Crysis 2
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chiv




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PostPosted: Thu, 17th Feb 2011 11:16    Post subject:
ive actually been sitting here thinking back to fps games ive played... id like to think that i can avoid bias to some degree, and let a game speak for itself, instead of letting company hatred or hype/promotion drive my thought, but im wondering if my dislike for crytek is overriding my opinion of the game...

so what do you think... compared to other fps games, crysis 2 really is pretty ho-hum isnt it?

i mean i think back to.. just to name a few that come to mind... crysis, fear (which i really liked i gotta say), mw1 and 2, bad company 2, fallout 3 (yeah ok, not a pure fps, but i still had way more fun in it than this), bioshock, singularity, painkiller, mirrors edge (makes it in on a technicality Very Happy), hl2, portal.. etc etc, it just pales in comparison in terms of how memorable and interesting it is.

to me, this game kinda sits alongside medal of honor (the reboot) and black ops as really quite meh fps games, even by modern standards.

anyone else feel this way, or is my CryRage getting in the way?


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Mister_s




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PostPosted: Thu, 17th Feb 2011 11:59    Post subject:
It depends on what you compare it to. This game seems to have beautiful environments and nice ideas. So if you're looking for a simple, yet great looking shooter, this one will seem great. If you compare it to games like HL, which actually try to tell a good story and incorporate some very new ideas, it fails of course. On the other hand, I doubt Valve will ever release a shooter looking as great as Crysis (a game from 2007 which still lokks very good). The question is not "is Crysis better than game x?", the question is "what are you looking for?".

One thing is for sure, these guys can make nice engines.
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chiv




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PostPosted: Thu, 17th Feb 2011 12:16    Post subject:
oh im not debating that. the game really does look great and runs great too (given that this is a beta, one could assume that even crytek would make it run better by the time it hits retail)

that aside...

i broke the game again Crying or Very sad

its the evacuate the civilians one.. i go through a decon' tent, then back out to the street, where theres a fight going on... kill everything, now everyones standing around picking their noses or sniffing their fingers Mad

dont really wanna start the level again... assume im close to the end of that level, so ill just start campaign from the next level... bye-bye nano points.. *sniff*..


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djaoni




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PostPosted: Thu, 17th Feb 2011 12:18    Post subject:
The game does fade in comparison to even the first game.

If they had made it more open and skipped the whole generic aliens part it would've been great, but we all know what direction they took instead.
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chiv




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PostPosted: Thu, 17th Feb 2011 12:28    Post subject:
nope nevermind fixed it. loaded up an earlier save, and im back in the game.

additionally, im not trying to say whether its BETTER than other games... all im thinking about, is how memorable, how exciting, how interesting the game is on its own... and when i do (yes) compare them to other games... regardless of genre or story.. i find that it doesnt really wow me like others have.

NOT saying i hate it.. i wouldnt still be playing if i did.. i just find it lacking is all... on its own merits AS WELL AS compared to games i enjoyed.


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chiv




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PostPosted: Thu, 17th Feb 2011 12:31    Post subject:
AHAHAHHAHAH

i accidentally bumped a soldier, and he did a 90 degree turn, ran straight into a wall at full speed, weng 'uuaaaahhhh' and fell down dead.

betas are fun Smile


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JBeckman
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PostPosted: Thu, 17th Feb 2011 14:13    Post subject:
Seems the SDK levels (Forest and PacificIsland) do work here as well albeit with a variety of bugs and glitches (ToD for PacificIsland is nearly all green and yellow, various missing shaders and such.)


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Divvy




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PostPosted: Thu, 17th Feb 2011 14:31    Post subject:
Looks worse than Crysis 1 from those.
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JBeckman
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PostPosted: Thu, 17th Feb 2011 14:36    Post subject:
Of course it doesn't compare to a fully maxed out Crysis 1 level or ToD artistic map since this beta build has the settings somewhat locked between medium and high with a lot of shader related code seemingly missing (There's a ton of error messages about this.) plus the full DX10 and DX11 data is gone as well (.DLL primarily for DX10 and DX10.1 and the shader code for DX11)

Probably other issues and limitations as well, been mostly toying around with the editor and ToD assets but haven't really made much of anything, lighting and shadows can still be made pretty good looking even with these restrictions though.

EDIT: Or not, after comparing them the Crysis v.high settings corresponds perfectly with the Crysis 2 high settings, albeit some commands have changed or are no longer used.
(Aside from that they are nearly identical.)

