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Fakefactory Cinematic Mod Update 10 40

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Fakefactory Cinematic Mod Update 10 40

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Name:Fakefactory Cinematic Mod Update 10 40

Infohash: 9C9AE329A6694A5A13C48F5886791E153DE4EEF9

Total Size: 2.00 GB

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Last Updated: 2022-03-06 11:09:25 (Update Now)

Torrent added: 2010-05-06 16:05:41






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************************************** FOR 64BIT SYSTEMS ONLY! **************************************



FAKEFACTORY CINEMATIC MOD V10

Build 10.40



THIS IS A GRAPHICAL / MUSIC TOTAL CONVERSION. IT LOOKS AND SOUNDS VERY DIFFERENT COMPARED TO VANILLA HL2.

IT'S FREE. SO DON'T COMPLAIN, IF YOU DON'T LIKE THE MOD. YOU CAN DELETE IT ANYTIME AND PLAY SOMETHING ELSE.



TO PLAY THIS MOD, YOU MUST OWN HALF-LIFE 2 / EPISODE ONE / EPISODE TWO FULLY

INSTALLED AND UNLOCKED! (= started at least once) YOU CANNOT PLAY THIS MOD WITHOUT EPISODE TWO CONTENT!






If you are using HD characters, please re-initiate them with the new character pimper!

Remember to activate "High Quality" graphic settings in the options dialog

Especially the "models" setting must be at "High" or you'll get facial animation errors with HD models.



In this version almost all maps are updated. This will give you problems with savegames for shure.

I'm sorry about that, but you have to start again with the actual chapter. This is, because VALVE

stores several entity-states with entity-id into the savegames. Each map-update is invalidating the id-table,

which leads to stability problems or strange effects when loading a savegame with old map-entities into the new maps.



FOREIGN LANGUAGE USERS: Please reinitialize your preferred language with the configurator.












PURPOSE OF THIS MOD:




- Unified Engine; play the game (HL2 / EP1 / EP2) with the latest Orangebox engine / Advanced HDR / Dynamic Shadows

- Enhance the old HL2 maps with HDR, blooming, color-correction, new props, dynamic shadows

- Eliminate all blurry / Lowres textures with new Highres textures and/or Hires-Detail-Overlays

- Give the HL2 trilogy a more stressed, darker and uncomfortable look

- Enhance the soundtrack with a semi-dynamic new hollywood-style music

- Add optional HD characters

- Add more replay-value

- Todo: Jamil Mullen based HD-Alyx (still not satisfied with my current work.)

- Todo: Valve-style HD-Alyx. I'll wait for the enhanced EP3 model to work with.





For Ironsight modification this mod uses parts of weapon models and textures by the following authors:



TheLama

!NC!Furious

-WildBill-

BadPrankster

Vunsunta

Kaskad

TheLama

flamshmizer

Twinke Masta

WangChung

Dr. Zoidburg

Firegold

geno

Hellspike

klla_syc3

Lonewolf

Lordn00b

modderfreak

Schmung

Thanez





All the credits belong to them.





History:



CM 10.40



+ Enhanced the configurator: Now you can enable/disable the following features:

-> Cinematic Soundtrack (Valve Original Soundtrack takes place when disabled)

-> Experimental Dynamic Shadows enhanced maps (not possible in all maps)

-> Several graphics settings (enhanced gamma curve, foliage sprites ...)

-> Several engine settings (precaching settings, multicore support ...)




For the purists:

After deselecting the Cinematic Soundtrack in the configurator and deselecting

all hd characters in the CharacterPimper tool you get a HDR-enhanced VALVE style

game experience with the Cinematic Mod HD environments.




+ Added a new V90 (long haired) Lima Alyx in several outfits

+ Some reworks on hd characters

+ Added some experimental maps with multiple dynamic shadow simulation with the help of projected textures in certain areas (see notes below)

+ Added area-triggered shadow-controllers for more realistic shadow casting whenever dynamic shadow simulation was buggy or too expensive

+ Reworked a lot of maps for better areaportal usage / performance (FPS increase up to 70 % in some maps tested with NV-GTX285 at 1920 x 1200)

+ Tweaked the code a little bit (weapon usage on ladders re-enabled)

+ Character Pimper: Increased the number of available model slots

+ Many little things, i forgot




Dynamic Shadows Note:



The dynamic shadows were achieved with the placement of env_projectedtexture

entities. Env_projectedtexture entities are omni-directional lightsources

without falloff. This entity type is very costly and must be used sparingly and

only in the most appropriate areas, where the normal static shadow would break

the principle of optics too obviously.



