The goal of Resistance and Liberation is to realistically portray the events and actions taken by the 82nd Airborne during their stay in Normandy. Our initial release will follow the regiments through a campaign that mimics that followed by the men themselves. The campaign will begin with players dropping into Normandy in the early hours of June 6th, with the ultimate objective of capturing the town of Sainte-Mere-Eglise. From there subsiquent maps will include missions based on other key areas after the D-Day.

Report article RSS Feed Resistance and Liberation Open Beta 1.0 release

It is May 15th, time for the Open Beta release! Just to reiterate some important information: Do not be mistaken as this is NOT the actual Beta release. Before we can release beta in full, we need feedback. Following this build, there will be subsequent builds to add other game pieces/maps for testing and bug fixes. We have disabled all private server hosting. With this, we have designated server hosts that will run beta test servers for the duration of this public beta test.

Posted by WinstonChurchill on May 15th, 2010



It is May 15th, time for the Open Beta release!

Just to reiterate some important information:

Do not be mistaken as this is NOT the actual Beta release. Before we can release beta in full, we need feedback. Following this build, there will be subsequent builds to add other game pieces/maps for testing and bug fixes. We have disabled all private server hosting. With this, we have designated server hosts that will run beta test servers for the duration of this public beta test. These servers are dedicated to beta testing and will be watched over by the hosts' admins. Also, there will be an official bug report thread so that we can get constant feedback. It cannot be stressed enough that this is not a full release, but a restricted beta test build to allow the Developers to restrict the content being tested and get quick feedback.

Besides the ModDB download, we also host a .torrent file, for those of you who prefer this type of distribution: Torrent


While that is downloading, I am sure you will be nearly jumping out of your seat with anticipation. Please relax, take a deep breath, and peruse through the in game screen shots and change log below.

Resistance and Liberation Open Beta 1.0 media Resistance and Liberation Open Beta 1.0 media
Resistance and Liberation Open Beta 1.0 media Resistance and Liberation Open Beta 1.0 media

Change Log:

  • Completely rewritten code
  • ! New grenade system that utilizes one button. The longer the button is held, the farther it will be thrown. Burns the fuse simultaneously. This is still a work in progress.
  • ! New ironsighting method. Click once to ironsight, hold to supersight. To simulate holding of breath, the longer this button is held, the worse weapon sway up to the sway of standard ironsights.
  • ! New Allied player model and skin.
  • ! New menu visuals including a new main menu background, new MOTD, new Team Selection screen, and new Squad Selection team. (A Map info panel will be added later)
  • ! New or tweaked sounds for almost everything.
  • ! New loading screen system. Loading screens are still being made to fit the new system, so some are unreadable at this point.
  • ! New tip system for loading screens. Loads tips from a translatable file. Able to include button binds. See "rnl/scripts/loading/loading_english.txt" for the syntax and examples
  • ! New objective and task system. Allows for parent objectives comprised of multiple tasks. The objective is taken when all tasks are completed.
  • ! New destruction tasks. Along with this, new Allied and Axis explosives added to the new Engineer class.
  • ! New mapping entities to encompass the completely rewrite and the new objective system. See the Wiki for details.
  • ! New map overview script. See the official maps and associated scripts for examples.
  • ! New map-specific squad scripting system. Allows for more control for the mapper. Each script more easily determines the makeup of each squad and what equipment each class carries. See official maps and associated scripts for examples.
  • Added the ability to reload a garand in mid-clip accompanied by a new animation.
  • Added the ability for deployed MGs to look around themselves by using the "+alt1" command. Bound to ALT by default.
  • Added the ability to ditch MGs while undeploying for fast getaways. Just drop the weapon while undeploying.
  • Added the Engineer class. (See new destruction tasks above)
  • Added the Radioman class. [Non-functional] (See known issues below)
  • Added the Browning Automatic Rifle as a per-map replacement for the Browning .30 Cal MG. (Determined by map scripts)
  • Added the M1 Carbine as the primary weapon for the Engineer and Radioman classes.
  • Added the ability to drop clips (or boxes) of ammunition for each weapon. (.30 Cal and G43 are using temporary placeholders)
  • Updated St Côme du Mont for the new mapping entities as well as encompassing visual upgrades, bug fixes, and slight gameplay tweaks.
  • Updated Ardennes for the new mapping entities as well as encompassing visual upgrades, bug fixes, and a completely gameplay overhaul.
  • Updated MG firing to tweak things like recoil.
  • Updated the skin of the MG42.
  • Changed leg-damage to also reduce the maximum stamina a player can have.
  • Changed the map to be a panel shown by holding down the button bound to "+showmap" rather than a model and animation.
  • Across-game visual upgrades via new models and textures, and the new effects from the OrangeBox engine.

