Open Mod cover
Open Mod screenshot
Genre: Indie

Open Mod

Open Mod 2024.2.29 [31-May-2024]

Fixes:

-fixed an issue where the PvP bots would be spawned before the round would start and they would be ‘loose’ on the map, ignoring the spawn blockers

-fixed an issue where the heal pistol would not work since fire mode switch update

-fixed an annoying issue where the silencer screw would float in air near the gun

-fixed an issue where the pause menu timer (the orange timer above the OM logo) would be at 0.0 all the time instead of showing the actual timer

Added/Changed:

-changed all bot names

-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 2024.2.28 [30-May-2024]

Fixes:

-fixed an annoying issue where if the player crouched while switching sights from a canted one to a non canted one then the transition would be made in an instant, making it look weird

Added/Changed:

-increased the speed of switching from canted to non canted positions and rotations because it was too slow

-balanced the speeds of switching from canted to non canted positions and rotations when in hip and when leaning because when leaning the transition would be much faster than when in hip. Now the speeds are similar

-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 2024.2.27 [30-May-2024]

Fixes:

-fixed an issue where the spawn blockers would not disappear when the player was alone in the map

-fixed an issue where the doors would be passable through when player was alone in the map

-fixed an issue where the flashbang would affect a player from as high as 30 meters

-fixed an issue where the bullet would be shot slightly offsetted in helmet cameras. It would be best noticeable if the player had a weapon camera not facing the player and shot at a close range

-fixed an issue where the helmet cameras could clip through walls if player leaned, aimed or hip aimed

-fixed an issue where the player could get stuck in the shooting range between the stair rails

-fixed an issue where the depth of field would not render if the player had more than one sight equipped

-fixed an issue where the depth of field would not be canceled if the player had one sight on secondary and then would switch back to primary

-fixed an issue where the PvP bots would be able to walk through a gap where real players didnt fit through

-fixed an issue where PvP bots could equip weapons of the other teams (such as military bots would equip AKMs which was a terrorist only weapon)

-fixed an issue where some barrels did not have a collider and could be walked through in Industrial maps

-fixed an issue where some boxes would levitate on the Industrial maps

-fixed an issue where the weapon stat bars would not display correctly if the player exited customize menu and entered again

-fixed an issue where the bullet marks decals would not render if the target was moving

-fixed an issue where if the player was typing something in chat in the between rounds time and didnt have time to finish the sentence then what the player currently wrote wouldn’t show on the chat on the tablet when the round started, forcing the player to type their sentence again. Now both between round chat and tablet chat are the same and when you start a sentence on one it will show on the other

-fixed an issue where the display of Teamkill in Hyper Gamey dummy server entry would be wrong, suggesting TK is off while it was actually on.

-fixed an issue where some random white targets in the shooting range would not have hitbox colliders

-fixed an issue in Zombies map where the player had some places where he could hide and not be chased by the zombies

-fixed an issue where some metals would not have collision in ShootingRange

-fixed an issue where some windows would not be breakable in Industrial maps

-various small fixes

Added/Changed:

-decreased recoil to all weapons by 15%

-decreased the throw force of grenades by 50% due to it being too high when we are grounded and increased it by 30% of the new value when jumpthrowing

-added various blockers to avoid players climbing on roofs 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 2024.2.26 [27-May-2024]

Fixes:

-fixed an issue where the zoom of Elcan SpecterDR would not be 1x and 4x but much bigger

-fixed an issue where after the last update the oil filter would cause an endless player loading screen

-fixed an issue where the hip aim clip through walls was still slightly posible when looking at the ground

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 2024.2.25 [27-May-2024]

Fixes:

-fixed a game-breaking issue where if the player was hip aiming near a wall they could clip through the wall and see through

-fixed an issue where KP-31 would not aim in properly

-fixed an issue where the suppressor screw would be mispositioned on any weapon when equipping any suppressor

-fixed an issue where the "Press [F] to:" message would not disappear if player was in a PvP match with bots

-fixed the RPM of Mac11 being 1000 instead of 1200

-fixed an issue where if the host would give host to another player while in the pre-game lobby the ready and start buttons would not enable for the new host and disable for the old host

-various small fixes

Added/Changed:

-removed Tec9/AB-10 from the game due to the model being too bad

-finally implemented Fire Mode Switch for the weapons that support it.

