Do you remember completing Crysis then wanting to fight some more alien entities, as the last words were something along the lines as, we are going back to the island.
Well we have good news, Crysis 2 or Crysis Warhead has been announced. So it looks like our wishes to eliminate some more alien have come true.
“Maximum freedom, maximum explosions and maximum Psycho!”
The Crysis Warhead Tag-line.
In Crysis Warhead you will follow the role of SGT. Psycho Sykes on the other side of the island, from where ‘Crysis one’ began. So it doesn’t look like you’ll be going on to the next part of the story just yet, but instead reenacting what happened to Psycho whilst Nomad wasn’t there.
Most probably the last, Crysis 3, will be both Nomad and Psycho which means…. Co-operative play?! Co-op is a great feature and should be introduced! Even if its in the last game.
Crysis Warhead is said to bring more weapons, vehicles, and multiplayer content. Whilst this is all great news and Crysis Warhead is coming up in September 2008!
We were looking forward to Patch v1.3 for Crysis, but as we found out they had to cancel the patch. This is the message that we had from the Crysis Team, explaining why they had to cancel patch 1.3.
As you know, it was a very hard decision for us to cancel Patch 1.3, but in the end it was important we shift our focus to some of the new and exciting things we are doing with Crysis Warhead. We have a lot of great content planned for the community and as we get closer to launch, we’ll be sharing a lot of details of what we are working on behind the scenes. This was the main reason behind the cancellation of the patch and while piracy was and continues to be an issue with Crysis, it did not have any role in our decision to cancel this patch.
We also want to make sure you all know that we are not ending our support of Crysis. We still have www.crymod.com, our official modding portal, up and running - a great meeting place not only for modders, but also for all who are interested in playing new, custom content. In addition we have plans to continue updating the CryENGINE2 documentation and video tutorials frequently.
And of course, your dedicated community management teams are still here and active in our official forums and fansite forums.
The important point is that we are not giving up on our current community and we hope that the announcement today pleased you. Stay tuned for more information on Crysis Warhead… there is a lot more to come!
Anyway Crysis Warhead will be ran on the well known CryEngine 2 with modifications and improvements. So we know what we’re in for when we ask what graphical capabilities and requirements the game has.
I thought I’d update you guys quickly and just let you know hes released another video this time 9 minutes long and showing you the zombies in great masses, how they react to a certain amount of humans etc, its very interesting as well as fun!
Once you know how to change the colour of your crysis nickname / username then you are ready to permanently change the colour of your nickname.
Firstly you need to find your profile folder which will be located at such a directory like:DRIVE:\Documents and Settings\[ XP USERNAME]\My Documents\My Games\Crysis\ProfilesSo in your “My Documents” folder under “My Games” -> “Crysis” -> “Profiles”
(Before you question it what i mean by ‘permanent’, it does not mean you cant repeat these steps and change your game name ever again, it just means when entering the game you will not have to keep changing your name the manual way, your name will be changed automatically.)
Right click the folder of that profile name you wish to change the name of, Rename it to a colour name e.g
Rename the folder “Username” to “$8User$4Name”. In Crysis that would look something like UserName , see the crysis colour chart for a list of colour codes.
Then OPEN the folder and you should see profile.xml
OPEN profile.XML in a text editor such as notepad.
Replace:
<Profile Name=”Username”/>With the profile name you chose to rename the folder in our case:
<Profile Name=”$4User$8Name”/>
Save The File!
Launch Crysis and enter a multiplayer game you will see your name is already set as coloured!
If you need anymore help comments are welcome.
Comments (0) Posted by Spencer on Monday, March 17th, 2008
A while ago now an article was written about the Crysis coop mod not long ago an update with a video had been released containing ZOMBIES!
these zombies are WIP. this is just displaying the zombie behavior or character in game. the map and zombies will be in Assault Coop Crysis.
