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		<title><![CDATA[open.mp forum - All Forums]]></title>
		<link>https://forum.open.mp/</link>
		<description><![CDATA[open.mp forum - https://forum.open.mp]]></description>
		<pubDate>Sun, 31 May 2026 07:39:16 +0000</pubDate>
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		<item>
			<title><![CDATA[Qawno for macOS — native open.mp Pawn editor]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4270</link>
			<pubDate>Sat, 30 May 2026 19:20:32 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=4409">Xyranaut</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4270</guid>
			<description><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Qawno for macOS — native open.mp Pawn editor</span></span><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Background</span><br />
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 <span style="font-family: Courier New;" class="mycode_font">pawncc</span> built with 32-bit cells emits the AMX magic <span style="font-family: Courier New;" class="mycode_font">0xF1E0</span> the open.mp server expects, so this build compiles natively end to end.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Features</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Native editor</span> — real macOS window chrome, traffic lights, system shadow. No Win32 emulation.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Native Pawn compiler</span> — a native <span style="font-family: Courier New;" class="mycode_font">pawncc</span> ships in the app and deploys into each project's <span style="font-family: Courier New;" class="mycode_font">qawno/native/</span> on compile. No pawncc download, no Wine, no bottle.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">One-click compile</span> — Compile / ⌘B, with a progress popup and the output panel.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Syntax highlighting + autocomplete</span> — per-language themes; auto-completion from the native list.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Dark / Light / System themes.</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Updater</span> — checks GitHub for new Qawno releases.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
Grab <span style="font-family: Courier New;" class="mycode_font">Qawno.app</span> (zipped) from the releases page, unzip, and drag it to /Applications:<br />
<a href="https://github.com/Mac-Andreas/Qawno-macOS/releases/latest" target="_blank" rel="noopener" class="mycode_url">github.com/Mac-Andreas/Qawno-macOS/releases/latest</a><br />
<br />
The app is <span style="font-weight: bold;" class="mycode_b">self-signed (ad-hoc), not notarized</span> — Apple notarization isn't available for this build, so Gatekeeper warns on first launch. It's safe to open; right-click <span style="font-family: Courier New;" class="mycode_font">Qawno.app</span> → Open → Open, or run:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>xattr -dr com.apple.quarantine /Applications/Qawno.app</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Compiling</span><br />
Open a project folder (it needs a <span style="font-family: Courier New;" class="mycode_font">qawno/include</span> folder for the .inc files), open a <span style="font-family: Courier New;" class="mycode_font">.pwn</span>, and hit Compile. Qawno deploys the native compiler into <span style="font-family: Courier New;" class="mycode_font">qawno/native/</span> and writes the <span style="font-family: Courier New;" class="mycode_font">.amx</span> beside your script. The output is byte-compatible with a Windows build — run it on your Windows/Linux server as usual.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prefer VS Code?</span><br />
The same native, Wine-free compiler is also available as a VS Code extension (also works in Cursor / VSCodium):<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><a href="https://marketplace.visualstudio.com/items?itemName=Mac-Andreas.open-pawn" target="_blank" rel="noopener" class="mycode_url">Open Pawn — on the VS Code Marketplace</a></span><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>code --install-extension Mac-Andreas.open-pawn</code></div></div><br />
It bundles a native <span style="font-family: Courier New;" class="mycode_font">pawncc</span> for Windows, macOS, and Linux, plus full editor tooling:<br />
<br />
<table border="0" cellspacing="1" cellpadding="3" class="tborder" style="width:%;">
<tr>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Feature</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Open Pawn (VS Code)</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Qawno (this app)</span></td>
</tr>
<tr><td class="trow1" valign="top" align="center">Native compiler — no Wine</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Bundled compiler (Win / macOS / Linux)</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">macOS</td></tr>
<tr><td class="trow1" valign="top" align="center">Syntax highlighting</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Snippets</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Autocomplete / IntelliSense</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Hover · Go-to-definition</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Document / workspace symbols</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Code folding</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Document formatter</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Build task · compile-on-save</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Compile button</td></tr>
<tr><td class="trow1" valign="top" align="center">Problems-panel diagnostics</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Output panel</td></tr>
<tr><td class="trow1" valign="top" align="center">Cross-platform editor</td><td class="trow1" valign="top" align="center">Yes (VS Code)</td><td class="trow1" valign="top" align="center">macOS only</td></tr>
</table>
<br />
Both produce the same open.mp-compatible <span style="font-family: Courier New;" class="mycode_font">.amx</span> (<span style="font-family: Courier New;" class="mycode_font">0xF1E0</span>) — use whichever fits your workflow.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Source</span><br />
<a href="https://github.com/Mac-Andreas/Qawno-macOS" target="_blank" rel="noopener" class="mycode_url">github.com/Mac-Andreas/Qawno-macOS</a> — GPL (upstream Qawno licence). Bug reports and pull requests welcome.]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Qawno for macOS — native open.mp Pawn editor</span></span><br />
<br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Background</span><br />
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 <span style="font-family: Courier New;" class="mycode_font">pawncc</span> built with 32-bit cells emits the AMX magic <span style="font-family: Courier New;" class="mycode_font">0xF1E0</span> the open.mp server expects, so this build compiles natively end to end.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Features</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Native editor</span> — real macOS window chrome, traffic lights, system shadow. No Win32 emulation.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Native Pawn compiler</span> — a native <span style="font-family: Courier New;" class="mycode_font">pawncc</span> ships in the app and deploys into each project's <span style="font-family: Courier New;" class="mycode_font">qawno/native/</span> on compile. No pawncc download, no Wine, no bottle.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">One-click compile</span> — Compile / ⌘B, with a progress popup and the output panel.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Syntax highlighting + autocomplete</span> — per-language themes; auto-completion from the native list.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Dark / Light / System themes.</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Updater</span> — checks GitHub for new Qawno releases.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Download</span><br />
Grab <span style="font-family: Courier New;" class="mycode_font">Qawno.app</span> (zipped) from the releases page, unzip, and drag it to /Applications:<br />
<a href="https://github.com/Mac-Andreas/Qawno-macOS/releases/latest" target="_blank" rel="noopener" class="mycode_url">github.com/Mac-Andreas/Qawno-macOS/releases/latest</a><br />
<br />
The app is <span style="font-weight: bold;" class="mycode_b">self-signed (ad-hoc), not notarized</span> — Apple notarization isn't available for this build, so Gatekeeper warns on first launch. It's safe to open; right-click <span style="font-family: Courier New;" class="mycode_font">Qawno.app</span> → Open → Open, or run:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>xattr -dr com.apple.quarantine /Applications/Qawno.app</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Compiling</span><br />
Open a project folder (it needs a <span style="font-family: Courier New;" class="mycode_font">qawno/include</span> folder for the .inc files), open a <span style="font-family: Courier New;" class="mycode_font">.pwn</span>, and hit Compile. Qawno deploys the native compiler into <span style="font-family: Courier New;" class="mycode_font">qawno/native/</span> and writes the <span style="font-family: Courier New;" class="mycode_font">.amx</span> beside your script. The output is byte-compatible with a Windows build — run it on your Windows/Linux server as usual.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Prefer VS Code?</span><br />
The same native, Wine-free compiler is also available as a VS Code extension (also works in Cursor / VSCodium):<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><a href="https://marketplace.visualstudio.com/items?itemName=Mac-Andreas.open-pawn" target="_blank" rel="noopener" class="mycode_url">Open Pawn — on the VS Code Marketplace</a></span><br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>code --install-extension Mac-Andreas.open-pawn</code></div></div><br />
It bundles a native <span style="font-family: Courier New;" class="mycode_font">pawncc</span> for Windows, macOS, and Linux, plus full editor tooling:<br />
<br />
<table border="0" cellspacing="1" cellpadding="3" class="tborder" style="width:%;">
<tr>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Feature</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Open Pawn (VS Code)</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Qawno (this app)</span></td>
</tr>
<tr><td class="trow1" valign="top" align="center">Native compiler — no Wine</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Bundled compiler (Win / macOS / Linux)</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">macOS</td></tr>
<tr><td class="trow1" valign="top" align="center">Syntax highlighting</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Snippets</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Autocomplete / IntelliSense</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Hover · Go-to-definition</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Document / workspace symbols</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Code folding</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Document formatter</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">—</td></tr>
<tr><td class="trow1" valign="top" align="center">Build task · compile-on-save</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Compile button</td></tr>
<tr><td class="trow1" valign="top" align="center">Problems-panel diagnostics</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Output panel</td></tr>
<tr><td class="trow1" valign="top" align="center">Cross-platform editor</td><td class="trow1" valign="top" align="center">Yes (VS Code)</td><td class="trow1" valign="top" align="center">macOS only</td></tr>
</table>
<br />
Both produce the same open.mp-compatible <span style="font-family: Courier New;" class="mycode_font">.amx</span> (<span style="font-family: Courier New;" class="mycode_font">0xF1E0</span>) — use whichever fits your workflow.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Source</span><br />
<a href="https://github.com/Mac-Andreas/Qawno-macOS" target="_blank" rel="noopener" class="mycode_url">github.com/Mac-Andreas/Qawno-macOS</a> — GPL (upstream Qawno licence). Bug reports and pull requests welcome.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[rust-samp 3.0.0 Released]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4269</link>
			<pubDate>Sat, 30 May 2026 17:34:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=7983">NullSablex</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4269</guid>
			<description><![CDATA[<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">rust-samp 3.0.0 Released</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i">Write once in Rust, run as a SA-MP plugin or as a native Open Multiplayer component using a single binary.</span><br />
<br />
<a href="https://github.com/NullSablex/rust-samp" target="_blank" rel="noopener" class="mycode_url">GitHub Repository</a><br />
|<br />
<a href="https://rust-samp.nullsablex.com" target="_blank" rel="noopener" class="mycode_url">Documentation</a><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">rust-samp 3.0.0</span> is now available.<br />
<br />
This release represents the biggest milestone since the fork from the original samp-rs project.<br />
<br />
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.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Highlights</span></span><br />
<ul class="mycode_list"><li>Native Open Multiplayer component support<br />
</li>
<li>Universal binary support<br />
</li>
<li>Pure Rust implementation<br />
</li>
<li>No C or C++ dependencies<br />
</li>
<li>Unified tick handling<br />
</li>
<li>Automatic component metadata generation<br />
</li>
<li>Integrated logging support<br />
</li>
<li>Improved safety and reliability<br />
</li>
<li>Modern documentation and examples<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Native Open Multiplayer Support</span></span><br />
<br />
The Open Multiplayer component ABI was fully analyzed and implemented in pure Rust.<br />
<br />
No Open Multiplayer C/C++ implementation is required.<br />
<br />
No C/C++ bindings are required.<br />
<br />
No runtime dependency on Open Multiplayer is required.<br />
<br />
Plugins can run as native Open Multiplayer components while maintaining a completely Rust-based codebase.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Universal Binary Support</span></span><br />
<br />
A single build can operate as:<br />
<ul class="mycode_list"><li>A traditional SA-MP plugin<br />
</li>
<li>A native Open Multiplayer component<br />
</li>
</ul>
<br />
No separate builds are necessary.<br />
<br />
