Version 1.5 (In Development) #
Bug fixes #
- Fixed original issue with classic switch off trigger incorrectly activating some trigger actions.
- Fixed incorrect diving animation when swandiving from a high place.
- Fixed camera rotating with the player’s hips when climbing out of water.
- Fixed AI for TR2 skidoo driver and worker with shotgun.
- Fixed ember emitter crashing when ocb is between -1 and -10.
- Fixed electric cleaner and squishy block not detecting collision with certain block heights.
- Fixed squishy blocks crashing the level.
- Fixed Larson and Pierre pathfinding.
- Fixed torch flame delay when the player throws or drops a torch.
- Fixed dart emitters failing with antitrigger.
- Fixed homing dart emitter spawning darts continously when player is on its trigger.
- Fixed four blade trap floor and ceiling collision.
- Fixed Joby spikes collision and deformation.
- Fixed sentry gun joint rotation.
- Fixed teeth spikes not triggering the player impale animation.
- Fixed TR4 mine crash with OCB 1 when triggered.
- Fixed cases where Atlantean mutant’s bombs cause the game to crash.
- Fixed young hair drawing.
Features/Amendments #
- Added variable framerate , that allows the engine to run at an unlocked framerate for a much smoother experience. Setting can be toggled on or off in the graphical settings menu.
- Added a customisable global lensflare effect.
- Added a customisable starry sky and meteor effect (based on TR5).
- Added the ability to display “Lara’s Home” entry in the main menu.
- Added F12 as alternative to PrtSc for screenshots.
- Added option to enable or disable menu option looping.
- Menu scrolling using held inputs will stop at the last option until a new input is made.
- Added TR3 seal mutant.
- You must use this version:
- Add new sound conditions: Quicksand and Underwater.
- Quicksand – sound effect plays when a moveable is in quicksand.
- Underwater – sound plays when the camera is submerged.
- Added TR4 Enemy_Jeep
- Changed Rome Hammer to not hurt player whilst deactivated.
- Changed Statue with blade damage, from 20 to 200.
- Changed sound effect that is triggered when using the
level.rumble
feature in a level. Sound effect now part of the default soundmap (ID 359) and additional hardcoded pitch shift has been removed. - Changed Water sound condition to ShallowWater.
- Enhanced Rolling Spindle detection to avoid them going down through pits.
- Enhanced Sentry Guns, with a new ItemFlags[3], to contain the ID of the inventory item that deactivates the sentry guns ( by default PUZZLE_ITEM5 )
- Enhanced Dart Emitter, with a new ItemFlags[0], to contain the number of frames between shots ( by default 32 in dart emitter, and 24 in homing-dart emitter ).
- Enhanced raptor behaviour and handling.
- You must use this version:
- Added Flow.EnableHomeLevel()
- Added Flow.LensFlare()
- Added Flow.Starfield()
- Added Inventory.GetUsedItem(), Inventory.SetUsedItem() and Inventory.ClearUsedItem() functions.
- Added Input.KeyClearAll()
- Added Room:GetRoomNumber()
- Removed anims.monkeyAutoJump. It is now a player menu configuration.
- Fixed Volume:GetActive() method
Version 1.4 #
Bug Fixes #
- Fixed drawing of display sprites in title level.
- Fixed drawing of smoke sprites and various other sprites.
- Fixed drawing of transparent surfaces when debris are present in scene.
- Fixed player holster state and current vehicle not preserved correctly on level jump.
- Fixed diving when swimming over sinks.
- Fixed fire item effect not extinguishing in water.
- Fixed fade-in and fade-out effects not canceling correctly when next level is loaded.
- Fixed shadows still being visible after shattering a moveable.
- Fixed FOV interpolation at the end of the flyby sequence.
- Fixed sounds resuming in pause mode while switching between apps.
- Fixed slide directions.
- Fixed occasional collision warnings in a log when teeth spikes object was activated.
- Fixed climbable pushables collision during continuous pulling action.
- Fixed collision for solid static meshes with zero collision box.
- Fixed bottom collision for solid static meshes.
- Fixed T-Rex’s head rotation.
Additions and Improvements #
- Auto-switch to a crawl state if player start position is in a crawlspace.
- Allow directional flame emitter (negative OCBs) to be rotated at any angle.
- Revise wall spikes:
- Wall spikes now stop when they touch a pushable, another spike wall or a normal
- Wall spikes will shatter any shatter in its path.
- Wall spikes can be stopped by a normal antitrigger or with a volume.
- Added hub system to preserve level state on level jumps.
- Added ember emitter.
- Added fish emitter.
- Added laser beam object.
- Added TR2 dragon and TR2 Marco Bartolli
- Added TR3 Winston (requires updated TEN .wad2)
- Added TR4 squishy blocks.
