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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!


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