, not verifying 100+ GB through Steam. Never skip this step. Everyone who edits the originals directly eventually regrets it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Staying ban safe</span><br />
<br />
The short version: singleplayer modding does not get you banned, taking mods into GTA Online does.<br />
<br />
ScriptHookV actually protects you here by design: it deliberately closes the game if you try to enter GTA Online while it's loaded. So script mods are largely self-policing. The bigger risk is edited game files sitting in your actual archives, which is another reason the mods folder matters, since the redirect only applies when the .asi loader is active.<br />
<br />
My personal rules, and what I'd recommend to anyone starting out:<br />
<ul class="mycode_list"><li>Keep mods strictly in singleplayer. Never try to bypass the ScriptHookV online block.<br />
</li>
<li>Always use the mods folder, never edit original .rpf files.<br />
</li>
<li>If you play Online regularly, consider a second copy of the game folder: one clean for Online, one modded for story mode.<br />
</li>
<li>Download only from known sources: dev-c.com, openiv.com, the official SHVDN GitHub, and gta5-mods.com. Random "ScriptHookV cracked" sites are malware farms.<br />
</li>
<li>After every Rockstar patch, wait for ScriptHookV to update before launching your modded setup.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can I get banned for using ScriptHookV in singleplayer?</span><br />
No. Rockstar's enforcement targets GTA Online, and ScriptHookV won't even let you enter Online while it's running, it closes the game instead. Story mode modding has been tolerated since 2015.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">My game crashes on startup after an update. What do I do?</span><br />
Nine times out of ten a Rockstar patch broke ScriptHookV. Remove ScriptHookV.dll and your .asi files (or move them to a backup folder), play vanilla, and check dev-c.com every few days for the updated version. Don't reinstall the whole game.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Does all of this work on the Enhanced edition?</span><br />
Mostly, with extra steps. ScriptHookV's 2026 builds support Enhanced, and SHVDN nightlies work too, but OpenIV needs community add-ons like OpenRPF or ZEnhanced for the mods folder and .oiv installs. Check each mod's page for Enhanced compatibility before installing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ScriptHookV or ScriptHookVDotNet, which one do I need?</span><br />
Probably both. ScriptHookV is the base requirement for nearly everything. SHVDN is only needed for .NET mods, but so many popular mods use it that installing it up front saves you troubleshooting later. Each mod's description lists its requirements.<br />
<br />
That's the whole beginner stack. If you're setting this up for the first time and something isn't behaving, post your game version (Legacy or Enhanced), your ScriptHookV version, and the crash symptom below and I'll take a look. And if you've been modding for years, share the first mod that got you hooked, always curious what pulls people in.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to set up an open.mp server (SA-MP successor): install, migrate, script, host]]></title>
			<link>https://gta.how/thread-46.html</link>
			<pubDate>Wed, 15 Jul 2026 16:33:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-46.html</guid>
			<description><![CDATA[Setting up an open.mp server takes about ten minutes: download the server package from GitHub, drop your gamemode into the gamemodes folder, edit config.json, and run omp-server. Because open.mp is fully backwards compatible with SA-MP, your old scripts and even old compiled AMX files load straight out of the box, and players can join with the regular SA:MP client.<br />
<br />
I have run SA-MP servers on and off since the old 0.3 days, and I moved my last project over to open.mp without any drama. Here is the full walkthrough, including migration from an existing SA-MP setup, a quick Pawn primer for newcomers, and some honest hosting advice.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What open.mp actually is</span><br />
<br />
open.mp (Open Multiplayer) is an open source reimplementation of the SA-MP server. The client side stays the same: people still connect with the SA:MP client (or the open.mp launcher), so you do not lose your player base by switching. What changes is the server binary. You get an actively maintained codebase, a modernized Pawn compiler, a C++ component API for people who want to go beyond Pawn, and a pile of bug fixes the original SA-MP server never got. The project describes itself as fully backwards compatible, and in my experience that claim holds up: an old AMX loads and runs. You can read more on the <a href="https://www.open.mp/" target="_blank" rel="noopener" class="mycode_url">official open.mp site</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 1: Download and unpack</span><br />
<br />
Grab the latest release from the <a href="https://github.com/openmultiplayer/open.mp/releases" target="_blank" rel="noopener" class="mycode_url">open.mp GitHub releases page</a>. Windows users want open.mp-win-x86.zip, Linux users want open.mp-linux-x86.tar.gz (there is also a dynssl variant if you have OpenSSL issues on your distro).<br />
<br />
After extracting you will see a familiar layout if you ever ran SA-MP:<br />
<ul class="mycode_list"><li>gamemodes: your main .pwn and .amx files<br />
</li>
<li>filterscripts: side scripts<br />
</li>
<li>plugins: legacy SA-MP plugins<br />
</li>
<li>components: native open.mp components (the modern replacement for many plugins)<br />
</li>
<li>qawno: the bundled Pawn compiler and IDE, plus the include files<br />
</li>
<li>scriptfiles: data files your scripts read and write<br />
</li>
<li>config.json: the server configuration<br />
</li>
</ul>
<br />
Note the server is a 32-bit binary. On a fresh 64-bit Linux box you will need the 32-bit runtime libraries before it starts (on Debian/Ubuntu that means enabling the i386 architecture and installing the usual 32-bit libc/stdc++ packages).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 2: config.json instead of server.cfg</span><br />
<br />
This is the biggest visible change from SA-MP. The old flat server.cfg is replaced by a structured JSON file. The <a href="https://open.mp/docs/server/config.json" target="_blank" rel="noopener" class="mycode_url">config.json documentation</a> lists every option, but the essentials look like this:<br />
<ul class="mycode_list"><li>name: the hostname shown in the browser<br />
</li>
<li>network.port: default 7777, forward it (UDP) on your firewall/router<br />
</li>
<li>max_players: default 50, can go up to 1000<br />
</li>
<li>pawn.main_scripts: your gamemode, for example ["mygamemode 1"]<br />
</li>
<li>pawn.side_scripts: filterscripts<br />
</li>
<li>pawn.legacy_plugins: old SA-MP plugins like mysql or streamer<br />
</li>
<li>rcon.enable and rcon.password: the server refuses to start if the RCON password is still "changeme", which is a nice touch<br />
</li>
</ul>
<br />
Two things I really like here. First, migrating is painless: run the server with the --dump-config flag and it converts an existing server.cfg into config.json for you. Second, config values support environment variables with &#36;{VAR} and &#36;{VAR:-default} syntax, which is genuinely useful if you deploy with Docker or want to keep passwords out of the file.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 3: Migrating an existing SA-MP gamemode</span><br />
<br />
The <a href="https://open.mp/docs/server/Installation" target="_blank" rel="noopener" class="mycode_url">official installation guide</a> covers this, and the short version is:<br />
<ul class="mycode_list"><li>Copy your gamemode .pwn into gamemodes and your includes into qawno/include<br />
</li>
<li>In the script, replace #include &lt;a_samp&gt; with #include &lt;open.mp&gt;<br />
</li>
<li>Recompile with the bundled qawno compiler (F5 in the IDE)<br />
</li>
<li>Copy compatible plugins into plugins and list them under pawn.legacy_plugins<br />
</li>
</ul>
<br />
If you cannot or do not want to recompile, your existing .amx will still run against the SA-MP compatibility layer. Recompiling against the open.mp includes is still worth it: you get the new natives and better compiler diagnostics. Expect some warnings on old code, mostly tag mismatches and deprecated function names (British spellings like TextDrawColour are now the canonical ones). The docs mention defines like MIXED_SPELLINGS to quiet those down while you clean up gradually.<br />
<br />
Plugin-wise, most popular ones have open.mp compatible builds: sscanf, Pawn.CMD and sampvoice all have OMP releases, and FCNPC is superseded by the official open.mp NPC component. The streamer plugin also works fine in legacy mode.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pawn scripting in 60 seconds</span><br />
<br />
If you are brand new: Pawn is a small C-like language. Your gamemode is one script built around callbacks the server fires. OnGameModeInit runs at startup, OnPlayerConnect when someone joins, OnPlayerCommandText (or a command processor like Pawn.CMD) when someone types a command. A minimal gamemode is maybe 20 lines: set the mode text, add a class with AddPlayerClass, spawn the player in OnPlayerRequestClass. Compile, put the name in pawn.main_scripts, restart, done. The open.mp docs mirror the entire old SA-MP wiki function reference, so anything you learned there still applies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hosting: what actually matters</span><br />
<br />
An open.mp server is light. A 100 slot server runs comfortably on a cheap VPS with 1 vCPU and 1 to 2 GB of RAM; the bottleneck is almost never CPU, it is your script doing something silly in a tight timer. My advice:<br />
<ul class="mycode_list"><li>Get a small VPS instead of shared "game hosting" panels, you will want shell access for the 32-bit libs and for tools like MySQL anyway<br />
</li>
<li>Pick a location close to your players, sync quality in SA-MP/open.mp is very ping sensitive<br />
</li>
