December 14th 2012
Note! The full beta game version is available to pre-purchasers! The full version includes online/LAN multiplayer features, more maps, new weapons, jeeps, and more to come!
Microsoft VC++ 2008 runtime and OpenAL components are included in the installer, which are required by the game.
If you encounter problems launching the game, please make sure you have the latest DirectX 9 and the latest graphics card drivers first. If that doesn’t solve the problem, please let me know about it on the forum, on the comments below, or directly at pasi.kainiemi@modulaatio.com.
Linux version requires that you have libopenal1, libwxgtk2.8-0 and nvidia-cg-toolkit packages installed on your system, especially 32-bit versions of these libs. In addition, several dependencies come bundled with the game located under lib-folder. Debian 6 and Ubuntu 12.04 32-bit have been so far tested to work ok; let us know how it’s working for you, or if it isn’t, we want to make it work!

137 Comments
Just tried it, pretty sweet game, lots of running though!
Very true about the running; more bases with closer distance should help a lot with that as you can possibly see if you happen to have to attack through the Town/Warehouse/East Farm/Academy lane. I’ve also thought about being able to use vehicles to transport soldiers around, but atm it seems a little far fetched. In the future though, who knows?
i wish i could choose where i spawm as well
retard above
i called myself a retard lol
i wish there was a real situation that the knife would come in handy
but overall great, easy to run, fun pc game, but please fix the online buttion
The online button is just a teaser, the online support is still being implemented.
The intention is that you can sneak into an enemy base and use the knife for silent kills. It might not work yet like in the movies; level design needs more work to enable that silent approach, also making soldier defence behaviour more varied would help, and your squad members still tend to lose their nerves in such close combat situations and start firing and ruin the silence.
You are rewarded by more authority points when killing enemies with the knife compared to shooting. Can’t say if the reward is balanced properly yet to actually encourage knife usage.
You can also smash boxes with the knife, in the future you’d find some items there, weapons, grenades, first aid kits, whoknowswhat.
Maybe limiting of magazines with possibility to take them from ammo boxes like grenades could make knife more useful.
i find it handy when in the towns and the enemies are on the other side of a building wall or in a alley.
the knife is extremely handy. one, its always a 1 hit kill, two, you get bonus xp if you kill someone with a knife to rank up, and three if you knife a box, then you get all the supplies inside it. those randomly spawned crates are actualy supply drops. if you knife a crate it normally drops 1-3 grenades and a random weapon.
oh yeah in the comment 5 above i meant spawn not spawm
Works like a charm on Linux with wine with no particular configuration.
That’s splendid! Also, porting it to linux is certainly a possibility as the game is using Ogre3D as a backbone, though currently there are no plans for that.
It would be so great if Running With Rifles could eventually be ported to Linux! I love the concept of a free roam world, since it’s really uncommon, and the graphical direction gives the game a nice feel (a bit like the Introversion games, like the yet unreleased Subversion). The battle at the end of the second video (starting from 6:45) seems really hectic though
Anyway, congrats for the game and got get them (the platforms – consoles, smartphones, Linux, whatever possible)!
will the later versions require payment or will this remain freeware.
That hasn’t been entirely decided yet, but if it ends up going commercial, it won’t cost much I can assure you
I’d gladly pay money for this, because I think there is much potential in this. It’s awesome now, It can only get better!
I’m loving the game so far! wish there would be a way to add my name to my character… and what about attack dogs? Later down the line of course.
Name for the character, so that even if the character dies, you would continue with the same name you set in the beginning of the game? Yes, that could be easily added as an option.
Attack dogs is a very good idea, adding some animals like birds for atmosphere did cross my mind, but dogs for fighting would be great.
and maybe sniffing up the trail of enemys?
A single name if there’s multiplayer, but else if there’s a solo campaign unique names for soldiers would do a lot for the mood of the game (like the Cannon Fodder, Desert Strike, X-Com, Hired Guns and the like), especially if you give them war nicknames and a 2D face (to keep it simple, do like those games did, take photos of all your friends and family and convert them to low resolution / low number of colors). Helps a lot with emotional attachment and adding depth with each player’s imagination.
