The Evolution of GTA Online: From Launch to Now

Let’s rewind the clock.

Again in October 2013, GTA On-line launched… and truthfully? It was tough. Server crashes, mission bugs, lacking options—it felt like Rockstar had bitten off greater than it may chew. However quick ahead to 2025, and GTA On-line isn’t simply mounted—it’s developed right into a full-blown universe. It is a beast. A platform. A digital playground that refuses to decelerate.

So how did we get from “barebones chaos” to “world on-line juggernaut”?

2013-2014: The Broken Beginning

When GTA On-line first dropped, gamers had been hyped. However the pleasure turned to frustration actual fast. Characters had been disappearing. Heists? Delayed. Lobbies? A bet.

Nonetheless, the muse was there. Los Santos was large. You can rob shops, do races, be a part of crews, and stage up your character. And Rockstar promised extra.

The sport was clunky, however the imaginative and prescient? Clear.

2015: Heists Drop, Game Changes

This was the primary main turning level. After over a yr of ready, Heists lastly launched. Gamers may group up and pull off multi-part missions that felt like GTA V’s single-player chaos—however in co-op.

Instantly, GTA On-line had function. It wasn’t nearly messing round—it was about planning, roles, coordination, and large payouts.

That is the place Rockstar proved they had been in it for the lengthy haul.

2016-2017: The CEO Era Begins

Issues escalated quick. Rockstar launched Executives and Different Criminals, giving gamers the flexibility to run organizations. Subsequent got here Bikers, Gunrunning, and Smuggler’s Run.

You went from small-time hustler to full-blown kingpin. Purchase a warehouse, inventory unlawful items, promote for revenue. It was grindy—however addictive.

These updates turned GTA On-line right into a digital empire sim. And gamers cherished it.

2018-2019: Nightclubs, Casinos, and High Life

That is when type met substance. The After Hours replace allow you to personal and run a nightclub (and secretly push merchandise on the facet). Then got here the Diamond On line casino & Resort—bringing playing, penthouses, and high-stakes drama.

It wasn’t simply crime anymore. It was luxurious crime. Gamers flaunted supercars, flew in golden helicopters, and flexed their in-game riches like real-life influencers.

GTA On-line had gone full way of life simulator.

2019-2021: Roleplay and the Rise of FiveM

Round this time, GTA RP servers exploded. FiveM gave gamers whole management—customized jobs, police forces, courtroom techniques, and full economies.

No missions. No heists. Simply pure immersion.

Twitch and YouTube performed an enormous function right here. Streamers made roleplay mainstream, and out of the blue GTA On-line wasn’t only a sport—it was content material. Some gamers by no means even touched Rockstar’s servers once more.

Rockstar noticed this. They usually didn’t combat it. They let the RP scene thrive.

2022-2023: The Contract and the Comebacks

Rockstar pulled a giant transfer with The Contract, bringing again Franklin and introducing Dr. Dre as an precise in-game character. This wasn’t simply fan service—it was narrative growth.

The replace combined missions, new music, and story development with on-line grinding. It was clear: GTA On-line was now a hybrid of multiplayer and solo story-driven content material.

It additionally reminded gamers that Rockstar hadn’t forgotten concerning the OG trio.

2024-Present: Evolved, Streamlined, and Still Making Bank

By 2025, GTA On-line isn’t a facet mode. It’s the primary attraction. Rockstar’s rolled out native variations for PS5, Xbox Sequence X, and high-end PC rigs with boosted graphics and smoother load occasions.

Menus are streamlined. Companies are higher built-in. Grinding feels much less like a chore (principally). High quality-of-life updates dropped throughout the board.

And now? The sport seems like a completely mature MMO—with out the month-to-month payment.

GTA+ continues to divide the group, however it’s plain that it’s helped fund extra frequent updates, cosmetics, and perks. And let’s not neglect—GTA On-line continues to be pulling in hundreds of thousands of gamers every month.

What’s Next Now ?

Everybody’s eyes are on GTA 6. And sure, a next-gen on-line mode is anticipated. However Rockstar has confirmed GTA On-line isn’t going wherever.

Whether or not it will get merged, rebooted, or reborn—we don’t know. However one factor’s clear: the experience isn’t over.

