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

Caesum 14-05-17 18:28

The best way to revamp controls for PC version would be to make an upgraded tank controls tbh. Something like Jade Empire, Harry Potter or Gothic series, where you have pretty much tank controls, but with rotation on mouse movement and running left/right on A & D. Also tank controls can work amazingly well with analog sticks, as we can see in Jade Empire.

But then again I guess this is something one would think about only after the final version is done.

SrDanielPonces 16-05-17 12:23

^ except you dont have running left/right animations in TR1

ESCachuli 16-05-17 12:45

Quote:

Originally Posted by SrDanielPonces (Post 7742768)
^ except you dont have running left/right animations in TR1

It wouldn't hurt to implement them, tho.

I imagine a 1st person TR1 with this controls:

W/S: run forward/backwards
A/D: strafe left/right
L-Shift: (hold) walk/strafe walk
Space: jump
Q: roll
L-Mouse: action
R-Mouse: aim (with the weapons out)
C-Mouse (the wheel): hold guns/holster

In fact, it would work too with 3rd person. I actually prefeer to have mouse-aim, but auto-aiming could work too. Tho it wouldn't be that hard to implement manual mouse-aiming, wouldn't it?

BTW your progress is amazing, XProgrer.

SrDanielPonces 16-05-17 12:53

Honestly I'd rather stay with TR gameplay lol

ESCachuli 16-05-17 13:18

Quote:

Originally Posted by SrDanielPonces (Post 7742773)
Honestly I'd rather stay with TR gameplay lol

I don't really care if the engine stays the same, but I've already played TR1-5 plenty of times and I'd love so see some evolution while still mantaining it's key features (the manual platforming mostly, I'd say exploration and puzzles but as the levels will be the same that's for granted).

XProger 16-05-17 13:26

I added task for this and will try to implement it someday but can't promise anything :)

ESCachuli 16-05-17 13:27

Quote:

Originally Posted by XProger (Post 7742782)
I added task for this and will try to implement it someday but can't promise anything :)

Oh my, I'm so glad you think it's a good idea! Hahahaha :hug:

dcw123 16-05-17 13:47

Quote:

Originally Posted by SrDanielPonces (Post 7742148)
^ not practical to have the mouse to make Lara look. Both your hands are on the keyboard to move Lara - It'll be exhausting to keep putting your hand on the mouse just to look.

This LOL playing Legend or TRA on a laptop (with a mousepad) was a nightmare if you didn't have a controller plugged in.

ESCachuli 17-05-17 13:50

This is how I picture the "manual aiming" in the classics.

Without pressing the aim button:
http://i.imgur.com/Ibg4n70.jpg

Pressing the aim button:
http://i.imgur.com/xgSjeaR.jpg

Of course this is a cheap edit, just a sketch.
Would be useful also in 3rd person (with manual aiming, with auto-aim it's useless).

I have so much fun exploring TR1 in 1st person, never thought it could be so cool.

SrDanielPonces 17-05-17 16:53

Is adding actually lots blood sprites to Lara's horrible deaths (like the torso death, t-rex death), it how it would happen in a more real scenario? :D

XProger 19-05-17 06:57

added Raptor & T-Rex behavior implementation (LEVEL3A)

SLAYER 20-05-17 07:37

Camera shake!

XProger 21-05-17 16:47

Working on multi-aiming feature 8)
http://xproger.info/projects/OpenLar.../multi-aim.jpg

Dustie 21-05-17 17:12

Amazing! It's still automatic, correct?

