jezek2
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Posted
2009-11-23 07:16:26 » |
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Resistance Force is close combat multiplayer team action FPS with focus on realism. Current alpha version features:- single life, no respawn during round
- two teams fighting against each other (specops vs terrorists)
- one map with objective (bombing, terrorists have to plant bomb in one of possible targets)
- currently one gun (pistol)
- firing directly with your gun using iron sights, no crosshair
- realistic environment and lighting
- custom engine designed and optimized for the game
- ragdoll physics
- auto-update system
http://www.resistanceforce.com
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h3ckboy
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Reply #1 - Posted
2009-11-23 07:28:39 » |
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looks great, gunna check out after school today 
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CommanderKeith
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Reply #2 - Posted
2009-11-23 07:41:49 » |
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Wow that looks really really good. One of the best java FPS's I've seen. I'm going to download it tonight 
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Games published by our own members! Check 'em out!
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EgonOlsen
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Reply #3 - Posted
2009-11-23 08:36:45 » |
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It fails when it can't reach the update server... 
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CyanPrime
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Reply #4 - Posted
2009-11-23 08:38:38 » |
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Ugh, it costs money. T_T
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zammbi
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Reply #5 - Posted
2009-11-23 09:08:07 » |
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Looks nice. It enters the game and then I go play online it loads the bar then crashes the VM 
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jezek2
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Reply #6 - Posted
2009-11-23 09:16:59 » |
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It fails when it can't reach the update server...  Are you using any proxy? Ugh, it costs money. T_T
Yeah, can't do development on this scale for free, sorry  There will be time unlimited demo version available in final version and alphas are free. Looks nice. It enters the game and then I go play online it loads the bar then crashes the VM  Can you send me the log file (contained in logs directory)? If it's VM crash you can also try to run it with -console parameter if you're on windows to see stdout (not needed for linux version).
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EgonOlsen
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Reply #7 - Posted
2009-11-23 09:32:52 » |
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Are you using any proxy?
Yes.
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jezek2
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Reply #8 - Posted
2009-11-23 09:46:58 » |
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Yes.
It uses standard URLConnection, I assumed it takes the setting automatically somewhere from system. Also you will have problem with networking as it uses UDP, unless it's a Socks proxy.
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zammbi
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Reply #9 - Posted
2009-11-23 10:14:17 » |
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22:10:01 [info] logging started at 2009/11/23 22:10:01 +1300 22:10:01 [info] public alpha version - build #12 (2009/11/19)
...
