#[Outdated] Cry of Fear
174 messages · Page 1 of 1 (latest)
Alright got it, removing it now and thanks
You can still always try am api wrapper, but don’t expect anything
Check the HL1 thread and try the opengl wrapper there, might be worth a shot
Hi! I'm incapable of testing this rn sadly but I'm aware it currently runs with the Steam version, however has anybody tried earlier versions particularly with Xash? I'm also pretty sure non-Steam versions would work with pre-Steampipe versions of Half-Life which if I'm right would support DirectX 7 and might be better compatible.
I'm without my desktop so I'm not sure how well it runs currently with the Steam version beyond a couple screenshots but I'll be excited to test and hopefully get a mod up for this when I can! :)))
i remember trying it like a year ago it runs horrendously at the time i had a 3060 tho
Wait but you got it working??? Like it wasn't rasterized??
i have no clue what i did, the lighting and stuff was fine i remember replacing a couple of models but every mesh is like billions of little triangles
i remember it being super prone to crashes too sometimes itd boot fine
Oh man, I gotta test it for myself! I wonder if newer versions of Remix will play nicer with it. I've been waiting for AWHILE to test it again.
i tried it on the opengl one maybe youd have more luck if you can find the directx 7 one
Yeah unfortunately it's worse now on newer Windows 11 updates. To even play the game nowadays it REQUIRES a fanmade launcher that solves the new crashes that Windows 11 plagued old games with.
That was what I was guessing you did. Unfortunately the Xash version simply ceases to exist anymore which is what I wanted to test but the dev nuked it.
The older Half-Life based installation is still worth testing though and I'll probably give it a shot tonight if I get bored with what I'm doing.
Also the launcher is called Morphine, the download is available on Github.
i found a non steam release like version 1 on moddb gonna test that rn
also a Xash3D-COF
Yeah that's the OG Pre-Steam version I was thinking of testing. I'd try to patch it to 1.55 at least though if the patch has been archived.
NO WAYYY!!!
SOMEONE MADE A NEW ONE LETS FUCKING GOOOO
the xash3d-cof been there for 3 years
Na the one I was using was uploaded by like a KingsFire or something along those lines. This is an entirely different person.
Yeah I saw that! Hell yeah this has me excited. Let me know what the results are if you wind up testing it!
im about to test it rn ill write what i find
if you try the 1.0 installer too i recommend lowering volume it is so loud and cant turn it off holy shit
trying the steam one i tried the hl1, cs 1.6 and qindiegl all 3 get stuck here maybe im doing something wrong but no clue
Launch options on steam
-nofbo -nomsaa -novid
replace the Config.cfg with this (the one in Cry Of Fear/cryoffear folder)
replace the Config.cfg with this (the one in Cry Of Fear install folder)
opengl i used i think its the cs 1.6 one or qindiegl dont remember
@grand hamlet best i could do it boots then hooks into the main menu the 3d one, is super laggy, and black
R.I.P
I'll see if I can't figure something out, I am pretty knowledgeable about this stupid little game so I'd might have a command or two up my sleeve to get it working. It's super late for me rn, but when I wake up I'll get cracking at it and see what's up 😎
yeah i know youre knowledgable lol i saw your messages about this game from like 3 years ago in this discord while tryna find any piece of info to get it working
please do lmk if you get it to go in game and share the conf file
lowk promising, i remember when i tried it like 2 year sago that part around 0:33 would literally make the game drop to 1 fps
if you wanna be able to pess ESC and see the menu in game you have to set 85921E7690AE8F4E as ui texture otherwise UI doesnt come up for some reason
heres the conf i am using
About to begin testing right now. It's fucking AWESOME it even renders nowadays! I unfortunately don't have much coding experience so doing compatibility stuff like what Xoxor4d has done for games like World at War and Left 4 Dead are beyond me, however I'm fairly confident disabling certain shaders and graphical effects could possibly improve performance and stability. Specifically anything that doesn't require the "gl_" suffix I'm assuming (The game would be running under Vulkan so I'm 99% sure GL commands have no effect)
Considering it's even this far I'd might make attempts and see if I can't enlist someone to help getting this running properly if I'm unable to, but I haven't even begun trying yet so we'll see what I can do. I'm gonna start off by testing installing Cry of Fear on various WON installations of Half-Life, then testing it under Xash3D if that fails, and last but not least seeing if maybe Morphine Launcher on the Steam version might help. The developer of Morphine may be able to give me some insight or possibly even help if he winds up being interested, I've talked to him a little bit before in the community so it wouldn't hurt to try.
