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Far Cry (Windows)

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Title Screen

Far Cry

Developer: Crytek
Publisher: Ubisoft
Platform: Windows
Released in US: March 23, 2004
Released in EU: March 26, 2004


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • There's also some unused dialogue and areas.
  • Document the recently released E3 2002 prototype.
  • Document the August 14, 2003 Build. Currently nonfunctional
  • There were some very interesting developer design notes that had leaked at some point with elements that were either too time-consuming or too ambitious. I.E: Giving a player a rifle that allowed them to mind control enemies.
  • Source code has leaked, be sure to document it.

Far Cry is the only game in the series to be directly developed by Crytek before selling the IP over to Ubisoft in 2006. Born from an NVIDIA demo called XIsles, Far Cry went through several revisions at one point before settling on the series' non-linear approach with a lot of ambitious ideas removed due to time constraints.

Debug Mode

Starting the game up through the command line prompt and typing in -DEVMODE when booting up the game will start up a developer's mode. The following keys are available in debug mode.

Key Action
F1 Toggle First/Third Person View
F2 Jump to Next Checkpoint
F3 Toggle Fly/Ghost Mode
F4 Toggle No-Clip mode
F5 Reset speed
F9 Previous level
F10 Next level
F11 Toggle Debug info
=, - Increase, Decrease Speed
Backspace God Mode
o 999 Ammo
p Give all weapons

Unused Textures

E3 Pre-Alpha Label

FarCryE3Label.png

A leftover remnant of the disclaimer used in early builds of Far Cry. This label would be present on the very top right corner of the game during gameplay.

This texture can be found packaged with other textures in Texture\Hud

Hidden Tech Demo level

By typing "\map demo" into the console, you'll load an normally inaccessible tech demo level, where there's various events showing off mechanics of the game, ending with stealing a boat.


Unused Weapons

G11

The G11 was an additional assault rifle that was present in earlier builds of Far Cry that was removed very late into the development of the game. The gun itself was essentially complete with all art assets done. The reason for its removal is unknown. Many of the G11's assets can still be found within the final build's files albeit unused. It cannot be used due to the lack of a script for the weapon and the lack of the model.


The muzzle flash for the weapon can be found in Textures/WeaponMuzzleFlash


The sounds for it can be found in its own directory in Sounds/Weapons/G11

Unused Enemies

Screwed Trigen

The Screwed Trigen makes two appearances within the game but the player never actually faces one alive in the game at all. Deep within the game's files contains actual scripting for AI for this unused enemy that at an earlier point in development would be one of the types of mutants you faced in the second half of the game.


AIBehaviour.ScrewedIdle = {
	Name = "ScrewedIdle",


	---------------------------------------------
	OnPlayerSeen = function( self, entity, fDistance )
		-- called when the enemy sees a living player


		entity:SelectPipe(0,"mutant_screwed_attack");


		if (AI:GetGroupCount(entity.id) > 1) then	
			AI:Signal(SIGNALID_READIBILITY, AIREADIBILITY_SEEN, "FIRST_HOSTILE_CONTACT_GROUP",entity.id);	
			AI:Signal(SIGNALFILTER_SUPERGROUP, 1, "HEADS_UP_GUYS",entity.id);
			AI:Signal(SIGNALFILTER_SUPERGROUP, 1, "wakeup",entity.id);
			entity:InsertSubpipe(0,"mutant_shared_bellowhowl");
			entity:InsertSubpipe(0,"DropBeaconAt");
		else
			AI:Signal(SIGNALID_READIBILITY, AIREADIBILITY_SEEN, "FIRST_HOSTILE_CONTACT",entity.id);	
		end


		-- bellow and howl

		
	end,

Attempting to spawn the actual actor in a map via Editor will have it glitching out while attacking the player.