Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums



(Advanced Search)

Forum Statistics
» Members: 6,695
» Latest member: b52usorg1
» Forum threads: 2,499
» Forum posts: 12,568

Full Statistics

Online Users
There are currently 194 online users.
» 0 Member(s) | 190 Guest(s)
Bing, Yandex, Google, DuckDuckGo

Latest Threads
Looking for a Pawn dev - ...
Forum: General Discussions
Last Post: RedNeckSnailSpit
2 hours ago
» Replies: 0
» Views: 12
Custom Launcher
Forum: Questions and Suggestions
Last Post: voidedsphinx
Yesterday, 05:18 PM
» Replies: 0
» Views: 34
My Server keeps closing
Forum: Questions and Suggestions
Last Post: iAmir
2026-07-09, 08:55 AM
» Replies: 1
» Views: 56
[LIVE] [FRESH START] Ulti...
Forum: Advertisements
Last Post: Neville
2026-07-07, 08:37 PM
» Replies: 0
» Views: 95
[Announcement] Spawn - An...
Forum: Tech
Last Post: ricardofnl
2026-07-07, 10:38 AM
» Replies: 2
» Views: 332
Unban
Forum: Chat
Last Post: iAmir
2026-07-05, 02:21 PM
» Replies: 5
» Views: 883
Pedestrians
Forum: Plugins
Last Post: iAmir
2026-07-05, 12:18 AM
» Replies: 1
» Views: 379
Silly little render a did...
Forum: Art
Last Post: iAmir
2026-07-05, 12:07 AM
» Replies: 1
» Views: 1,305
Discord Server Unable to ...
Forum: Chat
Last Post: iAmir
2026-07-05, 12:06 AM
» Replies: 1
» Views: 479
It has been a while
Forum: Chat
Last Post: iAmir
2026-07-05, 12:04 AM
» Replies: 1
» Views: 498

 
Information [Release] Spawn — IDE for open.mp and SA-MP development
Posted by: Daniil Korochansky - 2026-06-13, 08:35 PM - Forum: Programming - Replies (1)

I am pleased to announce the release of the first public version of a modern open-source IDE under license GPLv3 for developing open.mp and SA-MP, featuring integration with SAMPCTL, dependency management, and built-in Git support.

[Image: 505d6a46-33cc-45ae-bed3-f011474a4dc7]

Features:
• Designed specifically for open.mp & SA-MP development.
• Built-in SAMPCTL integration for building, running and managing projects.
• Dependency Manager for easy installation and updating of server packages and components.
• Integrated Git support with repository status indicators and commit history.
• Change History markers for tracking modified and saved lines.
• Automatic brace matching and highlighting.
• Color preview for RGBA and HEX values directly inside the editor.
• Color Picker integration for quick color insertion into Pawn code.
• Split Code Editor mode for working with multiple files simultaneously.
• Project Tree optimized for large projects.
• Integrated build output and server console panels.
• Automatic project files monitoring and refresh.
• Portable distribution (no installation required).

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


  Streets Of Vice Roleplay [English SAMP Roleplay Server]
Posted by: BazMartin - 2026-06-13, 07:50 PM - Forum: Advertisements - No Replies

Welcome to Streets Of Vice Roleplay. An English SAMP Roleplay server, based in 2005. Offering a roleplay experience for all, from crime families, to civilian roleplay, LEOs and much more.

Built on the Vice City Map, SOV is a server to be experienced. Unlike others, this is a server focused on the grit, dedication and determination of members. Want to operate a crime family? Not a problem. Fancy fighting the war on crime? Get geared up, it's patrol time.

🚨 Motivated Faction Team - Run a faction and build your next crime family, or fight the war on crime by operating as a security firm. Who knows?
🤝 Supportive Staff Team - Got an idea? A suggestion? Let us know, if we can help, we will help.
🖥️ Quality Development - Interactive MDC, Live Dispatch Map, Detailed UCP, we have it all.

Server is due to release in the next 14 days, so come and join us, ready for the release!

Official Website: https://streetsofvice.com/
Join Our Discord: https://discord.gg/HmcfRYgCKW

Streets Of Vice - English RP, Done Differently.