(Q_Quality commands being the only exception at = 2 / high instead of = 3 / v.high, perhaps those specific shaders don't fully exist in this build, manually adding that to the console such as my config file have will work somewhat but they're not fully working but one main difference is the water waves now functioning somewhat though they're glitchy.)
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KillerSneak
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PostPosted: Thu, 17th Feb 2011 15:38    Post subject:
JBeckman wrote:
Of course it doesn't compare to a fully maxed out Crysis 1 level or ToD artistic map since this beta build has the settings somewhat locked between medium and high with a lot of shader related code seemingly missing (There's a ton of error messages about this.) plus the full DX10 and DX11 data is gone as well (.DLL primarily for DX10 and DX10.1 and the shader code for DX11)

Probably other issues and limitations as well, been mostly toying around with the editor and ToD assets but haven't really made much of anything, lighting and shadows can still be made pretty good looking even with these restrictions though.

EDIT: Or not, after comparing them the Crysis v.high settings corresponds perfectly with the Crysis 2 high settings, albeit some commands have changed or are no longer used.
(Aside from that they are nearly identical.)

(Q_Quality commands being the only exception at = 2 / high instead of = 3 / v.high, perhaps those specific shaders don't fully exist in this build, manually adding that to the console such as my config file have will work somewhat but they're not fully working but one main difference is the water waves now functioning somewhat though they're glitchy.)


Not true at all, I'm willing to post my custom CFG here for Crysis2 dev leak and I'm sure you will change your mind. With the proper cfg settings even in DX9 it looks way better than crysis 1 maxed out.

All i see here are the standard settings being discussed and posted each time. If anybody would have bothered to make a proper dump of the console commands believe me there are tons of options to make it look better in DX9 maxed out than Crysis (warhead) dx010


Last edited by KillerSneak on Thu, 17th Feb 2011 15:47; edited 1 time in total
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mao5




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PostPosted: Thu, 17th Feb 2011 15:40    Post subject:
how to run the forest level, JBeckman would you tell me how?
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consolitis
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PostPosted: Thu, 17th Feb 2011 15:44    Post subject:
I started playing Crysis 1 again yesterday. In some ways Crysis 2 looks better.
But I'm sure Crysis 1 with mods looks even better.. But who knows how Crysis 2 with mods will look? Wink


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JBeckman
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PostPosted: Thu, 17th Feb 2011 15:56    Post subject:
I took the assets from the Cry Engine SDK April 2010 (The "Game" folder content.) and in there I unpacked all the .pak files to that folder.

Rar it up (as a .zip) into zzEditor.pak and place it under GameCrysis2 with the other pak archives, also copy the levels over from the SDK folder (Forest and PacificIsland folders.) to the Crysis 2 level folder.

Now either have the editor.pak archive loaded first (00Editor.pak renaming works.) or unpack it once again in it's own folder and a subfolder in there, then unpack each and every Crysis 2 .pak archive in the folder (But not the subfolder.) and after that move all the files into said subfolder and overwrite everything, then CTRL-Z or Undo it and delete the files that were moved back, pack up the now cleaned data as zzEditor.pak (Or whatever.) and it won't conflict anymore. (This is why it was previously named 00Editor.pak as so everything else overwrites it, you don't have to clean it out but I'd recommend it.)


As for looking better I was discussing with the post above mine (Divvy) along with comparisons for Crysis 1 ToD artistic renders such as Widet 2 - http://www.pcgameshardware.de/aid,704586/Crysis-Widet2-Map-mit-High-End-Benchmark-veroeffentlicht/Benchmark/Test/bildergalerie/?iid=1246447 and others - http://www.pcgameshardware.de/aid,748674/Crysis-Phantastisches-Fantasy-Projekt-wird-nicht-als-spielbare-Map-veroeffentlicht/Action-Spiel/News/ - http://www.pcgameshardware.de/aid,746507/Crysis-Wunderschoene-Map-mit-High-End-Benchmark-veroeffentlicht/Benchmark/News/ - http://www.pcgameshardware.de/aid,704878/Crysis-by-Superheld-Vorgeschmack-auf-Crysis-2-Update-34-neue-Bilder-Artikel-der-Woche/Action-Spiel/News/ and so on, not the normal levels and configs but the best possible you can get from the engine. Smile

I find Crysis 2 to look pretty good of course (Previous images and stuff I've posted about it should have made this pretty clear.) though I wonder how much better it'll actually be with DX10 and DX11 (The above about the high quality being v.high quality settings for example.) so I don't think the differences will be that big anymore though the screens and stuff I've made with the editor have been very effective in showcasing the game and game engine from what's possible in this beta build. Smile
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mao5




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PostPosted: Thu, 17th Feb 2011 16:02    Post subject:
thx, let me try
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KillerSneak
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PostPosted: Thu, 17th Feb 2011 16:05    Post subject:
I can tell you Crysis 2 looks way better even without mods. When you turn on some Hardware specific cvars to do the beams / lights / particles in hardware instead of software (software is default) it will improve visuals and fps greatly.

