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  Resistance Force  (Read 45587 times)
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Offline jezek2
« Reply #60 - Posted 2009-11-27 13:32:32 »

Anyone can test the Mac OS X version?

I would like to know if there are any issues and if shadows from players / dynamic objects nicely blends with static shadows or if there is ugly "border". You can test it by choosing "Engine Test" in main menu and pressing Enter to switch to player (more controls are available by pressing F1 or Escape and then in Options -> Controls). If there is any crash please send me the logs (see the previous post how to obtain them).

Also your OS version and HW specs with FPS (with shadows and without) and resolution would be nice.
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #61 - Posted 2009-11-27 15:47:16 »

hehe, I crashed it Tongue.

I was in the test mode, and made A LOT of balls Wink.

looking great though.

just a tip to simplify your life, youmay want to remove the ammo in test mode....
Offline jezek2
« Reply #62 - Posted 2009-12-13 13:34:27 »

Blog update: Evolution of the game (part 1)
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 78
Projects: 15


★★★★★


« Reply #63 - Posted 2009-12-14 12:22:00 »

This game is very impressive graphically and technically.

Since Java games of this quality come rarely, I think it'd be fair to feature it.

As for rating, I think it'd be best to wait a little while.

FEATURED.
Offline EgonOlsen
« Reply #64 - Posted 2009-12-15 12:29:14 »

It doesn't work anymore for me. Don't know if that's caused by the last update or my new graphics card. It displays the main menu and then crashes the driver. I've to kill the task and get a message that Windows has restarted the graphics driver to recover. System: Windows Vista 32Bit, ATI Radeon 5870, Catalyst 9.11 driver, Java 1.6.0_17. The game's build is #12.

Offline princec

« JGO Spiffy Duke »


Medals: 421
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #65 - Posted 2009-12-15 14:16:47 »

Can't run it here behind the work proxy - you might want to just allow it to carry on regardless instead of displaying an UnknownHostException and quitting.

Cas Smiley

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #66 - Posted 2009-12-15 15:00:42 »

Anyone can test the Mac OS X version?

I would like to know if there are any issues and if shadows from players / dynamic objects nicely blends with static shadows or if there is ugly "border". You can test it by choosing "Engine Test" in main menu and pressing Enter to switch to player (more controls are available by pressing F1 or Escape and then in Options -> Controls). If there is any crash please send me the logs (see the previous post how to obtain them).

Also your OS version and HW specs with FPS (with shadows and without) and resolution would be nice.
Works fine on Mac OS X. Smiley

See my work:
OTC Software
Offline jezek2
« Reply #67 - Posted 2010-01-01 23:34:47 »

New version is available: it brings explosive grenades to the arsenal among with many bug fixes and small features. There is no need to manually apply this update, just run the game and it will be auto-downloaded.

Hopefully this version will also fix problem with players testing the game, but each one coming at different time to the server. So many people couldn't test the game. The solution is in defining certain hours so players can gather easier. I've defined 16:00 and 20:00 CET, you can also try to join server at beginning of each hour. This is also presented directly in the game when no one is on the server.


You can see more screenshots and download the game
(available for Windows, Linux and Mac OS X)

Build #13 2010/01/01 (public alpha):
- Fixed crashing on some video cards
- Disabled initialization of display/sound in dedicated server
- Fixed crashing of server when bad packet arrives
- Shortened prepare time from 12 to 8 seconds
- Added better logging of player connects/renames/disconnects
- Fixed footstep sounds for other players
- Added notification of team change
- Added support for colors in message list
- Added team chat
- Added ability to move just by tiny amount when short tapping the movement keys
- Added invert mouse option
- Added vsync and FPS limiter options
- Fixed occasional death when falling from top of stairs
- Added unlimited number of magazines to engine test
- Added explosive grenades
- Bomb explosion now causes death
- Added notice when no people are playing
- Added ability to start running from crouching, also fixed crouch toggle
Offline EgonOlsen
« Reply #68 - Posted 2010-01-02 22:40:08 »

It's still crashing the driver right at the startup screen.... (Vista 32Bit, Java6, Ati Radeon HD 5870, Cat 9.11).

Offline jezek2
« Reply #69 - Posted 2010-01-07 15:25:59 »

Blog update: WYSIWYG in Resistance Force
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #70 - Posted 2010-01-07 16:10:39 »

I read it, and those are some pretty interesting ideas.

I agree witht he whole what you see is what you get thing. It is always annoying when you are sneaking up on someone, and they see your gun going through the wall Tongue
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #71 - Posted 2010-01-07 20:02:14 »

Sounds like a challenge. Good luck getting that to really work!

See my work:
OTC Software
Offline DzzD
« Reply #72 - Posted 2010-02-24 01:32:48 »

 Cry too bad... still not enought players

put some bots even very stupid and then people will stay a bit longer and can meet other players, cause in the actual version I guess people disconnect as soon as they connect and never meet each other.

