Post news RSS CryENGINE 3 Free SDK - Update build 2572

Crytek has released its latest version of the CryENGINE 3 Free SDK package. The latest 2572 build brings tons of new options and bug fixes.

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CryENGINE 3 Free SDK - Update build 2572


Crytek has released its latest version of the CryENGINE 3 Free SDK package. The latest 2572 build brings tons of new options and bug fixes. This is a full package update and replaces the existing 2456 build.
You can download it on CryDev: Download

The following is the complete list of updates quoted from news.

CryENGINE 3 Free SDK - Build 2572 Changelog

  • Added ability to save levels to Projects for use with CryDev Projects Database
  • Added redundancy for logoff to prevent "Account Locked" errors
  • Added more flexibility to login username/password allowed characters
  • Added ability for any CryDev user to load any level within the Launcher
  • Added support for building GameDLL using Visual C++ Express
  • Added ability for player to switch seats in some vehicles
  • Added Time:FrameDelay flownode to delay actions for just one frame
  • Fixed several login and logoff crashes
  • Fixed crash when creating new levels
  • Fixed rare crash when deleting an Animation Graph Editor view, along with several other fixes and adjustments to Animation Graph Editor
  • Fixed rare crash if sound system is disabled
  • Fixed several warnings/issues specific to 64-bit
  • Fixed issue relating to mouse and screen resolution in Launcher
  • Fixed issue where AI wouldn't enter vehicles
  • Fixed issue with Material Editor jumping to different materials against users input
  • Fixed issue with road tool not aligning correctly with edited terrain
  • Fixed "Frozen" material layer
  • Fixed HMMWV not loading in Vehicle Editor
  • Fixed issue with water volume material not displaying water ripples
  • Fixed a few misplaced objects in the Forest sample level
  • Made several adjustments to particle system
  • Made several fixes made to AI system
  • Made several changes to weapon firemodes and other weapon tweaks
  • Improved CryTif support (64-bit and newer versions of Photoshop)
  • Adjustments made to Flowgraph editor
  • Adjusted warning box on Sandbox startup related to NtfsDisableLastAccessUpdate error, users can now ignore this warning or have the registry adjusted to fix
  • Fixed TimeofDayTrigger and looping ToD not working correctly
  • Fix for 16-bit float image always generate DXT5 instead of DXT1
  • Adjusted spawnpoint arrow/icon
  • Fixed issue with overlapping water volumes
  • Many fixes/improvements to Maya exporter
  • Several updates to Abrams Tank & MH60 Blackhawk sample vehicles
  • Adjusted motionBlur settings to provide nicer results
  • Added several new asset additions to the Forest sample level, including things like water droplet sounds, sounds for falling debris, etc
  • Made several beautification updates to Forest level including new textures, additional objects, new materials, etc
  • Updated rock assets for improved collision
  • Added rooster boid with animations
  • Updated turtle boid animations
  • Added LODs for several assets, chimneys, railroad tracks, drains, etc
  • Improved several particle effects, including bullet/water impact
  • Added 3ds Max files for railroad tracks
  • Added new low detail texture for terrain
  • Added several new destroyable props and replaced lamp post and power poles in Forst with destroyable versions
  • Added new outdoor toilet asset for Forest
  • Added pickup, pick and throw animations
  • Made several adjustments to the Asset Browser
  • Fixed: Potential crash if no filename is specified for a static vehicle part. Added proper warnings with references to the part and vehicle causing the problem
  • Fixed crash on closing Vehicle Editor when the HMMWW is loaded
  • Destroyable object pieces no longer always sink in water ("kwater" prop was applied even when unset)

Also we wanted to point out that this next build is based off the 3.3.7 version of CryENGINE 3, while the first release was based on 3.3.5. Here are the changes that were added in from 3.3.6. Please note that there may be some changes that are not relevant to the Free SDK:
3.3.6 Engine Build Changes
Renderer and 3d Engine

  • Fix: Render error when using the check-box \"Use Terrain Color\" for vegetation
  • Added: High resolution screenshot support
  • Fix: Flickering shadows throughout level
  • Fix: Issues with material reloading in engine
  • Fix: ATI specific ocean surface aliasing artifact
  • Fix: Water dripples
  • Fix: Max particle pixel fill now clamped to proper screen size - moved m_Wdith / m_Height members to SParticleRenderContext.
  • Fix: Small particle bug with animated textures
  • Fix: Particle incorrect positioning with MoveRelEmitter on initial emission
  • Fix: Particle sound durations: one-shots now always play to completion. Pulsed emitters don't kill sounds early
  • Fix: Restored ability of invisible particles to spawn 2nd-gen visible particles, fixing semantics of IsActive.
  • Fix: Simplified ParticleEmitter.GetMaterial, removed unneeded ParticleEffect.FirstActive.
  • Fix: Allow serialization/pasting of particle effects without version number; pasting only renames effects with no previous name


