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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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!

New collision approach, quicksand and inventory features

New collision approach, quicksand and inventory features

News 2 comments

After long delay, we introduce three milestones at once: new collision approach, which resembles classic (yet optimized) Tomb Raider room collision, quicksand...

Milestone: triggers and item interaction implemented!

Milestone: triggers and item interaction implemented!

News 2 comments

At last, OpenTomb now features actual triggers and interactive keyholes and puzzleholes.

OpenAL audio and animated textures support

OpenAL audio and animated textures support

News 2 comments

Latest milestone features: full OpenAL implementation with environmental FX and animated textures support!

AnimCommands are now supported!

AnimCommands are now supported!

News 0 comments

An important update in latest OpenTomb revision — support for animation commands.

Comments  (0 - 10 of 16)
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wonrz
wonrz

Hi, this project is really cool.
I see you have mouse look, are you planning to implement WASD controls as well, with sidestepping instead of turning? That'd be really cool.

I'd love a possibility of replacing 3d models/skeletons/animations, or placing static meshes on top of original level geometry, that'd allow for almost full remakes.

Also you're using parts of Tenebrae - does this mean dynamic lights, shadows and bump mapping? Wet dream!

Thanks.

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infinity1188
infinity1188

Hello, any updates? :3

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rolln
rolln

When will AI be added into the game? This is incredible work!

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Executor-64-
Executor-64-

could this work with deathtrap dungeon? (similar if not the same engine)

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SimpilFamily
SimpilFamily

I just gave this a try and OMG this is so good! The new collision system is amazing! Ragdoll system is pretty awesome too! Everything is amazing. I really hope this gets completed at one point. :)

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dady977
dady977

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

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Lwmte Creator
Lwmte

Thank you for your support!

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Guest
Guest

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!

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Lwmte Creator
Lwmte

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

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OpenTomb
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Latest tweets from @open_tomb

Check out our forum, there are some very good news! Tombraiderforums.com Our lead developer back in business, more news to follow!

Jun 21 2016

You think that OpenTomb is dead? You're wrong! Check out latest updates - cameras, flybys and weapons - in this vid: Youtu.be

Jun 3 2016

PLEASE WELCOME! First baddie in OpenTomb! Youtu.be

Aug 5 2015

Check out our promo video! Youtu.be

Jul 31 2015

Refactoring is almost done. Bonus: THAT DARTGUN! Youtu.be

Jul 23 2015

While we're struggling through huge code refactoring, here is another entity script update for you! Youtu.be

Jul 6 2015

Expect to see Dreamcast level support in no time, thanks again to Gh0stBlade! Github.com

Jun 30 2015

Something really cool is happening RIGHT NOW: Github.com

Jun 30 2015

BEHOLD! The sacred cow of Tomb Raider 3 - Thames Wharf Machine! Youtu.be

Jun 26 2015

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