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-   -   OpenLara project (https://www.tombraiderforums.com/showthread.php?t=216618)

XProger 03-11-16 23:40

OpenLara project
 
Hi guys! Let me introduce to you yet another open-source engine of classic Tomb Raider series - OpenLara (I have a poor imagination)



Three months ago I was inspired by OpenTomb project and started making my own Tomb Raider.

Project is cross-platform but Web is prefer and you always can see latest changes by the link Web build with demo level.
If for some reason you are not able to run web version you always can download latest releases for all supported platforms or build it by yourself from source code. Windows, Linux, MacOS X, Raspberry Pi, Android, iOS and Web platforms are currently supported 8)

At the moment the project is at an early stage to my first goal - TR1 implementation. First alpha release planned on 25 November and I hope it'll be more playable :)
I'll try to report here and upload videos to my YouTube channel about development process.

Tools
Xpadder config by annl
For Logitech Precision and PS4 gamepad support

larasbraid by skalogryz
Adds Laras braid (from LEVEL3A) into other levels (PHD only)

GOG Tomb Raider extractor for linux by cylgom

Where I can get level files?

Where is latest native android builds?

sapper 04-11-16 06:01

TR1 never looked so good!

Well done.

HeinzFritz 04-11-16 07:22

I tried the web version (while surfing on Linux Ubuntu Studio 14) and I am impressed. If this is really the result of only three months work, than I can imagine the spectacle that should follow soon...
The controls work fine online, the camera is much better than the original one, the movements are smooth and I have not run into any bugs.
The best of all "open" projects so far!
My compliments!

Caesum 04-11-16 07:30

You have made so much in just three months?! :yik:

godmodder 04-11-16 10:57

Wow, this is really fantastic! :D

I like your web-based and no-nonsense approach!

_KC_ 04-11-16 11:07

This is incredible. Thanks for your effort.

I have some questions if you don't mind? I'm a complete noob with technical stuff so please forgive me.


How have you done this? Is this Tomb Raider code or have you had to make it from scratch?

Why does Lara move so fast? (not a critisim, I'm just curious)

Is there any chance you could provide the option to use PC controls? (arrows to move, space bar to holster, etc)

How much more work do you plan on doing with this?


This really is fantastic, can't wait to see it when some more work's been done. Hats off to you!

XProger 04-11-16 14:48

Thanks you all for the feedback! :)

Quote:

Originally Posted by _KC_ (Post 7676722)
How have you done this? Is this Tomb Raider code or have you had to make it from scratch?

I use original TRosettaStone level format description and v3 from OpenTomb guys. All code is written from scratch on C++ with OpenGL as main GAPI. I've some disassembled code from DOS, PSX & Android versions, but it's very non-informative and requires a lot of time and perseverance to understand what's going on there :(

Quote:

Originally Posted by _KC_ (Post 7676722)
Why does Lara move so fast? (not a critisim, I'm just curious)

Maybe you feels it because different FOV compared to original, but it's same speed. Anyway I'll check it on test track 8)

Quote:

Originally Posted by _KC_ (Post 7676722)
Is there any chance you could provide the option to use PC controls? (arrows to move, space bar to holster, etc)

I've thinking about that but in original you have some keys assigned to Home, Delete, PgDn, PgUp and my notebook (as example) has reduced keyboard with non-ergonomic access to these keys. Of course, in the future I plan to do controls configuration from in-game menu.
By the way, currently Web & Windows versions has gamepad support (prefer to XBox controller).

Quote:

Originally Posted by _KC_ (Post 7676722)
How much more work do you plan on doing with this?

I plan to finish all basic functionality (like camera, collisions, firing etc.) at the end of this year and in the spring I will finish the implementation of all logic objects and AI. Then I proceed to TR2 and so on! 8)

Tombraiderplay 04-11-16 16:28

You go boy ♥♥♥♥♥♥♥♥♥

I cant tell you how awesome this looks 《》
What programming language are you using btw ?

Alex Fly 04-11-16 19:09

Very impressive project there, I'll be certainly keep an eye on this one. :tmb:

I was about to ask if you could make an option to play with an AZERTY keyboard instead of a QWERTY but regular PC controls (with the arrows etc) are a good option. I see you already answered for this question regarding controls anyway so I won't ask about it again and I'm impressed to read you can play it with a gamepad.

Also I was wondering (and worrying)... Are you going to make the full game playable ? If yes, what about some possible legal issues with Square-Enix ? Just a thought... :ponder:

XProger 04-11-16 20:29

Quote:

Originally Posted by Alex Fly (Post 7676877)
Also I was wondering (and worrying)... Are you going to make the full game playable ? If yes, what about some possible legal issues with Square-Enix ? Just a thought... :ponder:

Thanks. All is possible, but I hope Square Enix has more interesting cases. Receipt of letter "cease & desist" will be an honor for me ;)
I'll solve problems as they come.

