Occupation CS: Source - A mod based on weapons and realism
124 replies, posted
Well, since there is minor activity in this thread and the official group is dead; I'm playing on the only server now, please join if you want to shoot me in the balls with realistic physics.
Regardless of the UI the moddb page is in need of work.
[img]http://gyazo.com/1b9c46739fb039ad363710cf01507c03.png[/img]
[QUOTE=Killowatt;29842697]Does anyone know how to get more ammo for a weapon?
I keep running out too fast, so I tried to click the "add" button next to the weapon I wanted more ammo for. It doesn't work, I don't think.[/QUOTE]
You can pick up an ammobag by crouching next to it, right click mouse with fists drawn (will simplify this process) to pickup , press Middle Mouse Button to transfer the current ammo selected into your ammobag, or the other method is press "B" when in a secure zone (Buy Icon in the top left).
Removing Screens, Redoing HUD, Adding New Single Spawn Game rules, replacing current maps with a couple of high quality semi linear combat maps. That is the plan.
Some interesting talk going on in the ModDB page
"An Attachment System is planned with new custom content. I am actively recruiting for Content Providers that compliment the Occupation Combat System. I will keep you posted. "
"We plan on paying for a commercial hosting sight [sic] in June. We have had Commercial Hosts in the Past as the Game Developed but let them go because of stability issues with the build. Now that the build is reliable we will be able to get a few going. Occupation was always meant to be a PVP game. True FPS Skillz required. "
"we are going to implement a weapon "health" system, barrel warping due to heat, which will include jamming caused by damage to the firing mechanism "
"G and I have discussed making health a conditional system instead of a conventional health point system. Organs would be included in it, though it would require a lot of planning and a rewrite of the current system. As of right now we're making minor changes and adding things here and there. After that hopefully we'll be able to get an MP community going and a few solid dedicated servers. Once all of that is out of the way, gameplay dynamics will be redone or rebalanced along with new maps and content. "
[img]http://media.moddb.com/images/mods/1/10/9927/ai_overpass0006.jpg[/img]
Fuck, it's in front of the players face all the time, they should make a better scope texture.
My little boy grew up so fast.
Holy shit this mod is a lot better than when I last played it!
Still could do with some improved maps, but the game itself is solid.
(some tips for anyone trying it out - just things I was struggling with:
If you're finding the "Deploy" button isn't working when you're changing loadout, the escalation level probably changed. Look at the coloured flashing box in the top right: that's the current escalation level.
make sure you've selected the same coloured "slot" in the bottom left. (Better equipment becomes available with each new escalation level)
[quote][img_thumb]http://cloud.steampowered.com/ugc/576672992407420248/547018563ECCB265F1853790DDE8DD8B41527B5C/?.jpg[/img_thumb][/quote]
Jump to open your parachute on maps that do air deployment. (a tip comes up saying this usually, but it didn't for me on my first deployment :v:)
To bandage yourself, switch to the bandages kit (I use 3, but I think v does this too - it may choose your ammo bag, just scroll weapon, they're in the same 'slot') and left-click. Of course banadages will only go so far.
To heal at a base (only when the health icon is displayed at the top-left of the screen while at a base) press "t" twice while crouching. Elsewhere (or not crouching) this will feign death instead.
Resupplying ammo is simple - with the icon up, press b.)
[QUOTE=Laserbeams;30197025][img]http://media.moddb.com/images/mods/1/10/9927/ai_overpass0006.jpg[/img]
Fuck, it's in front of the players face all the time, they should make a better scope texture.[/QUOTE]
I believe the scopes have been updated since that pic
Another suggestion I'd like to make is ammunition compatibility between weapons. If I have a Steyr AUG and see a dead guy's M4 on the ground, I should be able to take the rounds from the M4's mag. An AUG mag would have to materialize from the depths of hell otherwise it'd mean a separate magazine pool and round pool.
Also, as I said in an earlier post, the sights on some weapons don't function very nicely, for example the zoom with iron-sighted weapons makes handling in close quarters a piss-take. The weapons with ironsights should not zoom in when aiming. Alternatively, by default the sight picture would be unzoomed, until after a second or two's delay to simulate the eyes focusing. It should also be variable and controlled by the player, either that or it's automatic, and any movement will un-zoom slightly.
This would obviously not apply to scoped weapons although a similar thing may be implemented alongside a toned-down weapon sway. Rather than the magnification, the clarity of the sight picture could change, as well as some fuckery with angles for some extra bullshit.