-along with this fire mode implementation now the Glock has a fire mode selector and could be used on full auto at 1200 RPM

-changed the spinning loading circles with OM emblem spinning

-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 2024.2.24 [25-May-2024]

Fixes:

-fixed an issue where the 75 round drum mag or the 40 round mag on the AKM would not actually have 75 and 40 rounds in them but 30.

-fixed various visual issues in the Shooting Range including the gap in the walls where player could not get out of

-fixed an issue where the bullet mark decals would have an opaque square visible when a bright light would lit them.

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 2024.2.23 [24-May-2024]

Fixes:

-quick hotfix to a game-breaking issue where after the previous update the Defusal plant code would not be generated after the first round

-fixed an annoying issue where the killfeed entries would not destroy for the previous round and they would all be shown for all rounds. Desired behaviour was to only show killfeed of the previous round.

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 2024.2.22 [24-May-2024]

Fixes:

-fixed an issue where the blood decals on the walls would not be spawned anymore when hitting a player who was close to a wall

-fixed an issue where the extraction enemy AI could go through a big bunker door in Extraction, causing unpleasant experience when dying like that

-fixed an issue where the extraction enemy AI would be able to shoot through our player’s shield

-fixed an issue where in Extraction sometimes the player would stop into an invisible collider after opening a sliding door

-fixed a lot of scenarios where the enemy AI could shoot the player through the sliding doors

-fixed an issue where the collected loot card bars (in pause menu and endgame) were not in a proper scroll view, and could get out of the screen if collected too many

-removed one of the loot crates in Extraction which was not setup to open

-fixed an annoying issue where the fonts would sometimes not be rendered well, causing missing letters or uninteligible text. Now all the texts are inteligible due to using a new better font

-fixed an issue where in CoD Killhouse map some spawns would be outside the map

Added/Changed:

-changed the way the players load into a map. Now there will be a screen with players loading and their loading status, and the game will only start after everyone loaded successfully, or if someone is loading for too long they will be kicked after 60 seconds of loading

-changed the Defusal/Demolition round time length. Instead of 6 minutes rounds we now have 3 minutes rounds

-changed the Defusal/Demolition round win limit. Instead of 4 rounds win now the winner team must reach 10 rounds win.

-changed the pre round time/pre-game time length. Instead of 30 seconds in respawning game modes or 40 seconds in Extraction, those timers have been decreased to 15 seconds, since now we wait for everyone to load in, those timers don’t need to be big anymore

-added cool blood decals on the player when they get hit

-increased the blood particles when hitting a player

-made the round timer show in pause menu in all game modes, not only in demolition

-ditched the tutorial picture of the game mode while in loading map screen. Now those game mode information pictures can be found only in the how to play menu. We’ve also highlighted in the pause menu that those game mode information can be found in the how to play menu.

-cleaned up the map loading screen

-retook pictures of all maps for the map loading screen

-decreased the intensity of laser lines again because they were too bright and could give up the player's position. Now they could still give up the player position but not as much, since they are not that visible anymore

-added a popup saying the Steam Friends menu is not available when the player is in a room, to avoid any confusions

-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 2024.2.21 [20-May-2024]

Fixes:

-fixed a game-breaking issue where Extraction game mode was not in sync for all players but the non host players would be 5 seconds behind

-fixed an issue where if a player shot a dead ragdoll there would be multiple squish sounds playing, making an annoying sound

-fixed an issue where in Extraction victory screen, if the player looted too many items, the Collect rewards button would be barely visible behind the loot entries

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 2024.2.20 [20-May-2024]

Fixes:

-fixed a game-breaking issue where if someone hosted a PvE game mode then the other players who tried to enter the PvE menu would not be able to, pressing the PvE button would do nothing

Added/Changed:

-changes to the endgame screens, now the saturation is done via post processing, as the pre-game time, and the weapon and hands will still be visible during the endgame victory screen and between rounds victory screen

-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