Lots of fun, once you get to the point a few units follow you it really picks up. The only part I found a bit confusing was gauging how high some of the scenery was. Couldn’t always tell if I was shooting up hill or down, or if there were any bumps between the enemy and I. Still I had a blast playing it! Keep up the good work
Game looks great!
I tried it on 64bit Vista, but it didn’t work.
Happy to give any more info if that’s helpful, but I’m sure you’ve got enough to do keeping the project moving on.
Best of luck! I’ll try again once I see a new version.
Someone else also reported that the game doesn’t start in Vista with fullscreen, but it does start in windowed mode (run rwr\rwr_config.exe to modify settings again). I’ll try to get my hands on a Vista soon to resolve this for a later build. Thanks for trying it out though!
Running it fine on my Vista home prem. 64 bit and loving it.
I’m Vista Ultimate 64bit on AMD dual core and an nvidia geforce 6100.
Like I said, I’ll just keep trying as the versions progress.
Yeah, I tried that too but no joy.
Not to worry – it’s early days to be thinking about all the varieties of possible configurations, best to keep it moving on the bulk of the platform.
Updated DirectX and card drivers – now working.
I like it, it’s fun.
It’s hard to tell who I am vs my teammates, it’d be great if I was a different shade of Green. It gets confusing with lots of AI running from time to time.
when i try to start up the program i get a text box with preferred window size, vsync, etc. i click start and it boots to a black screen and crashes back to desktop.
Which operating system are you using? There seems to be such issues at least in Windows Vista, you could try windowed mode in the config if it helps. If it doesn’t, I’d be curious to see what’s in rwr\rwr_game.log, please send it to pasi.kainiemi@modulaatio.com.
Just osom. Hard to figure out who is the enemy, but it’s for realism, i’ve decided.
Interesting beta!
* tested it on a laptop (not my gaming rig, but has the latest directx): didn’t work fullscreen, ok on windowed mode
* same comment than martn: too much running
* there is no shortcut for the grenade in the doc
* your character is looking too much like your camarade, it’s hard sometimes to see where he is
* announcements should stay a bit longer on top left (maybe, at a % of transparency), you can easily miss them
Improvement points approved
Awesome game.
Running might be tedious, but i think it’s OK. punishes for dying
tested on WIn 7 64 HP laptop: phenom x4 ATI 5470, works flawlessly.
add XP to the game, or coins, so we can buy upgrades
at least for single player, MP might be hard to balance.
Program not starting because OrgeMain.dll is missing. It’s in the file I’m running the .exe from…?!
Any tips anyone?
Just extracted to Desktop. Now get little icons for the .exe but still not running, with a different error, ‘d3dx9_42.dll is missing…’
I’m running Win_7 32-bit Enterprise.
Updating DirectX should do the trick, try this http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=35.
The game is pretty fun.
But why is it so…foggy? Brighten it up mate! And maybe add a healthbar to my guy so I can tell him apart
Good job on the game, If you will include a paying option I would humbly donate what I can afford to help with the creation of this game.
And I agree on the excessive fog, maybe a health bar like what Stankor said…
Vehicles, far fetched? pfft, pish posh….Slowly but surely right?
The fog might be just a little bit too much at the moment, I’ll probably reduce it just a bit for the next release. I myself like the monotonic world appearance and am going to keep it pretty much that way, and the fog is one important ingredient in that. Let’s see how it’s in the next release.
Currently, there’s no actual health; taking a hit, the soldier either dies or doesn’t. Agreed, it’s pretty annoying when you get killed immediately when someone shoots you in the foot. As a quick improvement, I’m thinking about changing it so that it checks the ‘bone’ where the hit was, and there are different factors for the bones whether the hit leads to immediate death or not.
