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Joined: 30 Jul 2009, 12:48


Postby FAKEFACTORY » 16 Nov 2014, 11:56

After almost 10 years of source1 modding i have to say, all things come to an end. Source-1 modding is actual dead, the limit of this old engine is reached. In the past weeks and months, this project has become a burden. Because i hate unfinished business, i kept the project alive, and now its time to say Goodbye for some time. Maybe Source2 will give me the motivation for updating the mod in the future. We will see...

After all it was a great time with you - the community that grow around a mod project, that was never planned to go public - And i bow my head in respect to all you people, who tested, bughunted and gave me constructive critism.

The actual final version shoud be stable and satisfying for most users. With the latest HD-alyx comes a Valve-Lookalike model, that (maybe) gratify the haters. (If not, they can still use the original model)

I will release my map-sources to the public soon, so interested users can rework the mod or add things or do whatever they want.

Farewell for now,

(thx MadMakz for webspace)

---------------------------- !!!!VERY IMPORTANT !!!!! ----------------------------

The installer tries to copy some VPK and CACHE files from your official HL2 installation to the mod directory. This can fail on non-standard steam installations or when some registry settings are missing. If you are getting errors on game start (error models, missing assets, black screen etc...), please copy the needed files manualy:

You need to copy all *.VPK and *.CACHE files from the hl2 / episodic / ep2 subdirs of your official HL2 installation to the subdirs in the CM2013 folder, but do not overwrite any files.


Known bugs:

- After changing the ingame-language: Steam is asking you to restart hl2. Doing so will restart to the original unmodded hl2.
Therefore you should exit and start CM2013 manually.

- Poor performance on outdoor maps with HBAO enabled: HBAO is a fps killer and needs a really fast gpu.

- Sunrays are flickering: The sunrays shader is not fully compatible with multicore rendering. Either disable multicore
rendering in the advanced video options or disable the sunrays with the configurator.

- High VRAM mode gives me trouble (crashes or fps drops): The high vram mode is experimental. Disable it.

- My FOV is weird: CM2013 has enhanced FOV range (50-90 - Original hl2 has 75-90). Please check the fov setting in the video config panel.

- "Procedure entry point Direct3DCreate9Ex could not be located in DLL - nvspcap.dll" error with SweetFX enabled. Some nvidia drivers broke SweetFX.
Only workaround is to deinstall Geforce Experience or disable SweetFX. This bug may be corrected with an updated nvidia driver.


CM 2013 Final 1.24

- Fixed map errors in ep1_c17_02b
- Fixed dropship path error in ep1_c17_05
- Added internal Softbloom shader (ff_ppe_bloom)
- Reworked preset #1 and #2 in configurator tool
- Reworked rimlight and phong masking on some models
- Reworked the "Too many indices for index buffer" crash when hd models are enabled
(YOU MUST RE-APPLY THE HD HUMANS with the Character Pimper tool)
- Fixed german npc combat chatter
- Fixed d2_coast_04 map link to d2_coast_05 (night version)

CM 2013 Final 1.23

- Fixed shader filmic

CM 2013 Final 1.22

- Fixed missing textures

CM 2013 Final 1.21

- Fixed typos in the configurator
- Added Watchdog color adjustment (convar ff_ppe_watchdog)
- Reworked Teeth textures on some models
- Fixed wrong ground texture in ep2_outland_07
- Removed Laserpointer from pistol due to rendering issues with the new shaders
- Fixed wrong scenes file in the german language pak
- Fixed wrong generator model
- Fixed errors in d1_canals_05
- New hair variation for KENDRA model (tag V4)
- Fixed ep1_c17_05 (catwalk not falling)
- Fixed wrong hd medic model in d2_coast_01

