You wake up in a dark alley, not knowing anything. What has happened anyway? You struggle after the truth and answers. Answers you want to know in the darkness and fear, which makes your heartbeat race like violent blows against your head. Where do "they" come from? What has happened? Are you just turning insane? The time is up; you can't stay there reading your smses forever. It's time to head out and find the answers. Cry of Fear is a singleplayer modification of Half-Life 1 which brings you the horror you've always been afraid of. It's a total conversion of Half-Life 1, which means it uses NO Half-Life 1 content or other peoples' files. It's all made exclusively by the developers. It also uses new gaming styles that you will rarely find in Half-Life mods, such as advanced cutscenes and other stuff that will be revealed at a later date.

Report article RSS Feed We are still fighting!

The main thing we have been working on, and that we still are working on, is to fix bugs - loads of bugs. It's not only bugs though, it's things that haven't been added since we changed our code base to the Paranoia base. Many of the bugs we have encountered has been small bugs, but we have also faced some real bad-ass bugs that have taken ages to fix, like unlogical freezes. However, we have fixed like over 100 "bugs" so far, and the mod is running perfect.

Posted by ruMpel on Jan 25th, 2010

Hey there everyone! It's time to tell you some news about Cry of Fear.
The main thing we have been working on, and that we still are working on, is to fix bugs - loads of bugs. It's not only bugs though, it's things that haven't been added since we changed our code base to the Paranoia base. Many of the bugs we have encountered has been small bugs, but we have also faced some real bad-ass bugs that have taken ages to fix, like unlogical freezes. However, we have fixed like over 100 "bugs" so far, and the mod is running perfect.

As the "base" (code and such, no mapping) of Cry of Fear has progressed like a rocket, we decided to make a Demo of it. Although not to the community, but only for two persons - William (Podcast 17) and Thomas (Half-Life Creations). They discuss the demo in the latest Podcast 17, and it's embedded here if you wish to hear their "review" and thoughts about it.



The whole show can be found here:
Podcast17.com

Once we have our base finished to the mod, the mapping will go a lot faster (many maps left). There are still things that needs to be made in the base, like weapons and monsters that are still waiting to be coded, and also a new melee system that we are trying to make.

Here is an example of what has been made lately, and it's our own brand new custom made 3D menu (100% working), and it's all in-game, identical to how the 3D menu works in Source. Have a look!

New menu

And yes, the background is moving on that screenshot.

I'm not sure what else to say, other than that we are still working with this as best as we can. So take care, and we'll let you know if anything else happens!

Post comment Comments
goirdin
goirdin Jan 26 2010, 12:57am says:

Yay progress!

+2 votes     reply to comment
ghostings
ghostings Jan 26 2010, 1:06am says:

New melee system? I can only speculate.

+1 vote     reply to comment
death5421
death5421 Jan 26 2010, 1:31am says:

i ******* love you guys! keep up the bad assery!

+2 votes     reply to comment
kitethefallenangel
kitethefallenangel Jan 26 2010, 2:29am says:

It keeps getting better and better, huh?
Can you give us some peaks into this melee system?

+1 vote     reply to comment
Mr.John
Mr.John Jan 26 2010, 2:57am replied:

probably same kind as AOM

-1 votes     reply to comment
Ashkandi
Ashkandi Jan 26 2010, 8:46am replied:

And what new in the AOM melee ?

+1 vote     reply to comment
Editor321
Editor321 Jan 26 2010, 10:08am replied:

As a knowing nerd, it is nothing like AoM or any other HL1 combat system. Wait and see.

+4 votes     reply to comment
xilefian
xilefian Jan 26 2010, 4:14am says:

If the inventory is that unforgiving you should probably add a weak melee to all weapons.

+1 vote     reply to comment
Minuit
Minuit Jan 26 2010, 8:59pm replied:

Nah.

+1 vote     reply to comment
Zaratul
Zaratul Jan 26 2010, 6:01am says:

"we changed our code base to the Paranoia base"

Oh yeah! I like it!

-1 votes     reply to comment
Sporkeh
Sporkeh Jan 26 2010, 1:47pm replied:

We switched over to Paranoia quite some time ago, Minuit's been adding features, if you'd read it properly.

+3 votes     reply to comment
ZEPHR
ZEPHR Jan 26 2010, 6:08am says:

this game should probably have a warning splash screen. (notice im not calling it a mod)

+4 votes     reply to comment
AmazingRedd
AmazingRedd Jan 26 2010, 9:32am says:

excellent!!

+2 votes     reply to comment
AlekZanDer
AlekZanDer Jan 26 2010, 1:25pm says:

100 bugs sound allot to me.

+1 vote     reply to comment
Minuit
Minuit Jan 26 2010, 3:00pm replied:

It's not really that much.

+1 vote     reply to comment
Newbez
Newbez Jan 26 2010, 3:29pm says:

looks amazing!

+2 votes     reply to comment
ZEPHR
ZEPHR Jan 26 2010, 4:30pm says:

so is he allowed to show the footage

+1 vote     reply to comment
Mischa_Silden
Mischa_Silden Jan 26 2010, 5:15pm says:

I love how you guys patched the "jump on monsters and make em' look dumb" thing. That kinda ruined AoM..

Awesome job guys! Keep up the good work :)

+3 votes     reply to comment
HounderKnight
HounderKnight Jan 26 2010, 8:30pm says:

It's great to hear an actual gameplay review. From what William and Thomas said, I think we can safely assume that the game will be parting away from the AoM roots while providing a smorgasbord of new scares, entirely new gameplay, new features, better and newer monsters...new everything.

Bravo so far and keep it coming, guys :)

+2 votes     reply to comment
thegamer1998
thegamer1998 Mar 29 2010, 4:13am says:

if i only have hl i will get it

+1 vote     reply to comment
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Cry of Fear
Platform
Windows
Developer & Publisher
Team Psykskallar
Engine
GoldSource
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Official Page
Cry-of-fear.com
Release Date
Released Apr 23, 2013
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