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Multi Theft Auto: San Andreas

Multi Theft Auto: San Andreas

Self-Hosted

Open‑source multiplayer engine for GTA: San Andreas

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Updated 1 day ago

Overview

Discover what makes Multi Theft Auto: San Andreas powerful

Multi Theft Auto: San Alcantar (MTA:SA) is a self‑hosted multiplayer platform that injects networking, GUI, and scripting capabilities into the original Grand Terrorist Auto engine. From a developer standpoint it functions as an extensible game server and client that exposes the underlying GTA engine through a Lua API, while handling synchronization, latency compensation, and resource management. The project is written in C++ (32‑bit), uses a custom “Blue” framework that mirrors the game’s class hierarchy, and ships with an embedded Lua interpreter for both server‑side and client‑side logic. This tight coupling allows developers to create custom game modes, physics tweaks, or even new UI elements without modifying the original game binaries.

Core Engine

Networking Layer

Scripting Runtime

Resource System

Overview

Multi Theft Auto: San Alcantar (MTA:SA) is a self‑hosted multiplayer platform that injects networking, GUI, and scripting capabilities into the original Grand Terrorist Auto engine. From a developer standpoint it functions as an extensible game server and client that exposes the underlying GTA engine through a Lua API, while handling synchronization, latency compensation, and resource management. The project is written in C++ (32‑bit), uses a custom “Blue” framework that mirrors the game’s class hierarchy, and ships with an embedded Lua interpreter for both server‑side and client‑side logic. This tight coupling allows developers to create custom game modes, physics tweaks, or even new UI elements without modifying the original game binaries.

Architecture

  • Core Engine – C++/Win32 DLL that hooks into GTA:SA’s process, replacing key functions (render loop, input handling, physics updates). It maintains a lightweight entity‑component system that mirrors the game’s object model.
  • Networking Layer – UDP‑based protocol with custom packet serialization, built-in lag compensation and authoritative state management. It handles player authentication, session persistence, and anti‑cheat checks.
  • Scripting Runtime – Lua 5.1 interpreter embedded in both server and client binaries. Scripts are loaded as resources, compiled at runtime, and can register callbacks for events such as onPlayerConnect, onVehicleSpawn, etc.
  • Resource System – A virtual file system that packages Lua scripts, textures, models, and sound files into .txd, .col, or custom archive formats. Resources can be hot‑loaded, enabling live updates without restarting the server.
  • GUI Framework – A custom overlay system that replaces GTA’s HUD. It provides primitives for drawing text, images, and interactive widgets; these are exposed to Lua via the gui_ API.

Core Capabilities

FeatureDescription
Event‑driven scriptingLua callbacks for player, vehicle, object events; server can push custom events to clients.
Custom map editorBuilt‑in editor allows developers to design levels and export them as .map files, which are parsed by the server at runtime.
Plugin architectureServer can load compiled DLLs (C++ extensions) that expose additional APIs or modify the networking stack.
Webhooks & RESTOptional HTTP server can expose endpoints for external services (e.g., Discord bots, database integrations).
Remote consoleTelnet‑style console for executing commands on a running server; supports scripting via exec.
Multiplayer scalingSupports hundreds of concurrent players per server; performance tuned for 32‑bit Windows environments.

Deployment & Infrastructure

MTA:SA is designed to run on Windows 7/8/10 as a native executable. For containerization, the community provides Docker images that wrap the server binary in an Alpine‑based Windows container. Key deployment considerations:

  • Hardware – 4 GB RAM minimum, 2‑core CPU; higher player counts benefit from SSD storage for resource loading.
  • Networking – UDP port 22003 (default) must be open; optional RCON port for remote management.
  • Scalability – Horizontal scaling is achieved by running multiple server instances behind a load balancer; each instance hosts an isolated game world.
  • Persistence – Server state (player inventories, vehicle locations) is stored in a flat file database (*.db) or can be swapped for MySQL/PostgreSQL via community modules.

Integration & Extensibility

  • Lua API – Comprehensive documentation (online and embedded) covers all game functions; developers can create new classes, expose native C++ functions to Lua, and package them as resources.
  • C++ Extensions – By implementing the IMTAExtension interface, developers can hook into the server lifecycle (e.g., custom authentication modules).
  • Webhooks – The optional HTTP listener can post JSON payloads to external services, enabling integrations with Discord, Slack, or a custom admin panel.
  • Modular Resources – Each resource is isolated; developers can version resources, declare dependencies, and use resource_manifest.json for metadata.

Developer Experience

  • Documentation – The project hosts extensive API references, example scripts, and a wiki. Community tutorials cover from “Hello World” to advanced physics hacks.
  • Community Support – Active forums, Discord channels, and a dedicated subreddit provide quick help for scripting bugs or deployment issues.
  • Open Source – The entire codebase is on GitHub under a permissive license, allowing for direct contribution or forking to add custom features.
  • Tooling – A built‑in Lua debugger (breakpoints, variable inspection) is available in the client; server logs are verbose and can be filtered.

Use Cases

  1. Custom Game Modes – Developers create RPG, deathmatch, or racing modes that run on dedicated servers with hundreds of players.
  2. Private LAN Servers – Small teams can host private sessions for testing new scripts or content before public release.
  3. Event Hosting – Community events (e.g., charity races) can be scheduled via Lua timers and announced through the in‑game chat.
  4. Educational Projects – The platform serves as a sandbox for teaching game networking, physics simulation, and client–server architecture.

Advantages

  • Performance – Native C++ integration yields low latency and high frame rates, essential for real‑time multiplayer.
  • Flexibility – Lua scripting allows rapid iteration; C++ extensions enable deep engine

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Information

Category
other
License
GPL-3.0
Stars
1.6k
Technical Specs
Pricing
Open Source
Database
None
Supported OS
Windows
Author
multitheftauto
multitheftauto
Last Updated
1 day ago