- Please use the versions below Horizontal version, Vertical version
Lua API Changes #
- Added resetHub flag to
Flow.Level
, which allows to reset hub data. - Added
Flow.GetFlipMapStatus()
function to get current flipmap status. - Added
Moveable:GetMeshCount()
function to get number of moveable meshes. - Added
Static:GetHP()
andStatic:SetHP()
functions to change shatterable static mesh. - Fixed
Moveable:SetOnCollidedWithObject()
callback.
Version 1.3 #
Bug Fixes #
- Fix crash if title logo is removed from Textures folder.
- Fix crash if unknown player state ID is encountered.
- Fix bug with OCB 2 on pushables, and some other pushable bugs.
- Fix pushable camera bug during edge slip.
- Fix lever switch turn off alignment animation.
- Fix lack of water splash in certain scenarios.
- Fix hydra flame not showing when charging.
- Fix shockwave light for hammer god.
- Fix camera shaking in some cases when the player is in quicksand room.
- Fix certain flame emitter OCBs emitting fire in wrong directions.
- Fix player not being able to pick up a torch when crouching.
- Fix jittery camera when performing crawl-to-hang.
- Fix several issues with limited pistol ammo.
- Fix player not being able to crawl if two-handed weapon is currently equipped.
- Fix playback issues with audio tracks placed in subfolders.
- Fix thin caustics outline on the edge of the blocks.
- Fix big static objects affected wrongly by dynamic lights.
- Fix legacy trigger leveljumps ignoring provided level index.
- Fix Light flicker.
Additions and Improvements #
- Add ambient occlusion (SSAO).
- Add new post-process workflow (monochrome, negative, exclusion).
- Add SMAA antialiasing instead of MSAA.
- Add global events.
- Add previously missing player start position object functionality.
- Add fast speed for fly cheat by holding Sprint input action.
- Add speedometer to vehicles.
- Totally revised transparency handling.
- Fixed normal mapping for rooms, items, and statics.
- Increased the maximum frames for animated sequences from 128 to 256.
- Optimized the renderer.
- Separate underwater wall and ceiling switch objects into two slots each.
- Accurately rotate display sprites around the pivot defined by the align mode.
- Allow walking on slopes when wading in water (similar to quicksand).
- Allow player to pull certain levers with both hands when holding a flare.
- Port twin auto gun from TR3.
- Slightly revise keyhole OCB to account for either keeping or losing the key:
- Positive OCB – play anim number and keep key in inventory.
- Negative OCB – play anim number and loose key in inventory.
- OCB 0 – play default animation and loose the key in inventory
- Revise keyhole OCBs to account for keeping or losing keys:
- Positive OCB: Play anim number and keep key.
- Negative OCB: Play anim number and lose key.
- OCB 0: Play default animation and lose key.
- Revise Wolf OCB:
- OCB 0: Wolf starts in walking animation, ready to chase Lara.
- OCB 1: Wolf starts in sleeping animation.
Lua API Changes #
- Add
Lara:GetInteractedMoveable()
which returns currently interacted moveable by Lara. - Add
Moveable:SetStatus()
to set the current status of the moveable. - Add
Room:GetColor()
to get room’s ambient light color. - Add
Util.PickMoveableByDisplayPosition()
andUtil.PickStaticByDisplayPosition()
functions. - Add
View.GetCameraPosition()
,View.GetCameraTarget()
andView.GetCameraRoom()
functions. - Add View.SetPostProcessMode(), View.SetPostProcessStrength() and View.SetPostProcessTint() functions.
Version 1.2 #
Bug Fixes #
- Fix burning torch not working properly if there are more than 256 objects in a level.
- Fix grenade and rocket projectiles smoke offset in certain directions.
- Fix projectiles flying through animating objects.
- Fix harpoon gun doing enormous damage on enemies.
- Fix train death animation.
- Fix various camera issues with unique death animations.
- Fix zipline not following correct trajectory.
- Fix TR1 wolf damage value inflicted on a close bite attack.
- Fix TR1 bear various original AI issues.
- Fix TR2 knife thrower AI.
- Fix TR2 doberman crashing the game when killed by explosive weapons.
- Fix random crashes when killing exploding enemies.
- Fix random crashes in battle with more than 8 enemies.
- Fix volume change in settings not affecting voice track.
- Fix several lighting bugs.
- Fix double drawing additive faces.
- Fix savegame count not properly increasing.
- Fix regeneration of non-ammo pickups with OCB 128.
- Fix vault bug preventing the player from climbing onto ledges out of deeper sections of wade-depth water.
- Fix cold exposure status not recovering in non-cold wade-depth water.
- Fix non-elevated combat camera.
- Fix camera snap when disengaging the look-around mode.
- Fix TR4 mapper not being visible.
Additions and Improvements #
- Improve head-on wall collision.
