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An open-source Tomb Raider 1-5 engine remake
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jianglu/OpenTomb
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- What is this?
- Why create a new engine?
- Features
- Supported platforms
- Setup
- Compiling
- Running and Configuration
- Licensing
- Credits
OpenTomb is an open-source re-implementation of the classic Tomb Raider engine,intended to play levels from all classic-era Tomb Raider games (1—5), as well ascustom TRLE levels. The project does not use any of the original Tomb Raidercode, as all attempts to retrieve source files from Eidos/Core were in vain.
Instead, everything is being re-developed completely from scratch. It should benoted, however, that OpenTomb uses certain legacy routines from unfinishedopen-source projects, such asOpenRaiderand VT project (found aticculus.org), plus some codefrom Quake Tenebrae.
OpenTomb tries to recreate the original Tomb Raider series experience, althoughwith contemporary updates, features and additions, being able to fully benefitfrom running on modern PCs with powerful CPUs and graphic cards.
Links to forums and info:
- TR forum link:http://www.tombraiderforums.com/showthread.php?t=197508
- Discord channel:https://discord.gg/d8mQgdc
It's true that we have fully working Windows builds of TR2-5, and TR1 worksperfectly throughDosBox. However, as timeprogresses the situation will only worsen, with newer Operating Systemsbecoming increasingly unlikely to support the games. OpenTomb will alwaysbe able to be ported to any platform you wish.
It is also true that there are patchers for the original engine, aiming toimprove and update it: TREP, TRNG, etc. The advantage with OpenTomb is that weare not limited by the original Binary, a huge limitation when it comes to newfeatures, graphical enhancements, code modification and more. An open-sourceengine removes these limitations.
- OpenTomb has a completely different collision approach to the original engine,circumventing many of the limitations present. We use a terrain generator tomake an optimized collision mesh for each room from so-called "floordata".
- OpenTomb is capable of a variable frame rate, not limited to 30fps like theoriginal engine.
- OpenTomb uses common and flexible libraries, such as OpenGL, OpenAL, SDL andBullet Physics.
- OpenTomb implements a Lua scripting engine to define all entity functionality.This means that, again, unlike the original, much less is hardcoded into theengine itself, so functionality can be extended or modified without havng tomodify and recompile the engine itself.
- Many abandoned and unused features from the original engine have been enabledin OpenTomb. New animation, unused items, hidden PSX-specific structures insidelevel files, and so on!
OpenTomb is a cross-platform engine: currently it can be ran on Windows, Mac orLinux. No mobile implementations are in development yet, but they are indeedpossible.
To run any of the levels from the original games, you will need the assets fromthat respective game. These resources often tend to be in cryptic formats, withvariations across games. Because of this, you'll need to convert some gameresources to usable formats yourself, or get them from somewhere on the Net.
Here is the list of all needed assets and where to get them:
Data folders from each game. Get them from your retail game CDs or Steam/GOGbundles. Just take data folder from each game's folder, and put it intocorresponding
/data/tr*/
folder. For instance, for TR3, the path would beOpenTomb/data/tr3/data/
CD audio tracks. OpenTomb only supports OGG audiotracks for a moment, so youshould convert original soundtracks by yourself, or just download whole TR1-5music package here:https://opentomb.earvillage.netPLEASE NOTE: Files may need to be renamed for this to work, please seeopentomb#447
Loading screens for TR1-3 and TR5. For TR3, get them from pix directory ofyour installed official game. Just put this pix directory into
/data/tr3/
folder. As for other games, it's a bit tricky to get loading screens, as therewere no loading screens for PC versions TR1-2, TR4 used level screenshots asloading screens, and TR5 used an encrypted format to store all loadinggraphics. So, to ease your life, you can simply download loading screen packagehere:http://trep.trlevel.de/temp/loading_screens.zipJust put it right into OpenTomb directory, and that should do the trick. Note:the engine supports png and pcx format of screen images.