Regardless I'll definitely update you and this thread if I come up on anything!
👍
yeah man compared to how it was when i originally tested this is way better i did actually look up some of what l4d did but in this case its not really gonna help
i think the best way to get better performance is to fix the maps rn theyre made up of like hundres of small triangles or meshes i was going to do it for the starting area with the camera section but the rtx remix app refuses to work, my viewport just wont move so i cant replace anything til i fix that i cant really mod it but i can make models and textures for it perhaps
there are quite a few big bugs that make this semi unplayable from the menus tweakin out to the lighting due to everything behind the camera just vanishing, i think if we can fix the menu issue and the lighting this would probably be playable just not enjoyable to play
the files i gave above are for just standard steam files no morphine or anything tho probably the morphine launcher may help i also used a 64 bit crash patch thing i found here i forgot to mention
https://www.moddb.com/games/cry-of-fear/downloads/cry-of-fear-crash-patch-for-64-bit-users/
there is a ominous pure black texture that you have to set as ui texture to be able to view the menus etc which i couldnt figure out
can we pin shit in this tread it might make it easier for someone else in the future to take a peak to see how to get it running on the steam one if the Xash3D, WON doesnt work out
A better solution to fixing the maps would unfortunately probably be remaking them by hand with the SDK which thankfully DOES exist for Cry of Fear if you have Hammer experience (I absolutely do not, but would be willing to learn if this is genuinely as promising as it looks)
Also yeah the fixes for Left 4 Dead are entirely relative to the Source engine, not GoldSRC but similar fixes could absolutely be applied to Cry of Fear through custom made .dll files but I have zero knowledge or experience on any of that and imagine it would take a little bit of reverse engineering and general knowledge on how Cry of Fear was coded in order to create for Remix specifically. For example fixing the culling issue you specified with the camera making things vanish, that's one issue that can be circumvented through making patches.
Also the x64 patch is outdated, that's why Morphine exists. I'm honestly surprised you got the Steam version running without Morphine as I've helped numerous people not being able to even open the game with or without that patch due to the Windows 11 issue I mentioned. Morphine has it's own executable patch among other fixes and QOL things which is why I've been recommending it to everyone complaining about crashes relatively recently on both the games subreddit and Steam discussion tab. It's worth a shot, and I'll look further into it with the versions I've specificied. I'm mostly hopeful for the WON versions of Half-Life as they should in theory still support DirectX 7 but I'm not entirely certain on that, but I'm sure you probably remember the early days of forcing Source games to run in DX7 mode to be compatible with Remix over DX9.
As for pinning stuff I believe one of the lovely NVIDIA fellas would have to do that, or the person who created the thread itself.
I'm just a tad busy right now but as soon as I'm finished I'm gonna finally get cracking on it 😎
i do have hammer experience i made my fair share of maps but i still think it wouldnt work i have like a faint memory of a conversation with someone back in the day about this but i cant seems to find it, i did find a video of me attempting this back in 2024 so i definetly know that conversation did happen
ill switch to morphine to see if it really is better and i am hopeful that your WON version test works if it does then i think we can make a new thread properly about that instead of this one maybe
So unfortunately I haven't gotten much further than you have, I got it running under Morphine but I wound up with some WACKY bugs that I didn't even see in your video. It also seems like I'm a silly dumb dumb and I totally mistook Direct3D for DirectX so I believe WON may be outta the picture, but I could be wrong?
