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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Bloodlines Revival - New Direction / Multiplayer (On Hold)  (Read 1279 times)

Offline atrblizzard

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Bloodlines Revival - New Direction / Multiplayer (On Hold)
« on: July 06, 2010, 01:19:56 am »
Hello fellow Bloodlines fans. Some of you might of heard of the project called Bloodlines Revival.
The projects main goal is to port the original game to the latest Source engine, being Source 2007, which also eliminates graphical glitches, unlocks higher texture support, larger map support, new particle system, and more control upon the game.

There is something great going on so far, and I'm glad to announce the current status of the project.
So far, I've had an idea on how to eliminate all those loading from map to map, and I got a solution. Instead of having all the buildings cut into separate maps, the inner side of the buildings are put into the hub maps, therefore as you open the door, you can enter the building there. This will eliminate the need of loading / switching the maps every time to go to a place. But of course, there will be some places where there we level transitions. These includes the first scene / tutorial, hub maps, and some external maps.

Q: All this sounds so good, but is it possible?

Theoretically it is, and I've already started merging them into Santa Monica (all Santa Monica buildings that is). The progress went slow but fine, until I've got into a problem. The problem is the Asylum building. The building is much more bigger (from behind) than from the outside. This means the map also has to be edited in order to get the inner building fit perfectly.
So I had to scrap this idea. And then I started doing some tests, which is the result of a better and appropriate method.

Instead of having the whole inner part put into the place where the Asylum is, I've added only a part which is visible on the small section where you appear when you enter the Asylum. If you walk towards the door frame, you will be instantly teleported to the complete part of Asylum which is outside of the "world" of the map.
Which turned out quite great, except from few things:

The external part of Asylum (the one which is the full scale / outside of the world) also has to have a view of the city. That means a part of the city has to be visible if you have the doors opened on the external part of Asylum.
That doesn't sound like a big problem, now does it? But there was only one thing which turned this down: the people.
Pedestrians walk on the road, which is visible on the hub area of the map. They walk, pass the road, etc. But on the external part, that is not really possible. What is not possible is to make people walk at the same position on both map at the same time. Meaning they are both synchronized.
That is the problem, not sure if it's really possible to sync them at all. Which results into scrapping this idea.
I was thinking of making the pedestrians leave that area which is visible from the Asylum when entering building. I might retry this idea some time, but for now, going to put this on hold.

Multiplayer feature:

By having most of the inner parts of the buildings inside the hub's area, could result in a better posibility of having a multiplayer feature of the game.
There would be a lot more problems if it would be like in the original games. Players had to be forced to switch between maps, which is really a big pain in the arse to always see the loading bar in every 5 minutes if you don't wish to be there.
But this problem would get "fixed" by having all those buildings in the hub area. But of course not all building/areas can be added, but the majority can.
This could quite have a good result, who knows. But for now, I have to work a way out on solving the Asylum issue.

For those who have some ideas or suggestions on how to resolve this issue on the Asylum part, please feel free replying about it. You can also reply about the idea of merging the buildings into the hub maps for the main single player mod. Want to know if this is a good process and worth continuing this way or the older way is much better?
Also, I am interested on what multiplayer gamemode Troika was developing before it got scrapped.
And what gamemodes would be possible to do and/or would you like? I was thinking of a few, like Deathmatch, Team Deathmatch, or even Cooperation, but who knows, this might be available, might not at first, but later on.

And most of all we need a dedicated coder who could get the mod work with Python, and include asset codes from the original game. From weapon, player movement, third person camera, to fighting, melee and NPCs, and most important of all, the entities used only by the original game.

So far this is all I have to say, I still feel this is not something big yet, but I do feel that this is something historical for Bloodlines.
More will come soon, and the project is still going on, even if there isn't much activity.
The reason I've posted this here is because I am guessing there are more active fans and people who have other Source engine based skills, and might wishes to help on the project to fasten the development and having it already in a good direction.
Note that it's on hold until there is a solution for the Asylum issue. Video will come soon to show what it is all about.


