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#21 |
Historian
Join Date: Oct 2014
Location: Nürnberg
Posts: 267
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What’s the difference between this project and Monty’s TR5Main ?
Couldn’t you simply help Monty ? Last edited by Nicklander; 26-01-19 at 18:35. |
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#22 | |
Professor
Join Date: Dec 2010
Posts: 2,732
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This isn't another engine. It's the same original game engine Core Design used with zero modifications for now. I'm not going to scrap my project after working almost 3 years on it for the lights of something else. Nice try.
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#23 |
Relic Hunter
Join Date: Apr 2005
Location: Poland
Posts: 9,208
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Decompiling Tomb Raider 5 will help in developing TR5Main, and in the future should allow for making a standalone engine with the enhancements of TR5Main.
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#24 | |
Historian
Join Date: Oct 2014
Location: Nürnberg
Posts: 267
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![]() Ok so as far as I understood it, the most relevant ones are: - TR5Main is a hack similar to TRNG but focussing on its TombEditor (will eventually become an engine some day) - TR5 Decompilation Project tries to obtain the original TR5 engine code or at least smth very close - OpenLara is a (completely?) new engine - OpenTomb/TRE is also a (completely?) new engine, but kinda dead (?) It's awesome that you are so dedicated to this project, but you need to understand that I and many other users on this forum are confused by the amount of engine-related projects going on here. This is mainly due to a lack of explaination and transparency, I really don't feel like going thru hundrets of pages just to understand what it's actually about and what progress has been made so far. Also it's quite frustrating if you ask me, I'm following some of the development projects for years now and it seems like the teams working on them are splitting more and more. From the perspective of a level builder there's only focus on one point: An open-source engine that allows modifications and the implementation of new features. That's basically the end goal of all the 5 projects listed above. I understand that you all have different approaches to reach that goal but you may agree that it's not very effective working in such small groups. Things could be moving way faster if all the effort was put in a single project. There are countless examples of abandoned projects in our community, so far only the hard work put in Monty's Editor has actually paid off. Trust me, nobody here wants even more abandoned projects. ![]() Anyways, it's really cool that you are so dedicated to the TR community. I just wanted to express my frustration about this whole situation and hope that we'll see results some day. EDIT: Ok, I might have got this a bit wrong. It's nice to see that there's a Discord server uniting all of those projects. ![]() Last edited by Nicklander; 26-01-19 at 18:49. |
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#25 | |
Professor
Join Date: Dec 2010
Posts: 2,732
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I'm not saying it's better to work alone, but sometimes it avoids a big mess and fall outs. I would personally love to see more programmers and reverse engineers working on my project but sadly nobody but zdimension joined since the first commit in July 2017. We tried to advertise on other websites but it seems nobody is interested or people generally lack the skill required to work on this project. Cheers.
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#26 | ||
Professor
Join Date: Dec 2010
Posts: 2,732
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Quote:
This project also runs on PCPSX, PSX and PC.
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#27 | |
Hobbyist
Join Date: Apr 2018
Posts: 58
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Wish you guys the best of luck with the project. |
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#28 |
Tomb Editor
Join Date: Mar 2010
Location: Italy
Posts: 506
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TR5Main goes beyond TRNG because I am replacing all the API-dependent code with new code using new APIs. No more DirectSound, DirectX 6, etc but new and modern APIs.
99% of the issues with new Windows version is related to APIs.
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Tomb Editor Main developer |
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#30 |
Professor
Join Date: Dec 2010
Posts: 2,732
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Latest build:
Video Progress with the title screen menus, many bugs fixed also. We are also looking for dedicated Game Testers. Let me know if you want to join the team!
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