22:10:02 [debug] available display modes: [...] 800x600@60Hz 16bpp [...] 640x400@60Hz 16bpp [...] 640x480@60Hz 32bpp [...] 320x200@60Hz 32bpp [...] 1024x768@60Hz 16bpp [...] 512x384@60Hz 16bpp [...] 1280x800@60Hz 32bpp [...] 1280x800@60Hz 16bpp [...] 512x384@60Hz 32bpp [...] 1024x768@60Hz 32bpp [...] 800x600@60Hz 32bpp [...] 640x400@60Hz 32bpp [...] 320x200@60Hz 16bpp [...] 640x480@60Hz 16bpp 22:10:04 [debug] OpenGL vendor: Intel 22:10:04 [debug] OpenGL renderer: Mobile Intel(R) 4 Series Express Chipset Fam ily 22:10:04 [debug] OpenGL driver version: 2.1.0 - Build 8.15.10.1892 22:10:04 [debug] OpenGL extensions: [...] GL_EXT_blend_minmax [...] GL_EXT_blend_subtract [...] GL_EXT_blend_color [...] GL_EXT_abgr [...] GL_EXT_texture3D [...] GL_EXT_clip_volume_hint [...] GL_EXT_compiled_vertex_array [...] GL_SGIS_texture_edge_clamp [...] GL_SGIS_generate_mipmap [...] GL_EXT_draw_range_elements [...] GL_SGIS_texture_lod [...] GL_EXT_rescale_normal [...] GL_EXT_packed_pixels [...] GL_EXT_separate_specular_color [...] GL_ARB_multitexture [...] GL_EXT_texture_env_combine [...] GL_EXT_bgra [...] GL_EXT_blend_func_separate [...] GL_EXT_secondary_color [...] GL_EXT_fog_coord [...] GL_EXT_texture_env_add [...] GL_ARB_texture_cube_map [...] GL_ARB_transpose_matrix [...] GL_ARB_texture_env_add [...] GL_IBM_texture_mirrored_repeat [...] GL_EXT_multi_draw_arrays [...] GL_NV_blend_square [...] GL_ARB_texture_compression [...] GL_3DFX_texture_compression_FXT1 [...] GL_EXT_texture_filter_anisotropic [...] GL_ARB_texture_border_clamp [...] GL_ARB_point_parameters [...] GL_ARB_texture_env_combine [...] GL_ARB_texture_env_dot3 [...] GL_ARB_texture_env_crossbar [...] GL_EXT_texture_compression_s3tc [...] GL_ARB_shadow [...] GL_ARB_window_pos [...] GL_EXT_shadow_funcs [...] GL_EXT_stencil_wrap [...] GL_ARB_vertex_program [...] GL_EXT_texture_rectangle [...] GL_ARB_fragment_program [...] GL_EXT_stencil_two_side [...] GL_ATI_separate_stencil [...] GL_ARB_vertex_buffer_object [...] GL_EXT_texture_lod_bias [...] GL_ARB_occlusion_query [...] GL_ARB_fragment_shader [...] GL_ARB_shader_objects [...] GL_ARB_shading_language_100 [...] GL_ARB_texture_non_power_of_two [...] GL_ARB_vertex_shader [...] GL_NV_texgen_reflection [...] GL_ARB_point_sprite [...] GL_EXT_blend_equation_separate [...] GL_ARB_depth_texture [...] GL_ARB_texture_rectangle [...] GL_ARB_draw_buffers [...] GL_ARB_pixel_buffer_object [...] GL_WIN_swap_hint [...] GL_EXT_framebuffer_object [...] GL_EXT_texture_sRGB [...] GL_ARB_color_buffer_float [...] GL_ARB_half_float_pixel [...] GL_ARB_texture_float [...] GL_NV_conditional_render [...] GL_EXT_texture_swizzle [...] 22:10:04 [debug] shader profile: ARB 22:10:09 [debug] registered resforce.world.World@523df (class resforce.world.W orld) 22:10:09 [debug] registered engine.mesh.Mesh@12dd538 (class engine.mesh.Mesh) 22:10:09 [warning] mesh models/bomb.mesh not preloaded 22:10:09 [info] loading mesh models/bomb.mesh 22:10:09 [info] loading models/bomb.dds... 22:10:09 [info] loading textures/normalized/obrubnik.dds... 22:10:09 [info] loading textures/normalized/AsphaltCloseups0033_1_L.dds... 22:10:09 [info] loading textures/terrain/Sand0064_L.dds... 22:10:09 [info] loading textures/bricks/BrickSmall0032_L.dds... 22:10:09 [info] loading textures/normalized/Concrete0120_L.dds... 22:10:09 [info] loading textures/indoor/Carpet0021_L.dds... 22:10:09 [warning] texture textures/common/__invisible.dds not found in any regi stered path 22:10:09 [info] loading textures/normalized/BrickModernLarge0002_L.dds... 22:10:09 [info] loading textures/normalized/beton-zed2.dds... 22:10:09 [info] loading textures/normalized/MetalGalvanized0005_L.dds... 22:10:10 [info] loading textures/metal/MetalPlates0107_1_L.dds... 22:10:10 [info] loading textures/metal/bombsite1.dds... 22:10:10 [info] loading textures/metal/bombsite2.dds... 22:10:10 [info] loading textures/normalized/cihly2.dds... 22:10:10 [info] loading textures/normalized/asfalt2.dds... 22:10:10 [info] loading textures/normalized/BrickFloors0121_L_1.dds... 22:10:10 [debug] registered engine.world.PointLight@10ebe18 (class engine.worl d.PointLight) 22:10:10 [debug] registered engine.world.PointLight@cef6f1 (class engine.world .PointLight) 22:10:10 [info] loading mesh human/human.mesh 22:10:10 [info] loading human/clothes.dds... 22:10:10 [info] loading human/hairs1.dds... 22:10:10 [info] loading human/body_color.dds... 22:10:10 [warning] texture human/null.dds not found in any registered path 22:10:10 [info] loading human/head_color.dds... 22:10:10 [info] loading human/eyes_color.dds... 22:10:10 [info] loading human/eyelashes_color.dds... 22:10:10 [info] loading human/eyebrows_color.dds... 22:10:10 [info] loading human/shoes.dds... 22:10:10 [info] loading human/vest.dds... 22:10:10 [info] loading mesh models/beachball.mesh 22:10:10 [info] loading models/beachball2.dds... 22:10:10 [info] loading mesh models/pistol.mesh 22:10:11 [info] loading models/fire_explosion_round.dds... 22:10:11 [info] loading models/pistol.dds... 22:10:11 [info] loading textures/effects/smoke.dds... 22:10:11 [info] loading textures/effects/smoke2.dds... 22:10:11 [info] loading textures/effects/explosion01.dds... 22:10:11 [info] loading textures/effects/explosion02.dds... 22:10:11 [info] loading textures/effects/explosion03.dds... 22:10:11 [info] loading textures/effects/explosion04.dds... 22:10:11 [info] loading textures/effects/explosion05.dds... 22:10:11 [info] loading textures/effects/explosion06.dds... 22:10:11 [info] loading textures/effects/explosion07.dds... 22:10:11 [info] loading textures/effects/explosion08.dds... 22:10:11 [info] loading textures/effects/explosion09.dds... 22:10:11 [info] loading textures/effects/explosion10.dds... 22:10:11 [info] loading textures/effects/explosion11.dds... 22:10:11 [info] loading textures/effects/explosion12.dds... 22:10:11 [info] loading textures/effects/explosion13.dds... 22:10:11 [info] loading textures/effects/explosion14.dds... 22:10:11 [info] loading textures/effects/explosion15.dds... 22:10:11 [info] loading textures/effects/explosion16.dds... 22:10:11 [info] loading textures/effects/explosion17.dds... 22:10:11 [info] loading textures/effects/explosion18.dds... 22:10:11 [info] loading textures/effects/explosion19.dds... 22:10:11 [info] loading textures/effects/explosion20.dds... 22:10:11 [info] loading textures/effects/explosion21.dds... 22:10:11 [info] loading textures/effects/explosion22.dds... 22:10:11 [info] loading textures/effects/explosion23.dds... 22:10:11 [info] loading textures/effects/explosion24.dds... 22:10:11 [info] loading textures/effects/explosion25.dds... 22:10:11 [info] loading textures/effects/explosion26.dds... 22:10:11 [info] loading textures/effects/explosion27.dds... 22:10:11 [info] loading textures/pond_posz.dds... 22:10:11 [info] loading textures/pond_negz.dds... 22:10:11 [info] loading textures/pond_negx.dds... 22:10:11 [info] loading textures/pond_posx.dds... 22:10:11 [info] loading textures/pond_negy.dds... 22:10:11 [info] loading textures/pond_posy.dds... 22:10:11 [info] client started 22:10:11 [debug] loading took 2.549s 22:10:12 [debug] registered resforce.world.FlyCamera@18c8aea (class resforce.w orld.FlyCamera) 22:10:12 [warning] skipped 29 game frames 22:10:12 [error] unhandled exception occurred in thread "main" [...] org.lwjgl.opengl.OpenGLException: Invalid operation (1282) [...] at org.lwjgl.opengl.Util.checkGLError(Util.java:54) [...] at engine.cY.a(SourceFile:755) [...] at engine.cl.run(SourceFile:117) [...] at engine.Launch.main(SourceFile:49)
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Games published by our own members! Check 'em out!
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jezek2
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Reply #10 - Posted
2009-11-23 10:27:00 » |
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22:10:01 [info] logging started at 2009/11/23 22:10:01 +1300 22:10:01 [info] public alpha version - build #12 (2009/11/19)
Thanks, it looks as FBO related problem, anyone has experience with FBOs on Intel cards? Intels are not (currently) supported, but by looking into log it seems capable of running theoretically (how many FPSs is another question). What exact model is it?
