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What is Grand Theft Auto Connected?

Grand Theft Auto Connected is a custom, scriptable multiplayer modification for several classic Grand Theft Auto games. According to its site, it works with GTA III, Vice City, San Andreas and GTA IV, and it lets you run both offline and online play. Scripting is supported in JavaScript, Lua and Squirrel, and the feature list includes synced pedestrians, traffic and missions, custom objects, peer-to-peer sync, dynamic snow, a module SDK for server and client, and support for Windows XP and WINE. It is an independent project and states it is not affiliated with Rockstar Games.

A practical example: a small group wanting to run a custom San Andreas server with its own missions, vehicles and weather could use the scripting and module SDK to build that, rather than relying on the games' original multiplayer modes. The trade-off is that this is a community modification, so setup effort, scripting knowledge and compatibility with older Windows or WINE environments matter more than with an official release.

For more on the GTA series itself, see Rockstar Games.

Which GTA games can I play multiplayer with GTA Connected?

GTA Connected supports multiplayer for four titles: GTA III, Vice City, San Andreas, and GTA IV. According to the project's own description, it is a custom scriptable multiplayer modification that works across all four, and it also lets you play them offline as well as online.

What that means in practice

  • Older 3D-era games (III, Vice City, San Andreas): these are the classics that never shipped with official online play, so a mod like this is the main route to multiplayer. The page notes synced pedestrians, traffic, and missions, which matters if you want co-op-style play rather than just free-roam deathmatches.
  • GTA IV: the newer of the supported titles, and the one where you may already have some official multiplayer experience to compare against.
  • Scripting: servers and game modes can be written in JavaScript, Lua, or Squirrel, so the range of available modes depends on what the community has built rather than a fixed set shipped by the developers.

A practical next step

Decide which game your group actually owns and wants to play, then check that game's server browser and mode list on Grand Theft Auto Connected before installing. If you mainly want San Andreas roleplay or racing, confirm those modes exist for SA specifically; support for one title does not guarantee the same mode lineup across all four. Also note the page lists Windows XP and WINE support, which is useful if anyone in your group runs Linux.

How do I set up a GTA Connected server for my friends?

To set up a GTA Connected server for friends, start with the client and server downloads from Grand Theft Auto Connected, then run the server on a machine your friends can reach and share its connection details. The page confirms it is a scriptable multiplayer modification for GTA III, Vice City, San Andreas and GTA IV, with scripting in JavaScript, Lua and Squirrel, peer-to-peer sync, and support for Windows XP and WINE.

Practical setup path

  1. Pick the game and host machine. Decide which supported GTA title you will play, and choose a host: your own PC for a small private session, or a separate always-on machine if friends will join at different times.
  2. Install the modification on every player's PC. Each friend needs the same game and the GTA Connected client. Version mismatches are a common cause of failed joins, so agree on one version before the session.
  3. Run the server and note its address. Launch the server, confirm it is listening, and give friends the address and port plus any password you set. For internet play, the host may need to allow the port through the firewall or router.
  4. Choose or write a game mode. The stock server experience is thin; the value comes from scripts. If you want custom peds, traffic, missions or objects, pick an existing script or write one in JavaScript, Lua or Squirrel.
  5. Test with one friend first. Join from a second machine before inviting the group, so you can separate connection problems from script problems.

Decisions that matter most

Choice Good for Trade-off
Host on your own PC Quick private sessions with a few friends Server stops when you log off; home connections can be unreliable
Dedicated host or rented machine Regular sessions and larger groups More setup and cost; you manage updates yourself
Existing script/game mode Fast start, known behaviour Less control over rules and features
Custom script Tailored missions, traffic and objects Requires scripting knowledge and testing time

For a first session, host locally, use a simple script, and keep the group small. Once joining works reliably, move to a dedicated host and add custom content.

What scripting languages can I use to create custom game modes in GTA Connected?