I'll keep screwing around with the Morphine version if the Xash compatible version happens to let me down, unfortunately I don't know if we're getting much further than we are now without the help of someone who actually understands what's wrong here because I'm definitely lost. These are artefacts and issues I've never seen before when using Remix but it'd might be worth bringing this up and showing the footage to one of the NVIDIA peeps and see if we can't get their insight on how/if we can move forward with this. Hell someone in the community with actual coding experience might be interested in tackling a patch of some kind now that it actually properly renders... something with Remix.
There's a couple of things I have yet to test though so in the mean time I'll keep cracking at it and booting it with different commands and possibly different OpenGL bridges. You did mention the OpenGL file you snagged possibly came from the fellas working on CS 1.6, that being another GoldSRC game would be worth investigating and seeing what they pulled off but I imagine Cry of Fear is going to be more complex to tackle than CS 1.6 considering it depends on a custom renderer (the one from Paranoia) entirely.
Oh btw, you can't set launch options through Steam when using Morphine I don't think but you can just put the commands you listed in the config files and also add "con_2dmenu 1" to get it to boot directly to the 2D menu instead.
Lmao I'm also dumb as shit but that Xash archive you listed needs to be compiled. I attempted but got pissed off trying, I even double checked I had everything related to C++ development and compilation and it seems like I do but I genuinely have zero fking clue what I'm doing with it. No matter what I do it spits build errors regarding "vcvars32" and "msdev" and no amount of research has helped me learn anything because the shit comes off like rocket science to me with my minimal experience. I need it explained to me like I'm 5 because the only thing I've ever built successfully was related to Remix and that still took me HOURS.
If you know how to compile shit off of Github, I'd take a thwack at it. It'd be cool to have the Xash version available again but I'm genuinely gonna lose my mind if I continue trying.
So I'm left with the OG Steam version with Morphine to test. I'll reply once again if I come up on something.
i rechecked im using QindieGL right now instead of that one
yeah im stumped i tried so many things i cant keep track only thing i havnt done yet is the l4d type patch to the game to make it more compatible
everywhere i look while researching i keep seeing you pop up lol
Lmao I've been at this for a long time wanting to get this running whether it's through Remix or XashRT I just want raytracing in this stupid silly old game.
Shame Andreas has decided to keep the source code in a cage but even if it takes me learning how to reverse engineer and program as a whole, I'm determined to have this running some day.
Also after fighting with installing the Beta I realized HL1 WON is back on the table as an option, I was using one from InternetArchives totally forgetting that speedruns.com has a good GoldSRC package that contains everything I needed.
I still think it probably won't work at least not through the DirectX method I had planned considering Direct3D =/= DirectX but wrapping an earlier version of the game, including potentially even the 2010 beta might yield results even if just cool for a showcase.
i did try it as just hl1 mod version with the 1.0 installer in the console it said it couldnt load the paranoia opengl32 so it just defaulted to the normal opengl32 version and i think that might also work
but i couldnt get remix to hook onto that
dude holy shit yeah the speedruns.com one i didnt even think of that i was using the 1.1.1.0 from internet archive to test
well from what i know cant we use wrapper for the Direct3D to be DirectX maybe thatll be better then the opengl version like dgVoodoo2 , if we can get it to a state that atleast has something to showcase and post about it i think a lot more people would be interested to help out
i exhausted all day trying bunch of shit so im going to sleep will you be able to test it further?
Yup, I gotta go grocery shopping soon but as soon as I'm done I'll immediately get to testing it out 😎
nice
perfect synergy since our times are opposite we technically testing it nonstop
good luck to you
I had to sleep when I got home cause carrying like 100lbs worth of cans and shit WORE me out. Arms were straight noodles.
Unfortunately my WiFi is ass but I'm installing the OG installers right now, I already have the beta version so I started testing it on that but I can't get it to hook. I may have more luck with the original release but for I can't seem to get the version I have to hook and the first one alone is gonna take HOURS for a file that's literally only a gig and a half. (Guess I can't complain tho, my apartment has free wifi but it's literally the slowest shit I've ever used)
In the meantime though I'll continue screwing around with the Steam release and hopefully strike something?
