A bridge that enables a swift transition from the RAGE Multiplayer platform to alt:V Multiplayer.
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[!NOTE] This bridge only supports gamemodes written in JS, there is no bridge for C# at the moment.
Over the past year, alt:V Multiplayer
has been developing at a rapid pace, and there are no signs of it slowing down. In collaboration with Majestic RP
, alt:V Multiplayer
has developed a bridge that enables a swift transition from the RAGE Multiplayer
platform to alt:V Multiplayer
. This project provides a set of APIs that mimic the RAGE Multiplayer
API.
Next we will explain how to install the bridge in alt:V, as well as explain the nuances that exist
Before installation, ensure that you have alt:V
client and server modules installed on your system. Visit alt:V Official Site for more details:
Create empty folder and install alt:V server using npx altv-pkg release
command inside new folder. (We recommend using the release
version for release purposes. And npx altv-pkg dev
for development purposes only (E.g to test new features or to test your server before release)). Please visit alt:V pkg Docs for more details.
Create resources
folder inside your project folder.
Download: Download the latest version of the bridge from the Releases page.
Installation:
alt:V
server. (So it should look like myproject/resources/bridge
)server.toml
file, and adjust settings to your needs. Visit alt:V Documentation for more details.For bridge to work, you need to add bridge
resource to your server configuration file server.toml
by including the following lines:
# List of modules (specific language support) that should be loaded
# (located in "modules" folder)
modules = [
"js-module" # will try to load "modules/js-module.dll" (or .so on Linux)
]
# List of folders inside "resources" project folder
# For example to load resource inside "resources/bridge" folder you need to specify "bridge"
resources = [
"dlc_resources/*", # aka client_packages/game_resources/dlcpacks folder
"game_resources", # aka client_packages/game_resources folder (common, raw, x64 and etc)
"bridge", # Adding bridge resource
"client_resources", # aka client_packages folder
"server_resources" # aka packages/myserver folder
]
For client_resources
, create file resource.toml
inside resources/client_resources
folder with this content:
type = "js"
client-main = "index.js"
client-files = [
"*"
]
# Adjust this to your needs
required-permissions = [
"Screen Capture",
"WebRTC",
"Clipboard Access",
"Extended Voice API"
]
[config]
bridge-main = true
For server_resources
, create file resource.toml
inside resources/server_resources
folder with this content:
type = "js"
main = "index.js"
For game_resources
and dlc_resources
, please follow the instructions in the DLC Resources section.
Start the Server: Run your alt:V
server as usual and ensure that the project module loads correctly.
We recommend adding this settings in server.toml for best performance
host = "1.2.3.4" # Your public IP address
outgoingInterface = "5.6.7.8" # If you have multiple IP addresses, you can specify the outgoing interface here for the server to use. For example 5.6.7.8 will be used to speak with masterlist server.
mtu=1000 # Maximum safe value is 1200. Setting higher values may cause network issues.
highThreadPriority = true # Forces the server to prioritize CPU resources for itself.
hashClientResourceName = true # Hashes the resource names sent to the client.
disableOptionalProps = true # Disables GTA:O extra world objects. (May cause FPS drops for high load servers)
# Streamer settings, many high load servers in RAGEMP use ~200 distance for streaming. Majestic uses 300 in their server.
streamingDistance = 300.0
migrationDistance = 200.0
mapCellAreaSize = 100
sendPlayerNames = false # Disables sending player names to the client. (Most RAGEMP servers use their own name tags system)
spawnAfterConnect = true # RAGEMP spawns players after they connect, alt:V don't spawn unless you do it manually. This setting will spawn players after they connect.
connectionQueue = false # Disables connection queue. (RAGEMP doesn't have connection queue)
# In order to handle more players, you can increase the worker ports. (aka sockets.conf in RAGEMP). Recommended value is 300 players per worker.
worker-ports = [7770, 7771, 7772, 7773, 7774, 7775]
# Values adjusted for Intel Xeon E-2388G CPU, for 2000 players. Adjust these values to your server's needs.
[threads]
streamer = 1
migration = 1
syncSend = 10
syncReceive = 2
# Limiting streamed entities. (RAGEMP has a limit of 200 streamed peds in total. Play around with these values to find the best value for your server)
[maxStreaming]
entities = 560 # Maximum value in alt:V (Limit 560)
vehicles = 128 # Maximum streamed vehicles (Limit 128)
peds = 220 # Maximum streamed peds (Limit 220)
objects = 120 # Maximum streamed server-sided objects. Doesn't affect streamed client-sided objects. (Limit 120)
# Disables collision checks so client sided natives like setNoCollision will work.
[antiCheat]
collision = false
alt:V
uses a different system for handling DLC resources. In RAGE Multiplayer
, DLC resources are stored in client_packages/game_resources/dlcpacks
folder, while in alt:V
they are stored as separate resource. To port DLC resources from RAGE Multiplayer
to alt:V
, you will need to follow instuctions. Visit alt:V Resource Documentation for more details.
client_packages/game_resources/dlcpacks
: All your folders with dlc.rpf
should be placed in dlc_resources
folder in your alt:V
server resources folder. (So it should look like myproject/resources/dlc_resources
)
Anything that is not a dlc.rpf
file should be placed in game_resources
folder in your alt:V
server resources folder. For example x64
, common
, raw
and etc (So it should look like myproject/resources/game_resources
).
Also make sure to add resource.toml
file inside game_resources
folder with this content:
type = 'rpf'
client-files = [
'raw/*',
'x64/*',
'common/*'
]
There are some systems that is impossible to port from RAGE Multiplayer
to alt:V
due to the differences in the platforms. Some of these systems include:
RAGE Multiplayer
uses different system for voice chat, while alt:V
uses a channel voice chat system. To port voice chat, you will need to rewrite the voice chat system from scratch. Visit alt:V Documentation for more details.RAGE Multiplayer
uses client-sided damage events only, while alt:V
uses both server-sided and client-sided event system. You will need to rewrite the weapon damage system, and adjust damage. (In alt:V
it is very similar to RAGE Multiplayer
. Visit alt:V Documentation for more details.)RAGE Multiplayer
in March 2024 added http://game-textures/put
endpoint to allow CEF textures to be loaded into game, which is currently not supported in alt:V
.To migrate your project that uses these systems, you will need a deep understanding of alt:V & RAGEMP API and possibly a complete overhaul of your networking code.
Clone the Repository:
git clone https://github.com/altmp/ragemp-altv-bridge
cd ragemp-altv-bridge
npm install
Build the Project:
npm run build
Copy the Output:
bindings/dist
folder to your alt:V
server bridge resource folder.Contributions are what make the open source community such an amazing place to learn, inspire, and create. Any contributions you make are greatly appreciated.
If you have a suggestion that would make this better, please fork the repo and create a pull request. You can also simply open an issue with the tag "enhancement". Don't forget to give the project a star! Thanks again!
To align with alt:V
's commitment to maintaining a clean commit history, please ensure that your commit messages follow our conventional commit format. This aids in automatic changelog generation and streamlines the versioning process. (See Commit Style for more details).
git checkout -b feature/AmazingFeature
)git commit -m 'Add some AmazingFeature'
)git push origin feature/AmazingFeature
)At alt:V Multiplayer we follow Conventional Commits style.
Breaking change indication is preferred via ! after change type.
Recommended change types:
fix
feat
build
ci
chore
refactor
test
perf
revert
Distributed under the MIT License. See LICENSE.txt
for more information.