Compile once and deploy wherever needed.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Unified Tick Handling</span></span><br />
<br />
SA-MP and Open Multiplayer use different tick mechanisms.<br />
<br />
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.<br />
<br />
Developers can focus on plugin logic instead of platform-specific behavior.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Automatic Component Metadata</span></span><br />
<br />
Traditional Open Multiplayer development requires manually generating and maintaining component identifiers.<br />
<br />
rust-samp automates this process and integrates naturally with Cargo metadata while still allowing manual customization when necessary.<br />
<br />
Less boilerplate.<br />
<br />
Less duplication.<br />
<br />
Fewer mistakes.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Integrated Logging</span></span><br />
<br />
The SDK provides built-in logging support.<br />
<br />
Developers can immediately use logging without adding extra logging crates or implementing platform-specific integrations.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Safety and Stability</span></span><br />
<br />
rust-samp includes extensive improvements focused on:<br />
<ul class="mycode_list"><li>Memory safety<br />
</li>
<li>Pointer validation<br />
</li>
<li>Bounds checking<br />
</li>
<li>Panic handling<br />
</li>
<li>Safer runtime internals<br />
</li>
<li>Cross-platform consistency<br />
</li>
<li>Extensive testing<br />
</li>
</ul>
<br />
The SDK is designed to provide a reliable and predictable foundation for production-grade plugins.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Used by Real Projects</span></span><br />
<br />
The SDK already powers multiple plugins:<br />
<ul class="mycode_list"><li><a href="https://github.com/NullSablex/mysql_samp" target="_blank" rel="noopener" class="mycode_url">mysql_samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/env-samp" target="_blank" rel="noopener" class="mycode_url">env-samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/https_samp" target="_blank" rel="noopener" class="mycode_url">https-samp</a><br />
</li>
</ul>
<br />
These projects already benefit from native Open Multiplayer support and the universal binary architecture introduced in v3.0.0.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Example</span></span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>use samp::prelude::*;<br />
use samp::{initialize_plugin, SampPlugin};<br />
<br />
#[derive(SampPlugin, Default)]<br />
struct MyPlugin;<br />
<br />
initialize_plugin!(<br />
    type: MyPlugin,<br />
    natives: [],<br />
);</code></div></div><br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Documentation</span></span><br />
<br />
<a href="https://rust-samp.nullsablex.com" target="_blank" rel="noopener" class="mycode_url">https://rust-samp.nullsablex.com</a><br />
<br />
Recommended reading:<br />
<br />
<a href="https://rust-samp.nullsablex.com/plugin-anatomy" target="_blank" rel="noopener" class="mycode_url">Plugin Anatomy</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Repository</span></span><br />
<br />
<a href="https://github.com/NullSablex/rust-samp" target="_blank" rel="noopener" class="mycode_url">https://github.com/NullSablex/rust-samp</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Português (Brasil)</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">rust-samp 3.0.0</span> já está disponível.<br />
<br />
Esta é a maior atualização desde o fork do projeto original samp-rs.<br />
<br />
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.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Principais Destaques</span></span><br />
<ul class="mycode_list"><li>Suporte nativo a componentes Open Multiplayer<br />
</li>
<li>Binário universal<br />
</li>
<li>Implementação 100% Rust<br />
</li>
<li>Sem dependências de C ou C++<br />
</li>
<li>Sistema de ticks unificado<br />
</li>
<li>Geração automática de metadados<br />
</li>
<li>Sistema de logs integrado<br />
</li>
<li>Maior segurança e confiabilidade<br />
</li>
<li>Documentação moderna e exemplos completos<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Suporte Nativo ao Open Multiplayer</span></span><br />
<br />
A ABI de componentes do Open Multiplayer foi totalmente analisada e implementada em Rust puro.<br />
<br />
Não há dependência da implementação oficial em C/C++.<br />
<br />
Não há dependência de bindings C/C++.<br />
<br />
Não há dependência de runtime do Open Multiplayer.<br />
<br />
Os plugins podem funcionar como componentes nativos do Open Multiplayer mantendo uma base de código totalmente em Rust.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Binário Universal</span></span><br />
<br />
Um único build pode funcionar como:<br />
<ul class="mycode_list"><li>Plugin tradicional do SA-MP<br />
</li>
<li>Componente nativo do Open Multiplayer<br />
</li>
</ul>
<br />
Sem necessidade de compilações separadas.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sistema de Tick Unificado</span></span><br />
<br />
SA-MP e Open Multiplayer utilizam mecanismos diferentes para execução de ticks.<br />
<br />
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.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Metadados Automáticos</span></span><br />
<br />
No fluxo tradicional do Open Multiplayer é necessário gerar e manter identificadores manualmente.<br />
<br />
O rust-samp automatiza esse processo e integra essas informações ao Cargo, reduzindo código repetitivo e eliminando erros comuns.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sistema de Logs Integrado</span></span><br />
<br />
O SDK fornece suporte nativo para logs.<br />
<br />
Não é necessário adicionar bibliotecas extras ou implementar integrações específicas para cada plataforma.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Segurança e Estabilidade</span></span><br />
<br />
O rust-samp inclui diversas melhorias focadas em:<br />
<ul class="mycode_list"><li>Segurança de memória<br />
</li>
<li>Validação de ponteiros<br />
</li>
<li>Verificação de limites<br />
</li>
<li>Tratamento de panic<br />
</li>
<li>Internos mais seguros<br />
</li>
<li>Consistência entre plataformas<br />
</li>
<li>Ampla cobertura de testes<br />
</li>
</ul>
<br />
O objetivo é fornecer uma base muito mais confiável, previsível e estável para plugins em produção.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Projetos Utilizando o SDK</span></span><br />
<ul class="mycode_list"><li><a href="https://github.com/NullSablex/mysql_samp" target="_blank" rel="noopener" class="mycode_url">mysql_samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/env-samp" target="_blank" rel="noopener" class="mycode_url">env-samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/https_samp" target="_blank" rel="noopener" class="mycode_url">https-samp</a><br />
</li>
</ul>
<br />
<a href="https://rust-samp.nullsablex.com" target="_blank" rel="noopener" class="mycode_url">Documentação</a><br />
<br />
<a href="https://rust-samp.nullsablex.com/plugin-anatomy" target="_blank" rel="noopener" class="mycode_url">Plugin Anatomy</a><br />
<br />
<a href="https://github.com/NullSablex/rust-samp" target="_blank" rel="noopener" class="mycode_url">GitHub Repository</a>]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">rust-samp 3.0.0 Released</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i">Write once in Rust, run as a SA-MP plugin or as a native Open Multiplayer component using a single binary.</span><br />
<br />
<a href="https://github.com/NullSablex/rust-samp" target="_blank" rel="noopener" class="mycode_url">GitHub Repository</a><br />
|<br />
<a href="https://rust-samp.nullsablex.com" target="_blank" rel="noopener" class="mycode_url">Documentation</a><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">rust-samp 3.0.0</span> is now available.<br />
<br />
This release represents the biggest milestone since the fork from the original samp-rs project.<br />
<br />
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.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Highlights</span></span><br />
<ul class="mycode_list"><li>Native Open Multiplayer component support<br />
</li>
<li>Universal binary support<br />
</li>
<li>Pure Rust implementation<br />
</li>
<li>No C or C++ dependencies<br />
</li>
<li>Unified tick handling<br />
</li>
<li>Automatic component metadata generation<br />
</li>
<li>Integrated logging support<br />
</li>
<li>Improved safety and reliability<br />
</li>
<li>Modern documentation and examples<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Native Open Multiplayer Support</span></span><br />
<br />
The Open Multiplayer component ABI was fully analyzed and implemented in pure Rust.<br />
<br />
No Open Multiplayer C/C++ implementation is required.<br />
<br />
No C/C++ bindings are required.<br />
<br />
No runtime dependency on Open Multiplayer is required.<br />
<br />
Plugins can run as native Open Multiplayer components while maintaining a completely Rust-based codebase.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Universal Binary Support</span></span><br />
<br />
A single build can operate as:<br />
<ul class="mycode_list"><li>A traditional SA-MP plugin<br />
</li>
<li>A native Open Multiplayer component<br />
</li>
</ul>
<br />
No separate builds are necessary.<br />
<br />
Compile once and deploy wherever needed.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Unified Tick Handling</span></span><br />
<br />
SA-MP and Open Multiplayer use different tick mechanisms.<br />
<br />
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.<br />
<br />
Developers can focus on plugin logic instead of platform-specific behavior.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Automatic Component Metadata</span></span><br />
<br />
Traditional Open Multiplayer development requires manually generating and maintaining component identifiers.<br />
<br />
rust-samp automates this process and integrates naturally with Cargo metadata while still allowing manual customization when necessary.<br />
<br />
Less boilerplate.<br />
<br />
Less duplication.<br />
<br />
Fewer mistakes.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Integrated Logging</span></span><br />
<br />
The SDK provides built-in logging support.<br />
<br />
Developers can immediately use logging without adding extra logging crates or implementing platform-specific integrations.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Safety and Stability</span></span><br />
<br />
rust-samp includes extensive improvements focused on:<br />
<ul class="mycode_list"><li>Memory safety<br />
</li>
<li>Pointer validation<br />
</li>
<li>Bounds checking<br />
</li>
<li>Panic handling<br />
</li>
<li>Safer runtime internals<br />
</li>
<li>Cross-platform consistency<br />
</li>
<li>Extensive testing<br />
</li>
</ul>
<br />
The SDK is designed to provide a reliable and predictable foundation for production-grade plugins.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Used by Real Projects</span></span><br />
<br />
The SDK already powers multiple plugins:<br />
<ul class="mycode_list"><li><a href="https://github.com/NullSablex/mysql_samp" target="_blank" rel="noopener" class="mycode_url">mysql_samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/env-samp" target="_blank" rel="noopener" class="mycode_url">env-samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/https_samp" target="_blank" rel="noopener" class="mycode_url">https-samp</a><br />
</li>
</ul>
<br />
These projects already benefit from native Open Multiplayer support and the universal binary architecture introduced in v3.0.0.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Example</span></span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>use samp::prelude::*;<br />
use samp::{initialize_plugin, SampPlugin};<br />
<br />
#[derive(SampPlugin, Default)]<br />
struct MyPlugin;<br />
<br />
initialize_plugin!(<br />
    type: MyPlugin,<br />
    natives: [],<br />
);</code></div></div><br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Documentation</span></span><br />
<br />
<a href="https://rust-samp.nullsablex.com" target="_blank" rel="noopener" class="mycode_url">https://rust-samp.nullsablex.com</a><br />
<br />
Recommended reading:<br />
<br />
<a href="https://rust-samp.nullsablex.com/plugin-anatomy" target="_blank" rel="noopener" class="mycode_url">Plugin Anatomy</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Repository</span></span><br />
<br />
<a href="https://github.com/NullSablex/rust-samp" target="_blank" rel="noopener" class="mycode_url">https://github.com/NullSablex/rust-samp</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Português (Brasil)</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">rust-samp 3.0.0</span> já está disponível.<br />
<br />
Esta é a maior atualização desde o fork do projeto original samp-rs.<br />
<br />
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.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Principais Destaques</span></span><br />
<ul class="mycode_list"><li>Suporte nativo a componentes Open Multiplayer<br />
</li>
<li>Binário universal<br />
</li>
<li>Implementação 100% Rust<br />
</li>
<li>Sem dependências de C ou C++<br />
</li>
<li>Sistema de ticks unificado<br />
</li>
<li>Geração automática de metadados<br />
</li>
<li>Sistema de logs integrado<br />
</li>
<li>Maior segurança e confiabilidade<br />
</li>
<li>Documentação moderna e exemplos completos<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Suporte Nativo ao Open Multiplayer</span></span><br />
<br />
A ABI de componentes do Open Multiplayer foi totalmente analisada e implementada em Rust puro.<br />
<br />
Não há dependência da implementação oficial em C/C++.<br />
<br />
Não há dependência de bindings C/C++.<br />
<br />
Não há dependência de runtime do Open Multiplayer.<br />
<br />
Os plugins podem funcionar como componentes nativos do Open Multiplayer mantendo uma base de código totalmente em Rust.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Binário Universal</span></span><br />
<br />
Um único build pode funcionar como:<br />
<ul class="mycode_list"><li>Plugin tradicional do SA-MP<br />
</li>
<li>Componente nativo do Open Multiplayer<br />
</li>
</ul>
<br />
Sem necessidade de compilações separadas.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sistema de Tick Unificado</span></span><br />
<br />
SA-MP e Open Multiplayer utilizam mecanismos diferentes para execução de ticks.<br />
<br />
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.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Metadados Automáticos</span></span><br />
<br />
No fluxo tradicional do Open Multiplayer é necessário gerar e manter identificadores manualmente.<br />
<br />
