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| [Lançamento] Spawn — IDE para desenvolvimento do open.mp e do SA-MP |
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Posted by: Daniil Korochansky - 2026-06-22, 01:25 PM - Forum: Portuguese/Português
- No Replies
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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]](https://github.com/user-attachments/assets/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
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| PawnPro 3.3.0 Released |
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Posted by: NullSablex - 2026-06-21, 09:25 AM - Forum: Releases
- No Replies
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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!
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Introducing PST — A Community Framework for Modern Pawn Development |
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Posted by: Daniil Korochansky - 2026-06-20, 04:14 PM - Forum: Pawn Scripting
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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 Repository: https://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.
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| 🎮 [91.134.166.72:5555] Join GTA San Andreas Multiplayer [Official™] 🎮 |
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Posted by: tokofridonashvili_01 - 2026-06-14, 05:39 PM - Forum: Advertisements
- No Replies
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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! 🚀
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| Project San Andreas Roleplay, 2.0.1 |
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Posted by: Artysh - 2026-06-14, 04:08 PM - Forum: Advertisements
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![[Image: ZGtxF6h.png]](https://i.imgur.com/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!
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| Streets Of Vice Roleplay [English SAMP Roleplay Server] |
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Posted by: BazMartin - 2026-06-13, 07:50 PM - Forum: Advertisements
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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.
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[VoiceChat] omp-voice |
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Posted by: ionuzcostin - 2026-06-13, 06:15 PM - Forum: Plugins
- No Replies
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[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
- Drop
plugins/VoiceChat.dll
(SA-MP) or the open.mp component into
components/
- Place
voice_relay.exe
alongside the server executable
- Copy
qawno/include/voicechat.inc
(+
voicechat_ui.inc
) for your gamemode
- Add
voice.ini
(config file — annotated, comes with the release)
- Add to
config.json
:
"legacy_plugins": ["VoiceChat"]
or to
server.cfg
for SA-MP
Client Side (each player)
- Place
VoiceChat.asi
in the GTA SA folder (requires an ASI loader: SilentPatch, CLEO, etc.)
- 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:
B Proximity push-to-talk
N 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!
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| discord unban appeal - panizjohn |
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Posted by: PanizFazel - 2026-06-13, 01:28 AM - Forum: Chat
- Replies (1)
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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"
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