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Bleach:Zanpakutou Senshi is a totally free Total Conversion of Half-Life 1. It´s based on the japanese hit Anime Bleach.

You will be able to play as Kurosaki Ichigo and Grimmjow Jaegerjaquez for the first release.


This game features:

  • Open sword system Hack 'n' Slash
  • Dashing and dodging
  • Blocking and deflection
  • Kido attacks and bindings

This game is under development and we don't know when it will be done yet.

This mod is not related to Studio Pierrot or its production.
© All Bleach related characters, locations and other copyrighted materials remain the property of their respective owners.
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Grimmjow combo tree Implementing custom animations (outtake) The Fifth Tower Showcase
Blog RSS Feed Report abuse Latest News: Update #22: Progression with the melee system

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: En.wikipedia.org

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: Articles.thewavelength.net , 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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Design sheet

Design sheet

Apr 24, 2012 Other 8 comments

This is the design sheet for BZS mod. Latest version: 26 April 2012.

Post comment Comments  (0 - 10 of 566)
eliasr Creator
eliasr 10hours 55mins ago says:

Ending the day at rank 25 with 491 visitors.
We didn't expect to see that much attention, but we are happily surprised and very happy to see so many still having interest in BZSmod.
Thank you for your support!

+1 vote   reply to comment
lol3r_86 17hours 32mins ago says:

A Bleach mod where you can control Ichigo (and other characters i hope)? Who wouldn,t be hyped. Good job, good luck.

+1 vote     reply to comment
eliasr Creator
eliasr 18hours 52mins ago says:

Yeah! You did it guys!
It is just 3 hours ago that we ranked 242. Now we rank 39.
It is nice to see that you are interested in the mod.

I'm sure Grimmjow will be happy to throw his kicks at Ichigo in the upcoming video.

+1 vote   reply to comment
eliasr Creator
eliasr Apr 19 2015, 5:56pm says:

Ranking 259.
If we get under 100, then we will post a video of grimmjow kicking ichigo's ***.
(anything which looks like grimmjow is being cared more for now than ichigo, is just a coincidence)

+2 votes   reply to comment
Terra1993 Apr 20 2015, 4:47am replied:

really? *.*

+2 votes     reply to comment
Terra1993 Apr 19 2015, 1:39pm says:

******* love it please continue with the progress!

+2 votes     reply to comment
eliasr Creator
eliasr Apr 18 2015, 10:21pm says:

I expect to write the article later today. So stay tuned!

+1 vote   reply to comment
eliasr Creator
eliasr Apr 12 2015, 2:23pm says:

A Project Leader meeting was held today. We will hopefully apply wall of text soon.
This time we also have an image.
We also have a video, but one of the animations in it is incorrect... perhaps that will be posted as well, just for the sake of all the visitors we get.

I will not reveal all the good things now, you will simply have to wait for the article to be written.

+1 vote   reply to comment
eliasr Creator
eliasr Mar 24 2015, 9:39pm says:

Due to a midterm examination project, coding will be on halt until April.

+1 vote   reply to comment
eliasr Creator
eliasr Mar 24 2015, 9:38pm says:

We were able to conclude that client prediction did make attacks seem more smooth, compared to attacks without. As such we will have to incorporate that with the kido attacks.

Thanks to Joshua Riches for dedicating his time to test this.

Test details:
The test were conducted on a dedicated server, with one client on LAN (1 -5 ms ping) and one client on the Internet (~ 400 ms ping).

Test 1: no prediction
No errors was found in the usage of the weapon. The delay between animation and received damage was so short, that no delay was noted.
The predetermined delay between attacks was also confirmed by the internet client.

As such, omitting client prediction would not indicate any serious issues.

Test 2: Client prediction
As Test 1 there was no errors found during testing. However, the attack animation was considered to be more smooth on the internet client, with client prediction.

Test conclusion:
A large latency can cause a lower quality when client prediction is omitted. While this test covers a very large latency, the test does not include more than 2 players.
To provide the best game experience, and avoid possible unforeseen consequences, client prediction is the best solution.

+1 vote   reply to comment
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Latest tweets from @bzsmod

Ranking #39 on moddb. Thanks guys ! T.co

18hours 57mins ago

We are currently ranking 259 on moddb. If you guys get it under 100, then will we upload a video with Grimmjow... T.co

Apr 19 2015, 5:59pm

As written on moddb.... T.co

Apr 19 2015, 5:37pm

The combo tree for Grimmjow. T.co

Apr 19 2015, 5:12pm

Bringing you the second part of the melee implementation. T.co

Apr 19 2015, 11:49am

I will be writing a news article on moddb later today. It can take a little while to get it approved by the moddb... T.co

Apr 18 2015, 10:23pm

Early concept implementation of the melee system. The system has been improved since. T.co

Apr 15 2015, 11:48am

Dear followers. It has been quite some time ago since we updated this page. Last year has been quite busy for... T.co

Apr 14 2015, 3:11pm

Bzsmod logo as of 14.th April 2015 T.co

Apr 14 2015, 2:06pm

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