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.
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.
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.
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!
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
Jun 28 2014, 3:48pm
Loading screens and full-screen effects functionality! T.co
Jun 15 2014, 5:34pm