Multi Theft Auto (MTA) is an open-source software project that adds full on-line gaming support to Rockstar North's Grand Theft Auto: San Andreas PC game, in which this functionality is not originally found. It is the first open-source modification that adds a highly customizable network play element to a commercial closed-source single-player PC game.
Developed as an experimental piece of software for earlier Grand Theft Auto series, Multi Theft Auto has become an advanced multiplayer platform for gamers and developers. Our software provides on-line gaming for dozens of players running user-generated gameplay content and scripts through a Lua virtual machine, and is freely distributed under the GPLv3 license.
For more information:
Such progress rate sadly won't be kept in the upcoming weeks though, as one of the developers - lil_Toady - had to go to the army, and many other dev team members will have exams. On a bright side however, our past long-time developer MrJax has decided to rejoin the development team, so that should compensate things a bit.
Notable changes made since the last post:
- Ryden has done LOTS of work on optimising client's and server's bandwidth usage, by cutting player pure sync packets size by half, and improving vehicle sync packets as well
- This has also resulted in code clean ups in various parts of the mod, which we expect to fix some of the other problems in the mod (like animation desync - sliding)
- By default, three single player weapon glitches which can be used by players to gain an advantage in multiplayer (quick reload, fast move and fast fire) are now disabled. Please keep in mind however that these glitches might be enabled when needed/wanted by server owners or gamemode coders - we have introduced setGlitchEnabled server function for that.
- Spraying tags should be fully disabled now - this should prevent mass crashes when trying to spray such a tag
- Further work on custom models support (fix for collision replacing, added engineSetModelLODDistance function)
- Sniper rifle range was increased - also nametags can be now seen from distance while sniping
- LAN broadcasting for server is now independent of ASE broadcasting setting, also introduced own implementation for ASE protocol
- Several server crashes were fixed (including so-called 'trailer crash')
- Tweaks and fixes for server browser, pings list, linux server, streamer, CEGUI, custom objects, paintjobs, peds, trains, map downloading, resource support, default ACL configuration and MTASA installer
Full list of changes can be found here.
Our resource repository also went through a bit of changes (about 50), of which important are:
- Introduced plugins system for Race gamemode - this is made to split non-essential parts of the main resource into separate resources, allowing for more flexible configuration for server owners and easier development of new race features for scripters.
- Similar change was made to regular gamemodes - parts like player colors or mission timer were split from gamemodes and placed into separate resources. This should also make it easier to make new gamemodes for MTA, as you can just focus on your mode and use standard resources for handling non-gamemode specific stuff, instead of recoding it yourself.
- Deathmatch gamemode was added
- Updates for Map Editor (partial fix for EDF element gridlines, compatibility tweak for runcode, fixes for gamemode testing and saving, added paintjobs to vehicle EDF)
- Updates for Race (nametags, pickups, spectator, voting, player health syncing to vehicle health was removed as it could kill the player prematurely, max race duration value was increased)
- Tweaks and fixes for other resources (admin, amx, assault, broph, ctf, ctf_csitaly, freeroam)
(full list of changes)
That's it for now.
Continuing the trend from earlier posts, since the last progress update on 23. March, our svn has grown by nearly 200 new revisions.
The list below outlines the most important changes made within last weeks:
- We are now using Microsoft's Visual C++ 2008 (SP1) as our main compiler. This allows us to benefit from the optimisations included in latest versions of Visual Studio, as opposed to now quite old and slow Visual Studio 2003.
- We also have decided to revert back to the standard Lua VM, rather than to stick to recently introduced LuaJIT. This was due to a discovery of a security issue caused by the switch, where MTA's ACL checking system was no longer functional and any resource could call restricted functions. This was simply due to an optimization in LuaJIT and not due to a security hole in it. There was some tweaking made to the server to compensate the performance loss however.