Here are a few screenshots of the development (Hammer editor):

The first pic shows the visible part you will see from the hub are of the map:


This shows the complete part of the building (the external one):


And lastly, this shows the non-visible part of the hub area of Asylum:


Offline Signothorn

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Re: Bloodlines Revival - New Direction / Multiplayer (On Hold)
« Reply #1 on: July 06, 2010, 04:23:50 am »
It may be just me but this project is kinda hard to follow, it seems like it's still very much in a conceptual stage. If there's anything you feel we should put on the front page as news, even if you're just trying to recruit more people and would like us to get the word out, let us know. :bite:

Offline atrblizzard

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Re: Bloodlines Revival - New Direction / Multiplayer (On Hold)
« Reply #2 on: July 06, 2010, 10:46:09 am »
I'm not saying I will include all the areas into one map. I am saying that the inner side of the buildings to be included into the hub map.
That means for example, in Santa Monica only these buildings' inside will be put into their place: Asylum, Apartment, Hospital, Pawn Shop, Haven, Bailbonds, Warehouse, Gallery and that's kind of all.
The junk yard, Pier and the rest won't be included into the Santa Monica hub map. Same goes to the rest of the city hub maps. And also, performance is not an issue at all.

About the tips and info messages, I thought that would be a problem that they won't be visible on all part. But I've thought of another way to include them.
I could make them popup everytime when you open the door, and then the user has to click on the continue button. And an option to disable the popups would be a way for the user to disable it if needed.

And also, my whole idea from the beginning was and still is to get the basic port done. But I also consider the fact that the game can obtain the advantages of the Source 2007 engine. That means the game will have more details added and make it look even better than the original.
Too bad there aren't people who could make higher quality textures of the older ones and remake some models to be more smoother than the "blocky" ones. Also I've also notices a couple of models are really in low quality (like near the Confession for example).
I want it to be a basic port, but also if possible, to be in a higher detail than the original.

Signothorn, thanks for the offering. I would like to make a small demonstration video of what I did so far regarding this idea. I will post a video soon, when I will have the time.
What we mostly need is a coder who can work with the Source SDK. A coder is crucial to the mod. Also it would be nice if there is any one who could try messing with the particles, converting the original ones into the newer particle system from Source 2007 engine.

Offline Signothorn

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Re: Bloodlines Revival - New Direction / Multiplayer (On Hold)
« Reply #3 on: July 07, 2010, 04:13:04 am »
I'm not a member of their team, but I think adding their forum to the list of child boards would be a tidy first step. http://forums.thedaedalus.net/

But they do appear to have made a great deal of progress translating many of the maps, if the screenshots littering their forums are anything to go by. It was actually at my suggestion that they were able to create a mockup of the Bloodlines main menu. But enough about me.

Done. Like any other projects, if the staff misses something you've posted, just give us a head's up and we'll promote it.

Offline burgermeister01

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Re: Bloodlines Revival - New Direction / Multiplayer (On Hold)
« Reply #4 on: July 07, 2010, 04:57:22 am »
I can *try* to help you. The only experience I have working on Source is making a map for L4D and all the stuff I've done for Clan Quest Mod; C++ isn't my best programming language, either, but hey, I'm willing to take a stab at it!

If you ask me, one of the most important things to first look into, is whether or not a python interpreter can be included in newer versions of the engine. I was reading a little about Source last night, and people make it sound like a built in scripting language is all but unheard of in Source, so I wonder if that was a feature reserved for previous versions of Source. If so, then a lot of things would have to be done differently in a revised version of the game.

I'm a little surprised to see your bid for help. I've looked at the revival forum, and it seems like there's a lot of talented and qualified people to do some C++ programming. In any case, hit me up on PM if you're interested in discussing this any further.

BM01

Offline atrblizzard

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Re: Bloodlines Revival - New Direction / Multiplayer (On Hold)
« Reply #5 on: July 10, 2010, 04:44:32 pm »
Thanks for including the Bloodlines Revival homepage into the forum. I appreciate that.
I've noticed the original game has the python interpreter included in the whole engine, not just a part of the mod.
It is really important to get that to work, else everything would be pointless. Another important thing is to get the entities rewritten, mostly the ones which are at the "level" side, like the door knobs, or the fridge and many other.
I believe making the basic function work in any map, and then the gameplay mechanism.

 

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