Here are a few image’s captured from the implementation of Korean zombies, running across the Sandy Dunes which i think actually looks like a great area to be placed in with a hundred zombies, not sure if this is just a test area for flameknight7 the developer. Assault Crysis COOP Mod looks to be coming together quite well.
I’m glad there re a lot of users looking forward to it.
Comments (1) Posted by Spencer on Sunday, March 16th, 2008
Crytek / EA Have released the second patch, good news because frankly the other patch ( crysis patch 1.1 ) only fixed a few minor bugs and there were loads of cheaters running around the servers still.
Although there has been many changes i think I’d find the connection messages the most help full because i often got disconnected from servers and sometimes not even being able to join them, authentication failed!
Crytek is committed to continuing their support of the community, and CEO Cevat Yerli is driving the team towards attacking the Crysis community’s most wanted list. Stay tuned for more information.
Patch Notice
Patch 1.2 can be applied to both vanilla Crysis (v1.0) and Crysis v1.1 since it will update automatically to Crysis version 1.2.
Crysis Patch 1.2 Change log Full List
Optimizations and Stability
Corrected a number of memory leaks with FSAA modes.
Optimized Object Motion Blur for DX10 Very High Spec
Destroying objects will now properly remove their decals from the world under DX10.
Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization.
Fixed issue in windowed mode where the map or weapon attachment UI cursor can leave the game window.
Fixed potential server exploit that could cause servers to crash
Fixed crash with AI triangulation in the editor
General Fixes/tweaks
Added new effects for vehicle shattering after being frozen
Player movement will now be cancelled if the player is shooting while moving in prone mode.
Fixed issue where player will exit VTOL from closed rear hatch irrespective of seat.
Continuously firing the VTOL machine gun in 3rd person mode no longer causes the VTOL to descend.
Fixed an issue where vehicle 3rd person camera could break when switching the player “ControlledTurret” flag while using the gun.
Fixed identical swimming sounds being used on surface, underwater and swimming in different directions.
Frogs will no longer block the player’s view after being picked up
Fixed an issue where in unarmed mode, the character’s arms will suddenly reappear and disappear when picking up and dropping an object.
Fixed health recharge rate when computing drowning damage.
If climbing a ladder while cloaked, energy no longer depletes at the same rate as if player were standing still.
Mouse cursor will no longer be permanently removed on attaching gamepad.
Fixed issue where resetting gamepad control with Default button doesn’t enable Force Feedback.
Fixed issue where the Clear All and Back Keys do not function properly when creating a profile on the gamepad.
Fixed the “Back” key in the on-screen keypad not deleting the first character in the keypad text box.
Fixed the “Clear All” key not functioning for text input in the on-screen Keypad.
Waterfalls can now be viewed from underwater.
Virtual keyboard now functions correctly when a game pad is connected
Fixed an issue where users can lose the ability to look around with the Right Stick.
Player no longer continues to move forward when prone on roof of bunker after letting go of button.
Mouse cursor now hidden when virtual keyboard is enabled
Fixed an issue where key bindings were not saved until the player resumed the game
Fixed a number of chainlink fences/barbwire that could not be shot through.
Fixed a broken LOD1 on electricity pylon object
Fixed player receiving damage from ragdolls.
Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy.
Fixed bolting/pumping sound not playing when firing shotgun, precision rifle and gauss rifle in scope view.
Fixed issue with vehicle mounted MOAR reload sound being audible for all players.
Added mouse wheel scrolling support for server browser
Weapons
Added “overfreezing” sounds to handheld and vehicle mounted MOAR/MOAC
C4 will now stick to doors correctly
C4 can no longer stick to the surface of water
Fixed an issue where the player could shorten the shot duration of the MOAR near the edges of a map.
Fixed an issue when using dual handguns and switching to 3rd person view, a pair of arms will remain when running devmode or in editor
Fixed an issue where the player could force firing after reloading if player clicks and keeps pressing fire button while reloading.
Explosive charges no longer clip through the top of the NK tanks located in the munitions dump in mission tank.
