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Forum › CryENGINE 3 › Showcase Gallery › Mods › 【Download】 Alcatraz Mod 4
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
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Post Topic: 【Download】 Alcatraz Mod 4 Posted 27.09.2011, 06:19 |
_______________________________________________________________________________ Crysis 2: Last Alcatraz Mod Download Ready _______________________________________________________________________________Cell Police texture pack      Cell police theme is applied to the SCAR, Scarab, and Cell soldiers So, I made new textures again! But there some other new stuff too. Marshall-Sniper variation I added the assault, and sniper scope to the marshall. It was in previous Alcatraz mods but it didnt work. So "long story, short", it works now! The Campaign So if you noticed in the screenies, that in the mission "Dead Man Walking" it is a night time! But it isn't the only night mission.     But there's more to it, than just the ToD tweak. Players can choose different routes slightly. I was going to allow players to climb buildings, but there are just so many issue's with that. So you are free but limited. Beautiful Lighting! This is some of my best work... This mod has pushed my computer to the max, and it will do the same to yours. So be ready!You will have a choice to pick "The Night Missions", or "The Beautiful Missions" Stay Updated! The Best Alcatraz Mod When I play the "Night Missions" (which is the majority of the campaign now) It feels like a movie. Although, i cannot make new animations, I tried my best to make Crysis 2: Alcatraz mod a cinematic experience!     Force Reconnaissance Theme Another new texture pack for the Marines. So now the Marines are green. Its actually very suiting! Not a standard camo for the modern U.S. Marines, but Force Recon Marines were a wide variation of camo's today!     Desert SCAR So before the SCAR was completely "tan" colored. Now its partially. Its wasn't really nessesary, but it does look better! btw making the textures for this mod was the most fun! But the weapon repositioning is my favorite  Weapon Repositioning Well, I fixed the weapon repositioning from my previous mods. Its not annoying anymore (no more weapon stock to cheek bone action!  ) Thanks to the advice of the Crydev community!   Thermal Vision Well the new thermal vision is not for seeing in dark places. Its for highlighting targets. Funny thing is that the original thermal vision was so bright, it was blinding. hehe  HUD And finally, the "hud". So the energy bar, and the minimap radar, is gone. So its nothing but crosshairs! Why? Because Crysis 2 is already easy, and with the new nanosuit attachments, you are already strong as it is.  POST YOUR THOUGHTS!        Gameplay features -Power mode ability -DX 11 Optimized -Cloak refraction (slighty absorbs more light) -New Weapon repositioning -Full Weapon attachments -Full Nanosuit attachments -Desert theme (texture pack) -Alcatraz theme (texture pack) -Cell Police theme (texture pack) -High resolution Nanosuit HD -Enhanced Illusion modification (Weapon-blurring and DOF) -Stronger weapons -Stronger AI weapons -All Singleplayer levels Redesigned (Its Sandbox gaming) -More Civilians -DSG1 now has IRONSIGHTS -Gauss now has IRONSIGHTS -Crystal Clear graphics (No More Fuzzyness) -Edited suit voice (Cebius) -New Soundtrack (Cebius) -Drivable Civilian Vehicles (Sava) -Edited SSAO -Deep immersive Shadows -Rescaled Hud -Rescaled letter font -No camera restrictions when running -No camera restrictions when sliding -No camera restrictions when sprinting -No camera restrictions when walking -New thermal vision -New ToD's -Faster Vehicles Theres seriously alot more, just forgot most of it. But you will be amazed!POST YOUR THOUGHTS!
Last edited by USSR_GRAND on 02.06.2012, 03:41, edited 31 times in total.