<li>Run the server under a non-root user, open only UDP 7777, and put your RCON password somewhere sane<br />
</li>
<li>Use screen, tmux or a systemd unit so the server survives you closing SSH<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can SA-MP players join an open.mp server?</span><br />
Yes. open.mp is a server replacement only. Anyone with the standard SA:MP client connects normally, the open.mp launcher is optional.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I have to rewrite my gamemode?</span><br />
No. Old compiled AMX files load as-is. For active development you should switch the include to open.mp and recompile, but that is a one line change plus fixing some deprecation warnings.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Does server.cfg still work?</span><br />
There is legacy support, but config.json is the recommended format and the only one that exposes all the new options. Use --dump-config once to convert and never look back.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the minimum server specs?</span><br />
Very low. Any 1 vCPU / 1 GB VPS handles a small to mid size server. Remember the binary is 32-bit, so install the i386 runtime libraries on 64-bit Linux.<br />
<br />
That is everything I would tell a friend setting up their first open.mp box. If you have already migrated a bigger SA-MP project, I would love to hear how the plugin situation went for you, and if you get stuck anywhere during setup, post your config.json and the console output below and I will take a look.]]></description>
			<content:encoded><![CDATA[Setting up an open.mp server takes about ten minutes: download the server package from GitHub, drop your gamemode into the gamemodes folder, edit config.json, and run omp-server. Because open.mp is fully backwards compatible with SA-MP, your old scripts and even old compiled AMX files load straight out of the box, and players can join with the regular SA:MP client.<br />
<br />
I have run SA-MP servers on and off since the old 0.3 days, and I moved my last project over to open.mp without any drama. Here is the full walkthrough, including migration from an existing SA-MP setup, a quick Pawn primer for newcomers, and some honest hosting advice.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What open.mp actually is</span><br />
<br />
open.mp (Open Multiplayer) is an open source reimplementation of the SA-MP server. The client side stays the same: people still connect with the SA:MP client (or the open.mp launcher), so you do not lose your player base by switching. What changes is the server binary. You get an actively maintained codebase, a modernized Pawn compiler, a C++ component API for people who want to go beyond Pawn, and a pile of bug fixes the original SA-MP server never got. The project describes itself as fully backwards compatible, and in my experience that claim holds up: an old AMX loads and runs. You can read more on the <a href="https://www.open.mp/" target="_blank" rel="noopener" class="mycode_url">official open.mp site</a>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 1: Download and unpack</span><br />
<br />
Grab the latest release from the <a href="https://github.com/openmultiplayer/open.mp/releases" target="_blank" rel="noopener" class="mycode_url">open.mp GitHub releases page</a>. Windows users want open.mp-win-x86.zip, Linux users want open.mp-linux-x86.tar.gz (there is also a dynssl variant if you have OpenSSL issues on your distro).<br />
<br />
After extracting you will see a familiar layout if you ever ran SA-MP:<br />
<ul class="mycode_list"><li>gamemodes: your main .pwn and .amx files<br />
</li>
<li>filterscripts: side scripts<br />
</li>
<li>plugins: legacy SA-MP plugins<br />
</li>
<li>components: native open.mp components (the modern replacement for many plugins)<br />
</li>
<li>qawno: the bundled Pawn compiler and IDE, plus the include files<br />
</li>
<li>scriptfiles: data files your scripts read and write<br />
</li>
<li>config.json: the server configuration<br />
</li>
</ul>
<br />
Note the server is a 32-bit binary. On a fresh 64-bit Linux box you will need the 32-bit runtime libraries before it starts (on Debian/Ubuntu that means enabling the i386 architecture and installing the usual 32-bit libc/stdc++ packages).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 2: config.json instead of server.cfg</span><br />
<br />
This is the biggest visible change from SA-MP. The old flat server.cfg is replaced by a structured JSON file. The <a href="https://open.mp/docs/server/config.json" target="_blank" rel="noopener" class="mycode_url">config.json documentation</a> lists every option, but the essentials look like this:<br />
<ul class="mycode_list"><li>name: the hostname shown in the browser<br />
</li>
<li>network.port: default 7777, forward it (UDP) on your firewall/router<br />
</li>
<li>max_players: default 50, can go up to 1000<br />
</li>
<li>pawn.main_scripts: your gamemode, for example ["mygamemode 1"]<br />
</li>
<li>pawn.side_scripts: filterscripts<br />
</li>
<li>pawn.legacy_plugins: old SA-MP plugins like mysql or streamer<br />
</li>
<li>rcon.enable and rcon.password: the server refuses to start if the RCON password is still "changeme", which is a nice touch<br />
</li>
</ul>
<br />
Two things I really like here. First, migrating is painless: run the server with the --dump-config flag and it converts an existing server.cfg into config.json for you. Second, config values support environment variables with &#36;{VAR} and &#36;{VAR:-default} syntax, which is genuinely useful if you deploy with Docker or want to keep passwords out of the file.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 3: Migrating an existing SA-MP gamemode</span><br />
<br />
The <a href="https://open.mp/docs/server/Installation" target="_blank" rel="noopener" class="mycode_url">official installation guide</a> covers this, and the short version is:<br />
<ul class="mycode_list"><li>Copy your gamemode .pwn into gamemodes and your includes into qawno/include<br />
</li>
<li>In the script, replace #include &lt;a_samp&gt; with #include &lt;open.mp&gt;<br />
</li>
<li>Recompile with the bundled qawno compiler (F5 in the IDE)<br />
</li>
<li>Copy compatible plugins into plugins and list them under pawn.legacy_plugins<br />
</li>
</ul>
<br />
If you cannot or do not want to recompile, your existing .amx will still run against the SA-MP compatibility layer. Recompiling against the open.mp includes is still worth it: you get the new natives and better compiler diagnostics. Expect some warnings on old code, mostly tag mismatches and deprecated function names (British spellings like TextDrawColour are now the canonical ones). The docs mention defines like MIXED_SPELLINGS to quiet those down while you clean up gradually.<br />
<br />
Plugin-wise, most popular ones have open.mp compatible builds: sscanf, Pawn.CMD and sampvoice all have OMP releases, and FCNPC is superseded by the official open.mp NPC component. The streamer plugin also works fine in legacy mode.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pawn scripting in 60 seconds</span><br />
<br />
If you are brand new: Pawn is a small C-like language. Your gamemode is one script built around callbacks the server fires. OnGameModeInit runs at startup, OnPlayerConnect when someone joins, OnPlayerCommandText (or a command processor like Pawn.CMD) when someone types a command. A minimal gamemode is maybe 20 lines: set the mode text, add a class with AddPlayerClass, spawn the player in OnPlayerRequestClass. Compile, put the name in pawn.main_scripts, restart, done. The open.mp docs mirror the entire old SA-MP wiki function reference, so anything you learned there still applies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hosting: what actually matters</span><br />
<br />
An open.mp server is light. A 100 slot server runs comfortably on a cheap VPS with 1 vCPU and 1 to 2 GB of RAM; the bottleneck is almost never CPU, it is your script doing something silly in a tight timer. My advice:<br />
<ul class="mycode_list"><li>Get a small VPS instead of shared "game hosting" panels, you will want shell access for the 32-bit libs and for tools like MySQL anyway<br />
</li>
<li>Pick a location close to your players, sync quality in SA-MP/open.mp is very ping sensitive<br />
</li>
<li>Run the server under a non-root user, open only UDP 7777, and put your RCON password somewhere sane<br />
</li>
<li>Use screen, tmux or a systemd unit so the server survives you closing SSH<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can SA-MP players join an open.mp server?</span><br />
Yes. open.mp is a server replacement only. Anyone with the standard SA:MP client connects normally, the open.mp launcher is optional.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I have to rewrite my gamemode?</span><br />
No. Old compiled AMX files load as-is. For active development you should switch the include to open.mp and recompile, but that is a one line change plus fixing some deprecation warnings.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Does server.cfg still work?</span><br />
There is legacy support, but config.json is the recommended format and the only one that exposes all the new options. Use --dump-config once to convert and never look back.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the minimum server specs?</span><br />
Very low. Any 1 vCPU / 1 GB VPS handles a small to mid size server. Remember the binary is 32-bit, so install the i386 runtime libraries on 64-bit Linux.<br />
<br />
That is everything I would tell a friend setting up their first open.mp box. If you have already migrated a bigger SA-MP project, I would love to hear how the plugin situation went for you, and if you get stuck anywhere during setup, post your config.json and the console output below and I will take a look.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to set up a FiveM server with txAdmin in 2026 (step by step)]]></title>
			<link>https://gta.how/thread-45.html</link>
			<pubDate>Wed, 15 Jul 2026 16:26:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-45.html</guid>