Okay so it WAS working at some point, booted fine with Remix and now it just refuses too so I might even have to reinstall the Steam version to continue testing cause Idk what happened. Gonna restart my PC first after the installer finishes and see if maybe Opera was screwing me over, but I have no clue why it worked yesterday and now it just hangs. I'll give other OpenGL bridges a try too but mann it's frustrating lmao
Also not sure if you've ever looked through these folders but maybe these could help? These are cfg files related to graphics, maybe editing some of these will fix some of the bugs we've come across? Definitely worth a shot. There's also folders dedicated to shaders we can try deleting but I need to figure out how to get my game booting with Remix again before I can even see if they do anything.
Also out of curiosity what GPU are you rockin'? Personally I'm just a tad dated sitting on a 3080, but I also got it as a free upgrade from my 3060 lmao so I can't complain about that either.
the steam version stopped working or the WON?
Steam version. I was trying to test the WON version on the 2010 beta copy I have readily available and haven't been able to get it to work but I'm gonna test it again on the 1.0 release and see if it makes a difference.
for some odd reason my steam copy is also fucking up
it used to boot fine into the 3d menu now it crashes
i gotta start over aswell
@grand hamlet delete the map c_game_menu1 its the 3d map file
Bet, I'll give that a shot. I took a break to document changes in the 2010 beta because it's actually relatively unknown. I've found a lot of interesting stuff actually but when I take a break I'll delete that and give it a shot. Good catch btw.
I'm not entirely sure that's my issue tho because before I got the beta working I deleted all the regular maps and replaced them with the beta ones so I can load them through commands but I'll move the maps back and see if that's the problem.
I'm also just having a NVIDIA issue in general because I can't record or take screenshots or anything so I think my PC just needs a restart. I also need to update my drivers so I'm doing that right now as well lmao.
I'll lyk if that works for me after all of that is done 👍
sounds good btw i saw some people talking about using ai to help understand stuff i remember you saying it was comfusing a while back in the conversation
you should try claude its really good
I'm normally pretty anti-AI in that nature but honestly? It is very helpful for getting a basic understanding of concepts I otherwise struggle to find information on or understand. I apppreciate the tip, I'll try giving Claude a shot.
i think ai is ok to use in terms of looking shit up or explaining stuff to you in a easy way
but im very against using it to do my own projects
whats the point of having an ai do something that i want to do its just silly to me
give this a shot too
give this conf a try too i think its a bit better performance then the cs 1.6 one i tried
in some areas in doesnt run like total dogshit but in others its 1 frame per sometimes
mostly the open areas like the part where you gotta login to the computer, or in the streets its cancer even with frame gen
horrifying with this lighting
Aw hell yeah! I've been sleeping all day because I stayed up all night (oopsies) but I'll give that a shot immediately and let you know what I get!
For this did you do the x64 version or the regular 32-bit version?
Trying the 32-bit version first cause I'm assuming that's correct
Got it running! Tons of texture flickering though and you're right it runs like dog shit but I'mm gonna go through some maps and see what happens. The texture flickering seemed to partially get mitigated by setting textures as decals.
Man that first screenshot is incredible. I did everything you did (I think?) and that first area doesn't look half as good. The texture flickering is EXTREME. I did use the new rtx.conf file you dropped but I have to turn raytracing off in order to do menu related stuffs but it honestly looks like I'm using the shittiest reshade that overuses SSR lmao
As I expected turning on "Render Alpha Tested" brings the UI back
This is where I'm at currently lmao, this looks... no bueno
I'm a dunce I just realized you managed to put it into the toolkit didn't you? LMAO I had to look at it closer and realize those are NOT just the regular textures.
both HL1 and CS:DS do that weird performance drop too. Must be something weird with the goldsource engine (I think getting xash3d made it more stable though)
Woah hi! I see you all over the Garry's Mod section.
