A new and modern engine for custom Tomb Raider levels, incorporating classic features and new enhancements.
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Nemoel-Tomo a97548467e
Waterfall_Emitter (#1359)
* waterfall emitter. warning for the test I changed waterfallmist object

* test

* update

* update

* update

* formatting

* formatting

* formatting

* update mist color

* import develop

* bugfix sprite

* added mor sprite particles

* waterfall intensity

* update waterfall to be more filled

* update

* Create a new sprite sequence for waterfall

* Fixed texture order

* removed GetParticleDistanceFade() from waterfall

* Order

* Update Particle struct; update waterfall

* Update Particle struct

* Simplify waterfall emitter

* Simplify waterfall emitter

* Simplify waterfall emitter

* Simplify

* Fix waterfall density; move sprite slot

* Update Waterfall.cpp

* fixed some small bugs with the waterfall after simplify

* commit

* imported develop 60fps branch

* fixed waterfall errors

* update

* commit

* update/test

* update Waterfall

* fixed last bugs

* formatting

* added option for sound

* update

* update, fixing errors

* update

* formatting

* Formatting

* fixed color issue, now only savegame is left

* formatting

* added new fields to savegame

* targetpos is now Vector3

* import develop

* Fixes according to GH notes + move waterfall-specific code out of effects.cpp

* Rollback object ID rename, add missing enum

* renamed ID_WATERFALL_ into ID_WATERFALL_SPRITES

* fixed SpriteSeqID for spark in spark.cpp

* Update CHANGELOG.md

* rewritten waterfall code

* Update waterfall impact point

---------

Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
2025-01-10 22:27:48 +00:00
.github/ISSUE_TEMPLATE Changed/Fixed enemy jeep behaviour (#1395) 2024-10-26 21:50:37 +03:00
Documentation Waterfall_Emitter (#1359) 2025-01-10 22:27:48 +00:00
Libs Sound engine enhancements (#1141) 2023-06-17 12:02:51 +01:00
Scripts Mirrors (#1519) 2024-12-25 10:21:07 +02:00
TombEngine Waterfall_Emitter (#1359) 2025-01-10 22:27:48 +00:00
Tools/Enum generation Cleanup generateobjects.lua and move it back into Enum generation 2022-09-13 21:22:21 +01:00
.gitignore Implemented fog bulb (#1110) 2023-05-31 09:12:20 +01:00
AUTHORS.md Update AUTHORS.md 2024-08-11 09:57:14 +01:00
CHANGELOG.md Waterfall_Emitter (#1359) 2025-01-10 22:27:48 +00:00
CODE_OF_CONDUCT.md Create CODE_OF_CONDUCT.md 2024-05-15 23:43:08 +01:00
CONTRIBUTING.md Update CONTRIBUTING.md 2024-11-20 21:51:22 +11:00
IMPORTANT_LINKS.md Update IMPORTANT_LINKS.md 2024-05-19 22:24:46 +01:00
LICENSE Create LICENSE 2024-08-11 12:12:10 +01:00
pull_request_template.md Update pull_request_template.md 2024-10-30 16:14:47 +02:00
README.md Update README.md 2024-12-30 08:56:56 +01:00
TEN logo.png Rebranding 2024-11-03 13:21:26 +01:00
Title Image.psd Rebranding 2024-11-03 13:21:26 +01:00
TombEngine.sln x64 version (#1113) 2023-05-21 16:01:27 +01:00

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

This is a community project which is not affiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. TombEngine is not be sold. The code is open-source to encourage contributions and to be used for study purposes. We are not responsible for illegal uses of this source code. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.