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Old 20-06-21, 20:43   #1
reborninshadow
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Default Tomb Raider The Angel of Darkness Restoration Project



Tomb Raider: The Angel of Darkness is often called "TR's most broken adventure," and for good reason. Overall, it's left many players simply writing the game off. The primary objective of TR:AoD Restoration Project is to reconstruct the game as close to its intended vision as possible.

If you have a question or report, please review the FAQ before posting.

NOTE: THE CHANGES IN THIS PROJECT ARE EXTENSIVE, PLEASE MAKE SURE TO READ ABOUT THE MOD BEFORE DOWNLOADING!

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LATEST RELEASE - 1.4.0

HOW TO INSTALL (Thanks to Josh for the guide!): https://www.youtube.com/watch?v=BuVW8JOiabQ







OLD VERSIONS:
1.3.2
1.3.1
1.3.0
1.3.0 HOTFIX 1

Restoration Modpack - 1.2.1

1.2.0
1.2.1 (requires installation on top of 1.2.0)


Restoration Modpack - 1.1.2
Alternate - 1.1
Original - 1.1
Transitional Update (INSTALL ON TOP OF 1.1!) - 1.1.2
Restoration Project EXE - 1.1

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Using concepts inspired by both Core Design devs and lead writer Murti Schofield, Restoration tweaks and refines movement and combat, plus extras to enhance user experience. The story, too, saw revision: fleshing out the notebook, subtly altering levels, and adding unused voice lines to help players piece together the story in a natural way. The end result closely follows the direction and themes of the game as released - just polished.

This includes, but is not limited to:
- Refined story elements and existing content, and corrected plot holes.
- Pickup balancing, particularly for health items. Provided greater reward for exploration.
- Utilization of cut content: can organically collect and use the iconic dual pistols, re-enabled enemies, restored voice lines, and more.
- Greater emphasis on environmental storytelling. Includes notebook tweaks, gameplay elements, etc.
- Various level enhancements: visual and gameplay fixes, revised interactivity, and subtle level alterations as needed to suit the project's scope.


For the full suite of changes, please read this document:
1.4.0.1 Changelog

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TRAOD AWD Modding Tools by Gh0stBlade: DOWNLOAD

AoD Patcher - 1.7.1

TRAOD_P4.EXE Patcher - 1.7.1

Applies a selection of fixes and refinements to TRAOD_P4.EXE. Can be used on the EXE standalone for any AoD experience. Below is the full list of features that you're able to apply.

EVERY CHANGE LISTED IS OPTIONAL. You can apply one, multiple, all, or none of these selections. The ones marked with an asterisk* are highly recommended to get the intended Restoration Project experience, but still not required. The level changes in the modpack will be made with these features in mind.

Features:
(Click the "Spoiler" text below to show the options for each category.)

Balancing
- Reduce number of V-Packer shotgun shells per pickup.*
- Reduce number of K2 Impactor stun gun batteries per pickup.*
- Reduce enemy stagger when shooting them.
- Option for increasing the amount of Dual Vector ammo per clip to 24 from 18.


Combat
- Enable guns staying out while sprinting.
- Enable guns staying out while wading through waist-high water.
- Enable use of guns during stealth.
- Enable shooting in midair and when rolling.
- Fix Lara's torso while aiming with dual pistols.
- Remove combat camera delays. Auto-aim will now move to next target instantly.
- Improved left/right strafing during combat (Closer to PS2 version).
- Option for enabling weapons while hugging walls


Main Menu
- Option to adjust menu background elements for widescreen.
- Option so that title logo stays after dismissing "Press Any Key" text.
- Option to remove game build text on title menu, in bottom left.
- Option so that "Press Any Key" text uses the AoD notebook font.
- Fix title menu crash when opening certain number of submenus in quick succession.


Movement
- Fix for walking speed while hugging walls (Lara/Kurtis now move at full speed).
- Option to replace walking backward with the gallop used in combat. Please note that walking backward is still possible by holding the Walk key while pressing Down.
- Option to disable the initial "walk" that Lara/Kurtis do before running.
- Option to disable dedicated stair animations. Allows moves to be used on stairs that are normally not possible, such as stealth moves.
- Enable consecutive jumping.
- Enable running after all forward jumps.
- Improve Lara's initial position when jumping into water. Instead of facing the surface, it's now closer to the first five games.
- Fix for "swerving" while using the small hop. Now the hop works as intended, moving in the direction you're currently facing.
- Option to increase running speed (Lara/Kurtis now run at full speed).


