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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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Last year was kind of a hard time for OpenTomb, cause we had unsuccessful attempt of engine "c++fication" and, as result, forking into two branches - main one (which was abandoned for almost 6 months) and so called "Edison" branch, which is maintained by Steffen Ohrendorf.

Fortunately, now we have our main programmer, TeslaRus, back in business, and also there are some very good news regarding AI development progress! Gh0stBlade has already done basic pathfinding system, meaning that finally, after 3 years of development, we have some enemies moving and chasing Lara!

Of course, we still need proper scripts and state controllers for NPC. Let's keep fingers crossed and hope that we'll get some really cool features for Tomb Raider's 20th anniversary!

Big changes! Refactoring, spawning entities, ragdolls and more

Big changes! Refactoring, spawning entities, ragdolls and more

News

Lots of things happened in our community lately - thanks to our new contributors, engine development entered into rapid development phase. In the last...

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!

Post comment Comments  (0 - 10 of 18)
Guest
Guest

This is awesome! Thank you for helping improve and preserve these games for the future.

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Guest
Guest

Excelent man, i love it!

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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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Lwmte Creator
Lwmte

Actually, WASD controls are already implemented, you can turn mouselook off in controls and just use classic controls (either keyboard or gamepad). There's no proper camera yet, but hopefully it'll be soon backported from Edison branch (see TR Wikia article for description).

Current goal is (still) replicating classic TR graphics, we have kind of code roadblock which prevents our lead graphics developer (Cochrane) from doing any more progress in this field!

Thanks for your support!

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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!

Reply Good karma+1 vote
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