Development of servers for the game, where to start?

Hi.
The question how to create server for games? There is for example the game GTA SA I understand third party developers have done a client which somehow interacts with the game transfers data and so on, seems to understand, but as a client initially still affect the game? I REALLY liked the idea to make a server for GTA 5 to do mods to it etc, but can't figure out where to start. How do I control the game client? The server part is I kind of imagine question-answer.

For example to make a minecraft server is not a problem. Downloaded, configured, started, there did not find :( But basically I do not need, I want to make your server from 0 and their fashion, to bring their ideas to life!

Who has experience tell us!
June 14th 19 at 21:01
3 answers
June 14th 19 at 21:03
Solution
There is for example the game GTA SA I understand third party developers have made the client

Not quite. Any multiplayer game consists of two parts - client and server, and they don't work without each other (there are serverless games, but in such cases usually one client becomes the server, and it works in Doom/Quake/UT). In GTA the client and the server did Rockstar Games and not by individual developers. And even more, Rockstar Games have tried to do so in order to hide the communication Protocol - to the hackers and crackers do not crack the game by getting an advantage in the game non-gaming ways. "To make a server GTA", which earns the client the GTA, you can't, at least, the price of such development will be comparable to the price of the work on the GTA (which cost tens of millions of dollars).

What can a third party developer, to do fashion for ready server, using the tools that the designer suggested, or trying to "Rob" interaction Protocol. Mods can be server and client, and only if you have access to the computer running the server and the client (the client you always have, as do most mods).

For example to make a minecraft server is not a problem.

Minecraft is much simpler than GTA. Though, because minecraft was made by one person, and GTA made dozens of programmers. And here for minecraft, you can make your server,not fashion (although fashion to it too). As an example, an excellent article.

Downloaded, set up, launched

"I downloaded, configured, launched" is not "development servers", it took what was already developed by someone.

P. S. All written IMHO. I'm not a fan of GTA and don't know the market of unofficial servers GTA, only know that such is (sort of). But personally, I think that hardly anyone will be able to write the server, if not or its source (to steal), or the developers will make tools to develop mods.
Thank you! On the schem mods am I not correctly expressed, I meant that I want to make a server with 0 and configure it as I want to make a bunch, works, organizations, rules, in the end, to realize the RP mod (the life) in the GTA - Andres93 commented on June 14th 19 at 21:06
But personally, I think that hardly anyone will be able to write the server, if not or its source (to steal), or the developers will make tools to develop mods.

The fact that is already written and I personally do not understand how, whether it has implemented its functions in the game, whether that something else - Andres93 commented on June 14th 19 at 21:09
June 14th 19 at 21:05
Solution
Directly implementing the MTA can watch on github. There, people engaged in reverse, and then screw it to that lua scripts and get what happened. Why do you only reversity finished games, when the same unity you can where any more to do? samp and mta was made when game engines were a huge barrier to entry, now all their game modes are implemented almost easier from scratch. The same is true in minecraft, people took it, decompiled the server and have written a layer between the user and the server plugin, called bukkit.
June 14th 19 at 21:07
Study Protocol the client-server communication.
I understand how it works, trivia know where to find it, but don't know where to find the customer's interaction with the game, how do I manage it? In the end, how easy it is to connect two or more in an empty world? - Andres93 commented on June 14th 19 at 21:10
if we understood how it works - issues for interaction and management - not having to read and understand. - Andres93 commented on June 14th 19 at 21:13

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