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 Screens
New md3 Zombie Screen from 1.1 Public Beta3 Screen from 1.1 Public Beta3
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New Domain Name

10 years ago News 0 comments

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

Beta 3 updates

10 years ago News 0 comments

Just a few notes. Kazashi has made a few improvements to the current beta (legal docs, map updates, new engine build, etc.) The patch can be found here...

Transfusion Public 1.1 Beta3 Released

11 years ago News 0 comments

It's finally up. Transfusion 1.1 beta3 has finally been put together and released to the public. Major changes include updated models and weapons...

Transfusion 1.1 Beta3

11 years ago News 6 comments

The Transfusion team would like to announce that we have released Transfusion 1.1 beta3 to the public. Keep in mind that it is still in the rough and...

Transfusion Updates

12 years ago News 2 comments

We are getting closer to Halloween and that means we are closer to another Transfusion release. The latest updates will include all new weapon and world...

RSS Feed Downloads
Transfusion 1.05 Beta 2

Transfusion 1.05 Beta 2

5 years ago 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  (50 - 60 of 60)
Kazashi Feb 18 2003 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 Feb 17 2003 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
Cruaich Feb 11 2003 says:

In a word 'Burnout'

We've been working primarily with DP for about a year, and Project Twilight before that. DP does a lot of nice things very well, but it can also be very buggy and unpredictable.

One major problem has been with network code, and trying to connect with anything other than broadband with a direct IP pipe to the Internet, so if you have a firewall or are on a modem, your pretty much SOL.

There are other issues. Items will fall out of maps, making it fairly difficult to make a successful build of a map. The old transparent color that use to work with older DP and was included in about half our maps no longer works with the more recent versions so we have a number of wall textures that will have these pink or black outlines where they were once transparent. In short with just about every release of DP we've had something that breaks on us and we spend the month or so fixing it. We are just tired of tweaking things all the time and would really like to get a dedicated engine that will focus on Blood's game play rather than keep compatibility with Quake.

As stated before, for the most part, Quake2 has a closer game play to Blood. It's also a lot more stable than many of the more recent Quake builds, with more reliable if not better net code.

+1 vote     reply to comment
leilei Feb 11 2003 says:

why not just fetch the latest DP binaries and see how they fare out online?

+1 vote     reply to comment
Cruaich Feb 10 2003 says:

The screen shots are from Q1 yes. (Dark Places more specificly) We've been working on the mod for almost two years now. The Q1 part of the project was compleeted at the end of the year. It's basicly MultiPlayer with FricBotX added in for when you cant get a game online. Unfortunatly the network code is fairly rough under Quake and it's prity hard to get a connection with the version of DP that's included. That might chance in the future, but it's out of our hands as we don't have a hard core engine coder at our disposable, hence the request for help.

Graphicly, Q1 has moved ahead of Q2, but for game play Q2 is a bit closer to what we are looking for.

+1 vote     reply to comment
Sajt Feb 10 2003 says:

This looks alot like Quake 1 though... the HUD for instance...

+1 vote     reply to comment
Cruaich Feb 8 2003 says:

We didn't take the Doom2 (Doomsday I assume) engine, simply because Blood took full advantage of the room over room as well as other tech that the Build engine had to offer. It was a seriouse consideration a while back tho. Even the Keven Build engine needs alot of programming to get it to where it would be feasable to redo Blood on.

Game mechanic wise Q2, is almost talor made for Blood. The only thing it really lacks is the use of an activat button for doors and switches.

+1 vote     reply to comment
Daid303 Feb 8 2003 says:

Why didn't you guys took the Doom2 engine? :D Oh well, the Q2 engine also rocks, and runs on almost every system :)

+1 vote     reply to comment
leilei Feb 5 2003 says:


+1 vote     reply to comment
INtense! Staff
INtense! Feb 4 2003 says:

Nicely done. Your logo is now up and in rotation. The blood really does look good. I suppose my only gripe is the blue modDB text, maybe coulda changed that :D

+2 votes   reply to comment
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Released 2005
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5 years ago
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