I’m not a huge fan of any of these options, probability dice, health bar + consuming items to regain health, or the cod-like automatic regain.
There’s also the medic feature that’s been on the table that has its saying on this matter.
So, I ran it and got a random array of gray lines, vaguely looking like the logo for the game. I take it it shouldn’t do that?
Nevermind, it’s working now.
Works on 7 ultimate 64, 6990. Liking the concept, has potential.
Had a quick bash after reading it on RPS, really nice alpha you’ve got going here. Managed to take over the map on the second run through.
Mechanics are great, very frenetic.
I love the way the higher rank you are the more juniors you can pull in to your formation.
Would be interested to see how this might play out in a multiplayer situation, though the grenade spamming, that is so effective against the AI, might have to be carefully balanced.
I love the fluidity of movement, I think you’ve nailed the multiple stance thing too.
Checking out your ‘to-do’ list, your obviously headed in great directions.
On RPS Jim likens it to Cannon Fodder, which to some extent, I can see in the mouse aiming mechanics. However Cannon Fodder, for me stood out due to it’s humour not just it’s gameplay. Maybe what your going for is very different, (and would rather not have the pressure of being likened to CF) however I think it might benefit from an interesting graphic design style.
Would be fun to see a sort of Team Fortress 2 angle, in the character design… ie machine gunner is bulky and slow but can survive more bullet hits. Scout is stealthy and faster, but needs to get closer to the enemy… etc.
when i try to launch this game i get an error message saying “The program can’t start because d3dx9_42.dll is missing from your computer. Try reinstalling the program to fix this problem.” I did that but it didnt work, when i hit ok on this message another one came up and said,”Run time error! program (cant see what program it is) This application has requested the runtime to terminate it in an unusual way. Please contact the application’s support team for more information.” Please help me
Did you try this yet? http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=35
yep that worked thank you trying it out right now =)
never mind its still not working i can get to the part that says start but after that another error message comes up but i cant read it.
i can get to where it should start but a black screen comes up then it crashes please help
never mind i finally got it
Worked a treat on my Win7 64 machine. My only wish is the ability to change controls to the arrows instead of WASD
I’ve installed, extracted and booted the game, choosing my start-up preferences (trying full screen and windowed), but the game just errors out and states that:
“OGRE Exception(3:RenderingAPIException): Cannot create device! in D3D9Device::createD3D9Deviceat ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9DDevice.cpp (line707).
That is the error message I get. Please help! And thanks!
There are several reports now that this kind of error happens on some PCs. Can you tell more about your computer setup, there might be something to connect to the other cases. Operating system? Graphics card?
Another Ogre3D based game forum suggests that most of these emerge from either outdated graphics drivers or DirectX, so please update those first unless you’ve already done that. One thing worth trying would be to run the game as the administrator; right click on rwr_game.exe and choose Run as administrator. If everything fails, you could also try a couple of different video modes in the config to see if they make any difference.
You could also send the rwr_config.log and rwr_game.log to pasi.kainiemi@modulaatio.com, I can take a look at those to find out if there could be a capability issue of some sort.
I had the same error a few times.
As recommended, I updated DirectX and graphic card drivers, and it all works fine now.
i was wondering when a new update was because i love every part about the game! though it can be made better
Fantastic! Where’s the Mac version, guys? Multiplatform is the future, give us all a chance! This looks amazing!
Mac and Linux version are both doable I believe, but there’s enough to handle in Windows for one guy right now
Wonderful, best of luck! It looks on the right path to awesome!
Signed,
A Cannon Fodder junkie
Crashes for me, Vista x86
Log follows:
13:45:41: : initializing scene manager
13:45:41: TerrainSceneManager: Registered a new PageSource for type Heightmap
13:45:41: : initializing terrain
13:45:41: TerrainSceneManager: Activated PageSource Heightmap
13:45:41: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:45:41: Texture: terrain5_alpha_dirt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
13:45:41: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
13:45:41: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
13:45:41: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:45:41: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
13:45:41: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Did you try updating DirectX yet? http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=35
Also update your graphics drivers.
