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SlieTheSecond
03-06-08, 01:43 PM
http://www.crymod.com/filebase.php?fileid=1073&lim=0

EDIT: Appears it is the same as with the 1.1 Patch. If you have any modified or missing files, you will get a cab error. (In my case, getting rid of the intro videos)

Section-9
03-06-08, 01:47 PM
Thx for info, regarding the release of the new patch 1.2 ! (nana2)

jcrox
03-06-08, 01:49 PM
thanks for the heads up

jAkUp
03-06-08, 01:57 PM
Make sure to use the 169.44 drivers ;)

"Recommended for use with Crysis Patch v1.2."

nekrosoft13
03-06-08, 01:58 PM
will install once i get home

conroejoe
03-06-08, 02:39 PM
http://www.gamershell.com/news/46299.html

conroejoe
03-06-08, 02:40 PM
Make sure to use the 169.44 drivers ;)

"Recommended for use with Crysis Patch v1.2."


NM, got em

RaidenWoW
03-06-08, 02:41 PM
http://www.gamershell.com/news/46299.html

Gamershell mirror ftw.

SeriTonin
03-06-08, 02:43 PM
So other than just being able to say " I have 1.2 installed" are there any actual benefits to having this patch? Does it fix anything? I'm not even gonna bother to ask if there's any speed improvements, that hope flew out the window months ago.

ralinn
03-06-08, 02:56 PM
Change log...
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.


Patch 2 Changelog:

Optimizations and Stability

*Corrected a number of memory leaks with FSAA modes.
*Optimized Object Motion Blur for DX10 Very High Spec
*Destroying objects will now properly remove their decals from the world under DX10.
*Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization.
*Fixed issue in windowed mode where the map or weapon attachment UI cursor can leave the game window.
*Fixed potential server exploit that could cause servers to crash
*Fixed crash with AI triangulation in the editor


General Fixes/tweaks

*Added new effects for vehicle shattering after being frozen
*Player movement will now be cancelled if the player is shooting while moving in prone mode.
*Fixed issue where player will exit VTOL from closed rear hatch irrespective of seat.
*Continuously firing the VTOL machine gun in 3rd person mode no longer causes the VTOL to descend.
*Fixed an issue where vehicle 3rd person camera could break when switching the player “ControlledTurret” flag while using the gun.
*Fixed identical swimming sounds being used on surface, underwater and swimming in different directions.
*Frogs will no longer block the player’s view after being picked up
*Fixed an issue where in unarmed mode, the character's arms will suddenly reappear and disappear when picking up and dropping an object.
*Fixed health recharge rate when computing drowning damage.
*If climbing a ladder while cloaked, energy no longer depletes at the same rate as if player were standing still.
*Mouse cursor will no longer be permanently removed on attaching gamepad.
*Fixed issue where resetting gamepad control with Default button doesn't enable Force Feedback.
*Fixed issue where the Clear All and Back Keys do not function properly when creating a profile on the gamepad.
*Fixed the "Back" key in the on-screen keypad not deleting the first character in the keypad text box.
*Fixed the "Clear All" key not functioning for text input in the on-screen Keypad.
*Waterfalls can now be viewed from underwater.
*Virtual keyboard now functions correctly when a game pad is connected
*Fixed an issue where users can lose the ability to look around with the Right Stick.
*Player no longer continues to move forward when prone on roof of bunker after letting go of button.
*Mouse cursor now hidden when virtual keyboard is enabled
*Fixed an issue where key bindings were not saved until the player resumed the game
*Fixed a number of chainlink fences/barbwire that could not be shot through.
*Fixed a broken LOD1 on electricity pylon object
*Fixed player receiving damage from ragdolls.
*Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy.
*Fixed bolting/pumping sound not playing when firing shotgun, precision rifle and gauss rifle in scope view.
*Fixed issue with vehicle mounted MOAR reload sound being audible for all players.
*Added mouse wheel scrolling support for server browser


