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satk 0.4.0 — public preview

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@qxlies qxlies released this 09 Oct 12:47

satk 0.4.0 — public preview. San Andreas ToolKit: a toolkit for GTA San Andreas modding, reverse engineering and debugging, built for humans and AI agents alike.

The third public build. The main change is how assets are authored and reviewed: describe the San Andreas style with vanilla evidence, build form before detail, keep an explicit inventory and review every region beside stock peers. New tools help with that process; they do not guarantee that an agent will make a good model. The AI asset pipeline guide explains how to repeat the method with your own agents. Formats, commands and the MCP tool set can still change between previews. Bug reports and ideas are welcome in Issues; please attach the output of satk bug-report and never attach game files.

Install (Windows 10/11 x64, no admin rights, no Python needed)

  1. Download satk-0.4.0-win64.zip and unpack it anywhere. Cyrillic letters and spaces in the path are fine, but do not unpack it inside the game folder.
  2. Double-click Start satk.cmd, or run satk.cmd from a console. The zip ships its own Python 3.12.
  3. Run satk init. It finds your GTA San Andreas installation (registry, Steam libraries, common folders) and identifies which gta_sa.exe you have.
  4. Run satk index build, then try satk asset find grove.

satk only reads your game folder. Everything it produces goes into its own work folder.

Updating from 0.3.0: unpack the new zip next to the old one and move work\ and satk.toml over.

For Python users: pip install satk_gta-0.4.0-py3-none-any.whl (Python 3.12+; the command is satk; not on PyPI yet).

What is new in 0.4.0

Asset authoring: form, construction and finish

  • Style guides now describe the original game's rounded forms, joined parts, textures and shading in words, with vanilla evidence. Triangle and shading counts are reference information rather than style grades.
  • The live Blender session has shape-section mesh.loft, mesh.sweep, soft moves, mesh.relax, mesh.deform, mesh.attach and mesh.flare: tools for changing sections, rounded transitions and parts that meet.
  • design/inventory.json, scene.tag and satk asset inventory make required parts explicit and report them as built, missing, unattached or rejected. Exports retain the inventory sidecar.
  • satk asset check groups engine, form, fit, symmetry, coverage, reference, mesh and texture evidence. --strict returns done, blocking and advice, backed by the inventory and recorded leak checks. New checks catch mesh defects and dense flat areas; texture advice helps identify weak surface treatment.
  • satk blender preview --regions shows the backs, undersides, recesses and interiors that an overview can hide. satk look leak locates holes and slits and records checks against the exported DFF bytes, including LODs.
  • Kit blanks have softer bodies, lined arches and more body variants; shading follows seams and designed creases. Live previews use class paint, dirt and wheel placement. The vehicle export fix removes a duplicated clump extension when embedding collision. Texture finishing has additional photo-like options.
  • The new guide and portable role prompts explain builder, independent critic and polisher duties through G0 design, G1 form, G2 compose, G3 detail, G4 surface and G5 finish. The creator still needs to inspect the evidence and approve the result.

Other tools

  • Crash analysis can resolve MTA module addresses through matching PDB symbols, including function offsets and source lines.
  • Engine helpers support separate fork worktrees, sparse server profiles derived from premake, profile refresh and test-suite/platform selection. Patch-site tools check, generate and scan engine-development inputs.
  • In-game benchmark scenes and comparisons, launch-time configuration overrides and restart-based presets make test runs more repeatable.
  • satk obs validates, reads, summarizes, converts and merges engine traces and bench results, with shared JSON Schemas and .saenet/.saerec containers. These file tools need no running engine.
  • satk pack builds and verifies deterministic .saepak containers, derives asset-cache files and measures texture deduplication. A container is not an installer; engine mounting is outside this release.
  • satk imagegen offers optional icon generation through an image endpoint, chroma-key cleanup, contact sheets and provenance. Pillow placeholder sets need no API key or network. Paid requests use SATK_IMAGEGEN_API_KEY and require the user's consent.

The full list is in CHANGELOG.md inside the zip.

Known limitations

  • The viewer is not part of the release. satk view needs a viewer build (an Ariane fork) that is not distributed yet; the other commands do not need it.
  • The MTA in-game loop (satk ingame, mta server-check, live benchmarks) needs a build of the MTA fork, which is not distributed yet, and its client needs a one-time administrator setup. Do not treat offline tests as proof of a live end-to-end run. satk mta lint, mta pack, shader and trace-file tools work without it.
  • The maintainers' agent harness is not distributed. The public guide describes the method and gives portable prompts; users bring their own agents and coordinator. Automated checks do not replace independent visual review.
  • sa_plus numbers are reference. The higher-detail tier is not yet checked in game; its measurements do not promise a performance level or prescribe a score.
  • Blender features need Blender 5.1. satk_sp.asi is not shipped prebuilt: building it needs a git checkout (the native sources are not in the zip) and the Visual Studio C++ build tools.
  • Tested principally on the PC 1.0 US (HOODLUM) executable. 1.01, EU and Steam are recognised but tested less, and the re and single-player bridge features need the 1.0 US layout. PDB lookup needs symbols matching the module build.
  • Smart App Control can block unsigned extension modules shipped in third-party Python wheels; satk doctor reports this. See the release guide for the affected preview and MCP paths.
  • There is no graphical interface yet, only the console and MCP.