Miscellaneous
- Option to remove conversation start fade and delay.
- Option to remove cutscene start fade and delay.
- Enable skipping conversations between Lara/Kurtis and NPCs. Changes Voice Line Skip command from Action key to Look.*
- Enable having more than one of the same weapon in the inventory. Used for acquiring dual pistols with this mod.*
- Fix crash when near the lasers during Strahov Fortress.
- Option for allowing quick loading at any time.
- Option for removing fade-in and delay during in-level loading while opening doors.
- Option for removing fade-in delay during in-level loading while on foot.
- Option for enabling the "proto-vision" effect
- Option for enabling shapeshift/morph effects (low or medium option is recommended)


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Known Issues

None, at the present. Please report immediately if you encounter any.

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Credits

Thanks to everyone involved with helping make this project what it is today.

- TRJTA: Making all of the new textures included in this mod, and for suggestions/feedback.
- Gh0stBlade: For creating audio modding tools for the project
- Dark Legend and PlagueDoctor: For providing the modified CHR files used in the mod.
- LateRaider and AuspiciousDefiance: For further suggestions and testing, helping with the mod description and layout, and the project logo.
- sasho648 and nakamichi680: A big thank you to both for creating amazing AOD modding tools!

Last edited by reborninshadow; 13-10-23 at 10:07.
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Old 20-06-21, 21:15   #2
Jathom95
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PLEASE READ BEFORE POSTING!
It’s highly likely your question is answered here.

———————————————————————————————————————

Launching the Game

I can hear the FMV audio, but I don’t see any video.

1. Install LAV Filters. https://github.com/Nevcairiel/LAVFilters/releases
2. Open the game Launcher.
3. Click Settings.
4. Click on the second tab from the left; it’s named after your graphics card.
5. Look for the box labeled Options.
6. Look for the checkbox labeled VMR9. If it’s unchecked, check it. If it’s checked, uncheck it.


USE LAUNCHER.EXE TO LAUNCH THE GAME. DO NOT TRY TO USE TRAOD_P4.EXE TO LAUNCH IT DIRECTLY.

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General FAQ


1. How much is changed?

A lot. However, we've worked hard to keep it close to the officially-released game. Please see the overview above.


2. Why are there "Lite" and "Full" EXE's?

Lite = Only essential changes
Full = More comprehensive changes

Please download "Full" if this is your first time with this mod. It was designed around the project's goals.


3. Why are there two DINPUT and one XINPUT EXE's?

Please note: This is irrelevant to keyboard/mouse players.

The first DINPUT is for PlayStation controllers.

The second DINPUT is for third-party DINPUT (e.g. Not XINPUT) controllers.

XINPUT is for Xbox console controllers, and anything that uses its framework. Most modern controllers snd third-party wrappers (e.g. DS4Windows, BetterDS3, Steam's PS4/PS5/Switch controller config), use XINPUT.


4. What do I need to know going in?

We cannot stress this enough: Forget everything you knew about Tomb Raider: The Angel of Darkness. Play this as if it's your very first playthrough. Pickups have been altered, there are new notebook entries, etc.


5. Is there any particular way this mod needs to be played?

Only to treat it like a first playthrough. Many elements including new notebook entries with more context, item pickup placements, etc. have been heavily altered to be more logical and in-line with the traditional Tomb Raider experience. If you're used to knowing exactly what to do in TR:AoD - and as a result, quickly move from Point A to Point B - you may want to dial it back some, otherwise you won't be taking in all that this project offers. Typically, if you think you've gotten stuck or can't progress, you may simply need to look elsewhere or try something else.


6. Do I need the patcher, too? Do I need nakamichi680's EXE Multi-patcher?

No. You can check them out if you want to customize your EXE, though.


7. Did you flat-out fabricate any story content?

That's subjective. To this, we ask, "Do you want a bug fixed vanilla AoD, or AoD as it could have been?" We offer the second option. We based most of the new story ideas on Murti Schofield's development notes, which are publicly available.


8. Do you offer [insert language] here?

No, only English for now. Once the project text is finalized, we encourage any potential translators to contact us. Please note that we've added a lot of audio and even spliced together new voice lines, so it's unlikely that we'll ever support non-English voices.


