Bring your SA-MP gamemode over, manage it with config.json and get listed in the open.mp launcher, on an İstanbul server that still accepts SA-MP clients.

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Compare recommended use, plan hardware and monthly prices.
| Plan | Recommended for | Hardware | Monthly price |
|---|---|---|---|
| Bronze 4GB | Recommended: up to 300 players, migrated RPEnough memory for a typical roleplay gamemode, whether loaded as-is or recompiled. | 4 vCore Ryzen 9950X · 4 GB DDR5 6000MHz · 50 GB NVMe SSD Samsung 990 PRO | ₺240.00/mo |
| Silver 6GB | Recommended: custom models and heavy mappingExtra RAM and 60 GB of disk for the models folder and thousands of streamer objects. | 4 vCore Ryzen 9950X · 6 GB DDR5 6000MHz · 60 GB NVMe SSD Samsung 990 PRO | ₺345.00/mo |
| Gold 8GB | Recommended: 500+ players or NPC-heavy modesComfortable memory headroom for many bots and busy evening peaks. | 4 vCore Ryzen 9950X · 8 GB DDR5 6000MHz · 70 GB NVMe SSD Samsung 990 PRO | ₺440.00/mo |
| Platinum 10GB | Large artwork sets, long log historyThe 100 GB disk leaves room for big model packs and long-term backups. | 4 vCore Ryzen 9950X · 10 GB DDR5 6000MHz · 100 GB NVMe SSD Samsung 990 PRO | ₺530.00/mo |
| Diamond 12GB | Generous for open.mp; rarely neededPawn runs on one main thread, so extra RAM will not raise your tick rate. | 4 vCore Ryzen 9950X · 12 GB DDR5 6000MHz · 110 GB NVMe SSD Samsung 990 PRO | ₺617.50/mo |
| Emerald 16GB | Not recommended for a single open.mp serverMost of the six vCores would sit idle on this server; a smaller plan will do. | 6 vCore Ryzen 9950X · 16 GB DDR5 6000MHz · 120 GB NVMe SSD Samsung 990 PRO | ₺840.00/mo |
| Xtreme 32GB | Not recommended; far beyond what it needsOne open.mp server cannot use 32 GB and 12 vCores. Start on Bronze and grow. | 12 vCore Ryzen 9950X · 32 GB DDR5 6000MHz · 200 GB NVMe SSD Samsung 990 PRO | ₺1520.00/mo |
The file access and hardware you need to actually use what open.mp adds on top of SA-MP.
Your old .amx boots unchanged. When you are ready, switch to #include <open.mp>, recompile and pick up the new natives and stricter compiler warnings, all on the same server.
name, max_players, pawn.main_scripts, rcon.password and every network option in one file. Bringing an old server.cfg? omp-server --dump-config converts it for you.
Classic plugins like streamer, MySQL and crashdetect load from the plugins folder via legacy_plugins, while the open.mp builds of Pawn.CMD, Pawn.RakNet and sampvoice belong in components.
With use_dyn_ticks on and sleep at 5, the server works to hold 200 ticks per second. Strong single-core performance on the Ryzen 9 9950X makes that target easier to hit at peak.
config.json, bans.json, scriptfiles and the models folder are backed up automatically. Snapshot manually before shipping a recompiled gamemode and roll back in minutes if needed.
Network-level filtering absorbs fake query and connection floods, and config.json's messages_limit, message_hole_limit and player_timeout settings let you set limits on the server side too.
open.mp server hosting at TheCrewHost starts at $6.00 per month (₺240.00) with 4 GB to 32 GB of RAM, running the open-source, SA-MP-compatible multiplayer server for GTA San Andreas. Your existing .amx gamemode loads as-is, and players can join with the classic SA-MP client or the open.mp launcher. Settings live in config.json, plugins sit in the plugins and components folders, and everything is reachable through the panel file manager or SFTP. The server is hosted in İstanbul, which keeps latency low for players in Türkiye and the wider region, and the Ryzen 9 9950X gives open.mp's fixed-tick main loop plenty of per-core headroom.
open.mp (Open Multiplayer) is an open-source multiplayer server for GTA San Andreas, written from scratch and fully backwards compatible with SA-MP. Run an old gamemode on it and players can still connect with the classic SA-MP client without installing anything new; the allow_037_clients setting in config.json decides whether players on the 0.3.7 client version are accepted.
The differences are under the hood. open.mp fixes many bugs that went unpatched in the original server for years, adds new natives for Pawn and ships with a newer compiler. The server is built from C++ components that live in the components folder, and the C++ SDK lets you write your own. Most functions that used to require YSF are now built in, and the official NPC component replaces FCNPC.
