Transfusion aims to be a total remake of Monolith's Blood' We've had a lot of stuff going on over the past 2 years and we are proud to bring you Transfusion 1'01'

Our latest public build of Transfusion, based on DarkPlaces—Lord Havoc's Quake engine, is available for download from our Source Forge websight' Download, install and go paint the town RED!!!

Now that we've reached 1'0 we want to stretch our legs and break away from Quake compatibility and take full advantage of all the advancements Lord Havoc has poured his heart and soul into' This means we have lots of work for anyone that would like to help out'

Some things we want to focus on for the next planed version of Transfusion:

  • All episode 1 maps finished (sans Monsters)
  • Update all models to md3 and generate models for all the items in Blood'
  • Update map with new items and architecture (swinging doors, crouch space etc')
  • New multi-player features: Multiple player models, viewable weapons'
  • Refine Blood like weapons damages'
  • Code for Blood like physics'
  • Update Frikbot-X scripts''

Artists and Modelers: The bulk of our models are being converted and updated to md3 format, and a whole new range of models are being created based off Blood's original artwork' With the new models, comes the need for new skins'

Mappers: With the availability of real time lighting, bump mapped textures, more Blood like game play and new md3 models, many of our old Quake1 maps will need to be updated'

Coders: Getting all this stuff together and implemented takes skill, and we know you have it! Come, lend your experience to bring Blood to modern computers' Weapons and FricBot-X still need some tuning' There are also some game play and physics that we would like to replicate and streamline for the SDK

Contact either iliveagain or cruaich for more info on how to get started'

Image RSS Feed Latest Screens
New md3 Zombie Screen from 1.1 Public Beta3 Screen from 1.1 Public Beta3
Blog RSS Feed Report abuse Latest News: New Domain Name

0 comments by Cruaich on Jan 6th, 2005

Due to a very generous contribution by our DeathMask host, we now have our own top-level domain. Joy!

Downloads RSS Feed Latest Downloads
Transfusion 1.05 Beta 2

Transfusion 1.05 Beta 2

May 26, 2010 Demo 8 comments

There have been quite a few changes since Transfusion 1.01. Although Transfusion 1.05 Beta 2 is still in the rough, there are many game play and internet...

Post comment Comments  (40 - 50 of 58)
Tei
Tei Apr 22 2003, 6:36am says:

telejano support mod_hdigits to show more than 3 digits.

+1 vote     reply to comment
Tei
Tei Apr 22 2003, 6:32am says:

the last darkplaces benefict compresion for all entitys, not need the compresion flag :D

+1 vote     reply to comment
leilei
leilei Feb 27 2003, 3:01pm says:
Quote: I have to apologize, the last I tested transfusion with the DOS Quake.exe was during RC4 and it ran fine then. I guess some where along the line a texture was added to a few maps to break compatibility and no one picked up on it. I'll have sort out the offending maps and make a note of it, but they are probably limited to the most recently edited for Transfusion 1.01. After deleting a few suspect maps from the pak0.pak file I successfully tested bb2, bb4 and bb5 with DOS Quake.

Oops, i meant skins. Maps run without a problem, it's just the model skins, if their higher than 200, they make dosquake complain.

Quote:
Some questions about QuakeC, bear in mind I'm not a programmer, I've just been the guy that has been testing the differenced between Quake and Blood. Some of these questions have roots in what I've been told about Quake's limitations.

Quake's network is very sub par compared to Q2. Can that be fixed in QuakeC?

Darkplaces had this delta compression system, which I checked in transfusions' qc code, left unused.

Quote:
The way Quake handles the model's binding box seems to remains static. So a simple QuakeC hack to make the player appear to crouch would be useless since he'd take up just as much space as he would standing up. Can that be fixed in QuakeC?

Yes, it can. You just call a setsize(boundingboxvectorshere) that's smaller, and set the player model again on the client after (to fix view problem).

Quote:
The ammo display seems to be limited to 255. Can that be fixed in QuakeC?

No, the ammo counter at the top bar is powered by integers of course, but the big number bar at the bottom goes up to 999.

Quote:
The limitation with the number of sounds Quake can address. Can that be fixed in QuakeC?

No, you'll have to precache sounds carefully, like per entity. :(

Quote:
CheapAlert, I appreciate that your trying to share your experience with Quake with us, but we've been messing around with Quake for quite a while ourselves, we aren't making this decision blindly.

Thanks.

+1 vote     reply to comment
Cruaich
Cruaich Feb 26 2003, 7:06pm says:

I have to apologize, the last I tested transfusion with the DOS Quake.exe was during RC4 and it ran fine then. I guess some where along the line a texture was added to a few maps to break compatibility and no one picked up on it. I'll have sort out the offending maps and make a note of it, but they are probably limited to the most recently edited for Transfusion 1.01. After deleting a few suspect maps from the pak0.pak file I successfully tested bb2, bb4 and bb5 with DOS Quake.

