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User:Reina

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Reina
Discord: reina#4558 (defunct rn; use talk page if you need)

Hey there, I'm Reina, one of many queens. I wonder how many more there are on TCRF? :D

Please be nice and constructive with any feedback about my edits and other stuff. Thank you!

Pages I love

Batch upload image files!! And it works in IE 11!!! WOWZERS

Stuff about uploading images It's tiring, cumbersome, but I understand why the guidelines are so strict.

Tomb Raider (2013) I just really like this game. Truly one of the games of all time

Doom on 3DO is one of my favourite videogame stories! Bless the port-person.

Track Meet is an even worse story.

Monster Party's prototype page is disproportionately chock-full of content compared to the main screen and I love it. I don't even enjoy horror as a genre that much lol

Pages I've done something on

twisted metal 4 prototype page | the cooler twisted metal 4 prototype page | twisted metal small brawl prototype page

Well, maybe there's a bit more.

Reina's Batch Uploaders

My own tools for uploading stuff.

Stuff I should upload

Most of these are for BloodRayne. Caution, i can haz cheeseburger editing. bleaze do not hold to tcrf guidelines yet : DDD

Ctrl + Y and Y seems to make noclip not noclip. how exactly?

ARTICLE DRAFT BELOW.

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".
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can this raise persistent game flags? Do other functions?

See & experiment with "Events" debug menu state for more info; for 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))

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)
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Verify source: Possibly what Rayne would've looked like in Act 1. https://cleon_999.artstation.com/projects/obVe0O?album_id=65469

400px 400px

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 extracted).7z
File: BloodRayne_character_WORLD.POD_(145MB_extracted).7z (1,606,229 bytes) (info)


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 > ...

400px

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 Hill Map Beuregard House Map
400px 400px

The map does not glow location text showing where you are (the Beuregard House blinks between red and dark red). Presumably, this area would've been near the top left of the map as it has a cut-off intersection.

Phoenix Hotel

This cutscene actually takes place below AR_GH_SLAVE's shooting range.

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 devoid of bathroom furnishings. The door's collision being near to the wall 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.

The room itself is encased within a box; having a roof & outside walls (non-solid)

The 3D HOTEL letters are not mirrored on the other side.

Cutscene Grass Area

There is slightly more grass than shown in the cutscene:

The only thing solid here is a part of the floor & the flood lamps high up on the wall.

There is a hole in the walkable floor inconsistent than suggested by the collision debug option.

Target Practice Guys In Walls

BloodRayne-ArgentinaGuysInWalls.png

Teleporting above near the hotel's coordinates reveals four 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.

Targeting Oddities

By default, the soldier(s) will endlessly shoot the target, ignoring Rayne unless she enters one of the alerting triggers in the room.


Strangely, there is a trigger at the weapons end of the range despite there being an unavoidable trigger at the entrance (and even then, you can grab the weapons without entering its trigger).

boilerroom

It seems to be an earlier version of the Mauler bossfight room in Walls of Jericho. This map works only on Terminal Cut, strangely.

boilerroom Walls of Jericho
400px 400px

There is less debris, no fog, and some different lighting.

One of the terminal platforms is missing its side polygon.

There is a doorway under the alcove of the room in the final version.

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:

Hmmm...
To do:
Make below expandable instead
// 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

400px

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.

400px 400px

400px 400px


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).

The Laboratory

There is a nearly identical elevator just above the one Rayne starts in, blocked by debris on the outside.

Hell Hall

The hallway has some modelling not visible during the cutscene itself (partially obscured with black culling planes).

If coming FromElevatorE flag is set, 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. They are removed after cutscene if Rayne has just finished The Laboratory (FromBoiler flag).

The floating head can be lopped off.

Also, if the same flag is true, the door has a trigger to bring you back to the Laboratory that you just came from and set a FromButcheress gameFlag. This flag is not referenced in any other .SCB mission scripts, and completing that level starts the bossfight as usual with the flag intact.

This door is likely a remnant of the "This door cannot be opened." in the room where P. Eckstein tries to poison Rayne.

Hmmm...
To do:
hide these into expandable boxes

{ CDoor "DoorButcheress"
	0,-45.8124,50,120.84    // location
	0,0,1.57    // orient
	1    // enabled
	""    // group
	0    // selfIlluminated
	0    // attachCount
	"LUKESDOOR.SMF"    // modelName
	2    // doorType
	0    // doorSide
	0    // doorState
	0    // doorSwing
	"DoorButcheressOpen"    // openEvent
	"DoorButcheressClose"    // closeEvent
	"metal-door-1o.wav"    // openSound
	"metal-door-1c.wav"    // closeSound
	0    // keyMask
	-45.8124,50,120.84    // origPos
	0,1.57,0    // origOrient
	0    // param
	4    // maxParam
	0.5    // openSpeed
	0.25    // closeSpeed
	5    // groundType
	""    // eventToTriggerWhenOpen
	""    // eventToTriggerWhenClosed
	0    // oneShot
	{ // openRules
		0 // ruleCount
	}
	0    // plotAsBoxInShadow
	0    // allowedSides
	1    // allowBulletHoles
	1    // plotInShadowFlag
	5    // autoClose
	-1    // autoCloseTimer
	0    // autoOpen
	0    // unlockAfterOpening
	8    // sphincterPartCount
	6.5    // sphincterRadius
	45    // sphincterOpenBank
} CDoor "DoorButcheress"

Hidden Win Cutscene

It is unlikely, but possible to beat Butcheress by making her fall in the pit. This is done by noclipping onto the rooftop, which causes her to endlessly use the rebound kick eventually going into the pit. Otherwise you need to 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 (sloppily) die before despawning unlike the normal cutscene. This is notable for being non-canon to her appearance in future media. [1]

For context, her corpse is despawned in a different subroutine called :CleanUpAfterButcheress (the normal win condition despawns her in :ButcheressDeadCinemat)

Mines

Deep Deeper
400px 400px


Deep Deeper
400px 400px

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

400px

Unused Pump Room

Unused Unused
400px 400px
Unused Unused
400px 400px
Unused Unused
400px 400px
Unused Unused
400px 400px

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). Either this room was possibly moved earlier into the level to reduce backtracking or there were meant to be two pumps to activate.

Walls of Jericho

By noclipping past the cutscene trigger after the Mauler boss fight, it is possible to find Jurgen Wulf just standing there on his sub, chilling.

He has an enormous amount of health (1500), but will die with enough of a one sided beatdown (he will not fight back). As a result, starting the cutscene after this will skip the part where he turns around towards Rayne's direction.

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

DE_C2_START

400px

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).

Terminal Cut Differences

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: 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).

misc

[| SPAMRAIDDASTARDLYCAN] F10 F5

normally mutes sounds, de/activates more stuff,. OH MY GOD WHY DOES THIS GAME HAVE SO MUCH CONTENT!?!? it keeps on giving, as one commenter said-

A <explicit>ING GEE DEE DEE!? ARE YOU KIDDING!!!! boy if i lived in the imaginary tcrf office i would have my work cut out for me... just this game...

Find it at [1]. Mirror at [2]. Thanks to Susan Flint again!


Worth noting that BloodRayne2 has unused voices as well, but I honestly can't remember the story enough to notice which ones would be unused exactly

Alright that's all from me. Bye~

  1. [3], BloodRayne: Revenge of the Butcheress (Fandom)