Ham and Jam is a teamplay orientated, first person WW2 multiplayer game centred around the British and Commonwealth campaigns from 1939-45. Historically accurate missions coupled with careful balance between realistic and enjoyable gameplay makes Ham and Jam a unique experience. Ham and Jam started out as an idea between it's two main developers as an alternative to the tired old "U.S./Russia vs. Germany, post June 6th 1944" formulae WW2 games seem to use. Fed-up with everything prior to D-Day being ignored, the North West Europe theatre and the lack of British, Commonwealth and Free Forces they decided to do something about it. The goal was clear, to make a WW2 mod that featured all the missing bits of WW2 history, portray it in a historically accurate way but without detracting from the fun or playability by overdoing realism. In short the kind of game they and their friends would like to play. The name comes from the original code words for the capture of the Pegasus/Orne bridges

Report article RSS Feed March 2010 Update

As the year rolls slowly onwards work here at Ham and Jam HQ rumbles on through the ever lengthening nights. With the help of Deceiver we have now finished all the weapon model skins for v1.0. The two Bren variants (Mk1 pre 1941 and Mk2 post 1941) are code wise identical, however with the visual changes you find yourself having to adjust ever so slightly. Both have the awkward magazine position which really affects your view when deployed which can often result in some paranoid defending.

Posted by ginger_lord on Mar 10th, 2010

The Bren is a great weapon for providing heavy support fire on the move but its small magazine size and accuracy doesn't lend itself to prolonged periods of defence. This is where the MG34 excels.

Bren Mk1 Bren Mk1

Bren Mk2 Bren Mk2

As I said last month, we plan to have more and more videos up in the coming weeks and months in the build up to release. This first video shows a bit of rifle action, however I'm a rubbish rifle shot so take that into consideration.


Next we have some footage of the MG34 providing forward support for the German advance on haj_mercury, note however haj_mercury is heavily WIP:



Other aspects of the mod have progressed well over the last month as well, with SteveUK implementing numerous minor yet essential features, such as team specific blocking entities giving warnings as to why you are being stopped. This has hugely cut down on the amount of "wtf?" reports we've been getting from our testers as now you have some clear visual feedback on why you are being stopped. Other minor stuff includes better implementation of the vaulting and deploy systems along with relevant icons to indicate whether you can or cannot use the ability. Again this cuts down on the "wtf, why can't I vault?" reports.

March 2010 Update Images March 2010 Update Images

Jed has been scratching his head over our helmet system and is in the final stages of implementing a new revised system. Originally the helmets were included in the model and toggled via a model group, a simple but effective system. However with more and more helmets being added it was getting annoying have to recompile the player model every time a new helmet model or helmet skin was added. Now the models are attached to the player models in realtime and can be shot/blown off in a more realistic fashion. This also allows a much easier implementation and the possibility for future customisation.

March 2010 Update Images March 2010 Update Images

mXed has been busy at work with his college work which has been...working on HaJ. He managed to wrangle one of his self directed study modules to essentially be for HaJ and has knocked out a ton of new content in a short space of time. We don't think anything of it will be in 1.0 but we can't be sure (hence the lack of details here to minimise moaning when it doesn't turn up). When it does arrive however it will certainly give you more toys to kill people with and other player models to use.

March 2010 Update Images March 2010 Update Images 

Map wise both myself and surgeon have been hard at work finalising all our maps for 1.0 which includes the ever tedious clipping stage. Some of the testers have been very sneaky and been getting out the maps so we've fully clipped the maps to stop that happening.

March 2010 Update Images March 2010 Update Images

More next month.

Post comment Comments
emetalce
emetalce Mar 10 2010, 7:39pm says:

I'm really liking the look of those guns and how they handle in the videos! The looks of the maps are impressive as well, they look like they play amazingly. Keep up the great work :D

+1 vote     reply to comment
TheRealRebel
TheRealRebel Mar 10 2010, 11:29pm says:

Cant wait to get me some tommies! All is looking good to me. Though am I the only one who thinks the rifle sound is a bit on the weak side?

+2 votes     reply to comment
Swaggletooth
Swaggletooth Mar 11 2010, 5:27am replied:

The rifles and other weapons sound about right to me for close range. At longer range you would hear loads of reverb though.

+1 vote     reply to comment
Jesternz08
Jesternz08 Mar 10 2010, 11:33pm says:

Awesome looking update, very detailed maps, keep it up.

