Resistance & Liberation Open Beta 1.5 -> 1.6 Patch zip

Date 31/7/2011
Filename rnlopenbetapatch6.1.zip
Size 275.93 MB
Website http://www.resistanceandliberation.com/
Last Access 127 days ago
Downloads 189
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Description Changelog - Open Beta 1.6

! Potentially fixed a case where weapons would go into an animation loop, causing the weapon to seemingly twitch.
! Greatly improved the multiple prediction issues. (Thanks go to Andrew Ritchie and the Alien Swarm SDK)
! Possibly fixed a crash in the weapon holstering code.
! Possibly fixed a crash in the knockdown code.
! Fixed a bug where a player's helmet would go flying off multiple times.
! Fixed a bug where MGs could do prone rolling, and no other weapons could.
! Fixed a client-side crash in the scoreboard.
! Fixed being able to be knocked down when not on a team or when dead (via the command). [Fixes random GMan models falling from the sky]
! Fixed not being able to rearm explosives from the ammo crates.
! Fixed players having two ragdolls if they died while knocked down.
! Fixed explosives not playing all animations.
! Fixed the K98s being able to cycle the bolt while in SS mode. (It now kicks them back to IS).
! Fixed a case where a player would not move slower while crouched after being shot in the legs.
! Fixed Non-MGs not emitting "whiz" sound tracers.
! Fixed a bug where the throw animation would play when trying to drop ammo even if you didn't have any ammo for that gun.
! Fixed lines in ScoreBoard going all the way across and overlapping.
! Fixed the last client in a game not getting updated on the scoreboard.
! Fixed bug where an animation would be interrupted by the reload when you rearmed from an ammo box. Current weapons can now only be rearmed after they have finished their animations.
! Fixed players being able to see their arms when proning or unproning.
! Fixed a bug where the spectator GUI didn't show up when a player joined their first team.
! Fixed a bug where the spectator GUI sometimes didn't go away after a player had spawned.
! Fixed a bug where players could get stuck if they uncrouched while under something that was shorter than themselves.
! Fixed a rare case where you could get stuck while unproning.
! Fixed a bug where players could get stuck by climbing into things.
! Fixed a player not being able to prone roll when they had exactly 10 stamina (the amount required)
! Fixed not being able to crouch/uncrouch while on ladders.
! Fixed being able to deploy an MG on another player. (This fixes an exploit and was not supposed to be possible in the first place).
! Fixed a potential issue with the team kill count being reset.
! Fixed incorrect weapon angles in spectator mode and demos. (Freeaim is not present in demos when recording yourself)
! Fixed the top of the BAR mag having an improper texture.
! Fixed a couple potential cases where HL2 sounds would play when switching weapons.
! Fixed squad selection menu not updating when someone joins a slot while it's open.
! Fixed whiz tracers not working on MGs.
! Fixed tracers being created on every bullet reflection. (Lead to more tracers than should exist going in seemingly random directions)
! Fixed primed grenades dropping when switching to spectator.
! Fixed damage report displaying when switching to spectator.
! Fixed players losing morale around you when switching to spectator.
! Fixed team losing a ticket when player switched to spectator.
! Fixed creating a ragdoll when switching to spectator.
! Fixed two long standing issues with the K98k skin. (Bolt on the back is not a screw, and the sight adjust measurements were mirrored)
! Fixed the pin being in the wrong position after firing the K98k sometimes.
! Fixed BAR holster animation not playing sometimes.
! Fixed the bayonet attacks not following the weapon angles.
+ Added sv_squad_unlock_percent which controls the percent full the first squad must be before the second squad is unlocked. Setting this to 0 will disable this functionality. Defaults to 75%.
+ Added translation for the "Locked" label for the above functionality.
+ Added a capture time bonus to the team with less players (maximum of 3x).
+ Added a capture time deficit to the team with more players.
+ Added npc_crow and npc_pigeon entities as reactive npcs for mappers.
+ Added mp_alliedtickets and mp_axistickets cvars for server owners to control the amount of starting tickets each team has. NOTE THE FOLLOWING:

With the other ticket-related changes in this patch, PLEASE do not use these CVars until the other changes have been tested.
If either of these CVars is changed during a running round, the difference between old value and new value will be added to the current tickets (even if its negative).
If either of these CVars is changed from some value to -1, the remaining tickets will be reset to the map's default (completely reset, not just difference added).
If changing either of these CVars results in 0 or less tickets for a team, that team will lose and the round will end.
If either of these CVars is set to something less than 1, but greater than 0, 1 will be used instead.

+ Added "hold_timer_length" to the rnl_game_manager entity, allowing mappers to define how long all objectives must be held for the holding team to win the round.
+ Added the "holster" command to holster a player's current weapon.
+ Added the "holster" command to the key binds menu, bound by default to "o".
+ Added fist weapons for both teams. Stamina drains slightly slower and regains slightly faster when using the fists. The fists are NOT selectable and will only be deployed under the following circumstances:

When using the "Holster" command
When knocked down
When the player has dropped their primary and secondary weapons (either by choice or by getting shot in the arm)

+ Added the ability for K98ks and Garands to attach and detach the bayonet. (Defaults to off. Bind key to "+attach" or set the button in keyboard options)
+ Added new loading screens.
+ Added the ability for mappers to add "Fallback Spawns" to their spawn areas. These spawns will only be activated when their parent spawn area is blocked.
+ Added sv_deadlisten, defaulted to off, that determines whether dead players can listen to alive players' voice chat.
+ Added movement and shot sounds for "snow" into the sound scripts.
+ Added a new supply crate model and WIP texture for each team.
+ Added new "round win" graphic overlays.
+ Added the "teamplay_round_win" event which broadcasts which team won the round.
+ Added the FG42 weapon as the german counterpart to the BAR. (Texture is a placeholder)
+ Added Falaise as an official map.
+ Added Battle of Carentan as an official map.
+ Added roundsleft and fragsleft commands corresponding to mp_roundlimit and mp_fraglimit respectfully.
+ Added small smoke trails coming from gun muzzles after firing for a certain amount of time.
+ Added the map description panel displayed after the MOTD, but only if only there is one. (File is located in "media/html/MAPNAME.html")
+ Added icons for the MG42 and Browning 30Cal ammo boxes.
+ Added the ability to hold and drop an extra mag (or box) of ammo for a weapon you don't have using the "dropextraammo" command. (Set in the squad script using the "extraammo" value. See the weapon scripts to get the ammo names.)
+ Added Biohazard's Shader Editor. Add "-shaderedit" to the command line to use it. (http://developer.valvesoftware.com/...rceShaderEditor)
+ Added Linux server binaries.
- Removed "timer_length" from rnl_game_manager because it wasn't being used in the code.
- Removed default "spectate" command.
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Resistance & Liberation

  • Platform: PC
  • Publisher:
  • Developer:
  • Genre: First Person, Shooter

  • 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.

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