Docs

README and docs/en/: a quick start in quickstart.md, the new method in asset-pipeline.md, authoring in authoring.md, the style in sa-style.md, and every page by task in docs/en/README.md. Russian versions: README.ru.md and docs/ru/, including the new pipeline guide.

Thanks

Special thanks to Dryxio. Ariane, gta-flow, gta-scout, plugin-sdk-sa, mtasa-neon and more are the foundation of a large part of satk. Thanks also to everyone listed in the README's Acknowledgements and in docs/en/credits.md.

Checksums (SHA-256)

See SHA256SUMS.txt.

satk 0.3.0 — public preview

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@qxlies qxlies released this 06 Oct 17:02

satk 0.3.0 — public preview. San Andreas ToolKit: a toolkit for GTA San Andreas modding, reverse engineering and debugging, built for humans and AI agents alike.

The second public build. The big themes: making new assets in the San Andreas style with Blender, many more modding tools (add-ons, data patches, CLEO scripts, MTA resources and shaders, animations, world data files) and checks in context (your model next to the map in the viewer, or in the real game). Formats, commands and the MCP tool set can still change between previews. Bug reports and ideas are welcome in Issues; please attach the output of satk bug-report and never attach game files.

Install (Windows 10/11 x64, no admin rights, no Python needed)

  1. Download satk-0.3.0-win64.zip and unpack it anywhere. Cyrillic letters and spaces in the path are fine, but do not unpack it inside the game folder.
  2. Double-click Start satk.cmd, or run satk.cmd from a console. The zip ships its own Python 3.12.
  3. Run satk init. It finds your GTA San Andreas installation (registry, Steam libraries, common folders) and identifies which gta_sa.exe you have.
  4. Run satk index build, then try satk asset find grove.

satk only reads your game folder. Everything it produces goes into its own work folder.

Updating from 0.2.1: unpack the new zip next to the old one and move work\ and satk.toml over.

For Python users: pip install satk_gta-0.3.0-py3-none-any.whl (Python 3.12; the command is satk).

What is new in 0.3.0

Asset authoring in Blender

  • satk style and satk asset check: the stock San Andreas look in numbers per class (sedans, bikes, street props, buildings, peds, weapons, ...) in two detail tiers, vanilla and sa_plus, and a check of your DFF, mod folder or texture against it.
  • satk blender session: a live Blender 5.1 session that an AI assistant (or you) drives step by step, with numbers and a snapshot per step, checkpoints and a replayable journal.
  • satk kit: templates for 20 asset kinds made from a vanilla model, clean low-poly blanks (kit blank), generators for wheels, LODs, damage parts and collision, and kit export to a Mod Loader folder or an add-on.
  • satk blender preview: your model drawn the way the game draws it (glass, lamps, dirt, prelight by time of day), side by side with stock models.
  • satk asset convert brings a rigid third-party model to SA scale, detail and textures; satk texlib makes tileable SA-style textures and finds vanilla textures a map object can reuse.

Other modding

  • Add-ons and data: satk mod add registers a new vehicle, ped, weapon or object as a Mod Loader folder; satk data get / explain / patch for handling, carcols, peds and weapon data.
  • CLEO and SCM: satk script disassembles (byte-exact), assembles, checks and starts scripts from templates; satk kb mta and kb native look up MTA Lua and SA-MP/open.mp APIs offline.
  • MTA: satk mta lint (Lua 5.1 errors with the server's own messages, wrong-side functions, missing files, ...), starter resources, model packs, log explanations; satk shader finds world texture names and writes and checks shader resources.
  • Animations: satk anim reads, edits as JSON, writes and merges IFP files, checks them against a skeleton and moves them to and from Blender.
  • World data: satk gxt, fxt, zone, water, timecyc, popcycle and radar edit game text, zones, water, the time cycle, population and radar tiles as Mod Loader folders.
  • Collision (satk col gen, col check), 2dEffect lights and particles as JSON (satk fx2d), smaller TXDs and a streaming memory budget (satk texture optimize, audit, budget), engine limit planning with adjuster settings (satk limits plan), and satk batch / satk recipe for one operation over many files.
  • Single-player bridge: satk sp and satk_sp.asi bring the agent's camera, screenshots and picking to the stock single-player game.

Checks in context

  • satk view place / vehicle / ped: your own model, car or ped next to the map in the viewer, reloaded about half a second after you re-export it.
  • satk ingame: the mod in the real game on the MTA fork, at test spots, with scripted checks against the vanilla model and a frame per check.