			<description><![CDATA[Short answer up front: to set up a FiveM server in 2026 you download the latest server artifact from Cfx.re, run it, and txAdmin (which is now built into every server build) walks you through the rest in your browser on port 40120. No separate txAdmin install, no hand-editing configs before you even get started. Below is the full step by step, plus what to do after the wizard finishes.<br />
<br />
I have set up more FiveM servers than I care to admit, both for my own communities and for people who asked for help here, so this is the process I actually use today, not a rehash of a 2021 tutorial.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What you need before you start</span><br />
<ul class="mycode_list"><li>A Windows or Linux machine (VPS or dedicated). For a small RP server with a framework I would not go below 8 GB RAM. A vanilla freeroam server runs on much less, but frameworks, MySQL and a pile of resources eat memory fast.<br />
</li>
<li>A free Cfx.re account and a license key from <a href="https://portal.cfx.re" target="_blank" rel="noopener" class="mycode_url">portal.cfx.re</a>. The old keymaster site redirects there now. The key is free for a normal server.<br />
</li>
<li>Ports 30120 (game, TCP and UDP) and 40120 (txAdmin web panel, TCP) open in your firewall. This is the number one thing people forget, especially on cloud VPS providers where the provider firewall sits in front of the OS firewall.<br />
</li>
<li>For a framework server: MariaDB or MySQL installed. The txAdmin recipes can talk to the database during deployment, but the database itself has to exist first.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Step 1: download the server artifact</span><br />
<br />
Grab the latest recommended build from the official artifact listings: <a href="https://runtime.fivem.net/artifacts/fivem/build_server_windows/master/" target="_blank" rel="noopener" class="mycode_url">Windows builds</a> or <a href="https://runtime.fivem.net/artifacts/fivem/build_proot_linux/master/" target="_blank" rel="noopener" class="mycode_url">Linux builds</a>. On Windows you extract the server.7z into a folder like C:\FXServer\server. On Linux it is:<br />
<ul class="mycode_list"><li>wget the fx.tar.xz from the artifact page<br />
</li>
<li>tar xf fx.tar.xz (install xz-utils if tar complains)<br />
</li>
</ul>
<br />
Do not download txAdmin separately. It ships inside the artifact and has for years, so any guide telling you to clone the txAdmin repo is outdated.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 2: first launch and the txAdmin wizard</span><br />
<br />
Run FXServer.exe on Windows or bash run.sh on Linux. The console prints a PIN and a link to the panel on port 40120. Open <a href="http://your-server-ip:40120" target="_blank" rel="noopener" class="mycode_url">http://your-server-ip:40120</a> in your browser (localhost:40120 if you are on the same machine), enter the PIN, and link your Cfx.re account. Then you set a master admin password. Write that password down somewhere safe, recovering a lost txAdmin master account is a pain you do not want.<br />
<br />
The official walkthrough for this part lives in the <a href="https://docs.fivem.net/docs/server-manual/setting-up-a-server-txadmin/" target="_blank" rel="noopener" class="mycode_url">Cfx.re docs</a> if you want screenshots.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 3: deploy with a recipe</span><br />
<br />
This is where txAdmin earns its keep. Instead of manually cloning cfx-server-data and writing a server.cfg from scratch, the setup wizard offers recipes, which are basically automated deployments. Your main options:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">CFX Default</span>: a plain vanilla server. Good for freeroam, testing, or if you want to build everything yourself. No database needed.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Framework recipes</span> (QBCore, ESX Legacy and others): these pull the whole framework, set up the database tables and wire the config for you. You will be asked for your MySQL connection details during deployment, so have that ready.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Custom template</span>: point it at your own recipe or an existing server-data folder if you are migrating.<br />
</li>
</ul>
<br />
During deployment you paste your license key from portal.cfx.re. Once the recipe finishes, txAdmin starts the server and you can connect from the FiveM client with connect your-ip:30120 or by finding it in the server list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 4: first resources and basic hardening</span><br />
<br />
After the wizard, do these before you invite anyone:<br />
<ul class="mycode_list"><li>In the txAdmin panel, set up scheduled restarts (once or twice a day keeps memory usage sane) and enable the ban/whitelist features you want.<br />
</li>
<li>Change sv_hostname, sv_projectName and sv_projectDesc in your server.cfg so you do not sit in the list as a default-named server.<br />
</li>
<li>Add resources one at a time and restart between additions. When something breaks, and it will, you want to know which resource did it. The txAdmin live console and the resource monitor (CPU and memory per resource) make this much easier than the old tail-the-logfile days.<br />
</li>
<li>If you deployed a framework, install ox_lib and a proper inventory early, before you have player data you care about. Swapping inventories on a live server is miserable.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">QBCore vs ESX in 2026, the short version</span><br />
<br />
You will hit this decision the moment you pick a recipe, so here is my honest take. ESX is the oldest framework and still has the largest script ecosystem, tons of tutorials, and it is simple to learn. QBCore had a huge run but its original development has largely stalled, and the community energy moved to Qbox, a QBCore fork that ships with ox_lib and ox_inventory and stays compatible with most QBCore scripts. There is a decent side by side in this <a href="https://lationscripts.com/blog/what-is-the-best-fivem-framework" target="_blank" rel="noopener" class="mycode_url">framework comparison</a> if you want the details.<br />
<br />
My rule of thumb: starting fresh in 2026, look at Qbox or ESX. If you are moving an existing QBCore server, Qbox is the natural upgrade path when you next do a big rebuild. If your paid scripts are ESX-only, that decides it for you, check your script compatibility before you pick, not after.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I still need to install txAdmin separately?</span><br />
No. txAdmin has been bundled with every FiveM server artifact for years. Download the artifact, run it, and the panel is there on port 40120.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is a FiveM server free to run?</span><br />
The server software, txAdmin and the license key are all free. Your only real cost is the machine it runs on. Note that servers over 48 slots and some premium features fall under Cfx.re subscription tiers, so check portal.cfx.re if you plan to grow big.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can I run it on my home PC?</span><br />
Technically yes, and it is fine for testing with friends. For anything public you want a VPS or dedicated server: home upload bandwidth, port forwarding headaches and your PC needing to stay on 24/7 make home hosting a bad long term plan.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The panel on port 40120 does not load. What now?</span><br />
Nine times out of ten it is a firewall. Check both the OS firewall (Windows Firewall or ufw/iptables on Linux) and your hosting provider's cloud firewall or security group. Also make sure the server process is actually still running, the console will tell you if it crashed on startup.<br />
<br />
That is the whole process. If you get stuck at any step, or if you have opinions on the Qbox versus ESX debate (I know some of you do), reply below and I will do my best to help. Also curious what recipes people are deploying with these days.]]></description>
			<content:encoded><![CDATA[Short answer up front: to set up a FiveM server in 2026 you download the latest server artifact from Cfx.re, run it, and txAdmin (which is now built into every server build) walks you through the rest in your browser on port 40120. No separate txAdmin install, no hand-editing configs before you even get started. Below is the full step by step, plus what to do after the wizard finishes.<br />
<br />
I have set up more FiveM servers than I care to admit, both for my own communities and for people who asked for help here, so this is the process I actually use today, not a rehash of a 2021 tutorial.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What you need before you start</span><br />
<ul class="mycode_list"><li>A Windows or Linux machine (VPS or dedicated). For a small RP server with a framework I would not go below 8 GB RAM. A vanilla freeroam server runs on much less, but frameworks, MySQL and a pile of resources eat memory fast.<br />
</li>
<li>A free Cfx.re account and a license key from <a href="https://portal.cfx.re" target="_blank" rel="noopener" class="mycode_url">portal.cfx.re</a>. The old keymaster site redirects there now. The key is free for a normal server.<br />
</li>
<li>Ports 30120 (game, TCP and UDP) and 40120 (txAdmin web panel, TCP) open in your firewall. This is the number one thing people forget, especially on cloud VPS providers where the provider firewall sits in front of the OS firewall.<br />
</li>
<li>For a framework server: MariaDB or MySQL installed. The txAdmin recipes can talk to the database during deployment, but the database itself has to exist first.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Step 1: download the server artifact</span><br />
<br />
Grab the latest recommended build from the official artifact listings: <a href="https://runtime.fivem.net/artifacts/fivem/build_server_windows/master/" target="_blank" rel="noopener" class="mycode_url">Windows builds</a> or <a href="https://runtime.fivem.net/artifacts/fivem/build_proot_linux/master/" target="_blank" rel="noopener" class="mycode_url">Linux builds</a>. On Windows you extract the server.7z into a folder like C:\FXServer\server. On Linux it is:<br />
