Yeah there is probably problem for ATI cards falling into software mode for unknown reasons… still investigating.
Problem with ATI cards was fixed (improper vertex format).
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?.
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.
http://download.resistanceforce.com/data/blog/alphas/15/screenshot1_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/15/screenshot2_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/15/screenshot3_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/15/screenshot4_mini.jpg
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
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.
This is an amazing game. You should totally add multilayer. Was this all done in java?
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.
http://download.resistanceforce.com/data/blog/mapeditor/mapeditor1_mini.jpg
http://download.resistanceforce.com/data/blog/mapeditor/mapeditor2_mini.jpg
http://download.resistanceforce.com/data/blog/mapeditor/mapeditor3_mini.jpg
http://download.resistanceforce.com/data/blog/mapeditor/mapeditor4_mini.jpg
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).
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.(SourceFile:42)
[…] at engine.dT.(SourceFile:29)
[…] at engine.cn.init(SourceFile:21)
[…] at engine.cI.(SourceFile:35)
[…] at engine.Launch.main(SourceFile:53)
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.
http://download.resistanceforce.com/data/blog/alphas/16/screenshot01_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/16/screenshot02_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/16/screenshot03_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/16/screenshot04_mini.jpg
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)
FINALLY. After a BAJILLION years of pure silence. ;D
oh yeah I remember this game…
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.
http://download.resistanceforce.com/data/blog/alphas/17/screenshot01_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/17/screenshot02_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/17/screenshot03_mini.jpg
http://download.resistanceforce.com/data/blog/alphas/17/screenshot04_mini.jpg
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
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
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.
Hi
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.
Look, I know this is a long-dead thread but:
I really want to be able to give this a go on my computer (mid-2013 MBA) and everything works fine until just after the game updates. It quits the launcher and then starts the main program but goes nowhere after that. It doesn’t crash or anything.
I understand that this game has not been updated in a long time but since this game was pretty confined to just this forum, I haven’t got anywhere else to look. If anybody had a similar experience under OS X please let me know what you did to fix it.
Sorry again to necro this thread.
Look, I know this is a long-dead thread but:
I really want to be able to give this a go on my computer (mid-2013 MBA) and everything works fine until just after the game updates. It quits the launcher and then starts the main program but goes nowhere after that. It doesn’t crash or anything.
I understand that this game has not been updated in a long time but since this game was pretty confined to just this forum, I haven’t got anywhere else to look. If anybody had a similar experience under OS X please let me know what you did to fix it.
Sorry again to necro this thread.