EdisonEngine Versions Save

An open-source Tomb Raider 1 engine remake

v1.11

1 year ago

Fixes

  • no more crashing when mapping empty opengl buffers
  • exclusive fullscreen is now used on non-windows platforms
  • moving blocks with smooth animations enabled no longer makes these blocks "jump" (CE-565)
  • no more log spamming from shader usage
  • only having a quicksave, but no regular save, will now show the "load game" passport page (CE-569)
  • launcher entries are no longer editable when double clicking (CE-573, thanks to @serishema)
  • a lot of ai changes/fixes
  • ghost will now show up in flipped rooms (CE-556)

New Features

  • outline rendering support (CE-577)
  • cheats for halving enemy health and adding medi packs (CE-578)
  • brightness/contrast settings (CE-566)

Changes

  • ghosts are now solid colored
  • updated game controller database
  • controller input is no longer processed when the window isn't focused (CE-580)
  • static meshes are no longer cut off (CE-582)

Calls for Testing

  • unfinished business gameflow scripts (CE-498)
  • sand pouring sound in city of khamoon should not loop anymore (CE-493)
  • used key holes should no longer be used multiple times, so you don't lose duplicate keys (CE-540)
  • ai stuff

Thanks to @serishema for a lot of testing.

v1.10

1 year ago

New Features

  • mini crashdumps will now be written on crashes (CE-555, thanks to @serishema)
  • water bed bubbles (CE-262)
  • animation smoothing

Fixes

  • saving games now longer uses a different slot than the selected one (CE-473)

Improvements

  • position-independent executables will now be created by default (CE-559)
  • instanced particle systems for better performance (CE-266)

Calls for Testing

  • unfinished business gameflow scripts (CE-498)
  • sand pouring sound in city of khamoon should not loop anymore (CE-493)
  • used key holes should no longer be used multiple times, so you don't lose duplicate keys (CE-540)
  • water bed bubbles (CE-262)

v1.9.1

1 year ago

⚠️ This fixes a critical issue for the case CroftEngine is installed in a folder it doesn't have permission to write files to.

Fixes

  • corrected wrong item name in "unfinished business" gameflow scripts

Improvements

  • volumetric water fog
  • toned down algae brightness

Calls for Testing

  • unfinished business gameflow scripts (CE-498)
  • sand pouring sound in city of khamoon should not loop anymore (CE-493)
  • used key holes should no longer be used multiple times, so you don't lose duplicate keys (CE-540)

v1.9

1 year ago

New Features

  • new crt shader variant
  • 10 last log files are preserved now so crash logs aren't accidentally overwritten anymore

Improvements

  • greatly improved reaction time of the savegame lists (CE-538, thanks to @serishema)
  • rewritten fxaa shader with new quality presets (CE-543)
  • crt shader is now also applied to the user interface (CE-543)
  • revised bloom, less blurry
  • duplicate pickups are now consolidated and shown only once (CE-510, thanks to @serishema)

Fixes

  • "gold key" renamed to "rusty key" in natla's mines for sabatu's tomb raider
  • ammo now shows up again in the inventory when losing weapons (CE-539, thanks to @serishema)
  • no more crashes caused by empty mutant eggs
  • lara will now switch back to pistols again when shotgun ammo is depleted (CE-549, thanks to @serishema)

Calls for Testing

  • unfinished business gameflow scripts (CE-498)
  • sand pouring sound in city of khamoon should not loop anymore (CE-493)
  • used key holes should no longer be used multiple times, so you don't lose duplicate keys (CE-540)

v1.8

1 year ago

This version cannot load saves from versions before 1.7. If you want to load a save from earlier versions, you need to first load and save it with version 1.7.2.

