Commit graph

1605 commits

Author SHA1 Message Date
Marcin Kurczewski
1f89b14a46
docs/tr2: release 1.0.2
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2025-04-26 19:55:58 +02:00
Marcin Kurczewski
0c5b5dbb7b
tr2/inventory: fix button mashing loading game instead of saving
Resolves #2863.
2025-04-26 19:53:58 +02:00
Marcin Kurczewski
820fc307d2
audio: split into smaller functions 2025-04-26 19:19:31 +02:00
Marcin Kurczewski
864589bf0a
game-strings: use OG JSON as a fallback in expansions
Resolves #2847.
2025-04-26 19:05:01 +02:00
lahm86
d6fc167749
tr2/objects/door: prevent Lara voiding in closed doors
This uses the same approach as TR1 to avoid Lara voiding in closing/
closed doors that are not placed on portals.

Resolves #2848.
2025-04-26 19:03:52 +02:00
Marcin Kurczewski
2f2f0c6842
tr2/viewport: fix screenshots at wrong resolution
Resolves #2845.
2025-04-26 19:03:16 +02:00
lahm86
4035fe6411
items: replace items by index rather than room
Carried items use NO_ROOM so were not included when replacing guns
with ammo. This ensures everything is checked when replacing IDs.

Resolves #2850.
Resolves #2856.
2025-04-26 19:03:09 +02:00
Marcin Kurczewski
e32a4c270f
docs: fix formatting and mistyped option name 2025-04-26 19:02:57 +02:00
Marcin Kurczewski
a6ebaf5c38
docs/tr2: release 1.0.1 2025-04-24 23:37:10 +02:00
Marcin Kurczewski
3acab0dc34 tr2/ui: improve graphic settings dialog sizing
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Resolves #2841.
2025-04-24 10:36:15 +03:00
lahm86
c590824944 game: prioritize save over load
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This matches OG behaviour where save is preferred over load when both
inputs are detected on the same frame.

Resolves #2833.
2025-04-23 21:43:08 +01:00
lahm86
f590c9243c graphic_settings: add scroll wraparound option
This makes the scroll wraparound option available in both games'
graphics dialogs. TR1's dialog is also updated to allow scrolling until
such times as it's moved to the new UI framework.

Resolves #2834.
2025-04-23 20:43:21 +01:00
lahm86
3030d694a5 tr2/shell: reload background image on aspect change
Resolves #2832.
2025-04-23 20:40:01 +01:00
lahm86
4d36177247 tr2/shell: fix PSX FOV option not being applied immediately
Resolves  #2831.
2025-04-23 20:40:01 +01:00
lahm86
b935707b5b tr2/option_controls: fix selected layout not saving
Resolves #2830.
2025-04-23 20:40:01 +01:00
Marcin Kurczewski
c7b5932b94
docs/tr2: release 1.0 2025-04-23 07:41:29 +02:00
Marcin Kurczewski
69b08d55ca tr2/shell: center offscreen window on game launch
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2025-04-22 23:50:14 +02:00
Marcin Kurczewski
4fa521d956 tr2/shell: fix support for dual monitors
Addresses #2820.
2025-04-22 23:50:14 +02:00
Marcin Kurczewski
8133f72e20 tr2/shell: improve moving window around 2025-04-22 22:39:20 +02:00
Marcin Kurczewski
0adefabf41 data: use HD assets
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2025-04-22 16:14:32 +02:00
Marcin Kurczewski
953f30205e build: offload binary assets to TRX-data 2025-04-22 12:37:43 +02:00
Marcin Kurczewski
daf6dc3020 output: allow aspect-ratio specific images 2025-04-22 09:08:56 +02:00
Marcin Kurczewski
fbc26fcba6 docs: update logos
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2025-04-21 18:38:40 +02:00
Marcin Kurczewski
938dffddce tr2/flares: fix thrown flares embedding in the ground 2025-04-21 12:16:44 +02:00
Marcin Kurczewski
0654940d6f tr2/flares: fix flicker in 60 fps
Resolves #2806. The OG mistakenly used the wrong arm (right instead of
left) to determine the flare light position in
`Lara_GetJointAbsPosition_I`. At 60 FPS, this mistake caused Lara's hand
position to appear significantly off from the expected location, which
coincidentally led to the flicker effect disappearing. While fixing the
bone did position Lara's hand correctly, it didn't bring back the
missing flicker at 60 FPS. In fact, it caused the flicker effect to
disappear at 30 FPS as well, making it static at both frame rates. It
turned out that although the game does randomize the position of the
flares' light source, it doesn't do so sufficiently. The primary cause
of the flickering was actually the randomness introduced by using the
incorrect bone. To restore the flicker effect to how it originally
appeared, I had to enhance the randomness of the flare's light position.
2025-04-21 10:38:36 +02:00
lahm86
cd67279fc7 tr2/objects/gondola: save gondola position
This updates gondola objects to have their positions saved in order to
be able to restore them correctly on load when they've been destroyed.
Legacy saves will ignore this.

Resolves #1612.
2025-04-20 20:44:37 +01:00
Marcin Kurczewski
6e48174a92 config: fix assault course times reset on quit
Resolves #1578.
2025-04-20 21:25:45 +02:00
lahm86
0c0ce5bcf6 tr2/objects/boat: fix initial water height test
This fixes the boat's initial water height test when Lara is climbing
on to avoid tinting it unnecessarily.