Great game! Got here via the bay12forums.
It took me a while to find the map key so I ran aimlessly around for 30 minutes…
I like the die or don’t system you have, HP always seemed weird to me, this game seems better than most other games
played it for a few mins today, good fun. Adding a few basic squad cmds like follow/stay, and the ability to bind keys/mouse would go a very long way. The current control layout is really awkward for me to play with.
Control config is coming.
I can see the obvious benefit in having buttons or a UI for commanding the squad members more precisely, but I want to keep the mechanics as simple as possible, wouldn’t want to use every button on the keyboard for something or make a menu for these things.
Some controls need to be already added to control how many members your team takes, as when you reach a higher rank, you may still want to drop out some guys from the team and go on a mission alone or with just one or two guys. That’s actually quite close to the follow/stay concept.
I suppose the simplest way to command follow or stay could be implemented by clicking with the mouse on a squad member, he would then toggle between those two modes. How’s that sound?
A somewhat crazy idea also crossed my mind recently, that you would have to chat to the squad members by typing the commands, that’s what you would do in an online cooperative mode with your human team members anyway
I’m sure it would become quite annoying though.
I think the clicking on squad members to stay or follow would be a perfect solution to that. I feel typing commands could work depending on how long they are.
do i suck or the die punishment is to hard they take to many ranks off evry time u die
i hate this i cant fucking run a game as simple as this i hate my computer
love this alpha.
it reminds me of all the great (and some of the not so great
) aspects of faction warfare in stalker.
one thing that really bugs me though is that there’s no way to tell which bases belong to the enemy. I know the map is shaded two different colors, but that doesn’t actually tell me who owns what and doesn’t even seem to correlate to base ownership at the beginning of a game, let alone after the game develops. I know active combat areas give some idea, if you do some figurin about where the enemy must be coming from to reach the conflicted areas, but a few simple modifications would do wonders to situational awareness.
Oh, and I’m a bit of an ai programmer myself, and I saw that the ai commanders have trouble directing more than one combat at a time. Are you using influence maps to represent zones of control/threat? Because that sort of system allows for lots of interesting and complex behavior without much work and easily allows you to direct attacks, flank heavily defended positions, and efficiently route reinforcements from the bottom up without the need for a complicated top-level commander ai.
The games looking great so far though, keep it up!
Like said before, the map is an awful excuse of a map at the moment, it’ll be improved in multiple ways in the coming months. Basically, the bases under the red/green shade in the map do represent the current situation in the world. Momentarily, bases might not be actually occupied by any soldiers, at such time the base is still considered to be under the previous owning nation.
The beginning of the game is quite a hectic moment, as the soldiers are currently just spawned around unbalanced on their own side of the world, and then the AI commanders start sending the teams around to achieve the defence/borderline/attack balance they are after. It’s especially this moment that some bases are actually unoccupied.
I haven’t read about influence maps, so I’m likely not using one. In a nutshell, the AI commander calculates various scores for the world blocks, depending mostly on distances between the territories and comes up with a value of how many own soldiers each block should have, and then gives out move orders to each team. The block balance scores are naturally updated periodically, and new orders are sent when needed.
The single attack is organized towards the enemy territory that is closest in distance to any of the own territories. There’s a rendezvouz block on the border, the attack teams are first sent close to that block, and when the AI commander detects that there are enough soldiers around that block, the wave of attack is started towards the target block and its surrounding blocks. The attack continues around the target until it’s cleared of enemies.
The AI is indeed arranging only one attack at this point, but it should be trivial to increase simultaneous targets.
There are quite obvious things that could be made to achieve better AI strategy, but rest assured, it will evolve.
