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EA and Crytek officially announces Crysis Warhead

Thursday 5 June 2008 | Post A Comment

Crytek has officially announced the production of "Crysis Warhead". With a statement by Yerli, we have a little insight on what's to be.

"That being said, one of the key principles of our studio is to always raise the bar. With Warhead, we are focusing on refining our storytelling and game performance, while also delivering more of the visually stunning graphics and immersive, free-roaming gameplay everyone loved in Crysis."


You will be playing as Psycho but everything will be taking place at the same time as the first Crysis, but you will be on the other side of the island where you learn what really happened to Psycho.

Via: StrategyInformer

Jurassic Park Update

Saturday 17 May 2008 | Post A Comment

A new Jurassic Park Update!

"Yes we have been in the dark for quite some time, some thought we would never see the light again, but all we were doing is gathering content for submission.

The Raptor is finally finished. Being perfectionists, takes awhile to get it right. I'm pleased to say im satisfied. - Chris

This is the finished model raptor, we can't leave it up forever however because of legal reasons. You guys have been waiting on the big update but we are sorry to say this will take some time, so for now enjoy these screens of our "Clever Girl"."



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Visit the forums for more.

Crysis likely Crytek’s Last PC Exclusive

Thursday 1 May 2008 | Post A Comment

Cevat Yerli of developer Crytek says in a Q&A at PC Play that their first person shooter Crysis is likely their last PC Exclusive game. He blames software pirates and declining game sales on the PC platform for this. He also declined to comment on whether a console port of Crysis is in the works.

"Cevat Yerli: It is certainly. We are suffering currently from the huge piracy that is encompassing Crysis. We seem to lead the charts in piracy by a large margin, a chart leading that is not desirable. I believe that’s the core problem of PC Gaming, piracy. To the degree PC Gamers that pirate games inherently destroy the platform. Similar games on consoles sell factors of 4-5 more. It was a big lesson for us and I believe we wont have PC exclusives as we did with Crysis in future. We are going to support PC, but not exclusive anymore."


Full Q&A...

Jurassic Park Mod Update

Tuesday 25 March 2008 | Post A Comment

The guys from the Jurassic Park Mod have sent us an update, check it out below.

"This is from our Lead Developer Chris, he is very hard at work on this mod managing the mod and his job so he is working as hard as he can. This update does not mean we have permission to complete the mod, this is only an update to tell everyone where we stand at the moment.

UPDATE - I just want to let people know that this mod is very much still in existance and that we have almost the entire set of dinosaurs needed. I'm only short 4 dinosaurs. Dilophosaurus, Gallimimus, Parasaurolophus, and of course the Pteraosaurs. We have Velociraptor, T-rex, Stegosaurus, Triceratops, Brachiosaurus, and Procompsognathus.

Unfortunately Derek needs more time before he can continue the helicopter. He is in the marines, and I know that the military keeps you busy, especially since he is in the infantry. So, he has a good excuse I'd say. He'll be able to finish it up in the next month. He has not much left to do on it, mostly cockpit.

The Jeep is always improving to perfection, as is anything that is made. Like the Velociraptor as well.

There are other models/art being worked on, but there is a set back. The Rotunda has not progressed at all. Visitors' Center that is. It to me happens to be the most important piece in this game. I would like to see some progress on it, but there are a few issues now that make things worse than they were before. I am the artist who has been working on the Rotunda, and two issues make it impossible for me to continue my work on the Rotunda; on top of the fact that I was already struggling to build some of the finer details. My desktop is fried, the only machine strong enough to run 3DSM and also CryEngine 2. On top of that, I work two jobs.. one is full time, the other is part time. Don't have time for school, and barely have time for anything else as is but I continue to dedicate myself to this project because it means alot to me.

Now it has been hard finding someone in the past to do this Rotunda. I firmly believe that this Visitors' Center alone is enough to impress any big name in hollywood. We need to have it in 3D and polished. I am looking for more talented individuals to join this team. The two main positions, character modelers, and the other for the Visitors' Center. If you are to work on VC, you need to be extremely fluent in 3DSM; know the ropes of the program. I need very skilled modelers, as professional as possible. Character modelers will need to be able to do everything needed for the character. The entire body, not just head; accessories and clothes; texturing and animating as well.

If you want to join the project, I'm only accepting two forms of communication, and one more than the other.

I prefer you to call my cell phone at (954) 854-1613. Or if you can not do that, send an email to Chris@JurassicParkMod.com. With such a busy schedule, the cell phone is really the best way to contact me. You can interrupt me all you want, because you actually have to in order to get my attention. ;p

I'm located in the State of Florida, in the United States; Stating that for reference if you are calling international. Skype is a way to call me from another country without spending an absurd amount in fees."

Exodus Mod Update!

Wednesday 19 March 2008 | Post A Comment

The Exodus mod team wanted to get this news out, check it out below!

"Hello everyone!

As promised we bring you our second bi-weekly update. We have some great new content to share and also some very exciting news that can be found later in the update!

We first have some weapons that LakierosJordy has created for us. The first image is of 3 axes of varying styles. They are very common among the people of Exodus and are used for anything from cutting logs to weapons in battle. The smallest of the 3 can be used as a throwing axe. We will let you decide how to go about using that...


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Next we have some work from Mr. Guybrush. In the last update we showcased the first of our village huts. We now have a new variation which includes the addition of a window that almost spans the length of the hut. Next we have the slaver concept created by Ursca. The slaver makes money by selling slaves and has the horrible attitude to accompany it. In other words, you don't want to tick this guy off.


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Instead of a Developer Journal this week we have some exciting news to share that we believe everyone will enjoy. As we at Exodus are well aware, the Crysis community is currently thriving. As a result, we have decided to aid the communities development and therefore will be releasing the pine tree pack for use in our next update. We hope that this pack will be used to further develop this fantastic community and drive our fellow modders' projects forward.

We'd love to hear your feedback! Please visit our website and let us know what you think in our forums. If you liked what you saw and would like to join our team please [url=http://exodus-mod.com/index.php?page=contact]contact us[/url]!

-Exodus Mod Team"

Official Sandbox2 Documentation Update

Monday 17 March 2008 | Post A Comment

Crytek wanted to get a little news out about the Official Sandbox2 Documentation project. Check it out below!

"Today we would like to introduce you to a new update of the present you a brand new update for the Official Sandbox2 Editor Documentation. This time we have prepared a new tutorial that is teaching how to set up custom objectives for your Singleplayer level. In addition we also added quite a few new references for you to read through. As usual you can find the brand new documentation on http://doc.crymod.com. (Maybe hit F5 to refresh the content if you still see the old tutorials only)

New Tutorials/References Listing
Following you can find a detailed list of which tutorials and references have been added and updated lately.

Basic Tutorials:

* Setting up an Objective in a level (Custom Objectives)

Editor References:

* Rollup Bar - Rope Tool
* Rollup Bar - Distant Cloud
* Rollup Bar - Cloud Volume
* Rollup Bar - Decal
* Rollup Bar - Gravity Volume
* Rollup Bar - Vegetation
* Rollup Bar - Move Area
* Rollup Bar - Holes

Your Feedback Needed
Do you like our tutorials? What would you like to see next? If you got feedback and suggestions how we can improve our official documentation for the Sandbox2 Editor please let us know and post it here."

