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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.

BZS




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

4 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: 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 10 comments

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

Post comment Comments  (0 - 10 of 584)
eliasr Creator
eliasr Jul 29 2015, 11:14am says:

Synchronization between attack animation is working now.

+1 vote   reply to comment
iPodThief
iPodThief Jul 10 2015, 1:03pm says:

We need this goddammit!!

+2 votes     reply to comment
eliasr Creator
eliasr Jul 10 2015, 8:28pm replied:

Yes you do.

+1 vote   reply to comment
ShinjiHirakoVizard
ShinjiHirakoVizard Jul 9 2015, 4:40pm says:

because they do not get a demo? ... whether you know what the game

+1 vote     reply to comment
eliasr Creator
eliasr Jul 10 2015, 8:25pm replied:

We might be releasing it with the bare minimum of what you could expect from a game. That in it self will disappoint some, but it is a lot better than not releasing anything at all. So you can consider our first release a demo.

The origin of this project is 8 years old by now, I hope you guys will like the result.

+1 vote   reply to comment
ShinjiHirakoVizard
ShinjiHirakoVizard Jul 11 2015, 11:36am replied:

8 years eh? and how many years go by?

+1 vote     reply to comment
eliasr Creator
eliasr Jul 18 2015, 8:15pm replied:

take a look at Moddb.com

+1 vote   reply to comment
ShinjiHirakoVizard
ShinjiHirakoVizard Jul 4 2015, 7:21pm says:

Where I download the game? and I install ? Pass me the download link ? please thanks ... and looks good , This elegant!

+1 vote     reply to comment
jrich144 Creator
jrich144 Jul 5 2015, 6:02am replied:

Hey Shinji,

There is no Download Link as the game isn't ready yet. We are still developing most of the core components of gameplay and other things.

We are working on the mod as we all get time and in the last year a lot of progress has been made, so if you are interested in the mod, follow us as we bring more updates and hopefully a playable version of the mod for everyone to enjoy.

+1 vote   reply to comment
ShinjiHirakoVizard
ShinjiHirakoVizard Jul 9 2015, 4:38pm replied:

but when the game will be available? :(

+1 vote     reply to comment
jrich144 Creator
jrich144 Jul 10 2015, 12:05am replied:

Even we don't know the answer to that question. Depends on what stage we want the mod to be at when we release it. At this stage it wouldn't be fun to play so it is not ready for a release.

+1 vote   reply to comment
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Half-Life
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Bzsmod.com
Release Date
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Third Person Shooter
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Latest tweets from @bzsmod

T.co and subdomains are currently down due to an issue with our sql database. It will take some time to resolve.

Jul 29 2015, 9:21am

The syncronization now works as expected. Current plans are to implement the animations and sounds which are... T.co

Jul 29 2015, 9:18am

I recently started on the synchronization between the animations and the hit detection. I have yet to actually... T.co

Jul 7 2015, 7:10pm

The base of syncing is now in effect. Smack decals spawn at the correct time, based on the delay which we have... T.co

Jun 12 2015, 9:07am

Hey everyone, Elias here. I really want to upkeep the progress with the coding, but unfortunately it is difficult... T.co

May 19 2015, 11:21am

The combo tree is now able to be traversed, which means that the functionality of this data structure is now... T.co

Apr 27 2015, 10:21pm

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

Apr 20 2015, 10:53am

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

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