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BloodRayne

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Title Screen

BloodRayne

Developer: Terminal Reality
Publishers: Majesco (US), Vivendi Universal Games (EU), Electronic Arts (JP)
Platforms: PlayStation 2, Xbox, GameCube, Windows
Released in JP: August 26, 2003 (PS2)
Released in US: October 15, 2002 (PS2/GC/Xbox), September 13, 2003 (Windows), September 14, 2006 (Windows - Steam)
Released in EU: May 2, 2003 (PS2/Xbox), May 23, 2003 (GC), May 2005 (Windows)


AreasIcon.png This game has unused areas.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
There is unused dialogue/audio throughout the game. Here they are in video form, and need to be extracted from the game.

BloodRayne is the first in a trilogy of games starring the sexy half-vampire Rayne.

Passwords

Debug Mode

BloodRayne - Debugmode1.png BloodRayne - Debugmode2.png BloodRayne - Debugmode3.png BloodRayne - Debugmode4.png BloodRayne - Debugmode5.png BloodRayne - Debugmode6.png

Entering the password DISHWASHER ATTITUDE HOOKER EFFIGY will give you debug cheats, unlock all cheats in the game, and put a build date at the top of the main menu. In the Terminal Cut PC release, it is instead SPAM RAID DASTARD LYCAN.

Trying to select the Character debug mode will automatically turn debug mode off, at least in the PS2 version. To fix that, apply the below GameShark / CodeBreaker code to re-enable it.

PlayStation 2 USA code:

Re-enable Character Debug Mode
0017DFF0 0000000A
2017DFF8 00000000
(Source: Original TCRF research)

This cheat also enables several other functions:

Hmmm...
To do:
add images of these; preferably find out how to re-enable above code for PC version - I managed to stop the code that moves the mode selector but it displays the same thing)
  • Backspace: Displays a build date for game.cpp, telling Nocturne2 is in fact, alive and kicking. Also prints some extra messages like when an enemy can't find its victim.
  • Z: Cycle between debug menu states.
  • Ctrl + Y: Pauses game state and enables noclip.
    • Shift or Ctrl + Shift (hold) to do everything below faster
    • Q & A to raise/lower position
    • Arrow keys (not WASD) to move Rayne
    • Home & Page Up to change the orientation of gravity for Rayne
    • Numpad 5 to reset orientation (yep, no-numpad discrimination again - there is no equivalent)
    • End & Page Down to rotate Rayne

Generally, using the numpad with num lock turned off gives an easier experience.

  • Ctrl + R: Opens a console (plays a questionable sound) where you can type "events" (see & experiment with "Events" debug menu state for more info; example in Butcheress boss fight, input BUTCHERESSFALL to win instantly)
  • F5 : Crops graphical effects to 1/4 of screen (but why...?); Pauses/unpauses trigger & script processing (can pause cutscene scripting as well)
  • F10 : Opens cheat input (see below section).

F10 Cheat Menu

Most of these are leftovers from Terminal Reality's previous game, Blair Witch: Rustin Parr. They are case-insensitive.

Code Rustin Parr BloodRayne Notes
goodtimesman Give dynamite Time Factor (opens prompt) Allows range of 0.001 to 4 (in options menu only down to 0.1)
isuck Easy combat & puzzles difficulty Unsets COMBATMODEHARD if it was set before; gameplay effects needs testing Displays leftover message "DEBUG: Combat set to easy mode. You just broke the game."
irule Hard combat & puzzles difficulty Sets a COMBATMODEHARD game flag; gameplay effects needs testing Displays leftover message "DEBUG: Combat set to hard mode. You just broke the game."
givemefaith Restores health to 100 Restores health to 100* Rayne has 1000 max health, so this sets her health to be 10%
noD3D Disables d3d rendering Unknown (plays sfx) Rustin Parr uses static images as backgrounds + 3D overlaid over, while BloodRayne is full 3D; likely this was dummied out
thunderstorm Starts downpour Ditto Leftover, does not hurt Rayne
snowstorm Starts snowstorm Ditto
iworkforgod Invulnerability Lowers health to 1 Unlike menu option, plays Rayne hurt sfx & "Have a nice day!" message is displayed in-game
juggydancesquad Toggles juggy mode Also displays "Juggy Dance Squad !!!"
(Source: Original TCRF research)


(Source: Susan Flint for F10 cheat(s) (YouTube))

Terminal Cut Differences

Hmmm...
To do:
The GOG Store page mentions "Miscellaneous bug fixes" without elaboration. Any other bug fixes?
  • Support for XInput gamepads including pre-game menu & button prompts (Patch 1.05).
  • Japanese text & voice-acting (along with some other different sounds, like CHEAT-1.wav) (patch 1.04)
  • Uncompressed (larger) world textures (Patch 1.04 & 1.05).
  • Upscaled cinematics.
  • Improved graphical effects (Patch 1.04 reflections, & 1.05 fog, water, etc )
  • "Always Run" toggle has been added in control settings, with Shift to slow down the character a la BloodRayne 2.
  • Blood Rage in Terminal Cut has been nerfed to only be slightly more powerful than normal attacks. (or is that the frame limiter in action?)
  • boillerroom.msn is loadable (see its respective section).