For performance reasons i choosed a limit of 3 simultaneous active

env_projectedtextures in the players view cone. To avoid some of the numerous

bugs with env_projectedtextures (like flickering overlays, light-bleeding

through walls or just crashes) i had to place several lightsources different in

the maps.



Env_projectedtexture entities are totally unsuitable as a replacement for

parallel illumination such as sunlight. For a more accurate sun shadow i used

area-triggered shadow_controllers with different angles in addition to the

projected textures.



All these together is not the perfect solution, but much better than the old static lighting.



Attention: YOU MUST ENABLE HDR, when using the dynamic shadow enhanced maps. (Looks very weird and unnatural in LDR)








CM 10.30



+ Reactivated a simplified HUD crosshair in non-ironsighted weapons mode, so all the John Rambos can wipe out the city with hip-shots again.

+ Fixed HUD elements in EP1 and EP2

+ Fixed Detailsprites in EP2

+ Many, many, many fixes and improvements on hl2/ep1/ep2 maps

+ Most maps recompiled with high precision lightmaps in certain areas

+ Added V90 HD Alyx (Lima) - ATTENTION: One model variation is semi-half-nude

+ Several reworked HD civilian, some new faces

+ Small improvements in the ironsight code

+ Changed eyes on human characters to a vortigaunt eyes shader-derivate for much more realistic eyes

(Thanks to Kyle Bloss for the initial tip. It took me 3 years to pick up this, sorry Kyle)

+ First step to fix an old VALVE humans animation bug (instant flipping instead of normal turn-animation on 45 and 90 degree rotations)

+ Disabled gamma settings in autoexec, because the game was too dark for most users.





CM 10.20 (Non public test release)





CM 10.10



+ Added the complete HL2 buggy-coast sequence at nighttime. This is fixing the time leap from Ravenholm to Coast. If you want the old-style daytime coast levels, just copy the map files from "daytime" (inside HL2 maps folder), but i strongly recommend to give the new night levels a try.



+ Added Buggy headlights and increased flashlight (mainly because of the new night time coast levels)



+ Numerous improvements in several maps (HL2 / EP1 / EP2)



+ Added Ironsight (bind the ironsight key with the ingame options)



+ Added optional hightech-style HD-Combines (available with the character pimper)



+ Added several CVARS for console-tweaking the new features:



"FF_vehicle_flashlightfov_h" = "120" ( def. "120.0" ) - Horizontal headlight cone for buggy. Default: 120

"FF_vehicle_flashlightfov_v" = "60" ( def. "60.0" ) - Vertical headlight cone for buggy. Default: 60

"FF_vehicle_dynamicflashlight" = "0" ( def. "1" ) - Enables dynamic shadows with buggy headlight. (1 = On / 0 = Off) Default: Off, because of shadow cut errors

r_flashlightfar "1000" - Maximum length for player flashlight

r_flashlightfov "65" - players flashlight cone field of view

r_headlightfar "3000" - Maximum length for buggy headlight

"ff_ironsight_hide_quickinfo" = "1" - Disables the quickinfo HUD element. Crosshair alpha was be set to zero in hudlayout.res

"ff_ironsight_disable_crosshair" = "1" - Disables the crosshair while in ironsight mode.

"ff_ironsight_disable_weapon_lowering" = "1" - Disables automatic Weapon lowering while in ironsight mode.

"ff_new_running" = "1" - 0=Off, 1=On (Default), Enables head bobbing and prevents weapons use while running

"ff_staretime" = "15" - Necessary time in seconds, until Alyx reacts to staring.

"ff_enable_vehicle_headlight" = "1" ( def. "1" ) - Toggle the new buggy headlight feature (HL2 only)



+ Added the following settings to the autoexec.bat files (found in cfg subdirs)



mat_monitorgamma_tv_enabled 1

mat_monitorgamma_tv_exp 1.6

mat_monitorgamma_tv_range_max 255

mat_monitorgamma_tv_range_min 1



This gives a slightly darker image with more vibrant colors and more defined details but you should re-adjust your brightness settings

in the video config tab or disable the new settings with mat_monitorgamma_tv_enabled "0", especially with low-end monitors and bad blacklevels.