Ah, that bit about the map makes more sense, because what it really felt like was the that most of the map was being ignored in favor of a very specific area and I couldn’t really get a good idea of what was happening outside that area, which makes sense considering how the ai is going about his process and determining an attack location.
assuming each block is the same size as every other block (which i assume because of how squares tend to light up on the map) you are doing a partial influence map, since you’re determining the desirability of a block by using distances between certain blocks. If you were to use an influence map, instead of having to count up how many dudes are in the block the commander is looking it (which I also assume to be how the commander determines whether that block as enough soldiers), what you could do is “bleed” a strength variable from each soldier to their block’s strength variable. Friendly units would bleed positive strength while enemy units would bleed negative strength. Then you could further bleed strength from one block to another, decaying by the distance between blocks, and using whatever rate of decline you wish. I personally use exponential decay rather than linear, but it depends on the map setup. This would allow the commander to super easily determine what should be attacked, what should be defended, and what should be ignored.
It’s not that computationally expensive, since I imagine you’re keeping track of the soldier’s positions anyway, and you wouldn’t need it to run at a super high frequency. When you’re dealing with only two factions influence maps are amazing for representations of strength and control because you only need to generate a single influence map, since you can use negative and positive numbers to represent their control, where blocks near zero can be ignored because either the defenses nearby are adequate to negate the enemy or there is no enemy to need negating. I’m personally using influence maps and dealing with arbitrary numbers of factions, and while its complicating things its still the best method i know to represent strategic information. i’m also influence mapping over a thousand objects every second (and i still haven’t finished optimizing!), so it can be done in an insanely performant way while still creating a complex model of the battlefield.
Another benefit would be that considering you distribute soldiers in an unbalanced fashion at the beginning of the game you’d get a lot more variety in the conflict locations, since distances between bases remain the same between games. if you’re mainly using distances to determine the attack location then the same bases will get picked for attack each time. This would create crazy flanks and pincers and a lot of other interesting emergent behavior. The reason I so heavily advocate this is that a sandbox game is usually about re-playability and emergent behavior, so any system that supports these ends should be well considered.
A great read on how influence maps work and why they’re worth using was written by Alex Champandard on AI Game Dev here: http://aigamedev.com/insider/tutorials/influence-map-mechanics/
It requires that you register on their site, but that registration is free, and i wholeheartedly endorse ai game dev and its community as one of the best resources on ai development.
I’m also very willing to answer as many questions as you have about the process, because indie devs should stick together, and any indie sandbox strategy game this interesting deserves as much support as I can give
I got it to work finally but the play online button didnt work >:(
is there going to be multiple faction like 3 free for all
Some day perhaps, it has also been on my long run todo list.
Fun game! looking forward to a multiplayer release.
Not working. Iv’e followed the readme instructions, downloaded directX and still cant get it working.
Did you try setting antialiasing to none or updating your graphics drivers?
OGRE EXCEPTION(3:RenderingAPIException): Cannot create device! in D3D9::createD3D9Device at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 707)
This is my error code when I try to run the game. Any idea on how I can fix this? A friend highly recommended the game and I would love to try it out.
you should setup a forum. community discussion can only help
Amazing game great job so far can’t wait for multiplayer and some new updates.
It would be cool if there was nighttime fighting where you could see very little, and when you fire a gun the muzzle flash would illuminate a small area and send a shadow behind the shooter. Flares could be used for illuminating an area (morter flares).
Sort of a random thought that came to mind. Great game!
it will be cool if you put some transports like jeep or trucks. you can add smoke granades or flash. if i could choose the respawn point it will be awesome!
It wont run it says it failed to start because d3dx9_42.dll was not found
all fixed i just downloaded direct x9 like it said in readme
Just some ideas that came across my mind.
If there was to be night, it would be darker, and have some sort of light sources. The general land could be near pitch black, but some of the roads can have street lights. The bases (and some of it’s surroundings) also being one of the well lit up places. It’d make stealth approaches more of a possibility and makes it less of a run-n-gun approach. Soldiers could have flashlights to illuminate their surroundings, while risking of exposing themselves in the open.
Certain environmental varieties like that may make the game more interesting.
