Soldier of Fortune 2 was released on 20 May 2002, almost 23 years ago. Some mods have come and gone. We are left with an OSP version that works pretty well, but doesn't really stack up in the competitive gaming world. This mod is built on what's worked well (OSP 1.0L) and aims to pull back years lost.
Key features include:
Below you can find all changes that were done through the years.
In the next few weeks, based on feedback and watching how the shotgun fits in, we will tweak the damage and spread accordingly. The spread of the new, predictable pattern can be made bigger or smaller. For now, we keep it at 25, but will eventually find the perfect fit within the range of 20-30. The damage per pellet is currently 22, but based on feedback, it could probably be fit within a range of 20-25.
The previous shotgun method (even before the fixed 12-pellet change) used to have a degree of inconsistency. The old shotgun methods, based on OSP 1.1 source code used by Fragpit, first calculated an inaccurate starting point (from the crosshair), and then added more inaccuracy to each of the 8 pellets on top of that. Now, we keep accuracy dead-center and introduce inaccuracy only for the separate pellets. So no more inaccuracy on top of inaccuracy.
8 pellets, 22 damage per pellet, inaccuracy is close to the center (crosshair). There is still a degree of randomness, but most pellets will get pretty close to where you shoot.
Now, after two days, the settings have changed slightly again. Damage has been adjusted to 24, and the spread has been reduced to 20.
In our first version we introduced:
For widescreen users:
r_mode -1
r_customwidth xxxx
r_customheight xxxx
cg_fixedAspect 1
(Important!)SoF2 originally lacked proper FOV or HUD adjustments for 16:9 (or any non-4:3) aspect ratios. Mods claiming to fix widescreen issues rarely solved HUD stretch or FOV zoom properly.
With Fragpit Mod, we've fixed HUD element scaling and implemented true FOV calculation for modern screens. This gives more horizontal view and a cleaner UI presentation without distortion.
Figure 1: Regular SoF2; 1280×1024; cg_fov 100
This looks correct on a 4:3 screen but needs stretching to fit 16:9, which warps visuals.
Figure 2: Regular SoF2; 1920×1080; cg_fov 100
FOV looks zoomed in, HUD stretched, and fonts misaligned.
Figure 3: Fragpit Mod; 1920×1080; cg_fov 100
More horizontal view, better HUD scaling, and readable fonts. Less height than 1280×1024, but much wider.
Put the Fragpit_Client.pk3 within your ../fragpit/
directory, for example within 'C:\Program Files\Soldier of Fortune\fragpit\'
Here you can find all CVARs and explanations on what they do
Our foremost up-to-date features include:
CVAR | Description | Value |
---|---|---|
cg_fixedAspect | Adjusts your HUD for a widescreen aspect ratio | 0 | 1 |
cg_adjustedFov | Adjusts your FOV for a widescreen aspect ratio | 0 | 1 |
cg_hitSound | Plays hit confirmation sounds | 0 | 1 |
fragpit_drawSpeedometer | Shows your current speed in Units per Second | 0 | 1 |
fragpit_thirdPerson | Play in third-person if allowed | 0 | 1 |
fragpit_HUD | Enable Fragpit Overhauled HUD | 0 | 1 |
fragpit_drawKillFeed | Killfeed on upper right | 0 | 1 |
fragpit_killFeedTime | Duration killfeed is visible (ms) | 0 - 10000 |
fragpit_autoScreenshot | Auto screenshots at round end | 0 | 1 |
fragpit_autoRecord | Auto record match demos | 0 | 1 |
fragpit_osp_ospScoreboard | Choose scoreboard style | 0 | 1 |
fragpit_osp_drawTeamOverlay | Team info overlay | 0 - 8 |
CVAR | Description | Value |
---|---|---|
fragpit_nades | Nades on spawn | 0 - 2 |
fragpit_extraNades | Allow extra nade pickups | 0 = Off, 1 = Max 1, 2 = Pickup 2nd if 1 held |
fragpit_allowTeamRespawnTimer | Team respawn time on HUD | 0 | 1 |
fragpit_allowHitSounds | Enable hit sounds | 0 | 1 |
fragpit_pugMode | Persistent scoring | 0 = Reset all 1 = Keep team scores 2 = Keep team + player stats |
fragpit_maxRounds | Max rounds in pugMode | 0 - 4 |
fragpit_noKillCmd | Disable /kill command | 0 | 1 |
fragpit_selfkillPenalty | Delay respawn after /kill | 0 - 9 (seconds) |