CM 10.03



+ Added italian support to Language Configurator





CM 10.02



+ Second attempt to fix an old bug in HL2 prison levels (Twin-Alyx)

+ Removed left-over files from the HD(FULL) version of CM10, i.e. HD-Dog

+ Fixed a vphysics crash at d1_canals_09 (heli bombing sequence)





CM 10.01



+ Fixed a bug in the NPC response system that could lead to a plot-stopping response clash in EP2





CM 10 FINAL



+ Reworked the facial expressions on HD Gman

+ Fixed eyes movement on HD Gman

+ Tweaked some nature textures

+ Some small map improvements

+ Fixed wrong ai node file in ep2

+ Added one missing EP2 map, that was giving AI errors in previous versions

+ Added macro scaled overlays to most nature textures.

This prevents Tiling-effects and gives more visual diversion on large areas with same ground texture (beach, forest ...)

+ Recompiled ALL HD civilian with Collision-Joints. This prevents unnatural bending after becoming ragdoll. YOU MUST RE-INSTALL THE HD-MODELS WITH CHARACTERPIMPER FOR TAKING EFFECT

+ Added V60 Lima HD Alyx

+ Increased the ragdoll lifetime

+ Updated to Source Engine 14 Build 3943

+ Added (conservative) multicore support to autoexec.bat's (Read the comments in autoexec.bat for further details)





CM 10 RC



+ Characterpimper: Additional installs of decals and textures matching the currently selected Alyx model

+ FIX: Characterpimper swaps textures and decals on swapping maincharacters (was planned in beta 3, but not activated)

+ Some minor reworks on several maps

+ Some performance tweaks

+ Improved Phong Settings on HD (Lima) Alyx

+ Improved or corrected textures on HD civilian models

+ (GERMAN ONLY) Einige neue veränderte NPC-Dialoge





CM 10 Beta 3



+ Characterpimper now installs additional files when switching between LO and HD maincharacters (like Dr. Breen posters)

+ Many maps reworked (HL2 / EP1 / EP2) for better performance and/or more details

+ Some new textures, some old reworked with better ones

+ V50 HD Alyx (Lima) Model

+ Engine Update (Version 14 Build 3791)

+ Some bugfixes

+ Some script updates (NPC response system)



+ FOR GERMAN USERS ONLY: Geänderte deutsche NPC-Dialoge (Experimentell)



Die für die deutsche Vertonung eingesetzten Citizen-Synchronsprecher waren leider von einer erbärmlichen

Qualität und sorgen in Half-Life2 für unfreiwillige Komik. Ich wage zu behaupten, jede Laien-Schauspielgruppe

mit einem Funken Selbstachtung würde weitaus besseres abliefern, als die dilletantische Synchronisation,

die VALVE seinen deutschen Kunden zumutet.

Sicherlich gibt es die Möglichkeit, die Audiosprache auf Englisch umzustellen, das ändert aber wenig an den

inhaltlich lächerlichen Dialogen vieler Citizen - insbesondere diese naive Freeman-Unser-Aller-Held Attitüte,

die in die deutlich düstere Atmosphäre der CinematicMod einfach nicht so recht passen will.



Also habe ich begonnen, mit Hilfe von Fallout3 Sprachsamples eine Art alternativen Dialog zusammenzuschneiden,

der nun wesentlich zynischer, egoistischer und erwachsener daherkommt.

Doc Freeman ist nun nicht mehr automatisch der allseits beliebte legendäre Held (was an sich schon reichlich merkwürdig ist - immerhin war er mittelbar für die ganze Misere verantwortlich), sondern wird hin und wieder

auch mal ziemlich schräg angemacht oder einfach ordentlich zusammengeschissen.



Die neuen alternativen Dialoge betreffen nur die Citizen. Die Hauptdarsteller sind ja Gott Sei Dank mit einigermaßen fähigen Sprechern besetzt worden.



Am besten mal ausprobieren, wie es Euch gefällt. Falls Ihr die originalen deutschen Stimmen wieder haben wollt, lassen sie sich mit dem Konfigurator reaktivieren.





