Open Mod cover
Open Mod screenshot
Genre: Indie

Open Mod

Open Mod 2024.2.59 [14-Oct-2024]

Update Note:

-this update brings a hotfix

Fixes:

-fixed an issue where the slugs would still shoot 12 projectiles instead of one.

Added/Changed:

-added an option to toggle full screen mode since Alt+Enter was not intuitive.

-updated the multiplayer version to prevent mismatches. Players who haven't updated to the latest version will no longer see lobbies created by those who have, and vice versa

Open Mod 2024.2.58 [10-Oct-2024]

Update Note:

-this update brings a bunch of fixes.

Fixes:

-fixed an issue where the slugs would shoot 12 projectiles instead of one; this was overlooked in debug mode. -fixed an issue where the debug tracers for the 12 gauge would remain active. -fixed an issue where the shotgun key was not added to the translation, resulting in the shotgun filter in the weapons menu being empty.

-fixed an issue where weapon attachment stats would sometimes not be applied properly (changes such as recoil change or any other stat change)

-fixed an issue where the sights on the Benelli M2 shotgun would be bigger than the size of the rail

-potentially fixed a rare issue where the loadout point display would go over the limit if using tracers or in the shotgun case using slugs or other type of ammo that costs loadout points

-fixed an issue where the doors would jitter from the moment the F key was pressed until the hand made contact with the door knob. this applied to all rotating doors (excluding sliding doors).

Added/Changed:

-

Open Mod 2024.2.57 [9-Oct-2024]

Update Note:

-this update introduces a shotgun to the game! This new weapon was sponsored by our Patreon member @‌Fireprooftofu, who generously donated $100 and directed the contribution towards prioritizing the addition of a shotgun. A big shoutout to him for making this possible!

Fixes:

-fixed an issue where charms or tags could not be equipped on weapons since the last update

-fixed an issue in the Heist game mode where the Drill was non-functional, preventing the successful drilling of points A and B in the tunnel sections.

-fixed an issue where using a macro to click on the "move on rail" buttons could cause attachments to snap outside the intended boundaries

-fixed an issue where players had to double-tap "r" to initiate the procedural reload for weapons like the M40A3 and the new shotgun

-fixed an issue where the 4-pin mounts could collide with other attachments, leading to unintended overlapping

-fixed an issue in Zombies mode where the money display would incorrectly show the spectated player's balance after spectating, causing confusion when attempting to make purchases. The display now accurately reflects the player's own funds.

-fixed an issue where the offset rail mounts would not collide properly and couldn’t be placed too close to each other in some cases

-fixed an issue where the Eotech could go outside of the rail bounds

-found and addressed some increased memory usage issue, it is not final, the game does take slightly more memory than previous versions. The shader variant count and texture size has been increased due to added things and it is not at 4gb ram usage anymore. We’ve addressed slightly and will do further work on this for next update because we don’t want to stall this update further as it contains fixes to many other issues, the shotgun addition and the memory fix could take 2 more weeks.

-fixed an issue where if the hand was blocking the middle of the screen due to the “weapon up near wall” animation the player would not be able to interact with interactable objects.

-fixed an issue where in PvE if all players left and the master client would remain alone the game would be reset. That was not intended behaviour, the PvE games must go on.

-various other bug fixes and refactorization

Added/Changed:

-added a shotgun to the game along with new systems for 12 gauge fire modes and various ammo types, including birdshot, buckshot, and slugs. These ammo types affect the range and damage of the shotgun. Additional code was implemented to support the new shotgun logic, such as procedural empty reload inserts and other necessary mechanics to ensure the shotgun functions properly

-the camera shake system has been revised for firing, resulting in a more immersive and enhanced effect

-massive improvement to firing recoil when aiming restulting in a more immersing and enhanced effect

-reworked the minimap system for multiple levels to improve versatility and accommodate some additions.

-added minimap icons for ammo boxes in the Zombies game mode, addressing player confusion by making the ammo refill option more visible and reducing the likelihood of players mistakenly repurchasing wall weapons.

-added minimap icons for extraction drawers, lockers, and loot crates to guide players in locating loot efficiently

-major performance improvement for the minimap camera and minimap marker control

-various code cleanup, refactorization and improvements

-updated the multiplayer version to prevent mismatches. Players who haven't updated to the latest version will no longer see lobbies created by those who have, and vice versa

Open Mod 2024.2.56 [21-Jul-2024]

Update note:

-this update brings fixes to major issues and a refactoring to the weapon customization menu

Fixes:

-fixed an issue where the shooting range target buttons would only be interactable once

-fixed the door resetting between rounds issue for good, now doors should reset and not snap in player’s face anymore

-fixed an issue where there was a performance problem if a player died near a door, then that door would update continuously

-fixed an issue where the purple laser could not be positioned on the top, bottom, left or right rail of the Scar-H

-fixed an issue where after hitting a rail limiter the attachment could not be moved anymore from the default position. This mostly applied to sights

Added/Changed:

-additional refactoring on the weapon customization system. 2 major changes made in order to avoid a rare error, and to make it more intuitive:

-- Now the attachment moving on rail system won’t reset the attachment position to the default one when we hit a rail limiter but will keep the attachment at the end of the limiter.

--Now the player cannot equip attachments that would overlap with each other, the dropdown selection menu will not allow it, and it will become red when a player tries to equip a sight that will overlap with another sight for example. This prevents chaos and it’s more intuitive. Along with this there will be a red hologram spawned on the weapon so that the player can see it’s not possible to equip it due to overlapping.

