OpenTomb is a cross-platform reimplementation of classic Tomb Raider 1—5 engines that were developed by now defunct Core Design. The project does not use any old Tomb Raider source code, because all attempts to retrieve sources from Eidos / Core were in vain. Instead, everything is being developed completely from scratch. However, 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. OpenTomb supports not only classic Tomb Raider levels, but also custom levels built with TRLE and Dxtre3d level editors.
Those who follow OpenTomb twitter possibly noticed that not so long ago we've completed audio engine, which is now capable of playing sound samples in all TR versions. As a bonus, we have added environmental FX support - a feature which was never seen before in PC version, but was present in PlayStation versions of TR3-TR5. This feature required additional reverse-engineering of TR file format, as well as digging into leaked TR5 SDK - and finally, we've figured out how reverb info is stored in TR levels!
Now, for animated texture business. The way to animate textures is different across various TR versions. While in first three games these were simple framed animations, last two games (TR4 and TR5) introduced so-called "UVRotate" method - dynamically shifting UV texture coordinates to get "scrolling" effect. Both of these animation types are now fully reproduced in OpenTomb! Additionally, other animation types are implemented for possible future TRNG/NGLE compatibility - back-forward framed and UVRotate types, as well as hybrid mode, which is a combination of both.
Check out latest video (Angkor Wat walkthrough) to see all these new features in action!
Latest tweets from @open_tomb
Sorry for the delay, Christmas is on the way... Expect wall-climb feature in a short time! ;)
Dec 30 2013, 1:35pm
Animated textures support! T.co
Dec 8 2013, 10:11am
Trigger parser is done! Wall / ceiling climbing is on the way.
Nov 30 2013, 6:25am
Finishing OpenAL support: environmental FX in old TR levels. Never seen before in PC version! T.co
Nov 22 2013, 5:15am
New OpenAL demo! Sound sources, air absorption effect, gapless looping: T.co
Nov 16 2013, 5:16pm
AUDIO ENGINE IS 90% DONE. All TR1-TR5 sound/sample info formats deciphered. More to follow.
Nov 12 2013, 8:11pm
OpenAL audio - coming soon!
Nov 1 2013, 12:32pm
We now have three Russian-speaking programmers on board, by the way! ;)
Oct 28 2013, 3:51pm
Moving platform support is on the way! Say hello to Legend-like traps and puzzles. Also, working on AnimCommands parser...
Oct 28 2013, 3:51pm
SDL2 is now finally released! Migration is already underway - expect force feedback support in a short time!
Aug 13 2013, 3:02pm