Crysis Nuke

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Juanjo Pollreisz

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Aug 3, 2024, 4:48:05 PM8/3/24
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I'm on the flight deck and that dumb bitch keeps screaming USE THE TAC GUN! And I have NO idea where this thing is. I'm trying to look for it somewhere on the deck but I keep getting frozen. The last I seen it was when I was getting upgrades to my suit down in the armory and now apparently I'm supposed to have it? How do I get it?

At some point during the level you went back down to the armory and grabbed it. You should already have it on you. Do whatever you have to do to select the rocket launcher (it's been awhile, but I think weapon selecting is on the D-pad), but do it twice and you should select the TAC Cannon.

No, I didn't. I seen the whole nuke scene, went downstairs onto the deck, fought the big octopus thing and then got to the warship. I tried to pick it up when I first seen it when I was in the chair but the door was locked.

So what happened was my game glitched out and I basically skipped about 75% of that whole mission. The nuke was sent, I fought the big thing on the ship and then couldn't get any farther. I missed the whole go down and find the gun part. I just restarted the level and was able to do the rest of the it.. !

The tac gun is in the room where your suits is being checked. You remember when you go in the room where Prophet is sitting on that chair? That is the room where your suits get checked too. The tac gun is on the left side when you sit. Do not go outside on the deck. Search for that room and the tac gun is there. If you go outside, the game does not finish. You need the tac gun.

Nuclear Cataclysm is my singleplayer mod for crysis that started in mid-2010 as a small map. Over the years, I added more and more stuff, a detailed storyline and custom content. It is now a whole new singleplayer campaign, including voice acting, many cinematic cutscenes, four maps with intense athmosphere and much more!

It's been a few months since the release and I was able to get a bit distance from the mod. Most importantly, I'd like to thank you all for the over 1200 downloads and all your great comments and reviews. It was awesome to read how much most of you seem to like the mod! Allthough I realize that the download count is not too high, I think it's not bad for a Crysis mod that was released recently - after all, it's not the newest game anymore. Also, far more important than the download count to me is how much the players liked it, and judging from all your comments and reviews, I think I can be very happy with the outcome.


While I was recently looking through my older development files of Nuclear Cataclysm, I stumbled upon some older versions of the mod, which looked quite differently in some aspects. There are even some bigger, already very detailed parts which didn't make it into the final version. I think some of these parts could be quite interesting, so I decided to post them here as a little follow-up to the release. I know it's quite a long article, but maybe you'll like it!

This is a North Korean radio station, that was originally placed very high in the mountains in the last map (Cataclysm). The idea behind it was that the station acts as the connection between the airfield/missile base at the bottom of the valley and other North Korean forces, so it had to be disabled before the raptor team could advance to the airfield safely, as the base couldn't call for reinforcements anymore.

I planned this as a short action sequence just at the beginning of the map - at first, the player can clear the base of foot soldiers with the BlackHawk's Minigun, and then has to rush into the base and disable the radio connection. However, I decided to cut this part as it became too complicated and I faced some technical difficulties with the Blackhawk sequence. Allthough I really liked the base, I think the intro of the map is now much smoother and overall better than it would have been with the base.

The area was already quite detailed, except from the last "detail layer" with all the small things like decals, small props, etc. But I never erased the terrain modifications - you can still see them in the release version.

This US submarine was supposed to be part of the intro sequence. Before I decided to use an intro movie to explain the background, I had planned to let the player experience it himself. I used the multiplayer submarine assets from Crysis to recreate an ohio class submarine, in which the player could take the role of an US Navy sailor.
The submarine was the one that was used to carry the second 401 prototype out of the US and was then captured by North Korean forces on its way. The player would experience this in a mix of cutscenes and simple tasks, like making his way through the submarine.

The capture itself would have been quite cinematic and athmospheric: All the lights go out for a short time, leaving the submarine in complete darkness, you can only hear strange sounds coming somewhere from the submarine's hull. When the lights come on again, all systems are failing, but it's noticeable that the submarine is surfacing. Soon, North Korean special forces enter the submarine forcefully and capture the player. He's then flown away in a helicopter, and can see the surfaced submarine as it's being captured, similar to the short scenes I included in the intro movie.

