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snowkatt: only one way to find out i suppose
i was just commenting on the extra legwork required to get 1 to work
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king_mosiah: Yeah. The original being a DOS game means it has a different process to get the assets. The others are much simpler though.
i might try it with 2
just to try it
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PookaMustard: Positive progress!

I copied all the PHD files from the OBB into data/tr1/data, then the OGGs without any language hooks attached to them (such as _EN or _DE at the end of the filename) into data/tr1/audio and renamed all of them from track_XX.ogg to 0XX.ogg (where XX is a two-digit number). Finally, I downloaded the pix from a source.

And then I opened OpenTomb. The levels worked along with the music. Except I have HUGE problems.

1. I cannot select anything in the menu interface. I've gone through pretty much most my keyboard and yet I couldn't select ANYTHING.
2. Nothing attacks Lara. NOTHING. The bats are minding their own business, the tigers/lions/whatever are sleeping, the poison darts don't even shoot

I wonder if these two are just pre-alpha problems. But there you have it. The Android version on OpenTomb.
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king_mosiah: Right. This is what makes it pre-alpha. The menus have not been implemented and the enemy AI is just now being worked on. This is the stage where testing is most important; when these features are just being added. Good to know the Android version is compatible too.
i see i see ;p
we are alpha testers

so are you part of the team or just an enthusiast ?
Post edited September 12, 2016 by snowkatt
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PookaMustard: Positive progress!

I copied all the PHD files (along with the two stray awb files) from the OBB into data/tr1/data, then the OGGs without any language hooks attached to them (such as _EN or _DE at the end of the filename) into data/tr1/audio and renamed all of them from track_XX.ogg to 0XX.ogg (where XX is a two-digit number). Finally, I downloaded the pix from a source.

And then I opened OpenTomb. The levels worked along with the music. Except I have HUGE problems.

1. I cannot select anything in the menu interface. I've gone through pretty much most my keyboard and yet I couldn't select ANYTHING.
2. Nothing attacks Lara. NOTHING. The bats are minding their own business, the tigers/lions/whatever are sleeping, the poison darts don't even shoot

I wonder if these two are just pre-alpha problems. But there you have it. The Android version on OpenTomb.
In the meantime, you can have some fun with the N (no clip), R (rag doll) and Z (resurrect) keys.
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king_mosiah: Yeah. The original being a DOS game means it has a different process to get the assets. The others are much simpler though.
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snowkatt: i might try it with 2
just to try it
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king_mosiah: Right. This is what makes it pre-alpha. The menus have not been implemented and the enemy AI is just now being worked on. This is the stage where testing is most important; when these features are just being added. Good to know the Android version is compatible too.
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snowkatt: i see i see ;p
we are alpha testers

so are you part of the team or just an enthusiast ?
Nah, I'm not a developer (I don't know C++ for starters). I'm just a big proponent of these open source replacement engine projects (I suppose the best known one now is OpenMW for Morrowind).

They are the literally the best way to preserve these games for the communities that care about them. They can theoretically run on any OS or architecture, and you still have to buy the games (unless you're naughty) to get the assets, so there's no real legal way for it to be shutdown by Square-Enix.
Post edited September 12, 2016 by king_mosiah
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PookaMustard: Positive progress!

I copied all the PHD files (along with the two stray awb files) from the OBB into data/tr1/data, then the OGGs without any language hooks attached to them (such as _EN or _DE at the end of the filename) into data/tr1/audio and renamed all of them from track_XX.ogg to 0XX.ogg (where XX is a two-digit number). Finally, I downloaded the pix from a source.

And then I opened OpenTomb. The levels worked along with the music. Except I have HUGE problems.

