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PianoDave: Hello again. Yep same problem upon playing for a few minutes then pressing ESC to save or load the game and the mouse can't select anything at all from this menu. I can use quicksave and load but this is a bit frustrating and limiting and I can't even quit from the game because of this problem and have to manually shut down. Any possible solutions to this bug like reporting it to the game company and see what they have to say about it? Thanks.
See this :
https://www.gog.com/forum/blood_series/fresh_supply_bug_reporting_thread/post89
In Death wish (latest version) You don't get teleported whe ngoing into the basement water in E1M3.Firebelly. If anyone knows a fix for this let me know, otherwise I need to start a new game in GDX which I have installed, just damn losing progress sucks...
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HaloFighter92: In Death wish (latest version) You don't get teleported whe ngoing into the basement water in E1M3.Firebelly. If anyone knows a fix for this let me know, otherwise I need to start a new game in GDX which I have installed, just damn losing progress sucks...
It is being addressed.
Kaiser posted this on the NightDive Discord server
Version 1.9.4 is now up on the beta branch. Here's the changelog for that:
+ 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
+ Fix 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
Also...
I'll probably give it until the end of the week before the next patch rolls out
So hopefully we will get a patch update then. (end of May)
Post edited May 28, 2019 by DustyStyx
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MechaGodJovi: V1.8.8 - The exit door in E3M6 which has a stone pillar to activate requires the Fire Key but as It opened I decided to go off and grab some ammo I left lying around. Upon returning it was closed and refused to open back up regardless of trying to open it again from the door or pillar which was already activated and underground. Has anyone else had this issue? Had to noclip through the door just to finish the level.

Unsure if this is a thing in the original or one unit but this is the farthest I've decided to play the game, maybe I just got unlucky.
Had the same problem. I think this was in the original as well, but that doesn't mean it shouldn't be fixed.
Most of the textures are rendering a flashing white. Picture attached. I've heard this is happening to anyone running integrated Intel HD 4000 graphics.
Attachments:
Hey guys, I installed Blood through Steam last night and played for a few hours, then went to bed. Tried to play it again today and it kept crashing, so I requested a refund from Steam and installed through GoG. Same issue, same crash, same error messages. I followed GoG's troubleshooting guide with no results. Attached is a screenshot of the two error messages I get when I try to launch. Anyone have any idea what's going on? It appears to be tied to the Kex engine, but why it would work the first time and then stop is beyond me.

Running Windows 10 Home on a Toshiba Satellite C55-C

Crash log says this (along with more but it looks unreadable):

"IMPORTANT!: When submitting a crashlog, DO NOT modify or remove any part of this file.
anuket_x64 caused an Access Violation Exception (0xc0000005)
in module ig8icd64.dll at 0033:00007ffe455c866d

Engine version: 3.7
Game version: 1.8.8

Error occurred at 5/30/2019 15:39:12.
C:\Program Files (x86)\GOG Galaxy\Games\Blood - Fresh Supply\anuket_x64.exe, run by Knight.
Operating system: 10.0.17134
4 processors, type 8664.
34% memory in use.
8107 MB physical memory.
5309 MB physical memory free.
10283 MB page file.
7377 MB paging file free.
134217728 MB user address space.
134210938 MB user address space free.
Access violation at ffffffffffffffff. The memory could not be read."

Attempting to edit compatibility modes through Windows 10 isn't working, same crash and errors.
Attachments:
Post edited May 30, 2019 by mknight627
Windows 10, 1.9.4 beta-2, Pit of Cerberus, Last Level of Episode Three
1)Cerberus just spun in circles when hes summoned and I was attacking him
2)No ending cutscene played, nor credits, just straight cut to menu.
Post edited May 31, 2019 by Gamerlord
Noticed when playing Death wish with fresh supply that in DWE1M3 you are supposed to get the skull key, jump into a body of water, where you follow the soul reaper thing in the house, and transport into another dimension when you come out of the water. however, this is not working, and the level cant be completed.
couple of minor issues:
you can get stuck in the small embedded wall torches with (that look like oil pots not the bigger wooden stick torches), like on e1m5 in the secret whole with the life seed and zombie, after the short water section at the far end of the level where you loop back. you get stuck by autocrouching into the wall when you walk into or near the wall at the location of the torches/ lights, and you cant get out without cheating or otherwise reloading a save.
https://imgur.com/zre5WLu like this

