-made the attachment move on rail system compatible with all weapons
-fixed an issue with the move on rail system which caused faulty save positions for different attachment sockets
Open Mod v2.022 [27-dec-2023]
-made the attachments movable on rail for the AKM too. For the rest of weapons it will be done soon!
-fixed a major issue which caused the left hand to be mispositioned when the player switched weapons while they would interact with a laser or the hybrid scope
-fixed a major issue on Industrial Night map where the game would be unplayable because the timer would not start for the non master client
-fixed a major issue where the other players could hear footsteps for our player when we were leaning
-fixed an issue which made lobby menu unable to be closed when there was a network problem after creating it. Now it will close when player disconnected
-fixed an issue which caused the Purple laser to be mispositioned on the AKM
-fixed an issue on Bank map where the player could fall under the map
-fixed an issue on Bank map where there were some missing rails and player could see the skybox
-fixed an issue on Bank map where there would be an extra train door overlapping with another
-fixed an issue on Bank map where some doors would have a debug “AHHH” sound when being smashed
-fixed an issue where if the player was typing in chat and press V the hybrid scope would toggle in the background. Same for laser toggling or variable zoom scopes
Open Mod v2.021 [24-dec-2023]
-fixed an issue where the loading circles would not disappear sometimes when playing PvP with bots
-fixed an issue where the hack action and the interacting action would fire at once when the player was in a hack trigger and some settings would break. Now the player cannot go in hacking mode if it’s interacting with an interactable object
-fixed an issue where the spawn blockers would not disappear for respawning game modes
-fixed an issue on Suburb night map where there would be an extra door that would use the old door system, and another door using the new system, both overlapping
-fixed an issue on Industrial maps where there would be a gap that allowed players to peek from their spawn to the enemy spawn
-fixed an issue where if the player was in the weapon customize menu while a game round would be ongoing, and then the round would end, the weapon customize menu and the between round GUI would overlap each other. Now the weapon customization menu will close in the between round time
-fixed an issue where if the player got flashbanged and died while he was flashbanged the flashbang effect would remain on screen
-made all the fields of view to 75 by default. This is our preference as new default setting. You will lose your current field of view settings, you’ll have to set them again to your preference if the defaults dont suit you, we apologise for that.
-fixed an issue where the helmet cam GUI would show when exiting cutomization menu even if helmet cam wasnt enabled
-fixed an issue where the grenade or the flashbang would miss to hit the player sometimes
-fixed an issue where if the player had the drill equipped there would be a collider that would trigger the “weapon up near wall” animation while shooting
-had to push multiplayer version up, this means players who did not update will not see games created from players who updated and the other way around
Open Mod v2.021 [24-dec-2023]
-fixed an issue where the loading circles would not disappear sometimes when playing PvP with bots
-fixed an issue where the hack action and the interacting action would fire at once when the player was in a hack trigger and some settings would break. Now the player cannot go in hacking mode if it’s interacting with an interactable object
-fixed an issue where the spawn blockers would not disappear for respawning game modes
-fixed an issue on Suburb night map where there would be an extra door that would use the old door system, and another door using the new system, both overlapping
-fixed an issue on Industrial maps where there would be a gap that allowed players to peek from their spawn to the enemy spawn
-fixed an issue where if the player was in the weapon customize menu while a game round would be ongoing, and then the round would end, the weapon customize menu and the between round GUI would overlap each other. Now the weapon customization menu will close in the between round time
-fixed an issue where if the player got flashbanged and died while he was flashbanged the flashbang effect would remain on screen
-made all the fields of view to 75 by default. This is our preference as new default setting. You will lose your current field of view settings, you’ll have to set them again to your preference if the defaults dont suit you, we apologise for that.
