-quick hotfix to an error in the shooting range target switcher scripts. It was pretty much harmless because the functionality wasn't broken but it would collect a lot of garbage
-quick hotfix to the default weapon positioning offset. The previous default position had the weapon block the view of the player. If you're still not happy with it you can always change it from Settings>Gameplay>Custom weapon positioning
Open Mod v2.004 [4-oct-2023]
-quick hotfix to a major issue which made the new doors snappy and buggy, pretty much unusable, when playing offline with bots
-fixed the camera shake being a little bit too long after leg kicking a door
-fixed an issue where if the player was a little too far from the door and tried kicking it, the door would not get smashed
-added most of the missing vaulting mechanic triggers on Industrial maps
-made a slight adjustment to the weapon positioning setting. We’ve set the default weapon offset values in a way that the weapon is placed more realistically, unlike the previous generic weapon positioning you see in any other game. If you’re not happy about it you can always change it from Settings>Gameplay>Custom weapon positioning.
Open Mod v2.003 [4-oct-2023]
-fixed a major game-breaking bug which prevented players from creating an username because the quality preset screen was overlapping with the create username screen. We apologise for such incompetence
-improved the way recoil looks and feel when player is aiming down sight
-improving the recoil forced us to disable the lasers pointing to the center of the screen when aiming or hip aiming, now they don’t point perfectly to the center, but to their forward direction. We will bring that feature back very soon
-reworked Industrial maps to be smaller. It was too big for 5v5 games. Now it’s half the size it used to be and the gameplay on it should be enjoyable.
-added the new doors to the new industrial maps
-fixed an issue where the door breaching with C4 or with the battering ram wouldn’t have a smash sound.
-fixed some minor visual misplaced objects on Suburb maps
-rebaked the lightmaps in Suburb maps because the old door shadows were baked on the walls.
-did some optimization work to the new interactive smokes since they were drawing too much frames. Now they look much worse but perform much better
Open Mod v2.002 [2-oct-2023]
-reworked our door system entirely, now the player reaches with a custom IK to the door handle or can lock the doors with a beautiful and realistic view, unlike any other game! Those doors can also be leg kicked, breached with C4 or with the battering ram (not all doors can be leg kicked, but all doors can be C4ed and Rammed). This new door system we've created is based on our VR doors, which will come in Open Mod VR. The logic is very similar and realistic!
-added the new doors ONLY in suburb map for now. They will be added to the bank map too very soon and other maps.
-reworked mostly all other interactions, such as the shooting range target switcher now is actioned with the new Custom IK and the hand actually reaches and touches the button
-reworked our smoke system entirely, now the smokes are interactive and responsive to bullets or explosions! We’ve inspired from CS:GO2!
-fixed a rare issue which caused an error and the gun wouldn’t be able to aim down sight
-fixed an issue where the weapon and hands would still not be visible through the non dual render scopes but only in the dual camera setup. Now it works properly in dual camera setup as well.
-fixed an issue where for the PR-9 pistol the skins wouldn’t load
-fixed an issue where an AK-12 mag texture wouldn’t load
-fixed an issue where the skins wouldn’t be applied right in customization menu, and the skin dropdowns would show empty
-added an option for a common FOV when interacting with an object, this is the fov both world and first person view will go to when you are interacting with an object. Without common fov the hand would not look as if it touched the door knob due to different views
-added a new resting idle animation along with a setting to pick your desired resting idle animation (if you wish to use it, if not it can be disabled entirely). The new resting idle animation points the gun down, unlike the old one which pointed the gun up.
Open Mod v2.001 [25-sept-2023]
-quick hotfix to a rare issue but game-breaking one which made the screen all black or all red. It was due to the auto exposure rendering feature we were using. We've disabled it for now and we're looking at it in the meantime
Open Mod has now reached version 2.0!
Hey there folks! After 2 months of working on the clock we are here with the 2.0 update!