<ul class="mycode_list"><li>wget the fx.tar.xz from the artifact page<br />
</li>
<li>tar xf fx.tar.xz (install xz-utils if tar complains)<br />
</li>
</ul>
<br />
Do not download txAdmin separately. It ships inside the artifact and has for years, so any guide telling you to clone the txAdmin repo is outdated.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 2: first launch and the txAdmin wizard</span><br />
<br />
Run FXServer.exe on Windows or bash run.sh on Linux. The console prints a PIN and a link to the panel on port 40120. Open <a href="http://your-server-ip:40120" target="_blank" rel="noopener" class="mycode_url">http://your-server-ip:40120</a> in your browser (localhost:40120 if you are on the same machine), enter the PIN, and link your Cfx.re account. Then you set a master admin password. Write that password down somewhere safe, recovering a lost txAdmin master account is a pain you do not want.<br />
<br />
The official walkthrough for this part lives in the <a href="https://docs.fivem.net/docs/server-manual/setting-up-a-server-txadmin/" target="_blank" rel="noopener" class="mycode_url">Cfx.re docs</a> if you want screenshots.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 3: deploy with a recipe</span><br />
<br />
This is where txAdmin earns its keep. Instead of manually cloning cfx-server-data and writing a server.cfg from scratch, the setup wizard offers recipes, which are basically automated deployments. Your main options:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">CFX Default</span>: a plain vanilla server. Good for freeroam, testing, or if you want to build everything yourself. No database needed.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Framework recipes</span> (QBCore, ESX Legacy and others): these pull the whole framework, set up the database tables and wire the config for you. You will be asked for your MySQL connection details during deployment, so have that ready.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Custom template</span>: point it at your own recipe or an existing server-data folder if you are migrating.<br />
</li>
</ul>
<br />
During deployment you paste your license key from portal.cfx.re. Once the recipe finishes, txAdmin starts the server and you can connect from the FiveM client with connect your-ip:30120 or by finding it in the server list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 4: first resources and basic hardening</span><br />
<br />
After the wizard, do these before you invite anyone:<br />
<ul class="mycode_list"><li>In the txAdmin panel, set up scheduled restarts (once or twice a day keeps memory usage sane) and enable the ban/whitelist features you want.<br />
</li>
<li>Change sv_hostname, sv_projectName and sv_projectDesc in your server.cfg so you do not sit in the list as a default-named server.<br />
</li>
<li>Add resources one at a time and restart between additions. When something breaks, and it will, you want to know which resource did it. The txAdmin live console and the resource monitor (CPU and memory per resource) make this much easier than the old tail-the-logfile days.<br />
</li>
<li>If you deployed a framework, install ox_lib and a proper inventory early, before you have player data you care about. Swapping inventories on a live server is miserable.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">QBCore vs ESX in 2026, the short version</span><br />
<br />
You will hit this decision the moment you pick a recipe, so here is my honest take. ESX is the oldest framework and still has the largest script ecosystem, tons of tutorials, and it is simple to learn. QBCore had a huge run but its original development has largely stalled, and the community energy moved to Qbox, a QBCore fork that ships with ox_lib and ox_inventory and stays compatible with most QBCore scripts. There is a decent side by side in this <a href="https://lationscripts.com/blog/what-is-the-best-fivem-framework" target="_blank" rel="noopener" class="mycode_url">framework comparison</a> if you want the details.<br />
<br />
My rule of thumb: starting fresh in 2026, look at Qbox or ESX. If you are moving an existing QBCore server, Qbox is the natural upgrade path when you next do a big rebuild. If your paid scripts are ESX-only, that decides it for you, check your script compatibility before you pick, not after.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do I still need to install txAdmin separately?</span><br />
No. txAdmin has been bundled with every FiveM server artifact for years. Download the artifact, run it, and the panel is there on port 40120.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is a FiveM server free to run?</span><br />
The server software, txAdmin and the license key are all free. Your only real cost is the machine it runs on. Note that servers over 48 slots and some premium features fall under Cfx.re subscription tiers, so check portal.cfx.re if you plan to grow big.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can I run it on my home PC?</span><br />
Technically yes, and it is fine for testing with friends. For anything public you want a VPS or dedicated server: home upload bandwidth, port forwarding headaches and your PC needing to stay on 24/7 make home hosting a bad long term plan.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The panel on port 40120 does not load. What now?</span><br />
Nine times out of ten it is a firewall. Check both the OS firewall (Windows Firewall or ufw/iptables on Linux) and your hosting provider's cloud firewall or security group. Also make sure the server process is actually still running, the console will tell you if it crashed on startup.<br />
<br />
That is the whole process. If you get stuck at any step, or if you have opinions on the Qbox versus ESX debate (I know some of you do), reply below and I will do my best to help. Also curious what recipes people are deploying with these days.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Essential GTA San Andreas Mods in 2026: SilentPatch, SkyGfx, Widescreen Fix + Install Order]]></title>
			<link>https://gta.how/thread-44.html</link>
			<pubDate>Wed, 15 Jul 2026 16:19:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-44.html</guid>
			<description><![CDATA[If you want to play GTA San Andreas on a modern PC in 2026, the short answer is: install SilentPatch, ThirteenAG's Widescreen Fix and SkyGfx on top of a downgraded 1.0 executable, loaded through an ASI Loader and ModLoader. Those five things fix the vast majority of crashes, stretched visuals and missing PS2 effects, and everything else is optional on top.<br />
<br />
I have set this game up more times than I can count over the years, on everything from old laptops to current hardware, and the core stack has honestly not changed much. What has changed is that the tools are more mature, better documented and mostly open source now. Here is the full rundown, including the install order that actually works and where to get everything without touching shady reupload sites.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 0: get your game to version 1.0</span><br />
<br />
Almost every classic SA mod targets the original 1.0 executable. The Steam and Rockstar Games Launcher versions ship a newer build that removed music tracks and broke compatibility with most ASI plugins. So the first step is downgrading. The community downgraders work with binary diffs, meaning no copyrighted game files are distributed and you need a legally purchased copy for them to work. There is a well maintained <a href="https://www.nexusmods.com/gtasanandreas/mods/2659" target="_blank" rel="noopener" class="mycode_url">Downgrade 1.0 patcher on Nexus Mods</a> for the Steam release. If you own an old retail disc copy of 1.0, you can skip this step entirely.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The plumbing: ASI Loader and ModLoader</span><br />
<br />
Two small tools make everything else possible:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Ultimate ASI Loader</span> by ThirteenAG loads .asi plugin files, which is the format SilentPatch, SkyGfx and most fixes use. Grab it from the <a href="https://github.com/ThirteenAG/Ultimate-ASI-Loader" target="_blank" rel="noopener" class="mycode_url">official GitHub repo</a> and drop the DLL into your game folder.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">ModLoader</span> by LINK/2012 lets you install mods by dropping them into a modloader folder instead of overwriting original game files. Uninstalling a mod becomes "delete the folder". If you plan to install anything beyond the basics, get this early. It saves you from ever needing a full reinstall.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">SilentPatch: the non-negotiable one</span><br />
<br />
If you install exactly one mod, make it SilentPatch. Silent's patch introduces over 150 fixes and improvements to San Andreas: crash fixes, the mouse-not-working bug on Windows 10 and 11, the broken basketball minigame, restored moon phases, and a long list of details brought back from the PS2 original. The project went open source in late 2024, so the whole thing is auditable. Download it from <a href="https://silentsblog.com/mods/gta-sa/" target="_blank" rel="noopener" class="mycode_url">Silent's official blog</a> or the <a href="https://github.com/CookiePLMonster/SilentPatch/releases" target="_blank" rel="noopener" class="mycode_url">GitHub releases page</a>. The current build as of writing is 33.1. It fully supports the 1.0 executable, with partial support for Steam and RGL versions, which is another reason the downgrade matters.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Widescreen Fix: stop playing stretched</span><br />
<br />
Vanilla SA predates widescreen monitors, so on a 16:9 or ultrawide display everything is either stretched or cropped. The <a href="https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/gtasa" target="_blank" rel="noopener" class="mycode_url">GTA SA Widescreen Fix</a> from ThirteenAG's Widescreen Fixes Pack corrects the aspect ratio, HUD, radar and field of view properly, and the ini file exposes plenty of options if you want to tweak FOV or HUD scale. Installation is just dropping the files into the game root. If you ever wondered why your CJ looked slightly wide, this is why.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">SkyGfx: the PS2 look on PC</span><br />