O rust-samp automatiza esse processo e integra essas informações ao Cargo, reduzindo código repetitivo e eliminando erros comuns.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sistema de Logs Integrado</span></span><br />
<br />
O SDK fornece suporte nativo para logs.<br />
<br />
Não é necessário adicionar bibliotecas extras ou implementar integrações específicas para cada plataforma.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Segurança e Estabilidade</span></span><br />
<br />
O rust-samp inclui diversas melhorias focadas em:<br />
<ul class="mycode_list"><li>Segurança de memória<br />
</li>
<li>Validação de ponteiros<br />
</li>
<li>Verificação de limites<br />
</li>
<li>Tratamento de panic<br />
</li>
<li>Internos mais seguros<br />
</li>
<li>Consistência entre plataformas<br />
</li>
<li>Ampla cobertura de testes<br />
</li>
</ul>
<br />
O objetivo é fornecer uma base muito mais confiável, previsível e estável para plugins em produção.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Projetos Utilizando o SDK</span></span><br />
<ul class="mycode_list"><li><a href="https://github.com/NullSablex/mysql_samp" target="_blank" rel="noopener" class="mycode_url">mysql_samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/env-samp" target="_blank" rel="noopener" class="mycode_url">env-samp</a><br />
</li>
<li><a href="https://github.com/NullSablex/https_samp" target="_blank" rel="noopener" class="mycode_url">https-samp</a><br />
</li>
</ul>
<br />
<a href="https://rust-samp.nullsablex.com" target="_blank" rel="noopener" class="mycode_url">Documentação</a><br />
<br />
<a href="https://rust-samp.nullsablex.com/plugin-anatomy" target="_blank" rel="noopener" class="mycode_url">Plugin Anatomy</a><br />
<br />
<a href="https://github.com/NullSablex/rust-samp" target="_blank" rel="noopener" class="mycode_url">GitHub Repository</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Open Pawn — Cross-platform Pawn compiler & tools for VS Code]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4268</link>
			<pubDate>Sat, 30 May 2026 14:09:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=4409">Xyranaut</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4268</guid>
			<description><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Open Pawn — Cross-platform Pawn compiler &amp; tools for VS Code (no Wine on macOS)</span></span><br />
<br />
Open Pawn is a VS Code extension for SA-MP / open.mp Pawn development that bundles a <span style="font-weight: bold;" class="mycode_b">native pawncc compiler for all three desktop platforms</span>, allowing gamemodes to be compiled directly from the editor with no extra setup and <span style="font-weight: bold;" class="mycode_b">no Wine/CrossOver on macOS</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Background</span><br />
On Apple Silicon Macs there was no clean way to compile: the official pawn-lang macOS release ships a 32-bit i386 binary that cannot run on modern macOS, so the common workaround was running the Windows pawncc.exe under Wine. Wine is not actually required — building pawncc natively (with the default 32-bit cells) produces output the open.mp server accepts (AMX magic <span style="font-family: Courier New;" class="mycode_font">0xF1E0</span>). This extension bundles that native compiler for each OS.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Features</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Native pawncc bundled</span> — Windows x64, macOS (Apple Silicon), and Linux x64. All verified producing open.mp-compatible AMX.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Compile workflow</span> — compile command, Ctrl/Cmd+Shift+B build task, compile-on-save, errors/warnings in the Problems panel.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">IntelliSense</span> — autocomplete, hovers, signature help, go-to-definition, document/workspace symbols (indexed live from .inc / .pwn files).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Syntax highlighting</span> — Pawno-equivalent colours, including format placeholders and tags.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Snippets</span> — common callbacks and constructs (OnPlayerConnect, command handlers, dialogs, enum+data arrays, timers, etc.).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Folding &amp; a dependency-free formatter</span> — no astyle WASM, so none of the extension-host crashes that affected other formatters.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Smart compiler discovery</span> — finds pawncc in qawno/, pawno/, on PATH, or uses the bundled one; legacy SA-MP layouts work out of the box. Falls back to a Wine wrapper only if desired.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">How it compares</span><br />
vs the existing <span style="font-style: italic;" class="mycode_i">Pawn Development Tool</span> extension:<br />
<br />
<table border="0" cellspacing="1" cellpadding="3" class="tborder" style="width:%;">
<tr>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Feature</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Pawn Development Tool</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Open Pawn</span></td>
</tr>
<tr><td class="trow1" valign="top" align="center">Syntax highlighting</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Snippets</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Autocomplete / IntelliSense</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Hover / Go-to-definition</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Document / workspace symbols</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Code folding</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Document formatter</td><td class="trow1" valign="top" align="center">Yes (astyle WASM)</td><td class="trow1" valign="top" align="center">Yes (dependency-free, no host crashes)</td></tr>
<tr><td class="trow1" valign="top" align="center">Build task → pawncc</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Problems-panel diagnostics</td><td class="trow1" valign="top" align="center">Partial</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Bundles a compiler</span></td><td class="trow1" valign="top" align="center">No (bring your own)</td><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Yes — Windows / macOS / Linux</span></td></tr>
<tr><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Native macOS (no Wine)</span></td><td class="trow1" valign="top" align="center">No</td><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Yes</span></td></tr>
</table>
<br />
Both can coexist, but running them together may produce duplicate autocomplete/hovers — Open Pawn will offer to help disable the other.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Platform support</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Windows 10/11 (x64)</span> — pawncc.exe runs natively, works out of the box.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">macOS Apple Silicon</span> — native pawncc bundled, no Wine.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Linux x64</span> — native pawncc bundled.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Intel Mac</span> — build once with the included script.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Install</span><ul class="mycode_list"><li><a href="https://marketplace.visualstudio.com/items?itemName=Mac-Andreas.open-pawn" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Microsoft Marketplace</span></a><br />
</li>
<li>Search "<span style="font-weight: bold;" class="mycode_b">Open Pawn</span>" in the VS Code Extensions panel<br />
</li>
<li>or:</li>
</ul>
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>code --install-extension Mac-Andreas.open-pawn</code></div></div>(Also works in Cursor / VSCodium via Open VSX.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Source &amp; issues</span><br />
<a href="https://github.com/Mac-Andreas/vscode-open-pawn" target="_blank" rel="noopener" class="mycode_url">github.com/Mac-Andreas/vscode-open-pawn</a> — MIT licensed. Bug reports and pull requests welcome.<br />
<br />
This is an early (0.1) release. The compiler pipeline is tested on all three platforms and verified against a real open.mp server; feedback is welcome, particularly from Windows and Linux users.]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Open Pawn — Cross-platform Pawn compiler &amp; tools for VS Code (no Wine on macOS)</span></span><br />
<br />
Open Pawn is a VS Code extension for SA-MP / open.mp Pawn development that bundles a <span style="font-weight: bold;" class="mycode_b">native pawncc compiler for all three desktop platforms</span>, allowing gamemodes to be compiled directly from the editor with no extra setup and <span style="font-weight: bold;" class="mycode_b">no Wine/CrossOver on macOS</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Background</span><br />
On Apple Silicon Macs there was no clean way to compile: the official pawn-lang macOS release ships a 32-bit i386 binary that cannot run on modern macOS, so the common workaround was running the Windows pawncc.exe under Wine. Wine is not actually required — building pawncc natively (with the default 32-bit cells) produces output the open.mp server accepts (AMX magic <span style="font-family: Courier New;" class="mycode_font">0xF1E0</span>). This extension bundles that native compiler for each OS.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Features</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Native pawncc bundled</span> — Windows x64, macOS (Apple Silicon), and Linux x64. All verified producing open.mp-compatible AMX.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Compile workflow</span> — compile command, Ctrl/Cmd+Shift+B build task, compile-on-save, errors/warnings in the Problems panel.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">IntelliSense</span> — autocomplete, hovers, signature help, go-to-definition, document/workspace symbols (indexed live from .inc / .pwn files).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Syntax highlighting</span> — Pawno-equivalent colours, including format placeholders and tags.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Snippets</span> — common callbacks and constructs (OnPlayerConnect, command handlers, dialogs, enum+data arrays, timers, etc.).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Folding &amp; a dependency-free formatter</span> — no astyle WASM, so none of the extension-host crashes that affected other formatters.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Smart compiler discovery</span> — finds pawncc in qawno/, pawno/, on PATH, or uses the bundled one; legacy SA-MP layouts work out of the box. Falls back to a Wine wrapper only if desired.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">How it compares</span><br />
vs the existing <span style="font-style: italic;" class="mycode_i">Pawn Development Tool</span> extension:<br />
<br />
<table border="0" cellspacing="1" cellpadding="3" class="tborder" style="width:%;">
<tr>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Feature</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Pawn Development Tool</span></td>
<td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Open Pawn</span></td>
</tr>
<tr><td class="trow1" valign="top" align="center">Syntax highlighting</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Snippets</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Autocomplete / IntelliSense</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Hover / Go-to-definition</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Document / workspace symbols</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Code folding</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Document formatter</td><td class="trow1" valign="top" align="center">Yes (astyle WASM)</td><td class="trow1" valign="top" align="center">Yes (dependency-free, no host crashes)</td></tr>
<tr><td class="trow1" valign="top" align="center">Build task → pawncc</td><td class="trow1" valign="top" align="center">Yes</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center">Problems-panel diagnostics</td><td class="trow1" valign="top" align="center">Partial</td><td class="trow1" valign="top" align="center">Yes</td></tr>
<tr><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Bundles a compiler</span></td><td class="trow1" valign="top" align="center">No (bring your own)</td><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Yes — Windows / macOS / Linux</span></td></tr>
<tr><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Native macOS (no Wine)</span></td><td class="trow1" valign="top" align="center">No</td><td class="trow1" valign="top" align="center"><span style="font-weight: bold;" class="mycode_b">Yes</span></td></tr>
</table>
<br />
Both can coexist, but running them together may produce duplicate autocomplete/hovers — Open Pawn will offer to help disable the other.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Platform support</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Windows 10/11 (x64)</span> — pawncc.exe runs natively, works out of the box.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">macOS Apple Silicon</span> — native pawncc bundled, no Wine.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Linux x64</span> — native pawncc bundled.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Intel Mac</span> — build once with the included script.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Install</span><ul class="mycode_list"><li><a href="https://marketplace.visualstudio.com/items?itemName=Mac-Andreas.open-pawn" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Microsoft Marketplace</span></a><br />
</li>
<li>Search "<span style="font-weight: bold;" class="mycode_b">Open Pawn</span>" in the VS Code Extensions panel<br />
</li>
<li>or:</li>
</ul>
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>code --install-extension Mac-Andreas.open-pawn</code></div></div>(Also works in Cursor / VSCodium via Open VSX.)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Source &amp; issues</span><br />
<a href="https://github.com/Mac-Andreas/vscode-open-pawn" target="_blank" rel="noopener" class="mycode_url">github.com/Mac-Andreas/vscode-open-pawn</a> — MIT licensed. Bug reports and pull requests welcome.<br />
<br />
This is an early (0.1) release. The compiler pipeline is tested on all three platforms and verified against a real open.mp server; feedback is welcome, particularly from Windows and Linux users.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dołącz do ekipy projektu ourFarm RolePlay]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4267</link>
			<pubDate>Wed, 27 May 2026 13:30:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8108">Sztakier</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4267</guid>
			<description><![CDATA[Cześć, szukamy osób do ekipy projektu ourFarm RolePlay SA:MP.<br />
<br />
