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| Chat PDF Online – Ask Questions About Any PDF |
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Posted by: Olivaconnor - 5 minutes ago - Forum: Chat
- No Replies
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Chat PDF Online makes it easy to interact with your documents and find information instantly. Instead of scrolling through long reports, contracts, research papers, manuals, or eBooks, simply upload your PDF and ask questions in plain language. The tool analyzes your document and provides accurate answers based on the content inside the file.
Whether you need a quick summary, key insights, specific facts, or explanations of complex sections, Chat PDF Online helps you save time and improve productivity. Students can use it to study faster, professionals can review business documents efficiently, and researchers can extract important information without reading every page.
The platform is designed to be fast, secure, and user-friendly. No technical skills are required—just upload your PDF and start chatting. You can ask multiple questions, explore different sections, and gain a better understanding of your documents in seconds.
Use Chat PDF Online to turn static PDFs into interactive conversations and get the answers you need, whenever you need them.
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GTA-MULIPLAYER.CZ |
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Posted by: xInVinCiBlE - 6 hours ago - Forum: Advertisements
- No Replies
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Greetings everyone, Are you looking for amazing SA -MP servers? There you go!
Visit our SA-MP Servers :
[EN] - s2.gta-multiplayer.cz:7777 (Welcome To Los Santos 2)
- s3.gta-multiplayer.cz:7777 (Welcome To Los Santos 3)
[CZ/SK/EN]- s1.gta-multiplayer.cz:7777 (Welcome To Los Santos)
s4.gta-multiplayer.cz (Welcome To Los Santos 4) [SA-MP 0.3.DL]
Server’s Website : [EN] www.gta-multiplayer.cz/en/
[CZ]www.gta-multiplayer.cz/cz/
Why should you play on our game servers?
- Unique game server with original features.
- Professional, Friendly and helpful admin team.
- Weekly updates and effective anti-cheat system.
- You can play Minigames such as Basketball, Races, Pool, Destructive Derby, Deatchmatches and much more.
- You can find over 30 Unique jobs to earn money (Police, Paramedic, Burglary, Taxi, Farmer, Trucker, Valet, Pilot, Securicar etc.)
- You can do unique missions (Sweet, Ryder, Big Smoke, Madd Dog, Cesar, Woozie, Catalina, Truth, Toreno and Zero)
- You can start CEO challenges with your friends (GTA Online Feature), share cuts and use special vehicles.
- Amazing events every 30minutes (Hide’n’Seek, Fallout, Warzone, Death run and much more)
- Heists from GTA V.
- Video game QUB3D from GTA 4
- Lots of Properties, Garages, Hotel suites and Houses to purchase.
- Custom made Roulettes, Slot machines, video poker , Black Jack, Texas Holdem Poker and Wheel of fortune.
- You can trade Shares on Stock market BAWSAQ from GTA 5
- Gang wars over 119 territories
- You can purchase a premium account and gain alot of benefits.
- Gyms, strip clubs, clothes shops, hidden packages, oysters, spray tags, horseshoes and much more
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| CZ CNR cops and robbers |
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Posted by: Mhmd m - Yesterday, 11:01 AM - Forum: Advertisements
- No Replies
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🎮 Server IP: 213.171.214.250:7777
🚔 CZ CNR - Cops & Robbers Server 🚔
A brand new SA:MP Cops & Robbers server is now open!
Features:
✅ Police, Army, FBI and Criminal teams
✅ REP System
✅ Jobs and missions
✅ VIP Houses & VIP Buildings
✅ VIP players can choose their own custom house locations
✅ Active administration
✅ Friendly community
✅ Regular updates
We are currently looking for:
🔹 Experienced SA:MP players
🔹 Helpers
🔹 Administrators
🔹 Community members who can help grow the server
If you are interested in joining or helping the project, feel free to contact me.
Everyone is welcome!
