Oasis 1.1 – Official release
- September 19th, 2010
- Posted in Community . News . Release
- By madcybi
- Write comment
By the Yods!
Oasis 1.1 is finally released!
You can download it from ModDB or Origo.ch
For more information on the release, please also visit our release posting on ModDB. Also don’t miss our Jobs section on the site, if you want to be a member of our team.
Thanks and have fun playing Oasis 1.1 and if you have any further questions, join our discussion at the Boards



Hi,
actually I didn’t get the term “Open” in the mods name.
I haven’t found a Linux Download on your page.
And it seems that the mod is based on proprietary software.
So no source code available.
With “Open” I associate the availability for Windows, Mac and Linux.
And the availability of the engine and client source and the availability used assets.
Open doesn’t mean cross-platform. And open doesn’t necessarily mean open source, either; it can also mean open platform (like Flash).
well, i have also a lot of other associations to that word. And even the Team itselft. Best way would be to read the FAQ
Hey s.Oliver, thanks for your feedback. We know, that the “open” in our name associates a lot of things with the open source community. As Jack said, first read our FAQ section since there we answer the question about being open source or not.
Unfortunately the game does not work on Mac and Linux (or not that we know of) since we decided to go on the Crysis Wars engine but see it the other way round. If we would not have made that change, the project would not exist anymore.
Therefore we did the right decision, didn’t we?
Said like a prophet my friend.
So does this demo work by itself or do I need Crysis Wars to play it?
You don’t need the full version of Crysis Wars, the Trial version is also enough. For more details on how to play Oasis 1.1, see this thread:
http://www.openoutcast.org/board/viewtopic.php?f=41&t=1454
Three letters: WOW!
Everything is very nice in ‘Oasis’ now, but to travel to ‘Okasankaar’ is incredible, and the music adapted with the place. Sorrow that even game does not remain kept, but time to the time.
That big are the ‘sannegta’! They are enormous! (yes… I could not wait for the bargeman: XD).
The sum of many small details, it did big to the original game. I love the design of the fisherman. You go for good way.
nic40on 22hours 52mins ago says: Online
Simply incredible work people !
Keep it up !!!
a few notes for improvements through ! :
1-Animations for cutter and npc’s need improving(especially while standing still,stopping from running/turning etc..,need to become more flued and complex)
2-Facial expressions on characters
3-I LOVED the rear over the shoulder cam while npc’s speak ! -But i HATED the generic camera circling around you and the npc….(Maybe show an over the shoulder side view of cutter when he is talking or something similar…)
4-Some volumetric sand dust while on the sanddunes and a more pronounced kicked up sand while running over them.(Also is it possible to have some distortion while on sanddunes over the sand that is far away ? For example like the heat distortion in crysis while an explotion takes place-it would be amazing coupled with the fantastic music ! )
5-More random stuff in villages are needed to bring life to the game (from generic things like ceramics,carpets,foods,stools etc..)
6-I would ABSOLUTELY LOVE starting from the snowy village Outcast started !!!
7-AND I HOPE i don’t offend the guy that did the cutter voice overs…but he sounds emm…to good…too young….Maybe someone older with a rougher voice ? Cutter is supposed to be the rough,tough no nonsense hero ….:)
Hey,
I’ve just watched the dialogue movie… and I think how the Talans speak is aweful… but I am accustomed to the german version:
http://www.youtube.com/watch?v=a8Lj5plAy0o&feature=related
In my opinion “normal” speaking sounds much nicer. Well…
Still: What a beautiful and nice conversion! Thumbs up.
OMG this german version is über shit
Hey ! I played the demo but I encountered some bugs :
(btw, awesome work, keep the pace !)
-Sometimes, destroying a pot will not count it, making the impossible
-The sankarrs in the oasis are just “disapearing” making the fisherman’s friend quest impossible to do (and i DID NOT killed’em ^^)
Anyways, I had a good time, thank’s for this demo.
The pot destruction sometimes failing to register sounds a lot like the issue that Melendez describes here:
http://www.clement-melendez.com/portfolio/article_08.html
under “Things That Went Wrong”. Apparently if the flow graph is attached to an entity that is being destroyed, it will occasionally unpredictably be destroyed before firing. The solution was to move the flowgraphs to dummy triggers. Maybe this is now common knowledge in Crysis modding circles, in which case I apologize, but Melendez sounded like he wasted a lot of time on it
Great link! Thanks for that!
Congratulations! You have simply won a new feed reader. truly amazing write-up!