Open Mod cover
Open Mod screenshot
Genre: Indie

Open Mod

Open Mod v2.014 [6-dec-2023]

-fixed an issue which caused the PvP bots to not move correctly in Industrial maps

-made the zombie ragdolls disappear after 60 seconds to avoid the pile up of hundreds of zombies, making the game mode unplayable

-slightly increased the brightness in the Zombies map due to feedback from our community

-reworked the zombies tablet HUD, now if you draw your tablet you will find a message with your mission, and minimap icons to know where to go in order to complete the game mode

-fixed an issue which caused the round timer on the helmet cam to not update and not display correctly (as in HH:MM)

-fixed an issue which caused the toggleable silencer screws to be mispositioned

-fixed an issue where the AKM drum mag would have 30 rounds instead of 75 rounds

Open Mod v2.013 [4-dec-2023]

-fixed an issue where the AKM drum mag animations would not play

-fixed an issue in Heist where the cash could not be collected

-fixed an issue in Heist where the money bags would not destroy between rounds and there would be overlapping bags from the previous round lying around and confusing the player

-fixed an issue in Heist where the A and B dig points would look invisible after digging

-fixed an issue with the PvP bots which caused them to throw an error and not setup correctly sometimes

-fixed an issue with the PvP bots which caused their sprinting animation to look funny

-attempted to fix the auto fire sound issue where the fire rate of the sound didn’t match the fire rate of the weapon. Now the fire rate is 1:1 with the sound but the audio might slightly cutoff if you’re shooting a high RPM weapon for too long. This will be fixed in a future update

-reworked the full auto sounds, they are pretty much the same sounds but set up better to avoid the above mentioned issue

-replaced all explosion sounds (including flashbang explosion sound) with new ones

-fixed an issue which caused the muzzle smokes to be placed in the wrong position, and in some cases the wrong muzzle smoke VFX would play

-fixed an issue which caused the on barrel attachments to slightly move when firing a sniper rifle

Open Mod v2.012 [2-dec-2023]

-fixed an issue in Extraction where loot cards that would be dropped by players would not sync their position properly for all players

-fixed an issue in Extraction where if you weren’t the player controller the loot card grabbing would look funny

-reviewed and improved the loot card scripts as well as the door scripts

-fixed an issue where the AI would not patrol anymore if the server creator left and the other player became the master server

-fixed an issue which caused the sprint animations to look funny when you would look at another player sprint

-fixed an issue where the mag check animation and the draw animation would not work for the Blazer sniper rifle

-fixed an issue on Bunker map where a random wall would be found in one of the spawn room’s bathroom

Open Mod v2.011 [29-nov-2023]

-massive improvements to the new AI logic. They still are not perfect but slow steps :D

-added additinal animation sets when patroling and when engaging a player

-fixed the offset of the left hand when holding a pistol for the new AI

-fixed an issue where 2 of the loot card item icons would be too large, larger than the loot card

-fixed an issue where michael player was broken for zombies game mode

-pushed the multiplayer version higher due to the amount of changes. This means lobbies hosted on different versions will not be visible to each other

Open Mod v2.011 [28-nov-2023]

-adjusted spawns and bomb site positions for Defusal game mode in the new bunker map

-adjusted spawns and objective positions for Domination game mode in the new bunker map

-made the loot crates and healthshots not usable/visible when playing PvP on the bunker map

-fixed an issue where the Main bunker door would do a weird snap

Open Mod v2.009 [28-nov-2023]

-created a new PvE game mode, extraction style, where players loot cosmetics from the in-game stores, such as charms, weapon badges, weapon skins, animations or attachment skins. This new game mode is priced at a rough 6$ but it will be free for ~3 months from now, if you join Discord and grab your free store key! Please keep in mind the release of this game mode was a bit rushed because the current live version of the game had huge issues in the zombies side and we had to come with the fix, even though the Extraction game mode wasn’t thoroughly tested. In the days to come we will thoroughly test Extraction and ensure it’s full functionality. This new game mode will also come with a PvPvE variant very soon, with 5 teams x 2 real players and ‘scav’ AI.

-created new smarter and more performant AI, only for the new extraction game mode mentioned above. Those AI are much better than the current PvP bots but they are not the best AI you’ve ever seen. They will be improved over time!