- Overhaul pushables:
– Separate climbable and non-climbable pushable object slots.
– Add new pushable OCB to manipulate pushable properties.
– Add new animations for pushing pushables off edges (TR1-3 and TR4-5 versions).
– Fix pushables not working with raising blocks.
– Fix miscellaneous pushable bugs. - Overhaul look-around feature:
– Allow for more consistent and wider viewing angles while crawling, crouching, and hanging.
– Improve look camera movement and control.
– Re-enable looking while performing up jump, backward jump, or backward crawl.
– Add functionality to rotate slowly when holding Walk while using binoculars or lasersight. - Add target highlighter system with toggle in Sound and Gameplay settings.
- Add sprint slide state 191.
- Add swinging blade.
- Add crumbling platform and add new OCBs for behaviour:
– OCB 0: Default behaviour. When the player steps on the platform, it will shake and crumble after 1.2 seconds.
– OCB > 0: When the player steps on the platform, it will crumble after the number of frames set in the OCB.
– A positive value results in activation via player collision.
– A negative value requires a trigger to activate. - Add basic mouse input handling. Allows for binding of mouse inputs in control settings.
- Add settings for Mouse Sensitivity and Mouse Smoothing (not used in-game yet).
Lua API changes: #
- Split and organize functions in `Misc` namespace to appropriate new namespaces.
- Make Vec2 and Vec3 objects float-based instead of integer-based.
- Add DisplaySprite object.
- Add Flow.EnableLoadSave() function to disable savegames.
- Add Flow.EnablePointFilter() function to disable bilinear filtering.
- Add View.GetAspectRatio() function to get the screen resolution’s aspect ratio.
- Add Logic.HandleEvent() function to call node events.
- Add Input.GetCursorDisplayPosition() function to get the cursor’s position.
- Add functions to load, save, delete and check existence of savegames.
- Add Lara:GetAmmoType() function to read the ammo that player is using.
- Add Moveable:GetEndFrame() function to get the end frame number of a moveable’s current animation.
- Add extra parameter to GiveItem() function to optionally display an inventory item given to the player in the pickup summary.
- Add DisplayStringOption.RIGHT and DisplayStringOption.BLINK flags for DisplayString.
- Add log messages warnings to functions AddCallback and RemoveCallback.
- Add Vec2 and Vec3 arithmetic for division with a number and multiplication with another Vec2 or Vec3.
- Add various Vec2 and Vec3 operators and methods, such as Normalize() and Lerp().
- Fix InventoryItem constructor, now it will accept compound values in Item Action parameter.
- Fix Moveable constructor forcing initial animation to 0 and hit points to 10, even if not specified.
- Fix activation of a flipped room when using SetPos() script command or position change node.
- Fix Sound:PlaySoundEffect() function when used without optional position argument.
- Update DisplayString constructor to take a “scale” parameter, allowing for the resizing of text.
- Make DisplayString constructor’s “color” parameter optional.
- Add DisplayString::SetScale() function to resize text.
- Add DisplayString::GetScale() function to get text scale.
Version 1.1.0 #
Bug fixes #
- Fix enemies shooting Lara through static meshes and moveables.
- Fix skeletons and mummies not being affected by explosive weapons.
- Fix crash on loading if static meshes with IDs above maximum are present.
- Fix various crashes specific to 64-bit build.
- Fix random crashes when playing audio tracks with names longer than 15 symbols.
- Fix crashes when trying to play .wav audio tracks on some Windows 11 systems.
- Fix last selected gun type not preserved after level jump.
- Fix incorrect vertical position after reloading a savegame made while standing on a bridge.
- Fix sprint value going below zero.
- Fix fog bulb density formula.
- Fix clockwork beetle activation crashing the game.
- Fix corrupted vehicle positions after savegame reload.
- Fix default ambience overlapping current one when loading a savegame.
- Fix doppelganger being limited to a single room.
- Fix bat AI, damage value, and incorrect collision after death.
- Fix regeneration for pickups with OCB 128.
- Fix raising blocks still shaking without OCB.
- Fix spiky ceiling, improve collision, and allow setting velocity via OCB.
- Fix TR1 winged mutant pathfinding and damage issues and add new OCBs.
- Fix TR1 Natla facing angle, bomb and shard projectiles, shooting anim in the second phase.
- Fix last inventory item position not being saved.
- Fix some puzzle hole objects crashing the game on item insertion.
- Fix incorrect harpoon bolt speed and angle when shooting vertically.
- Fix black shatter debris.
- Fix Lara’s shadow projecting only her joints on some occasions.
- Fix sun and spot bulbs direction and sheen casts.
- Fix room collector freezing game on some occasions.
- Fix incorrect culling for scaled static meshes.
- Fix normal mapping.
