Open Source Tomb Raider Engine
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OpenRaider

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…

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!

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/ and add them to ~/.OpenRaider/OpenRaider.init. 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. 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.

Dependencies

Basically, OpenRaider depends on the following:

  • OpenGL
  • SDL2 & SDL2-TTF
  • 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.

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.

Usage

Configuration file

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

The configuration file format is very simple:

  • Anything following a # up to the next \n will be ignored.
  • Lines starting with an @ mark a “preprocessor” command. The only one currently implemented is @include, allowing you to include another file as configuration file.
  • Lines surrounded with [], eg. [Engine.OpenGL.Driver] set the mode for following commands.
  • Everything else is interpreted as command for the current mode.

Level PAKs

You can use paks from any Tomb Raider version supported and most user made paks for Tomb Raider. Only PHD, TR1, TR2, TR3, and TR4 paks are supported as of this writing.

Sound FXs

Setting up external sound SFX, for TR2 and TR3 paks only.

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.

Previously, OpenRaider tried to load an SFX file with the same name as the level file, with .sfx added to the end. You had to create a symlink for each level to the SFX file if you were using original Tomb Raider levels, like this:

cd ~/.OpenRaider/paks/tr3/
cp /mnt/cdrom/data/MAIN.SFX .
for i in *.tr2; do ln -s MAIN.SFX $i.sfx; done

Now, OpenRaider just tries to load a MAIN.SFX in the same folder as the level file. If you want to change this behaviour, this happens around line 1075 of src/OpenRaider.cpp.

Key Bindings

Key Action
<Alt><Enter> Toggle fullscreen
<Esc> Interactive Level load menu
` Console toggle on/off
Mouse Turn
MouseBtn Left Shoot
w Move forward
s Move back
e Move down
q Move up
r Play sound quick test
/ Drop a waypoint test (formally undocumented)
[ ] Adjust idle animation for testing

Console/Config Commands

Console commands (BOOL is ‘0’, ‘1’, “true” or “false”). Pressing <UP> will go back to last command entered (saves typing).

Game

Command Action
quit Quit the game
sshot Take screenshot
play INT Play sound fx with number
loadlevel STRING Load level with mapname STRING
sensitivity.x FLOAT Set mouse sensitivity for X movement
sensitivity.y FLOAT Set mouse sensitivity for Y movement
fullscreen Toggles fullscreen mode
walk Toggle world clipping on
ghost Toggle world clipping off
fly Toggle world clipping off without gravity
noclip Toggle world clipping in cycle
hop Toggle room hopping hack
showfps BOOL Show FPS
resize STRING Change resolution to xga, svga or vga

Render

Command Action
texture INT Display the specified 2D texture for 2s
wireframe Render in wireframe (for debugging)
solid Render solid color polygons
texture Render with textures
vertexlight Render with vertexlights
titlescreen Render titlescreen
r_animate BOOL Animate all models at once
r_upf BOOL Update room render list once per frame
r_ponytail BOOL Render ponytail on Lara
r_pigtails BOOL Render ponytails as pigtails on Lara
r_ponyangle INT Set rotation of ponytail on Lara
r_ponyx INT Set X offset of ponytail on Lara
r_ponyy INT Set Y offset of ponytail on Lara
r_ponyz INT Set Z offset of ponytail on Lara
r_viewmodel INT Load skeletal model with index INT
r_fog BOOL Render fog toggle
r_portal BOOL Render portals in rooms
r_particle BOOL Render particles
r_vmodel BOOL Render view model
r_sprite BOOL Render sprites (room fx and items)
r_roommodel BOOL Render room models
r_entmodel BOOL Render entity models
r_light BOOL Render with GL lights
r_ralpha BOOL Render alpha pass for rooms
r_vis BOOL Render using visibility checking
r_oneroom Render only the current room
r_allrooms Render all rooms in the level (debug/stress)

Set Commands

These commands have to be entered as set COMMAND VALUE or set COMMAND=VALUE.

Command Action
mousegrab BOOL Set mouse grabbing on/off

Stat Commands

These commands have to be entered as stat COMMAND.

Command Action
fps Toggle showing FPS
pos Show current location
room
flags Show room flags in hex

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

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

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

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.

2013, 2014 improvements, clean-up by xythobuz.