-fixed an issue where the helmet cam GUI would show when exiting cutomization menu even if helmet cam wasnt enabled
-fixed an issue where the grenade or the flashbang would miss to hit the player sometimes
-fixed an issue where if the player had the drill equipped there would be a collider that would trigger the “weapon up near wall” animation while shooting
-had to push multiplayer version up, this means players who did not update will not see games created from players who updated and the other way around
Open Mod v2.020 [23-dec-2023]
-BIG addition, the sights, lasers are now movable on the rails on the M4 gun and the weapon stocks are customizable! Right now this new system is only available on the M4 weapon. In the next update it will be available for every possible attachment and weapon. Please keep in mind this system is in work in progress and it’s not perfect nor bug free (see a video with the new system here: https://www.tiktok.com/@openmod/video/7315745744596552993 )
-fixed an issue which caused the Ballistic shield to be invisible
-fixed an issue which caused the text chat messages to not be sent on enter key but on the global text chat binded key. It was binded to enter by default so you’d only notice it if you rebinded the global text chat on another key.
-fixed an issue where the field of view would change for our player while another player would interact with a door
-had to push multiplayer version up, this means players who did not update will not see games created from players who updated and the other way around
Open Mod v2.019 [21-dec-2023]
-fixed a huge issue which caused the game to load endlessly when pressing Enter key. It was a debug command that we forgot to remove :(
-fixed a huge issue which caused an error in the customize menu in some specific cases, and the dropdowns would disappear and player couldnt customize anymore unless they exited the game and entered again
-had to push multiplayer version up, this means players who did not update will not see games created from players who updated and the other way around
Open Mod v2.017 [19-dec-2023]
-big overhaul to the sight attachment distances from the eyes. Previously they were Call of Duty style, the sights would be pretty big on the screen, so that the player could see better through them, and after this update its more Ready or Not style, the distance between the eye and the sight is bigger, therefore the sight takes less screen size. It definitely look and feels better, and it will give the PvP a harder gameplay too
-fixed an issue which caused the field of view to not be taken from settings properly when having the new forward+ rendering path selected and the single camera setup was selected
-fixed a huge issue which caused some lights to turn on when aiming down sight non dual render scopes
-fixed an issue which caused the Pierre 10x non dual render scope to not zoom
Open Mod v2.017 [19-dec-2023]
-added a new rendering path setting that is now available in Unity. It is called Forward+ and it has been set to default for all quality settings. This rendering path is the fastest so far, it’s on par with Deferred and it does not have the disadvantages of deferred such as not being able to use MSAA. In Forward+ you can use MSAA as well and the realtime lights will not flicker anymore in the Zombies map
-fixed an issue where the Glock Foregrip would not animate correctly for the AUG
-fixed an issue where the Glock Foregrip shell ejection and muzzle particle vfx would not be displayed in the correct positions
-fixed an issue where the Glock Foregrip fire would not have the post processing effect of shooting
-fixed an issue where the Glock Foregrip would not have recoil at all
-increased back to 4k the textures of the M4 weapon. Even if it will take slightly more RAM and VRAM to have them loaded it’s worth it because otherwise it looked too bad.
-fixed an issue which caused the weapon skin icons to not display correctly when hovering over the weapon skin dropdown
-fixed an issue where the custom local skins would not be applied on the dropped magazines (the mags that drop on the ground when reloading)
Open Mod v2.016 [16-dec-2023]
-the local skin system is now done!! Open Mod now has modding! You can now create your own professional custom local skin for any gun or attachment or you could use the stock metallic and normal maps in order to have some details on the skin, and use a random image for the base map! We are very excited about this, let us know what you think! (You can find a video about this system here: )
-made the gameplay feel much better by adding motion blur + depth of field when the player is shooting or is being shot at. This will make it much harder to aim when shooting full auto and the player will be more immersed into the combat!
-fixed a HUGE issue which caused the weapon customization menu to bug out if the player entered the customization menu too quickly after starting the game and the things didn’t have enough time to load
-dimmed the laser line shader to a point where the laser line is not even noticeable anymore in order to give it a more realistic look
-other small bug fixes, code optimization and improvements
Open Mod v2.015 [6-dec-2023]
-fixed a big issue which caused the extraction AI to not update or engage correctly for the non master client (the player who was not the server creator)
-made the extraction zombies not respawn for now due to feedback from our community
-due to respawning being disabled we’ve increased the AI count from 42 to 50 in the extraction map. So now if you clear 50 AI you’re free to loot everything on the map
-fixed an issue which caused the power room AI to not move or engage properly