RedM Fixes Network Object Rotation Synchronization Issues
A community-contributed fix for a long-standing RedM network synchronization issue has been successfully merged into the main codebase. The fix, developed by community contributor outsider31000 and merged by CFX team member prikolium-cfx, addresses problems where networked objects without fragment models wouldn't properly sync their rotation across clients.
The Problem
Server developers and players were experiencing issues where:
- Networked objects without fragment models failed to sync rotation properly
- Rotation changes using
SET_ENTITY_ROTATION
orSET_ENTITY_QUATERNION
weren't visible to other clients - This created inconsistencies in object positioning across different players' screens
- Similar issue existed in GTA V but had a native solution that wasn't available for RedM
The Technical Solution
The fix involved replacing a function pointer at index 204 that was originally a nullsub (returning 0) with a custom override function. This change:
- Ensures blending always occurs when enabled for networked objects
- Allows proper rotation synchronization across all connected clients
- Maintains compatibility with existing scripts and objects
- Provides the missing functionality that GTA V had through
NETWORK_SET_OBJECT_CAN_BLEND_WHEN_FIXED
Testing and Validation
The fix underwent comprehensive testing to ensure reliability:
- Game Build: Tested on build 1491
- Platforms: Verified on both Windows and Linux
- Compatibility: Tested with objects that previously worked and those that didn't
- Script Safety: Ensured no breakage with current scripts
Impact for Server Owners
This fix will improve gameplay experience by:
- Eliminating rotation desync issues for networked objects
- Providing more reliable object positioning across clients
- Enabling better synchronization for custom object systems
- Reducing player confusion from inconsistent object states
Developer Benefits
RedM developers can now:
- Use
SET_ENTITY_ROTATION
andSET_ENTITY_QUATERNION
with confidence - Create more robust object manipulation systems
- Rely on consistent rotation synchronization across all clients
- Build more complex interactive object systems
Community Contribution
This fix highlights the valuable contributions from the RedM community, with special thanks to:
- outsider31000: Community contributor who identified and implemented the fix
- Ktos93: Community member who provided assistance during development
- prikolium-cfx: CFX team member who reviewed and merged the changes
The fix resolves GitHub issue #3252 and demonstrates how community contributions continue to improve RedM's multiplayer functionality and stability.