Additions and Improvements #
- Add ability to save screenshot in the “Screenshots” subfolder by pressing the “Print screen” key.
- Implement separate audio track channel for playing voiceovers with subtitles in .srt format.
- Don’t stop ambience when Lara dies.
- Pause all sounds when entering inventory or pause menu.
- Preserve hit points on level jump.
- Improve deflection against slopes.
- Move and rotate Lara and activated pickups together with dynamic bridge objects.
- Reduce camera bounce.
- Improve spiky wall collision accuracy.
- Expand control settings page.
- Allow key bindings for previously hardcoded actions (weapon hotkeys, vehicle controls).
- Add input actions for weapon scroll.
- Add splash effect to rockets and grenades when they enter water.
- Allow multiple doppelgangers by using the same OCB for the origin nullmesh and doppelganger.
- Add TR1 skateboard kid.
- Add TR1 Kold.
Lua API changes: #
- Add soundtrack functions:
- Misc::GetAudioTrackLoudness() for getting current loudness of a given track type.
- Misc::IsAudioTrackPlaying() for checking if a given track type is playing.
- Misc::GetCurrentSubtitle() for getting current subtitle string for the voice track.
Version 1.0.9 #
Bug fixes #
- Fix cold bar triggered in non-water rooms.
- Fix spiky wall speed value and change it via OCB number or Lua (Moveable::SetItemFlags[0]).
- Fix bats emitter crashing the game if the little beetle object does not exist in wad.
- Fix gunflash rendering and position for entities.
- Fix snowmobile driver crashing the game.
- Fix knifethrower not throwing knife.
- Fix classic rollingball rolling in place into some closed doors.
- Fix zipline not working properly.
- Fix missing heavytrigger checks for node events activated from classic triggers.
- Fix death flag burning enemies underwater.
- Fix pickups and object collision not working properly in flipped rooms without portals.
- Fix footprints not being cleared after level change.
- Fix thumbstick camera option sometimes producing jerky camera movements during object interaction.
- Fix soundtrack position not restoring if same track is already playing.
- Fix inventory input interference when entering inventory via puzzle.
- Fix gamepad still vibrating if Lara was poisoned prior to death.
- Fix flare brightness.
- Fix grenade firing angle.
- Fix rendering for static meshes with custom blending modes and alpha transparency.
- Fix inconsistent multiline string spacing on different display modes.
Additions and Improvements #
- Remove search object 4 hardcoded meshswap activated with a flipmap.
- Add TR1 cowboy.
- Add TR3 wall mounted blade.
- Add TR3 claw mutant.
- Add TR5 lasers:
- Choose colour for the lasers via tint menu.
- Laser OCB means width of the laser in sectors.
- Negative OCB laser will trigger heavy trigger.
- Positive OCB kills Lara.
- Add removable puzzles from puzzle holes and puzzle dones:
- Employed by setting the trigger type as “Switch” for either puzzle hole or puzzle done.
- Can be mixed with puzzle done and puzzle holes of the same or different type.
- Add reusable keys for key holes:
- Employed by setting the trigger type as “Switch” for key hole.
- Allow key hole animation to be played via OCB number:
- Default OCB 0 will play Lara use key animation.
- Any positive OCB number will play the animation according to the OCB number.
- Reimplement fog bulbs.
- Add missing gunflash for some entities, also include dynamic light and smoke to all gunflashes.
- Add ability to pick up a single inactive flare as an inventory item.
- Add log reports if title level or other levels don’t exist.
- Add better error handling for missing font, sprites or shaders.
- Add “Reset to defaults” entry to controls menu and automatically bind XBOX gamepad profile if connected.
- Add 64-bit executable and place both 32-bit and 64-bit versions into /Bin subdirectory.
Lua API changes: #
- Add Vec2 class.
- Add function String::SetTranslated().
- Add function Misc::IsStringDisplaying().
- Add the following for use in AddCallback and RemoveCallback:
- PRESTART, POSTSTART
- PREEND, POSTEND
- PRESAVE, POSTSAVE
- PRELOAD, POSTLOAD
Version 1.0.8 #
Bug fixes #
- Fix bubbles phasing through ceilings.
- Fix object camera not clearing at level end.
- Fix hardcoded double-breathing Lara sound effect.
- Fix Lara’s hair twist and rotation.
- Fix harpoon gun triggering water and dry sounds when shooting and holstering.
- Fix Z-fighting in inventory rendering.
- Fix dozy cheat always giving uzi weapons even if not present in wad.
- Fix TR3 Sophia’s charge ring drawing below floor.
Additions and Improvements #
- Add TR5 imp
- Add TR1 slamming doors.
- Add TR3 wasp
- Add TR3 Corpse
- Add the ability to set cold bar in rooms (achieved by setting cold flag to a room in Tomb Editor).
- Add water wakes for vehicles.