Resolves #2787.
2025-04-20 19:41:03 +01:00
Marcin Kurczewski
f04a18f208 tr2/ui: port save/load dialog to ui 2025-04-20 17:07:49 +02:00
lahm86
e7fb4616e8 docs: update docs for hotkeys fix
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Re #2797, which was fixed in 0.6.
2025-04-20 15:06:28 +01:00
lahm86
5f7bab0dd9 tr2/data: add missing 8 bit textures
This restores 8-bit textures for those injections in TR2 where models
are replaced or inserted.

Resolves #2792.
2025-04-20 13:04:22 +01:00
lahm86
092fe1dc70 console/pos: show flipped room when applicable
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If Lara is in a room and the flipmap is on, the console will now report
the flipped room's number when using the pos command.

Resolves #2487.
2025-04-19 22:56:09 +01:00
lahm86
51af4233be console/teleport: pass room numbers when known
This updates the teleporting logic to pass room number to Lara's
teleport function when they are already known, rather than finding
rooms by position in all cases. This may result in telporting to
positions (i.e. with no rooms) being less lenient when overlapping
rooms are involved.

Resolves #2486.
2025-04-19 22:56:09 +01:00
lahm86
fa5a4f118b objects/movable_block: fix angle resetting and snapping
This restores pushblock angles after performing collision tests, and
also snaps them to the grid on initialisation if a builder places them
at non 90 degree angles to avoid instead snapping during collision.

Resolves #2776.
2025-04-19 19:03:30 +01:00
lahm86
70fe64c991 tr2/ui/graphic_settings: add further controls to graphics dialog
This makes several visual/rendering options available in TR2's graphic
dialog, including adding support for enum types.
2025-04-19 07:54:36 +01:00
Marcin Kurczewski
77fdc9f589 tr1/output: use water tint for underwater pickups
Resolves #2673.
2025-04-18 20:16:31 +02:00
Marcin Kurczewski
0fc11f401b tr1/game-flow: fix story so far not playing cafe.rpl
Resolves #2779.
2025-04-18 17:24:54 +02:00
Marcin Kurczewski
01b2d37fdc tr1/game-flow: fix story so far showing up in UB
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Resolves #2611.
2025-04-18 14:55:28 +02:00
Marcin Kurczewski
dfa3797b87 ui2: port stats dialogs 2025-04-18 10:53:35 +02:00
Marcin Kurczewski
7bf7c2e6b5 ui2: port pause exit dialog 2025-04-18 10:53:35 +02:00
lahm86
ec2a0452ff tr2/savegame: save and load current music
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This allows the current music track and position to be saved and
restored on load, similar to TR1X.

Resolves #2579.
2025-04-17 19:34:35 +01:00
lahm86
0e24b65ae6 tr2/objects/waterfall: save waterfall flags
This updates waterfall objects to have their flags saved in order to be
able to restore them correctly on load.  Legacy saves will ignore this.

Resolves #2686.
2025-04-17 17:22:14 +01:00
lahm86
10f1bc6fbd tr2/data: fix invalid portals in The Deck
This disables the visibility portal from room 17 to room 104 (and vice
versa) in The Deck to avoid Lara seeing or targeting enemies in the
disconnected rooms.

Resolves #2393.
2025-04-17 17:21:24 +01:00
lahm86
45b64cbb97 tr2/objects/springboard: handle skidoo interaction
This updates the springboard to deal with the scenario when Lara
crosses one on a skidoo. The skidoo will now be thrown into the air
(along with Lara) rather than Lara falling indefinitely.

Resolves #1903.
2025-04-17 13:57:14 +01:00
lahm86
e424ad8a11 tr2/objects/bird_guardian: restore bird guardian shadow
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This restores the bird guardian's shadow if texture fixes are enabled.

Resolves #2060.
2025-04-17 12:09:33 +01:00
lahm86
94b78af2fb tr2/data: fix default mesh on Bartoli in cutscene 4
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This injects a fix to hide the default mesh that appears on Bartoli in
the Temple of Xian cutsene.

Resolves #2558.
2025-04-16 22:19:39 +01:00
lahm86
772308b359 tr2/data: fix boat explosion showing default mesh
This injects an object to represent the boat exploding when it crosses
mines, and safeguards the code to ensure the object is present to avoid
showing the default mesh.

Resolves #1605.
2025-04-16 22:19:39 +01:00
lahm86
a277f91654 tr2/objects/lift: adjust directional tests
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This fixes the lift so that it can be used facing any cardinal
direction in custom levels, and not just South.

Resolves #2100.
2025-04-15 06:42:53 +01:00
lahm86
53c86b315e room: ignore tilts in walls for the camera
OG levels contain no-space (tilt FD entries in walls), which can cause
checks against NO_HEIGHT to yield inaccurate results. No-space is used
in glitched playthroughs, but this change ensures that NO_HEIGHT is
respected when the camera is involved.

Resolves #2764.
2025-04-15 06:42:32 +01:00
lahm86
71b1ce78d2 tr2/data: fix various softlocks
This fixes softlocks in Temple of Xian, Floating Islands and Vegas.

Resolves #2042.
Resolves #2590.
Resolves #1851.
2025-04-14 18:09:27 +01:00