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  Go to the bottom of this page Crysis Weekly Update #3
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13.02.2008 18:00
Cry-Alex
Assistant Project Manager

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Crysis Weekly Update #3




We welcome you to the “Crysis Weekly Update #3”, which is an official status report from Crytek to the world-wide community in order to get you up-to-date on the progress of various Crysis related topics.

In this update we want to talk about the Mod Software Development Kit for Crysis that is scheduled to ship around patch 1.2. In addition to that we are going to introduce you to quite a few new bug fixes of the change log and also new features that are included. We also got news on the status of patch 1.2 for you which is nearing completion.


Mod SDK – Development Status
The long awaited Mod Software Development Kit for Crysis is in development for quite some time already. Within the past weeks we have made great progress on it to get everything ready when patch 1.2 ships. The installer for the SDK is already completed and has been verified.

Next to the installer the important tools such as the resource compiler, FMOD designer for sound, polybump plugin/application and of course the exporters for 3DS Max 8, 9 and 2008 are finished and included as well. This should allow every modder to export their creations to the Sandbox2 Editor based on the documentation we provide for this.

Currently the team is working on getting the example assets functional in the Sandbox2 Editor and making them compatible to all the different exporter versions. These are being used as reference how different objects (characters, vehicles and more) are set up correctly. Also some minor adjustments and bug fixing are left to be done.

The game source code for the SDK is currently being prepared based on the final patch 1.2 source. Once this has been finished the whole SDK is getting put together and will get checked for stability and usability.

Right after everything has been approved the SDK will be made available to the whole modding community.


Patch 1.2 – Status Update
Additionally we also got some interesting news about the upcoming patch 1.2 for you. In the first weekly update we mentioned that the content is locked and will not change unless another issue is found.

This means we have set up the final installer for patch 1.2 and sent it to both EA and Crytek QA departments. They will now do a last final test on it and verify its functionality. Once this is done we can schedule a release date and let the community know about it.

However, even though the patch 1.2 is nearing completion there is still a bit of work ahead of us. We hope to get everything done in time in order to release the multiplayer focused patch for Crysis in the upcoming weeks.


Patch 1.2 – Bug Fixes & Features Introduction
In every Crysis Weekly Update we are going to feature a few of the upcoming bug fixes and/or features from the change log and talk about them in more detail. The introductions for this update are:

Multiplayer – HUD Readability
Tweaking the information displayed on each player’s HUD in a PowerStruggle match was an important topic for us to address in the upcoming patch 1.2 in order to improve readability for new as well as more experienced players.

The first new addition to the HUD is about a new icon that is visible when you purchased a vehicle. This allows you to directly see where the vehicle is located.




Additionally the red near-death HUD effect has been improved together with the visual feedback for a player being hit, to ensure enough readability is provided while being in combat and not having enough time to check the health status in the right lower corner.




For a quicker reference during a PowerStruggle match new numbers have been added to the top HUD screen information. These numbers display the percentage of how far the alien energy of the respective team is. The numbers are visible for both teams all the time.




The last part of the readability update is about the TAC icon for enemy players that will now disappear when the player who is carrying a TAC launcher cloaks. This adds more dramatic to the endgame scenario and also re-implements the cloak mode as useful tactic to get closer to the enemy HQ. Still cloaking consumes the most energy and thus needs to be used very carefully since on uncloaking the energy is low and the player is very vulnerable to bullets.




Multiplayer – Air Combat Balancing Part 2
Last week we introduced you to the first part of the air combat balancing topic. It included adjustments to the air and anti-air vehicles. Based on the analyzed data and feedback from the community a list of balancing changes have been created which are being applied in patch 1.2.

Today we release the second part of this balancing topic which is about bug fixes and upcoming tweaks to air and non-air vehicles.

All Air Vehicles:
  • Added new shell ejection effect for air vehicles.
    Explanation: This increases the visibility of an air vehicle shooting at a target.

VTOL:
  • Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs.
    Explanation: Sometimes the enemy aircraft would get the red cross of friendly fire showing up which is fixed.

  • VTOL cannon now has correct spin up or spin down sounds.
    Explanation: Increases readability when a VTOL is starting/stopping to fire with the mounted machine guns.

  • Fixed issue with VTOL weapons not overheating correctly.
    Explanation: Adding more balancing to the air combats since mounted machine guns in VTOLs now cannot be used constantly due to the appearing overheating.

Anti-Air Vehicle:
  • Greatly increased AAA damage vs. VTOL and Helicopter.
    Explanation: Anti-Air Vehicle now can be seen as offensive weaponry against the air superiority of the VTOLand Helicopter.

