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#1 06-12-2007 18:14:21

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Reality Enhancement Beta 1.0 feature list

EDIT: release below


ALRIGHT! no more god damn emails. i'm sick of it! here's a small upgrade to 1.001 that fixes penetration: http://rapidshare.com/files/86616038/re … 2.zip.html

mirror (thanks mr. poppalopolis!): http://poppalopolis.teamwaffle.com/rebeta1002.zip

this is NOT 1.2, it is 1.002. all this does over 1.001 is fix penetration.

a note to everybody: i do not want people releasing this version elsewhere. no mirrors, please!
___________________________________________________________________________

Been working on this on and off for awhile...here is the features list so far. Comments/criticisms welcome!

UPDATED 12/16

1.001 CHANGES:

Penetration hopefully fixed for real this time.

1.001 CHANGELIST (FEATURE LIST BELOW):

Penetration has been modified so as to hopefully be much less buggy. No more getting shot through *everything*.

Punching now does much less damage.

Several particle effects modified slightly.

Black-out effect has been toned down, especially when in armor mode.

The laser sight no longer lowers spread.

Various other small bug fixes.


BETA 1.0 FEATURES:


EFFECT CHANGES:

Heavily modified muzzleflash effects. The muzzleflash will now be less bright with slightly more smoke.

Heavily modified bullet hit effects. Almost every bullet hit particle effect in the game has been changed.

Headshots now produce an all new effect for every bullet type.

New blood hit effects for explosions and gauss rifle.

Underwater bleeding effect has been fixed: you should no longer see a dark square.

Brand new particle effects for shotgun pellet hits.

Modified grenade particle effects.

Grenade smoke trail removed (what the hell was that supposed to be anyway?).

You will now black out momentarily when shot, much like when close to a grenade detonation.

A new effect will play when being shot while in armor mode, or when switching from one nano mode to the other.

Cloaking has been given a visual effect so as to slightly disorient the player. It also looks pretty cool. wink

When bullets hit near you your screen will now shake and/or blur slightly.

AI flare smoke brightened/balanced.

Decals remain for much, much longer (depends on your config settings also!).

Small caliber weapons now have separate bullet hits for sand and soil.

7.62x51mm and above weapons now produce larger bullet hit effects.


WEAPON CHANGES:

Bullets now penetrate based on caliber type. This is an unfinished feature and therefore isn't perfect, but it's far better than no penetration at all.

Bullet drop has been implemented. Let me know what you think of it, as the math behind it is fairly random
(basically involves changing the gravity of a bullet via ONE setting).

Recoil increased on all weapons, depending on caliber.

Recoil/spread/sway is the same for weapons regardless of the sight used (more recoil/sway/spread while using a scope).

Sway has been raised slightly for all weapons.

Sway has now been reduced noticeably when crouching or in a prone position. Before, the prone and crouch positions both had the same sway multiplier.

Ditto goes for the recoil.

Several clip sizes changed. The SCAR carries 30 rounds, the SMG 40, and the pistol 12.

Ammo capacity lowered/raised depending on weapon type.

Zoom almost removed from iron/reflex sights.

Shotgun now has pump and semi-automatic modes, rather than wide and narrow spread modes, mimicking the real-life Benelli M3.

Weapons that require rechambering after firing now will rechamber while using scopes (ie, you didn't have to **** the shotgun if you were firing while zoomed in with a scope)

All weapon-related animations have been slowed reasonably. Especially noticeable when selecting and reloading a weapon.

Tracers removed from all weapons, excluding coaxial MGs. There's an annoying issue with tracers occurring on every round, even with the frequency set to 1 every 3 rounds,
so temporarily tracers have been removed from the normal MGs. Can be enabled via some minor code changes -- just ask.

Weapon effective range revamped to more real-life standards, especially concerning suppressors.

Grenade/claymore explosion radius increased slightly.

Frag grenade explosions no longer launch vehicles off the ground.

