Soldier of Fortune 2 was released on 20 May 2002, almost 19 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:

  • A new modern HUD
  • Full widescreen support
  • Competitive match system
  • Many bug fixes and improvements

Below you can find all changes that were done through the years

Fragpit Mod 1.2

  • Fixed radar not showing more than two gametype items simultaneously (needed for Bomb Blitz and King of the Hill).
  • Fragpit HUD now displays round time in INF/ELIM/DEM.
  • Added different two round scoring systems ARC/CO/MR.
  • Added gametype icons on HUD for CTF, BB and KOTH.
  • Added icons for the team's flag carrier
  • Added new gametype King of the Hill.
  • Added throwable gametype items to pass a flag/bomb/briefcase to team mate. Jumping into wall bug with flag is also fixed.
  • Configure the strength of throwing items, including bounce.
  • Configure whether gametype / carrier icons are allowed to show
  • You can hold now one nade max. of any kind at the same time, backpack is still only dependent on the nade you chose as outfitting.
  • Dropped weapons can be picked up again after half a second instead of after the annoying 3 seconds.

Fragpit Mod 1.1

  • The flag return time adjusts well during pause now, regardless of what 'sv_fps' value server runs
  • Elements of the Vanilla HUD are more centered now, they were sometimes a bit off too much
  • If you're out of nades, you can now properly pick them up if server allows [fragpit_extraNades]
  • Backpack no longer picks up with full health, armor and ammo when you carry M4 but m203 is disabled (it was looking for it...)
  • Enemy names no longer show when you spectate a team mate
  • You can no longer capture the flag if timelimit is reached already
  • A whole new overhauled HUD is added [fragpit_hud 1]
  • When you are still alive, your own team's respawn time can show on your HUD if the server allows this with CVAR [fragpit_allowTeamRespawnTimer 0 | 1]
  • You can see the units per seconds you move (UPS) by enabling the speedometer [fragpit_drawSpeedometer 0 | 1]
  • You can draw a killfeed as part of hud on the upper right (fragpit_drawKillfeed, only in fragpit_hud 1)
  • Team scores and player statistics now persist over multiple rounds, until the number of max rounds set by the server is reached [fragpit_maxRounds]
  • You can enable subtle hit confirmation sounds with cg_hitSound 1 in case the server allows [fragpit_allowHitSounds 0 | 1];
  • You can play in third person mode [fragpit_thirdPerson 1] if the server allows it [fragpit_allowThird 1]
  • Plenty of resolutions are now available in menu, including widescreen
  • The server can now control the amount of nades you spawn with with a server CVAR instead of .wpn file [fragpit_nades], the maximum nades you can hold at the same time is controlled by the server with fragpit_extraNades CVAR
  • Fixed aspect ratio for the HUD is now seperated from the FOV adjustment. cg_fixedAspect 1 still fixes your HUD in widescreen, while cg_adjustedFov "1" readjusts your FOV for widescreen and "0" will keep it 'vanilla'
  • People who use /kill to catch the respawn cycle can now be punished with a few seconds of respawn delay by server settings (fragpit_selfkillPenalty 0-15)
  • A new gametype focusing on 2v2 / 3v3 gameplay is added: 'Bomb Blitz'. Both teams fight over a bomb that spawns in the middle of Jor1 (for now as pilot, 1 map). The blue team has to plant at the red flag, the red team at the blue flag. Once the team has planted the bomb, they get one point per second and a bonus for a total explosion. Meanwhile the opposing team can still defuse the bomb and take control of it to plant it at the other site themselves. Mayhem ensues.
  • Better detection of in-game scripting and macros.
  • You can also see the players alive in CTF on vanilla HUD in CTF, not only non-respawn gametypes anymore.
  • You can only spectate in first person when server CVAR g_forceFollow is set to 2
  • Allowed cl_timenudge again (cl_timenudge -20 - 20) -- it sucks balls though....
  • Re-ordered some Fragpit menu elements for better useability.
  • Moved MP5 'back' to secondary guns.

Fragpit Mod 1.0b

In our first version we introduce:

  • Widescreen support including re-calculated FOV and rescaled/realigned HUD
  • Old crosshairs are centered properly, some new ones are added
  • Flag Return Bug during a pause is fixed

Recommended Settings:

For widescreen users we recommend to set your native resolution with:
  • r_mode -1;
  • r_customwidth xxxx;
  • r_customheight xxxx;
  • cg_fixedAspect 1; (THIS ONE IS IMPORTANT!)

Detailed Explanation HUD/FOV and Widescreen

Some of the problems in SoF2 are that there never was any way to properly adjust the FOV or HUD for 16:9 aspect ratios or let's say other ratios than 4:3 or 5:4. In modern day with most monitors appearing in 16:9 this is problematic. Some patches / mods have identified as 'wide screen fixes'; yet they don't do a lot besides allowing you to use r_mode -1 with a custom width and height. However, while using these custom widths and heights HUD elements stretch, fonts in the HUD do not align anymore and most importantly, your FOV is not re-calculated on a widescreen's aspect ratio.

In SoF2's current game form, FOV calculation does not take 16:9 resolutions into account and thus you are missing out on a lot of horizontal and vertical information by default when playing with a 16:9 aspect ratio. An alternative some players have used is to play with a 4:3 or 5:4 aspect ratio and stretch the game screen with their graphic card drivers. This still allows you to reach the normal FOV of 100 you are used to from the past, yet you miss out on fully capitalizing on your screen's possibilities and proper display of the game. In this mod we have fixed the FOV calculation to enable better display on 16:9 aspect ratios and also realigned and rescaled HUD elements to be non-stretched and more compact. For some comparisons between the old SoF2 and this new mod's possibilities check out the screenshots below:

Figure 1: Regular SoF2; 1280*1024; cg_fov 100
This has a well-scaled HUD and the FOV is also the original 100. However, to display this resolution on a 16:9 monitor you will need to stretch the game horizontally (ugly).

Figure 2: Regular SoF2; r_mode -1; r_customwidth 1920; r_customheight 1080; cg_fov 100
You can see here how the game is actually zoomed in, while being on the same FOV as the picture above. Also the HUD elements look relatively stretched (check out radar for example) and fonts are misplaced.

Figure 3: Fragpit Mod SoF2; r_mode -1; r_customwidth 1920; r_customheight 1080; cg_fov 100
Plenty of more width compared to both regular SoF2 modes, plenty of more height compared to unmodded 1920*1080, but a little bit less height than 1280*1024. If you still want this little bit more of height you could up your cg_fov above 100. Yet you probably care more about the extra width you already gained.