Weapons

*Added “overfreezing” sounds to handheld and vehicle mounted MOAR/MOAC
*C4 will now stick to doors correctly
*C4 can no longer stick to the surface of water
*Fixed an issue where the player could shorten the shot duration of the MOAR near the edges of a map.
*Fixed an issue when using dual handguns and switching to 3rd person view, a pair of arms will remain when running devmode or in editor
*Fixed an issue where the player could force firing after reloading if player clicks and keeps pressing fire button while reloading.
*Explosive charges no longer clip through the top of the NK tanks located in the munitions dump in mission tank.
*The ice beam animation from the moar gun no longer clips through the walls of tunnels.
*Grenade Launcher projectile is no longer invisible.
*When freezing a dual-SOCOM player, the second pistol will now be properly frozen.
*Freezing a player that is shooting a MOAR will now properly stop the MOAR's beam.
*Nano-Disruptor grenade will no longer disrupt the revive invulnerability effect.
*Fixed claymore/mine limit not being applied properly.
*Added an empty landmine animation.
*Players are no longer revealed to enemy on enemy minimap when using silencers on weapons unless they are within 5 meters of another player.
*When prone with a sniper rifle, the attachments menu should no longer be cut off.
*Fixed issue where dual wielding SOCOMs the pistol equipped in main hand doesnt automatically reload if weapon switched whilst empty.
*The crosshair for the TAC no longer disappears after the player zooms in and out of ironsight mode.
*Added missing animations for FY71 and SMG when holding an enemy and using the melee attack.
*Fixed issue when the player dropped last picked up SOCOM, even if that is the pistol with the most ammo.
*Scaled grenade launcher projectile for better visibility.
*Added smoke trail to grenade launcher shell for better visibility.
*Adjusted odd looking random rotation values for grenade launcher projectile
*Adjusted explosion radius of grenade launcher to be more efficient vs players
*Decreased air speed of grenade launcher projectile for better readability.
*Reduced initial visibility time of grenade launcher shell very slightly
*Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally.
*Improved the HUD Grenade Indicator - Players will now be able to track one enemy and one friendly grenade. Enemy grenades show up as red, friendly as blue.
*Fixed a number of issues where the grenade indicator was not showing up on multiplayer clients.
*Added new grenade indicator icon.
*Improved the behavior of the Repair Kit, when repairing rotating turrets.
*Update singularity explosion effect.
*Fixed an issue with some weapon effects that would cause explosions not to be rendered.
* Moved assault scope further away from the camera to allow for a better peripheral view while zoomed

Vehicles

*Added first person view limits for helicopter, VTOL and APC rear seats.
*Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs
*Helicopter wind effect no longer plays after vehicle is destroyed.
*Fixed a number of issues where players getting out of vehicles would get stuck in walls.
*Fixed issue where the AA cannon only produces tracers from the left side barrels
*Fixed issue with friendly fire setting not affecting vehicle-actor collisions
*Components can no longer be more than 100% damaged.
*Correct firemode now displayed when switching seats in Gauss Tank in Multiplayer.
*Improved vehicle handling under braking and boosting
*Tweaked damage for players hit by vehicles at lower speeds
*Reduced collision damage multiplier for actor-vehicle collisions in MP.
*Smooth out change between vehicle views when changing seats.
*Adjusted wall collision damage for civilian car.
*Reduced damage to trucks during slow collisions.
*Added new shell ejection effect for air vehicles.
*Vehicle lights will now turn off vehicle lights after player leaves vehicle.
*Vtol cannon now has correct spin up or spin down sounds
*Fixed issue with the amphibious apc taking far longer to repair than any other vehicle
*Fixed potential issue with tank turret rotation when a second player takes control of vehicle, the turret could be unsync’d between server and clients.
*Increased VTOL vulnerability to being hit by other aircraft cannons
*Added seat entry point for gunner position from roof of cab of Truck
*Fixed an issue where vehicle ammo could become greyed out when in a vehicle in a valid buyzone.
*Increased visibility of friendly player name tags by 3 times when in vehicles
*Fixed issue where players hands were not touching the hovercraft steering bars correctly
*Disabled vehicle exploding above a certain speed threshold in MP and SP when there isn’t a player in the vehicle.
*Locked camera in 3rd person view when player is using a vehicle mounted weapon in difficulty settings that allow driver controlled mounted weapons on vehicles.
*Fixed issue where explosions had no sound when hitting VTOL or helicopter
*Added overheat sounds for VTOL and helicopter guns
*Fixed issue with VTOL weapons not overheating correctly
*Greatly increased AAA damage vs VTOL and Helicopter
*Adjusted damage of rockets vs. AAA
*Fixed a number of issues where players would not get the correctly awarded/deducted amount of prestige points for team kills or enemy kills