9. Can I use this mod in an ongoing save?

No.


10. Does the modpack include SLAYER's Ultimate Patch and/or nakamichi680's Levels Definitive Patch?

Yes, it includes both of them.


11. Is this mod exclusive to PC? What about the PS2 version?

Currently, the focus for development is centered on the PC version. Once the mod enters into a finalized state, we may possibly look into releasing a "Lite" version that can be played on the PS2 version.


12.Restoration Project? Definitive Edition? What are these?

Definitive Edition (DE) by TRJTA is a fork of Restoration Project (RP) that revamps the visuals of AoD in crisp HD, as well as containing exclusive additions focusing on immersion. As of May 3 2023, DE's demo is out (traodde.com) but the texture enhancements currently stop at Louvre Storm Drains.

RP's development is also still ongoing, but is fully playable start to finish.

TRJTA is also a member of the RP team. Therefore, DE can be thought of as "Restoration Project with vastly enhanced textures;" all gameplay features in DE are present in RP as well.


13. I've played the first five levels now, and I still don't have any guns.

These are beneath a spoiler tag for a reason!


* M-V9 - Rennes' Pawnshop (Purchased for €1000. Magazines are €100 each.)
* Desert Ranger - Le Serpent Rouge (Found in either the garage or the stage entrance.)
* K2 Impactor - Rennes' Pawn Shop (Inside the vault.)
* Dart SS - Rennes' Pawn Shop (Inside the vault.)
* Vector-R35 - Louvre Galleries (Zone 4, on the printer in the surveillance monitor office.)
* Vector-R35 - The Archaeological Dig (On the generator near the power switch in the portable office. If Lara obtains two, they become Dual Vector-R35's.)
* V-Packer - The Tomb of Ancients (In a room beneath the black iron gate.)
* Mag Vega - Galleries Under Siege (Dropped by a Cabal merc in Zone 1, near the second gallery.)

[Lara loses the above guns after Galleries Under Siege.]

* Rigg 09 - Von Croy's Apartment (Found on the dining room floor.)
* Viper - Von Croy's Apartment (Dropped by the Cleaner in the abandoned apartment.)
* Dual Vector-R35's - The Monstrum Crime Scene (Lara automatically has them when the level starts. She finds a new pair inside the Cleaner's car.)
* Scorpion X - The Monstrum Crime Scene (Bought for €800 from Luddick, if you were nice to him.)
* Mag Vega - The Strahov Fortress (Dropped by a Cabal merc in Zone 1, by the crane surveillance room.)
* Scorpion X - The Strahov Fortress (Zone 2, in the cabinet near the Monstrum victim. If Lara obtains two, they become Dual Scorpion X's.)
* Boran X - The Sanitarium (Kurtis starts with this in his inventory. Lara cannot use it.)

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Level-Specific FAQ


- Parisian Ghetto

I chose Pierre's route for breaking into Le Serpent Rouge, but I can't interact with the stage entrance door.

The entrance has been moved to the area with the “city guide.” This is its originally intended location, and is how the interior of the level was designed around.


I chose Pierre's route for breaking into Le Serpent Rouge, but coming down the street toward the stage entrance, I didn’t see Kurtis ride off on his motorcycle.

That scene now plays on the club’s fire escape as Lara exits, regardless of whether you choose Bernard or Pierre.


- The Hall of Seasons

I've made it up the stairs in the upper part of the level, but there's a gate in the way that wasn't there before! Is this a bug?

No, that is not a bug. In the retail game, the small area past the stairs once contained the upgrade for this level, and this gate was in a different spot. The upgrade, gate, and lever have all been put into more sensible locations. The lever to open it is now located across from the bottom of the stairs.


- Von Croy’s Apartment

I've picked up Werner's Walking Stick and the Rigg 09, but the Cleaner hasn't arrived.

To trigger the Cleaner, you must pick up both Werner's Walking Stick and a new item called Fax from Carvier to Von Croy, found near Werner's computers. Check carefully for a flashing sparkle. Remember to pick up the Rigg 09 before engaging the assassin.


- The Monstrum Crime Scene

In The Monstrum Crime Scene, I've made it to Vasiley's basement, but I can't find the fax that gives me the passcode.

It's on top of the large armoire. Look for something to stand on, then pull it over to the armoire so Lara can grab it.


- Boaz Returns

I keep shooting Flying Boaz, but she won't die! What do I do?