For roleplay communities the practical upshot is simple: you keep the gamemode you have spent years building and move it onto a server that is actively maintained, with a public codebase on GitHub and regular releases. You gain fixes without rewriting your scripts, and you can adopt new features at your own pace.
Migration happens in two stages, and the first takes almost no effort. Upload your gamemodes, filterscripts and scriptfiles folders as they are, put your plugins in the plugins folder, then list your scripts in config.json: “rp 1” under pawn.main_scripts and “filterscripts/admin” style entries under side_scripts. If you brought your old server.cfg along, omp-server --dump-config converts it to config.json; you may need to delete the existing config.json first.
The second stage is optional but recommended. Replace #include <a_samp> with #include <open.mp> in your .pwn and recompile with qawno, the editor bundled with the server. The newer compiler raises more warnings, and they usually point at real bugs hiding in old code. Gamemodes on YSI-4 need to move to YSI-5.
A few plugins need special handling. The open.mp-compatible builds of Pawn.CMD, Pawn.RakNet, sampvoice and discord-connector go into components rather than plugins. YSF is no longer needed, SKY is replaced by Pawn.RakNet, and plugins such as rustext and keylistener need their open.mp-specific releases.
config.json groups every setting into nested sections and exposes far more options than the old server.cfg format. On first boot, check name for the server title, max_players for slots (the cap is 1000), language for the browser tag and password if you want the server locked. Change rcon.password away from the default changeme, and set rcon.enable to true only if you want the remote console available.
The pawn section holds three lists: main_scripts for gamemodes, side_scripts for filterscripts and legacy_plugins for anything loaded from the plugins folder. The network section covers port, stream_radius and stream_rate, which shape how far and how often entities stream to players, and the game section holds in-game defaults such as weather, time, name tags and player markers.
announce publishes your server to the open.mp master list, while website, discord.invite, logo and banners fill in your server's public profile so people browsing the list can find your community. If you break the file while hand-editing, omp-server --default-config writes a clean reference copy you can diff against.
open.mp is at least as lightweight as the original server, and most roleplay or freeroam gamemodes run comfortably on 4 GB of RAM. Your gamemode's footprint matters far more than player count: MySQL caching, objects loaded through streamer, custom models in the models folder and bots driven by the NPC component are what consume memory.
On the CPU side, Pawn code still runs on a single main thread. What open.mp changes is use_dyn_ticks: with sleep at 5 the server aims for 200 ticks per second, shortening the next wait whenever a tick runs long. In a well-written gamemode that means smoother sync; in code that does too much per tick it shows up as extra CPU time. Fast single-core performance on the Ryzen 9 9950X widens that margin.
If you use custom models (artwork), factor disk space into your choice, because players download those models on first join. For large sets, the artwork.cdn setting lets clients pull models from an external address, although with unlimited traffic serving them straight from your server costs nothing extra.
Players have two routes, and both need GTA San Andreas installed. The first is the open.mp launcher: with announce enabled your server appears in the open.mp master list, so players can search for its name and join directly. The second is the classic SA-MP client, where they add the IP:port shown in your panel to Favorites and connect to the same server. That means you can swap the server software without forcing your community onto a new client.
If you run custom models, first-join download time depends on the player's connection and the size of your model set. Because the server sits in İstanbul, players in Türkiye pull those files over a short network path and spend less time on the loading screen.
If you set a server password, players enter it when joining. A common approach for a closed beta or an application-based roleplay launch is to share the password only with approved players and clear the field on opening day. Bans are stored in bans.json, which is covered by your backups.
Pick a plan that fits your gamemode; most open.mp servers are happy on Bronze. Once payment clears, installation starts automatically and the server shows up in your panel.
Open config.json in the file manager, set the server name and language, and replace the default RCON password. Have an old server.cfg? Convert it with --dump-config.
Push .amx files to gamemodes and filterscripts over SFTP, classic plugins to plugins and open.mp-specific builds to components, then fill in the legacy_plugins list.
Your old .amx works as-is. To use the new natives, swap the a_samp include for open.mp, compile with qawno and upload the new file.
Start it from the panel and confirm that components and plugins load cleanly and the main script initialises. A missing plugin or wrong folder usually shows up right here.
With announce on, the server appears in the open.mp list. Post the IP:port from the panel on Discord as well; players join from the launcher or the SA-MP client's Favorites.
The questions we hear most from admins moving over from SA-MP and from people starting fresh on open.mp.
Our İstanbul datacenter runs on Ryzen 9 hardware, delivering low latency to players in Türkiye and good connectivity to Europe, the Middle East and the Caucasus.
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