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Tomb Engine Changelog

Stranger1992 edited this page Oct 22, 2022 · 8 revisions

Version 1.0.3


  • 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 TR3 monkey level crash.
  • Fix occasional ejection when landing on a slope.
  • Fix slow centaur projectile velocity.
  • Adjust sprint jump timing.
  • Fix grabbing narrow ledges below ceilings.
  • Fix search animations.

Version 1.0.2


  • Removing Pistols with TakeItem and SetItemCount now works correctly.

  • Vec3s can now be saved and loaded in LevelVars and GameVars.

  • 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:

    • 0 for wall switch
    • 1 for small wall switch
    • 2 for small button
    • 3 for big button
    • 4 for giant button (sequence switch)
    • 5 for valve turn
    • 6 for hole switch
    • any other OCBs play corresponding switch on anim or OCB+1 switch off anim.
  • 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.

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.
  • Added Enable, Disable, GetActive, Get/SetSolid functions for static meshes.
  • Added FadeOutComplete, StopAudioTrack and StopAudioTracks functions.
  • Account for objects in HasLineOfSight tests.
  • Timer.lua, EventSequence.lua and Util.lua have been moved to a subfolder, 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.
  • EventSequence and Timer no longer require you to call Timer.UpdateAll in OnControlPhase.
  • TEN.Logic.AddCallback and TEN.Logic.RemoveCallback have been added.
  • GiveItem, TakeItem, and SetItemCount have been reworked (e.g. SetItemCount with a value of -1 can give infinite ammo/consumables).

Version 1.0.1


  • Added antialiasing support.
  • Added static mesh scaling support.
  • Added free rotation for teeth spikes instead of using OCB codes.
  • 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.

Version 1.0


First beta release.

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