  • Fix: Potential crash with CryString.swap()


  • Fix: Scale on cloth entities
  • Improve simulation parameters for the rope object
  • Fix: Allow scale on ePT_Fixed constraints mode
  • Fix: Issues with non-colliding (thickness 0) cloth
  • Fix: Some issues with precomputed rope collider parts


  • Fix: Wrong position of the Sound Listener in the Sandbox Editor when not in-game
  • Added: Additional information about which sound event was not found
  • Removed obsolete CVars: pl_FootstepSoundsNormalized and pl_AnimationTriggeredFootstepSounds
  • Fix: Not able to play sound events properly


  • Improved: car maneuvering
  • Fix: Allow vehicles regenerate paths on the way
  • Renamed CPipeUser::m_IsSteering to CPipeUser::IsSteeringAroundObstacle to prevent confusion when reverse-engineering vehicle maneuvering code
  • Added: Possibility to switch AI Debug Renders at runtime
  • Replaced: "typedef unsigned tNavCapMask;" with "typedef uint32 tNavCapMask;"
  • Fix: Network AI Debug Draw: Switch from type size_t to uint32
  • Fix: Network AI Debug Draw: Add support for big endian
  • Fix: Don't use Network AI Debug Draw on Dedicated Servers in Release
  • Fix: Comment out deprecated CScriptBind_AI::GetGroupTarget and CScriptBind_AI::GetGroupTargetCount
  • Fix: Stop using unsupported goalop "usecover"
  • Removed: Unused AI perception variables
  • Fix: AI Actor should be handled as remote client
  • Fix: AI vehicle turret guys not always shooting you after a cp load, due to their vehicle not being correctly ignored for their sight tests
  • Fix: AI Debug Draw
  • Fix: AI Debug Renderer not showing in the Editor before the game start
  • Fix: Issue moving backwards in COPTrace::ExecuteManeuver
  • Fix: After a checkpoint reload enemies would stop tracking their target much quicker than what they should
  • Fix: An helicopter patrolling can have the improper AI
  • Fix: PlayerSensor and WeaponSensor to work if input entity changes during runtime
  • Fix: Crash in CTacticalPointSystem::BoolPropertyInternal
  • Fix: Cover surface message error when the bai file is not present. It explicitly says the file should maybe be regenerated if needed.
  • Fix: FlowNode to calculate screen position out of entity position
  • Fix: Improve AI debug draw goal pipe display: now shows all active goal ops rather than just the last executed one each goal op can do custom text
  • Fix: InsertSubPipe can re-execute completed GoalOp upon return
  • Fix: ScriptBind Add constants "InsideRange" and "OutsideRange"
  • Fix: Console spam CGoalPipe::PushGoal - Attempting to push goalop "usecover"
  • Fix: Goalop COPWait
  • Fix: Serialization of goalop "timeout"
  • Fix: CGoalPipe::PeekPopGoalResult()
  • Fix: Goalop Wait (even XML) should always be blocking and grouped
  • Fix: Potential crash in DelayedPipeSelection::DelayedPipeSelection
  • Fix: DelayedPipeSelection::DelayedPipeSelection

Entity System

  • Improved: es_DrawProximityTriggers indicates enabled/disabled and entered/exited
  • Fix: Entity:EntityInfo low-node can check if an entity is also an AI object
  • Fix: Translucency problem with es_DrawProximityTriggers

CryAction and GameDll

  • Fix: Weapon State driven serialization
  • Improved: Some cosmetic changes about pAIVisualDebugRenderer in CCryAction::ConnectCmd and CCryAction::DisconnectCmd
  • Fix: Improve FlowActorSensor Node
  • Added: function to get ZoomModeName to IWeapon
  • Added: UIManager (singleton access to all game code relevant UI classes)
  • Fix: Change HUD UIAction to use FlowActorSensor node
  • Fix: Change HUD to display proper death message (don't show in spectator mode)
  • Added: Minimap Nodes to FlowMinimapNodes
  • Added: OnZoomChanged callback to IWeaponListener
  • Added: WeaponSensorNode
  • Fix: AIActions also prompt if it has unsaved changes
  • Added: Display of custom picture on level load
  • Added: New flownode to help setting mc's in screen space (0-1)
  • Fix: Disallow pause in MP
  • Fix: UI FlowNodes to flush all events that are used in UIAction FlowGraphs that are on the event stack
  • Fix: gfx_reload_all command
  • Fix: AI Actors not using player prediction code
  • Fix: Crash in FlowActorSensor Node
  • Fix: FlowWeaponSensor Node to receive correct name for zoom mode
  • Fix: Potential crash on opening a Flowgraph
  • Fix: Unregister FlowWeaponSensor from IItemSystem on unload level
  • Fix: UIActionEvents if no level xml exists
  • Fix: Picking up breakage pieces
  • Fix: Client can't reload in a MP session
  • Fix: Wrong first person muzzle flash effect
  • Fix: Unsafe way to flush UI events in FG
  • Fix: LocalPlayer Node does not trigger output if local player id changes
  • Fix: HUD UIAction for MP
  • Fix: Client not visible on Server after first spawn
  • Fix: Client health above 100 after first spawn
  • Fix: Health value returned from FlowActorNode to be int rather then float
  • Fix: Crash in CanPerformPickUp
  • Fix: Network hot fixes
  • Fix: Disable Layer activation in MP
  • Fix: Call IGame:Shutdown even if "ExitOnQuit" is set to 1


