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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
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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 :)

Taking the second step of fighting system production

Taking the second step of fighting system production

11 months ago News 0 comments

When reality interferes, drastic measures are taken. At BZSmod we are some who wants to be 100% ganbaru* and hence we proceed with the second step of...

Happy 2014

Happy 2014

1 year ago News 4 comments

Bzsmod is now entering its 5.th year in development. Upcomming is an interesting season which will be working on a new fighting system.

BZSmod anno 2013

BZSmod anno 2013

1 year ago News 2 comments

A recollection of what happened with BZSmod in 2013 and what we currently are working on.

Facebook campaign

Facebook campaign

2 years ago News 5 comments

Help us build our fanbase at facebook by liking our facebook page :)

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

Design sheet

3 years ago Other 10 comments

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

Post comment Comments  (10 - 20 of 585)
ShinjiHirakoVizard Jul 4 2015 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 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 Jul 9 2015 replied:

but when the game will be available? :(

+1 vote     reply to comment
jrich144 Creator
jrich144 Jul 10 2015 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
asdf16 Jun 12 2015 says:

So do I just need the plain version of Half Life for this? Also do you think it will be finished this year?

+2 votes     reply to comment
eliasr Creator
eliasr Jun 13 2015 replied:

Regular HL1 from steam, that is our target version. I have no clue whether other versions of hl1 will be able to run the mod.

A lot has been scaled down, but it can be difficult to tell. - I will have a lot of free time during the summer, if everything goes well for all of us then it will make a huge progress.
We haven't made a schedule for our milestones, as it haven't been possible to predict how long everything will take.

+1 vote   reply to comment
eliasr Creator
eliasr Jun 12 2015 says:

The base of syncing is now in effect. Smack decals spawn at the correct time, based on the delay which we have given each attack.
Next step is to move the hit detection, so it occurs at the right time.

While code to allow an attack and call the animation is client predicted, this part is only server-side. Meaning that the outcome will be based on the servers calculations and not the clients.

+1 vote   reply to comment
eliasr Creator
eliasr Jun 10 2015 says:

And ofcourse the fate is that i will have a day with an exam followed by a day with an exam. So the later will have to be retried some time in july or august.

Now half way though, I am slightly beginning to think of bzsmod again. To be honest, a lot of me just want to toss all my exam papers away and work on bzsmod.
For a start, I closed 627 tabs in firefox today, most of them being research and exam related.

I had some secondary plans in mind for july and august, but a friend of mine and myself has decided that it would be too big to be done in time, and hence scratched.
So over the summer i hope to invest a lot of time with bzsmod.

+1 vote   reply to comment
eliasr Creator
eliasr May 19 2015 says:

Hey everyone.
I have been looking a little into dealing with the syncronization. Worst case, we might have to make our own event handling for that. But keep in mind that so far i have only touched the surface.

In the recent past weeks i had to focus a lot of my attention to my university project. We are about to start exams preperations and make the final parts of our project, so i won't be available to work on bzsmod before 23. June

The work with Bzsmod will continue as usual after my exams.

+1 vote   reply to comment
eliasr Creator
eliasr May 6 2015 says:

Have been sick, which caused some fallback. Currently working on the syncronization between attack and animation.

The combo tree goes past the root node when it is called by one step. This means that a tree with no actual combat nodes eg.(root->root->root) will not cause an infinite loop, and since the tree is strongly build (there is always a root node, and every node points to its next node or the root node), it wont cause any problems in the game.

An AttackDeadline has been implemented and successfully synchronized with the client. If an attack occurs after the deadline, the position in the combo tree will bet set to the rootnode.

This can already be seen visually. However i'm slightly busy at the moment, so a video will have to wait a little while.

+1 vote   reply to comment
eliasr Creator
eliasr Apr 28 2015 says:

The comboTree data structure is now properly implemented. Left clicking and right clicking now traverse the tree accordingly. We will demonstrate this in the next video.

+1 vote   reply to comment
eliasr Creator
eliasr Apr 20 2015 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
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