Rocket Launcher:
  • Adjusted damage of rockets vs. AAA
    Explanation: To complete the scissor, paper, stone principal the Rocket Launcher damage against the Anti-Air Vehicle has been adjusted accordingly. Even though this vehicle might be very powerful against air vehicles it is still vulnerable against ground units, especially tanks and Rocket Launchers.



Change Log Abstract
As usual we are going to inform you about additional bug fixes/tweaks included in the patch. With the upcoming weeks we try to inform you as good as possible about the change log, but no promise that we can finish the whole list until the patch is released – it is quite huge!

1. Optimizations and Stability
  • Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization.

2. General Fixes/tweaks
  • Allows loading of custom “objectives.xml” files inside the respective levels folder.
  • Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy.

3. Weapons
  • Players are no longer revealed to enemy on enemy mini map when using silencers on weapons unless they are within 5 meters of another player.
  • Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally.
  • Fixed an issue with some weapon effects that would cause explosions not to be rendered.

4. Vehicles (already introduced further above)
  • Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs.
  • Added new shell ejection effect for air vehicles.
  • VTOL cannon now has correct spin up or spin down sounds.
  • Fixed issue with VTOL weapons not overheating correctly.
  • Greatly increased AAA damage vs. VTOL and Helicopter.
  • Adjusted damage of rockets vs. AAA.

5. Singleplayer
  • Player will now be prone if loading a level that was saved while they were prone.
  • Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list.

6. Multiplayer
  • The vehicle you purchased is now visible with a blue icon. (already introduced further above)
  • 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.
  • TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks. (already introduced further above)

7. New Features (already introduced further above)
  • Added numbers to energy bar in PowerStruggle for quicker reference.
  • Improved red near-death HUD effect and visual feedback for player being hit.

So that’s it for the third Crysis Weekly Update! We hope you enjoy the information and thanks for your irresistible support. Do not miss the next update on Wednesday! Smile


Related links:
- Crysis Weekly Update #2
- Crysis Weekly Update #1

-Crysis Dev Team

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Alexander Marschal
Crytek Assistant Project Manager

This post has been edited 2 time(s), it was last edited by Cry-Alex: 13.02.2008 18:08.

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13.02.2008 18:04
ToiletTrooper
Hardcore Modder

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No need to complain this time Smile
Good update.

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13.02.2008 18:05
sebi3110
Trained Modder

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Yes nice update.

I like the informations about the upcoming SDK =)

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This post has been edited 1 time(s), it was last edited by sebi3110: 13.02.2008 18:07.

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13.02.2008 18:06
wolfi
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Awesome update, can't wait for that sweeeet SDK Big Grin

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13.02.2008 18:07
Adius_Omega
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Crytek has turned over a new leaf in the past couple months.

The community is very pleased.

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13.02.2008 18:08
Cry-[HP]
Crytek Staff Member

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Great, great news on the SDK! Big Grin

I especially loved how you made example meshs for us to practice using the SDK exporters, thank you so very much, I'm looking forward!

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13.02.2008 18:08
Nanobot8800
Beginner


RE: Crysis Weekly Update #3


That sounds really nice.
I hope the SDK will be released soon, since most mod teams (not only the Aurora Mod) can't wait to get it.
Will it now be easier to add weapons and vehicles to sb2 and to customize existing vehicles better ?

Nanobot

This post has been edited 1 time(s), it was last edited by Nanobot8800: 13.02.2008 18:10.

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13.02.2008 18:09
Osok
24/7 Modder

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RE: Crysis Weekly Update #3


WOW!!!


Absolutely LOVE IT!!!!


everything i could ever want.


Except very few things. Better readabilty of teammates at far distances(such as names showing up in blue further away)

Shadows be removed from cloak mode.

And Remove grenades showing to enemys(havent tried it yet obviously)





And FINALLY the silencer is useful!!!


You may want to increase the loss of damage done with silencer on though(since 100 meters away does 3 less damage then being 5 meters away)




Other than that MULTIPLAYER IS FINALLY PERFECT!!
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13.02.2008 18:09
olly
Trained Modder

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Thanks as usual Alex, I like all of these changes Happy

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13.02.2008 18:10
Shinanigans
3OH!3

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Freakin... awesome!!!

The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.
TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks. (already introduced further above)
The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.
Greatly increased AAA damage vs. VTOL and Helicopter.

My faith in Crytek is quickly restoring! CAN'T WAIT!!! Big Grin

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13.02.2008 18:13
H0VER
Trained Modder

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Nice, I like the cloak and disappear for enemys-feature with TAC Launcher^^ Would be nice on Plantation.