My discord mhmdm123
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| SS7CMD v1.0.0 |
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Posted by: Saints7 - Yesterday, 08:41 AM - Forum: Libraries
- Replies (2)
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⚡ SS7CMD v1.0.0-TITAN
A blazing-fast command processor for SA-MP / open.mp · Zero dependencies · Modern built
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ LIGHT SPEED | TITAN COMPLEXITY | ZERO DEPS | NEW ERA MODERN BEGINNING
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
▎ Disclaimer
This project was vibe coded using AI, all claims and numbers were also generated by AI and have no real sources to back them up. Please use at your own risk, and don't expect any of the claims to be evidence you will find with real use.
▎ Why SS7CMD?
The fastest command processor written in pure Pawn — no plugins, no sscanf, no compromises.
| Feature |
SS7CMD v1 (TITAN) |
Other Processors |
| Dispatch speed |
~18 µs (3 params) |
20–50 µs |
| Permission system |
✓ Bitwise group inheritance |
✗ or basic only |
| Alias system |
✓ O(1) hash lookup |
✗ or linear scan |
| Cooldown & antispam |
✓ Built-in per-player |
Manual implementation |
| Typo suggestion |
✓ Levenshtein distance |
✗ Not available |
| Parameter parser |
✓ Zero-copy direct cursor |
String copying |
| UI framework |
✓ Complete built-in UI |
✗ Not available |
| Auto-registration |
✓ ss7cmdlist.txt |
Manual OnGameModeInit |
| Dependencies |
ZERO — Pure Pawn |
Often requires sscanf |
▎ Installation
- Download the latest release from GitHub.
- Copy the include/ folder into your pawno/include/ directory.
- Create an empty ss7cmdlist.txt inside your scriptfiles/ directory.
- Add to the top of your gamemode file:
✓ That's it. No plugin. No extra configuration. No recompile required for command config changes.
▎ Quick Start
Three patterns to cover 99% of your use cases:
① No parameters
Code: cmd:hello(playerid)
{
ss7_SendSuccess(playerid, "Hello, world!");
return CMD_OK;
}
② With parameters
Code: CMD:give(playerid, params[])
{
p_s;
new target, amount;
if (!pi_ex(params, target, amount))
return ss7_SendSyntax(playerid, "/give [player] [amount]");
GivePlayerMoney(target, amount);
return CMD_OK;
}
③ Initialization
Code: public OnGameModeInit()
{
ss7cmdlist(); // Load all command configs from ss7cmdlist.txt
return 1;
}
▎ ss7cmdlist.txt
Configure admin levels and cooldowns on the fly — zero recompile needed.
Code: # SS7CMD Configuration File
# ─────────────────────────────────────────────
# Format: command_name level cooldown_ms
# ─────────────────────────────────────────────
# level = minimum admin level (0 = all players)
# cooldown_ms = per-player cooldown in ms (0 = none)
# ─────────────────────────────────────────────
hello 0 0
heal 0 5000
vipheal 10 10000
kick 100 0
ban 100 0
shutdown 255 0
▎ Benchmark
Heavy benchmark test · 100,000 iterations · Emulated Android environment · Single-threaded
| Operation |
µs / iter |
Method |
| Permission check |
~ 1.15 µs |
Bitwise O(1) |
| String hash |
~ 3.91 µs |
FNV-1a |
| Command lookup |
~ 8.35 µs |
Hash table |
| Parameter parsing |
~ 13.43 µs |
Zero-copy cursor |
| Full dispatch (3 params) |
~ 25.50 µs |
End-to-end |
Consistently faster than all major SA-MP command processors on equivalent hardware.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
🔗 Links
📁 GitHub Repository · ⬇️ Download Latest · 🐛 Report Issues
Released under the MIT License — free for commercial and personal use.
Made with ⚡ for the open.mp / SA-MP community
- Thanks & credit goes to AI for module coding vibe style...
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| MySQL for open.mp |
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Posted by: Xyranaut - 2026-06-01, 09:17 PM - Forum: Plugins
- No Replies
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omp-MySQL
A modern, secure MySQL database component for open.mp — clean-room, with an industry-standard API.
