Added an option to allow Lara to sidestep in swamps (Gameplay → Controls → Swamp sidesteps) (
#6250
/ TRX1117)
Added an option to allow Lara to turn while shimmying along monkey bars, similarly to how she can while sidestepping or swimming sideways on water surfaces (
#6386
)
Fixed Lara entering the step down animation when walking backwards in a swamp room (OG bug) (
#6251
/ TRX1118)
Fixed certain SFX, such as Lara's footsteps, playing in swamp rooms (
#6248
/ TRX1115, regression from 1.0)
Fixed Lara being able to turn too quickly in swamp rooms (regression from 1.0) (TRX1129)
Fixed Lara being able to vault or crawl through breakable walls that stand on the edge of a tile (Gameplay → Fixes → Fix breakable wall clipping) (OG bug) (TRX1024)
Fixed Lara's rope-grab reach being shorter from certain directions (OG bug) (TRX1143)
Fixed Lara being thrown across the room when she shimmies to the end of a ladder (Gameplay → Controls → Corner shimmying) (TRX1203)
Fixed Lara getting pushed by enemies while climbing into or out of crawlspaces (OG bug) (TRX1182)
Fixed static meshes affecting ledge jumps when soft static collision is not enabled (
#6366
/ TRX1218)
Fixed Lara sliding on walkable items (trapdoors, bridges etc) when there is a steep slope directly below and touching the item (OG bug)
Fixed Lara teleporting to the floor when killed by spikes that are to her side rather than directly below her (OG bug) (
#6351
/ TRX1204)
UI
Added a fullscreen setting, so the window mode can be switched from the menu rather than only with Alt+Enter (Graphic Options → Rendering) (
#6187
/ TRX1036)
Added a flat yellow color to the PS1 bar palettes (Graphic Options → UI → Bars) (
#5227
/ TRX1135)
Added an option to open the save and load screens instantly (Graphic Options → UI → Instant save/load screen) (TRX1170)
Changed the assault course clock and its penalties to sit with the rest of the interface, so they follow where the other elements are laid out
Changed Lara's outfit setting to offer only the outfits the current level can dress her in (TRX1086)
Changed settings dialogs to stay readable at large text sizes, with shorter setting names and tighter layouts where needed
Changed the Fix one-shot music triggers option to sit with the other music settings (Sound → Misc) (TRX1045)
Changed the PS1 poison healthbar to flat yellow, as the PS1 releases had it (
#5227
/ TRX1135)
Changed the Customize Controls dialog to show a scroll arrow when the key list runs longer than the dialog (TRX546)
Changed the TR3 breeze mode to read TR3/4, as it covers both games (Graphic Options → Visuals → Breeze) (TRX1133)
Changed TR4 to stop the timer while the inventory is open by default, as the original game does (Gameplay → General → Timer counts in inventory) (TRX1256)
Changed the preset confirmation to offer Apply and Go back as choices, rather than leaving the keys unsaid (
#6258
/ TRX1126)
Changed the F9 key to cycle the lighting model in TR3 and TR4, and the lighting contrast in TR1 and TR2
Changed the save, load, level select and mod dialogs to show scroll arrows in every game, as TR1 does (TRX547)
Changed vertex snapping to offer Disabled, 320x240, and Upscale Res modes (
#6278
/ TRX1137)
Fixed a setting description showing a question mark in place of a key that is bound to a combination, such as Alt+Enter (TRX1136)
Fixed ability to open the inventory ring while a flyby sequence has Lara's control (TRX1057)
Fixed several dialogs running past the screen edges or overlapping headings at large text sizes (
#6293
/ TRX1154)
Fixed the save and load dialogs covering the inventory headings at large text sizes
Fixed the game flashing over the black bars beside the picture when a frame is advanced in photo mode (regression from 1.10) (TRX1068)
Fixed dialogs sitting against a band of screen that no longer matched what the overlay was drawing there, which could leave them overlapping the heading or the item name
Fixed the inventory ring's button hints and item count overlapping the line of text the game puts at the foot of the screen
Fixed the icons beside the volume settings, which now show a note for the music and a speaker for the sound effects (TRX1040)
Fixed the statistics overlapping inventory text at large text sizes (
#6295
/ TRX1156)
Camera
Added an option to have the photo mode camera collide with level geometry (Graphic Options → Visuals → Photo mode collision) (
#5719
/ TRX540)
Changed moving Lara in photo mode to follow the direction the camera looks, rather than the way she faces (TRX1153)
Fixed the Inverted look option not applying to the binoculars (
#6431
/ TRX1291)