Playable Mynce & Butcheress

By editing the respective mission's .MSN file in WORLD.POD, it is possible to control the two dhampirs. Find the line commented by // heroType and change it to:

  • 1 - Rayne
  • 2 - Mynce
  • 3 - Butcheress
  • 4 - Rayne (unknown difference; Used in Act 1)
Hmmm...
To do:
Verify source: Possibly what Rayne would've looked like in Act 1. https://cleon_999.artstation.com/projects/obVe0O?album_id=65469

Most stationary enemies seem to ignore you completely when playing as them, though it is possible to stand in their line of fire (Act 1 where infighting happens). Some bosses / enemies that are scripted to target you will still attack as usual. They cannot pick up weapons (loading a save with weapons will crash) and have otherwise unused hurt voices (dhampir characters fighting each other do not use the sound).

Several WORLD.POD has been packaged and labelled accordingly in the level select for those curious (not 100% tested, backup your original WORLD.POD & PCPOD.ini first):

Open the archive & extract the edition you want in 7-zip, paste in game root folder and either:

  • replace WORLD.POD, or
  • edit PCPOD.INI, put the name of the .pod at the top and correct the file count.

Example PCPOD.ini for Mynce patch (Terminal Cut)

8
WORLDmynce.pod
PCART.POD
PCART2.POD
PCMODEL.POD
PCSET.POD
PCSOUND.POD
STARTUP.POD
WORLD.POD

For All-In-One version, type in ONTHELEVEL or SPAMRAIDDASTARDLYCAN to enable it then press Shift + Enter on New and choose the desired character. Note that the character change will not persist on level changes/restarts.

Download.png Download Characters World.POD (145MB unzipped).7z
File: BloodRayne_character_WORLD.POD_(145MB_extracted).7z (1.53 MB) (info)


(Source: Original TCRF research)

Hidden Levels

Hmmm...
To do:
TESTROOM.BST exists in MODELS.POD but has no associated scripts to load it; some scripting required

Final Ascent

The temple maps go in the following order:

temple_1 The Temple
temple_4 Temple Internal
temple_3 Final Ascent* (unused)
temple_2 Temple Guardians
temple_5 Daemite Chamber

This map is the most vertical out of the temples, and presumably axed for being too short or requiring precise jumping onto the wires on the last part (slightly easier with Dilated Perception).

The Hill

In Act 1, the Map of Mortton goes through the following order:

Ghetto
Town Hall
The Hill* (unused)
The Beuregard House
Colonial Power > ...

It is a complete level with several houses, much like Ghetto. It's accessible by level select (LA_HILL.MSN) or typing BRIMSTONEINTHEBAYOU and starting a new game. The one nest to kill is located in the furthest house, entered through the back door.

The map does not glow location text showing where you are. Presumably this area would've been near the top left of the map as it has a cut-off intersection.

Phoenix Hotel

BloodRayne-Hotel01.png BloodRayne-HotelAuraVision.png

There is slightly more to the hotel used in the Argentina intro cutscene, which takes place at coords (-93, -8, -159):

BloodRayne-HotelOutside.png BloodRayne-HotelOutside2.png

There is a non-solid walkway just outside the room and a misaligned door latch hole.

BloodRayne-HotelCupboard2.png

There is some basic modelling of what appears to be a walk-in cupboard...

BloodRayne-HotelHall.png BloodRayne-HotelBathroom2.png

...and a bathroom. Sans furnishings, proving Rayne has no need for toilets (for legal reasons this is a joke). Less funny is that the door's collision makes it impossible to walk back out without noclipping.

BloodRayne-HotelKick.png

Strangely, part of the table where the dossier exists in the cutscene is registered as a target for Rayne to melee despite being non-solid and indestructible.

Guys In Walls

BloodRayne-ArgentinaGuysInWalls.png

Teleporting above near the hotel's coordinates reveals 4 guys standing on an invisible platform inside the wall of the shooting range, with one person at the shooting range. They are target practice people and are unloaded (placed in correct positions?) when the room is entered normally.

BOILERROOM

It seems to be an earlier version of the Walls of Jericho bossfight room. There is less debris, no fog, and some different lighting. One of the terminal platforms is missing its side polygon. This map works only on Terminal Cut, strangely.