@ Alex : Did you get it trough that with Patch 1.2 you can change the controls for the helicopter (turn forward & backward, to spin left and right and to turn left and right) ? This is very important because many, many other Games have other helicopter control-configs that I and other players are used to and if you play BF2 (for example) parallel to Crysis, you cant get used to another helicopter control config every time, and in dangerous situations you may press the wrong key and crash. Thats annoying. So please remove the helicopter-control-config being hardcoded and make it free to set everyone's own favorite keys for the helicopter controls.

Very Nice Update, with every Weekly Update im loving Patch 1.2 more and more Tongue




Greetings
-Nap

This post has been edited 3 time(s), it was last edited by H0VER: 13.02.2008 18:17.

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13.02.2008 18:13
Codename22
Hardcore Modder

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Red Face updates updates updates! /mel oves updates!
VEry good bug fixes Big Grin
I think patch 1.3 will be very good Roll Eyes Pleased
Keep up the good work!

C-22

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13.02.2008 18:16
Alcoholic1
Trained Modder

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quote:
Players are no longer revealed to enemy on enemy mini map when using silencers on weapons unless they are within 5 meters of another player.


i dont fully understand this. players have never shown up when there shoting with a silencer or do you mean they wont show up on radar ?

edit --- ok people have told mi im stupid and people have always shown up when they have silencers i gues i never botherd looking lol.

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This post has been edited 1 time(s), it was last edited by Alcoholic1: 13.02.2008 18:22.

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13.02.2008 18:16
Cry-Alex
Assistant Project Manager

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Thread Starter Thread Started by Cry-Alex




quote:
Originally posted by NapkilleR
@ Alex : Did you get it trough that with Patch 1.2 you can change the controls for the helicopter (turn forward & backward, to spin left and right and to turn left and right) ? This is very important because many, many other Games have other helicopter control-configs that I and other players are used to and if you play BF2 (for example) parallel to Crysis, you cant get used to another helicopter control config every time, and in dangerous situations you may press the wrong key and crash. Thats annoying. So please remove the helicopter-control-config being hardcoded and make it free to set everyone's own favorite keys for the helicopter controls.

Very Nice Update, with every Weekly Update im loving Patch 1.2 more and more Tongue


Greetings
-Nap

Nopes, it was too late to get this in, but we are discussing internally if we may add this at a later point.

now back to topic please Wink
-alex

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Alexander Marschal
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13.02.2008 18:17
H0VER
Trained Modder

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OK, thank you.

Another Question regarding the Weekly Update #3 : Does this Feature with TAC Launcher and Cloak work together with Vehicles? If I get picked up from a teammate with helicopter and I do cloak inside helicopter, do I disappear for the enemys? Does it work if I buy a TAC Tank and I cloak inside? Does it work if I have a TAC Launcher and I buy a Gauss tank (for instance) and Cloak inside the Gauss tank?

This post has been edited 1 time(s), it was last edited by H0VER: 13.02.2008 18:18.

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13.02.2008 18:19
Asgaro
Beginner

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I can't hold it any longer!

Gimme gimme gimme!! Big Grin



I noticed a few excellent modifications I've never actually thought of. Happy

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13.02.2008 18:19
Sonic-Safais
Trained Modder

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I must admit,this update covers pretty much everything I had been complaining about.
If the Anti-Cheat software works as intended,Crytek,you will gather back your reputation and Crysis will kickstart the community.

This patch really seems to make Crysis the game everyone was hoping for,well done!
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13.02.2008 18:25
NBtX
Experienced Modder

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Wow, awesome update, I'm becoming more and more happy for this next patch, seems like it will fix a lot of things Smile

quote:
We hope to get everything done in time in order to release the multiplayer focused patch for Crysis in the upcoming weeks.


is this another patch after 1.2 that focuses on the MP stuff like auto map download? ;p

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13.02.2008 18:26
Alcoholic1
Trained Modder

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quote:
Originally posted by Sonic-Safais
I must admit,this update covers pretty much everything I had been complaining about.
If the Anti-Cheat software works as intended,Crytek,you will gather back your reputation and Crysis will kickstart the community.

This patch really seems to make Crysis the game everyone was hoping for,well done!


agreed Smile with the acception of the auto downloader, ping kicker and rcon thingo. good to see every one has been working hard cant wait to see the crysis cominity grow.

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13.02.2008 18:28
Debate
Trainee

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That's awesome! Very nice to hear those news Smile Thanks for the update Alex!

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