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Roadmap #353
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Should we view that more as an idealized or simplified roadmap? That is we know that there is much in common between different TR versions, so it could be borrowed heavily from e.g. TR5 even at milestone A. Another question should be about level of cooperation between all other projects of similar goals, e.g. TR1Main, TR2Main, TOMB5. I see that you consider it as a personal project. But I really think that such an enormous undertaking was not successful previously not the least because of development resources stretched too thin. P.S. And I'm really confused by how TOMB5 was affected by TR source leak. It seems that it was likely abandoned but then continued by a different people and in a different place. A lot of work for uncertain reasons. |
Of course it's simplified plan to show the main direction without any timelines. Many things might be changed or extended during the progress. I'll add the Tomb Editor collaboration to the Milestone D1, thanks. TOMB5 was a great project and was not in vain. We learned a lot from it and those things will be reflected in OpenLara and other projects in the future not only TR-related. |
regarding "Restore TR1 gameplay parts (Lara, objects, triggers, camera, enemies, weapons, inventory)": Are the missing gameplay parts game breaking? Or can I still play through OpenLara from start to end? Cheers and thanks for working on OpenLara! :) |
@kscheel for now in the new engine most of the gameplay logic is missing starting from LEVEL3A. The main branch (old engine) has everything for TR1 and can be fully completed from start to end. |
is the new engine the fixed point code? or it will still feature floating point code? |
Maybe it can't be done but, didn't TR (don't know which) and LoK share the engine? If it's the case, how about a Legacy of Kain compatibility as a future goal? |
much respect and a big thank you for bringing my favorite game modern graphics and RT!! I am having a major issue I cant find a fix for currently. 1. made it to caves and tried loading the save, immediately freezes upon load up. freezes when you alt |
The fixed_updates_per_second branch was experimental for a while, it successfully recreated and tested the original control mechanics and interpolation between frames to achieve a smooth gameplay at a fixed 30 updates per second. The original mechanics completely fixes most of the current issues, but due to the fact that in TR2-5 the arsenal of weapons, the set of enemies and objects was significantly expanded, it became difficult to reproduce all their logic without significant deviations from the original behavior.
After 5 years of OpenLara development I decided to recreate the architecture and logic of the original engine as accurately as possible, relying on debug symbols, new accessible materials and my current experience in reverse engineering. Most of the OpenLara engine parts will be rewritten.
Goals
Roadmap
Milestone A
Milestone B
Milestone C
*After this milestone I will continue to make ports to other platforms in parallel (#15)
Milestone D1
*At this point we'll get stable TR1 support again with some great things
Milestone D2
Milestone D3
Milestone D4
Milestone D5
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