Joey79100 04-11-16 22:16

Making the full game playable would not be a problem I guess, because it still needs the original game files, that you have to own. Just the same as OpenTomb or other engines.

Talking of OpenTomb... That looks awesome, and I'm surprised it's not based on OpenTomb. It's like you've been doing in a few months what OpenTomb took years to do already. But they made more actually, because they had to discover many things still, and are managing a complex physics engine.
OpenLara just looks much more closer to something playable. Maybe it's just an impression, don't know, but I like how the camera is smooth, this is sweet for the eyes.

I can't wait to see more of it! :D

vvsgh 05-11-16 14:35

The comparison to OpenTomb won't be fair because it was already rewritten so many times that I've lost count. There is no clear plan, so the project wandered in many contradictory directions. Also, there is always lack of dedicated time to work on it.

All in all I understand how being independent can significantly speed progress up. But there is always the danger to lose the momentum later. And writing reusable code could really help. Sometimes I think that establishing a TombRaider-less framework would be the best strategy. At least it worked very well for ScummVM project.

scion05 05-11-16 15:33

Plays fantastic in Safari on OS Sierra.

My only critique is that the camera wanders way too much, I prefer it to be fixed. The game itself is marvellous, well done.

Lwmte 06-11-16 10:18

Have to say again (already said it in Slack) that progress is quite fast, considering that you're doing everything on your own at the moment ;)

Game is NOT running faster than original, maybe it seems so because there's no angular inertia implemented at the moment (i. e. when you turn left or right, Lara does this with constant speed, without speed "curve").

Regarding "cease & desist" letters, well, nobody received such letters in all the years of OpenRaider/OpenTomb/etc. development. Again, technically, there's no reason for it, cause nobody's "remaking" any resources, it's only code which operates on original game files.

Regarding bugs... Once I had camera stuck underwater and got black screen, repeated "face wall smash" animations while pressing forward at the walls, also Lara gets too deep into walls while standing right next to them. Also I see that OpenLara also has problems with ROTATE_180 flipeffect on roll animation, cause there are garbage frames of Lara pointing at wrong direction when rotation occurs. But all these things are surely tolerable, considering that project is only 3 months in development!

P.S.: I have added your project to our project registry ;)

XProger 07-11-16 23:56

Currently I'm in process of adding support for weapons.
At this point you can shoot forward (without aiming) for all kinds of TR1 weapons (pistols, shotgun, magnums, uzis), switching them by keys 1-4 and draw/hide by Q or Alt.
http://xproger.info/projects/OpenLara/shots/firing.jpg

XProger 08-11-16 10:16

And some of first bugs :)
When I've started research of weapons I discovered, that Pistols, Magnums & Uzis uses same animations for draw and hide (reversed). Shotgun has special hide animation (not reversed) and animated chest (not used in original game)
http://xproger.info/projects/OpenLar...n_draw_bug.gif http://xproger.info/projects/OpenLar...s_shot_bug.gif

Caesum 08-11-16 10:33

Wow Lara that's some sick moves you can do with your body!!! :yik:

Just tested and is it just me or Lara's left hand is a little more rotated than right hand? It feels a bit like alpha TR1.

XProger 08-11-16 10:53

Quote:

Originally Posted by Caesum (Post 7678583)
Just tested and is it just me or Lara's left hand is a little more rotated than right hand? It feels a bit like alpha TR1.

Yep, it would be fixed when I finish aiming because as in original game chest animation should not affect the arms when aiming or firing.

Caesum 08-11-16 11:02

Oh I see. Anyway, your progress seems to be so quick. I haven't been that excited about custom engines for a long time. :cln: All the other projects seem to fail quickly so I hope yours will be a success.

Are you going with implementation of TR1-5 features only or do you think about eventually making a modding kit for your engine as well?

XProger 08-11-16 11:54

Caesum,
Thanks, I hope so :)
I plan to implement other TR series after the successful completion of the first TR.
I'll think about modding kit in future if there is demand.

