Welcome to CRYMOD
This page contains various resources and links for Crysis and Crysis Wars modding and servers.
Were you expecting CRYNETWORK.COM or WFSTAT.US? Those sites now redirect here (don't worry, I still run Wildfire!).
We host a downloadable copy of the game for free download here
(updated to the latest patch, just download and run). It is not patched
for multiplayer so you will still need to download and install your preferred multiplayer solution.
Please note that we've contacted EA and Crytek on several occasions about obtaining permission to host the game but never got a reply.
In our last letter to them we stated that until we receive a reply, we will be assuming that we have permission to host Crysis Wars for free download. As we never received a reply to that
letter we assume that we have permission. Obviously if we're contacted by EA or Crytek and asked to stop providing free copies of the game, we will (I'm just doing the community
a service here and have no desire get into a conflict with EA/Crytek).
This is a legal grey area since Crytek/EA no longer sell the game and the game isn't digitally available anymore (even via Origin). The game keys that come with physical copies
are not recognised by Origin and can no longer be activated. This means that EA/Crytek are no longer making any money (at all) on the game and this would be why they're turning a
blind eye to this.
- Download and extract the Wildfire networking software to your Crysis Wars folder, replacing any files that currently exist.
- Launch the game as you normally would and create a new GameSpy account
- Browse the server list and connect to servers like you used to (if you're a new player, welcome!)
Stuff to note:
- Use of Wildfire is subject to a "be nice" policy- that means no abusing others (usual in-game abuse is fine), and no hacking
- Starred servers, friends list, and global chat is no longer functional (and will never be functional again)
- Working: login, logout, server browser, connecting to servers, profile IDs
- Buggy: server pings, server IP showing up as "0.0.0.0" (or not at all in some cases) in-game
- Stored passwords are hashed and are not viewable (please don't ask me for your password because I won't be able to give it to you)
When Crysis and Crysis Wars used GameSpy, GameSpy used something called Network Access Translation Negotiation (natneg) to retrieve your server's external IP and use that in requests instead
of your network's internal IP address. The majority of home networks are behind a router, which knows which device is expecting a response from an external server and then routes that response to the
device- another way of looking at it is that the router replaces your external IP with the internal IP of the requesting device, and then sends it to the device.
This was done because external clients and servers only know about your external IP address and not your computer's internal one inside the network, so any requests must be translated to your internal IP.
Due to the way routers work it must match an outgoing request with the incoming request, and if they aren't matched the request is discarded. This results in any requests to the server that haven't already
been established, such client connection attempts, to be discarded.
To fix this, you need to port-forward your server's port in your router's settings. If you are unable to do that (some ISP-provided routers are locked down so you can't access these settings), you may
need to contact your ISP's support in the case of an ISP-supplied router, replace the router with something reputable, or purchase server rental from a server hosting company. Unlike your home network,
networks in datacentres are designed to route incoming traffic to the target server.
This depends on what multiplayer solution you use, but in general out-of-the box GameSpy protocol-based systems will allow you to use any server modification you want with no restrictions, but other systems
may require use of a specific server modification.
GameSpy protocol-based systems:
These systems have the same issues that GameSpy used to have, such as profile spoofing.
Wildfire has built-in protection against profile spoofing but the others do not.
Custom protocol-based systems:
- CryMP (its SSM, SFW, can be built into a custom modification, but requires programming knowledge))
- Crysis Wars Connector (dead, the first version of Wildfire)
As above, but a varied attack vector depending on the system.
Both active systems can be spoofed via a MitM (Man in the Middle) attack (but if you've been a victim of this attack, you've got more things to worry about than a client spoofing requests), CSN hashes its transmissions
with a bit swap + MD5.
The game will run perfectly fine on any operating system Windows XP and newer.
Please note that if you're a mod developer this changes to at least Windows 8.1/Windows Server 2012 R2 due to the requirements of building your mod
with a newer version of Visual Studio. If you can find an original copy of the Crysis/Crysis Wars Mod SDK (that hasn't been fixed, like the one I'm offering) it'll allow
you to run your mod on older operating systems, given that you're compiling it with an older compiler/IDE.
