BloodCM_v12.2016
Full Version 41 commentsBlood Crossmatching (BloodCM) version of December 2016 has all episodes from original game and Plasma Pack episode. Thernobog and Beast Boss also was...
I started this on January 14, 2008, with the goal of reimplementing Blood (by Monolith software) on eDuke32 port, with which it shares the engine. That requires converting all Blood resources to Duke3d format and recreating the missing game mechanics. The idea of remaking Blood went to me when I tried to have a Cooperative game with friends. I didn't find a version of Blood which would run on modern computers, so I decided to remake it myself. At first, I wanted to remake just maps, leaving Duke3d mechanics untouched. Later on, I read about eDuke32 port, which offers reach script extensions and thus more !stuff! for port and total conversions. The first thing I did was recreating the Blood HUD under eDuke, and I managed to make it perfectly identical. Seeing the power eDuke32 scripts offer, I decided to proceed with full conversion. This site lets you keep track of the project, latest news are available here. Here's some screeshots:
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Blood Crossmatching (BloodCM) version of December 2016 has all episodes from original game and Plasma Pack episode. Thernobog and Beast Boss also was...
Blood Crossmatching (BloodCM) version of February 2016 has all episodes from original game.
Blood Crossmatching (BloodCM) version of August 2015 has a lot of fixed, 3 episodes from original game.
BloodTC was renamed to Blood Crossmatching (BloodCM).Version of June 2013 has a lot of fixed, new Zombie, Cultists AI and 2 episodes from original game.
BloodTC was released again with some fixes and polymer support
New full release of BloodTC is avaible for download. Now BloodTC includes all maps of first episode, which was reconsturted on 100% (or 99% we'll see...
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I keep floating up to the ceiling. I can use Ctrl to get on the ground but I don't want to hold this down. Any fixes?
This or BloodGDX? The music doesn't appear to be present for CM.
BloodGDX for sure, it also supports the the CD music and the expansions.
Personally, I prefer CM to GDX. I tried playing GDX and the movement just feels so uber-slippery. I'm guessing that's how it may have felt in the original build, but this is why I prefer the EDuke32-based CM. Everything feels smoother and less frustrating to play through.
Same here. I wonder if BloodCM is still being developed? I think it's the best way to play Blood.
I don't find anything frustrating with GDX at this current time.
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I apologize in advance for my English, I am from Russia. I would like to note some shortcomings. At shooting from the automatic machine from enemies the blood almost does not flow and zombie heads do not depart. In the original game, shooting from the machine was very bloody. Also Caleb's cry breaks off right after it ceases to burn. Although in the original the cry was played out to the end. Perhaps the next nelochet is related to my curved hands, but the port does not work properly as an auto-targeting. If you turn off the ability to look up and down to get into mice or spiders, for example, it's impossible. Even in the squat. And also I would like to note that in the original game there were more good skyboxes. I'm guessing it's in the port for Duke. Of course, my comment probably looks like a nit-pick, but I hope that it turned out to be useful. I wish you a success development)
Are you working on Cryptic Passage or Will you ever do it? I'll keep donating you my friend good work.
I'm finished support of BloodCM. If you want to play in Cryptic Passage, use my new project BloodGDX (it's a true port of Blood) and today I made a new release with HRP support
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