[Image: image.png?ex=6a2ebff9&is=6a2d6e79&hm=723...height=864]


Lightbulb [VoiceChat] omp-voice
Posted by: ionuzcostin - 2026-06-13, 06:15 PM - Forum: Plugins - No Replies

[RELEASE] omp-voice — Proximity + Radio/Phone Voice Chat for open.mp & SA-MP 0.3.7


What is omp-voice?
omp-voice is a full-featured, server-authoritative voice chat system for open.mp and SA-MP 0.3.7 R5. It brings proximity voice, radio channels, and phone calls to your server — all encrypted, low-latency, and scriptable via Pawn.
GitHub: https://github.com/staark-dev/omp-voice

Features
🎙️ Proximity Voice
  • Hear nearby players in 3D audio with logarithmic distance falloff and stereo panning
  • Occlusion support — voices are muffled through walls and closed vehicles
  • Three preset ranges: Whisper / Normal / Shout, or a custom range per player
  • Interior and virtual-world gating (you only hear players in the same dimension)
📻 Radio & Phone Channels
  • Radio filter: bandpass + squelch + half-duplex garble for that authentic feel
  • Phone filter: narrowband colouring for realistic call audio
  • Mixed per-listener on the server for perfect control
  • Speakerphone (
    /vspeaker
    ) — let bystanders hear a phone call out loud
🔒 Security
  • Per-connect cryptographic token identity (not IP-based)
  • Every relay↔client datagram sealed with XChaCha20-Poly1305 AEAD encryption
  • Server is fully authoritative for position, flags, and channels — anti-spoof
🎧 Audio Quality
  • Opus codec — industry-standard, low-latency voice compression
  • RNNoise neural noise suppression (enable/disable per client)
  • Adaptive jitter buffer for smooth playback
  • Push-to-Talk or Voice Activation modes (exclusive per client)
🖥️ In-Game Client UI (ImGui)
  • Press INSERT to open the control panel: volumes, devices, PTT key rebind, noise suppression
  • "Who's talking" HUD (toggle with F8) — see active speakers on-screen
  • Optional floating labels above player heads while they talk
  • Per-player local mute and volume control

Architecture
omp-voice uses a hybrid mixing model:
  • Proximity audio is relayed per-speaker as raw Opus; the client spatialises it locally (lowest latency)
  • Radio/Phone buses are decoded, filtered, and mixed server-side per listener, then re-encoded and streamed
The system consists of six modules:
Module
Roleshared/
Wire protocol, crypto (libsodium), INI, UDP
core/
Routing engine: proximity, bus router, channels, mix policy
relay/
Standalone relay process — AEAD transport shell
samp/
SA-MP 0.3.7 plugin bridge (Pawn natives)
omp/
open.mp component bridge
client/
Windows
.asi
— WASAPI, Opus, RNNoise, ImGui panel

Installation
Server Side
  1. Drop
    plugins/VoiceChat.dll
    (SA-MP) or the open.mp component into
    components/
  2. Place
    voice_relay.exe
    alongside the server executable
  3. Copy
    qawno/include/voicechat.inc
    (+
    voicechat_ui.inc
    ) for your gamemode
  4. Add
    voice.ini
    (config file — annotated, comes with the release)
  5. Add to
    config.json
    :
    "legacy_plugins": ["VoiceChat"]
    or to
    server.cfg
    for SA-MP
Client Side (each player)
  1. Place
    VoiceChat.asi
    in the GTA SA folder (requires an ASI loader: SilentPatch, CLEO, etc.)
  2. Edit
    voicechat.ini
    — set
    relay_ip
    to the server's IP address
Firewall
Open UDP port 7779 inbound on your server:
# Windows (admin)
netsh advfirewall firewall add rule name="VoiceChat 7779" dir=in action=allow protocol=UDP localport=7779

# Linux
sudo ufw allow 7779/udp


Pawn API (quick overview)

Code:
#include <voicechat>
#include <voicechat_ui>

public OnGameModeInit() {
    gProximity = Voice_CreateChannel(VOICE_FILTER_NONE, false);
    return 1;
}

public OnPlayerConnect(playerid) {
    new ip[16]; GetPlayerIp(playerid, ip, sizeof ip);
    Voice_OnPlayerConnect(playerid, ip);
    Voice_AddToChannel(playerid, gProximity);
    Voice_SetPlayerRange(playerid, VOICE_RANGE_NORMAL);
    return 1;
}

public OnPlayerUpdate(playerid) {
    new Float:x, Float:y, Float:z;
    GetPlayerPos(playerid, x, y, z);
    new veh = GetPlayerVehicleID(playerid) ? VOICE_VEH_CLOSED : VOICE_ONFOOT;
    Voice_UpdatePosition(playerid, x, y, z,
        GetPlayerInterior(playerid), GetPlayerVirtualWorld(playerid), veh);
    return 1;
}

public OnPlayerStartTalking(playerid) { VoiceUI_OnStartTalking(playerid); return 1; }
public OnPlayerStopTalking(playerid)  { VoiceUI_OnStopTalking(playerid);  return 1; }
public OnPlayerDisconnect(playerid, reason) {
    Voice_OnPlayerDisconnect(playerid);
    return 1;
}

Key Natives
// Channel management
Voice_CreateChannel(filter, bool:positional, priority = 100);
Voice_AddToChannel(playerid, channelid);
Voice_RemoveFromChannel(playerid, channelid);