Allthough the submarine interior and some of the cutscenes were already quite finished, I decided to cut it because it would make the entire intro too big. The submarine would have to be placed in an extra map, which would create unnecessary loading times, and some sequences became too complicated. I then decided that an intro movie could explain the entire backstory much easier and almost as athmospheric. But - who knows - maybe we will see the submarine somewhere else!

Another bigger part that I decided to leave out is the F-35 aircraft system. Some years ago during the development of Nuclear Cataclysm, I started to play around with a quite primitive flying system for the F-35 jet that is used in Crysis. As the basic flying mechanics actually worked quite well, I added more and more features to it. The entire system was based on Flowgraphs, and allowed you to fly the F-35 similar to the Battlefield 3/4 jets with keyboard controls.

You could switch between cockpit and 3rd-person view, choose between the Minigun, lock-on AIM-120 AMRAAM air-to-air heetseekers (if I remember correctly) or air-to-ground missiles. I also added a more detailed, F-18-styled cockpit with a HUD and multi-function displays (didn't really like the F-35's touchscreen cockpit :p ) and the modder befubo even created some awesome flash textures for it - the displays and HUD you can see above worked in real-time and displayed speed, height, weapon info, the aircraft's health, etc. There was also a primitive hitbox-based health system, and the player could eject from the plane if it's damaged too much.

Of cource, the system would need some kind of backstory in order to fit in the overall mod: As an air force pilot, the player would have to escort the C-17 ("pegasus one") that carries the Nuclear Emergency Support Team (NEST) to the North Korean missile base. During the mission (probably between the 3rd and 4th map), the player has to defend the C-17 against some enemy jets, enemy anti-air-posts etc.

Sadly, there were quite many (mostly technical) reasons why this system didn't make it into the release version. The most important one was that I couldn't find a way to keep the cockpit camera in place correctly. Depending on the aircraft speed, the Flowgraph wasn't fast enough to update the camera position and the camera lagged horribly. Unfortunately, I and a few other modders I asked couldn't find a good workaround (like using C++ or the vehicle system).
The other big reason was that I would have needed a lot of extra time to create the mission logic - probably several months extra, and I simply didn't want to spend that much more time on it.

These are basically the biggest things of Nuclear Cataclysm that didn't make it into the final mod. I'm not planning to release these assets in any way, but if anyone should be interested to do something with it, send me a text message and we can talk! :)


Allthough all your nice comments are very tempting, I will definitely not start a sequel or a similar project in the future - it was simply too big and took too long. However, some time after the release I began to miss working on the maps and started a small environment map, on which I'm working a bit from time to time. But it's nothing big, maybe I'll show some screenshots or create a mod page for it if I should decide to release it.

hey I love this mod its just i cant try it out because it says windows cannot find 'bin32\crysis.exe'. Make sure you typed the name correctly, and then try again. also im new to crysis so can you tell me maybe what else i would need?
please help(sorry for bad grammar).

Hi, why did you choose such a dramatic ending? Did you make this mod alone? And how do you feel about the wreckage and operation salvage mod? And Yes, what does a passing Vtol mean at the end? Tipo Nomad will be saved or just like that?

Hi KodoL! yes, I developed the mod mostly myself, allthough I had quite much support from many people in various areas (like coding, modeling, etc). You can have a look in the Release Notes PDF in the download if you're interested in details.
Wreckage (and its predecessors) is a really awesome, quite innovative and well-polished mod, which was a great inspiration in certain ways and fun to play. But I don't think I've played Operation Salvage, to be honest, so I can't say anything about that.
I know that the ending is a bit "controversial" amongst many people, but somehow I had a very clear idea of how it should look very early on in the development - the dramatic climax of the mod. Concerning the VTOL, there is no definite meaning - but I think the chances are good that Nomad might survive :)

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