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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  (70 - 80 of 150)
MCGONN Apr 11 2011 says:

I was just wondering, are you actually fixing and improving maps and things or are you just porting them directly?

+1 vote     reply to comment
Mkilbride Apr 13 2011 replied:

They're pretty much porting it. Most of the things wrong with it were Engine related.

Troika was working with an out-dated, alpha version of Source, and created many of the systems used in VTMB. You could even say half the Engine was their own creation. Needless to say, this caused a ton of bugs and errors, especially considering they were rushed to release it early.

So by porting it to Orange Box, and making many of the original systems use Valve's ones that work with the Engine, most bugs will be fixed simply by being on a completed version of the Source Engine.

The rest, they've said, they'll leave up to the community. Of course, they are making it mod friendly. It's quite an impressive task...see, it's not so simple to port it over because Bloodlines relies on all this code that doesn't exist in they have to put it to these new instruction sets and whatnot, and it causes alot of headaches.

They also don't have a dedicated Team and are in desperate need of people to help them, so cmon guys.

+1 vote     reply to comment
pureevil29 Online
pureevil29 Apr 6 2011 says:

Tracking, great mod guys... I hope that the latest source engine can bring lots of improvements to the original, specially in the "loading every 5 seconds part"... Graphics wise the game was fine, but firearms combat was a complete mess...

+1 vote     reply to comment
Mkilbride Apr 7 2011 replied:

Every 5 seconds? Only when you changed zones, and due to the natural of the game, it cannot.

They would literally have to remake every map...which is insane to ask, as they are already short-staffed on just porting it.

The thing is, I asked the same thing, but they explained to me, the inside of a building was usually bigger than the outside of the building that it was portrayed as...hence, some serious map editing would be required to make it connected. I'm sure loading times will be better, heck, it could even be near instant loading, I'm sure, due to engine enhancements.

But unless you can find a coder, and mapper, who wants to do that...unlikely.

+1 vote     reply to comment
ShadowIllusive Apr 6 2011 says:

god, this is sweet. tracking you guys! <3

gonna make a few more runs at bloodlines :3 Malkavian 4life!

+3 votes     reply to comment
atrblizzard Creator
atrblizzard Apr 6 2011 says:

So far, the only missing feature of the mod are code related parts, such as gameplay mechanism, various entities and NPCs and so on.

+2 votes   reply to comment
Vcc2cc Apr 6 2011 replied:

so basically what has caused thousands of other mods to shut down- lack of coders. This is usually a top priority before any other development is to be made.

It's sad but I hope this doesn't cause the mod to die. Started tracking yesterday.

+1 vote     reply to comment
Mkilbride Apr 7 2011 replied:

Well, they figured they could at least port all the maps and models in the mean time, so that when they DO get a coder, it'll all be ready for him to take advantage of.

Better than doing nothing, really.

Coders aren't rare, there are so many. Finding a coder who will work that's rare.

Most coders I've seen, join up for a mod, do one or two things, and quit, cause they got bored or something. That's why it's so rare for a quality mod to be made...I mean, people get paid for what they do for free, hence alot of them have trouble with that. They feel they should do it and get paid or so, but hey, it's a free mod...can't really get paid.

Just think how many really successful mods there are? Not many. By successful, I mean are completed. There are hundreds of completed mods, but many thousands that had an alpha and then died due to lack of a coder.

I can't blame the coders either, but I thank the ones who stick it out with a mod and make a really great game.

+1 vote     reply to comment
Mkilbride Apr 6 2011 replied:

Ah, the least important part.


+1 vote     reply to comment
IdiotInAJeep Apr 6 2011 says:

Good luck guys. Pleased to see an update.

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