If you load those custom maps into Crysis 2 it will look even more stunning than the screens shown on that German website you linked to. The High quality isn't the very High qiuality in crysis 2 as it doesn't contain the very High settings yet [1] low [2] med [3] high [4] very high and [4] is missing almost from all cvar lists/config files you can add them yourself and make the game look better.
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Raap




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PostPosted: Thu, 17th Feb 2011 16:08    Post subject:
The graphics engine is no doubt better, but that's of little use when the actual textures and models they've used for this game's levels are crappy.

Also, original Crysis looked better than Warhead.
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suprman




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PostPosted: Thu, 17th Feb 2011 16:11    Post subject:
KillerSneak wrote:
I can tell you Crysis 2 looks way better even without mods. When you turn on some Hardware specific cvars to do the beams / lights / particles in hardware instead of software (software is default) it will improve visuals and fps greatly.

If you load those custom maps into Crysis 2 it will look even more stunning than the screens shown on that German website you linked to. The High quality isn't the very High qiuality in crysis 2 as it doesn't contain the very High settings yet [1] low [2] med [3] high [4] very high and [4] is missing almost from all cvar lists/config files you can add them yourself and make the game look better.


Care to shed some light on how to activate these things in hardware mode, a config perhaps?
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JBeckman
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PostPosted: Thu, 17th Feb 2011 16:11    Post subject:
You mean R_beams = 3 (emulated) instead of 1 (real beams) and such, I already have that enabled, but I am obviously missing many commands new to Cry Engine 3 since I'm basing most of this from what I gathered from Cry Engine 2 (Warhead in particular.). Smile

That about the settings was what I was wondering most about, as I said if you compare Warhead's CVAR settings group against Crysis 2 all the [4] values (The defaults) match perfectly with Crysis 2 and it's [3] (The defaults there.) values aside from a few more obvious example Q_Quality is 2 in Crysis 2 for example and 3 in Warhead/Crysis (0 - 3 with 0 being v.low and 3 being v.high) you can just toggle it in the console but it'll bug a bit as some of the data is missing (Easily seen as water gets realistic waves and "depth" or what to describe it as but it breaks in the distance and distorts badly.)

Of course there' no telling if Crysis 2 will have it's own set of even higher values for [4] as well which might be likely seeing the hardware advancement since Crysis 1 was released and the whole DX11 API available to them. Smile

EDIT: Yet another batch of editor images with various tweaks.



(Most of them turned out pretty bad for this level but I keep improving.)

EDIT: Not that the original is bad or anything but it's fun to experiment.







(Particularly some of the default levels with that rainy night weather conditions tend to look amazing.)


Last edited by JBeckman on Thu, 17th Feb 2011 16:26; edited 3 times in total
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tonizito
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PostPosted: Thu, 17th Feb 2011 16:12    Post subject:
consolitis wrote:
I started playing Crysis 1 again yesterday.
Same here.
The aim toggle was driving me nuts for the first 30min, but then I got used to it.

Like I said, I still don't know how they could claim that the Crysis 2 suit is more advanced than the original.
You're able to move faster, jump higher and inflict more melee damage.
Of course the armor isn't as good as in Crysis 2, but they had to make sure that the derps wouldn't die too easily. Laughing


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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(Nexus)




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PostPosted: Thu, 17th Feb 2011 17:02    Post subject:
tonizito wrote:
Of course the armor isn't as good as in Crysis 2, but they had to make sure that the derps wouldn't die too easily. Laughing


It's a suit for console derps lol wut
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LeoNatan
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PostPosted: Thu, 17th Feb 2011 17:05    Post subject:
MaximumDerp?


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blackeyedboy




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PostPosted: Thu, 17th Feb 2011 17:17    Post subject:
More gameplay on GameSpot.


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consolitis
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PostPosted: Thu, 17th Feb 2011 17:22    Post subject:
I've posted it yesterday Very Happy


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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KillerSneak
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PostPosted: Thu, 17th Feb 2011 17:25    Post subject:
JBeckman wrote:
You mean R_beams = 3 (emulated) instead of 1 (real beams) and such, I already have that enabled, but I am obviously missing many commands new to Cry Engine 3 since I'm basing most of this from what I gathered from Cry Engine 2 (Warhead in particular.). Smile

That about the settings was what I was wondering most about, as I said if you compare Warhead's CVAR settings group against Crysis 2 all the [4] values (The defaults) match perfectly with Crysis 2 and it's [3] (The defaults there.) values aside from a few more obvious example Q_Quality is 2 in Crysis 2 for example and 3 in Warhead/Crysis (0 - 3 with 0 being v.low and 3 being v.high) you can just toggle it in the console but it'll bug a bit as some of the data is missing (Easily seen as water gets realistic waves and "depth" or what to describe it as but it breaks in the distance and distorts badly.)

