Introducing RedM Asset Escrow

Since we announced Asset Escrow for FiveM back in 2021, a lot of you have reached out to us to ask if we could implement something similar for RedM servers. Today, we’re happy to announce that you can now use the Asset Escrow system with RedM!

Originally developed in partnership with Tebex, the asset escrow system helps keep your assets secure and ensures your assets can only run on the servers of your choice, helping to prevent asset theft and accidental leaks.

What is currently supported?

For your 3D assets, you are able to protect the same formats as in FiveM:

  • Dictionaries of multiple drawables (*.ydd)
  • Generic models, geometry, optional embedded textures and lights (*.ydr)
  • Complex fragmented skeletons/models used for pedestrians, vehicles, destructible objects, etc. (*.yft)

As for your Lua scripts, it will work the same way as on FiveM, meaning you will be required to use Lua 5.4, and to set your game to rdr3in your resource manifest.

Note that you need server version 12735 or above to run resources using this feature on RedM.

Is the process very different to Asset Escrow for FiveM?

RedM Escrow works the same as FiveM’s Asset Escrow system: the process is basically platform-agnostic. Find out how to define the correct game for your resource over on our documentation site.

If you’ve used Asset Escrow for FiveM before, you can utilise the same steps to protect your RedM server assets.

You can also find the Asset Escrow Developers FAQ here.

Improvements to Asset Transfers

Additionally, we have made some improvements to the way that Asset Transfers work. Previously, only confirmed transfers would be shown to you, and it wasn’t clear to senders if their assets transfers had been accepted or not. Now, you can see confirmed, unconfirmed and incoming/outgoing transfers in the Pending Asset Transfers section of the Assets tab.

This will hopefully make the status of your Asset Transfers a lot clearer!

How can I provide feedback on RedM Asset Escrow?

If you have feedback on RedM Asset Escrow or the new Asset Transfer system, feel free to leave a comment below.

We also have our Cfx.re Discord server where we’re always open to receiving comments and questions.

Thank you, and enjoy!

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Very nice improvements to Asset transfers

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nice!

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Absolute W

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Good changes for the small redm community, good work
Any ETA for YCD escrow support?

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Hi
regarding escrow here’s a suggestion

if possible to at least have some kind of useful error trace without loosing its security, would be fantastic.

we cannot help anyone with something like this ^1SCRIPT ERROR: ?:-1: attempt to index a nil value (field '?')^7
the time wasted testing things to prove they work on our side and is user error is just too much to deal with, because is constant. (most of the times is user error but also poor error handling by the developer but theres no way to know this without spending time looking in the dark)

if it can be considered to be looked at (and if theres any possible way) would improve the whole system and be beneficial to everyone using escrow.

at the very least some error lines to be provided in the stack this will 100% make things easier and have less frustrated users/sellers when asking for support.

Thanks!

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I can def agree with this!

I don’t think it’s possible from a technical standpoint to add debugging information without losing some security of escrow. And since the whole point of escrow is to make it as secure as possible, I doubt they are gonna compromise the security of it just to make debugging easier.

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yes thats why I wrote

if possible to at least have some kind of useful error trace without loosing its security, would be fantastic.

but hopefully some sort of way to trace ,idk by using some system with ids in the errors where these errors could be sent to some palce and the dev can have access to like sentry, maybe is stupid but just brain storming.

either way would be something that would complete the system.

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Suggestion:
If you have these kinds of errors and they are actually caused by a “user error”, then check these things in your code and throw a custom error message or print something to the console!

All my exports and events use assert or other checks to ensure proper usage. You can then throw a message like Parameter "xyz" was not supplied to "GetSomething" call. instead of SCRIPT ERROR: ?:-1: attempt to index a nil value (field '?')

I understand that this can be frustrating. I am currently running an experimental version on one of my scripts that is nearly fully encrypted (so people don’t fiddle with it while I am testing things). And of course such experiments can be annoying when this happens to testers. However the full encryption here was my choice. Usually I only encrypt ~10-15% and all those functions that can be called from outside are protected with the above solution.

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yes, as I have said, these are also caused by poor error handling, but you can only do so much
making a fool proof script isn’t the way.

no one debugs scripts with a -1 error stack,
the time people waste just to find out user removed a string or deleted something they should not have, its time consuming.

literally no one can help that user but to tell them user original script with no edits, saying this every day multiple times is frustrating for them and developers that want to help and can’t
everyone makes mistakes and typos

also if you want to escrow 15% of your code its your choice, that doesnt solve the issue still.

Then that is what they should do. And it’s easy to find out if they did actually change something by asking them for the file and comparing.

That’s correct, but easily fixed with the above.

Been doing that for nearly 3 months now and so far I got every single one fixed. Yes, I’ve been pulling my hair out a couple of times because testers wouldn’t give proper evidence (like videos when it happens etc) but I found every single one of those errors in less than a day and probably less than 15min of actual think/work time.

I do agree that at least the line count would be really nice, but I also don’t have a problem if they cannot provide it given the encryption and how it works. After all “decrypting” the code at runtime does not produce the original code.

By that logic, developers are expected to review a script with 14 config files multiple times a day? How is that not time consuming or makes it easy to find an issue? It’s not just time consuming it’s utterly unnecessary.

There are users who have been using the system for more than two years, including myself.
Not every error comes from config files, sometimes it’s just typos in a script with 10 files. You can’t fix everything by checking 14 config files over and over, especially when some scripts are that extensive and support more than 3 customers.

The way we handle it now, is by having to ask customers to make videos and both parties need to waste time on it because of a typo or tanslation missing etc etc. this is the real issue. its the time we both have to waste for something so simple.

You don’t face these issues because you escrow 15% of your scripts which you call a smart move.
But this isn’t about your process or how you choose to handle things, it’s about having a system that works for everyone and it’s easy to use/debug.

Claiming that it’s easy to manage by doing this or that doesn’t hold up when you’re not even fully utilizing the escrow system, while others do and for longer than you.

I get that you trying to make it easier by suggesting what people could do to make it better.

There’s no stack trace to assist in debugging.
Which is why I suggested adding one as long it doesn’t compromise security like I mentioned in the first post.

Huge W!

Nice work ! :slight_smile:

Nice change to see RedM getting asset escrow.

But I would like to bring the ped ydd streaming issue on RedM to the light again and request developers to please look into it since it’s really one of the biggest limiting factor.

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Will JavaScript escrowing ever get supported for FiveM or RedM? If I recall correctly it was planned.

Nice to see that there are still “updates” for RedM.
Are there any roadmaps for the future of the whole cfx network? :thinking:

Hoping that there will be a way to automate uploads to the portal API/escrow to be used with for example github actions to automate updating. :smile:

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snailsome :mascot:

Is there any update for a “culling” fix on Redm? (More than 32 players in an area)
I feel like we have been waiting on this for nearly 3 years now.

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