New Singleplayer & Multiplayer Deadlines!

Sunday 16 March 2008 | Post A Comment

Crymod has released this news statement:

"Today we would like to announce new submission deadlines for the Intel / Crysis Mapping Contest for both Singleplayer and Multiplayer. With the release of Patch 1.2 an important Editor bug has been fixed that prevented most of the Singleplayer participants from proceding with their level. Additionally with the release of the SDK the included tools allow many new custom objects to be put into your map.

Thus we have decided to extend the whole mapping contest in order to give you more time to work on your level and get it to a quality state you are happy with. Please find below the new deadlines and also check out the ICMC homepage since the schedule has been updated accordingly.


Singleplayer Submission Deadlines
With the fix of the bug that prevented your from triangulating the AI in patch 1.2 you now can finalize your Singleplayer level. Based on this fact we have set up new deadlines not only for Alpha & Beta Screenshot submissions but also for the final level submission. Please find below the new schedule:

1. Singleplayer Alpha Screenshot Submission

Start Date: 26th of February 2008
Delivery: Alpha Screenshot submission of the level to be done in the Crymod Challenges section.
Deadline: 6th of May, 2008


2. Singleplayer Beta Screenshot Submission

Start Date: 6th of May, 2008
Delivery: Beta Screenshot submission of the level to be done in the Crymod Challenges section.
Deadline: 17th of June, 2008


3. Singleplayer level delivery

Delivery: Level submission to the Crymod Challenges section.
Deadline: 17th of June 2008, 18H00 PM CET iis the deadline for submitting the singleplayer maps.



Multiplayer Submission Deadlines
New deadlines for both the Multiplayer Beta Screenshots and the final level submission have been defined as well. This will provide you more time to work on your map and finish it in time. Everyone who is working on a PowerStruggle and/or InstantAction multiplayer map for the contest can submit the final version now. Be sure that you already did your Multiplayer Beta Screenshot Submission before uploading your level. Only if you accomplished this as well your uploaded map will be taken into consideration for the voting!

Everyone who already submitted his final map is allowed to re-submit a new version if you want to do so. In this case please contact ---___db___--- from our Database Team and he will remove your contribution from the ICMC downloads section.

1. Multiplayer Beta Screenshot Submission

Start Date: March 4th, 2008
Delivery: Beta Screenshot submission of the level to be done in the Crymod Challenges section.
Deadline: April 1st, 2008


2. Multiplayer level delivery

Delivery: Level submission to the Crymod Challenges section.
Deadline: 1st of April 2008, 18H00 PM CET is the deadline for submitting the multiplayer maps.


NOTE: Only levels with Alpha & Beta screenshot submissions can be taken into account for determining the winners after the final level submission has taken place! Be sure to not miss out one of the submissions!


Related links:
- Upload your PowerStruggle Map
- Upload your InstantAction Map
- ICMC Schedule

- Crymod Challenges Section
- ICMC - Talk @ Crymod.com


-Crysis Dev Team"


For more information and links, head over to Crymod.

Crytek Trademarks 'Crysis Warhead'

Thursday 13 March 2008 | Post A Comment

Joystiq reports that Crytek may have released the name of there next game, check out the article below.

"The good folks over at Trademork have noticed a March 3 USPTO posting by Crytek for "Crysis Warhead," which could either refer to a sequel to the best-selling PC game, one of those rumored console ports or a scary new experimental explosive (or possibly a long-overdue remake of an Amiga classic. Or a strange new candy. Or ...)

The recent filing isn't Crytek's first hint at extension of the brand -- the company has also filed for trademark protection of "Crysis Wars" and "World in Crysis." Whatever the inevitable sequel/spin-off/port/expansion ends up being called, we just hope they cap the system requirements now. That way, we may actually have a computer that can actually run the game in its most beautiful detail when it eventually comes out."

Crysis Mod SDK v1.2 Description

Sunday 9 March 2008 | Post A Comment

Crymod has released this source development kit for everyone. The file is just over 415mb. The file specs are below:

The first version of the SDK came with tools and assets the modders require to get their own creations exported into the Sandbox2 Editor which allows them to create complete new levels and modifications with outstanding content.

The Mod SDK v1.2 is the second release and includes the highly anticipated game source code of Crysis. With this code it is possible to implement your own functionalities and brand new features into the game and share it with the community.

In addition we also re-worked the installer to fix some problems and to make the whole installation process more comfortable to you. We also implemented the Softimage|XSI Mod Tool as separate zipped file that comes with example assets for you to work with.

Mod SDK v1.2 – Changelog
The list below represents the latest changes you will find in this SDK version:

Fixes:
* Fixed: Folder structure issue with SDK_Mod suit demonstration level
* Fixed: MaxScript Warning popping up during export
* Fixed: Copy process gives warning instead of crashing if a prerequisite is missing

Updates:
* Added: Crysis Patch2 based Mod source code
* Added: XSI Add-On (including Examples) as a zipped file
* Optimized: Warning to close affected programs pops up on start
* Optimized: ReadMe switched to html
* Optimized: Installation rules for Plug-in are now more flexible

Mod SDK – Content
The list below represents everything modders will find from the 400MB sized package.

Code:
* Game Source Code

Tools:
* Resource Compiler (32 bit only)
* CryExport plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
* Polybump plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
* Polybump application (32 and 64 bit)
* CryTIFF plug-in for Adobe Photoshop (32 bit only)
* FMOD Designer Tool (32 bit only)
* Rigging, Artist, Animation Tools for 3DS Max
* XSI Add-On (including Examples) as a zipped file

Download the file now!

Patch 1.2 Released

Friday 7 March 2008 | Post A Comment

Patch 1.2 has been released, below are the details. Dial up warning, this file is just over 360mb!

Description
The second patch for Crytek’s highly-acclaimed Crysis is now available! Recent recipient of the “Outstanding Achievement in Visual Engineering” award from the Academy of Arts and Interactive Sciences and “Best Technology” award from the Game Developer’s Conference Awards, Patch 1.2 continues to tune and improve what was already one of the highest rated games of 2007.

Crytek is committed to continuing their support of the community, and CEO Cevat Yerli is driving the team towards attacking the Crysis community’s most wanted list. Stay tuned for more information.


Change Log Abstract
The main improvements in Patch 1.2 include tweaks to multiplayer, mod support and balance of weapons, AI and vehicles, including:

* Added mod loader to main menu
* Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons
* Added auto team balance
* Added grenade indicator for enemy and friendly team
* Added additional audio feedback (headshot/body) on bullet impact
* Fully implementing Crytek’s internal anti-cheat-solution
* Added numbers to energy bar in PowerStruggle for quicker reference
* Added team colors to kill/death messages
* Team killed players no longer drop their weapon
* Improved vehicle handling under braking and boosting
* Greatly increased AAA damage vs. VTOL and Helicopter
* Reduced collision damage for players hit by vehicles at lower speeds
* And more!

Important Information
Patch 1.2 can be applied to both vanilla Crysis (v1.0) and Crysis v1.1 since it will update automatically to Crysis version 1.2.