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod Posted 28.09.2011, 06:13 |
Alcatraz Mod 2 Old Version http://www.mediafire.com/?6k4kwpxrikhjgro <= Download Old Version Alcatraz Mod 3===================================================http://www.crydev.net/project_db.php?action=project_profile&team_id=303&project_id=293 <= Download ===================================================Alcatraz Mod 3 Patch ===================================================http://www.mediafire.com/file/ey3cdopee ... 0Patch.rar <= Download===================================================

[b][color=#FF4000]New FeaturesTexture Pack: Desert Theme, and Alcatraz ThemeNew Attachments Nanotek Nanosuit Deep SSAO Stunning TOD New Soundtrack Highlighting Thermal Vision Powerful WeaponsNear D-O-F Mod  Exhilarating Gameplay and Amazing Graphics!
 Extra FeaturesNew visor Mode New thermal vision all weapons have been repositioned closer to the players shoulder realistic transition in and out of cloak All iron sights have been modified More agile gameplay New Levels Inspired by " Crysis 2: Wall Street Trailer" Along with a new Nanosuit Showroom Mod featuresReplaced Armour mode with a new mode called Power mode High resolution nanosuit New power mode color All weapon attachments added New thermal vision Graphics tweaked slightly (basically everything looks clear) New Digital Cloak mode (Absorbs more light) Gameplay featuresChanged the weapon positioning Smoother transition from shoulder to iron sights Camera is no longer locked while sprinting (meaning you can see your feet while running) Camera is no longer locked while sliding (meaning you can shoot behind you while sliding) No hud no bonus zoom Realistic weapons Sprint while aiming You can assassinate without cloak mode Post Your Thoughts! , Rodney Faulk
Last edited by USSR_GRAND on 28.11.2011, 09:09, edited 2 times in total.
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
Likes: 0 |
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Post Topic: Re: Alcatraz Mod Posted 28.09.2011, 22:29 |
i just gave a fast try to this mod, that look nice And thanks to you now i know how repositionate the weapon ! finaly ! just a little question, what file did you tweak to enable assassination without cloak ? and, what do the "power mode" ? :o -the "smooth" transition from shoulder to iron is really really too slow, and somes visual "bug" appear especialy when using sniper scope. - the sniper scope attachement for the Scar just look really really strange, you should tweak the scopefov when zooming, repositionate the sniperscope sight, you dont fire at the center when zooming.^ I didnt try all the mod modification, so thats all the "bug" i saw.
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod Posted 01.10.2011, 17:25 |
Quote by wootwoots: i just gave a fast try to this mod, that look nice And thanks to you now i know how repositionate the weapon ! finaly ! just a little question, what file did you tweak to enable assassination without cloak ? and, what do the "power mode" ? :o -the "smooth" transition from shoulder to iron is really really too slow, and somes visual "bug" appear especialy when using sniper scope. - the sniper scope attachement for the Scar just look really really strange, you should tweak the scopefov when zooming, repositionate the sniperscope sight, you dont fire at the center when zooming.^ I didnt try all the mod modification, so thats all the "bug" i saw. Hey WootWoot's im sorry about the late reply! To enable assassination without cloak you have to edit Scripts\Entities\actor\Parameters\Player_Params.xml this is what it should say <Player> <Params impulseBone="Bip01 Spine2" impulseScale="1.0" maxDist="1.2" extendedMaxDist="3.6" maxHeightDiff="0.75" angleRange="120" requiresCloak="0" cloakInterference="1" /> <Anims> <Anim playerAnimation="stand_tac_stealthKill_human_1p_02" enemyAnimation="stand_tac_stealthKill_human_02" useKnife="1" /> <Anim playerAnimation="stand_tac_stealthKill_human_1p_03" enemyAnimation="stand_tac_stealthKill_human_03" useKnife="0" /> <Anim playerAnimation="stand_tac_stealthKill_human_1p_04" enemyAnimation="stand_tac_stealthKill_human_04" useKnife="0" /> </Anims> </Player> And about the scope bug, well that was always there. Its not really a bug, its just the way the game is. It was always there. if you play with out the mod you still will notice it, just not as easily. And powermode basically allows you to sprint while aiming. you can also reload while sprinting
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 01.10.2011, 19:58 |
Oops, no wait sorry! Ignore!