<br />
The PC port lost a lot of the PS2 version's rendering: the warm color grading, the trails effect, proper vehicle reflections, the works. <a href="https://github.com/aap/skygfx" target="_blank" rel="noopener" class="mycode_url">SkyGfx by aap</a> brings accurate PS2 graphics back to the PC version, and it can also emulate the Xbox and mobile renderers if you prefer those. Everything is configurable through a plain-text ini. The name comes from "Sky", which was the codename of RenderWare's PS2 backend. There is also an active <a href="https://gtaforums.com/topic/750681-skygfx-ps2-xbox-and-mobile-graphics-for-pc/" target="_blank" rel="noopener" class="mycode_url">GTAForums thread</a> with discussion and presets. Combined with SilentPatch, this gets you remarkably close to how the game looked in 2004 on console, which in my opinion still beats most ENB setups.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Worth adding once the core is in</span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">GInput</span> by Silent: rewrites controller handling around XInput, so a modern Xbox or compatible pad just works, with proper button prompts. This one is the biggest reason people downgrade to 1.0.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Open Limit Adjuster</span>: raises the engine's internal limits so heavier mods do not crash the game.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Project 2DFX</span>: adds LOD corona lights so the city actually glows at night when viewed from a distance, instead of going dark past the short vanilla draw distance.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">The install order that works</span><br />
<ul class="mycode_list"><li>1. Clean install of the game, then downgrade to 1.0 if you are on Steam or RGL.<br />
</li>
<li>2. Ultimate ASI Loader.<br />
</li>
<li>3. ModLoader.<br />
</li>
<li>4. SilentPatch.<br />
</li>
<li>5. Widescreen Fix.<br />
</li>
<li>6. SkyGfx.<br />
</li>
<li>7. GInput, Open Limit Adjuster, Project 2DFX and any other quality of life plugins.<br />
</li>
<li>8. Only after all that: texture packs, car mods, script mods, through ModLoader.<br />
</li>
</ul>
<br />
The logic is simple: foundation first, fixes second, content last, so nothing overwrites the critical stuff. Make a backup copy of the clean downgraded folder before step 4. Future you will thank present you.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where to download safely</span><br />
<br />
Stick to the authors' own pages: Silent's blog and GitHub for SilentPatch and GInput, ThirteenAG's GitHub for the ASI Loader and Widescreen Fix, aap's GitHub for SkyGfx, and Nexus Mods or GTAForums for the rest. Random mod reupload sites frequently host outdated builds, and some bundle adware in the installers. The official sources are free and always current, so there is zero reason to gamble.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do these mods work on the Steam version without downgrading?</span><br />
Partially. SilentPatch has limited support for Steam and RGL builds, but most other classic mods, including GInput, require the 1.0 executable. Downgrading takes five minutes and saves hours of troubleshooting, so just do it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Will this get me banned or break the Definitive Edition?</span><br />
No and no. These mods are for the classic 2005 PC port, which is entirely singleplayer. The Definitive Edition is a different game with a different modding scene, and nothing here touches it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can I use SkyGfx together with an ENB?</span><br />
You can, but I would not. SkyGfx replaces the renderer behavior to match the PS2, while ENB injects post-processing on top of the PC look. Mixing them tends to produce washed out or double-processed visuals. Pick one approach.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The game crashes after adding mods, what first?</span><br />
Remove the last thing you installed and test again. If you used ModLoader, that is a ten second job. Also check that you are actually on 1.0: many "random" crashes are just an ASI plugin running on a wrong executable version.<br />
<br />
That is my essential stack for 2026. If you run a different setup, found a better downgrader, or hit a weird crash you cannot pin down, post it below. I am happy to help troubleshoot, and I am always curious what other people consider must-have for this game.]]></description>
			<content:encoded><![CDATA[If you want to play GTA San Andreas on a modern PC in 2026, the short answer is: install SilentPatch, ThirteenAG's Widescreen Fix and SkyGfx on top of a downgraded 1.0 executable, loaded through an ASI Loader and ModLoader. Those five things fix the vast majority of crashes, stretched visuals and missing PS2 effects, and everything else is optional on top.<br />
<br />
I have set this game up more times than I can count over the years, on everything from old laptops to current hardware, and the core stack has honestly not changed much. What has changed is that the tools are more mature, better documented and mostly open source now. Here is the full rundown, including the install order that actually works and where to get everything without touching shady reupload sites.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Step 0: get your game to version 1.0</span><br />
<br />
Almost every classic SA mod targets the original 1.0 executable. The Steam and Rockstar Games Launcher versions ship a newer build that removed music tracks and broke compatibility with most ASI plugins. So the first step is downgrading. The community downgraders work with binary diffs, meaning no copyrighted game files are distributed and you need a legally purchased copy for them to work. There is a well maintained <a href="https://www.nexusmods.com/gtasanandreas/mods/2659" target="_blank" rel="noopener" class="mycode_url">Downgrade 1.0 patcher on Nexus Mods</a> for the Steam release. If you own an old retail disc copy of 1.0, you can skip this step entirely.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The plumbing: ASI Loader and ModLoader</span><br />
<br />
Two small tools make everything else possible:<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Ultimate ASI Loader</span> by ThirteenAG loads .asi plugin files, which is the format SilentPatch, SkyGfx and most fixes use. Grab it from the <a href="https://github.com/ThirteenAG/Ultimate-ASI-Loader" target="_blank" rel="noopener" class="mycode_url">official GitHub repo</a> and drop the DLL into your game folder.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">ModLoader</span> by LINK/2012 lets you install mods by dropping them into a modloader folder instead of overwriting original game files. Uninstalling a mod becomes "delete the folder". If you plan to install anything beyond the basics, get this early. It saves you from ever needing a full reinstall.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">SilentPatch: the non-negotiable one</span><br />
<br />
If you install exactly one mod, make it SilentPatch. Silent's patch introduces over 150 fixes and improvements to San Andreas: crash fixes, the mouse-not-working bug on Windows 10 and 11, the broken basketball minigame, restored moon phases, and a long list of details brought back from the PS2 original. The project went open source in late 2024, so the whole thing is auditable. Download it from <a href="https://silentsblog.com/mods/gta-sa/" target="_blank" rel="noopener" class="mycode_url">Silent's official blog</a> or the <a href="https://github.com/CookiePLMonster/SilentPatch/releases" target="_blank" rel="noopener" class="mycode_url">GitHub releases page</a>. The current build as of writing is 33.1. It fully supports the 1.0 executable, with partial support for Steam and RGL versions, which is another reason the downgrade matters.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Widescreen Fix: stop playing stretched</span><br />
<br />
Vanilla SA predates widescreen monitors, so on a 16:9 or ultrawide display everything is either stretched or cropped. The <a href="https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/gtasa" target="_blank" rel="noopener" class="mycode_url">GTA SA Widescreen Fix</a> from ThirteenAG's Widescreen Fixes Pack corrects the aspect ratio, HUD, radar and field of view properly, and the ini file exposes plenty of options if you want to tweak FOV or HUD scale. Installation is just dropping the files into the game root. If you ever wondered why your CJ looked slightly wide, this is why.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">SkyGfx: the PS2 look on PC</span><br />
<br />
The PC port lost a lot of the PS2 version's rendering: the warm color grading, the trails effect, proper vehicle reflections, the works. <a href="https://github.com/aap/skygfx" target="_blank" rel="noopener" class="mycode_url">SkyGfx by aap</a> brings accurate PS2 graphics back to the PC version, and it can also emulate the Xbox and mobile renderers if you prefer those. Everything is configurable through a plain-text ini. The name comes from "Sky", which was the codename of RenderWare's PS2 backend. There is also an active <a href="https://gtaforums.com/topic/750681-skygfx-ps2-xbox-and-mobile-graphics-for-pc/" target="_blank" rel="noopener" class="mycode_url">GTAForums thread</a> with discussion and presets. Combined with SilentPatch, this gets you remarkably close to how the game looked in 2004 on console, which in my opinion still beats most ENB setups.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Worth adding once the core is in</span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">GInput</span> by Silent: rewrites controller handling around XInput, so a modern Xbox or compatible pad just works, with proper button prompts. This one is the biggest reason people downgrade to 1.0.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Open Limit Adjuster</span>: raises the engine's internal limits so heavier mods do not crash the game.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Project 2DFX</span>: adds LOD corona lights so the city actually glows at night when viewed from a distance, instead of going dark past the short vanilla draw distance.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">The install order that works</span><br />
