Welcome to the site! - 5/18/2019

I remembered I still have a domain back at BLOODLINE.EU, so I've decided to make use of it by building this site!


Blood : Fresh Supply 1.8.8 released! - 5/14/2019

Nightdive has been working hard, listening to feedbacks and comments. Here is a list of the following fixes and alterations:
* Fix video crash when switching from OpenGL to other renderers,
* Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,
* Fix CD audio music not being present when reloading a level,
* Fix MP monster settings not being respected,
* Change "Show Player Weapons" to "Show Player Weapons Overhead",
* Fix armour being affected by friendly fire if friendly fire was switched off,
* Remove the three extra recoil SFX for Cultists,
* Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,
* Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,
* Removing the run glitch feature,
* Removed the pre-fire animation for tesla weapon,
* Removed the morphing animation for gargoyle statues,
* Stone gargoyle now uses the correct recoil SFX,
* Lightly Broiled is now always the default selected menu item when entering the difficulty menu,
* Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),
* Fix taunting when killing enemies with TNT not working,
* Stop players using power ups when dead,
* Disallow Quickloading if no saves are available to load,
* Fix a bug that caused a crash at the start of Death Wish E2M1,
* Autorun state is now saved between sessions,
* Fix the FoV slider being uncapped when using the arrow keys or controller,
* Key sprites now default to full shade values,
* Importing updated extra voxels,
* Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,
* Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,
* Concussion damage is now scaled against tick scale, making gibbing to occur more easily,
* Changed jump height for getting out of water back to the original height. This broke E2M2,
* Shade value for walls with back wall swap flag is now accounted for,
* Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),
* Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,
* Fix a bug that would allow loading in multiplayer,
* Fix issue when moving between menus if the current selected menu entry is too high or low,
* Players are now always respawned with 100 health, regardless of what the level start has,
* Spraycan and HellHound missiles now deal correct damage type and burn time,
* Tesla weapon now fires one extra projectile at the end of its firing animation,
* All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,
* Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,
* Add support for private and friend lobbies,
* Add missing Cerberus electrocution state,
* Jumping boots now negate all pummel (includes fall) damage,
* Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,
* Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type `developer 1` in console, load, save over your old save, then type `developer 0` in console.
* Fixing timing of burn damage,
* Enemies now correctly avoid water,
* Fixing DWE2M1 bug with player start spawns,
* Duplicate addon paths are now checked for,
* Key 7 is now defined,
* Remove a specific voxel on E2M2,
* Scale voxels at the same ratio as sprites,
* Show extra info in lobby list,
* Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.