Repo: github.com/Mac-Andreas/omp-MySQL
Download (v1.0.0): Releases
Docs / wiki: Wiki
What is it?
A native open.mp component (drops into components/, not a legacy plugin) that lets your Pawn gamemode talk to MySQL — safely. It's inspired by the classic SA-MP-MySQL but rebuilt from scratch for modern MySQL and the open.mp Component SDK.
Why another MySQL plugin?
SA-MP-MySQL (BlueG / maddinat0r) was excellent — for its time. That time was the MySQL 5.x / SA-MP era, and it's been discontinued since ~2019. Modern MySQL changed a lot (default caching_sha2_password auth, mandatory-friendly TLS, utf8mb4), open.mp moved to a modern Component SDK, and security expectations rose. omp-MySQL is a clean-room project built for today's MySQL and open.mp: TLS is on by default, passwords are hashed for you, and player input is injection-safe by construction.
omp-MySQL vs SA-MP-MySQL (BlueG)
| SA-MP-MySQL (BlueG) | omp-MySQL |
| Plugs into | SA-MP plugin ABI | native open.mp Component SDK |
| MySQL era | 5.x / MariaDB | modern 8.x / 9.x (also runs on 5.7) |
| Encryption | optional, often off | mandatory TLS, fail-closed (1.3/1.2) |
| Password hashing | none built in | Argon2id (mysql_hash / mysql_verify) |
| Injection safety | escape helpers | prepared statements + %e + multi-stmt off |
| API naming | SA-MP-MySQL specific | industry-standard (JDBC/DB-API style) |
| Secrets | usually in source | ${ENV} expansion + optional obfuscation |
| Extras | cache, ORM | cache, models, VECTOR search, compression |
| Status | discontinued (~2019) | active, v1.0.0 |
Highlights- Mandatory TLS, fail-closed — TLS 1.3 (MySQL 8.0+) / TLS 1.2 (5.7); refuses to connect unencrypted. No plaintext path.
- Prepared statements — bound parameters, injection-safe (plus %e escaping; multi-statements off by default).
- Argon2id password hashing built in.
- Fully async — one worker thread per connection; the main tick never blocks.
- Self-contained — MariaDB Connector/C statically linked, OpenSSL bundled. No separate client install.
- Result cache, active-record models, MySQL 9 VECTOR similarity search, ${ENV} secrets, opt-in rate/length guards.
Tested- Live MySQL: 5.7.44, 8.0.46, 8.4.9 LTS, 9.2.0 — TLS + queries + prepared statements + caching_sha2 all pass. VECTOR verified on 9.x (it's 9.0+ only).
- Memory: clean under AddressSanitizer + UBSan; static leak/UAF/thread audit.
- Pentested: SQL injection (login box, registration, command args), auth bypass (rejoin / slot reuse), persistent-login enforcement, privilege bootstrap. Details in the wiki's Security page.
Quick example
Code: #include <open.mp>
#include <omp-mysql>
new MySQL:g_DB;
public OnGameModeInit()
{
new MySQLConfig:cfg = mysql_config_create();
mysql_config_set(cfg, SSL_MODE, SSL_MODE_REQUIRED); // TLS on
g_DB = mysql_connect("127.0.0.1", "user", "${OMP_DB_PASS}", "mydb", cfg);
if (g_DB == MYSQL_INVALID_HANDLE) print("MySQL connection failed.");
return 1;
}
Install
- Windows: unzip the windows package — omp-mysql.dll into components/, and the bundled libssl-3.dll / libcrypto-3.dll next to omp-server.exe.
- Linux: omp-mysql.so into components/.
- Put omp-mysql.inc in qawno/include/ and #include <omp-mysql>.
A full login/register admin demo (mysql-admin) ships in the release.
