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What's different in Neon

This page covers only what MTA:SA Neon changes. For standard MTA behavior, use the official MTA Wiki.

Neon is still experimental. Its capacity patches keep the normal San Andreas defaults unless a server or resource opts into the larger limits.

GoalStart hereCurrent scope
Populate the world with synchronized GTA NPCsSynchronized NPCs and trafficShared outdoor civilian peds use GTA’s native models, paths, Wander AI, reactions, owner handoff, and observer presentation. Ambient vehicles and the remaining population families are still in progress.
Give the game a PS2-style imageSkyGFX and PS2-style visualsSelected color, blur, depth-bias, radiosity, and YCbCr effects are integrated and optional. This is not complete SkyGFX or exact PS2 parity.
Discover and join Neon serversNeon client experienceA GTA-style menu combines the public registry with live server data, filters, favorites, artwork, localization, and connection states.
Add verified community identityNeon IdentityServers can choose disabled, optional, or required Neon/Discord identity and use verified IDs in resources and bans.
Give custom vehicles their own soundCustom vehicle audioOne client resource owns a configuration lease and presents opted-in vehicles through the packaged FMOD runtime.
Use more of the worldExtended worldA 20 km XY domain with matching sectors, water, radar, map, pickup, and network work.
Load static worlds through GTANative world packsA server can select an ordered set from the four reviewed v3 city packs. One imported city is resident at a time; changing the selected set requires a clean process.
Give resources stable custom model IDsCustom modelsServer identities map to local GTA slots with native-parent fallback and cleanup.
Build GTA-style scenes or missionsStory runtimeNative tasks, camera and cutscene leases, mission audio and text, recordings, and actor policies.
See what the mission harnesses proveMission checkpointsTagging Up Turf and Drive-Thru have substantial in-game coverage; Nines and AK’s remains partially exercised.
Call a specific functionNeon Lua APISearchable reference with side, lifecycle, source, commit, native mapping, and test evidence.
AreaStandard MTA:SANeon
Main world-sector grid120 × 120400 × 400
LOD world-sector grid30 × 30100 × 100
Supported extended-world XYAbout −3,000 to +3,000−10,000 to +9,999
Custom-water grid12 × 12 / 144 blocks40 × 40 / 1,600 blocks
Custom-water XYAbout −3,000 to +3,000−10,000 to +9,999
Pickup visual XY−4,096 to +4,095.875−10,000 to +9,999
Low-precision network XYAbout −8,192 to +8,192−10,000 to +10,000 on Neon-capable connections
Absolute network camera rangeAbout −8,192 to +8,192About −16,384 to +16,384 on Neon-capable connections
Procedural seabedUnlimitedServer-configurable 3,000–10,000 or unlimited
Native minimapFixed 12 × 12 stock gridSparse 40 × 40 logical grid with protected stock cells
F11 mapPackaged San Andreas imageRuntime atlas composed from native and registered extended tiles
Large IMG-backed citiesBasic client IMG linksBounded resource-managed residency and safe city switching
Native world packsNot availableLegacy single-pack formats plus format-3 multi-IMG child packs, an audited selected-set coordinator, immutable cache, and owner-server isolation
Reviewed native-world catalogBullworth, Vice City, Liberty City, and Carcer City; automatic spatial residency with one imported city active at a time
AreaStandard MTA:SANeon
GTA corona pool644,096; 4,094 available to scripted coronas
GTA 3D marker pool324,096
GTA checkpoint pool324,096
Direction arrows54,096
Attribute CULL zones1,3004,096
Tunnel CULL zones40256
Mirror CULL zones72256
Visible entity pointers1,0008,192
Visible LOD pointers1,0008,192
Streaming RenderWare instances2,50030,000
PS2-style post effectsNot built inSelected, opt-in SkyGFX color filter, blur, timecycle adaptation, depth-bias, radiosity, and YCbCr paths
Native CULL editingInternal onlyResource-owned Lua CRUD, stable IDs, and cleanup
Project2DFX distant lightsNot integratedOpt-in static coronas and timed traffic lights from the complete startup IPL catalogue, using a private 25,000-light render queue
AreaStandard MTA:SANeon
Custom model identityClient-local runtime allocationServer-stable logical IDs mapped to per-client GTA slots
Supported server model typesObjects, vehicles, and peds with native-parent fallback
Model-native ped locomotionNo synchronized explicit modeShared Lua policy that follows skin changes and recreation
Ambient pedestrian trafficLocal GTA population remains disabledServer-owned MTA peds proposed from GTA’s civilian models and paths, with one native-AI owner, handoff epochs, observer presentation, and cleanup
Native ped story tasksNo direct reusable surfaceReusable movement, driving, combat, dialogue, sequence, and actor-policy primitives
Native AI on non-syncersOrdinary synchronized element stateReusable locomotion, ordered animation, fight/chat, weapon audiovisual, and selected ambient-reaction presentation without competing AI or duplicate damage
Ambient vehicle trafficLocal GTA population remains disabledNot implemented yet; native vehicle tasks are available for server-authored missions, convoys, escorts, and scripted traffic
Native route continuityStream range normally ends native simulationResource-owned streaming leases plus a server-owned route harness with owner epochs and syncer reconstruction
Story actor and vehicle policyGeneral MTA abstractionsPersistent native actor flags, event-profile leases, raw door locks, tyre policy, vehicle proofs, and mission collision loading
Native script cameraStandard MTA camera settersResource-exclusive generation-token lease over GTA primitives
Native file cutscenesNot exposed as a resource-owned APIStock DAT/CUT/IFP playback with load/start barriers, synchronized skip, fades, completion, and cleanup
Stock entry-exit transitionsNative manager disabled by MTA because its entry path crashesOptional server-owned Lua runtime using audited IPL pairs, exact on-foot triggers, fades, authoritative interior moves, and rollback
Mission audioNo owned GTA mission slotsFour resource-owned native slots with load recovery and cleanup, plus the original mission-passed tunes
Mission GXT textNo resource-owned native leaseExclusive block lease with small/help/big text queues
Recorded-car playbackNot exposedResource-owned direct non-looped native playback
Gang tagsDisabled single-player tag pathResource-owned native spray hits, persistent 8-alpha progress, Grove rendering, and cleanup
Directional scene loadNot exposedGTA 0A0B directional preload sequence with finite input validation
Vehicle story gatesApproximate public checksExact 09D0 all-wheel predicate and verified vehicle-attached script-audio events
Fast weapon strafeNot availableSynchronized fastweaponstrafe glitch, disabled by default

The tables describe available code paths, not one shared stability level. Follow the linked system guide for ownership, limitations, and the evidence behind a particular feature.

  • Drag-and-drop DFF/TXD skin and IFP animation previews for local development.
  • Extended-world generators, IMG packers, radar extractors, manifest validators, cache tests, and native payload audits.
  • Focused test resources for engine limits, world systems, native tasks, scene primitives, mission checkpoints, compatibility, and cleanup.
  • A CI-built Windows Neon installer with its own branding, registry state, protocol registration, shortcuts, and uninstall path, isolated from an existing official MTA installation.

See Tooling and verification for the test levels and harness index. A successful build or static check is not described as an in-game pass.

The Neon Lua API is generated from the final C++ registrations and documents both Neon additions and existing MTA functions whose side, task, or lifecycle contract Neon extends. Each entry identifies its actual side, implementation commit, ownership rules, failure conditions, and focused test resource when one exists.