Last edited by USSR_GRAND on 26.10.2011, 02:13, edited 2 times in total.
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
Likes: 0 |
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Post Topic: Re: Alcatraz Mod Posted 01.10.2011, 20:03 |
Quote by USSR_GRAND: Quote by wootwoots: i just gave a fast try to this mod, that look nice And thanks to you now i know how repositionate the weapon ! finaly ! just a little question, what file did you tweak to enable assassination without cloak ? and, what do the "power mode" ? :o -the "smooth" transition from shoulder to iron is really really too slow, and somes visual "bug" appear especialy when using sniper scope. - the sniper scope attachement for the Scar just look really really strange, you should tweak the scopefov when zooming, repositionate the sniperscope sight, you dont fire at the center when zooming.^ I didnt try all the mod modification, so thats all the "bug" i saw. Hey WootWoot's im sorry about the late reply! To enable assassination without cloak you have to edit Scripts\Entities\actor\Parameters\Player_Params.xml this is what it should say <Player> <Params impulseBone="Bip01 Spine2" impulseScale="1.0" maxDist="1.2" extendedMaxDist="3.6" maxHeightDiff="0.75" angleRange="120" requiresCloak="0" cloakInterference="1" /> <Anims> <Anim playerAnimation="stand_tac_stealthKill_human_1p_02" enemyAnimation="stand_tac_stealthKill_human_02" useKnife="1" /> <Anim playerAnimation="stand_tac_stealthKill_human_1p_03" enemyAnimation="stand_tac_stealthKill_human_03" useKnife="0" /> <Anim playerAnimation="stand_tac_stealthKill_human_1p_04" enemyAnimation="stand_tac_stealthKill_human_04" useKnife="0" /> </Anims> </Player> And about the scope bug, well that was always there. Its not really a bug, its just the way the game is. It was always there. if you play with out the mod you still will notice it, just not as easily. And powermode basically allows you to sprint while aiming. you can also reload while sprinting Oooh! i was looking in this file, and i mess the "requiresCloak="0"" and no problem for the late answer  dont worry And thanks ! and another thanks, with your mod learned how to repositionate the weapon in the xml  btw, what the "power" mode do ?
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod Posted 01.10.2011, 20:11 |
Quote by wootwoots: Quote by USSR_GRAND: Quote by wootwoots: i just gave a fast try to this mod, that look nice And thanks to you now i know how repositionate the weapon ! finaly ! just a little question, what file did you tweak to enable assassination without cloak ? and, what do the "power mode" ? :o -the "smooth" transition from shoulder to iron is really really too slow, and somes visual "bug" appear especialy when using sniper scope. - the sniper scope attachement for the Scar just look really really strange, you should tweak the scopefov when zooming, repositionate the sniperscope sight, you dont fire at the center when zooming.^ I didnt try all the mod modification, so thats all the "bug" i saw. Hey WootWoot's im sorry about the late reply! To enable assassination without cloak you have to edit Scripts\Entities\actor\Parameters\Player_Params.xml this is what it should say <Player> <Params impulseBone="Bip01 Spine2" impulseScale="1.0" maxDist="1.2" extendedMaxDist="3.6" maxHeightDiff="0.75" angleRange="120" requiresCloak="0" cloakInterference="1" /> <Anims> <Anim playerAnimation="stand_tac_stealthKill_human_1p_02" enemyAnimation="stand_tac_stealthKill_human_02" useKnife="1" /> <Anim playerAnimation="stand_tac_stealthKill_human_1p_03" enemyAnimation="stand_tac_stealthKill_human_03" useKnife="0" /> <Anim playerAnimation="stand_tac_stealthKill_human_1p_04" enemyAnimation="stand_tac_stealthKill_human_04" useKnife="0" /> </Anims> </Player> And about the scope bug, well that was always there. Its not really a bug, its just the way the game is. It was always there. if you play with out the mod you still will notice it, just not as easily. And powermode basically allows you to sprint while aiming. you can also reload while sprinting Oooh! i was looking in this file, and i mess the "requiresCloak="0"" and no problem for the late answer  dont worry And thanks ! and another thanks, with your mod learned how to repositionate the weapon in the xml  btw, what the "power" mode do ?  It allows you to sprint while aiming, jump a little higher, run a little faster, and reload while sprinting Its kinda corny but I like the idea! But hey You should Check out my New version!!! It has new singleplayer levels, and more!