The ice beam animation from the moar gun no longer clips through the walls of tunnels.
Grenade Launcher projectile is no longer invisible.
When freezing a dual-SOCOM player, the second pistol will now be properly frozen.
Freezing a player that is shooting a MOAR will now properly stop the MOAR’s beam.
Nano-Disruptor grenade will no longer disrupt the revive invulnerability effect.
Fixed claymore/mine limit not being applied properly.
Added an empty landmine animation.
Players are no longer revealed to enemy on enemy minimap when using silencers on weapons unless they are within 5 meters of another player.
When prone with a sniper rifle, the attachments menu should no longer be cut off.
Fixed issue where dual wielding SOCOMs the pistol equipped in main hand doesnt automatically reload if weapon switched whilst empty.
The crosshair for the TAC no longer disappears after the player zooms in and out of ironsight mode.
Added missing animations for FY71 and SMG when holding an enemy and using the melee attack.
Fixed issue when the player dropped last picked up SOCOM, even if that is the pistol with the most ammo.
Scaled grenade launcher projectile for better visibility.
Added smoke trail to grenade launcher shell for better visibility.
Adjusted odd looking random rotation values for grenade launcher projectile
Adjusted explosion radius of grenade launcher to be more efficient vs players
Decreased air speed of grenade launcher projectile for better readability.
Reduced initial visibility time of grenade launcher shell very slightly
Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally.
Improved the HUD Grenade Indicator - Players will now be able to track one enemy and one friendly grenade. Enemy grenades show up as red, friendly as blue.
Fixed a number of issues where the grenade indicator was not showing up on multiplayer clients.
Added new grenade indicator icon.
Improved the behavior of the Repair Kit, when repairing rotating turrets.
Update singularity explosion effect.
Fixed an issue with some weapon effects that would cause explosions not to be rendered.
Moved assault scope further away from the camera to allow for a better peripheral view while zoomed
Vehicles
Added first person view limits for helicopter, VTOL and APC rear seats.
Fixed an issue with incorrect “friendly fire” icon in multiplayer VTOLs
Helicopter wind effect no longer plays after vehicle is destroyed.
Fixed a number of issues where players getting out of vehicles would get stuck in walls.
Fixed issue where the AA cannon only produces tracers from the left side barrels
Fixed issue with friendly fire setting not affecting vehicle-actor collisions
Components can no longer be more than 100% damaged.
Correct firemode now displayed when switching seats in Gauss Tank in Multiplayer.
Improved vehicle handling under braking and boosting
Tweaked damage for players hit by vehicles at lower speeds
Reduced collision damage multiplier for actor-vehicle collisions in MP.
Smooth out change between vehicle views when changing seats.
Adjusted wall collision damage for civilian car.
Reduced damage to trucks during slow collisions.
Added new shell ejection effect for air vehicles.
Vehicle lights will now turn off vehicle lights after player leaves vehicle.
Vtol cannon now has correct spin up or spin down sounds
Fixed issue with the amphibious apc taking far longer to repair than any other vehicle
Fixed potential issue with tank turret rotation when a second player takes control of vehicle, the turret could be unsync’d between server and clients.
Increased VTOL vulnerability to being hit by other aircraft cannons
Added seat entry point for gunner position from roof of cab of Truck
Fixed an issue where vehicle ammo could become greyed out when in a vehicle in a valid buyzone.
Increased visibility of friendly player name tags by 3 times when in vehicles
Fixed issue where players hands were not touching the hovercraft steering bars correctly
Disabled vehicle exploding above a certain speed threshold in MP and SP when there isn’t a player in the vehicle.
Locked camera in 3rd person view when player is using a vehicle mounted weapon in difficulty settings that allow driver controlled mounted weapons on vehicles.