Download This File

Soundtrack Review

Wednesday 5 March 2008 | Post A Comment

G4TV has done a nice little review of the Crysis Soundtrack, check it out below:

"If you're faced with the conundrum of being blown away by the over the top visual’s of the PC-shooter Crysis, but you lack a gaming rig that will levitate, walk the dog and make toast (let alone play the game the way developer intended), take solace in the fact you can at least listen to its top-notch soundtrack.

We've spec’d out the disc and the good news is that it will play in most standard CD players, whether top, front or vertical loading. No patches, hardware upgrades or minimum requirements are necessary. All you really need to know is that veteran composer Inon Zur has delivered another compelling audio companion for a great game.



The soundtrack is quite a good listen even when stripped from the game’s uber high end visuals. Featuring the musicians of the Northwest Sinfonia, the album’s 22 tracks run the gamut from epic sci-fi themes to moody, percussive bursts evoking intense aliens combat.

While hardcore fans will no doubt want this, soundtrack purists will enjoy the complete lack of anything poppy in the mix. No forced, cross-contamination by a flavor-of-the-week MySpace throwaway band included for the sake of marketing can be found here. If the simple enjoyment of listening to uniquely composed orchestral pieces away from frag-happy gaming sessions is your thing, then you will enjoy this album.

Inon Zur has scored nearly three dozen video games so if you are amongst his fan base, do yourself a favor and hit a legitimate download site and add his latest to your playlist. This little thing called iTunes has it along with Sumthing Digital. If you are really hardcore and want a pretty jewel box to keep a disc in, you can also find it at finer online CD purveyors."

Exodus Mod Update!

Saturday 1 March 2008 | Post A Comment

Our friends over at Exodus Mod have sent us in an update check it out below.

This is the first of our new bi-weekly updates we'll be doing to keep everyone as up to date as possible with the mod's progress! This update includes a variety of new renders trying to show off some pieces of work we haven't in the past such as architecture and vegetation. We've also tried to include some of the not so noticeable custom objects we'll have such as the brown eagle.

First we have the trees. To help create the world of Exodus, we've created new pine trees to populate our forests. The first shot demonstrates our trees before snowfall and these will be used for our Prologue, while the second shot shows the trees during Episode 1.

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Next we have a brown eagle. Many of you may have noticed in Crysis the birds flying up in the sky, this will be one of our replacements. We also have a render of an animal called the Shagrat which is basically, as the name suggests, a large, furry rodent. The Shagrat will be similar in size to the Scrofa featured in one of our previous updates. We would also like to share a concept of our main character. This painting is of the character in Episode One and beyond because in the Prologue he'll be around 18 or 19.

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Lastly we would like to share both conceptual drawings and renders of our village huts. The first two sketches are of a village hut. We have a few variations and this is one of them. We've also included an interior sketch to give an idea as to what the homes will look like inside. The last picture is a render of one of our village huts.

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Along with presenting to you our latest work we'd also like to include a brief Developer Journal to provide with our followers a bit more information about how we go about creating the mod. Each Journal will be written by a different member of the team so you can hear what is happening from all aspects of development. This first Journal was written by myself. Enjoy!

Developer Journal #1-The Prologue This update has included much talk of a "Prologue." The prologue will, of course, be the introduction to the mod. It acts as a proof of concept and a way of getting everyone excited about Episode One. The opening centers around a death in the village which will lead into the player's training. This training will introduce the combat system. After a series of events the prologue will end and will set the scene for Episode One. Most of our focus this past month has been developing the ideas for the prologue: how will it look, what events will occur, what is it's purpose? All of these questions have been answered and the creation of the world has begun.

Future updates will include a bit of this world with a few in-game shots and more. We hope you enjoyed the update and we'd love to hear from you! If you have any questions or comments please feel free and leave us a message in our forums! Of course we are still looking for talent in writing, animation, coding, sound FX, mapping and more so if you are interested please contact us. -VertigoSFX

GDC '08: Crytek revisits Crysis

Tuesday 26 February 2008 | Post A Comment

CEO Cevat Yerli joins lead designer Sten Hubler and producer Bernd Diemer to dissect highly decorated FPS; emphasizes need to stay true to the original vision but retain flexibility.

SAN FRANCISCO--The 2006 Electronic Entertainment Expo offered gamers a number of reasons to be excited about the coming year. However, trumping much of the noise coming out of that show was a solitary tech demo from Far Cry developer Crytek for its upcoming EA-supported shooter, Crysis. The Frankfurt, Germany-based developer had already established itself as a technological powerhouse with Far Cry's stunning CryEngine, but crowds were not prepared for the lush tropical environments and jaw-dropping breakable foliage on display.

As impressive as the showing was, it came very close to not happening. That and other tidbits were presented to a bleary-eyed crowd still reeling from Thursday's night's festivities in a postmortem session for the game kicking off the final day of the 2008 Game Developers Conference. Helming the session was none other than Crytek CEO Cevat Yerli, who was joined by Crysis lead designer Sten Hubler and producer Bernd Diemer.

As is how postmortems go, the Crytek trio first laid out what had been learned from their previous efforts, in this case 2004's Far Cry. (Far Cry's subsequent sequels were handled by Ubisoft's Montreal studio.) First and foremost, the team was proud of Far Cry's peerless visuals and the technology powering the game. Yerli felt these features were complemented by the game's sandbox design and responsive human artificial intelligence.

However, despite its glowing critical reception, Far Cry had its problems, with Yerli specifically calling out the game's "B movie story," bad jokes, and lack of a quicksave option. Yerli blamed problems with the story on the fact that it was shoehorned in near the end of the game's development, while the lack of a quicksave feature was purely a design decision, calling the move "egotistical." Yerli also noted that the game's difficulty wasn't balanced properly and that the artificial intelligence for the nonhuman wasn't up to standards, due mostly to the fact that the enemy types changed drastically throughout the course of the game's development, from dinosaurs to aliens and ultimately mutants.

The goal for Crysis, then, became to turn all of the weaknesses from Far Cry to strengths, while at the same time improving upon everything the team did well. For Yerli, this all began with his original vision, which was to take the lush, warm tropical paradise of Far Cry and encase it in ice. "The Vision" also included maximizing players' ability to express themselves through the game by offering a variety of play styles. In so doing, he wanted players to outsmart the game by forcing them to think before they shoot. Lastly, Yerli's vision called for realistic sci-fi, namely an alien invasion that is as believable as possible.

In 2005, the process of actually making Crysis began to coalesce. One of the team's top priorities at the time was to "create the best-looking game ever," and to do so, Crytek signed on Venice, California-based Blur Studios to mock up a prerendered video using assets from the game to set a benchmark to aspire to. "The goal was to get step-by-step closer to these visual benchmarks," Yerli said.

One of the first steps in accomplishing this goal was to take a "business trip" to Tahiti, Yerli noted, with Hubler chiming in with, "We're coming from Germany, so we really don't know what a real tropical environment looks like." Real research was key, the team noted, and it was important to get a handle on how standing in a tropical forest and looking through the trees actually feels. "To make the best-looking game, we had to capture a believable world," Yerli continued.

Then came E3 2006, and with it a proving grounds for the work that had thus far been channeled into the game. Yerli revealed that the most striking scene shown off of the game--when a soldier mows down a clump of trees in the forest using a minigun--only made it into the demo due to a little luck with the timing. It had taken nearly six months to get only one tree to break apart at an acceptable 300 frames per second, and an equal amount of time to be able to reproduce the effect on any object of choice.