That's our current issue unfortunately. Cry of Fear simply isn't able to be run on FWGS, and the fork that did run on the old engine needs to be compiled (I'm too stupid, and got too frustrated to do it 😭 )
Testing it on old engine Xash is possible, but either I'll have to sit down and figure out why tf I can't compile C++ software despite having everything VS requires for it or someone with more knowledge than my silly dumb dumb self will have to compile and upload it.
Hmm, what version of xash does cry of fear use? I thought i got rtx remix to work on the most recent version
There was a command that made it ran MUCH better, but the world began to break in many ways with vertex explosions
well yeah i turned off all the lighting with the last conf i sent im gonna try to make a small mod that adds JUST the lighting to some areas with a mod
thats so odd how come your menu is visible with rtx what did you change?
im looking at the toolkit and i think the performance might be due to like everything being split into smaller meshes? the floor for example in the video above your message instead of just being like 2 or 3 flat planes its more then 30+ smaller planes
https://github.com/ccaixa/better-cof/releases
Found out this exists btw, might help considering launch arguments were VITAL to getting Source games running in the early days of Remix. Definitely gonna take some experimenting tho.
Improved launcher for custom settings for Cry Of Fear - ccaixa/better-cof
Here's the Github link for the Xash fork https://github.com/FofoAnchillaChallada/Xash3D-COF
I believe it's just a modification of version 4344 from the old engine, I may be mistaken. If you used the newest FWGS "new" engine version that unfortunately won't work for us here as the Cry of Fear source code has been kept locked up after all these years (sadge) 😞
Also I believe what you're describing with vertex explosions was happening to me on the original OpenGL bridge I was using before we swapped over to the QindieGL one. I believe Toyatak is correct in terms of why the performance is so abysmal, most meshes are split between like dozens of separate vertices that act like different meshes themselves instead of the single mesh that these objects should be. It's extremely noticeable while tagging textures. Most models are probably fixable in the toolkit, but things like walls/doors and stuff like that I don't think are fixable like that. I may be wrong on that tho.
I got the UI back by toggling "Render Alpha Tested" on. I believe it's normally on by default but in that config for some reason it was toggled off.
It may be possible to rip the models out of the game files, convert them in a usable format using Blender
(unless Remix accepts .mdl files? I've never done actual model replacements, just textures)
And then replace the broken meshes with the ripped models in the toolkit and in theory I believe that'll be a method of fixing the broken mesh issue. Probably could do the same with floors/walls and stuff like that by just loading up the maps in Blender and painstakingly exporting / replacing each individual brush in the toolkit. Sounds miserable but if it works and mitigates the performance I'd lowkey take on the challenge lmao.
I forgot to mention. Another concern I have with getting this working with Remix are bugs like the 3rd hand glitch that happens when using anything but the Paranoia renderer. It unfortunately happens with Remix as well. For that one I have zero idea how we'd mitigate or solve it, but considering we're this far into figuring it out I think we can find a solution.
I'm talking out my ass here but maybe it's possible in the future to make a bridge with the renderer or (I believe this is possible now?) tell Remix to ignore rendering that specific mesh based on what dual wielded item is being used.
There is probably an easier solution and it's likely a much smaller problem than I'm making it out to be, but it is a concern.
turning that on tanked my performance huh
That's because it turns on rendering of stuff like the fake bloom on lights, leaves, and stuff like that.
Foliage is probably what's doing it to you tbh. Rendering the foliage is brutal for raytracing.
If I remember correctly the foliage doesn't render when that option is disabled.
oh yeah you right
i saw like 5 branch textures and turned them off it stopped being in slow motion
Learned that the hard way screwing with Remix on Garry's Mod lmao
Oof that's tragic 😭 lemme check the commands and see what I can find in regards to culling.
Also I'm gonna see if I can't gather some eyes and or help on this from the subreddit now that we actually have something. There are developers in the community that may know a thing or two that could help us with this.
yeah actually i was gonna ask you about that
Dude HELL yeah! It looks INCREDIBLE
I'm pretty notable in the subreddit so hopefully I can attract attention.
