The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

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.

Image RSS Feed Latest Screens
Class Selection Elizabeth Dane (MP) Santa Monica Pier
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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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  (40 - 50 of 150)
Zenoseiya
Zenoseiya Apr 5 2012, 1:16pm says:

The project is stalled unless one or more dedicated coders join the team. Daedalus simply cannot devote anymore time to work on it.

+1 vote     reply to comment
Serpent404
Serpent404 Jun 28 2012, 7:10pm replied:

Well the latest version offered is about two years old, the git repo I necro'd out of the threads isn't used anymore, psycho-a's unofficial version's download links are dead and the project status wasn't updated in ages on the official site...there is really no telling about the current state, the scope of help needed and so on. Even the simple statement that c++, python coders are needed is some unofficial statement from some random guy posting in the forums there. Heck google around and check out the various recruitment posts...they contain more info on the work needed than the official page/forum. These guys really try hard to make contribution a hassle or simply impossible. Since the guy still working on it is waiting for some c++, python, source guru with at least some years of experience, not considering that even smaller contributions might help to push this project forward and thus could spark the interest of someone like the one he is waiting for, doesn't seem to help either. Since you aren't currently even be able to see what's done and what not, I don't expect progress here, how should you know how to help out, what to work on? Trust it's still the same like it was in 2 year old updates while new vids are posted featuring a new engine? Seriously?. Maybe easier to use psycho-a's work as foundation for future development ...at least he still seems to care and is willing to share his work so you actually have something to work with. Oh, forgot...the links are dead...

+2 votes     reply to comment
Zenoseiya
Zenoseiya Aug 11 2012, 6:12pm replied:

The current developer, atrblizzard, has put up a new website with a better interface and a more intuitive "how you can help" page. Check it out here: Bloodlinesresurgencemod.com

(Psycho-A's work is also included.)

+2 votes     reply to comment
HeartofShadows
HeartofShadows Feb 12 2012, 1:49am says:

Glad to see this is still alive.
Can only be excited at the potential this could wield.

+1 vote     reply to comment
Zenoseiya
Zenoseiya Apr 9 2012, 10:32pm replied:

The project is dead. Unless someone who knows how to code C++ and Python joins the team, it will remain dead.

If you know any computer programmers who are fans of Bloodlines and have the free time required to work unpaid on a mod, please refer them to this project.

+1 vote     reply to comment
Ceeker
Ceeker May 24 2012, 11:12am replied:

What needs to be done? I'm a huge fan of this game, and have some code experience in C++ (not with anything related to the source engine though, unfortunately). I may have some free time in the next month or two, but I'd like to know how big a task it is I'm looking at before I sign on.

+2 votes     reply to comment
Psycho-A
Psycho-A Jan 15 2012, 6:08pm says:

Unofficial Resurgence mod update:
forum.bloodlinesresurgence.com/showthread.php?tid=2678

+2 votes     reply to comment
da_lawl_man_of_garce
da_lawl_man_of_garce Nov 27 2011, 2:13pm says:

Hey i need some help, i reinstalled VTM:B and when i launch it all i get is a black screen with sound....this is a common issue for vista but im running Xp.....any help? plz! D:

+1 vote     reply to comment
Ambient_Malice
Ambient_Malice Nov 25 2011, 7:52pm says:

This is quite an obvious idea - porting VTMB into the finished version of Source.

You know what would be more awesome than awesome, though? Porting it into Quake for the PSP. Vampires in your hands.

Good luck, anyway.

VTMB needs:

MORE HEATHER
LESS CARDBOARD HUNTERS
LESS GETTING TRAPPED IN DOORWAYS.

+1 vote     reply to comment
Brainz80
Brainz80 Nov 25 2011, 2:05pm says:

Glad to see you're doing progress.
Good work so far ;) Keep it coming

+1 vote     reply to comment
Zer0Hope
Zer0Hope Nov 24 2011, 2:42pm says:

Update, fck yeah!=D

+1 vote     reply to comment
Night-Fury
Night-Fury Nov 23 2011, 5:33pm says:

Looks cool.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Alien Swarm Icon
Platform
Windows
Contact
Send Message
Release Date
TBD
Mod Watch
Track this mod
Share
Style
Genre
Role Playing
Theme
Horror
Players
Single, Multiplayer & Co-Op
Twitter

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Bloodlines Resurgence on your homepage or blog by selecting a button and using the embed code provided (more).

Bloodlines Resurgence
Bloodlines Resurgence
Statistics
Rank
7,722 of 22,815
Last Update
1 year ago
Watchers
538 members
Files
1
News
6