CM 10 Beta 2



+ Reworked foliage and environments on some EP1 and EP2 maps

+ Reworked some HL2 maps (Closer to original VALVE mood, but more post apocalyptic) with richer foliage and smooth skybox transition

+ Performance-Fixes for some HL2 Open-Area maps

+ Brightened up the flashlight





CM 10 Beta 1 (First puplic beta)



+ MAJOR rework of all human models and maincharacters

+ Added Hybrid-HD-Alyx (very very beta) This model comes with HD-body but keeps the original VALVE-style face

+ Reworked Adriana Lima style HD-Alyx (new bonesetup, more realistic proportions, tweaked jigglebones)

+ Alyx got a pistol laser sight system

+ Optimized LOD system on HD models

+ New HD-textures / HD-props

+ Reworked old Hires-Textures with more efficient HD-overlays

+ Moderate rework of some keyplaces like Kleiner's lab, Black Mesa East, EP2-silo ecetera

+ Optimized texture pool for more economic usage of shared materials (CM9 uncompressed VRAM memory peaks: 2.3 GB VRAM -> CM10 uncompressed VRAM memory peaks:: 1.7 GB VRAM)

+ First implementation of a fully dynamic soundtrack framework (experimental)

+ Killed some background music (Less is more)

+ Tweaked the new running effect (reloading and shooting possible while running)

+ Several bugfixes

+ Launchers are using the heapsize command by default, because the current amount of texture/sound/mech data would break the heapspace limit



CM 9.7 (non-public)



+ Engineupdate to Build 3740

+ Added new ConVar "ff_new_running" for toggling the new run-effect





CM 9.6 (non-public)



+ Added dynamic muzzle flash effects (New ConVar "ff_dynamic_muzzle" for toggling)

+ Added MAJOR reworked HD-Alyx (Lima-Style) with much much much better vertex weighting (smooth bending).

+ Added some new HD Civilian models

- Fix: Small bugs in several maps





CM 9.52 (non-public)



+ Recompiled the HD civilians for better Eyes movement

+ Increased Bump and Specular maps on female characters





CM 9.51 (Hotfix Update)



+ Added new HD Alyx model (Adriana Lima style) with realistic (gravity influenced) hair motion

V14 tagged model is a WIP/TEST

V16 tagged model is a final model

* Hint: Not suitable for fans of the battle-worn VALVE style.

+ Recompiled Monk / Barney / GMan models, fixing some Bone-Errors

+ Added new HD Mossman model (blonde again)

+ Added new HD Barney model (closer to VALVE original)

+ Added GMan-Hybrid Model (old VALVE mech with Hires-Facemap as seen in older versions of CM)

+ Reworked Character Pimper for multiple model variations in "Maincharacter" section.

+ Recompiled the maps with higher precision lightmaps and per-vertex-lightning accuracy on props

- Fix: Worked around an old Valve Bug in Response-System. Alyx will now allways react if you are staring at her for some time in Non-Combat situations. Reaction depends on her actual condition (relaxed, stimulated, alarmed)

- Fix: Portuguese subtitles

- Fix: Areaportal error in map prison_05

- Fix: Terrain hole in map coast_03

- Fix: Ugly skybox and heavy performance drop in canals_13

- Fix: Wrong rendered blood splashes

- Fix: Wrong LORES-Civilian models (if HD addon was installed)

- Fix: Anorexic Monk HD model

- Fix (hopefully): Twin-Alyx in prison-levels

- Fix: Slowmotion when Quickload (F9) was pressed

- Fix: Tons of other small glitches





CM 9.5 (Snapshot-Release)



- Added true HDR maps to HL2

- Added 3D foliage to HL2 maps

- Tweaked some of the atmospheric effects in the HL2 maps

- Removed Sight-Range limits from HL2 maps

- Merged some of the very small sub-maps like town_01a, town_03, town_04, c17_02, citadel_02.





CM 9.1 BASE / HD



- Added HDR Skies to HL2 maps

- Updated some textures

- Fixed missing Corpse texture





CM9.01 HD



- Fixed wrong HD models



CM9 BASE



- CM9 Spin-Off (all HD-Models are ripped from the BASE version) -> This version is 32bit ready



CM9 beta1 to beta3 (non-public)



- Reworked ALL HD-models

- Reworked the human textures for ultra-realistic skin reflection

- Reworked the Character Pimper for easier usage

- Added tons of new environment textures and details (you hardly see any blurry textures now - even on closeups)



CM8 final



- Public release

- Added Jigglebones for realistic secondary movement of clothes and hair (Alyx HD models only)