- Allow the hair object to have as many or as few hair segments as desired (dynamically adapted by the engine).
- Restored inventory compass.
Lua API changes: #
- Add new function
Misc::IsSoundPlaying()
to check if a specific sound is being played.
- Add new function
Version 1.0.7 #
Bug Fixes #
- Fix spark particles not being cleared on level reload.
- Fix visible but inactive enemies (e.g. Shiva or Xian guardians) taking damage.
- Fix blockable LOT type enemies (e.g. T-Rex and Shiva) not being able to step up 1 click or drop 2 clicks.
- Fix valve switch unable to untrigger objects.
- Fix valve and wall hole switches (OCB 5 and 6) not working as a timed switches.
- Fix incorrect Lara alignment on monkeyswing autojump.
- Fix silent crash if hair object or skin joints are missing.
- Fix holster meshes not displaying for Lara’s shadow.
- Fix TR3 Shiva not taking explosive damage (should still block it with the sword).
- Fix TR3 Puna boss not blocking projectiles (grenade, rocket, harpoon, bolt) with the shield.
- Fix TR3 Puna boss and TR5 Roman statue taking fire when shot by explosive ammo.
- Fix TR2 sword and spear guardian:
- Not doing transition from alive to stone and stone to alive.
- Taking damage in stone mode.
- Wrong joint index for rotating the head and torso.
- Spear guardian not using left and right spear attack when walking (had wrong state ID set as target).
- Killing move for spear used wrong value.
- Fix TR3 big gun spawning rocket with 0 life which caused an immediate explosion.
- Fix TR3 Tony and add boss effect for him.
Additions and Improvements #
- Use Lara object’s own meshes if Lara skin object does not exist in level file.
- Add TR3 civvy.
- Add TR3 electric cleaner.
- Add TR3 Sophia Leigh
- Add airlock switch object. Achieved by putting valve switch trigger and door trigger on the same sector (TR5 submarine door setup).
- Add OCB 7 for switches to be used with SetItemFlags Lua commands for customizing on/off animations and reachable distance.
- Add instant headshot to guards.
- Polish the distance position between Lara and switch objects.
- Adjust rocket ammo pickup from 10 to 1.
- Improve behaviour of tiger and lion enemies.
- Implement more realistic water bubble effects.
- Implement a new stacked pickup display inspired by OpenLara.
- Prevent Lara from drawing weapons during parallel bar swinging.
- Further renderer performance optimizations and bugfixes.
Lua API changes: #
- Fix
Camera:SetPosition
not updating camera position when it is played simultaneously. - Add
Moveable:GetAirborne
andMoveable:SetAirborne
. - Add
Moveable:GetLocationAI
andMoveable:SetLocationAI
.
Version 1.0.6 #
Bug Fixes #
- Fix major pathfinding bug which could have caused lots of issues with enemy behaviour.
- Fix potential random crashes due to incorrect rendering behaviour.
- Fix savegame crash for disabled enemies with a partially set activation mask.
- Fix certain enemies not damaging Lara if binoculars or lasersight mode is active.
- Fix invisible Lara after starting a new game from title flyby with hidden Lara.
- Fix backholster weapons not updating their sound position together with player.
- Fix black screen bug when there was an obstacle between the fixed camera and the target.
- Fix underwater caustics not appearing without visiting options menu beforehand.
- Fix TR1 ape climbing.
- Fix TR1 rat which crashed the game when it was killed.
- Fix TR2 small spider climbing and pathfinding.
- Fix TR3 Shiva and TR4 baddy 2 not blocking bullets.
- Fix TR4 harpy’s sting attack which was neither hurting nor poisoning Lara.
- Fix TR4 SAS teleporting over the blocks he walks by.
- Fix TR4 seth blades that were doing a double activation when used an OCB different than 0.
- Fix TR4 skeleton spawn when used with OCB 3.
- Fix TR4 sphinx solving his bugged behaviour that happened if it received a lot of damage.
- Fix TR5 Roman statue and its meshswap.
- Fix TR5 twogun laser guard.
- Fix enemy projectile effect colours.
- Fix enemy shadow position.
- Fix sound positions not updated during flybys.
- Fix grenade launcher super ammo emitting too many fragments.
- Fix grenade and rocket launcher lighting.
- Fix ceiling trapdoor and floor trapdoor that Lara couldn’t open manually.
Additions and Improvements #
- Make enemies drop pickups at first available bounding box corner point, not centerpoint.
- Restore original volumetric explosion effects.
- Add TR3 lizard and Puna.
- Add TR3 boss effects in
ID_BOSS_SHIELD
andID_BOSS_SHOCKWAVE_EXPLOSION
slots. - Add an option to activate Lua or node events from legacy triggers.
- Add more warnings in logs to enemies which animation or required slot is missing.
