Thomas Buck 0d5ed28659 Misc | 11 years ago | |
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data | 11 years ago | |
include | 11 years ago | |
mac_dist | 11 years ago | |
src | 11 years ago | |
test | 11 years ago | |
.gitignore | 11 years ago | |
COPYING | 11 years ago | |
ChangeLog | 11 years ago | |
Doxyfile | 11 years ago | |
DoxygenLayout.xml | 11 years ago | |
Makefile | 11 years ago | |
README.md | 11 years ago | |
README.old | 11 years ago | |
deps.sh | 11 years ago | |
setup.sh | 11 years ago |
OpenRaider is an Open Source implementation of the classic Tomb Raider Game Engine. It was abandoned in 2003.
This project aims to get OpenRaider in a more usable state, maybe one day even being able to play the old Tomb Raider games flawlessly…
Currently, my focus is on building and running under Mac OS X. However, my changes should not break the Linux “buildability” :)
If you just want to see OpenRaider doing something on your Mac, without installing any of the dependencies needed to build OpenRaider, install XQuartz (if you don’t have it already) and grab the Mac App Bundle from the most recent release. If you don’t install XQuartz, Mac OS X should prompt you to do so on the first launch of OpenRaider.
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!
OpenRaider needs some configuration files, and level data and assets from custom levels or the Tomb Raider games.
These are stored in ~/.OpenRaider
. Running the included setup.sh
will create/copy the necessary files and directories. The Mac App Bundle will do this for you automatically.
You still need to add level files in ~/.OpenRaider/paks/
and add them to ~/.OpenRaider/OpenRaider.init
.
Dust off your old Tomb Raider CDs or grab some custom levels from the interwebs.
All previously included documentation was moved into the OpenRaider Repo Wiki. Also take a look at the BUGS, TODO and Requirements.
A more or less recent Doxygen documentation of OpenRaider should be on the Github Pages for OpenRaider.
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 zlib cmake libsdl libsdl_ttf
cmake is only needed for freealut, which you’ll need to enable sound output. 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
You’ll also need the XQuartz X11 Server.
If you installed the dependencies using MacPorts, you’ll need to have /opt/local/bin
in your $PATH
before you can execute make.
If you’re using Bash, the MacPorts installer should have automatically edited your configuration.
Just run make debug
and run bin/debug/OpenRaider
for a debug build.
make release
builds a release binary.
make bundle
creates a Mac App Bundle that also runs the setup script, if necessary.
See the original README.old
file. In the Main Menu, <Esc> will allow you to select a level to play.
OpenRaider will try to load ~/.OpenRaider/OpenRaider.init
or, if it doesn’t exist, OpenRaider.init
from the current directory.
Running setup.sh
will create a minimal configuration in your home directory.
The configuration file format is very simple:
#
up to the next \n
will be ignored.@
mark a “preprocessor” command. The only one currently implemented is @include
, allowing you to include another file as configuration file.[]
, eg. [Engine.OpenGL.Driver]
set the mode for following commands.See README.old
for a (probably incomplete) list of available commands.
The included example Font, Droid Sans Mono, was created by Steve Matteson and is licensed under the Apache 2.0 License.
The included sample WAV file is made from the Falling Mate ringtone by Plaetzchen.
The included Unit Test Framework greatest by Scott Vokes is licensed under the ISC License.
OpenRaider is based on code, specs, and alogrithms from:
All code should be GPLed, unless otherwise noted.
2013, 2014 improvements & clean-up by xythobuz.