Open Source Tomb Raider Engine
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README.md

OpenRaider

This is a fork of the OpenRaider Open Source implementation of the classic Tomb Raider Game Engine. The original project was abandoned in 2003.

This fork aims to get OpenRaider in a more usable state, maybe one day even being able to play the old Tomb Raider games flawlessly…

If you just want to see OpenRaider doing something on your Mac, without installing any of the dependencies needed to build OpenRaider, grab the Mac App Bundle from the most recent release.

It seems as if OpenRaider will currently only work on Little-Endian platforms. This is not nice and will hopefully be fixed in the future!

Flattr this git repo

Configuration

OpenRaider needs some configuration files, and level data and assets from custom levels or the Tomb Raider games. These are stored in ~/.OpenRaider. Running make setup will create/copy the necessary files and directories.

You still need to add level files in ~/.OpenRaider/paks/. Dust off your old Tomb Raider CDs or grab some custom levels from the interwebs.

Documentation

All previously included documentation was moved into the OpenRaider Repo Wiki.

A more or less recent Doxygen documentation of OpenRaider should be on the Github Pages for OpenRaider.

Dependencies

Basically, OpenRaider depends on the following:

  • OpenGL
  • SDL2
  • SDL2-TTF (if you want to use TTF fonts)
  • OpenAL & ALUT
  • zlib
  • cmake as build system

On Mac OS X 10.9 with XCode and MacPorts installed, the following should be enough to get all dependencies that are available as port:

sudo port install cmake zlib libsdl2 libsdl2_ttf

A similar command for the package manager of your favorite Linux Distribution should do the trick.

cmake is also needed to build freealut, which you’ll need to enable sound output on Mac OS X. Get, compile and install freealut like this:

git clone git@github.com:vancegroup/freealut.git
mkdir build
cd build
cmake .. -DCMAKE_INSTALL_PREFIX:STRING="/usr/local" -DCMAKE_C_FLAGS:STRING="-O2"
make
sudo make install

Linux Distributions will probably provide an ALUT library ready to install with their package manager, so you won’t need to compile freealut.

Sound support is optional now, however. If cmake can’t find OpenAL and ALUT, Audio will be deactivated. If you want to explicitly deactivate it, call cmake with -DENABLE_AUDIO=NO.

Building

Do a standard cmake out-of-source build to get a debug configuration and then run the resulting executable:

mkdir build && cd build
cmake ..
make run

On Mac OS X, running make install will produce a (more or less) distributable OpenRaider.app bundle.

You can run a static analysis with cppcheck using make check, make checkFull or make checkConfig.

A Doxygen API documentation can be created with make doc.

make clean should remove all intermediary files. make run will run the binary.

You can also generate working XCode Project files with cmake -G Xcode ...

Usage

Configuration file

OpenRaider will try to load ~/.OpenRaider/OpenRaider.ini or, if it doesn’t exist, OpenRaider.ini from the current directory. Running make setup will create a minimal configuration in your home directory.

The configuration file format is very simple:

  • Every line will be executed as in-game console command
  • The # character marks the beginning of a single-line comment

Level PAKs

You can use paks from any classic Tomb Raider Game (1 - 5) and most user made paks for Tomb Raider. Tomb Raider 5 support is however still very limited.

Sound FXs

TR2 and TR3 paks (both have file extension .tr2) don’t have sound data contained in the pak itself, but instead they share a common SFX file (often MAIN.SFX) for each pak from a given Tomb Raider version.

OpenRaider tries to load a MAIN.SFX from the same folder as the selected level file.

Default Key Bindings

Key Action
<Esc> Toggle menu
<backquote> Console toggle on/off
w Move forward
s Move back
a Move left
d Move right
<space> Jump
<left ctrl> crouch
Mouse Turn
MouseBtn Left Shoot/Use
MouseBtn Right Holster/Equip weapons

Console/Config Commands

Every available command should be listed in the in-game help. Just type help in the OpenRaider console, which can be activated by default with the backquote key.

Tomb Raider Level Editor Font support

OpenRaider can read Font.pc files used by the TRLE. If the fonts glyph positions match the TR4 defaults, only a Font.pc file is required. If the positions differ, you also need a Leikkuri/Cutter preset file (.lps).

TRLE Font support will automatically be built if SDL2-TTF is not available. Just change the font file path in your config file.

I’ve made a small writeup on my website about this.

Wireframe mode colors

  • Red (thick) lines are portal outlines
  • Red (thin) lines are triangle room polygons
  • Black lines are quadralateral room polygons
  • White meshes are entities
  • Blue meshes are sprites
  • Yellow meshes are room models
  • Green lines with red endpoints are room bboxes
  • Pink dots are visibility checks

License

OpenRaider is based on code, specs, and alogrithms from:

  • GooseEgg/Freyja 3d Modelers by Mongoose
  • TR Rosetta Stone spec sheet by Anonymous
  • TRView 1.0.0 by Yuri Zhivago, with patches by Mongoose

All code should be GPLed, unless otherwise noted.

Forked in December 2013 by xythobuz.

The included example Font, Droid Sans Mono, was created by Steve Matteson and is licensed under the Apache 2.0 License.

The included TRLE Font is from Laras Levelbase.

There are some included cmake scripts:

See the respective files in cmake for their licensing.

  • Copyright 2009-2010 Ryan Pavlik rpavlik@iastate.edu abiryan@ryand.net, Iowa State University, Distributed under the Boost Software License.
  • Copyright 2003-2009 Kitware, Inc.
  • Eric Wing