Boaz cannot take damage in her flying form while her eyes are glowing, this is intentional. Wait for them to stop glowing, then shoot her.


————————————————————————————————————————
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Last edited by Jathom95; 03-05-23 at 22:49.
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Old 20-06-21, 22:01   #3
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Quote:
Originally Posted by Jathom95 View Post
I was already expecting this to be great anyway, but you've really went above and beyond with this! There's so much here that is going to make AOD feel more complete. I especially love how in the first level she mentions why she's heading into Derelict Apartment Block. Or the police audio and the radio newscast because they explain things either glossed over/not mentioned at all in the vanilla game. Same with the commando crawl dialogue.

This project is much appreciated, rest assured. Core's getting their work restored bit by bit after all these years.
Thanks! There are still some things that I haven't done yet that will improve the game a lot in my opinion, mainly readding some of the lines for Kurtis so that his character is a bit more fleshed out
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Old 20-06-21, 22:07   #4
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Originally Posted by reborninshadow View Post
Thanks! There are still some things that I haven't done yet that will improve the game a lot in my opinion, mainly readding some of the lines for Kurtis so that his character is a bit more fleshed out
I'm really looking forward to that in particular. In addition to having all of his powers cut, Kurtis was so strangely silent in the vanilla game. I don't think a single bit of his ambient dialogue was actually used. That will improve his levels drastically.

Edit: Speaking of, is the exchange that was supposed to be between Lara and Kurtis in Cafe Metro able to be restored? The one where she asks him about Bouchard and he brushes her off. I'm not sure if that one was intended to be a cutscene or not, because if it was it would've been awfully short for three lines.

Lara: "Do you know the name Bouchard?"
Kurtis: "I'm just a stranger around here."
Lara: "Don't let me distract you from your paper."
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Old 20-06-21, 22:23   #5
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Wow this is incredible! Just a few days ago we received the AoD Rescue and now we have more of the original sound files restored, I'm so happy! I can't wait to use them in the game. Actually been replaying it already (right now at the Strahov) and now I have one more good reason to replay it yet again. A great way to celebrate AoDs birthday indeed! Thanks a lot @reborninshadows!
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Old 20-06-21, 22:45   #6
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Originally Posted by Jathom95 View Post
I'm really looking forward to that in particular. In addition to having all of his powers cut, Kurtis was so strangely silent in the vanilla game. I don't think a single bit of his ambient dialogue was actually used. That will improve his levels drastically.

Edit: Speaking of, is the exchange that was supposed to be between Lara and Kurtis in Cafe Metro able to be restored? The one where she asks him about Bouchard and he brushes her off. I'm not sure if that one was intended to be a cutscene or not, because if it was it would've been awfully short for three lines.

Lara: "Do you know the name Bouchard?"
Kurtis: "I'm just a stranger around here."
Lara: "Don't let me distract you from your paper."
The audio files for that conversation are for some reason in the first beginning area of Parisian Ghetto so it's not a possibility
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Old 20-06-21, 22:56   #7
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Oh wow, I didn't realize that. How strange. It was definitely intended for CM though, because that's literally what Kurtis is doing when you see him in there. Oh well.
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Old 20-06-21, 23:07   #8
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Originally Posted by Jathom95 View Post
Oh wow, I didn't realize that. How strange. It was definitely intended for CM though, because that's literally what Kurtis is doing when you see him in there. Oh well.
Pretty much all of the cut voice lines of the ghetto section are in that area. Maybe it's like that because at early development the different sections of the ghetto weren't seperated just yet? That's just a random guess though, who knows?

Last edited by reborninshadow; 20-06-21 at 23:10.
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Old 20-06-21, 23:13   #9
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Pretty much all of the cut voice lines of the ghetto section are in that area. Maybe it's like that because at early development the different sections of the ghetto weren't seperated just yet? That's just a random guess though, who knows?
That's actually probably more accurate than you think. Core intended to use a streaming engine for AOD that would allow for streaming levels in and out but had to rework it because it wouldn't work on the PS2, which was the lead development platform. Parisian Ghetto in particular was likely supposed to more or less be one big level.

It's how we ended up with the oddly segmented transitions in Parisian Ghetto in particular.
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Old 21-06-21, 04:40   #10
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I'm thrilled to help out with this! Keep up the amazing work! Can't wait to see what more this will bring!
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