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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Bloodlines Resurgence (back on the Source engine)  (Read 6194 times)

Offline atrblizzard

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Bloodlines Resurgence (back on the Source engine)
« on: June 21, 2013, 03:19:45 pm »
Since some of you may have known this, or if not, will do now, but I am proud to mention that Bloodlines Resurgence is going to be fully ported to UDK. You might ask why the change at all? The reason is quite simple: I don't see any future of this project on Source anymore. It's been such a long time that the project has been on development hiatus and I just simply cannot see any development being made on Source because of the lack of experienced programmers available for Source modding, which was the main problem since day one.
Which is why the UDK port began. Since the port had to be done from scratch on Source too, there wasn't much to loose on the Source version since there wasn't much done on the programming side of the project. And I finally understand why many dropped Source in favor for UDK. Because it enables you to focus more on creating a game and especially on the visual aspects without focusing too much on "coding" the game.
 
Here's what the UDK port will bring to Bloodlines Resurgence:
  • Real time global lighting and shadow system meaning it can finally have the vampiric atmosphere that it truly deserves
  • Small package installer due to the game contents being cooked for publishing, meaning you'll only get the game and nothing else
  • Separate development version to create maps and other contents for custom modding support
  • Full DX11 support for immersive lighting and image reflections
  • Faster development and monthly demo releases to give each progress a try
  • Easy content importing and visual control over map making and more
  • Real time APEX cloth support and APEX building destruction

Now besides the development part, what the project it aims to achieve is to improve on the visual aspect of the game and to bring a beautiful visual art style in both character models, textures and buildings.
 
And now for some development videos. Since I don't have much time to devote on the project because time is not too keen due to my job, but I'll try my best to devote as much time as I can on bringing the project into a new life.
 

Note that the map was used as a test to showcase the porting of the Source BSP maps into static meshes for UDK. Since the map assets have to be ported to meshes for UDK, the map process will take some time. The lighting is still work in progress, which is why it looks bad at the moment.
 
 

Just to show you guys how easy you can create a non-human character and control them. Here you can see an example of the Sheriff's bat form with fluent animations and hovering.
 
 

Here's a recent update on the project showcasing the HUD, player movement animations and various camera types. The HUD is using Scaleform which eases the process on setting up the HUD, first person and third person camera types with zoom support. The shadow looks horrible because of the lightmaps. Since the maps are built from meshes, they need to have their lightmaps done manually. Oh and there's also a nice shiny floor that already makes the game look better!
 
 
But since I can't devote much time, I need your help. I need you to spread the news that Bloodlines Resurgence is on UDK. What we are looking for are the following:
  • UnrealScript programmers for creating the gameplay mechanism, weapon system, inventory system, clans (class) support, dialog system and more.
  • Modelers to recreate character models into higher quality and create lightmap UV layouts for the level assets.
  • Texture artists to improve character and map textures
  • Level designers to set up the levels from static meshes ported from Source
  • Scaleform (Flash and ActionScript) developer for HUD and other visual aspects for the game.

As for any developer interested on helping with coding, I'll set up a repository once I can set up a package for contents and polish the code, along with a small guide on how to set it up. The domain will also change its domain name to bloodlinesresurgenceudk.com and will focus only on the UDK port, archiving all previous contents. After that a Perforce server can be set up and enable contributor to use the assets, and will be only limited to contributors.
 
And we have a Facebook page now if you wish to follow any news regarding the progress of the project: https://www.facebook.com/bloodlinesresurgence.
If you haven't joined our Steam group yet, you can do so at http://steamcommunity.com/groups/bloodlines-resurgence.
 
I hope this is a great news for any VtmB fan out there, and if you are kind enough to spread the news, the project will gather enough attention to bring it to the light that it truly deserves. The more, the merrier, and the faster it will get done. I just hope UDK is the last chance that can save it from fully immersing into dust.
« Last Edit: September 03, 2013, 08:25:51 am by Wesp5 »

Offline Radical21

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Re: Bloodlines Resurgence on UDK
« Reply #1 on: June 21, 2013, 06:19:45 pm »
What I never got about this project is how can it be OK towards DRM (You are basicly giving away Bloodlines) which is still being sold on steam, none of your FAQ cover this so a letter is probably only a matter of time.

With source there was still the benefit of the doubt that it will use the games original assets somehow, here I just don't see how that would be possible without outright ripping the assets...

In the end it sounds about the same road SN:DB emerged from after receiving their letter.


Just to show you guys how easy you can create a non-human character and control them.

And just to troll you abit , this sentence illustrating the modder's way of seeing really made me laugh.
« Last Edit: June 21, 2013, 06:41:22 pm by Radical21 »

Offline atrblizzard

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Re: Bloodlines Resurgence on UDK
« Reply #2 on: June 21, 2013, 07:27:31 pm »
That would only true for the material and sound files, because the models are using different formats. The installer would extract the sound and materials, convert them to the newer format, and convert the MP3 dialog sounds to WAV files, but to ship the models, you'd still have to ship the recompiled version, which is, as you pointed out, are not the original assets. Which also means the installer would have to contain the model files.

