Mod, which returns some features of beta

Post feature Report RSS Exploring development of Far Cry 1: part 2

This is the second part of my article dedicated to telling you about Far Cry's cut content.

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So, this is the next part of my “research”. Let’s continue our journey into the development of the first Far Cry.

The content I told you about before didn’t really resemble the final game.

From early 2003 onwards (if to believe Gamer’s Hell FC screenshot gallery’s dates when screenshots were added, which seem to be pretty accurate) it starts to resemble the final game.

Screenshots and concept arts in (more or less) chronological order:

These are some early concepts of Jack Carver:

(There were also some really rare mercenary concepts on a russian FC fan site farcry dot ru, but it doesn't work now, and those concepts cannot be found anywhere now.)

Here are some of the first screenshots from this new stage of development:

Far Cry Screenshot #17

Far Cry Screenshot

The game looks indeed much more similar to the final version. The Blackhawk helicopter is first seen, and the mercs are almost identical to the final ones. However, no HUD is seen at those screenshots. Also, this is the unnamed river level I told about which inspired me to remake the final River.

This is the first confirmed appearance of M4 in game:

Far Cry Screenshot

And this screenshot shows all of the newer mercenary models:

Far Cry Screenshot

Around the same time Humvee and Inflatable boat appeared for the first time..:

Far Cry Screenshot

Far Cry Screenshot

…along with the night vision mode (I don’t think it’s an edited screenshot because files left in the game indicate that it should have looked so):

Far Cry Screenshot

Sniper scope and binoculars (although, as for me, the latter are worsened):

Far Cry Screenshot

Far Cry Screenshot

Almost one month later the new HUD emerges! The HUD in the mod is mostly (but not entirely) based on this version because it is the most unusual, atmospheric one and it has the most resources left in the final game. The level on the background looks like the Steam. Look at the yellow indicator of being noticed.

betascreenshot2

betascreenshot6

It does not appear often on screenshots from the time unlike video footages:

*There should be the original video, but it has been deleted with the channel where a lot of important video footages were present, including one that was posted in the first part of the article. Fortunately, I have its dub on Youtube.*

Notice these features:

  • message bar appears. I took the later versions because they look more complete and overall better, besides I still need something that will link the mod with later HUD versions
  • different "Saving game" indicator, "Checkpoint reach" label on the messages display
  • different heat vision mode
  • a swamp level and a completely unknown level
  • binoculars have an equalizer in some versions
  • G36 now appears
  • a skybox from the earliest stages of development of what would later evolve into Far Cry 1
  • third person view camera turns on when player dies

*I had a higher-res version of the video, but it also got deleted. I really hope they were not deleted because of info clean-up*

The sound is most likely edited

The first versions of what would later become Treehouse,…

Far Cry Screenshot #39

Far Cry Screenshot #36

Far Cry Screenshot #46

Far Cry Screenshot #35

Far Cry Screenshot #48

..., Research,…

Far Cry Screenshot #38

Far Cry Screenshot #41

Far Cry Screenshot #43

…, Steam (along with a similar looking concept art, thank Marek33 for providing link to it),…

Far Cry Screenshot #37

Far Cry Screenshot #44

Far Cry - wallpaper 1

…and Fort are seen for the first time on screenshots. Notice the lack of pre-generated shadows on some levels, especially Research.

Far Cry Screenshot #42

Far Cry Screenshot #45

Far Cry Screenshot #47

Around this time some unnamed Swamp level is seen (it is also seen in the video):

Far Cry Screenshot #40

betascreenshot1

Look at its concept:

Far Cry - wallpaper 3

The first version of the Falcon .357 is also seen during this time. I reskinned the retail Falcon to make it look similar to this version. Notice the background looking like the first version of the Carrier:

Far Cry Screenshot #49

There are more screenshots of the Carrier and the Fort levels. You will notice that for the most time of the development the aircraft carrier was originally placed on the Fort and radio tower stood in place of the satellite dish

