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#58213 Production Bytes 4

Posted by Hans Ludwig on 25 December 2015 - 05:27 PM

Merry Christmas!


The last few weeks the JBG team has been very productive: completed our first level, including a high quality lighting pass; and added bullet drop and a few other features, which will be discussed in future Production Bytes. The team sees this increased productivity following us into 2016, which is going to be an even busier year for us, and we look forward to sharing our progress with our community, with a selected few being given the opportunity to experience Festung Europa first hand.


Thank you again for your continuing support.

JBG Team


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#58384 Festung Europa - 1st Gameplay Teaser Trailer

Posted by Shurek on 06 June 2016 - 04:52 PM

On this day 72 years ago, the Allies began their assault on Hitler's "Festung Europa" - Fortress Europe - by land, sea, and air. By the end of 6 June 1944 through hard fighting on the beaches and in the coastal towns of Normandy, over 100,000 Allied soldiers had made it ashore to begin what was to become known as the Battle of France. Among them were the men of the Commonwealth's 21st Army Group.


"To us is given the honour of striking a blow for freedom which will live in history; and in the better days that lie ahead men will speak with pride of our doings. We have a great and a righteous cause. Let us pray that  'The Lord Mighty in Battle' will go forth with our armies, and that His special providence will aid us in the struggle. I want every soldier to know that I have complete confidence in the successful outcome of the operations that we are now about to begin. With stout hearts, and with enthusiasm for the contest, let us go forward to victory."

- Sir Bernard Montgomery, 5 June 1944


To recognize your patience as our Community, and as a small token of appreciation, we are today unveiling our first gameplay trailer for Festung Europa. Please be aware that we are still in the pre-Alpha phase of development and that there is still much work to be done, although a solid foundation for the game's advancement has now been laid. Many thanks to all of you for your continued support, and a deep sense of gratitude to all of our teammates who toil away - and continue to do so - in their free time to bring this game from a dream to reality.


Enjoy and see you on the battlefield!



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#58172 Production Bytes 3

Posted by Hans Ludwig on 23 November 2015 - 01:11 AM

Production Bytes 3

The main goal pursued in creating charater assets for Festung Europa is to convey a realistic and accurate historical appearance of player models in-game. To achieve this purpose, there is a number of techniques and approaches in the working pipeline, which begins, naturally, with the search and selection of reference pictures, usually consisting of a mixture of real World War 2 and modern historical reenactment photos. A secondary goal is to attempt to show the nature of the character. At the modeling stage can be designated a couple of key points that stand out from others. One of them is the special attention given to modeling the natural fabric folds and the amount of time spent on it compared to the whole process. The other attention given is focused on the small details such as, for example, sewing seams or buttons on the uniforms and equipment. These needs are dictated by the presence of in-game Full Body Awarness.  It may also be noted that for modeling some of the character's faces were used as reference World War 2 photos of soldiers' portraits. But of course all this only applies to those cases where it is possible and reasonable from a technical and artistic point of view. In general these and other points of the modeling and texturing stages are aimed to help achieve the main goal behind the design of the character models for Festung Europa.

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Disclaimer: The melee system has not yet been developed in the current build of FE, but is still in our plans to implement at a future date.

Quoted from 2K, Jackboot Games' Character Artist.


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#58114 Production Bytes 2

Posted by Hans Ludwig on 18 October 2015 - 08:02 PM

Production Bytes 2

The complicated process of building a house for Festung Europa begins with finding a floor plan. In some instances we can use a real floor plan drawn by an architect, but in the case of this house, it's going to be a re-imagining of a house found in Darkest Hour: Europe '44 - '45. By extracting the house from the game files, I can move it into a modeling program where I begin blocking out the basic dimensions of the new house—the interior walls, where the windows and doors will go, etc.

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After comparing the old building to numerous images of houses and buildings in Normandy contemporary with the invasion, I decided that not all of the features of the building were strictly historical, so I made some changes. However, the basic footprint of the building remains the same.

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Having modeled the basic house, I had to make it lifelike. To accomplish this, I examined more reference photos of houses in Normandy, and created models of windows and quoins to decorate the house with. I also created a set of beams to be placed on the ceiling of the ground floor. After this was done, I created a set of wallpaper materials that would have been popular in the 1940s.

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The last, but very difficult and very important, step is to create lightmap UVs for the house. These allow Unreal Engine 4 ("UE4") to project light onto the house and bounce it around in an extremely realistic fashion using Lightmass. As an artist, this is one of my favorite features of UE4 because it creates incredibly realistic interior lighting. To see it used to its maximum potential, you might want to look up "arch viz" or "architectural visualization" done in UE4.