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EgonOlsen
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Reply #11 - Posted
2009-11-23 10:46:32 » |
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It uses standard URLConnection, I assumed it takes the setting automatically somewhere from system. Also you will have problem with networking as it uses UDP, unless it's a Socks proxy.
It does so, if you configure Java that way in the control panel. At least it should...on this machine, it doesn't. If you want to use a proxy here in the VM, you have to set it manually. UDP works fine here on the LAN, but maybe not on the internet. I don't know, i've never tried. I think it's ok to give an error in case that UDP isn't working correctly, but exiting just the because the update server can't be reached, is a bit harsh IMHO.
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jezek2
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Reply #12 - Posted
2009-11-23 10:59:23 » |
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I think it's ok to give an error in case that UDP isn't working correctly, but exiting just the because the update server can't be reached, is a bit harsh IMHO.
Thanks for info. Auto-updating is mandatory and in future connection to master server will be too (when it will be implemented). In later development stages I will see if and how I can support offline mode for LAN usage.
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zammbi
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Reply #13 - Posted
2009-11-23 11:13:02 » |
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Thanks, it looks as FBO related problem, anyone has experience with FBOs on Intel cards? Intels are not (currently) supported, but by looking into log it seems capable of running theoretically (how many FPSs is another question). What exact model is it? It's a GMA 4500HD. I'm sure you can get it going if it can play all my games fine (Left4dead, Bioshock, Oblivion, Mirrors edge, etc).
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ChrisM
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Reply #14 - Posted
2009-11-23 15:28:02 » |
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Are you using any proxy? Yeah, can't do development on this scale for free, sorry  There will be time unlimited demo version available in final version and alphas are free. Can you send me the log file (contained in logs directory)? If it's VM crash you can also try to run it with -console parameter if you're on windows to see stdout (not needed for linux version). Don't ever apologize for asking to be paid for your work. 
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kappa
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Reply #15 - Posted
2009-11-23 15:52:35 » |
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wow awesome stuff this, the tech behind this is simply amazing for a java game.
I'd move it to the Featured Game section but currently my showcase moderator permissions are broken.
ChrisM: any chance you can have a look at that?
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Matzon
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Reply #16 - Posted
2009-11-23 16:28:10 » |
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crash logs: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208