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
Likes: 0 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 01.10.2011, 20:51 |
Oh, reload while sprinting  it work in MP, can be nice to get that again in SP, where do you changed that ?  going to check that after ^^
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net.cat  |
Trained Modder | Member since: 19.06.2008, 15:33 | Posts: 256 | Location: .it |
Likes: 0 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 04.10.2011, 11:49 |
Nice mod man  Could u realize a promo-video of your mod to show every change u made?
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 04.10.2011, 22:17 |
why is the mod folder cheptermachines ?
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 04.10.2011, 23:18 |
Quote by lukegoodman2001: why is the mod folder cheptermachines ? Cebius created a mod called Chepter Machines, within the folder there is a batch file that works as a shortcut for the mod. So if I would've changed the name of the folder, then the batch file wouldn't work. (basically Im saying I cant make one myself) But anyways, is the mod cool or does it suck!!!!!!!
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blackhorizon  |
Uber Modder | Member since: 10.04.2010, 22:50 | Posts: 1228 | Location: In front of a computer |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 05.10.2011, 01:38 |
Thank you so much! I have been waiting for someone to unlock all the attachments!
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 07.10.2011, 18:14 |
Quote by blackhorizon: Thank you so much! I have been waiting for someone to unlock all the attachments! thanks.jpg Glad you like it, dont forget about MCROBO and LUPUS. They made some of the XML files. I made the revolver, ay69, marshall, scar, grendal and edited the Jackal from LUPUS. But most of the props goes to them! (Talented Modders) Yeah but the AY69 is buggy, so is my Marshall.Check out the NEW LEVELS
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 08.10.2011, 06:25 |
Last edited by wootwoots on 01.02.2012, 07:52, edited 1 time in total.
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USSR_GRAND  |
Uber Modder | Member since: 20.07.2011, 21:46 | Posts: 1256 | Location: Illinois, United States |
Likes: 2 |
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Post Topic: Re: Alcatraz Mod__________Update 2 Posted 08.10.2011, 23:37 |
Quote by wootwoots: Just one thing about the weapons positions tweak. Just do you realise that with a such view ( and handgun are even more higher oO nearly touch the top of the screen.... thats totaly crazy ) you loose nearly 50% of your screen !? mean, thats just totaly impossible to play with a such tweak  And worse, you wanted a "realist" shoulder weapon position ? Just, with a such position, the weapon should be positioned like that ( with 3rd person view ) ( and sorry for the horrible picture tweak, just made it in 2min )  When in reality the weapon is holded like that  that mean the Scarab should be positioned like that ( and still, compared to a "real" holding the weapon is still quiet high considering all the screen is your eyes view field. )  Oh and btw, when you enable a attachement who are not configured for the SP for a weapon, you need to add a line in the "<MovementModifiers" part of the weapon xml. If not you will able to "run" while you zoom with a assaultscope, thats a bit strange ^^ Wow, well analyzed! First I must state that everything in the MOD was intentional. My goal was to make all weapons appear larger. I didn't intend to ruin gameplay for you or anyone. Just by my perspective, it made gameplay more of an immersive experience for me. And I agree the pistols are positioned way to high, still seemed like a good idea though, from my perspective. I also adjusted the movement modifiers so that the player can run while aiming. So WootWoots, you analyzed the Mod very well, maybe you could have a look at the single player levels and tell what you think. Im curious to know what others think of the TOD tweaks I made.
Seems like a good idea
TOD tweak
TOD tweak
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