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It is alive and well indeed. The Source mod has players every now and then, mostly over the weekends, too, so its worth checking the High activity announcer and/or the discord channel for those.
We do not continue development of the source mod though, we're doing a reboot in UE4, which is what you can see in the news above.
It is, we've just gone a bit quiet with updates. We're working on the next one which will be out soon.
We're doing internal tests with a few selected members of the old community every week already. That has given us a lot of feedback as well as shuffled our priorities quite a bit :) We'll soon expand beyond that phase.
Thanks, we're getting there. We left some bloopers in on purpose btw :D (Angry rifle guitar german for example, or funny clown sleeve) but we're working on getting those resolved, too
Reborn is kind of the term to be used: Indiedb.com
Even better. We're undeaded!
Yes indeed, that is how it will be in the game again, just like in the early versions of the mod.
We'll work on the campaign of the 82nd paratrooper infantry first (and maybe some 101 battles, too). If and when we get to work on other nation's armies depends on time really. We do plan to keep some customization options open for the community though :)
We're working on it :) The first version will probably not feature all of the movement options we had in the mod right away. But they're all in the pipeline.
The mod version of this game is still available at: Moddb.com
It used to be a mod for Half Life 2
Well, thanks for asking :D We will make sure to stick to the level of detail that the old weapons had. If you take a look at the MP40 renders, you'll see how much effort Mr. Grimm has put into it already.
The thought process behind the iron cross was mostly: "What's the next iconic thing that is associated with Germany during WW2, that is not the swastika?" Personally, when I see the Balkenkreuz today, I think: "Bundeswehr", not "Wehrmacht".
We still have those, including their sources, but we have multiple reasons to not use them anymore.
Some are pretty low poly to today's standards and after 8-10 years they're simply due for a remake. Some do not match the UE4 default skeleton that we are using. For some, we have an artist that is dedicated to making a new one and we took that opportunity to get new assets.
Another reason is us playing it safe, legally, since we have not been in touch with the artists who made some of the assets, like the guns and player models for years. And should we ever consider a Kickstarter campaign or putting a price tag on this project on Steam, we need to be on the safe side in terms of copy right for every single asset.
You mean the 3D voice com? Definitely.
That's actually pretty awesome. We might join you guys every now and then :D until the new project is in a place where it can be tested by the public :)
You could ask the same question in regards to DoD:S, Batallion44, Days of War, Traction Wars, Festung Europa and whatever else is in development.
The point for us is: We want to make this, regardless of what other projects might be around or release before we do.
With that way of thinking we'd be stuck with the original MoH or DoD still.
We're working on it :) Just got our dedicated server setup to run last night, so we can now iron out any early hitches and bugs and then start playtests quite soon.
We cannot tell you definite requirements yet, for we still have to get to the point where we have a representative scene in the game that we deem "done" and can measure the hardware it takes to run it.
Chances are you'll need Win7 or higher, a quadcore with 2.2ghz or higher, 4 gigs of ram, GeForce470 GTX or a Radeon HD6870.
And of course, this is subject to change once we have more concrete information.
That depends on how much content we can create in a reasonable amount of time. New factions would mean new scenarios and new player models as well as new weapons and animations. Not impossible, but just doing a proper russian scenario with 1 or two maps would take about a year alone.
Sorry guys, as much as we would like to support low end hardware, we had several reasons to leave Source behind.
One being the broken weapon system that we couldn't seem to get fixed, even by upgrading to Source2013.
Another one was that UE4 is 8+ years ahead of what Valve has to offer even today, in regards to game engines. Developing with that tool case is actually fun, as compared to Source. We made more progress in 5 months in terms low level setups and gameplay than we did in 3 years with Source.
And last but not least, a good amount of us actually are game devs. Learning a state-of-the-art engine is the natural choice for going forward with our careers.
We'll let you know what our minimum requirements will be, who knows, maybe you can still run it after all :)
Hello Point., I'll send you a private message.
Indeed, That's what I get for copy pasting :D. Corrected now.
That's not quite true. We have two of the original members around still.
To my knowledge there's one artist in the TW team who worked on RnL years ago, but that's about it. The majority of people who worked on RnL Source left years ago due to their offline life becoming more important and in quite a few cases because they got hired by game devs.
Well, it's been six years since the original had its last release, the mod community for HL2 is at a fraction of what it used to be - everyone's indie now.
Source 2013 isn't much more than a polished set of their 2009 toolset which was dated back then already and just feels archaic nowadays and the Steam Hardware survey shows that the majority of gamers are on a Win7 machine with quad cores, 4gigs of Ram and a sort of decent video card.
So no, I don't think higher hardware requirements would hold this project back too much. Personally I wouldn't even have a PC as old as what I had back then to profile the mod against and make sure it runs on hardware / software that old.
Short answer: Yes, it is off. Not because of the amount of players though, as there's no limit as to how many players can be on a server other than server resources. The long answer is a bit more complex.
And agreed - We'll experiment with 32-64 players. 32 for the time being as the old maps have proven to work with that amount.
I wouldn't say we are going to go against them. Infact, I have a whole lot of respect for anyone who ships something of that scale for free or as indie studio.
Also, back when RnL was made, there was room for RnL, DoD:S, Red Orchestra and even the original DoD - why not now?
Then they are way ahead of us, too which makes it hard to predict if we are even going to go "against" them.
Last but not least, at least I am working on this game because I want to make it, not because I have a razor sharp calculation that tells me I can ship 2 million units by christmas 2016, if I manage to beat competitor X.
So yes, we're keeping these games in mind, but not in the sense of "racing" them.
There's one on the left rear :)
This is one of said new maps - the layout was there in source already. It will feature more than one way in as well - no confined city combat only - and it has about the dimensions of Eglise, too.
Hey there, as promised: A WIP screenshot of La Fiere. (Actually that's the Conquiny area)
What video card do you have? And what do you mean, you cannot run it? Not at all?