Far Cry Screenshot #50

Far Cry Screenshot #51

Far Cry Screenshot #52

(notice the smoke grenade detonated, probably to call for reinforcements)

Far Cry Screenshot #53

Far Cry Screenshot #54

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Far Cry Screenshot #56

Far Cry Screenshot #59

Far Cry Screenshot #60

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Far Cry Screenshot #63

Far Cry Screenshot #87

Far Cry Screenshot

Far Cry Screenshot

Far Cry Screenshot

Far Cry Screenshot

Far Cry Screenshot

Far Cry Screenshot #77

A level that looks pretty similar to the camp area on the Pier is added.

Far Cry Screenshot #57

Far Cry Screenshot #58

Far Cry Screenshot

Far Cry Screenshot

Here is the original Buggy with a different dashboard, no mounted weapon and a tire mounted on the back (you will notice more of its screenshots later on the article)

Far Cry Screenshot #86

Another version of M4's anims which did not reappear later, unlike the previous version:

Far Cry Screenshot

Far Cry Screenshot

The only screenshot of some level looking similar to the River:

Far Cry Screenshot

The first time Jackhammer and AW50 reappear (notice the grenade model):

Far Cry Screenshot #78

Getting fire from the carrier:

Far Cry Screenshot #79

Far Cry Screenshot #82

Objects are textured to appear staying underwater for a long time:

Far Cry Screenshot #81

Another screenshot of a buggy:

Far Cry Screenshot #85

Merc looking like being blinded by flashlight

Far Cry Screenshot #88

A concept of some river level which also inspired my River redesign:

Far Cry Screenshot

Screenshots of some unidentified level, the style of which looks similar to River and Catacombs (it might be the level described in ruins.xml text hints file, but I'll tell more about this later in the article). Notice a very cool feature of minigun's tilting up and down in first person view, which looks much more realistic in comparison to final's minigun being fixed to FPV. Also notice the pickup icon above the explosive which appeared for some time during development and the assets of which remain in the final game:

Far Cry Screenshot #90

Far Cry Screenshot #91

Far Cry Screenshot #92

Far Cry Screenshot #93

Far Cry Screenshot #94

Far Cry Screenshot #95

Far Cry Screenshot #142

Far Cry Screenshot #106

More screenshots of the Research level. Notice G36:

Far Cry Screenshot #96

Far Cry Screenshot #97

Far Cry Screenshot #98

Far Cry Screenshot #100

Far Cry Screenshot #129

Look at this bundle of "concepts" which were likely drawn (rather poorly) on top of in-editor or in-game screenshots

Far Cry Screenshot #113

Far Cry Screenshot #99

Far Cry Screenshot #107

Or look at this concept with much more efforts put in it:

Far Cry - wallpaper 7

Look at a screenshot of a level looking surprisingly similar to the Boat:

Far Cry Screenshot #111

The first confirmed appearance of OICW. It's placed differently compared to the final version. I've also repositioned it so in the mod:

Far Cry Screenshot #102

Far Cry Screenshot #105

Shotgun is placed differently too. I did not change its position though:

Far Cry Screenshot #114

Look at the new version of the HUD. I tried to remake the compass from it because it's as functional as the final one yet still authentic, but failed at it and used the flat one from the previous version of the HUD:

Far Cry Screenshot #101

Far Cry Screenshot #108

Far Cry Screenshot #115

Far Cry Screenshot #104

Far Cry Screenshot #122

Look at the video from this stage of development showing this HUD and some other details:

  • HUD had a separate breath/stamina meter which I remade in the mod.
  • We began the Carrier awaking with our hands tied with rope and Doyle telling us some hints by the radio which haven't been preserved.
  • Jack's no-vest model featured no hands up to the FC's demo.
  • Pickup icons are featured.
  • The binoculars featured an equalizer and looked more like the final version.
  • Water splash sound is different. Restored in the mod.
  • P90 sounded like the future G36, the latter sounded more like the future M4 would.
  • AW50's scope looked a bit different. AW50 in the mod uses an older version, and I'll recycle this version and assign it to NTW20
  • The end of the Fort showed us an epic cutscene of Jack running from the explosion, flying on its impact wave and falling into the water. The end was also very different and did not look like Pier's beginning.

