30-09-16, 16:02 | #2121 |
Member
Joined: Jun 2015
Posts: 138
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As OpenTomb was developed completely from scratch it doesn't share any bugs with the Core software. But it has plenty of its own.
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13-10-16, 12:52 | #2122 |
Inactive
Joined: Aug 2015
Posts: 1,237
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Sooooo ???? Any updates ?
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13-10-16, 13:54 | #2123 |
Moderator
Joined: Jul 2003
Posts: 33,359
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Updates will be posted when the developers are ready for it, as they have been doing ever since the start of this project.
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13-10-16, 16:48 | #2124 |
Inactive
Joined: Aug 2015
Posts: 1,237
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13-10-16, 20:55 | #2125 |
Member
Joined: Aug 2010
Posts: 1,810
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Currently I'm in the process of backporting all "post-refactoring" stuff to current master branch, which is a really painful process. Too many changes were made to TeslaRus branch, so certain features need additional manipulations. But in 80% of cases, everyhting could be easily ported.
Right after we backport everything we need, we need to finally solve some serious issues with audio engine which were introduced by new master due to lack of sndfile library. Audiotrack playback is crippled; no wad/wav files are supported, ogg files are "hackily" loaded in a way no one should ever do. For the new features, I guess, it's too early to expect anything, before everything that was broken will be fixed again |
29-10-16, 03:22 | #2126 |
Inactive
Joined: Aug 2016
Posts: 37
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I'm pleasantly surprised to see that OpenTomb running so well on the reverse engineered Nouveau drivers. Not seeing any graphical bugs and everything is running smoothly. It's good to know that OpenTomb will work if I ever install a distro like Trisquel or Parabola.
Last edited by Mister_Dolus; 29-10-16 at 03:24. |
05-11-16, 16:04 | #2127 |
Member
Joined: Jan 2013
Posts: 195
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update
new build on sourceforge
most of changes are fixes and code refactoring; visible changes: tr4 Lever switch support and more easy, tunable and correct activators; |
05-11-16, 18:03 | #2128 |
Inactive
Joined: Aug 2015
Posts: 1,237
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amazing
what bugs did you fix to be exact :P ? |
05-11-16, 20:25 | #2129 |
Member
Joined: Apr 2013
Posts: 343
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Great job again finally lever switch works and i hope that other switches from tr4-tr5 will work soon And also there are a lot of things which have been fixed. Only critical bugs are in ladder and climbable ceiling cases
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05-11-16, 23:28 | #2130 |
Member
Joined: Mar 2012
Posts: 3,741
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Great! Those awful lags when being near a ledge or trying to grab something have disappeared eventually.
There are some things that are still present and I'm not sure why. For example, when crouching, landing, picking something up, or being impaled by spikes... ie whenever Lara "bends", she gets elevated. She doesn't touch the floor, she's above it. It seems the engine is making collision checks using the meshes instead of using the collision box (the one stored in the animation data, not an automatically generated one), which I believe the original engines are using. Maybe I'm wrong though. Something else... I don't really understand why this seems to be a problem, but I don't know the code so maybe there's a good reason. When you press Action to grab a ledge during a jump and she gets close to that ledge, she directly grabs it, while in the originals, the engine waits until her position gets between a certain range... so she continues moving until she reaches the perfect position, and then plays the grab animation. When she's in front of a wall and you press Action+Up to make her grab the ledge above her it's the same thing: she shouldn't grab the ledge until she reaches a correct vertical position. Actually it's even more than that: in the original, if you press Action+Up and immediately release the Action button (so she won't actually grab the ledge), you'll see that the jump velocity is automatically adjusted so her hands only go a little bit above the ledge. And then, when she grabs the ledge, she plays Animation 96, starting at frame 12. Anyway, I'm glad to see OpenTomb is still being updated. |
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