Alex Fly 08-11-16 12:24

Quote:

Originally Posted by XProger (Post 7678458)
Currently I'm in process of adding support for weapons.
At this point you can shoot forward (without aiming) for all kinds of TR1 weapons (pistols, shotgun, magnums, uzis), switching them by keys 1-4 and draw/hide by Q or Alt.
http://xproger.info/projects/OpenLara/shots/firing.jpg

The graphics are amazing. :)

Those glitches look hilarious ! :vlol:

zackboy 11-11-16 01:08

Already an update? Cool! :D
There is a small problem with the gamepad gameplay:
-Camera on Left stick instead of right
-Walk on LB/L1 instead of RB/R1

I have a suggestion that might be interesting, But that may distort the game experience.
Why not set on the Left stick modern moves (an 2D gameplay like AOD, Legend...):
- UP = Up, LEFT = Left, RIGHT = Right, Down = Down...
- Disable lateral jump
and on the D-pad + zqsd/wasd it stays Classic (the 3D gameplay form TR1-5):
- UP = Forward, LEFT = Turn Left, RIGHT = Turn Right, DOWN = Backward...
- Enable lateral jump

Excuse me for thinking on the forum.. :p

XProger 15-11-16 01:18

Last week was lot's of challenges but I finally implemented targeting and for now Lara can automatically aim at enemy. Buggy camera spoils the impression but soon it'll be fixed. Next big thing to make enemies alive 8)

Boobandie 15-11-16 08:46

Want to put in the planned multi-target aiming?

XProger 15-11-16 09:47

Quote:

Originally Posted by Boobandie (Post 7681432)
Want to put in the planned multi-target aiming?

Of course I want. Pre-alpha version of original TR1 (that was shown to Eidos) had multi-targeting but never release it. I think it's because this feature produces many controversial cases for game mechanics.

Boobandie 15-11-16 09:50

I dont think the targeting in that alpha video was actually multi targeting. More an unfinished version of the current one. Just when the target moves to the side the unused gun didnt retract to being held upwards.

Still Core had it in TRAE so it would be cool to include.

XProger 15-11-16 10:34

Boobandie, wow, thanks!
http://xproger.info/projects/OpenLar...ultitarget.jpg

dcw123 15-11-16 10:46

Looks really cool.. the only thing that is different is the camera at the moment.. it needs to be a lot closer to Lara.
Would there be a way of also making her ''lean'' when she turns while running (like in the original TRs)

I noticed with this and similar modern engine projects, characters turn without pivoting and they often turn too quickly.. giving the impression they are floating.

I appreciate this is in early stages, seeing the improved underwater lighting was really nice.. the way the water shadows now appear on Lara too.

CheshireBitch 15-11-16 11:58

I tried the online demo and it's really great ! Really beautiful ! Everything is so smooth ! Loved it !

XProger 16-11-16 00:38

I could not resist and implemented a flash light when shooting 8)
And now Alt+Enter (changing window mode) also works in a browser.
http://xproger.info/projects/OpenLar...ash_lights.jpg

Joey79100 16-11-16 11:44

The flash mesh itself seems to be way brighter than in the original too, which is a good thing!
Okay so I'm in love with that project now. :D

moodydog 16-11-16 11:58

Fantastic work! Really inspired by all these engines! :D

Lwmte 16-11-16 13:11

Quote:

Originally Posted by Joey79100 (Post 7681778)
The flash mesh itself seems to be way brighter than in the original too, which is a good thing!

I think it's just because now opaque gunflash highlighted by the light ;)

Alex Fly 16-11-16 15:35

Your project looks better and better. Nice flashlight ! :)

XProger 17-11-16 01:08

Wolves are getting smarter. I added basic behavior functions for them 8)
http://xproger.info/projects/OpenLara/shots/wolf.jpg

Alex Fly 17-11-16 11:38

Sounds great ! :)

dcw123 17-11-16 12:21

TR1 with proper lighting looks beautiful - if I recall only TR2 introduced gunfire which creates lighting?

zackboy 17-11-16 13:26

Quote:

Originally Posted by dcw123 (Post 7682211)
TR1 with proper lighting looks beautiful - if I recall only TR2 introduced gunfire which creates lighting?

Yes, I was going to say the same thing

Titak 17-11-16 14:48

Quote:

Originally Posted by dcw123 (Post 7682211)
if I recall only TR2 introduced gunfire which creates lighting?

Correct. :D

dcw123 17-11-16 15:15

As friggin' awesome as this project is - and this engine is clearly adapted to the classic TR1 to TR Chronicles games.

Do you play to implement any next generation AOD type collision? Or is that already how this works.
I have no real knowledge of 3D stuff.
My guess is Lara can grab any edge which is build for her, right? Unlike the classic grid system where if a ledge was diagonal or not align with edges, she would not grab them (for example, a very thin ledge that is half a square wide)
Meaning, if someone were to make a more complex level mesh - Lara would still grab edges, and so on.
TR with rounded ledges for a change would be awesome hehe

*imagines an AOD level editor* :o


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