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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#
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.
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The Far Cry series | |
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Windows |
Far Cry • Far Cry 3 • Far Cry 3: Blood Dragon • Far Cry 5 • Far Cry: New Dawn • Far Cry 6 |