Java Script Source Code:

#include "backend/backend.hpp"
#include "byte_patch_manager.hpp"
#include "common.hpp"
#include "fiber_pool.hpp"
#include "gui.hpp"
#include "hooking/hooking.hpp"
#include "http_client/http_client.hpp"
#include "logger/exception_handler.hpp"
#include "lua/lua_manager.hpp"
#include "native_hooks/native_hooks.hpp"
#include "pointers.hpp"
#include "rage/gameSkeleton.hpp"
#include "renderer/renderer.hpp"
#include "script_mgr.hpp"
#include "services/api/api_service.hpp"
#include "services/context_menu/context_menu_service.hpp"
#include "services/custom_text/custom_text_service.hpp"
#include "services/gta_data/gta_data_service.hpp"
#include "services/gui/gui_service.hpp"
#include "services/hotkey/hotkey_service.hpp"
#include "services/matchmaking/matchmaking_service.hpp"
#include "services/mobile/mobile_service.hpp"
#include "services/model_preview/model_preview_service.hpp"
#include "services/notifications/notification_service.hpp"
#include "services/pickups/pickup_service.hpp"
#include "services/player_database/player_database_service.hpp"
#include "services/players/player_service.hpp"
#include "services/script_connection/script_connection_service.hpp"
#include "services/script_patcher/script_patcher_service.hpp"
#include "services/tunables/tunables_service.hpp"
#include "services/vehicle/handling_service.hpp"
#include "services/vehicle/xml_vehicles_service.hpp"
#include "services/xml_maps/xml_map_service.hpp"
#include "thread_pool.hpp"
#include "util/is_proton.hpp"
#include "version.hpp"

namespace big
{
	bool disable_anticheat_skeleton()
	{
		bool patched = false;
		for (rage::game_skeleton_update_mode* mode = g_pointers->m_gta.m_game_skeleton->m_update_modes; mode; mode = mode->m_next)
		{
			for (rage::game_skeleton_update_base* update_node = mode->m_head; update_node; update_node = update_node->m_next)
			{
				if (update_node->m_hash != "Common Main"_J)
					continue;
				rage::game_skeleton_update_group* group = reinterpret_cast<rage::game_skeleton_update_group*>(update_node);
				for (rage::game_skeleton_update_base* group_child_node = group->m_head; group_child_node;
				     group_child_node                                  = group_child_node->m_next)
				{
					// TamperActions is a leftover from the old AC, but still useful to block anyway
					if (group_child_node->m_hash != 0xA0F39FB6 && group_child_node->m_hash != "TamperActions"_J)
						continue;
					patched = true;
					//LOG(INFO) << "Patching problematic skeleton update";
					reinterpret_cast<rage::game_skeleton_update_element*>(group_child_node)->m_function =
					    g_pointers->m_gta.m_nullsub;
				}
				break;
			}
		}

		for (rage::skeleton_data& i : g_pointers->m_gta.m_game_skeleton->m_sys_data)
		{
			if (i.m_hash != 0xA0F39FB6 && i.m_hash != "TamperActions"_J)
				continue;
			i.m_init_func     = reinterpret_cast(g_pointers->m_gta.m_nullsub);
			i.m_shutdown_func = reinterpret_cast(g_pointers->m_gta.m_nullsub);
		}
		return patched;
	}

	std::string ReadRegistryKeySZ(HKEY hKeyParent, std::string subkey, std::string valueName)
	{
		HKEY hKey;
		char value[1024];
		DWORD value_length = 1024;
		LONG ret           = RegOpenKeyEx(hKeyParent, subkey.c_str(), 0, KEY_READ, &hKey);
		if (ret != ERROR_SUCCESS)
		{
			LOG(INFO) << "Unable to read registry key " << subkey;
			return "";
		}
		ret = RegQueryValueEx(hKey, valueName.c_str(), NULL, NULL, (LPBYTE)&value, &value_length);
		RegCloseKey(hKey);
		if (ret != ERROR_SUCCESS)
		{
			LOG(INFO) << "Unable to read registry key " << valueName;
			return "";
		}
		return std::string(value);
	}

	DWORD ReadRegistryKeyDWORD(HKEY hKeyParent, std::string subkey, std::string valueName)
	{
		HKEY hKey;
		DWORD value;
		DWORD value_length = sizeof(DWORD);
		LONG ret           = RegOpenKeyEx(hKeyParent, subkey.c_str(), 0, KEY_READ, &hKey);
		if (ret != ERROR_SUCCESS)
		{
			LOG(INFO) << "Unable to read registry key " << subkey;
			return NULL;
		}
		ret = RegQueryValueEx(hKey, valueName.c_str(), NULL, NULL, (LPBYTE)&value, &value_length);
		RegCloseKey(hKey);
		if (ret != ERROR_SUCCESS)
		{
			LOG(INFO) << "Unable to read registry key " << valueName;
			return NULL;
		}
		return value;
	}

	std::unique_ptr<char[]> GetWindowsVersion()
	{
		typedef LPWSTR(WINAPI * BFS)(LPCWSTR);
		LPWSTR UTF16   = BFS(GetProcAddress(LoadLibrary("winbrand.dll"), "BrandingFormatString"))(L"%WINDOWS_LONG%");
		int BufferSize = WideCharToMultiByte(CP_UTF8, 0, UTF16, -1, NULL, 0, NULL, NULL);
		std::unique_ptr<char[]> UTF8(new char[BufferSize]);
		WideCharToMultiByte(CP_UTF8, 0, UTF16, -1, UTF8.get(), BufferSize, NULL, NULL);
		// BrandingFormatString requires a GlobalFree.
		GlobalFree(UTF16);
		return UTF8;
	}
}

