Open Mod
Open Mod 1.131
Version Date
July 14, 2023
Patch Notes
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