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Bug fixes and improvements to FOV handling code. Optional UK weapon sounds should sound correct now.
***Features***
*Numerous fixes to AI navigation, mounted weapon use, and vehicle use.
*Improved/rebalanced performance.
*Fixed broken/missing particles such as the rockslides in Paradise Lost.
*Corrected some unsightly visual bugs.
*Fixed bugged classic nanosuit audio (modern nanosuit armour mode humming playing forever).
*Added FOV adjustment that persists across missions and saves (Use PLUS and MINUS keys to adjust).
*Fixed various music bugs.
*Changed vehicles to be more like OG when gas tank is shot or vehicle is deliberately crashed with the aim of making it explode.
*Corrected some bugs carried over from 2007 game, such as corrupted nanosuit textures in the opening cutscene of Paradise Lost.
*Appropriate tutorial prompts will now display when using the classic nanosuit.
*Attempts are being made to update the visual appearance of certain maps to better capture the spirit of the originals while respecting the general artistic direction of the remaster. I am not going to desaturate everything just because you're allergic to colour.
***0.23 Changelog***
Changed gravity from -14 to -9.8, matching original game.
Fixed an issue where motion blur would be automatically enabled on reboot if the user had turned it off.
Recalibrated graphics settings to offer reasonable visual fidelity while disabling settings that tank the framerate.
Reduced energy consumption of classic mode nanosuit. It has different momentum to the 2007 suit, and its current energy drain is too harsh.
Made fix/hack execution more robust. Nanosuit audio bug should be reliably fixed now.
Because there are more files/folders involved, adapted SGW3 Improvement Project installer batch script for this project.
Implemented some experimental changes to vsync and framerate. Vsync is forced off. Max framerate is capped at 200fps to stop GPUs going crazy in the main menu.
***0.22 Changelog***
Implemented FOV adjustment. Press PLUS and MINUS keys on keypad to adjust FOV. The new FOV will be saved whenever you reach a checkpoint, and will persist across missions.
***0.21 Changelog***
1. Tank has very out of place visuals compared to its original. Getting a closer match will take work, but in the meantime I have implemented a modified version of Mine's ToD settings.
2. Tutorial prompts will now play correctly in Island when using Classic Nanosuit option.
3. Further adjustments to AI seating priority.
***0.20 Changelog***
1. Previous update reverted police car fix. Fixed.
2. Fixed issue where loading a save where modern nanosuit strength mode sound would play endlessly when loading saves with classic nanosuit.
3. Hopefully made car NPC seat selection behavior more robust.
4. Implemented hotfix for orphaned KPA tank drivers being unarmed.
***0.19 Changelog***
1. Switched Shi Ten to collision-less LOD1 model. This solves multiple bugs related to AI utilizing mounted weapons throughout the game, such as the AI getting stuck trying to mount (and being unable to perform any other actions). This is a sub-optimal fix. Proper fix would be using collision-less third person LOD0 model, which we don't have ATM. The original Crysis did not have collision on the Shi Ten, and given the weapon mount pole is intentionally a non-collision variant they were likely aware of the issue back in 2007.
2. Changed Ceph Trooper burst/continuous fire behavior to match PC original.
***0.18 Changelog***
1. Regenated navmeshes for Rescue, Village, and Harbor. This is imperfect, but should result in the AI navigation being a LOT better in problem areas in those maps.
2. Removed some hacky vehicle stuff added in last patch. Hopefully not needed anymore with navmesh changes.
|0.17 Changelog|
Mission Specific:
==Contact/Island==
1. Patrol boat AI view distance changed to match OG Crysis. But slightly limited FOV for AI in vehicles has been left untouched, so boats no longer have eyes in the back of their heads like OG Crysis.
2. Restored a rock to opening cove.
3. Restored Ceph Mountain.
==Recovery/Village==
1. Reimplemented blood on Caroline Chang/The Hostage by manually painting blood onto her textures.
2. NPCs Entrance_One_End_3 and Entrance_One_End_4 were placed inside a objects/library/architecture/nodule/smallhut.cgf shack, and couldn't get out. Not sure why. Relocating them out allows them to move freely.
