Classic Tomb Raider open-source engine

Owner
Timur Gagiev
PhD, Lead Rendering Developer at Sperasoft
Timur Gagiev
Comments
  • Lara going headless in Lara's House

    Lara going headless in Lara's House

    Look at this image -

    Screenshot 2019-04-25 at 5 22 46 PM

    When I go to the doorway and click "camera button" + "action button" to go to first person mode, she goes headless.

    Possible label(s): Render, Logic

    Device: Chromebook

    Edit 2021: Stripped down all the nonsense that the younger me wrote.

  • plumbered a kmsdrm rendering context

    plumbered a kmsdrm rendering context

    Hi there, XProger

    I have "plumbered" a kms/drm rendering context, intended for modern X-less GNU/Linux systems. It's a bit redundant because there's a RetroArch port, but it may be useful to have an standalone version of OpenLara working on the modern Linux framebuffer infraestructure.

    At the moment, only FMV videos are displayed: it segfaults before it can render the menu, but I have been looking at all EGL functions and it seems fine to me. I believe I am using the right EGL context parameters. Could you please try to help me finding what's wrong? I am not an OpenGL expert, and I don't know the engine innards either, so maybe you can lend a hand.

  • no display on  OGA

    no display on OGA

    Dear XProger I use lastest code (2021/03/02) to compile for OGA but it can not show any display screen is black and i can hear sound it seems OK , can u help me to correct it ? Thanks!

    below is i compile commond /opt/gcc-arm-10.2-2020.11-x86_64-aarch64-none-linux-gnu/bin/aarch64-none-linux-gnu-g++ -I/opt/gcc-arm-10.2-2020.11-x86_64-aarch64-none-linux-gnu/aarch64-none-linux-gnu/include/ --sysroot=/opt/gcc-arm-10.2-2020.11-x86_64-aarch64-none-linux-gnu/aarch64-none-linux-gnu -DSDL2_GLES -D_GAPI_GLES2 -std=c++11 sdl2-config --cflags -O2 -mcpu=cortex-a35 -ffast-math -fPIC -Wall -fomit-frame-pointer -Wno-write-strings -Wno-long-long -Wno-sign-compare -Wno-uninitialized -Wno-unused -Wno-conversion -Wno-attributes -Wno-unused-parameter -Wno-unused-value -fno-exceptions -fno-rtti -ffunction-sections -fdata-sections -Wl,--gc-sections -DNDEBUG -D__SDL2__ main.cpp ../../libs/stb_vorbis/stb_vorbis.c ../../libs/minimp3/minimp3.cpp ../../libs/tinf/tinflate.c -I../../ -o OpenLara -lSDL2 -lrga -lGLESv2 -lEGL -lm -lrt -lpthread -lasound -ludev

    this is output info when i run with demo data ./OpenLara ./LEVEL2.PSX >>test.log

    Rga built version:version:+2017-09-28 10:12:42 rk-debug mali-ver=rsx-p0-1.2 windows size 480 x 320 OpenLara (Mar 1 2021) Vendor : (null) Renderer : (null) Version : (null) cache : /home/user/.openlara/ supports : variyngs count : 0 binary shaders : false vertex arrays : false depth texture : false shadow sampler : false discard frame : false NPOT textures : false 3D textures : false RG textures : false border color : false max level : false anisotropic : 0 float textures : float = false, half = false

    shader: cache warm-up... shader: cache is ready meshes: 181 rooms : 1024 x 1024 objects : 1024 x 512 sprites : 512 x 512 glyphs : 1024 x 512 MegaMesh (i:114996 v:50641 a:3, size:1850504) Read Slots... FPS: 0 DIP: 1 TRI: 10 RT: 0 FPS: 0 DIP: 1 TRI: 10 RT: 0 status: 0x0000 status: 0x0000 FPS: 60 DIP: 11 TRI: 2207 RT: 2

  • macOS Big Sur Support

    macOS Big Sur Support

    EDIT: OpenLara IS COMPATIBLE on Big Sur/ M1 processors. Tested in both Safari and the standalone app on macOS Big Sur via a M1-based Mac Mini! Minor visual artifacts noticed on skybox in The Lost Valley and The Colosseum levels.

  • Raspberry Pi Version

    Raspberry Pi Version

    Hello there,i have a raspberry pi 3 and upon running of openlara i got a segmentation error or memory corruption error and the games does not run at all after that

    any help?

