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FarCry reloaded is one sandbox singleplayer game that covers 3 FarCry 1 Level Heightmaps patched into one level and integrating 4 of the FarCry 'Level Locations' along with 3 new Locations. (Lab Zero, Control Tunnel and the Underground Access to Krieger HQ.

I am going to use parts of FarCry and have the story play years later with a nano suit soldier. This idea has been with me since 2009 and it has evolved somewhat but the main motivation is the same. I want to make a real maximum single player game mod in CE2.

A side effect of this project is going to be a cryengine 2 mod site that will have a complete reference and tutorials for everything one needs to know about the sandbox2, cryengine2 and the dcc tools workflow pipeline to create triple A quality custom levels / mods for the PC version of Crysis 1.
- these are in the works at Crymod.org - note that they are all read only and that the wiki is under construction and will not be accessible until 2020.

If you want to support me with money you can do that via this paypal me link:

farcryreloaded donation

You can always see how much has been donated here with the last update date:

2019-10-28 - total donations: 0 USD - donation link online 168 days since: 2019-05-13

Donations help me to create this mod and they are really appreciated. That being said you have to be aware that your donation is voluntary and that you get nothing in return. FarCry reloaded is going to be free for anyone when it is done and released.

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Just a reminder for all you crysis1 and FarCry1 fans that the mod of the century in the tropical island category is under active development and that, for the first time in history, true singleplayer and real maximum game are within reach in one glorious package sprinkled with epicness and grit.

The roadmap has been adjusted to accommodate the work needed to pack the originally planned 10 Levels into one single level. Have a look at the video to see the sheer size of this coming Cryengine 2 masterpiece.

2018-12-12 Teaser

2018-12-12 Teaser

News

FarCry reloaded teaser - December 2018. A patchwork teaser for reloaded watchers.

2018-09-26 Progress

2018-09-26 Progress

News

Reloaded level fly-through - dev-diary progress update.

2018-09-17-progress

2018-09-17-progress

News

working on reloaded - screenshot and thoughts - demo level

Introduction

Introduction

News

about the reloaded project on moddb and a basic roadmap

Comments  (0 - 10 of 48)
Kyle_K_ski
Kyle_K_ski

.
This looks GREAT, and is a terrific goal for a super ambitious mod that promises a ton of fun and action oriented tactical tension.

Thank you for the hard work, and supplying us with these generous peeks.

I would like to offer a few suggestions for your careful consideration...

(1.) Allow the player to choose an option to have AI teammates. Perhaps the communication systems located allover the islands could be used to radio them in? This would give the player the capability to use them if he wants to. Damaged comms would have to be repaired. Destroyed comms could not be repaired, and the player would have to be successful at the next location. In any case, once the AI teammates are called for, their arrival time would be randomized, from 5-15 minutes. I would have them land at tactically smart locations nearest to the comm system that's being used. The teammates CAN be shot out of the sky!

(2.) If monsters/mutants are going to be present, please pick models that are updated to standards closer to today's graphical capabilities. Most of Far Cry's creatures are, to me, almost comical in appearance. Maybe go with some of the mutants available from the STALKER series, as GSC has released those assets to the world to use.

(3.) Have enemy AI call in for reinforcements within 5-10 minutes of encountering hostile action. Damaging or destroying the communication system would make calling for reinforcements impossible. This creates an interesting conundrum for the player: sneak in to sabotage the communications system to call in for AI teammates, then destroying it before the enemy AI can use it.

Keep up the great work. I can't wait to see what's next!

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roadiereloaded Creator
roadiereloaded

Hi there Kyle_K_ski,
thank you for the praise. Very cool ideas. I totally agree about the trigens - I will create a new one - humanoid, similar to the Crippen Virus Zombies in the 'I am legend' movie - they will have a special skin - in reloaded, Krieger Corp is doing the initial research into creating the nano suit by 'growing' nano skin on human bodies - these have the first 3 features: strength, armor, speed (hence TRI gen ...) when the whole endeavour blows up with the help of Jack Carver the project is continued by the Pentagon or whathaveyou and 'cloak' is added in the final product "the nano suit". This is why the automated turrets in reloaded (the ones guarding all the 'stalkerlike trigen zones') are not able to pick up the player when cloaked. Trigens can not go cloaked. So you have the Nano Suit meeting its biological Ancestor the 'skinned' Trigen. - Very good point you make - I will go with a z-brush human and hopefully be able to use the Crysis animations with that which came with a humble bundle last year.

AI teammates - Great, but someone else will have to add that - reloaded originated because of my personal aversion to AI buddies and the scripted movie on rails touch they seem to bring with them when used in a game. In reloaded, all the AI buddies from Crysis die in a fire in the opening trailer before the game even starts. reloaded is maximum singleplayer.

However - the AI reinforcement feature will be somewhat perfected I hope - I am looking for a way to have them use a grid of the level and thereby making them look as if they knew where they are ... basically setting / choosing their reinforcement spots on the fly ingame.

Thank you for the input - mentioning the Stalker mutants helped me figure something out. I never knew about them. And also for taking the time to write it up - much appreciated.
Would your teammates AI maybe be a really good add on for the upcoming Crysis Coop Mod? - That would fit in beautifully as an extra game option - buddies are not online, call the ones in the game ...