Yerli felt breakable vegetation was one key aspect coming out of the show that went on to define the game. However, it presented severe problems with the game's AI, namely the fact that if a player is able to completely obliterate an object in the game, then the enemy looks a bit silly hiding behind the now nonexistent obstacle. Using that as a starting point, the team underwent an extensive AI overhaul, addressing a variety of issues ranging from animation to open-ended gameplay.

The challenge, Yerli noted, was achieving "human" AI and not "perfect" AI. "Perfect AI, anyone can do. Human is a more difficult challenge, because you have to replicate humanity," he said. To illustrate how Crytek overcame this obstacle, he showed a video of North Korean soldiers pouring over a stone fence, with most landing on their feet, but a few tripping and falling.

The other key concept of Crysis, which wasn't even fully realized at the time of the E3 showing, was the game's distinguishing nanosuit. The nanosuit was born out of Yerli's realization that even though the core shooting was fun and the company had hit its visual bar, Crysis "had nothing to bring to the table yet in a meaningful way." Initially, the nanosuit was to gain power over the course of the game, with the fully featured suit playable only available in the last five minutes of the game. That was a problem, of course, and necessitated a reimaging of the feature.

For the nanosuit, Yerli insisted that "customization be king." By that, he meant that the suit should allow players to a wide variety of choices and ways to express themselves, whether that be through run-and-gun, "Rambo-style" gameplay, more tactical stealth, or a combination of the two. Outsmarting enemies also played heavily into the design of the suit, and the team explicitly wanted to avoid the FPS staple of "run in and shoot them before they shoot you" gameplay. They also wanted players to be able to experiment with strategies, make mistakes, retreat, and then try again.

The suit went through a significant iterative process, where the team returned time and time again to play testers, who invariably reacted in "unexpected ways"--which, as the team noted, is the nice way of saying the testers were idiots. The suit's visual interface underwent some of the most significant overhauling, with the few iterations involving catering heavily to the micromanaging crowd.

These complex systems--which, according to Diemer, were more likely to result in "death by chicken" than anything else--were eventually streamlined into binary suit powers (that is, strength or speed) that could be accessed quickly and intuitively. As the game had been in development for quite a while by the time the nanosuit began to take shape, it caused a good deal of friction between its proponents and the level designers, who essentially had a good deal of work negated. While painful, Hubler noted that it aided the team in realizing freedom in a sandbox level design.

Concluding the postmortem, Yerli noted the importance of keeping the vision and sticking to the quality bars set in the beginning. Yerli also noted that the vision should only act as a seed for the development team--"a vision is developed by a team; it's seeded by a visionary." Closing, he stressed that visions that are forced will inevitably fail, and that it is necessary for a team to buy into that vision to maintain passion and inspiration.

(Source: Gamespot)

Crysis Mod SDK Released

Friday 22 February 2008 | Post A Comment

Crytek has released the SDK. Which is good news for all the MODs out there. Now they can really dig in and see what the can do with Crysis.

"Dear Crysis Community,

About 3 months ago Crysis shipped worldwide. We started collecting feedback and were confident that we would be able release our first Patch one week after the release. Unfortunately we underestimated the challenges and were forced to move the release of our patches and the full SDK to 2008.

Since the Demo Release and the Crysis Full Release we have seen wonderful creations of art, design, movies from our community and talented teams have formed to create the next generation of Crysis MODs.

We as Crytek are thrilled to see the talent, engagement, passion and creative potential out there
We always planned to release the MOD C++ SDK close to the Crysis ship date.

To be plain honest we simply did a bad job, and I personally want to apologize for it. I know the community is growing on a daily base, whilst other members are getting upset and disappointed. We always strife for the highest quality, and sometimes this becomes our Achilles heel.

Within the last few weeks we have been working extra hard to get the first version of the SDK ready for the community. With the tools, the example assets and the updated documentation we hope that it will kick-start your mod development.

We have big plans in engaging the community, making you an even larger part of the future of Crytek which we will share with you soon.

You are the reason why we do games.

On behalf of everyone at Crytek, I want to say big thanks for your support, feedback and engagement in the community. We do our best to listen to you.


Thank you for taking the time to read this.

Cevat Yerli"


- Download Crysis Mod SDK v1.0 @ CryMod
- Download Crysis Mod SDK v1.0 @ Torrent
- Download Crysis Mod SDK v1.0 @ InCrysis
- Download Crysis Mod SDK v1.0 @ RiseToDelta

- Official CryENGINE2 Documentation
- SDK Forum Section

Full Story...

Crytek’s Coy On Console Crysis

Friday 22 February 2008 | Post A Comment

Next-Generation had a private sit-down with Crytek. They talked about weather Crysis will be coming to consoles or not.

"Crytek’s engine business manager Harald Seeley made the remark to clarify any rumors that Crysis would in fact make its way to Xbox 360 and PS3, despite persistent suspicions that the limited PC market and transition of CryENGINE 2 to console were indicative that such a move would occur.

While Seeley did say that work on CryENGINE 2 for console was proceeding well with quality exceeding the PC engine’s medium-level settings at 720p, and that most assets would transition easily from the PC engine to the console engine, he was adamant that the company had yet to make the decision to actually port the award-winning game.
"


Full Story...

Crysis wins award at GDC

Thursday 21 February 2008 | Post A Comment

Crysis has officially won the "2007 Best Technology" award at the Game Developer Conference.

"2007 Best Technology
Crysis (Crytek/Electronic Arts)
Cevat Yerli, Douglas Binks, Timur Davidenko, Martin Mittring"

Crysis Weekly Update #4

Wednesday 20 February 2008 | Post A Comment

Crytek has released Weekly Update #4 for us. Check it out below.

Greetings Community!

"We welcome you to the “Crysis Weekly Update #4”, 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.

This time we have got an update on the Mod Software Development Kit for you and also a new status report on the long awaited patch 1.2 for Crysis. 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.

Mod SDK – Status Update

As you know from the last weekly update the Mod SDK is coming along quite well. We have been able to fix the remaining issues on the example assets and made them fully functional within the past week. They are also being made compatible to the different exporters the SDK includes.

The respective documentation about the asset creation for CryENGINE2 is finished as well. It will cover the basic questions to get everyone started on this topic and includes install instructions, new tutorials and also some new references for you to read through.

We do not want to tell too much, but you should check out Crytek’s Modding Portal within the next few days, since we got a more or less “small” surprise for the whole modding community which should get everyone working on new levels, assets and more.

The game source code for the SDK is still in preparation to get it working properly with the upcoming patch 1.2. We are confident to deliver the complete Mod SDK to you around the time we ship the new patch. In conjunction we also want to update the official CryENGINE2 documentation on http://doc.crymod.com with quite a few new tutorials and references.

Patch 1.2 – Status Report

We also got news from the development status of patch 1.2 for you. The final installer has been sent to the EA and Crytek QA departments for content verification. The feedback from them until now is positive, so no major errors could have been found so far.

What we are currently working on is the localization for the patch readme file. It needs to be translated into the various languages the game supports. After this is done the files will be verified if they have been translated properly and then get implemented into the installer.

When this step is completed the patch is ready for distribution and allows us to name you a release date for it.