These changes bring a fix to the issue where sometimes, if 2 attachments were overlapping with each other and causing one of them or multiple of them to be disabled then the game would go crazy and sometimes load attachments forever and crash eventually. Now the overlapping is avoided and basically not possible anymore, if 2 attachments touch, you won’t be able to move it further and no need to disable the other, same for equipping, you won’t be able to equip an attachment if it overlaps with another. So no more overlapping, no more problems!

-adjusted the Screen Space Ambient Occlusion for the weapon and hands in the dual camera setup to look much better

-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and vice versa

Open Mod 2024.2.55 [9-Jul-2024]

Update note:

-this update brings many more languages support to the game. Basically now we have basic localisation using Google Translate for every language that Steam Store supports

Fixes:

-

Added/Changed:

-Due to feedback and suggestions we’ve added Russian and Ukrainian localization to the game

-Given we’ve been working on localization we’ve added more languages such as: Polish, Vietnamese, Traditional Chinese, Korean, Indonesian, Portuguese, Portuguese(Brazil), Danish, Dutch, Czech, Greek, Bulgarian, Thai, Spanish (Latin America), Hungarian, Even though we used google translate for these translations we believe it will be better than nothing, and you could get a hold of what the real meaning is.

The game now has a total of 30 languages:

-English

-Arabic

-Bulgarian

-Chinese (Traditional)

-Chinese (simplified)

-Czech

-Danish

-Dutch

-Finnish

-French

-German

-Greek

-Hungarian

-Indonesian

-Italian

-Japanese

-Korean

-Norwegian

-Polish

-Portuguese

-Portuguese(Brazil)

-Romanian

-Russian

-Spanish

-Spanish(Latin America)

-Swedish

-Thai

-Turkish

-Ukrainian

-Vietnamese

Open Mod 2024.2.54 [7-Jul-2024]

Update note:

-this update brings more critical hotfixes to issues that cause unpleasant experience

Fixes:

-fixed an issue where the weapon sway would not be framerate independent and would be slightly smaller when player had 100+ fps

-fixed an issue where the gun would aim in faster when framerate was higher

-various more small fixes and performance improvements

Added/Changed:

-

Open Mod 2024.2.53 [6-Jul-2024]

Update note:

-this update brings more critical hotfixes to issues that cause unpleasant experience

Fixes:

-fixed an issue with the red door on Suburb map, where it would have a faulty collider that made it unusable and close automatically due to unwanted collisions with the house itself

-fixed an issue with the red door on Suburb map where the glass of it would not be penetrable.

-fixed an issue where the doors would not turn to closed when the player would interact with it, move it, and then tried to put it back in the default closed position. When dropping the door knob the door would not turn to closed. The only way to actually make it be closed would be to open it and then shoot it until it reached the closed position

-attempted once more to fix an issue where the doors would sometimes not reset properly between rounds, or if they technically got resetted then they would look unresetted until the player went near them, and they would look like they would close in the player’s face.

Added/Changed:

-

Open Mod 2024.2.52 [5-Jul-2024]

Update note:

-this update brings one more critical hotfix, we apologize for the frequency of updates

Fixes:

-fixed a critical issue with opening doors. Took us a while to realize that at extreme framerates, such as 300+ frames per second the doors would barely move when being interacted with. We’ve never tested the game on Maximum performance and interacting with the doors, and now that we did we’ve realized that the bigger the framerate, the slower the doors would move. We apologize for not realizing this earlier.

Added/Changed:

-

Open Mod 2024.2.50 [4-Jul-2024]

Update note:

-this update brings more stability and consistency to the new “Play dead” feature. From this update on we will push updates more rarely to avoid annoying you with almost daily updates, unless we find game-breaking issues that require imemdiate updating. We apologise for previous inconveniences caused by our high update frequency.

Fixes:

-fixed an issue where the new play dead feature would not sync properly across the network, the body would be in a very different position for different players because the ragdoll would be created individually for each player on their screen. Now the main bones sync properly

-fixed an issue where if the player used the new play dead feature while being in a high place they would not take fall damage and they could teleport right back on the high place.

-fixed an issue where there would be some mismatches in the weapon skins store, where some entries would not be properly instantiated and the picture would be white

-fixed an issue where the transition from hip to aiming, when we would look at another player, would be jittery. Now when we look at another player aiming it will be smooth, as it should

-attempted to fix an issue where the smashed doors would not reset sometimes between rounds. It's up for more testing

-fixed an issue where sometimes some doors could not be leg kicked after being leg kicked in the previous round

-attempted an issue where sometimes leg kicking a door would not apply force to it. It’s up for more testing

Added/Changed:

-significat performance improvement of physics calculations, now the ragdolls and the new “play dead” feature will add physics objects to the player bones only when the ragdoll is happening. This reduces the physics calculations overhead when ragdolls are not “happening”.

-added a blocker in loadout selection menu so that the player cannot select a terrorist loadout while they were in the military team, and vice versa. This was done to avoid potential confusion when a player would switch loadout for the other team and then spawn with the same loadout.

-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and vice versa

Open Mod 2024.2.49 [2-Jul-2024]

Update note:

-this update brings a cool new feature and a critical bug fix

Fixes:

-rectified a critical issue from the previous update where doors would remain stationary after being kicked.

Added/Changed:

-added a new featured called “play dead”. The player can now pretend to be dead, basically turning into a ragdoll by using the keybind (default) “Pause/Break” or by going in the pause menu and clicking the “Play Dead” button, right near the “Commit suicide” button. This feature was in our mind for quite some time, it enables new skill to the game since now players have to make sure every ragdoll they see on the floor is actually dead, so the player will have to double check by shooting and wasting bullets on the ragdolls, and if they forget about it, they could get surprise attacks :D. Have fun!

-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and vice versa