The full list is in CHANGELOG.md inside the zip.

Known limitations

  • The viewer is not part of the release. satk view (including the new scene commands) needs a viewer build (an Ariane fork) that is not distributed yet; the other commands do not need it.
  • The MTA in-game loop (satk ingame, mta server-check) needs a build of our MTA fork, which is not distributed yet, and its client needs a one-time administrator setup. It is tested offline and not yet proven live end to end. satk mta lint, mta pack and the shader tools work without it.
  • sa_plus numbers are proposals. The higher-detail tier of satk style is not yet checked in game; every answer says so.
  • Blender features need Blender 5.1. satk_sp.asi is not shipped prebuilt: building it needs a git checkout (the native sources are not in the zip) and the Visual Studio C++ build tools.
  • Tested on the PC 1.0 US (HOODLUM) executable. 1.01, EU and Steam are recognised but tested less, and the re and single-player bridge features need the 1.0 US layout.
  • There is no graphical interface yet, only the console and MCP.

Docs

README and docs/en/: a quick start in quickstart.md, asset creation in authoring.md and sa-style.md, and every page by task in docs/en/README.md. Russian versions: README.ru.md and docs/ru/.

Thanks

Special thanks to Dryxio. Ariane, gta-flow, gta-scout, plugin-sdk-sa, mtasa-neon and more are the foundation of a large part of satk. Thanks also to everyone listed in the README's Acknowledgements and in docs/en/credits.md.

Checksums (SHA-256)

See SHA256SUMS.txt.

satk 0.2.1 — public preview

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@qxlies qxlies released this 05 Oct 13:34

satk 0.2.1 — public preview. San Andreas ToolKit: a toolkit for GTA San Andreas modding, reverse engineering and debugging, built for humans and AI agents alike.

This is the first public build. Formats, commands and the MCP tool set can still change between previews. Bug reports and ideas are welcome in Issues; please attach the output of satk bug-report and never attach game files.

Install (Windows 10/11 x64, no admin rights, no Python needed)

  1. Download satk-0.2.1-win64.zip and unpack it anywhere. Cyrillic letters and spaces in the path are fine, but do not unpack it inside the game folder.
  2. Double-click Start satk.cmd, or run satk.cmd from a console. The zip ships its own Python 3.12.
  3. Run satk init. It finds your GTA San Andreas installation (registry, Steam libraries, common folders) and identifies which gta_sa.exe you have.
  4. Run satk index build, then try satk asset find grove.

satk only reads your game folder. Everything it produces goes into its own work folder.

For Python users: pip install satk_gta-0.2.1-py3-none-any.whl (Python 3.12; the command is satk).

What is inside

  • Parsers for IMG, RenderWare, TXD/DXT, DFF, COL, IFP, IDE, IPL (text and binary), DAT, ZON, GXT, water, timecyc, carcols, handling and object.dat.
  • An index of every model, texture, placement and zone in an installation, with search and references.
  • Textures: PNG export, contact sheets, top-down map images, a DXT encoder, TXD building, and texture replacement packaged as a modloader folder.
  • Writing RenderWare files without Blender: DFF patches, COL from JSON, new IMG archives. Every vanilla DFF round-trips bit for bit.
  • Map converters: SA-MP Pawn ↔ MTA .map ↔ IPL, plus binary IPL decompile/compile. An ID manager (free IDs, conflicts, remapping) and map cleanup.
  • Mod tools: asset lint, a mod inspector that follows modloader merge rules, and crash analysis that names known fixes (CrashInfo) and the mod most likely at fault.
  • Blender integration: headless import of models and map areas, rendering, and "game-ready" export.
  • An offline HTML catalog of models, textures and zones.
  • gta_sa.exe symbols (gta-reversed names, MTA patch sites), a knowledge base over reversed sources and opcodes, and traffic paths (gta-flow).
  • An MCP server for AI clients (Claude Code, Codex, Cursor and others; run satk mcp config --client <client>) that gives generic access to every operation.

These optional parts are not in the zip: the Ariane-based 3D viewer, the Blender add-on install and the MTA fork.

Known limitations

  • Tested on the PC 1.0 US (HOODLUM) executable. 1.01, EU and Steam are recognised but tested less, and the re features need the 1.0 US layout.
  • Registering add-on vehicles, peds and weapons into data files is not automated yet; it is planned.
  • There is no graphical interface yet, only the console and MCP.

Docs

README and docs/en/, with a quick start in docs/en/quickstart.md. Russian versions: README.ru.md and docs/ru/.

Thanks

Special thanks to Dryxio. Ariane, gta-flow, gta-scout, plugin-sdk-sa, mtasa-neon and more are the foundation of a large part of satk. Thanks also to everyone listed in the README's Acknowledgements and in docs/en/credits.md.

Checksums (SHA-256)

See SHA256SUMS.txt.