RedMRed Dead Redemption 2

Red Dead Redemption 2

Alpha

The same format, at the pace of a single-action reload.

RedM runs on the same Cfx.re foundation as FiveM, which means the combat model ports almost intact. What does not port is the pace.

This one is an alpha

Alpha means there is a build and it is not finished. The combat model underneath it is settled, because it is the same one FiveM runs. The roster on top of it is still moving, and it will keep moving until the alpha opens wider.

The part almost nobody else does

Authorize, then observe

Most combat servers either trust what the client says about damage, or try to recompute the game’s damage arithmetic themselves. The first is cheatable in one line. The second produces a validator that is wrong at the edges, and a validator that is wrong at the edges kicks real players. SKIRM splits the job so each half is authoritative over what it can actually know.

Authorization

Every shot raises a damage event, and the server answers a yes or no question it can answer perfectly. Is this attacker in this arena, alive, holding a weapon the server granted, firing no faster than that weapon can, at a victim in the same arena who is not spawn-protected, not a teammate, and within range? A refused event is never relayed, so the damage happens nowhere.

Accounting

Health is then read server-side and never predicted. The server sees the true health whatever the client believes, and it decides who died and who gets the kill.

A client cannot claim a kill

It cannot deny one either, or hand one to a friend. Attribution is entirely server-side.

Godmode is a signal

Damage that was authorised, landed, and did not move the health the server reads back is exactly the shape the anti-cheat looks for.

Ranked has a ping gate

There is no lag compensation on this platform, so the only honest levers are refusing the match and matching regionally. Casual still takes a 200ms player. A ranked series does not.

RedM runs on the same Cfx.re foundation as FiveM, so this is the same model rather than a second implementation of it. The roster built on top of it is the part still moving.

The long version, on the FiveM portal

What carries over

The SKIRM half of RedM

These are the parts of the format that are not up for negotiation on a platform we run ourselves.

  • Authorise then observe: the server rules on every shot and reads health itself
  • One world per match, with entity creation locked down inside it
  • Ranked with round elimination, ELO, map veto and a ping gate
  • Level and XP from playing, ELO from ranked only
  • Nothing purchasable that changes a fight
  • The same profile at skirm.me

The same four pillars

The server decides the fight
A client never reports a kill, denies one, or hands one to a friend. Every shot is authorised before it lands and health is read back rather than predicted.
One match, one world
A 1v1 is a 1v1 and nothing else is happening in it. Matches do not share a lobby, so a mode is never full and never waiting on a slot to free up.
The same five queues
Open PVP, ranked round elimination, PVE against a crew that holds the ground, the extras that are not really about aim, and solo drills that keep their own records.
Two ladders, never mixed
Level answers how long you have been here and comes from playing anything. ELO answers how good you are and moves in ranked only, so farming a casual lobby cannot inflate it.

What is different

Where RedM stops looking like FiveM

Copying the FiveM build across and calling it the same server would be the fastest way to make both of them worse. A gunfight measured in single shots is a different game.

No vehicle modes

Golf Cart Drive-By, Van Wars and Demolition Derby have no equivalent worth shipping. Horses are not a substitute for a Caddy with a passenger seat, so those slots go to modes that suit the era instead.

Reload time becomes the balance lever

A round measured in single shots plays nothing like one measured in magazines. Score targets and round timers get retuned rather than copied, because a first to 30 that took four minutes on FiveM would take fifteen here.

The redzone stops being a pistol deck

The redzone idea survives, which is one arena where everybody carries the identical weapon. The weapon changes to a revolver or a repeater, and the ring gets bigger because sight lines are longer.

The map is the mode

Open country with real elevation favours long engagements over the flat, enclosed arenas that FiveM needs. Expect fewer boxed arenas and more terrain.

Nothing here is final. It is written down now so the version that ships can be held against it.

Alpha

Alpha access is handed out in Discord

It is a small group on purpose, because an alpha with two hundred people in it stops telling you anything useful. Ask and you go on the list.