Server and Client Mods
The Crysis Wars SDK for patch v1.5 can be found here
. It requires Visual Studio 2015 or later to run.
The built DLLs are output to
, depending on
what architecture you're building for. Lua scripts follow an identical file path as the actual game, being
You may rename
to something else, but remember to change your project settings to reflect this if you do.
files can be extracted with 7-zip
and must maintain their folder structure. Feel free to remove
any files that you don't want (from your mod) as the game will automatically use its own version of a file if it is not found within a mod's file path.
Note regarding setting the server/game root:
command whether or not you're using a mod as this enables the server to find your
configuration files. If you're creating a mod, you may want to create functionality that automatically determines and sets this.
Crytek provided an in-game mod launcher for client-mods, but it largely fell short and was difficult to configure correctly.
-mod [mod name]
is the name of your mod's directory inside
) launch command is used to specify a mod- by doing so you are instructing the game engine to look for game files within the specified mod that it can load,
this includes any file that follows the game's own file structure. Any files found are loaded instead of the same file inside the game's own directories.
Nope, mods can be Lua-only if you want them to. Note that it's worthwhile creating a DLL-based mod as you then have access to CryEngine's internals.
At the top of your game or server console (and log), you'll see the following if your mod has successfully loaded:
Added MOD directory <Mods\[mod name]\> to CryPak
Check that you've specified the correct mod folder name, that your paths match (
Mods/[mod name]/[architecture]/[mod name].dll
), and that your DLL's
architecture (64 bit or 32 bit) matches the architecture of the game or server.
If they do, then confirm that you don't have any build errors and that you have the correct version of the Visual C++ Redist installed.
The CryEngine Sandbox Editor and Maps
Crysis by default does not include an in-game autodownloader, you'll need to use the SFW mod if you want an autodownloader. Crysis Wars includes one by default.
The default Crysis Wars map downloader is a standard HTTP client (not HTTPS) and pulls files of any extension from a specified target URL, meaning that you can use any normal web host to host files.
As with hosting gameservers, I recommend to use a web-server close to your user-base (most of the Crysis and Crysis Wars community is based in Europe, so a server in France,
Germany, or the Netherlands is ideal). Before purchasing web hosting, check to see if your GSP (gameserver provider) includes free web-hosting with your package. 1GB of storage
will be enough to host up to around 50 maps, depending on their size.
Alternatively you can use the CRYMOD Global Map Cache server
We host the world's largest known repository for Crysis and Crysis Wars maps- 150+ maps complete with ready-to-go entries for your
Click here to go to the CRYMOD Global Map Cache.
- The default Crysis Wars autodownloader doesn't support HTTPS (SFW's autodownloader does)
- If you have a map that we don't have, please send it to me via Skype and I'll add it (contact details are at the bottom of the page)
- Copyright violation or just don't want your map in the cache? Contact me and I'll remove it.
files are CryEngine Sandbox Editor source files, they allow you to edit and recompile a map. Crytek includes the source files for all maps included in the
base game for both Crysis Wars and Crysis. These files are only compatible with the Editor version that they were created with and are not backwards or forwards compatible.
Flowgraphs are "visual programming" routines embedded within CryEngine map files, they exist in all three versions of CryEngine (plus AWS Lumberyard, which is CryEngine). If you've
ever programmed with Unreal Engine's Blueprint system you'll find the CryEngine flowgraph system to be similar.
The flowgraph system automates functions throughout your map, for example lights flashing, doors opening/closing, player teleportation when they step on an object, etc, all without
having to write a single line of Lua or C++. When your map is compiled by the Editor, your flowgraphs are converted into XML.
The CryEngine Sandbox Editor is extremely buggy and is from an era where games development was still largely done at API level instead of Editor-level (like Unity and Unreal).
Crashes can be caused by a variety of factors, so it's important to save regular backups of your work (don't simply save over it as what you're trying to do could be causing
the crash). Try restarting your computer, updating graphics drivers, and run the Editor in Compatibility Mode for Windows Vista SP1.
Sure, my contact details are below:
- Skype: crysismulticlan
- Email: firstname.lastname@example.org