ralinn
03-06-08, 02:57 PM
continued...
SinglePlayer

*Fixed an issue with "Escort Prophet out of sphere" objective failure causing reloading issues.
*Player will now be prone if loading a level that was saved while they were prone.
*Fixed an issue with troopers missing shield fx if the player was holding them when the level was saved and loaded.
*Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list.
*Player no longer has grenade controls during cutscenes
*Player is no longer able to carry enemies into cut scenes.
*Fixed issue where player weapon loses shadow on loading save game.
*Fixed player view aligning to horizon on loading.
*Helmets on the Navy personnel on the flight deck now fit their heads.
*Added a missing texture at the base of doorway leading to schoolhouse roof from staircase in village.
*The paper on all of the clipboards through out fleet no longer appears to be upside down.
*Improved AI machinegun handling (both stationary and mounted machineguns on vehicles.)
*Increased player melee damage and decreased AI melee damage
*Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons.
*Helmets will never deflect shots when the player hits them while using weapon sights.
*Halved suit energy required for punching in strength mode.
*Adjusted AI vehicle coax gun pitch limits


MultiPlayer

*Fixed issue where death effects were only showing on remote players.
*Server admins can now remove the server password with 'sv_password 0'.
*Clients with a password set can now correctly connect to unpassworded servers.
*Fixed some game states not properly resetting after game restart.
*Fixed an issue where factory vehicle marker was not showing up for clients. The vehicle you purchased is now visible with a blue icon.
*Fixed an issue where scores could change after the game has ended.
*Fixed issue where sometimes demotions would not be properly announced.
*Radio commands will now be properly played as a voice sound.
*Fixed an issue in spectator mode where the player's view could clip through the top of objects
*Fixed an issue where vehicle shattering effects were not playing on clients
*Fixed an issue where standing on a crouched squadmate would cause model clipping.
*Fixed an issue where the player was unable to purchase additional mines or claymores through load out menu if one already in inventory.
*Fixed issue with missing subtitles in French version of PowerStruggle tutorial.
*Player can now no longer create and save unpurchasable custom loadouts by including multiple pieces of kit equipment.
*Player can now no longer create custom loadouts with more weapons than the player can carry.
*Fixed issue where player was automatically assigned armor mode when switching to spectator team.
*Fixed issue where tutorial message warning player of an enemy base is played too late.
*Fixed issue where tutorial message starts too soon when player gets to the aviation factory.
*Player no longer gains 1 free grenade when he uses up all ammo in a grenade launcher and purchases a different weapon.
*Fixed a potential negative ammo hurricane issue.
*Fixed an issue where if the player picks up a claymore after placing two claymores, player's weapon will not switch to claymore upon pick up.
*Player can no longer suicide when already dead.
*The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.
*When using PDA, if any player captures a location it will no longer revert to the first page of the PDA.
*Players will no longer be banned for team killing while in pre-game period.
*Players will now be able to pick up a respawned MOAR attachment.
*Fixed not being able to scroll player names on end of game scoreboard.
*Fixed an issue where the character's hands immediately disappears when attempting to throw a grenade with dual socoms equipped.
*When grabbing an enemy while Dual SOCOMs are equipped the right hand SOCOM will no longer disappear.
*Fixed an issue where the parachute is not seen by players when deployed in Powerstruggle.
*Fixed issue where VOIP doesn't work properly on non-dedicated servers.
*Tweaked spectator camera so view is more horizontal.
*Delayed manual switching to spectator mode right after death.
*Fixed issue where spectators don't see player names in IA.
*Map filter no longer allows the user to input an infinite amount of characters.
*Removed ability to highlight players on instant action scoreboard.
*Fixed issue where the player score was not the default view when pressing the 'Tab' button in MP.
*Fixed a number of issues where projectiles are not playing explosion effects and sounds on clients.
*Added team colors to kill/death messages
*Purchasing SMG and SCAR ammo now gives the correct amount of bullets in each clip
*Increased FY71 Incendiary ammo damage slightly
*Teamkilled players will no longer drop their weapon.
*Fixed an issue where enemy HQ flag icon would disappear.
*Added some additional clamping and protection to some console variables that could be used to cheat.
*Added a number of warnings for incorrect map version and missing maps when connecting to servers.
*Added a number of missing additional entities to the network scheduler
*Fixed an issue where players could be killed with AV mines placed above vehicles but not in contact with the vehicle.
*TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks.


