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The Bloodlines Resurgence Project is a community effort to update the original Vampire Bloodlines game, bringing it to the current Source engine. To achieve this, a dedicated team of hobbyists are working on converting the original content into the new engine. This has the following benefits:

  • Fixing all of the bugs still found in the original games (the original developers were only able to release one patch - it's up to us!)
  • Among these bugs were slowdowns, bad framerates, quest issues, graphical problems/glitches, and a serious control issue present for most people that locks up all controls for several moments periodically.
  • To bring the fans of the game an SDK to work with
  • This allows fans to make their own Bloodlines content - maps, textures, quests, npcs - anything and everything

Follow this on Facebook for the most upto date news.

Vampire The Masquerade Bloodlines is Copyright © 2004 by Activision and Troika Games.

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Hello fellow Kindreds! As always, it's been such a long time since our last news article, but as always, we come with some great news!

I must admit, it's been quite quiet around here, so you might ask, what have been happening lately? Well, first of all we're planning on releasing the multiplayer alpha as soon as possible. And I don't say "soon" loosely either. I should strap a "Valve time" on it so it would make it a whole lot clear on the situation. We were hoping to release it as soon as September, but there were several holds up.

First of all, we were trying to polish the multiplayer in every way possible before releasing. First of all getting the player class done, HUD, menu panels and such. So what is holding us to post pone the release even further? I would gladly say not much, since it's almost in the expected state. One of the biggest issues we have which is nothing too serious is to get all player animations to work properly.
Since player animations are being handled differently as NPC ones, I'm going to spare all the details regarding Source's animation system (which is a lovely one by the way). The current issues we have is with weapon aiming, such as not aiming the right direction and not following the player's aim view.
Besides that there are still a few map tweaks and polishing left to do, but despite these issues, it's all ready to be released.

I would like to point out a few things on what to expect on the first release of the multiplayer.

It will feature a few game mode varieties, such as deathmatch and detonation, along with a few selection of maps. These will be extended once more game modes and suitable maps will get added.
There will be no disciplines added yet, since it's still being worked on. Getting things working on multiplayer takes a different approach, but we want to make sure everything is balanced and not to hold up any release because of that.

The weapon system will feature a unique per class selection, being able to swap between primary weapons. For the time being there will be only 11 ranged weapons to choose from.
Melee weapons won't be included because they are missing first person animations and it wouldn't work out without those, especially for a multiplayer mode. But do not worry, it's currently being worked on and added in a later point once it's finished.

Class Selection

It is going to feature two teams for the initial release: Camarilla and Society of Leopold (Vampire Hunters). Will feature all Camarilla player models, both gender and armor selections, along with the default ranged weapon arsenal, ammo containers and more.

Here's a short demonstration on the Demolition game mode.

And now for some news on the progress on single player!

We've been working on getting more NPCs done as you can see in the video below. Since the original game had their custom written AI system along, we've taken the approach to not only write our own NPC entities, but also to use ActBusy for adding more varieties to how they act. It's a substitute to interesting_place, which tells the NPC to be "busy" within a scene to add further "touch" to the scenery.

Besides a gameplay progress, I also ported a cutscene as an experiment due to the nature that they used a different approach on animating the actors for the cutscenes. Since each cutscene animation is set to use 4 actors within a single animation (namely 4 bipeds within a scene), it allowed them to animate them easier along with animating the player itself. But nonetheless, I worked out on a different approach on bringing them alive. They were set up as regular scripted sequences that animate the actors from an origin point, having the cutscene sequences split up for each actor.

Also in case you missed out on older updates, we've demonstrated on using map instancing for several maps, meaning more maps can be seamlessly integrated and compiled as a whole, thus removing the need to load maps between the hub maps and the buildings and removing the need for any sort of map transition. This allows us to have more control over an area and adding a sense of realism between the maps, as seen in the following video below:

Along with that, we also use a different approach on dealing with Elysium areas. Since the maps are connected, Elysium areas are done using trigger area brushes that triggers the Elysium specific functions, shown here:

We're hoping to release the multiplayer alpha as soon as possible, until the end of this month. Thanks for sticking around and as always, keep your eyes on our project as it's getting more progress.

Getting closer

Getting closer

2 years ago News 9 comments

After more than a year of silence, there's new hope for the project and we're getting closer for something big soon.

Swarm progress. Multiplayer.

Swarm progress. Multiplayer.

4 years ago News 10 comments

Progress on the Alien Swarm branch, discussion about the multiplayer tier and player movement.

Media Update. NPCs. Demo.

Media Update. NPCs. Demo.

4 years ago News 10 comments

Bloodlines Resurgence is a mod which updates Troika's Vampire The Masquerade: Bloodlines game into the latest Source engine. This news update demonstrates...

Alien Swarm. Progress. MOTY.

Alien Swarm. Progress. MOTY.

5 years ago News 5 comments

Progress on porting to the new engine, Alien Swarm and Mod of the Year.

Bloodlines Resurgence Demo Installer

Bloodlines Resurgence Demo Installer

4 years ago Demo 6 comments

This installer converts your original version of the game into the latest Source engine with various working maps as demonstration of the mod. The installer...

Post comment Comments  (110 - 120 of 150)
D-Cay Dec 18 2010 says:

"Fixing all of the bugs still found in the original games (the original developers were only able to release one patch - it's up to us!)"

It may be worth asking Wesp, the guy who made the unofficial patches for a checklist of glitches in the game or for use of his patch, I'm sure if you talked to him he'd be fine with you using it. xD

+1 vote     reply to comment
Zenoseiya Dec 20 2010 replied:

Wesp's patch has been criticized in the past for making changes that some consider too extensive, even in the basic version. The Resurgence should be concerned solely with bugfixes, rather than "aesthetic" changes.

