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Latest Threads
Kalcor is still outta the...
Forum: Chat
Last Post: NoxxeR
2026-06-25, 07:57 PM
» Replies: 1
» Views: 71
Pedestrians
Forum: Plugins
Last Post: connyxv
2026-06-25, 08:52 AM
» Replies: 0
» Views: 57
SA-MP Bedwars (2026)
Forum: Advertisements
Last Post: Amjad
2026-06-23, 08:52 AM
» Replies: 0
» Views: 76
libsamp - samp.dll re-imp...
Forum: Programming
Last Post: Knogle
2026-06-22, 09:21 PM
» Replies: 0
» Views: 72
[Lançamento] Spawn — IDE ...
Forum: Portuguese/Português
Last Post: Daniil Korochansky
2026-06-22, 01:25 PM
» Replies: 0
» Views: 48
PawnPro 3.3.0 Released
Forum: Releases
Last Post: NullSablex
2026-06-21, 09:25 AM
» Replies: 0
» Views: 76
Introducing PST — A Commu...
Forum: Pawn Scripting
Last Post: Daniil Korochansky
2026-06-20, 04:14 PM
» Replies: 0
» Views: 72
FCNPC for open.mp - the c...
Forum: Plugins
Last Post: MauroRisi
2026-06-20, 12:28 AM
» Replies: 2
» Views: 237
omp_npc not working
Forum: Pawn Scripting
Last Post: MauroRisi
2026-06-20, 12:13 AM
» Replies: 0
» Views: 55
[Release] Spawn — IDE for...
Forum: Programming
Last Post: Daniil Korochansky
2026-06-16, 05:41 AM
» Replies: 1
» Views: 131

 
  Kalcor is still outta the house
Posted by: NoxxeR - 2026-06-25, 07:10 PM - Forum: Chat - Replies (1)

Kalcor is out of the building, y-less and them need to update sa-mp source code more, who care for GTA 6? It's not that good.

Silent is gone as well, unless they play other games now.

Y-less not even active in this site.


Theyre crook nosed people, they not care for the game only for the fame. 

Silent crook nose, Y-less crook nose, Ray Wilson is a crooked nose, and most of all Kalcor is a crooked nose.


And all of their fans in USA is the same.


Here you have it: a crooked nose:

[Image: can-rhinoplasty-fix-a-crooked-nose-1.png]

It's kalcor on the picture, by the way.


Big Grin Pedestrians
Posted by: connyxv - 2026-06-25, 08:52 AM - Forum: Plugins - No Replies

Hello everyone!

I've been working on a new pedestrian system for SA-MP and open.mp. Most of the older ped scripts out there rely on traditional NPCs, which is kind of a pain because they eat up your player slots and i hate to see in the tablist "BOT_1" with the black color to hide it, they also can cause serious server lag if you try to spawn hundreds of them.

To fix this, this system relies entirely on Actors. It uses a custom C++ plugin that loads the original GTA SA path nodes (i extracted them and put them in the pedpaths.json) and handles all the heavy lifting (math and background pathfinding) so the PAWN server doesn't choke. The include just handles streaming the actors dynamically around players using a recycled global pool.

Main Features:
1. Uses zero player slots.
2. Fast C++ pathfinding with predictive spawning (calculates where players are heading so peds spawn naturally ahead of you, preventing node clustering).
3. Dynamic reactions: if you shoot a gun near them, they panic and sprint away. If you run them over with a vehicle, they fall to the ground, get back up after a few seconds, and resume their walk. 
4. If you aim at them with a weapon, they'll put their hands up (OnPlayerAimPedestrian, that's in the example script, u can ignore this function if not needed)
5. Customizable skins and walking styles in the include.
6. 100% open.mp compatible.

Source Code & Download:
GitHub

It's compiled for both Windows (.dll) and Linux (.so 32-bit). You'll find instructions on how to use it and compile it from source if u want.

Feel free to test it out, fork it, or drop a PR if you want to contribute. Let me know if you run into any weird bugs!
I am also working on another plugin, drivers.dll, i think in a week or two i will publish it.