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 a bit more detailed. The introductions for this update are:

Singleplayer/Multiplayer – Audio Hit Feedback

To improve the overall readability in-game for Singleplayer and each Multiplayer game mode Crysis has to offer we decided to implement additional audio hit feedback functionality. This applies to bullet impacts to the enemy player model you are shooting at.

By hitting the torso, arms and legs you will clearly hear the audio feedback and thus recognize much easier that you hit someone. By giving a headshot the sound will be different and can be clearly identified as such. This feedback also can be enabled and disabled by the specific console variable “g_useHitSoundFeedback”.

Multiplayer – Connection Error Warning Messages

With patch 1.2 we introduce even more readability, not only to the in-game part as well but also to the general user interface. Currently it is not that easy to locate the error with your Crysis installation and set up if you got disconnected from an online server with the message “Server Authentication Failed” or “Disconnected from server”.

This will change with the upcoming patch since we implemented quite a few new error messages that give you more details on the reason why you have not been able to either join a server at all or stay connected to one server.

* If a player is missing the map the server is running:
“Could not find mapname”

* If the player has the map but it differs from the servers version:
“Map version differs from server”

* If the player was kicked from the server:
“Kicked from server”

* If the player was banned from the server (if they attempt to reconnect):
“You have been banned from the server”

* If the player has a different version of the game to the server:
“Unable to connect, game version differs from server”

* Client error while connecting to devmode enabled server without the client running devmode:

“You must be in devmode to connect to this server”"

The Crysis of Audio

Wednesday 20 February 2008 | Post A Comment

Gamasutra posted a nice article about Crysis from the GDC, check out a piece of it below.

"Although mostly famed for its near-photorealistic graphics, Tomas Neumann and Christian Schilling of Crytek, along with composer Inon Zur opened GDC 2008’s Audio track with a discussion of the decision to deliver the highest quality of audio to match the graphics of their recent release Crysis.

“We had to develop next-gen audio when most of our focus was on the graphics: that was a real challenge,” Neumann admitted, with Shilling joking that calling the session “the Crysis of Audio” was “just too easy.

They introduced the challenges that face audio designers -- not only competing within the game with the dominant requirements of the graphics, but also with the needs of simulating freedom in a real world, where players can easily break the intended sound design.

Using normal sound tools such as SoundForge initially, Crytek move on to a data-driven sound specification using a FMOD designer (“we can add and layer any behaviours to sounds that we wish,” said Neumann) and a central mixer, before the sound is integrated into their sandbox emulator for the game engine."


Be sure and read the rest of the article, by clicking here!

Softimage Announces CryENGINE2 Support for XSI

Tuesday 19 February 2008 | Post A Comment

Softimage has announced they will support Crysis on their SOFTIMAGE|XSI software.

"Softimage Co., a subsidiary of Avid Technology, Inc. (Nasdaq: AVID), today announced content pipeline support for CryENGINE 2, Crytek’s new flagship game engine developed in conjunction with the popular first person shooter PC game title, Crysis. The technology in CryENGINE 2 is designed for the latest computer hardware and supports visual, audio and interactive features that are currently unrivalled in the gaming world. SOFTIMAGE®|XSI® software developers worked together with Crytek to customize an export process specifically for the CryENGINE2"



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Read the press release >>


Download the CryENGINE2 plugin for XSI >>

Crytek Update

Wednesday 13 February 2008 | Post A Comment

Weekly Update #3, check it out below!

" 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."

Crytek with movie deals?

Tuesday 12 February 2008 | Post A Comment

We found this article where Cevat Yerli talks bout movie deals that are in the works, check out the article below, or read the full interview here.

"Cevat Yerli, co-founder, president and CEO of Crytek, was guest speaker at the Imagina 2008 3D Technology Conference for the second consecutive year. In their interview, Cevat talks about the future of the Crysis Franchise, the upcoming Far Cry movie, and CryEngine 2 in particular.

The CryEngine 2 Interview
During this part of the interview, Cevat spoke briefly of the Crysis modding community, which he stated as being "quite active." In addition, he spoke of the advantages of being an independent developer. When asked if Crytek would consider becoming part of a larger publisher one day, Cevat stated that he doesn't really think about leaving his current independent state, although the game developer has been approached numerous times since releasing Far Cry and Crysis.

He also states that he is looking into presenting a cross-platform version of CryEngine 2 at the Game Developer's Conferrence.

FarCry Movie and planned Crysis Movie
Based upon the interview, it seems that Uwe Boll will once again be taking the reins as director of the new Far Cry movie, which will likely be scheduled to hit theaters some time in 2009. Yerli stated that licensing the film rights to Boll was "the right business decision at the right time. Although we weren't involved with the film early in its development, I think the script has changed and improved dramatically since then - at least I hope it has, since I can't wait to see the movie." He has also announced the possibility of Crysis becoming theatricized as well. "A Crysis movie is definitely planned, and we are already in active talks regarding this", Cevat said."

Obsidian Edge Mod Update

Tuesday 12 February 2008 | Post A Comment

The mod team from Obsidian Edge have posted an announcement, check it below,

"I'm sure folks are wondering what's holding us up. In an effort to be fair to everyone without getting in NDA trouble, suffice it to say that we have been waiting for a while (a few months) for some critical SDK deliverables from Crytek. As much as we could, we continued development in other areas, but at this point we are pretty much dead in the water until we receive the next SDK build that can get us moving ahead again.

We have not lost hope on this, but we have lost some members as we slowly glided to a standstill on development. We hope to have this sorted soon. We are not the only one of the Pre-SDK groups suffering from this right now. This will be resolved in the March-April timeframe...one way or the other."

Medieval Conflicts Update

Sunday 10 February 2008 | Post A Comment

The guys from the Medieval Conflicts Mod have sent us over an update for you to check out.

"Hello and greetings from the Medieval Conflicts mod team,

Today we are releasing our February media update, showing off some of the work we did in January. Today we have to show two models made by our new, and extemely talented modeller Guedin. Guedin has started a French knight character model and a medieval trebuchet. Another modeller of ours has made a tent, and a screenshot of it ingame as well as a mace ingame. All of these models are work in progress at the moment.

As well, we would like to inform all of you that we are still accepting applications to our mod team, to apply please fill out the form at http://www.medievalconflicts.com/join.php . With all that said here is our media media update."



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Submit Forms Back Online!

Friday 8 February 2008 | Post A Comment

We have worked out our problem and we can now take your affiliate requests, link submissions, and general contact information!

If you have submitted your questions within the last week or so, please re-submit and we will get right to it.

Affiliate Request - Click Here
Submit News/General Contact - Click Here
Link Submission - Click Here

Another great interview posted!

Thursday 7 February 2008 | Post A Comment

Ciaran sat down with the leader of the CryRecon mod for a one on one chat. Here is a snippet from it below.

TCHQ: What all will be in this mod once it is completed?

CryRecon Team: As a quick rundown:
An advanced player controlled squad system, allowing for command in both the open battlefield and in QCQ situations, this will include the facility to stack your team on approaches, breach doors and clear rooms as well as more open maneuvers such as way-pointing, hold and follow and suppressive fire and flanking. Also the player has the ability to see through the eyes of his team mates via the helmet mounted camera system.

Aerial support, via precision airstrike, heavy bombing runs, AH-1Z Super Cobra and AC-130 gunship support, and close recon via the DragonWarrior UAV system. The player may also call in vehicle/ammo/weapon & medical supply drops that may also be purchased via the token system.