Aktualnie najbardziej potrzebujemy:<br />
• obiektorów/maperów,<br />
• osoby, która potrafi zrobić styl pod MyBB (najlepiej razem z panelami, ale sam styl forum też będzie okej),<br />
• doświadczonych opiekunów grup oraz frakcji,<br />
• liderów frakcji,<br />
• osoby do tworzenia fabuły/lore projektu, questów oraz wydarzeń serwerowych.<br />
<br />
Jeśli znasz się na którejś z tych rzeczy i chciałbyś pomóc przy rozwijającym się projekcie RP w klimacie Red County - zapraszam na nasz serwer Discord!<br />
<span style="font-weight: bold;" class="mycode_b">► Discord społeczności:</span> <a href="https://ourfarm.pl/discord" target="_blank" rel="noopener" class="mycode_url">https://ourfarm.pl/discord</a>]]></description>
			<content:encoded><![CDATA[Cześć, szukamy osób do ekipy projektu ourFarm RolePlay SA:MP.<br />
<br />
Aktualnie najbardziej potrzebujemy:<br />
• obiektorów/maperów,<br />
• osoby, która potrafi zrobić styl pod MyBB (najlepiej razem z panelami, ale sam styl forum też będzie okej),<br />
• doświadczonych opiekunów grup oraz frakcji,<br />
• liderów frakcji,<br />
• osoby do tworzenia fabuły/lore projektu, questów oraz wydarzeń serwerowych.<br />
<br />
Jeśli znasz się na którejś z tych rzeczy i chciałbyś pomóc przy rozwijającym się projekcie RP w klimacie Red County - zapraszam na nasz serwer Discord!<br />
<span style="font-weight: bold;" class="mycode_b">► Discord społeczności:</span> <a href="https://ourfarm.pl/discord" target="_blank" rel="noopener" class="mycode_url">https://ourfarm.pl/discord</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[engkqSelections.inc]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4266</link>
			<pubDate>Wed, 27 May 2026 02:58:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8161">Engkq</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4266</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">engkqSelections.inc — Custom Model Selection Menu for open.mp</span></div>
<br />
engkqSelections.inc is a custom library (include) designed for open.mp servers to simplify the creation of visual model selection menus (such as skins, vehicles, or objects). While inspired by `mSelection.inc`, its codebase has been rewritten entirely from scratch to be more lightweight, clean, and optimized for server performance.<br />
<br />
Unlike traditional menu systems that require each option to be coded manually one by one, this include utilizes a looping system. This ensures that the selection boxes are automatically and neatly arranged downward, perfectly aligned with the original layout coordinates.<br />
<br />
Author: Engkq<br />
Framework: open.mp<br />
GitHub: <a href="https://github.com/engkqq/engkqSelections" target="_blank" rel="noopener" class="mycode_url">https://github.com/engkqq/engkqSelections</a>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">engkqSelections.inc — Custom Model Selection Menu for open.mp</span></div>
<br />
engkqSelections.inc is a custom library (include) designed for open.mp servers to simplify the creation of visual model selection menus (such as skins, vehicles, or objects). While inspired by `mSelection.inc`, its codebase has been rewritten entirely from scratch to be more lightweight, clean, and optimized for server performance.<br />
<br />
Unlike traditional menu systems that require each option to be coded manually one by one, this include utilizes a looping system. This ensures that the selection boxes are automatically and neatly arranged downward, perfectly aligned with the original layout coordinates.<br />
<br />
Author: Engkq<br />
Framework: open.mp<br />
GitHub: <a href="https://github.com/engkqq/engkqSelections" target="_blank" rel="noopener" class="mycode_url">https://github.com/engkqq/engkqSelections</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FCNPC for open.mp - the classic FCNPC API, ported]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4265</link>
			<pubDate>Tue, 26 May 2026 01:26:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=4409">Xyranaut</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4265</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">FCNPC for open.mp - the classic FCNPC API, ported</span><br />
<span style="font-weight: bold;" class="mycode_b">Repo:</span> <a href="https://github.com/Mac-Andreas/open.mp-FCNPC" target="_blank" rel="noopener" class="mycode_url">https://github.com/Mac-Andreas/open.mp-FCNPC</a><br />
<span style="font-weight: bold;" class="mycode_b">Download (DLL + SO + INC + test script):</span> <a href="https://github.com/Mac-Andreas/open.mp-FCNPC/releases/latest" target="_blank" rel="noopener" class="mycode_url">releases/latest</a><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What is this</span><br />
<span style="font-weight: bold;" class="mycode_b">Fully Controllable NPC</span> - the classic <a href="https://github.com/ziggi/FCNPC" target="_blank" rel="noopener" class="mycode_url">FCNPC</a> FCNPC_* Pawn API, re-implemented for <a href="https://github.com/openmultiplayer/open.mp" target="_blank" rel="noopener" class="mycode_url">open.mp</a>.<br />
<br />
The original FCNPC is a SA-MP plugin: it drives NPCs by patching the samp03svr binary at fixed memory addresses and injecting raw RakNet packets. That cannot work on open.mp - a different, open-source binary with a proper component SDK. open.mp instead ships a built-in NPC engine (INPCComponent).<br />
<br />
This component is a <span style="font-weight: bold;" class="mycode_b">compatibility layer</span>: it re-exposes the FCNPC_* natives on top of INPCComponent, <span style="font-weight: bold;" class="mycode_b">plus the remaining ~5% of FCNPC that open.mp's NPC engine does not provide</span>. Existing FCNPC gamemodes run largely unmodified.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Status</span><br />
All <span style="font-weight: bold;" class="mycode_b">182</span> FCNPC_* natives are declared in FCNPC.inc and implemented: <span style="font-weight: bold;" class="mycode_b">180 ported, 2 pending</span>. Most call open.mp's INPC / INPCComponent / IPlayer directly; the features open.mp lacks are hand-rolled in this component. Full per-native breakdown is in port-status.md.<br />
<br />
A couple of the gaps it fills (things bare INPCComponent does not do):<ul class="mycode_list"><li>FCNPC_GoToPlayer - open.mp's moveToPlayer defaults autoRestart = false, so the NPC walks to the player's initial spot then stops. This port forces continuous re-tracking, so the NPC keeps chasing a moving player.<br />
</li>
<li>FCNPC_SetMoveMode (MAPANDREAS / COLANDREAS) - INPC::move does no terrain grounding (NPCs float / sit on roofs). The component samples ground Z each tick via the companion plugin while the NPC moves.<br />
</li>
</ul>
Nothing falls back to SA-MP.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Install</span><br />
<ol type="1" class="mycode_list"><li>Download the latest release.<br />
</li>
<li>Put FCNPC.dll (Windows) / FCNPC.so (Linux) into your server's components/.<br />
</li>
<li>Put FCNPC.inc into your Pawn qawno/include/.<br />
</li>
<li>Make sure the NPC component is enabled in config.json (ships with open.mp).<br />
</li>
</ol>
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include &lt;open.mp&gt;<br />
#include &lt;FCNPC&gt;<br />
<br />
public OnGameModeInit()<br />
{<br />
    new id = FCNPC_Create("Bot");<br />
    FCNPC_Spawn(id, 0, 1958.33, 1343.12, 15.36);<br />
    return 1;<br />
}<br />
<br />
public OnPlayerConnect(playerid)<br />
{<br />
    // walk every bot to the new player<br />
    new npcs[100], count = FCNPC_GetValidArray(npcs);<br />
    for (new i = 0; i &lt; count; i++)<br />
        FCNPC_GoToPlayer(npcs[i], playerid, FCNPC_MOVE_TYPE_RUN);<br />
    return 1;<br />
}</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Test it in-game (and see exactly what is ported)</span><br />
The release ships fcnpc_test.pwn (also in the repo under test/). It is two things at once: a <span style="font-weight: bold;" class="mycode_b">feature test</span> that drives every category of the API live, and a <span style="font-weight: bold;" class="mycode_b">showcase of what this port adds over the bare open.mp engine</span> - so you can verify, in-game, the parts of FCNPC that INPCComponent never implemented.<br />
<br />
Load it as a filterscript and type <span style="font-weight: bold;" class="mycode_b">/fcnpc</span> for a dialog menu:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Commands</span> - spawn / walk / run / sprint / follow (chase) / aim / shoot / melee / animation / enter+exit vehicle / move-path patrol / play node / invulnerable / kill / respawn / stop all / destroy. One button per native group, run on a demo NPC in front of you.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Config</span> - live tunables (move type/mode/pathfinding/speed, weapon/ammo/reloading/fighting style/accuracy, skin/health/armour, plugin update+tick rate, global ColAndreas/raycast modes) with defaults shown + restore-to-defaults.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Ported features (INPC vs FCNPC)</span> - the important one. It spawns a <span style="font-weight: bold;" class="mycode_b">native INPC NPC</span> and an <span style="font-weight: bold;" class="mycode_b">FCNPC NPC</span> side by side, labelled with floating 3D text ("INPC" / "FCNPC") so you can tell them apart, and lets you fire the same action at both to compare. Every test prints three lines in chat: the <span style="font-weight: bold;" class="mycode_b">intended</span> behaviour, <span style="font-weight: bold;" class="mycode_b">what bare INPC does</span>, and <span style="font-weight: bold;" class="mycode_b">what FCNPC does</span>. Current comparisons:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Chase / autoRestart</span> - INPC NPC_MoveToPlayer defaults autoRestart = false: it walks to your starting spot and stops, even as you move. FCNPC keeps re-tracking and chasing you. (This is the headline gap the port fills.)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Rotation</span> - SetAngleToPlayer on the native INPC vs the FCNPC NPC, so the facing/orientation behaviour is directly comparable.<br />
</li>
</ul>
This section is how the "remaining ~5% open.mp's NPC engine does not provide" stops being a claim and becomes something you watch happen.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Debug</span> - on-screen HUD (state, health, weapon, moving, speed, distance to you).<br />
</li>
</ul>
Needs &lt;open.mp&gt;, &lt;omp_npc&gt; and &lt;FCNPC&gt; - no other dependencies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Companion plugins</span><br />
The collision / heightmap / surfing natives call the standalone plugins at runtime (the same companion-plugin model the original FCNPC used) - install the open.mp builds:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b"><a href="https://github.com/philip1337/samp-plugin-mapandreas/releases" target="_blank" rel="noopener" class="mycode_url">MapAndreas</a></span> (heightmap Z) - Philip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b"><a href="https://github.com/Pottus/ColAndreas/releases" target="_blank" rel="noopener" class="mycode_url">ColAndreas</a></span> (full map collision / raycasting) - Pottus, uL Chris42O, Slice<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b"><a href="https://github.com/samp-incognito/samp-streamer-plugin/releases" target="_blank" rel="noopener" class="mycode_url">Streamer</a></span> (dynamic objects, for FCNPC_*SurfingDynamicObject) - Incognito<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Build from source</span>open.mp's Windows server is x86 and components must use the Microsoft C++ ABI. The repo includes a no-Visual-Studio cross-build (clang-cl + lld against the MSVC SDK via msvc-wine), a Windows CMake path, and a Linux .so path. CI builds FCNPC.dll + FCNPC.so and attaches them with FCNPC.inc to every tagged release.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Credits</span><ul class="mycode_list"><li>Original FCNPC: OrMisicL (2013-2015), ziggi (2016-2024).<br />
</li>
<li>open.mp NPC engine (INPCComponent): the open.mp team.<br />
</li>
<li>open.mp port: Xyranaut.<br />
</li>
<li>Companion plugins: MapAndreas (Philip), ColAndreas (Pottus, uL Chris42O, Slice), Streamer (Incognito).<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
Bug reports / PRs welcome on the repo. Tested against open.mp 1.5.x.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">FCNPC for open.mp - the classic FCNPC API, ported</span><br />
<span style="font-weight: bold;" class="mycode_b">Repo:</span> <a href="https://github.com/Mac-Andreas/open.mp-FCNPC" target="_blank" rel="noopener" class="mycode_url">https://github.com/Mac-Andreas/open.mp-FCNPC</a><br />
<span style="font-weight: bold;" class="mycode_b">Download (DLL + SO + INC + test script):</span> <a href="https://github.com/Mac-Andreas/open.mp-FCNPC/releases/latest" target="_blank" rel="noopener" class="mycode_url">releases/latest</a><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-weight: bold;" class="mycode_b">What is this</span><br />
<span style="font-weight: bold;" class="mycode_b">Fully Controllable NPC</span> - the classic <a href="https://github.com/ziggi/FCNPC" target="_blank" rel="noopener" class="mycode_url">FCNPC</a> FCNPC_* Pawn API, re-implemented for <a href="https://github.com/openmultiplayer/open.mp" target="_blank" rel="noopener" class="mycode_url">open.mp</a>.<br />
<br />
The original FCNPC is a SA-MP plugin: it drives NPCs by patching the samp03svr binary at fixed memory addresses and injecting raw RakNet packets. That cannot work on open.mp - a different, open-source binary with a proper component SDK. open.mp instead ships a built-in NPC engine (INPCComponent).<br />
<br />
This component is a <span style="font-weight: bold;" class="mycode_b">compatibility layer</span>: it re-exposes the FCNPC_* natives on top of INPCComponent, <span style="font-weight: bold;" class="mycode_b">plus the remaining ~5% of FCNPC that open.mp's NPC engine does not provide</span>. Existing FCNPC gamemodes run largely unmodified.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Status</span><br />
All <span style="font-weight: bold;" class="mycode_b">182</span> FCNPC_* natives are declared in FCNPC.inc and implemented: <span style="font-weight: bold;" class="mycode_b">180 ported, 2 pending</span>. Most call open.mp's INPC / INPCComponent / IPlayer directly; the features open.mp lacks are hand-rolled in this component. Full per-native breakdown is in port-status.md.<br />
<br />
A couple of the gaps it fills (things bare INPCComponent does not do):<ul class="mycode_list"><li>FCNPC_GoToPlayer - open.mp's moveToPlayer defaults autoRestart = false, so the NPC walks to the player's initial spot then stops. This port forces continuous re-tracking, so the NPC keeps chasing a moving player.<br />
</li>