Relative rotation of textures or decals or doodads/ world sprite objects, is bugged when the trigger for the object they are attached to is retriggered before the object itself has finished its full motion, but the decals or sprites etc have their angle changed while in the wrong location, like on e1m2 if you spam the first button to rotate the train to get access to the door, then the corpses and the train wheels decals will rotate incorectly to their location, like they rotate at the angle they are supposed to be at the location they are supposed to be at for the sequence of that button press, but because you essentially canceled or skipped 'movement' by pressing the button rapidly, then the train hasnt reached the location its supposed/ expected to be at for the angle the decals/ textures are facing and the corpse locations on the ground appear to move around the platform to be at the 'end location' before the platform has actually rotated for them to be there.
https://imgur.com/a/uIVpCrK like these


problems of hitscan enemies vs projectiles colliding with terrain/ models (unless its fixed in the beta and i havnt tested it enough)

also i want to say im aware that theres many hundreds if not thousands of bugs issues and features that have been fixed and implemented so far, and even better its still being actively worked on at a great rate to improve this product and seemingly genuinly make it the best commercial solution, instead of just releasing the least possible effort and then making the money without investing any more into it. so kudos to those involved for that
want to say i love this release, its reignited my love for old build/ id era games and without it i dont think id ever have known about the whole sourceport scene for every id / build and quake engine game, which in itself is just as if not even more priceless than reliving the nostalgia of blood, and the experience actually being better than i remember it! but even better now i konw about sourceports and scratch built engines and etc, now i can have fun replaying all those great games on modern hardware with modern conveniences and etc which.. just wouldnt be possible if Jim Sterling hadnt mentioned that this existed off-hand in a video.. so thank you to the developers and publisher for making this possible for those latter reasons alone
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mknight627: Hey guys...
anuket_x64 caused an Access Violation Exception (0xc0000005)
in module ig8icd64.dll at 0033:00007ffe455c866d
I dont know the exact problem or how to fix it, but from that name it seems like an intel graphics driver issue, which i think ive seen other people having issues with. if your using onboard graphics try reinstalling your graphics driver, or otherwise if you have a seperate graphics card, try explicitly disabling your intel graphics adapter, where its likely conflicting with your main graphics display adapter. there are probably a handful of different ways to go about fixing this but your best bet is searching for something like 'intel graphics crashing issue' and 'blood' , 'kex' , 'build' 'multi monitor' etc, if there isnt already threads on like steam forums of people having the same issue
Post edited June 06, 2019 by hexodus18
- Ver 1.9.5 : Had a crash to desktop on loading intro cinematics. I had deleted the appdata DIR for the game so it'd work with fresh settings & saves. Completely deleted the previous install DIR also. Subsequent starts of the game have worked fine. The new version may have issues making its settings file if they don't already exist.
Had the same FPS issues that a lot of other people had, fixed it by manually editing config file setting display to borderless.

There was originally no sound in the game either, this I fixed by disabling all sound devices other than the one I wanted the game to use. The game ignores what sound device you'vet set Windows 10 to use, and it didn't care what device was set at default. It just chose a device seemingly at random.
I have a small, nitpicky bug to report.

The doorbell by the front door of the mansion in "The Haunting" (E2M5) doesn't seem to work! I checked my audio levels, and noticed that Caleb's falling scream wouldn't play like it's supposed to when you activate the doorbell!

I have video proof of this, with a BloodGDX comparison. (I apologize the footage looks washed-out. The raw capture was fine, but for some reason exporting from Moviemaker made it look like this. It wasn't important enough to try and fix. Moviemaker is just stupid I guess.)

Someone needs to get on this immediately!!!!!! (PS, Yes, I know it's not a huge thing)
Post edited June 10, 2019 by blagh666
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blagh666: I have a small, nitpicky bug to report.

The doorbell by the front door of the mansion in "The Haunting" (E2M5) doesn't seem to work!
I added it to the bugs spreadsheet. Thanks for the video, those really help!
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hexodus18: couple of minor issues:
Checking on these. I've replicated the sprites pinned to objects on rotating sectors and added it to the bug-list spreadsheet.