More pics of the old Buggy Humvee and also Pier.

Far Cry Screenshot #103

Far Cry Screenshot #109

Far Cry Screenshot #112

Far Cry Screenshot #116

Far Cry Screenshot #117

Far Cry Screenshot #120

Far Cry Screenshot #123

Far Cry Screenshot #126

Far Cry Screenshot #125

Far Cry Screenshot #128

Far Cry Screenshot #118

Far Cry Screenshot #134

Look at the concepts for Carrier and Fort

Far Cry Screenshot #119

More screenies of the Fort level. It's late 2003 already:

Far Cry Screenshot #127

Far Cry Screenshot #137

Far Cry Screenshot #130

Far Cry Screenshot #133

Concepts showing some ancient ruins

Far Cry Screenshot #145:

Far Cry - wallpaper 8

Far Cry - wallpaper 2

Older Training:

Far Cry Screenshot #147

Far Cry Screenshot #144

Notice that helicopters' MGs are placed under the cockpit:

A screen with a rocket launcher shooting a missile smoking differently:

Far Cry Screenshot #136

And during late 2003 the new version of the HUD emerges:

Far Cry Screenshot #150

It is shown on numerous videos too. Some interesting details from the videos:

  • The skybox on the Research has been changed to the final one
  • The minigun is able to tilt up and down in first person (this feature remained in the game up to FC's demo)
  • The M4 still has the old position in first person mode
  • Jackhammer's shooting anims were different. It was featured earlier in the game.
  • Info about pickups was shown on hints menu
  • There was a "load last checkpoint menu"

This screenshot shows the almost finalized M4's position on the screen:

Far Cry Screenshot #140

Some lab concepts:

Far Cry Screenshot #170

Far Cry Screenshot #164

The aforementioned "load last checkpoint" menu:

As my co-author, @Σwρch noticed, all beta screenshots have "more matted" render than in final version.

Later there's no really interesting (semi-)official screenshots and concept arts. The game becomes almost identical to the final version, it's the very end of 2003. Some cool things still remain in the files of FC's demo, you will read about them down in the article.

There are some interesting videos from an unidentified time period, some are from the middle of development and some are from the end:

And much more, they are found pretty easily.

However, much more info dwells in game's data.

Let us start with scripts:

  • Playable Demo's HudCommon.lua had pieces of code for stance indicator and compass. Too bad I had already created them before I found this code.
  • Playable Demo still had older water splash sound assigned in the corresponding script
  • The demo still had the mounted weapon tilting feature. I think it's something connected with C++ part of the game, and it is like some arcane magic to me for now.
  • Demo's AI folder contains loads of scripts not found in the final game. It would take too much to list them all. The majority of them is incomplete.
  • Comments in many scripts state that corresponding scripts were created in 2002 or even 2001
  • Final game's AI folder contains behaviour templates for some Baboon mutant and "LANGUAGES" folder with text hints for some very old levels (mentioned in the first part) along with some unused stuff
  • Remember the SCRIPTS.dsp file mentioned in the first part
  • Shark was planned to be added to the game as entities.
  • Mutant Omega and Mutant Slug (or Worm) are mentioned in keyframes.lua and soundtables.lua
  • There's a number of working mine scripts left in game. I don't remember them to be used anywhere, let me know if I'm wrong.
  • CTF was a planned game mode, but at it's current state it's broken. There are some mods restoring it.
  • BasicPlayer.lua contains a script for playing heavy breathing sound when being exhausted. I remade and tweaked it in the mod.
  • Storm.lua for making rain and thunder. As @pvcf said, it's "a hardcoded particle spawner
  • Lots of unused trigger scripts are present
  • A broken patrolboat script lies in the "Vehicles" folder
  • Lots of unused weapons scripts:
    • Binoculars.lua — not really a separate weapon, it's a prototype for item system, as @pvcf speculated
    • Some script for a bipod and a tripod
    • A script for a smoke rocket projectile
    • An unfinished NTW20 script. Now functional in the mod.
    • GlowStick projectile script.
    • Unused Mutant Big's weapons (MutantMG, MutantShotgun)
    • A Proximity Mine projectile
    • A Sentry Drone projectile
    • A NERVgrenade, some kind of a neurotoxin gas grenade
    • In later game versions Machete has only one animation. I uncommented the remaining string of code for another animation
    • In later game versions ScoutTools look like explosive pickups. I returned the original ones.
    • Some Concussion grenade was planned to be added
  • Some unused HUD scripts in "Default/Hud" folder like AimModeZoomHUD.lua and TargetLocker.lua
  • Huge chunks of the old code remaining in the Binoculars.lua. Restored and tweaked in the mod.
  • Originally, Breath and Stamina were two separate values.
  • Routine of choosing one of the multiple demo video files in DemoLoop.lua in "MenuScreens" folder