<li>FCNPC_SetMoveMode (MAPANDREAS / COLANDREAS) - INPC::move does no terrain grounding (NPCs float / sit on roofs). The component samples ground Z each tick via the companion plugin while the NPC moves.<br />
</li>
</ul>
Nothing falls back to SA-MP.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Install</span><br />
<ol type="1" class="mycode_list"><li>Download the latest release.<br />
</li>
<li>Put FCNPC.dll (Windows) / FCNPC.so (Linux) into your server's components/.<br />
</li>
<li>Put FCNPC.inc into your Pawn qawno/include/.<br />
</li>
<li>Make sure the NPC component is enabled in config.json (ships with open.mp).<br />
</li>
</ol>
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>#include &lt;open.mp&gt;<br />
#include &lt;FCNPC&gt;<br />
<br />
public OnGameModeInit()<br />
{<br />
    new id = FCNPC_Create("Bot");<br />
    FCNPC_Spawn(id, 0, 1958.33, 1343.12, 15.36);<br />
    return 1;<br />
}<br />
<br />
public OnPlayerConnect(playerid)<br />
{<br />
    // walk every bot to the new player<br />
    new npcs[100], count = FCNPC_GetValidArray(npcs);<br />
    for (new i = 0; i &lt; count; i++)<br />
        FCNPC_GoToPlayer(npcs[i], playerid, FCNPC_MOVE_TYPE_RUN);<br />
    return 1;<br />
}</code></div></div><br />
<span style="font-weight: bold;" class="mycode_b">Test it in-game (and see exactly what is ported)</span><br />
The release ships fcnpc_test.pwn (also in the repo under test/). It is two things at once: a <span style="font-weight: bold;" class="mycode_b">feature test</span> that drives every category of the API live, and a <span style="font-weight: bold;" class="mycode_b">showcase of what this port adds over the bare open.mp engine</span> - so you can verify, in-game, the parts of FCNPC that INPCComponent never implemented.<br />
<br />
Load it as a filterscript and type <span style="font-weight: bold;" class="mycode_b">/fcnpc</span> for a dialog menu:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Commands</span> - spawn / walk / run / sprint / follow (chase) / aim / shoot / melee / animation / enter+exit vehicle / move-path patrol / play node / invulnerable / kill / respawn / stop all / destroy. One button per native group, run on a demo NPC in front of you.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Config</span> - live tunables (move type/mode/pathfinding/speed, weapon/ammo/reloading/fighting style/accuracy, skin/health/armour, plugin update+tick rate, global ColAndreas/raycast modes) with defaults shown + restore-to-defaults.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Ported features (INPC vs FCNPC)</span> - the important one. It spawns a <span style="font-weight: bold;" class="mycode_b">native INPC NPC</span> and an <span style="font-weight: bold;" class="mycode_b">FCNPC NPC</span> side by side, labelled with floating 3D text ("INPC" / "FCNPC") so you can tell them apart, and lets you fire the same action at both to compare. Every test prints three lines in chat: the <span style="font-weight: bold;" class="mycode_b">intended</span> behaviour, <span style="font-weight: bold;" class="mycode_b">what bare INPC does</span>, and <span style="font-weight: bold;" class="mycode_b">what FCNPC does</span>. Current comparisons:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Chase / autoRestart</span> - INPC NPC_MoveToPlayer defaults autoRestart = false: it walks to your starting spot and stops, even as you move. FCNPC keeps re-tracking and chasing you. (This is the headline gap the port fills.)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Rotation</span> - SetAngleToPlayer on the native INPC vs the FCNPC NPC, so the facing/orientation behaviour is directly comparable.<br />
</li>
</ul>
This section is how the "remaining ~5% open.mp's NPC engine does not provide" stops being a claim and becomes something you watch happen.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Debug</span> - on-screen HUD (state, health, weapon, moving, speed, distance to you).<br />
</li>
</ul>
Needs &lt;open.mp&gt;, &lt;omp_npc&gt; and &lt;FCNPC&gt; - no other dependencies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Companion plugins</span><br />
The collision / heightmap / surfing natives call the standalone plugins at runtime (the same companion-plugin model the original FCNPC used) - install the open.mp builds:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b"><a href="https://github.com/philip1337/samp-plugin-mapandreas/releases" target="_blank" rel="noopener" class="mycode_url">MapAndreas</a></span> (heightmap Z) - Philip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b"><a href="https://github.com/Pottus/ColAndreas/releases" target="_blank" rel="noopener" class="mycode_url">ColAndreas</a></span> (full map collision / raycasting) - Pottus, uL Chris42O, Slice<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b"><a href="https://github.com/samp-incognito/samp-streamer-plugin/releases" target="_blank" rel="noopener" class="mycode_url">Streamer</a></span> (dynamic objects, for FCNPC_*SurfingDynamicObject) - Incognito<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Build from source</span>open.mp's Windows server is x86 and components must use the Microsoft C++ ABI. The repo includes a no-Visual-Studio cross-build (clang-cl + lld against the MSVC SDK via msvc-wine), a Windows CMake path, and a Linux .so path. CI builds FCNPC.dll + FCNPC.so and attaches them with FCNPC.inc to every tagged release.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Credits</span><ul class="mycode_list"><li>Original FCNPC: OrMisicL (2013-2015), ziggi (2016-2024).<br />
</li>
<li>open.mp NPC engine (INPCComponent): the open.mp team.<br />
</li>
<li>open.mp port: Xyranaut.<br />
</li>
<li>Companion plugins: MapAndreas (Philip), ColAndreas (Pottus, uL Chris42O, Slice), Streamer (Incognito).<br />
</li>
</ul>
<br />
<hr class="mycode_hr" />
Bug reports / PRs welcome on the repo. Tested against open.mp 1.5.x.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[🚀 ¡Buscamos Mapeador para nuevo servidor RolePlay! 🚀]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4264</link>
			<pubDate>Mon, 25 May 2026 17:34:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8159">Dramack</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4264</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">SE BUSCA Mapeador para Proyecto RolePlay desde cero</span><br />
<br />
¡Hola a todos! Estoy en la búsqueda de un <span style="font-weight: bold;" class="mycode_b">Mapeador</span> para unirse a un proyecto de RolePlay que se está desarrollando completamente desde cero.<br />
<span style="font-weight: bold;" class="mycode_b">Estado del proyecto:</span> Llevo 3 meses de desarrollo constante trabajando en el GameMode (GM), el cual ya se encuentra en un <span style="font-weight: bold;" class="mycode_b">60% de avance</span> . Todos los sistemas han sido creados y programados desde cero, garantizando código limpio y original.<br />
<span style="font-weight: bold;" class="mycode_b">¿Qué busco?</span> Alguien que se encargue de la obtención de coordenadas y la creación de mapeos (son trabajos relativamente sencillos). Aunque tengo los conocimientos para hacerlo, prefiero delegar esta área para poder concentrarme al 100% en la programación de los sistemas y así acelerar el lanzamiento del servidor.<br />
Si te interesa formar parte de un proyecto serio y con bases sólidas, ¡escríbeme al privado para más detalles!<br />
<br />
Adjunto algunas imágenes, de algunos de los sistemas<br />
<br />
<a href="https://imgur.com/a/rNADfDF" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/rNADfDF</a><br />
<br />
Sistema de casas listo. desde 0 con gareges.<br />
<br />
Sistema de Bandas/mafias (Implementando mas funciones)<br />
<br />
Sistema de Almacén "Tipo GTA V" comprar cajas, vender mercancía, "con riesgo de perder si llega otra banda y te la roba en el proceso de venta"<br />
<br />
FACCIONES: LVPD, SFPD, LSPD, <br />
<br />
Trabajos: Camionero lv1 lv2 lv3   Pizzero <br />
<br />
Sistema de botiquín<br />
<br />
Sistema de plantar marihuana.<br />
<br />
Estos son solo algunos, Necesito Coordenadas, Mapeos para darle avance al 100% con este proyecto]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">SE BUSCA Mapeador para Proyecto RolePlay desde cero</span><br />
<br />
¡Hola a todos! Estoy en la búsqueda de un <span style="font-weight: bold;" class="mycode_b">Mapeador</span> para unirse a un proyecto de RolePlay que se está desarrollando completamente desde cero.<br />
<span style="font-weight: bold;" class="mycode_b">Estado del proyecto:</span> Llevo 3 meses de desarrollo constante trabajando en el GameMode (GM), el cual ya se encuentra en un <span style="font-weight: bold;" class="mycode_b">60% de avance</span> . Todos los sistemas han sido creados y programados desde cero, garantizando código limpio y original.<br />
<span style="font-weight: bold;" class="mycode_b">¿Qué busco?</span> Alguien que se encargue de la obtención de coordenadas y la creación de mapeos (son trabajos relativamente sencillos). Aunque tengo los conocimientos para hacerlo, prefiero delegar esta área para poder concentrarme al 100% en la programación de los sistemas y así acelerar el lanzamiento del servidor.<br />
Si te interesa formar parte de un proyecto serio y con bases sólidas, ¡escríbeme al privado para más detalles!<br />
<br />
Adjunto algunas imágenes, de algunos de los sistemas<br />
<br />
<a href="https://imgur.com/a/rNADfDF" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/rNADfDF</a><br />
<br />
Sistema de casas listo. desde 0 con gareges.<br />
<br />
Sistema de Bandas/mafias (Implementando mas funciones)<br />
<br />
Sistema de Almacén "Tipo GTA V" comprar cajas, vender mercancía, "con riesgo de perder si llega otra banda y te la roba en el proceso de venta"<br />
<br />
FACCIONES: LVPD, SFPD, LSPD, <br />
<br />
Trabajos: Camionero lv1 lv2 lv3   Pizzero <br />
<br />
Sistema de botiquín<br />
<br />
Sistema de plantar marihuana.<br />
<br />
Estos son solo algunos, Necesito Coordenadas, Mapeos para darle avance al 100% con este proyecto]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Welcome to los santos !]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4263</link>
			<pubDate>Mon, 25 May 2026 10:00:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8150">xInVinCiBlE</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4263</guid>
			<description><![CDATA[Greetings everyone, Are you looking for amazing SA -MP servers? There you go!<br />
<br />
Visit our SA-MP Servers :<br />
<br />
[EN] - s2.gta-multiplayer.cz:7777 (Welcome To Los Santos 2)<br />
<br />
- s3.gta-multiplayer.cz:7777 (Welcome To Los Santos 3)<br />
<br />
[CZ/SK/EN]- s1.gta-multiplayer.cz:7777 (Welcome To Los Santos)<br />
<br />
s4.gta-multiplayer.cz (Welcome To Los Santos 4) [SA-MP 0.3.DL]<br />
<br />
<br />
<br />
Server’s Website : [EN] <a href="http://www.gta-multiplayer.cz/en/" target="_blank" rel="noopener" class="mycode_url">www.gta-multiplayer.cz/en/</a><br />
<br />
[CZ]www.gta-multiplayer.cz/cz/<br />
<br />
<br />
<br />
Why should you play on our game servers?<br />
<br />
- Unique game server with original features.<br />
<br />
- Professional, Friendly and helpful admin team.<br />
<br />
- Weekly updates and effective anti-cheat system.<br />
<br />
- You can play Minigames such as Basketball, Races, Pool, Destructive Derby, Deatchmatches and much more.<br />
<br />
- You can find over 30 Unique jobs to earn money (Police, Paramedic, Burglary, Taxi, Farmer, Trucker, Valet, Pilot, Securicar etc.)<br />
<br />
- You can do unique missions (Sweet, Ryder, Big Smoke, Madd Dog, Cesar, Woozie, Catalina, Truth, Toreno and Zero)<br />
<br />
- You can start CEO challenges with your friends (GTA Online Feature), share cuts and use special vehicles.<br />
<br />
- Amazing events every 30minutes (Hide’n’Seek, Fallout, Warzone, Death run and much more)<br />
<br />
- Heists from GTA V.<br />
<br />
- Video game QUB3D from GTA 4<br />
<br />
- Lots of Properties, Garages, Hotel suites and Houses to purchase.<br />
<br />
- Custom made Roulettes, Slot machines, video poker , Black Jack, Texas Holdem Poker and Wheel of fortune.<br />
<br />
- You can trade Shares on Stock market BAWSAQ from GTA 5<br />
<br />
- Gang wars over 119 territories<br />
<br />
- You can purchase a premium account and gain alot of benefits.<br />
<br />
- Gyms, strip clubs, clothes shops, hidden packages, oysters, spray tags, horseshoes and much more]]></description>
			<content:encoded><![CDATA[Greetings everyone, Are you looking for amazing SA -MP servers? There you go!<br />
<br />
Visit our SA-MP Servers :<br />
<br />
[EN] - s2.gta-multiplayer.cz:7777 (Welcome To Los Santos 2)<br />
<br />
- s3.gta-multiplayer.cz:7777 (Welcome To Los Santos 3)<br />
<br />
[CZ/SK/EN]- s1.gta-multiplayer.cz:7777 (Welcome To Los Santos)<br />
<br />
s4.gta-multiplayer.cz (Welcome To Los Santos 4) [SA-MP 0.3.DL]<br />
<br />
<br />
<br />
Server’s Website : [EN] <a href="http://www.gta-multiplayer.cz/en/" target="_blank" rel="noopener" class="mycode_url">www.gta-multiplayer.cz/en/</a><br />
<br />
[CZ]www.gta-multiplayer.cz/cz/<br />
<br />
<br />
<br />
Why should you play on our game servers?<br />
<br />
- Unique game server with original features.<br />
<br />
- Professional, Friendly and helpful admin team.<br />
<br />
- Weekly updates and effective anti-cheat system.<br />
<br />
- You can play Minigames such as Basketball, Races, Pool, Destructive Derby, Deatchmatches and much more.<br />
<br />
- You can find over 30 Unique jobs to earn money (Police, Paramedic, Burglary, Taxi, Farmer, Trucker, Valet, Pilot, Securicar etc.)<br />
<br />
- You can do unique missions (Sweet, Ryder, Big Smoke, Madd Dog, Cesar, Woozie, Catalina, Truth, Toreno and Zero)<br />
<br />
- You can start CEO challenges with your friends (GTA Online Feature), share cuts and use special vehicles.<br />
<br />
- Amazing events every 30minutes (Hide’n’Seek, Fallout, Warzone, Death run and much more)<br />
<br />
- Heists from GTA V.<br />
<br />
- Video game QUB3D from GTA 4<br />
<br />
- Lots of Properties, Garages, Hotel suites and Houses to purchase.<br />
<br />
- Custom made Roulettes, Slot machines, video poker , Black Jack, Texas Holdem Poker and Wheel of fortune.<br />
<br />
- You can trade Shares on Stock market BAWSAQ from GTA 5<br />
<br />
- Gang wars over 119 territories<br />
<br />
- You can purchase a premium account and gain alot of benefits.<br />
<br />
- Gyms, strip clubs, clothes shops, hidden packages, oysters, spray tags, horseshoes and much more]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RevolutionX DM/Stunt/Race/Fun]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4256</link>
			<pubDate>Sun, 24 May 2026 16:30:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=2807">CJ101</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4256</guid>