1. I cannot select anything in the menu interface. I've gone through pretty much most my keyboard and yet I couldn't select ANYTHING.
2. Nothing attacks Lara. NOTHING. The bats are minding their own business, the tigers/lions/whatever are sleeping, the poison darts don't even shoot

I wonder if these two are just pre-alpha problems. But there you have it. The Android version on OpenTomb.
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king_mosiah: In the meantime, you can have some fun with the N (no clip), R (rag doll) and Z (resurrect) keys.
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snowkatt: i might try it with 2
just to try it

i see i see ;p
we are alpha testers

so are you part of the team or just an enthusiast ?
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king_mosiah: Nah, I'm not a developer (I don't know C++ for starters). I'm just a big proponent of these open source replacement engine projects (I suppose the best known one now is OpenMW for Morrowind).

They are the literally the best way to preserve these games for the communities that care about them. They can theoretically run on any OS or architecture, and you still have to buy the games (If you're not naughty) to get the assets, so there are no real dangers of being shutdown by Square-Enix.
okay
i was just wondering
cause if you were on the development team people could come to you with possible issues directly
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king_mosiah: In the meantime, you can have some fun with the N (no clip), R (rag doll) and Z (resurrect) keys.

Nah, I'm not a developer (I don't know C++ for starters). I'm just a big proponent of these open source replacement engine projects (I suppose the best known one now is OpenMW for Morrowind).

They are the literally the best way to preserve these games for the communities that care about them. They can theoretically run on any OS or architecture, and you still have to buy the games (If you're not naughty) to get the assets, so there are no real dangers of being shutdown by Square-Enix.
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snowkatt: okay
i was just wondering
cause if you were on the development team people could come to you with possible issues directly
Best place to go for advice for getting things running is the forum, and for reporting bugs, there's the projects github.
Post edited September 13, 2016 by king_mosiah
It'd be funny if the group working on this called themselves "Klingon Enix" so it would be abbreviated "Kleenix". :) (Yes I know Square Enix didn't create Tomb Raider)
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skeletonbow: It'd be funny if the group working on this called themselves "Klingon Enix" so it would be abbreviated "Kleenix". :) (Yes I know Square Enix didn't create Tomb Raider)
Pretty sure 'Enix' by itself is still trademarked.
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king_mosiah: Pretty sure 'Enix' by itself is still trademarked.
Pretty sure "Tomb Raider" is too. :)
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king_mosiah: Pretty sure 'Enix' by itself is still trademarked.
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skeletonbow: Pretty sure "Tomb Raider" is too. :)
Which is why the project does not use that in it's name.
Post edited September 12, 2016 by king_mosiah
I tried fiddling a bit with what I have available of no-clip and currently implemented controls. Some interesting things I noticed.

1) Is it just me, or are the underwater obtainables/switches that much harder to activate?
2) Also, in stage 5 (or was it 6, the one with Neptune and whatnot), activating the water switch force no clips you out of the wall the switch is on. Making you able to swim nearly anywhere in the black void. Reminds me of Spyro 3's swim anywhere glitches, except without the deaths.
3) Returning to Neptune's water pool after doing that trick rendered the water unusually normal. I then did the swim anywhere trick again and went into the water pool again and it sucked me in as should be.
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king_mosiah: Which is why the project does not use that in it's name.
Trademarks do not have to be used verbatim in order for there to be a potential violation. They merely need to be "confusingly similar", and lawsuits have been won for less than the "Tomb" in "OpenTomb".

As a case in point, Microsoft years ago took legal aim at the product known as "Lindows":
https://en.wikipedia.org/wiki/Microsoft_Corp._v._Lindows.com,_Inc.

Sometimes judges rule one way, sometimes the other way. Needless to say, merely being sued can be very legally costly even if you win the lawsuit, and big companies have a lot of money and lawyers. Just because "OpenTomb" doesn't have "Raider" in the name does not make them immune to a trademark infringement lawsuit claim.

