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  Resistance Force  (Read 40781 times)
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Offline ra4king

JGO Kernel


Medals: 322
Projects: 2
Exp: 4 years


I'm the King!


« Reply #90 - Posted 2012-11-15 05:22:45 »

FINALLY. After a BAJILLION years of pure silence. Grin

Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 120
Projects: 4
Exp: 3 years



« Reply #91 - Posted 2012-11-15 05:32:17 »

oh yeah I remember this game...
Offline jezek2
« Reply #92 - Posted 2012-12-08 15:54:58 »

New version is available, adding dynamic shadows to point lights, weapon recoil, updates to Central map and other improvements and bug fixes.

We now also have the ability to download custom content when joining a server, and there is already one community map available by Leiche. You can test it by joining the community server and using map vote to choose the map.




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

Build #17 2012/12/08 (public alpha):
- Added dynamic shadows to point lights
- Fixed garbled texturing of some polygons on player model
- Improved dynamic weapon movement
- Added weapon recoil
- Adjusted weapon fire positions
- Slowed down fire rate for SMG weapon
- Added server configuration file
- Added support for downloading custom maps when connecting to server
- Lowered volume of footsteps when walking crouched or aimed
- Added displaying of player name who killed you
- Fixed loading of controls from config file
- Updated Central map
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Danny02
« Reply #93 - Posted 2012-12-08 16:14:35 »

there seems to be something wrong with your downloads, why is the x64 linux build >200mb and the x86 onl 77mb
Offline jezek2
« Reply #94 - Posted 2012-12-08 20:34:13 »

there seems to be something wrong with your downloads, why is the x64 linux build >200mb and the x86 onl 77mb

Nothing wrong, it just contains more current stuff, so less to download with the auto updater in the 64bit build Smiley
Offline gouessej

« In padded room »



TUER


« Reply #95 - Posted 2012-12-09 21:29:48 »

Hi

The lighting effects (shadows, ...) are nice but the game is extremely slow on my machine (Intel Pentium D, Nvidia Quadro NVS 285 supporting OpenGL 2.1), I only get about 6 frames per second.

Offline jezek2
« Reply #96 - Posted 2012-12-09 22:15:58 »

Hi

The lighting effects (shadows, ...) are nice but the game is extremely slow on my machine (Intel Pentium D, Nvidia Quadro NVS 285 supporting OpenGL 2.1), I only get about 6 frames per second.

That's to be expected as this video card (equivalent of 6200TC) is very lowend and much less than the minimum required 6600GT or similar (in computational power, eg. 3dmark06).

However this will be probably improved in future by introducing SW renderer of which I have prototype (already planning to use part of it for determining visible sectors on CPU as it's better method than relying on GPU for this) and possibly fixed pipeline GL renderer (using most of SW renderer infrastructure, just using OpenGL for the actual rendering). These alternative renderers would of course use lower quality rendering and no dynamic shadows.
Offline gouessej

« In padded room »



TUER


« Reply #97 - Posted 2012-12-10 07:59:07 »

Hi

Hi

The lighting effects (shadows, ...) are nice but the game is extremely slow on my machine (Intel Pentium D, Nvidia Quadro NVS 285 supporting OpenGL 2.1), I only get about 6 frames per second.

That's to be expected as this video card (equivalent of 6200TC) is very lowend and much less than the minimum required 6600GT or similar (in computational power, eg. 3dmark06).
Thank you for pointing that, I didn't know that my graphics card was so close to a 6200.

However this will be probably improved in future by introducing SW renderer of which I have prototype (already planning to use part of it for determining visible sectors on CPU as it's better method than relying on GPU for this) and possibly fixed pipeline GL renderer (using most of SW renderer infrastructure, just using OpenGL for the actual rendering). These alternative renderers would of course use lower quality rendering and no dynamic shadows.
A renderer based on the fixed pipeline would probably work better on my machine but the current renderer would be faster if I could disable all effects that use FBOs.

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