Fixed the photo mode camera drifting upwards and overshooting when it is moved while pitched up or down (TRX1142)
Fixed the photo mode camera flickering and refusing to turn over when it is pitched past straight up or down, and turning in coarse steps while aimed near vertical (TRX1152)
Developer console
Added the /outfit console command, which shows or changes what Lara is wearing (TRX1070)
Added the /golden console command, which casts Lara in gold (TRX1070)
Added the /fmv console command, which plays one of the game's movies
Changed the /flip console command to take a flip group, so /flip 3 moves that group alone while /flip on its own moves them all (TRX173)
Changed the /mod console command to complete the names of the mods it can switch to
Changed the /set console command to complete the values a setting accepts, such as its enum values or on and off (TRX1174)
Changed the developer console to sort completions alphabetically, prioritizing those that start with the text typed (TRX1175)
Fixed TR1's moored boat sharing its name with TR2's speedboat, so a command that took boat could act on either
Fixed the TR3 SWAT 2 and SWAT 3 enemies being named as SWAT 1, so a command that took either of them acted on the wrong enemy
Weapons and ammunition
Added an option to keep Lara firing the M16/MP5 from her hip while the action key is held, rather than shouldering the gun the moment she stops moving (Gameplay → Controls → M16/MP5 aiming variants) (
#3861
/ TRX1048)
Fixed Lara taking out a two-handed weapon in wading-depth water only to put it away at once (OG bug) (
#6253
/ TRX1120)
Fixed Lara taking out a weapon while she is fully submerged in a swamp (
#6255
/ TRX1122)
Fixed Lara's back staying empty in a level that takes her weapons away and gives her a rocket launcher
Fixed the automatic pistols smoking undimmed, unlike the magnums and the uzis
Level and game data
Added Natla as an outfit for Lara, selectable in every game (Graphic Options → Visuals → Lara's outfit) (TRX1050)
Added injection support for putting a room in a flip group, which only TR4 levels carry themselves (
#5336
/ TRX173)
Added a requires_alert property to the sentry gun, which lets a plain trigger set it firing where it would otherwise wait for a security laser (TRX1141)
Added object references in strings files, so inventory entries can use the same name and description as their pickup
Changed object keys in strings files, game flows and weapon definitions to use the C object name without O_
Changed object names in strings files to use | between the name the game shows and the names the console accepts
Changed weather to follow flyby cameras (TRX1231)
Changed a missing or unknown lara_outfit in a level to fall back to the default outfit, rather than stopping the game from starting (TRX1087)
Removed TR1's grenade pickup, freeing its model and inventory slots for objects of your own
Removed the golden outfits, which the engine now produces from any outfit, freeing their model slots for outfits of your own (TRX1070)
Fixed a crash when switching mods (TRX1239)
Fixed Lara's arms leaving their intended positions when looking around in the crouched stance (OG bug) (
#6402
)
Fixed Lara clipping into or underneath lifts if she tries to step on top of or into one from an exterior floor whose height matches the lift ceiling or floor (OG bug) (
#3905
/ TRX1014)
Fixed Lara's braid not colliding properly with her selected outfit, instead referencing the level's OG outfit (TRX1277, regression from 1.2)
Saves and settings
Added smoke, sparks, mist and bubbles to saves (Gameplay → General → Save effects)
Changed the save crystal behavior to give Lara a crystal when starting a game, if the mode is set to Saving (pickups), in line with the TR3 PS1 version (Gameplay → General → Crystal mode) (TRX1101)
Removed support for saves from TRX 1.0, and TR1X/TR2X era
Music and sound
Added an option to have Lara's sliding SFX stop as soon as she leaves a slope (
#6294
/ TRX1155)
Fixed crystal sound effects not playing if Lara collects one underwater (OG bug) (TRX1111)
Rendering
Added affine texture mapping, the uncorrected texturing of the PlayStation, so textures warp across large surfaces as the camera moves; the PlayStation presets turn it on (Graphic Options → Rendering → Affine texture mapping)
Added PlayStation RGB555 dithering and changed Dithering to offer Disabled, Software Renderer and PS1 (Graphic Options → Rendering → Dithering)
Added the PlayStation depth cue (Graphic Options → Rendering → PlayStation fog)
Added the PlayStation lighting model, which deepens bright surfaces into their own color rather than white (Graphic Options → Rendering → Lighting model)