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Quoted from Rubberslug, Jackboot Games' 3D modeller.

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#58178 Production Bytes 3

Posted by r0tzbua on 24 November 2015 - 12:45 PM


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#58385 Festung Europa - 1st Gameplay Teaser Trailer

Posted by RubberSlug on 06 June 2016 - 05:15 PM

"Happy" June 6th, everyone. :)

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#58359 Fallschirmjäger-Regiment 2

Posted by C. Ackerman on 09 April 2016 - 01:10 AM



In January 1943 the Oberkommando der Wehrmacht decided to raise a second elite
parachute division. The formation would include the veteran 2nd Parachute Regiment, recently detached from
the 1st Parachute division. The division would also incorporate troops from the remnants of several other airborne
units that had suffered heavy losses in recent battles.
 They would go on to endure, persevere,
and triumph over some of the most harrowing campaigns of World War II. They were
Ramcke's Own!




Official Forum
Luftwaffen Jäger Brigade 1 - Index

The Fallschirmjäger Rgt. 2 is a realism unit for the game Darkest Hour '44, a mod for Red Orchestra. It was founded by Squid, a realism veteran of the 1st Rangers and the 506th PIR, and a currently serving member of the U.S. Military. Our primary endeavor is to accurately portray the Fallschirmjäger in the late war period, maintaining a historically accurate yet equally entertaining atmosphere. We are looking for those who share these pursuits, and we welcome anyone who is interested. However, we don't exclusively cater to those looking for a "realistic" experience. We also welcome those who are eager for teamwork, and unit cohesion. So once again we invite anyone craving for a unique historical and team based gaming experience to apply today!

Join us today 

Fallschirmjäger Rgt. 2 was established as part of the 7. Flieger Division during the German military build-up of the 1930s. This formation would later be re-designated as 1. Fallschirmjäger Division. Fallschirmjäger Rgt. 2 was first mobilized in the invasion of Poland where it was tasked to capture Polish airfields. The following year, the regiment was transferred to the Western Front and participated in the invasion of Holland as part of one of the largest airborne operations in the Second World War. In 1941, the regiment was assembled to take part in the airborne invasion of Crete. Despite suffering from heavy casualties the fallschirmjäger successfully captured the island in just twelve days. Throughout the remainder of the war, the regiment saw combat on all-fronts: Ost Front (1941-1942), Africa (1942-1943), Italy (1943-1944), and the Western Front (1944) until it was finally annihilated at the Ruhr Pocket (1945). 

Their superior performance in combat and their unrelenting commitment to their oath and country earned the admiration and respect of both friend and foe. Field Marshal Harold Alexander remarked, “The tenacity of these German paratroopers is quite remarkable. I doubt that there are any other troops in the world who could have stood up to it and then gone on fighting with the ferocity they have." For their tenacity, they were nicknamed “Grüne Teufel” (Green Devils). Indeed it is decreed in fallschirmjäger first commandment: 

You are the chosen ones of the German Army. You will seek combat and train yourselves to endure any manner of test. To you, the battle shall be fulfillment.



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#58269 Kellys Heroes

Posted by Jman on 12 January 2016 - 10:09 AM

Group Name: Kellys Heroes
Group Tag: [KH]
Website/Forums: Kellys Heroes DH Forum
Public Steam Grouphttp://steamcommunity.com/groups/KH-DH
Public Server IP: (EU)
Public VOIP Server IP:  TeamSpeak 3: Password: bigjoe
Liaison: [KH]Jman
DescriptionBased in the European Union, Kellys Heroes is primarily setup as an Armed Assault clan which focuses on team-based online play. We've been around since 2007 and have members spanning all corners of Europe. We love WWII games too so come and join us for a game on our Darkest Hour server anytime, day or night.

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#57990 Introduction to Production Bytes

Posted by Hans Ludwig on 05 October 2015 - 02:39 AM

Introduction to Production Bytes.

Production Bytes is designed exclusively to keep our community informed and engaged with current development events of Festung Europa. We will include a summary of what has been completed, add images and video (when applicable) to show off any new 2D/3D art assets, code written for core game features and music and ambient sounds produced.  We will also be collecting any questions or concerns the community might have and answer them via Ask the Developers: Q&As that will be included with some Production Bytes updates.

However, we can’t guarantee at this stage that we can create a Production Bytes issue on weekly or frequent basis or that they will always include substantial content (hence the title “Production Bytes”); we will always inform our community of development events as they unfold behind the scenes. This, of course, is subject to change as production increases and we recruit more members to our ranks.

