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.

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Antarctica (TR3) Palace Midas - fully working items. The base (TR5)
Blog RSS Feed Post news Report abuse Latest News: Big changes! Refactoring, spawning entities, ragdolls and more

0 comments by Lwmte on Jul 31st, 2015

OpenTomb gains more and more recognition - in the last month we've been spotted on Reddit, which resulted in enormous amount of people visiting our thread on Tomb Raider Forums. We have great new contributors in our team, particularly stohrendorf, stltomb, nhfl, vvs- and ablepharus - and currently engine is being heavily refactored from plain C to C++. Also we've finally migrated from SourceForge to Github, thanks to Richard_trle, and started to rewrite file format documentation (it was almost 15 years old) - which is now known as TRosettaStone 3.0 document.

Right now, over 6 programmers are working simultaneously on the project (but it doesn't mean we don't need help anymore!). Ok, now for the real news!

Most important of all - we're now finally implementing fully scriptable entities! Each object in game world can now be individually programmed and modified on the fly, thanks to Lua. Currently, only small amount of game objects are programmed - like doors, traps, certain movable objects and some basic NPCs, like Thames Wharf cleaner robot. However, we still have no proper AI, and all enemies are static.

Another breakthrough feature is ragdoll physics for Lara. Old Tomb Raiders were plagued by inconsistent death animations not taking level geometry into account - now this problem is solved by converting Lara to ragdoll, after she played her default death animation. Theoretically, it is now possible to assign ragdolls for any skeletal model, but it requires writing extra ragdoll scripts.

Also, there is now possibility to spawn arbitrary amount of entities in the world, which means we can use dart emitters, grenades and certain projectiles! For latter case, there's still need for proper weapon wielding system (not yet implemented).

Finally, we have full support for native audiotracks streaming! It means you can use original CDAUDIO.WAD file from Tomb Raider 3, as well as wave soundtracks from TR4 and TR5. TR1 and TR2 still require OGG-converted music, as nobody uses CD-Audio these days.

There are some more important features in development - for example, PSX and Dreamcast file format support and camera target functionality by Gh0stBlade. Also, we're glad to announce that IrisEngine project (another Tomb Raider engine clone) developer, godmodder, is now rewriting his level editor codebase to work with brand new OpenTomb level format - so we're getting completely new level editor! Don't you think it's just great?

More things to follow!

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Post comment Comments
dady977 Jul 15 2015, 6:09am says:

Such an amazing and quite impressive project, absolutely looking forward to this interesting project

+1 vote     reply to comment
Lwmte Creator
Lwmte Jul 31 2015, 10:20am replied:

Thank you for your support!

+1 vote   reply to comment
Guest Nov 28 2014, 6:24am says:

hi, was wondering whether you might add support for High Defenition textures in this at a later date?

as i think HD textures would be really cool to see on the old tomb raider levels, would make them very pretty!

+2 votes     reply to comment
Lwmte Creator
Lwmte May 25 2015, 8:36am replied:

Yes, there are plans to support Tomb Raider Xtra and other similar mods, it's just not in the priority right now! :)

+2 votes   reply to comment
TaxAkla Nov 8 2014, 11:04am says:

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

+3 votes     reply to comment
Guest May 25 2014, 5:10pm says:

Looks very promising. Good luck with the project guys!

+3 votes     reply to comment
hatonacat Apr 15 2014, 7:58pm says:

Wow. This looks very impressive.

+5 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.

+3 votes   reply to comment
ChrispGames Nov 7 2013, 9:42am says:

great project

+4 votes     reply to comment
Lwmte Creator
Lwmte Nov 13 2013, 5:45am replied:

Thank you!

+3 votes   reply to comment
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Latest tweets from @open_tomb

Check out our promo video! T.co

Jul 31 2015, 10:51am

Refactoring is almost done. Bonus: THAT DARTGUN! T.co

Jul 23 2015, 9:01pm

@tamachan87 Unfortunately, both FMOD and WWise are GPL-incompatible. But possibly they will be used as plugins some day!

Jul 15 2015, 8:51pm

While we're struggling through huge code refactoring, here is another entity script update for you! T.co

Jul 6 2015, 4:50pm

Expect to see Dreamcast level support in no time, thanks again to Gh0stBlade! T.co

Jun 30 2015, 4:52pm

Something really cool is happening RIGHT NOW: T.co

Jun 30 2015, 4:46pm

BEHOLD! The sacred cow of Tomb Raider 3 - Thames Wharf Machine! T.co

Jun 26 2015, 11:52am

Teeth spikes are functional! T.co

Jun 22 2015, 3:28am

First death trap test: T.co

Jun 20 2015, 6:10am

Lara and the boulder, part 2: T.co

Jun 13 2015, 12:19am

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