Development snapshot

Published on Mar 26, 2024 · all releases

Lara's movement

  • Improved Lara's torso rotation handling when going into a crouch and drawing/holstering guns while crouched ( #6700 )
  • Fixed Lara being unable to grab zipline handles that are positioned on slopes when animated interactions are enabled (TRX1587, regression from 1.10)
  • Fixed Lara moving while the look button was held and two opposite directions were pressed (OG bug) ( #6686 / TRX1585)
  • Fixed Lara sometimes sliding along stationary objects when at a standstill at specific angles (OG bug) (TRX1680)

Rendering

  • Added an option to disable reflections on Lara's sunglasses (Graphic Options → Visuals → Reflective sunglasses) ( #6665 / TRX1544)
  • Improved the frame rate, as the game now draws solid surfaces faster
  • Fixed the screen not fading to black after a skipped FMV (TRX1613)
  • Fixed static objects keeping the underwater tint and lighting after their room drains (TRX1630, regression from 1.11)

UI

  • Added an option to blur the game behind the inventory, pause and stats screens (Graphic Options → UI → Background blur) ( #6725 / TRX1610)
  • Added an option to change the loading bar color (Graphics → Bars → Loading bar color) ( #6682 / TRX1582)
  • Added a loading bar to the TR1–3 loading screens (Graphics → Bars → Loading bar) (TRX1591)
  • Added an option to change the loading bar appearance (Graphics → Bars → Loading bar appearance) (TRX1591)
  • Improved the position of the passport dialogs, which now line up on every page
  • Changed the loading screens in TR1–3 to stay on screen for two seconds in every game (TRX1591)
  • Changed the look button to skip loading screens, pictures, FMVs, and stats screens, like it does for cutscenes (TRX1541)
  • Changed the pause screen during FMVs to use the chosen pause background style (TRX1617)
  • Fixed items without a sprite, such as the scion, not showing in the pickups overlay when 3D pickups are off
  • Fixed the FPS counter briefly showing an incorrect value after switching mods (TRX1631)
  • Fixed the game not fading to black when it was exited during an FMV (TRX1616)
  • Fixed the stats background help naming the wrong style for TR2 (PS1) ( #6711 / TRX1598)

Developer console

  • Added the /restartlevel console command, also available as /restart, which restarts the current level ( #6712 / TRX1599)
  • Added /debug zones, which outlines the zones a mod watches ( #6726 )
  • Changed the /give console command to show the given items in the corner of the screen, except for /give all. Use -q to hide them.
  • Fixed a bug where console commands such as /play were ignored when issued during a loading screen (TRX1623)

Gameplay

  • Added the ability to combine the two halves of an item in the inventory, such as the eye pieces in Tomb of Seth (TRX482)
  • Fixed a bug where a friendly sentry gun kept aiming at Lara, and aimed at enemies it had no shot at, instead of the enemies it was set to attack
  • Fixed Lara not getting a crystal when starting a game with the crystal mode set to Saving (pickups) (Gameplay → General → Crystal mode)

Level and game data

  • Added a mode property to Earthquakes to select the camera shake intensity and sound effect behavior
  • Added a shake_camera property to Earthquakes to control whether or not the camera should shake when active
  • Added a trigger_items property to Earthquakes to control whether or not related items are triggered when active
  • Added a lifetime property to Earthquakes to control deactivating them automatically after a set number of frames
  • Added a blocks_portal property to trapdoors to make them behave like in TR4+
  • Fixed a crash if Lara tried to aim at an enemy who had invalid animation data ( #6744 / TRX1632)
  • Fixed missing names for the Trigger Gate object, and being unable to activate them via the /trigger command

Weapons and ammunition

  • Fixed the BFG9000 blast passing through friendly creatures
  • Fixed the BFG9000 filling the log with errors when shot at a creature on the ground ( #6703 / TRX1595)
  • Fixed level completion after explosive weapon kills ( #6685 / TRX1584)
  • Fixed Lara sometimes aiming at a different enemy than in the original games when two were equally good targets

TR1

  • Fixed empty pods being included in the total kill statistics if O_ATLANTEAN_WINGED is present in the level (TRX1693, regression from 1.5)
  • Fixed not being able to trigger enemies 193 and 194 if Lara survives room 95 in Temple of the Cat (OG bug) (TRX1694)

TR2

  • Fixed missing gun flashes in the Diving Area cutscene (OG bug) (TRX89)

