Resistance and Liberation- A WW2 Infantry Simulation fer HL

Resistance and Liberation- A WW2 Infantry Simulation fer HL

Postby [BT]Brimstone » Fri Feb 20, 2009 4:18 am

Heres the download for the Alpha 4
http://bi-studio.com/files/rnl_alpha4_full.exe

*from old forums and has been edited a bit*

Hey yall

Been wathin this mod fer a while and i am really lookin foward 2 it, its a WW2 mod fer HL2 and is based round team play, has awesome lookin renders on charaters and on weapons, and just recently they relased some in game shots and i am really lookin foward 2 this i thin its gona be really good

*New update on it*
Hey guys, iv been alpha testing it an it is totally cool, hard as well but very cool, you can download the mob at there site, i recommend gittin the latest full patch which is alpha 4 full install

heres a couple links fer yall

Main
http://www.resistanceandliberation.com/

Tells ya all bout Rnl and talks bout the charaters and stuff in the game
http://www.resistanceandliberation.com/about/

Media page
http://www.resistanceandliberation.com/media/

Forums
http://www.resistanceandliberation.com/forum/
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Re: Resistance and Liberation- A WW2 Infantry Simulation fer HL

Postby [BT]Vorden » Wed Mar 18, 2009 12:07 am

Looks cool, how would you compare it to Days of Defeat?
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Re: Resistance and Liberation- A WW2 Infantry Simulation fer HL

Postby [BT]Brimstone » Wed Mar 18, 2009 2:08 am

mm imo, i think just for an alpha its a lil different af first an the aimin it weird but ya after ya git used 2 it it blows it outa the water
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Re: Resistance and Liberation- A WW2 Infantry Simulation fer

Postby [BT]Brimstone » Sat May 22, 2010 7:54 am

the newest relase Open 1.0 beta is out now for RnL, also this is not the full beta release of it

heres some links you can git it

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.

http://www.moddb.com/mods/resistance-li ... /downloads

http://www.strategyinformer.com/pc/half ... 36018.html

and a lil info on it now as well

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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Re: Resistance and Liberation- A WW2 Infantry Simulation fer

Postby [BT]Vorden » Mon May 24, 2010 8:25 pm

Sounds interesting, Im downloading it now! :mrgreen:
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