Patch Notes ( v.2.0.1054.0 )
• Fixed a bug that caused that in Vtols the fists could be displayed under certain circumstances
• Fixed a bug that caused you to lose your arms after using Vehicle MOAC
• Fixed a bug that caused the holding position of the weapon to be incorrect for other players when exiting vehicles
• Fixed a bug that caused items to be sporadically invisible when exiting vehicles
• Weapons purchased in spawn vehicles are now given to the hand when exiting the vehicle ( normally you stand there without )
• Various minor adjustments
Since the first point is already very annoying, a probably not absolutely necessary mandatory update ... only I do not like such errors in CryServ when I know about it and they are fixable ( All fixed points are original bugs in Crysis Wars 1.5 ).
» Available from the 2023-02-14.
Patch Notes ( v.2.0.1053.0 )
• More immersive material layer system integrated ( complete conversions possible ( wet & frozen ) )
• Vehicles with cloaking device are now cloaked incl. the attached weapon if possible
• Attached weapons will not longer be decloaked when leaving the seat in vehicles with a ( activated ) cloaking device
• Complete revision of the cloaking device system for vehicles
• Added a ten-second memory function to the purchase menus in PowerStruggle
• Added automated integration of spawned Objects ( Shadow, Material Layer )
• Fixed a bug that caused material layers were no longer applied to vehicles after multiple restarts
• Fixed a bug that layers ( wet, frozen ) were removed when using weapons mounted on vehicles
• Ragdoll adjusted so players aren't flying around quite as much as in the Mupped Show
• LockPickKit and RadarKit will no longer be pushed 10m away when dropping ( unification with other items )
• Added the possibility to delay the dephysicalization of dead players ( no more glitching through vehicles or players )
• Dead bots are automatically removed after 20 seconds
• Shattering no longer works with Gun-Turrets
• Serialization of several classes revised
• Client-Server interface revised
• Various other minor improvements and optimizations
All Object and Brush based maps can be completely converted to frozen versions ... In the past, you had to create the maps separately like this. Even in maps like PowerStruggle - Frost, you have advantages because now the bunker is completely frozen as well as the Gun Turrets and Doors are included, apart from the Items, the Nanosuit as well as the Vehicles. The overall gameplay experience feels much more immersive as a result.
Thanks and credits for applying Material Layers to Brushes go to Alex626 where found out how it works.
» Available from the 2023-02-10.
Patch Notes ( v.1.0.1052.1 )
• nTEC: Vehicle MOAC added for different vehicle classes
• Phoenix: Phoenix.pak updated
Patch Notes ( v.2.0.1052.0 )
• Added adaptive changes for temporarily disabling vehicles with an EMP
• Players will now see the cause that caused the file check to kick them
• The engine of the Helicopter is no longer deactivated at 75 % damage
• Damage behavior of the Helicopter adjusted to that of the VTOL
• Visibility increased for AV-Mines as well as C4
• C4 can not longer be attached to vehicles with a cloaking device ( due to the repellent nano surface properties ๐ )
• Various minor adjustments
Due to the adjustments made, it is now possible to use the Helicopter equal to all other vehicles until it is destroyed. The possibility that EMP can now also have an effect on vehicles opens up a variety of new tactical possibilities. Since the client-server interface has changed, I have to make a Mandatory Update out of it again.
I hope you guys like the added possibilities ๐ ...
» Available from the 2023-01-22.
Patch Notes ( v.1.0.1051.1 )
• Phoenix: Fixed a bug that with BOTS and an EMP, vehicles with cloaking device did not decloak with
• Phoenix: Various minor adjustments
• Phoenix: Lua-API-documentation adapted
• nTEC: Various minor adjustments
If you disable the ability to freeze vehicles, they will still take damage corresponding to the MOAR weapon. If frozen vehicles can can be shattered, it is as before ... if not you can damage them for the time of this state. Incidentally, the player in the vehicle can get out at any time and get to safety, but getting in is no longer possible in this frozen state. All new features can also be used in Vanilla and any other SSM used with the Phoenix Dll, since everything has been added in C++.
