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#1 |
Hobbyist
Join Date: Jul 2015
Location: Aachen, Germany
Posts: 80
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So, just another fan engine arrived... EdisonEngine. It's started as a fork of OpenTomb but became pretty much a separate and very distinct engine afterwards. (You can find everythinghere: https://github.com/stohrendorf/EdisonEngine)
The goal is to replicate the original TR1 engine as close as possible, while fixing bugs (except those bugs that became features). The current state is that most of the gameplay related stuff is implemented, i.e. the first levels are actually playable, but I haven't tested it thoroughly beyond Lost Valley. (https://github.com/stohrendorf/EdisonEngine/issues/55 has a list of all the implemented entities.) There's still some things to do that are not related to gameplay. Graphics are basically done, yet there is some room for refinement. Here's a gameplay video to get you an idea: https://earvillage.net/edisonengine-preview.webm (1080p, ca. 670MB and 17 minutes); note that in this video a TRX texture pack is used. Non-gameplay related things, i.e. savegames, settings, and all the other stuff not related to playing the levels, needs a bit of work. The menu is incomplete, a lot of functionality is missing. Most of these issues are recorded in the issue tracker: https://github.com/stohrendorf/EdisonEngine/issues Binary packages, aka ready-to-play stuff, isn't there yet. It's still in development and far from being user-friendly. Nevertheless, I've built some binaries for Windows to be used: https://earvillage.net/edisonengine-preview.7z (22MB, batteries not included). To play it, you need to put the game files into a folder "data\tr1" right next to the executable. I.e., if you have the executable in a folder "ee", you should have some files located like "ee\data\tr1\data\GYM.PHD" or "ee\data\tr1\fmv\SNOW.RPL". Keep in mind that it's not really optimized yet - there may be performance drops or crashes. Controllers/game pads may work when being plugged in before starting the executable, but support is merely a proof-of-concept right now. Keyboard controls are WASD for navigation, Q/E for stepping left/right, "1234" for the pistols/shotgun/magnum/uzis, ctrl/LMB for action, space for jump, "X" for roll, "R"/MMB to un/holster the weapon, RMB for looking around, hold shift for walking, esc for the mostly non-functional menu. (You can currently play the game using only your left hand except for looking around.) You can do quicksaves using F5, and load them using F6, although they only work when doing it with the very same level file. The CRT effect can be toggled using F2, some internal debug overlay can be toggled using F11 and might prove helpful when submitting bug reports. |
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#2 |
Relic Hunter
Join Date: Jan 2008
Location: Deutschland
Posts: 5,053
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Fascinating
![]() It looks like it behaves 1:1 like TR1
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"Your perception of good timing is...bad!" |
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#3 |
Inactive
Join Date: Oct 2016
Posts: 3,888
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This is amazing! I love the workflow and excellency in execution.
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#4 |
Student
Join Date: Jun 2015
Posts: 135
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Hi, Steffen!
It's good to see you again ![]() I believe that only you and Gh0stBlade are still looking for faithful re-implementation of the original engine. |
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#5 |
Hobbyist
Join Date: Jul 2015
Location: Aachen, Germany
Posts: 80
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Thank you for your feedback so far. I'm not checking here that often, but I've got some valuable responses on discord so far from the few people who actually tested the engine. This led to a series of new tickets in the github issue tracker, of which most are already resolved, and as a side effect led to improvements across the engine. I'm now putting up compiled binaries on github whenever I think it could be worth checking it again. Unfortunately, I can't fix issues I'm not aware of, so a lack of testers doesn't really help in that regard. So you might want to check out the releases once in a while: https://github.com/stohrendorf/EdisonEngine/releases
Cheers. |
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#6 |
Golden
Join Date: Apr 2006
Location: Germany
Posts: 16,669
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Oh, I remember this from back in the day. And I remember me being an uninformed asshole about some OpenTomb design decision and arguing quite a lot back then… sorry about that. Great to see you and this project are still around! Greetings from 52074.
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Güter auf die Bahn! |
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#7 |
Hobbyist
Join Date: Jul 2015
Location: Aachen, Germany
Posts: 80
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Thanks
![]() While I'm not too active here, alpha-2 has been released on github, with an updated gameplay video. Cheers. |
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#8 |
Hobbyist
Join Date: Jul 2020
Posts: 37
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The hi-res texturing is looking brilliant!
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#9 |
Relic Hunter
Join Date: Jul 2007
Posts: 5,487
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One word: STUNNING!
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