Resistance Force is team based multiplayer FPS game with focus on close combat and realism. The game is still in development, currently fully playable alpha version is released.

Current alpha version features:

  • single life, no respawn during round
  • two teams fighting against each other (specops vs terrorists)
  • four maps with objective (bombing, terrorists have to plant bomb in one of possible targets)
  • currently two guns and explosive grenade
  • 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

There are many more features planned, visit our blog and forums to follow latest news and influence development with your ideas.

Visit Resistance Force homepage and download section.

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Alpha #17 screenshots Alpha #17 screenshots Alpha #17 screenshots
Blog RSS Feed Report abuse Latest News: New alpha version available (build #17)

0 comments by jezek2 on Dec 8th, 2012

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.

Alpha #17 screenshots Alpha #17 screenshots
Alpha #17 screenshots Alpha #17 screenshots

Download Resistance Force from ModDB

You can see more screenshots
(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

Downloads RSS Feed Latest Downloads
RESForce Mac OS X

RESForce Mac OS X

Jan 1, 2010 Full Version 0 comments

Requirements: - processor: about 2.0 GHz or better - graphics card: NVIDIA GeForce 6600 128MB or better, ATI X700 128MB or better (pixel shaders 2.0a/b...

RESForce Linux

RESForce Linux

Jan 1, 2010 Full Version 0 comments

Requirements: - processor: about 2.0 GHz or better - graphics card: NVIDIA GeForce 6600 128MB or better, ATI X700 128MB or better (pixel shaders 2.0a/b...

RESForce Windows

RESForce Windows

Jan 1, 2010 Full Version 4 comments

Requirements: - processor: about 2.0 GHz or better - graphics card: NVIDIA GeForce 6600 128MB or better, ATI X700 128MB or better (pixel shaders 2.0a/b...

Post comment Comments  (50 - 60 of 92)
thewonderboy
thewonderboy Apr 21 2010, 3:27pm says:

Hey im just saying that weird hearing those fps problems :s
My specs are
1.9ghz dual
4gb ram (32bit can use only 3gb i think)
Geforce 8600m gs 1286mb (and max can be 1556mb with some shared heh my one gigabyte can be usefull)
Windows vista (suxxx) and when i use compatibility (damm never remember how to write) settings as windows xp i lose 25 fps of my total and my total is 75-95 cant remember correctly so my real fps could be 100-120 fps

Oh and btw resistance force is getting a competitor >:D i will pm you
You might be interested ^^

+1 vote     reply to comment
AaronLewis
AaronLewis Apr 2 2010, 6:23am says:

You need help? I still wait for an update, Shoot me a pm if you need some modeling done.

+1 vote     reply to comment
jezek2
jezek2 Apr 2 2010, 8:24pm replied:

Hi, thanks for your interest :)

Currently I'm working on the map update and delivering a new weapon, the map is now bigger, while I need to create some detail models, it's not the main problem for being "slow" on updates. I'm spending most of development work on the engine/tools themselves to support the needed things, not the modelling and/or texturing. Also I've decided to bring at all together in one update, at this point I actually expect a new version in 2 weeks or so.

While this may sound quite bad (still working on engine stuff), it's really not, there are really just few features that are missing and with every new implemented one I can do much more stuff freely from artist point of view, the development speed is actually accelerating due to this, and I felt this acceleration effect like from beginning of 2009, even if it was still small at that stage.

+1 vote     reply to comment
nolito
nolito Mar 6 2010, 7:25pm says:

Hello, I tell them my experience with your game, my PC is not very powerful, but could run HL2 without any problems (Seprom 1.9 mhz, 512 ram, WinXP Sp3 and Nvidia Gforce 6100 nForce 405 onboard 64MB) and could not play their game try pulling down all the graphics and change the resolution to 800x600, but I had no success. The game ran at 1 FPS.
His idea is very good, so I lower the demo. But you can not enjoy it.
That's all, my idea is not disturbed. I just want to help.

+1 vote     reply to comment
jezek2
jezek2 Mar 6 2010, 8:11pm replied:

GF 6100 is very poor, but having just 1 FPS either means that the current usage of high resolution textures are simply too big for your card (there is currently missing option for setting lower quality), or even that some feature is done in software rendering as it's missing on this type of card, I know some features are missing in 6200 for example.

Also HL2 has three different renderers for DX7, DX8 and DX9, the lower performs better on lowend computers/videocards. Whereas Resistance Force uses DX9-type functionality + more advanced shader model.

The engine is still quite unoptimized and there needs to be more work on compatibility with eg. Intel video cards. So if it doesn't work now, you can try it with future updates (I've already done some optimizations for next version). However your card is very lowend and it will be probably unplayable even after optimizations and compatibility fixes.

+1 vote     reply to comment
thewonderboy
thewonderboy Feb 28 2010, 4:57pm says:

but but.... we need bots :D or use "give tools for fools" method now heard that you said you have played tce i have to confes im making bot waypoints for it to save a fraction of the community :)

+2 votes     reply to comment
Justin123991
Justin123991 Feb 7 2010, 5:02pm says:

Whats the engine it uses?

+1 vote     reply to comment
jezek2
jezek2 Feb 18 2010, 9:01pm replied:

It uses engine created from scratch with features optimized for the game. Currently still in development along with custom editor.

+1 vote     reply to comment
evil.baxter
evil.baxter Jan 10 2010, 10:54pm says:

maybe you could have physics based bullets, and like in insurgency, the call of cthulhu: DCoTE and arma 1-2 have bullets actually come from where the gun is pointing not a bloody fixed point on the screen

0 votes     reply to comment
jezek2
jezek2 Feb 18 2010, 9:09pm replied:

There is no plan for bots as it would be hard to impossible to create intelligent tactically cooperating bots. The game is designed as multiplayer only and the big part of fun factor comes from playing against other people.

+2 votes     reply to comment
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Resistance Force
Platforms
Windows, Mac, Linux
Developer
ADVEL s.r.o.
Engine
Custom Built
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Official Page
Resistanceforce.com
Release Date
TBD
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Genre
First Person Shooter
Theme
Realism
Players
Multiplayer
Project
Indie
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Resistance Force
Resistance Force
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