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No other versions of OccupationCS are forth coming. Instead the ballistics have been ported in to the next version of WWI Source coming soon. OccupationCS got to big and to unfocused to continue moving forward.
Thanks for playing,
The explosive fragments have high Ballistic Coefficients causing them to rapidly lose energy creating those sharp arcs. They represent both explosive fragmentation and debris. In the case of artillery the fragment velocities may be low because the simulated fragments have high mass and large surface areas.
Resurrecting Ballistics, I am looking at new opportunities to implement the ballistics. I have been developing in android and released a game Play.google.com and am now looking back at picking up FPS development my true calling.
Game was configured to run on any source game including 2007 sdk, but some cs resources are missing. will upload final version 5.0 this month. turning my attention to WW1 Source full time as well as finishing the production of a proprietary android 2D game engine
use -console command in steam launch settings, then change res, also commands for setting dimensions, not sure what they are
Realism - Weapon Handling more energetic, Limb Damage more Critical, Less Explosive Force, More Explosive Damage, AI use player health system
Regulation - Weapon Handling moderately energetic, Limb Damage moderately Critical, Normal Explosive Force, Normal Explosive Damage, AI sometimes set to rapid bleed out when knocked out
Hollywood - Stable Weapon Handling , Limb Damage non-Critical, More Explosive Force, Less Explosive Damage, AI often set to rapid bleed out when knocked out. No Stamina System
still working on that piece of code, it will be far more stable when released.
This is a sneak preview of 5.0 patch RAR, still in development: Mediafire.com
no, any source game will do
press jump button (space bar) before you get to close to the ground (~150 feet to slow to survivable speed)
we are limited in-terms of what weapon models are available but we can look for those platforms. Damage is calculated using a variety of variables, which may not always result in a completely accurate damage result, but will always result in a consistent damage result relative to the physical impact variables, i.e. energy transfer, cavity volume, bore depth and wound tract. Also the bullet type is big factor in terms what type of damage is sustained and if the damage causes internal vital damage (delayed bleeding) vs immediate damage.
There is one being setup us we speak, should be up soon.
working on it now, just remember weapons can have more than one ammo type, and bullets are fully modeled and real, will add descriptions/instructions to this page this weekend
any ob source game
What gamemode are you using. Realism uses the most realistic ballistic energy transfer model of all the modes, Hollywood the least. Bullets expand as they impact and bore so the amount of energy transferred or "dumped" is exponential as the surface area of the round expands. The bullet type such as Hollow Points(HP's) have the greatest expansion with low fragmentation and therefor dump the most energy and also make the largest exit wounds (blood decal), but can often dump to much energy to successfully exit. Full Metal Jacketed (FMJ's) may dump the least energy and often cause greater internal bleeding resulting in delayed death and small exit wounds.
Need a Linux build, I have no Linux box to build it on as of yet, in addition changes to some code and the compile is required to make a Linux build. Currently it will only run under a Windows OS. Orange box is the only source files required to run OccupationCS.
Were you using Hollow Point Boat Tail Sub-Sonic (HPBT-S) rounds in the AWP? Round has far less muzzle energy, in addition Scout is a light platform compared to the AWP and fires 7.62 MM rounds resulting in a greater weapon recoil velocity.
All of what you mentioned is planned for the next patch minus the coop to pvp option. Tonight you played PVP with AI Support. For every player connected 1 AI was removed from the spawn. AI was set to 9 so at one point only 1 AI would spawn. Also for the next patch we plan to completely redesign the screen & hud system, replace problem weapon models with new 3rd party ones and add in better objective/communication system. We will include your suggestions in the next patch scheduled for mid February.
Round Spawn System, Round closes after initial timer expires or after first kill. Not sure about full message or deploy crash, maybe do a wipe of the previous version and clean reinstall. Let me know if it persists.
Very cool, it was the AI Coop that probably brought the server down. Straight PVP is super stable, but I will look at what happened, hopefully just a hick up
stable, reliable, will start rampning up servers now
Thanks Man, Joffl created motel, and is still under construction, it is a fun one.
I am not good at self promotion or media releases, so if you are looking for well written description look else where. What I wrote is just filler, really what I meant to say is "Here". Game is working a lot better and is far more realistic, stable and playable, so check it out.
extract to your steam\steamapps\sourcemods directory, restart steam
It is when the bullet slows enough that the centrifugal force of the spin exceeds the forward energy, drift in the direction of the spin begins to occur
Fixing Recoil Equations, Pistols & SMGs are out of whack, recoding MP Connect, going to resolve the MP Issue once and for all
Lowering Bullet Frame Rate improves performance by spreading out calculations over a longer time period but the number of calculations is not lowered. Accuracy is not effected but the trajectories are less accurate because of the longer projection segments.
Let me know about any stability issues, specifically any mp play
New 4.0 Features (may forget some)
New Ballistic Engine 2.0 SDK implemented
- Scripts define all components of the Ballistic System: Ammunition, Bullets, Ordnance, Materials, etc
- Actual Tracer Rounds inter-weaved into appropriate ammo magazines (red for NATO, green for Russian with diminishing cores)
- New Bullet Properties, Casing and Cores.
- Real World bullet definitions
- Adjustable Bullet Projection Frame Speeds: 8-64 per second, default 32
- Fragment and and Bullet obliteration
- Real World Energy and Performance (pistols are back)
- Fixed Weapon Drift
- New Recoil System
- Quick Context Use middle mouse button): in front of door - open/close, in front of weapon/bag crouched - pickup, everything else attack with knife (if equipped)/Fist while weapon/knife/bag/hands active
- Hold Breath while sighted (Hold Shift Button) to increase stability
- Separate Toggle for Sprint or Run (default sprint) when holding Shift button
- Single Press T to dive (fixed), single press T while crouched in secured Zone to receive treatment
- Weapon Proximity detection, auto lowers when barrel blocked
- New Game Mode: Clear
- New Spawn Option for all modes: Continuous or once per Round with time limit
- 2 new dm maps, dm_school, dm_motel(WIP), play with DM or TDM
- AI unleashed
(a lot more changes - will append list later)
OccupationCS: Source 4.0 Full Download: Gamefront.com
Required to Play: Any Source Game
Maps that start with the prefix dm_ should be played in Factions (TDM) and Anarchy (DM)