- Antitriggering an enemy will now cause it to vanish and pause.
- Re-triggering an enemy will cause it to reappear and unpause.
- Lua Moveable functions Enable and Disable now correctly trigger and antitrigger the moveable.
- Improve level loading speed a lot.
Lua API changes: #
Moveable:SetVisible
has been added. MakeInvisible is now an alias forSetVisible(false)
.Moveable:MeshIsVisible
->GetMeshVisible
.Moveable:SetMeshVisible
has been added to replaceShowMesh
/HideMesh
.Moveable:MeshIsSwapped
-> GetMeshSwappedCamera:SetPosition
now updates the position if it’s called while it’s being played.- Primitive Classes (Color, Rotation, Vec3) can now be saved via Levelvars and Gamevars variables.
- OnSave function now gets called just before data is saved, rather than just after.
- Add new function CameraObject::PlayCamera()
- Add new function Misc::GetCameraType()
- Add new functions Moveable:GetAirborne() and Moveable:SetAirborne(bool input)
Version 1.0.5 #
Bug Fixes #
- Fix combined items not existing in inventory upon game reload.
- Fix classic rollingball not behaving properly in rooms beyond the distance of 32 blocks.
- Fix rollingball not killing Lara under certain movement angles.
- Fix savegame crashes when rooms with static meshes are flipped.
- Fix discrepancies between statistics and save / load game time units.
- Fix draw key incorrectly working in binoculars / lasersight mode.
- Fix incorrect picking up from plinths concealed by raising blocks.
- Fix reversed grenade rotation.
- Fix flame emitter 3 not burning player.
- Fix TR2 yeti, TR3 civvy and MP with stick vault bugs.
- Fix TR2 worker with flamethrower and TR3 flamethrower baddy attack ranges and aiming issues.
- Fix TR3 tribeman with axe not attacking Lara.
- Fix TR3 tribeman with dart not shooting at Lara’s direction.
- Fix TR3 crow and TR4 harpy death animations not performing correctly.
- Fix TR4 crocodile attack range and joint rotation speed.
- Fix TR4 Von Croy not using animation for 2 and 3 step down vaults.
- Fix TR4 baddies not using animation for 3 step down vaults.
- Fix TR5 laserhead guardian.
- Fix crash, water death and meshswap issues for TR5 cyborg.
- Fix pathfinding problems for first initialized enemy of every slot.
- Fix pathfinding of flying and water creatures (partial).
- Fix rare crash when smash item is inside a wall and add warning log for the scenario.
- Fix bone rotations of some entities.
- Fix Lara’s animation for cog switch release.
Additions and Improvements #
- Added new OCB to cog switch object.
- Allow to freely rotate dart emitter in all directions.
- Customize dart emitter damage with OCB.
- Draw real mesh for darts.
- Added warning log when one slot requires another slot which is missing.
Lua API changes: #
- Add new
Room
class and several methods for it.
Version 1.0.4 #
Bug Fixes #
- Remove TRC remnant which added HK to inventory if pistols weren’t available.
- Fix choppy camera movement in several cases.
- Fix Lara’s vertical position when shimmying around steep slope corners.
- Fix legacy pickup triggers not working in certain cases.
- Fix crawl pickup not actually doing any pickups.
- Fix demigod and harpy shooting in incorrect directions.
- Fix particle effects for seth and harpy magic attacks.
- Fix lasersight always displaying with HK, revolver and crossbow.
- Fix rapid ammo spending in HK lasersight mode.
- Fix incorrect string IDs for item combine, HK and revolver with lasersight.
- Fix puzzle holes not swapping to puzzle done objects.
- Fix several collision and sound source issues in flipped rooms.
- Fix several pushable sound and object collision bugs.
- Fix original bug with incorrect climb up behaviour on ladders under sloped ceilings.
- Fix original bug with reassigned control keys still triggering default events.
- Fix TR1 centaur bubble targeting.
- Fix TR5 autogun rotation.
- Fix occasional wrong rollingball collision in narrow pits.
- Fix classic rollingball and big rollingball not behaving properly.
- Fix caustics not turning off in display settings.
- Fix windowed mode not using real resolution when DPI scaling is active.
- Fix the control lock not working in flyby sequences.
- Fix empty inventory when using the build and play feature in TE.
- Fix non-pickupable thrown flares.
- Fix throwing flare without drawing any weapons if there are no weapons present.
- Fix several incorrect FOV reset issues.
- Fix the current soundtrack fading into silence if the incoming one doesn’t exist.
- Fix the crash if there is an attempt to display a string with missing characters.
Additions and Improvements #
- Add generic assignable effects for moveables – fire, sparks, smoke and laser / electric ignite.
- Add the ability to burn enemies with
Flame_Emitter1
and death blocks. - Add wireframe mode and other visual debug information (switch by F10/F11 debug page scroll hotkeys).