Biggest highlights of 2.0:
-massive refactoring of the code responsible for loading assets into memory. This made memory usage go from 25+ gb down to average 5gb. -language localization with 13 languages -the way the player animates has been drastically simplified in order to reduce animation memory usage from 1.5gb to ~500mb -many bug fixes, adjustments, graphics improvements
With this update we come with a complete revamp of the Steam page as well as some free stuff, such as Zombies game mode and a skin pack, but also a DLC which comes with 2 tiers, a 9.99$ one and a 19.99$ one. See the details on the main Steam page.
Thank you for bearing with us! And we hope now with small loading times solved any crypto mining suspicion would be gone. Have a great day!
Please be patient with this update as there might be things that broken that we've overvlooked. The code has 'suffered' a big change and it's likely that's happened. However, we are here to fix it in a matter of hours! Please come to our Discord to report any issues you find (https://dsc.gg/openmod)
Changelog:
Open Mod 2.0 [18-Sept-2023]
-MASSIVE refactoring of how we handle the object loading and instantiation. The game would load 25+ gb worth of assets right when booting up. That was because they were referenced in one main game file that is referenced in the login scene. This game file contains references of every gun, attachment, player model, attachment skin, basically everything in-game., and even if those files were not actually used (not all of them at the same time at least) they would still load into ram as soon as the game boots up, because they were referenced. This means 25+GB of textures, animations, meshes etc would be loaded into ram + page file with the disk speed, therefore if you were on an HDD loading 25+gb would be ultra slow, and on a SSD would still be slow, but faster. Basically those 25+ gb would load with your disk speed, and if your disk speed was small then the loading would take a lot. We now use Unity's addressable system which helps us load assets at rumtime only when needed, therefore, now even if they are referenced in our scripts, they won't be loaded into memory unless we actually need it and tell it to. This should be a big breakthrough that should unload the memory usage heavily. In our tests we got the following results: 3.5gb average ram usage in shooting range alone and an average 5 gb ram usage in any other map, with players, at 1080p and Ultra graphics settings (resolution matters since at 4k the render texture would take more memory, also many graphics settings affect memory usage, therefore this test was done on Ultra). However, going down to average 5 gb from 25+gb is great! Using Unity’s Addressables has one downside though, which is the materials and attachments would visibly load before your eyes, it won’t be in an instant anymore but spread on more frames. However, the massive ram unload is absolutely worth the async loading.
-MASSIVE add-on: added language localization. Supported languages for now are English, Spanish, Chinese(Simplified), Arabic, Turkish, French, German, Romanian, Italian, Japanese, Portuguese (Brazil), Swedish, Finish. The translations are done by Google Translate so expect it to not be 100% acurate at the moment. But it should be a huge help if you don't know too much english. Please join our Discord and help us where you find language mistakes that need correction (dsc.gg/openmod) -MASSIVE refactoring of how we handle weapon and player animation loading. Previously we’ve had all the weapons and everything else that is animated on the player model in the same animator, now we’ve created a simplified version of the player animator and we override animations based on what weapons we have selected in our loadout. This massively unloads ram usage for animations from 1.4gb to ~500mb
-fixed an issue where melees, throwables and assets would have the customize button instead of preview only in inventory. And the preview button wouldn’t go in the preview menu but instead cause an error
-fixed an issue with ragdolls, they would look as if they would be spawned in
-fixed an issue where if the player would draw weapon then toggle aiming, the gun would not go to aiming after the draw animation. Basically the player had to wait the draw time and toggle aiming after that. We’ve made it so that even if player clicks the aiming down sight toggle while the gun is drawing the gun would go to aiming right after draw anim was over
-fixed the camera shake when grenade explodes for good. No more massive shakes in any case
-fixed a snapping animation issue at melee weapons after each attack
-fixed an issue where sometimes the silencer would disappear after being put off then on again real quick
-added an option to invert Y axis on the mouse due to feedback
-added auto exposure rendering feature. This brings more realism to the view.
