Newsgroup: it.comp.giochi.action
Titolo: Crysis - 3 nuove immagini hi res

Come regalo di natale:
http://www4.incrysis.com/screenshots/061224-2.jpg
http://www4.incrysis.com/screenshots/061224-1.jpg
E questa che e' una roba fenomenale
http://www4.incrysis.com/screenshots/061224-3.jpg
Auguri a tutti, ci sentiamo la prossima settimana.
-- 
Il condom a quanto pare è contro gli insegnamenti di Cristo. Anche se Cristo 
non ne ha mai parlato, se non per lamentarsi del fatto che si rompono 
facilmente durante il sesso anale. (cit.) 

 Auguri a tutti, ci sentiamo la prossima settimana.
auguroni lord :)
Thanks to Crytek and Jack Mamais, Crysis-Online was given the oppurtunity to 
ask Jack Mamais ( Lead Game Designer for Crysis ) any questions we wanted. 
This is certainly one of the best Crysis Q&A's so far.
I've included 'notes' and 'comments' with some of the answers. These are 
written by myself and not Crytek.
 Who are you? What is your job at Crytek? How did you get the job at Crytek? 
and what does an average days work include?
I'm Jack Mamais, Lead Designer of Crysis.  I got the job at Crytek through a 
friend of mine who was actually interviewed here but decided to stay In the 
US. (Thanks Jean-Marc!)  An average day of work usually consists of getting 
the latest build of Crysis and playing through it, noting all changes and 
improvements, lots of meetings and working with various team members to 
develop Crysis.
1.a) If the Crysis SDK is released before Crysis, what will it allow users 
to do? Will it have most the models from Crysis? Will it come with some kind 
of 'test' feature so we can test maps or will we have to wait until Crysis 
is released to do that?
The Crysis SDK, similar to the Far Cry SDK, will allow users to export their 
models into the Sandbox Editor once it has been released with Crysis and to 
alter the Game Source code if needed. It also covers all the necessary 
documentation that is required to get into Crysis modding easily. I'm not 
certain exactly what assets will ship with it at this time, probably some 
reference models, enough to get somebody started.
1.b) What are some of the new features in the SDK/Sandbox Editor. What's 
changed since the original Sandbox.etc. What can you do with it?
That is a hard question to answer briefly.  Let's just say if you are 
familiar with our original Sandbox editor, you will feel at home with the 
Sandbox 2.  We have added a ton of features, however, such as a graphical 
interface that allows users to easily add characters and events to the game, 
settings to allow time of day, and much, much more.
2) Can you please provide a fairly detailed run down of the Power Struggle 
multiplayer mode?
Our original multiplayer mode was born out of our desire to create an 
experience that feels like a single player game.  In other words, objective 
based multiplayer.  The game begins with both teams spawning in their 
barracks.  From the beginning, players can access a purchase menu and choose 
what kinds of weapons and equipment they want to use.  Everything costs 
prestige points to purchase.  Players earn prestige points by actions 
accomplished in the field.  For example, if you shoot an enemy you get 
points.  If you repair a vehicle or capture a factory you get points.  The 
bigger the action, the more points you receive.  As soon as equipment is 
chosen, players will be given (by the computer) an objective.  Depending on 
the map, that could be capturing a War Factory or a Naval Factory.
After capturing a factory (usually by finding the main office and holding it 
against attackers), players will be able to purchase vehicles appropriate to 
the factory.  In this case, the War Factory produces tanks, anti air units, 
and APCs.  The victory conditions for each map will be decided by the server 
host.  He can choose Time based, Score based or Annihilation as the winning 
conditions.  Annihilation means players must destroy the enemies' 
headquarters to survive.  Only two weapons are capable of this feat: The 
Tactical Nuke or the Singularity Cannon (Alien Tech).  One additional 
feature we've added are crashed Alien Machines around the landscape which, 
when properly retrieved, allow players to construct some alien weapons (Like 
the Singularity Cannon).
3) The water in FarCry was quite amazing in its day - I mean it still looks 
excellent today. Could you explain some of the water technologies included 
in Crysis?
Not much to comment on this, since we are not final on this subject yet, but 
be assured that it will be the most advanced water ever in a first person 
shooter :-)
4) Can you explain the player classes and how they'll work? Will there even 
be any specified classes?
There really aren't any classes, per se, in Power Struggle.  The player has 
equipment available from the start and he is able to make up his own class. 
For instance, if the player purchases a sniper rifle plus a repair kit he is 
essentially a sniper/engineer.  All of our research for elite teams like 
Delta Force indicated that these individuals are adept at many things so we 
tried to add this aspect to Crysis.  Additionally, there will not be health 
kits or medics because every player is equipped with the Nano suit which 
heals in Armor mode.
I'm not going to list our exact equipment list because we are still 
finalizing some items but it includes a repair welding tool and an 
electronic lock pick (for stealing enemy vehicles).
Note: Jack Mamais is responsible for coming up with the idea for the Lock 
Pick.
5) Making movies with video games is becoming very popular, yet many games 
lack the tools needed to create cinematic movies. What are some of the 