Video preview: (sorry for the shitty music, that's audio added with the youtube editor so i was very limited)
[Video: https://www.youtube.com/watch?v=ecZSkwN3gOE]


  SA-MP Bedwars (2026)
Posted by: Amjad - 2026-06-23, 08:52 AM - Forum: Advertisements - No Replies

🔥 SAMP BEDWARS IS HERE! 🔥
Introducing SAMP BEDWARS, a brand-new server mode developed by David! This is a unique and innovative server concept that has never been done before in SA-MP.
BedWars is one of the most popular game modes across many games, and now it's finally available in SA-MP with its own unique features and mechanics!
🔴 Red Team vs 🔵 Blue Team
Your objective is simple:
🛏️ Protect your bed at all costs.
⚔️ Destroy the enemy team's bed.
🏆 Eliminate all opponents and lead your team to victory.
✨ Features:
• Unique BedWars gameplay for SA-MP
• Special abilities and upgrades
• Advanced object-building system inspired by Fortnite and Minecraft
• Team-based strategy and intense battles
• Tutorial mode to help new players understand all server mechanics
• Active Discord community and support team
⏳ Development Time: 8 Months
We have spent over 8 months developing this project and would greatly appreciate your support. The server is now playable and everyone is welcome to join and test it!
🌐 Server IP:
188.165.192.24:7561
💬 Discord:
dsc.gg/sampbed
📸 Pictures & Videos

[Image: Screenshot-(9).png]
[Image: Screenshot-(11).png]
[/url]
[url=https://postimages.org/][Image: sa-mp-001.png]


[Image: sa-mp-003.png]

[Image: sa-mp-004.png]

[Image: sa-mp-005.png]


There's Also a Video when the server was in beta mode
https://youtu.be/WiDq3d3utLU?si=acVD9_bimCMUy1MX


Join now and experience a completely new way to play SA-MP!


  libsamp - samp.dll re-implementation [TESTERS NEEDED]
Posted by: Knogle - 2026-06-22, 09:21 PM - Forum: Programming - No Replies

Ahoy guys, how are you doing.

I hope you guys are doing fine.
In order to have major improvements on the client side for sure it's necessary to have some sort of reverse-engineered, or independently built samp.dll which carries a lot of functions currently, like GTA SA hooking and function calling, D3DX GameText/Blip/TextDraw stuff, RakNet network stack etc. etc.

In order to give it a start i tried to first, manually reverse engineer the samp.dll and of course, later on started vibe-coding a lot of things that i've found out.
In the process i've also built an MCP to use with Ghidra.

It's currently in a very early state, but the goal is to have a drop-in replacement for the current still necessary samp.dll for 0.3.7-R5, so development efforts can continue from there on.

I hope this contribution is worth it, and at least we can try :)
Maybe someone can do some basic testing, do some suggestions or also proper debugging.
ASI modders are also welcome, as i am still struggeling with some of the GTA SA function hooking, got a lot out of this repo though.
The goal is to have something that's NOT based on leaked SA-MP code.

In order to get the cam working after spawn, go to pause menu, and return, didn't get that sorted out yet.
Happy testing and contributing guys! The current build is in the release section.

https://github.com/Knogle/libsamp


  [Lançamento] Spawn — IDE para desenvolvimento do open.mp e do SA-MP
Posted by: Daniil Korochansky - 2026-06-22, 01:25 PM - Forum: Portuguese/Português - No Replies

Spawn — IDE de código aberto para desenvolvimento em open.mp e SA-MP, com integração ao SAMPCTL, gerenciamento de dependências e suporte integrado ao Git.
[Image: 505d6a46-33cc-45ae-bed3-f011474a4dc7]

Recursos:
  • Projetado especificamente para o desenvolvimento do open.mp e do SA-MP.
  • Integração embutida com o SAMPCTL para compilar, executar e gerenciar projetos.
  • Gerenciador de dependências para facilitar a instalação e atualização de pacotes e componentes do servidor.
  • Suporte integrado ao Git com indicadores de status do repositório e histórico de commits.
  • Marcadores de histórico de alterações para rastrear linhas modificadas e salvas.
  • Correspondência automática de chaves e destaque.
  • Visualização de cores para valores RGBA e HEX diretamente dentro do editor.
  • Integração com o Seletor de Cores para inserção rápida de cores no código Pawn.
  • Modo de Editor de Código Dividido para trabalhar com vários arquivos simultaneamente.
  • Árvore de Projetos otimizada para projetos de grande porte.
  • Painéis integrados de saída de compilação e console do servidor.
  • Monitoramento e atualização automáticos dos arquivos do projeto.
  • Distribuição portátil (não requer instalação).

