It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Patch Notes for Update #2 (1.9.5)
--------------------------------------------
Gargoyle Statues can be moved and bleed when shot,
Ecto Skull Projectile is now transparent,
Reflection effect appears on player when picking up the reflection powerup,
Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
Crash fix for Bloody Pulp Fiction mod,
Phantasm bleeds when shot,
Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
Support for unused dude actor types,
INI parsing system now replicates Monolith's implementation (fixes numerous issues with user INIs),
Full rendering support for wall type 501,
Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
Sounds played by QAV animations now assigns to channel 16 and up - fixes some problems with them cutting off Caleb's speeches,
Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
Reversed CanSee ray direction for CheckProximity - fixes proximity behavior,
Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
Jump Boots now protects against pummel type damage,
Fixed crash when dropping items not defined in definition system,
Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
RFF system is no longer case-sensitive when looking up data entries,
Dude sprite types now activates when receiving the TOUCH or PUSH command,
Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
Player can now interact with stone statues,
Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
New actor flag for not dropping items/keys (Cerberus fix),
Various misc. Fixes involving Hitscan and Vectorscan,
Start/End parameters for the CanSee function has been reversed - fixes MANY behavior problems,
Fixed damage sectors not immediately damaging player on land impact,
Fixed scroll floors/ceilings in wrong direction in E2M6,
Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
Cultists now play Gib SEQ based on type,
Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
Proximity range for prox mines is now correct,
Fixed issue with gib objects and other types from spawning two of the same item,
Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
Art tile animation is now randomized for oscil,
Fixed mouse not working on main menu after loading lower saves,
Audio velocity option is now saved to config,
Player no longer falls while dead in water,
Camera no longer toggle chasecam while in menu,
Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
Can now switch weapons during any point of the gun's state that isn't lowering or holstering,
Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members,
Fixed hitscan wall detection and wall UV mapping,
Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
Bug fix with wall unlock commands sending a ON command,
Support for padlock actor,
Allowed loading of all old (day-0 public build or later) saves.
avatar
Yeshu: Patch Notes for Update #2 (1.9.5)
--------------------------------------------
Gargoyle Statues can be moved and bleed when shot,
Ecto Skull Projectile is now transparent,
Reflection effect appears on player when picking up the reflection powerup,
Fixed bug with pressing use on wall sprites very close to the wall (fixes some issues in Death Wish),
Crash fix for Bloody Pulp Fiction mod,
Phantasm bleeds when shot,
Fixed bug with pressing use on wall sprites with flip-y flag set. Fixes issue in DWE3M6,
Support for unused dude actor types,
INI parsing system now replicates Monolith's implementation (fixes numerous issues with user INIs),
Full rendering support for wall type 501,
Bug fix with Fat Zombies not seeing the player at the beginning of DWE3M2,
Sounds played by QAV animations now assigns to channel 16 and up - fixes some problems with them cutting off Caleb's speeches,
Reverse search order for linked sprites to sector stacks. Fixes DWE1M3,
Reversed CanSee ray direction for CheckProximity - fixes proximity behavior,
Fixed incorrect impact fx on vector firing on mid-textures via overpicnum,
Jump Boots now protects against pummel type damage,
Fixed crash when dropping items not defined in definition system,
Fixed issues when interacting with usable walls and sectors marked as ‘pushwall’,
RFF system is no longer case-sensitive when looking up data entries,
Dude sprite types now activates when receiving the TOUCH or PUSH command,
Dude sprite types now applies BLOCKING/HITSCAN/INTERACT flags on spawn,
Player can now interact with stone statues,
Corrected the bounceDamage factor for Spiders (was 1200 instead of 1600) which result in premature fall damage when they fall near the end of e2m7,
New actor flag for not dropping items/keys (Cerberus fix),
Various misc. Fixes involving Hitscan and Vectorscan,
Start/End parameters for the CanSee function has been reversed - fixes MANY behavior problems,
Fixed damage sectors not immediately damaging player on land impact,
Fixed scroll floors/ceilings in wrong direction in E2M6,
Fixed code to determine if wall should have decals (using proper logic now). Fixes decals not showing up in many areas in E1M1,
Fixed up A LOT of the Cultists behaviors. Only use a 2D hitscan vector for determining sightlight checks instead of 3D. Fixes several problems,
Cultists now play Gib SEQ based on type,
Cultists and Earth/Axe Zombies now ignore damaged based sectors (fixes AI issue in DWE1M1),
Proximity range for prox mines is now correct,
Fixed issue with gib objects and other types from spawning two of the same item,
Fixed a typo with Exp_Dynamite_Wall, resulting in no SEQ from playing when invoked,
Minor bug fix with the CanSee function. Fixes an issue in DWE3M2,
Art tile animation is now randomized for oscil,
Fixed mouse not working on main menu after loading lower saves,
Audio velocity option is now saved to config,
Player no longer falls while dead in water,
Camera no longer toggle chasecam while in menu,
Map markers now show with an exclusive cheat (new cheat code: OAKISLAND),
Can now switch weapons during any point of the gun's state that isn't lowering or holstering,
Fixed a bug where explosion objects would persist due to bad underflow of xSprite's data1 and data4 members,
Fixed hitscan wall detection and wall UV mapping,
Added scale console variable for the weapon wheel. Set g_weaponWheelScale in the console to change it (defaults to 1.0),
Changed player jump boot height to 24.0. Makes it easier to reach the rooms in BB1,
Bug fix with wall unlock commands sending a ON command,
Support for padlock actor,
Allowed loading of all old (day-0 public build or later) saves.
Still no fix for my game suddenly being locked to 30 fps nor a fix for Cultist Plasma Cannons ignoring all armors and doing health damage no matter what.
high rated
1.9.6 (Update #2.1) - 06/06/2019
=========================
• Engine updates,
• Fixed a potential crash with OpenAL playback of Vorbis buffers,
• OpenAL32.dll updated,
• Missles now pass through breakable windows.