There is a CMakeLists.txt file provided with source code, so you can compileOpenTomb using CMake. On Windows, you can also compile it from Code::Blocks or Netbeans IDE.Alternatively, you can manually compile it in Code::Blocks or Netbeans by recursivelyadding all source files from /src directory, and adding these libraries in Linker Settingsunder Project Build options:
- libmingw32.a
- libSDL2main.a
- libSDL2.dll.a
- libpng.a
- libz.a
- libpthread.a
On Linux, just download the source code and run in terminal:
cmake . && make
The required dependencies are the development headers for SDL2, png, ZLIB.You can install them in an Ubuntu-based distro with this command:
sudo apt-get install libopenal-dev libsdl2-dev libpng12-dev libglu1-mesa-dev zlib1g-dev
On Mac, use XCode project, which is also available in source code.
NB: Please note that OpenTomb requires C++11 (-std=c++11
) flag to compileproperly! You may use CPU-specific optimization flags (-march=prescott
,-march=i486
,-march=core2
), as well as general optimization flags (-O1
,-O2
and-O3
),but-O3
flag on old GCC versions may prevent to engine crash as Bullet tends to crash with this optimization level(GCC 5.1+ may compile it without errors).
To run OpenTomb, simply run the executable generated by the build. By default,no command line options are needed. Access the console by pressing `. Thisallows you to enter commands to select levels, change settings, and more. Enter'help' to get a list of commands. Enter 'exit' to quit the engine.
Currently, all settings in OpenTomb are managed through config.lua andautoexec.lua. Config.lua contains persistent engine and game settings, whileautoexec.lua contains any commands which should be executed on engine start-up.
Config.lua is divided into different sections: screen, audio, render, controls,console and system. In each of these sections, you can change numerousparameters, the names of which are usually fairly intuitive.
Autoexec.lua is a simple list of commands which are ran at startup. Modifyingexisting commands may cause the engine to function incorrectly.
To select a level, enter 'setgamef(game, level) into either autoexec.lua or inthe console, where game is 1-5. Mansion levels are generally 0, and games whichdo not have a mansion begin from level 1. For example, to load level 2 of TR3,you would entersetgamef(3, 2)
.
OpenTomb is an open-source engine distributed under LGPLv3 license, which meansthat ANY part of the source code must be open-source as well. Hence, all usedlibraries and bundled resources must be open-source with GPL-compatiblelicenses. Here is the list of used libraries and resources and their licenses:
OpenGL — does not need licensing (https://www.opengl.org/about/#11)
OpenAL Soft — LGPL
SDL / SDL Image — zlib
Bullet — zlib
Freetype2 — GPL
Lua — MIT
ffmpeg rpl format and codecs (http://git.videolan.org/)
Droid Sans Mono, Roboto Condensed Regular and Roboto Regular fonts — Apache
NB: Please note that authors and contributors list is constantly extending, asthere is more and more people involved in project development, so someone may bemissing from this list!
- TeslaRus: main developer.
- Cochrane: renderer rewrites and optimizing, Mac OS X support.
- Gh0stBlade: renderer add-ons, shader port, gameflow implementation, statecontrol fix-ups, camera and AI programming.
- Lwmte: state and scripting fix-ups, controls, GUI and audio modules, triggerand entity system rewrites.
- Nickotte: interface programming, ring inventory implementation,camera fix-ups.
- pmatulka: Linux port and testing.
- richardba: Github migration, Github repo maintenance, website design.
- Saracen: room and static mesh lighting.
- Stohrendorf: code review, original game logic information, auto build system.
- T4Larson: general stability patches and bugfixing.
- vobject: nightly builds, maintaining general compiler compatibility.
- vvs-: testing, feedback, bug report.
- xproger: documentation updates.
- Banderi: documentation, bugfixing.
- gabrielmtzcarrillo: entity shader work.
- filfreire: documentation.
Additional contributions from: Ado Croft (extensive testing),E. Popov (TRN caustics shader port),godmodder (general help),jack9267 (vt loader optimization), meta2tr (testing and bugtracking),shabtronic (renderer fix-ups),Tonttu (console patch) andxythobuz (additional Mac compatibility patches).
Translations by:Joey79100 (French), Nickotte (Italian),Lwmte (Russian),SuiKaze Raider (Spanish),filfreire (Portuguese - Portugal).
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An open-source Tomb Raider 1-5 engine remake
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