Sliding towards the festive season…

Sadly not much “exciting” progress to report this month as the team have had a lot of real-life commitments taking priority over Ham and Jam. We did cross a few things off the list though…

First up, we got around to changing how we handle ammo for our weapons. Since day one we’ve had the “bucket of bullets” method from the default HL2 code which simply reloads the weapons magazine from the total number of bullets carried by the player. Obviously this doesn’t really represent how things work in real life so we’ve implemented a magazine/clip based system instead.

Theres a couple of interesting things with our implementation. First of all, it reloads the weapon with whichever of your magazines contains the most ammo. However the magazine your taking out of your weapon simply gets put back into your “webbing” as-is. This means that there is a good chance that if you live long enough to go through all your magazines, you’re eventually going to find yourself reloading your weapon with substantially less ammo than expected…

We also have a semi-realistic way of telling the player how much ammo is in the magazine. We decided that rather than give a precise number, we just give you a rough idea of how full or empty it is. Most soldiers get a gut-feeling for this sort of stuff and can usually tell roughly how much ammo is left by the weight of the magazine. This is the sort of feedback we’re trying to emulate.

Both of these features add some interesting gameplay. Do you do a tactical reload but risk having a half empty magazine when you might need a full one in the future? You’ve only got about half a belt of ammo left, but is that enough? It really puts a premium on managing your ammunition situation well.

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Last of the summer whine.

Summer is over, fall is upon us and unfortunately that means that things are slowing down a bit for us on the team. The autumn term is in full swing for those of us in full-time education which means a return to the books and less free time for modding.

We have however done some bits and pieces. The player models we showed last month are now going through final compiling to get them into the game as class based characters rather than the clone army we had before. We’ve also been experiementing with a individual visual rank on each players model but more on that at a later date.

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Mission One - Complete

As you may (or may not..) have read in previous updates, about six months ago we decided to re-code Ham and Jam from scratch. This was a hard decision for us, we had a semi-working version of the mod but ultimately it was deeply flawed in many places. Partly this was down to it being the first release of the Source SDK which was rather buggy and also it was our first experience of actually coding a mod. If we had decided to keep working with what we had inevitably it would come back and bite us in the arse. So we weighed up the pro’s and con’s and took the step of re-starting the code side of the mod from scratch to allow us a better crack at getting what we wanted doing, done right.

We’ve learnt alot in the year or so of tinkering around and we are proud to announce that we have finally overtaken the point at which we decided to restart. All the features we had in at that point have been recoded and even more have been added and they all work much better than they ever did. Everything is much cleaner, faster, efficient and modular. Adding stuff is a joy now compared to what it used to be.

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[Dev Diary] Spine speaks!

It’s time for me to write some words about my work here at HaJ. My name is Lasse “spine” Olsen and I help out with game graphics, that could be anything HaJ needs really, allthough textures is what I’ve done most of.

I recently got the chance to skin the British and Canadian uniform skins for the player model, Alun had started on the player skins but when I got the task I wanted to start from scratch.

It’s not my first player skin but the first WW2 army skin I’ve done and I love the accuracy thats involved with making such a skin. Jed’s model was already accuratly constructed after good reference and input from WW2 veterans, so that made my job easier. I did my best with help from the team and the resources available to make it as realistic as I could. We are all pleased with the result and it can be further developed into different company and country skins when we need it.

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