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.
Table of Contents
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:
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Create empty folder and install alt:V server using
npx altv-pkg releasecommand inside new folder. (We recommend using thereleaseversion for release purposes. Andnpx altv-pkg devfor 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
resourcesfolder inside your project folder.
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Download: Download the latest version of the bridge from the Releases page.
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Installation:
- Extract folder to resources directory of your
alt:Vserver. (So it should look likemyproject/resources/bridge) - Create
server.tomlfile, and adjust settings to your needs. Visit alt:V Documentation for more details. - For bridge to work, you need to add
bridgeresource to your server configuration fileserver.tomlby 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 ]
- Extract folder to resources directory of your
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For
client_resources, create fileresource.tomlinsideresources/client_resourcesfolder 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
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For
server_resources, create fileresource.tomlinsideresources/server_resourcesfolder with this content:type = "js" main = "index.js"
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For
game_resourcesanddlc_resources, please follow the instructions in the DLC Resources section. -
Start the Server: Run your
alt:Vserver 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 = falsealt: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.
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client_packages/game_resources/dlcpacks: All your folders withdlc.rpfshould be placed indlc_resourcesfolder in youralt:Vserver resources folder. (So it should look likemyproject/resources/dlc_resources) -
Anything that is not a
dlc.rpffile should be placed ingame_resourcesfolder in youralt:Vserver resources folder. For examplex64,common,rawand etc (So it should look likemyproject/resources/game_resources). -
Also make sure to add
resource.tomlfile insidegame_resourcesfolder 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:
- Voice Chat:
RAGE Multiplayeruses different system for voice chat, whilealt:Vuses 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. - Weapon damage system:
RAGE Multiplayeruses client-sided damage events only, whilealt:Vuses both server-sided and client-sided event system. You will need to rewrite the weapon damage system, and adjust damage. (Inalt:Vit is very similar toRAGE Multiplayer. Visit alt:V Documentation for more details.) - CEF Textures:
RAGE Multiplayerin March 2024 addedhttp://game-textures/putendpoint to allow CEF textures to be loaded into game, which is currently not supported inalt: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.
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Clone the Repository:
git clone https://github.com/altmp/ragemp-altv-bridge cd ragemp-altv-bridge npm install -
Build the Project:
npm run build
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Copy the Output:
- Copy the
bindings/distfolder to youralt:Vserver bridge resource folder.
- Copy the
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).
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature) - Commit your Changes (
git commit -m 'Add some AmazingFeature') - Push to the Branch (
git push origin feature/AmazingFeature) - Open a Pull Request
At alt:V Multiplayer we follow Conventional Commits style.
Breaking change indication is preferred via ! after change type.
Recommended change types:
fixfeatbuildcichorerefactortestperfrevert
Distributed under the MIT License. See LICENSE.txt for more information.