Novos recursos v1.1.0
Suporte a arrastar e soltar
Abra arquivos arrastando-os diretamente para a janela do Spawn.

Observação: Para indicar ao programa onde encontrar o SAMPCTL ou o Git, basta arrastar o arquivo correspondente para dentro da janela do programa.

Abertura de vários arquivos
A caixa de diálogo “Open File...” agora permite selecionar e abrir vários arquivos simultaneamente.

Diretivas de codificação do Pawn
Suporte a diretivas de codificação em arquivos-fonte do Pawn:

PHP Code:
// -*- coding: cp1251 -*- 
O Spawn detecta automaticamente e utiliza a codificação especificada ao abrir e salvar arquivos-fonte Pawn.

Codificação padrão do Pawn
Foi adicionada uma codificação padrão configurável para arquivos-fonte Pawn recém-criados e recém-salvos.

As codificações suportadas incluem:
  • UTF-8
  • Windows-1250 (Europa Central)
  • Windows-1251 (Cirílico)
  • Windows-1252 (Europa Ocidental)
  • Windows-1253 (Grego)
  • Windows-1254 (Turco)
  • Windows-1255 (Hebraico)
  • Windows-1256 (árabe)
  • Windows-1257 (báltico)

Botão “Save” na barra de ferramentas
Adicionado um botão “Save current file” à barra de ferramentas.

Melhorias na codificação
  • Ampliado o suporte a páginas de códigos internacionais.
  • Melhorada a detecção de codificação.
  • Melhorado o fluxo de trabalho de conversão de codificação.

Removido
O painel de informações foi removido da barra de ferramentas para garantir um melhor suporte ao Linux no futuro.

Repositório: https://github.com/daniilkorochansky/spawn


  PawnPro 3.3.0 Released
Posted by: NullSablex - 2026-06-21, 09:25 AM - Forum: Releases - No Replies

Português (PT-BR)

Olá pessoal!

Hoje estou lançando o PawnPro 3.3.0, acompanhado da nova versão da PawnPro Engine 1.2.0.

Esta é uma das maiores atualizações do projeto até agora, trazendo recursos focados em produtividade, qualidade de código, personalização e melhorias gerais na experiência de desenvolvimento Pawn dentro do Visual Studio Code.

Links

• PawnPro Extension
https://github.com/NullSablex/PawnPro

• PawnPro Engine
https://github.com/NullSablex/PawnPro-Engine

Destaques

  • Formatação de código Pawn
    Formatação completa de documentos e seleções diretamente pelo Language Server, com suporte aos estilos Allman, K&R, Compact e Custom.

  • Assistente de Nomenclatura (PP0018)
    Novo analisador opcional capaz de identificar nomes pouco descritivos e validar padrões para funções, variáveis, parâmetros, constantes e macros.

  • Renomeação de Símbolos
    Suporte completo a Rename Symbol e atualização automática de referências.

  • Quick Fixes Inteligentes
    Conversão automática para o padrão de nomenclatura configurado e remoção rápida de código não utilizado.

  • Arquivos .ban e .allow
    As listas de nomes bloqueados e exceções de índices de loop agora podem ser mantidas em arquivos dedicados com destaque de sintaxe.

  • Biblioteca de Recursos (Preview)
    Nova interface experimental para navegação de recursos, com pesquisa, visualização em lista e grade.

  • Melhorias Visuais
    Novas seções de configuração, cartões com prévias de código, navegação aprimorada, ícones personalizados e animação opcional do título.

  • Mais Idiomas
    Estrutura preparada para Espanhol, Russo e Romeno, além de Português e Inglês.