-reduced the number of player models to only one per team. This was done to reduce texture usage and increase performance due to less draw calls and less skinned meshes. In the meantime we will work on creating player model customization models. We have the player model customization system but we don’t yet have models to customize.
-fixed an issue on Sandfire maps where the tree leafs would be visible through
-upgraded to Unity 2022.3 which now is in a stable and buildable state. In this version the Deferred bugs were fixed, now you can use Deferred rendering path and see the shadows on the terrains (in sandfire/asia) and also can see Soft shadows if you’re using the single camera setup. This wasnt possible before due to a unity bug, the shadows would be hard.
-fixed an issue where the shadows would be jaggy on the weapon and attachments
-fixed an issue where the killfeed entries would add up for every round. It was supposed to show only the last round killfeed and that is what it’s doing now.
-reworked the scope shaders to be able to see the lasers, muzzle flashes and the hands/gun through them. This looks much better!
-reworked the Steam page entirely with banners and a better layout + changed the old dark screenshots
-added a supporter DLC which includes limited edition supporter items and 200$+ worth of store items
-added a free skin pack that can be received if you join Discord
-made Zombies free since because of crypto miner accusations the PvP is not very populated, therefore you can now play zombies solo or with a friend and have some fun until we build a proper PvP player base
-added 3 reward post apocalyptic themed skins for players that complete the zombies game mode
-made zombies not be able to push the players, this was done with the cost of player being able to slightly push the zombies and because big hoards of zombies could push the player out of the map
-various more bug fixes and improvements
Open Mod v1.131 [14-Jun-23]
-MASSIVE change to the lobby/landing scene (Shooting Range) It was replaced entirely by a whole new bigger scene, we’ve only kept 3 of the shooting range stands and the targets, because those were the only good quality assets from the old shooting range. Lighting should also be on point, there is more training room too and it just looks and feels different. We’ve prioritized this mostly because the first impression is formed when you load in the game, and the old shooting range was making people believe our graphics are bad, even though the actual maps look and are lit pretty nicely, the first impression when you’d land in the old shooting range was definitely bad. (side note, the new shooting range contains a training facility and it would be a shame not to implemented a challenge for you all in the very close future, similar to CoD 4’s killhouse mission, but with leaderboards so all of you can compete with your records! Stay tuned! -turned out SSAO for the weapon and hands camera still didn’t work in the last update. Something suspicious happened because in Unity’s game view it worked fine, but not in build. We’ve now put it on another render pass and it should now show! We apologise for not noticing this earlier, no wonder some players believed our graphics are bad, the SSAO on the first person camera makes the weapon and hands much more pleasant to look at. -same for the SSAO from customization menu. There was supposed to be visible SSAO on the weapon there but it did not work. Now it does -removed entirely Screen Space Global Illumination technique from the game. It was causing way too much overhead over what it actually gave back. GPU usage would go (on our PCs) from 50% to 99% and it was just not worth it for what it provided. The graphics were indeed enhanced but totally not worth it. Instead, we’ve added a new setting called “Screen Space Ultra Quality Lighting Enhancement”, it can be found in graphics settings. It is basically an added layer of screen space image filtering effects that give us almost the same result as SSGI previously did. We’ve compared it in-depth and made it look almost the same as SSGI. And the perforomance overhead of this setting is much lower, not even noticeable on medium+ end systems. Only lower end systems would struggle with this. -slightly more improvement to the Screen Space Reflection quality. Performance overhead of this change shouldn’t be noticeable -made an inventory tutorial video, posted it on Youtube and linked it in the in-game how to play menu, highlighted it with red -turned out the occlusion probes did not bake in the Industrial day map, the gun would look as if it was lit by the sun even if you were in spaces where the sun shouldnt have reached. We’ve rebaked the lightmaps and the light probes -industrial day minimap texture have been reimported at 8k. They were 8k but imported at 2k, hence the blurry tablet minimap view on it -added some missing vaulting mechanic triggers on industrial maps -fixed a flickering pixelated shadow artifact that would be visible on the hands of each player when in single camera mode. We apologise for