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A new weapon arsenal for the player and his squad featuring present day prototype and production weapons that will be assigned to the battlefield by 2010.
A mixture of wide open battlefields, coastal areas, rich forests and CQC urban warfare set in both the Highlands, temperate low land areas and cities of North Korea.

New vegetation types native to North Korea.

Completely new custom audio for weaponry, characters, music and sound effects.

Be sure to read the full article here!

Emails/Submit Forms

Thursday 7 February 2008 | Post A Comment

We have been experiencing troubles with our email accounts on the website. If you have submitted any information or tried to become an affiliate in the past week, please send me a private message and I will get it taken care of. Sorry for the inconvenience.

Click here to send me a message

Jurassic Park Mod In Trouble?

Wednesday 6 February 2008 | Post A Comment

Message from DIFTOW:
"I've made a decision to pull the site off the internet.
Bookmark JurassicParkMod.com/Forums as I will leave the forums online.
I'll probably remove all the images from the ModDB page and disable it temporarily.

I'm requesting permission for the various things we are using relating to JP and JP itself. I've explained my stance on legality before, and although this involves what I'd call a gray area.. I would like to avoid any hassle in the future.

I contacted the legal department again because I wanted to make sure I wasn't doing anything that was even slightly questionable.
Basicly, everything requires permission. If someone doesn't like what we are doing, then we have to remove w/e it is. For instance, if Samuel L. Jackson doesn't like being in 3D on our game, we can't use his profile.

Anyways, I'll be having more discussion with the licensing division, and see who I'll need to speak with most definitely. So far we have concluded that I will definitely need to talk to Amblin, aka Spielberg. Could just be approval, which I hope.. or may require licensing. As far as I've understood, it is just that we need approval. We just need people to say it is ok to protect myself. So there arn't any disagreements or problems in the future.
So, this is not the end of this mod or anything. No one gave me an C&D or anything like that. I voluntarily am removing the site for the time being so I can properly ask for permission. No one is making me do this. So, no rumors. "


From CryMod:
Current Status
Fugitmdup, a team member of the Jurassic Park Mod, has brought us some sad news regarding the mod development. He has announced that he will be pulling the website off the internet, and disabling the mod in the ModDB page for now.

A New Hope
Fortunately, the news may not all be bad. The team is in contact with the licensing department of Amblin Entertainment to seek permissions to use certain assets from the Jurassic Park movie, so it's quite possible that he may be bringing everything back online real soon.


The Alternative Plan
However, if it should turn out that they cannot obtain the necessary permissions, the team leader, DIFTOW has announced that they have something else in store for you that could be far better.

Also, if you should wish to talk with the team or view updates on the current progress of these discussions, the team has left their forums online so you can visit and receive these updates as they become available. You can also check back inside their post on our forums, as the team may also be posting updates there whenever they can.


Related Links:
- JPMod Forum Jurassic Park Mod Forum

Medieval Conflicts Interview Posted!

Monday 4 February 2008 | Post A Comment

Welcome to another feature on TheCrysisHQ.com! This weeks feature highlights another great total conversion mod for Crysis. We sit down with the leader of the mod for an up close and personal interview about his mod, Medieval Conflicts.

Medieval Conflicts is a first person, medieval total conversion for Crysis. Set during the Hundred Years’ War, it will be a battle between England and France. The mod will feature a unique combat system that allows for skilled blocking and attacking. In other words timing will be a key factor in playing the game. Our maps will be based on real, historical battles from the Hundred Years’ War. Each map will be unique and will require a different style of gameplay to succeed. A few will center around using the vehicles at your disposal to attack and others will focus more on your sword fighting skills to achieve victory. With Medieval Conflicts we hope to create something that will hold true to the history of such an important period of time while making a challenging yet fun experience.

Read the full interview here!

Crysis goes platinum

Friday 1 February 2008 | Post A Comment

EA have just reported that Cyrsis has gone platinum which means that the game has sold over 1 million copies. This destroys earlier reports that the game was selling poorly. Well done Crytek!

Website Bugs

Thursday 31 January 2008 | Post A Comment

Hey guys, we are back online on our new server. But as you can see not everything is functioning perfectly yet. We are working as hard and as fast as we can to get these bugs fixed for you. Please be patient with us as we are doing everything we can.

Jurassic Park Mod Update

Monday 28 January 2008 | Post A Comment

The guys from Jurassic Park Mod sent us in this update, check it out! Also you can check out all of the mod updates and more images in our forums! Click Here!


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New weekly feature posted!

Friday 25 January 2008 | Post A Comment

For this weeks feature we sat down with the dev team from MechWarrior: Living Legneds for a one on one interview. Below I have cut out a small snippet from the interview, check it out.

TCHQ: How many new maps can we expect?

MWLLT: Currently we have approximately 8 maps in varying degrees of completion. Our goal upon release is for 10-15 maps total.

TCHQ: Can you explain to us a little bit about the factions, and what we can expect in game play?

MWLLT: Essentially it breaks down to choosing between Clan and Inner Sphere. The main difference between the two is the technologies they use. The Clan’s have far superior technology and are genetically bread to be superior soldiers; however, the Inner Sphere is no easy conquest as the “free borns” are free thinkers and persistent people.

In Terms of Gameplay we are currently working with 2 unique game modes. One is called Trial of Annihilation and the other is called Solaris Arenas. Each has unique variables with it and more details will be provided as we come closer to beta.

Want to read more? Click Here!

We want your files!

Wednesday 23 January 2008 | Post A Comment

We would like to make a home for your skins, maps, utilities, etc! We can be your complete file resource for you modders. Here is a few steps to follow before you can upload a file.

Step 1: Register
Step 2: Reply to the confirmation e-mail.
Step 3: Sign in to your new account
Step 4: Begin your uploads!

If you have any troubles, be sure and visit our Support Area for help on uploading files.

Jurassic Park Interview

Monday 21 January 2008 | Post A Comment

We sat down with the Jurassic Park Dev Team for a one on one interview the other day. Check out some of it below.

TCHQ: I don't know if you can pinpoint one great achievement, but what stands out as the greatest achievement so far?

JPMT: A much larger team now exists than when this project first started, and it continues to grow. I think that is an achievement, because it means the project is starting to take off, and that is obviously significantly important.

TCHQ: I personally know that you guys put in a ton of research to make it as realistic as possible; can you explain a little bit about your process?

JPMT: There really isn't a "process". I just gather data that can help me and my team achieve accuracy in our work.

Be sure and read the rest of our interview on our Featured Articles Section!

CryEngine2 Potential

Monday 21 January 2008 | Post A Comment

Crytek would like you to view some videos that showcase CryEngine2 and it's potential, check it out below:

Scene 1: Chaotic Pendulum
"A pendulum is an object that is attached to a pivot point so it can swing freely. This object is subject to a restoring force that will accelerate it toward an equilibrium position. When the pendulum is displaced from its place of rest, the restoring force will cause the pendulum to oscillate about the equilibrium position. In other words, a weight attached to a string swings back and forth."