Offline jezek2
« Reply #73 - Posted 2010-02-24 01:50:04 »

Cry too bad... still not enought players

put some bots even very stupid and then people will stay a bit longer and can meet other players, cause in the actual version I guess people disconnect as soon as they connect and never meet each other.

This will take some time, the game is still in an early stage. I don't plan any bots as it would be very hard or even impossible to do good bots (tactically cooperating) and it's better to have none bots than dumb ones. The real fun is from playing against real people anyway. At least I will change round resetting so it would allow to free roam on server when no other players are connected. However it will take at least few updates to upgrade the game to be real fun, current version is quite boring Smiley
Offline DzzD
« Reply #74 - Posted 2010-02-24 02:02:10 »

This will take some time, the game is still in an early stage. I don't plan any bots as it would be very hard or even impossible to do good bots (tactically cooperating) and it's better to have none bots than dumb ones. The real fun is from playing against real people anyway. At least I will change round resetting so it would allow to free roam on server when no other players are connected. However it will take at least few updates to upgrade the game to be real fun, current version is quite boring Smiley
when playing 2 vs 2 I found it already very interresting ! with it own specific ambiance a little similar to counter strike, more tactical/realistic (less bruteforce I mean) than other FPS

Offline jezek2
« Reply #75 - Posted 2010-02-24 02:07:20 »

when playing 2 vs 2 I found it already very interresting ! with it own specific ambiance a little similar to counter strike, more tactical/realistic (less bruteforce I mean) than other FPS

Yeah, it proved to be fun by many players. So phase 1 was succesfully finished, now it's time to deliver the rest Wink
Offline jezek2
« Reply #76 - Posted 2010-03-06 00:24:53 »

Blog update: New technology: composite texture
Offline jezek2
« Reply #77 - Posted 2010-06-11 19:39:55 »

New version is available, most work went into adding major features into the engine (static meshes, composite texture, material system, normalmaps) and optimizations. On the game side the current map was enhanced, initial set of detail meshes was added and there is a new gun available.

This release is another big milestone in development of Resistance Force, as the engine is now capable of all basic stuff needed to create content. The focus is already shifting from engine, tools and game programming to content creation, thus accelerating the speed of development of Resistance Force.

Previously the engine didn't support static meshes at all, which was very limiting. Composite texture allows detailed texturing of large areas (terrains), material system and normalmaps allow good visual effects and most importantly it allows to use much lower number of polygons in models while retaining high quality.




You can see more screenshots and download the game
(available for Windows, Linux and Mac OS X)

Build #14 2010/06/11 (public alpha):
- Renderer optimizations (with shadows disabled)
- Fixed problem with rapidly decreasing FPS with more players
- Added support for static meshes
- Added support for composite texture
- Added material system
- Added support for normalmaps
- Added tips
- Enhanced map
- Added some detail models to map
- Improved chat dialog
- Team chat is now more apparent
- Improved collision detection for objects with higher velocity
- Increased grenade explosion delay from 2.5s to 3.75s
- Increased bomb explosion delay from 30s to 40s
- Added selection of textures quality
- Added new weapon
- Improved bomb defusing
Offline EgonOlsen
« Reply #78 - Posted 2010-06-11 20:22:15 »

...and it still crashes on my machine. Not in the startup screen anymore, but when i'm trying to start a game. It renders the back drop and stops responding. Have to kill it via the task manager. (Vista 32Bit, Java6, Ati Radeon HD 5870, Cat 10.3).

Offline DzzD
« Reply #79 - Posted 2010-06-11 21:02:57 »

...and it still crashes on my machine. Not in the startup screen anymore, but when i'm trying to start a game. It renders the back drop and stops responding. Have to kill it via the task manager. (Vista 32Bit, Java6, Ati Radeon HD 5870, Cat 10.3).
same here, everything is going well until the screen with the two weapon appear, then it hang (seems that the FPS go down to 1FPS)

EDIT: VISTA 32 / Java6 / Radeon HD3650

Offline jezek2
« Reply #80 - Posted 2010-06-11 21:20:27 »

Yeah there is probably problem for ATI cards falling into software mode for unknown reasons... still investigating.
Offline jezek2
« Reply #81 - Posted 2010-06-12 12:29:09 »

Problem with ATI cards was fixed (improper vertex format).
Offline CommanderKeith
« Reply #82 - Posted 2010-06-13 01:48:21 »

It's looking quite amazing. Can't wait for the final version. Have you thought about making some other modes or allowing mods for those (like me) who want a half-life style game that isn't so realistic, but has cool graphics?.