			<description><![CDATA[<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">What are We?</span></span></span></span><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">RevolutionX SINCE 2008 is a server with a supply of endless fun. We pack as much as we can into our server. We have mini-games, racing, death matching, Duel system, Vehicle Duels, goo hidden system, pick up compition find pick ups around the maps like horse shoes or custom set by admin, fancy house system and so much more to explore and try. Minigames like Last Man Standing , sumo , derby , color match , blast survival we have over 2500+ commands</span></span><br />
<br />
<br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Vid</span></span></span></span><span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"> </span></span><a href="https://www.youtube.com/watch?v=4asHRDXpQRc&amp;t=5s" target="_blank" rel="noopener" class="mycode_url"><span style="color: #7466d4;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">https://www.youtube.com/watch?v=4asHRDXpQRc&amp;t=5s</span></span></a><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">OPEN.MP SERVER IP</span></span></span></span><span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"> `185.239.239.92:7777`</span></span><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Discord</span></span></span></span><span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"> </span></span><a href="https://discord.gg/NSWmpeXawh" target="_blank" rel="noopener" class="mycode_url"><span style="color: #7466d4;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">https://discord.gg/NSWmpeXawh</span></span></a><br />
<br />
<br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Hidden Pickup Events Horseshoes or Custom Loaded by Admins</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/01DfnDU.png" loading="lazy"  alt="[Image: 01DfnDU.png]" class="mycode_img" /><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Property System</span></span></span></span><br />
<br />
<a href="https://ibb.co/B5ZFhqDJ" target="_blank" rel="noopener" class="mycode_url"><span style="color: #7466d4;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">https://i.imgur.com/6zrddGe.png</span></span></a><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Vehicles with Selectable Textdraw</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/QkeP0Cr.png" loading="lazy"  alt="[Image: QkeP0Cr.png]" class="mycode_img" /><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skins with Selectable Textdraw</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/yTBuVVA.png" loading="lazy"  alt="[Image: yTBuVVA.png]" class="mycode_img" /><br />
<br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Race System</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/dpQPsHA.png" loading="lazy"  alt="[Image: dpQPsHA.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">What are We?</span></span></span></span><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">RevolutionX SINCE 2008 is a server with a supply of endless fun. We pack as much as we can into our server. We have mini-games, racing, death matching, Duel system, Vehicle Duels, goo hidden system, pick up compition find pick ups around the maps like horse shoes or custom set by admin, fancy house system and so much more to explore and try. Minigames like Last Man Standing , sumo , derby , color match , blast survival we have over 2500+ commands</span></span><br />
<br />
<br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Vid</span></span></span></span><span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"> </span></span><a href="https://www.youtube.com/watch?v=4asHRDXpQRc&amp;t=5s" target="_blank" rel="noopener" class="mycode_url"><span style="color: #7466d4;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">https://www.youtube.com/watch?v=4asHRDXpQRc&amp;t=5s</span></span></a><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">OPEN.MP SERVER IP</span></span></span></span><span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"> `185.239.239.92:7777`</span></span><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Discord</span></span></span></span><span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"> </span></span><a href="https://discord.gg/NSWmpeXawh" target="_blank" rel="noopener" class="mycode_url"><span style="color: #7466d4;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">https://discord.gg/NSWmpeXawh</span></span></a><br />
<br />
<br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Hidden Pickup Events Horseshoes or Custom Loaded by Admins</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/01DfnDU.png" loading="lazy"  alt="[Image: 01DfnDU.png]" class="mycode_img" /><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Property System</span></span></span></span><br />
<br />
<a href="https://ibb.co/B5ZFhqDJ" target="_blank" rel="noopener" class="mycode_url"><span style="color: #7466d4;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font">https://i.imgur.com/6zrddGe.png</span></span></a><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Vehicles with Selectable Textdraw</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/QkeP0Cr.png" loading="lazy"  alt="[Image: QkeP0Cr.png]" class="mycode_img" /><br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skins with Selectable Textdraw</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/yTBuVVA.png" loading="lazy"  alt="[Image: yTBuVVA.png]" class="mycode_img" /><br />
<br />
<br />
<span style="color: #666666;" class="mycode_color"><span style="font-family: 'Open Sans', Arial, Tahoma, sans-serif;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Race System</span></span></span></span><br />
<br />
<img src="https://i.imgur.com/dpQPsHA.png" loading="lazy"  alt="[Image: dpQPsHA.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to transfer my server from SAMP to Open MP?]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4255</link>
			<pubDate>Sat, 23 May 2026 18:31:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8152">Amjad</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4255</guid>
			<description><![CDATA[Hello guys, I have a SA-MP server which i want to transfer it to Open mp<br />
is it very hard? and does it support pawn language like samp? and what's the compiler? and how we will host it as my host supports normal SA-MP only<br />
I really want to get answer about these questions, thank you.]]></description>
			<content:encoded><![CDATA[Hello guys, I have a SA-MP server which i want to transfer it to Open mp<br />
is it very hard? and does it support pawn language like samp? and what's the compiler? and how we will host it as my host supports normal SA-MP only<br />
I really want to get answer about these questions, thank you.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[League A/D — Attack & Defend]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4254</link>
			<pubDate>Sat, 23 May 2026 09:16:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8120">DrVandersexxx</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4254</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Impact;" class="mycode_font">🔫 League A/D — Attack &amp; Defend | open.mp</span></span></div>
<br />
League A/D is a competitive Attack &amp; Defend gamemode for open.mp — a full rebuild of the classic 2008–2010 A/D format, with modern stability and zero legacy exploits.<br />
<br />
🏆 GAMEPLAY • Attackers vs Defenders — capture the base checkpoint to win • Match timer (5 min) with overtime tiebreak by alive count • Vote for map before each round: /vote base [id] | /vote arena [id] | /vote random <br />
• Auto-start lobby: round begins automatically when both teams have players<br />
<br />
⚔️ MECHANICS • Choose your weapon loadout at round start (Primary: MP5 / M4 / AK47 / Shotgun | Secondary: Deagle / SD Pistol) <br />
• Defenders get exclusive vehicle access (helicopter + cars) <br />
• Spectate teammates mid-match: /spec [name] <br />
• Referee slot for league admins<br />
<br />
🗺️ MAPS <br />
• Bases (outdoor) + Arenas (indoor) — 2 map types <br />
• 100+ base slots, 50 arena slots <br />
• Admin: /reloadmaps — reload maps without server restart<br />
<br />
🛡️ BASIC ANTI-CHEAT <br />
• Teleport / Flyhack / Speedhack detection (server-side, lag-tolerant) <br />
• Weapon validation per slot • FakeKill spam protection <br />
• Ping / packet loss monitoring<br />
<br />
🌐 LANGUAGES: English | Russian | Ukrainian <br />
👥 TEAMS: Attackers | Defenders | Referee<br />
<br />
COMMANDS <br />
/vote — vote for map <br />
/spec [name] — spectate <br />
/specoff — leave spectate <br />
/eng /ru /ua — language <br />
/help — command list<br />
<br />
Gamemode built on open.mp<br />
- <a href="https://github.com/vandersexxxes-sudo/League-A-D-Attack-Defend-open.mp" target="_blank" rel="noopener" class="mycode_url">[DOWNLOAD]</a><br />
- <a href="https://github.com/vandersexxxes-sudo/League-A-D-Attack-Defend-open.mp/blob/main/League.pwn" target="_blank" rel="noopener" class="mycode_url">.PWN</a><br />
<br />
<div style="text-align: right;" class="mycode_align"><span style="font-size: xx-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">By Dr.Vandersexxx with lov3</span></span></div>
<div style="text-align: right;" class="mycode_align"><span style="font-size: xx-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><a href="https://vandersexxx.do.am" target="_blank" rel="noopener" class="mycode_url">https://vandersexxx.do.am</a> </span></span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: Impact;" class="mycode_font">🔫 League A/D — Attack &amp; Defend | open.mp</span></span></div>
<br />
League A/D is a competitive Attack &amp; Defend gamemode for open.mp — a full rebuild of the classic 2008–2010 A/D format, with modern stability and zero legacy exploits.<br />
<br />
🏆 GAMEPLAY • Attackers vs Defenders — capture the base checkpoint to win • Match timer (5 min) with overtime tiebreak by alive count • Vote for map before each round: /vote base [id] | /vote arena [id] | /vote random <br />
• Auto-start lobby: round begins automatically when both teams have players<br />
<br />
⚔️ MECHANICS • Choose your weapon loadout at round start (Primary: MP5 / M4 / AK47 / Shotgun | Secondary: Deagle / SD Pistol) <br />
• Defenders get exclusive vehicle access (helicopter + cars) <br />
• Spectate teammates mid-match: /spec [name] <br />
• Referee slot for league admins<br />
<br />
🗺️ MAPS <br />
• Bases (outdoor) + Arenas (indoor) — 2 map types <br />
• 100+ base slots, 50 arena slots <br />
• Admin: /reloadmaps — reload maps without server restart<br />
<br />
🛡️ BASIC ANTI-CHEAT <br />
• Teleport / Flyhack / Speedhack detection (server-side, lag-tolerant) <br />
• Weapon validation per slot • FakeKill spam protection <br />
• Ping / packet loss monitoring<br />
<br />
🌐 LANGUAGES: English | Russian | Ukrainian <br />
👥 TEAMS: Attackers | Defenders | Referee<br />
<br />
COMMANDS <br />
/vote — vote for map <br />
/spec [name] — spectate <br />
/specoff — leave spectate <br />
/eng /ru /ua — language <br />
/help — command list<br />
<br />
Gamemode built on open.mp<br />
- <a href="https://github.com/vandersexxxes-sudo/League-A-D-Attack-Defend-open.mp" target="_blank" rel="noopener" class="mycode_url">[DOWNLOAD]</a><br />
- <a href="https://github.com/vandersexxxes-sudo/League-A-D-Attack-Defend-open.mp/blob/main/League.pwn" target="_blank" rel="noopener" class="mycode_url">.PWN</a><br />
<br />
<div style="text-align: right;" class="mycode_align"><span style="font-size: xx-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i">By Dr.Vandersexxx with lov3</span></span></div>
<div style="text-align: right;" class="mycode_align"><span style="font-size: xx-small;" class="mycode_size"><span style="font-style: italic;" class="mycode_i"><a href="https://vandersexxx.do.am" target="_blank" rel="noopener" class="mycode_url">https://vandersexxx.do.am</a> </span></span></div>]]></content:encoded>
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		<item>
			<title><![CDATA[ourFarm.pl - Polski Serwer RolePlay SA:MP]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4253</link>
			<pubDate>Sat, 23 May 2026 09:00:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8108">Sztakier</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4253</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/vJb4Ts8.png" loading="lazy"  alt="[Image: vJb4Ts8.png]" class="mycode_img" /><br />
<span style="color: green;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Po wielu latach ourFarm wraca w nowej odsłonie.</span></span></div>
<br />
Witam Was serdecznie, dla części społeczności będzie to całkowicie nowe miejsce, a dla innych sentymentalny powrót do czasów prawdziwego SA:MP RolePlay. Naszym celem jest stworzenie klimatycznego serwera osadzonego w całym Red County - miejsca oddalonego od wielkomiejskiego chaosu, skupionego na spokojniejszej, bardziej immersyjnej rozgrywce.<br />
<br />
Nie tworzymy kolejnego "serwera na miesiąc". Chcemy zbudować stabilny projekt na lata - ale żeby było to możliwe, potrzebujemy przede wszystkim społeczności, ludzi którzy chcą jeszcze poczuć dawny klimat odgrywania postaci w GTA San Andreas Multiplayer Role Play.<br />
Projekt powstaje na autorskim skrypcie pisanym całkowicie od zera. Przygotowujemy wiele skryptów i rozwiązań, których gracze nie widzieli jeszcze na polskiej scenie RP. Ogromny nacisk kładziemy na rozwój postaci oraz elementy RPG - umiejętności, doświadczenie, zadania u NPC itp. będą miały realny wpływ na rozgrywkę. Im dłużej rozwijasz swoją postać, tym bardziej staje się ona wyjątkowa.<br />
Aktualnie pracujemy nad projektem oraz zbieramy społeczność wokół serwera. Wszystkie informacje dotyczące skryptów, postępów prac i planowanych systemów będą regularnie publikowane na forum. Prowadzimy również rekrutację do ekipy projektu - jeżeli chcesz pomóc przy tworzeniu projektu ourFarm i bardziej się zaangażować, <a href="https://ourfarm.pl/announcements.php?aid=2" target="_blank" rel="noopener" class="mycode_url">zapoznaj się z tym tematem</a>.<br />
Obecny styl forum jest tymczasowy, pracujemy nad nową oprawą graficzną oraz rozbudową paneli www połączonych z serwerem gry.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Planowany start serwera: końcówka 2026 roku. Dokładniejszy termin zostanie ogłoszony na forum po zakończeniu najważniejszych etapów prac.</span><br />
<span style="font-weight: bold;" class="mycode_b">► Forum projektu:</span> <a href="https://ourfarm.pl/" target="_blank" rel="noopener" class="mycode_url">https://ourfarm.pl/</a><br />
► <span style="font-weight: bold;" class="mycode_b">Discord społeczności:</span> <a href="https://ourfarm.pl/discord" target="_blank" rel="noopener" class="mycode_url">https://ourfarm.pl/discord</a><br />
<br />