Ejected shells will remain longer.

Shell casings now have a shine.

The gun names have been changed to the closest real-life incarnation that could be found based on their appearance.

Ammo types have been given their technical real-life names (7.62x39mm, 5.56x45mm, etc)

Grenades fired from the grenade launcher no longer pierce objects and explode more than once (this could have been a bug caused by me but i don't remember that being the case tongue).

Machine guns won't overheat so fast.

The machine gun's rate of fire has been dropped to that of the M60 (which it most resembles).

The Asian and US machine guns now both use the US machine gun sound (the beefier of the two).

Tracer speed has been dropped slightly.

Lowered spread and recoil of the minigun. It may actually be useful now!

The sniper rifle has been made semi-automatic.

Minigun rate of fire raised to 3000 RPM (!)

Loop sounds have been removed from the MG, the SCAR, the AK, and the SMG. Now when you fire a gun, each shot will produce its own sound.
This also allows for rate of fire changes to be heard more distinctly. Thanks to fud of crymod.


AI\VEHICLE CHANGES:

Locational damage multipliers have been modified. Enemies will die much faster.

AI weapon accuracy lowered significantly to counter the player's much reduced health.

Hit impulse lowered. Enemies are now more likely to slump over rather than fly backwards when shot to death.

Enemy ragdolls can now be manipulated/shot after death. (thanks to james-ryan of crymod) May or may not be included depending on EA and individual fansites.

Bullet hole decals now appear on the body, but are somewhat buggy. These decals only work with object detail set to high and may or may not be included depending on EA and individual fansites.

Ragdolls tweaked for realism.

Cloaking is now much less effective to balance both the slower energy drain time as well as the increased damage to enemies. Enemies will spot you much more easily from a distance now.

The North Koreans no longer carry the LAM attachment. It looks ridiculous from a third person perspective.

Shooting the fuel can on the back of the jeep no longer causes the jeep to blow up. What nonsense!

Small caliber rounds do considerably less damage to vehicles.

Player/AI speeds modified.

All AI types will now have a small chance of falling and then getting back up when damaged. Before, only a few select AI types would do this (why, i do not know).

Helicopters and other vehicles won't see you as easily, nor will they shoot as accurately.

Vehicle damage multipliers have been edited for realism. This means less damage from collisions.

Tank rounds will now reload slower.

Suppressed weapons can now be heard by AI from farther away. This should hopefully eliminate some of the stupid behavior concerning silencers.


PLAYER CHANGES:

Player damage multipliers have been tweaked. Head/chest shots will damage you more.

Health has been reduced, while your energy has almost been doubled.

Health only regenerates while using armor mode.

Energy regeneration has been slowed.

Nanosuit armor mode is much more important. Without it the player can be killed in less than three hits.

Cloaking and speed mode require less energy. (to balance the slow regeneration)


Many other small changes not worth mentioning or long forgotten!


KNOWN BUGS:

Blood decals, which were in the end never intended to be used, will sometimes float in the air above bodies. This is usually not very noticeable (uncensored version only).

Bullet penetration, another seemingly incomplete feature, does not show an exit decal when you pierce an object. This is a minor pet-peeve of mine, and is really the only
real issue with penetration.

The pistol empty reload animation, which has been slowed significantly, was never properly finished by crytek, so it will look slightly off.

When loading a saved game that uses this mod you sometimes will have the blurred vision of the cloakmode even if you're not in cloak mode. Switching to another
nano mode fixes this immediately.

Last edited by solecist (05-02-2008 20:07:24)

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#2 06-12-2007 19:10:43

ExcaliburXVII
Crysis Chicken
Registered: 16-11-2007
Posts: 114

Re: Reality Enhancement Beta 1.0 feature list

I was liking the first lot aside from the muzzle smoke, but after a bit it just seemed like it wouldn't really be fun and I stopped reading. The last one seems awesome though, as I read that one.

