Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

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Contributing

Stars

0 stars

Watchers

0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

Tomb Engine

Logo

Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

A new custom Tomb Raider engine based on TR5 engine

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Tomb Engine

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Tomb Engine (TEN) is an open-source custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games. It aims to introduce new features, refine old ones, and provide a user-friendly level creation process. Current support includes:

  • Lua as the native scripting language.
  • Many objects from the original series (1-5).
  • Support for high framerate, antialiasing, mipmapping, and SSAO.
  • Full skinning support for all objects.
  • Full diagonal geometry support.
  • Uncapped map size.
  • A streamlined player control scheme.

Tomb Engine is used in conjunction with Tomb Editor. The repository can be found here.

Compiling Tomb Engine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (for level creation and testing)

Steps:

  1. Clone the repository to your GitHub Desktop.
  2. Open TombEngine.sln.
  3. Compile the solution.
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create a test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory.
  6. Ensure you have the necessary level data and texture files.
  7. In case Windows warns about missing DLLs (bass.dll, etc.), copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may warn about NuGet packages. To fix:

  1. Delete the Packages folder.
  2. Go back to Microsoft Visual Studio.
  3. Right-click on the TEN solution in the Solution Explorer tab and select "Restore NuGet Packages".
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager.

Once done, you should be able to build a level with Tomb Editor and run it in TEN.

Contributions

Contributions are welcome. If you would like to participate in development to any degree, whether that be through suggestions, bug reports, or code, join our Discord server.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. Tomb Engine is unaffiliated with the Crystal Dynamics group of companies or Embracer Group AB. Tomb Raider is a trademark of the Crystal Dynamics group of companies. Tomb Engine team is not responsible for illegal use of this source code and built binaries alone or in combination with third-party assets or components. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

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A new custom Tomb Raider engine based on TR5 engine

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