Alex Fly 21-05-17 18:58

Wow that's awesome! I always wanted to try a feature like this in the classics. :tmb:

AimlessThunder 21-05-17 19:31

Just imagine this with the TOMB RAIDER EXTRA HD TEXTURES! :cln:

SrDanielPonces 21-05-17 19:35

AAAAAAAAAAA IDSFLHGUODSFHGDS


omggg
AAAAAAAAAAAAAAAAAAAAAAA

boubouk 21-05-17 21:25

Hello i've downloaded the folder with the source code but wolfes don't have AI (they have it on the web built), do i have to do something special to apply the last update

XProger 21-05-17 21:36

Quote:

Originally Posted by boubouk (Post 7744554)
Hello i've downloaded the folder with the source code but wolfes don't have AI (they have it on the web built), do i have to do something special to apply the last update

check your "enemy.h" from source folder, AI is currently implemented only for wolf, bear, bat, raptor and T-Rex. Maybe you mean release builds instead of source code?

WebGL build updated with multi-aim feature.

Scottie 21-05-17 23:11

Wow, that's really cool :jmp: :tmb:

boubouk 22-05-17 06:17

Quote:

Originally Posted by XProger (Post 7744560)
check your "enemy.h" from source folder, AI is currently implemented only for wolf, bear, bat, raptor and T-Rex. Maybe you mean release builds instead of source code?

WebGL build updated with multi-aim feature.

No i wanted to download the lasted released built but it wasn't updated (and the web version is lagging on my computer). So i downloaded the source code, i will try to check the enemy.h file thanx.
Oh and i just tried the multi-aiming on the web version, you are a genius!

Caesum 22-05-17 06:56

When I try to run the web version I get:

Code:

exception thrown: TypeError: Cannot read property 'getSupportedExtensions' of undefined,TypeError: Cannot read property 'getSupportedExtensions' of undefined
    at _glGetString (http://xproger.info/projects/OpenLara/OpenLara.js:1:40972)
    at Bd (http://xproger.info/projects/OpenLara/OpenLara.js:5:15156)
    at Object.ae [as _main] (http://xproger.info/projects/OpenLara/OpenLara.js:5:53681)
    at Object.callMain (http://xproger.info/projects/OpenLara/OpenLara.js:16:4491)
    at doRun (http://xproger.info/projects/OpenLara/OpenLara.js:16:5197)
    at http://xproger.info/projects/OpenLara/OpenLara.js:16:5347
Uncaught TypeError: Cannot read property 'getSupportedExtensions' of undefined
    at _glGetString (/projects/OpenLara/OpenLara.js:1)
    at Bd (/projects/OpenLara/OpenLara.js:5)
    at Object.ae [as _main] (/projects/OpenLara/OpenLara.js:5)
    at Object.callMain (/projects/OpenLara/OpenLara.js:16)
    at doRun (/projects/OpenLara/OpenLara.js:16)
    at /projects/OpenLara/OpenLara.js:16


XProger 22-05-17 09:20

Quote:

Originally Posted by Caesum (Post 7744678)
When I try to run the web version I get:...

Looks like your browser doesn't have WebGL support check it

boubouk, I published a latest executable try with it

annl 22-05-17 10:10

Xproger, did you create the dual aim script from scratch or modify existing code?

XProger 22-05-17 10:51

Quote:

Originally Posted by annl (Post 7744723)
Xproger, did you create the dual aim script from scratch or modify existing code?

Whole project made from scratch, so I can modify only my code %)

boubouk 22-05-17 20:29

it worked thanx

Alphonse 23-05-17 10:48

OMG shooting two enemies at the same time.

Just tested it, SO BADASS.
:mis:

andrewsyc 24-05-17 06:00

Quote:

Originally Posted by XProger (Post 7744728)
Whole project made from scratch, so I can modify only my code %)

XProger you are doing enough that you should consider setting up a Patreon.

The goal isn't a money grab and it's good to see people dedicated to the community but something like this could help you set aside time to put more effort into this.

https://www.patreon.com/

Or maybe you don't need money and that fact you are from Russia may complicate it. :)

andrewsyc 24-05-17 06:02

Also what code editor, text editors, IDEs are you using?

I noticed you made your own simple editor on github. Just wondering.

