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General Comments and Discussion (Games : Half-Life 2 : Mods : OccupationCS: Source : Forum : Occupation Feedback : General Comments and Discussion) Locked
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Jun 18 2008 Anchor

Hello Everyone,

I hope the new version of Occupation is working better and is closer to the level of realism I was seeking in creating this Mod. Any and all feedback from players would be greatly appreciated and welcomed. After I complete this latest release I will be turning my attention to getting some dedicated servers running. I will keep everyone apprised as to my progress.

Thanks,

OccupationG

Jun 22 2008 Anchor

Stunning project, but the one thing this lacks currently is any kind of documentation. As the interface and gameplay changes are significantly different it takes a while to work out exactly what's happening. Obviously lots of the interface is fairly self-explainitory, but it would certainly help less stubborn people (less stubborn than me anyway - I tend to keep trying til I get it) not be put off by the initial information overload.Also: are you intending to keep the HL2 setting or is this a pit-stop to something else? Would be be able (and interested) to tweak the weapons into more sensible positions, both shouldered and sighted?Apologies if you don't want me spewing more demands your way, but this is fascinating and I can't help but see the potential.Good luck with the project.

Jun 23 2008 Anchor

I am on it. I will have detailed Interface and Gameplay documentation ASAP. Some documentation on Game Objectives and Game Control can be found at www.occupation-source.com but it is incomplete. I will compose a compressive Game Manual and make it available online and in-setup. Occupation uses HL2 because it contains the Model and Material resources used in the game. I am interested in you expanding on what you mean about weapon tweaking?
Thank you very much for the feedback and the words of encouragement.

OccupationG

Jun 23 2008 Anchor

I'll see about getting some examples together to show what I mean, but basically it's quite difficult to aim many of the weapons ingame right now due to their positions being off-centre. I like the control, but the weapon handling makes it harder to hit things than it really should be. I daresay this is due to the number of weapons and you editing the existing animations rather than making your own (a time consuming process I know from experience - tho I've never tried to get anything ingame yet). I'll email you a few screens to show what I think would work; basically I think making the weapons more centred and making the sights clearer would help things alot.

Jul 16 2008 Anchor

this mod is failing to install, it keeps installing to C drive while my real steam drive is at F

Jul 16 2008 Anchor

Maninblue999 wrote: this mod is failing to install, it keeps installing to C drive while my real steam drive is at F


The Install looks for a Steam Registry Key to find its install directory on the Local Machine. You may have an old Registry entry pointing to C or the Install is having trouble with an F Drive if it's Network Drive. My install is on D and finds the directory no problem. A quick solution is to Copy the Directory "Occupation" for the Occupation Install or "OccupationCS" for the OccupationCS install from your C: Drive in the directory C:\...\Steam\SteamApps\SourceMods\ to your F: Drive in your Steam Directory under F:\...\Steam\SteamApps\SourceMods\. The Other method is to search the Windows Registry for the Key "HKEY_LOCAL_MACHINE\Software\Valve\Steam\InstallPath" and if their is more than one remove the erroneous entry and if there is none create one pointing to your "f:\...\Steam" directory NOT the directory "f:\...\Steam\SteamApps\". Let me know if this helped.

OccupationG

Jul 21 2008 Anchor

I have downloaded and installed OccupationCS but when i try to find a game to join i get a message that no games on the master list (?) meet my filters (only filter set is game=occupationcs). Is something wrong with my install somehow or are there really NO severs at all to see?

Jul 21 2008 Anchor

There are no Dedicated Servers running yet. I am hoping soon.

Just a reminder you can start a server and have NPC's turned on in order to simulate a game. However fun fighting AI can be it is a poor substitute for facing off with real people. There is some downloads of the CS Dedicated Server version and I am hoping people with higher bandwidth connections can run OccupationCS servers for the community until I can establish some permanent Dedicated Servers. The Occupation 1.2.1 Dedicated Server has been uploaded and is waiting to be made available for download.

Thanks,

OccupationG

Aug 7 2008 Anchor

I had great fun with mod, but i would like a fgd to map with, for there is a lack in the map choice, and they all lag my friend whos on a laptop. I wish to make a map for this but without a fgd its guess and test, and so far ive only gotten crashes :( .