Fixed issue where explosions had no sound when hitting VTOL or helicopter
Added overheat sounds for VTOL and helicopter guns
Fixed issue with VTOL weapons not overheating correctly
Greatly increased AAA damage vs VTOL and Helicopter
Adjusted damage of rockets vs. AAA
Fixed a number of issues where players would not get the correctly awarded/deducted amount of prestige points for team kills or enemy kills
SinglePlayer
Fixed an issue with “Escort Prophet out of sphere” objective failure causing reloading issues.
Player will now be prone if loading a level that was saved while they were prone.
Fixed an issue with troopers missing shield fx if the player was holding them when the level was saved and loaded.
Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list.
Player no longer has grenade controls during cutscenes
Player is no longer able to carry enemies into cut scenes.
Fixed issue where player weapon loses shadow on loading save game.
Fixed player view aligning to horizon on loading.
Helmets on the Navy personnel on the flight deck now fit their heads.
Added a missing texture at the base of doorway leading to schoolhouse roof from staircase in village.
The paper on all of the clipboards through out fleet no longer appears to be upside down.
Improved AI machinegun handling (both stationary and mounted machineguns on vehicles.)
Increased player melee damage and decreased AI melee damage
Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons.
Helmets will never deflect shots when the player hits them while using weapon sights.
Halved suit energy required for punching in strength mode.
Adjusted AI vehicle coax gun pitch limits
MultiPlayer
Fixed issue where death effects were only showing on remote players.
Server admins can now remove the server password with ’sv_password 0′.
Clients with a password set can now correctly connect to unpassworded servers.
Fixed some game states not properly resetting after game restart.
Fixed an issue where factory vehicle marker was not showing up for clients. The vehicle you purchased is now visible with a blue icon.
Fixed an issue where scores could change after the game has ended.
Fixed issue where sometimes demotions would not be properly announced.
Radio commands will now be properly played as a voice sound.
Fixed an issue in spectator mode where the player’s view could clip through the top of objects
Fixed an issue where vehicle shattering effects were not playing on clients
Fixed an issue where standing on a crouched squadmate would cause model clipping.
Fixed an issue where the player was unable to purchase additional mines or claymores through load out menu if one already in inventory.
Fixed issue with missing subtitles in French version of PowerStruggle tutorial.
Player can now no longer create and save unpurchasable custom loadouts by including multiple pieces of kit equipment.
Player can now no longer create custom loadouts with more weapons than the player can carry.
Fixed issue where player was automatically assigned armor mode when switching to spectator team.
Fixed issue where tutorial message warning player of an enemy base is played too late.
Fixed issue where tutorial message starts too soon when player gets to the aviation factory.
Player no longer gains 1 free grenade when he uses up all ammo in a grenade launcher and purchases a different weapon.
Fixed a potential negative ammo hurricane issue.
Fixed an issue where if the player picks up a claymore after placing two claymores, player’s weapon will not switch to claymore upon pick up.
Player can no longer suicide when already dead.
The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.
When using PDA, if any player captures a location it will no longer revert to the first page of the PDA.
Players will no longer be banned for team killing while in pre-game period.
Players will now be able to pick up a respawned MOAR attachment.
Fixed not being able to scroll player names on end of game scoreboard.
Fixed an issue where the character’s hands immediately disappears when attempting to throw a grenade with dual socoms equipped.
When grabbing an enemy while Dual SOCOMs are equipped the right hand SOCOM will no longer disappear.
Fixed an issue where the parachute is not seen by players when deployed in Powerstruggle.
Fixed issue where VOIP doesn’t work properly on non-dedicated servers.
Tweaked spectator camera so view is more horizontal.
Delayed manual switching to spectator mode right after death.
Fixed issue where spectators don’t see player names in IA.
Map filter no longer allows the user to input an infinite amount of characters.
Removed ability to highlight players on instant action scoreboard.
Fixed issue where the player score was not the default view when pressing the ‘Tab’ button in MP.
Fixed a number of issues where projectiles are not playing explosion effects and sounds on clients.
Added team colors to kill/death messages
Purchasing SMG and SCAR ammo now gives the correct amount of bullets in each clip
Increased FY71 Incendiary ammo damage slightly
Teamkilled players will no longer drop their weapon.