features being implemented into Crysis which will accommodate 'movie making' 
users?
Crytek released a short machinima a couple of years ago called 'The Project' 
which was produced using our Sandbox 1 engine.  We have included many more 
tools in Sandbox 2 that make this much easier and enjoyable.  All future 
directors will be very pleased with the results.
6) Could you please tell us your system specs and explain how well Crysis is 
running on it?
I have an Athlon 3500+ Processor and a Radeon X1900 with 2 gigs of Ram and 
Crysis runs great on my machine at most settings. The official specs are not 
final yet, but rest assured it will run on 3 year old computers by the time 
we release our game.
Note: There is still a lot of optmizations to go, so this really is great 
news for all pc gamers.
7) All we've been hearing about is power struggle. What about the other 
multiplayer modes. Is there anything that makes them special?
In addition to Power Struggle, Crysis features instant action and team 
instant action.  Players will be able to quickly grab a server and jump in 
and basically have access to most of the items in the game in a very 
controlled and exciting map.  Similar to Power Struggle, the host will have 
options that allow him to customize the experience (for instance, he could 
have an Instant Action level with or without vehicles, for example.)
Comment: Seems like 'Battlefield 2' (aka: Bugfield 2) will have nothing on 
Crysis.
8) Natural Disasters is something that is talked about quite a lot, but not 
many of the details have been explained. What are all the natural disasters 
that will make it into Crysis?
Weather is one of the final things we are working on but we can confirm that 
tornadoes and earthquakes will definitely make it in to the game.  Tornadoes 
will move through a scene and lay waste to anything it touches. 
Additionally, it may even pull smaller objects upside it and fling them away 
at high speed.  Earthquakes will cause landslides and cause many natural 
obstacles that the player will have to traverse.  We probably will not see 
these kinds of things in the multiplayer for the initial release of Crysis. 
(Who knows what mod teams will do)
Comment: This game is sounding better and more 'epic' every day.
9) We've seen how the jeeps tires can be flattened and even blown off. What 
other component damage is there on other vehicles? For example, if you 
crashed a jeep into a tree, would it create a big dint or not?
We've tried to add component damage to every vehicle in Crysis.  I don't 
want to go into finite detail but for the jeep itself we have gas tanks 
which explode, windows that can be broken, a mounted gun that can be 
destroyed and tires that blow out.  Each vehicle will have similar damage 
where appropriate (our rubber boats do not have glass for instance).  In 
your example, if you crashed into a tree, it would do some hull damage 
(which would show as decals) and probably break the front window.
10) Instead of asking a general system requirements question which I'm sure 
you are all sick of, can you instead explain how the optimization of the 
game is coming along?
We have a specific team of our brightest engineers working on optimization. 
They have really just started on the process (although they have been 
working hard to generally optimize the engine for quite some time) because 
most of the levels are basically content complete, and that is content 
optimizations as well.
11) Could you tell us about the graphical customization users will have - 
will there be as many options as there was in FarCry? As an example, some 
fans have been worried about the level of motion blur seen in some of the 
videos. Will the user be able to adjust how exaggerated the motion blur is?
We will allow full customization of their experience either through menu 
options or console variables.  As far as I am aware, we do have enough 
customization to please any gamer, so everybody will be able to adjust what 
is important to them.  Motion blur can be adjusted or turned off completely.
12) How powerful are the weapons in Crysis?
We are still right in the middle of the final balancing for the weapons so 
this is a difficult answer to get precise at this point.  Suffice to say we 
are going for 'Hollywood Realism".  That is, our damage system would look 
like it came right out of a movie like HEAT.  We want our guns to feel big 
and powerful but we want the player to have fun with enemies.  Headshots 
will be very hard with anything but a sniper rifle but they are possible if 
the player is really good.
Grenades will explode in a radius (which is Hollywood) and damage rather 
than kill all in vicinity.  A direct hit with a grenade will probably waste 
the unlucky person (unless they are in full armor mode in the nanosuit). 
The rocket launcher will primarily be effective against vehicles and less so 
against humans (unless you hit them in the exact right spot).  Rockets are 
very effective against the components of vehicles but take longer to destroy 
the entire hull (unlike BF, for instance).
Comment: The fact that it's hard to get a headshot is great. Certainly 
better than counter-strike where headshots are more common than body shots.
13) In multiplayer, will there be squads like there are in battlefield 2? 
What kind of measures have been taken to enhance and encourage teamwork?
Our maps and reinforcement strategy (a clock which ticks down and forces 
players to spawn together) are the tools for encouraging squads.  We are 
also considering many options with VOIP, but no details can be release as of 
yet.
14) Can players jump out of air vehicles while they're in flight? If so, 
will players be able to open a parachute or something (presuming they've 