We will continue with examining unused shaders. There are many unused shaders in the game, but I'll tell about the most interesting ones:

  • OceanWater water shader with sun reflections and CloudsSky1 with animated clouds:

CS3nFMDvXxI

paPzeQUD9NU

  • The Fur shader:

IjZ3OOdxJRo


VYADEBsMm3A

  • I tried to remake one of the old skyboxes from its very low-res icon:

Editor 2017 05 02 18 34 50 858

Editor 2017 05 02 18 34 56 943

Editor 2017 05 02 18 34 59 195

Editor 2017 05 02 18 35 00 224

Editor 2017 05 02 18 35 03 070

Bases on:

Far Cry Screenshot #6


Now let's have a look at FC's Textures folder:

  • It contains unlistable loads of unused content, but most notably there is a lot of assets for the older HUD versions. I used "Textures/Hud/Sneakbar.dds" texture instead of a number indicator because it looks and fits nicer.

sneakbar


There is a lot of info about completely cut (or transformed levels) in mission hints xml and sound files in the "Localized/*your_language*.pak/Languages" folder:

  • mutant.xml — this level was set around the time of the Rebellion level, maybe even being its prototype, it's vastly different though:
    • "There is no water pressure"
    • "Find the pump house and turn on the water supply"
    • "Extinguish the fire in the control room"
    • "Escape from the mutant training area"
    • "The system is now pumping water"
    • "Water pressure supplied to the sprinkler system"
    • "The electric fence has been deactivated"
    • "Unlock the main door"
    • "Enter the complex"
    • "Find the officer and take his key"
    • "Open the door"
    • "Take the key to the bridge of the ship and USE it on the infra red transmitter"
    • "Press USE to open valve"
    • "Press USE to pull switch"
    • "Theres no water pressure, look for the pumping station"
  • ruins.xml — some level set somewhere around Catacombs and River. Not really much is known:
    • "Laptop placed"
    • "Laptop collected"
    • "Find the satellite uplink truck"
    • "Find the command laptop"
    • "Bring the command laptop to the satellite truck"
    • "Find the truck and upload the PDA"
    • "Exit the ruins"
  • compound.xml — this would evolve into the Factory level. Sound hints indicate that player should have escaped via a plane from the nearby airstrip (its remains are still on the Factory level). Player would also encounter an unconscious "mega-strain trigen" in the complex.
  • There is a lot of unused dialogs besides that

Levels also contain something from the pre-release- but I won't tell much about it. I know for sure that there is an unfinished area on Volcano level

And let's end with Far Cry's objects:

  • Demo contained the old model of Jack with no fingerless gloves on hands
  • I've found unused and forgotten Mutant Omega and Mutant Slug textures in the Demo! Look for the posted images of them!
  • The final version contains loads of unused content as well, but I would not emphasize on them in this article, besides it's already too large.
  • Almost everyone knows about the planned but scrapped Mutant Bezerker/Screwed. Just remember him. His model has a .cal file describing anims he originally had which were scrapped.