Credits and thanks for the help in handing over the file that was detected by the File Check System go to Comrade.
» Available from the 2023-01-22.
Patch Notes ( v.2.0.1051.0 )
• Info-System for the current as well as maximum possible placements of explosives integrated
• Fixed a bug that caused explosives to be removed from the wrong player std::list ( orignal game error )
• Client-Server interface revised
• Various minor adjustments
The Info-System for explosives always informs players about the current number of explosives placed, when they are placed, when they have been destroyed or removed, etc. Since the client-server interface has changed, I have to make a Mandatory Update out of it.
» The new game client is now available for download.
Patch Notes ( v.1.0.1050.1 )
• Phoenix: Some minor bugs fixed in parts of the original code ( orignal game errors )
• Phoenix: C++ API Function "PurgeAreaOfClaymores" renamed to "RemoveClaymoreWithinRadius"
• Phoenix: Fixed a bug in a query variant of "g_gameRules.game:GetPlayerExplosiveCharges( type, playerId, number )"
• Phoenix: Lua-API-documentation adapted
• nTEC: Added new public Chat Command "explosives" ( query and display of active ones and limits )
• nTEC: Adjustments made according to the changed Lua-API
• nTEC: Chat Command "boost" revised
Patch Notes ( v.2.0.1050.0 )
• Fixed a bug under DX10 that caused on servers with activated file check to crash the game anyway sporadically
• Changed VSync handling in DX10, because of the render error there in fullscreen ( original game error )
• Joining on DX10 servers on which there are many destroyed objects accelerated
• Various minor adjustments
The render error when using the client in DX10, only occurs in fullscreen mode and only with VSync enabled ... so disable VSync in the graphics settings of the game, if you are using DX10 in fullscreen. We have successfully tested this on now six independent systems. The maximum FPS can be optionally limited in the graphics card driver, which is generally recommended anyway ( adjusted to the refresh rate of your monitor -1 ).
Healthy & Happy New Year 2023, everyone ๐
» The new game client is now available for download.
Patch Notes ( v.1.0.1049.3 )
• Phoenix: Sporadic server crashes when file check is enabled have been fixed ( original game error )
• Phoenix: Various minor adjustments
• nTEC: Several StartUp log entries revised and added ( Core.Loader.lua )
Regarding the file check error .. on the server side these are very rare but possible, therefore on advice of Comrade the fix on this side as well. The credits for this fix and of course, a thank you for his work are due to him.
Apart from the above, the Website has undergone some quality adjustments in the last few days and the database of map previews ( Website and Discord ) was extended by some again, now there are 674 ๐.
Patch Notes ( v.2.0.1049.0 )
• Sporadic game crashes when file checking is enabled have been fixed ( original game error )
Since it cannot be ruled out that some server operators will now reactivate this system ( sv_cheatProtection ) and players without this fix would then experience frequent game crashes, a Mandatory Update is necessary.
Credits and thanks for this fix go to Comrade who took the time and effort to provide this for Crysis Wars.
» The new game client is now available for download.
Patch Notes ( v.2.0.1048.1 )
• Added handling of erroneous graphics specs in maps during the connection process
For example, if a map contains objects that are not enabled for all specs, the connection will be aborted during the connection process without giving any reason. The client cannot do anything about the faulty map, but it can output a correct information. By giving this information, the player can at least change the quality level of his graphics settings if he wants to and still join.
Since CryTek created the code where the error occurs so that it runs on both the server and client side at the same time, and then also syncs from the server to the client .... I have to change it on both sides to fix the problem. Hence a mandatory update.
» The new game client is now available for download.
Patch Notes ( v.1.0.1048.4 )
• nTEC: Added new plugin "Map-Categoriser"
• nTEC: The processing and display of map names changed to the C++ function added in the last version
• nTEC: The classification of maps whether vehicle or foot map was revised
• nTEC: Optimizations made to the Intelli-Reload System
• nTEC: Various minor adjustments
For players and also for server operators it is sometimes difficult to keep track of hundreds of maps on a servers. How to find the right map for the current number of players, what is a vehicle and what is a non-vehicle map, which map contains vtols and helicopters and so on, it really only helps if you know all the maps exactly. To remedy this and provide an overview, there is now a new plugin for the categorizing of maps.
