Technical preview: OneSync now available for RedM!

Hi everyone :wave:

We’re pleased to announce the technical preview release of the long-awaited OneSync for RedM. Starting today, everyone can use OneSync on their RedM server! :tada:

As with anything still undergoing development, you may run into bugs or crashes. Make sure to report any issues in the designated RedM OneSync reports forum category. We recommended running FXServer on Windows for the most relevant debugging information.

You might want to ensure the compatibility of your server’s gamemode before using it in a production environment. Read OneSync 'Infinity': how to use it for more information.

Information

  • RedM only supports OneSync infinity, enabled with onesync on. Don’t try to use OneSync legacy; it won’t work.
  • The same slot policy used for OneSync in FiveM applies in RedM. More information here.
  • Of course, all of your AI partners and cowboys will still work :cowboy_hat_face:
  • OneSync should work on any supported RDR2 build (1311, 1355 and 1436)

How to use it?

  1. Ensure your server is using build 4348 or higher of the Cfx.re platform server (‘FXServer’)
  2. Update your sessionmanager-rdr3 resource to the latest version from the cfx-server-data repository
  3. Add onesync on to your server launch arguments
  4. That’s it, cowboy.

Known issues

  • There’s currently a limit of 32 players being in scope for a single client - you can use SET_PLAYER_CULLING_RADIUS to tweak the culling distance
  • Draft vehicles will be horse-less if spawned from scripts (i.e using CREATE_VEHICLE)
  • Population draft vehicles currently have invisible horses, though this can be fixed using scripts until we find a proper fix
  • Networked anim scenes won’t work (see Networking anim scenes)
  • Door system states are currently not synced (see Noted Issues so far - #4 by Cradz)
  • Fire replication can randomly be inaccurate
  • NPC AI tasks player targets might be incorrect for remote players
  • RPC natives don’t work yet
  • RedM may crash after disconnecting from a server that uses OneSync

Special thanks go to @Disquse for his incredible work on porting OneSync to RedM. It wasn’t easy!

That’s all for now, partners! :mascot:

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:heart_eyes: Thanks !

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Great Work! Excited to get on and test it out :heart:

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Wow amazing work! Thank you CFX!

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Folks, there is a new Sheriff in town called Onesync… :cowboy_hat_face:

sheriffsnail

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Very nice, lets go! :slight_smile:

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@Disquse thanks mate :smiley:

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@Disquse Great work man!!! Looking forward to a production state! This is a game changer!

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Good fuckin shit @Disquse

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Woop Woop its finally here!! :smiley:
Great work guys! Its awesome!

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:heart_eyes: Awesome!

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Disquse, you’re an absolute legend.

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Oh yeah.

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Now this. This is epic. Very happy to see this.

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I thought OneSync was supposed to enable more than 32 players on a server? Why this: “There’s currently a limit of 32 players being in scope for a single client”.

I’m a little confused.

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note this part

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the limitation affects to make events of players or population of more than 32 in the same area

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Could work good for cases where players are spread on the whole map however.

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red dead is so behind and yet one of the best games to RP it. thank you for the few that actually give a damn about it, and make it possible for some of us have a unique experience in the wild west.

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nice<3

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