Changed the lighting contrast option to appear in TR1 and TR2 only, as the other games light dynamic sources their own way (Graphic Options → Rendering → Lighting contrast)
Changed TR3 to light geometry on the brighter curve its hardware renderer used (Graphic Options → Rendering → Lighting model)
Changed the game to run on the dedicated graphics card on laptops that have two
Fixed a headless run drawing none of the title screen's objects, such as the passport
Fixed the first frame of a level being drawn small and in the corner of the screen when the game renders below the window size
Fixed a visible seam across the sky in TR4 levels (TRX563, regression from 1.9)
Fixed the debug room clip frames being drawn in the wrong place and size when the upscaling factor is raised
Fixed the inventory background showing black, and objects around it going missing, in a headless run
Fixed the underwater view wobbling less at higher supersampling values (TRX1207)
Fixed static objects that reach through a doorway taking the water tint and the light of the room next door
Fixed the underwater view wobbling less at higher supersampling values (TRX1207)
Fixed being able to push pushblocks onto floors with triangular geometry (TRX1228, regression from 1.0)
Fixed the debug portal and bounding box lines becoming thinner at higher supersampling values (TRX1251)
TR1
Changed Lara to retain her equipment when turning to gold on the Midas Hand, with the equipment also turning to gold (TRX1073)
Fixed Lara's arm remaining in the flare pose if holding one on the Midas Hand (TRX1073)
TR3
Added crystals to each of the levels in The Lost Artefact, and made the crystal mode option visible (Gameplay → General → Crystal mode) (TRX1111)
Changed the underwater light patterns to run in broad bands, as the original draws them, rather than fine speckle
Changed the underwater picture wobble to grow more gently on large screens, where it was too strong
Fixed z-fighting in rooms 21, 67 amd 122 in Jungle, and fixed incorrect lighting in room 87 (OG bugs) (TRX1088)
Fixed Vultures in The River Ganges and Nevada Desert having incorrect animation bounds (OG bug) (
#6303
/ TRX1163)
Fixed missing alpha blending on the MP5 and M16 gun flare in the gym (regression from 1.7) (TRX1066)
Fixed Lara being able to turn too quickly when wading (regression from 1.0) (TRX1129)
Fixed Lara's sliding SFX continuing after she leaves a slope (
#6294
/ TRX1155, regression from 1.0)
Fixed underwater blood clouds appearing in the air when the security lasers hurt Lara at the water surface (OG bug) (
#6323
/ TRX1180)
Fixed the ceiling spikes not stopping on a pushable block until Lara finishes pushing it (OG bug) (
#6308
/ TRX1169)
Fixed the piranhas in It's a Madhouse! being invisible if attacking Lara while she collects the Aviary Key (
#6345
/ TRX1200)
Fixed the specks drifting in water being too small and all one size
Fixed crystal 206 in Thames Wharf not being triggered if the alternative route is used to reach it (
#6349
/ TRX1202)
Fixed Lara being embedded in the floor at the beginning of Temple Ruins, which causes the camera to pop after the first frame (TRX1028)
Fixed being able to see the zipline in Lara's Home reset if certain paths are taken (
#5367
/ TRX1134)
Fixed the wrong SFX playing when Lara draws a rifle type weapon, and missing SFX when drawing/holstering the harpoon when underwater (
#5367
/ TRX1134)
Fixed z-fighting on the passport in each level (
#5367
/ TRX1134)
Fixed a faulty portal in Antarctica room 20 (TRX1246)
Fixed the explosion overlay sample not playing when firing weapons (TRX1255, regression from 1.0)
Fixed missing sound effects when Lara is killed by the T-Rex (
#6414
/ TRX1273, regression from 1.0)
TR4
Added the ability to skip in-game cutscenes (TRX1051)
Added waterfalls, which run and play their loop, and the mist that rises where they land (TRX1067)
Added the in-game cutscenes of Angkor Wat and Race for the Iris, with the characters speaking their lines and the outcome of the race deciding which ending plays
Added Boar control (TRX1185)
Added Poison Dart control (TRX1215 / TRX1216)
Added Scaled Spikes control (TRX1222)
Added Collapsible Floor control, with a requires_heavy_trigger property for those that need heavy activators (TRX1230)
Added level statistics scanning (TRX1201)
Added the timer Race for the Iris runs between its cutscenes (TRX1109)
Added the sprite shadow, so the shadow shape setting offers it as in the other games (Graphic Options → Visuals → Shadows shape) (TRX1290)
Added the wobble effect the original shows while the camera is under water (TRX523)