Melhorias da Engine

A PawnPro Engine 1.2.0 recebeu uma grande atualização interna.

O sistema de formatação foi reescrito utilizando análise estrutural do código, foram adicionados diagnósticos de nomenclatura em tempo real, suporte a renomeação de símbolos, novas ações rápidas, mais testes automatizados e diversas melhorias de desempenho e manutenção.

Também foram corrigidos vários problemas relacionados à formatação, operadores, indentação, assinaturas multilinha e outros casos que podiam gerar resultados incorretos.

Segurança e Infraestrutura

Esta versão também inclui atualizações de dependências, correções de vulnerabilidades reportadas por ferramentas automatizadas, integração com OpenSSF Scorecard, Cargo Audit no CI e melhorias na infraestrutura de build, documentação e releases.

A documentação foi atualizada para cobrir todos os novos recursos introduzidos nesta versão.

Feedbacks, sugestões e relatórios de bugs são sempre bem-vindos.

Obrigado e aproveitem a atualização!



English

Hello everyone!

Today I'm releasing PawnPro 3.3.0, together with the new PawnPro Engine 1.2.0.

This is one of the largest updates to the project so far, bringing new features focused on productivity, code quality, customization and overall developer experience for Pawn development inside Visual Studio Code.

Links

• PawnPro Extension
https://github.com/NullSablex/PawnPro

• PawnPro Engine
https://github.com/NullSablex/PawnPro-Engine

Highlights
  • Pawn Code Formatting
    Format entire documents or selected code directly through the Language Server, with support for Allman, K&R, Compact and Custom styles.

  • Naming Assistant (PP0018)
    New optional analyzer capable of detecting poor naming patterns and validating conventions for functions, variables, parameters, constants and macros.

  • Symbol Renaming
    Full Rename Symbol support with automatic reference updates.

  • Smart Quick Fixes
    Automatic naming style conversion and quick removal of unused code.

  • External .ban and .allow Files
    Blocked-name lists and loop-index exceptions can now be maintained through dedicated files with syntax highlighting.

  • Resource Library Preview
    New experimental resource browser featuring search, list view and grid view.

  • Visual Improvements
    New configuration sections, code preview cards, improved navigation, custom icons and optional title animations.

  • More Languages
    Translation scaffolding added for Spanish, Russian and Romanian, alongside Portuguese and English.

Engine Improvements

PawnPro Engine 1.2.0 introduces a major internal update.

The formatting system was rewritten using structural code analysis, real-time naming diagnostics were added, symbol renaming support was implemented, new code actions were introduced, automated test coverage was expanded, and several performance and maintainability improvements were made.

Multiple formatting-related issues were also fixed, including operator handling, indentation, multiline signatures and other edge cases that could produce incorrect output.

Security & Infrastructure

This release also includes dependency updates, security vulnerability fixes, OpenSSF Scorecard integration, Cargo Audit validation and improvements to the build, documentation and release infrastructure.

Documentation has been updated to cover all features introduced in this release.

Feedback, suggestions and bug reports are always welcome.

Thank you and enjoy the update!


Lightbulb Introducing PST — A Community Framework for Modern Pawn Development
Posted by: Daniil Korochansky - 2026-06-20, 04:14 PM - Forum: Pawn Scripting - No Replies

Hello everyone,

For years, the SA-MP and now open.mp development landscape has suffered from a lack of unified engineering standards. While tools like "SAMPCTL" and libraries like "YSI" brought modern workflows to the ecosystem, the way we structure our code, handle encodings, and write scripts remains highly fragmented.

To bridge this gap, I am introducing PST (Pawn Standards and Techniques) — an open, community-driven initiative inspired by Python's PEPs, aimed at standardizing modern Pawn development.

Official Repositoryhttps://github.com/daniilkorochansky/pst

What is PST?
PST(Pawn Standards and Techniques) is not a forced set of rules; it is a compilation of best practices, style guides, and architectural patterns agreed upon by the community to ensure code readability, maintainability, and tool compatibility.