New Features

  • "bug report action" - this will automatically make a copy of the engine log, take a screenshot, and create a savegame and put it into a timestamped folder (CE-486, thanks to @serishema)
  • more UI scale variants (CE-481)
  • option to control the amount of dust particles (CE-503, thanks to @serishema)

Improvements

  • display settings now use a tabbed layout (CE-478, thanks to @serishema)
  • some pre-flight level data checks were added to easier detect possible issues caused by broken levels
  • sprites are no longer cut in half (CE-534)
  • anisotropy level, render scale and ui scale now use a new "value selector" widget (CE-535, CE-536, CE-482)

Fixes

  • some issues with video playback scaling were fixed, affected by render resolution selection (CE-537)
  • lara's head will now revert to the correct rotation when diving (CE-528)

Calls for Testing

  • some long-standing AI issues might be fixed, confirmations (or more bug reports) are welcome! (CE-526)
  • sabatu's tomb raider has verified and unfixable issues in LEVEL8A, where you can't continue past a certain point because of corrupt level layout. if you find issues in other levels, please report them. (CE-520)
  • black parts on the screen should no longer occur when the camera is close to visibility portals (they are basically virtual separators of cubic parts of the level geometry) (CE-506)
  • the sand pouring sound in city of khamoon should now stop properly and not loop until reload (CE-493)
  • gameflow scripts for unfinished business need verification/quality checks (CE-498)

v1.7.2

1 year ago

This is a hotfix release only relevant to you if you're playing sabatu's tomb raider. If you don't, you can ignore this.

Improvements

  • splash screens now fade in and out

New Features

  • bloom effect (subject to change, this got in here because of the hotfix)

Fixes

  • a crash occuring because of a fixed camera looking through a blocked sector was resolved

v1.7.1

1 year ago

This is a hotfix release to fix some fixes. Classic levels should work again now, and sabatu's tomb raider (version 8) loads fine again.

v1.7

1 year ago

Fixes

  • a lot of improvements/fixes for sabatu's tomb raider (CE-520, CE-524)
  • falling ceiling debris now properly falls to the floor (CE-523)
  • health bar no longer pulses after loading after dying (CE-525)

Improvements

  • certain entities are no longer rendered in half (CE-522, CE-529)
  • "roll" action will now be activated when both "forward" and "backward" actions are used (CE-466)

v1.6

1 year ago

⚠️ You need to migrate your savegames and ghosts, but it's an easy process.

  1. open croftengine from your start menu
  2. go to the "configuration" tab and click on "show data location"
  3. in each of the ghosts and saves directories, create directories tr1, tr1sabatu and tr1ub (you may skip creating directories for gameflows you don't have ghosts or saves for)
  4. move the savegames and ghost files into the appropriate directories you created. if you are not sure which savegame is for which gameflow, you may create copies in each of the created directories, but be aware that saves between gameflows are not compatible and may lead to crashes if you try to load them

New Features

  • sabatu's tr1 gameflow scripts (CE-520)
  • no more command line fiddling, everything merged into a launcher (CE-497)

Improvements

  • no more half rendered raptors (CE-518)
  • secrets should now be counted correctly (CE-521)
  • saves and ghosts are now stored per gameflow (CE-500)

Fixes

  • lightning on nvidia cards fixed
  • wrongly colored dust/algae particles should now have the correct colors (CE-505)
  • a few saves that failed to load should now load again

For Testing

  • new gameflow: tomb raider 1 unfinished business
  • new gameflow: sabatu's tomb raider

Package Maintainer Notes

  • pybind11 and cimg have been bumped
  • additional dependency on qt5 linguist
  • please ensure the ffmpeg version you use for building supports an escape124 decoder, otherwise the engine won't run

v1.5.1

2 years ago

🏷️ EdisonEngine is now known as CroftEngine. Because it sounds more cool. And people may find it easier when googling for Lara Croft.

(This is a minor hotfix. Use this if you see an error message like Shader program info log: error: invalid explicit location 16 specified for ``a_reflective' in your croftengine.log.)

Fixes

  • shooting baddies should now be less like snipers when shooting from distance (CE-469)
  • torso boss killing you should no longer kill the engine (CE-512)
  • unhatched mutants no longer cast shadows (CE-511)

Improvements

  • restart level option (CE-157)
  • less performance impact by enabling hbao (CE-502)

New Features

  • midas lara now has reflections (CE-406)

Call for Testing (drop me a note somewhere if you confirm any of these work)

  • still waiting for feedback on tombati import compatibility (CE-480)
  • sand pouring sound in city of khamoon should not keep looping (CE-493)
  • unfinished business gameflow scripts; if you have the data, run CroftEngine from the command line with -g tr1ub (CE-498)
  • black room flickering when close to doors/room portals should no longer happen (CE-506)