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#3 07-12-2007 03:35:43

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

which features make you think it wouldn't be fun? and i'm not sure what you think is wrong with muzzle smoke haha. watch a video of a gun being fired on youtube...it's smoke like that, not like an 18th century musket. tongue

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#4 07-12-2007 04:31:20

VistaDude
Crynet soldier
From: Sweden
Registered: 15-09-2007
Posts: 2950
Website

Re: Reality Enhancement Beta 1.0 feature list

this sounds very nice smile

Last edited by VistaDude (07-12-2007 04:31:44)


put the lotion on its skin or else it gets the hose again.

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#5 07-12-2007 08:51:19

2goodforyou
CryChild
Registered: 16-11-2007
Posts: 46

Re: Reality Enhancement Beta 1.0 feature list

That sounds great,I like that you tweak the weapons to became more real and
I rly hope you include the ragdoll features.
And what I hate pretty much is that your car explode very easy when you hit a other one or just a tree.Maybe you can fix that.
I look forward to your release smile

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#6 07-12-2007 09:04:45

Shade
CryChild
From: USA
Registered: 13-10-2007
Posts: 55

Re: Reality Enhancement Beta 1.0 feature list

Sound's awesome I can't wait for the release, keep up the good work!


http://img525.imageshack.us/img525/7884/crysisio5.png
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#7 07-12-2007 13:42:35

2goodforyou
CryChild
Registered: 16-11-2007
Posts: 46

Re: Reality Enhancement Beta 1.0 feature list

And a addition,it would be awesome if you could make that koreans swimm when the get thrown in the water and the should swimm endless.

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#8 07-12-2007 16:06:44

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

2goodforyou: thanks for reminding me. i already did that and need to put it on the features list. i cut collision damage in half. and i will look into the swimming thing...not sure how fixable that is.

Last edited by solecist (07-12-2007 16:09:59)

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#9 07-12-2007 20:15:46

Anthony817
CryTeen
From: Fort Worth, Texas
Registered: 01-11-2007
Posts: 60

Re: Reality Enhancement Beta 1.0 feature list

All sounds kool, except the thing with the gas can on the trucks, I mean don't you think that if you fired a bullet into a steel gas can and the bullet hit the trucks metal behind the can even, that it would spark a fire? I don't see how thats not realistic?

Other than that small quipe, I think that it will be an awesome mod man! keep it up!

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#10 08-12-2007 03:38:02

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

what? the fire still starts, it just doesn't blow the jeep up tongue

and for the record, no, cans full of gas usually don't explode when pierced by a bullet. i believe mythbusters even did an episode about it. anyway, i wouldn't remove something that cool...i'm not that hardcore into realism tongue

anyway, here's a video i made that got quality-chopped by youtube (note that most of the changes i made are hard to notice at this quality):

http://www.youtube.com/watch?v=fNXbERU_obk

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#11 08-12-2007 08:43:04

mozzie
CryToddler
Registered: 02-12-2007
Posts: 19

Re: Reality Enhancement Beta 1.0 feature list

How do u get these Enhancements... can u creat a link plz.

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#12 08-12-2007 10:47:10

Krondo.wg
Corporal
From: Dallas,Tx.
Registered: 14-09-2007
Posts: 268

Re: Reality Enhancement Beta 1.0 feature list

WOW man, looks like you have a great idea for patch 1.1. Those shoulda come with the game, not be modded in... too bad you don't work for Crytek. sad


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#13 08-12-2007 15:20:39

Rad64
Crysis Shark
Registered: 14-09-2007
Posts: 190

Re: Reality Enhancement Beta 1.0 feature list

dude this is awsome, any release date set? Oh and would it be possible in ur full version if u could add new weapons? I find that in Crysis there is a lack of weapons. Would it be possible to add M4's and MP5's and what not. I meen that would be sick. expecially with the ability to customize weapons. Good job and cant wait.

Oh also wuld it be possible to also have dead bodies stay much longer or not disappear at all?

