Friday, 26 October 2012

Computer problems again

This morning my computer has burst. Fortunately the SSD is perfectly and I was able to make a backup to another computer using a SATA to USB adapter. Sorry but surely it delays final version release a few days. Looking components on ebay. Sigh.

Wednesday, 24 October 2012

BETA to FINAL (Step 1)

Changes since BETA release. More screenshots tomorrow.

Config Tool

-Fixed an error produced if someone edited config file and enter incompatible values in UseConfigTool variable.

-Fixed an error where Penumbra Shadows only works if checked twice after a restart.


(*) symbol for fixes to problems existing in original game without mod.

-Tweaked a bit more values for power jump, sprint speed, energy consumption and energy regeneration.

-Fixed problem with r_DrawNearFov reseting to 55 after loading a checkpoint. (*)

-Fixed some decals with incorrect projection in Battery Park. (*)

-Fixed portal in the left after start Battery Park mission (looking through walls gap produces corrupted sea) (*)

-Fixed flying objects in Battery Park. (*)

-Fixed/new bump and displacement map for yellow bricks walls in BatteryPark.

-Added lights/ivys/shadows/decals/props in Battery Park (armor mode tuto zone).

-Added cars and new elements in Battery Park streets.

-New scaffolds texture. Beta version was from 3.0 and newer is better.

-(33%) New texture for maple tree. 4096x4096 resolution in normal mode and 2048x2048 for reduced mode. Screenshot below.

-More optimizations reducing bumps resolution in specific materials.

-Improved newspapers texture with more detail in one of them.

-New planters texture. Same resolution with better broken interior.

-Improved texture for air aconditioner big machines with rust detail in metal to match original texture.

-Added bump detail in some subway stairs.

-Fixed flicker light through elevator walls in Alien Vessel. (*)

-Fixed reported flickering in Downtown curbs. (*)

-Fixed incorrect position for next level trigger in Downtown.

-New grey bricks texture Downtown (initial zone).

-Fixed some graffitis.

-Fixed transparent subway tunnel in Road Rage. Engine has limitations with parallax in some elements, like transparent doors in version 3.0. In editor works well, but in some situations became transparent in pure game. Disabled Parallax in floor and ceiling.

-Fixed clippable walls in Road Rage.

-Fixed flying grass in Road Rage. (*)

-Edited Time of Day in some levels.

-Fixed parallax glitch in floor bricks in Dead Man Walking plaza. (*)

-Fixed terrain and wall flickering in Dead Man Walking.

-Fixed Madison Square Level that doesn't load in Beta.

-Fixed floating Keypad in Gould Apartment (and new keypad texture applied) (*)

-New "papers in the wall" texture in Gould apartment.

-New wood door texture in Gould apartment.

-New water material with distorsion in octopus tank in Gould apartment.

-Fixed color banding when using microscope in Gould apartment (added water effect too) (*)

-New camera position and exterior elements for telescope view in Goulds Apartment. (*)

-New black/white picture in Gould apartment.

-New 2Kx2K texture for books in the shelves in Gould apartment.

-Fixed main door flickering in Gould apartment. (*)

-New 2Kx2K stone wall texture (affects a few levels). New bump and displacement.

-New concrete bricks wall texture.

-New texture for servers cabinets and hooked laptops in warehouse level.

-New 2Kx2K brick wall texture for exterior walls in small_warehouse and warehouse buildings. Regular and dirt versions. New bump and displacemnt too.

-New mask texture for interior walls in small_warehouse and warehouse buildings.

-Fixed flicker in some decals in warehouse. (*)

-New barnacle (diffuse, bump, displacement and mask) and concrete textures for warehouse pillars. Added tesselation to pillars.

-Fixed Microwave material. The new material had absolute paths and game load original textures instead new ones.

-Applied alternative stone wall in Terminal interior.

-Applied 4.0 keypad texture in Flooded Streets keypad.

Monday, 8 October 2012


Here we go, BETA dudes!

