Open Mod cover
Open Mod screenshot
Genre: Indie

Open Mod

Open Mod 2024.2.00 [19-Apr-2024]

Fixes:

-fixed an issue where the silencer screw would be mispositioned on some weapons, sometimes

-fixed an issue where the tablet would not stay holstered the whole time player is typing, but would unholster right after pressing the chat key, forcing the player to hold tab to see what he is typing

-fixed an issue where bullet mark decals would be rendered on top of the weapon and attachments

-fixed an issue where the position on rail would be written scientifically in code instead of with the whole decimals, therefore it would cause the invalid code error to happen

-fixed an issue where the long barrel and short barrel suppressor put on/off animations would not be the correct ones

-fixed an issue where the charms would collide through the weapons. Turned out the box collider size got broken due to upgrading Unity version :(

-fixed an issue where the defusal plant code would not be the correct one if the game started early without the master client being connected yet

-fixed an issue where if someone else would leg kick a door then our left hand from our own player would be set to another layer, therefore it would render at a different fov, causing a weird unpleasant view

-fixed an issue where if the player joined mid-game the spectating camera field of view would be 0, therefore the view would be confusing

-various more fixes to issues found while adjusting the weapon customization system

Added/Changed:

-MASSIVE addition to the weapon customization menu, players are now able to equip Primary sights, secondary sights and tertiary sights on the top rail, and additionally the players can equip extra sights on the currently existing sights that have extra rails. The maximum number of sights on a weapon is up to 13 sights attachments. This system unleashes the true power of our customization system, which was created with this functionality in mind a long time ago, but now is the time when we got to actually completing it.

-changed the way Aimpoint CS (Asher) works in the game, our previous design choice was to make it a telescopic sight but now we’ve made it realistic, therefore now the Aimpoint CS is a red dot sight with no magnification.

-changed the way the ACOG (April) works in the game, our previous design choice was to make it a 1x zoom sight but now we’ve made it realistic, therefore now the ACOG is a telescopic sight with 4x magnification. Now the ACOG comes with dual render and non dual render variant, unlike previously when it was only a non dual render variant due to no magnification.

-replaced the ELCAN SpecterDR (Leto) model with a new AAA model, which is also available in our Discord for downloading and reskinning. The functionality of this attachment has changed too, like in real life it has a variable zoom of 1x-4x

-due to ELCAN SpecterDR (Leto) having 2 additional rails and having a variable zoom now its loadout points cost is now increased to 30 points

-added a simple EoTech too, the same model that is used for Hybrid Eotech but without the Additional scope

-due to the amount of scopes the new system allows we've increased the maximum loadout points from 150 to 200 points

-removed left handed mode due to the unfixable issue with the interaction system where the hand would be mispositioned on door knobs or other interactable objects

-added support for weapon cameras, now player can equip weapon cameras on weapon rails, in lasers positions and in the new sights positions, even on additional sights sockets on other sights. Those cameras will be added on top of the helmet and body cams, this means you can cycle through them on the same keybind as the helmet and body cams.

-reworked the helmet and body cameras positions and rotations, now the gun shoots on the center of those cams when the player is aiming

-reworked the helmet cameras GUI entirely, now it looks much cleaner and cooler

-reworked the body camera position, we put it where a body camera would be instead of where the radio was

-reworked free looking when in helmet or weapon camera to not be snappy and the head to start rotationg from the correct position, it’s all now smooth and clean

-reworked free looking to be possible while aiming down sight or hip aiming because we insist on having this feature and not limiting our players, even if it has a few downsides

-added a black fade background in the area where the chat messages appear because it was too hard to see what was typed there

-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 2024.1.26 [18-Febr-2024]

Fixes:

-quick hotfix to a game-breaking issue where the interaction system would be broken for the loot boxes and sometimes doors too when more than one real player was in the bunker map. This issue appeared after the last update when we’ve fixed another issue with the interaction system.

Added/Changed:

-changed the way the tutorial popup starts (the tutorial where you are asked to draw the tablet, use the radio or perform the reloads and mag check). Now this tutorial popup will not appear until the player has spawned. We’ve done this due to testing the game on a very low end PC and the player took a little time to spawn and the popup message was confusing and wouldn’t really work unless the player was spawned

-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 2024.1.26 [18-Febr-2024]

Fixes:

-quick hotfix to a BIG performance regression issue between the last few updates and the current version. There was a piece of code responsible for checking if the player is not spawned for too long in the shooting range, and then spawn the player. That code had an honest mistake which caused this check to stack infinite times at the same time

Added/Changed:

-

Open Mod 2024.1.25 [17-Febr-2024]

Fixes:

-fixed a big and rare issue where if the player pressed F to interact with a door handle, and then the next frame they would quickly switch to another weapon then the interaction system would fail and the left hand would be hanging in air until the player reached a door handle again

-reviewed again the bots shooting through doors on Bunker map due to feedback saying that they can still shoot players through the bunker doors

-fixed an issue where players could go through sliding doors, causing the player to be shot by the AI if they went through the doors

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 2024.1.24 [16-Febr-2024]

Fixes:

-fixed a big issue where the weapon preset menu would not work properly, forcing players to click on the load button twice in order to have their weapon attachments in the desired saved position. Now everything will work fine in one Load click.

Added/Changed:

-extended the Custom Local Skin system logic to provide the player the ability to modify attachments that are made from multiple objects as well, unlike previously when if the attachment was split in more objects, only one object would be available to load textures into it by URL. Now the local skin system will allow you to add texture sets even if the attachment is made out of more objects with different texture sets

-added a new menu in the How to play menu which will lead the player to the Discord channel where they could find the source files available for reskinning

-added a message in the custom local skin window which lets the player know they could find the source files available for reskinning in our Discord

-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 2024.1.23 [14-Febr-2024]

Fixes:

-fixed an issue with some sight lenses that would look too white in the Bunker map. Now no lens should have that problem anymore, they’ve all been revamped anyway.

