Classic Tomb Raider open-source engine
inspired by OpenTomb project http://opentomb.github.io/
Look at this image -
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
Edit 2021: Stripped down all the nonsense that the younger me wrote.
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.
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
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.
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
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
tmp/-: No such file or directory. be the culprit? how to fix?
I just installed Tomb Raider II from GOG and when I launch OpenLara I have no background.
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.
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).bug
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.
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
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.
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! 💪
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:
Forgotten one : https://s119.freeconvert.com/task/631f02effa305c0012267fa9/VID_20220907_235803.mp4
See my save file for the Latest Bugs : savegame.zip
01 - usual crash screen like
04 already list on https://github.com/XProger/OpenLara/issues/364
07 and an other spot on Natla's level https://s95.freeconvert.com/task/631f037de1232c001270771a/VID_20220908_120840.mp4
09 no illustrations
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
22-23-24 use my joined save file https://s73.freeconvert.com/task/631f037c11b49d001201c9a3/VID_20220908_120144.mp4
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.
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).
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
updated: android - 24.12.22 gba - 03.05.22 3do - 20.12.21 osx - 30.09.21 wp8 - 06.06.21 win - 23.03.21 psv - 22.03.21 nix - 8.01.21 xb1 - 8.01.21 switch - 8.01.21 xbox - 15.11.20 3ds - 10.11.20 e2k - 16.08.20 rpi - 2.02.20 gcw0 - 1.02.20 ios - 11.01.19Source code(tar.gz)