Something similar could be done on UDK, but that would require that everyone to recompile the game assets to the UDK format. Not to mention creating a tool that converts the models to FBX, which would end up on the same path to ripping off the game. The UDK installer can be coded to check for the installed game for the so called DRM check.

However you look at it, it's going to end up either with a letter or with no progress on the Source branch. And as for the latter sentence, I'd advice you to work with the Source engine and coding on it, not to mention to work with the animation mechanism it offers.

Offline Radical21

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Re: Bloodlines Resurgence on UDK
« Reply #3 on: June 21, 2013, 08:10:22 pm »
I'm not sure who you are directing the advice to on the last paragraph? Im not with any team creating a vampire port and not really in favor of taking someone's game assets without permission.

Offline Wesp5

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Re: Bloodlines Resurgence on UDK
« Reply #4 on: June 21, 2013, 08:47:58 pm »
Something similar could be done on UDK, but that would require that everyone to recompile the game assets to the UDK format.

Maybe it would be possible to just use the textures and sounds from the original game. I guess they make up most of the size of Bloodlines so it would both make your remake much smaller while keeping the letter away as well. Also you probably know about the guys you might contact in this thread:
https://forums.planetvampire.com/?topic=5386.0

Offline atrblizzard

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Re: Bloodlines Resurgence on UDK
« Reply #5 on: June 22, 2013, 05:20:19 am »
That is possible, but it can be time consuming. That would mean each person would have to import the assets in the same way as the final version is, while storing the same package structure.
 
UDK has two ways of having the game, cooked and uncooked (development) version. The cooked version is smaller than the uncooked version, because it only stores the files that will be used in each map. So for instance, I release a demo with a few maps, it will only store the files that are being used in such maps.
 
The game can also run mixed contents, meaning cooked and uncooked packages. Since everything is stored in packages, importing the contents shouldn't be problematic, because of the way they are stored (similar to the original game's structure).
 

 
I will still need to look into the sound area, but they shouldn't be much of a problem importing them. They use a function called SoundCue, which will be added into a separate package, which will read from the user created package. Paths to each item in each user created package are hard-linked, but as long as the user follows the same structure as the cooked game, then it should be all fine.
 
And yes, I am aware of the project and looking forward on contacting them. Since their original idea was to port the assets to UDK, having that area covered already gets us a step further which lets us to focus sorely on the programming part.

Offline Wesp5

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Re: Bloodlines Resurgence on UDK
« Reply #6 on: June 22, 2013, 10:21:03 am »
The cooked version is smaller than the uncooked version, because it only stores the files that will be used in each map. So for instance, I release a demo with a few maps, it will only store the files that are being used in such maps.

So is this still supposed to be a multiplayer game first? Because the complete Bloodlines singleplayer experience should be about 2-3 GB even when packed. And you probably know about the Sanguine Nights failure too, no?

Offline atrblizzard

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Re: Bloodlines Resurgence on UDK
« Reply #7 on: June 22, 2013, 02:39:32 pm »
No, it's going to be both due to the engine's flexibility in implementing features like dialog system, inventory, spells and others. I cannot tell you how much the complete single player version would be when packaged because as mentioned, it checks what contents are being used in each map and only cook those. So far not all maps are done yet but it's slowly getting there.

Also now the map loading is even more transparent than before due to UDK's great level streaming. With that, different maps are loaded and unloaded in the same gamespace and everything stays the same. One great example I could give you are the two maps between Santa Monica's hub map and the pier map. Unreal's engine is very dynamic in terms of loading the assets that can be seen by the player.

And unfortunately I do know about their failure. From what I know, they haven't met the goal sum they needed.
« Last Edit: June 22, 2013, 02:44:43 pm by atrblizzard »

Offline Luceid

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Re: Bloodlines Resurgence on UDK
« Reply #8 on: June 22, 2013, 08:38:33 pm »
Followed on Youtube the moment I stumbled upon the new vids :)

I'm not a big fan of the Multiplayer-idea - but hey - as long it's the cream on top it's a nice thing :D

At least for myself the big vision of "future/more content" due Revival/Resurgence (new areas, etc.) and some graphical advance would be all the people could ask for.
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Offline Wesp5

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Re: Bloodlines Resurgence on UDK
« Reply #9 on: June 22, 2013, 11:30:33 pm »
No, it's going to be both due to the engine's flexibility in implementing features like dialog system, inventory, spells and others.

Are you able to convert all the entities and Python scripts? Otherwise good luck to you, you'll probably never be finished soon!

