Recent posts

#1
VC:MP Announcements / Re: Announcing the official Di...
Last post by BOSSNERON - Oct 15, 2026, 03:12 PM
Quote from: AdTec_224 on Mar 15, 2021, 07:18 PMHello everyone :)

Today I am pleased to announce the grand opening of our official Discord channel! This has been created in an attempt to unite the community in one place, in the hopes to help grow and improve the community as a whole. In this server users are free to chat with one another, seek help with client issues or scripting problems, share memories and funny moments in our pics and vids channel and so much more!

To join our discord server, use the link below:

https://discord.gg/mnTpR8pecJ

Please remember this discord server is a work in progress and certain channels/features are incomplete and/or subject to change.

Big thanks to PunkNoodle and everyone else who helped make this server possible!
 "I am writing to sincerely apologize for my actions on the Rob and Cop server. I value this community and realize I broke the rules. I promise to play fairly and follow all server protocols moving forward. Please consider giving me a final chance
"I am writing to sincerely apologize for my actions on the Rob and Cop server. I value this community and realize I broke the rules. I promise to play fairly and follow all server protocols moving forward. Please consider giving me a final chance my username is BOSSNERON in game
#2
General Discussion / Self-hosting a VC:MP server vs...
Last post by SophieBlake - Oct 15, 2026, 09:10 AM
Quick question for those of you who run your own servers. I have been hosting a small VC:MP server with a couple of plugins on a cheap VPS for about a year, and now the same question comes up at work: pay per seat for a hosted tool, or run the open source version on a box you control?

I wrote down what I spend on the VC:MP box (VPS, backups, a bit of my time for updates) and tried to compare it with a hosted alternative. The most useful thing I found while doing that was SaaS vs self-hosted costs, because it lists the costs people usually forget: backups, monitoring, security patches and the hours spent when something breaks on a weekend.

My own numbers so far: the server itself is cheap, but the time is not. Every plugin update means checking the config again, and twice I lost a day because a restart script failed quietly. On the other hand I like having the logs and the database in my own hands, and nobody can change the pricing under me.

How do you handle it? Do you keep everything on one VPS with a simple backup script, or do you split the game server and the web stuff? And has anyone moved a community back to a hosted setup after getting tired of the maintenance?
#3
General Discussion / From Squirrel scripting to web...
Last post by SophieBlake - Oct 15, 2026, 08:31 AM
Hi all,

I have been scripting for VC:MP for a while and lately I keep thinking about moving into web development properly. Squirrel taught me the basics of logic, callbacks and state, but I know it is a long way from there to a full stack job, and I would like to hear from anyone who made a similar jump.

I looked at a few structured programs to see how they arrange the first twelve weeks, including World's Best Bootcamp. What I wanted to compare was how much time goes to HTML, CSS and JavaScript fundamentals before they touch a framework, and whether there is real project work or just exercises. For me the project part matters most, because at the end I need something to show.

Some questions for the group: did you learn on your own or in a course, and how long until the first paid work? Was the gaming scripting background an advantage in interviews? And how do you deal with the temptation to jump to React before you understand how the DOM works?

I am not in a hurry, I just want to avoid spending months on the wrong material. Any advice about what to build first is welcome.
#4
VC:MP Announcements / Re: Announcing the official Di...
Last post by ikbal_ff - Oct 14, 2026, 06:07 PM
Quote from: AdTec_224 on Mar 15, 2021, 07:18 PMHello everyone :)

Today I am pleased to announce the grand opening of our official Discord channel! This has been created in an attempt to unite the community in one place, in the hopes to help grow and improve the community as a whole. In this server users are free to chat with one another, seek help with client issues or scripting problems, share memories and funny moments in our pics and vids channel and so much more!

To join our discord server, use the link below:

https://discord.gg/mnTpR8pecJ

Please remember this discord server is a work in progress and certain channels/features are incomplete and/or subject to change.

Big thanks to PunkNoodle and everyone else who helped make this server possible!