- So-called 'slippery
bug', which caused players to slide (like on ice) on custom placed
objects and vehicles, was finally fixed. This bug has been present in
MTASA since forever and was probably one of the most researched and
visible bugs in MTA, so it's really great to see it go away. Fixing
this bug also solved a problem in which, a person would 'slide' off a
vehicle, if he/she jumped over on the vehicle while the driver was
driving away - now it gives an effect similar to 'autoglue'. Send your
kind words of appreciation to ryden for fixing it

- The network connectivity from clients to server has been improved due to ccw's RPC optimisation.
- RC Baron entering bug was fixed - kudos to Cazomino05 for submitting the fix.
- Woman player models now have proper voices when set on fire, falling etc.
- Applied lucasc190's sky/water color patch - you can now set the colour of your water to make lava or green goo effects - see the pic below.
- Various updates to custom model support, alpha for vehicles, vehicle synchronisation, mtasa installer script.
- Further work towards the Linux server compatibility.
- Lots of small fixes and tweaks to scripting functions, submitted by our community.
- RakNet was upgraded to 3.52, and additionally, a serious flaw was found and fixed in it, which caused major performance (fps) losses for clients. Gameplay should be much more smooth now compared to previous versions.
- Custom CEGUI libs which are needed for compilation were moved directly to the code repository, eliminating the need of downloading them separately in order to compile mtasa. Also CEGUI itself has went through some serious optimisations, which resulted in its better performance.
Following the changes in the mod, there were many changes in resources alone - about 75 of them, since the last progress update.
The race gamemode has received some major updates, which included new features and UI tweaks, fixed and improved some of the race logic.
Other changes include tweaks and updates for resources like: admin, freeroam, hay, killmessages, mapmanager, realdriveby, scoreboard, stealth and votemanager, as well as some bugfixes for Map Editor.
Last but not least, our community member SkyBon has submitted a pack of optimised PNG files for our resource pack, which have reduced the size of the resource package a bit.

Overall progress bar on our bugtracker for 1.0 has risen up to 92%.
Until the next update.
Introducing all-new TeamSpeak 3 support
That's right, it's what everyone has been asking for. We've dug up all those forum posts requesting for voice support, and made it our top priority! We've thoroughly taken opinions from all over and realised the choice was obvious:
Irrelevant to MTA, if players want this they can use Ventrilo or another VoIP.
robhol, community member
Imagine trying to sync all the client-server-client data with tons of audio data fighting to get through on time as well.
Several people also have connections that are barely enough for the game itself.
Some people, (me, for example) would find it incredibly annoying, and disable it.
Lots of people would speak different languages so you couldn't talk to them anyways.
Not everybody has a mic/headset.
robhol, community member
There are also tons of bugs to fix and quite a few more important features to add before even considering something like this, IMO.
Apart from the 3D part, this is the exact same thing. Since it was pretty much discussed to death there, I don't see the point in taking it up again.
robhol, community member
Voice support was removed once already
Talidan, forum moderator
Besides, I personally don't see the use anyway. If you still want it, use an external application
Gamesnert, community member
I wouldn't recommend it either because noobs are gonna fuggin scream and whatnot when they loose o_O.
MuffinKing, community member
the last thing i want is a bunch of immature 12, 13, 14, years olds etc screaming at one another like there's no tomorrow!! MTA team hear us and please NEVER add the voice chat!!!!
Mr.P.C., community member
Due to your overwhelming testimonials, we've decided to implement TS3 support as soon as possible. Features include
- Voice - All new voice support will allow people to use voice. Talk to other people in the server using a "microphone".
- Channels - Have seperate channels to seperate teams or players
- 3D Chat - Have your voice volume reflect the 3D world.
Winter is more or less over, so it's time for another update... and I'm sure you will certainly enjoy this one.
After
countless hours being put into scripting and struggling with fixing
MTA:SA bugs, the Map Editor Team is proud to present the first version
of MTA:SA 1.0's Map Editor being released publicly on the resources SVN repository.
Not only does it replicate pretty much all of features included in our
old MTA:SA Race Editor, but it goes further than that and extends them
and adds many of which were requested since the beginning of this
project.
