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Blood Source Code (found)

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kevingpo

Zombie

Posts: 23

Joined: Tue Apr 05, 2005 8:41 pm

Post Fri Jan 27, 2006 9:39 am

Blood Source Code (found)

If you download Blood Alpha from:

http://deathmask.net/files/alpha/

then you get 2 or 3 zip files with some source code files in them. It is not the complete source code, but looks like the changed files that goes on top of the Shadow Warrior (or Build) source codes.

The only problem is, the zip files are passworded. But am sure there are people who know's the inner workings of zip then they could probably crack it.

-----------------------------
HOW TO RUN BLOOD ALPHA IN XP
-----------------------------

If you follow http://buildxp.deathmask.net/ then you are sorted. Well actually, all you need is VDMSound and change the vdm.ini file so that it uses Sound Blaster Pro 3.02 (instead of Sound Blaster 16). Then you can right-click on the Blood setup.exe and setup sound as Sound Blaster Pro 2.0 (New), 220, IRQ 5, DMA 1, IRA(16bit) 5.
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kevingpo

Zombie

Posts: 23

Joined: Tue Apr 05, 2005 8:41 pm

Post Wed Feb 01, 2006 9:58 am

Using Advanced Zip Password Recovery, or Visual Zip Password Recovery programs, I was able to get the passwords of files:

comm1120.zip & stup1122.zip

File sharemap.zip wasn't password protected.

The file am still trying to open is bsouce.zip.
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kevingpo

Zombie

Posts: 23

Joined: Tue Apr 05, 2005 8:41 pm

Post Wed Feb 01, 2006 7:31 pm

Thanks to anonymous user who posted on transfusion forums. Here are the keys.....


password4 comm1120.zip & stup1122.zip :
jello
password4 bsource.zip :
elcycer
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Lord Molder

User avatar

Cultist

Posts: 275

Joined: Sat Apr 16, 2005 6:04 pm

Location: Australia

Post Fri Feb 10, 2006 7:59 am

Is that any good for making a port?? :shock:
`theres no place like home....Eheheeee!
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kevingpo

Zombie

Posts: 23

Joined: Tue Apr 05, 2005 8:41 pm

Post Fri Feb 10, 2006 2:24 pm

It does tell you about monster AI, movement handling, etc. This can easily be put into Shadow Warrior to get Blood monster AI, and movement handling. I don't know about map handling, but hopefully the map handling code is there since Blood maps are different.
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Lord Molder

User avatar

Cultist

Posts: 275

Joined: Sat Apr 16, 2005 6:04 pm

Location: Australia

Post Fri Feb 10, 2006 2:34 pm

Cool!!,good luck with it kevingpo!! :D
`theres no place like home....Eheheeee!
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kevingpo

Zombie

Posts: 23

Joined: Tue Apr 05, 2005 8:41 pm

Post Fri Feb 10, 2006 2:44 pm

Lord Molder wrote:Cool!!,good luck with it kevingpo!! :D


Lol. Am not touching that. Am more interesting in Duke code than Blood or SW code.

I remember ages ago everyone was ranting and raving for Blood Source code to be released. But since MonoLith & Atari just shifted blame on each other who owned the code, they were reluctant on releasing it. So there were a bunch of people wanting to reverse engineer Blood game code... from duke code.
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Guest

Post Wed Feb 24, 2010 12:41 pm

Anonymous wrote:I agree with that.
__________
Create Instant Buzz about your website!


I just like studying Duke code, and seeing how the inner game works, and trying to write a universal server/client network multiplayer for the duke ports so they all work together...
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Guest

Post Tue Jun 15, 2010 5:03 pm

Re: Blood Source Code (found)

I really hope someone will be able to port this to linux or windows. Dosbox is horrible with mouse support and running blood in 16:9 would be awesome!
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Guest

Post Sun Jun 27, 2010 7:38 pm

Re: Blood Source Code (found)

Good news.

bMouse is now the solution to the problem now and you can easily play Blood with bMouse, using YANG.
See post - viewtopic.php?f=1&t=889&p=3603#p3603
and bMouse authors site visit - http://swisscm.duke4.net
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deepthought

Rat

Posts: 3

Joined: Fri Jan 28, 2011 10:44 pm

Post Fri Jan 28, 2011 11:29 pm

Re: Blood Source Code (found)

the AI code only appears to include AI for the zombie and cultist. what i really want to find is map specifications

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