GTA Connected supports scripting in JavaScript, Lua, and Squirrel, according to the project's own feature list on Grand Theft Auto Connected. All three can be used to build custom game modes across GTA III, Vice City, San Andreas, and GTA IV.

Choosing among the three

The site lists the languages but does not rank them, so the following is practical guidance rather than a product claim:

  • JavaScript is the safest default if you already know web development or want the largest pool of tutorials and community examples to borrow from.
  • Lua suits people coming from other game-modding scenes (for example, FiveM or Garry's Mod), where Lua is common and lightweight.
  • Squirrel is closest to the scripting style used by GTA's own engine-adjacent tools; it appeals to modders who want syntax resembling the original game scripting.

A concrete scenario

Suppose you want a team deathmatch on San Andreas with custom spawn points and rotating weather. You would pick one language, write the server-side logic for teams and scoring, and use the same language on the client side for UI or local effects. Because the modification exposes a module SDK for both server and client, you can extend behavior beyond pure scripting when the built-in API is not enough.

A useful next step

Check the Wiki and Forum sections linked from the site's navigation; they are the natural places to find API references and working examples per language before committing to one. If you are undecided, prototype a small mode (a spawn command plus a score counter) in JavaScript first, then port it to Lua or Squirrel to compare how each feels.

Does GTA Connected work on Linux or with Wine?

Yes—GTA Connected is built with WINE in mind. Its own feature list cites "Support for Windows XP and WINE," so running the client through WINE on Linux is an intended use rather than an unsupported workaround. The multiplayer modification covers GTA III, Vice City, San Andreas and GTA IV, and its scripting, sync and custom-object features don't depend on native Linux builds.

What that means in practice

  • Likely path: install WINE, set up a Windows prefix, install the supported GTA game and then the GTA Connected client inside that same prefix. Keeping game and mod in one prefix avoids the registry and path mismatches that break script loaders.
  • What to expect: peer-to-peer sync, synced peds/traffic and the module SDK are the parts most sensitive to timing and networking differences, so test on a small server before committing to a big session.
  • Where to check first: the download and version-history pages on Grand Theft Auto Connected list current builds, and the forum and bug tracker are where WINE-specific issues would surface.

Decision criterion

If you already play these games on Linux, WINE support makes GTA Connected a reasonable choice; if you need guaranteed stability for a large community server, verify current WINE reports on the forum before standardizing on it. Native Linux users without WINE have no stated path, since no Linux build is listed.

How does GTA Connected's peer-to-peer sync affect online multiplayer performance?

GTA Connected's peer-to-peer sync changes how multiplayer performance behaves compared with a traditional dedicated-server setup. On the site, peer-to-peer sync is listed as a core feature alongside synchronized peds, traffic and missions and scripting in JavaScript, Lua and Squirrel; the page does not publish latency targets, player caps or bandwidth figures, so treat any specific numbers as unverified.

What the architecture implies in practice

In a peer-to-peer model, players exchange game state more directly rather than routing everything through one authoritative server. That has concrete trade-offs:

Factor Likely effect of peer-to-peer sync What to watch for
Latency Can be lower between well-connected peers, since fewer hops are involved Highly variable; one player with a poor connection can degrade what nearby players see
Server load Less central processing of every update Each client does more work sending and reconciling state
Consistency Depends on how the modification reconciles conflicting updates Desyncs in peds, traffic or mission state are the usual symptom
Cheating and authority Harder to enforce a single trusted state A modified client may influence what others see
Scaling Often struggles as player counts rise Test with realistic lobby sizes, not just small groups

The scripting angle matters here. Because servers and clients can both run scripts (the page also mentions a module SDK for server and client), server authors can choose to keep sensitive logic—scoring, mission progression, economy—on the server side while letting peer sync handle cosmetic or high-frequency updates like vehicle positions. That split is the practical way to get peer-to-peer responsiveness without handing authority to clients.

