Open Mod cover
Open Mod screenshot
Genre: Indie

Open Mod

Open Mod 2024.2.39 [12-Jun-2024]

Fixes:

-fixed a major issue where the server would timeout after the player was loading into a map for more than 60 seconds, basically disconnecting the player right after loading in for longer than 60 seconds. The timeout was increased to 240 seconds to be sure any device will have enough time to load the maps, before disconnecting.

-fixed another issue where the cursor would be unlocked, even if the player could continue typing in chat, the gun would respond if the player typed in a gun bind such as R for reload and other similar possibilities. Now the cursor will be unlocked for the entire time the chat is open

-fixed an issue on Abandoned Strip map where bots would not have a navmesh therefore they would not move

-fixed once more the endgame victory screen entries where if a player joined or left a bot entry would still be there, as an additional entry, until that player successfully loaded in. Now the scoreboard entry will not appear while the player is loading in

Added/Changed:

-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 the other way around

Open Mod 2024.2.38 [11-Jun-2024]

Fixes:

-fixed an issue where if a player clicked the join button to join a room while the room was in the between the round times, and the player would arrive in the map while the round started then this player would still spawn, because this player clicked join while the spawn was possible. This was not the desired behaviour, the player should only spawn if they arrived on the map in the pre-round time.

-fixed an issue where the new loading players screen would be hidden

-fixed an issue where if the player threw both tactical or lethal grenades, then the game would automatically switch to the primary weapon, but if the player pressed F once then the game would still switch to the lethal or tactical grenade class, even though the player did not have any grenades left. This was only a visual issue because even if the player tried to throw one of those grenades it wouldn’t work because the player ran out of them

-fixed an issue where if the player was typing something in chat in the between rounds time and didnt finish the sentence, then when spawning even if the tablet chat would be drawn and the player could see the sentence he typed, the input field would not be selected, so the player wouldn’t be able to continue the sentence, they would be forced to sent that message as it was, then continue with another message. Now the player can continue the sentence that was started in the pre-round time.

-fixed an issue where if the player didnt press T or Y in the endgame chat then the chat would not send the message when pressing Enter but would select the text.

-fixed an issue where if the player clicked the send message button (not by pressing enter) then the text that was typed in the input field would not disappear, but the message would be sent

-fixed an issue where the miliseconds in the helmet cam would not be displayed correctly but seconds would be displayed twice

-fixed a major issue that probably caused confusion among players where the settings for aim sensitivity would not properly work per attachment category (such as separate sensitivity for reflex sights, medium scopes or high scopes). Now those settings work properly

-fixed a major issue that probably caused confusion among players where the setting for aiming Field of view for iron sights would not work. They would only work if the player had a sight attachment on, but if the player had only the iron sight of the gun then the aim FoV setting for iron sight would not take effect. Now this setting works properly

-fixed an issue where the vsync setting would be on even for lowest quality preset. That was not planned, the default value should be vsync off and 60 fps limit because due to our experience with players, people don’t know that without a frame limiter their GPU will go to 99% if the game is well CPU optimized and does not bottleneck the CPU. This setting has been reset, meaning that you will have to modify it yourself again. We apologise for the inconvenience

-fixed an issue where if the player had selected Acog non dual render or Sig Sauer 4x non dual render then the game would render the hands of the player twice, and at different fovs, causing an upleasant view

-fixed an issue where in some rare cases an oponent’s weapon would render through walls

-fixed an issue where sometimes even if there would be players left alive the spectator manager would not go into spectating mode and instead would say “currently spectating no one”

-fixed an issue where if a player killed another player in the between rounds time then a ragdoll would not be created but the killed player would just disappear

-various more fixes, code review and cleaning

Added/Changed:

-decreased the size of the green circle in the helmet camera GUI to give the player a more acurate shooting posibility while in helmet cams

-removed the middle + (plus) from the middle of the helmet camera GUI

-increased the speed of some of the weapon sprint animations such as sniper sprints which were too slow, and by 5% to all weapons.

-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 the other way around

Open Mod 2024.2.37 [10-Jun-2024]

Fixes:

-fixed an issue where the doors kicked with the leg or rammed would sometimes not reset between rounds

-fixed an issue where in some rare cases the player would spawn with the spectator screen enabled and the spectator screen would not disappear until the next round

-fixed an issue where if someone joined mid game and start spectating a player, the weapon of that player would render on the wrong layer, looking weird

-fixed an issue where the PvP bots would sometimes not hold a weapon and have weird hands

-fixed an issue where the endgame scoreboard wouldn’t update when a new player joined in or left, or the bot entry would not disappear if a player joined

-fixed an issue where the round score would overlap with scoreboard entries in victory screen endgame

-various more fixes, code review and cleaning

Added/Changed:

-made the new “players are loading” screen not appear anymore when joining a map mid-game and starting spectating someone.

