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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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Class Selection Elizabeth Dane (MP) Santa Monica Pier
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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.

3 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.

4 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  (20 - 30 of 150)
Tharr Oct 8 2013 says:

it will be compatible with existing mods?

+1 vote     reply to comment
Serpent404 Oct 10 2013 replied:

no it will not, remember we are porting the game to a new engine, so incompatible changes are bound to happen

+1 vote     reply to comment
Morticia Oct 6 2013 says:

When this is coming? I can't wait anymore!
I hope it's coming out soon!

+4 votes     reply to comment
atrblizzard Creator
atrblizzard Oct 24 2013 replied:

The multiplayer is coming very soon. Hopefully there will be huge changes after that.

+1 vote   reply to comment
Morticia Oct 24 2013 replied:

Hopefully. And how the single player is going?
I keep waiting patiently!

+1 vote     reply to comment
Sansui01 Sep 16 2013 says:

I have a few quick suggestions, since you are merging maps,(like diner map with world map or elysium areas with world map for instance)you could replace those fake texture windows with real glass windows. It would look really cool. Also you could replace car models with those that has glass windows and an interior. It really shouldn't be that hard, not compared to the work you are been doing.. But it would look amazing.

+2 votes     reply to comment
atrblizzard Creator
atrblizzard Oct 24 2013 replied:

Actually thought of that myself. Although the main idea is to have these inner maps sealed from visibility when being outside, else it would render what is within them. All right, will look into the car model issues as well, thanks for the input!

+2 votes   reply to comment
Sansui01 Oct 25 2013 replied:

No, thank you for bringing this old, great game back to life.

By the way, i don't think you would need to seal inner maps from visibility since i think new PC's would be able to handle it even if it renders everything at once. Also, you could use the interior taxi had and give all the cars same interior with a few modifications. That should make it easier. And it would be great if you could change the car model placed right next to Santa Monica player home. (Blue car with lowest poly count there is, an NPC's stands close to it) Some locations has too few props and NPC's, like Santa Monica pier. I mean, i know at the beginning of the game, there are lots of cops and a murder scene there, but just before the player leaves Santa Monica, cops take the body and leave. I feel fences and barricades should be open after that and more NPC's should walk around there. There is a Ferris wheel, gaming place and everything! :D It would also help the map connectivity. I think the Santa Monica Pier road should be open from garage to end of the pier right after cops leave. You could also put a low poly ship model visible from the edge of the pier.(Elizabeth Dane) NPC's could look at it and talk to each other. (At that point of the game pier would be open since it is no longer a crime scene) I had so many ideas about map connectivity.. I can't even begin to tell. (Only reason they did it like that was the limitations of the beta source engine after all.)

I might be getting ahead of myself. Last question, are you going to use the restored content from the unofficial patch? Some of it are quite good. Thanks!

+1 vote     reply to comment
atrblizzard Creator
atrblizzard Nov 6 2013 replied:

Thanks for the input! I have seen some of the cars have really low poly which are quite ugly to have. There are also some good points there regarding the map connectivity which seem to fit in well. The story state should provide a good reliability to set the gates open and enable more NPCs to walk through.

And to answer your question, that depends. Only the important ones that won't change the game's core will be implemented.

+2 votes   reply to comment
Sansui01 Dec 1 2013 replied:

Thanks! :) One of the restored content i liked the most is Mercurio's dialogue about weapons. (Where he gets you things like swat rifle and double-barrelled shotgun.) It seems like they rushed this great game in a hurry. (And whatever they couldn't finish on time they just cut it out, it is a shame really, all that content is now lost. That's why many of the maps and dialogue feels unfinished and some of the maps are missing entirely.)

By the way, take a look at this Santa Monica Pier screenshot before they had to trim it down because of the engine map size limitations:

Would you look at that.. Wide open and accessible. Lots of benches and trash cans. Wouldn't it be nice if some NPC's could sit there? (Unlike HL2, you don't see many sitting NPC's in this game, do you? :D ) Also, it seems there is an open place called "Rob's Harbor Grill" on the left.

As far as i remember from back in 2003 (before the game was released, from interviews and such), there were many more examples of this, where they had to trim down a map either because of the limitations of the engine or they ran out of time. I think it is great that you can make right, where they could not. :)

You can find a few more examples from here:

and here:

Hope it helps!

+1 vote     reply to comment
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Bloodlines Resurgence
Bloodlines Resurgence
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1 year ago
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