CM 2013 Final 1.20

- Fixed one very nasty code bug (possible crash)
- Fixed soundscape bug (rain ambient sound looping error)
- Added new internal shaders, converted from Reshade master effects shaders (you can select them in the new configurator):
- ff_ppe_filmic -> Applies some common color adjustments to mimic a more cinema-like look (a matter of taste)
- ff_ppe_uncharted -> Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
- ff_ppe_hpd -> Like ff_ppe_uncharted, but with the Watch Dogs curve for better black levels
- ff_ppe_sharpen -> Image sharpening
- ff_ppe_fxaa -> FXAA based antialiasing. When enabled, this will disable the ingame MSAA. DO NOT USE WITH SweetFX Antialiasing profiles.
As allways: You can switch the new convars in the console to see the new effects in action. Type "find ff_ppe_" for a list of all possible convars

- Added reshade based high quality soft bloom (You can switch ingame with SCROLL-LOCK key. Beware: Reshade is currently in early beta)
- Finished the night coast sequence maps
- Other map fixes
- Removed CM Soundtrack due to copyright issues

CM 2013 Final 1.01

- Fixed missing map connection at d2_coast_07 (night version)
- Fixed areaportal error at d1_canals_13
- Fixed wrong triggered soundtrack in d3_c17_10b
- Fixed missing hd models
- Fixed missing KENDRA models (feathered hair)
- Updated to the latest engine. This will prevent crashes at the options panel with steam running

CM 2013 Final

- Map fixes
- Fixed bad hands model on most characters
- Added new HD Alyx (close to original VALVE face shape)
- Updated SweetFX preset
- Fixed incomplete crossbow model when using ultra wide aspect ratio (21:9) or eyefinity
- Fixed ep1_c17_02 missing water
- Added (optional) nighttime coast sequence after numerous requests. Use the configurator tool for enabling the new maps
(Warning: You cannot use old coast savegames after switching)
- Added headlights for the buggy (hl2 EP0 only)

CM 2013 beta 5

- Fixed ep2_outland_09 (it was impossible to get past the laser cannons without cheating)
- Small map fixes
- Translation fixes for the configurator tool
- Enabled and tweaked Real-Time Approximation to Subsurface Scattering for all human models

CM 2013 beta 4

- Small map fixes
- Fixed old VALVE bug with wrong r_farz settings on mapload. This should increase performance on most outdoor maps
- Changed the SweetFX injector to boulotaur's for better engine integration. The new injector allows the engine antialiasing remaining active.

CM 2013 beta 3

- Fixed wrong international scenes files in all episodes
- Fixed wrong audio for german users in some scenes
- Updated DOF shader
- Updated some maps
- Fixed possible crash when dying while driving a vehicle
- Added ENB based fantasy bloom effect
- Reworked the Valve-style HD Alyx model (still wip)
- Reworked the "Kendra" model

CM 2013 beta 2

- Fixed d1_canals_01a (map was compiled with active gordon bounds / incomplete)

CM 2013 beta 1

- Mod entering beta state
- HD model "Kendra" finalized
- Fixed missing radio buttons in the skill config dialog
- Reverted to older engine, because of some errors
- Sunrays working again (but still not fully compatible with multicore rendering)
- Some map fixes
- Reworked some scenes for compatibility to ultra wide aspect ratio (21:9) and surround gaming
- Small codefix: Crosshair is hidden til the player is equipped with the HEV suit.
- Re-Enabled Parallax Occlusion materials in some maps
- Added Depth of field with bokeh blur and autofocus. Two variants available: with and without chromatic aberration
- Added Filmgrain
- Fine-Tuned ironsighted weapons offset for compatibility with DOF-shader
- Added Ambient Occlusion (HBAO) -> NVIDIA ONLY! Doesn't work with ATI hardware. *** Warning, this is very expensive ***
- Added Real-Time Approximation to Subsurface Scattering to the KENDRA HD model and most main characters
- Added swaying grass
- Updated SweetFX integration to the latest version 1.5.1
- For GERMAN users only: Überarbeitete deutsch Audio-Lokalisierung bei den Citizen.

