Half-Life 2: FakeFactory Cinematic Mod 2013 alpha 01-17 (2014) [Ru/En]

seeders: 5
leechers: 6
Added on May 10, 2014 by HeroKhanin Games > PC
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Description

Information:
Game Name : Half-Life 2
Year : 2014
Author / Developer : FakeFactory (Juergen Vierheilig)
Type of distribution : Mods
Language: English
Required language game: it does not matter


System Requirements:
* Dual-core processor ;
* DX9 compatible graphics card with 256 MB of video memory (512 MB ​​recommended);
* 3 GB of RAM (4 GB recommended);
* Windows XP/2003/Vista ( desirable x64). When playing with RAM less than 3 gigabytes or 32 - bit systems should set the textures on average, and the smoothing level 2 or 4.


Description:
* Steam, Half-Life 2 , Half-Life 2 : Episode One, Half-Life 2 : Episode Two and Source SDK Base - Orange Box. Requires the presence of all the items from the list.
Description: Your attention is a modification for Half-Life 2 called Cinematic Mod for authorship FAKEFACTORY. This mod is a resuscitation of the trilogy Half-Life 2 with improved graphics , high definition textures and high polygon models . The new version update author tried to increase the detail of open spaces , adding a large number of objects in the background, as well as changed the geometry to increase the level of detail themselves .
Cinematic Mod version 2013 is designed to work with the new format - ACF (SteamPipe).