| 16:26:03 [info] logging started at 2009/11/23 16:26:03 +0100 16:26:03 [info] public alpha version - build #12 (2009/11/19) 16:26:03 [info] registered data path 'resforce-alpha\data' 16:26:03 [info] registered 'resforce-alpha\data\resforce0000.zip' 16:26:04 [debug] available display modes: [...] 800x600@75Hz 32bpp [...] 1280x768@75Hz 32bpp [...] 800x600@72Hz 32bpp [...] 640x400@60Hz 16bpp [...] 640x480@72Hz 16bpp [...] 800x600@70Hz 32bpp [...] 640x480@75Hz 16bpp [...] 1280x1024@60Hz 32bpp [...] 1024x768@72Hz 32bpp [...] 1024x768@75Hz 32bpp [...] 1440x900@75Hz 16bpp [...] 1360x768@60Hz 16bpp [...] 720x480@60Hz 32bpp [...] 1360x1024@75Hz 16bpp [...] 1024x768@70Hz 32bpp [...] 1024x768@75Hz 16bpp [...] 1024x768@72Hz 16bpp [...] 1360x768@60Hz 32bpp [...] 1440x900@75Hz 32bpp [...] 1360x1024@75Hz 32bpp [...] 720x480@60Hz 16bpp [...] 1024x768@70Hz 16bpp [...] 800x600@72Hz 16bpp [...] 1280x768@75Hz 16bpp [...] 800x600@75Hz 16bpp [...] 640x400@60Hz 32bpp [...] 1280x1024@60Hz 16bpp [...] 640x480@75Hz 32bpp [...] 640x480@72Hz 32bpp [...] 800x600@70Hz 16bpp [...] 1280x1024@70Hz 16bpp [...] 1280x768@60Hz 16bpp [...] 800x600@60Hz 16bpp [...] 800x600@56Hz 16bpp [...] 640x400@75Hz 32bpp [...] 1280x1024@75Hz 16bpp [...] 640x480@60Hz 32bpp [...] 1024x768@60Hz 16bpp [...] 1360x768@75Hz 32bpp [...] 1440x900@60Hz 32bpp [...] 1360x1024@60Hz 32bpp [...] 720x480@75Hz 16bpp [...] 1024x768@60Hz 32bpp [...] 1440x900@60Hz 16bpp [...] 1360x768@75Hz 16bpp [...] 720x480@75Hz 32bpp [...] 1360x1024@60Hz 16bpp [...] 800x600@60Hz 32bpp [...] 1280x768@60Hz 32bpp [...] 1280x1024@70Hz 32bpp [...] 800x600@56Hz 32bpp [...] 640x400@75Hz 16bpp [...] 640x480@60Hz 16bpp [...] 1280x1024@75Hz 32bpp [...] 720x576@59Hz 32bpp [...] 848x480@60Hz 32bpp [...] 720x576@60Hz 32bpp [...] 320x240@60Hz 16bpp [...] 1680x1050@60Hz 16bpp [...] 1152x864@60Hz 32bpp [...] 1280x720@60Hz 16bpp [...] 320x200@60Hz 32bpp [...] 1280x960@60Hz 16bpp [...] 512x384@60Hz 16bpp [...] 400x300@60Hz 16bpp [...] 1024x480@60Hz 16bpp [...] 512x384@60Hz 32bpp [...] 1024x480@60Hz 32bpp [...] 400x300@60Hz 32bpp [...] 848x480@60Hz 16bpp [...] 720x576@59Hz 16bpp [...] 320x240@60Hz 32bpp [...] 720x576@60Hz 16bpp [...] 1680x1050@60Hz 32bpp [...] 1280x960@60Hz 32bpp [...] 320x200@60Hz 16bpp [...] 1152x864@60Hz 16bpp [...] 1280x720@60Hz 32bpp [...] 848x480@75Hz 16bpp [...] 1280x960@70Hz 32bpp [...] 1152x864@70Hz 16bpp [...] 320x240@75Hz 32bpp [...] 720x576@75Hz 16bpp [...] 1280x960@75Hz 32bpp [...] 320x200@75Hz 16bpp [...] 1152x864@75Hz 16bpp [...] 1280x720@75Hz 32bpp [...] 1280x960@72Hz 32bpp [...] 400x300@75Hz 32bpp [...] 400x300@75Hz 16bpp [...] 1152x864@70Hz 32bpp [...] 1280x960@70Hz 16bpp [...] 848x480@75Hz 32bpp [...] 720x576@75Hz 32bpp [...] 320x240@75Hz 16bpp [...] 1152x864@75Hz 32bpp [...] 1280x720@75Hz 16bpp [...] 1280x960@72Hz 16bpp [...] 320x200@75Hz 32bpp [...] 1280x960@75Hz 16bpp 16:26:07 [debug] OpenGL vendor: ATI Technologies Inc. 16:26:07 [debug] OpenGL renderer: ATI Radeon X300/X550/X1050 Series 16:26:07 [debug] OpenGL driver version: 2.1.7873 Release 16:26:07 [debug] OpenGL extensions: [...] GL_AMD_performance_monitor [...] GL_ARB_depth_texture [...] GL_ARB_draw_buffers [...] GL_ARB_fragment_program [...] GL_ARB_fragment_shader [...] GL_ARB_multisample [...] GL_ARB_multitexture [...] GL_ARB_occlusion_query [...] GL_ARB_pixel_buffer_object [...] GL_ARB_point_parameters [...] GL_ARB_point_sprite [...] GL_ARB_shader_objects [...] GL_ARB_shading_language_100 [...] GL_ARB_shadow [...] GL_ARB_shadow_ambient [...] GL_ARB_texture_border_clamp [...] GL_ARB_texture_compression [...] GL_ARB_texture_cube_map [...] GL_ARB_texture_env_add [...] GL_ARB_texture_env_combine [...] GL_ARB_texture_env_crossbar [...] GL_ARB_texture_env_dot3 [...] GL_ARB_texture_float [...] GL_ARB_texture_mirrored_repeat [...] GL_ARB_texture_rectangle [...] GL_ARB_transpose_matrix [...] GL_ARB_vertex_buffer_object [...] GL_ARB_vertex_program [...] GL_ARB_vertex_shader [...] GL_ARB_window_pos [...] GL_ATI_draw_buffers [...] GL_ATI_envmap_bumpmap [...] GL_ATI_fragment_shader [...] GL_ATI_meminfo [...] GL_ATI_separate_stencil [...] GL_ATI_texture_env_combine3 [...] GL_ATI_texture_float [...] GL_EXT_abgr [...] GL_EXT_bgra [...] GL_EXT_blend_color [...] GL_EXT_blend_func_separate [...] GL_EXT_blend_minmax [...] GL_EXT_blend_subtract [...] GL_EXT_compiled_vertex_array [...] GL_EXT_copy_texture [...] GL_EXT_draw_range_elements [...] GL_EXT_fog_coord [...] GL_EXT_framebuffer_blit [...] GL_EXT_framebuffer_multisample [...] GL_EXT_framebuffer_object [...] GL_EXT_gpu_program_parameters [...] GL_EXT_multi_draw_arrays [...] GL_EXT_packed_depth_stencil [...] GL_EXT_packed_pixels [...] GL_EXT_point_parameters [...] GL_EXT_rescale_normal [...] GL_EXT_secondary_color [...] GL_EXT_separate_specular_color [...] GL_EXT_shadow_funcs [...] GL_EXT_stencil_wrap [...] GL_EXT_subtexture [...] GL_EXT_texgen_reflection [...] GL_EXT_texture3D [...] GL_EXT_texture_compression_s3tc [...] GL_EXT_texture_cube_map [...] GL_EXT_texture_edge_clamp [...] GL_EXT_texture_env_add [...] GL_EXT_texture_env_combine [...] GL_EXT_texture_env_dot3 [...] GL_EXT_texture_filter_anisotropic [...] GL_EXT_texture_lod_bias [...] GL_EXT_texture_mirror_clamp [...] GL_EXT_texture_object [...] GL_EXT_texture_rectangle [...] GL_EXT_texture_sRGB [...] GL_EXT_vertex_array [...] GL_KTX_buffer_region [...] GL_NV_blend_square [...] GL_NV_texgen_reflection [...] GL_SGIS_generate_mipmap [...] GL_SGIS_texture_edge_clamp [...] GL_SGIS_texture_lod [...] GL_WIN_swap_hint [...] WGL_EXT_swap_control [...] 16:26:07 [debug] shader profile: ARB 16:26:08 [error] unhandled exception occurred in thread "main" [...] java.lang.IllegalStateException: image and texture size mismatch [...] at cz.advel.modern3d.Texture2D.updateData(Texture2D.java:118) [...] at cz.advel.modern3d.java2d.CachedImage.update(CachedImage.java:70) [...] at cz.advel.modern3d.java2d.CachedImage.<init>(CachedImage.java:66) [...] at cz.advel.modern3d.java2d.ImageCache.get(ImageCache.java:61) [...] at cz.advel.modern3d.java2d.Graphics2DImpl.drawImage(Graphics2DImpl.java:1055) [...] at cz.advel.modern3d.java2d.Graphics2DImpl.drawImage(Graphics2DImpl.java:1041) [...] at cz.advel.modern3d.java2d.Graphics2DImpl.drawImage(Graphics2DImpl.java:1016) [...] at engine.dX.a(SourceFile:105) [...] at engine.cY.a(SourceFile:765) [...] at engine.cl.run(SourceFile:105) [...] at engine.Launch.main(SourceFile:49) |
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Riven
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Reply #17 - Posted
2009-11-23 17:06:17 » |
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It didn't even dump a stacktrace for me! (it worked  ) Soft shadows look nice. Are they calculated every frame? I'm wondering what is taking all the CPU or GPU cycles... physics, shadows? There isn't that much on the screen, and I barely get 40fps on this crappy office PC (GeForce 8500 GT) Go girl!