  • vag decoder crash at titlescreen (OpenBSD)

    vag decoder crash at titlescreen (OpenBSD)

    Program received signal SIGABRT, Aborted.
    [Switching to thread 414848]
    thrkill () at /tmp/-:3
    3       /tmp/-: No such file or directory.
            in /tmp/-
    Current language:  auto; currently asm
    (gdb) bt
    #0  thrkill () at /tmp/-:3
    #1  0x000003af38f85b7e in _libc_abort () at /usr/src/lib/libc/stdlib/abort.c:51
    #2  0x000003af38f70945 in memcpy (dst0=Variable "dst0" is not available.) at /usr/src/lib/libc/string/memcpy.c:74
    #3  0x000003acb6fbfb56 in Sound::VAG::decode (this=0x3af4756d000, frames=0x3af054f4000, count=1024) at sound.h:530
    #4  0x000003acb6fc163e in Sound::Sample::render (this=0x3aeee409dc0, frames=0x3af054f4000, count=1024) at sound.h:954
    #5  0x000003acb6fc1d46 in Sound::renderChannels (result=0x3af7ab1f000, count=1024, music=false) at sound.h:1064
    #6  0x000003acb6fc2244 in Sound::fill (frames=0x3af56c04000, count=1024) at sound.h:1113
    #7  0x000003acb7052b21 in sndFill (udata=0x0, stream=0x3aef01e1000 "\\", len=4096) at main.cpp:32
    #8  0x000003aedaca7fe3 in ?? () from /usr/local/lib/libSDL2.so.0.8
    #9  0x000003aedad11bf0 in SDL_DYNAPI_entry () from /usr/local/lib/libSDL2.so.0.8
    #10 0x000003aedad95cf7 in SDL_DYNAPI_entry () from /usr/local/lib/libSDL2.so.0.8
    #11 0x000003af1d7a3e21 in _rthread_start (v=Variable "v" is not available.) at /usr/src/lib/librthread/rthread.c:96
    #12 0x000003af38fa8f78 in __tfork_thread () at /usr/src/lib/libc/arch/amd64/sys/tfork_thread.S:77
    #13 0x0000000000000000 in ?? ()
    (gdb) c
    Continuing.
     
    Program terminated with signal SIGABRT, Aborted.
    The program no longer exists.
    (gdb) q
    

    directorytree and more at pastebin

    Could the tmp/-: No such file or directory. be the culprit? how to fix?

  • Tomb Raider II: No Title background

    Tomb Raider II: No Title background

    Hello,

    I just installed Tomb Raider II from GOG and when I launch OpenLara I have no background.

    Capture d’écran de 2020-05-27 00-33-15

    I saw in OpenLara log:

    $ ./OpenLara 
    init gamepads:
    OpenLara (May 24 2020)
    Vendor   : NVIDIA Corporation
    Renderer : GeForce GTX 770/PCIe/SSE2
    Version  : 4.6.0 NVIDIA 435.21
    cache    : /home/legluondunet/.openlara/
    supports :
      variyngs count : 16
      binary shaders : true
      vertex arrays  : true
      depth texture  : true
      shadow sampler : true
      discard frame  : false
      NPOT textures  : true
      3D   textures  : true
      RG   textures  : true
      border color   : true
      max level      : false
      anisotropic    : 16
      float textures : float = full, half = full
    
    shader: cache warm-up...
    shader: cache is ready
    error loading file "audio/2/MAIN.SFX"
    ! can't load MAIN.SFX
    meshes: 12
    rooms   : 128 x 256
    objects : 512 x 256
    sprites : 128 x 128
    glyphs  : 1024 x 512
    MegaMesh (i:57006 v:10507 a:3, size:564248)
    Read Slots...
    FPS: 0 DIP: 4 TRI: 40 RT: 0 CB: 8
    FPS: 0 DIP: 4 TRI: 40 RT: 0 CB: 8
    error loading file "level/2/TITLEUS.PNG"
    

    This file "TITLEUS.PNG" is not provided by GOG, where could I find it? Why OpenLara does not use TITLE.PCX and TITLE.TR2?

    Thank you for your help.

  • Overlapping rooms bug

    Overlapping rooms bug

    This old bug is still present and in the same place. OT is ridden with the same type of bugs. I think there are bugs that just can't be fixed reliably without consulting decompiled code (or Core's source code). Screenshot from 2019-09-23 23-00-05

  • how can i  do save game at any time in android branch

    how can i do save game at any time in android branch

    hi : i build the lastest code and put the game data (TR1 PC and PCX version )at correct path . but when i entry then level i can not do save game operation. can u tell me how to make it happen? i want save game at any time. thanks.