I’d like this very much myself too, having more light sources out there. I have a few ideas in mind how to implement them, and I’m going to try it some day.
The simpler ways of making the environment more interesting, e.g. bridges, more varied building models, water, better trees, are going to be made first though.
This game is awesome, but it badly needs the following things:
A Better HUD containing a mini-map, ammo and magazine count.
The ability to choose between an LMG class or the default AR class.
The ability to crouch and move at the same time.
Possibly the ability to lean around corners, though as this is 3rd person to the extreme im not quite sure if this would be do-able.
Moving while crouching will come soonish.
Minimap has been requested by some others as well, but I haven’t entirely made my mind about it yet. The big map needs to improve a lot first before considering spending time with the mini version.
The ammo count in the HUD would be a simple one to add, let’s see in which version I can squeeze it in – personally I have little use for it, I’m reloading all the time whenever I can, and I can feel it in my gut if I’m about to run out of ammo
Magazine count is infinite currently, so no need to have it in the HUD.
There are no classes per se, and such will not be added most probably, as you can pick up a new weapon when you find one that suits your style, from a crate or from a dead soldier. Maybe, in case you want to stick to a single weapon type, it could be changed so that the last weapon you had with you when you got killed, would determine the weapon you will have when you respawn, so you wouldn’t need to (once again) go searching for that favorite weapon.
Что за кипешь ??? Сеть появилась или те же яйца ???
I can’t play the menu is lagged….
Did you try to disable post processing and shadows in the in-game options? Also setting antialiasing off, using a lower resolution and/or vsync off in config should help the game perform better.
Super Epic Realism Great GAME!!!
Oh man, I am constantly dying !
Great game so far. I really had some problem with understanding if the guys in front of me were OK to shoot at or not. Not really sure how that can be improved.
Currently, I just shoot a few rounds to see if they get to the target. Pretty annoying at some point when you run out of bullet just trying to know if you can shoot at a guy in front of you.
Oh, and I am constantly dying… It’s hard for me old gamer !
I’ll buy 10 copies if you decide to make a Linux port!
Linux/Mac port is certainly possible thanks to OGRE and it shouldn’t be a huge task. I hope I can get to it next spring!
Cool. You used Ogre3D to make this. I didn’t notice it on the Ogre Showcase forums. You should post it there.
Good idea! I will do that at some point.
Hi I need your help I just bought the game but I did not get any e-mail! QQ
Great game so far though I do have a few complaints/recommendations to hopefully make the game even greater (and to boast my ego by telling people what to do over the internet)
Is there a part in the code that says that a character named Seargeant Bruce Lee has to kick enormous amounts of ass? If not you certainly should add one or maybe have an outro after every mission showing the names of all the soldiers you played and got killed similar to those in the cannon fodder games.
On a more serious note: Is there any way of adjusting the color of the crosshair/mini-crosshair since I find it sometimes hard to keep track of both of them and I imagine making the smaller one red or some other signal color could help immensely.
Regarding the crosshair color, there’s currently no way to adjust it in-game. I’ve thought about providing different kinds of crosshairs, but haven’t really got to it yet.
Technically it’s still possible by modding it; the crosshair textures can be found in the game folder under media\textures.
Dude’s press F7 and you will get an Vehicle.
my game is flipped sideways how do i fix it
Well that’s odd. Which video mode do you have selected in the config?
i got 32 bit colour
What about resolution?
DAMN is that game good!
Loads of fun with something this simple doesn’t happen too often. Great job, developers!!! I’m actually thinking about buying it!
I found at least one con – the see-through building borders are a bit too hard to see. Maybe they’re like that purposedly so this adds a bit of difficulty in shooting, but on the other hand it’s sometimes annoying when you’re trying to move around a building.
Anyway, it’s one hell of an awesome game
Thanks Metal!
The behind-borders are supposed to be just noticeable enough to make them usable but unnoticeable enough to avoid making them distracting.
I can see this being up to personal taste really, so I’m sure we’ll see another visual option to control their appearance in the future.