Jetbrains has really improved their suite and if you have an SSD drive and 8+ GB of RAM it's the best IDE you can get.

Caesum 24-05-17 06:37

Quote:

Originally Posted by XProger (Post 7744709)
Looks like your browser doesn't have WebGL t

Apparently I had hardware acceleration turned off. :vlol: I wonder if that's why earlier versions of OpenLARA were so slow on my end? Everything works perfect now, thanks! :tmb:

And boy, I love the amount of work you've put so far into it. Everything is just so fantastic. And the dual aiming is absolutely AMAZING! It feels so TR1ALPHA/TRAE.

Craig Michaels 24-05-17 09:48

Quote:

Originally Posted by Caesum (Post 7745412)
Everything is just so fantastic. And the dual aiming is absolutely AMAZING!

Seconded! Dual aiming is awesome.

XProger 24-05-17 10:30

Quote:

Originally Posted by andrewsyc (Post 7745406)
XProger you are doing enough that you should consider setting up a Patreon.

Unfortunately, Patreon can't give me more hours in a day ;)

Quote:

Originally Posted by andrewsyc (Post 7745408)
Also what code editor, text editors, IDEs are you using?
I noticed you made your own simple editor on github. Just wondering.

I use Visual Studio 2013, my editor on GitHub is just GUI rendering test for Windows / Raspberry Pi :)

Dustie 25-05-17 20:57

Quote:

Originally Posted by XProger (Post 7745440)
Unfortunately, Patreon can't give me more hours in a day ;)

Exactly what I was about to write for you :) Time is money, but money can't always get you more time. Unless you were to hire a personal assistant to do your dishes & laundry, or get catering so that you don't have to spend time on cooking :p

JoelCaesar 31-05-17 03:01

You added dual shooting! Amazing! Also, did you add that feature from TRIV where Lara would stop shooting an enemy if it was dead?

xjedininja 09-06-17 01:29

Quote:

Originally Posted by skalogryz (Post 7714794)
now, I'm thinking about porting later versions models into TR1 format :)
...maybe... who knows.

This is relatively easy using TRViewer to copy the models from TR2/3 into the TR1 .phd files. However when I use your braid tool the ponytail attaches too low on the model leaving a gap. Would it be possible to inject the TR2 braid instead?
Alternately I can leave the TR1 head intact and it fits ok or someone may be able to alter the TR2 head mesh to fit better.

Some pics
http://imgur.com/a/WSPmy
Level 2 with TR2 models and TR1 head
http://www66.zippyshare.com/v/f9Lyad4N/file.html

XProger 09-06-17 10:16

Quote:

Originally Posted by xjedininja (Post 7749363)
This is relatively easy using TRViewer to copy the models from TR2/3 into the TR1 .phd files.

Never thought about that solution, but It's works! Thanks :)

Mokono 14-06-17 19:24

It may be time for a new phone...

On another account, i'm loving the lighting in this engine. The light literally blends with the environment (textures), which then reflects on Lara. I wonder how this is accomplished, given that TR1 and 2 support only white lights.

Dustie 14-06-17 20:45

This is a custom engine, so it's not limited by the capacities of the original games. I suppose from the colours in the textures you can calculate values for colour bleeding and other light effects, even if the light sources only have single values.

XProger 15-06-17 11:13

Quote:

Originally Posted by Mokono (Post 7751751)
I wonder how this is accomplished, given that TR1 and 2 support only white lights.

It's directional ambient lighting (ambient cubes technique from Valve) calculated by rendering and downsampling frames for 6 directions (cube faces). You can see entire process on this video.
Result colors for level cells are cached when Lara or another entity reaches unvisited cell. But at the moment there is no interpolation between adjacent ambient cubes, so in some cases ambient lighting may changing not smooth.

What phone model do you have?

Dustie 18-06-17 07:47

Judging by the image file name "wp" prefix, I'm guessing it's a Windows Phone. And I think my Windows Phone does the same :p


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