Resistance Force

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


http://www.resistanceforce.com/screenshots/screenshot01_mini.jpg

http://www.resistanceforce.com/screenshots/screenshot02_mini.jpg


http://www.resistanceforce.com/screenshots/screenshot08_mini.jpg

http://www.resistanceforce.com/screenshots/screenshot10_mini.jpg

looks great, gunna check out after school today :slight_smile:

Wow that looks really really good. One of the best java FPS’s I’ve seen. I’m going to download it tonight 8)

It fails when it can’t reach the update server… :’(

Ugh, it costs money. T_T

Looks nice. It enters the game and then I go play online it loads the bar then crashes the VM :-\

Are you using any proxy?

Yeah, can’t do development on this scale for free, sorry :slight_smile: 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).

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.

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® 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)

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 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.

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.

[quote]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?
[/quote]
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).

Don’t ever apologize for asking to be paid for your work. :slight_smile:

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?

crash
logs:

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)

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!

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?

::slight_smile:

Tried to run it on an Intel “powered” (i945G) test machine of mine under Windows XP. It failed with this exception:


  [...] 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…