not fixing it eariler, it must have been annoying -fixed an issue where the players could see through smokes if they had SSGI enabled while using dual camera setup. Now that doesn’t happen anymore. -the guns and hands will now be visible through smoke in any camera + rendering path combination. We tried to make it work but it’s just not possible with all the render passes we have going on. We have to choose between free performance cost of the non-dual render realistic scopes or have your weapon and hands covered in smoke. We chose the first option. However, seeing your weapon and hands through smokes does not give any advantage and can be lived with. -fixed an issue where players could see the bullet mark decals or blood splatter decals through smoke if they were in the single camera setup + forward rendering path -fixed the bookshelf exploit on Suburb once again, we left just 1 centimeter unblocked and the glitch was still possible -fixed another issue on Suburb where there was an invisible, climbable collider on top of all the cars in the scene -due to feedback from the community which said we should reduce the opacity of the bloody screen (the red overlay when you take damage) we’ve replaced it entirely with a new and more refined texture that has blood splatters in the sides and it’s more transparent in the middle -added a setting that allows disabling the region player counter from shooting range. We made it so that new players know that there are more regions to the game, in case they didn’t know. However, now we allow you to disable it because it must be annoying to see it all the time in the range. It will still stay on by default so new players can notice there are more regions. -fixed an issue where for some weapons and attachments the laser would sometimes snap into the sight attachment, instead of going forward. It was due to a player collider being in the way. -fixed an issue where the post processing effects would not affect the weapon and hands when in dual camera setup -fixed an issue where if the player had aiming to hold and aim right after sprint, the aim would happen instantly and it would look buggy. That was because there should be a time after run that should pass before going into aiming, and apparently it didnt apply to aiming hold. Now it looks good. -due to feedback from some of the community members which were not being happy with sprinting overriding aiming we’ve added a setting in Settings>Gameplay>Preferences called “Should Sprint Override Aiming?”. By default it’s set to off. If it’s set to off and you are sprinting, and then you aim, sprinting will be canceled and you go in aim mode. If it’s set to off you get same behaviour as previously, if you’re aiming and you press sprint key, aiming will be canceled and you start sprinting -replaced jump sound because it sounded like swinging a sword -replaced all footsteps with (we say) better ones, please leave us feedback on them -added metal surface footsteps and grass footsteps too, for this reason multiplayer version had to be pushed up, to avoid errors between versions since the footsteps are different on the old version. This means that players who didnt update will not see lobbies/servers from players who updated and the other way around -MASSIVE improvement to sprint to aim transitions, we knew they were pretty bad and we are happy we’ve found the time to do them now, now the controller has very nice and smooth transitions and it’s much more pleasant to look at! Enjoy! -fixed the ladders since they were not working anymore. However, they are still buggy on sandfire, we will change our ladder system soon. -fixed a huge issue which caused a map mismatch in demolition/defusal game mode, if the host selected sandfire day, sandfire night would play, same for the maps after this. There would be a mismatch in the map loading. We apologise for not noticing this earlier
Open Mod v1.130 [11-Jun-23]
-fixed an issue where post processing volumes for pre-round time (black and white screen) and the nightvision effect wouldnt be visible in the performant preset -fixed an issue where apparently screen space ambient occlusion from the weapon and hands camera wasnt visible, but only in the build, which was super strange -fixed an issue on Suburb where there was an object blocking the stairs -fixed an issue where the locked store items wouldnt update properly
Open Mod v1.129 [11-Jun-23]