Added the drifting specks the original shows in water rooms (TRX553)
Added the water ripples the original shows, in their size, their color and the speed they spread at (TRX590)
Added the water tint the original shows while the camera is under water, which leaves the water surface and the shoreline in the colors they have in the dry room (TRX560)
Changed a flip to move the group of rooms the trigger names, rather than every flip room in the level (TRX173)
Fixed animations that move an item sideways playing with the item standing still, such as TR4's guide shimmy (TRX1062)
Fixed creatures walking through squares a pushable block stands on (TRX1060)
Fixed Lara flinching when she bumps into Von Croy (TRX1095)
Fixed rooms and their contents sometimes disappearing while an in-game cutscene plays (TRX1052)
Fixed parts of the level dropping out of the picture during the cutscene that opens Karnak (TRX1092)
Fixed the parked jeep showing in the temple during the cutscene that opens Karnak (TRX1092)
Fixed a crash while an in-game cutscene poses Lara (TRX1059)
Fixed characters sliding across the room, and Lara's braid trailing behind her, when an in-game cutscene moves them to a new place (TRX1270)
Fixed the level showing for a moment when an in-game cutscene ends (TRX1252)
Fixed Lara's shadow and the flames around her when she burns staying where an in-game cutscene began, rather than following her (TRX911)
Fixed the light the flames cast staying where an in-game cutscene began while Lara burns, rather than following her (TRX1197)
Fixed Von Croy's shadow floating at the height of his knees during the scenes he plays in Angkor Wat (TRX911)
Fixed Lara's shadow being too small to read as the jeep's during the cutscene that opens Karnak (TRX911)
Fixed the geometry in Karnak causing the opening cutscene camera to be in the void, and some rooms not rendering fully as a result (TRX1184)
Fixed a dropped flare turning black after a save is loaded (TRX904)
Fixed the camera getting stuck during a Von Croy tutorial at the end of Angkor Wat, Route of the Virtuous (TRX1213)
Fixed blood shrinking to specks as it falls, rather than staying in drops (TRX1199)
Miscellaneous
Added an option to cast Lara in gold whatever she is wearing (Graphic Options → Visuals → Golden Lara) (TRX1070)
Added a /version command, which shows the version this build reports
Added support for negative timers in triggers
Changed the look input to skip cutscenes and flyby sequences (TRX1093)
Changed the message shown when there is nothing to play to name each game it passed over and say what is wrong with it, rather than leaving the reason in the log (TRX1083)
Changed a game named with --mod to say why it cannot be played, rather than quietly starting a different one (TRX1083)
Changed a broken settings, strings or game data file to say what is wrong with it and where (TRX1112)
Changed Lara turning to gold on the Midas hand to gild the outfit she has on, rather than swap her for a golden model (TRX1070)
Fixed the game closing when a language with a broken strings file is picked (TRX1112)
Fixed the game closing when another game is switched to while Lara is riding a vehicle (TRX1148)
Fixed a false warning that the settings could not be saved (TRX1112)
Fixed flyby sequences not skipping with the action and confirm inputs (TRX1262)
Fixed the camera when using binoculars clipping into the ceiling if the ceiling around Lara is very low (
#6352
/ TRX1205)
Fixed the rocket launcher's animation object having no name
Fixed the game stuttering while it writes its log
Lua
Added trx.lara.signals, trx.game.signals and trx.cutscenes.signals, so a script hears when Lara's state, the game's or a cutscene's changes rather than asking after it
Added trx.lara.is_controllable, trx.lara.vehicle, trx.lara.MAX_AIR, trx.lara.MAX_SPRINT, what her arms and the flare in them are doing, and what she is lining herself up with, so a script can report what the overlay reports
Added trx.game.is_playing, trx.game.is_suspended, trx.game.is_photo_mode, trx.game.tr_version, trx.game.real_time and trx.game.measured_fps, so a script can tell what the game is doing and how fast it is drawing
Added a new Lua module, trx.overlay, for the part of the overlay the engine still owns, so a script drawing the rest can follow it
Added trx.objects.Object.name, for the name the game shows for an object
Added trx.items.Item.is_ally and a boss family to trx.objects.query, so a script can tell a creature that fights for Lara from one that fights her, and pick out the ones the game treats as bosses
Added trx.weapons.Weapon.has_infinite_ammo and trx.weapons.Weapon.ammo_icon, so a script can tell a weapon that never runs dry from one whose shots are worth counting, and draw the icon the count is shown with