<div style="text-align: right;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">Jeżeli tęsknisz za klimatem dawnego SA:MP RP i chcesz współtworzyć coś większego od samego początku - serdecznie zapraszamy, ekipa ourFarm.pl</span></div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><img src="https://i.imgur.com/vJb4Ts8.png" loading="lazy"  alt="[Image: vJb4Ts8.png]" class="mycode_img" /><br />
<span style="color: green;" class="mycode_color"><span style="font-style: italic;" class="mycode_i">Po wielu latach ourFarm wraca w nowej odsłonie.</span></span></div>
<br />
Witam Was serdecznie, dla części społeczności będzie to całkowicie nowe miejsce, a dla innych sentymentalny powrót do czasów prawdziwego SA:MP RolePlay. Naszym celem jest stworzenie klimatycznego serwera osadzonego w całym Red County - miejsca oddalonego od wielkomiejskiego chaosu, skupionego na spokojniejszej, bardziej immersyjnej rozgrywce.<br />
<br />
Nie tworzymy kolejnego "serwera na miesiąc". Chcemy zbudować stabilny projekt na lata - ale żeby było to możliwe, potrzebujemy przede wszystkim społeczności, ludzi którzy chcą jeszcze poczuć dawny klimat odgrywania postaci w GTA San Andreas Multiplayer Role Play.<br />
Projekt powstaje na autorskim skrypcie pisanym całkowicie od zera. Przygotowujemy wiele skryptów i rozwiązań, których gracze nie widzieli jeszcze na polskiej scenie RP. Ogromny nacisk kładziemy na rozwój postaci oraz elementy RPG - umiejętności, doświadczenie, zadania u NPC itp. będą miały realny wpływ na rozgrywkę. Im dłużej rozwijasz swoją postać, tym bardziej staje się ona wyjątkowa.<br />
Aktualnie pracujemy nad projektem oraz zbieramy społeczność wokół serwera. Wszystkie informacje dotyczące skryptów, postępów prac i planowanych systemów będą regularnie publikowane na forum. Prowadzimy również rekrutację do ekipy projektu - jeżeli chcesz pomóc przy tworzeniu projektu ourFarm i bardziej się zaangażować, <a href="https://ourfarm.pl/announcements.php?aid=2" target="_blank" rel="noopener" class="mycode_url">zapoznaj się z tym tematem</a>.<br />
Obecny styl forum jest tymczasowy, pracujemy nad nową oprawą graficzną oraz rozbudową paneli www połączonych z serwerem gry.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Planowany start serwera: końcówka 2026 roku. Dokładniejszy termin zostanie ogłoszony na forum po zakończeniu najważniejszych etapów prac.</span><br />
<span style="font-weight: bold;" class="mycode_b">► Forum projektu:</span> <a href="https://ourfarm.pl/" target="_blank" rel="noopener" class="mycode_url">https://ourfarm.pl/</a><br />
► <span style="font-weight: bold;" class="mycode_b">Discord społeczności:</span> <a href="https://ourfarm.pl/discord" target="_blank" rel="noopener" class="mycode_url">https://ourfarm.pl/discord</a><br />
<br />
<div style="text-align: right;" class="mycode_align"><span style="font-style: italic;" class="mycode_i">Jeżeli tęsknisz za klimatem dawnego SA:MP RP i chcesz współtworzyć coś większego od samego początku - serdecznie zapraszamy, ekipa ourFarm.pl</span></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Welcome to los santos !]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4252</link>
			<pubDate>Wed, 20 May 2026 07:48:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=8150">xInVinCiBlE</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4252</guid>
			<description><![CDATA[Tired of finding a SA-MP server to play and have fun on ?<br />
<br />
Then your wait is over!!!<br />
Join our community GTA-MULIPLAYER.CZ ,<br />
in this server you can enjoy many activities like minigames such as poker, roulette, deathmatches, team deathmatches and many more minigames. Along with this server includes events, customs events made by Administrators, gangs in which you can turf and fight with other gang members !!<br />
You can also do alot of jobs and play lottery, do heists and many more things.<br />
<br />
If you want to join and have fun in these servers, I have provided the IP down here:<br />
(EN) Server 2 - s2.gta-mp.cz:7777<br />
(EN) Server 3 - s3.gta-mp.cz:7777<br />
(EN) FiveM 2 (for GTA 5) - cfx.re/join/objpqy<br />
To join the game server you can use the invite link : <a href="https://gta-multiplayer.cz/?invite=236970" target="_blank" rel="noopener" class="mycode_url">https://gta-multiplayer.cz/?invite=236970</a><br />
<br />
Come join the game and have fun with many other players across the globe !]]></description>
			<content:encoded><![CDATA[Tired of finding a SA-MP server to play and have fun on ?<br />
<br />
Then your wait is over!!!<br />
Join our community GTA-MULIPLAYER.CZ ,<br />
in this server you can enjoy many activities like minigames such as poker, roulette, deathmatches, team deathmatches and many more minigames. Along with this server includes events, customs events made by Administrators, gangs in which you can turf and fight with other gang members !!<br />
You can also do alot of jobs and play lottery, do heists and many more things.<br />
<br />
If you want to join and have fun in these servers, I have provided the IP down here:<br />
(EN) Server 2 - s2.gta-mp.cz:7777<br />
(EN) Server 3 - s3.gta-mp.cz:7777<br />
(EN) FiveM 2 (for GTA 5) - cfx.re/join/objpqy<br />
To join the game server you can use the invite link : <a href="https://gta-multiplayer.cz/?invite=236970" target="_blank" rel="noopener" class="mycode_url">https://gta-multiplayer.cz/?invite=236970</a><br />
<br />
Come join the game and have fun with many other players across the globe !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[open.mp for MacOS]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4251</link>
			<pubDate>Tue, 19 May 2026 22:05:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=4409">Xyranaut</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4251</guid>
			<description><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">open.mp Launcher — macOS (Apple Silicon) build</span></span><br />
<br />
Hey everyone — I've put together a native macOS build of the open.mp launcher. Upstream is Windows-only; this fork adds the bits needed to build, sign, and run the same launcher on Apple Silicon Macs, with the rest of the launch flow handled through CrossOver.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Repo:</span> <a href="https://github.com/Mac-Andreas/open.mp-launcher-macOS" target="_blank" rel="noopener" class="mycode_url">GitHub</a><br />
<span style="font-weight: bold;" class="mycode_b">Latest .pkg:</span> <a href="https://github.com/Mac-Andreas/open.mp-launcher-macOS/releases/latest" target="_blank" rel="noopener" class="mycode_url">Releases page</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What's in the build</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Native window chrome</span> — real macOS traffic lights (close / minimise / zoom), green-button tiling + fullscreen, proper drag/double-click zoom.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Apple Silicon optimised</span> — built and tagged as <span style="font-style: italic;" class="mycode_i">1.6.3-arm.N</span>; this is the version channel the launcher checks for updates so you won't get nagged by Windows-only releases.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Overview</span><br />
</li>
<li>CrossOver detection<br />
</li>
<li>Bottle picker (auto-detects bottles containing GTA: SA / Rockstar Games Launcher), one-click <span style="font-style: italic;" class="mycode_i">Show in Finder</span><br />
</li>
<li>SA-MP version dropdown (0.3.7-R5, R4, R3.1, R3, DL, R2, R1) with install / reinstall / "already installed" states, ~4-second install with progress<br />
</li>
<li>Status pills for game detected / Rockstar Launcher detected / installed SA-MP version<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Preferences</span> — language picker, theme (system / dark / light), nickname, default SA-MP version.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Advanced</span> — debug / power-user toggles.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Danger Zone</span> — hold-to-confirm destructive actions:<br />
</li>
<li>Uninstall SA-MP client files<br />
</li>
<li>Clear SA-MP / open.mp config, chat logs and client settings<br />
</li>
<li>Reset launcher data<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → License</span> — bundled MPL + third-party credits.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Server browser</span> — Favorites, Internet, Partners, Recently Joined; search by hostname / mode, language + non-empty + unpassworded + open.mp-only filters, per-column sorting, drag-to-reorder favorites.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Automatic launch flow</span> — when you hit Connect: copies SA-MP files into the game folder, drops the vorbisFile.dll loader proxy, applies the Wine audio fix, launches GTA: SA through CrossOver, then auto-connects with your nickname.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Installer</span> — flat-distribution <span style="font-style: italic;" class="mycode_i">.pkg</span> with license screen, preinstall (gently quits the running copy + cleans up legacy bundles) and postinstall (clears quarantine, drops a Desktop shortcut named "Open Multiplayer", keeps a "SAMP Launcher.app" Finder alias for muscle memory).<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What you need</span></span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Apple Silicon Mac</span> (M1 and above). Intel Macs are not supported.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">CrossOver</span> from CodeWeavers — runs the Windows version of GTA: SA on macOS. (<a href="https://www.codeweavers.com/crossover" target="_blank" rel="noopener" class="mycode_url">codeweavers.com/crossover</a>)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">GTA: San Andreas v1.0</span> inside a CrossOver bottle. SA-MP / open.mp only work with the 1.0 executable — Steam / Rockstar Launcher copies have to be downgraded first.<br />
</li>
</ul>
<br />
The launcher cannot install the game or Windows for you — set the two above up once, then it handles everything else automatically.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Install</span></span><br />
<ol type="1" class="mycode_list"><li>Download <span style="font-style: italic;" class="mycode_i">pkg</span> from the <a href="https://github.com/Mac-Andreas/open.mp-launcher-macOS/releases/latest" target="_blank" rel="noopener" class="mycode_url">Releases page</a>.<br />
</li>
<li>Double-click the .pkg, accept the license, enter your password.<br />
</li>
<li>Open <span style="font-weight: bold;" class="mycode_b">Open Multiplayer</span> from Applications (or from the Desktop alias the installer drops).<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b">First-launch tip:</span> the .pkg itself isn't notarised (no paid Apple Developer account). If macOS refuses to open the installer on double-click, right-click it → <span style="font-style: italic;" class="mycode_i">Open</span> → <span style="font-style: italic;" class="mycode_i">Open</span> to bypass Gatekeeper once.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Updates</span></span><br />
The launcher checks <span style="font-weight: bold;" class="mycode_b">this repo's GitHub releases</span> for updates, not the upstream Windows channel. Versions are tagged <span style="font-style: italic;" class="mycode_i">1.6.3-arm.N</span> — a Windows release like 1.6.4 will <span style="font-weight: bold;" class="mycode_b">not</span> prompt this build to update. The "Update available" badge only appears when a new -arm tag ships here.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Launcher's Known limitations</span></span><br />
<ul class="mycode_list"><li>Apple Silicon only — no Intel build.<br />
</li>
<li>Ad-hoc signed, not notarised. Bundle launches without a "damaged" warning because the postinstall clears the quarantine flag; the .pkg itself still needs the right-click → Open dance on first run.<br />
</li>
<li>Requires CrossOver — there's no built-in Wine. Free Wine builds run GTA: SA poorly enough that bundling them wasn't worth the support load.<br />
</li>
<li>GTA: SA must be v1.0; the launcher cannot downgrade Steam / Rockstar copies for you.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tested on</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">CPU:</span> Apple M1 (8-core)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">GPU:</span> 7-core<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">RAM:</span> 8 GB<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Model:</span> MacBook Air A2337, base variant with upgraded storage using the dosdude1 method (Late 2020)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Software Used:</span> CrossOver 26.1.0<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">CrossOver Bottle Setting:</span> OS = Windows XP; Graphics = Auto; DLSS = Off; MSync = Off; High Resolution Mode = Off<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Setup Used:</span> Rockstar Games Launcher -&gt; GTA Trilogy -&gt; GTA San Andreas -&gt; Steam patch<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Downgrader:</span> RockstarNexus<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Add-ons:</span> SilentPatch and StreamMemFix<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Issues Identified:</span> Text rendering issues in the chatbox and score tab, along with crashes when changing display settings from the in-game menu<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Fixes:</span> Delete the gta_sa.set file to restore functionality. In some cases, reinstalling the SA-MP files may also be required.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Credits</span></span><br />
<br />
All launcher functionality is the work of the <a href="https://github.com/openmultiplayer/launcher" target="_blank" rel="noopener" class="mycode_url">open.mp team</a>. This fork only adds the macOS build path. If you'd like to support upstream development: <a href="https://opencollective.com/openmultiplayer" target="_blank" rel="noopener" class="mycode_url">opencollective.com/openmultiplayer</a>.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Legal &amp; disclaimer</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">You must own a legitimate copy of GTA: San Andreas.</span> This project does not distribute, link to, or help anyone obtain the game, its assets, or any Rockstar / Take-Two property. Use a copy you have lawfully purchased (Steam, Rockstar Games Launcher, retail disc).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">No piracy.</span> This project does not endorse, condone, or support pirated copies of GTA: San Andreas, SA-MP, open.mp, CrossOver, Windows, or any other software. Requests for pirated material will not be entertained — please don't ask in this thread, in DMs, or on the GitHub repo.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Not affiliated.</span> This is an unofficial, community-built fork. It is not affiliated with, endorsed by, or sponsored by Rockstar Games, Take-Two Interactive, CodeWeavers (CrossOver), the SA-MP team, the open.mp team, or Apple. All trademarks and product names are the property of their respective owners.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Third-party tools at your own risk.</span> Any external tools mentioned above (RockstarNexus downgrader, custom executables, bottle patches, etc.) are not part of this project. Use them at your own discretion and only on copies you own.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">No warranty.</span> The launcher is provided "as is", without warranty of any kind. You are responsible for backups and for any consequences of running it on your machine.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">License.</span> Source code is distributed under the <a href="https://www.mozilla.org/en-US/MPL/2.0/" target="_blank" rel="noopener" class="mycode_url">Mozilla Public License 2.0</a>, inherited from upstream. The "open.mp" name and logo remain subject to upstream's trademark policy.<br />
