What is it?

OpenTomb is a cross-platform reimplementation of classic Tomb Raider 1—5 engines that were developed by now defunct Core Design. It is not a patcher or DLL extension of already existing engines.

What's the features?

  • Modern collision approach: engine gets collision not from floor data, but directly from room mesh data. Static mesh and movable collision is also calculated on the fly and is not taken from pre-defined bounding boxes.
  • Integrated LUA scripting is extensively used by OpenTomb for flexible item, trigger and general gameplay programming on a per-level basis.
  • Audio engine: PC versions of Tomb Raider had no environmental audio effects, like echo, reverb or occlusions. OpenTomb successfully reimplements all these. Soundtrack player uses three-channel automatic handling, which allows to play background ambience, action music and speech all at the same time without interruptions.
  • Cross-platform compatibility: OpenTomb is being written in C++ using unified interfaces like SDL 2.0, OpenGL and OpenAL, so it can be made compatible with any common platform, like Linux or Mac.

Does it use original source code?

The project does not use any old Tomb Raider source code, because all attempts to retrieve sources from Eidos / Core were in vain, despite many petitions by the community. Instead, everything is being developed completely from scratch.
However, we're extensively using official and unofficial editing tools, as well as bits of original debug mappings to restore and reverse-engineer game mechanics.

Has it something to do with OpenRaider?

OpenTomb uses certain legacy routines from such unfinished open-source projects as OpenRaider and VT project (found at icculus.org), plus it incorporates some code from Quake Tenebrae.

What it can load?

OpenTomb supports level files from all retail Tomb Raider PC versions. Additionally, demo versions of TR1-4 are partially supported. Aside from this, it supports custom levels built with TRLE and Dxtre3d level editors. However, it doesn't support encrypted NGLE levels.

Image RSS Feed Latest Screens
Antarctica (TR3) Palace Midas - fully working items. The base (TR5)
Blog RSS Feed Report abuse Latest News: New collision approach, quicksand and inventory features

2 comments by Lwmte on Nov 8th, 2014

There was no major news on our project since April, but it doesn't mean that OpenTomb development has stopped. On the contrary, we proud to announce three important and milestone features we've recently developed.

First of all, we've changed the way OpenTomb processes room collision. Before, we have used graphical mesh data for collision calculation, but this method proved itself too flawed, because many places were processed incorrectly - like curtains, vegetation, quicksands, and some other. So, we made a decision to re-use original Tomb Raider collision approach, where ceiling and floor heights were calculated from so-called "floor data", which is basically a set of functions and operands telling engine how to process collision in certain place of the level. Re-implementing this approach was a tough job, as original developers used very cryptic data structures and formulas to calculate heights, and in the process we've discovered serious bugs in Core Design's level editing software, as well as in unofficial level editor (Dxtre3d), which were masked in original TR engines, but were fully exposed in OpenTomb (we won't go into the details, but if you're interested, you can read everything on our Tomb Raider Forums thread). Fortunately, all bugs were ruled out, and now we have clean and neat collisional meshes for all rooms, and all terrain is now processed correctly - meaning Lara now can pass through every single room in all classic Tomb Raider levels!


Another very important feature (which is directly linked to previous one) is a Tomb Raider 3's quicksand room functionality. Making it functional in OpenTomb wasn't possible without updated collision approach, because quicksand rooms were blocked when graphical mesh was used for collision calculation. Now it is fixed.

And finally, we introduce basic inventory functions - at last, Lara can pick up supplies, keys and puzzles, then use them on doors, keyholes and puzzleholes! Additionally, in Tomb Raider 4 and 5 levels, it is possible to combine certain items (or item pieces) to form another kind of item. However, for now it's only working from the console, as actual inventory interface is yet to be developed!


Be sure - there are more interesting things already in development - like movable blocks, trap interaction and... Finally, Lara's ponytail! So - stay tuned!

Media RSS Feed Latest Video
Post comment Comments
Guest
Guest 2hours 13mins ago says:

This comment is currently awaiting admin approval, join now to view.

TaxAkla
TaxAkla Nov 8 2014, 11:04am says:

This project is marvelous. Thanks to the team. All the fans will bow to this victory.

+1 vote     reply to comment
Guest
Guest May 25 2014, 5:10pm says:

This comment is currently awaiting admin approval, join now to view.

hatonacat
hatonacat Apr 15 2014, 7:58pm says:

Wow. This looks very impressive.

+4 votes     reply to comment
Lwmte Creator
Lwmte Apr 20 2014, 3:52pm replied:

Thanks! More to follow - TeslaRus (lead programmer) is already working on inventory system. Most likely, it will be classic ring system, like in TR1-3.

+2 votes   reply to comment
ChrispGames
ChrispGames Nov 7 2013, 9:42am says:

great project

+3 votes     reply to comment
Lwmte Creator
Lwmte Nov 13 2013, 5:45am replied:

Thank you!

+2 votes   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
OpenTomb
Platforms
Windows, Mac, Linux
Engine
Custom Built
Contact
Send Message
Official Page
Opentomb.org
Release Date
TBD
Game Watch
Track this game
Share
Style
Genre
Adventure
Theme
Antiquity
Players
Single Player
Project
Indie
Twitter

Latest tweets from @open_tomb

First BSP tree transparency test! T.co

Nov 19 2014, 7:43pm

Another Dreamcast TRC levels in action - featuring never seen before test levels: T.co

Nov 19 2014, 7:42pm

SURPRISE! Somehow, OpenTomb now supports... DREAMCAST TRC LEVELS! Thanks to almighty Gh0stBlade: T.co

Nov 12 2014, 8:00pm

Quicksand now finally works in TR3 levels! T.co

Nov 7 2014, 3:06pm

New floordata terrain generator! Uh, and what's the deal with uber-weird triangle slant heights set-up? %) T.co

Oct 31 2014, 7:27pm

Item combine works! Currently script is completed for TR4, including puzzle/key combos and waterskin puzzle. T.co

Oct 11 2014, 6:23am

At last! Lara picks up and uses things! Currently works for all keys and puzzles in TR1-4. Next stage: item combine! T.co

Oct 10 2014, 11:56am

Sorry for big delay! Now for the news - Lara now learns how to pick up things! T.co

Sep 27 2014, 2:35pm

@theicebreaker Thank you! Can't wait for your commits! ;) By the way, you can join project discussion right here: T.co

Jun 28 2014, 3:48pm

Loading screens and full-screen effects functionality! T.co

Jun 15 2014, 5:34pm

Embed Buttons

Promote OpenTomb on your homepage or blog by selecting a button and using the HTML code provided (more).

OpenTomb
OpenTomb
Statistics
Rank
1,231 of 25,688
Last Update
2 weeks ago
Watchers
43 members
News
5
Tutorials
2