CM 11 Final RELEASED

ThaFreeman
Posts: 6
Joined: 05 Jan 2012, 18:32

Re: CM 11 Final RELEASED

Postby ThaFreeman » 08 Jan 2012, 14:03

I fine tuned some of the commands in autoexec and included hiquality.cfg which you run with F11 at start of each level or everytime you load a level. Also i added motion blur, you can disable if you dont like. I also used the r_flashlightscissor 1 since it gives an extra 2-3 fps in areas where the fps takes a hit when using flashlight
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goga
Posts: 2
Joined: 26 Dec 2011, 17:41

Re: CM 11 Final RELEASED

Postby goga » 09 Jan 2012, 20:32

hello everybody, i can not compare the music from CM10.42 and CM11 final. is there any difference between the releases? It seems different, who is the composer?

have the orange box, with CM 11RC0 through the installation was a little bit complicated because i had a issue RC2 to RC3
then i downloaded the RC0 to Final and everything was fine

thank you
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Razerlikes
Posts: 27
Joined: 26 Oct 2010, 22:50

Re: CM 11 Final RELEASED

Postby Razerlikes » 09 Jan 2012, 21:07


pazuzu
Posts: 2
Joined: 10 Jan 2012, 13:37

Re: CM 11 Final RELEASED

Postby pazuzu » 10 Jan 2012, 13:43

What about adult pack? when the release? (r)

Gorgoth
Posts: 395
Joined: 22 Jun 2011, 15:03
Location: Australia

Re: CM 11 Final RELEASED

Postby Gorgoth » 10 Jan 2012, 13:45

He said later this year, I'd narrow it down to some time in the first half of the year though.
Having problems installing Cm? Follow this tutorial: viewtopic.php?f=6&t=488
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pazuzu
Posts: 2
Joined: 10 Jan 2012, 13:37

Re: CM 11 Final RELEASED

Postby pazuzu » 10 Jan 2012, 16:21

In the configurator I check the "Enhance Physics timescale" option, but when I open the configurator this box is unchecked again... what happen? is a bug or only for nvidia? :S

Thanks,

Mattey
Posts: 41
Joined: 12 May 2010, 23:43

Re: CM 11 Final RELEASED

Postby Mattey » 11 Jan 2012, 21:11

Hello There and congratulations for fixing almost all the bugs in this mod.

I LOVE THE NEW MAPS, very well optimized and detailed.

I hate to do this again but I must report a bug and a missing event, both occur in Ep0, in canals.

First bug is that, when you take the mounted gun after killing all the combine, there's supposed to appear a combine car shooting missiles at you and detroying the mounted gun, BUT it gets stuck so, it doesn't do anything. PLEASE CHECK THE SCREENSHOT AT THE BOTTOM

I'm glad that the thing that falls that I complained many times, well, it actually falls now, BUT it is supposed to break the wood that holds it, and it does not.
THAT MUST GET FIXED.

Last thing I noticed that in the very begining of Ravenholm, the torso of the zombie on a chain is still missing.

Also, he reflection of the floor in Kleiner's lab is totally nonsense, since it's supposed to be a concrete floor.

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pilatomic
Posts: 15
Joined: 13 Dec 2011, 08:57

Re: CM 11 Final RELEASED

Postby pilatomic » 13 Jan 2012, 08:28

If I remember well, you can make the thing fall by shooting the explosive barrel on it.

klaasman
Posts: 50
Joined: 08 Oct 2011, 07:17

Re: CM 11 Final RELEASED

Postby klaasman » 13 Jan 2012, 19:03

You can get an adult pack HERE

Gorgoth
Posts: 395
Joined: 22 Jun 2011, 15:03
Location: Australia

Re: CM 11 Final RELEASED

Postby Gorgoth » 14 Jan 2012, 04:04

That is not FakeFactory's official adult pack that is the adult pimpers latest version, not related.
Having problems installing Cm? Follow this tutorial: viewtopic.php?f=6&t=488
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