Slipe Server is a custom implementation of the MTA Server, written in C#.
This allows you to write new servers in C#, instead of Lua.
Besides the advantages that the language alone brings, other ways the server differentiates from the regular MTA server:
- Designed around multithreading from the start
- You can use as many threads as your processors supplies
- All packet handling is also multithreaded
- Far more Configurable server
- You have absolute control over every part of the server, from which packets are sent, to how sync is handled.
- You can send packets to individual clients, like creating objects only for some players (without client side scripts)
- Optional support for server-side physics (both raycasting and physics simulation)
- Ability to use any NuGet package in existence
Slipe Server is also an open source project, if you wish to contribute, or learn more, visit https://github.com/mta-slipe/slipe-server
We also have a couple example gamemodes available at https://github.com/mta-slipe/slipe-server-examples
There is also an example of using Slipe-Server and Slipe-Lua available for server and client sided C# https://github.com/mta-slipe/slipe-playground
The official documentation is available as well now, including getting-started articles on https://server.mta-slipe.com
In order to start using it install the SlipeServer.Server NuGet package, or look at the example repo's
Slipe Server is still in development, but we're currently at a stage where we're testing these resources to find any bugs prior to a version 1.0.0 release
Do note that Slipe Server has very limited support for server sided Lua, it is (currently) not meant to replace an existing MTA server, but rather for new projects.