A concrete scenario

Suppose you run a San Andreas roleplay or freeroam server with synchronized traffic and peds. With peer-to-peer sync, players in the same area may see smoother, more immediate movement of nearby vehicles, but a player on a weak or distant connection can cause visible stutter or teleporting for the people synced to them. The fix is usually server-side: cap lobby size, require reasonable connections, and keep mission and ped state validated by server scripts rather than trusting peers.

Next step

Before committing to a large public server, run a small stress test with players on mixed connections and watch for desync in peds, traffic and missions—the three areas the page specifically claims are synced. If consistency problems appear as player counts grow, shift more logic to server-side scripts and consider a hybrid approach. For broader context on the GTA modding multiplayer scene, Grand Theft Auto Connected is the project's own site, and Multi Theft Auto is a long-running alternative whose official documentation is worth comparing on networking models.

Related questions

More questions →
What Grand Theft Auto Connected Is and What It Supports

Grand Theft Auto Connected (gtaconnected.com) is a custom scriptable multiplayer modification for several classic Grand Theft Auto games. According to the site, it works on GTA III, Vice City, San Andreas, and GTA IV, and it supports both offline and online play. If you want to know whether it fits your setup, the key conditions are: you own one of those four games, you are on Windows (XP is explicitly listed) or running WINE, and you are comfortable with community-hosted resources rather than an official Rockstar service.

What the Mod Adds

The homepage lists these features:

  • Scripting in JavaScript, Lua, and Squirrel
  • Synced peds, traffic, and missions in multiplayer
  • Offline and online play in the same modification
  • Dynamically growing/melting snow
  • Custom objects
  • Peer-to-peer sync
  • Module SDK for both server and client

The scripting and SDK points matter most if you plan to build or run custom game modes; the sync features matter if you just want to play with others.

System Requirements and Compatibility

The only operating-system statements on the site are support for Windows XP and WINE. No other minimum hardware, game version, or storage requirements are published on the page reviewed. For anything beyond that, check the Wiki and Forum, which are linked from the site navigation.

Funding and Support Channels

The site links to a Patreon page, and PayPal appears as a payment platform on the site. These are presented as funding/support channels; the page does not state that any feature is paywalled, so treat payment as optional support unless the Patreon page says otherwise.

Community resources linked from the site:

Resource Use it for
Forum General questions and discussion
Wiki Setup and reference documentation
Discord Real-time help
Bugs Reporting problems
Hosting Information on hosting servers
Downloads / Version History Getting the mod and tracking changes

A Practical Next Step

If your goal is to try it: confirm you own one of the four supported games, open the Downloads page, and check the Wiki for install steps before running anything. If something breaks, search the Bugs tracker first, then ask on the Forum or Discord. Note that the project states it is not affiliated with Rockstar Games, so support comes from the community, not the game publisher.

What is Grand Theft Auto Connected (gtaconnected.com)?

Grand Theft Auto Connected is a custom scriptable multiplayer modification for several classic Grand Theft Auto games, distributed through gtaconnected.com. It is not an official Rockstar Games product; the site itself states that Grand Theft Auto Connected is not affiliated with Rockstar Games. If you are looking for a way to play GTA III, Vice City, San Andreas, or GTA IV with custom scripts and multiplayer sync, this project is aimed at that use case.

Which games are supported

According to the site's feature list, the modification works with:

  • GTA III
  • GTA Vice City
  • GTA San Andreas
  • GTA IV

Support is described at the game level, so the same project covers all four titles rather than being split into separate products per game.

What it adds to the games

The core idea is a scriptable multiplayer layer on top of the original games. The listed features include:

  • Scripting in JavaScript, Lua, and Squirrel
  • Synced peds, traffic, and missions — non-player characters, vehicles, and mission state are kept consistent across players
  • Offline and online play — the modification does not force you into multiplayer
  • Peer-to-peer sync for networking
  • Custom objects and dynamically growing/melting snow as examples of what scripts can do
  • Module SDK for both server and client, for extending the modification itself
  • Windows XP and WINE support, which matters if you run older hardware or Linux

The scripting languages are the practical detail here: if you want to build a custom game mode, you would write it in JavaScript, Lua, or Squirrel rather than in the original game's scripting format.