- Activate Lara-bound volume triggers with mounted vehicles.
- Allow multiple individual activators for the same volume at the same time.
- Change the default shatter sound to
TR4_SMASH_ROCK
(tomb4 default). - Reduce idle pose time from 30 to 20 seconds.
- Automatically align pickups to the floor surface.
- Minecart enhancements:
- Add landing/jump sound.
- Add fall damage.
- Explode in water below 2-click surface.
- Fix jump.
- Templar Knight enhancements:
- Restored spark effects.
- Can destroy statics in shatter slots.
- Fix the crash when attacking.
- SAS enhancements:
- Fix grenade shooting.
- Fix
AI_MODIFY
andAI_GUARD
behaviour.
Lua API changes: #
- Add new Volume class and several methods for it.
- Add new Moveable functions:
GetEffect
,SetEffect
andSetCustomEffect
(for coloured fire). - Add new Lara functions:
GetTarget
,GetVehicle
andTorchIsLit
. - Remove Lara functions: SetOnFire and GetOnFire (replaced with GetEffect and SetEffect).
- Add Gameflow.lua options:
Flow.EnableMassPickup
for mass pickup functionality.Flow.EnableLaraInTitle
for displaying Lara in title flyby.Flow.EnableLevelSelect
for title flyby level selection.level.secrets
for level-specific secret count.
- Fix level.ambientTrack property not working for title flyby.
- Fix action key script functions not fully working in some cases.
- Fix mounted vehicles ignoring Disable, Shatter and Explode script commands.
- Fix SetPosition command not updating room number correctly.
- Fix Rotation class using integers under the hood which prevented using fractional rotation values.
- Fix distance tests failing on a very high distances.
Version 1.0.3 #
Bug Fixes #
- Fix going into inventory and load/save dialogs during fade-ins and fade-outs.
- Fix savegames not preserving save number and game timer.
- Fix dodgy weapon lock angle constraints.
- Fix wrong shotgun ammo pickup amount.
- Fix shotgun using 6 units of ammo with each shot.
- Fix rocket explosions near statics.
- Fix explosive crossbow bolts not damaging player.
- Fix poisoned crossbow bolts not damaging enemies.
- Fix TR3 monkey level crash.
- Fix occasional ejections when landing on a slope.
- Fix occasional ejections when climbing up on a ledge under a slope.
- Fix pushables not being pushable on top of bridges and other pushables.
- Fix pushables having incorrect collision when bounding box is bigger than 1 sector.
- Fix grabbing narrow ledges below ceilings.
- Fix slow centaur projectile velocity.
- Fix search animations – allow chest and shelf animations to play properly.
- Fix sarcophagus and its item pickup.
- Fix underwater door and double doors continuing to be interactable after opening.
- Fix underwater door being interactable when underwater switch is on the same square.
- Fix ability to turn when aligning to an object while standing.
- Fix left arm lock while picking up an item with a flare in hand.
- Fix potential crashes when exiting game.
- Fix secret soundtrack (which filename number should be the last) not playing.
- Fix distance fog not applying properly to additive and subtractive surfaces.
- Fix swarm enemies and projectiles occasionally drawn using incorrect meshes.
- Fix single-hand weapons not having a sound on draw and undraw.
- Fix waterfall mist – it can now be disabled with antitrigger.
- Fix underwater lever pull animation playing after interacting with underwater ceiling switch.
- Fix SAS_DRAG_BLOKE object interaction.
- Fix KILLER_STATUE not triggering.
Additions and Improvements #
- Add ledge jumps (Lara object must be updated with new animations to make it work).
- Allow any object slot to be used as a meshswap.
- Add silent mode for Rollingballs.
- Customize waterfall mist colour.
- Implement HK shooting modes from TR5.
- Implement sprite instancing to speed up rendering.
- Enable dynamic lights for swarm enemies (beetles, rats and bats).
- Re-enable underwater caustics.
- Increase amount of maximum secrets per level from 8 to 32.
- Improve game and inventory input handling.
- Adjust sprint jump timing.
- Add DAMOCLES_SWORD from TR1.
Lua API changes: #
- A new class has been added, LaraObject, for Lara-specific functions. The built-in “Lara” variable now uses this class.
- Add functions for Lara object:
- GetPoison / SetPoison
- GetAir / SetAir
- GetOnFire / SetOnFire
- GetSprintEnergy / SetSprintEnergy
- GetWet / SetWet
- GetWeaponType / SetWeaponType
- UndrawWeapon
- GetAmmoCount
- GetHandStatus
- ThrowAwayTorch
- Add FlipMap and PlayFlyBy script commands and node functions.
- Add GetMoveablesBySlot and GetStaticsBySlot script commands to select groups of items.
