Resistance and Liberation Alpha 4 Full
Jan 11, 2009 Full Version 34 commentsThis is the full version of Resistance and Liberation Alpha 4
Our approach in recreating such events is quite different than that of most standard first person games. The principal of our focus is on realism. The realism we are referring to is beyond that of Counter-Strike or Day of Defeat.
Our initial release will feature several items listed below:
For future releases we plan to add:
Now we'll explain the above details a little further. We'll start with the crosshair.
No Crosshair
The idea here is for the player to familiarize themselves with their weapon. Each weapon will have three positions of use. First you have the "shoulder" position. This will be your typical position of the weapon while moving at a steady pace. About the only effective use of this position would be for extreme close quarters combat, or covering fire on an enemy position.
The following 2 positions are both supposed to be „iron sights“ positions. The first one will still allow the player to move the weapon around with freeaim but will keep a distance between the iron sights and the player's eye. The second one will bring the iron sights very close to the players eye but tie the weapon to the player's view. This position does not feature free aim.
No HUD
Probably a first for games these days, RnL will not include a HUD in first person perspective. Instead, all details normally accounted for in the HUD will presented in individual and unique ways. For example, instead of having a compass or directional locator, a player may have to communicate with an NCO, who will carry a map, to determine their current location.
No Death Messages
To further extend the realism of RnL servers will no longer display the typical death message associate with today's first person shooters. Players will need to re-think their tactics when assaulting an enemy location. They will need to play with more caution, considering a player could have gone prone or only been slightly damaged by an attacking player.
Revised Score Display
We're going to the extreme here and taking out a scoreboard. Instead, players will be shown a recap of the map objectives and which force was victorious. The idea here is to promote more teamplay. Players shouldn't be focused on who got the most kills, but how their team is performing as a whole. As a member of an Airborne unit, your personal objective is to assist in the unit's objective.
An advanced damage system
Depending on engine limitations, we're hoping to expand damage into a per poly hit detection system. It would allow us to create more specified locations that would produce varying amounts of damage effects to a player. Both his physical and mental health will be taken into effect.
Weight and Inertia added to weaponry
Continuing from the aiming positions, each weapon will have a weight and intertia property assigned to them. What this means is that a soldier carrying a light sub-machine gun will have much great turning and aiming ability than another soldier carrying a much heavier weapon, such as an MG42. By implementing these properties, sub-machine guns will have the close combat advantage that they rarely have in other games. As well, riflemen will have a much more difficult time slinging around their weapon than a soldier carrying a lighter gun.
Full Ballistics added to weaponry
A complete ballistics system will be implemented for all weapons. Bullet calibur, rate of fire, velocity, bullet drop, etc will all be taken into account. The goal is for each weapon to behave according to its real world counter-part. Players who take the time to learn their weapon, it's characteristics, and it's behaviors will have a significant advantage over others in combat.
16 comments by InsaneSniper on Feb 1st, 2010 digg this super bookmark

It is the first of February and that calls for a main page media update! In today's update, we have bad news and good news. Some may even say that it is "just our luck". If you can recall, Joe Lemieux left the team last July, which is when we picked up Ryan Cameron to take his place in the animation department.
The bad news:
One of our level designers, Robin "Hypno Toad" Morris, put in his resignation papers last week. In a positive note, he informed us that he would try to stick around the community and may eventually work on a new custom map to compete with his previous Omaha Beach map. Robin will surely be missed.
The good news:
As you may have already gathered, we have a replacement for Robin. In fact, we already introduced him in the January 15th RTTF. Stefan "Semmel" Klapf has done his best to pick up the slack and almost started out at a sprinting pace. In these last two weeks, he has not only fixed up Ardennes but he has started work on La Fiere.
La Fiere was originally Mike Hufnagl's map that had gone through other devs such as Toni Kreska, Stefan Bermig and eventually overhauled by Andrew Hayes. Mike had to leave, others couldn't continue work either, and progress on La Fiere stopped. Below are a couple of screen shots that Semmel gave us to show the new and improved La Fiere.

In other news, Medic1234 of the RnL forums has released a trailer to debut his new map rnl_battleofcarentan. His map is a recreation of the city of Carentan based on the show Band of Brothers. The trailer does a great job of incorporating media from Band of Brothers into video of his map. Below is Medic1234's Battle of Carentan trailer, "The Breaking Point".
That is all we have to show for this update, but stick around until February 15th for the next Road to the Future. See you in two weeks!
This is the full version of Resistance and Liberation Alpha 4
This is the incremental patch for Alpha4. Download it, when you already have Alpha3 installed.
We've been delaying that patch for way too long, so as a Christmas present to you and us, we decided to finally get it out. With this patch you will get...
Here it is, the long awaited patch for RnL Alpha! We have released a patch for those that grabbed our forum only release a few weeks ago, and a full download...
Here it is, the long awaited patch for RnL Alpha! We have released a patch for those that grabbed our forum only release a few weeks ago, and a full download...
We figured we'd go out of this year with a BANG, and so the Team has been working like crazy the past month to not only further along the game, but...
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Ummmm, usualy its its got about 10-20 guys playing. Sometimes one of the servers is password protect.. test servers.. clans. Just wanted to say good to see this mofo's still runnin :D. I Have seen some minor map glitches tho (edges not reaching to the other edges) but otherwise.. everythings perfect I FIN LOVE YOUR MOD GUYS
Is the new map rnl_battleofcarentan mapping based mainly from Call of Duty 2? Carenten, France?
How many people play this?
Congrats on being listed in MOTY :)
Probably isn't the best place for it, but is there something wrong with forum registration? Got denied 2 times and sent an email through the website... no reply. Noticed that everyone posting are all registered 1-2 years ago so something fishy is going on ;)
It looks really good. Great job so far. Reminds me a bit of Red Orchestra, but seems better, more interesting, neater. Good luck, and can't wait 'til its realease!
Go ahead and tide yourself over with the Alpha 4 release until Beta comes. :]
You do know that public Alpha is out already? Feel free to download and try it out while waiting for the beta release :)
Normandy ! my state for ever !
Will you do a map with Caen? or Cherbourg?
Congratulations with 10th place despite the fact you're in alpha stage!Congratz!
congrats r&l team to making it to the top 10 mods of the modty players choice and your still in alpha!!! keep up the work and this mod will be creeping its way up the ladder im sure