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Markus_Persson
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Reply #18 - Posted
2009-11-23 17:45:17 » |
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Ooh, this looks nice. =D I'm on mac now, so I can't try it yet. Will it be playable in a browser, or download only? Ugh, it costs money. T_T

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EgonOlsen
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Reply #19 - Posted
2009-11-23 18:27:46 » |
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Tried to run it on an Intel "powered" (i945G) test machine of mine under Windows XP. It failed with this exception: 1 2 3 4 5 6 7 8
| [...] java.lang.IllegalStateException: Function is not supported [...] at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:64) [...] at org.lwjgl.opengl.EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.java:170) [...] at cz.advel.modern3d.opengl.LWJGLContext.flush(LWJGLContext.java:175) [...] at cz.advel.modern3d.opengl.LWJGLContext.<init>(LWJGLContext.java:93) [...] at engine.cY.cA(SourceFile:313) [...] at engine.cl.run(SourceFile:89) [...] at engine.Launch.main(SourceFile:49) |
Will try on Vista/Ati later...
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h3ckboy
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Reply #20 - Posted
2009-11-23 18:30:49 » |
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Ooh, this looks nice. =D I'm on mac now, so I can't try it yet. Will it be playable in a browser, or download only?  well, I am guessing since it is download now it will stay that way 
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jezek2
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Reply #21 - Posted
2009-11-23 18:38:48 » |
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Soft shadows look nice. Are they calculated every frame? I'm wondering what is taking all the CPU or GPU cycles... physics, shadows? There isn't that much on the screen, and I barely get 40fps on this crappy office PC (GeForce 8500 GT)
Thanks  Yes they're calculated every frame for dynamic objects and precomputed for static geometry. Every bit takes some processing, some things like shadows are currently more expensive than they should be but that's more of ineffecient VBO usage and other things than the algorithm itself. There is still big room for optimizations. Will it be playable in a browser, or download only?
Download only.
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kappa
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Reply #22 - Posted
2009-11-23 21:08:48 » |
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just had an online game with a bunch of other jgo users, really fun already even though its pretty early days. And very impressed with the visuals.
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EgonOlsen
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Reply #23 - Posted
2009-11-23 21:25:59 » |
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Nice game, jezek2. It worked fine on my Vista/Core2 Quad@3.2Ghz/Radeon HD 4870-setup at 1920*1200. It wasn't particularly fast with 50-70fps at that resolution without AA, but it was always playable. As i've already said in game, some tool tips would be nice, so that i don't explode while staring at the bomb the next time... 
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DzzD
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Reply #24 - Posted
2009-11-23 21:46:33 » |
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very nice ! (and Kapta is a sleeper  )
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kappa
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Reply #25 - Posted
2009-11-23 21:55:01 » |
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very nice ! (and Kapta is a sleeper  ) hehe, was really tired 
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i30817
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Reply #26 - Posted
2009-11-23 23:29:11 » |
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Thanks for info. Auto-updating is mandatory and in future connection to master server will be too (when it will be implemented). In later development stages I will see if and how I can support offline mode for LAN usage.
http://code.google.com/p/bookjar-utils/source/browse/BookJar-utils/src/util/net/AuthentificationProxySelector.javaYou can probably use this. You probably want to make this not serializable though. I'm not sure if a sniffer would detect the password too. (I heard that to support kerberos i would have to send the password hashed right?)
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DoubleBarrel
Senior Newbie 
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Reply #27 - Posted
2009-11-24 00:03:12 » |
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This is one Java game I wanna play but the following error message displays whenever I try to run your game. 
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And Java Goes On
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DoubleBarrel
Senior Newbie 
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Reply #28 - Posted
2009-11-24 00:09:19 » |
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hah the pic doesn't show for some reason  the error message says : javaw.exe -Application Error The instruction at "0x0f00c059" referenced memory at "0x0f17c808". The memory could not be read. Click Ok to terminate the program(which I did)
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And Java Goes On
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Spasi
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Reply #29 - Posted
2009-11-24 00:46:31 » |
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Getting freezes and driver errors (!) on Windows 7, ATI Radeon 5870, latest drivers. It's random though, can't tell what's triggering it. Happened while changing some settings on the menu too, before entering the world. No native errors or stack traces generated.
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