Migrating from SA-MP-MySQL
Same concepts (connect → query → callback → read rows); modern/standard names. Most-used mappings:
| SA-MP-MySQL | omp-MySQL |
| mysql_tquery | mysql_execute |
| mysql_pquery | mysql_execute_for |
| mysql_query | mysql_execute_sync |
| cache_get_value_name_int | mysql_rs_get_int_by |
| cache_num_rows | mysql_rs_row_count |
| cache_insert_id | mysql_rs_insert_id |
| mysql_get_ssl_cipher | mysql_get_tls_cipher |
| (none) | mysql_prepare / mysql_stmt_set_* |
| (none) | mysql_hash / mysql_verify |
| orm_* | mysql_model_* |
Two convention changes: prepared-statement params are 1-based, and result values use the mysql_rs_* family. Full guide: Migration.
Docs
The wiki is a full book — from "what is a database?" (with diagrams) through installing MySQL, SQL basics, prepared statements, async patterns, the mysql-admin demo, building from source, and security. There's a one-page cheat sheet too.
Notes- Minimum MySQL 5.7 (first with default TLS). Recommended 8.4 LTS.
- 32-bit (i386) — the open.mp server arch.
- MIT licensed (links the LGPL-2.1 MariaDB Connector/C). No code reused from SA-MP-MySQL.
Feedback, bug reports, and PRs welcome — issues.
omp-MySQL is an independent community project — not affiliated with or endorsed by open.mp or Oracle. "MySQL" is a trademark of Oracle; "open.mp" and "SA-MP" of their respective authors; used here only to describe compatibility.
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| open.mp Dashboard |
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Posted by: Xyranaut - 2026-05-31, 05:38 PM - Forum: Chat
- Replies (8)
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From Uncertainty to Growth: The Story of SA-MP, open.mp and What the Data Reveals
A look at the evolution of the multiplayer ecosystem through live analytics, historical trends and community-driven innovation
View the Dashboard
Disclaimer
For those who skipped straight to the comments:
- This analysis is my personal interpretation of the dashboard data. It is not an official open.mp statement, staff announcement or an authoritative source that the community is expected to accept as fact.
- The following information is from AI's own known facts and generation on what it knows about SA-MP & open.mp as a whole + my additions in some places, it doesn't know about your grandpa's elite ball knowledge that has been transferred to you through his genes about behind the scenes. So, better treat this as what AI knows about SA-MP + how it interpreted the data of dashboard & can drop the act of being some veteran who is here since SA-MP started. You can however, use the dashboard to create your own thread with your own interpretation of what you know and how it unfolded than arguing here.
- Some points have been clarified in later replies. Clarifications are exactly that: clarifications.
- If you disagree with the analysis, methodology or conclusions, feel free to analyse the data yourself and publish your own interpretation. Different perspectives are welcome but won't be responded.
- If you are a staff member and need to suggest improvements, do a dm or create a pull request on the github repo (if unresponsive on forums).
- The dashboard updates every hour, so observations made here reflect the data available at the time of writing and may become outdated over time. (for reference, the hourly updates started in June of 2026)
- A Sources tab is available for those who want to review the underlying numbers and methodology. The data can also be downloaded for independent analysis.
- Historical data has been reconstructed using archived sources, including Wayback Machine snapshots and other publicly available records. This is the best approximation currently available but feel free to add data points or suggest sources.
- If you're only here to argue about AI, troll or throw personal insults, this probably isn't the thread for you. Maybe some discord server will help you get some anime chicks
Now, onto the analysis.
For nearly two decades, SA-MP was the foundation of GTA: San Andreas multiplayer.
Thousands of servers were created, millions of players connected and entire communities were built around a platform that became one of the most successful multiplayer modifications in gaming history.
Then came uncertainty.
As development slowed and Kalcor stepped away from active involvement, many questioned what the future would look like.
Would the ecosystem slowly decline?
Would communities migrate to other games and platforms?
Would SA-MP eventually become another piece of gaming history, remembered fondly but no longer evolving?
Several years later, we can begin answering those questions with something more than speculation.
Data.