-Source: Wikipedia.org

So that is the theory, but we actually need some ingame footage. The following video shows you how this pendulum physics looks like with the CryENGINE 2:

Chaotic Pendulum Video

Scene 2: Gyroscope
"A gyroscope is a device for measuring or maintaining orientation, based on the principles of conservation of angular momentum. The device is a spinning wheel or disk whose axle is free to take any orientation. This orientation changes much less in response to a given external torque than it would without the large angular momentum associated with the gyroscope's high rate of spin."

-Source: Wikipedia.org

Ok that is enough theory about the gyroscope physics. The following video shows you how this gyroscope physics looks like with the CryENGINE 2:

Gyroscope Video

Scene 3: Catapult
"A catapult is any one of a number of mechanical devices used to throw a projectile a great distance; particularly various types of ancient and medieval siege engines."

-Source: Wikipedia.org

So if you want to see how it looks like if the CryENGINE 2 tries to simulate a catapult, feel free to watch the following video:

Catapult Video


Scene 4: Mass Physics
You are bored of those physics demonstrations ? You need some more action on the screen ? Ok, the next scene is about mass physics, where actually up to 3000 barrels try to find the engine limits, or only your system limits.

Take a look at the following video that gives you an impression what happens, if you try to play around with 3000 oil barrels:

Mass Physics Video

Sandbox2 Editor Download Version Fixed

Friday 18 January 2008 | Post A Comment

Crytek wants everyone to know for those of you who brought the game at the EA online store:

"We are happy to let you know that the problems with the Sandbox2 Editor version that can be downloaded via the EA Download Manager are resolved. The corrupt version with 13MB in size has been replaced with a fully working version (18MB) that also can be found on the game DVD.

So in the case you bought the game in the online EA stare and have still the corrupt version installed, please uninstall it first. Then download the new version and install this into your Crysis directory. Afterwards you should be able to use the working Editor. We apologies for the circumstances and wish everyone much fun Smile

-Crysis Dev Team"

Crysis Heading To PS3, But Not Xbox 360

Friday 18 January 2008 | Post A Comment

Sources are stating that the hit PC game Crysis is coming to the next-gen Sony PS3, but not the Microsoft Xbox 360.

It has been rumored for months now that Crysis would be making its way onto home video game consoles, more specifically on either the PS3, Xbox 360, or both.

According to Playstation World UK though, insiders have stated that Crysis is going to be an exclusive game to the PS3.

The PS3 version of Crysis will be a port of the PC version and will have extra game modes as well as extra features over the PC version.

This is not a sequel to Crysis, but more of a big upgrade over the PC version.

Reports are that there will be no Xbox 360 version of Crysis due to technical reasons, perhaps the console is not powerful enough.

Crysis Heading To PS3?

Thursday 17 January 2008 | Post A Comment

GamesRadar is reporting that rumours of a PS3 conversion of the stunning Crysis (developed by Far Cry creators Crytek) were rife, and not far off the mark if insiders at the studio are to be believed. The game looks to be a port of the PC original plus some extra modes and features, a kind of Crysis 1.5. Like the PC game you can expect a visual powerhouse; an open-world shooter that begins on a beautiful tropical island before things take a turn for the worse and aliens from a parallel world stake a claim on Earth. Only the mighty Killzone 2 could possibly hold a candle to this shooter. For technical reasons we hear an Xbox 360 version of Crysis isn’t in development.

Dedicated Server Documentation

Thursday 17 January 2008 | Post A Comment

The Crysis Dev team has released the Dedicated Server Documentation, check it out below.

Dedicated Server Documentation v1.3
Today we would like to announce the release of the “Official Dedicated Server Documentation v1.3” for Crysis. With the release of Patch 1.1 some new features for server administration got introduced. These have been added to the manual. In addition we completely re-worked the document structure and added quite a few new guidelines. As usual you can get it from our downloads section.


Package Content
Next to an updated documentation with lots of new content the whole package includes new files as well. To get the external RCon via HTML/XMLRPC working we provide you with a CrysisRCon Java script.

Also a server sided update is included in this package. It should be applied to every dedicated server in order to provide people who pre-ordered the game the ability to purchase the Amphibious APC in PowerStruggle.

Detailed instructions for both topics are of course covered in the documentation.


Punkbuster CFG files
As last content of the whole package we provide you with an up-to-date Punkbuster folder that includes both the latest .DLL files and the latest .CFG files that have been created on conjunction with Punksbusted.com.

More information about how to set these files up and more features of Punkbuster can be found in the document.


Full Changelog
Please find below the complete changelog of what has been updated since version 1.2 that has been introduced some time ago.

* Added first steps guidelines (hardware recommendations, updating the server, game ports)
* Added complete install guide for default game server
* Re-written complete install guide for server instance
* Added startup.bat explanation
* Added external RCon description
* Added how to use external RCon via HTML/XMLRPC
* Added streaming to Punksbusted.com

Note: Please ensure to use the included server.cfg file as reference.

Also it is recommended to use the included Punkbuster .CFG files when setting up a PB server and not other pbsv.cfg and/or pbsvuser.cfg files that are roaming around to ensure your server works properly with Punkbuster.


Download Link:
- Download Official Dedicated Server Documentation 1.3

Crytek Map Making Contest

Tuesday 15 January 2008 | Post A Comment

Intel® has made a date with Crysis® fans worldwide, the new video game from the Crytek® and Electronic Arts. On January 15th 2008 you will see the launch of the first mapping contest on http://icmc.crymod.com dedicated to the Crysis universe.

Thanks to the Sandbox2 level editor supplied with the game, players can change the game environment, set-up new scenarios, create buildings, as well as personalise existing objects (weapons, armour, vehicles). Players will be judged on their map modifying skills in two main categories, “singleplayer” and “multiplayer”. For the latter, players can choose between “PowerStruggle” or the “InstantAction” game modes.

“We are offering players the chance to pit themselves against some of the best video game developers in the world. They can take over the Crysis universe, completely change the scenario, invent the best map to make their own game!” explains Jean-Pierre Navarro, Intel Strategic Relationship Manager, Consumer EMEA Gaming. “The winners of the Intel / Crysis Mapping Contest will be awarded of a range of prizes* including the latest generation Processors, Laptops, Desktops, Gamers motherboards, Goodies...”*

* List of Prizes at the end of this press release.

Timetable for the Intel / Crysis Mapping Contest

On 18th of March 2008, following an intensive period of deliberation and development, competing players from all over the world have delivered their multiplayer maps to Crymod at http://icmc.crymod.com, on behalf of Crytek®. For two weeks, the Crysis community will be able to vote and rate each entry, with the finalists being the top 10 rated maps in each game mode at the end of that time period.

Once the finalists are determined, a jury comprising representatives of Intel, Crytek, EA Games, 4 Crysis pre-SDK Mod Teams, the major gaming leagues ESL, EAMasters, ClanBase, InCrysis and the Crysis Teams [00] and GT will score these maps according to precise criteria (see Mission Orders below) and name the winners of the assignments in each category, Multiplayer – InstantAction and Multiplayer – PowerStruggle.

The same judging process will be used for Singleplayer maps, but the timetable will be different. Since development for this game mode takes much longer, players who have chosen this category will be given extra time and months, for finishing and uploading their map until 20th of May 2008.

Read the rest here!

Multiplayer Security Update

Monday 14 January 2008 | Post A Comment

Crytek has posted new security updates for multiplayer gaming. Check it out below.

