And my quest for realistic fps goes on...

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Turin_Turambar

Pls don´t shoot to the Asha´man
Oct 9, 2002
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After playing Red Orchestra, Americas Army, Swat 4, Insurgency (they had a new version past month), ArmA and other games/mods, i am still searching a realistic fps which i like as much as Inf (and still better, as much as i loved Inf + Dtas). I sill can't find a game with the same features: gun handling, soldier's movement, objetive orientated, infantry based, competitive human vs human, teamwork, last man standing style w/o respawns, dynamic objetives, big and non-linear maps (but not huge, i said before infantry based) and of course overall realism.

But meanwhile, i found a very interesting game, a mod for HL2 based in WW2. This:
http://www.resistanceandliberation.com/

It is still ALPHA, an early alpha, but playable. It is very based in respawns (and for godsakes they need a spawn protection system like in EAS, or better planned maps), like the Red Orchestra's system with a common pool of life tickets for each team, and they also have the same slot system for players, but i am liking the core gameplay more than Red Orchestra's.

I think you are going to like it. The movement is good, nor fast or slow, the sprint feels ok, with momentum and the camera moving wild, and overall they have a bit of inertia in the movement's system so you don't have strafe whores. You can crouch, go prone, lean left/right, climb walls (!) or another vertical surfaces up to 2mts, and roll left or right while proned (is proned a word?). You can even "jump to the floor" if you go prone while sprinting.
I think they also have a small weight/fatigue system, if you choose less nades/magazines you move a bit faster and you can't sprint forever, you begin to breath strongly and stop running.

And you also are going to like the weapons' system. It is a three mode system: free aim at hip level, free aim ironsight at shoulder level (see? you like it), and fixed zoomed ironsight at eye level, you switch modes with the wheel. Weapons have a good sway amount and recoil, perhaps smgs have too much recoil for gameplay purposes but i will left that discussion to the gun nuts.

They also have little neat things like a "morale" system, when bullets are passing nearby your vision blurs and even the movement speed lowers a bit (you need a good amount of lead thrown at your to slow down, don't think it is annoying). I think it is a good system to "feel" like in a real battle instead on front of your screen, as there is a psychological component that games can't copy from a real firefight. I read that if your squad moves in group they gain a morale boost so the suppression isn't as strong. The other day i also discovered something new, if you go near a surface that reaches your chest, your aim goes steady like if you were in the ground, as you use the cover to rest the weapon.
If you got hit, you usually die (you need 1-2 hits to kill someone, sometimes 3 with bad luck?), but there is also times where you got hit and: fall to the ground (go prone), lose the weapon (weapon to the ground), you bleed to death (you scream and in 45 seconds die, there isn't medics in the game, but this case is not usual), etc.

The maps are also good, not very polished in some stuff design wise, but overall they are big and have and 3-5 ways to the objetive, you can flank to your heart's content.

Oh yeah and there is no hud. You only have a map key to see the map, the objetives, etc but in the game there is no Hud. And the scoreboard doesn't have 'kills'.

They need to fix bugs, improve the map/goal display, improve the spawn system, and a fair number of things. They need more maps, more weapons as right now is 2 rifles (kar 98, m1), 2 pistols, 2 smg (mp40, thompson), 2 nades (american one, german one) and 2 smoke grenades (grey vs orange xD). Seems like the next version it will include the HMGs, but the developer team is slow, like Sentry Studios slow.

Screenshots, i used Fraps:

[screenshot]http://i6.photobucket.com/albums/y247/Turin_Tur/Resistance%20Liberation/150684da.jpg[/screenshot]
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Hadmar

Queen Bitch of the Universe
Jan 29, 2001
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Sounds interesting but I don't have HL2.

A hint for the future though. Those huge screen shots make reading your post an effort due to all the scrolling that's necessary. You can avoid that with [screenshot] tags.
 

Snakeye

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Looks interesting, but I'm not sure if it's worth going through another HL2 install. Do the aimed irons only look so big in the screenshots, or is there some kind of aimzoom? I definetly wouldn't want to fire a Kar98k that close to my eye. Also does it have freeaim?
 

tomcat ha

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Feb 2, 2002
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The nice thing with source mods is that you just need the source sdk not the entire install of say hl² or counter strike.
 