I saw Disrespecting (a youtube commentator) post a video about this, and it looked amazing. Unfortunately, I am too poor at the moment to afford anything. I played this demo and I loved it. I am not a good commentator at all, but here is to my couple of videos bringing you a couple of customers! I know that as soon as I am able, I will buy it.
Hieno peli, hermanni
No ihan mukavan olonen kun tälläi koitin
the game is first of all empty from any problems.. congratulations.. some one who deserve to make a game.. i started and i was not bieng electrified by it but im telling you i forgot myself playing the gameplay gets so silent yet intense, i only quit because somehow i got sick of shooting people.. i mean ffs when does all this killing end.. enough war.. anyways.. you did a perfect job and it would be killer to play this 100vs 100 online.. im sure you took care of the code to make this possible without downloading at 100mb/s, note that this wont attract any graphics whores or pseudo gamers..all by itself now.. just people willing to have some fun..
also thanks.. but in a way the atmosphere could be more pleasant.. too much gray and lacks some deepness.. but again good job… btw how much did it take to make? the coding and animation and all? i understand if you dont want to tell your secrets..
I’m glad you like it, Khaled!
The colors are tweaked every now and then, e.g. the latest version has a bit less fog and thus more contrast than the demo version. Also, new decorative stuff will be added again at some point!
For the question about how much did it take to make, the game development started early 2011 and has been going ever since as a part-time job for me – I recently estimated I’ve worked about 3500 hours for the game so far. It isn’t my first game project either, so my head was initially packed with a lot of knowledge how to pull this thing off.
The community has been incredibly helpful with bringing in ideas and suggestions, and a handful of them have even contributed to the game with certain textures and meshes. I can’t thank them enough (JackMayol, ComJak, Tuttu, Monsteri, Jojoe, thanks mates, you shall not be forgotten)!
Крутая игра жалко не бесплатная
Hi, when i download the demo it says i am missing file; d3dx9_42.dll
Why is it doing this??
Below the demo download link it says:
“If you encounter problems launching the game, please make sure you have the latest DirectX 9 and the latest graphics card drivers first. ”
There’s a link too where you can update DirectX 9. It will solve the issue!
i think that more vehicles like tanks half tracks and stuff like that should be added to make the bazokas more worth while and make more gamemodes like capture the flag team death match. it would also be cool to have airsticks for genrals. Also when u start a game u can create a charector and play thru the game and level up, but the next game u start u use that guy and u can make as many as u want custamization of the guy would also be cool. it would also be cool to have kill streaks for each lvl u have the higher the lvl the better the killstreaks u unlock. Im just throwing out ideas u can choose wether or not to impliment them.
it says ”The program can’t start because d3dx9_42.dll is missing from your computer, Try reinstalling the program to fix this problem.” why?
The error message is one of Window’s default ones, reinstalling the game won’t help with that.
The thing that will help is described in the text below the download link above. This:
“If you encounter problems launching the game, please make sure you have the latest DirectX 9 and the latest graphics card drivers first.”
Use this http://www.microsoft.com/download/en/details.aspx?id=35
Im getting this error on Linux Mint 14 cinnamon, with all required libraries installed.
/running_with_rifles/rwr_config: error while loading shared libraries: libwx_gtk2u_core-2.8.so.0: cannot open shared object file: No such file or directory
just stays there and doesn’t do anything.
please help!
Thanks!
Is your Mint 32-bit or 64-bit?
If it’s 32-bit, double check that you installed libwxgtk2.8-0 and that it installed ok.
If it’s 64-bit, the libs need to be installed as 32-bit, so you need to add :i386 at the end of each library when installing. E.g. apt-get install libwxgtk2.8-0:i386
Hope that helps!
Ok, so im using Peppermint OS Three 64bit now. Last time i tried to get this running i tried a work around that uninstalled a bunch of system files. I had to format and start over.