Some questions about QuakeC, bear in mind I'm not a programmer, I've just been the guy that has been testing the differenced between Quake and Blood. Some of these questions have roots in what I've been told about Quake's limitations.

Quake's network is very sub par compared to Q2. Can that be fixed in QuakeC?

The way Quake handles the model's binding box seems to remains static. So a simple QuakeC hack to make the player appear to crouch would be useless since he'd take up just as much space as he would standing up. Can that be fixed in QuakeC?

The ammo display seems to be limited to 255. Can that be fixed in QuakeC?

The limitation with the number of sounds Quake can address. Can that be fixed in QuakeC?

CheapAlert, I appreciate that your trying to share your experience with Quake with us, but we've been messing around with Quake for quite a while ourselves, we aren't making this decision blindly.

+1 vote     reply to comment
leilei
leilei Feb 26 2003, 3:02pm says:

Btw, the textures have >200 height so it wouldn't run on DosQuake anyway. :/

+1 vote     reply to comment
leilei
leilei Feb 26 2003, 3:01pm says:

You can do all that (rotating brushes, foosteps and crouching, annoying bobbing removed) when being compatible with Q1. It's all done QC-wise. :D

+1 vote     reply to comment
Cruaich
Cruaich Feb 26 2003, 2:09am says:

Beg pardon CheapAlert, but we've already altered all those things you've mentioned. We've really pushed the mod to Quake's breaking point, yet we have still maintained Quake1 compatibility. When I say Quake compatible I mean that it will play on vanilla DOS Quake 1.08. When we started the mod there were a lot of altered Quake engines out there but few were little more than GLQuake. So to make a long story short we just stuck with Quake compatibility.

I don't know what it, but it seems like many Quake programmers think that Quake1 is the be all end all of all Quake code. I struggle with this idea simply because Q2 plays better than Q1, it plays closer to Blood. It's not just the gravity and speed, it's other things like the step value and the way the player flows over the terrain. Not to mention rotating brushes, crouching and a whole host of other things stock Q2 has that were also in Blood but were lacking from Q1, and are still lacking in many Quake1 engine mods.

People might have there preferences but we have our own preferences too. We really do want Transfusion to be a remake of Blood, not just Blood on Quake.

+1 vote     reply to comment
leilei
leilei Feb 24 2003, 12:41pm says:

for the movement, you could've always altered sv_friction and sv_gravity, as well as cl_forwardspeed and such.

q1 compatibility isn't THAT fragile, it's just exagerrated by the Tenebrae incident with Charles removing q1 progs support and claiming "I broke it".

No, I don't wanna do the gargoyle; it's ugleh. :P

+1 vote     reply to comment
Kazashi
Kazashi Feb 18 2003, 1:24am says:

I disagree with the comment about Q2 being harder to work with. On the contrary I have found it much easier to work with - as mentioned before the overall gameplay and movement is a much closer match, and I have found that the tools available to work with are more efficient. The models have turned out much cleaner for example (and I've remade all the models in practically a third of the time it initially took, with all the converting required for mdl), and although some Q1 engines supported other model formats such as md2, it would've broken compatability with everything else.

If someone had wanted to make and maintain a dedicated binary, there would've been a good chance of the project remaining in the realm of Q1. Unfortunately no-one wanted to break Q1 compatability and add some necessities, such as use, duck, rotating brushes, optional software rendering *insert big list here*. So we had to move on to something that had more to offer. In the end, I'm very happy with the move, and work is progressing quite quickly. AFAIK, no-one on the team is finding it harder with the change.

So, CheapAlert, do you want to tackle the gargoyle models? ;)

+1 vote     reply to comment
leilei
leilei Feb 17 2003, 4:55pm says:

CheapHack worked Transfusion very well when I tried it. I haven't tried a 56k, but I did it on a slow cable modem (82kb a sec).

The only hitch was that the weapon models skin animations have to be removed, otherwise it crashes.

My engine is strange, but it makes me happy (I don't do DP much, it feels basic.)

Q2 will be more troublesome to work with, btw, especially if the coders/modelers are q1 inclined.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Transfusion
Platform
Windows
Developed By
iliveagain
Engine
Quake Engine
Contact
Send Message
Official Page
Transfusion-game.com
Release Date
Released Jul 15, 2005
Game Watch
Track this game
Share
Community Rating

Average

8.9

21 votes submitted.

You Say

-

Ratings closed.

Style
Genre
First Person Shooter
Theme
Horror
Players
Single & Multiplayer
Project
Indie
Embed Buttons

Promote Transfusion on your homepage or blog by selecting a button and using the HTML code provided (more).

Transfusion Transfusion
Transfusion
Statistics
Rank
2,167 of 24,850
Last Update
4 years ago
Watchers
109 members
Files
1
News
7