<ul class="mycode_list"><li>1. Clean install of the game, then downgrade to 1.0 if you are on Steam or RGL.<br />
</li>
<li>2. Ultimate ASI Loader.<br />
</li>
<li>3. ModLoader.<br />
</li>
<li>4. SilentPatch.<br />
</li>
<li>5. Widescreen Fix.<br />
</li>
<li>6. SkyGfx.<br />
</li>
<li>7. GInput, Open Limit Adjuster, Project 2DFX and any other quality of life plugins.<br />
</li>
<li>8. Only after all that: texture packs, car mods, script mods, through ModLoader.<br />
</li>
</ul>
<br />
The logic is simple: foundation first, fixes second, content last, so nothing overwrites the critical stuff. Make a backup copy of the clean downgraded folder before step 4. Future you will thank present you.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where to download safely</span><br />
<br />
Stick to the authors' own pages: Silent's blog and GitHub for SilentPatch and GInput, ThirteenAG's GitHub for the ASI Loader and Widescreen Fix, aap's GitHub for SkyGfx, and Nexus Mods or GTAForums for the rest. Random mod reupload sites frequently host outdated builds, and some bundle adware in the installers. The official sources are free and always current, so there is zero reason to gamble.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Do these mods work on the Steam version without downgrading?</span><br />
Partially. SilentPatch has limited support for Steam and RGL builds, but most other classic mods, including GInput, require the 1.0 executable. Downgrading takes five minutes and saves hours of troubleshooting, so just do it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Will this get me banned or break the Definitive Edition?</span><br />
No and no. These mods are for the classic 2005 PC port, which is entirely singleplayer. The Definitive Edition is a different game with a different modding scene, and nothing here touches it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Can I use SkyGfx together with an ENB?</span><br />
You can, but I would not. SkyGfx replaces the renderer behavior to match the PS2, while ENB injects post-processing on top of the PC look. Mixing them tends to produce washed out or double-processed visuals. Pick one approach.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The game crashes after adding mods, what first?</span><br />
Remove the last thing you installed and test again. If you used ModLoader, that is a ten second job. Also check that you are actually on 1.0: many "random" crashes are just an ASI plugin running on a wrong executable version.<br />
<br />
That is my essential stack for 2026. If you run a different setup, found a better downgrader, or hit a weird crash you cannot pin down, post it below. I am happy to help troubleshoot, and I am always curious what other people consider must-have for this game.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[openrw: OpenRW "Open ReWrite" is an un-official open source recreation of the class]]></title>
			<link>https://gta.how/thread-43.html</link>
			<pubDate>Wed, 15 Jul 2026 15:36:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-43.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/openrw.png" loading="lazy"  alt="[Image: openrw.png]" class="mycode_img" /><br />
<br />
OpenRW is an unofficial open source recreation of the classic RenderWare era GTA engine, aimed at GTA III. It runs with the original game data, so you still need to own the game. For fans of the classics this is one of the most interesting preservation projects around.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is openrw?</span><br />
OpenRW "Open ReWrite" is an un-official open source recreation of the classic Grand Theft Auto III game executable<br />
<br />
OpenRW is a cross-platform, open source re-implementation of Rockstar Games' Grand Theft Auto III, a classic 3D action game first published in 2001. OpenRW has been ported to Linux, macOS, Windows, and several variants of BSD. A legitimate copy of the original PC game is required to run OpenRW. Without 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 FFmpeg is licensed under the GNU Lesser General Public License (LGPL) version 2.1 or later Bullet Physics is licensed under the zlib license <a href="http://bulletphysics.org/mediawiki-1.5.8/index.php/LICENSE" target="_blank" rel="noopener" class="mycode_url">http://bulletphysics.org/mediawiki-1.5.8...hp/LICENSE</a> SDL 2.0 is licensed under the zlib license<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/rwengine/openrw" target="_blank" rel="noopener" class="mycode_url">rwengine/openrw</a><br />
</li>
<li>2,205 stars and 197 forks, with 117 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under GPL-3.0<br />
</li>
<li>Started in 2015, last updated 2025-06-18<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/rwengine/openrw.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/rwengine/openrw.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is openrw free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Development has slowed down: the last push was on 2025-06-18. The code is still valuable as reference, and forks may carry the work forward.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/rwengine/openrw/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried openrw? 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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/openrw.png" loading="lazy"  alt="[Image: openrw.png]" class="mycode_img" /><br />
<br />
OpenRW is an unofficial open source recreation of the classic RenderWare era GTA engine, aimed at GTA III. It runs with the original game data, so you still need to own the game. For fans of the classics this is one of the most interesting preservation projects around.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is openrw?</span><br />
OpenRW "Open ReWrite" is an un-official open source recreation of the classic Grand Theft Auto III game executable<br />
<br />
OpenRW is a cross-platform, open source re-implementation of Rockstar Games' Grand Theft Auto III, a classic 3D action game first published in 2001. OpenRW has been ported to Linux, macOS, Windows, and several variants of BSD. A legitimate copy of the original PC game is required to run OpenRW. Without 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 FFmpeg is licensed under the GNU Lesser General Public License (LGPL) version 2.1 or later Bullet Physics is licensed under the zlib license <a href="http://bulletphysics.org/mediawiki-1.5.8/index.php/LICENSE" target="_blank" rel="noopener" class="mycode_url">http://bulletphysics.org/mediawiki-1.5.8...hp/LICENSE</a> SDL 2.0 is licensed under the zlib license<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/rwengine/openrw" target="_blank" rel="noopener" class="mycode_url">rwengine/openrw</a><br />
</li>
<li>2,205 stars and 197 forks, with 117 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under GPL-3.0<br />
</li>
<li>Started in 2015, last updated 2025-06-18<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/rwengine/openrw.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/rwengine/openrw.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is openrw free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Development has slowed down: the last push was on 2025-06-18. The code is still valuable as reference, and forks may carry the work forward.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/rwengine/openrw/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried openrw? 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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GTAIV.EFLC.FusionFix: This project aims to fix or address some issues in Grand Theft Auto IV: The]]></title>
			<link>https://gta.how/thread-42.html</link>
			<pubDate>Wed, 15 Jul 2026 15:29:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-42.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/gtaiv.eflc.fusionfix.png" loading="lazy"  alt="[Image: gtaiv.eflc.fusionfix.png]" class="mycode_img" /><br />
<br />
GTA IV on a modern PC is rough without help, and FusionFix is the help. It fixes a long list of issues in GTA IV and its episodes: frame pacing, graphics regressions, controls and more. Nearly three thousand stars say the community agrees it is essential.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is GTAIV.EFLC.FusionFix?</span><br />
This project aims to fix or address some issues in Grand Theft Auto IV: The Complete Edition<br />
<br />
This projects aims to fix some issues in Grand Theft Auto IV: The Complete Edition, as well as add various new features for modern systems. Also available for Max Payne 3 and other games. Install Grand Theft Auto IV: The Complete Edition from your library, then: Download GTAIV.EFLC.FusionFix.zip and unpack its contents to the game's root directory, where the exe is located. Or alternatively download GTAIV.EFLC.FusionFixWebInstaller.exe or GTAIV.EFLC.FusionFixOfflineInstaller.exe, open it, select the game's directory and wait for it to finish. Note: If you get an error while installing, this is likely due to the installer not having write access. Go into the properties of the games directory and change your system's users to have write permission and hit apply, now installation should work. Non-Windows users (Proton/Wine) need to perform a DLL override. You need to tell Wine explicitly that the dinput8.dll file is to be used. There's more than one way to achieve it. Note that Proton Experimental already loads it by default, so you may skip this step. Method 1: WINEDLLOVERRIDES variable lets you temporarily specify DLL overrides.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix" target="_blank" rel="noopener" class="mycode_url">ThirteenAG/GTAIV.EFLC.FusionFix</a><br />
</li>
<li>2,966 stars and 107 forks, with 55 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under GPL-3.0<br />
</li>