The actorTypeList mentions a fair amount of assets not used in the map itself compared to actor name list, suggesting this was another testing map:

// actorTypeList
50
CWeapon 11
CWayPoint 3
CWaterActor 12
CVampire 2
CNest 3
CTrigger 15
CThule 1
CTank 1
CSpinner 2
CSoldier 13
CRopeLadder 2
CRail 4
CQueen 3
CPlatform 19
CPendulum 8
CNPC 7
CMutate 5
CMech 4
CMaraisreq 8
CMauler 1
CMainCharacter 2
CLiteBulb 6
CLever 9
CHero 14
CHeroPlaceholder 4
CHeinrich 4
CHealthItem 3
CGun 2
CGlass 12
CGemini 1
CFlame 11
CEnemy 19
CEmitter 22
CDoor 21
CDecal 3
CDaemiteCluster 1
CDaemWar 3
CDaemite 4
CCurtain 10
CConveyor 2
CChain 4
CCharacter 15
CCameraPathActor 1
CBreakable 12
CBoxActor 36
CBeliar 1
CBatCreature 6
CBarrier 2
CAmmo 1
CDemonActor 14
// actor count
5
// actor name list
CHeroPlaceholder "HeroPlaceholder0"
CBarrier "Barrier0"
CBarrier "Barrier1"
CBarrier "Barrier2"
CBarrier "Barrier3"

Two of the invisible walls (CBarrier) are erroneously placed far below the map, but appear at the correct height of 0.00 anyway:

{ CBarrier "Barrier1"
	0,309.447,-1.78814e-007,294.502    // location
	0,0,0    // orient
	1    // enabled
	""    // group
	0    // selfIlluminated
	0    // attachCount
	1.29444,8.14302,6.29097    // size
	""    // effectClassNameList
	1    // addToPathGrid
} CBarrier "Barrier1"
{ CBarrier "Barrier2"
	0,195.353,-1.78814e-007,343.998    // location
	0,0,0    // orient
	1    // enabled
	""    // group
	0    // selfIlluminated
	0    // attachCount
	1.29444,8.14302,6.29097    // size
	""    // effectClassNameList
	1    // addToPathGrid
} CBarrier "Barrier2"

Barrier1 corresponds to a doorway that's covered by debris in AR_GH_WRECKED, while Barrier2 corresponds to the hallway's entrance you would enter from in AR_GH_WRECKED.

Death's Quarters

From the flooded stairs section of AR_MB_BARRACKS, turn to the right. Noclip through the "This door cannot be opened." trigger to enter the bedroom block.

There are only bedframes, daemite spawning from vents, and a static, immortal Rayne NPC in one of the corridors (she disappears when triggering the Officer turning into daemite cutscene).

Hell Hall

In the corridor Rayne comes from before the bossfight, there are two Officer Eckstein heads; one used for the cutscene, another one on the floor.

The hallway also has some modelling not visible during the cutscene itself.

Hidden Win Cutscene

It is unlikely, but possible to beat Butcheress by making her fall in the pit. This is done by either noclipping onto the rooftop, otherwise block her path and/or harpoon kick her into one of the pits when she activates a panel.

She will be in the falling cutscene instead, but she will actually die before despawning, unlike the normal cutscene. This is notable for being non-canon to her appearance in future media. [1]

Mines

Deep's pre-transition level has more detail (boxes) than Deeper, which instead has dirt mounds.

There is a duplicate Pump Room deeper in the tunnel area, with a broken garage door, less furnishings, thick blue fog, no water near pump & non-functioning switch inside the pump room itself.

In prototype Xbox version the garage door is functional and has some spark (see source video). This room was possibly moved earlier into the level to reduce backtracking.

U-Boat station has identical dock beside it (how to skip cutscene to show? Sarah edited mission file directly.)

DE_C2_START

There is some more terrain under the rubble, not visible unless noclipping. The tower on the other side is non-solid.

Explosion Out of Bounds

After the Mynce boss fight in DE_C2_START, going to the broken stairs & trying to go out of bounds in the directions of the level exit will cause Rayne to disappear in an explosion and trigger a game over (normally, out-of-bounds triggers kill Rayne by setting her health to 0 and/or fade to black).

Rayne NPC

BloodRayne-RayneNPC.png

There's a Rayne NPC copy directly above the final boss room on a small invisible platform.

Assuming Terminal Cut rayne1.exe, she can be found with these pointers (values in parentheses) : rayne1.exe+184AECC + 28 for Y (303), + 24 for X (-345), + 2C for Z (4).

There is also a soldier corpse underneadth the floor (not pictured).

  1. [1], BloodRayne: Revenge of the Butcheress (Fandom)