The most notable changes since the Race Map Editor are:
- Crucial changes in the map editor's architecture design: instead of a separate mod like it was before, it is now composed of a set of open sourced scripts for the MTA:SA server. This way, parts of the editor can be used for different purposes as will be explained below.
- Multiplayer map editing: making it possible for several people to join the server where map editor resources are running, allowing them to edit the same map simultaneously.
- Support for gamemode "Editor Definition Files" (EDF): these allow you to create maps for specific gamemodes without the need of editing the map code manually. EDF extends the map editor with features of a specific gamemode, e.g. placing team spawnpoints for the Stealth gamemode in your map can be done by just selecting and placing them on the map.
- New User Interface: makes the map editor much quicker and easier to use.
- New "cursor mode" editing: a mode that locks your camera and turns your mouse pointer into a world cursor. This way, you can easily place different objects in your scene without too much trouble.
- Improved testing mode: various "live" options are accessible through the F1-key that will help you testing your map such as spawning vehicles, weapons, changing skins or setting player locations.
- Improved object handling: these give you the possibility to select objects on your map in a more precise way depending on their shape.
- Improved camera movement: added functionality for strafing your camera instead of only turning. Objects can also be moved with your keyboard relative to your camera position.
- Undo and redo options: in case you moved an object by accident, it'll be easy to undo your changes.
Developers can download the map editor along with the most up-to-date resources pack for the 1.0 server at our GoogleCode downloads page. Always remember to use the newest revision available for both the resources and the nightly build. Remember these builds are still considered experimental and are not ready for end-users until MTA:SA 1.0 is released. Also keep in mind that Map Editor will not work on anything older than our current 1.0 builds.
Note: If upon installing and launching Map Editor you are getting a black screen instead of the editor, it might mean that you've got an outdated acl.xml file. To resolve this, go to your MTA San Andreas\server\mods\deathmatch directory, and remove or rename acl.xml , then install the latest nightly again and try starting the Map Editor again.
Some screenshots of the new map editor (click to enlarge):
In other news, Multi Theft Auto: San Andreas (dp2.x and beyond) are now supported by the popular Xfire gaming application. It now recognizes whenever you are playing MTA:SA and might offer more features in the future as support will be improved.
A batch race map converter (for MTA:SA dp2.x and beyond) has recently been released (by arc_) so you can now easily transform your favourite Race maps into resources that are ready to be played in MTA:SA by using the race resource. The converter will be included in the final 1.0 installer as an additional switchover tool for people that are still using MTA:SA Race.
Also, since the last post Multi Theft Auto's source repository has gone through nearly 200 updates (ranging from small code cleanups or installer changes to major re-designs). Changes which are worth noting are:
- MTA:SA now keeps its files in a single directory rather than in two (unlike previous versions). Installation paths are no longer stored in the registry.
- Rewritten game pool code: improved performance for in-game entities.
- Major improvements for weapon sync and accuracy (e.g. sawn-offs should work much better now).
- The default Lua VM was replaced by LuaJIT. This should make scripts run faster and enhance coroutines functionality.
- Removal of outdated and unused timestamp code leading to network packet bugs.
- Improved support for trains, including fixes for derailing and new scripting functions.
- Compatibility tweaks for the Linux/POSIX server branch.
- Improved setElementAlpha functionality. Alpha now works per entity for objects and vehicles (and previous versions of 1.0 also supported per-ped/player alpha).
- Various tweaks and fixes for weapon glitches, crashes, GUI annoyances, scripting functions, and other general stuff.
Last but not least, we have opened new report categories on our bug tracker, namely "Resources" and "Map Editor". The first one should be used for reporting bugs in resources included in the 1.0 package, so currently for the resources available on our resources SVN repository. The second category should be used for reporting bugs in the above mentioned map editor.
These were some good weeks. The progress bar for 1.0 on our Roadmap has risen up to 86%. Hopefully it will break 90% any time soon.
Until the next update.