Crysis has been out for quite some time already and we constantly focus on getting the Multiplayer part more balanced and the servers less filled with cheaters. The last point is a topic we want to address today. The following is only the beginning of our initiative against Hacks, Cheats and Trainers. We know this is going to be tough, but we think it is rudimental and absolutely necessary.

Alliance with Punksbusted.com
With this day we would like to announce our collaboration with the well known Anti-Cheat web site www.PunksBusted.com. Many of you may know this page from other popular multiplayer games, but here a summary what the group is about.

PunksBusted (PsB) was founded back in the year 2002. They are currently providing several games with the latest Md5 checks and a global master ban list. Most common hacks out there can be detected with the right Punkbuster configuration, and thus we decided to work together with these guys.

The Master Ban List
Together with PsB we have been working on a new Punkbuster configuration which is ready for release now. In addition we are going to use the Punkbuster streaming technology which is linked to PsB's Master Ban List (MBL) for Crysis.

So what is this MBL? In a few words, it is a list that streams the Punkbuster log files of a server to www.punksbusted.com. Afterwards these log files are being analyzed and cheat violations are being added to a Master Ban List (MBL).

This list prevents cheaters who have been added to play on all Crysis game server who are streaming to Punksbusted. Following you will find a description how to set up your server correctly in order to be able to stream to PsB. We are also using the Auto MBL tool to provide new cheat related Md5 checks to the game servers. These will be updated as soon as we have found a new cheat for Crysis which can be detected this way.

Streaming To Punksbusted.com
Every game server for Crysis can stream to Punksbusted.com. All you need to do is following:

1. Register free on www.punksbusted.com
2. Chose “Membership” and then “Apply”
3. Fill out the form (don’t forget to add Crysis game servers)
4. Application is being verified and Clan ID being sent via email
5. Once you have received the login information proceed as following:
- Open "pbsvlog.cfg" inside your Pb folder.
- Enter your Clan ID into this field:
pb_sv_loguser <clanID> // Your Clan ID
6. Download the Auto-mbl tool to get updates from PsB automatically.
7. Keep in mind: “pbsv.cfg” requires manual updating!
8. Changes to your game server need to be updated on the PsB page.


New Punkbuster Configuration
As already mentioned above we have created a new Punkbuster configuration together with PsB which can be downloaded further below and applied to your server. This configuration contains 4 files:

* pbsv.cfg
You can find general PB settings, cvar checks and all Md5 checks in this config file

* pbsvlog.cfg
In this config you need to add all needed informations for streaming

* pbsvuser.cfg
This is an empty placeholder file the Auto MBL tool will update with the latest Md5 checks

* reloadbans.cfg
This file is needed to reload the ban list. So players which where deleted from the MBL will be unbanned.

Crysis Trusted Server Providers
Several Crysis game server providers already updated their public servers and more will follow during the next days. Especially our Trusted Server Providers KGN and i3D have been very cooperative and most of their servers are running the new configurations. So try them out and enjoy some great Crysis Multiplayer experience!

Q&A with Crytek - Gamasutra

Monday 14 January 2008 | Post A Comment

Gamasutra sat down with business manager Harald Seely to talk about introducing CryEngine 2 to the Korean game market. Check it out.

So are your tools fully localized into Korean, or do you have Korean support?

Harald Seely: We don't have any localization of the tools in any language, except English.

A lot of companies are having trouble right now in Asia with game technology, because their local technology has fallen far behind. So they're having to adopt English-language technology, which is also extremely difficult for them, because they're not natively speaking English.

HS: Neither are a lot of the people at Crytek. We understand the problem, and we're definitely looking into doing localization of our documentation, for example. First we have to complete it for the English version. We've been working very hard on that now that Crysis has shipped, putting together tutorial videos and step-by-step instructions together.

Once that step is completed, then we will probably look and see if we can get the documentation translated over to other languages. Korean is definitely very high on that list, and some of our existing licensees have offered to help us with that task, because they definitely want to see that happen.

It seems like the first proper engine that localizes itself into an Asian language will have a significant lead, because pretty much everyone I've talked to on the Asian side -- like from Japan or Korea -- is having these kinds of technology problems as they fall behind in game development because of translation issues.

HS: We understand the problem, obviously, since we're a multicultural company with 26 of our own. We know that English is our common language, but at the same time, if we could find a local partner, we could work together with them to help us make the support here more local, both in terms of access and in terms of language.

I just noticed that Gamebase is a local partner for Gamebryo. They're doing it through a third party -- would you consider that?


HS: What we consider is not something I can comment on right now, but one of the reasons why everyone is here right now and not just the engine licensing team is to seriously look at different companies here in Asia, to see if in the future, if we decide to expand here, who would be the right partners. That's how we got into our existing satellite studios right now. It was through a similar process.

Read the rest of this article.

The Crysis Hardware Experiment

Saturday 12 January 2008 | Post A Comment

The guys at Crysis wanted to get this experiment out to the community, check it out!

The Experiment
Over Christmas we took the time for a little in-house experiment. With only a limited budget of around US $900 we wanted to set up a brand new machine that can handle Crysis on High settings. We should note that Very High settings are reserved to keep Crysis future-proofed, just like Ultra was in Far Cry.

Together with EA we looked in shops around the world and bought the hardware parts to put together our machine starting from scratch. While we had a budget in mind, we wanted to still make sure this machine would have top-notch hardware such as a multicore processor or a DirectX10 graphics card.

The Videos
As you’ll see from the 8 minutes of video we recorded, Crysis looks absolute fabulous on High settings with this configuration and runs very smoothly on a 1280x720 resolution. They show different locations from the Crysis Singleplayer Campaign with everything set to High.

- Download – Video 1
- Download – Video 2
- Download – Video 3
- Download – Video 4

The Configuration
Below you find a rough list of parts we purchased so you can see and check for yourself about the total costs of such a high-end computer. The prices may vary from country to country, but overall the costs should be within the same range (shipping included).

CPU Intel Core2Duo E6750
GPU GeForce 8800GT 512MB
Motherboard NVIDIA nForce 650i Socket 775
PSU 600W ATX12V
RAM 2GB (2 x 1GB) 240-Pin DDR2 800 (PC2 6400) Dual Channel Kit
HDD SATA 250GB 7200RPM
DVD 20x DVD±R Burner
Case ATX Midi Tower Computer Case
OS Microsoft Windows XP Home with SP2

The Message
With this experiment we have shown that Crysis runs smoothly and provides and amazing, unparalleled performance on High settings and on an affordable machine that is readily available today. We know most of you already have a great base to work with, so compare your current hardware with the setup mentioned above and consider an affordable upgrade – you do not have to purchase a new machine. Crysis is very scalable and looks great on Medium settings compared to current next-gen games.

Your Hardware?
Of course we would like to know what kind of hardware you are running the game on and how it is running. We encourage you to run a benchmark test in Crysis which you can share afterwards with the members of your favorite Crysis forum.

Regards,
-Crysis Dev Team

Crysis Maps, Utilties and more!

Friday 11 January 2008 | Post A Comment

We have been adding maps and utilities to the database, and will continue to do so for the next several days. If you have a file that you would like to post on the site, no problem. Click Here for the file submission form.

New beta NVidia Drivers 169.28

Friday 11 January 2008 | Post A Comment