Scroll Up Cinematic Mod 11

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Scroll Up Info & changelog

Important notes!:


Purpose of this 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.



CM 11.05

  • Added missing final maps
  • Fixed areaportal not opening in canals_05
  • Fixed timing in ep2_outland_01 (vortigaunt-antlion fight)
  • Performance fixes in maps with realtime triggered shadows
  • Added a new family of alyx variants (slightly based on Beyonce Knowles)
  • Removed obselete settings from the configurator and added a new bloom setting "dreamy"
  • Reworked old bloom settings and reduced overexposure
  • Fixes
  • Added requested Alyx variants with shorts/hotpants (not suitable for minors)

CM 11.01 Performance Fix

  • Fixed the heavy framedrops on some outdoor levels

CM 11 Final

  • (no history)

CM 11 RC3

  • Fixed very bad bug with dynamic shadows, affecting all non-debug builds (= all previous released RCs) and knocking out the dynamic shadow effect on most maps
  • Finalized HD citicen models
  • Improved several HD models (Breen, Magnusson, Kleiner, Monk)
  • Several map enhancements and fixes
  • Recompiled helper binaries for improved compatibility to Windows Vista/7 UAC

CM 11 RC2c

  • Added missing textures
  • Killed experimental fastzombie model (Really this time)
  • Antlions health increased
  • Try to fix startup crash on some configurations when steam is running. (Please report back)
  • Note: Old workaround (closing steam before launching CM11) should allways work.
    In case the new binaries are giving you more trouble, delete the bin folder and rename the bin_bak folder to bin for activating the old CM11RC engine

CM 11 RC2b

  • Added missing textures

CM 11 RC2

  • Fixed projected_texture code (loading bug with map not initiating renderer after load)
  • Decreased loading times
  • Added dynamic shadow code on a per-entity basis (thx to Saul Rennison)
  • Removed the (almost nude) Alyx HD testmodel from EP1 intro
  • Fixed map canals_07 (terrain hole)
  • Fixed map trainstation_05 (teleport rings and breen anims) - Tanks TO ildarion
  • Added ambient occlusion maps to HD models
  • Added EP2 flesh/interior effect during Vortigaunt healing sequence to all HD alyx models with version tag 210 and above
  • Added new ethnic HD alyx
  • Added new HD Mossman
  • Recompiled HD Eli with new headmech and better facial animation
  • Fixed HD Breen hair
  • Recompiled the binaries to utilize SSE2 instruction sets and deleted Windows 95 compatibility flags (up to 10 % more performance on actual systems)
  • Killed experimental fastzombie model (needs more work)
  • Increased the number of model slots in the character pimper for upcoming modelpacks
  • Added Playerclips to some maps for easier walking on rubble
  • Fixes

CM 11 RC

  • Reworked / Enhanced / Bugfixed literally all maps
  • New effects like realtime reflections and more dynamic lights
  • Optimized most maps and models for better performance
  • Coast sequence back to daylight
  • Brighter maps during Episode 0
  • New default settings after installation. Most CM features are disabled by default, and no HD models are installed.
  • Reworked the configurator. You can shoose a "maximum valve" setting.
    • This disables most CM11 features like new soundtracks, weapons etc…
    • Also it is possible to selectively check or uncheck these features.
  • Updated HD models (civilians / rebels are not final)
  • New Alyx HD alternatives (just a selection - more to come)
  • New maincharacters HD alternatives
  • Tons of code bugfixes


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. But 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

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.


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)


Hardware requirements:

Software requirements:


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:

  • Dosch
  • Own photos


Used model resources:

  • 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 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


For new particle effects this mod uses code and particles created by GuNsHiP_MK_II.
Check his moddb site here.



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 take a look at the donate page. You can choose the amount of your donation yourself


Scroll Up Download

FakeFactory Cinematic Mod 11.05 Update

Torrent: (official): (Thanks to nervChris)

FastShare and Mediafire:

FakeFactory Cinematic Mod 11 Final

Torrent: (Thanks to Lorxoser) (42x 200MB) (Official)

Free FTP: (Please do not use this if you can use a mirror frome above)

FakeFactory Cinematic Mod 11 RC-to-Final Update

Torrent: (Thanks to Lorxoser) (11x 200MB) (Official)

Free FTP: (Please do not use this if you can use a mirror frome above)

FakeFactory Cinematic Mod 11 RC (OLD VERSION)


MultiUpload: (18x 400MB)



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