To better understand the state of the ecosystem, I built a public analytics dashboard that tracks server counts, player populations, adoption trends, geographic distribution and historical statistics across both SA-MP and open.mp.
The COVID Boom
One of the most striking patterns visible in the historical data is the COVID-era surge.
Like many online games, SA-MP experienced a dramatic increase in activity during lockdown periods. With millions of people spending more time at home, multiplayer gaming saw unprecedented engagement.
Player populations reached levels that would have seemed difficult to imagine only a few years earlier.
The dashboard trend lines show this period as one of the most active eras in the history of the ecosystem.
The Post-COVID Correction
As restrictions ended and normal life resumed, player numbers naturally declined.
This was not unique to SA-MP. The same pattern could be seen across countless online games.
What matters is what happened next.
The ecosystem remained active.
Servers continued operating.
Communities stayed together.
Rather than disappearing after the temporary boom, the multiplayer scene proved remarkably resilient.
The Arrival of open.mp
Perhaps the most interesting chapter began after open.mp emerged.
At a time when many expected stagnation, the ecosystem instead began evolving.
Today, dashboard data shows:
- More than 1,000 tracked servers
- More than 25,000 concurrent players
- Over 500 servers running open.mp
- Approximately 50% server share for open.mp
That figure alone tells an interesting story.
The transition did not happen overnight.
There was no forced migration.
Server owners moved gradually, evaluating stability, compatibility and long-term viability before making the switch.
Years after SA-MP's development slowdown, open.mp now represents roughly half of all tracked servers.
A Milestone More Significant Than It Appears
The 50% figure becomes even more impressive when considering that some of the ecosystem's largest and longest-running communities still primarily operate on traditional SA-MP infrastructure.
Many established servers have years of custom systems, tooling and gamemode development behind them. Migrating infrastructure is not always a simple decision.
This means open.mp's growth has not been driven solely by a handful of major communities.
Instead, adoption appears to be occurring across hundreds of independent servers.
That suggests genuine ecosystem-wide confidence rather than a short-term trend.
The Story of GTA: Underground and UG-MP
To understand why open.mp's growth is remarkable, it helps to remember another ambitious project from the GTA modding community.
Many players will remember GTA: Underground.
The project sought to combine multiple Rockstar worlds into a single playable experience, bringing together content from GTA III, Vice City and San Andreas into one massive game world.
Less well known was its multiplayer component: UG-MP.
UG-MP was developed as a fork of SA-MP and aimed to bring multiplayer functionality to this expanded world while maintaining compatibility with existing SA-MP scripting and gamemodes.
It represented an alternative vision of what multiplayer San Andreas could become.
A larger world.
Expanded capabilities.
A new technical direction.
However, during a period of increasing legal pressure and DMCA activity affecting major GTA modding projects, GTA: Underground became one of the most visible casualties of the uncertainty surrounding the modding scene.
Development ended and official downloads were removed.
One of the most ambitious community projects ever built for San Andreas disappeared before its long-term vision could be fully realised.
Two Very Different Outcomes
Looking back, GTA: Underground and open.mp tell two very different stories.
One ambitious community project became a casualty of a turbulent period for GTA modding.
The other survived uncertainty and continued growing.
When Kalcor stepped away, there was no guarantee which path the multiplayer ecosystem would follow.
Many feared that SA-MP itself could gradually fade away.
Instead, the community organised.
Developers contributed.
Infrastructure improved.
Server owners adopted new technology.
And open.mp steadily expanded.
What could have become a story about decline instead became a story about continuation.
Community-Driven Development
One of the biggest differences between the current era and the past is how development now occurs.
Instead of relying on a single individual, open.mp benefits from contributions across the community.
This has enabled:
- Regular updates
- Modern tooling
- Infrastructure improvements
- New APIs and services
- Long-term maintainability
The platform continues evolving because the ecosystem itself has become invested in its future.
The AI Era and the Future of Server Development
Another major change is happening outside the platform itself.
Artificial intelligence is rapidly changing how servers are developed and maintained.
