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Blog RSS Feed Report abuse Latest News: Update #22: Progression with the melee system

About Bleach:Zanpakutou Senshi with 1 comment by eliasr on Apr 20th, 2015

Back in February we were able to show Grimmjow doing a single attack, with no delay between the attacks and the animation wasn't even part of what you will see in the combo tree. ( see: (Very) Early melee implementation )
Since then we both worked with the melee implementation and support for Linux servers. We made good progress on both parts, but we are not done with them yet.

Melee update:

For starters, there have been quite some changes since the last news we posted here. Including a very basic concept of the melee implementation. In the last news update we talked about how we wanted to prevent the melee system from becoming too dull, by using some small reiatsu related attacks that either was ranged or had areal effects.
These effects can take quite some time to implement, as both the behaviour needs to be written and the graphics also takes some time to make.

While we do have an idea of how to support effects, ranged attacks and AoE attacks will most likely not be implemented as part of the melee system.
Not only does it require time, but it also adds complexity to the melee system. If we plan to include an ranged or AoE attack, then it has to be working properly before we can fully test the melee system.
However, should we get time to make these attacks, then the attack will first become a part of the kido system. If we then consider it stable for being part of the melee system, then it can be added there.

Charged attacks, clashing and stamina are also postponed for now, but these requires less work, so we will surely keep them in mind as we progress.

Since February we have been able to create the combo nodes, which will contain the information necessary to perform the attack, and use them in the melee system. The results can be seen in this video:

As seen in the video, the synchronization between animation and attack isn't implemented. This will be resolved when each attack has a delay value assigned to it. The video was recorded back in march, but visually the melee system resembles that.

Meanwhile we have been testing whether the client prediction was necessary or not. The result was that it improved the smoothness of the animation when the latency is high. Some of our former developers didn't include that in their weapon development, and as such we are currently updating them to include that.

Last week we held a meeting, where we planned the combo tree for Grimmjow. (Ichigo's will come next)

Grimmjow combo tree

The RRR combo is shown in the video. There will be updates to some of the current animations as well as new ones. Getting this done has made it possible to continue working on the attacks codewise while Angel makes the animations.

Codewise the combo tree now supports a value to define attack delay as well as an effect identifier. The effects themselves has yet to be coded, but since they resemble each others it won't take too long to make.

Another thing we are working on now is to be able to traverse the combo nodes in a tree. It seems redundant to write a system which builds a tree, compared to simply writing the tree manually. This is due to the tree being relatively small and the attacks are all static. You can read more about it here:

So to sum up, our next milestone for the melee system is to synchronize attacks with their animations, traverse the combo tree based on button clicks and add more animations. The effects will come at a later stage.

Linux support:

If it is easy to support, then one should support it.
It isn't the first time we considered making Linux support, but it is the first time we are actually trying.
With aid from this article at the wavelenght: , Debian 3.0R6 and a windows batch script running dos2unix. We have been able to convert it all to ANSI c++ and compile a .so file.

That took a bit of time...mostly due to the requirement of gcc 2.91.4, which does not work on newer Linux kernels.
Unfortunately Steam_CMD have been giving us a headache and therefore we haven't been able to test it yet.

The good part however, is if we get it running, then we will maintain Linux support for the mod. We know a lot of web servers running the old Goldsrc engine, runs on Linux. And we know it is important to support that, as Linux servers are so much cheaper than windows servers.
So we will do our best to resolve the issue and get it working.

That is it for now. Joshua might turn up with some images from his maps at some point.

How do you like our videos? We don't have any one on our team who is a magician with video editing, but we try to keep them relative small and content related. Feel free to give us feedback.

In the past 3 months we have progressively written small updates in the comment section. What do you think of that?

And don't forget to follow us on Facebook. We have updated the profile and made it easier to maintain the page as well.

Thanks for watching and following.
See you next time :)

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Post comment Comments  (10 - 20 of 1,062)
HeadCrab-PRO Jan 23 2015, 10:02am buried:


LoL ! My friend is a programer and he gived me Remastered Half-Life using Frosbite 3 engine. I play it whit classic graphics but whit Real Shaders,Water,Skies,Bloom and other things...

-7 votes     reply to comment
Willow. Mar 20 2015, 6:50pm replied:

I highly doubt that...

+1 vote     reply to comment
Urby Mar 19 2015, 6:32am replied:

Pics or it didn't happen.

+1 vote     reply to comment
nerdenfromsweden Feb 22 2015, 7:21am replied:


+1 vote     reply to comment
abdullahsaleh16 Feb 6 2015, 12:19am replied:

You sure ?

+1 vote     reply to comment
Chuck_the_Duck Jan 23 2015, 2:21pm replied:


+8 votes     reply to comment
OsirisGodoftheDead Jan 23 2015, 4:31pm replied:

Nah nah, Xash is where it's at.

+5 votes     reply to comment
nerdenfromsweden Jan 18 2015, 7:32pm says:

someone remeber the game Machiavellian ? it used the Goldsrc engine, but i dont know if it ever was relesed.

+1 vote     reply to comment
PunisheR2404 Jan 3 2015, 4:37pm says:

I came here to play Action Half-Life! Come play with me, let's get some people playing this again! Happy 2015 everyone, if you are on this page you are way cool already, wish you all the best this year.

+3 votes     reply to comment
GonnaloveFNAF Jan 3 2015, 4:52am says:

My Childhood Hero~~~ XD

+2 votes     reply to comment
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Released Oct 24, 1998
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Run. Think. Shoot. Live.In Half-Life, players assume the role of the protagonist, Dr. Gordon Freeman, a recent MIT graduate in theoretical physics, and also a recent employee at Black Mesa. After an experiment that goes horribly awry when an unexpected Resonance Cascade (an apparently completely fictitious occurrence) rips dimensional seams that devastate the facility, Gordon must fight to escape the now alien-infested facility as creatures from another world — known as Xen — subsequently enter…

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First Person Shooter
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Half-Life 2: Episode Two, Released Oct 9, 2007
Half-Life 2: Episode One, Released May 31, 2006
Half-Life 2: Lost Coast, Released Oct 26, 2005
Half-Life 2, Released Nov 15, 2004
Half-Life: Source, Released May 31, 2004
Half-Life, Released Oct 24, 1998
Half-Life: Decay, Released Nov 14, 2001
Half-Life: Blue Shift, Released Jun 11, 2001
Half-Life: Opposing Force, Released Oct 30, 1999
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