- Add FlyCheat option to gameflow script for disabling dozy mode.
- Add SetTotalSecretCount option to gameflow script to set overall amount of secrets.
- Raised the maximum value on Moveable.SetHP to 32767 (its internal numeric maximum).
Version 1.0.2 #
Bug Fixes #
- Fix removing Pistols with TakeItem and SetItemCount.Allow saving and loading of Vec3s in LevelVars and GameVars.
- Fix incorrect pole mounting.
- Fix zeroed forward velocity upon landing.
- Fix incorrect behaviour when falling on statics from the top after monkeyswing.
- Fix missing animcommand calls on first animation frame.
- Fix 1-frame turn rate delays.
- Fix occasional leave event calls when moving closer to volumes.
- Fix incorrect viewport size in windowed mode.
- Fix late landing animation dispatch in rare cases.
- Fix incorrect velocity calculations for death animations.
- Fix horseman’s axe attack using his left foot as the damaging joint.
- Fix stargate blades needlessly pushing the player around while hardly doing any damage.
- Fix weapon hotkeys and add missing crossbow hotkey.
Additions and Improvements #
- Support volume triggers made with node editor.
- Adjust max turn rate of idle state.
- Align Lara on slopes when crouching, crawling, and dying.
- Better slope alignment for large, flat enemies (i.e. big scorpion and crocodile).
- Lock turn rate when automatically aligning Lara to objects.
- Don’t play Lara alignment animations if the interacted object is too close.
- Allow vertical pole mounts only when facing one directly.
- Allow vertical pole mounts while turning, walking, or running.
- Update monkey swing 180 turn animation.
- Update backward monkey swing animations.
- Added standing 180 turn. Activated with WALK+ROLL on dry ground, automatic when in wade-height water or swamp.
- Added crouch turn and crawl turn animations.
- Added new switch OCBs.
Lua API changes #
- Util.ShortenTENCalls no longer needs to be called; it is now automatic for both level scripts and Gameflow.lua.
- Flow.InvID has been removed; any function taking a pickup (e.g. GiveItem) now takes an Objects.ObjID instead.
- Add Enable, Disable, GetActive, Get/SetSolid functions for static meshes.
- Add FadeOutComplete, StopAudioTrack and StopAudioTracks functions.
- Account for objects in HasLineOfSight tests.
- Move Timer.lua, EventSequence.lua and Util.lua to a subfolder named “Engine”.
- LevelFuncs can now contain tables as well as functions. These tables can contain functions and other tables, and so forth.
- Moveable functions SetOnHit, SetOnKilled, SetOnCollidedWithObject and SetOnCollidedWithRoom no longer take strings, and instead take function objects themselves.
- Don’t require EventSequence and Timer to call Timer.UpdateAll in OnControlPhase.
- Add TEN.Logic.AddCallback and TEN.Logic.RemoveCallback.
- Rework GiveItem, TakeItem, and SetItemCount (e.g. SetItemCount with a value of -1 can give infinite ammo/consumables).
Version 1.0.1 #
Bug Fixes #
- Fix some issues with shimmying between diagonal ledges and walls.
- Fix rope transparency.
- Fix objects disappearing under certain angles at the edges of the screen.
- Fix incorrect polerope and jumpswitch grabbing.
- Fix camera behaviour with pushable blocks.
- Fix minecart unduck on inclines.
- Fix quadbike dismount with jump key and allow to shoot big gun with action key.
- Fix static meshes having wrong colors on savegame reload.
- Fix rollingball incorrectly killing Lara in water and in jump.
- Fix resurfacing on underwater death.
- Fix water to ladder animation not activating in all cases.
- Fix ripples not appearing on water connections higher than room bottom.
- Fix several problems with ropes (stumbling, rope length, etc).
- Fix several problems with teeth spikes.
- Fix falling through twoblock platform on room number change.
- Fix falling block breaking too early if placed on a vertical portal.
- Fix crashes when loading image files are missing.
- Disable trigger check for puzzle holes.
- Clear locusts and other swarm enemies on level reload.
- Enhance cobra AI and fix targeting.
- Fully decompile HAMMER object from TR4.
- Prevent title music audio from starting in a random place.
- Update harpoon speed on room change.
- Enable second sky layer rendering.
- Preserve inventory and flare on level jumps.
- Timer.Create now lets you choose the units to display remaining time.
- Fatal script errors now boot you to the title (it will crash if the title itself has these errors).
- SetFarView has been removed, and Flow.Level.farView is now uncapped.
- DisplayString text will now be cleared when a level is exited or reloaded.
- EventSequence.lua has been added and documented.
Additions and Improvements #
- Added antialiasing support.
- Added static mesh scaling support.
- Added free rotation for teeth spikes instead of using OCB codes.
Version 1.0 #
First beta release.