That's not all, I'll add and correct something later, so expect more! I've found some people who worked on FC1 and I might "interview" them later. I also ask everybody reading this and speaking German to translate the info about the game written in German.

I hope you enjoyed reading this article and learned something new about it.

  • Sources:
    Gamer's Hell Far Cry Screenshots gallery -- my main source of screenshots, feel free to look for more screenshots from there Gamershell.com
  • Abcgames.sk — a site with some very rare concept arts
Comments
Anthony817
Anthony817

I nominate this for the 2017 award for longest most informative news post!

Reply Good karma Bad karma+20 votes
Sgt_Prof
Sgt_Prof

+10

Reply Good karma Bad karma+5 votes
pvcf
pvcf

which german article did you need translated?
btw, did you guys found a way to regain those horizontal far drawing of tree vegetation in old fort screenshots (the one whith carrier) ?
5 minutes ago i tried it with the menu slide for vegetation distance i have, exact on the campos above the carrior position and the vegetationdrawing distance hardly reaches the fortress on hill.

did you plan to set the carrior in lvl fort on this position or did you remake the first planned big island (fort and pier was one big map) ?

Reply Good karma Bad karma+6 votes
changeroftheways Author
changeroftheways

I'll tell you in a private message a bit later.

No. I think that it might be related to sprite drawing.

We haven't done it yet. It requires a lot of changes to storyline, dialogues, etc. Besides, I don't want to throw Training away. But we do plan to do those changes. Later, as usual.

Reply Good karma+4 votes
vals_evil_twin
vals_evil_twin

Wow, a huge amount to study and enjoy. I'll post a link at crymods.net for the community.

Reply Good karma Bad karma+7 votes
trevorgoodchild
trevorgoodchild

I just for a second got a fattie from seeing this. Full support.

Reply Good karma Bad karma+3 votes
Marek33
Marek33

Indeed, this is probably the longest article of this year. Not sure, if its in the words too, but in the pictures definitely.

Plus, It's great to see so many pictures of the old version of our favorite FPS game. Also, a Czech review? I can translate it for you if you want. I'm very impressed by the amount of the information in this single post. And I'm very glad to help you!

Plus, here is a full list of Far Cry 1 Trailers: Youtube.com

Reply Good karma Bad karma+4 votes
changeroftheways Author
changeroftheways

Feel free to translate this if you want too! I would appreciate any help in translating info about FC's pre-release versions. Though the translation of the original review would be more accurate (the Czech dub might contain some translation mistakes), it cannot be watched online on the web freely anymore, so the translation of the Czech dub would do. So if you make up your mind and translate the review, send the translation via a private message.

I've seen the list, I was talking about those very trailers. They can be found rather easily in comparison to the two early Gamestar reviews and "monitor-filming" gameplay footages. Many of very important beta-related videos (including footage of multiplayer) got deleted (they were hosted at the same channel which is deleted now), which is very sad.

Thank you very much for supporting the mod a lot! This really inspires

Reply Good karma+4 votes
Marek33
Marek33

Yes, I will probably do it at the weekend when I will have more free time.

That's a pity, but it's better something than nothing.

Your welcome and thanks for making it!

Reply Good karma Bad karma+3 votes
changeroftheways Author
changeroftheways

Okay, I'm looking forward to it!

Yeah, you are really right.

Reply Good karma+3 votes
JOHN007
JOHN007

Brilliant read.

FarCry Coop mod was Epic back in the day.

Still never figured out how to increase the distance of vegetation, that would be great.

If you merge v1.4 with v1.3 you can play the coop mod on the latest patch.

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pvcf
pvcf

yeah, the coop mod was absolute amazing and i have it played also a lot :)

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