<li>Started in 2019, last updated 2026-07-13<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is GTAIV.EFLC.FusionFix free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-13, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried GTAIV.EFLC.FusionFix? 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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/gtaiv.eflc.fusionfix.png" loading="lazy"  alt="[Image: gtaiv.eflc.fusionfix.png]" class="mycode_img" /><br />
<br />
GTA IV on a modern PC is rough without help, and FusionFix is the help. It fixes a long list of issues in GTA IV and its episodes: frame pacing, graphics regressions, controls and more. Nearly three thousand stars say the community agrees it is essential.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is GTAIV.EFLC.FusionFix?</span><br />
This project aims to fix or address some issues in Grand Theft Auto IV: The Complete Edition<br />
<br />
This projects aims to fix some issues in Grand Theft Auto IV: The Complete Edition, as well as add various new features for modern systems. Also available for Max Payne 3 and other games. Install Grand Theft Auto IV: The Complete Edition from your library, then: Download GTAIV.EFLC.FusionFix.zip and unpack its contents to the game's root directory, where the exe is located. Or alternatively download GTAIV.EFLC.FusionFixWebInstaller.exe or GTAIV.EFLC.FusionFixOfflineInstaller.exe, open it, select the game's directory and wait for it to finish. Note: If you get an error while installing, this is likely due to the installer not having write access. Go into the properties of the games directory and change your system's users to have write permission and hit apply, now installation should work. Non-Windows users (Proton/Wine) need to perform a DLL override. You need to tell Wine explicitly that the dinput8.dll file is to be used. There's more than one way to achieve it. Note that Proton Experimental already loads it by default, so you may skip this step. Method 1: WINEDLLOVERRIDES variable lets you temporarily specify DLL overrides.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix" target="_blank" rel="noopener" class="mycode_url">ThirteenAG/GTAIV.EFLC.FusionFix</a><br />
</li>
<li>2,966 stars and 107 forks, with 55 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under GPL-3.0<br />
</li>
<li>Started in 2019, last updated 2026-07-13<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is GTAIV.EFLC.FusionFix free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-13, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/ThirteenAG/GTAIV.EFLC.FusionFix/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried GTAIV.EFLC.FusionFix? 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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[txAdmin: The official FiveM server management platform used by over 27k servers!]]></title>
			<link>https://gta.how/thread-41.html</link>
			<pubDate>Wed, 15 Jul 2026 15:22:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-41.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/txadmin.png" loading="lazy"  alt="[Image: txadmin.png]" class="mycode_img" /><br />
<br />
txAdmin is the official management platform for FiveM servers: web dashboard, monitoring, scheduled restarts, player management and backups. It ships with FiveM and is used by more than 27 thousand servers, so it is about as standard as tooling gets.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is txAdmin?</span><br />
The official FiveM server management platform used by over 27k servers!<br />
<br />
In 2019 txAdmin was created, with the objective of making FiveM server management accessible to everyone,  no matter their skill level! Today, txAdmin is the full featured web panel &amp; in-game menu to Manage &amp; Monitor your FiveM/RedM Server, in use by over 29.000 servers worldwide at any given time! - Recipe-based Server Deployer: create a server in under 60 seconds! (docs/recipe.md) - Start/Stop/Restart your server instance or resources - Player search/sort by distance, ID, name - Player interactions: Go To, Bring, Spectate, Freeze - Player troll: make drunk, set fire, wild attack - Admin permission system (docs/permissions.md) - Server configurable, persistent, auto-updated status embed - Live Console (with log file, command history and search) - Server threads performance chart with player count - Server Activity Log (connections/disconnections, kills, chat, explosions and custom commands) - Whitelist system (Discord member, Discord Role, Approved License, Admin-only) - Keep track of player's play and session time - Self-contained player database (no MySQL required!) - Clean/Optimize the database by removing old players, or bans/warns/whitelists - Scheduled restarts with warning .<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/citizenfx/txAdmin" target="_blank" rel="noopener" class="mycode_url">citizenfx/txAdmin</a><br />
</li>
<li>910 stars and 683 forks, with 79 open issues<br />
</li>
<li>Written mainly in TypeScript<br />
</li>
<li>Licensed under MIT<br />
</li>
<li>Started in 2019, last updated 2026-07-10<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/citizenfx/txAdmin.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/citizenfx/txAdmin.git</a></span><br />
You need Node.js installed. Clone the repository, run npm install (or the package manager the README mentions), then follow the run instructions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is txAdmin free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-10, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
The project is written mainly in TypeScript, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/citizenfx/txAdmin/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried txAdmin? 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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/txadmin.png" loading="lazy"  alt="[Image: txadmin.png]" class="mycode_img" /><br />
<br />
txAdmin is the official management platform for FiveM servers: web dashboard, monitoring, scheduled restarts, player management and backups. It ships with FiveM and is used by more than 27 thousand servers, so it is about as standard as tooling gets.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is txAdmin?</span><br />
The official FiveM server management platform used by over 27k servers!<br />
<br />
In 2019 txAdmin was created, with the objective of making FiveM server management accessible to everyone,  no matter their skill level! Today, txAdmin is the full featured web panel &amp; in-game menu to Manage &amp; Monitor your FiveM/RedM Server, in use by over 29.000 servers worldwide at any given time! - Recipe-based Server Deployer: create a server in under 60 seconds! (docs/recipe.md) - Start/Stop/Restart your server instance or resources - Player search/sort by distance, ID, name - Player interactions: Go To, Bring, Spectate, Freeze - Player troll: make drunk, set fire, wild attack - Admin permission system (docs/permissions.md) - Server configurable, persistent, auto-updated status embed - Live Console (with log file, command history and search) - Server threads performance chart with player count - Server Activity Log (connections/disconnections, kills, chat, explosions and custom commands) - Whitelist system (Discord member, Discord Role, Approved License, Admin-only) - Keep track of player's play and session time - Self-contained player database (no MySQL required!) - Clean/Optimize the database by removing old players, or bans/warns/whitelists - Scheduled restarts with warning .<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/citizenfx/txAdmin" target="_blank" rel="noopener" class="mycode_url">citizenfx/txAdmin</a><br />
</li>
<li>910 stars and 683 forks, with 79 open issues<br />
</li>
<li>Written mainly in TypeScript<br />
</li>
<li>Licensed under MIT<br />
</li>
<li>Started in 2019, last updated 2026-07-10<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/citizenfx/txAdmin.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/citizenfx/txAdmin.git</a></span><br />
You need Node.js installed. Clone the repository, run npm install (or the package manager the README mentions), then follow the run instructions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is txAdmin free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-10, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
The project is written mainly in TypeScript, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/citizenfx/txAdmin/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried txAdmin? 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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SilentPatch: SilentPatch for GTA III, Vice City, and San Andreas]]></title>
			<link>https://gta.how/thread-40.html</link>
			<pubDate>Wed, 15 Jul 2026 15:15:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-40.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/silentpatch.png" loading="lazy"  alt="[Image: silentpatch.png]" class="mycode_img" /><br />
<br />
SilentPatch is the must have compatibility and bugfix patch for the classic trilogy: GTA III, Vice City and San Andreas. Decades old bugs, crashes and platform quirks quietly disappear. If you play the classics on modern hardware, install this first.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is SilentPatch?</span><br />
SilentPatch for GTA III, Vice City, and San Andreas<br />
<br />
SilentPatch for the 3D-era Grand Theft Auto games is the first and flagship release of the "SilentPatch family", providing numerous fixes for this beloved franchise. SilentPatch addresses a wide range of issues, from critical fixes for crashes and other blockers to various major and minor improvements identified by the passionate community in these games over decades. SilentPatch does not alter the core gameplay experience, making it an optimal choice for both first-time players and the old guard returning for yet another playthrough. Visual Studio 2017 or newer with C++ Windows XP Support for VS 2017 (v141) tools installed. Newer toolsets will work too, but the projects will require retargeting. vcpkg installed separately or as a Visual Studio component. Necessary for SP for San Andreas to include libflac. RenderWare Graphics SDK. Each game requires their corresponding RenderWare version and an environment variable pointing at the RW3.x\Graphics\rwsdk directory: GTA III: RW 3.3, D3D8, RWG33SDK variable. GTA Vice City: RW 3.4, D3D8, RWG34SDK variable. GTA San Andreas: RW 3.6, D3D9, RWG36SDK variable.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/CookiePLMonster/SilentPatch" target="_blank" rel="noopener" class="mycode_url">CookiePLMonster/SilentPatch</a><br />