About Release:
Important notes
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 and play something else.
To play this mod, you must own Half Life 2 + Episode 1 + Episode 2 fully installed and unlocked! (= started at least once) You cannot play without Episode 2 content!
Remember to activate "High Quality" graphic settings in the options dialog. Especially the model setting must be at "High" or you'll get facial animation errors with HD models.
You must enable HDR, when using the dynamic shadow enhanced maps. (Looks very weird and unnatural in LDR)
If you are using HD characters, please re-initiate them with the new character pimper after updating the CM!
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 / Low-res textures with new Hi-res textures and/or Hi-res-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
History
CM 2013 alpha 17
- New HD model
- Map fixes (a lot)
- Fixed Plotstopper in EP1
- Worked around a crash bug with activated SweetFX on map transitions
- Updated SweetFX integration with v 1.5 and new presets.
Please de-select SweetFX and re-select SweetFX in the configurator to avoid crashes
- Added nightvision (default "n" - key -> can be reassigned in the options menu)
CM 2013 alpha 16
- New (reworked) Sampaio model -> almost final
- New Mossman model -> almost final
- New (reworked) Lima model -> very work in process
- Updated Sirena model. If you use this model, please select the new V3000 variants in the character pimper.
- Reworked human rebels. If you use the HD humans, please re-select them in the character pimper
- Fixed a huge amount of map errors (valve bugs and CM bugs)
- Fixed crash bug when shooting at crane in map d2_coast_04
- New configurator setting "Large VRAM mode":
Try this setting if your GPUs has more than 2.5 GB vram.
It will force managed textures into GPU memory and allow DirectX to upload texture infos on level load,
eliminating most stuttering. DO NOT USE WITH LESS THAN 2.5 GB VRAM.
CM 2013 alpha 15
- Fixed small errors in d1_canals_08 - d1_canals_12
- Fixed plotstopper in ep2_outland_10 (never ending combine attack waves)
- Fixed tonemap settings in ep2_outland_07
- Reduced memory usage for rendertargets
CM 2013 alpha 14
- Fixed vortigaunt intro effect in episode 1
- Fixed faulty sequence in ep1_c17_01
- Fixed wrong particle impact effects
- Fixed heavy map errors in d1_town_02
- Fixed navigation problems in ep1_c17_01
- Fixed jittering boxes in d1_trainstation_05
- Fixed narrow area in d1_canals_02
- Fixed bugs in d1_canals_07
- Small fixes in d1_canals_01, d1_canals_06
- Small fixes in ep2_outland_09
- Added postprocess effect gausian blur
This is mainly for screenshots, but some testers liked it as a permament effect during normal gameplay.
I recommend to use the "horizontal only" option
CM 2013 alpha 13
- Fixed wrong skill settings when activating original VALVE difficulty level (Please reselect CM skill settings in the configurator. After that you can select VALVE settings, if you want them)
- Fixed plotstopper in d2_prison_01 (blocked gunship)
- Removed the HQ version of HEV suit reflections effect (shader is not compatible with actual game engine)
- Updated environment lighting in ep2_outland_06 and ep2_outland_06b
- Fixed navigation bug in d2_town_02 (Monk not proceeding)
- Fixed navigation bug in d2_coast_09 (dropship pingpong or never arriving)
- Fixed terrain problem in ep2_outland_10a (jeep stuck under water)
- Fixed world hole in d1_canals_05
- Fixed wrong collision hull under a train car in d2_coast_01 (it was impossible to avoid a sniper)
- Fixed invisible wall (elevator entry) in ep2_outland_11
- Fixed performace problem in d2_coast_07 (near and inside farm house)
- Fixed blocked strider navigation in ep2_outland_12
- Fixed floating house parts (after exploding) in ep2_outland_12
- Fixed combine soldiers spawning subground in d2_coast_12
CM 2013 Alpha 12
Updated Sourcecode and migrated to latest engine for better VR support
Rework und bugfixes in all maps after numerous internal playtest releases
Re-Inplementation of postprocessing effects
Updated models, textures and sounds
Bugfixes (tons of it)
Installer code changes for almost foolproof installation process.
For this release: Special thanks to the prefab contributors at gamebanana and very special thanks to z-o-m-b-i-e for his modelpacks.
CM 2013 Alpha 02 - 11
Internal playtest releases
CM 2013 Alpha 01
Migrating to Source engine 2009
Rework of every single map in the game
Improved lighting in all maps
Improved landscapes and foliage. Most outdoor maps are completely re-sculped with new displacements
Changed the old smoke explosions (moving alpha-texture planes, simple and ugly) to particle effects
Dropped Parallax mapping because of crashes (duh!), but improved normal mapping in the game
Tweaked self-shadowing effects
Added Bumpmapping to most old (flat) textures
Many new HD textures
Reworked the dynamic soundtrack system
Reworked Client-Code, fixing all known crash errors
Fixed all known plot-stoppers (like faulting npc scripts and event-triggers)
Changed directory structure to keep the mod independent from future gamefile updates (Steam *loves* to break things)
Hardware requirements
DX9 capable graphics hardware with minimum 512 MB VRAM. (1 GB recommended)
3 GB RAM (4 GB recommended)
Software requirements
Fully installed Steam client. You can't start the mod without Steam running.
Fully installed and unlocked HL2 / EP1 / EP2. Make sure, you have started those games in the past.
Source SDK (SDK, Base, Base 2007) installed (you can get them in Steam | Tools).
Installation instructions
Download and unpack the RAR archive. You will get a setup.exe with some subfolders. Do not unpack the archive in the subfolder. Just run setup.exe and follow the onscreen-instructions.
The mod has to be installed into the "common" folder inside the Steam directory structure. The installer will try to direct you to the right point. During installation the setup will migrate some VPK files from your half-life 2 installation into the mod directory.
Please assure the complete download of Half-Life 2 and its episodes, before trying to install the mod. Start HL2, EP1 and EP2 at least one time.
The installation will take a while.
Oculus Rift support (untested)
Add "-vr" to the commandline of the Shortcuts in your CM2013 startmenu folder. (The final version will contain additional shortcuts.)
Starting the mod
Allways start your STEAM. The mod can start without steam running, but this will give you a lot of trouble (ingame-problems, resetting steam language settings). The final version will check for a running steam when starting. Use the shortcuts in the CM2013 startmenu folder for starting the mod.
About savegames
In this version almost all maps are updated. This will give you problems with savegames for sure. 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.
Microstutter and heapsize
If you encounter microstuttering ingame (animations), try the heapsize command. Add -heapsize {bytes} to the shortcuts, i.e.: Shortcut: Cinematic Mod EP2 Target: …launcher.exe" -heapsize 512000.
Never set the heapsize above [your installed RAM amount / 3] or 512MB
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 is 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)!
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 following directories:
FAKEFACTORY_CM2013hl2cfg
FAKEFACTORY_CM2013episodiccfg
FAKEFACTORY_CM2013ep2cfg
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.
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 chose 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)
Recources and credits
Used software or 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 model resources
contentparadise.com
efrontier.com
daz3d.com
Anton Kisiels Apollo Max
Used sound resources
(German only) Some Fallout 3 voice samples with kind permission of Mediamax / Bethesda Softworks
Several soundtrack teaser sites
Credits
Biohazardpro for his excellent Source Shader Editor
DrewPlusPlus for some Shader canvas (Lensflares)
Saul Rennison for additional dynamic shadow code
Ildarion for fixing map errors and additional map elements
Oskutin for some brushwork in the maps
teh strelok for additional sounds
Unknown artist for graffity / sketches
Maldo for some asphalt textures
Credits for the used weapon models (ironsight modification)
TheLama
!NC!Furious
-WildBill-
BadPrankster
Vunsunta
Kaskad
TheLama
flamshmizer
Twinke Masta
WangChung
Dr. Zoidburg
Firegold
geno
Hellspike
klla_syc3
Lonewolf
Lordn00b
modderfreak
Schmung
Thanez
For the new HD combine this mod uses parts of models and textures from the following authors
Jason278
J.Barnes
Romka
StealthSilver
Predaaator
insurgency team


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seeders:5
leechers:6
Half-Life 2: FakeFactory Cinematic Mod 2013 alpha 01-17 (2014) [Ru/En]

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All Comments

I have it on Steam and downloaded the mod from the homesite of FakeFactory and it is absolutly a work of art

And this is with latest update so Great torrent upper