Also I haven't yet but I just finished my morning stuffs and I'm about to rush and start trying it out right now, assuming the toolkit doesn't need to take 5 hours to update on my abysmally slow Wifi.
i was partially talking about the models, if you take a look at any scene you capture it is horrendous
like i think the peformance would 100% be way better if it was just like 1 plane mesh for the wall instead of 30
but i have no idea how to do this if i delete most and replace it by hand with a plane wouldnt that just disappear because of the culling?
or maybe not since i havnt got a clue
for this we definetly gotta ask someone way smarter in the community
let me watch a tutorial rq so i can send you over the lighting and textures i did
its for map c_start only
Yeah, honestly not sure how we're gonna tackle that but I'm making a post on the subreddit rn so hopefully some of the developers in the community can give us a tip or two or even help out. I'll link you the post when I'm done.
Bet
after that ill try to make a google doc of the progress so others can jump in way easier then we have
https://www.reddit.com/r/CryOfFear/comments/1r8c6wf/cry_of_fear_finally_running_in_rtx_remix/
Boom. If you want you could probably link the google doc there when you create it.
shit i do that rn then
also we should probably make a new thread so we can actually pin shit on there like the google doc instead of "Cry of Fear?" lmao
Yeah lmao, do you wanna make one? I believe anyone is allowed to create one.
let me do a quick google doc on how to set it up
show it to you
actually fuck google doc itll just be a long discord message
@grand hamletthis sound good?
Cry of Fear RTX Remix - Current Progress & Setup Guide (WIP)
We finally have Cry of Fear somewhat working with RTX Remix! It is currently in a very experimental state. It is playable-ish, but performance is rough and there are significant visual bugs.
Files You Need:
- Cry of Fear (Clean Steam Install)
- ZIP File thats attached (This has all the files you need included in with a bat file to delete some files aswell)
- Morphine Launcher (Highly recommended for Windows 11 users to prevent crashes, though vanilla Steam works for some).
Installation Steps:
- Fresh install of Cry of Fear via Steam.
- Download and extract the ZIP file into your Cry of Fear folder
- You must set the following launch options in Steam:
-nofbo -nomsaa -novid
- Get remix and drop that into the Cry of Fear folder
- Launch it and it should work
Current Major Bugs & Issues:
We need help from the community (especially anyone with coding/engine knowledge) to solve these:
- Geometry/Mesh Splitting (Major Lag): The biggest issue. The map geometry (floors, walls) is split into thousands of tiny individual triangles/meshes instead of large planes. This causes massive draw call overhead, tanking FPS to single digits in open areas (like the login screen or streets).
- Aggressive Culling: Objects and light sources behind the camera view are culled immediately. This causes lighting to vanish or flicker wildly when you turn your head.
- UI/Menu Visibility: The UI (health, inventory, menus) is often invisible or black.
- Workaround: Toggling "Render Alpha Tested" on fixes the UI, BUT this causes foliage/trees to render incorrectly, which destroys performance.
- Visual Glitches: Texture flickering and the "3rd Arm" glitch (rendering issue with dual-wielding) are present.
Goal:
We are looking for a way to merge the map meshes or fix the culling logic to make performance acceptable.
i did use ai for the last major bugs & issues part cause we talked so much i lost track of all the bugs we found
That looks perfect to me! If anything else comes up we'll be able to easily update that and add it.
I copied the MSG and I'm making the new post rn
I touched up a thing or two on it but it's up now https://discord.com/channels/1028444667789967381/1473771735596798163
I closed it, unfortunately I can't even pin messages if I'm the one that created it.
real quick while the video is rendering
It'll make it cleaner tho
on it rn
i may have been a goofball and saved it while the raytracing was off so lmk if it is
yeah gonna have to re record the tutorial its so choppy cause i forgot to close CoF but you can just add that on as a link after
Alright. Btw that config fixed whatever texture flicker issue I was having! Fucking incredible
boom got it
Alright we can ditch this one, probs should ask one of the NVIDIA peeps to close this, but first we should gather all the important links and stuff just in case
i have the entire chat logs already dw
Then we're set :3
[Outdated] Cry of Fear