Keep Spillin'
Daniel G,
Nightdive Studios Production Team
high rated
Update #3 (1.9.10) (6 August 2019)

- Sprite links and how they're handled on level load is now accurate,
- Earth zombie accuracy behaviour fix. They immediately go into search state when woken,
- Ghost sight check accuracy behaviour fix (does not use eye- height offset when calling hitscan),
- Napalm damage type accuracy fixed. Now uses hitscan type,
- Tommy Gun Alt- Fire attack now uses the correct vector type. Vector type 3 now identified as BV_BULLET_WIDE,
- Gillbeasts now take flare/fire damage on land,
- Speed optimizations when writing save games,
- Sounds now pre- cached on start- up,
- Correct logic for changing AI targets and kin (incorrect randomization weight),
- Miscellaneous General Engine Improvements,
- Explicitly check for link sprites when Z- Translating the sector,
- Support for tilenums beyond 4095 for SEQ files,
- Changed ActionScan interaction code,
- Support to make the object do a small 'boost' when snapping between different floor heights,
- Fixed Fat Zombie melee vector direction,
- Fixed player damage from being over- aggressive to network clients,
- Updated maphacks to include MLD offsets for Voxels,
- Fixed several floor link collision issues,
- Misc. sprite link fixes,
- Misc. respawn fixes,
- Misc. fixes.
avatar
surfer1260: Update #3 (1.9.10) (6 August 2019)

- Sprite links and how they're handled on level load is now accurate,
- Earth zombie accuracy behaviour fix. They immediately go into search state when woken,
- Ghost sight check accuracy behaviour fix (does not use eye- height offset when calling hitscan),
- Napalm damage type accuracy fixed. Now uses hitscan type,
- Tommy Gun Alt- Fire attack now uses the correct vector type. Vector type 3 now identified as BV_BULLET_WIDE,
- Gillbeasts now take flare/fire damage on land,
- Speed optimizations when writing save games,
- Sounds now pre- cached on start- up,
- Correct logic for changing AI targets and kin (incorrect randomization weight),
- Miscellaneous General Engine Improvements,
- Explicitly check for link sprites when Z- Translating the sector,
- Support for tilenums beyond 4095 for SEQ files,
- Changed ActionScan interaction code,
- Support to make the object do a small 'boost' when snapping between different floor heights,
- Fixed Fat Zombie melee vector direction,
- Fixed player damage from being over- aggressive to network clients,
- Updated maphacks to include MLD offsets for Voxels,
- Fixed several floor link collision issues,
- Misc. sprite link fixes,
- Misc. respawn fixes,
- Misc. fixes.
Hay alguna diferencia con la versión de steam?

Si ambas versiones son la misma yo la compro en GOG.
avatar
WeiRdPLaYeR888: Hay alguna diferencia con la versión de steam?

Si ambas versiones son la misma yo la compro en GOG.
al parecer , si son ambas versiones iguales
avatar
WeiRdPLaYeR888: Hay alguna diferencia con la versión de steam?

Si ambas versiones son la misma yo la compro en GOG.
csanjuro is right, gog and steam versions of Blood Fresh Supply are identical as you can see here.
avatar
WeiRdPLaYeR888: Hay alguna diferencia con la versión de steam?

Si ambas versiones son la misma yo la compro en GOG.
avatar
csanjuro: al parecer , si son ambas versiones iguales
Gracias
avatar
WeiRdPLaYeR888: Hay alguna diferencia con la versión de steam?

Si ambas versiones son la misma yo la compro en GOG.
avatar
surfer1260: csanjuro is right, gog and steam versions of Blood Fresh Supply are identical as you can see here.
Gracias
Post edited October 27, 2023 by WeiRdPLaYeR888