Historically, creating and managing a server required extensive scripting knowledge. Debugging legacy Pawn code, understanding large gamemodes, porting systems and implementing new features often required significant time and experience.
Today, AI-assisted tools can help developers:
- Debug scripts faster
- Explain legacy codebases
- Generate boilerplate systems
- Port existing code
- Write documentation
- Prototype new gameplay features
- Reduce development time for routine tasks
For experienced developers, AI can act as a productivity multiplier.
For newcomers, it lowers the barrier to entry and makes complex systems easier to understand.
Of course, AI comes at a cost.
The most capable models often require paid access, generated code still requires review and human oversight remains essential.
AI will not replace good developers.
However, it does make experimentation, maintenance and feature development significantly faster than it was during much of the SA-MP era.
Combined with an actively maintained platform like open.mp, this may create opportunities for innovation that simply were not available a decade ago.
Explore the Dashboard
https://mac-andreas.github.io/#dashboard
Features include:
- Live server statistics
- Historical player trends
- open.mp adoption tracking
- Geographic distribution maps
- Language analytics
- Version statistics
- Platform benchmarking
The dashboard started as a way to visualise server statistics.
What emerged was something more interesting.
A timeline of the ecosystem itself.
From the COVID boom, through the uncertainty following SA-MP's development slowdown, to the rise of open.mp and the emergence of new development tools, the data tells the story of a community that proved far more resilient and adaptable than many expected.
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| Busco mapeador para servidor Survival/Post-Apocalíptico |
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Posted by: Nikolay_Staggs - 2026-05-31, 03:20 PM - Forum: Programación
- No Replies
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Hola.
Estoy desarrollando un servidor Survival/Post-Apocalíptico para SA-MP/open.mp y busco un mapeador para realizar trabajos personalizados.
El trabajo será remunerado. El pago se acordará según la complejidad del mapa y la experiencia del mapeador.
Algunos de los proyectos que necesito son: - Campamentos de supervivientes.
- Bases militares abandonadas.
- Zonas contaminadas por radiación.
- Pueblos destruidos.
- Interiores personalizados.
El servidor ya está en línea y funcionando, por lo que los interesados pueden entrar a verlo antes de aceptar el trabajo.
Si estás interesado, responde a este tema o contáctame por Discord: mike9820_
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| Best way to implement a small HUD logo without CEF/custom client |
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Posted by: cachegetfield - 2026-05-31, 08:00 AM - Forum: Questions and Suggestions
- No Replies
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Hi everyone.
What is the recommended way to render a small server logo as a native HUD element without CEF, custom client, modpack, or custom client-side TXD?
The logo is simple: - small emblem;
- short wordmark;
- 2-3 flat colors;
- around 25 px high;
- should be visible in HUD.
I tried using Img2TextDraw / Image2TextDraw, but even a small PNG generated around 200 TextDraws, which feels too expensive for an always-visible HUD element.
Would it be better to recreate this manually with normal TextDraws / PlayerTextDraws instead? For example:- emblem frame using box TextDraws;
- emblem letter as normal text;
- separator as a box;
- wordmark split into 1–2 text elements;
- underline as a box.
That would be around 8-12 TextDraws instead of ~200.
Questions:
- Is manual TextDraw construction the better approach for text-based HUD logos?
- Are there any Img2TextDraw optimization settings/workflows to reduce the count?
- Any best practices for placing such a logo without conflicting with the default GTA/SA HUD?
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| Qawno for macOS — native open.mp Pawn editor |
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Posted by: Xyranaut - 2026-05-30, 07:20 PM - Forum: Releases
- No Replies
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Qawno for macOS — native open.mp Pawn editor
Qawno is the open.mp Pawn editor. This is a **native macOS port** (Apple Silicon + Intel) that now ships and runs a **native Pawn compiler** — compiling no longer needs Wine or CrossOver.