// Player control
Voice_SetPlayerRange(playerid, preset, Float:override = 0.0);
Voice_SetPlayerFlags(playerid, bool:muted, bool:deafen, bool:alive, bool:spectator);
Voice_SetMixPolicy(playerid, policy, Float:duckLevel = 0.5, Float:proximityFloor = 0.25);
Voice_MutePlayer(playerid, targetid, bool:mute = true);  // per-pair mute
Voice_SetSpeakerphone(playerid, bool:on = true);

// Lifecycle
Voice_OnPlayerConnect(playerid, const ip[]);
Voice_OnPlayerDisconnect(playerid);
Voice_ReloadConfig();  // reload voice.ini at runtime



In-Game Controls (Client)
Key Action:
Proximity push-to-talk
Radio/phone push-to-talk
F9 Self-mute
F8 Toggle "who's talking" HUD
INSERT Open settings panel

All keys are rebindable in the in-game panel.

Building from Source
One-shot Windows build:
powershell -ExecutionPolicy Bypass -File .\build.ps1

Manual CMake (production config, x86):
cmake -S . -B build -A Win32 -DVC_NO_SODIUM=OFF -DVC_WITH_OPUS=ON -DVC_BUILD_CLIENT=ON
cmake --build build --config Release

All third-party dependencies (libsodium, Opus, Dear ImGui, MinHook, RNNoise) are fetched and built automatically by CMake — no manual installs needed.
CI/CD via GitHub Actions builds and tests on every push. Tagged releases (v*) publish ready-to-use bundles automatically.

Current Status
Core engine and all major features are implemented and validated in-game (2-player proximity with occlusion + falloff, radio/phone channels, speakerphone, RNNoise, ImGui panel).
Remaining / planned:
  • AEC (Acoustic Echo Cancellation) — deferred; headphones avoid the issue for now
  • Linux 32-bit.so for SA-MP (relay and open.mp component already build on Linux x64)

Download
👉 GitHub Releases: https://github.com/staark-dev/omp-voice/releases

Bundles available:
  • voicechat-client-win32.zip
    — client.asi + voicechat.ini
  • voicechat-server-win.zip
    — server plugin + relay + includes + voice.ini
  • voicechat-relay-linux-x64.tar.gz
    — relay binary for Linux servers
Each bundle includes an
INSTALL.txt.

License
MIT — free to use, modify, and distribute. See LICENSE.

Feedback, bug reports, and pull requests are welcome on GitHub!


  discord unban appeal - panizjohn
Posted by: PanizFazel - 2026-06-13, 01:28 AM - Forum: Chat - Replies (1)

hi, i was banned in 2021 because my account was hacked and sent phishing-ad links to every channel and user i had.

i'm currently in development of my projects named Open GamerX legacy and Open GamerX(ogx) however, i need to have access to the community discussions to have a proper development on these projects.

i've taken multiple security steps, like enabling 2fa and changed passwords since then, to make sure this doesn't happen again as i was a newbie at that time(2021). my account hasn't been hacked since then and i have been made sure that it is fully secure.

also, sorry for posting it here, i couldn't find the exact section related to support or discord unban appeals.

my discord username: "panizjohn" or "panizjohn#0000"


  [SERVER] San Andreas Multiplayer [Official™]
Posted by: tokofridonashvili - 2026-06-11, 09:50 AM - Forum: Advertisements - No Replies

🌐 Server Name: San Andreas Multiplayer [Official™]
📌 Server IP: 91.134.166.72:5555
Status: 24/7 Online

Hello everyone! We are glad to invite you to our newly launched classic SA-MP server. If you are looking for a clean, professional, and nostalgic multiplayer experience, this is the perfect place for you!

✨ What we offer:
• Stable 24/7 hosting with no lag.
• Classic San Andreas Multiplayer atmosphere.
• Friendly administration and community.

Join us today and start your journey! Simply add our IP to your Favorites tab in the SA-MP client.

🔗 Connection Info: 91.134.166.72:5555


  SS7-AI v1.0.0
Posted by: Saints7 - 2026-06-08, 03:04 PM - Forum: Libraries - No Replies

🤖 SS7-AI v1.0.0 — Zero-Plugin AI Integration for SA-MP / openmp


LIA — Your server's virtual companion

Bring an AI companion into your server — no plugins, no DLL, no SO files. Just drop in a PAWN include and run a Python bridge.

LIA has real personality, remembers your conversation, knows your server info, and replies naturally — not like a bot.

Features:
  • Zero plugin — pure PAWN include + Python bridge
  • Chat mode (/lia) and Dialog mode (/lia dialog)
  • Multi-language — auto-detects player's language
  • And more...