Turin_Turambar

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Oct 9, 2002
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Looks interesting, but I'm not sure if it's worth going through another HL2 install. Do the aimed irons only look so big in the screenshots, or is there some kind of aimzoom? I definetly wouldn't want to fire a Kar98k that close to my eye. Also does it have freeaim?

Quoting myself:
It is a three mode system: free aim at hip level, free aim ironsight at shoulder level, and fixed zoomed ironsight at eye level

So it does have a freeaim non-aimzoom ironsight mode, and a fixed and aimzoom ironsight mode. It the last mode where the kar98 is so close.
 

verlatt

... or something like that.
Apr 1, 2006
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I have to say this... Those textures are damn good. Sharp and clean.
Oh, and what about choosing the equipment in this mod? Is it like in inf - I mean, does it have the loadout function or something similiar to it or it's rather more like in Red Orchestra?
 
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Lethal Dosage

Serial Rapis...uh, Thread Killer
OMFG this looks good! This might just satisfy those WW2 cravings i've been having since i finished CoD2 for the 20th time. It's just a pitty i don't have HL2, unfortuantly all the stores around me stopped stocking it before it got below the $50 mark, the last i've seen it was around $80.

The nice thing with source mods is that you just need the source sdk not the entire install of say hl² or counter strike.

So if i just get the SDK i could play this? Can i download it for free, or do i hvae to buy it? I too am curious about what sort of loadout system it has, wether you pick up weapons ingame, have loadout "sets" like BF, or a prematch loadout system.
 

-Freshmeat

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This looks nifty. Does it have a player base, or do we need to come in numbers? I am looking for something that holds my interest better than Insurgency, but has more players than Infiltration. Further, I play very occasionally, so the learning curve would preferably not be steeper than Infiltration.

Will download, working at home today.
 

zeep

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Feb 16, 2001
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The game has improved with the second patch but there are a lot of things that bug me.

Map features too many 'walls' along the way forcing you in a certain direction.
Everybody looks the same.
Headbob is over the top when sprinting. It's double time headbobbing really.
Don't expect Inf movement like i did. It'll have you struggling. Apart from that movement mechanics are ok.
Movement speeds however leave me wondering. Walking seems too fast. Pronecrawling is also too fast.
Conefire.
It's not inf.

When entering the forum beware of fanboy behaviour. Also, numerous posts on bugs are greeted with the famous "It's only an Alpha release!" statement. Kids. It's RO forum all over again.
 

Logan6

TC Vet
Dec 23, 2003
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God if there is anything I hate on this earth it is fanboys. You can never debate them. Then, the creators of the game, when they fear that you have found some bad flaw in their system, try to join them in shutting you up. Then when they realise you are right, they ban you from the forums.

So typical.

Thats what I like about the INF forums, you can debate and people are somewhat reasonable (except Crack - he's just insane :p).
 

geogob

Koohii o nomimasu ka?
gah WWII. I'd rather see yet another MEWII.

Also, the typical response to "hey! I found this bug..." that sounds like "stfu, it's not finished" is not surprising. I probably used it myself quite a few times. Thing is, developers get very emotional about their code. They love it and hate it at the same time. They like what they do, but they know its full of bugs and crappy and that gets to them.

That's why developers should never directly respond to initial bug report (public reporting) and only jump in the loop once its task is to fix that specific bug.
 

zeep

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Feb 16, 2001
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Isn't it just a level of professionalism? You should respond intelligent rather than emotional.

They released an alpha, or whatever they want to call this 'experiment'. Fact is they released and want feedback. It means you should be able to discuss your code, have it rated / hated / loved, without getting emotional about it.

A poor mentality on the dev's side is as big a weakness as bad coding.
 

Carpetsmoker

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Indeed, if you don't want your code to be criticised, then don't release it ... It's as simple as that.
Telling people to ``shut the **** up'' is very unfriendly in any situation, and it's just plain retarded when someone is trying to help you (By submitting a bug report).

When someone reports a bug or problem with some of my code, I always thank them for taking the time to help improve the quality of the code ... And I think people who don't do this (Or even tell people to shut the **** up) have a serious attitude problem.