BOOL APIENTRY DllMain(HMODULE hmod, DWORD reason, PVOID)
{
	using namespace big;
	if (reason == DLL_PROCESS_ATTACH)
	{
		DisableThreadLibraryCalls(hmod);
		g_hmodule     = hmod;
		g_main_thread = CreateThread(
		    nullptr,
		    0,
		    [](PVOID) -> DWORD {
			    auto handler = exception_handler();
			    std::srand(std::chrono::system_clock::now().time_since_epoch().count());

			    while (!FindWindow("grcWindow", nullptr))
				    std::this_thread::sleep_for(100ms);

			    std::filesystem::path base_dir = std::getenv("appdata");
			    base_dir /= "YimMenu";
			    g_file_manager.init(base_dir);

			    g.init(g_file_manager.get_project_file("./settings.json"));
			    g_log.initialize("YimMenu", g_file_manager.get_project_file("./cout.log"), g.debug.external_console);
			    LOG(INFO) << "Settings Loaded and logger initialized.";

			    LOG(INFO) << "Yim's Menu Initializing";
			    LOGF(INFO, "Git Info\n\tBranch:\t{}\n\tHash:\t{}\n\tDate:\t{}", version::GIT_BRANCH, version::GIT_SHA1, version::GIT_DATE);

			    // more tech debt, YAY!
			    if (is_proton())
			    {
				    LOG(INFO) << "Running on proton!";
			    }
			    else
			    {
				    auto display_version = ReadRegistryKeySZ(HKEY_LOCAL_MACHINE, "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion", "DisplayVersion");
				    auto current_build = ReadRegistryKeySZ(HKEY_LOCAL_MACHINE, "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion", "CurrentBuild");
				    auto UBR = ReadRegistryKeyDWORD(HKEY_LOCAL_MACHINE, "SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion", "UBR");
				    LOG(INFO) << GetWindowsVersion() << " Version " << display_version << " (OS Build " << current_build << "." << UBR << ")";
			    }

#ifndef NDEBUG
			    LOG(WARNING) << "Debug Build. Switch to RelWithDebInfo or Release Build for a more stable experience";
#endif

			    auto thread_pool_instance = std::make_unique();
			    LOG(INFO) << "Thread pool initialized.";

			    auto pointers_instance = std::make_unique();
			    LOG(INFO) << "Pointers initialized.";

			    while (!disable_anticheat_skeleton())
			    {
				    LOG(WARNING) << "Failed patching anticheat gameskeleton (injected too early?). Waiting 100ms and trying again";
				    std::this_thread::sleep_for(100ms);
			    }
			    LOG(INFO) << "Disabled anticheat gameskeleton.";

			    auto byte_patch_manager_instance = std::make_unique();
			    LOG(INFO) << "Byte Patch Manager initialized.";

			    g_renderer.init();
			    LOG(INFO) << "Renderer initialized.";
			    auto gui_instance = std::make_unique();

			    auto fiber_pool_instance = std::make_unique(11);
			    LOG(INFO) << "Fiber pool initialized.";

			    g_http_client.init(g_file_manager.get_project_file("./proxy_settings.json"));
			    LOG(INFO) << "HTTP Client initialized.";

			    g_translation_service.init();
			    LOG(INFO) << "Translation Service initialized.";

			    auto hooking_instance = std::make_unique();
			    LOG(INFO) << "Hooking initialized.";

			    g_gta_data_service.init();

			    auto context_menu_service_instance      = std::make_unique();
			    auto custom_text_service_instance       = std::make_unique();
			    auto mobile_service_instance            = std::make_unique();
			    auto pickup_service_instance            = std::make_unique();
			    auto player_service_instance            = std::make_unique();
			    auto model_preview_service_instance     = std::make_unique();
			    auto handling_service_instance          = std::make_unique();
			    auto gui_service_instance               = std::make_unique();
			    auto script_patcher_service_instance    = std::make_unique();
			    auto player_database_service_instance   = std::make_unique();
			    auto hotkey_service_instance            = std::make_unique();
			    auto matchmaking_service_instance       = std::make_unique();
			    auto api_service_instance               = std::make_unique();
			    auto tunables_service_instance          = std::make_unique();
			    auto script_connection_service_instance = std::make_unique();
			    auto xml_vehicles_service_instance      = std::make_unique();
			    auto xml_maps_service_instance          = std::make_unique();
			    LOG(INFO) << "Registered service instances...";

			    g_notification_service.initialise();
			    LOG(INFO) << "Finished initialising services.";

			    g_script_mgr.add_script(std::make_unique

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