The levels are fundamentally comprised of square blocks that you push up from the ground, and maybe tilt one of the four sides to make shapes. To make caves and rooms, there is a second set of blocks that you pull down from the ceiling!
To get an idea of what this feels like, see this particular tutorial video of theirs: https://tombengine.com/docs/extended-geometry-update-1-7/
Edit: https://github.com/TombEngine/TombEngine that seems to be the code.
What made the eternal life of Quake has been its open source level editor which means designers can have a field day making new levels.
The editor is as important as the engine, if not more. Exciting stuff!
https://github.com/LostArtefacts/TRX
Of the various Tomb Raider fan engine projects, this is basically the "vanilla, but modernized and well-maintained" historical archival option.
I contributed the MacOS port to this one, and last year I dabbled a little in porting an older random git snapshot to the web:
https://eikehein.com/stuff/sabatu/ (using a fan level, as to not post the original game content online)
It's a very rough hack, so it's not upstream at the moment.
The TRX team is a wonderful and passionate bunch of people to hang around.
> "TombEngine is not be sold."
Ironically, perhaps, this makes me trust it more.
https://github.com/TombEngine/TombEngine/blob/master/LICENSE
Maybe someone from this thread could open an issue and suggest they clarify this.
I don't personally know enough about licensing to say whether a sentence in the README.md (saying it can't be sold) is enough to override the LICENSE.md (which says it can be sold).
Personally I'd always choose a copyleft license for something like this.
There are plenty of guides, but most are written by people arguing for a particular license so do not come across as impartial.
IMO people need to ask questions such as whether they want to allow proprietary forks, whether they want anti-tivoisation, whether people using an install over a network need access to the code, etc. and then decide on a license. If you know what you want then it should not be hard to narrow down the choice.
> I don't personally know enough about licensing to say whether a sentence in the README.md (saying it can't be sold) is enough to override the LICENSE.md (which says it can be sold).
It is very likely to depend on jurisdiction, and may well need a court case to clarify.
> It is very likely to depend on jurisdiction, and may well need a court case to clarify.
Is it any wonder that people are confused when this is the only valid response to most of their licensing questions?
Is it any wonder that developors don't understand licensing very well when this is the response to majority of their licensing questions?
How could you be anything except confused and uncertain?
They could just use the MIT license, or GPL of whatever they like. Using MIT and then modifying it in the README is the problem.
This is only the response to the majority of (or even very many) questions if you decide to use a DIY license.
How would a copyleft license prevent it from being sold?
However, that was a bit of a non sequitur to end the comment on, my apologies.
It doesn't but, it prevents the code from being sold, without the source code attached.
I can pull the code, add some levels, polish this more, call CaveRider, and sell it as a binary. With GPL, you can't do that. You need to add the source to the archive, or make it accessible without any walls.
It's not quite as good because some games still get griefers who sell versions on some market places without otherwise giving back to the community who maintains them.
But it's better than MIT for sure.
Good memories.
I was stuck for 3 months in the cave in the very first level.
Eventually someone told me that I could get answers on the internet (what's that?), which meant biking to the library and paying a certain amount (maybe 20BEF?) per 30 minutes to use the internet.
The solution came to me on a website called Game-Revolution!
Oh, and there is a bug in the game that if you save while underwater, your breath bar resets upon loading. Very handy in level 7.
And lastly: while the re-releases aren't remasters, they invoke a nostalgic feeling that I rarely get.
On a side note, this looks like it could be used to make a great Armored Core like haha
Still great to see fans taking the games in directions publishers won't, like with MP
There was a remake in the pipes for a while using the Anniversary/Legend/Underworld engine but it was a one-man effort and seems to have been abandoned. Shame because it looked phenomenal.
I suppose the PC release helps, you can disassemble that. Perhaps find editors online to determine the asset structure. But it must surely be an enormous project and no end of trial and error to do it that way.