TR3

  • Added the demos from the PS1 version, which play when the main menu is left idle ( #6713 / TRX1601)
  • Fixed the assault course and quad bike timers showing tenths of a second instead of hundredths ( #6704 / TRX1596)
  • Fixed the assault course and quad bike records in the stopwatch showing tenths of a second instead of hundredths ( #6704 / TRX1596)
  • Fixed effects such as smoke and explosions breaking after an enemy exploded near Lara (TRX1576)
  • Fixed TR2 enemies such as spiders bursting into flames and explosions when they die in a TR3 level (TRX1574)
  • Fixed Earthquakes resetting to their starting shake intensity when loading a save (TRX1622, regression from 1.2)
  • Fixed Lara stopping a turn at once when the look button is held
  • Fixed Lara, enemies and vehicles moving slightly differently from the original game
  • Fixed civilians, military police and prisoners not starting slightly turned, as they do in the original game
  • Fixed guns that eject shells puffing smoke at the muzzle rather than at the shell
  • Fixed a misaligned barrier mesh in Aldwych room 57 (TRX1639, regression from 1.5)
  • Fixed missing gun flashes in the Antarctica cutscene (OG bug) (TRX1540)

TR4

  • Added Small Scorpion control (TRX1562)
  • Added Jackal control (TRX1553)
  • Added Guide control (TRX1551)
  • Added Raising and Expanding Block control (TRX1558)
  • Added Moving Floor control (TRX1559)
  • Added Rolling Spikes control (TRX1564)
  • Added Falling Blade control (TRX1550)
  • Added Plough control (TRX1557)
  • Added Undead Mummy control (TRX1555)
  • Added Pushable Object control (TRX1556)
  • Added Earthquake control (TRX1548)
  • Added Henchman 1 and Henchman 2 control (TRX1552)
  • Added Jeep control (TRX1554)
  • Added Bouncing Boulder control (TRX1560)
  • Added Smashable Vehicle Wall control (TRX1563)
  • Added Enemy Jeep control (TRX1549)
  • Added Trapdoor 1-3 control (TRX1565)
  • Added level views before play starts, with a progress bar (TRX493)
  • Added Seth Sarcophagus and the Burial Chambers cutscene where Lara takes the Amulet (TRX1561)
  • Changed inventory items to use the original size and angle for each level's puzzle, key, pickup, and examine items
  • Changed Lara to say no when trying to use a Jeep when she doesn't have a key for it
  • Changed Jeeps by adding a requires_key property rather being a hard-coded enforcement
  • Changed KV5 to have Lara always start inside the Jeep, regardless of the previous level
  • Fixed a box appearing beside the Eye of Horus in the inventory (OG bug)
  • Fixed inventory items such as the Broken Beetle appearing in the wrong place or not appearing in the ring
  • Fixed items appearing at the wrong angle in the pickup display
  • Fixed the shotgun, revolver, and crossbow showing the laser sight in the inventory (OG bug)
  • Fixed the revolver and crossbow showing the laser sight in the pickup display
  • Fixed the shotgun, revolver, and crossbow showing the laser sight where they lie in a level
  • Fixed the Guide having Lara's right-hand pistol mesh in Valley of the Kings (OG bug) (TRX1551)
  • Fixed a bug where sound effects such as footsteps were much too quiet ( #6673 / TRX1569)
  • Fixed missing collision on Moving Floors in custom levels when rotated to face East (OG bug) (TRX1559)
  • Fixed pickups looking too dark, such as the eye pieces in Tomb of Seth (TRX637)
  • Fixed Lara being unable to pull some pushable objects against walls (OG bug)
  • Fixed Lara being unable to pull pushable object 80 in Catacombs if pushable object 84 is directly below (OG bug) (TRX1615)
  • Fixed the camera in Tomb of Seth room 1 only showing for one frame after inserting the Eye of Horus (OG bug) (TRX1329)
  • Fixed Lara being able to lock the enemy jeep out of most of KV5 if she closes gates 77 and 78 before it reaches them (OG bug)
  • Fixed Lara not being able to grab ceiling trapdoors (TRX599, regression from 1.9)
  • Fixed kills made by Von Croy not registering in the statistics (TRX1689, regression from 1.10)
  • Fixed the total kills showing as 3 in Race for the Iris, rather than 0 (TRX1689, regression from 1.10)