Last edited by Rad64 (08-12-2007 15:25:33)


Windows XP, PNY 8800gts 640mb, Pentium 4 3ghz, 2 GB of Ram

One Shot, One Kill. Thats all i need, One bullet, one trigger, one shot. Thats all i need for One Kill. Its not luck, its skill.

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#14 08-12-2007 16:13:03

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

mozzie: which enhancements are you referring to? all of them? tongue

krondo: haha, thanks!

rad64: no new weapons until the sdk for any mod, but i'm no modeler anyway sad

release on tuesday or wednesday i hope!

and yes it is possible to make dead bodies stay longer with a simple config file change...i won't include it in the mod though because it will definitely slow down the game for some people (me included). here's how you can do it yourself though:

go to your Crysis\Game\Config\CVarGroups folder and open sys_spec_gameeffects.cfg in notepad. 1, 2, and 3 correspond with the detail you have your Game Effects set to ingame. If you have it set to low, it's 1, medium is 2, high is 3, etc. changing g_ragdollUnseenTime will make the ragdolls stay for longer when they're not visible on the screen. g_ragdollDistance and g_ragdollMinTime are fairly self-explanatory. just change those settings for the detail level you play at and save.

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#15 08-12-2007 18:10:33

Rad64
Crysis Shark
Registered: 14-09-2007
Posts: 190

Re: Reality Enhancement Beta 1.0 feature list

ty man, but can u add better sounds for guns? The SCAR sounds too weak and some other effects too. And cmon, tuesday or wednsday! Man i wanna try mod out soonest. smile

Like now. smile i mean i saw the video and it looked great, plz man, for us.

Last edited by Rad64 (08-12-2007 18:17:14)


Windows XP, PNY 8800gts 640mb, Pentium 4 3ghz, 2 GB of Ram

One Shot, One Kill. Thats all i need, One bullet, one trigger, one shot. Thats all i need for One Kill. Its not luck, its skill.

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#16 08-12-2007 18:23:17

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

ha, it's got too many bugs for release. the reason for the delay is my work schedule though...wednesday is my next day off.

and i am chiefly a sound guy. that's usually the first thing that i mod. which is why it's unfortunate that i won't be able to change the sounds until the SDK. sad

they will be f-ing fantastic, though. this game has a great sound engine.

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#17 08-12-2007 19:27:35

Rad64
Crysis Shark
Registered: 14-09-2007
Posts: 190

Re: Reality Enhancement Beta 1.0 feature list

plz man! Who cares bout bugs, its a beta, release what u gots now and fix bugs later and release a second beta with the fixes. smile


Windows XP, PNY 8800gts 640mb, Pentium 4 3ghz, 2 GB of Ram

One Shot, One Kill. Thats all i need, One bullet, one trigger, one shot. Thats all i need for One Kill. Its not luck, its skill.

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#18 09-12-2007 03:29:11

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

i've learned from my mistakes! it'll have to wait until tuesday or wednesday wink

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#19 09-12-2007 07:35:24

Rad64
Crysis Shark
Registered: 14-09-2007
Posts: 190

Re: Reality Enhancement Beta 1.0 feature list

man, ok. Cuz i just finished my map and it wouldve worked great with ur mod. Expecially the fact that u have a squad followin you in my map. smile But why cant u create new sounds until SDK?


Windows XP, PNY 8800gts 640mb, Pentium 4 3ghz, 2 GB of Ram

One Shot, One Kill. Thats all i need, One bullet, one trigger, one shot. Thats all i need for One Kill. Its not luck, its skill.

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#20 09-12-2007 08:05:57

solecist
Crysis Shark
Registered: 04-11-2007
Posts: 242

Re: Reality Enhancement Beta 1.0 feature list

they're using sound banks...considered by me to be the most evil and treacherous invention ever to haunt a sound modder. if it was like hl2 i could just drop new wav files in a sound folder and viola! but no, they've got to be special.

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