First Recon - Multiplayer FPS

My friend created all of the assets (with the exception of the G36c, blue door ).

He used a combination of blender and a 3d sculpting software.

I have some proposition without radical Game changing)
First Allow pre made maps (its big+ for Steam workshop)
Second make bigger maps and open Air
And maybe more game modes like classic deathmatch, free for all,
Point capture one - or multiple with time to hold or
decrease counter for life count to resp – when counter reach zero Team lose

+add in game weapon shop like in CS – to Buy weapon for Round Money

Its all very easy to implement (Except Lvl design) ^^

p.a it can’t be competitor to CS
– because CS popular not because its FPS - its popular because its Online Casino with real money

Hello,
just a little post of encouragement, i felt on this project on itch.io and match “hey it’s the guy from the forum !” :wink: .
The demo is pretty classy, runs perfecty, even if i didn’t find how to incarnate the “cop” team (who must be outdoor if i understood).
Just a question : i found the 50 fps limitation for the render a bit unfortunate, is it a choice or a constraint (maybe with multiplayer) ?

There isn’t a 50 fps constraint. Default should be 120 (or maybe 60 in your version, I cant remember). Though this can be changed in the console via:
g_fpsmax 200

Help run it under Linux!

~/Downloads/GAMEZ/FirstRecon % java -jar client.jar 
.......................................
... Initializing Rendering Pipeline ...
.......................................
1280 / 720  /  1280 / 720
Detected Intel card.
Vendor: intel open source technology center
Renderer: mesa dri intel(r) hd graphics 620 (kaby lake gt2) 
.......... Creating Shaders ...........
....... Initializing resources ........
WARNING: An illegal reflective access operation has occurred
WARNING: Illegal reflective access by net.mantagames.lwjgl3.util.DeallocationHelper$OracleSunOpenJdkDeallocator (file:/home/skd/Downloads/GAMEZ/FirstRecon/client.jar) to method java.nio.DirectByteBuffer.cleaner()
WARNING: Please consider reporting this to the maintainers of net.mantagames.lwjgl3.util.DeallocationHelper$OracleSunOpenJdkDeallocator
WARNING: Use --illegal-access=warn to enable warnings of further illegal reflective access operations
WARNING: All illegal access operations will be denied in a future release
RENDERING PIPELINE FAILED TO INITIALIZE
java.lang.reflect.InaccessibleObjectException: Unable to make public void jdk.internal.ref.Cleaner.clean() accessible: module java.base does not "exports jdk.internal.ref" to unnamed module @bef2d72
	at java.base/java.lang.reflect.AccessibleObject.checkCanSetAccessible(AccessibleObject.java:337)
	at java.base/java.lang.reflect.AccessibleObject.checkCanSetAccessible(AccessibleObject.java:281)
	at java.base/java.lang.reflect.Method.checkCanSetAccessible(Method.java:198)
	at java.base/java.lang.reflect.Method.setAccessible(Method.java:192)
	at net.mantagames.lwjgl3.util.DeallocationHelper$OracleSunOpenJdkDeallocator.run(DeallocationHelper.java:108)
	at net.mantagames.lwjgl3.util.IOUtil.freeBuffer(IOUtil.java:90)
	at net.mantagames.lwjgl3.gl.Image.free(Image.java:153)
	at net.mantagames.lwjgl3.util.TextureUtils.createTexture(TextureUtils.java:292)
	at net.mantagames.lwjgl3.util.TextureUtils.loadRGBATextureFromImage(TextureUtils.java:353)
	at net.mantagames.lwjgl3.Resources.initialize(Resources.java:30)
	at net.mantagames.lwjgl3.gl.Pipeline.initialize(Pipeline.java:231)
	at net.mantagames.lwjgl3.game.client.Client.<init>(Client.java:47)
	at firstrecon.g.client.TheGame.<init>(TheGame.java:26)
	at firstrecon.g.client.TheGame.main(TheGame.java:41)

Seems like a problem with the deallocation util that I used?
@GouesseJ ?

To me, it looks like a Java 9 thing. Try running it with


$ java --add-exports -jar client.jar

This should make it work I guess.

You mean: java --add-exports java.base/jdk.internal.ref=ALL-UNNAMED -jar client.jar

–add-exports takes as parameter what to export and for whom (i.e. for which module or for the unnamed module, i.e. classpath).