CM8 beta 4



- Added Subsurface scattering for realistic skin reflections

- Added more civilians

- Reworked the models for orangebox facial system

- Fixed Gman's missing face in HL2 end-sequence

- Updated the server/client dll's with the latest SDK code for compatibility with Valves updated pyro-effects

- Increased the number of resistance fighters / combine in HL2's final streetwar

- tons of bugfixes



CM8 beta 3



- Finalized the second bunch of HD civilian/resistance models

- Minor fixes in some maps for better orangebox compatibility

- New optional Alyx style (less sexy)

- Slightly reworked EP2-Final

- Increased the face-pool for human models (Original HL2: 36 different faces / CM8: 115 different faces)

- Recompiled the HL2 binaries for increased face-pool

- Fixed Configurator.exe (lost subtitle settings)



CM 8 beta 2



- Fixed particlesystem crash in HL2 (gunship-shotdowns, barnacle mass kills etc...)

- Worked around a plotstopper in EP1 Level Citadel 04



CM 8 beta 1



- Orangebox engine for HL2 and EP1 (new particle and dynamic shadow effects for HL2 + EP1)

- Enhanced Alyx HD-model (VALVE style face)

- Enhanced Alyx HD-model (Adriana Lima face)

- Enhanced Civilian HD-models (now its the time to give them a try)

- hacked all HL2 levels for Orangebox compatibility

- fixed all known texture errors

- fixed the "hopping mossman" bug in novaprospect

- tweaked the HDR/BLOOM effects on HL2 maps (less blooming)







SOUND DROPS OR CRACKLING:




If sound crackles occures, you can fix this by setting the snd_mixahead value in

the autoexec's of CM's subdirectories. You will find the autoexec.cfg in the



FAKEFACTORY_CM10\hl2\cfg

FAKEFACTORY_CM10\episodic\cfg

FAKEFACTORY_CM10\ep2\cfg



directories. Try different value like snd_mixahead "0.2" or snd_mixahead "0.4"

for increasing the buffered time of soundsamples. This will fix crackling or

dropouts, but can lead to slightly asynchronous or delayed sounds.







SETUP.EXE AND VIRUS-WARNING




Setup uses a tool called SetACL for setting write permissions to the mods

screenshots / cfg / SAVE directories. Some antivirus software could warn about

possible malware. This is a false positive.







TECHNICAL INFO:




This mod's binaries are modified for memory allocation beyond 2 GB. To

prevent STEAM from overwriting this binaries with its own copies on each start,

the mod ist using a little launcher, that reroutes STEAM's original binaries

to >NIL.



Start this mod only with the shortcuts in your start menu (that were

created during installation)!





HARDWARE REQUIREMENTS:



- DX9 capable graphics hardware with minimum 512 MB VRAM. (1024+ MB recommended)

- 4 GB RAM





SOFTWARE REQUIREMENTS:



- Fully installed STEAM Client; You can't start the mod without STEAM running.

- Fully installed and unlocked HL2 / EP1 / EP2; Make shure, you have started these games in the past.













USED SOFTWARE FOR THIS MOD:



Adobe Photoshop CS2

3DS MAX 8

E-Frontier Poser 7

Microsoft C++ Visual Studio 2005

Powerbasic 8

VALVE Source SDK

Sony Soundforge 7

Sony Vegas 7

Crazy Bump 5

Cannonfodders SDK tools

entspy

vmex

Autoplay Mediastudio Pro

Setup Factory





USED TEXTURE RESOURCES:



Majang.com

3d.sk

Dosch

environmenttextures.com

Own photos





USED SOUND RESOURCES:



(German only) Some Fallout 3 voice samples with kind permission of Mediamax / Bathesta Softworks

Several soundtrack teaser sites



USED MODEL RESOURCES:



contentparadise.com

efrontier.com

daz3d.com

Anton Kisiels Apollo Max






DONATIONS:



Development of the Cinematic Mod has taken 5 years of my life, a vast amount of

coffee and 18000+ dollars for software and resources. It will stay free for

all, but you are welcome to donate a free amount for further development via paypal.



If you want to donate, please click the following link. You can choose the

amount of your donation yourself



https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=info%40madservice%2ede&item_name=FAKEFACTORY%20Cinematic%20Mod&no_shipping=0&no_note=1&tax=0&currency_code=USD&lc=US&bn=PP%2dDonationsBF&charset=UTF%2d8

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