</li>
<li>996 stars and 50 forks, with 142 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under MIT<br />
</li>
<li>Started in 2019, last updated 2026-07-11<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/CookiePLMonster/SilentPatch.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/CookiePLMonster/SilentPatch.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is SilentPatch free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-11, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/CookiePLMonster/SilentPatch/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried SilentPatch? 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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/silentpatch.png" loading="lazy"  alt="[Image: silentpatch.png]" class="mycode_img" /><br />
<br />
SilentPatch is the must have compatibility and bugfix patch for the classic trilogy: GTA III, Vice City and San Andreas. Decades old bugs, crashes and platform quirks quietly disappear. If you play the classics on modern hardware, install this first.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is SilentPatch?</span><br />
SilentPatch for GTA III, Vice City, and San Andreas<br />
<br />
SilentPatch for the 3D-era Grand Theft Auto games is the first and flagship release of the "SilentPatch family", providing numerous fixes for this beloved franchise. SilentPatch addresses a wide range of issues, from critical fixes for crashes and other blockers to various major and minor improvements identified by the passionate community in these games over decades. SilentPatch does not alter the core gameplay experience, making it an optimal choice for both first-time players and the old guard returning for yet another playthrough. Visual Studio 2017 or newer with C++ Windows XP Support for VS 2017 (v141) tools installed. Newer toolsets will work too, but the projects will require retargeting. vcpkg installed separately or as a Visual Studio component. Necessary for SP for San Andreas to include libflac. RenderWare Graphics SDK. Each game requires their corresponding RenderWare version and an environment variable pointing at the RW3.x\Graphics\rwsdk directory: GTA III: RW 3.3, D3D8, RWG33SDK variable. GTA Vice City: RW 3.4, D3D8, RWG34SDK variable. GTA San Andreas: RW 3.6, D3D9, RWG36SDK variable.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/CookiePLMonster/SilentPatch" target="_blank" rel="noopener" class="mycode_url">CookiePLMonster/SilentPatch</a><br />
</li>
<li>996 stars and 50 forks, with 142 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under MIT<br />
</li>
<li>Started in 2019, last updated 2026-07-11<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/CookiePLMonster/SilentPatch.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/CookiePLMonster/SilentPatch.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is SilentPatch free to use?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-11, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/CookiePLMonster/SilentPatch/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried SilentPatch? 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.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[open.mp: Open Multiplayer, a multiplayer mod fully backwards compatible with SA-MP]]></title>
			<link>https://gta.how/thread-39.html</link>
			<pubDate>Wed, 15 Jul 2026 15:08:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://gta.how/member.php?action=profile&uid=1">ice</a>]]></dc:creator>
			<guid isPermaLink="false">https://gta.how/thread-39.html</guid>
			<description><![CDATA[<img src="https://gta.how/images/github/open.mp.png" loading="lazy"  alt="[Image: open.mp.png]" class="mycode_img" /><br />
<br />
open.mp is the modern successor to SA-MP, fully backwards compatible with existing SA-MP scripts and servers. If you grew up on SA-MP and want the same world with active maintenance and modern tooling, this is the project carrying that torch.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is open.mp?</span><br />
Open Multiplayer, a multiplayer mod fully backwards compatible with SA-MP<br />
<br />
SDK/include  Core SDK headers (stable between versions) SDK/include/Server/Components//  Components/plug-in SDK headers (stable between versions) Shared/NetCode/  Netcode headers (RPC and packet read/write structures, NOT stable between versions) Shared/Network/  Network utility headers (NOT stable between versions) lib/  Various submodules and third-party libraries Server/Source/  Core server implementation (NOT stable between versions, do NOT use headers outside the Source folder) Server/Components//  Components/plug-in implementation (NOT stable between versions, do NOT use headers outside the component's folder) Entity  Something that can appear in the 3D world of the game Pool  Container of something with limited amount of IDs Component  Something that's conceptually different enough it can be separated into its own module Extensible  Something to which extensions can be added to preserve ABI compatibility Extension  Something which adds additional functionality to an extensible and preserves ABI compatibility Conan 2.x (Install it using pip install conan or pip3 install conan) Visual Studio needs the Desktop development with C++ workload with the C++ Clang tools for Windows c.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/openmultiplayer/open.mp" target="_blank" rel="noopener" class="mycode_url">openmultiplayer/open.mp</a><br />
</li>
<li>622 stars and 197 forks, with 137 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under MPL-2.0<br />
</li>
<li>Started in 2021, last updated 2026-07-01<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/openmultiplayer/open.mp.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/openmultiplayer/open.mp.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is open.mp free to use?</span><br />
It is released under the MPL-2.0 license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-01, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/openmultiplayer/open.mp/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried open.mp? 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.]]></description>
			<content:encoded><![CDATA[<img src="https://gta.how/images/github/open.mp.png" loading="lazy"  alt="[Image: open.mp.png]" class="mycode_img" /><br />
<br />
open.mp is the modern successor to SA-MP, fully backwards compatible with existing SA-MP scripts and servers. If you grew up on SA-MP and want the same world with active maintenance and modern tooling, this is the project carrying that torch.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is open.mp?</span><br />
Open Multiplayer, a multiplayer mod fully backwards compatible with SA-MP<br />
<br />
SDK/include  Core SDK headers (stable between versions) SDK/include/Server/Components//  Components/plug-in SDK headers (stable between versions) Shared/NetCode/  Netcode headers (RPC and packet read/write structures, NOT stable between versions) Shared/Network/  Network utility headers (NOT stable between versions) lib/  Various submodules and third-party libraries Server/Source/  Core server implementation (NOT stable between versions, do NOT use headers outside the Source folder) Server/Components//  Components/plug-in implementation (NOT stable between versions, do NOT use headers outside the component's folder) Entity  Something that can appear in the 3D world of the game Pool  Container of something with limited amount of IDs Component  Something that's conceptually different enough it can be separated into its own module Extensible  Something to which extensions can be added to preserve ABI compatibility Extension  Something which adds additional functionality to an extensible and preserves ABI compatibility Conan 2.x (Install it using pip install conan or pip3 install conan) Visual Studio needs the Desktop development with C++ workload with the C++ Clang tools for Windows c.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The facts, straight from GitHub</span><ul class="mycode_list"><li>Repository: <a href="https://github.com/openmultiplayer/open.mp" target="_blank" rel="noopener" class="mycode_url">openmultiplayer/open.mp</a><br />
</li>
<li>622 stars and 197 forks, with 137 open issues<br />
</li>
<li>Written mainly in C++<br />
</li>
<li>Licensed under MPL-2.0<br />
</li>
<li>Started in 2021, last updated 2026-07-01<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Getting started</span><br />
Grab it with: <span style="font-weight: bold;" class="mycode_b">git clone <a href="https://github.com/openmultiplayer/open.mp.git" target="_blank" rel="noopener" class="mycode_url">https://github.com/openmultiplayer/open.mp.git</a></span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Frequently asked questions</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is open.mp free to use?</span><br />
It is released under the MPL-2.0 license, so it is free to use. Read the license text for the exact terms before you ship anything based on it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Is the project still maintained?</span><br />
Yes, the last update was pushed on 2026-07-01, so the project is alive and moving.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What do I need to know before diving in?</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Where do I get help if I am stuck?</span><br />
Open an issue on the <a href="https://github.com/openmultiplayer/open.mp/issues" target="_blank" rel="noopener" class="mycode_url">GitHub issue tracker</a>, 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Over to you</span><br />
Have you tried open.mp? 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.]]></content:encoded>
		</item>
	</channel>
</rss>