Speaking of scoped weapons, on most scopes there will be CQB sights which should be operable if in close quarters.
Also somebody round up some modellers, mappers and a bloody GUI artist for this guy.
I'll be playing this later today, anyone want to join us?
[url]http://steamcommunity.com/groups/FPOCS[/url]
Need to use hamachi to play, for one reason or another.
Details - Name: fpocs, PW: 132
Having a fair bit of fun, us 3 vs bots.
Crazy awesome game, that server is now down due to a bad case of "CPU being able to boil water" though :(
Played it, weird. It's really laggy for some reason, and i walked around a corner and 40 bots had spawned + just killed me straight away.
Yeah, the NPCs will either 1: not hit you or 2: headshot you within .001s of seeing you.
Damn I didn't notice this thread got bumped, I would have joined you guys.
Somebody needs to get a dedicated server up and running. Any info on the next update, if there's gonna be one?
[QUOTE=Morbo!!!;30732329]Somebody needs to get a dedicated server up and running. Any info on the next update, if there's gonna be one?[/QUOTE]
Probably not. Don't take my word on this, but I think the devs scraped it for something new.
Just got done playing some PvP of this, very fun even with the lag.
New UI and less buttons. More high quality maps. Then this mod might be good. Gameplay is kind of messy.
Got hosting a listen server online working, at least with telling people the IP - not sure about showing on the master server.
What I did:
added to listenserver.cfg:
sv_lan 0
sv_region 1 (probably makes no difference, but it's what I did so)
heartbeat
in-game:
after starting the game and making sure sv_lan is 0, did a changelevel.
People couldn't join before this changelevel, but then could afterwards.
Of course remember to port forward 27015 or whatever port you choose to host from.
we need a new server, benji raged.
It was 4AM
I was fucking tired
Is there another mirror besides the moddb one, it keeps failing to find the files.
Bumping this with some news, 4.0 is imminent, with more stable multiplayer and a [url=http://www.moddb.com/mods/occupation-source/videos/occupation-source-40-teaser]new map[/url]!
(Also ballistic traces, holy shit at that shotgun down the hallway scene)
[QUOTE=dsi1;33825645]Bumping this with some news, 4.0 is imminent, with more stable multiplayer and a [url=http://www.moddb.com/mods/occupation-source/videos/occupation-source-40-teaser]new map[/url]!
(Also ballistic traces, holy shit at that shotgun down the hallway scene)[/QUOTE]
"29th June 2011"
You are a tad bit late for a bump.
[QUOTE=killkill85;29648266]I remember I used to play this back when the different armor levels were shown as different levels of Combine armor(IE Light armor=Civil Protection,Med armor=Combine soldier,etc).It was EPIC AS HELL.I like how the wound system worked and the bullet simulation was sweet.[/QUOTE]
Jesus I came to this thread,forgetting I knew it existed and was just about to say this when I found I already posted haha oh god
[QUOTE=avon43;33825822]"29th June 2011"
You are a tad bit late for a bump.[/QUOTE]
Sorry for bothering to search for an old thread before making a whole new one for no reason. :)
I remember this mod, I always spawned in what seemed to be 3rd person as an invisible character with no weapons and unable to do anything.
I like how if you select the wrong type of ammo you can pour 3 clips of MP5 into a guy with a heavy vest and he won't die
lemme get them pix
then if you pick the .50
any hit to upper body is a kill regardless of ammo type
.50 with cheapest ammo
[img]http://cloud.steampowered.com/ugc/577806319647121009/B9D97DAEA2D7C2E7D36D8DC144EC053518A929F1/[/img]
FATALITY
FATALITY
KILL
FATALITY
9mm MP5 with cheapest ammo:
[img]http://cloud.steampowered.com/ugc/577806319654310398/6687854708349E7E0EBC13829B6B9320B5F544BD/[/img]
yurp
[QUOTE=trotskygrad;33914377]I like how if you select the wrong type of ammo you can pour 3 clips of MP5 into a guy with a heavy vest and he won't die
lemme get them pix
then if you pick the .50
any hit to upper body is a kill regardless of ammo type
.50 with cheapest ammo
FATALITY
FATALITY
KILL
FATALITY
9mm MP5 with cheapest ammo:
yurp[/QUOTE]
Troubles penetrating armor you say?
[video=youtube;zQ7FSZPhz-E]http://www.youtube.com/watch?v=zQ7FSZPhz-E[/video]
Also Fatal Wound != Out of the fight
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