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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

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

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Blog RSS Feed Report abuse Latest News: Bloodlines Resurgence - Progress Update #1

16 comments by atrblizzard on Nov 6th, 2013

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.

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Bloodlines Resurgence Demo Installer 1.0.1.4

Bloodlines Resurgence Demo Installer 1.0.1.4

Apr 5, 2011 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  (10 - 20 of 150)
Sansui01
Sansui01 Jan 27 2014, 6:43pm says:

Any updates? I really hope this mod isn't dead.. Any update, however small, would be really appreciated. :)

+1 vote     reply to comment
GreekDubbingsMaker
GreekDubbingsMaker Jan 26 2014, 3:48pm says:

Does anybody knows a way to contact atrblizzard ? I wanted to help and he told me to drop him a privaye massege, but his account is only private...

+1 vote     reply to comment
Sansui01
Sansui01 Jan 27 2014, 6:46pm replied:

You can try contacting him on Resurgence forums: Bloodlinesresurgencemod.com

+1 vote     reply to comment
Pavlov6685
Pavlov6685 Nov 20 2013, 5:55pm says:

Wow probably the most amazing part is this is an alien swarm mod. Impressive

+2 votes     reply to comment
Demon1198
Demon1198 Nov 6 2013, 10:51pm says:

Please, take your time since it's almost complete. I'd be fine with it coming out in January if there were a lot more features compiled into it. I'm glad that there's another person out there who hasn't given up on Bloodlines. Most of the mods were most recently updated in 2010. And that freaking sucks.
Also, can you try to use the online capability to allow players to participate in the solo story mode? I know that if it happened, it would probably be a later update, but I think that would be awesome. Even if it was a LAN connection or something, it would still be really cool to play with my brother on VTMB.

+2 votes     reply to comment
Demon1198
Demon1198 Nov 6 2013, 11:02pm replied:

Last thing, I had an idea for another mode. Everyone would be a civilian at the beginning, except for one person, who is the vampire. The vampire would have to feed on/kill the civilians to make them vampires as well. It would end whenever one person was left alive or everyone was a vampire. The one person left alive thing might be better. If you didn't notice already, I got the idea from COD:Modern Warfare 3's Infected mode. I could play it for hours and not even notice.
It wouldn't be illegal for you to use it I don't think. That would be like copyrighting First-Person Shooters.

+1 vote     reply to comment
Demon1198
Demon1198 Nov 11 2013, 11:35pm replied:

Or it could be one vampire against the Society of Leopold. That would be easier since that's what you're working with right now.

+1 vote     reply to comment
atrblizzard Creator
atrblizzard Oct 25 2013, 1:09pm says:

I have to apologize for the recent news article. One of our community member wrote about the news while I was absent, however it was deleted to prevent further misleading information. Thank you for your understanding.

+1 vote   reply to comment
TheUnbeholden Online
TheUnbeholden Oct 25 2013, 12:03am says:

"its upto us"? Wesp has been fixing bugs for years now.

+2 votes     reply to comment
atrblizzard Creator
atrblizzard Oct 25 2013, 1:17pm replied:

Us both the team and the community. There are many bugs that Wesp cannot fix, mostly engine bugs, which is what we are able.

+1 vote   reply to comment
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