-added a new map for the extraction game mode. It is a bunker style map spread on 7 levels. This new map will not only be available for Extraction game mode but also for some PvP game modes, such as Domination or Defusal

-created a new ' minimap on multiple levels ' system which is used in the new map. This new system ensures the minimap is acurate for all the levels.

-replaced the old player models with a new player model, which looks more military than the old ones. Those player models will ensure you will feel a little milsim vibe.

-due to the replacement of the player models we had to make clear which team the player is therefore now the watch and the tablet will have the colors of the player’s team (solid red or solid blue depending on the team)

-added 4 new camera modes: 3 helmet cameras and a body cam

-slightly reworked the main menu GUI, now all the menu buttons are on the top bar and there is no ‘menu on top’ anymore.

-fixed a big issue which caused the zombies to be unable to break barricades due to an error

-fixed a big issue which caused the weapons to behave like they were avoiding an obstacle (weapon up near wall animation) while being on the entire bottom floor on the zombies map

-made zombie ragdolls same as the new AI ragdolls, which means that now the ragdolls will be converted to meshes and will be visible on the map until the game ends. Converting them to meshes will make them unresponsive to bullets anymore but the big gain is that we are not destroying them anymore, and rendering them as meshes is very cheap!

-fixed an issue which caused the players to be pushed inside places they shouldn’t be by the zombies. Now zombies cannot push players anymore but our player can push zombies

-fixed an issue with AK-12 charms being mispositioned

-countless more bug fixes and improvements

Open Mod v2.008 [8-oct-2023]

-quick hotfix to an issue where the interaction IK was misplaced for the rayth laser and hyde flash

Open Mod v2.007 [6-oct-2023]

-added custom IK interactions for lasers and flashlights too! Now the hand reaches and toggles the laser. However, the animations are not final but more like placeholders for now, but even with those animations it doesn't look half bad!

-in order for this to work as intended we had to create a cycling system for the laser or flashlight toggling, meaning that if you have multiple green lasers for example on your weapon, then you press the "Toggle Green Laser Key" the first green laser that is found on your weapon will be interacted with and toggled, after that the second green laser that is found on your weapon will be interacted with and toggled, after that the first green laser that is found on your weapon will be interacted to and toggled off, and so on.

-only downside so far is that if you toggle a laser that is on the right rail of the gun, the hand reaching it will clip through weapon. It's expected behaviour and we hope it won't bother you too much. We could fix this by creating independent animations based on where the laser/flashlight is positioned but that would have some performance impact. We will see in time if it's worth adding such a system.


Check out a preview video of those interactions here: https://vm.tiktok.com/ZGJcwkuRs/

Open Mod v2.007 [6-oct-2023]

-added custom IK interactions for lasers and flashlights too! Now the hand reaches and toggles the laser. However, the animations are not final but more like placeholders for now, but even with those animations it doesn't look half bad!

-in order for this to work as intended we had to create a cycling system for the laser or flashlight toggling, meaning that if you have multiple green lasers for example on your weapon, then you press the "Toggle Green Laser Key" the first green laser that is found on your weapon will be interacted with and toggled, after that the second greel laser that is found on your weapon will be interacted with and toggled, after that the first green laser that is found on your weapon will be interacted to and toggled off, and so on.

-only downside so far is that if you toggle a laser that is on the right rail of the gun, the hand reaching it will clip through weapon. It's expected behaviour and we hope it won't bother you too much. We could fix this by creating independent animations based on where the laser/flashlight is positioned but that would have some performance impact. We will see in time if it's worth adding such a system.

Open Mod v2.006 [5-oct-2023]

-quick addition! We’ve started implementing our newest Custom IK tech in interactions with weapon parts! In this update you can interact with the hybrid scope to toggle it on/off by hand! Your hand will reach and rotate it! Right now this system only works locally, unlike doors which are fully synced, which means that only you will see those actions being performed, other players will not see the hand reaching for your player. The syncing over the network will be done after we finish the interactions with every weapon parts, such as lasers or variable zoom toggles.

The interaction with Hybrid scope can be seen here: https://www.tiktok.com/@openmod/video/7286411125476822305