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270.0 17.0 17.0 199.75 MB

An open-source Tomb Raider 1 engine remake

License: Other

CMake 1.83% C++ 81.13% GLSL 2.36% C 10.71% Python 3.97%
c-plus-plus opengl tombraider modernization reimplementation game linux windows

croftengine's People

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a-detiste avatar activemath avatar banderi avatar bensuperpc avatar cochrane avatar cxong avatar darkprof83 avatar fossabot avatar gh0stblade avatar h3xx avatar richardba avatar serishema avatar stltomb avatar stohrendorf avatar striezel avatar t4larson avatar teslarus avatar vobject avatar vvs- avatar

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croftengine's Issues

Implement items

  • Lara
  • LaraPistolsAnim
  • LaraShotgunAnim
  • LaraMagnumsAnim
  • LaraUzisAnim
  • AlternativeLara
  • Doppelganger
  • Wolf
  • Bear
  • Bat
  • CrocodileOnLand
  • CrocodileInWater
  • LionMale
  • LionFemale
  • Panther
  • Gorilla
  • RatOnLand
  • RatInWater
  • TRex
  • Raptor
  • FlyingMutant
  • WalkingMutant1
  • WalkingMutant2
  • CentaurMutant
  • Mummy
  • DinoWarrior
  • Fish
  • Larson
  • Pierre
  • Skateboard
  • SkateboardKid
  • Cowboy
  • Kold
  • WingedNatla
  • TorsoBoss
  • FallingBlock
  • SwingingBlade
  • TeethSpikes
  • RollingBall
  • Dart
  • DartEmitter
  • LiftingDoor
  • SlammingDoors
  • SwordOfDamocles
  • ThorHammerHandle
  • ThorHammerBlock
  • ThorLightningBall
  • Barricade
  • PushableBlock1
  • PushableBlock2
  • PushableBlock3
  • PushableBlock4
  • MovingBlock
  • FallingCeiling
  • SwordOfDamocles2
  • WallSwitch
  • UnderwaterSwitch
  • Door1
  • Door2
  • Door3
  • Door4
  • Door5
  • Door6
  • Door7
  • Door8
  • Trapdoor1
  • Trapdoor2
  • BridgeFlat
  • BridgeTilt1
  • BridgeTilt2
  • PassportOpening
  • Compass
  • LarasHomePolaroid
  • Animating1
  • Animating2
  • Animating3
  • CutsceneActor1
  • CutsceneActor2
  • CutsceneActor3
  • CutsceneActor4
  • PassportClosed
  • Map
  • SavegameCrystal
  • PistolsSprite
  • ShotgunSprite
  • MagnumsSprite
  • UzisSprite
  • PistolAmmoSprite
  • ShotgunAmmoSprite
  • MagnumAmmoSprite
  • UziAmmoSprite
  • ExplosiveSprite
  • SmallMedipackSprite
  • LargeMedipackSprite
  • Sunglasses
  • CassettePlayer
  • DirectionKeys
  • Flashlight
  • Pistols
  • Shotgun
  • Magnums
  • Uzis
  • PistolAmmo
  • ShotgunAmmo
  • MagnumAmmo
  • UziAmmo
  • Explosive
  • SmallMedipack
  • LargeMedipack
  • Puzzle1Sprite
  • Puzzle2Sprite
  • Puzzle3Sprite
  • Puzzle4Sprite
  • Puzzle1
  • Puzzle2
  • Puzzle3
  • Puzzle4
  • PuzzleHole1
  • PuzzleHole2
  • PuzzleHole3
  • PuzzleHole4
  • PuzzleDone1
  • PuzzleDone2
  • PuzzleDone3
  • PuzzleDone4
  • LeadBarSprite
  • LeadBar
  • MidasGoldTouch
  • Key1Sprite
  • Key2Sprite
  • Key3Sprite
  • Key4Sprite
  • Key1
  • Key2
  • Key3
  • Key4
  • Keyhole1
  • Keyhole2
  • Keyhole3
  • Keyhole4
  • ScionPiece1
  • ScionPiece2
  • ScionPiece3
  • ScionPiece4
  • ScionShootable
  • ScionHolder
  • ScionPiece5
  • Explosion
  • Splash
  • Bubbles
  • Blood
  • Smoke
  • CentaurStatue
  • SuspendedShack
  • MutantEggSmall
  • Ricochet
  • Sparkles
  • Gunflare
  • MutantHatch
  • CameraTarget
  • WaterfallMist
  • MutantBullet
  • MutantGrenade
  • LavaParticles
  • LavaParticleEmitter
  • Flame
  • FlameEmitter
  • FlowingAtlanteanLava
  • MutantEggBig
  • Motorboat
  • Earthquake
  • LaraPonytail
  • FontGraphics
  • Plant1
  • Plant2
  • Plant3
  • Plant4
  • Plant5
  • Bag1
  • Bag2
  • Rock1
  • Rock2
  • Rock3
  • Bag3
  • Pottery1
  • Pottery2
  • PaintedPot
  • IncaMummy
  • Pottery3
  • Pottery4
  • Pottery5
  • Pottery6

[EPIC] Refactor animation system

Currently, the animation system is only roughly implemented. Animations aren't blended/played properly, and state transition handling needs a proper review and implementation.

NPCs affect camera movement

NPCs should not affect depth calculation of the camera, especially when bats are flying around your head.

Lara is attached to the ground when diving

When diving, Lara is attached to the ground, as height info designates that she is penetrating the ground, and so her Y coordinate keeps getting patched to the floor height.

[EPIC] Implement all TR1 state input/behaviour handlers

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14 - Grab to Fall
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21 - Step Right
  • 22 - Step Left
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33 - On Water Stop
  • 34 - On Water Forward
  • 35 - Underwater Diving
  • 36 - Pushable Push
  • 37 - Pushable Pull
  • 38 - Pushable Grab
  • 39 - Pick Up
  • 40 - Switch Down
  • 41 - Switch Up
  • 42 - Insert Key
  • 43 - Insert Puzzle
  • 44
  • 45
  • 46 - Boulder Death
  • 47 - On Water Backward
  • 48 - On Water Left
  • 49 - On Water Right
  • 50 - Use Midas
  • 51 - Midas Death
  • 52
  • 53
  • 54
  • 55 - On Water Exit

Fix climbing/hanging/reaching bugs

[resolved] Currently, Lara refuses to climb or grab edges.

[resolved] When grabbing an edge and trying to climb up, Y position is affected too much.

[resolved] When climbing up a simple block, grab position is not applied/calculated properly, and Lara doesn't stand on that block afterwards.

Vertical position when trying to hang on an edge is wrong.

OpenAL streaming tears

Probably caused when both buffers run out of data, needs to be detected and recovered automatically somehow.

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