Real Time Projectiles, Cavity Based Damage, Physics Calculated Terminal Ballistics, Bullet Deformations. The Evolution of the First Person Shooter!
OccupationCS: Source 3.03 Released
The latest Orange Box version of OccupationCS: Source has been released.
Nov 13, 2010 News
OccupationCS: Source 2.8.1 Update Patch Setup
OccupationCS Update 2.8.1 Patch Setup updates version 2.7.1 and 2.8 to version 2.8.1. This update fixes Multiplayer client crashes and replaces 2.8 Update Patch Installer. The 2.8 Installer did not work...
Mar 29, 2010 News
OccupationCS: Source 2.7.1 release
OccupationCS Beta 2.7.1 is NOW Available 2.7.1 is a Full Install and replaces all previous versions. A clean install is required and will guarantee there is no unpredictable game behavior as a result...
Mar 12, 2010 NewsPodcast17 - Transmission 11067
Wills and DogMeat from Jailbreak Source join us this week and we try out a new recording technique.
Feb 1, 2009 ArticleOnly registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.







Hey i need cs source?
no, any source game will do
This is a damn fun mod, but I cannot for the life of me figure out how to use parachutes in Overpass.
press jump button (space bar) before you get to close to the ground (~150 feet to slow to survivable speed)
Hey, a great thing to do is to use the ballistic trace with it set to a really low time (i think i used .05 seconds). It looks like retro tracers.
Thanks for that! TRACERS PARTY!!
Wow... This looks ******* amazing. Please tell me there are some servers up with people on them, or that i can set one up myself, because i really want to try this with real people, and if it's good be able to play it with my friends. It looks awesome, though i haven't actually played it yet, so keep up the awesome work. :)
As a note to that, I've done some more research on the possibilities of ricochettes being extensively damaging or lethal.
As far as the research has gone so far, for 9mm and .45 full metal jacket and FNL's.
There's an insane ammount of energy loss, logically, on every collision on any object, given the angle isn't 'sharp' (Or in this case, less than 45 degrees)
It's very doubtfull that after two/three ricochettes, unless at some extreme angles, the rounds will be even fast enough to as much as pierce your skin.
Sure, it would frighten the crap out of ya when it bats you in the face, but nothing a simple vest won't fend off. Hell, a standard jacket could fend off most of the impact and you won't even get a bruise.
Ofcourse, I still have to test this with heavier calibers, 'rifle' calibers and so on, but from the standard handgun tests so far, I might say that only a direct ricochet can transfer enough energy to be lethal.
If I can be arsed enough, after your little... outburst, I might actually do the rest of the research and give you the video material and the factual data measured with our lovely little lab gear.
Hell yea i prefer this, let's bughunt.
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.