I will keep up the work and hope you will like the result.

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roadiereloaded Creator
roadiereloaded

a good day today - I fixed the autoturret from the multiplayer assets to work with the AI. You see they make a sound when they are in scan mode turning around and the AI, although on the same team, reacts to that and comes to investigate and crowd the turret which of course looks stupid in game. So I took the xml file for the autoturret and deleted 2 action target sound entries - turret and cannon (I think its only one of them ...) and now the turret turns silently and the AI is cool when nearby. I want to use these turrets to guard parts of the island - they make for a nice ambient encounter - have to texture them a bit rusty (they look way to new and shiny) and then should be fine. Also reduced their hit points so they can be taken out by 2 rockets max.

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roadiereloaded Creator
roadiereloaded

I did want to post an article on the progress this week but ran out of time. Now I am travelling to Montenegro again for 3 months and the article will have to wait until the week after next. This time though, I am taking the sandbox machine with me so I can continue to work on this masterpiece. See ya soon.

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taylor1991
taylor1991

why only 1 level?

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roadiereloaded Creator
roadiereloaded

One reason is that I am just one dude working on this. But the main reason is ultimate player freedom. You see if you have another level, you have to load it. For that to happen the player must do something so that the level load triggers. (you could put it on a timer though). reloaded is an experiment to setup a level where nothing is triggered and routines have random select and random delay so that its always a little different. Also - if there is no next level to load and 'get to', the player can relax and play this one level without stress :)

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taylor1991
taylor1991

weird but ok

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roadiereloaded Creator
roadiereloaded

well its about the way FarCry and Crysis implemented the story as evolving, so the player takes part in it. That goes hand in hand with 'dictating' how the player is 'supposed' to play the game. In their talk about the making of Crysis in 2007 I think, they state that they want the player to have maximum freedom in how they play. But in Effect you can only have a 'little' sandbox play within one level since you have to follow the story. And the story is very tight and makes the game linear. And of course the 'Filmmakers' in the Crytek crew are eager to show breathtaking cutscenes to the player at certain moments. To do this they constantly ask where is the player, how did he approach the camp, has he finished one of the objectives, has he heard this sound, has he hear this dialog and so on. There is no other way to do this and the danger is that you end up with a linear movie that the player is being shown while 'playing' in the movie - Crysis 2 and 3 are like that. Many people like this and thats fine but for me and some others this 'ruins' the game which has these outstanding mechanics and realistic environments. That is why I am doing this project. I want to build this level for myself to play the way I would like it. I don't know if this can be done yet. But a single level is one of the requirements for what I have in mind.

If you have played the old FarCry 1 game: Maybe you can imagine what it would have been like if the player did not have Doyle glued to his ear. I keep coming back to this because I remember how blown away I was when I played that game and Jack wakes up in the bunker and has to figure out what is going on. I had only played Half Life and this was something so much better (just in my opinion). However - Doyle made it linear - "Go there, do this and btw. this is what you are looking at" (in Crysis Doyle is replaced by Barnes and JSOC). And I think Doyle is not needed. Jack can find the gear, find the Binocs and figure out all alone what is going on by listening to the Mercs and seeing the installations. So reloaded is going to have an intro cutscene to say "this is where you are and how you got here, now go and figure out what is going on and what you are going to do". It remains to be seen how the story can evolve without 'handholding' the player and telling him where to go. This could lead to player frustration (the main reason games are made linear imo is to avoid player frustration which makes sense when you have to sell the game to as many people as possible) of course but we will find out if it could work the way I see it. It is definitely 'weird' compared to the regular approach to guarantee player immersion but who knows, it might make for real maximum game. Let's find out.

Reply Good karma+1 vote
roadiereloaded Creator
roadiereloaded

Dear Watchers, just wanted to say that work is continuing and that so far it looks good. There is also going to be the whole harbor facility from the Crysis Assault map (not seen in the flythrough). Taking the Trains and tracks out and making it a 'private' Krieger port. Thank you for watching this mod and always feel free to ask anything you want to know.

Reply Good karma+3 votes
☪LazyKebab☪
☪LazyKebab☪

wow i just watched fly through video and im stunned, if you can manage to do this without crashes/errors people would write you in history book. i don't think anyone has ever did such large scale maps on cryengine before. maybe start citizen would be exception but that game has modded fudge out of the engine to make it work. to do this on the base engine is truly god tier. i hope you can succeed man good luck.

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roadiereloaded Creator
roadiereloaded

Hey LazyKebab, thank you - much appreciated. We will see how good it will work. Actually - in Crysis, the first level (island map) is twice as big but only a small area is open to the player. I think in game area size it's half of reloaded.

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taylor1991
taylor1991

will it have a sp story mode to it

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roadiereloaded Creator
roadiereloaded

... not really - evolving story would have to be scripted - that is FarCry and Crysis. This just has a backdrop "how did the player get here" and a mission "what is going on etc" and then there could be logs and leftovers and overheard dialogs to discover. Maybe that will turn out to be a story mode but since the player is free to go about this any way he choses, its open how much he will discover at what time in the game - so maybe a fragmented optional story mode ...

Reply Good karma+1 vote
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