Known Issues List:

  • Missing G43 models. K98 serving as a temporary placeholder until G43 can be finished.
  • Along with the above issue, G43 midclip reload leads to the gun getting "stuck" temporarily because K98 doesn't have a mid-clip reload animation.
  • Higher pinged players may experience animation glitches.
  • On dedicated servers, weapon animations may behave weirdly on first few seconds of spawning. Switching weapons seems to fix it.
  • MG42, 30Cal, Axis Explosive, and Allied Explosive animations are placeholders.
  • Some BAR and Carbine animations are yet to be finalized.
  • No map information displayed in the initial panels (such as MOTD, and Team Selection)
  • Climbing may put you in some solid geometry if you don't pay attention.
  • Radioman class holds no extra functionality. It is merely a visual class at the moment.
  • German Radioman has no radio on his back (No German radio has been modeled...)
  • When in spectator mode, animations of players and environment stutters.
  • Allied player model is not weighted correctly, sometimes causing it to pose incorrectly. (Thumb jutting out sideways when holding a weapon)
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Post comment Comments  (50 - 72 of 72)
NullSoldier
NullSoldier May 16 2010, 6:56pm says:

YEEEES

0 votes     reply to comment
SDKD
SDKD May 17 2010, 8:34am says:

guys can u add g43 to the german funker?

+1 vote     reply to comment
Malivil Creator
Malivil May 17 2010, 11:28am replied:

Funker has the G43, it just uses the K98 as a placeholder model.

+1 vote   reply to comment
Underet
Underet May 17 2010, 10:12am says:

Помню эту гаму на хл1)))

+1 vote     reply to comment
Anddos
Anddos May 17 2010, 3:12pm says:

if you added a revive team mates option would be great

+1 vote     reply to comment
Anddos
Anddos May 17 2010, 4:21pm says:

another idea is to add a team color so friendly fire is prevented...

+1 vote     reply to comment
Wisp
Wisp May 17 2010, 7:03pm replied:

What do you mean team color? You can already tell your teammates from your opponents. One team has American uniforms, the other German.

+1 vote     reply to comment
Killer_man_1996
Killer_man_1996 May 17 2010, 5:41pm says:

Update! :D

+1 vote     reply to comment
KillzoneAgency
KillzoneAgency May 17 2010, 6:37pm says:

How do I play this? I downloaded it, restarted steam hunted for the game to play it but still couldn't play it.

+1 vote     reply to comment
Malivil Creator
Malivil May 18 2010, 7:47am replied:

If you installed the .zip version, you most likely put it in the wrong place.

+1 vote   reply to comment
FangZandith
FangZandith May 18 2010, 5:54pm says:

Alright, so I gave RnL another whirl; I like the concept. But I've got a lot of problems with the game still. I know all the bugs and junk listed in the change log, which is all fine and expected of an open beta.

But what the hell is with your grenade system? I don't see anyone using them, because they're almost entirely ineffective. Why are you implementing this haphazard system of hold for a longer throw and cook at the same time and what not? What's the problem with the traditional, click, hold, throw and angle for distance? I like that you're trying something new, but on any release I've played the nades simply have not had much use on the field. The only use I have seen is douche bags throwing a nade at the start of spawn to do a mass team kill, and I doubt that's what you had in mind with grenades in your game.

Weapon and class selection was FAR better last version, and though I like the aesthetics of the new equipment tracker (what ever it's name actually is); I haven't found a way to change any of my weapons out for anything else. Ironsights, I like the new idea you're rolling with, it's FAR better then the last release (and will be perfect once you fix the bugs.)