</li>
</ul>
<br />
<div style="text-align: right;" class="mycode_align">(I just did it for the love of the game, literally and figuratively)</div>]]></description>
			<content:encoded><![CDATA[<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">open.mp Launcher — macOS (Apple Silicon) build</span></span><br />
<br />
Hey everyone — I've put together a native macOS build of the open.mp launcher. Upstream is Windows-only; this fork adds the bits needed to build, sign, and run the same launcher on Apple Silicon Macs, with the rest of the launch flow handled through CrossOver.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Repo:</span> <a href="https://github.com/Mac-Andreas/open.mp-launcher-macOS" target="_blank" rel="noopener" class="mycode_url">GitHub</a><br />
<span style="font-weight: bold;" class="mycode_b">Latest .pkg:</span> <a href="https://github.com/Mac-Andreas/open.mp-launcher-macOS/releases/latest" target="_blank" rel="noopener" class="mycode_url">Releases page</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What's in the build</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Native window chrome</span> — real macOS traffic lights (close / minimise / zoom), green-button tiling + fullscreen, proper drag/double-click zoom.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Apple Silicon optimised</span> — built and tagged as <span style="font-style: italic;" class="mycode_i">1.6.3-arm.N</span>; this is the version channel the launcher checks for updates so you won't get nagged by Windows-only releases.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Overview</span><br />
</li>
<li>CrossOver detection<br />
</li>
<li>Bottle picker (auto-detects bottles containing GTA: SA / Rockstar Games Launcher), one-click <span style="font-style: italic;" class="mycode_i">Show in Finder</span><br />
</li>
<li>SA-MP version dropdown (0.3.7-R5, R4, R3.1, R3, DL, R2, R1) with install / reinstall / "already installed" states, ~4-second install with progress<br />
</li>
<li>Status pills for game detected / Rockstar Launcher detected / installed SA-MP version<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Preferences</span> — language picker, theme (system / dark / light), nickname, default SA-MP version.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Advanced</span> — debug / power-user toggles.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → Danger Zone</span> — hold-to-confirm destructive actions:<br />
</li>
<li>Uninstall SA-MP client files<br />
</li>
<li>Clear SA-MP / open.mp config, chat logs and client settings<br />
</li>
<li>Reset launcher data<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Settings → License</span> — bundled MPL + third-party credits.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Server browser</span> — Favorites, Internet, Partners, Recently Joined; search by hostname / mode, language + non-empty + unpassworded + open.mp-only filters, per-column sorting, drag-to-reorder favorites.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Automatic launch flow</span> — when you hit Connect: copies SA-MP files into the game folder, drops the vorbisFile.dll loader proxy, applies the Wine audio fix, launches GTA: SA through CrossOver, then auto-connects with your nickname.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Installer</span> — flat-distribution <span style="font-style: italic;" class="mycode_i">.pkg</span> with license screen, preinstall (gently quits the running copy + cleans up legacy bundles) and postinstall (clears quarantine, drops a Desktop shortcut named "Open Multiplayer", keeps a "SAMP Launcher.app" Finder alias for muscle memory).<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What you need</span></span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Apple Silicon Mac</span> (M1 and above). Intel Macs are not supported.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">CrossOver</span> from CodeWeavers — runs the Windows version of GTA: SA on macOS. (<a href="https://www.codeweavers.com/crossover" target="_blank" rel="noopener" class="mycode_url">codeweavers.com/crossover</a>)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">GTA: San Andreas v1.0</span> inside a CrossOver bottle. SA-MP / open.mp only work with the 1.0 executable — Steam / Rockstar Launcher copies have to be downgraded first.<br />
</li>
</ul>
<br />
The launcher cannot install the game or Windows for you — set the two above up once, then it handles everything else automatically.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Install</span></span><br />
<ol type="1" class="mycode_list"><li>Download <span style="font-style: italic;" class="mycode_i">pkg</span> from the <a href="https://github.com/Mac-Andreas/open.mp-launcher-macOS/releases/latest" target="_blank" rel="noopener" class="mycode_url">Releases page</a>.<br />
</li>
<li>Double-click the .pkg, accept the license, enter your password.<br />
</li>
<li>Open <span style="font-weight: bold;" class="mycode_b">Open Multiplayer</span> from Applications (or from the Desktop alias the installer drops).<br />
</li>
</ol>
<br />
<span style="font-weight: bold;" class="mycode_b">First-launch tip:</span> the .pkg itself isn't notarised (no paid Apple Developer account). If macOS refuses to open the installer on double-click, right-click it → <span style="font-style: italic;" class="mycode_i">Open</span> → <span style="font-style: italic;" class="mycode_i">Open</span> to bypass Gatekeeper once.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Updates</span></span><br />
The launcher checks <span style="font-weight: bold;" class="mycode_b">this repo's GitHub releases</span> for updates, not the upstream Windows channel. Versions are tagged <span style="font-style: italic;" class="mycode_i">1.6.3-arm.N</span> — a Windows release like 1.6.4 will <span style="font-weight: bold;" class="mycode_b">not</span> prompt this build to update. The "Update available" badge only appears when a new -arm tag ships here.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Launcher's Known limitations</span></span><br />
<ul class="mycode_list"><li>Apple Silicon only — no Intel build.<br />
</li>
<li>Ad-hoc signed, not notarised. Bundle launches without a "damaged" warning because the postinstall clears the quarantine flag; the .pkg itself still needs the right-click → Open dance on first run.<br />
</li>
<li>Requires CrossOver — there's no built-in Wine. Free Wine builds run GTA: SA poorly enough that bundling them wasn't worth the support load.<br />
</li>
<li>GTA: SA must be v1.0; the launcher cannot downgrade Steam / Rockstar copies for you.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Tested on</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">CPU:</span> Apple M1 (8-core)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">GPU:</span> 7-core<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">RAM:</span> 8 GB<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Model:</span> MacBook Air A2337, base variant with upgraded storage using the dosdude1 method (Late 2020)<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Software Used:</span> CrossOver 26.1.0<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">CrossOver Bottle Setting:</span> OS = Windows XP; Graphics = Auto; DLSS = Off; MSync = Off; High Resolution Mode = Off<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Setup Used:</span> Rockstar Games Launcher -&gt; GTA Trilogy -&gt; GTA San Andreas -&gt; Steam patch<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Downgrader:</span> RockstarNexus<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Add-ons:</span> SilentPatch and StreamMemFix<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Issues Identified:</span> Text rendering issues in the chatbox and score tab, along with crashes when changing display settings from the in-game menu<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Fixes:</span> Delete the gta_sa.set file to restore functionality. In some cases, reinstalling the SA-MP files may also be required.<br />
</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Credits</span></span><br />
<br />
All launcher functionality is the work of the <a href="https://github.com/openmultiplayer/launcher" target="_blank" rel="noopener" class="mycode_url">open.mp team</a>. This fork only adds the macOS build path. If you'd like to support upstream development: <a href="https://opencollective.com/openmultiplayer" target="_blank" rel="noopener" class="mycode_url">opencollective.com/openmultiplayer</a>.<br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Legal &amp; disclaimer</span></span><br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">You must own a legitimate copy of GTA: San Andreas.</span> This project does not distribute, link to, or help anyone obtain the game, its assets, or any Rockstar / Take-Two property. Use a copy you have lawfully purchased (Steam, Rockstar Games Launcher, retail disc).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">No piracy.</span> This project does not endorse, condone, or support pirated copies of GTA: San Andreas, SA-MP, open.mp, CrossOver, Windows, or any other software. Requests for pirated material will not be entertained — please don't ask in this thread, in DMs, or on the GitHub repo.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Not affiliated.</span> This is an unofficial, community-built fork. It is not affiliated with, endorsed by, or sponsored by Rockstar Games, Take-Two Interactive, CodeWeavers (CrossOver), the SA-MP team, the open.mp team, or Apple. All trademarks and product names are the property of their respective owners.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Third-party tools at your own risk.</span> Any external tools mentioned above (RockstarNexus downgrader, custom executables, bottle patches, etc.) are not part of this project. Use them at your own discretion and only on copies you own.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">No warranty.</span> The launcher is provided "as is", without warranty of any kind. You are responsible for backups and for any consequences of running it on your machine.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">License.</span> Source code is distributed under the <a href="https://www.mozilla.org/en-US/MPL/2.0/" target="_blank" rel="noopener" class="mycode_url">Mozilla Public License 2.0</a>, inherited from upstream. The "open.mp" name and logo remain subject to upstream's trademark policy.<br />
</li>
</ul>
<br />
<div style="text-align: right;" class="mycode_align">(I just did it for the love of the game, literally and figuratively)</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[ShadowVale Freeroam/Roleplay]]></title>
			<link>https://forum.open.mp/showthread.php?tid=4250</link>
			<pubDate>Tue, 19 May 2026 21:05:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.open.mp/member.php?action=profile&uid=7410">iiAmerii</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.open.mp/showthread.php?tid=4250</guid>
			<description><![CDATA[[SAMP SERVER] ShadowVale Freeroam/Roleplay<br />
Server IP: 45.136.129.44:8755<br />
Discord: <a href="https://discord.gg/3UxFxjA83R" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">https://discord.gg/3UxFxjA83R</span></a><br />
Welcome to ShadowVale Freeroam/Roleplay — a unique SA-MP experience combining serious roleplay systems with fun freeroam gameplay.<br />
Features:<br />
• Freeroam &amp; Roleplay combined<br />
• Modern admin system<br />
• Custom jobs and missions<br />
• Player organizations &amp; factions<br />
• Events and activities<br />
• Economy &amp; business systems<br />
• In-game phone system<br />
• Active development and updates<br />
• Friendly community and staff<br />
Jobs Include:<br />
• Pizza Delivery<br />
• Trucking<br />
• Trash Collector<br />
• Securier<br />
• Farming<br />
• Sprunk Delivery<br />
Why Play ShadowVale?<br />
• Smooth and optimized gameplay<br />
• Balanced RP and fun<br />
• Beginner-friendly<br />
• Custom scripts and systems<br />
• Constant updates and improvements<br />
Join now and start your story in ShadowVale RP/FR.<br />
Server IP: 45.136.129.44:8755<br />
Discord: <a href="https://discord.gg/3UxFxjA83R" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">https://discord.gg/3UxFxjA83R</span></a>]]></description>
			<content:encoded><![CDATA[[SAMP SERVER] ShadowVale Freeroam/Roleplay<br />
Server IP: 45.136.129.44:8755<br />
Discord: <a href="https://discord.gg/3UxFxjA83R" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">https://discord.gg/3UxFxjA83R</span></a><br />
Welcome to ShadowVale Freeroam/Roleplay — a unique SA-MP experience combining serious roleplay systems with fun freeroam gameplay.<br />
Features:<br />
• Freeroam &amp; Roleplay combined<br />
• Modern admin system<br />
• Custom jobs and missions<br />
• Player organizations &amp; factions<br />
• Events and activities<br />
• Economy &amp; business systems<br />
• In-game phone system<br />
• Active development and updates<br />
• Friendly community and staff<br />
Jobs Include:<br />
• Pizza Delivery<br />
• Trucking<br />
• Trash Collector<br />
• Securier<br />
• Farming<br />
• Sprunk Delivery<br />
Why Play ShadowVale?<br />
• Smooth and optimized gameplay<br />
• Balanced RP and fun<br />
• Beginner-friendly<br />
• Custom scripts and systems<br />
• Constant updates and improvements<br />
Join now and start your story in ShadowVale RP/FR.<br />
Server IP: 45.136.129.44:8755<br />
Discord: <a href="https://discord.gg/3UxFxjA83R" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">https://discord.gg/3UxFxjA83R</span></a>]]></content:encoded>
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