This time, i was able to get the configuration window to pop up, and i pressed the start button, and i am now getting this error. I installed libwxgtk2.8-0:i386
./launch_game
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type ‘DefaultSceneManager’ registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type ‘ParticleSystem’ registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
DDS codec registering
FreeImage version: 3.15.1
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,sti
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type ‘Entity’ registered.
MovableObjectFactory for type ‘Light’ registered.
MovableObjectFactory for type ‘BillboardSet’ registered.
MovableObjectFactory for type ‘ManualObject’ registered.
MovableObjectFactory for type ‘BillboardChain’ registered.
MovableObjectFactory for type ‘RibbonTrail’ registered.
*-*-* OGRE Initialising
*-*-* Version 1.7.2 (Cthugha)
: initializing graphics
: loading plugins
Loading library lib/RenderSystem_GL.so
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library lib/Plugin_CgProgramManager.so
An exception has occurred!
OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library lib/Plugin_CgProgramManager.so. System Error: libCg.so: cannot open shared object file: No such file or directory in DynLib::load at /build/buildd/ogre-1.7.2/OgreMain/src/OgreDynLib.cpp (line 91)
Ogre pisses me off. It’s always causing problems. I had looked at a few other forums with the same error, and they said to install nvidia-cg-toolkit, before compiling libogre. Mine is installed from the ubuntu repository, and i have nvidia-cg-toolkit installed. So im not sure what’s going on here.
-Chuck-
You don’t necessarily need to have Ogre installed to play RWR as it is bundled under lib-subfolder with RWR. Having it installed should not do any harm either as RWR prefers to use the libs in lib-subfolder as long as you start the game with launch_game or launch_config.
The Ogre build that comes with RWR has been built with Cg support, so nvidia-cg-toolkit was there when Ogre was compiled.
Did you install the i386 variant of nvidia-cg-toolkit?
Can’t launch the game or config tool on openSUSE 12.2 even though wxWidgets 2.8.12 is installed.
rwr_config: error while loading shared libraries: libwx_gtk2u_richtext-2.8.so.0: cannot open shared object file: No such file or directory
I installed the “ABI variant: STL API with Unicode support” are you using another API or ANSI encodings?
I don’t remember making a choice about it. It would seem that Unicode is in use by default.
Is your openSUSE 64-bit or 32-bit? If it’s 64-bit, did you specifically install 32-bit wxWidgets?
32-bit openSUSE 12.2 and I offer my help in creating proper RPM builds.
I really like this game, and I was just going to suggest something. How about adding Landmines? They’d be pretty cool to use with the addition of vehicles (Which are pretty awesome) The landmines wouldn’t instantly destroy the vehicle, but it would do lots of damage. I’m suggesting this because sometimes the vehicles can be slightly overpowered (Perhaps its just me.
) but it would still be a good addition.
Yeah, we got landmines coming down the road, I’m fairly sure about that.
Just tried the demo out today. Really fun! Although there are some limits in the demo. Hope vehicles come in the demo soon!
are u gonna put the latest update?
awesome game btw :>
And for Mac ?!
Hi André,
Unfortunately not yet. Mac support is technically not far away, I’d need to get myself a Mac first to compile the game for it.
When running the Demo in Windows 7 I get the message “Rwr_config ***Caught unhandled unknown exceptions; terminating”
Is there anything I can do to make it work?
Hi Babba, you could try one or all of the following:
* Update DirectX 9.0c at http://www.microsoft.com/download/en/details.aspx?id=35
* Update your graphics card drivers
* Navigate to C:\ProgramData\RUNNING WITH RIFLES Demo\ (yes, it’s a hidden system folder so just enter that path directly in Windows Explorer address bar) and send rwr_config.log to our forum here http://www.modulaatio.com/runningwithrifles/phpBB3/viewforum.php?f=5 or directly to pasi.kainiemi@modulaatio.com, and I’ll take a look
Is this gamw going to beon mac osx?
Dont mind this comment. About 4 comments up is my awnser.
Sorry for that. My keybord fucked up.
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