Who it is for

This is a fit if you:

  • Own one of the four supported GTA titles and want multiplayer or custom game modes
  • Are comfortable running a community modification rather than an official service
  • Want to write or modify scripts for game modes, objects, or world effects

It is a poor fit if you expect an official Rockstar online service, automatic matchmaking, or a product with corporate support. The site presents it as a community project by Jack's Mini Network, with a version history, forum, wiki, Discord, and bug tracker as the surrounding resources.

Practical notes before you start

  • Check the downloads and version history pages first. The site lists Downloads and Version History as separate sections, so confirm which build matches your game and platform before installing.
  • Expect to consult the wiki and forum. Scripting in three languages and a module SDK means documentation matters; the Wiki and Forum links are the places to look for setup details and examples.
  • Don't assume it is free or login-free. The site shows a Patreon link and PayPal as a payment platform, but the provided page content does not state pricing or access terms for downloads. Verify on the Downloads page rather than assuming.
  • Older-platform support is a feature, not a guarantee. Windows XP and WINE are listed as supported, but treat that as the project's stated scope and test on your own setup.

In short: gtaconnected.com hosts a community-made, scriptable multiplayer modification for GTA III, Vice City, San Andreas, and GTA IV, unaffiliated with Rockstar Games, with JavaScript/Lua/Squirrel scripting and peer-to-peer sync as its main draws.

How to Download and Get Started with Grand Theft Auto Connected

Grand Theft Auto Connected (gtaconnected.com) is a custom scriptable multiplayer modification for GTA III, Vice City, San Andreas, and GTA IV. To get started, download the mod from the Downloads section of the site, install it for your chosen GTA title, and use the built-in scripting support (JavaScript, Lua, or Squirrel) to run or join multiplayer sessions. The mod supports both offline and online play, so you can test scripts locally before connecting with others.

What You Need Before Installing

  • A supported GTA game: GTA III, Vice City, San Andreas, or GTA IV. Install and verify the base game runs first.
  • A compatible OS: The site lists support for Windows XP and WINE, so Linux users can run it through WINE.
  • The mod files: Get them only from the official Downloads page on gtaconnected.com.

Step-by-Step: Download and Install

  1. Open the Downloads page on gtaconnected.com. This is the official distribution point for the mod.
  2. Download the build for your GTA title. The mod covers four games, so pick the version matching your installation.
  3. Check the Version History page to confirm you have the latest release and to review what changed. If you hit bugs, this page helps you tell whether an issue is already known.
  4. Install into your GTA directory following the instructions included with the download. Back up your game folder first so you can restore it if needed.
  5. Launch the game and confirm the mod loads. Start in offline mode to verify the installation before going online.

Expected result: The game starts with Grand Theft Auto Connected active, and you can load into a session with synced peds, traffic, and missions.

Playing Online and Offline

The mod supports both modes. Offline play lets you test custom objects, snow effects, and scripts without other players. Online play uses peer-to-peer sync, so sessions depend on the host and peers rather than a central server. If a session fails to connect, check that all players are on the same mod version.

Customizing with Scripts

Scripting is available in JavaScript, Lua, and Squirrel. The site also provides a Module SDK for both server and client, which lets you extend functionality beyond the built-in features. For script examples and API details, use the Wiki linked from the site navigation.

Where to Get Help

Resource Use it for
Wiki Documentation, scripting references, setup details
Forum Community questions and troubleshooting
Discord Real-time help from other players and developers
Bugs Reporting issues you find

Common Stumbling Points

  • Wrong game version: The mod targets specific GTA titles; confirm yours is on the supported list before troubleshooting.
  • Version mismatch in multiplayer: Peer-to-peer sync requires matching mod versions across players.
  • Skipping the Wiki: Scripting in three languages plus the Module SDK means the documentation is the fastest path to working custom content.

