Open Mod
Open Mod 2024.2.38
Version Date
June 11, 2024
Patch Notes
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