Fixed an issue where enemy HQ flag icon would disappear.
Added some additional clamping and protection to some console variables that could be used to cheat.
Added a number of warnings for incorrect map version and missing maps when connecting to servers.
Added a number of missing additional entities to the network scheduler
Fixed an issue where players could be killed with AV mines placed above vehicles but not in contact with the vehicle.
TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks.
New Features
Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced.
Added multisample shading for shadows.
Added vehicle-specific shatter effects when vehicles have been frozen.
Logitech G15 display now fully supported in MP and SP
Added free-rotation support for spectator camera.
Added zooming support for spectator camera.
Added mod loader to the main menu. User created content can now be loaded and unloaded through this menu.
Added some additional audio hitfeedback functionality to multiplayer and singleplayer bullet impacts. Headshots will include an audible ding in multiplayer games.
Improved red near-death HUD effect and visual feedback for player being hit.
Added additional audio feedback for player hitting enemies. The feedback can be disabled with “g_useHitSoundFeedback 0″.
In single player, AI can now be knocked over while running into them in speed mode.
Added numbers to energy bar in PowerStruggle for quicker reference
Allow loading of custom objectives.xml files inside the respective level folder.
Today i noticed that crysiseu.com one of the many big crysis community sites had created a section in their forums for far cry 2 and also advertising talk about crysis 2!?!.. already!
I wonder if this is because people(crysis fans) are bored of crysis already? So the communities will have to keep alive by introducing sub categories in their websites, fighting for survival.
Comments (0) Posted by Spencer on Monday, February 11th, 2008
I forgot to mention this but if you didn’t know already you can change your Crysis Online name to different colours for your allies and maybe enemies to see (not sure to much about enemies).
Here is an image of the crysis font colours that you can use for online. Right click it save as if you want to keep it as a reference.
An example to change the colour of your name to Orange and Red would be. “name $8Your$4NameHere”
In game it would appear something like this “YourNameHere” Which will obviously make your online name stand out among the others.
Clans etc.. find this very useful when having matches. If you want to view your own name don’t forget get into a vehicle and go third person and hit f3!
Colour codes list
Here a list of possible colors within the font…
$0 Black
$1 White
$2 Blue
$3 Green
$4 Red
$5 Cyan
$6 Yellow
$7 Magenta
$8 Orange
Hope this helps!
Comments (5) Posted by Spencer on Wednesday, January 23rd, 2008
The 1 thing we all might liked to have seen in crysis is an option to be able to play in co-op mode with at least one friend, a few of games do offer coop play like e.g gears of war, halo and lots of new genre games. Apparently we didn’t get to see this in crysis because of when the group testing was over they found that most people like to play the power struggle mode, which obviously they hoped would hold people’s attention because they didn’t include any other play modes. Although power struggle is quite nice, i and many other people would like to have seen crysis co-op.
Assault Crysis co-op mod ” Fight as One “
“Assault coop” and “Modders in Kombat” Crysis co-op mod ” Fight as One ” have joined forces and are proud to bring you the sequel to the old mod from far cry.
I was reading over at the mod database about this thrilling mod for crysis and how it will change the way we play crysis. Although the author was creating his own levels and maps for us to fight through playing together. It seems like a big step for a coop mod for crysis. Here is the crysis mod for coop updates page:
I definitely want to make the zombies like “I Am Legend”. Since there is a night and day cycle system in crysis, why not make the players fear the darkness? XD Another gamemode I was planning was “survival roleplay”. The goal is that you get to roam around in a huge map(city, village, forest, etc.) and do objectives like taking over a base, saving people, assassinations. I just want to see how to the flowgraph can make this happen
The mod sounds good it can also be integrated with the current crysis campaign missions so we can play through the whole game together, i wonder how many people you could have in a co-op multiplayer!
Just two people would be fine for most, a squad would be even cooler.