New Features

*Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced.
*Added multisample shading for shadows.
*Added vehicle-specific shatter effects when vehicles have been frozen.
*Logitech G15 display now fully supported in MP and SP
*Added free-rotation support for spectator camera.
*Added zooming support for spectator camera.
*Added mod loader to the main menu. User created content can now be loaded and unloaded through this menu.
*Added some additional audio hitfeedback functionality to multiplayer and singleplayer bullet impacts. Headshots will include an audible ding in multiplayer games.
*Improved red near-death HUD effect and visual feedback for player being hit.
*Added additional audio feedback for player hitting enemies. The feedback can be disabled with "g_useHitSoundFeedback 0".
*In single player, AI can now be knocked over while running into them in speed mode.
*Added numbers to energy bar in PowerStruggle for quicker reference
* Allow loading of custom objectives.xml files inside the respective level folder.

FastRedPonyCar
03-06-08, 03:16 PM
I see they accidentally left out the "thrown frog now adheres to the laws of physics" fix... they must be saving that one along with "Implemented havoc physic engine" and "removed last half of game and require player to go back through first half of game in reverse order to complete" for the 1.3 patch...

Noriega
03-06-08, 03:42 PM
ANY FPS INCREASE?

conroejoe
03-06-08, 03:45 PM
ANY FPS INCREASE?


don't see anything about FPS increases. I think 20 -30 is about the most this game will ever run at lol.

Labyrinth
03-06-08, 05:28 PM
* Logitech G15 display now fully supported in MP and SP???

Why aren't they focusing on getting better frames per second, or better SLI support rather than making my stupid LCD screen on my G15 work???

God I hate Crytek.

Technoholic
03-06-08, 05:46 PM
lol... Even worse, they added MOD LOADER. Can't it wait?

ralinn
03-06-08, 05:48 PM
* Logitech G15 display now fully supported in MP and SP???

Why aren't they focusing on getting better frames per second, or better SLI support rather than making my stupid LCD screen on my G15 work???

God I hate Crytek.
Maybe it's not possible? They're not miracle workers.

grey_1
03-06-08, 05:50 PM
http://www.crymod.com/filebase.php?fileid=1073&lim=0

EDIT: Appears it is the same as with the 1.1 Patch. If you have any modified or missing files, you will get a cab error. (In my case, getting rid of the intro videos)
Glad I saved mine this time.

Thanks for posting. :)

Labyrinth
03-06-08, 06:08 PM
Maybe it's not possible? They're not miracle workers.

Then how do you explain the smooth framerates at like CES and all the other trade shows they displayed Crysis at?

"Look at this awesome game we made and how smooth it runs...but it'll run like a$$ when it's released to public."

That should have been the disclaimer on the box, or I wouldn't have bought it.

Bokishi
03-06-08, 06:30 PM
Then how do you explain the smooth framerates at like CES and all the other trade shows they displayed Crysis at?

"Look at this awesome game we made and how smooth it runs...but it'll run like a$$ when it's released to public."