-various sights fixes

Added/Changed:

-changed the way MicroT1 and SRS02 looks when aiming down sight, due to them being reflex sights they didn’t need a real lens and eye relief, it was not realistic for those sights.

-revamped all attachment lenses to be more visible, like in real life

-added 4 new sight attachments in the game, AAA models that we could also distribute.

-replaced “Pryia” sight with a better model that we also have the right to distribute, which is the Docter Sight C Miniature Reflex Sight, but in game it’s called “Dr Sight C Miniature”.

-for the sights mentioned in the above 2 paragraphs you can now DOWNLOAD THE MODEL from our Discord and CREATE YOUR OWN SKIN, and preview it yourself using the custom local skin system. A tutorial is included too, along with the model source files and even a Substance file for each, in our Discord!

-zoomed out the graphics and gameplay settings menus by default

-changed the attachment extra information when hovering over text system to a better one

-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 2024.1.22 [11-Febr-2024]

Fixes:

-quick hotfix to an issue in Extraction where the AI would still respawn. Now there is no respawning at all for the AI until we figure out a better respawning way

-fixed an issue where one of the loot card icons would be too large, clipping through the loot boxes

-fixed a lot of exploits on the bunker map which allowed players to clip and shoot through ceilings

Added/Changed:

-

Open Mod 2024.1.21 [10-Febr-2024]

Fixes:

-fixed a game breaking issue which caused the customize menu to error in some very rare and specific case, and after it started working again the dropdown options would be locked, forcing the player to exit and enter the customize menu again

-fixed an issue where for the AUG the left hand would be mispositioned when a foregrip would be equipped

-fixed an issue where the GUI text under the top bar buttons would remain active if the player exited the menu quickly and would not disappear until game reboot

-fixed an issue where the suppressed fire sounds for MAC11 would not stop after firing

-fixed an issue where the helmet camera post processing effects would not show if the player was on the single camera setup (performant preset)

-fixed an issue on Zombies game mode where if a player bought a key from the wall and then died the key would not drop on the floor so that the teammates can pick it up

-attempted to fix an issue where sometimes the settings would not save properly when loading into another scene. Please let us know if the issue still persists after this update

-fixed an issue where some bullet shells would trigger the “weapon up near wall” animation when shooting, making the experience annoying

-fixed an issue where the laser line would not point exactly near the laser point would hit

-fixed an issue where the resting idle animation would sometimes switch while aiming down sight, causing an unpleasant view

Added/Changed:

-massive code review with some parts refactored entirely, more optimization and polishing because we are planning mod support for custom maps very soon and a code refactoring is useful for this scenario, to simplify things

-changed the default first person FOV and the hip aiming FOV to lowest possible (50 and 40) because it looks much better like this. It can be changed from Settings>Gameplay if player is not happy with it.

-changed the way the resting idle animation toggles when a laser is on, now the resting idle will not toggle at all if a laser is active, similar to flashlights

-changed the resting animation default to “weapon pointing up” resting idle animation

-changed the way the X key fades out the GUI in customize menu. Now when pressing X the background will fade to black as well so you could take cinematic black bg pictures of your loadouts

-added a new way of handling laser lights, using a new technique that would allow us to have cool laser points on player models touching every part of the player, not only the hitboxes like previously

-changed the intensity and size of laser points to make them look more realistic

-changed the way the tablet and radio are toggled, now if the player holds Tab and then switches to another weapon the tablet will be drawed again after the weapon was switched. This applies for any action that cancels the tablet drawing, after that action is completed the tablet will be drawn again. This applies to radio as well.

-made presets by us for you for each weapon on the first presets slot. This means the 1st slot is now reserved for the preset we have prepared for you and you can modify the other 9.

-now weapon presets save attachments positions on rail as well!

-along with the above mentioned changes we’ve created a “send loadout by code” system which can help you copy a code to a friend and if they paste it in the weapon preset menu they can quickly equip the same loadout. This code includes attachment skins, weapon skins and attachments position on rails! If for example the loadout code contains a skin that the player doesn’t own, the default skin for that attachment will be equipped

-due to the amount of changes, we’ve had to clear all the saved data players might have had. This means settings such as graphics settings, gameplay, key binds or even loadouts or presets will be lost. We apologise for this but we’ve had to do it.

-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 2024.1.20 [1-Febr-2024]

Fixes:

-quick hotfix to a game-breaking issue where the non-hoster players would have a rough 5 to 10 seconds delay in Extraction game mode. This issue was caused by the last patch where we’ve modified the send rates of the networked objects

Added/Changed:

-reduced the pre-game time in Extraction from 60 seconds to 40 seconds

-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 2024.1.19 [31-ian-2024]

Fixes:

-fixed a big issue where the non full auto sounds could not be heard for other players over the network

-fixed a big issue where if the player would quick tap the fire for auto weapons then the other players would not hear the fire sound over the network

-fixed an issue where the tracers would appear in the wrong position, starting from behind the player, when we would look at another player shooting

Added/Changed:

-the fracturing system is now added to realtime map lights. Now those lights are really destroyable/fracturable too!

-added a variety of breaking sounds when destroying a light

-added a variety of breaking glass sounds when destroying a glass

-added sound effects when toggling the lightswitches on or off (2 sounds)

-added sound effects when toggling the house powersouces on or off (2 sounds)

-final polishes and optimizations to the new fracturing system. It now should be pretty stable and complete

-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