Half-Life 2: Resistance and Liberation Mod Alpha 4 Demo Info

Half-Life 2: Resistance and Liberation Mod Alpha 4 Demo Download Half-Life 2: Resistance and Liberation Mod Alpha 4 Demo
Filename: rnl_alpha4_patch.exe
Author: RnL team
Size: 57.1 MB
Created: 8/19/2008
Updated: 1/13/2009
Downloads:
Also known as: Half-Life II, Half Life 2
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Half-Life 2: Resistance and Liberation Mod Alpha 4 Demo Details
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.

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. Just to list a few details, the following items are being implemented.

No crosshair
Weight and intertia added to weaponry
Full balistics added to weaponry
No HUD
No death messages
Revised score display
An advanced damage system

Changelog Alpha 4

Code:

* fixed a but that caused the NCO map to crash the game when a certain amount of players was on the server
* removed damage taken by parachutes
* tweaked machinegun handling
* fixed bugs in scoreboard
* fixed damage lookups for post Alpha 1 weapons
* fixed bug when being shot and deployed
* improved stability over Alpha 3 release

Maps:
Ardennes:

* added fields surrounding the village in the south, the north and the east.
* changed position of capture zones; middle flag location changed from park to bridge, both axis and allies are spawning outside of the village now.
* added more than a dozen dynamic doors, 7 rooms in 4 buildings that are now accessible, light switches.
* fixed visual glitches, optimized the 3d skybox, improved lighting in many places.
* reduced texture memory, added some craters and piles of rubble along with an overall more war-torn look.
* Map Overview matched to the new layout.

St. Mére Eglise:

* Allies need to capture all zones except the Old Folks Home
* Parachuting area expanded by some additional fields (still experimental)

Ste. Marie du Mont

* Teamwall bug of the axis hotel spawn fixed
* Town square requires one man less to capture and it takes only half the time

Known issues:

La Fiere is still missing textures. Since it's currently being worked on to get a proper spawn protection for the allies set up, we were not able to recompile it with working textures.

Alpha 3 changelog

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 two new maps and two new weapons; one MG per team. This is the last Alpha Patch build on the old EP1 code base.

This is the alpha 2 version full install demo and requires Half Life 2 to play. Just double click the file to begin installation and install in Half Life 2 folder under STEAM.
Visit http://www.resistanceandliberation.com/ for more info.
RnL IRC gamesurge servers irc://irc.gamesurge.com:6667/resistancemod

What's New:
- New Map - St. Marie
- New Visionblur effect
- Morale System tweaked
- NCO Map fixes
- Crash bugs fixed
- Ragdoll handling altered
- Bullet near miss effects created
- Capture zone logic fixed
- Weapon adjustments
- K98 bolting altered
- Viewmodel angles and fields of view tweaked
- Respawn Entities fixed
- Removed slow movements in prone causing weapon posture changes
- Respawn teleporting fixed
- Added Autokick and Ban system for team killing
- Added Crouch sprinting
- Fixed bugs in toggle crouching
- Tweaked grenade damage
- Tweaked concussion effects
- Improved weapon resting
- Improved damage reports
- Added round limits
- Fixed allied rifleman animation speeds
- Various Map fixes for Dumont and La Fiere
- Inital Spawn area protection in Dumont and La Fiere

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 "hip" 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 second position will be the "shoulder" position. In this position the player sacrifices some movement speed and agility while gaining a degree of accuracy. The player will have a view down and slightly above the barrel of the weapon, giving them a slight advantage over "hip".

The final position is the most accurate position a player can use. This position is of course "iron sights". Here the player brings the weapon fully up to their shoulder/cheek and uses the sights available on each weapon. In this position, the player sacrifices an even great amount of movement and agility, but gains much more accuracy. ^

›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 calibre, 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, its characteristics, and its behaviours will have a significant advantage over others in combat. ^

›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 be presented in individual and hopefully 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. ^

›Gametypes
As you can see, we're trying to change gameplay fairly dramatically. We'd like players to get a sense of commradeary when engaging in multiplayer battles. We want to stress the importance of each individual on the battlefield, and the strenths and weaknesses they each possess.

There are currently two type of gameplay for maps. This first is a typical objective destruction format. One team will be given several targets of strategic importance that must be captured and/or eliminated. Of course the opposing forces must prevent such an outcome.

The second and more robust gametype is the "Zone Capture" form of play. In this sitiation, teams will have various locations on a given map that must be captured and/or held for a certain period of time. Generally each zone will have an importance level, with each level of importance requiring more men and time to secure the zone. Zones are not marked with typical flags or base objects, but consist of a larger area that needs to be defended. By capturing certain zones, teams can gain an advantage by advancing their spawn points to the captured zone. This is to simulate the moving of a battle's frontline. Action can be tense for any team on the defensive, especially when they're confined to a smaller section of the map. ^

›Campaigns
We're currently working on a series of maps that detail all the major efforts by the 82nd Airborne. Several locations were mentioned earlier. If all goes well, we'd like to see several fictitious maps that would be played in the event an Axis team were to secure or defend an Allied objective(s). As long as the Allies continue their winning efforts, the maps will stay consistent with a historically accurate timeline. However, in the event they fail a mission, an alternate timeline would be presented with fictitious maps simulating a "what if" situation. ^

›Map Overview
Each map is being created using actual photos, news reports, stories, and geological data of each location. Historical accuracy is an extemely high priority for RnL. The goal of each map is to encourge teams to engage in longer, more controlled firefights. By using some of the above features, we're trying to encourage teamplay so that players will find themselves in positions of using effective cover, covering fire, and even sporadic fire from a concealed location. The speed of battle is going to be somewhat slower than that of other games, like Medal of Honor or Day of Defeat. We'd like to see battles drawn out a bit longer than typical World War 2 games. ^

›Conclusion
We hope this section will give you a better persepctive on what it will be like to play RnL. The goal with this document is to provide some insight on just how high a priority realism is for our team. We want RnL to be an effective realistic infantry combat simulator. If you were to compare it to anything, we would suggest visioning America's Army set in the time of World War 2. Obviously we'll be taking it even a bit further than they did, but it's a start.

For further information visit the FAQ via the link on the top of the page. As well you may feel free to post comments, questions, or concerns in our public forums or irc channel. We reside on #resistancemod at the irc.gamesnet.net irc server. Last but not least, please visit our media section to see our latest progress on the mod. Thank you.
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