This member has provided no bio about themself... aren't they exciting? Why yes, yes I am.
Until G backs that up specifically. That sounds like a complete load. I'm sure you're proud of your involvement but to claim you completely reworked the ballistics is pretty rich. G and I did rework the ballistics and we did use some of the information provided, but at no point do I recall you making around 200 scripts for all the ammo types. Scripts which were never included in a proper release.
And unlike you, I can't honestly say that development has ceased. Does it look like the project is alive? Not in the slightest. G hasn't been on Steam in almost a year. Last I talked to him was in May of 2012. Unless you talked to him past that point, it didn't boil down to just you and him. I stuck with this project from 2007 till then. So do me a favor and don't pretend to have contributed more than you did.
As for a more official statement, yes the project does not look like it'll be returning to life. I've sent G a private message and am awaiting a response. It is very likely he has moved on from attempting to develop source mods and gone to android app/game development. Was fun while it lasted.
At the moment, no. There was one but it's gone down. I'll look into getting one back up for 5.0 when that comes out.
That'd be prone. Alt (I think) is the toggle, might be Z.
Thanks for the feedback, we'll keep it in mind.
Thanks for the well thought out criticism.
You're the only one having an "outburst." Reading way too much into two comments, then pitching a text fit that fills up a whole comments page.
The reason cobble isn't getting fixed is that it's not priority. The map isn't even in the newest install. And I'm going to assume the majority of your instability is due to the fact that you installed the new version directly on top of the old one and there's a script conflict going on. The newest version on moddb has a completely different file structure for the scripts compared to the previous version.
The corrections that are being focused on at this point and time are gameplay bug fixes, not graphical issues. Game logic is a non-point at the moment. The point is, and always has been about the ballistics. How they're implemented into a game scenario is an afterthought. After the code gets as clean as possible for 4.2, Occupation is going to take a break for awhile.
Your complaints about the inventory system are valid, but it's not a bug, it's part of the new gamemode. And I've specifically told G that an inventory lock is probably not a good element to have.
Feel free to report problems, but you don't need to be a **** about it. If you report something and it doesn't get replied to, it's probably because we already know about it. If it doesn't get fixed, it's because it's not a priority.
Keep in mind, this is a mod. Not some game with paid developers. G and I both take time out of our day to fiddle with it. And G has invested more time into this project than ANYONE who has been involved with it. If you have a problem with that, we don't need your help.
Finding bugs is great. It's your attitude that's the problem.
Also no one intentionally locked the bug report thread. Looks like it got locked due to no one posting it in for months.
Cobble isn't getting fixed.
Not whole lot we can do in terms of animated blood. We're by no means artists. Could take a deeper look at what the decals are doing. As for the frag grenades, their fragment count was decreased mostly for stability's sake. Again, can take a look. Weapon handling got a big tweak since the last version. We're not sure if we're going to keep adding guns or not, but a Ruger MKII or MKIII wouldn't be too much trouble.
Actually in its current state CS:S isn't "required." It will run, but there may be a sound or two missing, possibly a few models as well. Other than that any source game will do.
A 16 player dedicated server is up. Go have some fun.
Noted. Will look for a new model.
sv_cheats 1 and hold alt. Though we might change that key. May need it for a more widely used feature.
Visor shouldn't be gone. Sounds like either a bug or you are trying to equip the visor at an escalation level in which it is not available.
Hey everyone. We're currently toying with the ballistics overhaul that should improve performance and stability. Here's a little sneak peak of how the new bullets handle, and yes the ballistics now use 100% real world data in their projection. Youtube.com
Very good start
There are some ladders on the other side of the barricade, on the second level.
We'd need the animations for it, and personally I don't think weapon jams really fit an MP environment unless you take the Far Cry 2 approach of 5 mags ruining the gun.
Yeah I'm getting the same crash too, looks like something broke at the last second, we're working on a solution.
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.
It's on the list, but not on the top of the list. I can't give an estimate at the current time. Eventually, but not soon.
We're planning to eventually get as realistic as possible with the injury system. Right now we are looking into fine tuning knock downs by adding a staggering system. Depending on where and how you got hit, there's a chance you will be pushed around a step or two instead of simply being knocked over. The staggering can naturally lead into knock downs. I think you guys will like it once we figure out the basics.
It has always been listed under Half-Life 2, but CS:S has also been a requirement since version 2.0.
The CS:S requirement is for media content. While Occupation can run without CS:S, we cannot guarantee stability or testing regarding the CS:S free version. We have been wanting to remove the CS:S requirement for a while now, but we have yet been able to achieve that goal.
It has single player in the sense that you can play with bots.
No zombie mode, yet.
We're looking into getting a proper dedicated server or two up. Hopefully with those up we can get you guys shooting the **** out of eachother.
Already in. Take a look at the scoreboard when ingame.
Got a new update for you guys very soon. A few days or so if everything continues at the current pace. It'll add a little bit of polish along with bug fixes, AI improvements and general optimization.
Concept art you say? Awesome. Steamcommunity.com Add me on Steam and we can chat about it.
Now that the code is at such a high level we are going to shift towards more content focused updates. The majority of the old maps are going to get dropped. Hopefully over the next few months you guys will have some new maps and toys to mess with.