Offline jezek2
« Reply #83 - Posted 2010-12-29 23:27:24 »

New version is available, most notable changes are: improved player model, added bullet spread and multiple damage zones to players, moved ragdoll computation from client to server so everyone sees the same death animation and there is less resources needed for players with lowend hardware.

There is known performance degradation when dynamic shadows are enabled, this will be fixed in next release.




You can see more screenshots and download the game
(available for Windows, Linux and Mac OS X)

Build #15 2010/12/29 (public alpha):
- Removed usage of float textures
- Moved ragdoll computation from client to server
- Improved netcode robustness when there is little packet loss
- Fixed problem with players occasionally jumping very high and then dying
- Added occlusion queries for dynamic models
- Added support for detail textures
- Improved ambient lighting in regard to normalmaps
- Improved player model
- Enhanced map a bit
- Added bullet spread when firing
- Added multiple damage zones to players
- Increased bomb explosion delay from 40s to 45s
- Allow players to roam on server when there is no player in opposite team
Offline gouessej
« Reply #84 - Posted 2011-02-19 12:42:25 »

Hi

I have tested your game with my NVIDIA Geforce 7600 GT, it works fine, I get 28 FPS. I notice that, when I get close to a wall, the weapon goes through it :s

Offline jezek2
« Reply #85 - Posted 2011-03-11 15:45:43 »

Hi

I have tested your game with my NVIDIA Geforce 7600 GT, it works fine, I get 28 FPS. I notice that, when I get close to a wall, the weapon goes through it :s

Yeah, it's on the TODO list. Also the dynamic shadows are quite unoptimized currently so you can get better FPS by disabling them.
Offline benc1213

Senior Newbie





« Reply #86 - Posted 2011-04-08 01:18:15 »

This is an amazing game. You should totally add multilayer. Was this all done in java?
Offline jezek2
« Reply #87 - Posted 2011-12-10 00:09:49 »

Map editor is now available for pre-orderers. It contains two tools: the map editor itself and composite texture editor. Both are available for all three platforms (Windows, Linux, Mac OS X).

Map editor uses brushes as main geometry along with ability to place models into the map. It works with hierarchy of groups and other powerful blocks, such as duplicators (great for stairs and other repeated things), prefabs and placement tool where physics engine is used to place things precisely on each other.

Composite texture editor is for editing detailed textures that can span over big areas (mostly useful to terrains). You can read more about it here.




To obtain the editor you have to pre-order the game and send me e-mail or contact me through IRC on QuakeNet (#resforce channel), you can also use the Chat page. Provide e-mail you used for pre-order or other proof of purchase (eg. PayPal receipt).
Offline CGChris

Innocent Bystander





« Reply #88 - Posted 2011-12-27 14:10:41 »

Intel Mac here. Updates ran fine, then it crashed with the following log:

00:33:05    [info] logging started at 2011/12/27 00:33:05 -0500
00:33:05    [info] public alpha version - build #15 (2010/12/30)
00:33:05    [info] registered data path '/Applications/Resistance Force.app/Contents/Resources/data'
00:33:05    [info] registered '/Applications/Resistance Force.app/Contents/Resources/data/resforce0003.zip'
00:33:05    [info] registered '/Applications/Resistance Force.app/Contents/Resources/data/resforce0002.zip'
00:33:05    [info] registered '/Applications/Resistance Force.app/Contents/Resources/data/resforce0001.zip'
00:33:05    [info] registered '/Applications/Resistance Force.app/Contents/Resources/data/resforce0000.zip'
00:33:05   [error] unhandled exception occurred in thread "main"
             [...] java.lang.NullPointerException
             [...]    at engine.dT.<init>(SourceFile:42)
             [...]    at engine.dT.<init>(SourceFile:29)
             [...]    at engine.cn.init(SourceFile:21)
             [...]    at engine.cI.<init>(SourceFile:35)
             [...]    at engine.Launch.main(SourceFile:53)
Offline jezek2
« Reply #89 - Posted 2012-11-14 20:42:18 »

New version is available, introducing three new maps, improved leaning, server browser and other improvements and bug fixes.

The biggest news is however that since this year we're now two people team, both dedicated to this game. This is a big boost to development of Resistance Force. BirthNight is audio/music guy primarily but fell love into mapping, modelling and many other things. This allows me to focus more on the game core and together making assets faster and better.




You can see more screenshots and download the game
(available for Windows, Linux and Mac OS X)

Build #16 2012/11/13 (public alpha):
- Added 3 new maps
- Fixed reloading animation
- Added dynamic weapon movement when moving mouse
- Improved leaning
- Added correct penumbra for dynamic shadows
- Removed tips
- Added server browser
- Added ability to call vote (for map change)
- Fixed head triangles that were popping into view sometimes
- Fixed visible floating weapon at origin when player connects
- Added 64bit binaries for Linux (also fixes problem with ATI drivers)
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