-given the update where we’ve massively improved loading times, the messages saying “loading can take up to 5 minutes” have been edited to “loading can take up to 1 minute”, to not give the player false expectations anymore

-added vault mechanic triggers in some missing places on Industrial maps

-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 the other way around

Open Mod 2024.2.36 [9-Jun-2024]

Fixes:

-finally found and fixed the ultra rare issue where the gun wouldn't aim and shoot

-fixed an artifact where there would be a loose debug suppressor screw when player had Deagle selected

Added/Changed:

-

Open Mod 2024.2.35 [8-Jun-2024]

Fixes:

-fixed an issue where if a player tried to kick a door down with the leg and would press W at the same time, the door smashing would be done weirdly. Now the player movement is locked for 1 second, until the leg kick is done.

-fixed an issue where the glass windows in day maps would be too white, preventing the player to see clear through them

Added/Changed:

-changed the speed of the loadout buttons expanding animation to be faster, so the player can access the loadout editor quickly when in-game in the pre-round time, due to feedback from our community,

-added a new tutorial video showing how to open doors in the How to play menu

-decreased the speed multiplier of knives, secondary weapons and grenades. This means when you have a knife out you will still run faster, but slower than before this change because the difference was too high.

-added a cooldown to loadout selection buttons because if a player accidentally double clicked the button and the previous loadout wouldn’t be loaded the game would throw errors and the customize menu couldnt be opened anymore. The cooldown is needed for the async loading to finish

-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 the other way around

Open Mod 2024.2.34 [7-Jun-2024]

Fixes:

-fixed an issue in Zombies where if we would spectate another player we would see their amount of $ and after spawning the amount of $ would not reset to 0 but you would continue to see the spectated player amount of $

-fixed an issue where the glowsticks that were supposed to enable only for the friendly players would be enabled for the enemy team as well.

-fixed an issue where the glow stick would not be seen for our player in first person view

Added/Changed:

-MASSIVE improvement on “Player loading” screen when booting the game for the first time on Hard Disk Drives. From 5-10 minutes to a rough 15-30 seconds. Enjoy!

-added a second and a third glow stick on our teammate players, on both the left and right legs, in order to highlight our teammates more

-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 the other way around

Open Mod 2024.2.33 [7-Jun-2024]

Fixes:

-hotfix to an issue where the Extraction map would have the lightmaps broken, therefore a horrible lighting scenario, and the map wouldn’t have the mesh optimization workflow enabled, causing horrible performance on the Bunker map

-hotfix to an issue in extraction where the collected loot cards would not show in the GUI in pause menu. However, they would be there, you could collect them if you clicked the collect rewards, it’s just that they weren’t properly displayed

Added/Changed:

-increased the damage to all snipers to be able to kill a player in one shot even if it was an arm shot or leg shot

-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 the other way around

Open Mod 2024.2.32 [6-Jun-2024]

Fixes:

-Fixed an issue where the map voting entries were less than the total game modes x total maps for each game mode. Now the map voting entries will include every pvp game mode + map combo

Added/Changed:

-Resetted the default weapon positioning (viewmodel position on screen) to 0 by default due to recent reviews (by players who didn't realise we have a setting to position the viewmodel however they want). stating the sight of the gun was blocking the view.

-Increased the default timeout while loading into a map from 60 seconds to 80 seconds due to a recent encounter with a player where he was kicked out due to loading too slow in the map

Open Mod 2024.2.31 [6-Jun-2024]

Fixes:

-

Added/Changed:

-Open Mod is going through a major monetization change due to the controversy of charging for PvE that was an obstacle in Open Mod growth. We will come back with a proper revamped monetization plan and more information very soon that does not include a buy button for PvE game modes anymore. This update brings an end to the PvE buy button, enjoy!

Open Mod 2024.2.30 [3-Jun-2024]

Fixes:

-fixed an issue where the spectator code was faulty in some very rare cases, displaying the spectator GUI while the player was spawned

-fixed an issue where if the player emptied a weapon they would still see a bullet inside the magazine

-fixed an issue where if a player changed team then the minimap markers for teammates and enemies would not change, being able to see his old team on the minimap as friendlies, and the teammates as enemies

-fixed an issue where some information about some settings was incomplete

-fixed an issue where the assists would not be displayed in scoreboard endgame and the dummy default number would overlap with kills number for respawning game modes

-fixed an issue where the between rounds scoreboard and the endgame scoreboard would both overlap causing a weird view, for non respawning game modes

-fixed an issue where the blood decals on players would not be parented properly and would wiggle when player moved

-fixed an issue where the killing blood impact decals would not appear on the ragdoll unless the player shot the ragdoll again after death

-fixed another issue where the glock would have a silencer screw loose and would show when player had the knife out

Added/Changed:

-changed the way blood decals work on player. We’ve made a bullet hole mark decal for shooting the player as well as the old blood splatter decals only on ragdolls, for a more realistic look

-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 the other way around