Offline atrblizzard

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Re: Bloodlines Resurgence on UDK
« Reply #10 on: June 24, 2013, 11:06:41 pm »
They have to be rewritten to use with UnrealScript. The same would have been on Source too, rewritten from scratch. Also the Python scripts need to be rewritten as well. There are a few projects that implement Python into UDK. That way external scripts can be used for level interaction along with Kismet.

About the "future/more contents", as long as people can create new contents they can be implemented into the game with no issues. Our other prime objective is to improve as much as possible on the graphical part: improved models, textures, which UDK can handle with ease.

Offline mr_homn

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Re: Bloodlines Resurgence on UDK
« Reply #11 on: June 24, 2013, 11:32:07 pm »

But since I can't devote much time, I need your help. I need you to spread the news that Bloodlines Resurgence is on UDK. What we are looking for are the following:
  • UnrealScript programmers for creating the gameplay mechanism, weapon system, inventory system, clans (class) support, dialog system and more.
  • Modelers to recreate character models into higher quality and create lightmap UV layouts for the level assets.
  • Texture artists to improve character and map textures
  • Level designers to set up the levels from static meshes ported from Source
  • Scaleform (Flash and ActionScript) developer for HUD and other visual aspects for the game.


Are you serious? This game is like a decade old. the community is a shell of its former self. There are very few left who play this game that have the ability to do the kinds of things needed to assist you. there aren't even that many players, let alone capable modders/artists/programmers willing to spend the next several YEARS trying to get this done. and the few that are capable would have no interest in helping you out when you (the project leader) admit you don't even have much time to devote to this

I am sorry, you seem very talented and skilled, but this will never be completed. you are biting off WAY more than you can chew. even if you somehow find and assemble a team of competent people willing to spend time on this for free (and i promise you this will NOT happen), you wouldn't be able to release this due to legal reasons

Sanguine nights actually had a team of people and a plan (although somewhat vague).. many of the people who play bloodlines heard of their kickstarter and they managed a measely 65 backers and raised less than 4% of their goal. Yes, it's not the same because it;s a kickstarter and you are doing this for free, but that just shows the kind of interest level that remains in this community. There IS interest, but not enough for the kind of undertaking you or they are suggesting.

it's a shame, because instead of wasting a massive amount of time and energy on this, you could be using your great skills and talents to assist other mod projects that are actually going to be released. or do something smaller scale that the community would probably love to have

 but hey it's your right to waste your time, and you obviously are under no obligation to do anything other than what you want to do. more power to you. I'd like to see what you are proposing as much as anyone, but I just don't see it ever happening.

« Last Edit: June 25, 2013, 12:05:29 am by mr_homn »

Offline Wesp5

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Re: Bloodlines Resurgence on UDK
« Reply #12 on: June 25, 2013, 08:50:47 am »
I am sorry, you seem very talented and skilled, but this will never be completed. you are biting off WAY more than you can chew.

This could very well be true, I am still fixing the occassional bug almost ten years after the release and I'd never claim I understand all entities and scripts in the first place. It should take a long time to convert these to another system! Why don't you join forces with the Antitribu mod instead? This is quite long in the making already, certainly could need some additional support and it provides new content too :)!

Offline Luceid

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Re: Bloodlines Resurgence on UDK
« Reply #13 on: June 25, 2013, 09:52:21 am »
I doubt something like Sanguine Nights is comparable with this due a number of reasons.
First of all 99,9% of the people never heard about SN and not "many". Then that project had fucking no real statement or vision. There were no ingame-screens (not even as concept), etc., just some renders and a menu-concept. SN doesn't have the same world/license. The list goes on...

Why do people cherish this crappy failed project so much anyway? There is a HUGE difference between SN an Bloodlines!

I'm not a part of the Resurgence project, but: People who are bashing this project cuz it won't fit in their mindset are pissing me off... -___-

PS: VtM:B is still sold today on steam and there are much older games with a active modding community. Look at stuff like Black Mesa (actually the "Resurgence" of HL1) or the Qhimm forum people providing mods for the best game ever made 15(!) years after it's (PC-)release!

The only thing that really needs to be done is the release of a finished "area" and may it only be as a let's play on youtube. F.e. the Tutorial or even Santa Monica. Something that shows "shit ain't dead" and "look, it works".
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Offline Radical21

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Re: Bloodlines Resurgence on UDK
« Reply #14 on: June 25, 2013, 10:33:50 am »
I doubt something like Sanguine Nights is comparable with this due a number of reasons.
First of all 99,9% of the people never heard about SN and not "many". Then that project had fucking no real statement or vision. There were no ingame-screens (not even as concept), etc., just some renders and a menu-concept. SN doesn't have the same world/license. The list goes on...

There were in game videos, I won't say it amounts to much because its unity and many of the assets used seem to be stock assets.

As for statement or vision , I guess its one of the reasons I didn't want to join the SN project even though I think its kind of blunt saying it like that because I don't see you starting something..

I don't think getting people to hear about something is that hard, you just have to have something good.

 

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