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Redmatch 2 News

Custom Skin Improvements

Custom Skin Rewrite

Custom Skins in Redmatch 2 have always existed in a weird limbo of requiring you to use third party image hosting sites to upload your skins. In this update, I've completely reworked how Custom Skins and Banners work on the backend, and now skins will all use custom Redmatch 2 image hosting servers. When you launch the game, any existing custom skins and banners will be automatically converted to using the new system. You can now upload a Custom Skin from a file on your computer, or use a URL like before.



If a banner doesn't convert over, please let me know on Discord and I'll help you sort it out!

[h2]All Changes[/h2]
  • Reworked Custom Skins and Banners.
  • Fixed a bug where match hosts could ban players from the match with /ban when they were not the creator.
  • Customization settings will no longer share between multiple Steam accounts on the same computer.
  • Optimized player data netcode.

Update 1.40 Patch Notes

1.40.5 (August 15)
  • Added the Progress menu so you can see level-based unlocks in one place (the Level menu has been merged into it).
  • When a new cosmetic or item is unlocked, it now shows you what you unlocked when you level up.
  • Reduced the amount of votes custom maps need to be eligible for stats from 200 to 50.
  • Reduced the positive vote percentage required for custom maps to be elegible for stats from 75% to 50%.
  • Improved spectating quality.
1.40.4 (August 13)
  • Fixed a bug where sometimes joining a player from Steam would result in a secure match error.
  • Fixed a missing face on the smg uv map.
  • Fixed an issue in the create match menu where some text would play the ui hover sound when you hovered over it.
  • Fixed an issue where banned players joining a match through steam could spam the join/leave messages.
  • The portals on Quadrants should now properly be affected by your volume settings.
  • Fixed a bug where upgrade cabinet audio did not work on Quadrants.
1.40.3 (August 12)
  • Fixed a bug where the kill sound wouldn't play when there was excessive SMG firing.
  • It's now easier to see with the SMG iron sights.
  • Added resource pack support to the SMG: https://rugbug.net/redmatch/resource-packs/files/smg.html
1.40.2 (August 11)
  • Bullet spread is no longer penalized by pressing the movement keys (WASD). This means you can move around on the ground with no penalty to bullet spread.
  • Tweaked the bullet spread of the Rifle and Shotgun to better balance for this change.
  • Buffed SMG damage 16 -> 20
  • Buffed SMG bullet spread.
  • Fixed a bug where spamming fire and reload with the Revolver or SMG would make the reload sound play multiple times.
  • Fixed a bug where you couldn't start sprinting while you were reloading.
  • Bullet spread from other players is now more accurately represented.
  • Camera shake when spectating players is now decreased when they are aiming, the same way it is for playing locally.
1.40.1 (August 10)
  • An SMG kill is now required for Jack of All Trades.
  • Buffed SMG magazine size 32 -> 40
  • Buffed SMG base damage 15 -> 16
  • Buffed SMG pull out time 0.5 -> 0.4
  • Buffed Revolver pull out time 0.5 -> 0.4
  • Fixed a bug where loadouts would wipe when the game restarted.
1.40.0 (August 10)
Forgot to mention in the update post:
  • Buffed Revolver reload speed 2.166s -> 2s

New Gun, Loadouts, Anti-Cheat Changes

New Gun: SMG
[p]The SMG is a high firerate, medium damage weapon. It excels at mid-range fighting, but is less effective at long distances due to the spread increase with sustained firing (tap fire at long range for best accuracy!). You can equip it in the new loadouts menu at level 15 or higher.[/p][p][/p][p]Base Stats[/p]
  • [p]Pull out time: 0.4s[/p]
  • [p]Firerate: 18.16/s[/p]
  • [p]Reload time: 1s[/p]
  • [p]Magazine size: 40[/p]
  • [p]Damage: 16[/p]
[p]All of the stats are subject to change as I balance the gun with player feedback![/p][p][/p]
Loadouts
[p]To accommodate new weapons, loadouts have been added. Pick any 3 guns to use in a loadout! You can have as many loadouts as you want, and switch between them in the main menu or in the escape menu during a match.[/p][p][/p][p][/p]
Anti-Cheat
[p]You guys had a lot of feedback about the new Enforcer Anti-Cheat that was created for Redmatch 2. We've removed it from the game for now while we look into performance issues and potentially Proton support. Thanks for your patience![/p][p][/p][h3]All Changes[/h3]
  • [p]Added SMG[/p]
  • [p]Added loadouts[/p]
  • [p]Fixed an issue where the revolver would display the sniper sight on other players' clients[/p]
  • [p]Added revolver reload sound[/p]
  • [p]Optimizations to player animation syncing[/p][p][/p]

Update 1.39 Patch Notes

[p]1.39.5 (August 3)[/p]
  • [p]Made tweaks to the Anti-Cheat.[/p]
[p]1.39.4 (July 31)[/p]
  • [p]Re-enabled Enforcer Anti-Cheat.[/p]
[p]1.39.3 (July 28)[/p]
  • [p] Temporarily disabled Enforcer Anti-Cheat while we work out some issues. Thanks for your patience![/p]
[p]1.39.2 (July 28) [/p]
  • [p]Fixed a bug which was occasionally causing players to be unable to damage each other. The Unsecure match icon is now white, in order to better differentiate it from password protected matches.[/p]
  • [p]You can now create Unsecure private matches on Windows. This is to allow friends to more easily play together when they are on a mix of supported and unsupported platforms.[/p]
[p] 1.39.1 (July 27)[/p]
  • [p] Made tweaks to the Anti-Cheat.[/p]
[p] 1.39.0 (July 27)[/p]
  • [p]Added Anti-Cheat.[/p]
  • [p]Changed the way ground detection works for the player to make parkour more reliable. Jumps that would previously require you to rotate yourself 45 degrees to perform can now be performed looking straight-on. [/p]

Anti-Cheat Update!

Custom Anti-Cheat
[p][/p][p]I've heard your complaints loud and clear about the cheater problem, so I've been working closely with another developer for the past 5 months to bring a custom Anti-Cheat (Enforcer) to Redmatch 2.[/p][p]Please bear with us as we fix bugs and issues while we roll it out fully! This is the first time this Anti-Cheat has been used in a game, as it was created for Redmatch 2. If you encounter any issues with the Anti-Cheat, please contact me or the Anti-Cheat developer (@Lewis) on our Discord server so that we can quickly work to fix them.[/p][p][/p]
FAQ
[p]Is it a kernel Anti-Cheat?[/p][p]It is not kernel level, and operates in user-mode.[/p][p]Does it impact performance?[/p][p]We aim to have minimal to no impact on performance. We've held many beta tests before the public release to smooth out as many issues as possible. If you encounter performance issues, please report them to the Anti-Cheat developer (@Lewis) on our Discord server and we'll work to fix them. [/p][p]What about platforms other than 64 bit Windows?[/p][p]Redmatch 2 doesn't officially support any platforms except 64 bit Windows. However, I recognize that people play the game on Linux using Proton. The Anti-Cheat is not guaranteed to work with Proton, but if you are unable to use it you will still be able to create and join matches not protected by the Anti-Cheat.[/p][p]Why can't you just do server-side checks for cheating? [/p][p]Redmatch 2 is a peer to peer game, which makes server side checks inherently difficult. However, Redmatch 2 already has clients validate each other based on various suspicion metrics, and automatically remove players from matches when they reach a certain threshold. As we've seen from the issues the game still has with cheaters, this isn't enough. A client-side anti cheat is necessary to bring the cheating issues to a minimum.[/p]