Festung Europa is a realism-based, multiplayer combined arms tactical shooter, currently under development by Jackboot Games for the PC on Unreal Engine 4: Take your place at the front lines as the Allied forces face the might of the German war machine during one of the most pivotal moments in World War II. From the bloody landing beaches, through the deadly bocage, to the desperate, desolate fields outside of Falaise, you will fight side by side with your squad mates against the opposition as you participate in historical Operations such as Neptune, Perch, Epsom, Charnwood, Goodwood, Cobra, and Totalise.

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Enfield No.4 Mk I*
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[TZP]LoNer1
[TZP]LoNer1

The detail is striking, to say the least

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Schrubber
Schrubber

Well, that's a true beauty

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cordenand
cordenand

Love the level of detail!

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TheOddBall
TheOddBall

Not wanting to sound an arse, but for a game that prides itself on accuracy - there are some major flaws with the Enfield. For starters, what's eating away at the wood? (I've never seen this happen on an enfield) and to save on a huge explanation regarding proportions etc there's an image here that might be of some use - Gyazo.com

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Captain-Arse
Captain-Arse

Might want to take into account the FOV of Cryengine 3, there will be inaccuracies when the engine bases your view off of a viewport and not your actual face. :3 that's pretty spot on in my opinion.

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r0tzbua Author
r0tzbua

Like we said in the post we aren't of course immune to making mistakes, that's why we love all the community involvement that helps us out on a lot of things.

First things first: Captain-Arse is right, there are some distortions right there in the screen that simply happen because of CRYENGINE editors FOV of 55, others were made deliberately to bring the end first person product on screen closer to what you see in reality because of how the engine simply distorts some of the parts in your view. If you remember the old Day of Defeat times: Those weapons were horribly distorted to make up for the GoldSrc engines' FOV. While I won't do that I did play around with the scale of some parts here and there to make basically up for this in first person.

Some other parts you are of course right, like the missing part behind the safety, that was a misinterpretion of references and will be fixed in a later iteration, same with the hole in the front of the reciever and the pin on the iron sights.

The shape of the reciever and it's not round form is simply because of how it works, the more rounder it gets, the more it will eat up of the polycount in the end which we try to save for the parts that need it, like the iron sights and the general shape.

The part where it "eats away the wood": it was planned out more like missing coating on the wood from various usage, seen this on some rifles, but to be honest: It didn't work 100% out like it was supposed to be, it looks nice from a distance but in close shots it just doesn't look right. That may be revised in a later iteration.

Please note, that we ultimately don't "pride ourselves" in accuracy, we pride ourselves with trying to achieve the most accuracy possible. We are all humans and prone to making errors, neither one of us is perfect (even though we'd love to be of course).

Remember: We read everything you guys send our way and we take your criticism serious! Help us squash historical inconsistency as early as possible!

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TheOddBall
TheOddBall

Thanks for the response, some stuff could be fov but the general look and feel seems off somehow. Just wondering - how many polys is this? rounding off some parts shouldn't consume too many surely - esp for CE3

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r0tzbua Author
r0tzbua

right now including bullets, stripper clip and bayonet we're sitting at 10250 tris. There are still some places of optimization of course, and we may take polys away here and add them there inside when we find out while playtesting that there is something that looks odd or can take some refinement.

It is very much a fluid development in that case, especially regarding optimisation. Adding loops to round things off here and there is a very quick process, same with removing polys and tris where we find out we won't need them.

On why the general look somehow feels off I'm sad that I can't say more, to my eye and the team and people I shared it with it looks right, and the general side and top proportions were modelled off blueprints and only changed slighty when I put it into the engine and cross checked with some "camera" shots I had and a real rifle I was allowed to check out when visiting the viennese army history museum.

Maybe you'll get the feel when you are using it ingame :)

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cinco
cinco

never has a more realistic looking rifle been made for a game. full stop.

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Description

A close up shot of our Enfield model for the latest dev diary.

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