Production Bytes 1

Where other games have separate models for first and third person views of the character, we are currently using a single model. With the camera attached to the head, we aim for a realistic viewpoint of the players own body. We already support free look. By default, the head is locked to look at the same direction the player is walking to. With free look, the player can rotate his head while walking in a different direction. Other players see the head rotating accordingly.



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#58544 What is happening?

Posted by _Nambu on 17 September 2017 - 02:15 PM

Some news would be nice. At least show some sign of life.


We' re alive and working. Not (yet) on PR though :( .

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#58524 Would *YOU* crowdfund DH2/FE?

Posted by 'DeadlyDad' Olson on 28 November 2016 - 10:31 PM

One thing to keep in mind is that this is an incredibly large-scale project for a first-time group, and it is using an engine that was only released to the public two and a half years ago and is still being worked on, expanded, and debugged.  DH1 was a trivial change to an existing game by comparison.  (ONLY by comparison, as anyone who worked on it well knows. :shudder: )  


To my mind, the videos thus far produced were premature, but the enthusiasm is completely understandable.  One way to put it as I see it is that the devs are planning an Everest expedition after binge-watching mountain climbing movies and documentaries, and having announced their intentions, are only now coming to realize just how much is involved.  Is it possible?  Of course!  It simply will take a LOT more time and effort than they imagined, which is also completely understandable.

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#58363 Kickstarter ?!

Posted by _Nambu on 13 April 2016 - 05:22 PM

I'll end by saying you will see more progress in the near future than you have been accustomed too...by far.


this was over 6 months ago :(


Don't worry, we're alive. ​I know I shouldn't spoiler it, but we're preparing an update. :-P

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#58357 Respawn on Squad Leader

Posted by Sgt.Elly {1st ID} on 07 April 2016 - 09:04 AM

I agree with Kashash, seeing MDV's being a bigger part of maps in DH has really led me to dislike them. It just feels really gamey, having to put them in certain safe positions, troops continously spawning, interjecting the whole team behind defense lines, not being able to use them as a base of fire, panzerjager's becoming mdvjager's, etc. They change the whole dynamic of the battlefield and it becomes really asymmetrical and a lot of times it feels like a partisan hunt.


One of the things I liked about Lutremange was that teams had to mount assaults and come in in force or set up a defense, but that's sort of been taken away with MDV's and it's much more just trickling into objectives (Objectives being a whole other problem imo).


Given FE is being built from the ground up it would be better to have new and better systems.

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#58332 The Big Capture Zones System Thread

Posted by _Nambu on 19 February 2016 - 01:42 PM

Hey there guys, I want to give you a small update since I've let this thread die, by focusing only my work on FE :-(


here's in a few lines what you missed:


- The priority became setting up the way online matches are handled (joining, map voting, steam, administrators, map switching, configuring match options for the server...). I need to get finished with this before I can then build the gameplay (and the in-game text&voice communication) upon this stuff.

- I've however prototyped a little bit of gameplay stuff (including capzones) to get a minimum idea of what I'll have to do after. With that, I had the occasion to do my observations on how to get these things done.

These observations regard more the technical aspect of things, than the design ones, though.


That's it, guys!

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#58318 Battalion 1944

Posted by Kashash on 04 February 2016 - 11:00 AM

A true success dream almost would be if games like Festung Europa could swoop down and crush all these generic, senseless running twitch shooters like this Battalion 1944 with crosshair markers by beating them in popularity and selling count and become a new example of what a ww2 shooter should look like. But it's a shame that these type of games are what people in the mainstream usually go for instead of more realistic with tactical approach titles like FE or DH...


I'll never understand how these games get so much hype...


Lol this game going to have a "deathmatch" mode.


I guess only cosmetic upgrades doing visual customization to your character is ok but then it's says also includes weapons and accessories...


However it would be interesting if you could have real time battalion size like number on the server and have no lag issues playing with such large number of players.


I can't believe they offer a 1500£ package for to become an "Ultimate Elite Partner" lol.

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#58242 Recipe for popularity

Posted by Nixod321 on 01 January 2016 - 09:21 AM

Frankly I just hope that someone will be running anything other than the super fast-paced super-close quarters infantry maps a month after release. Or the Trench warfare type maps masquerading as open areas either. I just can't get into RO2 the same way I could get into DH. Too much camping, bottlenecking, repetitive dying and turning corners in friendly held buildings to find some guy with twitch reflexes and a STG44 blasting you in the face. And way, way too much pure chaos and insanity. 