Aug 7 2008 Anchor

You got it. If you and your friends make good maps you can be the official mapping department of Occupation. I will make the fgd available along with a Map Spec describing the Occupation specific entities and instructions on how to place and configure them. I will be dedicating myself full-time for the next 12 months on the game and hopefully raise it up to level it deserves. I will aim to have the files available by Sunday night. Any custom prop development is also welcome. I have a talented modeler waiting on a todo list which I hope to have ready by Sunday as well.

Later,

OccupationG

Edited by: EnterpriseG

Aug 11 2008 Anchor

Do you have the fgd yet :D ?

Aug 11 2008 Anchor

I will upload it now. The description of each entity will be a little longer (tonight)

Its uploaded and waiting authorization, small file, shouldnt be long. Need to get my ftp in use for file exchange. Keep me posted as to your progress and any and all questions.

Its uploaded and waiting authorization, small file, shouldnt be long. Need to get my ftp in use for file exchange. Keep me posted as to your progress and any and all questions.

Aug 12 2008 Anchor

I love the mod but you should add some more gamemodes. Here is a list of some game modes you could add:

Team deathmatch so its just killing and no capturing and add time options or a certain amount of kills to win.

Capture the flag: you could make the flag a weapon and somehow make it so you can't shoot while holding the flag and when you die you drop it or a new one spawns. There could be 2 kinds of capture the flag like 2 flag (so each team has their own flag) or a flag in the center and they have to get it to the enemy base which could be like placing a bomb instead of a flag (makes more sence).

also can you make a gun that can heal people so you can have medics.

Edited by: BIOpopcorn

Aug 14 2008 Anchor

I was able to make a working map, but decided to work on other for fun. But, thebuy menu and spawns are, well not normal. When you buy a gun, you cant buy it again, and if you buy 5 ammo, no more ammo. And when you hit baracks, it auto selects one, but it does nothing, you have to cancel and restart it. The only thing that is alittle weird is that i have a func_tracktrain in the map, could that be messing it up?

Aug 16 2008 Anchor

I need to release the map entity descriptions. It sounds like the guns are not bieng removed from your Inventory when you die. The map requires a Theatre_Control Entiry, and 2 or more entry points, and at least 1 HQ for each faction. There are a few more requirements. I will aim to have a map primer this weekend, I promise :D

OccupationG

BIOpopcorn wrote: I love the mod but you should add some more gamemodes. Here is a list of some game modes you could add:


I am planning on adding more game modes and healing techniques. The additonal game modes are "Capture the Plans" where each faction has to defend thier sercret file and attempt to capture the other factions file and bring it to a secrure entry zone to win. The other game mode is "Hold" where a random HQ or Entry Zone is ordered Held. The First Faction to continously hold it for set number of minutes wins. I will also add "War of Attrition" game mode where Entry Points are Fixed and each faction is given "Reenforcementt Points" that are used everytime a player dies. The Faction that reaches 0 reenforcemt points first loses.

Healing will be handled using the following methods:

"Surgical Kit" for permanently fixing Body and Vital Damage (time consuming)
"Bandages" for temporaly fixing Body Damage
"Morhine Injection" for temporaly fixing Vital Damage and temporaly raising Response
"Stimulant Injection" for temporaly fixing Vital Damage and permanently raising Response

Let me know of anything else that might be useful.

OccupationG

Aug 16 2008 Anchor

i screwed up my ironsights and i can't use them anymore, please help? and keep up the good work!

Aug 16 2008 Anchor

How can I help? The new and seriously improved Ironsights will released with version 1.2.3 in 1 to 2 weeks.

OccupationG

Aug 17 2008 Anchor

my first working map had info_theatre, but not a theatre control.

Aug 17 2008 Anchor

I will finish the map primer today and make it available. I think I meant info_theatre. The map primer includes descriptions and use of Entity and thier settings and some high level concepts. I will aslo make available the "cobbledepot" source map for comparison.

OccupationG

Almost done primer, will provide rtf and word version along with map source,by 7 pm EST

Now Available :)

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