#5
VC:MP Announcements / Re: Announcing the official Di...
Last post by ikbal_ff - Oct 14, 2026, 06:06 PM
 >:(  >:(  >:(  >:(  >:(
angry
#6
VC:MP Announcements / Re: Announcing the official Di...
Last post by ikbal_ff - Oct 14, 2026, 06:06 PM
 >:(
#7
VC:MP Announcements / Re: Announcing the official Di...
Last post by ikbal_ff - Oct 14, 2026, 06:04 PM
fkvnvcvb
#8
Support / Adding Custom Minigun
Last post by LamFloGaming - Oct 12, 2026, 10:16 AM
Hello!
I'm going to add custom minigun (Link: Skin ). But the archive have:
minigun.txd
minigun.dff
minigun2.dff(?)
minigun2.txd(?)
(?: Mark how to)
How to add the minigun with 2 file have question mark???
Thanks!
#9
Community Plugins / Re: Lua Plugin
Last post by DizzasTeR - Oct 09, 2026, 06:36 PM
Major Release - v3.0

VCMP-Lua 3.0 is a rebuild of the plugin. Scripts can no longer crash the server, the libraries are built in, and each platform gets a single binary with nothing else to install.

An important note from me

The project was started as a learning curve for me, I learned alot and had alot of fun as well. But the plugin was always in a state that wasn't satisfactory, atleast to me because of the obvious quality issues, build issues and lack of functionality that shouldn't have been something to manually maintain in the first place.

I don't like leaving projects in half baked states and eventually I do come back to them whenever possible, that story applies to this plugin as well. VCMP may not be in its glory days, and nobody likely uses this plugin either but I still had a wish to leave it in a state that I could look back to happily.

With no time on my hands and AI being good enough, I took the time to properly redo the whole plugin from scratch with the standards I had strived for using Claude. This is the end result and I'm happy with it atleast as a draft before marking it stable.

Full details below but I think this is how it should've been if I had the right C++ knowledge during the time I worked on this.

Why

The 2.x plugin had problems that a patch could not fix:

  • A client could crash the server. Client script data was copied into a fixed 4096-byte stack buffer without a size check.
  • MySQL, HTTP and threads used the Lua state from worker threads. A Lua state is single-threaded, so that use crashed (the "5–10 queries" MySQL crash).
  • Entity handles pointed into vectors or were owned by the garbage collector. Handles dangled, an unstored vehicle vanished at the next collection, and a destructor could delete another plugin's entity.
  • The build was unreproducible. It mixed copied sources, a patched submodule, ~100 MB of prebuilt libraries and premake. The Linux .so had unresolved symbols, and the Windows DLL needed extra DLLs.

What changed

  • Runtime. One owner has an explicit shutdown order, and only the main thread touches Lua. Every server callback is noexcept. Events use stable dispatch, and cancel applies to the innermost event. Timers use 64-bit time. Arguments are checked, and errors read like Lua's own.
  • Entities. The server owns entity lifetime. Handles are validated on every use ("vehicle no longer exists"). The same entity is always the same handle, so == and table keys work.
  • Batteries. These are built in and load with require:
    • LuaSQL (SQLite, PostgreSQL, MySQL/MariaDB), lua-cjson, LuaSocket, Copas, LuaFileSystem and inspect.lua;
    • A non-blocking http module over libcurl;
    • Hash (the 2.x digests plus PBKDF2, scrypt, HMAC and random bytes);
    • sql.format.
  • Config. luaconfig.lua replaces luaconfig.ini.
  • Build.
    • CMake with vcpkg (pinned) and tarballs pinned by SHA256.
    • Linux is built in a manylinux228 image. Each binary exports only VcmpPluginInit and needs only system libraries, which CI checks.
  • Tests.
    • doctest and Lua unit tests, also run under ASan + UBSan.
    • A plugin host that loads the built binary.
    • Integration tests against the real VC:MP 0.4 Linux server with Postgres 17, MySQL 8.4, MariaDB 11 and a local TLS server.
    • A real-client test on Windows.
  • Docs. README, API reference (docs/api), docs/configuration.md, the migration guide (docs/MIGRATION-v3.md), docs/internals.md and examples/.
  • Release. A v* tag builds and tests both platforms and drafts a release with one zip per platform plus SHA256SUMS.

Breaking changes

All of them are listed in docs/MIGRATION-v3.md. The main ones:

  • Config file. luaconfig.ini becomes luaconfig.lua.
  • Entity lifetime. Entities live until :destroy(), not until the garbage collector runs.
  • Removed globals. MySQL, SQLite, Remote, JSON, Thread, Lanes and dbg are gone. Using one raises an error that names its replacement.
  • Async database queries will come once LuaSQL releases its non-blocking API.

Downloads
- Available as zip for Windows/Linux x64 at Releases
#10
Client Updates / Browser Update Released (2026-...
Last post by AdTec_224 - Sep 05, 2026, 07:26 PM
  • Fixed missing player info for servers with more than 75 players
  • Re-added 'Map Name' column
  • Removed UFT file system in favour of json (this will clear history and favourites)
  • Few other fixes I may have forgotten about :-X

Download:
Browser