Open Mod

Open Mod 1.126

Version
1.126
Version Date
July 7, 2023
Links

Patch Notes

Open Mod v1.126 [7-Jun-23]

-added a new map set in an industrial environment. It is a pretty big map and it gives Tarkov vibes. The map comes with 2 variants as some of the others, day and night. Lighting is on point, performance might not be as good as to other maps since it’s bigger and it has more textures and draw calls. This new map is work in progress and it is not final 100%, we placed over 400 vaulting mechanic triggers but some more are needed, so you may not be able to climb/vault over every object. We will continue to improve it in the meantime. If you notice any bugs in the map such as objects that should be penetrable by bullets and they are not, or similar issues, or you have any suggestions about it please let us know in our Discord (dsc.gg/openmod)
-because we’ve added a new map we had to push multiplayer version up, this means that players who updated the game will not see servers or lobbies created by players who did not update the game, and the other way around. We did this because otherwise the game would throw errors for the players who did not have the map, if someone created a server/lobby.
-since we believe crashes are gone we’ve added back DLSS support. FSR2 support is under investigation as it produces a weird jitter. But soon it will come back
-added support for Screen Space Global Illumination. This will enhance the lighting by by adding dynamic indirect lighting to objects within the screen view. It looks good combined with our lighting but note it has a serious performance impact. It also works great combined with Screen Space Reflections set on Ultra. So if you have a good system you definitely shouldn't miss on this. By default it is off. You can turn it on from Settings>Graphics>Reflections and lighting>SSGI
-fixed an issue where the on barrel attachments would be slightly mispositioned on M9 spec handgun
-fixed an issue where sometimes if you looked at another player, and they would have a secondary weapon in hands, the sight attachments from that gun would look hanging in air
-added a total player count in all regions system. This wasn’t too easy to do in case you were wondering why this havent been done before, because in order to check player count in a master server you’d have to be connected to it. Basically now we created a server build client and hosted it on our server, which connects to each region every one second, retrieving player count, and then adding them up. We can now also display total numbers of players in each region, without you having to connect to it.