The video is basically crammed with various new introductions in 1.0, but also bear in mind there are tweaks just about everywhere when it comes to 1.0. In terms of this video, I decided to do a quick breakdown of what it's actually showing:
First off, the video is introduced with a dance resource. This is actually showing off custom sound support , whereby scripters can import their own sounds into script. In this case, the script was made to have a dance definition based upon the very song used in the video. It also shows off a new dxDrawImage scripting function. Unlike guiCreateStaticImage, users can rotate and tint the images - as shown by the green/red tints and the rotating arrow. Quite clearly we are also shown Ped animations and dx text , though this is nothing new to those who have been following us closely.
This is followed by features of a very recently introduced setWorldSpecialPropertyEnabled scripting function. This basically amounts to some exclusive single player cheats that can't be reproduced by scripts - in this case, Flying "aircars" cars, and amphibious "hovercars" cars.
We are then shown the first public clips from the upcoming Map Editor, including its design and basic usage. I'll leave you to work out the specifics!
Afterwards we are quickly shown a use for dxDrawLine3D scripting function. It might be hard to see on Youtube, but look closely - the M4 has lasersight emitting from the end, as a mechanism for balancing in the gamemode Stealth, for both the M4 and sniper rifle. Helps your aiming? Perhaps. Gives away your location? Definitely.
We are then shown Gamepad support which has at long last been added to MTA by ccw, and a concept resource which shows Joypad scripting interface usage. Speaking of late additions, we're then shown a clip of Parachutes support. This is completely scripted, and the server owner will be able to customise this to a much greater extent than if it were built into the game (we've actually had someone try to build an ejector seat for vehicles based upon this).
We're then shown something else which was very recently added - water levels. Not just water levels, but water creation . Using the new setWaterLevel and createWater functions, users are able to raise or even create new sections of water within the SA world. This allows you to drastically change the landscape like in the video, or just fill up your custom swimming pool.
Afterwards we're shown the AMX plugin/resource for MTA . This allows you to run your favourite .amx gamemodes within MTA without making any modifications to the gamemode itself.
Towards the end we're shown a car driving to a garage, and opening the garage door operated by a remote control. This utilises the new setGarageOpen function that has been introduced. Eagle-eyed viewers will have noticed the Peds walking across the pavements and the beach. This is just a sample of what is achievable using peds in MTA - these peds are coded to walk around everywhere in the city (accompanied by driving traffic if enabled).
Lastly, we're presented with more footage from stealth, this time taking place in the custom map Aztec. This map is completely custom, and modelled by ParoXum (and has been featured on the frontpage once before). Not a new feature as such, rather it ends the video by showing what can be achieved with MTASA.
Due to popular demand, we are also looking into renaming MTASA:DM 1.0 into simply MTASA 1.0 - in other words, removing Deathmatch from the title . This is entirely appropriate, given that Deathmatch implies a much limited scope of what is truly possible in this mod. Depending on time and how much is required to officially remove the name, we'd like to think the namechange will happen by 1.0.
Please be aware that the purpose of the video was more to keep the public aware of what's happening by interpreting the changelog, rather than for a 6minutes of your life you'll never forget. This means it wasn't given the special attention of gathering masses of footage and compiling a mind-blowing video (a la xmas 2006). Essentially doing this saved us some time so we can focus on the mod, which looking at the roadmap is currently at 71%.
So all in all, things are coming along nicely and we hope to report back to you soon.