bought one)?
Players will be able to jump out of helicopters and VTOLs while in flight. 
They must have a parachute (either provided for free or available for 
purchase in barracks) in order to survive the fall.  Players can also quick 
exit vehicles in motion but this usually will not cause harm (unless the 
driver somehow runs over him!)
15) This question is about camping and other player habits. Will Crysis 
feature anything to reduce the number of snipers camping in the dense 
vegetation? In FarCry for example, you had the sniper flare. Bunny hopping 
is another thing many gamers hate (bunny hoping is were players jump around 
as they shoot), will there be anything in Crysis to combat that? And last of 
all, can you provide some details on how you'll combat cheaters.
Again, this is a matter currently under examination but we are planning on 
making sniper glints or trails to help ID snipers.  Also, they will appear 
on a players' mini-map after firing.  We are trying to prevent stuff like 
bunny hopping by making the animation required take a little longer to jump 
and not actually making the player more vulnerable when hopping.  In Power 
Struggle, we like camping, BTW.  It is called 'defending' and we think this 
is a valid combat option.  Enemy spawn camping will be more difficult in our 
game because this usually happens in an area protected by auto turrets.
16) This question is about AI. What will happen when you walk up and punch 
or kill an ally on the carrier? Will they all turn against you? On the same 
track, what are some of the things the AI will be doing in the background. 
For example, will jets and things constantly be taking off and landing on 
the carrier? Will some guys be lighting cigarettes.etc? ( Will they then get 
cancer and die - Joking :-)
Players will generally not be able to harm friendlies.  His weapon will not 
fire when it is centered over a non-enemy NPC (except in MP, of course).  If 
the player finds some way to bypass this (using grenades, vehicles, etc) the 
suit will signal a self destruct which will terminate the player. (He is 
working for the good guys after all).  AI will react normally around the 
player and warn him when he goes into bad places (like, for instance, a 
flight landing zone).  If the player decides he wants to stay there, he will 
probably be killed by a plane.  North Koreans will be smoking cigarettes but 
they will not get cancer in Crysis.
17) Could you elaborate on all the operatable air vehicles in Crysis? I 
understand there are VTOLs and a few helicopters (how many exactly?). Will 
the choppers have mounted weapons? If so, what will they be? And can VTOLs 
attack or are they for transport only? We've also seen in one the 
screenshots, a helicopter carrying a jeep. Is this possible in multiplayer 
or not? - if so, how do you do it?
We have one NK helicopter and one US VTOL in Crysis.  The Heli and VTOL both 
have two seats (pilot and gunner).  The pilot can fire rockets and forward 
facing machine guns while the gunner has a movable 50 cal.  This is similar 
to the VTOL but they have different rockets available.  VTOL's can attack 
and transport troops just like the helicopter.  We have some Transport VTOLs 
that will carry some vehicles in single player but they are not planned for 
us in Multiplayer.
18) When players are a passenger in a vehicle, are they locked into a 
specific position or in some cases, can they move around?
We are still working on that aspect but I'm pretty sure you will be locked 
into a seat when riding as a passenger of any vehicle.
19) Can you give us some interesting scenarios you've come across while 
testing multiplayer?
Let's see, there are many but I'll try to remember my favourite.  We have 
been playing MP games everyday for quite a while now and everybody involved 
is having a ton of fun.  My favourite scenario happened late in a game when 
the other team had managed to capture and hold the main War Factory for the 
map.  I knew I wanted to get into the War Factory to take it from them but I 
had two fully loaded heavy tanks blocking my way.  I grabbed a small 
civilian boat and used a back river to get me close to the factory and then 
destroyed the boat.  This brought one of the tanks to investigate so then I 
used my suit speed to sprint behind trees until I reached the base.  I then 
dialled up to full strength, jumped the fence and actually out manuevered 
the remaining tank.  I barely made it into the factory and got under some 
good cover (I hid under a desk).  The enemies were reluctant to come after 
me but after a while they tired of blasting the entrance with heavy shells 
so one of them jumped out and came to hunt me down.  I took him out, 
purchased a lockpick and stole his tank from him.  I could literally hear 
him screaming from the next room.  It felt like a scripted single player 
game except it was live and no AI was involved.  My team was able to come 
help me hold the factory after this and, eventually, we blasted their 
headquarters with our Tactical Tank.  It was a blast!!
Comment: Sounds like great fun, hahaha 

 ha scritto nel messaggio
news:458d770f$0$20805$5fc...@news.tiscali.it...
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Ammazza che quoting oh... -_-

 --
Ciao Lord e Felice Natale :)

 
http://www4.incrysis.com/screenshots/061224-3.jpg
son monocromatiche :-\
queste son migliori ;)
http://webpages.charter.net/tork64/1.jpg
http://webpages.charter.net/tork64/CRYSpcSCRNsp2.jpg
http://webpages.charter.net/tork64/6.jpg

 Auguri a tutti, ci sentiamo la prossima settimana.
Auguri a tutti, e non so per voi, che il 2007 possa essere di gran lunga
migliore di questo 2006!!!