  • Updated: DestroyableObject
  • Added: DeadBody entity properties not available in Sandbox
  • Fix: Foley and footstep system tweak
  • Fix: Add character sounds to Grunt_x
  • Improved: Weapons: Binoculars, RocketLauncher
  • Updated: Game/Scripts/AI/Coordination/Coordination.lua
  • Fix: Changes default model of Door entity to be a door rather than a sphere

Sandbox Editor

  • Refactored: the file change notification system, now it also reports the change type and skips duplicate notifications
  • Removed: "Browse for Layer Texture", it is no longer supported
  • Fix: Change FileChangeMonitor to use 32bit tick count
  • Fix: Add context menu to all objects in editor view-port. Following items are added: "Show in Asset Browser" and "Properties".
  • Removed: Unused UI elements from asset browser
  • Added: New system to handle files that are not linked to the level
  • Improved: Solid system reliability by excluding invalid data before updating a rendering data
  • Removed: 'Use Custom Terrain size' check-box from the "Create new level" dialog
  • Removed: "X" button does not function correctly in the Asset Browser
  • Fix: Several leak within the file change monitor, added also clear() to MTQueue
  • Fix: resize of the PropertiesPanel
  • Fix: Cloud sync in LiveCreate
  • Fix: Console hot update for CGFs
  • Fix: Crash when sandbox is open with material editor
  • Fix: Invalidate a HyperGraphNode without changing the "modification" state
  • Fix: Potential crash bug when updating solid brush
  • Fix: Crash bug happening when hiding and undoing a solid box.
  • Fix: Crash while setting material in Updating Mesh with Solids Editor
  • Fix: MaterialEditor layout problem on SwitchingUI twice (The actual controls were destroyed but never recreated)
  • Added: keyboard shortcuts for particle item Enable and Enable All
  • Fix: Spline tool-tips now show values with 3 rather than 2 digits precision, accurate for 8-bit quantization
  • Fix: Bug about surface type drop-down menu so as for the list to have all surface items in Particle Editor
  • Fix: Saving library creates useless Libs/ folder in root dir

3ds Max Exporter

  • Added: MaxScript interface to exporter log
  • Fix: Overwrite message boxes disabled when called from MaxScript
  • Fix: set_bone_list setting node list actually
  • Fix: Crash after Reseting a scene
  • Fix: Animation - Subrange window doesn't stay open when you move away from the utilities tab
  • Fix: Animation - Subrange window being unable to be resized makes it difficult to work with large names
  • Fix: CrySkin crashes max if copy/pasted to another object
  • Fix: NamedRanges dialog not wrapped into CNamedRangesDialog
  • Fix: Bone selection was always reset when you click on the bone in the bone list
  • Fix: Some of the text labels in CrySkin were wrong because of the conflicting string resource identifiers. MaxCryExport resource IDs are bumped by 2000

NOTE: The 32-bit version of Sandbox/Launcher may not run with the latest NVidia graphics drivers. We apologize for this problem and recommend you use the 64-bit Editor/Launcher if possible. If you'd still like to use the 32-bit executables, you can download the compatible 275.33 drivers for 32-bit Windows Vista/7 here.

Martynass - - 104 comments

Thats a lot of changes...

Reply Good karma Bad karma+2 votes
Andy1112 - - 38 comments

Still no off line support...

Reply Good karma Bad karma+5 votes
CairnisReed - - 8 comments

how about dx11 support...

Reply Good karma Bad karma+6 votes
SinKing - - 3,119 comments

The new SDK is also based on a newer version of the engine. I'm gonna have to instal it and check it out.

Reply Good karma Bad karma+2 votes
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