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 September 15th RTTF

Welcome to mid September! It is the 15th again and like usual here is the Monthly RTTF! Sadly, we have had no new members in the last month. However, keep in mind that if you have talent, we are always looking for more help. It is about time to let you guys know a little bit of information that Hunnicutt and I decided on a while back. One aspect of public relations is to hype up the listeners. However, unlike Hollywood, we understand the possibility of creating too much hype.

Posted by hunnicutt on Sep 15th, 2009

Welcome to mid September! It is the 15th again and like usual here is the Monthly RTTF!


Sadly, we have had no new members in the last month. However, keep in mind that if you have talent, we are always looking for more help.


It is about time to let you guys know a little bit of information that Hunnicutt and I decided on a while back. One aspect of public relations is to hype up the listeners. However, unlike Hollywood, we understand the possibility of creating too much hype. RnL's Public Relations department made a decision some time ago to not run things like a Hollywood production(That is Steinmann's job). We won't hide the fact that we are making leaps in production for a later date nor will we lie about a trough period to keep up hype.

I am sure just about everyone is in the same situation as the developers. School is starting back up, work is getting busy, or life sometimes just demands too much. So, that trough I mentioned is what we have been in for the past couple of weeks. These issues have been brought up and are currently being dealt with. In short, progress has been slow, but it is now back on the rise.


Don't worry, work has been getting done since the last update. As you know, the main thing we have been keeping our eye on is Carentan Causeway. You saw a nice chunk of it in the video from our 1st of the Month update. Just recently, Robin Morris revealed some pictures to us that show big changes to it. Also, I will quote him on this:

"Carentan Causeway is nearly finished. It just needs the objectives and some new areas in the 3d skybox. From a construction standpoint, its done." -Robin Morris

Let's take a look.



Today, Eero has a little something for you guys as well. Check out this WIP he has been sketching up for an NCO loading screen.


With this update, he has assigned "homework". Sometimes we need a little help from you, the community. Based on your longtime experience playing the game, what sort of things would be important for new players to know before jumping into battle? PM your ideas to either Hunnicutt or myself, Eric Murphy, and we will be sure to forward that information to him.



Now for the RTTF Q and A's.

 1. Will there be any changes to mortar use to increase the realism aspect?
There is a possibility that future updates may include range adjustment or a class specifically for it. Currently, we are focusing on things that need to be fixed. When that is done, deliberations can then begin on new additions to the game.

2. Will the Machine Gunner be able to adjust the position of the machine gun while deployed?
Having the ability to move the setup position of the machine gun while deployed is on a to-do list. It is not on high priority at this moment, nor are the details worked out. None the less, it will get done.

3. Will the Machine Gunner be able to free view while deployed?
For those of you who do not have beta access, yes. This means that it is already implemented in the Beta test and you will all get to use it when the beta is released to the public.

4. Roughly how many maps will be released with the Beta in addition to the current ones released?
We are hoping to have 4 more completely finished maps by the release date. There may be more or there may be less, but that is what we are shooting for.

5. What new weapons are going to be released for the Axis?
We previously mentioned the possibility of the FG42. Beyond that, all information on new Axis weapons are confidential or have yet to be determined.

6. Will there be any more airborne maps like Eglise where you drop in? If so, will you spawn in a plane or in mid air?
There is a map being worked on that does have you "drop in", however there is currently no setup to spawn in a plane. This means that you spawn in mid air like on Eglise.



If you have any questions that you would like featured in the next RTTF, PM Hunnicutt or myself and we will do our best to get them answered. That is all we have to show you for this mid-month RTTF, stick around for the next update on October 1st!

Post comment Comments
zonbie
zonbie Sep 15 2009, 6:39pm says:

Your updates are always impressive for their aesthetic quality and your honest, revealing nature. I am afraid I have not played R&L before but I will be downloading Alpha 4 tonight.

Your mappers have done something wonderful with the horizons.

If I was going to level criticism, I would say that the reloading animation feels sluggish or slow in some way.

+3 votes     reply to comment
NullSoldier
NullSoldier Sep 15 2009, 10:20pm replied:

Sluggish or slow, you mean realistic? It's a good thing. :)

+1 vote     reply to comment
zonbie
zonbie Sep 16 2009, 7:34pm replied:

i think the slow reload time is not realistic because soldiers are trained to reload quickly while under fire.

I think the current reload animation makes it look like the player's first time ever reloading the weapon, rather than being familiar and well-trained with it.

+1 vote     reply to comment
mikaelqz
mikaelqz Sep 16 2009, 3:44pm replied:

yeah he looks at the gun for like 3 secs

+1 vote     reply to comment
HypnoToad
HypnoToad Sep 17 2009, 9:31pm replied:

He doesn't "look at the gun for 3 seconds" that time is when the "character" is removing a magazine from it's pouch.

+1 vote     reply to comment
Highmist
Highmist Sep 15 2009, 9:17pm says:

Nice update guys the map looks awesome, and the NCO loaking screen looks great.
Also what its loading is awesome, "Loading uber WIPness"

+1 vote     reply to comment
NullSoldier
NullSoldier Sep 15 2009, 10:18pm says:

This is good because the biggest problem in the game is that people don't work together very often. However, applying bonuses if you fight near your NCO is fantastic. I just hope that you've improved the entire squad system because not only were squads loosely defined in the players eyes in previous versions but keeping track of your squad and moving together was difficult.

Although there were so many times my whole squad had microphones, we would travel together like a real group of soldiers and we kicked ***. God those times are what make this game so ******* awesome and the reason I love it. I have some unforgettable moments in my gaming experience from this game.

Also, the new news post color scheme is great! It really matches your theme.

+1 vote     reply to comment
vfn4i83
vfn4i83 Sep 15 2009, 11:05pm says:

That map is awesome and that new design is perfect. great work.

That free camera could really make it to the general gameplay, like we see in ArmA2.

+1 vote     reply to comment
HellsHigh
HellsHigh Sep 15 2009, 11:51pm replied:

Unfortunately due to errors and complications during beta testing we have simply decided to leave it out of the general gameplay.

+1 vote     reply to comment
nythug1087
nythug1087 Sep 15 2009, 11:46pm says:

great update guys, but why is a lieutenant helmet on a NCO screen?

-1 votes     reply to comment
hunnicutt
hunnicutt Sep 16 2009, 7:57am replied:

It was an oversight and is already being fixed with the correct NCO Helmet.

+1 vote     reply to comment
Color-Copycat
Color-Copycat Sep 16 2009, 12:41am says:

About the midair spawns, is there some way to deter spawn camping?

I remember one round, my entire team was stuck in the air for the first five minutes of the round, repeatedly spawning and being sniped before even hitting the ground.

Maybe reduce the time it takes to land on the ground or spawn closer to the ground?

0 votes     reply to comment
Myloman
Myloman Sep 16 2009, 5:33am says:

Those screenshots are really good! Cheers for the update and info.

+1 vote     reply to comment
FaunsUK
FaunsUK Sep 17 2009, 7:50pm says:

Me and a friend love our War games just wanted to say how awesome this mod really is, I love the updates, the information was great! I also drool'd at the images haha!

+1 vote     reply to comment
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Released Jan 10, 2009
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Resistance and Liberation Development Developer & Publisher with 8 members