San Andreas Online
SAN ANDREAS · CUSTOM ENGINE
Push San Andreas beyond its original limits.
San Andreas Online is an experimental engine fork for larger worlds, higher limits, deeper GTA systems, custom models, story tools, and new Lua APIs. It also brings FiveM-style shared NPCs and traffic into MTA, powered by GTA:SA's original single-player AI.
IN GAME
What it looks like
Dynamic world objects
Track, move, damage and break San Andreas' own physics props.
Runtime collision
Build collision shapes from a Lua table and rebuild them live.
Custom foliage
Grow GTA's own vegetation anywhere, at any density.
Managed fire
Synchronized fires that keep their identity and follow a target.
Scriptable birds
Steerable flocks with their own renderer, past GTA's six slots.
Model 2DFX effects
Drive the lights baked into GTA models, no custom assets.
Object fracture
Make any object breakable at runtime, no .dff editing.
Object physics
Give any object GTA's real rigid-body simulation, synchronized.
SA-MP maps
Load Pawn exports directly, retextured material slots included.
Native CULL zones
Create and edit GTA's culling volumes from a resource.
PS2-style visuals
Console-era color, blur and radiosity, built into the client.
Extended draw distance
See the city instead of a fog wall, up to 5,000 units.
San Andreas Online client
A GTA-style menu, server browser and optional Discord identity.
SYSTEM MAP
What San Andreas Online changes under the hood
Synchronized NPCs & traffic
Server-owned pedestrians and civilian road traffic driven by GTA's native AI, with one simulator and a synchronized result for every player.
02PS2-style visuals
Selected SkyGFX color, blur, radiosity, depth-bias, and YCbCr effects integrated into the San Andreas Online client.
03San Andreas Online client & servers
A GTA-style menu, live server discovery, favorites, artwork, localization, and an integrated join flow.
04Story runtime
GTA pedestrian pathfinding, driving and combat AI, native cutscenes, script cameras, mission audio and text, recorded cars, and co-op building blocks.
05Custom vehicle audio
Resource-owned engine sound configurations, synchronized opt-in modes, lifecycle cleanup, and backfires.
06SA:O accounts
One-setting server onboarding for optional or required verified SA:O account and Discord identity, Lua policy, and stronger bans.
07Extended world
A 20 km world range, extended water and radar, a dynamic F11 map, and large city resources.
08Native world packs
Custom static maps loaded through GTA's own world loader and streaming system, with safe runtime switching between servers and map sets.
09Custom models
Stable server model IDs mapped to local GTA slots, with native-parent fallback and resource cleanup.
10Rendering & limits
Larger native pools, live renderer stats, distant lights, editable CULL zones, and marker diagnostics.
START WITH A REAL PATH
Explore the mission checkpoints.
Five GTA mission recreations now connect the reusable story primitives. Sweet & Kendl and OG Loc each completed two consecutive two-client headless passes; their complete natural visual, camera, and audio presentation still needs manual review. The checkpoint page separates those results from the more limited coverage of Tagging Up Turf, Drive-Thru, and Nines and AK's.
See validated paths and open branches →API GROUPS