    Screenshots:

    [Image: 7hzIMkp.png]

    [Image: lcEEDNU.png]

    For full documentation, installation guide, and free $2 API credits via Xiaomi MiMo (invite code KURCZ8) — head to the repo:



    Author: Saints7
    Thanks to: SA-MP / openmp community ©2026


  [Announcement] Spawn - An IDE for developing open.mp and SA-MP servers
Posted by: Daniil Korochansky - 2026-06-08, 10:48 AM - Forum: Tech - Replies (2)

Quick Start / Highlighting and color-coding / Dependency manager / Line change markers / Highlighting of previously edited and saved lines of code (simplified Git Diff) / Full-featured source control (Git)


[b]Quick Start [/b]
[Image: c0d631b896dfb2fed296dee4871c1786.gif]

Since Spawn works in conjunction with SAMPCTL, this allows you to create and start working on a server in just a few minutes.
Click “Create Project,” enter a project name, specify the project location, and then follow the SAMPCTL instructions.
Spawn will pick up the new project and let you start developing the server right away.

Additionally, you can open a folder containing an existing server (previously initialized via SAMPCTL) and get started quickly.

You can also use Spawn to edit individual files without having to open the project.


[b]Highlighting and color-coding [/b]
[Image: 84a72543f5302e0bfd602a23294d55c7.gif]

This is probably one of the most useful features.

Hover your cursor over a color code, and it will highlight in the corresponding color.
Need to highlight a string? Select the string, choose the appropriate option from the code editor’s context menu, and pick any color from the palette.


[b]Dependency Manager [/b]
[Image: eb9980d2bae04d5bb5de860c4c5e11ab.gif]

Easily install and remove dependencies in your project.
The list shows only installed dependencies. If any uninstalled dependencies are found, the dependency manager will notify you.

Need to quickly check the documentation for an installed dependency?
You can view this documentation right in the dependency manager.


[b]Source Control and a simplified Diff feature [/b]
[Image: ced49ffe6d7e37c417e2e9da6463fc38.gif]

Spawn integrates Git.
Source Control is your code guardian, ensuring that an unknown error doesn’t easily cause the server to crash.
It stores your entire code history and lets you revert to a point when the code was working perfectly.

There’s also a special feature—a simplified version of what’s known as a “diff.”
Did you write some code, save it, start the server, and then the server started crashing?

Right-click on the modified file in Source Control and select “Show Modified Lines,” and right in the code editor you’ll see which lines you edited earlier, allowing you to quickly find the error and save time.


Markers for modified lines
The code tab displays modified lines and changes that have been saved in the current session.

These indicators appear next to the line numbers. They are colored yellow and green. Yellow indicates a modified line, and green indicates a modified line that has been saved.


Open source
Spawn will be distributed as open source under the GPL v3 license, which will allow you to contribute to Spawn without worrying about malicious code.


Release


The first release is scheduled for this week. We are currently working on localizing the user interface and polishing the software code.


Stay tuned for updates in the repositorySpawn - GitHub Repository


  CZ CNR cops and robbers
Posted by: Mhmd m - 2026-06-03, 11:01 AM - Forum: Advertisements - No Replies

🎮 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


  SS7CMD v1.0.0
Posted by: Saints7 - 2026-06-03, 08:41 AM - Forum: Libraries - Replies (2)

⚡ 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

  1. Download the latest release from GitHub.
  2. Copy the include/ folder into your pawno/include/ directory.
  3. Create an empty ss7cmdlist.txt inside your scriptfiles/ directory.
  4. Add to the top of your gamemode file:

Code:
#include <ss7cmd>

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...


  MySQL for open.mp
Posted by: Xyranaut - 2026-06-01, 09:17 PM - Forum: Plugins - No Replies

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 intoSA-MP plugin ABInative open.mp Component SDK
MySQL era5.x / MariaDBmodern 8.x / 9.x (also runs on 5.7)
Encryptionoptional, often offmandatory TLS, fail-closed (1.3/1.2)
Password hashingnone built inArgon2id (mysql_hash / mysql_verify)
Injection safetyescape helpersprepared statements + %e + multi-stmt off
API namingSA-MP-MySQL specificindustry-standard (JDBC/DB-API style)
Secretsusually in source${ENV} expansion + optional obfuscation
Extrascache, ORMcache, models, VECTOR search, compression
Statusdiscontinued (~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
  1. Windows: unzip the windows package — omp-mysql.dll into components/, and the bundled libssl-3.dll / libcrypto-3.dll next to omp-server.exe.
  2. Linux: omp-mysql.so into components/.
  3. 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-MySQLomp-MySQL
mysql_tquerymysql_execute
mysql_pquerymysql_execute_for
mysql_querymysql_execute_sync
cache_get_value_name_intmysql_rs_get_int_by
cache_num_rowsmysql_rs_row_count
cache_insert_idmysql_rs_insert_id
mysql_get_ssl_ciphermysql_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.