3. Fixed town hall model (objects/library/architecture/village/townhall_modern_middle_big.cgf) to match PC original, which has cables connecting the lights on the ceiling.
4. Removed a vegetation object that was consistently misaligned with the ground.
5. Music will now transition correctly after completing side objective.
==Relic/Rescue==
1. NPCs Farm_11 and Farm_12 were not entering their jeep correctly because they were stuck inside a shack (same issue as Village). Since I (likely) can't fix whatever AI bug is causing this, I moved them outside the shack.
2. Changed a utility vehicle vehicle back to police truck variant like OG game, and fixed its decal materials to match OG game.
==Paradise Lost/Ice==
1. Restored missing rockslides.
2. Increased Ceph ship glow to match OG game.
3. Fixed graphics bug present since OG Crysis during opening cutscene (corrupt nanosuit arm textures).
==Ascension==
1. Music now plays correctly.
General:
1. Restored Naked Ceph refraction trail. Also need to investigate Ceph bleeding.
2. Fixed various issues with LTV/Jeep, including: AI seating problems, not exploding in head-on collisions, and the car exploding instantly when the fuel tank is shot. There were multiple cascading things wrong the the LTV. For example, it seems like NPCs were unable to reach the gunner seat. Flagging every entrance as "can reach the gunner seat from here" seems to fix that. These fixes should cause numerous improvements to AI Jeep behavior.
3. Attempted to slightly improve Psycho's head appearance.
4. Fixed truck explosion behavior. Previously, explosion effect was being suppressed?
5. Fixed strange red radiosity on utility vehicle. Was caused by an invisible decal with red diffuse.
6. Replaced wooden boxes with PC model that breaks differently, and includes a piece of tumbleweed-like debris.
7. The 2011 port restructured/split the music xmls into a hodgepodge of per-mission imports (probably to save memory), resulting in several missing music issues in the remaster. This arrangement has been replaced with the original version's act1.xml structure, with some fixes for things like mission loadscreen imports. (I made sure to keep the Crytek UK credits music, though.)
8. Changed some particle effects to be closer to PC originals. More work needs to be done here, without being silly about it because a lot of the remaster's particle effects are optimized with little to no drop in quality.
9. Added PS3 version audio files to Crytek UK weapon mod, complementing the models nicely.
10. With the new fixes, the jeep is a WEE bit fragile. I'll look into slightly rebalancing so it booms when you want it to boom, but with some leeway.
0.16a
Hopefully fixed all the missing music from Ascension.
0.16
Fixed incorrect loadscreen music for "Core".
Fixed missing music from Ascension mission.
Removed various fixes that are no longer needed.
Removed alternate energy usage for classic suit. Will revisit later.
Removed slow-mo feature that no longer works, probably due to optimizations.
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Any chance in fixing a bug where if you're holding down crouch and use the middle mouse to change suit modes, it forces you to stand up? It's aggravating.
Does it happen when you prone as well? Can't remember.
No. It's a bug that only occurs when you hold the crouch button. It doesn't happen with toggle crouch. (The game is contextual. If you tap, it treats it as toggle. It if hold it treats it as hold crouch.)
I am not sure this can be fixed through modding. The logic that handles what happens when you hold the button, press the button, release the button -- this is all C++ code that I don't have access to.
There is a "solution", but some might not like it. Remove the hold crouch function, leaving only toggle crouch.
Figured it'd be something inane. It's such a small detail but that and not speed-ing sideways in Speed Mode irk me so much I can't build the urge to play lol Great work on the patches, though. I'll build the urge to play through at some point to see the little additions you've fixed.
For some reason your mod disables my hot key short cuts for suit powers.
The hot keys I use are these
gamedata.pak\libs\Config defaultProfile.xml
<action keyboard="np_8" name="strengthmode" ></action>
<action keyboard="np_9" name="suitcloak" ></action>
<action keyboard="np_7" name="suitmode" ></action>
<action keyboard="np_6" name="speedmode" ></action> (edited)
They are still there in the defaultProfile.xml but just don’t work.
Any Ideas?
That's because it overrides defaultProfile to make the FOV adjustment keys work.