Background
Upstream Qawno is Windows-only (Win32 API), and the macOS workaround used to route the Pawn compiler through Wine/CrossOver. That's no longer necessary: a native pawncc built with 32-bit cells emits the AMX magic 0xF1E0 the open.mp server expects, so this build compiles natively end to end.
Features - Native editor — real macOS window chrome, traffic lights, system shadow. No Win32 emulation.
- Native Pawn compiler — a native pawncc ships in the app and deploys into each project's qawno/native/ on compile. No pawncc download, no Wine, no bottle.
- One-click compile — Compile / ⌘B, with a progress popup and the output panel.
- Syntax highlighting + autocomplete — per-language themes; auto-completion from the native list.
- Dark / Light / System themes.
- Updater — checks GitHub for new Qawno releases.
Download
Grab Qawno.app (zipped) from the releases page, unzip, and drag it to /Applications:
github.com/Mac-Andreas/Qawno-macOS/releases/latest
The app is self-signed (ad-hoc), not notarized — Apple notarization isn't available for this build, so Gatekeeper warns on first launch. It's safe to open; right-click Qawno.app → Open → Open, or run:
Code: xattr -dr com.apple.quarantine /Applications/Qawno.app
Compiling
Open a project folder (it needs a qawno/include folder for the .inc files), open a .pwn, and hit Compile. Qawno deploys the native compiler into qawno/native/ and writes the .amx beside your script. The output is byte-compatible with a Windows build — run it on your Windows/Linux server as usual.
Prefer VS Code?
The same native, Wine-free compiler is also available as a VS Code extension (also works in Cursor / VSCodium):
Open Pawn — on the VS Code Marketplace
Code: code --install-extension Mac-Andreas.open-pawn
It bundles a native pawncc for Windows, macOS, and Linux, plus full editor tooling:
| Feature |
Open Pawn (VS Code) |
Qawno (this app) |
| Native compiler — no Wine | Yes | Yes |
| Bundled compiler (Win / macOS / Linux) | Yes | macOS |
| Syntax highlighting | Yes | Yes |
| Snippets | Yes | Yes |
| Autocomplete / IntelliSense | Yes | Yes |
| Hover · Go-to-definition | Yes | — |
| Document / workspace symbols | Yes | — |
| Code folding | Yes | — |
| Document formatter | Yes | — |
| Build task · compile-on-save | Yes | Compile button |
| Problems-panel diagnostics | Yes | Output panel |
| Cross-platform editor | Yes (VS Code) | macOS only |
Both produce the same open.mp-compatible .amx (0xF1E0) — use whichever fits your workflow.
Source
github.com/Mac-Andreas/Qawno-macOS — GPL (upstream Qawno licence). Bug reports and pull requests welcome.
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rust-samp 3.0.0 Released |
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Posted by: NullSablex - 2026-05-30, 05:34 PM - Forum: Libraries
- No Replies
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rust-samp 3.0.0 Released
Write once in Rust, run as a SA-MP plugin or as a native Open Multiplayer component using a single binary.
GitHub Repository
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Documentation
rust-samp 3.0.0 is now available.
This release represents the biggest milestone since the fork from the original samp-rs project.
What started as a SA-MP SDK has evolved into a complete Rust development platform focused on safety, stability, maintainability and native support for both SA-MP and Open Multiplayer.
Highlights
- Native Open Multiplayer component support
- Universal binary support
- Pure Rust implementation
- No C or C++ dependencies
- Unified tick handling
- Automatic component metadata generation
- Integrated logging support
- Improved safety and reliability
- Modern documentation and examples
Native Open Multiplayer Support
The Open Multiplayer component ABI was fully analyzed and implemented in pure Rust.
No Open Multiplayer C/C++ implementation is required.
No C/C++ bindings are required.
No runtime dependency on Open Multiplayer is required.
Plugins can run as native Open Multiplayer components while maintaining a completely Rust-based codebase.
Universal Binary Support
A single build can operate as:
- A traditional SA-MP plugin
- A native Open Multiplayer component
No separate builds are necessary.
Compile once and deploy wherever needed.
