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[21 JUNE UPDATE] CRYSIS REVIVAL V3.99 + C MOD by Wootwoots

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rGOt
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[21 JUNE UPDATE] CRYSIS REVIVAL V3.99 + C MOD by Wootwoots

Postby rGOt » 15.07.2011, 22:24

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LAST UPDATE 21 JUNE 2012: Crysis Revival v3.99 + C MOD by Wootwoots viewtopic.php?f=308&t=82947





Download MOD v3.99 + C MOD :



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Patch Fix (Resolve Scope textures and weapon particles bugs):
http://rgot.free.fr/CrysisRevivalMod/Cr ... l_3.99.rar




Crysis Revival by rGOt


Featuring 2 maps, this mod adopts the environment of Crysis 1 (destructible environment, vegetation touch bending) while keeping the newest technology of the CryEngine 3 (DX11, Texture HD, detail bump mapping, tesselation, Parallax occlusion mapping).

New version (3.99) DX11 Only:
Map extended, Boids (turtles, crabs...), News vegetation with touch bending (dynamique foliage), New particles, New nano parameters, Decrease in the size of the weapon, News camera movements (first person), Cutscenes, New ocean rendering, Change IA.

Levels:
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Configuration recommended:
GTX580 X2 or equivalent.

Characteristics:
DX11 Features (tesselation, POM...), destructible environment, textures HD (custom Detail Bump Maping), vegetation with "touch bending" (for v3).

For install MOD:
1- Download archive
2- Copy the folder "Crysis1Revival" (in the archive) in ..Crysis(R)2 Limited EditionMods
3- Start your game and choise "Mods" in menu
4- Load Crysis Revival mod
5- The game restart
6- In the game menu, select campagn mod and the map "LEVEL 1"
7- You can create a shortcut with this target:
"..\Crysis2.exe" -mod crysis1revival +g_skipIntro 1 +con_restricted 0

Updates history:
v3.0:Map extended, Boids (turtles, crabs...), News vegetation with touch
bending (dynamique foliage), New particles, New nano parameters,
Decrease in the size of the weapon, News camera movements (first
person), Cutscenes, New ocean rendering, Change IA.

v3.1:Bugfix on cutscenes, map and textures, IA and physic optimizations.

v3.2:New ennemi voice, debug vegetation textures, resolve weapon model bug, ocean rendering, voxel optimization, adding a bonus cave, suppression of nanovoice, increased energy consumption of the nanovision.

V3.3:New graphic elements, resolution of many bugs, new AI entites (with special animations), AI displacement optimizations.

v3.4:New AI entities and anim, resolution of many bugs, AI group ID, vegetation and detail bump mapping optimizations, removes DOF, new decals.

v3.6:Map 02, new vegetation material, some modifications on the map 01, blur effect.

v3.7:Resolution of freeze bugs (map 01 & 02)

v3.8:
New map (03), Level 02 will load after the map01 finish, few changes in map01

v3.9
Add C MOD 2.3!, HUD is back, minimaps, map01 fluidity optimizations, cut scenes changes, new forbidden area (AI), new AI path, smoothing the ground, optimization of camera movements in motion (subjective view)

v3.99
Modified all maps (good fluidity optimizations), New TOD for the 3 maps, Increasing distance display, Decrease in size of grass, Resolve texture scope bug, Activate C_MOD Crysis 1 weapon, Activate CMOD custom scopes, add quicksave, new minimaps, Lots of graphics bug fixes, resolve map02 freeze bug




C MOD by Wootwoots


Visual effects, weapons and nanosuit tweaks.

Home page:
viewtopic.php?f=308&t=82947

Global changes:
New Crysis1 weapon models
All weapons position tweaked to look more like Crysis1.
Somes little update for the positions in the v2.3 Update
Unlock attachement for each weapon.
MANY correction for serval weapon for somes attachement animation / reload / muzzle flash / fire animation / damage for silencer.. etc
Everything work perfectly for each weapon / attachement.
Spread have been reduced a lot for each weapon ( individual adjustement ). Allowing to kill at low range without aiming.

Ballistc Added for the following weapons:
- Nova
- Hammer
- Revolver
- Ay69
- Feline
- Scar
- Scarab
- Grendel
- Fy71
- Mk60
- DSG 1
- HMG
- K-volt ( increase a bit the default bullet drop, but highest bullet speed )
- Crysis1 weapons

Each bullet drop have been adjusted per ammo type / weapon.
GaussBullet as a "light" ammo dont have bullet drop. But the gauss bullet is now able to create physical reaction, it can push Cars.
Scar will use Scarab gauss attachment hold position instead of the vanilla position.

Scopes change:
huge mouse sensibility when using assault scope fixed ( since first C_mod version )
Mouse Sensibility reduction, when using Stabilize while aiming for the Assault Scope and the Sniper Scope. Allowing a better aiming at long range
Increase SniperScope zoom stage :
- 4 to 6
- 10 to 12

Decrease AssaultScope zoom stage of the following weapons :
-AY69 : 3.0 instead of 3.5
-Revolver : 3.0 instead of 3.5
-Feline : 3.0 instead of 3.5
-Kvolt : 3.0 instead of 3.5

Thoses weapons are going to use the Crysis1 assault scope to correclty show the stage zoom changement. it use a custom crosshair:
-Scar
-Scarab
-Fy71
-Grendel
-Crysis1 weapon models

Scope with single x7 zoom. With custom Crosshair.
the both Scope have been reworked to have a correct google in the Crysis2 Assault / sniper scope.
New sniper crosshair, AssaultScope crosshair reworked to make it more thin.