  • TR1_PSX - Colloseum - missing Celling

    TR1_PSX - Colloseum - missing Celling

    i know, the original TR has here a black sky too, but maybe it would be a good idea to replace it with a brown sky: Like here: Picture before and after: https://imgur.com/a/ppKzFHa

  • OpenVR Action Support (Platform Agnostic Controller Support) and HMD Based Rotation

    OpenVR Action Support (Platform Agnostic Controller Support) and HMD Based Rotation

    Added support for OpenVR Actions via Action Manifest and SteamVR Input Bindings. Player can orient Lara based on the orientation of HMD. In the future I want to work on making the First Person Model match up with the position of the HMD, add manual rotation on top of HMD rotation, Fix rolling so that HMD doesn't override the roll, Add a hotkey for going into first person mode for tracked controllers (since when the level ends, first person mode needs to be entered again), and figure out how to do the Inventory and Health Meters in VR. Let me know if there's anything related to code formatting, pull requests, or any other bugs that I might have missed.

  • Mac OS X: disable keyboard shortcuts

    Mac OS X: disable keyboard shortcuts

    Under Mac OS X, in full screen mode, if Action is bound to Control, then Ctrl + Up/Down are not working in-game due to the fact that they are bound to system keyboard shortcuts.

    Is it possible to completely ignore all system shortcuts while the game is running, as it is done for example here:

    https://github.com/sergiou87/open-supaplex/tree/master/macos

  • PowerPC support

    PowerPC support

    This error may be the result of running on a big-endian system. If so, my apologies for not listing it under the current big endian issue. The OpenLara application compiled successfully, but attempting to run results in the error: 'init gamepads: OpenLara (Apr 22 2022) Vendor : X.Org Renderer : AMD BARTS (DRM 2.50.0 / 5.17.0_A-EON_X5000, LLVM 13.0.1) Version : 3.1 Mesa 21.3.7 cache : /home/*****/.openlara/ supports : variyngs count : 16 binary shaders : true vertex arrays : true depth texture : true shadow sampler : true discard frame : false NPOT textures : true RG textures : true border color : true clip distance : false anisotropic : 16 float textures : float = full, half = full

    shader: cache warm-up... shader: cache is ready unsupported level format Segmentation fault'

    If a big-endian issue, is there a way levels can be converted by users?

  • Black screen with SDL2 and Raspberry Pi

    Black screen with SDL2 and Raspberry Pi

    I'm trying to get OpenLara working with a Raspberry Pi 3B+ (loaded with Retropie). I've managed to get it working with the released RPi version on this repository. However I'm experiencing controls problems with that version (like rolling always without pressing a button, making the game unplayable). After some research on the issues of this repository, I found out that the rpi platform version should be deprecated in favor of the SDL2 version, so I compiled it and tried to make it work. However, after running it I can hear the music and sounds of the game, but with a complete black screen. I've tried compiling the SDL2 with all the possible compiling lines in build.sh with no success.

    Is there any chance on how I can make this work on the Pi? Thanks!

    This is the output after running up the SDL2 game:

    OpenLara (Apr 18 2022)
    Vendor   : (null)
    Renderer : (null)
    Version  : (null)
    cache    : /home/pi/.openlara/
    supports :
      variyngs count : 16
      binary shaders : false
      vertex arrays  : false
      depth texture  : false
      shadow sampler : false
      discard frame  : false
      NPOT textures  : false
      3D   textures  : true
      RG   textures  : false
      border color   : false
      max level      : false
      anisotropic    : 0
      float textures : float = false, half = false
    
    shader: cache warm-up...
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    ! program: ERROR:CUSTOM-28 (vertex shader, line 1) Incorrect #version
    shader: cache is ready
    meshes: 13
    rooms   : 128 x 128
    objects : 512 x 256
    sprites : 1 x 1
    glyphs  : 1024 x 512
    MegaMesh (i:56808 v:10387 a:3, size:446000)
    Read Slots...
    FPS: 0 DIP: 4 TRI: 40 RT: 0
    
    
  • iOS -

    iOS - "OpenLara" needs to be updated

    Hi, I'm currently installing OpenLara iOS version on my iPhone.

    The problem is that the app needs to be updated of some sort provided in this photo below: image

    I don't know what I did wrong but I followed what was written in the readme file provided. In addition, I installed the IPA file using iTunes and transferred the file from my computer to my iPhone.

    If you're wondering about the phone I'm using, it is an iPhone 7 Plus 128GB running on the latest iOS 15. What do I do from here? Is there a fix for this? Thanks ❤️

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