With this plugin it is possible to list the maps by game mode sorted by their size or simply by definable properties ... The determination of the properties is done once at server start, when new maps are added, or when some are missing in the database. The server automatically switches through all maps and releases the server after the data collection is finished.
Since CryTek created the code where the error occurs so that it runs on both the server and client side at the same time, and then also syncs from the server to the client .... I have to change it on both sides to fix the problem. Hence a mandatory update.
» The updated server files are now available for download.
Patch Notes ( v.1.0.1047.2 )
• Phoenix: The FPS and Ping display is now also available with BASE
• Phoenix: The key assignments as well as the client config options are now also available with BASE
• Phoenix: Synchronization of three CVars adapted ( needed for the extended client display )
• Phoenix: Various minor adjustments
• nTEC: Configuration option adapted to game properties ( Core.Config.lua, Core.Validation.lua )
• BASE: Added chat command /config ( same scope as in nTEC )
• BASE: Added chat command /key ( same scope as in nTEC )
• BASE: Chat log revised
So shortly after the main release because these things were communicated to me only after the release and I always pass on fixes to you guys as soon as possible ๐.
With this update the Discord integration is completed, every server operator has now the possibility to forward events as well as started games directly to his own Discord server as an embedded message. Separate WebHooks ( Events & Games ) ensure that operators can forward administrative messages to a hidden text channel, for example.
For additional differentiation, messages from players are highlighted in yellow, bans in red, Vanilla games in green, nTEC games in blue, Custom SSM games in orange and recoveries through the recovery system in violet.
Since I have now created many many voluntary updates to the server files .. to unify it again so that all have the same standard, a mandatory update this time.
» The updated server files are now available for download.
Patch Notes ( v.2.0.1047.6 )
• The list of round-based server settings that can be found under /config has been extended and redesigned
• The FPS and Ping display is now also visible in spectator-mode
• The configurable features of the client are also available with BASE now
• PDF documentation revised accordingly
The fact that chat inputs were sometimes sent in the middle of the word was very annoying, now you keep control over it yourself.
When viewed through binoculars, tagged vehicles will have their silhouette displayed dynamically depending on whether there is an enemy in it or it is empty.
This was a very extensive update, I've kept the patch notes to the bare minimum here, there are over hundred ( actually 171 noteworthy points ) of details that are different that you can notice as a player.
More details, pictures, explanations and videos about the update as always on Discord.
» Available from the 2022-08-17.
Since the new system now works completely with "Angles" and does not know what to do with "Orientation", existing LevelSetup-Files must be converted.
The purely mathematical conversion is done with the file "Core.RunOnce.lua" in the folder "nTEC\CoreFiles". The process is automatically executed the first time the SSM is started and the file deletes itself immediately afterwards. If the server was already started without the old LevelSetup files, this file must be copied to the folder again and the server must be restarted. And that's it, the whole process is finished and you can use the converted files in the old quality in the new version.
[...]I just wrote the purely mathematical conversion because, it behaves in such a way that "Orientation" does not contain "Roll" information, thus this cannot be brought about from nothing. Without this information, lateral inclinations cannot be restored correctly and there will be subsequent adjustments of the vehicle by the CryEngine after spawning.
To capture this information afterwards I wrote the plugin "Plugin.levelsetup-revision.lua" which starts all maps for which a LevelSetup is available in the SSM and the map is installed on the server and captures the correct values from all spawned vehicles and updates the entries accordingly. To use it you have to copy this Plugin normally into the appropriate folder or just remove the "_" at the beginning of the filename, start the server and everything else happens automatically until everything is processed. Then remove or deactivate the plugin again.
Now your vehicles are always spawned absolutely perfectly without having to be touched up even a millimeter by the CryEngine ๐.