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 for better VR support
- Rework of all maps after numerous internal playtest releases
- Re-Inplementation of postprocessing effects
- Updated textures and sounds
- bugfixes (tons of it)

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)




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Joined: 16 Nov 2014, 13:12

Re: CM 2013 FINAL

Postby DrWayNe » 16 Nov 2014, 13:21

Thanks so much for finishing the current version, especially on HL2's 10th birthday! And thanks so much for all the work and dedication over the last couple years, CM has really made HL2 rise and shine again.

I'm now off to celebrate with CM 2013. (r)

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Joined: 22 Jun 2011, 15:03
Location: Australia

Re: CM 2013 FINAL

Postby Gorgoth » 16 Nov 2014, 13:52

Sad to see you go for now but It's completely understandable given the amount of time you've been working on this project whilst valve has added no new content for over 7 years now. Thank you so much for allowing me to re-experience the epicness of half life 2 again and again each play through got better and better and despite the haters you persisted to provide this mod to the community free of charge. Checking for updates has been an exciting part of my life for the last 4-5 years since I discovered the mod and played through most of the versions.

I really hope once valve gets there act together and releases their new engine and half life game you will return to breathe new life into this mod but until then you deserve a long break and rest. I wish you luck in your future endeavours.

Btw I havn't downloaded the file yet but when I do I'll be sure to post if there are any serious bugs that I find.
Having problems installing Cm? Follow this tutorial: viewtopic.php?f=6&t=488

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Re: CM 2013 FINAL

Postby MadMakz » 16 Nov 2014, 14:01

CM2013 1.2 full


Code: Select all

Last edited by MadMakz on 19 Apr 2015, 00:50, edited 6 times in total.

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Joined: 10 Oct 2011, 15:29

Re: CM 2013 FINAL

Postby SimonSezz » 16 Nov 2014, 19:52

Your are beyond amazing Fakefactory.

You have pushed the source engine and this game in its most deepest limits, and im still surprised you have done it so well.
I'll speak for myself as A Half-Life fan, you remade the game how it should have really look like.
Enormous respect for you Fakefactory.

Congrats for your HUGE work, and thanks A LOT for everything you have done for us all, and the whole Half life community.

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Location: Poland

Re: CM 2013 FINAL

Postby DantePL » 17 Nov 2014, 00:34

Damn, I don't know which feeling is stronger: the happiness of seeing Cinematic Mod complete and finalized or the sadness of seeing you go. Just as Gorgoth said - you absolutely deserve a rest, we all understand this. I was a modder myself and know more than well enough how time consuming CM must have been. I really enjoyed this little thrill when checking the site for updates. Well, the only thing left to do for a longer while is to wait for Source 2 and/or HLep3/HL3 I guess.

I'm afraid we can't thank you enough for your hard work but I hope you know we love CM very much.

All the best with your future plans! (thumb_1)

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Re: CM 2013 FINAL

Postby MadMakz » 17 Nov 2014, 14:57

Downloads for North- and Southamerica fixed (0 bytes). They where broken for two weeks and nobody told me exept for one person after 13 days.

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Re: CM 2013 FINAL

Postby AlexDC2013 » 17 Nov 2014, 15:29

This project has been incredible and I learned a lot from it. I'm pretty sad now that it is over fot a while :'( . Really hope to see you again when Source 2 will be ready. All the best until then.

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Re: CM 2013 FINAL

Postby MadMakz » 17 Nov 2014, 16:54

I too would like to see VALVE rewriteing their engine from scratch instead of patching their 2004 codebase to death with another Sourcefork #20.
I wonder why they never keept a mainline and made it modular but instead made a independant fork for each of their games even rendering their pluginsystem useless across their own games and compileing against four different SDK's.

Maybe we'll see him doing CM on a tottaly different Engine/Series someday. I'd welcome that :D

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Joined: 07 Jan 2012, 12:40

Re: CM 2013 FINAL

Postby gfreeman » 17 Nov 2014, 20:58

Dear Fake

Want to thank you for your great work on the best game ever released! Thank you for your time, ideas and nerves over the last 10 years! Thank you for this time!

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