Named Game of the Year by over 50 publications, Valve's début title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world.

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

About Bleach:Zanpakutou Senshi with 3 comments 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  (910 - 920 of 1,063)
The_Hof_vs_Wickham! Dec 12 2005, 8:35am says:

OMG! HL2 uses the HL engine with a few modifications!

HL uses a modified Quake engine!


+1 vote     reply to comment
methy Dec 2 2005, 3:09am says:

Lets us get some facts straight. The Half-Life engine is essentially quake (1) with added DirectX support and skeletal animation. Half-Life 2 is based uppon the same code, except heavily modified to include a shader based pipeline. The Source Engine still contains some original Quake documentation. It isn't a cover up, John Carmack and Gabe Newell are good friends.

And yes, Quake, being open source (the engine), has a much higher modability than Half-Life, this one ends up with mods like Nexuiz and Nosferatu (Quake 2).

+2 votes     reply to comment
leilei Dec 18 2005, 7:45am says:


+1 vote     reply to comment
ZeroZF Nov 1 2005, 6:51pm says:

another priceless fps great game play n hv great mod

+1 vote     reply to comment
SlippyGraaz Oct 21 2005, 9:24pm says:

Definatly a great classic! Must buy, even though it may be a few years old.

+1 vote     reply to comment
OOFTYMAGOOFTY Oct 18 2005, 9:54pm says:

Peaces Like Us wuz okay, insanely tightrope-walkerish if nothing else. Its good to play alone! Assault on Roswell, I just like those guys sense of humor! Invasion: Still percolating. All untill next time. Barring the unforseen.

+1 vote     reply to comment
MasterDan1742 Oct 17 2005, 9:40am says:

saying half life 2 is q2 based is just a nub thing to say... if half life 2 is like anything it would be nearest to doom3 take the awsome grahpics for instance.

0 votes     reply to comment
MasterDan1742 Oct 17 2005, 9:39am says:

people hl1 doesnt have q1 based its counterstrike=hl1 modification! n00bs and they use the quake engine like take the fake deaths in cs they are like choppy deaths exact like quake 1 little hitstory for all you people you like to think they know what theyre talking about :-P hehe

-1 votes     reply to comment
ZuljinRaynor Oct 13 2005, 5:32pm says:

Source has some Quake 1 code in it.

+1 vote     reply to comment
Matt42 Sep 28 2005, 4:47am says:

Half-Life 1 was good but the best thing about it was it basically started the modding community. :)

+1 vote     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…

Jan 12 2011, 7:18pm by GordonFreeguy

First Person Shooter
Single & Multiplayer
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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