Open Mod

Open Mod 2024.2.42

Version
2024.2.42
Version Date
June 20, 2024
Links

Patch Notes

Open Mod 2024.2.42 [21-Jun-2024]

Update note:

-This update brings an end to many of the janky aspects and a lot of stability in Open Mod! One more note to this to avoid confusion, this update was published, then undone due to a game-breaking issue and now that the issue has been fixed the update was published back!

Fixes:

-fixed a major game-breaking issue where if one player had their hand on a door knob, and then someone else would come and interact with the same door knob, then the first player would not unreach the door knob but would be stuck with their hand on the door knob, the game thinking they are still interacting with it. Same was for the case where if someone interacted with the door knob, then some other player leg kicked the door, the first guy would be left handing with the hand in the air, the game thinking they are still interacting with it. This has now been fixed and whenever someone else interacts with an interactable object that we are interacting with, we will uninteract that object.

-fixed an issue in Elimination game mode where the bots would just walk outside the zone and die

-fixed an issue where the weapon sway would be too intense if the mouse sensitivity was too low, causing and advantage for players that higher sensitivities since the weapon sway would be less intense for those players. Now it’s direct proportional with sensitivity.

-fixed an issue where in some cases when the player wanted to aim down sight, the gun would do some snappy unpleasant movement

-fixed an issue where if the player reloaded while sprinting, after the reload ended the weapon would move weirdly to the left

-fixed an issue where the player could sprint crouched for about 1 second after being crouched and started sprinting in some specific collision cases

-fixed an issue where sometimes the sprint switch (from weapon up sprint to normal sprint) animations would be done while the player was aiming, causing a junky, unpleasant movement

-same as above but for the secondary idle animation switch

-fixed an issue where the cursor would not appear at the endgame victory screen of Extraction, causing the player to be stuck there, unable to click disconnect button.

-fixed an issue where if the player was aiming down sight and the sight would be canted then the elbow of the player would go inside the body, looking junky

-fixed a big issue where the network would not give players ownership randomly, causing them to not be able to move in the lobby after they joined a room, and other players in the lobby would not see them. Only fix was to rejoin the room, now it doesn’t happen anymore.

-fixed an issue where the C4 could not be destroyed by bullets or other grenades. This stopped working a while ago

-fixed an issue where the C4 would stretch if it was throwed on the spawn blockers in the pre-round time in a respawning game mode

-fixed another issue where the C4 could still be randomly mispositioned in hand after some actions, in some specific rare cases

-fixed an issue where if the player interacted with one of the new doors or buttons or any other new interactable object then the c4 would be left hanging in air instead of being hidden

-fixed an issue where the silencer was sometimes became smaller or bigger while toggling on/off or during sprinting

-fixed an issue where if the player spammed the silencer on/off toggle then the silencer would not show in the player’s hand while the toggle on/off animation ran

Added/Changed:

-increased the leaning speed by 15% due to feedback

-massive addition to the gameplay mechanics regarding leaning, sprinting and aiming. We got rid of the janky transitions between leaning while aiming down sight and aiming down sight without leaning. Now the player can see through the sights while switching from leaning left to right, or from leaning to not leaning, unlike before where there would be a janky transition. The game should feel much less janky now

-due to the above revamping we’ve also increased all aiming in times to all attachments by 0.1s, to look smoother and less instant/clunky, especially for sights that had aim in time 0.12s to 0.2s

-added a heating effect to the muzzle attachments such as suppressors, muzzle breaks or flash hiders. This effect is designed to be noticeable right now, less than being realistic. This means you will see it pretty often right after shooting a weapon on full auto for a little time, not only if you shot 5 magazines straight. We will decrease the effect intensity in time but right now we believe it’s a cool addition like this.

-added a new highlighted message on screen in the dashboard letting the player know that if they come in Open Mod DIscord they could find a redeemable store key with some free weapon and attachment skins!

-added a red text when Xsolla servers are down notifying the player of this matter and that they should try later. This was done because we’ve encountered this issue when for 15 minutes Xsolla servers were down and the player was not notified in any way, they would be stuck in the first login menu (with the OM emblem not loading anything, just hanging there without knowing what is happening)

-disabled the depth of field entirely for any sights, since it was annoying and not looking how we want to. We will rework this in the future

-made the secondary idle weapon animation (resting idle) type sync across the network. Previously if we had selected “weapon up” for example then that animation would play for every player in our scene, now they sync properly, every player will have their representing resting idle animation.

-same goes for the toggle of it, if someone has it disabled in their settings then there will be no resting animation for that player only, instead of if we had it disabled then all players in our scene would not play it.

-same goes for the secondary sprint animation (weapon up sprint or normal sprint), they would previously be randomly toggled but now they sync properly and the way you sprint on your screen it will sync to others as well

-removed bot joined message from the chat because it was cluttering the chat too much. Instead we only add one message saying "server fills with bots" if bots are enabled, this message will be displayed only once before game starts

-decreased the speed of the player when interacting with a door because the precision of opening the door was not good enough, now the opening can be done more smoothly and the player will also not clip through the door if they go in too hard

-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