My absolute biggest issue is that you've made a team work oriented game that is REALLY hard to work as a team in. I have no map, no mini map, not even a little objective list for that matter. I understand you don't want the minimap and all the jazz; but for god sakes give me a way to reconnect with my squad and to understand and figure out my objectives so I can DO them. There is nothing more obnoxious then losing a game because I can't find my team to work with them. My suggestion is at least give foot troops a compass that they can pull out (as all soldiers should have one anyways) that has an indicator of a single target (my squad leader) so that I can at least follow him.

+1 vote     reply to comment
FangZandith
FangZandith May 18 2010, 5:56pm replied:

Realism is all good an well, but this is a GAME, and if as a gamer I'm not given the resources I need to play the game well; then why would I want to play? What I'm getting at is, why should I want to bother playing your game if there is no way for me to figure out what in gods name I'm doing? This game isn't about getting the most kills, it's about teamwork and objectives. So please make it more reasonable for me to be a team player and follow my objectives.

I'll check back next release, give it another go around. I like what you all are trying to do, but it seems like you're so concerned about originality that fun and flow have been thrown straight out of the equation.

P.S. I'm going to give the game another go around, I'm sure that some things that I'm complaining about are just issues that I couldn't figure out in a single sitting. I see that there is a bind for +showmap which I'll try to use today. This is no direct insult on your game; I understand as developers you can't make everyone happy, and that first and foremost this is a game of your will and creation. But you have to give a little to get a little. I love the new graphics, the game looks FAR better than it did last release. I can't wait to see how it plays next release when all the bugs are smoothed over. Is there any estimated ETA on the next release or is it the modders motto "When it's done."? I'm looking forwards to the next release.

-Dan

+1 vote     reply to comment
InsaneSniper
InsaneSniper May 18 2010, 9:53pm replied:

FangZandith, your comments are well thought out(angry sounding, but atleast well thought out).
First off, as you mentioned there is a +showmap for the minimap. You can set it in options as it isn't bound by default. That should be changed in the next patch. Once you look at the map, the objectives and where people are should become clearer to you. Then you can seek out teammates and form squads. If you die, find more teammates(you should spawn with them).
Grenades are still under construction. The team is taking in all the input they can get a long with testing out options to figure out the best way for grenades to function for simplicity and to allow a wide range of uses.
Lastly, the next patch should be coming this weekend.

+1 vote     reply to comment
HellsHigh
HellsHigh May 19 2010, 1:12am replied:

Grenade system is still a WIP, we couldn't get it done in time for Open Beta but it was functional enough to play with.

Weapon loadouts are now determined by the mapper. You don't get to choose you equipment any more.

No map? Try binding it in the options.

+2 votes     reply to comment
Nobodie
Nobodie May 19 2010, 5:12am says:

Guys i have some sound problem....Its like i turn it all the way up and it still fells muted...Any Idea ?

+1 vote     reply to comment
Malivil Creator
Malivil May 19 2010, 8:00am replied:

If you are running Windows 7, it's because Windows likes to screw with the settings.

Try doing this: Open the Sounds options from the Control Panel, then click "Communication", and then click "Do Nothing"

+2 votes   reply to comment
Nobodie
Nobodie May 19 2010, 1:49pm replied:

Yep it worked thx !!

+1 vote     reply to comment
Nobodie
Nobodie May 19 2010, 2:23pm says:

And yea guys , what you think about spawning on your Nco?
it would make the squad be more sufficient , much better organized .
Because now the squad members are all over the place .. And put more blood in it hehe

+1 vote     reply to comment
Malivil Creator
Malivil May 19 2010, 6:28pm replied:

Blood decals were missing and will be fixed in the next patch.

As for the spawning at NCO thing, we do respawn waves to represent waves of reinforcements. When new soldiers join a squad, they don't just appear next to their NCO, they have to go find him =P

+1 vote   reply to comment
saivert
saivert May 19 2010, 11:44pm says:

I already played this. what is this?

+1 vote     reply to comment
Malivil Creator
Malivil May 20 2010, 1:01pm replied:

You already played it but don't know what it is?

+1 vote   reply to comment
HellsHigh
HellsHigh May 22 2010, 10:03am says:

Open Beta 1.1 is out now, get it at the official website!

+1 vote     reply to comment
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Released Jan 10, 2009
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