The introduction consists of the first two draft specifications:
PST-0001 (Code Style Guide): Enforcing clear formatting standards (Tabs for indentation, Allman braces style, strict naming conventions) and resolving the legacy encoding mess by introducing explicit PEP 263-inspired(Python) encoding comments (e.g., `// -*- coding: utf-8 -*-`) for better IDE compatibility (Spawn IDE supports this capability).
PST-0002 (Project Structure and Includes): Moving away from 100k-line monolithic files into a clean, component-based layout utilizing modern hooking systems "y_hooks" and mandatory include guards.

Automation & Delivery
To keep the specification easily accessible, we treat PST as a rolling-release framework. Every update is automatically compiled into a clean, standardized PDF specification book, which you can always grab from the repository's deployment assets.

Need Your Input!
PST belongs to the community. I want to explicitly invite developers, include creators, and the open.mp/sampctl core teams to review these drafts.

If you agree, disagree, or want to propose a new technique (e.g., modern database handling or event patterns), please open an Issue or a Pull Request using templates.


  omp_npc not working
Posted by: MauroRisi - 2026-06-20, 12:13 AM - Forum: Pawn Scripting - No Replies

I can create and spawn NPC, but they dont move, and make weird teleportations when assigned to a path.


  🎮 [91.134.166.72:5555] Join GTA San Andreas Multiplayer [Official™] 🎮
Posted by: tokofridonashvili_01 - 2026-06-14, 05:39 PM - Forum: Advertisements - No Replies

Hey SA-MP / open.mp players! 👋

We are excited to invite you to our server: GTA San Andreas Multiplayer [Official™]!

If you are looking for a smooth, lag-free gameplay experience and a friendly environment, this is the place to be.

🌐 Server Details:
• HostName: GTA San Andreas Multiplayer [Official™]
• Server IP: 91.134.166.72:5555
• Mode: SA-MP
• Language: GEO - ENG

Grab your cars, invite your friends, and come hang out with us! All players are welcome. 🔥

See you on the streets of San Andreas! 🚀


  Project San Andreas Roleplay, 2.0.1
Posted by: Artysh - 2026-06-14, 04:08 PM - Forum: Advertisements - No Replies

[Image: ZGtxF6h.png]

About Project San Andreas Roleplay

Project San Andreas Roleplay is an open.mp roleplay server built completely from scratch, currently in active development and approaching its public launch.

Most of our core systems are already fully built and running. We are now recruiting staff members, faction leaders, mappers, and beta testers to help shape the server from day one.

Our goal is to build a serious English-based medium/heavy roleplay community set in San Andreas.

For now, new players can join without applications. However, applications will soon become mandatory in order to create an account and play.



Systems Already Built
  • Dynamic faction system with 8 faction types
  • Gang turf warfare and capture points
  • Gang upgrades and territory income
  • Hitman contracts placed by players across the city
  • Dynamic housing and property ownership
  • Furniture placement and house storage
  • Business ownership and management with 9 business types
  • Vehicle ownership with fuel, mods, and impounds
  • Vehicle rentals
  • Personal garages with upgrade levels
  • 12 leveled jobs, both legal and illegal
  • Full inventory and item system with 45+ item types
  • Drug planting, growing, and harvesting
  • Weapon crafting and crate smuggling routes
  • Player-driven economy with banking and taxation
  • Dynamic event system, including TDM, Deathmatch, Racing, and more
  • VIP membership tiers
  • Aura farming system
  • FBI surveillance, wiretapping, and undercover operations
  • Phone, radio, and communication systems
  • Hunger, thirst, injury, and hospital system
  • Character creation with multi-character accounts
  • Starter tasks and guided new player tutorial
  • And much more still to be revealed



We Are Hiring
We are currently recruiting for the following positions:
  • Server Staff
  • Helpers
  • Faction Leaders
  • Mappers
  • Beta Testers

If you are interested in helping build a serious roleplay community from the ground up, now is the perfect time to join us.



Server Information

Server IP: play.psa-rp.online:7777

Website: https://psa-rp.online/

Discord: https://discord.gg/D7jyp64b4Y



For more information, visit our website or join our Discord community.

We are waiting to see you in San Andreas!