Recoil / Spread:
Tweaked all weapons recoil except :
-Hammer
-Revolver
-Marshall
-Ltag
-Dsg1 / gauss
-Jaw

Other weapons recoil have been individualy tweaked to have a more realist behavior (a bit like in BF3 )
The nanosuit stabilization is now less efficient too, its less cheat.
The each weapons spread is increase a bit while using any scope. ( the default setting was a bit too unrealist )

Visual Effects changement:
All bullets now visible
Tracer effect enabled for many weapon. Assault Rifle will only have tracer effect visible in single shoot.
Special tracer effect for the Gauss / Gauss Attachement and the Kvolt.
All others tracer effects reworked, Tracers are more discreet, for a more natural and realist result in FP.

FirstPerson and ThirdPerson:
Mike Muzzle Flash / smoke when firing / hit effect / fire effect, are totaly reworked.
Tweak of the nearfov when :
-heavy landing
Zoom in (real dimensions: 1599 x 476)Image
-Grabing AI
Zoom in (real dimensions: 1599 x 476)Image
-Grab a Entity

Reduced the Crosshair Size by 35% and Crosshair spread tweaked.
Constantly fad the crosshair via FG ( the crosshair look green and way smaller, a bit like in Crysis1 )
Disable HUD message for
-Low ammo
-Low Energy
-Weapon information when switch weapon.

It clean up the screens of thoses useless informations.

Explosives:
Actualy, all explosive ( even for AI Alien / vehicle ) are able to blow up vehicle like in Crysis1.




Video:






Pics:

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Last edited by rGOt on 25.06.2012, 13:30, edited 148 times in total.
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Aegis
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Re: Crysis Revival Mod

Postby Aegis » 16.07.2011, 04:33

I downloaded your map and played through all of it :)
The cloaked aliens at the end were a nice touch!
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ClockworkOnion
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Re: Crysis Revival Mod

Postby ClockworkOnion » 16.07.2011, 05:37

I think I just took back every bad thing I've ever said about CryEngine 3! Nice job!

Yes you all can quote me on that for when I get a whiny in the future :P
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Johnny Guitar
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Re: Crysis Revival Mod

Postby Johnny Guitar » 16.07.2011, 07:49

try and use vis areas for the indoors
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Lex4art
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Re: Crysis Revival Mod

Postby Lex4art » 16.07.2011, 21:20

Played it - pretty "pre-alpha" but creative & mad :)! Nice landscapes & lighting.
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rGOt
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Re: Update 07/17 v0.5 - Crysis Revival Mod

Postby rGOt » 17.07.2011, 12:19

thk for comment and advice

new update v0.5
the program:
- AI-increase (increases movement)
- bug fix
- addition of surround sound
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Cebius
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Re: Update 07/17 v0.5 - Crysis Revival Mod

Postby Cebius » 17.07.2011, 15:54

A really beautiful map, probably one of the best i ever seen :)
Good work mate! :meow:

Ibe downloading it and testing it to see if i can find anything that need to be fixed.
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Re: Update 07/17 v0.5 - Crysis Revival Mod

Postby MarkcusD » 18.07.2011, 08:50

Really good. Thanks for making it.
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rGOt
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Re: Update 07/18 v0.6 - Crysis Revival Mod

Postby rGOt » 18.07.2011, 23:55

Thank you very much for your comment.

New update: v0.6
- add particle
- sound ambiance
- finish the first map
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ClockworkOnion
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Re: Update 07/18 v0.6 - Crysis Revival Mod

Postby ClockworkOnion » 19.07.2011, 23:55

I ran into a problem. I killed the people in the CELL camp BEFORE I picked up the JAW and was unable to complete the objective about eliminating the CELL encampment, and therefore unable to get into the CELL Fortress.

Also the ambient volume could be tuned down a little.
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rGOt
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Re: Update 07/18 v0.6 - Crysis Revival Mod

Postby rGOt » 20.07.2011, 10:17

thank you for your report, I will change this to the next update
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Cebius
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Re: Update 07/18 v0.6 - Crysis Revival Mod

Postby Cebius » 22.07.2011, 13:26

Keep on working on your project, the results are amazing! :D
Louie82y
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Re: Update 07/18 v0.6 - Crysis Revival Mod

Postby Louie82y » 22.07.2011, 16:40

Wow, this is really awesome. It was fun and looked fantastic, with a bit too much bloom though. Can't wait to see the finished product.
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rGOt
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Re: Update 07/18 v0.6 - Crysis Revival Mod

Postby rGOt » 25.07.2011, 15:51

Thank you for all.

New update v0.7:
-fix objective bug

http://rgot.free.fr/CrysisRevivalMod/v0 ... P-v0.7.rar
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lonelypatrick
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Re: Update 07/25 v0.7 - Crysis Revival Mod

Postby lonelypatrick » 26.07.2011, 20:30

i have 1.9 and Hi-Res updated my Crysis 2! but Crysis1Revival not loading! anytime i trying load it in, my crysis 2 restart and not letting me play the mod so basicly it's useless...... help PLEASE!


 
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