Archives
- December 2008
- Season's Greetings (Wednesday 24 December 2008 (18:57))
- November 2008
- Multi Theft Auto now open for business (Friday 21 November 2008 (15:04))
- Server list problems (Monday 3 November 2008 (02:18))
- October 2008
- IRC server migration (Sunday 26 October 2008 (01:07))
- Development report (Friday 24 October 2008 (00:29))
- September 2008
- Progress update and public beta (Monday 15 September 2008 (18:15))
- Public beta test tonight (Tuesday 9 September 2008 (14:35))
- August 2008
- New game client release v1.0-dp2.3 (Wednesday 6 August 2008 (20:34))
- New game client release v1.0-dp2.2 (Monday 4 August 2008 (22:11))
- July 2008
- Hardware upgrade (Wednesday 16 July 2008 (22:27))
- May 2008
- DP3 public beta testing (Monday 26 May 2008 (21:22))
- Multi Theft Auto: San Andreas Deathmatch DP2.1 released (Friday 23 May 2008 (17:11))
- Multi Theft Auto: San Andreas Race v1.1.2 released (Sunday 18 May 2008 (17:17))
- All-Seeing Eye and server-browser termination (Thursday 15 May 2008 (22:38))
- March 2008
- Update on Developer Preview 3 Progress (Saturday 29 March 2008 (21:51))
- February 2008
- mtabeta.com difficulties (Monday 4 February 2008 (16:10))
- January 2008
- Query protocols (Sunday 27 January 2008 (01:17))
- MTA: SA Deathmatch 1.0 Development Preview 2 (Thursday 10 January 2008 (01:06))
- MTA: SA Deathmatch 1.0 Development Preview 1 (Thursday 3 January 2008 (00:17))
- December 2007
- Happy Christmas! (Tuesday 25 December 2007 (15:55))
- The Weekly Write-Up - December, Week 4 (Friday 21 December 2007 (18:28))
- The Weekly Write-Up - December, Week 3 (Saturday 15 December 2007 (12:38))
- The Weekly Write-Up - December, Week 2 (Saturday 8 December 2007 (01:25))
- November 2007
- The Weekly Write-Up - December, Week 1 (Friday 30 November 2007 (22:41))
- The Weekly Write Up - November, Week 4 (Saturday 24 November 2007 (21:46))
- The Weekly Write Up - November, Week 3 (Saturday 17 November 2007 (01:03))
- The Weekly Write-Up - November, Week 2 (Friday 9 November 2007 (22:48))
- The Weekly Write-Up - November, Week 1 (Saturday 3 November 2007 (00:46))
- October 2007
- General Update (Sunday 28 October 2007 (01:20))
- September 2007
- Wine compatibility (Sunday 23 September 2007 (16:07))
- Little progress update and a new video (Thursday 6 September 2007 (22:08))
- August 2007
- MTA Center is back online! (Wednesday 15 August 2007 (00:40))
- Server maintenance (Monday 6 August 2007 (22:49))
- June 2007
- Update and Beta News (Wednesday 13 June 2007 (21:44))
- May 2007
- Custom models support continued (Monday 7 May 2007 (01:10))
- April 2007
- Exclusive MTA Interview on GTA-Series.com (Saturday 14 April 2007 (22:50))
- March 2007
- Grand Theft Auto 4 - Official Trailer (Friday 30 March 2007 (01:09))
- Custom model support! (Tuesday 27 March 2007 (00:39))
- MTA:SA - Projectiles and Gravity (by MTA QA Team) (Wednesday 14 March 2007 (20:48))
- Scripting videos 6 and 7 (Wednesday 14 March 2007 (00:22))
- Deathmatch fighting styles, recorded (Tuesday 6 March 2007 (12:58))
- MTA "Resources" explained (Sunday 4 March 2007 (22:57))
- February 2007
- Presenting text displays (Friday 16 February 2007 (01:34))
- Gamemode "Hay" explained in tutorials (Tuesday 6 February 2007 (14:02))
- January 2007
- Another weekly tutorial is out! (Monday 29 January 2007 (20:40))
- Next scripting tutorial available! (Monday 22 January 2007 (13:05))
- MTA weekly script tutorials (Sunday 14 January 2007 (17:03))
- The search for coders has ended (Thursday 11 January 2007 (20:20))
- MTA is looking for experienced coders (Friday 5 January 2007 (20:52))
- December 2006
- Multi Theft Auto gets a new look! (Wednesday 27 December 2006 (21:36))
- The making of the MTA Christmas movie (Wednesday 27 December 2006 (21:36))
- MTA Christmas movie (Wednesday 27 December 2006 (21:31))
Tags: gta, gtasa, gtavc, mta, mtasa, mtavc, multiplayer, multitheftauto, mp, mod, grand theft auto, san andreas










