Cry of Fear Created 12 years ago2012-03-04 06:14:12 UTC by 2muchvideogames 2muchvideogames

Created 12 years ago2012-03-04 06:14:12 UTC by 2muchvideogames 2muchvideogames

Posted 12 years ago2012-03-04 06:14:12 UTC Post #303936
So today I just finished my first playthrough of cry of fear, and it was very, very difficult. The major bug that is plaguing the development team (and the players) is the memory issues. If you play for about 1-2 hours without quitting mod then your session will crash with the memory issue:
Not enough space for (name of next map or some model)
This is especially annoying because the mod is so well-made and very intriguing, so it is all the more frustration for the player to be forced out of the mod while the adrenaline is pumping. I was gonna put an appropriate sexual reference here, but thought I ought not too, what with all the kids on this site.
Anyway if you saw thecoolgman's highly unpopular initial playthru video of Cry of Fear, you can see some of the other problems first timers experience. Unfortunately, I experienced most of the problems he had:
  • not knowing how to skip the initial cutscenes ('enter' key)
  • having to restart the game because my mouse couldn't reach the 'X' on the coded padlock (do not play in windowed mode)
  • having to restart the game again upon reaching the first savepoint because I accidentally pressed the 'load game' menu which ends the current gaming session. It was not displayed anywhere that a 'double-click' was required to save the game.
  • Having to play through the first 3 maps (and watch the intro) multiple times
These are pretty frustrating problems, but I can see the devs had limited control over the engine and did the best they could. Luckily for players, these problems only occur on the first time and not ever again. The only big problem is as mentioned before, the very limited memory capacity of the game.
Another thing to mention: I had to alternate between OpenGL and Direct3D while playing this mod. The devs evidently intended it to only be OpenGL-compatible, and this is true. The mod should not be played in Direct3D, but for me and my crappy computer we had to do the alternating routine. Unfortunately, neither video mode seems to be able to handle the memory issue.

Direct3D pros/cons
+ can cheat a 'flashlight' using console
+ 3D menu does not lag like crazy
+ Must be used to get past certain areas that lag in OpenGL
  • Annoying dialog "Direct3D is not supported" comes up everytime
  • player flashlights of all types do not work at all
  • black skyboxes
  • some dynamic lights do not work
  • game freezes when looking at large bodies of water
  • cannot see some unlock stuff
  • swimming = get flashbanged
OpenGL pros/cons
+ player flashlights look pretty cool
+ can get thru areas with large bodies of water (required)
+ all features work as intended (very very nice graphics)
  • extreme fps drop at some areas (impossible to get thru)
  • 3D menu lags like crazy
  • intro sequence lags like crazy
  • swimming lags (but better than in D3D)

Of course, this is a very good mod, and the map planning and design is amazing and mind boggling to behold. If you want specifics, then kindly reply to this post, to which I will respond with "I'd rather not spoil anything." So, no specifics. If you want to find out, play the mod. It's very good, no doubt, but make a habit of quitting and restarting after every time you save. Also think of this as a sort of extended bug report. Let my failings be used to help you enjoy this mod better. Amen.
Posted 12 years ago2012-03-04 10:01:34 UTC Post #303938
The mod works fine for me. The problem is that I got stuck in the apartments level(probably way at the beginning of the mod). I haven't figured out how to continue.

I have to say this mod is of excellent quality and pushes the goldsource engines to unexpected high limits.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-03-04 17:29:59 UTC Post #303948
The shots I've seem look pretty good but the genre just isn't for me sadly.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-03-04 19:03:07 UTC Post #303949
well, then, that must mean my computer sucks. But I already know that. If you need walkthru tips, be a bit more specific so I can help you (pm's to avoid spoiling?)
Posted 12 years ago2012-03-05 00:19:07 UTC Post #303959
Can't run it.
Posted 12 years ago2012-03-05 00:24:59 UTC Post #303960
can't run it? what happens? be more specific?
Posted 12 years ago2012-03-05 01:30:57 UTC Post #303962
Just got to the end of the apartments. Running fine so far. Some really excellent design on display here, but the 'scares' are as cheap as they come. It's like a poor-man's FEAR.

Also, the idle and running animations for the monsters are so far hilarious.

/playing in total darkness with noise cancelling headphones.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-05 03:11:14 UTC Post #303965
I just got to the apartments and it crashed when I entered the first door. Looks great, but doesn't play all that great so far. When I tried to exit the cafe in the first level it teleported me back into the cafe 4 times in a row. Why can't the doors just open like in the tutorial section?
Strider StriderTuned to a dead channel.
Posted 12 years ago2012-03-05 03:16:32 UTC Post #303967
Crashed shortly after writing my first post. Don't think I'll go back to it - I was starting to get pretty damn bored.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-05 04:48:58 UTC Post #303971
yeah, like I said, it will crash if one plays it for an extended time without quitting and restarting. You have to quit and restart after every save usually.

I thought the way they handled doors was pretty creepy, because you cant duck behind the doorway for cover and you never know what's behind it. The 'teleporting back' is due to most likely 2 func_buttons in approximately the same place and you happened to 'use' the button that's facing the outside (e.g. the one you should have 'used' when you are outside). This problem is fairly common in half-life engine.
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