Added trx.events.on_tick() and trx.signal.tick, which happen once for every tick the game runs, whether a level is being played or a menu is open
Added a new Lua module, trx.signal, for a value that says when it changes: signals combine with &, | and ~, a combination reports only when its own answer moves, trx.signal.Signal:map and trx.signal.combine make one out of what a script works out for itself, trx.signal.config gives a setting one of its own, and trx.signal.polled makes one out of anything read once a tick
Added trx.events.on_cutscene_frame(), which reports every frame of a TR4 cutscene, so a script can act part-way through one (TRX1199)
Added trx.fx.blood() and trx.fx.blood_bath(), so a script can make a hit or a kill bleed wherever it wants (TRX1199)
Added the full weapon definition to trx.weapons, so a script can read and change what a weapon does: its damage, reach and accuracy, its aim limits, its ammunition, the animations it is drawn by, and the flash, glow, smoke and shells it throws (TRX1091)
Added trx.math.Color and trx.math.color(), so a color is a value with its channels and its hex text on it rather than a string (TRX1091)
Added trx.cutscenes.actor_count, trx.cutscenes.set_actor_visible(), trx.cutscenes.set_node_mesh() and trx.cutscenes.clear_node_mesh(), for hiding an actor in the scene on screen or putting another object's mesh on one (TRX1058)
Added trx.assault.get_time(), trx.assault.get_best_time(), and the penalty and lap timings beside them, so a script can draw the assault course clock the game keeps
Added trx.game.LOGIC_FPS, the rate the game runs its logic at
Added trx.random.Stream, trx.random.control and trx.random.draw, so a script can draw randomness without changing what the creatures decide next (TRX1199)
Added a new Lua module, trx.store, for what a script remembers across a save: one table for the level and one for the playthrough (TRX87)
Added a new Lua module, trx.ui, for drawing over the game from a script: widgets that are built once and follow the signals they are given, put in one of the nine places the interface is laid out in, through the new trx.events.on_ui_draw and trx.events.on_ui_paint events and a small set of drawing calls the engine offers (
#5351
/ TRX185)
Added trx.ui.primitive.sprite() and the calls beside it, so a script can draw an object's own sprites
Added the trx.ui.widgets.Digits widget, which lays a line of text out as an object's sprites
Added a new Lua module, trx.waypoints, for how far along a level's own progression Lara has got, which TR4 marks out and its guides follow; it is saved with the game and reports the furthest she has ever reached as well as where she is now
Added trx.lara.speech_face, for the face Lara talks with, which follows the outfit she is wearing rather than the one a level carries
Added trx.cutscenes.set_lara_shadow_bounds(), for the box a cutscene gives Lara's shadow, so a scene can make it read as something she rides in (TRX911)
Added trx.mod.Mod.can_switch, which says whether trx.mod.switch accepts the mod, so a single level loaded on its own is told apart from a mod a player picks
Added trx.strings.dash_case(), which spells a name the way the console shows one
Added trx.game.fmvs and trx.game.play_fmv(), so a script can read the movies the game flow declares and play one where the player stands
Changed the in-game overlay to be drawn by a script rather than by the engine, so what it shows and where it sits can be changed without a build
Changed trx.cutscenes to hand over the cutscene itself, so trx.cutscenes[30] says whether it has played, plays it, and narrows the cutscene events to it; the cutscene events hand one over too, and the functions that take a number are deprecated (TRX1199)
Changed trx.cutscenes.play() to take whether to fade out first, so a scene that opens a level begins on the black screen the level loaded behind (TRX1063)
Changed trx.game.trx_version to trx.game.TRX_VERSION
Changed trx.game.end_level() to end the level silently, leaving the "Level complete!" message to the /endlevel console command
Changed a color setting to read as a trx.math.Color rather than as hex text, and to be written with either (TRX1091)
Changed the trx.weapons functions that take a weapon id to be deprecated, the weapon itself now answering what it is available as, what it is carried as, and what it is fed (TRX1091)
Fixed creatures taking wrong routes where crossing to the next square needs a jump or a monkey swing (TRX1061)
Fixed reading a level's inventory or stats raising an error