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That's no healthbar, it's the capture progress indicator.
The Germans will, it's just low on the priority list right now.
Because it is as old as Source (2004), about as convoluted and crap to work with and since some of us do work in the industry, the knowledge of working with such an old engine is useless.
We've weighed it against other engines, like CryEngine and Unity and it simply fit the best. Don't feel like buying more "pro" tools for Unity like shader support or proper networking that you get for free with UE. No thanks :D
Oh well, there may be some hardcore fans still working on old SDKs, that is true.
But lots of other things aside, Valve somewhat broke Source 2009s server browser years ago and never bothered fixing it. I can never see a server in the in game server browser for example, while it's fine in the steam server browser. And good luck getting that version to compile with a new VS version (or get your hands on an old one for that matter)
2013 was never fully opened to the modding community as far as I remember and Source 2 is nowhere to be seen with Steam Dev Days being cancelled until 2019. So that's not going to happen either.
So.. even if we wanted to stay on Source, it would be a bad choice.
You can register for our playtests, if you like: Forums.resistance-and-liberation.com
They're planned but not a priority at the moment. Getting a playable game out is
Well, we have our reasons for this move. If you have followed the development of Valve recently, you'll know why :D
What do you dislike about the move though? Hardware reasons?
There is a handful of servers, but they may or may not be shown in the server browser. Valve broke it a while ago and never fixed it for anything below the 2013 SDK. Best bet is to either use the Steam server browser (View - Servers) and filter for RnL or to add them as favorites:
Well, we actually are back. Have you seen Indiedb.com ?
It is alive and well indeed. The Source mod has players every now and then, mostly over the weekends, too, so its worth checking the High activity announcer and/or the discord channel for those.
We do not continue development of the source mod though, we're doing a reboot in UE4, which is what you can see in the news above.
It is, we've just gone a bit quiet with updates. We're working on the next one which will be out soon.
We're doing internal tests with a few selected members of the old community every week already. That has given us a lot of feedback as well as shuffled our priorities quite a bit :) We'll soon expand beyond that phase.
Thanks, we're getting there. We left some bloopers in on purpose btw :D (Angry rifle guitar german for example, or funny clown sleeve) but we're working on getting those resolved, too
Reborn is kind of the term to be used: Indiedb.com
Even better. We're undeaded!
Yes indeed, that is how it will be in the game again, just like in the early versions of the mod.
We'll work on the campaign of the 82nd paratrooper infantry first (and maybe some 101 battles, too). If and when we get to work on other nation's armies depends on time really. We do plan to keep some customization options open for the community though :)
We're working on it :) The first version will probably not feature all of the movement options we had in the mod right away. But they're all in the pipeline.
The mod version of this game is still available at: Moddb.com
It used to be a mod for Half Life 2
Well, thanks for asking :D We will make sure to stick to the level of detail that the old weapons had. If you take a look at the MP40 renders, you'll see how much effort Mr. Grimm has put into it already.
The thought process behind the iron cross was mostly: "What's the next iconic thing that is associated with Germany during WW2, that is not the swastika?" Personally, when I see the Balkenkreuz today, I think: "Bundeswehr", not "Wehrmacht".
We still have those, including their sources, but we have multiple reasons to not use them anymore.
Some are pretty low poly to today's standards and after 8-10 years they're simply due for a remake. Some do not match the UE4 default skeleton that we are using. For some, we have an artist that is dedicated to making a new one and we took that opportunity to get new assets.
Another reason is us playing it safe, legally, since we have not been in touch with the artists who made some of the assets, like the guns and player models for years. And should we ever consider a Kickstarter campaign or putting a price tag on this project on Steam, we need to be on the safe side in terms of copy right for every single asset.
You mean the 3D voice com? Definitely.
That's actually pretty awesome. We might join you guys every now and then :D until the new project is in a place where it can be tested by the public :)
You could ask the same question in regards to DoD:S, Batallion44, Days of War, Traction Wars, Festung Europa and whatever else is in development.
The point for us is: We want to make this, regardless of what other projects might be around or release before we do.
With that way of thinking we'd be stuck with the original MoH or DoD still.
We're working on it :) Just got our dedicated server setup to run last night, so we can now iron out any early hitches and bugs and then start playtests quite soon.
We cannot tell you definite requirements yet, for we still have to get to the point where we have a representative scene in the game that we deem "done" and can measure the hardware it takes to run it.
Chances are you'll need Win7 or higher, a quadcore with 2.2ghz or higher, 4 gigs of ram, GeForce470 GTX or a Radeon HD6870.
And of course, this is subject to change once we have more concrete information.
That depends on how much content we can create in a reasonable amount of time. New factions would mean new scenarios and new player models as well as new weapons and animations. Not impossible, but just doing a proper russian scenario with 1 or two maps would take about a year alone.
Sorry guys, as much as we would like to support low end hardware, we had several reasons to leave Source behind.
One being the broken weapon system that we couldn't seem to get fixed, even by upgrading to Source2013.
Another one was that UE4 is 8+ years ahead of what Valve has to offer even today, in regards to game engines. Developing with that tool case is actually fun, as compared to Source. We made more progress in 5 months in terms low level setups and gameplay than we did in 3 years with Source.
And last but not least, a good amount of us actually are game devs. Learning a state-of-the-art engine is the natural choice for going forward with our careers.
We'll let you know what our minimum requirements will be, who knows, maybe you can still run it after all :)