I like a game where I can move without being constantly ambushed, where I can predict the rough direction the fire will be coming from and plan my moves accordingly, where I can actually see my targets without them being obscured by obnoxious levels of bloom and post-processing. I'm sure I'm not alone.

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#58232 Best DH players ?

Posted by Zookawarrior on 29 December 2015 - 07:55 PM

I'd like to modestly nominate myself as the best AT soldier in the game 😉
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#58218 Squad (Multiplayer FPS Game)

Posted by Kashash on 26 December 2015 - 05:09 AM

Few things that I'd like FE to have that SQUAD has:


To me the idea of FOBS and RALLY POINTS is great, it's just all one ever asked for to have in this sort of squad-shooter game. Even though Squad doesn't have any vehicles added yet. This is actually even better as you can truly experience infantry fight on a 2km map. Thanks to the RALLY POINT and FOB system which is indispensible part of the game, you really have to think twice as a Squad Leader how you're going to push towards the objective and where to set up a a rally.


There's no easy way round of silly driving towards an objective and capping it. You really have to work hard to even get there, to slowly gain a foothold at an objective need to approach slowly by setting up rally points and just slowly moving up with your squad ever so closer.


Few important things to note: FOBS can be placed only every 400m from another FOB and need 3 men from your squad to do so.

Rally points can be set up anywhere but every 2 minutes and need 2 men from your squad nearby.


Rally points are automatically destroyed by the enemy being nearby.


Fobs are harder to destroy but for every enemy near it, it increases 10 seconds delay for your respawn on it. It is very crucial to work so that the enemy has a time & chance to kill enemy and cap that fob.


The recoil of your gun doesn't go up ridiculously high in the sky between stance & crouch position which I liked. But at the same time not too steady so that you can't continue fire with long bursts on long range too effectively like in RO2.

It is done just right imo.


Another thing I like - upon going to iron sights it doesn't zoom your screen, it only zooms in extra view when you press shift and still it's only for about 5 seconds (which is how long keeping the breath takes). After you exhale you can't just press shift and hold it for another 5 seconds, you actually have to wait a while which is great - it doesn't make the player abuse the zoom feature as much as in RO2. AND THERE IS NO STUPID EXTRA ZOOM UPON ANOTHER ZOOM THAT IS IN RO2. There's only 1 zoom and not very excessive which enables for long-lasting firefights rather than stupid picking everyone off head-shot sniping fest aka RO2.

You basically run with your squad on a full continent terrain and due to being able to set up a rally point which you can spawn on, you can get into contact with the enemy practically anywhere which is what I've always wanted.


I've seen situations we had to fall back because our previous objective has been under attack, or our FOB.

I love the high visibility distance where it stretches as far as eye can see on the map, the firefigts can be as far as 500m away on a 3km map.


Really do hope FE doesn't resort to those small-vision, low-distance maps that RO2 is usually known for and that it promotes extreme cod run'n'gun gameplay.


One of the great things about it is that you don't just run to an objective and fight an enemy. After with my squad establishing a fob (forward operating base) and securing an objective, our squad pushed up to take another objective from the enemy, but what happened was halfway to the bridge, some of our squads ran straight into two squads of enemy soldiers, and it was just a very intense firefight.

So that by setting up rally points in Squad is what it makes this whole unpredictibility on the battlefield accomplished, as you and your Squad can actually be taken by surprised or clashed with the enemy anywhere on the massive terrain battlefield. And despite a massive terrain there are actually many really intense close-combat fights in towns or compounds.

Another thing, in SQUAD it doesn't show kills on the scoreboard until the end of the round.

Would love FE to be just like SQUAD but the only difference it being set in ww2.


And must not forget of course, if DH can still pull off its old engine and have these it'd be awesome too.

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#58202 Production Bytes 3

Posted by Noizekick on 21 December 2015 - 03:01 PM

Hot damn, that long grass on the last picture looks so nice! Weird thing to say, maybe, but for some reason I'm a sucker for grassy fields. I can already see myself crawling through it, while flanking an objective...  :ph34r: 

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#58200 Production Bytes 3

Posted by Hans Ludwig on 20 December 2015 - 10:33 PM

Hey guys what are the chances we'll get a dev update for Christmas? I heard some rumors that you are already testing the game. True?

I found something very interesting to show you that one of the devs posted yesterday in Slack, our project management platform. As far as the rumor you've heard about the the JBG team already play testing on FE raids, this I can confirm. The team has to date play tested three (3) times. Once they feel comfortable with the current version of FE, I've been told that a select group of people that have been a part of the community the longest will be sent an invite. I'm currently working on the new developer's and Tester's forum. That's all the information I have until we release Production Bytes 4.
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