Take a look at the True Patch Gold, an alternative to Wesp's patch.

-1 votes     reply to comment
Mkilbride Dec 23 2010 replied:

True Patch Gold stinks. Wesp's patch fixes more bugs, not to mention the True Patch gold actually steals code from Wesp's patches, denies it, then admits to it, but claims it was for a good cause.

Not to mention Wesp doesn't add anything to the game. He merely restores content, like the project for Knights of the Old Republic II, he has made nothing ,merely put what was already in the games files, in-game, and even that, is optional.

Also, Wesp is a really cool guy, he stays out of the patch wars, meanwhile Tessy goes on entire page long rants on why Wesp is a *******.

In the basic version? Changes? Bug-fixes ONLY in the Basic version. Been proven, I swear, those Tessy tards rip on him so badly and he doesn't say anything back...but yeah, I asked and he won't be involved either, Tess or him, because Tess is a drama wh0re, and most bugs will be fixed by going to the new engine.

0 votes     reply to comment
Zenoseiya Dec 27 2010 replied:

The True Patch does not steal code. The first version was able to be applied over Wesp's Patch to replace/remove it, so it had to use a replacement for every file, but that idea was scrapped. Current versions of the True Patch were made from scratch, with help from artists like DDlulu. Furthermore, the original argument is moot, because those bugfixes are not owned by Wesp in the first place, and he did not discover them either, they were suggested by the players in the bloodlines community. The patches and their bugfixes are the legal property of CCP North America and Activision-Blizzard, regardless of who actually writes them.

Sure, Tess may be "opinionated," but he's hardly unique in that regard and I'm surprised people take him seriously considering that this is the internet and all. I have the niggling suspicion that he may be clinically insane, but I still enjoy his work regardless of his actual personality (I played with the True Patch, and I liked it). James Cameron is an ******* but you don't see people picketing Avatar because of his personal malignance.

Wesp's basic Patch does not fix more bugs than the True Patch, unless you're referring to those "floating coffee mugs" which are hardly necessary for a fun experience (I actually like them floating). The Plus patch actually introduces NEW bugs with every iteration. Furthermore, the Plus Patch does not add a whole lot of cut content, it adds content that was made up whole cloth by Wesp and his fans. Tremere domination and a homosexual Romero do not constitute "cut" content. Wesp moves around skillbooks, changes weapons around, rewrites the histories, and makes numerous other changes that have nothing to do with adding "cut" content. What little content that actually WAS "cut" was removed by Troika for a very good reason (namely because it was unbalancing or otherwise problematic).

+1 vote     reply to comment
Zenoseiya Jan 15 2011 replied:

I take that back. Tess isn't crazy at all. He's just surrounded by the "internet generation." Anyone would be angry about that.

Four-fifty-one, Tessmage is number one!

+1 vote     reply to comment
D-Cay Dec 23 2010 replied:

Agreed, I've always used Wesps patch.
It's not like it adds in alot, and it fixes a hell of alot.
Either way, my query was;

Can't the developer save themselves time by using one of these community made patches, instead of fixing them themselves?

+1 vote     reply to comment
Zenoseiya Dec 28 2010 replied:

Depends on the bugs. Since a new engine is being used, bugfixes will probably have to be redone from scratch.

+1 vote     reply to comment
Sir_Alexander Dec 15 2010 says:

I love this project idea, and look forward to seeing the final product. Good luck.

+1 vote     reply to comment
D-Cay Dec 13 2010 says:

Question, do we need the Steam version of VtM:B or can we use an original version of the game.

Also this has probably been answered but I'm drunk and tired, will the community for this mod be able to make more missions and other content to be thrown into the mix?


+1 vote     reply to comment
atrblizzard Creator
atrblizzard Dec 17 2010 replied:

You can use any kind of version of the original game, although the Steam version wasn't tested yet. But there should be no problem with that since the files are the same more or less.
And yes, the community can create their own custom missions, maps, and other assets for the game, which can be even stored as addons once the merge with Alien Swarm's code is done.

+1 vote   reply to comment
staticblast Dec 12 2010 says:

YES! Yes, yes, yes, yes, yes, YES!

This is gonna be awesome!

+1 vote     reply to comment
oliversmillie Nov 27 2010 says:

I really like to look of this mod it would be great to finally have vampire the masquerade bloodlines on the source engine to its full use. I know you guys have said that for the time being you are just converting it over but after you have done that maybe you can update it a tiny bit so like changing the computer interface to a more modern look (i know its been talked about before) and the other suggestion i can think off is in the original game some of the NPCs used mobile phones sometimes maybe you can find a way so the main character can use a phone or at least bring the phone to a 2010 or so look.

+1 vote     reply to comment
Zenoseiya Dec 20 2010 replied:

The game takes place in the week of Halloween 2003, as noted in journals and computers. In the Vampire: The Masquerade books that the game is based on, this was around the time that the end of world was getting into full swing.

I like the game's mythical and ancient 2003-era feel. It may have been generations ago, but it's fun to explore history.

+1 vote     reply to comment
staticblast Dec 12 2010 replied:

Nah. I say, finish this, and leave stuff like that to modders for afterwards.

+2 votes     reply to comment
renanthevampire Oct 22 2010 says:

Wow, I love this idea

+1 vote     reply to comment
luiz0regis Oct 15 2010 says:


+1 vote     reply to comment
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Bloodlines Resurgence
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