The site also links a Patreon and a Hosting page; these are separate from getting the mod running and are not required for installation. Grand Theft Auto Connected is a community project and is not affiliated with Rockstar Games.

Which GTA Games Grand Theft Auto Connected Supports and What It Adds

Grand Theft Auto Connected (gtaconnected.com) is a custom scriptable multiplayer modification for GTA III, Vice City, San Andreas, and GTA IV. It adds synchronized multiplayer with peds, traffic, and missions, scripting in JavaScript, Lua, and Squirrel, custom objects, dynamic snow, and a module SDK for both server and client. It works alongside the single-player games rather than replacing them: the site states you can "play both offline and online."

Supported games

Game Supported
GTA III Yes
GTA: Vice City Yes
GTA: San Andreas Yes
GTA IV Yes

The modification is a separate multiplayer layer for these titles. It is not affiliated with Rockstar Games, as the site notes.

What features it adds

Multiplayer and synchronization

  • Synced peds, traffic, and missions — non-player characters, vehicles, and mission logic stay consistent across players.
  • Peer-to-peer sync — players synchronize directly rather than relying solely on a central server model.
  • Offline and online play — the same installation supports both single-player and connected sessions.

Scripting and customization

  • Scripting in JavaScript, Lua, and Squirrel — server and client logic can be written in any of these three languages, which lowers the barrier for modders already familiar with one of them.
  • Module SDK for server and client — lets developers extend the modification with compiled modules beyond what scripting alone allows.
  • Custom objects — servers can add objects beyond the base game's assets.

World and environment

  • Dynamically growing and melting snow — a weather feature that changes over time rather than a static toggle.

Platform support

  • Windows XP and WINE — the modification is documented as running on older Windows versions and on Linux through WINE.

How to decide if it fits your use case

  • If you want multiplayer for GTA III, Vice City, San Andreas, or GTA IV, this is the scope of titles it covers; games outside that list are not supported.
  • If you plan to write custom game modes, the three-language scripting support and the module SDK are the relevant capabilities to evaluate.
  • If you run Linux or older hardware, the stated WINE and Windows XP support is worth checking against your setup before installing.

Downloads, version history, a wiki, a forum, and a Discord are listed on the site as the places to get the software and find setup help. The site also links a Patreon and a hosting page; the available page content does not state pricing or whether an account is required, so confirm those details on the site itself before relying on them.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Registered in 2016, this domain has about 9 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is GoDaddy.com, LLC, a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by Cloudflare, indicating managed DNS hosting. No CNAME was found; the observed records resolve directly to addresses. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 300 seconds.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The cf-ray response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers. The Server header identifies cloudflare without an exact version.

Technology Stack Analysis

The public page identifies Google Analytics, Cloudflare without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage meta description was detected, leaving snippet selection more dependent on page text. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 26 characters, within a common display range. The observed directives allow indexing and link following.

Hosting and Email

DNSCloudflare
HostingCloudflare
EmailUnknown
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Location unknown Inferred 104.21.11.44

Registration details

RDAP / WHOIS

RegistrarGoDaddy.com, LLC
Registered2016-12-17
Expires2026-12-17
Domain statusclient delete prohibited、client renew prohibited、client transfer prohibited、client update prohibited
Nameserversmimi.ns.cloudflare.com、norm.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Agtaconnected.com104.21.11.44300—
Agtaconnected.com172.67.165.36300—
AAAAgtaconnected.com2606:4700:3036::ac43:a524300—
AAAAgtaconnected.com2606:4700:3037::6815:b2c300—
NSgtaconnected.commimi.ns.cloudflare.com86400—
NSgtaconnected.comnorm.ns.cloudflare.com86400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectgtaconnected.com
IssuerGoogle Trust Services
Valid until2026-12-28T19:47 · Remaining when checked: 66 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=UTF-8
servercloudflare

Identified technologies

Google AnalyticsCloudflare

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

No rules found

No sitemaps found

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