As an example much closer in nature to OpenTomb for Tomb Raider, many years ago there was an similar open source engine for Blizzard games known as "Freecraft". Blizzard went after the creators of "Freecraft" years ago, successfully forcing them to change the name of the project which is now known as "Stratagus": https://en.wikipedia.org/wiki/Freecraft

Blizzard also went after a project that was an open source reverse engineered version of their Battle.NET service and successfully shut them down: https://en.wikipedia.org/wiki/Bnetd

There are dozens of examples of such cases out there, some based more strongly on trademark claims that the layperson might think are perfectly ok, others involve copyright law as well. Usually the video game companies win the lawsuits or win out of court by fear over the legal fees of fighting them in court. Outside of the video game industry the practice is highly common as well. Trademark law is complex and difficult to fully understand and appreciate, and big companies with big lawyers usually win should they decide to step up to the plate.
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king_mosiah: Which is why the project does not use that in it's name.
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skeletonbow: Trademarks do not have to be used verbatim in order for there to be a potential violation. They merely need to be "confusingly similar", and lawsuits have been won for less than the "Tomb" in "OpenTomb".

As a case in point, Microsoft years ago took legal aim at the product known as "Lindows":
https://en.wikipedia.org/wiki/Microsoft_Corp._v._Lindows.com,_Inc.

Sometimes judges rule one way, sometimes the other way. Needless to say, merely being sued can be very legally costly even if you win the lawsuit, and big companies have a lot of money and lawyers. Just because "OpenTomb" doesn't have "Raider" in the name does not make them immune to a trademark infringement lawsuit claim.

As an example much closer in nature to OpenTomb for Tomb Raider, many years ago there was an similar open source engine for Blizzard games known as "Freecraft". Blizzard went after the creators of "Freecraft" years ago, successfully forcing them to change the name of the project which is now known as "Stratagus": https://en.wikipedia.org/wiki/Freecraft

Blizzard also went after a project that was an open source reverse engineered version of their Battle.NET service and successfully shut them down: https://en.wikipedia.org/wiki/Bnetd

There are dozens of examples of such cases out there, some based more strongly on trademark claims that the layperson might think are perfectly ok, others involve copyright law as well. Usually the video game companies win the lawsuits or win out of court by fear over the legal fees of fighting them in court. Outside of the video game industry the practice is highly common as well. Trademark law is complex and difficult to fully understand and appreciate, and big companies with big lawyers usually win should they decide to step up to the plate.
Actually, the 'OpenTomb' name is pretty unlikely to cause any legal problems; they could just say it's referencing anything from the Bible to the Egyptian pharaohs. Were it to cause problems though, all they would have to do is change the name. Which is no big deal.
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PookaMustard: I tried fiddling a bit with what I have available of no-clip and currently implemented controls. Some interesting things I noticed.

1) Is it just me, or are the underwater obtainables/switches that much harder to activate?
2) Also, in stage 5 (or was it 6, the one with Neptune and whatnot), activating the water switch force no clips you out of the wall the switch is on. Making you able to swim nearly anywhere in the black void. Reminds me of Spyro 3's swim anywhere glitches, except without the deaths.
3) Returning to Neptune's water pool after doing that trick rendered the water unusually normal. I then did the swim anywhere trick again and went into the water pool again and it sucked me in as should be.
Yeah. They've been refactoring the collision in the engine, so that may have something to do with it. Switches in particular are harder to get into the correct position to activate underwater, for the moment.
Post edited September 13, 2016 by king_mosiah
Am I the only one who has trouble getting gamepads to work properly in the original TR games? Maybe these will make it easier.
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Crosmando: Am I the only one who has trouble getting gamepads to work properly in the original TR games? Maybe these will make it easier.
no they are very fiddely
and hard to remap

hell tomb raider 2 doesnt even see my 360 controller
Post edited September 13, 2016 by snowkatt
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snowkatt: hell tomb raider 2 doesnt even see my 360 controller
There was no such thing as an XInput controller in '97, silly.
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snowkatt: hell tomb raider 2 doesnt even see my 360 controller
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mistermumbles: There was no such thing as an XInput controller in '97, silly.
you'd expect companies to spruce up the old games a bit when the re release them but eh effort