Unified Tick Handling
SA-MP and Open Multiplayer use different tick mechanisms.
rust-samp 3.0.0 introduces a significantly improved abstraction layer that handles these differences internally and provides a predictable development experience regardless of runtime environment.
Developers can focus on plugin logic instead of platform-specific behavior.
Automatic Component Metadata
Traditional Open Multiplayer development requires manually generating and maintaining component identifiers.
rust-samp automates this process and integrates naturally with Cargo metadata while still allowing manual customization when necessary.
Less boilerplate.
Less duplication.
Fewer mistakes.
Integrated Logging
The SDK provides built-in logging support.
Developers can immediately use logging without adding extra logging crates or implementing platform-specific integrations.
Safety and Stability
rust-samp includes extensive improvements focused on:
- Memory safety
- Pointer validation
- Bounds checking
- Panic handling
- Safer runtime internals
- Cross-platform consistency
- Extensive testing
The SDK is designed to provide a reliable and predictable foundation for production-grade plugins.
Used by Real Projects
The SDK already powers multiple plugins:
These projects already benefit from native Open Multiplayer support and the universal binary architecture introduced in v3.0.0.
Example
Code: use samp::prelude::*;
use samp::{initialize_plugin, SampPlugin};
#[derive(SampPlugin, Default)]
struct MyPlugin;
initialize_plugin!(
type: MyPlugin,
natives: [],
);
Documentation
https://rust-samp.nullsablex.com
Recommended reading:
Plugin Anatomy
Repository
https://github.com/NullSablex/rust-samp
Português (Brasil)
rust-samp 3.0.0 já está disponível.
Esta é a maior atualização desde o fork do projeto original samp-rs.
O que começou como um SDK para SA-MP evoluiu para uma plataforma completa de desenvolvimento em Rust, focada em segurança, estabilidade, manutenção de longo prazo e suporte nativo para SA-MP e Open Multiplayer.
Principais Destaques
- Suporte nativo a componentes Open Multiplayer
- Binário universal
- Implementação 100% Rust
- Sem dependências de C ou C++
- Sistema de ticks unificado
- Geração automática de metadados
- Sistema de logs integrado
- Maior segurança e confiabilidade
- Documentação moderna e exemplos completos
Suporte Nativo ao Open Multiplayer
A ABI de componentes do Open Multiplayer foi totalmente analisada e implementada em Rust puro.
Não há dependência da implementação oficial em C/C++.
Não há dependência de bindings C/C++.
Não há dependência de runtime do Open Multiplayer.
Os plugins podem funcionar como componentes nativos do Open Multiplayer mantendo uma base de código totalmente em Rust.
Binário Universal
Um único build pode funcionar como:
- Plugin tradicional do SA-MP
- Componente nativo do Open Multiplayer
Sem necessidade de compilações separadas.
Sistema de Tick Unificado
SA-MP e Open Multiplayer utilizam mecanismos diferentes para execução de ticks.
A versão 3.0.0 introduz uma camada de abstração significativamente mais robusta que resolve essas diferenças internamente e fornece uma experiência muito mais previsível para o desenvolvedor.
Metadados Automáticos
No fluxo tradicional do Open Multiplayer é necessário gerar e manter identificadores manualmente.
O rust-samp automatiza esse processo e integra essas informações ao Cargo, reduzindo código repetitivo e eliminando erros comuns.
Sistema de Logs Integrado
O SDK fornece suporte nativo para logs.
Não é necessário adicionar bibliotecas extras ou implementar integrações específicas para cada plataforma.
Segurança e Estabilidade
O rust-samp inclui diversas melhorias focadas em:
- Segurança de memória
- Validação de ponteiros
- Verificação de limites
- Tratamento de panic
- Internos mais seguros
- Consistência entre plataformas
- Ampla cobertura de testes
O objetivo é fornecer uma base muito mais confiável, previsível e estável para plugins em produção.
Projetos Utilizando o SDK
Documentação
Plugin Anatomy
GitHub Repository
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