That should have been the disclaimer on the box, or I wouldn't have bought it.

They used that prerendered frame cheat in order to make it run smooth

Toss3
03-06-08, 06:33 PM
Then how do you explain the smooth framerates at like CES and all the other trade shows they displayed Crysis at?

"Look at this awesome game we made and how smooth it runs...but it'll run like a$$ when it's released to public."

That should have been the disclaimer on the box, or I wouldn't have bought it.
There already is a way to increase your fps and, surprise surprise, it's by LOWERING your settings. Just because you have two of the fastest cards on the market, doesn't mean they'll run crysis at full settings. This is not a thing fixable by crytek, because they can't make faster hardware appear out of nowhere.
The game runs like crap on higher settings because we don't have hardware capable of running it yet, except for maybe triple-sli.
I remember having serious performance issues when far cry launched, and you know what? The fps improvement was huge when the next gen of cards were released. So what we need is for nvidia to get off their asses and start bringing us some real dx10 capable cards, not just a freaking refresh of the g90 cars!

BioHazZarD
03-06-08, 07:01 PM
But thats the problem, when developing a game they should focus on the hardware thats available prior to launch not what we can expect in a year or so. When the game was released 2 ultras in SLI showed terrible results in high resolutions beyond 1600x1200. Thats like they found a time machine 1 year ahead took the gfx cards back with them, did the game and then reversed back 1 year and game is out.

D!Z
03-06-08, 07:16 PM
Thanks for the heads up:)

TheManko
03-06-08, 08:29 PM
But thats the problem, when developing a game they should focus on the hardware thats available prior to launch not what we can expect in a year or so. When the game was released 2 ultras in SLI showed terrible results in high resolutions beyond 1600x1200. Thats like they found a time machine 1 year ahead took the gfx cards back with them, did the game and then reversed back 1 year and game is out.

That's not what they did with Far Cry! In order to keep up with graphics, or just make sure that you by far have the best looking game at release you sort of have to make the graphics better than the hardware can run when you're making the game, otherwise your game will actually look a year old if you make it for a year old hardware.

I think Crytek just like me expected Nvidia and Ati to actually release real next-gen hardware at this time and not rehashes of really old stuff. The stuff that will run Crysis as well as the Radeon 9700 ran Far Cry is coming later this year, but if you can't wait just live with 1280*720 @ very high or high settings at 1680*1050 or something. On my machine those two settings and resolutions are very playable and both look a mile better than any other game out now.

Games like Crysis are very good, even if it can be frustrating to have those pretty graphics there but not be able to run them, because those games actually put pressure on the industry. ID used to do that, but now they hardly release anything anymore, so I guess Crytek has taken that role.

And for their demos, maybe the demo maps and machines were pretty different from the final versions? There's all kinds of stuff they could've done to the maps for the sake of making a demo that could've made it run faster. They could've used special made config files tailored for just those machines similar to the config files available on forums now that enable certain very high features but still somehow keep the framerate up.

Anyway, my post may not have anything to do with the patch, but I'm just getting tired of people complaining over the fact that they're dissapointed over not being able to play the by far best looking game with hardware that frankly is growing pretty old now. I was hoping that this geforce 9 series would at least provide with a leap in performance similar to the 7 series over 6, but that doesn't seem to be happening. Even if Crysis can't be run at its "full potential" or whatever right now at 1600*1200 it's still a fantastic game. Frankly of all the fps games released last year its the only one I keep playing over and over again in singleplayer just because its so much fun. I have some experience in game editors, so I'm thinking of making modified versions of all the maps in the game with all sorts of fun stuff to do while replaying the game, just like all those demo level modifications that came out.

yxx
03-06-08, 09:05 PM
i installed 1.2patch on a fresh install of crysis and all my vehicles don't have the rear tires on them........i played a bit of level 1 and 2 and the vehicles drive fine but no rear tires............i have no mods or anything installed......the only thing is i didn't uninstall my saved games... i'm on xp pro and haven't installed the beta drivers that were just released......maybe that might fix it i dunno ill try later.