-quick hotfix to a big issue which caused the weapon not shoot the bullet correctly when equipped with a grip. The grip has some colliders to stop the mags from going through them, and they were being touched by the bullet. We’ve noticed in the past that through some scopes the bullet impacts wouldnt show, but we thought its a pure render problem, not that the bullet actually didnt shoot… It is now fixed, we apologise if you encountered this -fixed an issue which caused the loadout points to mislead you, they would appear more than they were. This only happened once, when first entering the customize menu, after launching the game, and equipping an attachment. If you exited customize menu and entered again it wouldn’t do this anymore -added back the crosshair due to feedback from the community. Even if the game looks much better without the only HUD element there was left, it wasn’t the smartest choice to remove it, even if the gun shoots on its forward now, at larger distances than 10 meters the gun would still shot on the center of the screen. As much as we like the crosshair removed because it makes the game look better, it will just cause players to draw a dot on their screen or use external crosshairs. So for this reason, which cannot be avoided, we might aswel enable it back. Therefore, we’ve added it back! -fixed many more exploits on Suburb map -also fixed an issue on Suburb where we put an exploit blocker on the roof of a house, and it was too big and above the terro spawn fences, and players wouldnt be able to climb those fences anymore -fixed many exploits on Industrial map -attempted a fix to an issue where if the player was talking via radio and got killed while doing that, the player would still be left in radio talk mode, and other people could hear him, even if he was dead. Please report a bug if you still notice this issue
Open Mod v1.128 [10-Jun-23]
-added an overall quality preset option that also pops the first time the game is opened (only once, so that players who first download and launch the game can dumb down the graphics to avoid crashes, if they are on lower end systems) and after that it can be changed from settings -the weapons now shoot on their forward, not at the center of the screen. This is a major milestone we’ve had for a while and now we got to it. This now allows us to remove the crosshair and add bullet tracers! -added bullet tracers!! They look sick!! They come as an equippable item from the customization menu and will have a cost of 10 loadout points -removed the crosshair! Now you can safely use the laser to know where you are pointing at, and that’s where you will shoot. Unless you are very close to an object and the laser cannot be 100% precise. -since now there is no crosshair we’ve increased the laser tip light intensity and range (the light when a laser touches an object) -completely revamped all muzzle flash effects for all weapons and all on barrel attachments. Now each barrel attachment will come with its own muzzle flash vfx that represents its real life equivalent. We’ve had the system that switches muzzle vfx based on equipped on barrel attachments but we did not have time to revamp all the muzzles. Now we’ve prioritized this because it’s a very important aspect, since it’s basically what players see all the time, right in front of them. -revamped all shell ejection smoke vfx -reworked the inventory weapon preview models (backgrounds), and the stores weapon preview models (backgrounds) since they were optimized in rush mode in order to unload memory consumption and loading times when we launched the game. Now they are still optimized but increased texture atlasses from 4k to 8k, so they look smooth and detailed -fixed an issue where the aiming weapon sway would sometimes add up, being basically doubled after spawning with the same weapon a few times -fixed an issue where some muzzle flashe would dissapear if the player would spawn with an on barrel attachment that changes the muzzle flash and then the player would remove that attachment -highly enhanced quality of Screen Space Reflections and their range. Expect GPU usage while using them but also enjoy the view! -fixed an issue where if the player pefromed the sliding action under objects the player would stop in them. This basically was because the character height was the same as if the player was standing. Now the sliding height is less, and the player will fit under objects while sliding -fixed an issue where rainbow nightmare skin on the Glock would have the geometric sunset skin materials -fixed an issue where scrolling would be hard (almost impossible) in most of the scroll views -fixed an issue where the loadout preset buttons would sometimes unexpand even if they werent expanded previously -fixed an issue where the back button and the point budget background image would be offset if the player used a different than 16:9 resolution ratio -fixed an issue where if you performed an inspect weapon action on the M4 you would see the left hand through the weapon -added a slight delay before going to aiming after sprinting, this reduces the weird effect of gun aiming after sprint. It was annoying to see and could be considered an artifact -added a jump cooldown of 1.25 seconds because we’ve noticed many players bhoping, and over the network they would look like hovering the ground. This also helps make the game more slow paced and less run and jump and gun. -fixed many exploits on Suburb maps where players could see through ceilings if climbed on specific objects -had to push multiplayer version up to avoid unwanted errors/chaos. This means that the players who are on the updated version will not see lobbies/servers created by players who did not update, and the other way around