+1 vote     reply to comment
cinco
cinco Mar 11 2010, 12:38am says:

this looks just like any other ww2 game. realism or not, i'm expecting more. first thing they can do is add different uniforms. enough of the greenish grey germans and the brownish tan allies.

smocks...coats. where be they?

+1 vote     reply to comment
Otreum
Otreum Mar 11 2010, 12:47am replied:

They be in "Red Orchestra" and it's "Darkest hour" mod or "Mare Nostrum" mod, the best (IMO) multiplayer WW2 FPS game on the market right now, with 2 awesome total conversions to boot (aside from WW2 online which IMO, is the best MMO ww2 game).

Anyway, this is looking really nice, considering where this mod started, I can definately see the amount of progression it has made now, and it's awesome to see. The only thing that I could nitpick at is not being able to drive the tank vehicles around, but that's ok :)

+1 vote     reply to comment
Bluehawk
Bluehawk Mar 11 2010, 10:25am replied:

The original RO mod had much more uniform variety than the retail game :(

+1 vote     reply to comment
ginger_lord
ginger_lord Mar 11 2010, 11:16am replied:

Other kit and uniform variations will come in time. It's purely down to the time needed to weight/UV new combo's that has put them on the back burner for now.

I'm sure you'd rather have the game sooner than us spend an extra month knocking out kit variations.

+1 vote     reply to comment
RustySpannerz
RustySpannerz Mar 11 2010, 12:09pm replied:

Actually, I'd rather wait for the perfect game than get an unfinished one sooner.

0 votes     reply to comment
SteveUK
SteveUK Mar 11 2010, 12:25pm replied:

Hey, I wonder if you've ever heard of patches or updates? Since when was not having every kit combination a sign of an incomplete game?

+1 vote     reply to comment
ginger_lord
ginger_lord Mar 11 2010, 12:50pm replied:

Theres no such thing as the perfect game. Everyone has different tastes.

If it comes down the smocks and coats that differentiate us to "every other ww2 game" then I think we've missed the mark by a milestone and have bigger priorities than inconsequential cosmetic details that can be added later.

+1 vote     reply to comment
RustySpannerz
RustySpannerz Mar 11 2010, 5:21pm replied:

No, that's not what I meant. What I meant was that I don't mind waiting for the 'best possible' game. I'm sorry if you don't think perfect was a good word.

And I don't really believe in patches and updates. Why not just finish your game and be done with it? It looks great as it is, but I don't think the attitude of "we'll add it in after release" will work. What you want to do is to amaze players from the begining, because a lot of people install it once, and if they don't like it won't install it again. Even if it's 20 times better.

EA did it with Bad Company 2, and all it did was leave an unfinished feel to thousands of gamers, you don't want that. I'm just saying this because, I really do want the best for the mod.

+1 vote     reply to comment
SteveUK
SteveUK Mar 11 2010, 10:28pm replied:

The gameplay itself is very complete, just adding more CONTENT doesn't really add to the feeling of completeness.

+1 vote     reply to comment
Raden
Raden Mar 11 2010, 5:41am says:

Great progress!

+1 vote     reply to comment
SelfieDK
SelfieDK Mar 11 2010, 5:54am says:

I was a bit of a noob but ive finally realized what TBD & WIP Means ^^

TBD = To Be Decided
WIP = Work In Process

Though i still dont know what "Coming Q2" means :/

+1 vote     reply to comment
Tharapita
Tharapita Mar 11 2010, 7:50am replied:

Q2 means quarter 2. A year is comprised of 4 quarters.

Q1 Jan, Feb, Mar
Q2 Apr, May, Jun
Q3 Jul, Aug, Sept
Q4 Oct, Nov, Dec

+1 vote     reply to comment
ciastoludek
ciastoludek Mar 11 2010, 9:46am says:

Make your own pain sounds, please...
Other than that everything is excellent~!!

+2 votes     reply to comment
RustySpannerz
RustySpannerz Mar 11 2010, 12:07pm says:

I really think that maybe making those cornfields a bit higher res would really improve the map. They just look a bit blurry at the moment.

+2 votes     reply to comment
D3V1LISH_SNIPER
D3V1LISH_SNIPER Mar 11 2010, 5:15pm says:

cant wait! :D

+1 vote     reply to comment
joesmithy
joesmithy Mar 15 2010, 6:48pm says:

Did I just see the MG gunner kill someone through the wall? Awesome

+1 vote     reply to comment
ginger_lord
ginger_lord Mar 16 2010, 3:52am replied:

Sure did, bullets penetrate various distances depending on bullet size and material density.

+1 vote     reply to comment
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Released Dec 21, 2013
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