Of course there' no telling if Crysis 2 will have it's own set of even higher values for [4] as well which might be likely seeing the hardware advancement since Crysis 1 was released and the whole DX11 API available to them. Smile

EDIT: Yet another batch of editor images with various tweaks.



(Most of them turned out pretty bad for this level but I keep improving.)

EDIT: Not that the original is bad or anything but it's fun to experiment.







(Particularly some of the default levels with that rainy night weather conditions tend to look amazing.)


Well i have every CVAR command of Crysis2 here on my desktop in 1 text file and there are to much to mention.

Every cvar command categorized on type (r_ / s_ and so on as well as 1 text file with every available cvar for the engine) I can give the "secret" command to make the dumb as I have not seen anybody mention this yet Very Happy
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JBeckman
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PostPosted: Thu, 17th Feb 2011 17:30    Post subject:
Similar to how I have tried to go trough the commands then but I haven't saved them anywhere, mostly just press a - z then followed by tab to list everything and if it sounds interesting I toggle said command or alter it and observe what changes. Smile

Unsure if there are any specific commands like that but from what you mention it seems there's a few interesting commands I must have missed even with the above, will keep looking then, many of the cvar's are likely toned down a bit since the defaults the game engine will use at startup is more or less the medium values from what I can tell, no idea what it uses specifically though, interesting info however.

EDIT: There is a command r_ssgi (r_gi = 1 enables on higher settings.) but it's too unstable for me to be able to alter it.


Last edited by JBeckman on Thu, 17th Feb 2011 17:34; edited 1 time in total
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KillerSneak
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PostPosted: Thu, 17th Feb 2011 17:32    Post subject:
it's a command, and it will give descriptions of what every CVAR does Very Happy it will make seperate files for each type of cvar as well as one major file with every command out there.
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shadow_D




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PostPosted: Thu, 17th Feb 2011 17:35    Post subject:
Haven't been too interested in this game since they announced it. Mainly because the beauty in Crysis was the jungles and islands. With a city setting I would imagine it to be too much like other fps's out there. Of course it can still look great, just concrete and glass will not compete with grass, lush jungles and clear water. Not in my opinion at least.
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KillerSneak
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PostPosted: Thu, 17th Feb 2011 17:36    Post subject:
here are some command for rain for example (as you mentioned it above) maybe you can make your rain look better

r_Rain
Enables rain rendering
Usage: r_Rain [0/1/2]
0 - disabled1 - enabled2 - enabled with rain occlusion

r_RainAmount
Sets rain amount
Usage: r_RainAmount

r_RainDistMultiplier
Rain layer distance from camera multiplier

r_RainDropsEffect
Enable RainDrops effect.
Usage: r_RainDropEffect [0/1/2]
0: force off
1: on (default)
2: on (forced)

r_RainIgnoreNearest
Disables rain wet/reflection layer for nearest objects
Usage: r_RainIgnoreNearest [0/1]

r_RainLayersPerFrame
Number of rain layers to render per frame

r_RainMaxViewDist
Sets rain max view distance
Usage: r_RainMaxViewDist

r_RainMaxViewDist_Deferred
Sets maximum view distance (in meters) for deferred rain reflection layer
Usage: r_RainMaxViewDist_Deferred [n]

r_RainOccluderSizeTreshold
Only objects bigger than this size will occlude rain
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consolitis
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PostPosted: Thu, 17th Feb 2011 17:39    Post subject:
DumpCommandsVars ?


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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KillerSneak
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Posts: 120

PostPosted: Thu, 17th Feb 2011 17:41    Post subject:
HDR effect commands (some of them as i didn't see any mention of them yet)

r_DepthOfField
Enables depth of field.
Usage: r_DepthOfField [0/1/2]
Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled

r_UseMergedPosts
Enables motion blur merged with dof.
Usage: r_UseMergedPosts [0/1/2]
Default is 1.
1: fastest mode - half res rendering
2: full res rendering mode (tbd)
3: quality mode, hdr + fullres (tbd)

r_HDRTexFormat
HDR texture format.
Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)
Default is 0

r_HDRVignetting
HDR viggneting
Usage: r_HDRVignetting [Value]
Default is 1 (enabled)

r_MotionBlurHDR
Enables HDR motion blur
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