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Report article RSS Feed Resistance And Liberation Open Beta Patch 1.2 release

Another week has gone by and we have another patch for you. We realize it may have been a long week of testing with the constant server crashes; this is why patch 1.2 especially focuses on attempting to remedy the crashing issue. Our programmer, who has been testing for several hours every night, feels that the fixes listed below will either solve some of the crashes or at least point him in the right direction.

Posted by WinstonChurchill on May 29th, 2010



Another week has gone by and we have another patch for you. We realize it may have been a long week of testing with the constant server crashes; this is why patch 1.2 especially focuses on attempting to remedy the crashing issue. Our programmer, who has been testing for several hours every night, feels that the fixes listed below will either solve some of the crashes or at least point him in the right direction. Also, our level designers have been touching up the maps according to your feedback and bug reports. Lastly, there are a couple other small changes, but you can read it all in the changelog below.


Today's screenshots will focus less on the visuals of Resistance and Liberation and more on the action in game. Therefore, below are some screenshots taken during actual play.

Resistance and Liberation Open Beta 1.2 media Resistance and Liberation Open Beta 1.2 media
Resistance and Liberation Open Beta 1.2 media Resistance and Liberation Open Beta 1.2 media

Changelog - Open Beta 1.2

  • ! Possibly fixed a server-side crash when trying to look up an entity.
  • ! Possibly fixed a server-side crash on round restart.
  • ! Possibly fixed a case where a player could spawn already  leaning.
  • ! Possibly fixed a case where a player's view would continue  rolling if they died while prone rolling.
  • !  Fixed being able to open the map when in spectator mode.
  • ! Fixed crouch sprinting being disabled.
  • ! Fixed the machine gun view being too restricted.
  • ! Fixed mp_restartround and mp_restartgame not working. (Only  differece between the two is mp_restartgame resets the amount of rounds  won, useful when using mp_roundlimit)
  • ! Fixed a common streetlight model having a bad collision model,  making it impassable in some places.
  • ! Fixed a few other small errors with prop models.
  • ! Fixed a case where the spectator GUI would still be up after a  player spawned.
  • ! Fixed a case where a player could open the squad selection menu  for both teams by quickly hitting the auto-assign and teamjoin buttons  multiple times.
  • !  Fixed a bug where players would prone dive when walking.
  • !  Fixed a bug where players would prone dive when moving  backwards.
  • ! Fixed the placeholder G43 models not being precached.
  • ! Fixed player helmets not displaying on low model settings.
  • +Added sensitivity_hip, sensitivity_is, and sensitivity_ss to  give different sensitivities based on weapon posture.
  • +Added mp_limitteams, defaulted to 16, to limit number of people  per team
  • +Added the ability to deploy an MG at a vertical angle, rather  than have it locked on the horizontal.
  • +Added a slight capture bonus for each player on the capturing  team in a  capture zone.
  • +Added cl_viewbobscale_x and cl_viewbobscale_y to enable users  to scale the view bob effect.
  • +Added sliders for these new cvars to the multiplayer options.
  • - Removed some unused and disabled options in the options menus.
  • - Removed pistols from all classes with auto or semi-auto weapons and the german Grenadier  (Except NCO and MG)
  • - Removed grenades from the Sharpshooter class and the MG classes.
  • Changed blood spray to reduce it to near-human levels. (No more   exploding vats of goo)
  • Changed cl_detaildist to have a minimum value of 250.
  • Changed color of player ID HUD to white.
  • Changed the distance of the player ID HUD to be slightly  farther.
  • Changed the amount of morale each weapon takes on near-miss  shots to increase the effectiveness of suppression.
  • Updated Ardennes to fix some small graphical glitches, fix the  round never ending sometimes, make the city center capzone bigger, and  add resupply crates.
  • Updated St. Mére Eglise to slightly reduce the grass density,  fix numerous spawn issues, and fix various exploits.
  • Updated the squad scripts to create a Fireteam Leader in the  Allied second Fireteams rather than a second NCO.
  • Updated the squad scripts to create a Truppführer (Fireteam  Leader) to accompany the Squad Leaders in Axis squads.
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Post comment Comments
FuzzyMcDoodle
FuzzyMcDoodle May 29 2010, 7:38pm says:

Awesome, some good fixes... can't wait to play!

+1 vote     reply to comment
D!RT
D!RT May 29 2010, 8:48pm says:

nice work

0 votes     reply to comment
Spenzerr
Spenzerr May 29 2010, 9:59pm says:

sweet!!

0 votes     reply to comment
pyronious
pyronious May 30 2010, 4:32am says:

ironsights are not fixed..
For all that have an iron sight mess up:
-switch to any other weapon and switch back.

0 votes     reply to comment
HellsHigh
HellsHigh May 30 2010, 1:37pm replied:

We never said we fixed that. O_o Thats the huge overhanging lag bug we are working on.

+3 votes     reply to comment
Underet
Underet May 30 2010, 6:15am says:

Ae
! Fixed the machine gun view being too restricted. Ura!!!!

+1 vote     reply to comment
FreTerique
FreTerique May 30 2010, 9:00am says:

No more pistols for German grenadiers?!
:(

+2 votes     reply to comment
BillyB0y
BillyB0y May 30 2010, 9:29am replied:

Nobody will play nazi anymore...

+1 vote     reply to comment
Scary155
Scary155 May 30 2010, 12:03pm replied:

why? no reason for that

+3 votes     reply to comment
HellsHigh
HellsHigh May 30 2010, 3:59pm replied:

Use your bayonet, like a real soldier would.

+2 votes     reply to comment
Kirk´smod
Kirk´smod May 30 2010, 1:46pm says:

why no pistols??
too bad, germans will have no chance!

+1 vote     reply to comment
NullSoldier
NullSoldier May 30 2010, 2:24pm says:

sweet maybe this will fix my issues so i can actually play the open beta. I couldn't play previously because it never launched correctly to the game.

Also theres a lot of qqing going on but they haven't even tried it yet.

0 votes     reply to comment
|KILroy|
|KILroy| May 30 2010, 5:06pm says:

My main concern is the way the ironsight is set up.

Have you guys tried adopting an ironsight system that is similar to Insurgency mod?

I believe INS's iron-sight mechanic (in terms of their "stable" aiming compared to the "loose" aiming of RnL) would make the weapons more fun to use.

I would really love to see this implemented as an experiment on which players love.

0 votes     reply to comment
HellsHigh
HellsHigh May 30 2010, 5:09pm replied:

You can press and hold your iron sight button for a stable IS.

+2 votes     reply to comment
Sparky245
Sparky245 Jun 1 2010, 12:05pm replied:

I like the system, but Kilroy is right, it;s a little klunky. Not your fault, just way the game works. The Insurgency ironsights are great, and to be honest, you don't really need to levels of IS.

+1 vote     reply to comment
HellsHigh
HellsHigh Jun 2 2010, 12:02am replied:

Much like how some games have you hold shift to hold your breath, holding the IS button reduces your IS sway and gives you a slight zoom. Plus, you can adjust the sensitivity of the mouse independent from regular IS to allow you to make more precise shots at distance.

You don't need it persay, but it is something semi-original and it helps if you know how to use it.

+1 vote     reply to comment
cinco
cinco May 31 2010, 12:01am says:

make the head smaller. right now it's busting at the seams so to speak.

the problem is you based the head on the hl2 model when you should have based it on the dods version. eitherway, it looks rather outdated and engorged.

congratulation on new release.

+1 vote     reply to comment
HellsHigh
HellsHigh May 31 2010, 6:33pm replied:

Um, no our modeller didn't base it on hl2.

+1 vote     reply to comment
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