Lua

  • Added trx.game.restart_level(), which restarts the current level ( #6712 / TRX1599)
  • Added trx.math.degrees(), which converts an angle from degrees to the engine's units
  • Added scale, y_offset, base_rot_x, base_rot_y, base_rot_z, and draws_at_pivot to inventory ring entries. Scripts can use these fields to set an object's size and pose.
  • Added rot_x and rot_z to trx.ui.MeshSlot for tilting and rolling models on the canvas
  • Added trx.fx.gun_flash(), so a script can draw a muzzle flash on any item (TRX89)
  • Added trx.fx.spark.context, so a script can determine how a spark was spawned before deciding to alter it (TRX1590)
  • Added trx.items.Item.joint_count and trx.items.Item:joint_pos() (TRX89)
  • Added trx.objects.Object:set_hit_effect(), so a script can decide whether a bullet hit spawns blood, a ricochet, smoke or nothing (trx.items.HitEffect) (TRX1676)
  • Added trx.game.cutscene_frame, which reports the frame a cutscene level is playing (TRX89)
  • Added trx.overlay.show_pickup(), which shows an object in the corner of the screen as the game does for a pickup
  • Added the ability for a script to draw outlines in the world the camera is looking at
    • trx.events.on_scene_paint
    • trx.scene.box
    • trx.scene.sphere
  • Added script support for drawing in the engine's menu area:
    • trx.overlay.set_caption, trx.overlay.show_arrow, and trx.overlay.Arrow
    • trx.ui.primitive.horizontal_line
    • trx.ui.text_scale
  • Added script access to passport data and actions
    • trx.game.start_new_game
    • trx.game.can_restart_level
    • from_save in trx.game.play_level
    • trx.savegame.SlotInfo
    • trx.savegame.info
    • trx.savegame.delete
    • trx.savegame.total_count
    • trx.savegame.restart_available
    • trx.savegame.manual_allowed
    • trx.savegame.reached_levels
    • trx.savegame.play_story
    • trx.savegame.recent_slot
    • trx.mod.can_switch
  • Added trx.inventory_ring, which holds what the inventory ring draws. trx.inventory now holds only what Lara carries.
    • trx.inventory_ring.Mode and trx.inventory_ring.mode, which report what the open ring was opened for
    • trx.inventory_ring.EntryAnim, trx.inventory_ring.selection_anim and trx.inventory_ring.animate_selection, which run the selected entry through its animation
  • Added ng_plus to trx.game.play_level, so a script can pick the game mode a level starts in
  • Added the ability for a script to hold a player action inactive
    • trx.input.suppress
    • trx.input.Suppression:release
    • trx.input.is_suppressed
  • Added trx.input.hold_off_skip and trx.input.SkipContext, so that a script that ends a scene on a skip press can keep the press from reaching what comes after
  • Added the ability for a script to read the keyboard itself, rather than the action a key stands for
    • trx.events.on_key_down
    • trx.events.on_key_up
    • trx.input.is_key_held
    • trx.input.is_key_pressed
    • trx.input.is_key_known
    • trx.input.is_reserved
    • trx.events.on_key_repeat
  • Added the ability for a script to read the controller itself, sticks and triggers included
    • trx.events.on_button_down
    • trx.events.on_button_up
    • trx.input.is_button_held
    • trx.input.is_button_pressed
    • trx.input.is_button_known
    • trx.input.axis
    • trx.input.is_axis_known
  • Added script text input, clipboard access, and input grabbing
  • Added console events, history access, and script-controlled console visibility
  • Added a UI layer above the game interface
  • Added trx.ui.widgets.Custom, a widget that measures and draws itself through script functions
  • Added script support for stacking screens, such as a menu with a question over it
    • trx.ui.layers.push
    • trx.ui.layers.top
    • trx.ui.layers.count
  • Added trx.ui.widgets.List, a column of rows that the player picks one entry from
  • Added trx.ui.widgets.SleekBar, the thin progress bar the game draws under a button that the player holds
  • Added trx.ui.screens, which lets a script draw an engine screen in place of the engine: an entry the player uses in the inventory ring, the question the pause screen asks, and the quick save and load screens
    • trx.ui.Screen and trx.ui.ScreenContext
  • Changed script widgets to stay behind the game interface when they overlap
  • Changed game-flow Lua functions to wait while a script draws an engine screen. The inventory ring now closes and fades before the command runs.
  • Changed trx.items.Item:die and trx.items.Item:shatter to take an options table, and to let a script say what the flying body parts draw
  • Changed trx.savegame.load to raise an error for an empty slot
  • Changed the functions of trx.inventory and trx.stats to plain functions, called with a dot rather than a colon
  • Fixed trx.ui.primitive.sprite_count() counting the meshes of a model as sprites
  • Fixed trx.item.anim_num not being accurate when the item is Lara and she is either on a vehicle or performing an extra animation (TRX1644)
  • Fixed trx.input.with_listen() always failing with an error
  • Fixed iterating over trx.fx.fog_bulbs and trx.fx.sparks.pool skipping the last entry

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