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Jungle Warfare: Guerrilla Operations

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    Jungle Warfare: Guerrilla Operations

    Howdy guys,
    I figured I'd post here as I haven't before, so just in case no-one checks the main UT sites, you can see the latest progress of our mod.

    Version 1.2 of our mod was released this summer and came 5th in the Epic contest, our next version 2.0 will be out in time for the next phase of the contest and is radically different from the available 1.2.

    1.2 has some bugs, flaws, and it was our starting point for where we want to go with the mod. Indeed now, our current IR Build 1.4.1 is very different, it has much better balancing, a total visual overhaul, new gameplay style, bug fixes, and a ton of new features.

    Here are a few of the latest shots:







    Be sure to check our site regularly at: www.junglewarfare.jolt.co.uk
    where you can always find the latest news, information, and media,

    Hope you all had a good christmas!

    Oli.

    #2
    Looks a lot better, all in all.

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      #3
      This looks pretty **** good Oli, can't wait for V. 2.0, for I had a blast playing V. 1.2

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        #4
        Thanks guys

        Oli.

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          #5
          The health hud arms look kinda uhhh off for lack of a better word, but the rest looks great

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            #6
            What is the reason for showing the weapons in the upper left corner? If the player doesn't know what weapons they have they should either rtfm or just cycle through them with the mousewheel or something.

            Maybe you're trying to capture the players that have never played a realistic looking FPS before, I also see crosshair for the weapons when they're at the ready position.

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              #7
              JWF is for anyone,
              The icons in the upper left remind the player whether they are using primary or secondary weapons, along with their loadout available to them - you can remove this if you like.

              The crosshair is a there for aiming purposes, like the other million FPS that use it, we aren't an extreme realism mod so we don't want to do away with it, it also displays your accuracy dynamically - thus forcing you to watch your movement and actions at all time.

              Oli.

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                #8
                Originally posted by Oli[JWF]
                The crosshair is a there for aiming purposes, like the other million FPS that use it, we aren't an extreme realism mod so we don't want to do away with it, it also displays your accuracy dynamically - thus forcing you to watch your movement and actions at all time.

                Oli.
                I think he means that the crosshair can be seen on the 4th picture when you are lying down.. am I correct?

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                  #9
                  Ahh, if so, it's just for debugging purposes so I can work stuff out

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                    #10
                    Can't you disable/remove the crosshair for the sniperrifles ?
                    That way you could force them to use either pistols or teamwork to cover them at short range ...
                    It might be even better if you completely prevented the use of the sniperrifle unless you were in a sort of 'stable' position.
                    This may stop the snipers from being the portable artillery without having to reduce their ammo & magazine-sizes to rediculously low amounts.

                    The new models/skins definitely look a lot better ... it's almost a completely new mod.
                    I really like the look of the second picture. Is that one of the new rebels ? (give him a cigar and a beard and he could be Fidel Castro )

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                      #11
                      Originally posted by wolferey
                      I think he means that the crosshair can be seen on the 4th picture when you are lying down.. am I correct?
                      Actually, the first two pics, didn't see the cross hair over the guy in prone position. I haven't played JW but as long as there is a COF that goes wide while your not in the aim position I guess it really doesn't matter. I just can't stand games where you see people with dead on aim while sprinting and jumping around the map. I know some people will just go through great extrems to place a cross hair onto their screen (people using a marking pen on their monitor etc)

                      I kind of like the way S.A.S. has done it, the cross hair disapears while running and re-apears if you're standing still or crouching. It's a happy medium between being too hard core like Red Orchestra (no crosshair) and something like S.A.S. (give a crosshair when it makes sense)

                      Comment


                        #12
                        Hey guys,
                        The crosshair in 1.2 isn't present for sniper rifles, so judging through testing we'll see if that changes for 2.0,

                        Our aiming is entirely based on what the player is doing and the crosshair changes size to reflect this, infact we have 18 different accuracies for different states the player is in (jumping, crouching, prone, running, walking, climbing, etc.)

                        Sniper balancing is something being addressed, we felt that in 1.2 the snipers were way too powerful so I'll keep you guys posted on that front

                        Take care,

                        Oli.

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                          #13
                          though i tried your mod and it wasn't really my thing, i can say you put a lot of effort into it and dedication and it looks once again really nice ...

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                            #14
                            Yeah, my main gripe with previous releases has been the visuals, and some lame performance on the maps.
                            So it looks like I wont be griping about that in the near future :up:

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                              #15
                              that handgun model looks really sweet

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