I think people will be looking forward to helping each other complete parts of the game, it does also say that once you have died you will stay dead but their will be tools to help revive a team mate.
Fight as One co-op Trailer
Glad to spot this co-op mod, keep your eyes peeled on this one!
Comments (1) Posted by Spencer on Saturday, January 19th, 2008
Today Crysis Latest Patch was released and is available to download! (Patch version v1.1)
The Crysis Patch is about 139.1mb in size and has alot of common bug fixes etc. Here are a full list of featurs that the crysis patch v1.1 contains.
Now its really time to see if what you had waited for along with a lot of other crysis fans was worth it, and to see if Crytek have done a good job in keeping us the community happy . I’ll update this post with my thoughts on the patch a bit later.
For now you can download the crysis latest patch ( version 1.1 ) from any of these mirrors below and a full list of bug which the patch will amend below that.
Fixed: Orange boxes apearing when hispec savegame loaded into lowspec game.
Fixed: Inconsistent damage dealt to vehicles when shot by LAW.
Fixed: Reflection resolution on D3D10, MultiGPU reflection update fix
Fixed: Memory leak with FSAA modes
Fixed: Infinite ammo hacks.
Fixed: Memory leak in D3D10 when switching screen modes
Fixed: Muti optimizations
Fixed: When player melees during gun raise animation, their gun will be in a permanently raised position.
Fixed: Crash when loading savegame with level exported recently by editor
Fixed: Virtual keyboard does not function properly when a game pad is connected
Fixed: Users can lose the ability to look around with the Right Stick
Fixed: Setting screen resolution to “default” stops user from selecting last resolution
Fixed: Bug when changing resolution in D3D10
Fixed: Issues with Depth of field and water droplets in D3D10
Fixed: Crash on NaN warning
Updates:
Added: Motion Blur UI and V.SYNC UI options
Optimized: Motion blur
Optimized: FSAA (Full Scene Anti-Aliasing)
Optimized sound id implementation
Enabled VSync functionality in D3D10
New benchmarking files for ice CPU benchmark.
http/xmlrpc password protected remote control session
Marked debug cvars as cheat
F12 (screenshot) now works in restricted mode as well
Tweaks:
Reduced LAW splash damage vs. infantry in PowerStruggle mode
Slowed Rocket projectile speed down in MP slightly
Disabled automatic turret bounding boxes on vehicles to prevent issues with LAW hit
detection
Reduced grenade explosion radius in multiplayer
Clamped water tesselation to avoid cheating in MP
MultiGPU improvements with depth map updates
A short patch error and troubleshooting guide below:
Quote from CryMod.com Community Manager Alex:
Greetings Community!We have seen some people are reporting issues when trying to install patch 1.1 for Crysis. Following are a few early workarounds for you to look at.
1. Revert Back To Original Files
One solution is to revert back the original files your Crysis installation which include:
..\Crysis\Game\Localized: different language .pak file (use the standard langauge .pak you have when installing the game)
..\Crysis\Game\Config\: modified .cfg files (use the standard .cfg files delivered with Crysis)
..\Crysis\Game\Config\CVarGroups: modified .cfg files (use the standard .cfg files delivered with Crysis)
..\Crysis\Game\: modified .pak files (use the standard .pak files delivered with Crysis)
As alternative a clean and fresh Crysis installation might be the solution as well.
2. Install Problems Under Vista
In the case you are running Windows Vista and get an error during the installation please do following:
Right click on the Patch 1.1 Setup .exe file
Click on “Run as Administrator”.
3. Turn Off Daemon-Tools
If you are running Daemon Tools turn them off and try to re-start the installation of Patch 1.1.
4. EA Download Manager - Install Problems
We are currently investigating and trying to provide a solution as quickly as possible.
Please let us know if you find further workarounds or if there are additional problems.
regards,
-alex
Enjoy the latest patch, Check back soon after a little gaming time for an update at Rediscussed.com!
Comments (3) Posted by Spencer on Wednesday, January 9th, 2008