Classic Tomb Raider open-source engine

Overview
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.

    opened by tresabhi 15
  • 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.

    opened by vanfanel 15
  • 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

    opened by sunxuold 13
  • 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.

    opened by perkinsj8 11
  • 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?

    opened by symbios24 9
  • 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?

    crash testing 
    opened by c64skin 8
  • 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.

    opened by legluondunet 7
  • 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

    bug 
    opened by vvs- 7
  • 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.

    opened by sunxuold 6
  • 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

    opened by GPIforGit 6
  • 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.

    opened by mrhatkat 6
  • [PS Vita] The Lost Valley shadow issues, crashes and missing skybox

    [PS Vita] The Lost Valley shadow issues, crashes and missing skybox

    Hi!

    I recently bought a PS Vita and I decided to replicate on it the beauty of OpenLara but I was quite sad when I spotted that starting from level 3 shadows are broken and that the game start to crash when you are near water elements or in certain conditions (I suppose big places).

    I was also shocked on seeing that in the same level (and I can image also in other open places where is supposed to be a sky like colosseum etc.) skybox is not there, like in the original version.

    I would like to see a update of OpenLara for PS Vita playable (and enjoyable) like the one on PC is.

    On my side I will give you feedbacks on PS Vita system when I play a level in order to continue to demonstrate my love for this project hoping to do something of useful for the community. :-)

    PS In the last period I was very happy to see that many international and also italian gamers are discovering OpenLara potential with the purpose to show the project!

    Please don't give up whit the magic OpenLara is! 💪

    opened by Leo-89 0
  • [3ds] Quite Exhaustive List of Bugs

    [3ds] Quite Exhaustive List of Bugs

    Hi @XProger,

    As said on discord, I tried to finish the game but i'm stuck at the Natla's level trying to go at the skateboarder area.

    Let met list up all the bugs I ran through: image

    Forgotten one : https://s119.freeconvert.com/task/631f02effa305c0012267fa9/VID_20220907_235803.mp4

    See my save file for the Latest Bugs : savegame.zip

    Proof or Illustrations :

    01 - usual crash screen like image

    02 image

    03 image

    04 already list on https://github.com/XProger/OpenLara/issues/364

    05 image

    06 image

    07 image and an other spot on Natla's level https://s95.freeconvert.com/task/631f037de1232c001270771a/VID_20220908_120840.mp4

    08 image

    09 no illustrations

    10 https://user-images.githubusercontent.com/54243866/189625312-f8d20341-5a5a-43d7-81a9-ffebe2835da7.mp4

    11 image

    12 no illustration

    13 no illustration

    14 no illustration

    15 As you can see he is agressive ! https://www.youtube.com/watch?v=papNKIvfRaw

    16 video https://s13.freeconvert.com/task/631f02ee8c9fde0012f1e32a/VID_20220907_215455.mp4

    17 Sadly no illustration

    18 Sadly no illustration

    19 Sadly no illustration

    20 https://s4.freeconvert.com/task/631f02f08c9fde0012f1e338/VID_20220908_111709.mp4

    21 https://s44.freeconvert.com/task/631f02f2fa305c0012267fd9/VID_20220908_112857.mp4

    22 https://s35.freeconvert.com/task/631f02f1fa305c0012267fcc/VID_20220908_112812.mp4

    22-23-24 use my joined save file https://s73.freeconvert.com/task/631f037c11b49d001201c9a3/VID_20220908_120144.mp4

    opened by soaresden 1
  • (3DS) Natla Mines - suspended room won't drop

    (3DS) Natla Mines - suspended room won't drop

    When entering the three fuses to drop the room containing Lara's pistols, only the first fuse makes the room descend a little bit. Entering the second and third do nothing. The camera switches view to the room as if something is happening, but nothing does and the room stays out of reach.

    opened by Maximum-beans 0
  • No audio in Linux

    No audio in Linux

    Hi, I am trying to use OpenLara to play TR1 (GOG version) in Linux. Everything seems to be working fine, except I have no audio. I'm not 100% sure if I have the audio files in the correct place.

    Also, I don't use Pulseaudio on my system, I use Alsa direct (in case that might be part of the issue).

    opened by Leebre 3
  • Specify minimum requirement

    Specify minimum requirement

    Hi, I love this project. I have tried it on all my pc and on my GBA.

    on my older pc Open Lara run but with a black screen. I suppose that need a minimum of OpenGL 2.1 or OpenGL ES 2.0, it's correct?

    This is what i see on the command line:

    init gamepads: OpenLara (Jan 8 2021) Vendor : Intel Open Source Technology Center Renderer : Mesa DRI Intel(R) 852GM/855GM x86/MMX/SSE2 Version : 1.3 Mesa 20.3.5 cache : /home/paolo/.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... shader: cache is ready meshes: 13 rooms : 128 x 128 objects : 512 x 256 sprites : 1 x 1 glyphs : 1024 x 512 MegaMesh (i:56724 v:10331 a:3, size:557488) error loading file "level/1/AMERTIT.PNG" error loading file "audio/1/002.ogg" Read Slots... FPS: 0 DIP: 6 TRI: 402 RT: 0 FPS: 60 DIP: 7 TRI: 446 RT: 0 FPS: 59 DIP: 7 TRI: 446 RT: 0

    opened by paolo-caroni 3
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