Important things:

  • Before use this BETA, I recommend run Crysis 2, select standard Extreme graphics settings. Select DX9 or DX11 (I recommend DX11 for this mod, all changes have been made to shine in DX11). Select your resolution, you can use downsampling for better results. Disable HiRes Textures if you want save some memory or leave them turned on if you have a good amount of memory. Exit game.
  • Download, unrar, and execute MaLDoHD_C2_Setup to run installer.
  • Select your Crysis2 game root folder if installer can't find the path.
  • When installer finish, run Config Tool (shortcut in your desktop).
  • Please, I know you maybe have a super highend computer, but take a look to Recommended Settings in Config Tool. Mod has been tweaked for use those settings. You can add Reflections, Penumbra Shadows and those candy effects over Recommended Settings using checkboxes. I recommend you do NOT check Particles Shadows. If you miss some important graphic effect using this config, ask me using this blog before try standard Ultra preset. I want you can play this mod with higher framerate possible.
  • Don't use ingame graphics options. Using could break mod configuration.
  • Use DXOverrider or twice ALT+TAB to enable Triplebuffering. DX11 have Triplebuffering disabled by default. If you use multigpu you don't need it (remember to check Multigpu option in Config Tool in your case).
  • When you play the mod for the first time, you must start a new campaign or restart a level. Savegames from original levels checkpoints DON'T WORK. It's because this mod uses updated versions of maps and savegames have map info inside that don't match with the updated versions. Using old checkpoints from original maps in updated maps produces invisible objects and broken gameplay, so you can't resume your old campaign checkpoint. Start new campaign to play whole game or use Mod campaign menu for map selection. If you want reset your nanopoints, create a new profile.
  • Known issues: Maple tree leaves texture is not done. TOD changes are not finished (config tool option is disabled and some levels have edited TOD at this time), Reduced textures option is not finished (more reduced textures in final version) but you can use it, two marble textures in Terminal level are not finished. And some brick walls textures are finished but not applied.
  • If you find bugs you can post here. Write a new comment like "BUG: bug description". White elements, flickering, etc.
  • If someone reads a bug that he does not suffer, can add a reply in bug comment like "NOT IN MY SYSTEM: computer description."
  • If you have an "easy to implement" idea (add ammo crate in a place, remove ammo crate, add weapon, add a barrier for cover somewhere, etc) you can write a comment such as "SUGGESTION: idea description". If this petition gets some +1 replies I can include it in the final version.
  • I hope you enjoy this BETA.
  • It's possible that I will be some days offline.

To simplify the graphics configuration of the mod, whoever can follow these simple steps.

**Please, if you have problems with links, write a comment and if possible, an alternative site to upload the mod.**


Consider a donation if you like the mod

Torrent download:

(Old torrent deleted)

(Thank you michael fisher to upload)

Mediafire download:

Atomic Gamer download:

Monday, 1 October 2012

Some numbers

I wrote "In the regular monthly copy of June, I have 1075 textures and 1051 material definitions. Some of the textures are exact copy of crytek HD textures, others are Crytek HD textures with some modifications and a lot of them are new from scratch textures. All materials have modifications on some way."

In last night count: 1894 textures and 1297 materials. I want to release a beta this week so everybody that wants try it can share problems or bugs (I will finish 'maple tree leaves' texture after launching the beta).

I've tweaked a little more the recommended settings. I have very similar performance with SSAO than SSDO with only one 480GTX so recommended settings uses SSDO now. Particles are tweaked too, shadows (no more shadows cut) and a few more cvars. I hope you to try the recommended settings before your eyes will go to the "ultra" word.

In Antialias side, the final options are:

  • No antialiasing
  • No shaderAA ingame + Ultra SMAA filter
  • Ultra FXAA ingame (too blurred but subpixel information) + SweetFX (Ultra SMAA + LumaSharpen). LumaSharpen fights FXAA blur. 

Screenshots with U2 preset using 1,5 downsampling

EDIT: Direct links for better quality

Screenshot 1

Screenshot 2

Screenshot 3

Screenshot 4