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Old 10-03-17, 10:48   #2191
l3igl3oss
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I have some questions related to controls and animation.

1. Since Lara turns in place without planting her foot to change direction, or leaning to the sides to turn sharply, how are you going to apply her animations in 360 degrees?

2. Is she going to rotate to where the analog stick is pulled before she starts running forward relative to herself and without the latter being up on the pad?

3. And what about pulling the opposite direction of where she's facing? Is she going to hop and walk backwards or roll in case she is already running?

Thanks in advance, and please, ask if you didn't understand.
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Old 28-04-17, 17:23   #2192
Ado Croft
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Another update, great job again. This engine is getting better and better. When I play some level in TR1 a had an original TR1 feeling from that. And also can't wait to pathfinder thank you very much for your great work
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Old 03-05-17, 11:41   #2193
Hedda78
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Lightbulb [REQUEST] Libretro port (including RetroArch and more)

Will you please consider porting the OpenTomb game-engine into a Libretro (API) game core?

https://www.libretro.com/index.php/api/

This would allow us to use OpenTomb in frontends that supports Libretro such as RetroArch (Lakka, RetroPi (Emulation Station), and Kodi v18 (Leia) which all integrated support for the Libretro API which enables them to run game cores that have been ported to the Libretro API.

As a few examples pf similar ports you could look at OpenLara, Tyrquake, and prboom ports:

https://github.com/libretro/OpenLara

https://github.com/libretro/tyrquake

https://github.com/libretro/libretro-prboom

PS: This is a re-posting from GitHub here:

https://github.com/opentomb/OpenTomb/issues/436

Also posted request on Libretro forums:

https://forums.libretro.com/t/opento...n-source/10096

Libretro uses bountysource.com so likley to post a bounty:

https://www.bountysource.com/teams/libretro
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Old 15-05-17, 23:03   #2194
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For some reason I cannot get the cam_distance console command to have any effect. Can anyone help me out?

I would like to go first-person mode like you can in OpenLara's WebGL build by pressing "V". Thanks.
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Old 17-05-17, 07:53   #2195
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It's impossible to guess without any details. I have a first person view by using cam_distance(0) on game console. But it's actually not very useful because Lara's head is in FOV.
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Old 17-05-17, 20:14   #2196
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Turns out I was using the wrong syntax. cam_distance=0 instead of cam_distance(0). Thanks vvsgh. cam_distance (-110) works alright and Lara's head doesn't pop in and out as badly.
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Old 04-06-17, 16:44   #2197
Ado Croft
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OMG, finally another update, i've been waiting for this
Great job again and keep up the great work
A lot of bugs have been fixed, plus projectile works great. I have to say, when i tested this engine I thought it is an original engine of TR.
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Old 04-06-17, 17:24   #2198
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What progress has been made over the last months? I still find many many issues that were in older releases, not necessarily big ones, and can't find what has been implemented or corrected. Considering it's a big project, seeing all the changes is hard, but I just can't find many of them, apart from climbing and audio tracks being re-enabled, lever switches and pushable blocks.
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Old 04-06-17, 18:34   #2199
Ado Croft
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Quote:
Originally Posted by Joey79100 View Post
What progress has been made over the last months? I still find many many issues that were in older releases, not necessarily big ones, and can't find what has been implemented or corrected. Considering it's a big project, seeing all the changes is hard, but I just can't find many of them, apart from climbing and audio tracks being re-enabled, lever switches and pushable blocks.
There are a lot of new features, for example: projectile (you can see this feature in centaur shot case), Every TR1 enemies have character implementation. It means you can play with enemy you choosed before, there is also hit damage from enemies, dart emitter is also implemented, etc.

Last edited by Ado Croft; 04-06-17 at 18:36.
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Old 04-06-17, 21:33   #2200
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Oh that explains things. I'm almost always playing TR3/4 levels.
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